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. 
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  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, 
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  VEL5-07 
   
   
   
   
   
   
  A is for Anarchy 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Veluna Regional Adventure 
  By David Kerscher 
  Triad Edit:  Jeff Richards 
  Circle Edit:  Tim Sech 
   
   
  Some thought that the situation in Grayington would be resolved if the self-proclaimed Canon and his spiritual advisor 
  were removed.  While that might have quenched some people’s thirsts for justice, it has left Grayington leaderless.  
  Steps must be taken to settle the unrest in the rebellious diocese before there can be any hope of reconciliation with 
  Veluna.  A Veluna regional adventure for characters that do not want to see Grayington in chaos for character levels 1 to 
  10. (APLs 2 to 8).
  
  Vel5-07 A is for Anarchy 
   
  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 DM (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 player 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, 2006.  
   
  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 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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table 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).  
   
  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.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  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 
  
  Vel5-07 A is for Anarchy 
   
  Page 3 
  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 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Veluna.  PCs native to Veluna pay one Time Units per 
  round, all others pay two Time Units.   
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. PCs 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 PC who does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild.  If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check (DC 20), 
  the PC 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 PC has at least four ranks in Craft 
  (bowmaking).  The PC 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 
   
  Just a couple short years ago, the Diocese of Grayington 
  was a picture of peace and serenity.  The populace was 
  united in its devotion to Rao, the rumblings of the 
  coming war were yet to be heard in their streets, and Plar 
  Eldried Sarneth, the most powerful noble in the country, 
  was securely in power, with his son Redin anxiously 
  awaiting his time to rule.  However, over the past year 
  and a half, this idyllic scene has blurred to a scene of 
  insecurity, conflict and chaos.   
   
  The descent began in 594, when Eldried kept 
  delaying his stepping down for Redin’s succession, 
  something that was supposed to happen upon Redin’s 
  coming of age according to the family’s traditions.  There 
  were rumors of villainy and misdeeds, but Eldried’s true 
  motivation was simply that he felt Redin was not ready.  
  Redin claimed to have received “visions” from Rao, and in 
  the elder Sarneth’s opinion, he was too much under the 
  sway of the Church of Rao (in the person of Bishop Velt 
  Harkin), 
  with 
  whom 
  Eldried 
  had a somewhat 
  contentious relationship regarding power in the diocese. 
    
   
  Eventually, adventurers were able to find some 
  evidence of a plot to embezzle funds from the Church.  
  Eldried was implicated even though other, more sinister 
  forces were known to be involved and possibly 
  responsible.  The public situation was not a good one for 
  the Sarneths, and Eldried abdicated to save the family’s 
  honor and prevent unrest in his fair diocese (VEL4-02 
  Sins of the Father).  Little did Eldried know that this was 
  just the beginning of Grayington’s troubles. 
   
  Redin took over the leadership of the diocese, and 
  followed his visions as interpreted by his advisor, Bishop 
  Harkin.  As the war with Herion exploded, Grayington 
  refused to send her troops to the fight, saying that Rao 
  would protect them, that Veluna was under attack 
  because of her more permissive attitudes towards 
  religions and morals. When Canon Hazen died on the 
  battlefield, Redin proclaimed his validity as the next 
  Canon (VEL4-03 War of the Rings).  A few months later, 
  Eldried’s 
  brother 
  Michael 
  Sarneth, 
  Grayington’s 
  representative to the Celestial Order of the Moons, was 
  sacrificed by Nerullite priests.  Close on the heals of that, 
  Veluna chose Archbishop Priffin Truft to be the next 
  Canon, a snub which Redin responded to by seceding 
  Grayington from Veluna.  The Church recalled Bishop 
  Harkin, but he, as well as many others from the 
  Grayington sect’s hierarchy remained in service to “the 
  true Canon”, Redin Sarneth (VEL4-06 Harvest of Souls).   
  
  Vel5-07 A is for Anarchy 
   
  Page 4 
   
  Later that year, Eldried himself was assassinated at 
  the behest of cultists of Marduk, whom he was trying to 
  expose as the conspiracy behind events in Grayington.  
  Luckily for him, adventurers were able to get his body 
  out of Grayington and have him raised, but tensions were 
  definitely high between Veluna and Grayington, as well 
  as within the diocese, and the cult of Marduk was still not 
  exposed (VEL4-08 Shadow of the Serpent). 
   
  Eldried continued his investigations of the cult of 
  Marduk, and with the help of adventurers, brought the 
  cult to light with the recent recovery of Bishop Harkin 
  from a cult temple in Shandalanar. It seemed that the 
  Bishop Harkin in Grayington was a double, and that his 
  dreams were not coming from Rao, but from Marduk, a 
  demon lord that was taking advantage of the war with 
  Herion in order to isolate Grayington and re-establish 
  himself in this world (VEL5-01 The Beast Within). 
   
  Fortunately for Grayington (and Veluna, and Oerth), 
  the cult’s plans were finally stopped as the final sacrifice 
  to bring Marduk into this world was aborted by intrepid 
  adventurers in the town of Farmingdale (VEL5-06 Fangs 
  of the Serpent).    
   
  As the war against Herion seems to be coming to a 
  close, the Church, the Celestial Order of the Moons and 
  the College of Bishops met to decide what to do about the 
  Grayington situation.  The diocese was still separate from 
  the rest of Veluna, and Redin was still calling himself 
  Canon. The diocese had to be returned to the fold, but 
  opinion on how to accomplish this was divided.  After 
  much debate, it was decided that adventurers would go in 
  and capture the impostor advisor and the self-proclaimed 
  Canon so that they could be tried in Veluna (WKRP ’05 
  Interactive) 
   
  That plan didn’t go so well.  While the “Canon” and 
  “Bishop” were captured and returned to Veluna City, the 
  evidence of a break-in and abduction were readily 
  apparent, and rumors spread like wildfire (aided by some 
  remaining cultists and others that sought to take 
  advantage of the situation).  The populace was outraged at 
  the audacity, shocked at the violence, and scared of what 
  Veluna might do next. 
   
  The Church of Grayington has been unable to help 
  the situation, as they suddenly found themselves 
  leaderless one morning.  The burden fell upon the 
  shoulders of Bishop Lydon Rossum, a bureaucrat who 
  was not prepared for such events.  He is torn between 
  allegiances and not sure what to do, so he does nothing. 
   
  The Plar’s guards and mercenary soldiers, many of 
  whom were actually hired and controlled by the false 
  Bishop Harkin, are restless and eager for some sort of 
  fight.  Their leader, Captain Hugo Offerder, sees an 
  opportunity for himself to gain a powerful and heretofore 
  impossibly unavailable position. 
   
  There are still cultists about, as well as ne’er-eo-wells 
  that just want to foment chaos and unrest, turn a profit, 
  and/or stick it to the Church of Rao or Veluna.  On the 
  other hand, many citizens would like to see a return to 
  the way it was.  Eldried Sarneth himself would be one of 
  these, and he certainly has plans to re-establish himself as 
  the Plar.  Needless to say, the tension is rising daily 
   
  Adventure Summary  
   
  The Church of Rao in Veluna has decided to try to re-
  establish a foothold in Grayington, but has chosen a more 
  subtle way of doing so.  They want to get Bishop Velt 
  Harkin (the real one) back into Grayington and let him 
  help quell the growing discontent and, at the same time, 
  re-establish Church control over the Grayington sect as 
  the first step in bringing all of Grayington back into the 
  fold. 
   
  Because of the tense situation and unfriendly 
  relations between the two, however, Veluna cannot send 
  Harkin into Grayington in an official capacity.  Yet they 
  want to ensure his safety, so they hire adventurers to 
  escort him on his “triumphant return” from captivity at 
  the hands of the cultists. 
   
  The PCs must first get the Bishop into Grayington 
  diocese, either past vigilant and tense border guards or 
  through the not-too-heavily patrolled forests nearby, and 
  then get him safely to the church of Rao in Grayington 
  city, where he will presumably do his duty.  
   
  Unfortunately for the party, one of the factions 
  gotten wind of the Bishop’s impending return, and 
  doesn’t want the power vacuum to be filled just yet, so 
  the party will have to withstand an assassination attempt 
  on Harkin.  Clues found on the assassins point to 
  Grayington. 
   
  Once in Grayington, the PCs will be witness to a riot 
  as supporters of opposing factions square off in the 
  market square.  The PCs will have an opportunity to calm 
  the situation, but some individuals within the crowd take 
  exception to the arrogance of adventurers and try to focus 
  the mob’s violence towards the PCs. 
   
  Should the PCs survive that and wish to remain in 
  town, they can follow up on the clues from the assassins 
  to find out who hired them and why. Doing this, they 
  will have the chance to eliminate one of the more chaotic 
  
  Vel5-07 A is for Anarchy 
   
  Page 5 
  factions in the power struggle that is Grayington, and 
  help get the region one step closer to stability. 
   
  Introduction 
   
  Part 1A – Each PC that is a member of the Church of Rao, 
  College of the Divine, College of the Arcane, Knights of 
  Salvation, Mitrik Temple Guard, Champions of Luna’s 
  Vale, Brotherhood of the Vale, or Monastery of the 
  Unseen start here (others should leave the table): 
  You receive a note from one of your superiors, 
  requesting your presence at once.  Heeding the 
  summons, you arrive at the prescribed site in Veluna 
  City to find him already speaking with another man – 
  tall, long blonde hair, weathered skin.  He wears a 
  blood red cloak and riding gear.  They are deep in 
  whispered conversation, but break off at your 
  approach.   
  “Ah, <character name>, glad you decided to come,” 
  says your senior.  “We have a delicate situation, and 
  would appreciate your help.  The nature of the 
  situation, in addition to holding potential danger, 
  requires complete secrecy, however, so I would give 
  you the opportunity to refuse the request should 
  either of these factors cause you unease.” 
  He waits for your response, and assuming you agree 
  to keep things secret, introduces the stranger as 
  Artomas Brethund. 
  “Thank you for accepting our invitation and our 
  terms.  Forgive my briskness, but I must get to the 
  point, as I have more people to meet.”  He motions 
  you to walk with him, and you notice he glances 
  about constantly, as if expecting someone to come out 
  of the shadows at any moment. 
  “I cannot say too much here, but suffice it to say that 
  the Church sees a unique opportunity to re-establish 
  some influence in Grayington without it being 
  obvious that they are doing so.  Nothing illegal or 
  immoral, mind you – it’s just that with Grayington 
  being ‘independent’, we do not have the luxury of 
  operating in the ‘normal manner’.  Plus, with the 
  citizens nearly up in arms over the ‘kidnapping’ of 
  Redin and that duplicitous cur of an ‘advisor’, any 
  overt actions by Veluna or the Church would be like 
  dumping alchemist’s fire on the situation.” 
  “Nevertheless, we now have a chance to gain some 
  influence on the inside, which should be able to pave 
  the way towards reunification, and that is not 
  something we can pass up.  So, would you be willing 
  to deliver a ‘package’ for us?” 
  Assuming the PCs agree to the mission, the players can 
  take a break as the others are recruited.  These meta-org 
  PCs will be the ‘welcome wagon’ for the other PCs at the 
  meeting – assigned to verify the loyalty/trustworthiness 
  of the other (newly recruited) PCs.  They will be allowed 
  to tell the “recruits” what they were told, and may 
  question them, but are not expected to threaten or 
  intimidate them.  The organizers want willing, loyal 
  volunteers.  They can set up however they want for that 
  (see Part 2 below).  (Something fun to do would be to 
  have the players “write” the boxed text for the front room 
  while the others play out Part 1B.) 
  Part 1B – Those PCs that are NOT members of the above 
  mentioned Veluna Meta-Organizations start here. They 
  may begin together if they wish, or they can ‘meet’ in the 
  bar. 
  You received a letter earlier in the day requesting 
  your presence at the Other Bag of Nails, a tavern here 
  in Veluna City, half an hour past sundown.  There was 
  implication of a job – you assume something 
  interesting from their method of recruitment.  The 
  note said you had been contacted because of your 
  reputation of loyal service to Veluna, and implied that 
  secrecy would be required.  It was ‘signed’ with a 
  stamp of a red hound.  
  If there are any members of the Pack at the table, their 
  note also has a small ‘Pack sign’ at the bottom. 
  There aren’t too many people in the tavern when you 
  arrive – somewhat surprising for a nice evening like 
  this – only a few common laborers, a couple 
  professionals, the bar staff, and two or three 
  individuals that bear themselves as ‘adventurers’, like 
  yourself.  
  At this point, PCs can describe themselves, possibly 
  recognizing each other. 
  After some time passes, in which more patrons come 
  and go, a waitress brings to your table a round of 
  drinks.   
  “The guy in the red cloak over there bought you this 
  round – said to tell you ‘the old dog owes you one’.  
  Doesn’t look too old to me...” she says with a wink. 
  The ‘old dog’ is tall and thin, with the ruddy, rough 
  skin of an outdoorsman.  His unkempt blonde hair is 
  tied back from his bright eyes, but the dark red cloak 
  draped over his slender frame makes it difficult to 
  discern much more about him.  He smiles at you and 
  
