TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2007 Wizards of the Coast, Inc..Visit the LIVING GREYHAWK website at www.rpga.com 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com 
   
  INT7-02 
   
   
   
   
   
  Trial by Fire 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Core Introduction Adventure 
   
   
  by Tim Sech 
   
   
  While some of the landscape of the Domain of Greyhawk has changed, the squabbling and power struggle of nobles has 
  not.  Ancient papers have been found and translated, papers that many would kill to have in their possession.  With the 
  knowledge now within their grasp two men rise above others to retrieve what they believe is rightfully theirs.  Today is 
  the day where a choice must be made that will change the fate of many.  A one -round Core Introduction adventure set 
  in Greyhawk City for characters level 1-4 (APL 2 only).  This is the second adventure in the series of Living Greyhawk 
  Core Introduction Adventures.  It is not necessary to play the first Core Introduction Adventure, Ambition’s Folly. 
   
  Resources for this adventure [and the authors of those works] include Living Greyhawk Journal [Denis Tetreault and 
  Erik Mona], Magic Item Compendium [Andy Collins], Greyhawk Ruins Campaign Guide [Creighton Broadhurst, Chris 
  Chesher, Paul Looby, Bruce Paris, and Sam Weiss], Complete Mage [Skip Williams, Penny Williams, Ari Marmell, Kolja 
  Raven Liquette] 
  
  INT7-02 Trial by Fire 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than those 
  brought by virtue of a class ability (such as animal 
  companions, familiars paladin’s mounts) or the warhorse 
  of a character with the Mounted Combat feat, use the 
  sidebar chart to determine the number of levels you add 
  to the sum of step one. 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.  
  # 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 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round to 
  the nearest whole number. 
  
  INT7-02 Trial by Fire 
   
  Page 3 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  • 
  Enlist a sixth player. 
  • 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in 
  Greyhawk City. All characters pay 1 Time Units if their 
  home region is Greyhawk all other characters must pay 2 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Aramis Raspet is a relatively unknown aristocrat in the 
  Artisans Quarter.  This is unacceptable in his eyes and 
  thus must be corrected immediately.  He recently 
  inherited a decent size fortune from his uncle who 
  passed suddenly.  Now with his new found wealth he has 
  decided to enact his plan to rise in nobility and become 
  one of Greyhawk’s most notable aristocrats.  
   
  Aramis however is not above getting his power by 
  unsavory means.  He secretly worships Erythnul, the God 
  of Slaughter.  He has employed various mercenaries and 
  has secretly begun building a small temple to Erythnul 
  underneath his new house in the High Quarter.  This has 
  attracted the attention of a cleric and his followers of 
  Erythnul to come into Greyhawk City and share in the 
  wealth of their brethren.  Of course being worshippers of 
  the God of Slaughter, they occasionally must unleash 
  their fury upon the different quarters. 
   
  A few weeks prior, Aramis had his agent find some 
  unknowing citizens to do all the dirty work for him.  He 
  nudged them along to go see Yr, a man who is an enigma 
  but has vast knowledge in demons and planar travel.  
  Random adventurers got roped in and took some papers 
  that were ‘borrowed’ from the Greyhawk Thieves Guild to 
  Yr and ask for his help in translating.  Yr figures out the 
  papers detail out a ritual that summons a powerful demon 
  that is compelled to follow whoever summoned it.   
   
  The adventurers handed over the papers to Aramis’s 
  agent and were attacked by crazed goblins.  In the end 
  however, Aramis got his hands on the papers and the 
  notes from Yr and learned that he must see out select 
  items in order to complete this ritual.  The time is now to 
  seek out individuals who will go and retrieve the items 
  for him. 
   
  ADVENTURE SUMMARY 
  Introduction:  The PCs are already in Greyhawk City 
  and are summoned to meet with Yr.    
     
  Encounter 1: Yr explains in more detail what the papers 
  are and give more information on who exactly is so 
  interested in them.   
   
  Encounter 2: The PCs step outside Yr’s house and are 
  accosted by some of Humanchi’s men wanting the PCs to 
  
  INT7-02 Trial by Fire 
   
  Page 4 
  get them on their side.  Aramis’s men are watching from 
  the sides and will jump in at a moment’s notice. 
   
  Encounter 3: The PCs finally get to meet with Aramis if 
  they choose not to side with Humanchi’s men.  He asks 
  the PCs to retrieve a blood red pearl from the Mist Lake. 
   
  Encounter 4: On the way to the lake to get the red pearl 
  the PCs are attacked by two hungry krenshar. 
   
  Encounter 5: The PCs arrive at the lake and happen to 
  stir up a nest of stirges that attack.  
   
  Encounter 6: On the way back Humanchi along with his 
  men stop the PCs and gives them an offer to hand the red 
  pearl over to him.   
   
  Conclusion: The PCs have essentially made their choice 
  of who to support.  One of the aristocrats is not happy 
  with them.   
   
  BEFORE PLAYING 
  It is suggested to read over the Greyhawk Ruins 
  Sourcebook before playing.  This is available on the 
  RPGA website at www.rpga.com/lg. Player Characters 
  (PCs) can choose to have Greyhawk City be their home 
  region and thus can also participate in the Greyhawk 
  Ruins Mini-Campaign.  (Although they still have to be 1
  st 
  level when they play the first official adventure of the 
  series.)  
   
  Let the PCs choose affiliations which are found in 
  the Greyhawk Ruins Sourcebook if they wish, as this may 
  impact future Core introduction adventures.    
   
  Allow the PCs at any point in the adventure to go to 
  the City Watch and tell them what is going on.  The 
  statistics for the City Watch are in the Greyhawk Ruins 
  Sourcebook, page 16. Remember time however in the 
  session and do not allow them to go to far away from the 
  main story.  The City Watch thanks them for the 
  information but tells the PCs that without definitive 
  proof or intent there is not much that can be done at this 
  point.   The City Watch makes sure the PCs have their 
  licenses and all the proper documentation before they 
  leave. 
   
  If PCs have played the first adventure in the series, 
  Ambition’s Folly, and have the Decoded Letters AR 
  reward please note the special section in encounter 1 as 
  Yr tells them a bit more than for those who have either 
  do not have the AR reward or for those who have not yet 
  played the adventure. 
   