  Vel5-07 A is for Anarchy 
   
  Page 6 
  raises his tankard and drinks.  He then tosses some 
  coins on the bar and heads for the door. 
  The ‘old dog’ is Artomas Brethund, the PCs’ contact.  He 
  is heading somewhere more quiet to talk, and assumes 
  they will make the next move.   
  If they try to catch him in the tavern, he will shake hands 
  and greet them as if he knows them, but will not say his 
  name (PCs should recognize he is pretending to know 
  them and play along).  He will apologize, saying he 
  cannot stay – he must return to a sick friend’s bedside, he 
  had just come in for a quick drink.  The PCs will be 
  welcome to walk along with him. 
  If they let him leave and try to follow him, have them roll 
  Spot and/or Survival checks (whichever you think they 
  would enjoy more), but they will be able to 
  follow/trail/track him easily enough.   
  Either way, he leads them down the street and around a 
  corner, to an average looking house.  He either leads 
  them in (if they are with him) or leaves the door slightly 
  open (if they are “trailing” him). 
  Part 2 – If the PCs have been ‘trailing’ Artomas Brethund, 
  he will be in the kitchen when they enter.  If they were 
  traveling with him, he will motion them inside, then 
  follow them in and go to the kitchen after a nod to any 
  PCs in the front room. 
  Any PCs contacted through their Meta-Orgs should be in 
  the front room and might have made special plans, so 
  modify this as needed: 
  You enter the front room of the darkened house.  Two 
  chairs, a fireplace, a table, stairs going upstairs – 
  nothing of real interest.  A light and some quiet 
  voices come from the kitchen door, which is slightly 
  ajar. 
  Assuming the PCs eventually make their way into the 
  kitchen... 
  A trio of men are gathered around the kitchen table.  
  Two, including the man you followed here, have 
  thrown-back cloaks, revealing normal clothing, but 
  the third remains cloaked and hooded.  The bare-
  headed stranger is a middle aged man with thick, 
  surprisingly gray hair, and seems to be telling the 
  hooded one something about a map spread out on the 
  table.  He glances up at you briefly, but the hooded 
  one does not.  The man from the tavern has removed 
  his red cloak, revealing well-worn traveling leathers, 
  and motions you all to sit down. 
  “Greetings, volunteers, and I apologize for the 
  subterfuge.  I have a delicate proposition for you.” 
  “My name is Artomas Brethund, and I am a ranger in 
  the service of the Canon.  I have a mission for you to 
  undertake what will hopefully lead to the re-
  unification of Grayington back into Veluna. First, I 
  must ask if anyone is unfamiliar with the situation.” 
  If any PCs are not familiar with the situation, use the 
  information from the Adventure Background to provide 
  an overview.  (Do not reveal information from the last 
  three paragraphs, however.) 
  “I’m sure you agree the situation needs to be 
  stabilized before any serious progress can be made 
  towards bringing the lost sheep back into the fold.  
  Since Grayington is ‘independent’, and any further 
  involvement by Veluna or the Church would only 
  give the separatists more ammunition, this move for 
  stability would best be made from the inside.  Who 
  better to calm the situation in Grayington in a way 
  that favors the Vale than Bishop Velt Harkin?” 
  At this, the third man scoots his seat back a bit, 
  stands, and pulls the hood back from his face.  He has 
  a worn, hardened look about what was once a boyish 
  face.  He is heavy set, with curly black hair graying at 
  the temples.  You can now see he wears a holy symbol 
  of Rao on a silver chain around his neck.  He sits 
  again, looking back to the map. 
  “We mean to return Bishop Harkin to his seat in 
  Grayington.  While he has always been loyal to the 
  true Church, he has also always been a trusted leader 
  of the citizens of Grayington, and would not be seen 
  in as bad a light as some new priest sent by Veluna 
  City.  Some may even see him as a returning hero.” 
  The Bishop speaks, “I will return to my brothers first. 
   With Rao’s blessing, they will hear the truth, and 
  then together we shall bring peace and serenity back 
  to the people of Grayington.”  
  “There will probably be some who may not welcome 
  him back, however.” Artomas Brethund continues.  
  “The new acting bishop, Lydon Rossum, for one, may 
  not wish to relinquish his new found power, though 
  we think that is not the case.  Captain Hugo Offerder, 
  the leader of the Plar’s soldiers, on the other hand, 
  seems to have it in his head that he could be the next 
  leader of Grayington.  Frankly, I do not understand 
  his claim, other than it involves having the most 
  armed men at his disposal.  There are even some 
  people claiming blood ties to the Sarneths so that 
  they should inherit the estate.” 
  “Because there may be forces opposed to this 
  maneuver, and because of the need for some 
  subterfuge, we have enlisted the aid of Basil Brummel 
  
  Vel5-07 A is for Anarchy 
   
  Page 7 
  here,” he says, gesturing to the gray-haired man, “who 
  is providing us a cover of sorts.  He can provide 
  merchant papers for the passage, and the Bishop and 
  yourselves will pose as ‘hired help’ going to protect 
  assets in Grayington in light of the problems there.” 
  Brummel steps forward and hands you a small packet 
  of papers, including a map which shows the location 
  of a warehouse near the market square.  “The 
  Grayington border is closed to many travelers these 
  days, but these papers should get you through 
  without a problem.  Remember that Grayington has 
  banned all non-Raoan religions, though.  These 
  papers cannot help you with that.   
  “My warehouse should be acceptable as a base of 
  operations should you need it, but...” he pauses as if 
  embarrassed to ask, “while I provide it as part of the 
  ruse, I DO have assets on site and need to be able to 
  keep doing business there, so please don’t draw any 
  unwanted attention to it.  I have been assured that the 
  warehouse will be considered under your protection 
  until I arrive with other guards.”    
  Artomas pats the merchant on the shoulder.  
  “Don’t worry, friend – I’m sure these fine fellows 
  won’t allow anything to happen to your goods.  Now, 
  do you have any questions?” 
  Some questions that might come up: 
  • 
  Why aren’t you doing this yourself?  We thought it 
  more fitting to have a small band of independents 
  ‘hired’ to guard a warehouse.  
  • 
  Will we get disguises?  If you wish some kits, we can 
  make them available to you.  Someone could help 
  you before you leave, but would not be able to help 
  you on the road.  Harkin will remain hooded, and 
  has been briefed in some disguise techniques. 
  • 
  Can we have horses?  Unfortunately, no.  There is 
  not that much need for speed to justify some 
  ‘harmless’ warehouse guards having steeds.  
  • 
  Do we have any contacts in Grayington?  No. For 
  reasons already discussed, we have no assets in 
  place.... until you get there. 
  • 
  Should we just go straight to the church?  You can if 
  you want.  It may be better to establish yourselves at 
  the warehouse first, and get to the church at a later 
  time.  It may depend on the situation.   
  • 
  How long do you think it will take?  It should take 
  you a day to the border, then three more to the city 
  of Grayington.  Once there, I would think you could 
  get Harkin to the Church fairly easily.  Then it will 
  just be waiting until he is re-established. Plus, I’m 
  sure Basil here wouldn’t mind his warehouse being 
  guarded until the unrest calms down.  
  • 
  Are we getting paid?  Well, we had hopes that you 
  would do it for the good of Rao and Veluna, but I 
  suppose we should have known better.  Yes, you will 
  be compensated. 
   
  Encounter One: At the Border 
   
  If the PCs wish to talk with Bishop Harkin along the way, 
  he can tell them some things about his experience and 
  plans: 
  • 
  Where have you been?  I was kidnapped by cultists 
  of Marduk – they planned to sacrifice me to bring 
  their demonic master into this world.  Luckily I 
  escaped and their plan was foiled. 
  • 
  How do you plan on re-establishing control in 
  Grayington?  Well, I am the rightful Bishop of 
  Grayington.  My fellow priests will recognize that, 
  and my position be returned to me.  I hear that 
  Lydon Rossum wears the mitre now – he is not the 
  type that would want that job.  I am sure that he will 
  welcome me back with open arms. 
  • 
  What about the rest of Grayington?  They are all 
  children of Rao – they will listen to reason.  Part of 
  the problem right now is the lack of someone they 
  want to listen to.  As the voice of Rao, they will listen 
  to me. 
  • 
  They will trust you after the false bishop?  Of course. 
   I will tell only the truth, for that is a powerful thing; 
  and in this case, also lets them put their minds at 
  ease that the problems arose from something outside 
  of Grayington, outside the Church – outside of 
  them.  That will bring serenity to their souls and 
  thus, peace back into their lives. 
  • 
  What about those that would oppose your return?  
  Who would oppose the return of peace and order?  
  Oh yes, I suppose there could be some.  I have faith 
  in Rao – he has led me to this far, saved me from 
  sacrifice – he has brought me to this point.  For what 
  other reason than bringing his reason back to 
  Grayington?  Besides, you will be around, won’t you? 
    