   
  DUNGEONS & DRAGONS 
  MINIATURES® 
  To run this adventure, you may want to use the following 
  miniatures: 
   
  From the Blood War™ set: 
  1 Elf Warmage (5/60) to represent Ulex 
  1 Half-Orc Spy (6/60) to represent Demetirius 
  1 Hero of Valhalla (18/60) to represent Saul 
   
  From the War of the Dragon Queen™ set: 
  4 Stirges (56/60) to represent the 4 stirges 
   
  From the Night Below™ set: 
  2 Greyhawk Militia Sergeants (13/60) to represent the 
  Greyhawk militia guards throughout the adventure. 
  2 Krenshars (43/60) to represent the 2 krenshars. 
   
  DUNGEONS & DRAGONS 
  DUNGEON TILES® 
  To run this adventure, you may want to use the following 
  Dungeon Tiles.  Abbreviations for the sets are: Dungeon 
  Tiles (DT), Arcane Corridors (AC), Hidden Crypts (HC), 
  Ruins of the Wild (RW). 
   
  A Little Side Talk (Encounter 2): 
  1 Cave 4x8 (DT) (back) 
  1 Crevasse 8x2 (DT) (back) 
  1 Shop 8x10 (DT)  
  1 Tavern 8x10 (DT) (back) 
  1 Water Fountain 4x4 (DT) 
  1 Tower Base 8x10 (AC) 
  1 Grate 2x2 (HC) 
  1 Statue w/ Shield 2x2d (HC)  
  1 Statue w/ Spear 2x2d (HC)  
   
  The Long Road (Encounter 4): 
  1 Camp 8x8 (RW) (back) 
  1 Road 8x2 (RW)  
  1 Stone Circle 8x8 (RW) (back) 
  1 Ruined Wagon 4x2 (RW) (back) 
  1 Horse 2x2 (RW) (back) 
  1 Rock Outcropping 4x2 (RW) (back) 
  1 Road 8x2 (RW) 
   
  The Red Pearl (Encounter 5): 
  1 Cabin 8x8 (RW) (back) 
  1 Stream 8x2 (RW)  
  1 Road 8x2 (RW)  
  1 Ruined Tower 8x8 (RW) (back) 
  
  INT7-02 Trial by Fire 
   
  Page 5 
  1 Field / Skeleton 4x8 (RW)  
  1 Stream Bend / Horse 2x2 (RW) 
  1 Stream Bend / Road Bend 2x2 (RW)  
  1 Log Bridge / Treasure Chest 1x2 (RW) 
   
  LAW AND ORDER IN THE 
  FREE CITY 
  PCs in the Free City of Greyhawk are adventuring in an 
  urban environment. It is perfectly possible, therefore, 
  that they might do something to get themselves arrested. 
  Thus, a few words about law, justice, crime, and 
  punishment are in order.  
   
  The level and efficacy of law enforcement in the Free 
  City is constantly in flux depending on the aims and 
  goals of those in charge. Recently, some changes on the 
  Directing Oligarchy have enabled the Lord Mayor, Nerof 
  Gasgal, to reassert his authority. This has resulting in a 
  tightening of the laws, particularly in the areas of public 
  safety and smuggling. Relevant minor laws appear, below. 
   
  UNUSUAL COMPANIONS 
  The Free City is a sprawling and cosmopolitan urban 
  center and as such, there are rules and regulations 
  dealing with the presence of the animal companions, 
  familiars, and more fantastic followers that a PC might 
  bring with her. 
   
  In general, PCs that are accompanied by normal 
  animals (that is, creatures with the animal type) are not 
  bothered by the guards, provided that it is Medium-sized 
  or smaller. If the animal is normally carnivorous (such as 
  a wolf or Medium- or smaller-sized dinosaur), the PC is 
  required to demonstrate her ability to control that beast, 
  as well as to show some form of restraint upon it – a 
  muzzle, or at the very least a collar and leash. They will 
  also have to purchase a license for it at a cost of 1 gp per 
  base HD. 
   
  Large-sized 
  non-carnivorous 
  animals 
  are 
  also 
  acceptable, though depending on the animal it may also 
  be required to be restrained/collared (common sense 
  should prevail; a horse, even a warhorse, doesn’t need to 
  be led around by a collar; a rhinoceros is a different 
  matter). They will also have to purchase a license for it at 
  a cost of 5 gp per base HD for any animal other than a 
  horse. 
   
  For more fantastic creatures (such as the types of 
  creatures gained by the Improved Familiar feat, or more 
  exotic animal companions or followers), the PC must 
  purchase a license for it at a cost of 10 gp per base HD. 
   
  If the PC wishes, the companion can be snuck into 
  the city if it could be hidden from the guards in the first 
  place (perhaps in a pocket, an extradimensional space, or 
  by invisibility). Warn the player that if they are caught 
  with the companion, they earn the Arrested! AR item 
  (see below). 
   
  WEAPON AND SPELL RESTRICTIONS 
  The Free City regulates the use of weapons and spells 
  within its walls. In regards to magic the laws are: 
  • 
  Generally, Greyhawk strongly controls magic 
  use, prohibiting the use of such except in 
  moments of extreme personal danger.  
  • 
  Spells that do not damage a foe, such as hold 
  person, are permitted. 
  • 
  Spells that do damage only to a foe, such as 
  magic missile, are allowed, but only in self-
  defense.  
  • 
  Spells that damage a wide area, like fireball, 
  bring a prosecution for property damage and 
  any other relevant charges included murder, 
  except in exceptional circumstances. 
  • 
  Spells that are mentally intrusive, like detect 
  evil, are frowned upon. Spells that can be used 
  for a variety of illicit purposes, like invisibility, 
  are also disapproved of. However, the use of 
  either type of spell is legal. 
   
  In regards to weapons, the rules are: 
  • 
  It is legal to carry the following weapon types: 
  dagger, dart, sling, staff, club, hammer and other 
  similar weapons. They should be tied to one’s 
  belt or in a scabbard whenever possible. 
  • 
  Swords, axes and other similar weapons may be 
  carried through the streets but they must be in a 
  scabbard or leather head-case. Characters 
  wanting to carry such weapons in the city must 
  purchase a license (5 gp for one-handed, 20 gp 
  for two-handed weapons). Licenses are valid for 
  one week. 
  • 
  Polearms, spears and other large weapons such 
  as crossbows and bows are banned. Visitors 
  must deposit these with the Guild of 
  Nightwatchmen who maintain a secure storage 
  facility 
  warded 
  with 
  powerful 
  magics 
  maintained by the Guild of Wizardry. 
   
  Note: If PCs try and get around these restrictions by 
  buying weapons in the city they will be very securely 
  wrapped and bound by the seller. Normally, PCs can hide 
  weapons in extra-dimensional spaces without fear of their 
  discovery. 
   
  TWO MINOR LAWS 
  Greyhawk charges a 3 gp Freesword Tax to any 
  adventurers entering the city. Without this, adventurers 
  can’t talk with any patrons, or sell any loot. If a character 
  
  INT7-02 Trial by Fire 
   
  Page 6 
  is paying standard or better upkeep, that character does 
  not have to worry about the Freesword Tax. 
   
  Greyhawk prohibits owning, and thus selling, any 
  idol or symbol of any Evil deity. Individuals finding such 
  items must turn them over to the authorities to be 
  destroyed. If the PC wishes, illegal idols can be snuck 
  into the city if they could have been hidden from the 
  guards in the first place (perhaps in a pocket, an 
  extradimensional space, or perhaps via invisibility). Warn 
  the player that if they are caught, they earn the Arrested! 
  AR item (see below). 
   
  BREAKING THE LAW 
  If a PC wants to avoid paying the fees listed above, he can 
  usually smuggle the contraband items past the guards. 
  Doing so requires a DC 10 Wisdom check to avoid 
  attracting suspicion and provoking a search. The guards 
  also perform random searches, and these will be specified 
  in adventures from time to time. If a PC is caught 
  smuggling, he is punished as noted below. 
   
  If a PC is caught carrying illegal weapons inside the 
  city, the weapons are confiscated until he leaves, and the 
  PC is fined 10% of the value of the confiscated weapons 
  (to a maximum amount of 100 gp x APL). 
   
  If a PC uses a damaging spell in a non-life 
  threatening situation they are fined 10 gp x APL. If they 
  kill someone, it is treated as murder. 
   
  Use of an area damaging spell (fireball, for example) 
  attracts a fine of 100 gp x APL. 
   
  Use of intrusive spells does not attract a fine, but the 
  caster suffers a -2 circumstance penalty on all Diplomacy 
  checks against people who saw him cast the spell (or have 
  been told he did so). 
   
  These fines are halved if the offender was defending 
  the city or helping the authorities in some way when you 
  commit the offense. They may be waived by the 
  adventure text. 
   
  Being caught smuggling in an animal requires the 
  offender to buy a license and pay a fine equal to double 
  the cost of the license. This must be paid even if the 
  animal is already dead. 
   
  Those avoiding the Freesword Tax caught talking 
  with patrons or selling the proceeds of their adventurers, 
  are fined 1,000 gp and treated as if they are smuggling all 
  items found with you.  
   
  The penalty for worshiping an Evil deity is either 
  death (for cult leaders and priests) or confiscation of all 
  goods and banishment for all other involved individuals. 
  Those caught with an icon or holy symbol of an evil deity 
  have all their goods confiscated and are banished from 
  the city (unless they can prove they were about to hand 
  the item over to the authorities or a good-aligned church 
  for destruction). 
  AVOIDING THE PENALTY FOR BREAKING 
  THE LAW 
  Once you’ve been caught, there remains one way to avoid 
  the penalty – commit another crime. Namely, bribe the 
  City Watch. Greyhawk being what it is, this is almost 
  expected. Bribery is a simple matter of offering the City 
  Watch some portion of the expected fine to simply look 
  the other way. Treat this as a Diplomacy check with the 
  City Watch being indifferent. If they become unfriendly, 
  you must pay the full fine. If they remain indifferent, you 
  must pay 80% of the fine. If they become friendly, they 
  only take 60% of the fine. And if you make them helpful, 
  they let you off for only 40% of the normal fine. 
   
  INTRODUCTION 
  There are two possible introductions for the PCs.  All the 
  PCs are in Greyhawk City to begin the adventure.  They 
  can come up with a reason for being there or if you as the 
  Dungeon Master (DM) feel there is a more suitable 
  reason can make one up. 
   
  If the PCs played the first Core Introduction 
  adventure, Ambition’s Folly, read the following adjust 
  accordingly if the PCs are in a group or are on their own: 
   
  The sun sets in the west over the ramparts of 
  Greyhawk’s majestic walls as most of its citizens 
  decide to head home for dinner.  You feel a small tug 
  on your trousers.  Looking down you see a small boy, 
  about 10 years old, holding a piece of parchment.  He 
  sheepishly hands over the paper and scurries off. 
   
   
  It is assumed the PCs read the letter. 
   
  “Welcome back to the Gem of the Flanaess my 
  friends!  I feel that I should explain more, and I owe 
  you a drink anyhow for saving my life from those 
  nasty fire creatures.  Please come to my humble house 
  and just walk in as soon as you can.”  It is signed by 
  Yr. 
   
  Once the PCs decide to go to Yr’s house, continue to 
  encounter 1. 
   
  If the PCs have not played Ambition’s Folly and have 
  not traveled to Greyhawk City, review the Laws and 
  Order section above to make sure they are aware of the 
  rules.  It is okay if they do not have a license right now, as 
  Yr takes care of that in the short term.  Assume that they 
  are coming through the Highway Gate.  Adjust the text 
  accordingly if the PCs are separate or in a group: 
   
   
  After many long days of travel, you eventually reach 
  Greyhawk City.  Unfortunately there is such a long 
  
  INT7-02 Trial by Fire 
   
  Page 7 
  line of caravans waiting to enter the city because the 
  guards are being so meticulous about searching each 
  and every merchant.  Many of the people are getting 
  restless and just wish to either go to their homes 
  inside or to get a drink at many of the nearby taverns. 
   