  If the PCs travel straight up the road to Grayington, they 
  will encounter a road block set up across the road about 
  
  Vel5-07 A is for Anarchy 
   
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  10 miles north of Veluna City.  This is the Grayington 
  border. 
  Up ahead you spot two simple shacks built along both 
  sides of the road.  There is a long bar on a pivot 
  blocking the road and a handful of soldiers wearing 
  the livery of Grayington can be seen manning the 
  position.  Their horses are tethered nearby, saddled 
  and ready to ride. 
  There are 3 patrols of soldiers here at all times.  If the PCs 
  approach peacefully, one patrol leader will step forward 
  to question them. If they try to sneak around the 
  roadblock, they will have to roll Hide checks against the 
  Spot checks of one full patrol worth of soldiers (assume 1 
  patrol is actively watching the area for people trying this). 
   If they simply attack, all 3 patrols will join combat.  
  Approaching peacefully: The patrol leader will ask each 
  person to declare which god they worship, Raoans being 
  allowed in and all others being turned away.  If the PCs 
  lie, roll a Bluff check against his Sense Motive.  Because 
  of the heightened tensions, if they fail the Bluff check he 
  will assume they are lying and will question them 
  further.  If they fail a second Bluff check, he will refuse 
  them entrance (including any others accompanying that 
  individual).  Note that the Bishop will answer that he 
  worships Rao, and will not be questioned further. Under 
  no circumstances will anybody openly displaying a holy 
  symbol of another god (i.e. other than Rao) be allowed to 
  proceed (even if they are ‘friends’ of Redin).  They will be 
  told that those symbols have been outlawed in 
  Grayington by order of the True Canon. 
  The leader will also question the purpose of obvious 
  heavy arms and armor, and ask for a specific itinerary, 
  citing the recent incursions/attacks by ‘adventurers’.  The 
  merchant’s papers can get the PCs past this post easily.     
  If for some reason the PCs do not wish to use the 
  merchant’s papers, the DM will have to adjudicate the 
  PCs’ actions.  It is not imperative that they be allowed 
  through along the road; they can always sneak across in 
  the wilderness. 
  If any PC has the “Favor of Redin Sarneth” (from Vel4-
  02) and attempts to drop his name, the guards will seem 
  surprised, and not be sure what to do for a moment, then 
  will feel obliged to tell Redin’s ‘friend’ that the True 
  Canon was kidnapped from his bedchamber a month ago 
  by a group of magic-wielding killers sent by the cowardly 
  Velunans.  The PCs’ reactions to this story will determine 
  the guards’ further action.  If the PCs seem shocked 
  (truthfully, or via a successful Bluff check), the guards 
  will commiserate with them for a bit over the fate of 
  Redin (Bishop Harkin will not participate in this), and 
  eventually allow them passage. 
  Anybody who tries to force the issue is threatened with 
  arrest (after appropriate warnings), but if there is time, 
  Bishop Harkin will step up and identify himself, 
  defusing the situation.  He will ONLY do this if an attack 
  has not yet been made (see “Development” section.) Once 
  weapons are drawn, he will flee and hide; proceed to the 
  “Attacking the border guards” section.  
  Sneaking across the border away from the road:  If the 
  PCs try to avoid the road, they can cross the border 
  somewhere in the wilderness.  The border is patrolled by 
  Grayington guards.  Have one PC (the one leading the 
  party through the wilderness) roll a Survival check DC 15 
  (no aid another) to avoid becoming lost.  If they become 
  lost, they lose 2d4 hours getting their bearings, and then 
  can roll again. 
  Assume at some point they encounter a patrol.  Have the 
  PCs roll Listen checks to hear the patrol approaching.  
  The highest Listen check x10 feet will determine how far 
  away the patrol is when they are heard.  The patrol will 
  spot the party at 2d6x10 feet of distance.  The DM will 
  have to adjudicate this encounter based on the 
  preparations the party makes and the time of day (at 
  night the patrols have hooded lanterns that illuminate 30 
  ft with bright light, 60 ft with shadowy light).  If nobody 
  in the party hears the patrol BEFORE the patrol comes 
  within spotting distance, the PCs are discovered 
  automatically (blame it on Harkin).   
  If the PCs hear the patrol coming before the patrol gets 
  within spotting distance, give them a chance to hide (1 
  round).  Roll standard Hide vs. Spot checks in this case.  
  Remember to include the -1 per 10 ft of distance on any 
  Spot checks.  Give the patrols an additional -5 to 
  Spot/Listen checks because they are distracted (i.e. bored 
  and not expecting trouble). 
  Should the party be discovered, they will be challenged.  
  They may attempt to bluff their way through.  Due to the 
  recent attack on Redin, give them a -2 circumstance 
  penalty to their check.  If they attempt a bluff after 
  having been caught at night, give the PCs an additional -4 
  circumstance penalty to their Bluff check. 
  Should the PCs be caught, the patrol will first attempt to 
  arrest them.  Should the PCs allow themselves to be 
  arrested, Harkin will identify himself at some point in 
  the exchange and (in a private conversation) convince the 
  patrol to let them all go (see “Development” section).  
  Should the PCs insist on fighting their way out, Harkin 
  will flee and hide; proceed to the “Attacking the border 
  guards” section. 
  Attacking the border guards:  If at any point, the PCs 
  attack a border patrol, use the stats below, with these 
  parameters:  (1) A combat at the border post will involve 
  
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  three sets of these patrols, but only one will be active in 
  rounds one and two.  Also, none start the fight mounted.  
  (2) A combat in the wilderness is with only one patrol, 
  though they will all be mounted.  (3) In all cases, the 
  patrols will begin the combat striking to subdue until any 
  one of them takes lethal damage.  PCs captured alive 
  wake up in jail (penalty of 8 TUs paid on this AR, and PCs 
  are not allowed back into the nation of Grayington under 
  any circumstances).  (4)  Note that in most cases, 
  attacking the border patrols could be considered an evil 
  act, as they are just doing their jobs, and doing them 
  rather peacefully at that. 
  APL 2 (EL 4) 
  �Soldier (4):  Male Human War1; hp 7 (each); See 
  Appendix 1. 
  �Leader:  Male Human War3: hp 23; See Appendix 1. 
  �Light Warhorse (5): hp 22 (each); See Monster 
  Manual. 
  APL 4 (EL 6) 
  �Soldier (6):  Male Human War2; hp 14 (each); See 
  Appendix 1. 
  �Leader:  Male Human War5; hp 38; See Appendix 1. 
  �Light Warhorse (7): hp 22 (each); See Monster 
  Manual. 
  APL 6 (EL 8) 
  �Soldier (6):  Male Human War3; hp 23 (each); See 
  Appendix 1. 
  �Leader:  Male Human War7; hp 53; See Appendix 1. 
  �Light Warhorse (7): hp 22 (each); See Monster 
  Manual. 
  APL 6 (EL 8) 
  �Soldier (6):  Male Human War4; hp 30 (each); See 
  Appendix 1. 
  �Leader:  Male Human War9; hp 68; See Appendix 1. 
  �Light Warhorse (7): hp 22 (each); See Monster 
  Manual. 
   
  Encounter Two: Assassin 
   
  This encounter happens mid to late afternoon, almost a 
  half day's travel from Grayington city. 
  The travel is easy on the main road and you will reach 
  Grayington itself the next day.  The farmers you have 
  passed in their fields have not been overly friendly, 
  but Bishop Harkin says they were never much for 
  outsiders, and with all the recent troubles, it is not 
  surprising that they are even more withdrawn.  
  As you discuss this, an opportunity to show the locals 
  that not all adventurers are bloodthirsty killers 
  reveals itself around a bend.  An old farmer and his 
  wife struggle to repair a broken wagon wheel at the 
  side of the road.  
  This old farming couple is in some minor distress. The 
  old couple were traveling home from Grayington (they 
  live down the road a ways, then off to the northwest - 
  about 4 hours travel) when their wagon wheel 
  inexplicably broke.  They will gladly accept help from the 
  PCs. 
  As the PCs possibly expect, there is an ambush waiting 
  nearby, but not from the old couple – they are innocent 
  of any plotting.  If the PCs treat them with suspicion 
  (insist on inspecting the back of the wagon, questioning 
  them, bullying them), they will ask them to leave, and the 
  woman will start to cry. 
  The assassin(s) will bemusedly watch all of this from the 
  woods.  A shatter spell was used to break the wheel, 
  hoping the party would indeed stop to help. He/they will 
  observe for a few rounds, and will not attack unless the 
  PCs go looking for and Spot him/them (vs. Hide checks). 
   He/they will, however, follow them (via stealth and 
  tracking) to their camp and attack at night.   
  All APLs 
  �Bishop Velt Harkin:  Male Human Clr7; hp 47; see 
  Appendix 1. 
  APL 2 (EL 4) 
  �Cade Thornbarrel:  Male halfling Rgr1/Rog3; hp 23; 
  see Appendix 1. 
  APL 4 (EL 6) 
  �Cade Thornbarrel: Male halfling Rgr2/Rog3/Asn1; hp 
  35; see Appendix 1. 
  APL 6 (EL 8) 
  �Cade Thornbarrel:  Male halfling Rgr2/Rog3/Asn3; 
  hp 45; see Appendix 1. 
  APL 8 (EL 10) 
  �Cade Thornbarrel:  Male halfling Rgr2/Rog1/Asn5; 
  hp 56; see Appendix 1. 
  
  Vel5-07 A is for Anarchy 
   
  Page 10 
  Tactics:  Before attacking at night, the assassin will drink 
  a potion of darkvision. The first offensive action will be to 
  use a tanglefoot bag on Harkin.  This will be much more 
  effective than planned, as Harkin will fail the save, and 
  also have a small breakdown, panicking and unable to 
  cast spells or assist.  Should the PCs be able to remove the 
  goo and also remove fear, Harkin will be able to cast 
  spells or fight, but the PCs will discover he is ill-equipped 
  for combat (see Appendix 1). 
  Development: If the PCs decide to 'escort' the old couple 
  home, they may, the assassin will follow and either attack 
  them there (though he would prefer an "open" area to 
  attack in) or on the road the next night (since the PCs 
  backtrack to the farm, they will end up still needing to 
  camp once on the road when going back to Grayington). 
  Assuming the PCs defeat the assassin, they will find a 
  note (on very nice paper) with a description of Harkin, 
  the NPC’s money, and a silver filigree key with a red 
  ribbon tied through the "GG" in the handle.  A 
  Knowledge (Local-VTF) check (DC 15) indicates that the 
  successful PC recognizes the key as one from the Golden 
  Goose, an inn in Grayington.  (Give PCs that have played 
  VEL4-02 Sins of the Father or VEL4-08 Shadow of the 
  Serpent a +2 circumstance bonus to the check.)   
  Should anyone recognize the key, a second Knowledge 
  (Local-VTF) check (DC 15) indicates that the successful 
  PC knows that the Golden Goose is an expensive, posh 
  establishment with an exclusive reputation. Bishop 
  Harkin does not recognize the key, but if someone else 
  does, he does know of the Goose's reputation.  Once the 
  PCs get to Grayington, just about any citizen would 
  recognize the key as coming from the Golden Goose, and 
  can inform the PCs about the high class status of the inn. 
   
  Interlude:  The State of 
  Grayington 
   
  When they first arrive in Grayington, PCs will have a 
  multitude of options to consider. The three things that 
  PCs are most likely to do are (1) go to the warehouse, (2) 
  go to the church or (3) go to the Golden Goose.  The 
  warehouse itself is not really key to the adventure, other 
  than being the site of the riot (Encounter 3).  The church 
  (Encounter 4) is a focal point, however, and that 
  encounter should be run the first time PCs go there.  The 
  Golden Goose (Encounter 5) should be delayed until 
  after the riot if possible, but if the PCs insist on going 
  there first, they may. 
  Most other actions will not have much impact on the 
  adventure, and can be ad-libbed by the DM.  The 
  situation in the city needs to come across to the PCs, 
  however.  To enable the DM to provide the proper ‘feel’ 
  and such, here is some basic information and some things 
  they can see. 
  1. The PCs will see some closed up shops, a couple 
  broken and boarded-up windows, even a group of 
  rough-looking youths loitering on a street corner.  
  The normally ubiquitous Plar's guards have minimal 
  street presence.  Any PCs who have been in 
  Grayington before should realize these things are 
  very wrong - very out of place - in a city like 
  Grayington, which was VERY clean and orderly 
  before the troubles. 
  2. The general populace is very confused.  For the 
  longest time, Grayington has been the picture of 
  stability, but within the past year and a half they 
  have seen their Plar abdicate, his son secede them 
  from Veluna and start his own church, and most 
  recently, Redin and his advisor disappeared in the 
  night. Leaving Grayington without leadership.  This 
  has most of them anxious, if not downright scared, 
  about what will happen next. 
  3. Most of the citizens have heard stories of what 
  happened the night of the disappearance.  The 
  rumors have it that a Church-sponsored raid by 
  ruthless mercenary ‘adventurers’ killed many an 
  innocent guard as a prelude to invasion.  Each story 
  tells a different tale of what ended up happening to 
  Redin and his advisor, ranging from they fled to the 
  hills and will return soon, to they were taken to a 
  secret chamber and sacrificed to The One.  Because 
  of these stories, reactions to outsiders and 
  adventurer types range from suspicious glances and 
  whispers, to outright dislike and thrown tomatoes. 
  4. Should the PCs go looking for Captain Offerder, he 
  has established himself at the Plar’s estate, 
  ‘protecting’ it for the Plar’s return.  It is under heavy 
  guard, and none of the guards look too happy.  
  None of them wish to talk to adventurer types - they 
  will curtly answer a simple question or two, but will 
  not engage in conversation or answer "prying" 
  questions.  Should any PCs try to start a fight or 
  sneak onto the grounds, they are captured and 
  imprisoned for 6 TU. 
  5. The PCs should get a very bleak picture of a tense, 
  confused situation full of potential problems. 
  PCs are free to try whatever they want to defuse or 
  straighten out the situation, but should not be able to do 
  anything substantial.  The people need strong leadership 
  
  Vel5-07 A is for Anarchy 
   
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  from a clearly recognized source.  Harkin can provide 
  that from the pulpit of the church.  
   
  Encounter Three: Agitators 
   
  When the PCs go to the warehouse:   
  As you travel the streets of Grayington, you are 
  surprised at how few people are out and about at this 
  time.  You’ve heard that there is anxiety in the air, but 
  surely they are not all cowering in their homes?   
  Up ahead, you can hear the noise of the marketplace 
  and rest assured that the normal pace of life 
  continues there.  As you continue to walk, however, 
  you realize that you were not as close to the market as 
  you assumed, and that the sound is much more than 
  the ‘normal’ hustle and bustle of a market. 
  There is a huge crowd in the square, and they seem 
  quite agitated.  Above the din, you can make out some 
  angry shouts.  
  “Down with Veluna!!”   
  “Canon Redin forever!!” 
  “Offerder for Plar!!” 
  “Power to the People!!” 
  “Back to Veluna!!” 
  “No more Nobles!!” 
  “Free Bishop Harkin!!” 
  “Justice for Redin!!” 
  “No Canon, no Peace!!” 
  The insults being thrown soon escalate to fruit as the 
  mood of the crowd turns even uglier. 
  Unfortunately, this rowdy mob is between you and 
  the warehouse under your protection.  
  If they try to calm the crowd, give the PCs that 
  opportunity, but the rabble-rousers will attack them 
  before they can talk too much (cut them off mid-sentence 
  with a well-placed rock and shouts of “they’re the ones 
  that killed the Canon!”)  
  If the PCs try to leave, or skirt the crowd to get to the 
  warehouse, or quietly move through the crowd, the 
  rabble-rousers will incite the crowd to action in the same 
  manner. 
  APL 2 (EL 4) 
  �Violent Rioters (6); Human War1; hp 10 each; see 
  Appendix 1. 
  �Agitator: Human War2; hp 14; see Appendix 1. 
  APL 4 (EL 6) 
  �Violent Rioters (8): Human War1; hp 10 each; see 
  Appendix 1. 
  �Agitators (2): Human War2/Rog1; hp 19 each; see 
  Appendix 1. 
  APL 6 (EL 8) 
  �Violent Rioters (10): Human War1; hp 10 each; see 
  Appendix 1. 
  �Agitators (3); Human War4/Rog1; hp 32 each; see 
  Appendix 1. 
  APL 8 (EL 10) 
  �Mob: Gargantuan Human Mob; hp 180; see Appendix 
  1. 
  �Agitators (3): Human War4/Rog3; hp 42 each; see 
  Appendix 1. 
  Tactics:  The crowd has no “tactics” per se.  They will 
  continue to protest, fight each other, and generally make 
  a nuisance of themselves unless the PCs do something to 
  calm them (or at least those in the immediate area).  They 
  will not directly attack the PCs however, so they should 
  be considered non-combatants.  Only a portion of the 
  crowd will combat the PCs and they are the ones 
  specified in the stat blocks.  At APL 8 there will be 
  enough of them to make a “mob” (a swarm of medium 
  creatures).  The rest of the crowd will just be an 
  environmental condition for this encounter.  See below 
  for developments regarding the combatants. 
  However, for every round past the sixth that the PCs are 
  unable to calm, disperse or otherwise move the non-
  combatant mob away from the warehouse, the non-
  combatants will do some damage to the warehouse.  This 
  damage (or lack thereof) will be reflected in the PCs 
  reward (or lack thereof) from Basil Brummel at the end of 
  the adventure.   
  The combatants listed in the stat blocks, on the other 
  hand, will attack the PCs.  They will use the crowd as 
  cover, attack and hide, move around, etc.  They will also 
  attempt to get the crowd around the PCs to ‘move’ (see 
  Crowd Effects, below) by using Diplomacy (DC 15) or 
  Intimidate (DC 20).  This simply makes the crowd move 
  around in the area, not leave the area of the warehouse.  
  At APL 8, the mob will grapple anybody who is attacking 
  the mob (see the mob’s expert grappler ability and 
  
  Vel5-07 A is for Anarchy 
   
  Page 12 
  Appendix 2 for mob rules from Dungeon Master’s Guide 
  II). 
  The PCs can also sway the crowd with a Diplomacy (DC 
  15) or Intimidate (DC 20) check.  One such check can 
  convince the crowd to stop ‘moving’ after being stirred 
  up.  Three total successful checks will be required to 
  disperse the crowd.  For purposes of spells and other 
  effects there are about 180 people in the crowd (3 per 
  crowd square on the map). 
  Crowd Effects as presented in Dungeon Master’s Guide 
  II: 
  Treat the incited crowd as essentially a swarm in that the 
  crowd consists of 5x5 squares crowded with 3 people per 
  square (assume each person is AC 10 with 4 hit points).  
  Reduce the crowd by 1 square for each 3 people killed or 
  incapacitated. The crowd moves at the end of each round 
  (initiative count zero). 
  If a PC moves through a crowd square treat it as difficult 
  terrain.  Crowd squares also provide cover.   
  A PC who ends his move in a crowd square takes a -2 
  circumstance penalty on attack rolls, Reflex saving 
  throws, and all skill checks that are affected by armor 
  check penalties, and loses his Dexterity bonus to armor 
  class.  This also counts as vigorous motion for spellcasting 
  (DC 10 Concentration check required). 
  If a PC who ends his movement in a crowd square that 
  moved in the last round (i.e. any part of the contiguous 
  crowd that moves), he can either spend a full round 
  action to stand his ground, spend a full round action to 
  move with the crowd, or take a free action to resist the 
  movement of the crowd.  Resisting requires a DC 15 
  Reflex save.  Success means he can act as if the crowd 
  were stationary (see above), except he is subject to violent 
  motion for spellcasting purposes for this round (DC 15 
  Concentration check).  If he fails his save, in addition to 
  the violent motion, he loses all actions for this round and 
  is subject to a trip attack (the crowd has a +8 modifier to 
  the trip attempt).  If he is tripped, he takes 2d6 trampling 
  damage.   
  Development: Should the crowd not be dealt with 
  (dispersed, calmed or moved away from the warehouse) 
  within 6 rounds of the beginning of the fighting, they 
  will start damaging Basil Brummel’s property.  How 
  much damage is done will affect the favor the PCs will 
  receive from the merchant. 
  After 18 rounds of fighting, guardsmen will arrive and 
  the crowd will be dispersed, with any still-active agitators 
  escaping in the confusion.  If the PCs used lethal force 
  against non-combatants (i.e. people in the crowd who 
  were not stat-blocked), they will be arrested and 
  imprisoned for 8 TUs.  If non-combatants were killed 
  (easy to do with commoners and area-effect damage 
  spells), they will be imprisoned for 8 TUs + 2 TUs per 
  death.  Feel free to warn them before they do something 
  like that.  (DM's discretion as to whether the act is 
  considered evil, but in most instances, killing people who 
  are just in the area of bad guys is not a good thing.)   
  Should the PCs capture or otherwise defeat the agitators, 
  they will find a pouch on one that holds gold, a list of 
  three names (Pack members) and addresses labeled "safe", 
  and a note encouraging the agitators to cause as much 
  trouble at the rally as possible.  If the PCs successfully 
  dealt with the assassin and found that note, they will 
  recognize the paper and the handwriting as the same as 
  this note (though the Pack list is obviously of different 
  origin). 
  PCs are free to pursue the names and addresses of the 
  Pack members, but they have nothing to do with this 
  adventure.  The DM is free to ad-lib a bit, but the rogues 
  listed are just possible contacts that one of the agitators 
  got the names of as he is trying to join the Pack - they 
  know nothing of the anarchists, assassin, anything. 
   