  Finally one of the guards comes up to you asking, 
  “What’s your name, where are you from, and what is 
  your business in the city?” 
   
  Allow the PCs to answer individually.  He will of course 
  tell them of the weapon license and about the use of 
  magic in the city if the PCs do not already know.  Give 
  the PCs a bit of a rough time with the license issue and 
  have them sweat a bit if they don’t have one, then read 
  the following when Yr intercedes. 
   
  “So it appears you need a sponsor?” a proud dark 
  haired man built like an ox bellows from the other 
  side of the gate.  “Do not worry young Gegaand these 
  fine folk are with me.  I will make sure all their 
  papers are in order.”  He nods in your direction. 
   
  “Alright, if you say so.”  The young guard allows 
  you all to pass into the city. As you continue to walk, 
  the man speaks. 
   
  “They’re just doing their job just like most 
  everyone in the city.  By the way, the name is Yr and I 
  am need of stout adventurers such as you.  If you 
  want to return the favor please follow me back to my 
  place.”  Yr turns and strides off. 
   
  If the PCs follow him continue to encounter 1.  If any PC 
  does not follow him they can stumble back into the 
  adventure in encounter 2.   Yr does not answer any 
  questions other than small talk on the way to his house. 
   
  ENCOUNTER 1: HERE’S THE 
  DEAL 
  No matter how the PCs get here the encounter is the 
  same except for those who have the Decoded Letters AR 
  item from Ambition’s Folly. Yr tells the PCs about the 
  various factions that want the letters and why they do.  
  He wants to lay the groundwork for them to make a 
  choice on whom to help. He will not under any 
  circumstances tell who them who to work for as that is 
  up to them.  He is merely a guide in this matter.  
   
  Once inside Yr’s home the smell of fresh blueberry 
  muffins along with a pungent odor fills the air.   
   
  “Ah it looks like Karin stopped by and dropped 
  off some baked goods.  Please help yourself and take a 
  seat.  I have asked you here to hear me out on some 
  matters of great import.   
   
  As you may or may not know Aramis Raspet, a 
  local noble of some repute, has in his possession some 
  papers of great power.  Many factions wish to get 
  their hands on the knowledge of these papers and 
  learn of its power and only Istus knows why all of you 
  are now thrown into this play.   
   
  Yr takes a swig of some ale and sits down eye 
  level with all of you.  “I feel partly responsible for this 
  so I will impart some of my knowledge of the players 
  in this game so that it will help you to make the right 
  choices in the coming days or possibly months. 
   
  First I will speak of Aramis.  As far as I know he 
  is not evil per say but will not let anyone get in his 
  way.  He is cunning but lets his henchman do the 
  dirty work as he feels this lets him have his hands 
  clean.  However if you do good by him he will honor 
  all agreements no matter what.  He will most 
  certainly try to garner your aid which may not be a 
  bad thing honestly but again it is for you to decide. 
   
  Second is a rather new noble, from the Duchy of 
  Urnst, to Greyhawk that goes by the name of 
  Humanchi.  I have yet to see this man in the daylight 
  but his talk and actions tend to be a lot more 
  aggressive than Raspet’s.  He is vehemently against 
  Aramis gaining the knowledge of the papers and 
  wishes to stop him at all cost.  I suspect you will hear 
  from him as well. 
   
  Of course there is the third faction which is the 
  Greyhawk Thieves Guild.  They merely wish to have 
  what is rightfully theirs returned.  Somehow the book 
  from which these papers are from were ripped out 
  and stolen from them.  I truly doubt Aramis had some 
  hand in it but again at this point it does not matter. 
   
  I have talked long enough.  Remember that 
  ultimately the choice is yours and yours alone.  There 
  is no right or wrong way in the grand scheme of 
  things.  I must leave now as I have a date.”  Yr stands 
  up and bows before you. 
   
  Yr has to meet with Karin and thus his time is short.  For 
  those who have the Decoded Letters AR item he imparts 
  this knowledge: 
   
  “So you were able to get a copy of the letters? Very 
  clever.  There are valuable items that must be 
  gathered first before the ritual can take place.  Some 
  are in very dangerous places while others are in 
  mundane areas.  I believe the closest item is a red 
  pearl. I bet that’s where Aramis will send his men to 
  first.” 
   
   Yr also hands the PC with the decoded letter (only one 
  per table if multiple PCs have it) a potion of cure light 
  wounds. 
  
  INT7-02 Trial by Fire 
   
  Page 8 
   
  Any questions that the PCs may ask he replies only that 
  Istus will guide you.  Nothing is in the house for the PCs 
  to take if they are feeling a bit risky. 
   
  Treasure 
   
  APL 2: Loot 0 gp; Coin 0 gp; Magic potion of cure 
  light wounds (4 gp) 
   
  ENCOUNTER 2: A LITTLE SIDE 
  TALK 
  As soon as the PCs walk outside they are accosted by 
  Humanchi’s men.  Humanchi sent them to ‘feel’ out the 
  PCs but these thugs are brash and obnoxious thus they 
  pick a fight.   
   
  The bright daylight beams through the city buildings. 
  There is no one on the street unusually enough 
  except for three rather rough looking citizens that 
  approach you. 
   
  “Hello there!  Humanchi says his hello as well. 
  He wanted us to get a ‘feel’ on your thoughts about a 
  few things but we would rather just beat you to a pulp 
  first.” 
   
  APL 2 (EL 3) 
   
  Demetrius: male half-orc rogue 1; hp 7; see 
  Appendix 1. 
   
  Saul: male human fighter 1; hp 15; see Appendix 1. 
   
  Ulex: female elf wizard 1; hp 4; see Appendix 1. 
   
  Tactics: The thugs gang up on one person at a time then 
  move on to the next.  Ulex uses her arcanist gloves on her 
  first damage dealing spell.  She casts magic weapon on 
  Saul’s heavy flail and also gives him the DR 5/magic from 
  her Toughening Transmutation feat.  Demetrius tumbles 
  to get into a flank position to sneak attack any PC while 
  Saul hits the first thing in his way. 
   