  Encounter Four: Acolytes 
   
  If the PCs get Harkin into the Church of Rao: 
  The mood at the Church of Rao in Grayington is one 
  of quiet tension.  There are few people in the chapel, 
  and acolytes scurry about with their duties, but there 
  is little talking. 
  An acolyte with a resigned look approaches your 
  group and begins to greet you, when Harkin pulls 
  down his hood. 
  “Rao be praised!” shouts the young priest, as he rushes 
  forward to grasp Harkin’s hand.  “You have returned!” 
  “Yes, brother.  I am returned after a long absence.”  
  Harkin waves off the younger priest’s question before 
  he can ask it.  “There is much to tell, and I would only 
  tell it once if I could.  Fetch these fine people some 
  good food and wine, and call the senior clergy 
  together in the private chapel, if you would.” 
  “Of course, Bishop,” says the acolyte, and rushes off, 
  telling everyone he passes that Bishop Harkin has 
  returned.   
  Harkin turns to you and shakes your hand in thanks.  
  “Thank you again for your assistance.  Now you will 
  
  Vel5-07 A is for Anarchy 
   
  Page 13 
  have to excuse me – I must meet with Bishop Rossum 
  and the other senior priests and begin the process of 
  re-establishing myself as Bishop.  Please, enjoy what 
  hospitality we can provide before retiring to your 
  other business.” 
  The PCs can eat, drink and rest here at the church if they 
  wish, or may proceed on to other matters (depending on 
  what else they think they need to do).  They will not be 
  allowed into the meeting unless they are a member of the 
  Church of Rao or Knights of Salvation.  In the meeting, 
  the Bishop asks for a zone of truth and then tells his tale 
  of capture, torture and threatened sacrifice by Marduk 
  (see Adventure Background), and that he has returned to 
  be Bishop once again, and to right the wrongs 
  perpetrated by the foul demon lord's cult.  The clergy 
  welcome him back with enthusiasm, and they begin to 
  plan how to reintroduce him to the city.  The PCs will not 
  be permitted to participate.   
  If the PCs wait at the church for the meeting to end, they 
  can get some information from the acolytes: 
  • 
  Bishop Rossum is in a quandary – he doesn’t want 
  to be in charge, but couldn’t decide to whom he 
  should give the support of the Church of 
  Grayington.   
  • 
  Captain Offerder doesn’t have a legitimate claim, 
  though he has a lot of men and isn’t afraid to use 
  them to intimidate people.  He hasn’t used them for 
  actual violence yet. 
  • 
  There didn’t seem to be a way to press for the 
  Church to return to the Velunan Church, what with 
  the abduction of Redin and Harkin. The people are 
  very upset about that. 
  • 
  Rumors are running rampant that someone is going 
  to invade soon – Herion, Furyondy, Veluna, a 
  demon lord called Marduk, other Velunan nobles...  
  The people are confused and scared. 
  Once the meeting is over... 
  After a long while, Harkin and Bishop Rossum 
  return, and they are both smiling; Bishop Rossum 
  looks relieved. 
  “The simple part is finished,” Harkin says, “I am once 
  again Bishop of Grayington.  Thank you for your 
  assistance.  You will be my guests for a feast when 
  things are once again settled, but for now, I must 
  attend to my people.  There is great work to be done.” 
   
  Encounter Five: Anarchists 
   
  When the PCs go to the Golden Goose: 
  Even from the street, the Golden Goose has an aura of 
  luxury about it.  The stone and wood facade is 
  meticulously clean; there are colorful draperies in the 
  windows, and silver lanterns burn brightly on either 
  side of the green-painted door.  You notice a small 
  plaque at one side of the door.  "Golden Goose – A 
  peaceful establishment, no weapons please." 
  Note that if the PCs come here directly from the road (or 
  a combat with a mob), then they are most likely 
  disheveled and dirty.  NPC reactions within the inn will 
  be more negative, and it will be very difficult to gather 
  the information needed to find the anarchists.  
  Conversely, if the PCs are paying above standard upkeep, 
  have cleaned up specifically for this, and/or are not 
  dressed for combat (most especially the last), then the 
  clientele and workers will be much better disposed 
  toward them and may not even notice their entrance, and 
  Balto will most likely be friendly if not downright 
  helpful.  Give the PCs a chance to go away and come back 
  later in a more presentable state if they wish, but don't 
  suggest it to them. 
  The following text assumes the PCs are dressed in 
  ‘normal’ adventuring gear when they enter the inn, but 
  are not fresh from the road or a fight.  Adjust the text as 
  needed to fit the situation. 
  You pass through the heavy wooden door to find a 
  sitting room full of overstuffed chairs and sofas.  A 
  warm fire roars in the fireplace, and quiet music plays 
  from an unseen source.   
  There are a few people here at the moment, and they 
  all pause whatever they are doing, taking note of your 
  entrance.  Most go back to their business, but a 
  couple whisper to each other and point in your 
  direction.  The halfling innkeep watches you from 
  behind his reception desk, waiting to see why you are 
  here. 
  Sense Motive checks (DC 10) can give the PCs a feeling 
  of what the clientele and Innkeep's initial attitude is, 
  which depends on how they are dressed, etc (see below). 
  All APLs 
  �Balto Inniskip: halfling Rog1/Exp4; hp 22; Bluff +12, 
  Sense Motive +12; Nervous innkeep.  (Tries to affect an 
  upper-crust way of speaking – like pronouncing privacy 
  with a short i – but will drop it if he gets excited.) 
  
  Vel5-07 A is for Anarchy 
   
  Page 14 
  Balto Inniskip, the proprietor of the Golden Goose, is 
  normally a gregarious halfling who is cognizant of how 
  well being nice to the customer pays off.  However, he is 
  VERY image conscious, and wants to protect the high-
  class reputation he has cultivated for the Goose.  He is 
  also very wary of adventurers at this time, what with all 
  the rumors going around of their violent tendencies, and 
  the fact that they do not usually frequent his inn.  He is 
  nervous what effect the current social turmoil will have 
  on his establishment, and would like to see it ended – 
  just not in his inn.   
  PCs will need to tread carefully and make at least one 
  Diplomacy check (DC varies, see page 72, Player’s 
  Handbook) to get Balto to "Helpful" in order to get the 
  needed information about the anarchists AND his 
  permission to take care of it themselves.  (The PCs can 
  get the information if he is just "Friendly", but he will not 
  want them being vigilantes - he'll insist on the guard's 
  involvement.)  If the PCs have come straight from a fight 
  or the road, Balto starts the encounter as "Unfriendly" per 
  the "Influencing NPC Attitudes" table in the Player’s 
  Handbook (page 72), as do the guests that are present.  If 
  they have at least cleaned up, he will be "Indifferent".  If 
  they enter without their adventuring gear (i.e. weapons 
  and armor), have cleaned up, and do not disturb his 
  clientele, he will start out as "Friendly". 
  Note that purchasing a room will not improve his 
  attitude (or the PC’s Diplomacy check), in fact, he is 
  likely to refuse a room to adventurers if his attitude is 
  "Indifferent", and he will definitely refuse to rent them a 
  room if his attitude is "Unfriendly" or "Hostile".   
  Also, Balto’s attitude will automatically shift one degree 
  worse if/when the PCs mention bad guys/assassins/etc 
  in a way that he takes as accusatory or linking his 
  establishment with criminals, or if they say anything he 
  perceives as a threat of violence.  (Note if they accuse his 
  establishment of harboring criminals and he gets less 
  friendly, and then they do something that he takes as a 
  threat of violence, he will ‘downshift’ again.) 
  Some facts to be aware of: 
  • 
  Balto knows nothing of any of the criminal activity 
  going on.  He will recognize the assassin’s key as 
  from his inn. 
  • 
  The assassin was staying in Room 3.  He paid for his 
  own room, and none of the guests recall anything 
  ‘interesting’ about him other than he was a halfling.  
  He had been here about a week. 
  • 
  Guests have not noticed anything ‘interesting’ about 
  the guests in Room 6.  Hafner is the son of a noble 
  and blends in well socially.  Gorusk usually sneaks in 
  the window. 
  Some guideline answers for Balto depending on his 
  attitude toward PCs when they ask their questions are: 
  Hostile:  
   
  • 
  PCs subtly ask about guests:  “You have no business 
  here.  Leave here or I will call the guard.” 
  • 
  PCs mention that bad guys are here:  “Accuse me, 
  will you?  Guard!!  Guard!!  Someone get the guard!” 
  • 
  PCs present him with the key:  “Thief!! Thief!! 
  Someone get the guard!”  
  (No information given.) 
  Unfriendly: 
   
  • 
  PCs subtly ask about guests:  “That is no business of 
  yours.  Our clientele stay here to avoid riff raff such 
  as yourselves.  Please leave the premises.” 
  • 
  PCs mention that bad guys are here:  “I know you 
  should get out of my Inn before I call the guard on 
  you, you desperados.” 
  • 
  PCs present him with the key:  “I don’t know how 
  you got this, but I suggest you leave before I call the 
  guard.”   
  (No information given.) 
  Indifferent: 
   
  • 
  PCs subtly ask about guests:  “This is a high class, 
  quality establishment, and we do not discuss our 
  clientele with anyone.  Good day.”  
  • 
  PCs mention that bad guys are here:  “I don’t know 
  of anyone here that would be engaged in anything 
  illicit, but I will take it under consideration, and 
  perhaps have the Guard look into it.  Thank you and 
  good day.”  
  • 
  PCs presented him with the key:  “Thank you for 
  returning this – they go missing occasionally.  Here’s 
  a gold for your trouble.  Good day.”  
  (No information given, may try later.) 
  Friendly:  
  • 
  PCs subtly ask about guests:  “Well, I don’t usually 
  talk about guests, you know – they value their 
  privacy.” 
  • 
  PCs mention that bad guys are here:  “Oh my. I don’t 
  want to have any trouble – of course I had no idea. I 
  will look into it at once.” 
  
  Vel5-07 A is for Anarchy 
   
  Page 15 
  • 
  PCs present him with the key:  “Yes, it is mine – oh 
  my – criminals in my inn?  I wouldn’t have thought 
  that...  I should call the guard – oh, but they....  what 
  will I do?” 
  (Information given: There are two of them, claiming to 
  be Guards of the Plar.  Balto will try to get the PCs to 
  enlist the aid of the Guards or the Church.  More 
  Diplomacy will be needed to get him to let the PCs take 
  care of it.) 
  Helpful:  
   
  • 
  PCs subtly ask about guests:  “Well, my friends, I 
  really shouldn’t say anything about guests... the 
  people that stay here do value their privacy.  There is 
  one couple though – I had my doubts about them at 
  first.  Perhaps they are who you are looking for?” 
  • 
  PCs mention bad guys here:  “What??  Here? In my 
  Inn? This cannot be.  My reputation would be 
  ruined.  You can help, can’t you?  Can you take care 
  of this discretely?” 
  • 
  PCs present him with the key:  “I knew it!!  I thought 
  they were too... ‘something’ to be Church guards.  
  Probably more mercenary adventurers up to no 
  good!!”  
  (Information given:  They are in room six.  There are two 
  of them.  They claim to be Guards – well, at least they 
  have badges.  Balto will also give them a map of the room 
  and a key.) 
  Balto will call the guard if necessary, sending a bellhop, 
  who will return with guardsmen in 6 rounds.  PCs will be 
  escorted from the premises unless they have caused 
  property damage or bodily harm, in which cases they will 
  be arrested and imprisoned for 4 or 8 TU respectively. 
  The people in room 6 are bad guys, a dilettante noble and 
  an ex-cultist guard hired by the false bishop, both now 
  freelancing – spreading rumors, causing problems, 
  fomenting chaos. 
  (Note: This combat has a –1 EL modifier applied, since 
  the PCs will be able to plan and prepare for it.) 
  APL 2 (EL 4) 
  �Hafner, Bringer of Chaos:  Male Human Sor4; hp 15; 
  see Appendix 1. 
  �Gorusk:  Male half-orc Rog1/Bbn1; hp 17; see 
  Appendix 1. 
  APL 4 (EL 6) 
  �Hafner, 
  Bringer 
  of 
  Chaos: 
   
  Male 
  Human 
  Sor5/WldMg1; hp 22; see Appendix 1. 
  �Gorusk:  Male half-orc Rog2/Bbn1/Ftr1; hp 32; see 
  Appendix 1. 
  APL 6 (EL 8) 
  �Hafner, 
  Bringer 
  of 
  Chaos: 
   
  Male 
  Human 
  Sor5/WldMg3; hp 30; see Appendix 1. 
  �Gorusk:  Male half-orc Rog3/Ftr2/Bbn1; hp 53; see 
  Appendix 1. 
  APL 8 (EL 10) 
  �Hafner, 
  Bringer 
  of 
  Chaos: 
   
  Male 
  Human 
  Sor7/WldMg3; hp 38; see Appendix 1. 
  �Gorusk:  Male half-orc Ftr4/Rog3/Bbn1; hp 71; see 
  Appendix 1. 
  Development:  After the fight, PCs will be able to find a 
  journal that one of the pair was keeping regarding what 
  to do in Grayington.  There is some information on past 
  events.  One of these two anarchists was hired by the 
  “false” Harkin (he didn’t know it was false), the other is a 
  ne’er-do-well son of a minor noble from the area (his 
  father owns land abutting Grayington).  There doesn’t 
  seem to be a cohesive plot to support any one faction, just 
  comments about how “ripe” Grayington is for sowing 
  anarchy with no leadership in these stressed times, how 
  the strike team that took Redin and the Bishop did them 
  a favor, things like that. 
   
  Conclusion   
   
  Once the three in-Grayington Encounters (#3, #4 and #5) 
  have been played, the PCs will be finished with this 
  adventure. If they reach an impasse, or generally loiter 
  and wait for something to happen without finishing one 
  of the three within 7 days, then Basil arrives and the 
  adventure is over. 
  Assuming Harkin was successfully returned: 
  After a few days, things begin to quiet down a bit in 
  Grayington.  The Bishop has made a few speeches and 
  the general unrest has been calmed.  There are still 
  occasional disturbances, and the final disposition of 
  who is in control of Grayington has not been 
  established, but there should be no more riots.  
  Within a week, Brummel arrives, bringing fresh 
  goods, as well as new guards for the warehouse.  He 
  thanks you for your assistance and gives you a small 
  chest.   
  
  Vel5-07 A is for Anarchy 
   
  Page 16 
  “Artomas had other, more pressing matters to attend 
  to, but wanted me to present you with this.  
  Additionally, I want to add my thanks for protecting 
  my property,” he says, tossing a pouch to you as well, 
  “should I know of any need for worthy men, I shall 
  know who to contact.  Fare thee well and Rao’s 
  serenity travel with you.” 
  If Harkin was NOT returned safely: 
  Confusion reigns in Grayington. The Church has 
  pulled back into itself, leaving the dispute over 
  leadership to be decided in the streets.  After waiting 
  for a few long days, keeping to yourselves and 
  avoiding 
  the 
  unpredictable, 
  sometimes 
  violent 
  crowds, Brummel arrives with a few wagons.   
  “Thank you for your efforts.  It’s too bad you weren’t 
  able to succeed.  Who knows what’s going to happen 
  next – I’m pulling out.  Here is what you are owed.  If 
  you wish to accompany us out of town, you’d be 
  welcome to join us.  Now, if you’ll excuse me, I must 
  see to the packing.”  
  The End 
  Official critical events results:  Any player interested in 
  downloading an official summary of events of this mod 
  that reflects the critical events of the first run of this 
  event should be given the following password.  The DM 
  should give this password to the players at the conclusion 
  of play.  They can then download the critical summary 
  and use the password to open the file: 
  Password:  confusion 
   
  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 
  story awards) to each character. 
  Encounter Two: 
   
  Assassin 
  Defeat the assassin and keep Harkin alive 
  APL 2 
   
   
   
   
  120 xp 
  APL 4 
   
   
   
   
  180 xp 
  APL 6  
   
   
   
   
  240 xp  
  APL 8  
   
   
   
   
  300 xp 
  Encounter Three:   
   
  Agitators 
   
  Defeat the anti-adventurer ruffians in the mob.  
  APL 2 
   
   
   
   
  120 xp 
  APL 4 
   
   
   
   
  180 xp 
  APL 6  
   
   
   
   
  240 xp  
  APL 8  
   
   
   
   
  300 xp 
  Encounter Five:    
   
  Anarchists 
  Find and defeat the people behind the assassins and riots. 
  APL 2 
   
   
   
   
  120 xp 
  APL 4 
   
   
   
   
  180 xp 
  APL 6  
   
   
   
   
  240 xp  
  APL 8  
   
   
   
   
  300 xp 
  Story Award 1 
  PCs get this award if they do NOT treat the old couple in 
  Encounter 2 like potential assassins. 
  APL 2 
   
   
   
   
  30 xp 
  APL 4 
   
   
   
   
  45 xp 
  APL 6  
   
   
   
   
  60 xp  
  APL 8    
   
   
   
  75 xp 
  Story Award 2 
  Calming the mob in Encounter 3 without applying lethal 
  force to non-combatants. 
  APL 2 
   
   
   
   
  60 xp 
  APL 4 
   
   
   
   
  90 xp 
  APL 6  
   
   
   
   
  120 xp  
  APL 8    
   
   
   
  150 xp 
  Total possible experience:  
   
  APL 2 
   
   
   
   
  450 xp 
  APL 4 
   
   
   
   
  675 xp 
  APL 6   
   
   
   
  900 xp 
  APL 8   
   
   
   
  1,125 xp 
   
   
  
  Vel5-07 A is for Anarchy 
   
  Page 17 
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  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 Two:  
   
  Assassin 
  APL 2: L: Masterwork buckler (13 gp per character), 4x 
  throwing axes (each 1 gp per character), 6x tanglefoot 
  bags (each 4 gp per character); C: 128 gp (21 gp per 
  character); M: Studded leather armor +1 (98 gp per 
  character), cloak of resistance +1 (84 gp per character), 
  potion of darkvision (25 gp per character), potion of cure 
  light wounds (x4) (each 4 gp per character). 
  APL 4: L: Masterwork buckler (13 gp per character), 4x 
  masterwork throwing axes (each 26 gp per character), 4x 
  tanglefoot bags (each 4 gp per character); C: 178 gp (30 gp 
  per character); M: Studded leather armor +1 (98 gp per 
  character), cloak of resistance +1 (84 gp per character), 
  potion of darkvision (25 gp per character), potion of cat's 
  grace (25 gp per character), potion of cure light wounds 
  (x4) (each 4 gp per character). 
  APL 6: L: 4x Masterwork throwing axes (each 26 gp per 
  character), 4x tanglefoot bags (each 4 gp per character), 2 
  vials of large scorpion venom (each 17 gp per character); 
  C: 228 gp (38 gp per character); M: Studded leather armor 
  +1 (98 gp per character), buckler +1 (97 gp per character), 
  cloak of resistance +1 (84 gp per character), ring of 
  jumping (168 gp per character), potion of darkvision (25 
  gp per character), potion of cure light wounds (x2) (each 
  4 gp per character), potion of cure moderate wounds (25 
  gp per character).  
  APL 8: L: 4x Masterwork throwing axes (each 26 gp per 
  character), 4x tanglefoot bags (each 4 gp per character), 2 
  vials of large scorpion venom (each 17 gp per character); 
  C: 278 gp (47 gp per character); M: Shadow studded 
  leather armor of +1 (348 gp per character), buckler +1 (97 
  gp per character), boots of elvenkind (208 gp per 
  character), cloak of resistance +1 (84 gp per character), 
  ring of jumping (168  gp per character), potion of 
  darkvision (25 gp per character), potion of cure light 
  wounds (x2) (each 4 gp per character), potion of cure 
  moderate wounds (x2) (each 25 gp per character). 
  Encounter Three:  
   
  Agitators 
  APL 2: L: Masterwork dagger (x2) (each 25 gp per 
  character), flash pellet (x2) (each 4 gp per character); C: 
  36 gp, 30 sp (7 gp per character); M: Leather armor +1 (97 
  gp per character), potion of cure light wounds (x2) (each 
  4 gp per character). 
  APL 4: L: Masterwork dagger (x4) (each 25 gp per 
  character), flash pellet (x8) (each 4 gp per character); C: 
  132 gp, 40 sp (22 gp per character); M: Studded leather 
  armor +1 (x2) (each 98 gp per character), potion of blur 
  
  Vel5-07 A is for Anarchy 
   
  Page 18 
  (x2) (each 25 gp per character), potion of cure light 
  wounds (x4) (each 4 gp per character). 
  APL 6: L: Masterwork dagger (x6) (each 25 gp per 
  character), flash pellet (x12) (each 4 gp per character); C: 
  286 gp, 50 sp (49 gp per character); M: Studded leather 
  armor +1 (x3) (each 98 gp per character), belt of one 
  mighty blow (x3) (each 125 gp per character), potion of 
  blur (x3) (each 25 gp per character), potion of cure light 
  wounds (x6) (each 4 gp per character). 
  APL 8: L: Masterwork dagger (x3) (each 25 gp per 
  character), flash pellet (x12) (each 4 gp per character); C: 
  378 gp (63 gp per character); M: Studded leather armor +1 
  (x3) (each 98 gp per character), buckler +1 (x3) (each 97 
  gp per character), dagger +1 (x3) (each 192 gp per 
  character), belt of one mighty blow (x3) (each 125 gp per 
  character), potion of blur (x3) (each 25 gp per character), 
  potion of cure light wounds (x6) (each 4 gp per 
  character).  
  Encounter Five: 
  Anarchists 
  APL 2: L: Masterwork dagger (25 gp per character), 
  breastplate (17 gp per character); C: 0; M: Ring of 
  protection +1 (168 gp per character), cloak of resistance 
  +1 (84 gp per character), +1 greataxe (168 gp per 
  character). 
  APL 4: L: Masterwork dagger (25 gp per character), 
  breastplate (17 gp per character); C: 0; M: Wand of major 
  image (10 charges) (188 gp per character), ring of 
  protection +1 (168 gp per character), cloak of resistance 
  +1 (84 gp per character), +1 greataxe (168 gp per 
  character), potion of cure moderate wounds (25 gp per 
  character). 
  APL 6: L: Masterwork dagger (25 gp per character), 
  breastplate (17 gp per character); C: 0; M: Wand of major 
  image (27 charges) (506 gp per character), ring of 
  protection +1 (168 gp per character), cloak of resistance 
  +1 (84 gp per character), +1 greataxe (168 gp per 
  character), vest of resistance +1 (84 gp per character), 
  potion of cure moderate wounds (25 gp per character). 
  APL 8: L: Masterwork dagger (25 gp per character), 
  breastplate (17 gp per character); C: 0; M: Rod of wonder 
  (1000 gp per character), ring of protection +1 (168 gp per 
  character), cloak of resistance +1 (84 gp per character), +1 
  anarchic greataxe (693 gp per character), vest of 
  resistance +1 (84 gp per character), potion of cure 
  moderate wounds (25 gp per character). 
  Total Possible Treasure (cap numbers) 
  APL 2 
   
   
   
  450 gp 
  APL 4 
   
   
   
  650 gp 
  APL 6  
   
   
   
  900 gp 
   
  APL 8  
   
   
   
  1,300 gp 
   
  
  Vel5-07 A is for Anarchy 
   
  Page 19 
  Appendix 1:  NPCs 
  All APLs 
  Bishop Velt Harkin: Male Human Clr7; CR 7; 
  Medium Humanoid (Human); HD 7d8+7; hp 47; 
  Init -1; Spd 30 ft; AC 16 (-1 Dex, +6 armor, +1 
  deflection), touch 10, flat-footed 16; Base Atk +5; 
  Grp +5; Atk +7 melee (1d6, silver light mace +1); 
  Full Atk +7 melee (1d6, silver light mace +1); AL 
  LG; SV Fort +2, Ref +1, Will +8; Str 10, Dex 8, Con 
  12, Int 12, Wis 15, Cha 12.  
   