  Treasure: 
   
  APL 2: Loot 76 gp; Coin 6 gp; Magic shiftweave (42 
  gp), safewing emblem (21 gp), arcanist’s gloves (42 gp), 
  Ulex spellbook (25 gp), armband of elusive action (67 gp), 
  potion of cure light wounds (4 gp) 
   
  Development: If any of the thugs are captured they just 
  talk about how intimidating Humanchi is and the fact he 
  will be very upset at them for not getting the desired 
  results. There was no meeting as he did intend for them 
  to find out their fighting prowess. 
   
  Before the Greyhawk City Watch even come, 
  Aramis’s men come to the scene.  They arrive either at the 
  end of 4 rounds or if the PCs are all down on the ground 
  to save the day.  Use the statistic’s of Humanchi’s men for 
  Aramis’s men if needed, but his men are all of Neutral 
  alignment.  The PCs will receive the loot from the thugs 
  as good faith on Aramis’s part.  They ask the PCs to please 
  meet with Aramis and hear him out as he has a task for 
  them. They thank the PCs for the decoded letters if the 
  PCs have that AR item but if the PCs do not have it then 
  they entice the PCs with riches and so forth to get them 
  to come. 
   
  ENCOUNTER 3: WELCOME TO 
  MY HOME 
  Aramis lives in Clerkburg for now near the Free City 
  Arena close to the Garden Gate.     
   
  “Aramis still lives in Clerkburg for now.” One of the 
  men says to you.  
   
  The trio point out various establishments as you 
  walk along the city streets.  Grey College is on the 
  right where vines grow along the sides of the 
  building and just before reaching the Garden Gate 
  they turn right along the road.   
   
  “His house is right before the Bridge of Entwined 
  Hearts.  Kinda hokey name really and is one of the 
  reasons we all want to get out of this quarter.  Aramis 
  believes you can help him do that.” 
   
  Describe Aramis’s house as a humble one.  It is not overly 
  large or extravagant and is tucked away nearly against the 
  stone walls.  Inside the guards leave and are replaced by 
  servants who ask what the PCs wish to drink or eat.  After 
  a while a servant summons the PCs to meet with Aramis. 
    
   
  If a PC played CORINT7-01 Ambition’s Folly Aramis 
  refers to them by name.  If the PCs do not accept Aramis’s 
  offer then he attempts to ‘bribe’ them by saying that it 
  will be well worth their while to help him out as he will 
  help them out in the future.  If that doesn’t work then he 
  is disappointed and sends them off. The adventure is over 
  for those PCs. 
   
  The oak doors swing open to reveal a rather modest 
  looking room.  A few chairs sit off to the side while 
  dusty bookcases line the back wall.  A worn maroon 
  couch sits opposite a desk where a tall, blonde, man 
  stands with his arms stretched wide. 
   
  “So good to meet all of you!  Please sit, I trust you 
  all are well fed and have had your fill of drink?  If not 
  Jafe can get you more.”  Aramis takes a seat. “So am I 
  safe to assume that by you being here that you will 
  help me?  (Wait for the PCs to answer)   
  
  INT7-02 Trial by Fire 
   
  Page 9 
   
  “Good! Now to get down to business, I seek a red 
  pearl which can only be found in Mist Lake.  
  Thankfully it is not far from here.  I can give you 
  horses if you’d like and some rations.  I will also pay 
  each of you 200 gold orbs for its safe return and of 
  course my never-ending gratitude.  Here is a map of 
  the area. I don’t anticipate any resistance honestly but 
  again I have not adventured in my life.” 
   
   The answers to a few of the questions PCs may ask of 
  Aramis are below.  If there is a question that is asked that 
  is not on list answer the DM is advised to feign 
  indifference or make up a response that a stuck up noble 
  would say. 
   
  Why do you want the items? 
  “For a very important ritual that will help me grow in 
  popularity and rise in the social eyes of this city.” 
   
  What kind of ritual? 
  “Ah yes of course.  I have yet to figure out fully what type 
  of ritual but I know it will create something that will be 
  for the betterment of Greyhawk and me of course.” 
   
  What are the other items? 
  “At this time I’d rather not say since there are many spies 
  about.  Maybe in the future you could retrieve more of 
  the items for me as long as your procurement of the red 
  pearl goes well.” 
   
  How do we find the red pearl? 
  “Oh from what my source has said the red pearl usually is 
  near the shore where a sort of burnt orange or red algae 
  has gathered.” 
   
  Who is Humanchi? 
  “Obviously some sort of rival. Though, it is strange that I 
  have not heard of him before.  I, like most people of my 
  stature, have made some enemies from time to time. He 
  must have some grudge but who knows what.” 
   
  Do you know Yr? 
  “Yes I know him of course.  I do not like interacting with 
  him as I always get the feeling he is judging me.  My men 
  tell me that he some mystic but I believe him to be some 
  quack who has a bit of knowledge about history.” 
   
  What about our riches that we were promised? 
  ”Riches? Oh my men were exaggerating.  They are so 
  eager to move up to the High Quarter and get out of this 
  drab place that they’ll say anything.” 
   
  Once the PCs are done asking questions Aramis excuses 
  them and has his servant give them a promissory note to 
  procure all that they need for the journey (Horses, 
  rations, any mundane equipment from the Player’s 
  Handbook) 
   
  ENCOUNTER 4: THE LONG 
  ROAD 
  As the PCs walk or ride along the road out towards Mist 
  Lake they meet a few merchants going into Greyhawk 
  City but none are very talkative. Along the road they 
  meet two hungry krenshar’s and see the horses or the 
  PCs themselves as a good meal. Refer to the Krenshar 
  Attack map in the DM aid section 
   
  Two sickly beasts, the combination of a wolf and a 
  hyena it appears, lumber out from the brush to the 
  side of the road, their eyes ablaze with hunger! 
   
  APL 2 (EL 2) 
   
  Krenshars (2): magical beast: hp 11, 11; see Monster 
  Manual page 163. 
   
  Tactics: One of the krenshars uses its scare ability to 
  drive off some of the prey while the other goes in for the 
  kill. 
   
  Once the PCs dispatch the threat continue on to 
  encounter 5. 
   
  ENCOUNTER 5: THE RED 
  PEARL 
   
  At last the murky black Mist Lake.  All seems normal 
  enough though the dangers of this area have made for 
  many tales worthy of a stiff drink.   
   
  To find the red pearl the PCs need to make a DC 12 
  Survival check to notice different scraps of the burnt 
  orange algae that has been displaced. By following the 
  algae the PCs can locate the area of the red pearl. If the 
  PCs cannot make this check they can make a DC 15 Spot 
  check to get a glimmer of red coming from the lake. 
   
  The red pearl actually is a red gem in the shape of a 
  pearl.  A DC 10 Knowledge (nature) or Appraise will 
  divulge this fact. 
   
  As soon as the PCs near the algae and step onto the 
  banks they awaken a few stirges. 
   
  The lake teems with life as the familiar croaking and 
  various splashes are heard.  The unusual algae has 
  gathered around the southern edge of the lake.  A 
  glimmer of red light peeks out from underneath it.  
  
  INT7-02 Trial by Fire 
   
  Page 10 
  Out of the corner of your eye a rather nasty looking 
  creature, a cross between a bat and a giant mosquito, 
  flies out of a nearby tree followed by a few others.   
   
  APL 2 (EL 2) 
   
  Stirges (4): magical beast: hp 5, 5, 5, 5; see Monster 
  Manual page 237. 
   
  Tactics: The stirges suck the PCs blood until they have 
  had their fill.  
   
  Once the PCs dispatch the stirges they can easily retrieve 
  the red pearl and head back to Greyhawk City. 
   
  ENCOUNTER 6: DEAL OR NO 
  DEAL 
  The PCs are stopped by Humanchi and asked to make a 
  deal just outside the Duke’s Gate from the High Road.  
  They can accept or decline him either way this is not a 
  combat encounter.   
   
  Have the PCs make a DC 15 Spot check to notice a group 
  of men riding fast towards them.  If they succeed they 
  have 2 rounds to decide what to do.  Regardless 
  Humanchi and his men stop 20 feet from the PCs 
  position.  The sun has set so it is just after dusk when this 
  encounter happens. 
   
  A large man with flowing black hair raises his fist in 
  the air.  “HOLD!” All the other men come to a sudden 
  stop. 
   
  “I am Humanchi and I wish to offer you a deal.  
  Hand over the red pearl to me thus showing your 
  loyalty and thwarting the evil Aramis.  I will match 
  any offer that he has made to you as well.” 
   
  The PCs can ask a few questions.  Humanchi will respond 
  in kind saying that he has more resources than Aramis, 
  more riches, more power and that is all they need to 
  know for now. 
   
  Allow the PCs to decide what they say.  For those 
  who decline read the following: 
   
  “Unfortunately that is what I expected you would say. 
   You may pass freely this time but know this, you 
  have made a powerful enemy here today and I would 
  watch your back from now on.   
   
  The PCs earn the Enmity of Humanchi on the AR.  
  Continue to the Conclusion. 
   
  If the PCs accept the deal read the following: 
   
  A surprised look emerges on Humanchi’s face.   
   
  “Excellent!  Hand over the red pearl and follow 
  me back to the city. I will protect you from the evil of 
  Aramis.  You have made a powerful friend this day.” 
   
  The PCs earn the Friendship of Humanchi on the AR as 
  well as Enmity of Aramis.  Continue to the Conclusion. 
  Treasure: 
   
  APL 2: Coin 200 gp; Loot 0 gp; Magic 0 gp. 
   
  CONCLUSION 
  If the PCs gave the red pearl to Humanchi then read the 
  following: 
   
  The last few days have been unsettling.  There have 
  been suspicious murders near Humanchi’s home that 
  have dumbfounded the city watch.  Humanchi 
  himself has not been seen since he rode out of the 
  city to meet all of you.  Indeed, maybe it wasn’t such a 
  good idea to turn on Aramis but only time will tell. 
   
  For those who returned the red pearl to Aramis read the 
  following: 
   
  You are ushered quickly into Aramis’s study.  Aramis 
  stands smiling gleefully before you, “I have heard of 
  your success, now let me see it.”  (He waits until the 
  PCs give him the red pearl.) “Excellent.  Well I also 
  heard that Humanchi tried to get you on his side, tell 
  me what did he look like?”  (He waits for the PCs to 
  answer.) 
   
  “Well it is a good thing you chose me over that 
  wretched man.  Here is the payment that I said I 
  would give you.  Oh also since I am a generous man, 
  we have come into some extra items.  If you wish to 
  procure some of them just let me know.” 
   
  The PCs earn the Friendship of Aramis on the AR. 
  Treasure: 
   
  APL 2: Coin 200 gp; Loot 0 gp; Magic 0 gp. 
   
  If the PCs decide to keep the red pearl for themselves 
  that is fine.  They earn the Red Pearl AR item as well as 
  the Enmity of Aramis.  Read the following:  
   
  The clouds over Greyhawk City have been grey ever 
  since your return.  Shadows seem to be closing in all 
  around you and creep out of corners you didn’t know 
  existed.  People stare as you walk by seemingly 
  judging you.  Indeed, maybe it wasn’t such a good 
  idea to keep the red pearl but Yr did say that everyone 
  
  INT7-02 Trial by Fire 
   
  Page 11 
  in this world has a choice. Whether it is right or 
  wrong is the question. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  ENCOUNTER 2: A Little Side Talk 
  Defeat Humanchi’s thugs  
   
  90 XP 
   
  ENCOUNTER 4: The Long Road 
  Defeat the krenshars 
   
   
  60 XP 
   
  ENCOUNTER 5: The Red Pearl 
  Defeat the stirges  
   
   
  60 XP 
   
  Story Award 
  Retrieving the red pearl 
   
   
  60 XP 
   
  Roleplaying Award  
   
   
  Good roleplaying at the DM’s discretion 
  90 XP 
   
  Total Possible Experience  
  360 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  1: Here’s the Deal 
   
  APL 2: Loot 0 gp; Coin 0 gp; Magic potion of cure 
  light wounds (4 gp) 
   
  2: A Little Side Talk 
   
  APL 2: Loot 76 gp; Coin 6 gp; Magic shiftweave (42 
  gp), safewing emblem (21 gp), arcanist’s gloves (42 gp), 
  Ulex spellbook (25 gp), armband of elusive action (67 gp), 
  potion of cure light wounds (4 gp) 
   
  6: Deal or No Deal 
   
  APL 2: C 200 gp; L 0 gp; M 0 gp. 
   