  Skills and Feats: Knowledge (Religion) +11,  
  Knowledge (Local VTF) +7, Knowledge (Arcane) 
  +4, Knowledge (History) +5, Diplomacy +11, Sense 
  Motive +4;  Brew Potion, Extra Turning, 
  Negotiator, Weapon Focus (light mace). 
   
  Spells Prepared: (6/5+1/4+1/2+1/1+1; Base 
  DC = 12 + Spell Level): 0
  th – detect magic x2, 
  guidance, light, resistance, virtue; 1
  st – command, 
  detect 
  chaos, 
  detect 
  evil, 
  obscuring 
  mist, 
  protection from evil
  D, sanctuary; 2
  nd – detect 
  thoughts
  D, calm emotions, eagle’s splendor, owl’s 
  wisdom, zone of truth; 3
  rd – dispel magic, magic 
  circle versus evil
  D, prayer; 4
  th – divination, sending. 
   
  Domains:  Good (Cast good spells at +1 caster 
  level), Knowledge (All Knowledge skills are class 
  skills; cast divination spells at +1 caster level). 
   
  Possessions:  Breastplate +1, phylactery of 
  faithfulness, ring of protection +1, silver light 
  mace +1, potion of cure light wounds (x), silver 
  and gold holy symbol, priest’s vestments. 
  Personality:  Bishop Harkin was never the best 
  Bishop Rao had, but he tried.  He is earnest in his 
  beliefs, and is loyal to the Church in Veluna, but 
  he is not the strongest of individuals.  He has 
  (rightly) been perceived as a fat, whiny man who 
  thought that Eldried Sarneth (and others) owed 
  him more respect when he was Bishop of 
  Grayington, even though he did little to earn said 
  respect. 
  That being said, he has been through quite a lot 
  over the past few months, and is worse off because 
  of it.  He is less trusting, less friendly, and his 
  whininess has turned to a bit of paranoia.   
  Because of this, every morning he prepares his 
  spells as if expecting secret agents of the cult of 
  Marduk to try to sneak into his presence again. 
  Every morning he casts divination, asking Rao for 
  portents regarding the cult and others that would 
  imprison and torture him again.  He will not 
  hesitate to cast detect chaos, detect evil, or detect 
  thoughts on party members if he thinks they are 
  acting suspiciously.
  
  Vel5-07 A is for Anarchy 
   
  Page 20 
  APL 2
  ENCOUNTER ONE:   Border Guards 
  This set of stats represents ONE patrol. 
  Soldier (4): Male Human War1; CR 1/2; Medium 
  Humanoid (Human); HD 1d8+1; hp 7; Init +1; Spd 
  20 ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, +2 
  shield, +4 scale mail]; Base Atk +1; Grp +2; Atk +3 
  melee (1d8+1, longsword) or +2 ranged (1d4+1, 
  Dagger); Full Atk +3 melee (1d8+1, longsword) or 
  +2 ranged (1d4+1, Dagger); AL LG; SV Fort +3, Ref 
  +1, Will +0; Str 12, Dex 12, Con 12, Int 8, Wis 10, 
  Cha 10.  
   
  Skills and Feats: Intimidate +4, Ride +5; 
  Endurance, Weapon Focus (longsword). 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  Leader: Male Human War3; CR 2; Medium 
  Humanoid (Human); HD 3d8+6; hp 23; Init +1; 
  Spd 20 ft; AC 18 (touch 11, flat-footed 17) [+1 Dex, 
  +2 shield, +5 armor]; Base Atk +3; Grp +5; Atk +7 
  melee (1d8+2, masterwork longsword) or +5 melee 
  (1d4+2, dagger) or +4 ranged (1d4+2, dagger); Full 
  Atk +7 melee (1d8+2, masterwork longsword) or 
  +5 melee (1d4+2, dagger) or +4 ranged (1d4+2, 
  dagger); AL LG; SV Fort +5, Ref +2, Will +3; Str 14, 
  Dex 12, Con 14, Int 10, Wis 10, Cha 12.  
   
  Skills and Feats: Climb +3, Ride +3, Spot +2, 
  Sense Motive +2; Endurance, Iron Will, Weapon 
  Focus (longsword).   
   
  Possessions: Breastplate, heavy steel shield, 
  masterwork longsword, dagger. 
   
  ENCOUNTER TWO:   Assassin 
  Cade Thornbarrel:  Male Halfling Rgr1/Rog3: CR 
  4; HD 1d8+3d6+4; hp 23; Init +3; Spd 20 ft; AC 19 
  (touch 14, flat-footed 15) [+1 size, +3 Dex, +4 
  armor, +1 buckler]; Base Atk +3; Grp +0; Atk +7 
  ranged (d4+1 throwing axe) or +6 melee (d4+1 
  throwing axe); Full Atk +7 ranged (d4+1 throwing 
  axe) or +6 melee (d4+1 throwing axe); SA Favored 
  enemy 
  (human 
  +2), 
  sneak 
  attack 
  (+2d6), 
  trapfinding, wild empathy; SQ Evasion, trap sense 
  +1; AL NE; SV Fort +6; Ref +10; Will +3; Str 12, 
  Dex 16, Con 12, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +5, Climb 
  +8, Disguise +6, Hide +14, Jump +9, Listen +6, 
  Move Silently +12, Search +7, Spot +4, Survival +6 
  (+8 following tracks), Tumble +11; Combat 
  Expertise, Weapon Finesse 
   
  Equipment: Studded leather armor +1, 
  masterwork buckler, 4x throwing axes, 6x 
  tanglefoot bags, cloak of resistance +1, potion of 
  darkvision, potion of cure light wounds (x4),128 
  gp. 
   
  ENCOUNTER THREE:  
  Agitators 
  Violent Rioters (6):  Male Human War1: CR 1/2; 
  HD 1d8+4; hp 10; Init +1; Spd 30 ft; AC 11 (touch 
  11, flat-footed 10) [+1 Dex]; Base Atk +1; Grp +2; 
  Atk +2 melee (1d6+1 club) or -2 ranged (1d2+1 
  rock); Full Atk +2 melee (1d6+1 club) or -2 ranged 
  (1d2+1 rock); AL N; SV Fort +3; Ref +1; Will +2; 
  Str 13, Dex 12, Con 12, Int 9, Wis 10, Cha 11. 
   
  Skills and Feats: Intimidate +4; Iron Will, 
  Toughness. 
   
  Possessions:  Common clothing, something 
  resembling a club, 5 sp. 
  Agitators:  Male Human War2: CR 1; HD 2d8+2; 
  hp 14; Init +2; Spd 30 ft; AC 15 (touch 12, flat-
  footed 13) [+2 Dex, +3 armor]; Base Atk +2; Grp +4; 
  Atk +4 melee (1d4+2, dagger) or +0 ranged (1d4+2 
  brick); Full Atk +4 melee (1d4+2, dagger) or +0 
  ranged (1d4+2, brick); AL CN; SV Fort +4; Ref +2; 
  Will +0; Str 14, Dex 14, Con 12, Int 11, Wis 10, 
  Cha 12. 
   
  Skills and Feats: Balance +3, Climb +3, 
  Diplomacy +3, Handle Animal +6, Intimidate +8; 
  Dodge, Persuasive. 
   
  Possessions: Leather armor +1, masterwork 
  dagger (x2), flash pellet* (x2), potion of cure light 
  wounds (x2), 36 gp.  
  * see Appendix 2: New Rules Items 
  ENCOUNTER FIVE:   Anarchists 
  Hafner, Bringer of Chaos:  Male Human Sor4: 
  CR 4; HD 4d4+4; hp 15; Init +2; Spd 30 ft; AC 16 
  (touch 13, flat-footed 15) [+2 Dex, +4 mage armor, 
  +1 deflection]; Base Atk +2; Grp +1; Atk +5 ranged 
  (1d4-1 dagger) or +2 melee (1d4-1 dagger); Full Atk 
  +5 ranged (1d4-1 dagger) or +2 melee (1d4-1 
  dagger); SQ Summon familiar; AL CN; SV Fort +5; 
  Ref +4; Will +5; Str 9, Dex 14, Con 12, Int 12, Wis 
  10, Cha 16. 
  
  Vel5-07 A is for Anarchy 
   
  Page 21 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +5, 
  Knowledge (the planes) +3, Listen +2, Spellcraft 
  +8, Spot +2, Use Magic Device +7 (+9 regarding 
  scrolls); Extend Spell, Great Fortitude, Magical 
  Aptitude. 
   
  Possessions: Ring of protection +1, cloak of 
  resistance +1, masterwork dagger 
   
  Spells Known: (6/5/2; Base DC = 13 + spell 
  level)  0 - daze, detect magic, light, mage hand, 
  read magic, unseen servant; 1 - feather fall, mage 
  armor, ray of enfeeblement; 2 - Melf's acid arrow 
   
  Tactics:  Hafner keeps extended mage armor 
  active at all times - his 2
  nd level slots have been 
  reduced, assuming he had to cast it twice today.  
  There is also an extended unseen servant active at 
  all times - his 1
  st level slots have been reduced, 
  assuming he had to cast it twice today. 
  Gorusk:  Male half-Orc Rog1/Bbn1: CR 2; HD 
  1d12+1d6+4; hp 17; Init +2; Spd 40 ft; AC 18 
  (touch 13, flat-footed 15) [+2 Dex, +5 armor]; Base 
  Atk +1; Grp +4; Atk +4 melee (1d10+4, greataxe); 
  Full Atk +4 melee (1d10+4, greataxe); SA Rage 
  1/day, sneak attack (+1d6); SQ Fast movement, 
  trapfinding; AL CN; SV Fort +4; Ref +4; Will +-1; 
  Str 16, Dex 14, Con 14, Int 8, Wis 8, Cha 9. 
   
  Skills 
  and 
  Feats: 
  Disable 
  Device 
  +6, 
  Intimidate +4, Knowledge (Local-VTF) +3, Listen 
  +4, Open Locks +6, Search +1, Spot +3, Swim +2; 
  Dodge 
   
  Possessions: Breastplate, +1 greataxe. 
  
  Vel5-07 A is for Anarchy 
   
  Page 22 
  APL 4 
  ENCOUNTER ONE:  Border Guards  
  This set of stats represents ONE patrol. 
  Soldier (6): Male Human War2; CR 1; Medium 
  Humanoid (Human); HD 2d8+2; hp 14; Init +1; 
  Spd 20 ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, 
  +2 shield, +4 scale mail]; Base Atk +2; Grp +3; Atk 
  +4 melee (1d8+1, longsword) or +3 melee (1d4+1, 
  dagger) or +3 ranged (1d4+1, dagger); Full Atk +4 
  melee (1d8+1, longsword) or +3 melee (1d4+1, 
  dagger) or +3 ranged (1d4+1, dagger); AL LG; SV 
  Fort +4, Ref +1, Will +0; Str 12, Dex 12, Con 12, Int 
  8, Wis 10, Cha 10.  
   