  Conclusion 
   
  APL 2: C 200 gp; L 0 gp; M 0 gp. 
   
  Total Possible Treasure 
   
  450 GP 
   
  ADVENTURE RECORD ITEMS 
  Arrested! You have run afoul of the constabulary of 
  Greyhawk. You are imprisoned for six months (26 TU) 
  before being released. Alternatively, you may pay 225 gp 
  to avoid imprisonment. 
   
  
  INT7-02 Trial by Fire 
   
  Page 12 
  Favor of Aramis:  For having returned the red pearl to 
  Aramis he has decided to allow you purchase one item 
  from the following list:  
   
  Favor of Humanchi:  You have decided to hand over the 
  red pearl with Humanchi and for that he thanks you.  He 
  is willing to have his skilled craftsmen to work on either 
  your choice of existing armor or weapon with the 
  following enhancements: 
   
  Enmity of Humanchi:  Rejecting the offer of Humanchi 
  may not have been the smartest idea.  This will have 
  repercussions in the future. 
   
  Enmity of Aramis:  Having to look over your shoulder 
  while in Greyhawk City at all times is not a pleasant 
  experience.  Aramis has not forgotten your betrayal. 
   
  Keeping the Red Pearl:  You have decided to keep the 
  red pearl for yourself, angering both Aramis and 
  Humanchi.  Brave as that may be it also may be your 
  undoing.   
   
  Ulex’s Spellbook: 1
  st – jet of steam*, magic missile, magic 
  weapon. Cost 300 gp. 
   
  ITEM ACCESS 
  APL 2: 
  Shiftweave (Any; Magic Item Compendium; 500 gp) 
  Safewing emblem (Any; Magic Item Compendium; 250 
  gp) 
  Armband 
  of 
  elusive 
  action 
  (Any; 
  Magic 
  Item 
  Compendium; 800 gp) 
  Arcanist’s gloves (Any; Magic Item Compendium; 500 
  gp) 
  Ulex’s Spellbook (Any; see above; 300 gp) 
   
   
   
  
  INT7-02 Trial by Fire 
   
  Page 13 
  APPENDIX 1: STAT BLOCKS 
  ENCOUNTER 2 
  D E M E T R I U S 
  CR  1 
  Male Half-Orc Rogue 1 
  NE Medium humanoid (half-orc) 
  Init +6; Senses Darkvision 60 ft.; Listen +4, Spot +4 
  Languages Common, Orc 
  AC 16, touch 12, flat-footed 14 
   
  (+2 Dex, +4 chain shirt) 
  hp 7 (1 HD)  
  Fort +1, Ref +4, Will +0  
  Speed 30 ft. (6 squares)  
  Melee sap +3 (1d6+3)  
   
  or short sword +3 (1d6+3) 
  Ranged composite shortbow +2 (Str +2) (1d6+2)  
  Space 5 ft.; Reach 5 ft.  
  Base Atk +0; Grp +3 
  Atk Options Sneak Attack +1d6 
  Abilities Str 17, Dex 14, Con 13, Int 10, Wis 10, Cha 
  6.  
  Feats Improved Initiative  
  Skills Hide +6, Listen +4, Intimidate +2, Move Silently 
  +6, Search +4, Sense Motive +4, Spot +4, Tumble 
  +6 
  SA Trapfinding 
  Possessions combat gear plus chain shirt, sap, short 
  sword, composite shortbow (Str+2), 20 arrows, 
  backpack, wrap for equipment, waterskin, flint & 
  steel, bedroll, shiftweave*, 12 gp.  Encumbrance – 
  Light. 
  Hook Get this job done and I can get paid. 
   
  S AUL 
  CR  1 
  Male Human Fighter 1 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common 
  AC 17, touch 11, flat-footed 16 
   
  (+1 Dex, +6 banded mail) 
  hp 15 (1 HD)  
  Fort +4, Ref +1, Will +1  
  Speed 20 ft. (4 squares)  
  Melee heavy flail +4 (1d10+3)  
  Ranged composite longbow +2 (Str +2) (1d8+2)  
  Space 5 ft.; Reach 5 ft.  
  Base Atk +1; Grp +3 
  Combat Gear potion of cure light wounds 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8.  
  Feats Weapon Focus (heavy flail), Toughness, 
  Combat Reflexes  
  Skills Climb +6, Intimidate +3, Ride +3, Swim +4 
  Possessions combat gear plus armband of elusive 
  action*, banded mail, heavy flail, composite 
  longbow (Str+2), 20 arrows, backpack, wrap for 
  equipment, 10 gp. Encumbrance – Light. 
  Hook I wish Humanchi would have sent someone 
  else to do the job. 
   
   
  U L E X 
  CR  1 
  Female Elf Wizard (transmutation) 1 
  CE Medium humanoid (elf) 
  Init +3; Senses lowlight 60 ft; Listen +3, Spot +3 
  Languages Common, Draconic, Goblin, Elven 
  AC 13, touch 13, flat-footed 10 
   (+3 Dex) 
  hp 4 (1 HD)  
  Fort +0, Ref +3, Will +3  
  Speed 30 ft. (6 squares)  
  Melee longsword -1 (1d8-1)  
  Ranged touch spell +3  
  Space 5 ft.; Reach 5 ft.  
  Base Atk +0; Grp -1 
  Atk Options spells 
  Wizard Spells Prepared (CL 1st): 
   
  1st— jet of steam* (DC 13), magic missile, magic 
  weapon 
   
  0— acid splash (DC 12), detect magic, mending 
  Abilities Str 8, Dex 17, Con 10, Int 14, Wis 13, Cha 
  10.  
  Feats Scribe Scroll, Toughening Transmutation* 
  Skills Concentration +4, Knowledge (arcane) +6, 
  Knowledge (local) +4, Knowledge (planes) +4, 
  Spellcraft +6 
  SA Immune to sleep, +2 bonus to enchantment spells 
  or effects, elven proficiency, summon familiar 
  Possessions combat gear plus arcanist’s gloves*, 
  longsword, 
  backpack, 
  bundle 
  for 
  supplies, 
  parchment, ink, quill, safewing emblem*, spellbook, 
  15 gp. Encumbrance – Light. 
  Spellbook: 1st – jet of steam*, magic missile, magic 
  weapon. 
  Hook I will rise in Humanchi’s eyes once this job is 
  done right. 
  * see Appendix 2: New Rules Items 
  
  INT7-02 Trial by Fire 
   
  Page 14 
  APPENDIX 2: NEW RULES ITEMS 
  Toughening Transmutation 
  Complete Mage 48 
  Casting a transmutation spell briefly transforms your 
  skin or that of an ally into sterner stuff. 
   
  Prerequisites:  Spell Focus (transmutation) or 
  transmuter level 1
  st.  
   
  Benefit: Whenever you cast a transmutation spell, 
  you can choose to grant yourself or any one creature 
  targeted by the spell damage reduction 5/magic.  If the 
  creature already has damage reduction (of any type) 
  from another source, you increase that damage 
  reduction by 5 instead.  This effect lasts for 1 round. 
   
  Special: A transmuter can select this feat as a 
  wizard bonus feat.  
  Jet of Steam 
  Complete Mage 108 
  Evocation [Water] 
  Level: Sorcerer/wizard 1, wu jen 1 (water) 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: 30-foot line 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  You release a powerful jet of superheated steam that 
  deals 1d4 points of fire damage per caster level 
  (maximum 5d4) to each creature within its area.  The 
  jet begins at your fingertips. 
   
  The jet of steam deals no damage to objects in its 
  path, nor can it set fire to combustibles. 
  Arcanist’s Gloves 
  Magic Item Compendium 72 
  Price: 500 gp (3
  rd) 
  Property: Hands 
  Caster Level: 3
  rd  
  Aura: Faint (DC 16) transmutation 
  Activation: Swift (command) 
  Weight: - 
  When you activate arcanist’s gloves, you add 2 to the 
  caster level of the next 1
  st-level arcane spell you cast 
  before the end of your turn. 
   
  Arcanist’s gloves function two times per day.  
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, 
  fox’s 
  cunning. 
   
  Cost to Create: 250 gp, 20 xp, 1 day.  
  Safewing Emblem 
  Magic Item Compendium 131 
  Price (Item Level): 250 gp (2
  nd) 
  Body Slot: Throat 
  Caster Level: 3
  rd 
  Aura: Faint (DC 16) transmutation 
  Activation: Immediate (mental) 
  Weight: - 
  If you fall at least 10 feet, a safewing emblem becomes a 
  pair of feathery wings that grant you a feather fall 
  effect, allowing you to descend safely from any height 
  up to 180 feet.  When you land, the emblem shatters, 
  its magic expended.  
   
  Prerequisites: Craft Wondrous Items, feather fall 
   
  Cost to Create: 125 gp, 10 xp, 1 day 
  Shiftweave 
  Magic Item Compendium 133 
  Price: 500 (3
  rd) 
  Property: Torso 
  Caster Level: 3
  rd 
  Aura: Faint (DC 16) transmutation 
  Activation: Swift (mental) 
  Weight: 5lb. 
  When you activate shiftweave, it changes your garb to 
  resemble any of five specific outfits designated during 
  its creation.  Shiftweave has no effect on any armor you 
  wear (Nor can it mimic armor) and does not change 
  the effect of any magical clothing you wear.  
   
  Lore: Though originally created for wealthy 
  socialites who wanted to avoid wearing the same gown 
  to the gala, shiftweave is also useful to spies and 
  assassins (Knowledge [nobility and royalty] DC 10). 
   
  Prerequisites: Craft Wondrous Item, disguise self. 
   
  Cost to Create: 250 gp, 20 xp, 1 day.  
  Armband of Elusive Action 
  Magic Item Compendium 72 
  Price: 800 (3
  rd) 
  Property: Arms 
  Caster Level: 3
  rd 
  Aura: Faint (DC 16) transmutation 
  Activation: Immediate (mental) 
  Weight: 1lb. 
  An armband of elusive action allows you to protect 
  yourself from the hazards of battlefield chaos.  When it 
  is activated, the band allows you to avoid provoking a 
  single attack of opportunity that your actions would 
  otherwise incur. 
   
  An armband of elusive action functions once per 
  day.  
   
  Prerequisites: Craft Wondrous Item, cat’s grace or 
  evade attack (CP 89). 
   
  Cost to Create: 400 gp, 32 xp, 1 day.  
  
  INT7-02 Trial by Fire 
   
  Page 15 
   
  DM MAP 1 
   
  A LITTLE SIDE TALK (ENCOUNTER 2) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   PC  PC PC 
   
   
   
   
   
   
   PC        PC 
   
   
   
   
   
   
   PC 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
           D   S 
   
   
   
   
   
   
   
    U 
   
   
   
  Key 
  PC = PCs start here 
  D = Demetrius starts here 
  S = Saul starts here 
  U = Ulex starts here 
  
  INT7-02 Trial by Fire 
   
  Page 16 
  DM MAP 2 
   
  KRENSHAR ATTACK (ENCOUNTER 4) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    K 
   
   
   
   
   
   
   
   
   
    K 
   
   
   
   
   
   
   
   
   
   
   
   
   
       PC  PC 
   
   
   
   
   
   
   
   
       PC  PC 
   
   
   
   
   
   
   
       PC  PC 
   
   
   
   
   
  Key 
  PC = PCs start here 
  K = Krenshars start here 
   
  
  INT7-02 Trial by Fire 
   
  Page 17 
  DM MAP 3 
   
  STIRGE ATTACK (ENCOUNTER 5) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
           S    S 
   
   
   
   
   
   
   
   
   
           S    S 
   
   
   
   
   
   
   
   
   
              PC   PC  PC 
   
   
   
   
   
   
              PC   PC  PC 
   
   
   
  Note: Once the PCs head near the water’s edge, the stirges attack, leaving the cover of a nearby tree. 
   
  Key 
  PC = PCs start here 
  S= Stirges start here 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Intros/597/INT7-02 Trial by Fire/INT7-02 Trial by Fire.pdf