  Skills and Feats: Intimidate +5, Ride +6; 
  Endurance, Weapon Focus (Longsword). 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  Leader: Male Human War5; CR 4; Medium 
  Humanoid (Human); HD 5d8+10; hp 38; Init +1; 
  Spd 20 ft; AC 19 (touch 11, flat-footed 18) [+1 Dex, 
  +2 shield, +6 armor]; Base Atk +5; Grp +7; Atk +9 
  melee (1d8+2, masterwork longsword) or +7 melee 
  (1d4+2, dagger) or +6 ranged (1d4+2, dagger); Full 
  Atk +9 melee (1d8+2, masterwork longsword) or 
  +7 melee (1d4+2, dagger) or +5 ranged (1d4+2, 
  dagger); AL LG; SV Fort +6, Ref +2, Will +3; Str 15, 
  Dex 12, Con 14, Int 10, Wis 10, Cha 12.  
   
  Skills and Feats: Climb +1, Ride +5, Spot +3, 
  Sense Motive +3; Endurance, Iron Will, Weapon 
  Focus (longsword). 
   
  Possessions: Half plate, heavy steel shield, 
  masterwork longsword, dagger. 
   
  ENCOUNTER TWO:   Assassin 
  Cade 
  Thornbarrel: 
   
  Male 
  Halfling 
  Rgr2/Rog3/Asn1: CR 6; HD 2d8+3d6+1d6+6; hp 
  35; Init +3; Spd 20 ft; AC 19 (touch 14, flat-footed 
  14) [+1 size, +3 Dex, +4 armor, +1 buckler]; Base 
  Atk +4; Grp +1; Atk +8 ranged (d4+1+poison 
  throwing axe) or +7 melee (d4+1+poison throwing 
  axe); Full Atk +8 ranged (d4+1 throwing axe) or +7 
  melee (d4+1 throwing axe); SA Death attack, 
  favored enemy (human +2), sneak attack (+3d6), 
  spells, trapfinding, wild empathy; SQ Evasion, 
  poison use, trap sense +1; AL NE; SV Fort +7; Ref 
  +13; Will +3; Str 12, Dex 16, Con 12, Int 13, Wis 
  10, Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +7, Climb 
  +8, Disguise +6, Hide +16, Jump +10, Listen +8, 
  Move Silently +14, Search +7, Spot +6, Survival +8 
  (+10 following tracks), Tumble +13; Combat 
  Expertise, Improved Feint, Weapon Finesse 
   
  Possessions: Studded leather armor +1, 
  masterwork buckler, 4x masterwork throwing axes 
  (each coated with poison: 2 x large scorpion 
  venom, 2 x giant wasp poison), 4x tanglefoot bags, 
  cloak of resistance +1, potion of darkvision, potion 
  of cat's grace, potion of cure light wounds (x4), 178 
  gp. 
   
  Spells Known: (1; Base DC = 11+ spell level) 
  1
  st - obscuring mist, true strike. 
   
  Poison:  Each of Cade's throwing axes is 
  coated with a poison.  Two are coated with large 
  scorpion venom (DC 18; 1d6 Str/1d6 Str), two 
  with giant wasp poison (DC 18; 1d6 Dex/1d6 Dex). 
   Each coating is only good for one hit. 
   
  ENCOUNTER THREE:  
  Agitators 
  Violent Rioters (8):  Male Human War1: CR 1/2; 
  HD 1d8+4; hp 10; Init +1; Spd 30 ft; AC 11 (touch 
  11, flat-footed 10) [+1 Dex]; Base Atk +1; Grp +2; 
  Atk +2 melee (1d6+1 club) or -2 ranged (1d2+1 
  rock); Full Atk +2 melee (1d6+1 club) or -2 ranged 
  (1d2+1 rock); AL N; SV Fort +3; Ref +1; Will +2; 
  Str 13, Dex 12, Con 12, Int 9, Wis 10, Cha 11. 
   
  Skills and Feats: Intimidate +4; Iron Will, 
  Toughness. 
   
  Possessions:  Common clothing, something 
  resembling a club, 5 sp. 
  Agitators (2):  Male Human War2/Rog1: CR 2; 
  HD 2d8+1d6+3; hp 19; Init +2; Spd 30 ft; AC 16 
  (touch 12, flat-footed 14) [+2 Dex, +4 armor]; Base 
  Atk +2; Grp +4; Atk +4 melee (1d4+2, dagger) or +0 
  ranged (1d4+2, brick); Full Atk +4 melee (1d4+2, 
  dagger) or +0 ranged (1d4+2, brick); SA Sneak 
  attack (+1d6); SQ Trapfinding; AL CN; SV Fort +4; 
  Ref +4; Will +0; Str 14, Dex 14, Con 12, Int 11, Wis 
  10, Cha 12. 
   
  Skills and Feats: Balance +5, Climb +4, 
  Diplomacy +3, Handle Animal +6, Hide +6, 
  Intimidate +9; Dodge, Mobility, Persuasive. 
   
  Possessions: Studded leather armor +1, 
  masterwork dagger (x2), flash pellet* (x4), potion 
  
  Vel5-07 A is for Anarchy 
   
  Page 23 
  of blur, potion of cure light wounds (x2), 66 gp. 
  * see Appendix 2: New Rules Items 
  ENCOUNTER FIVE:   Anarchists 
  Hafner, Bringer of Chaos:  Male Human 
  Sor5/WldMg*1: CR 6; HD 5d4+1d4+6; hp 22; Init 
  +2; Spd 30 ft; AC 17 (touch 13, flat-footed 15) [+2 
  Dex, +4 mage armor, +1 deflection]; Base Atk +2; 
  Grp +1; Atk +5 ranged (1d4-1 dagger) or +2 melee 
  (1d4-1 dagger); Full Atk +5 ranged (1d4-1 dagger) 
  or +2 melee (1d4-1 dagger); SA Wild magic; SQ 
  Summon familiar; AL CN; SV Fort +5; Ref +6; Will 
  +5; Str 9, Dex 14, Con 12, Int 12, Wis 10, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +7, 
  Knowledge (arcana) +2, Knowledge (Local-VTF) 
  +2, Knowledge (the planes) +5, Listen +2, 
  Spellcraft +8, Spot +2, Use Magic Device +7 (+9 
  regarding scrolls); Extend Spell, Great Fortitude, 
  Magical Aptitude, Sudden Maximize* 
   
  Spells Known: (6/5/4/4; Base DC = 13 + spell 
  level)  0 - daze, detect magic, light, mage hand, 
  prestidigitation, read magic, unseen servant; 1 - 
  feather fall, mage armor, magic missile, ray of 
  enfeeblement; 2 - invisibility, Melf's acid arrow; 3 - 
  dispel magic 
   
  Possessions: Wand of major image (10 
  charges), ring of protection +1, cloak of resistance 
  +1, masterwork dagger 
   
  Wild Magic: A wild mage casts spells 
  differently from any other arcane spellcaster.  She 
  reduces her caster level by 3 for all spells she casts 
  from now on.  However, every time she casts a 
  spell, her use of wild magic adds 1d6 to her 
  adjusted caster level.  For example, an 8
  th-level 
  sorceror/1
  st-level wild mage has a base caster level 
  of 6
  th, not 9
  th, but her actual caster level varies from 
  7
  th to 12
  th for every spell she casts.  Caster level 
  affects all level-based variables of the spell, 
  including spell penetration checks. 
   
  Tactics:  Hafner keeps extended mage armor 
  active at all times - his 2
  nd level slots have been 
  reduced, assuming he had to cast it twice today.  
  There is also an extended unseen servant active at 
  all times - his 1
  st level slots have been reduced, 
  assuming he had to cast it twice today. 
  * see Appendix 2: New Rules Items 
  Gorusk:  Male half-orc Rog2/Bbn1/Ftr1: CR 4; 
  HD 2d6+1d12+1d10+8; hp 32; Init +2; Spd 40 ft; 
  AC 18 (touch 13, flat-footed 15) [+2 Dex, +5 
  armor]; Base Atk +3; Grp +6; Atk +6 melee 
  (1d10+4, greataxe); Full Atk +6 melee (1d10+4, 
  greataxe); SA Rage 1/day, sneak attack (+1d6); SQ 
  Evasion, fast movement, trapfinding; AL CN; SV 
  Fort +6; Ref +5; Will +-1; Str 16, Dex 15, Con 14, 
  Int 8, Wis 8, Cha 9. 
   
  Skills 
  and 
  Feats: 
  Disable 
  Device 
  +7, 
  Intimidate +6, Knowledge (Local-VTF) +4, Listen 
  +5, Open Locks +7, Search +2, Spot +4, Swim +2; 
  Dodge, Improved Initiative, Mobility 
   
  Possessions: Breastplate, +1 greataxe, potion 
  of 
  cure 
  moderate 
  wounds. 
  
  Vel5-07 A is for Anarchy 
   
  Page 24 
  APL 6
  ENCOUNTER ONE:  Border Guards  
  This set of stats represents ONE patrol. 
  Soldier (6): Male Human War3; CR 2; Medium 
  Humanoid (Human); HD 3d8+6; hp 23; Init +1; 
  Spd 20 ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, 
  +2 shield, +4 scale mail]; Base Atk +3; Grp +4; Atk 
  +5 melee (1d8+1, longsword) or +4 melee (1d4+1, 
  dagger) or +4 ranged (1d4+1, dagger); Full Atk +5 
  melee (1d8+1, longsword) or +4 melee (1d4+1, 
  dagger) or +4 ranged (1d4+1, dagger); AL LG; SV 
  Fort +4, Ref +2, Will +1; Str 12, Dex 12, Con 12, Int 
  8, Wis 10, Cha 10.  
   
  Skills and Feats:  Intimidate +6, Ride +7; 
  Endurance, 
  Weapon 
  Focus 
  (longsword), 
  Toughness. 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  Leader: Male Human War7; CR 6; Medium 
  Humanoid (Human); HD 7d8+14; hp 53; Init +1; 
  Spd 20 ft; AC 19 (touch 11, flat-footed 18) [+1 Dex, 
  +2 shield, +6 armor]; Base Atk +7/+2; Grp +9; Atk 
  +11 melee (1d8+2, masterwork longsword) or +10 
  melee (1d4+2, masterwork dagger) or +9 ranged 
  (1d4+2, masterwork dagger); Full Atk +11/+6 
  melee (1d8+2, masterwork longsword) or +10/+6 
  melee (1d4+2, masterwork dagger) or +9 ranged 
  (1d4+2, masterwork dagger); AL LG; SV Fort +7, 
  Ref +3, Will +4; Str 15, Dex 12, Con 14, Int 10, Wis 
  10, Cha 12.  
   
  Skills and Feats: Climb +6, Ride +9, Spot +5, 
  Sense Motive +5; Endurance, Iron Will, Power 
  Attack, Weapon Focus (longsword 
   
  Possessions: Masterwork half plate, heavy 
  steel shield, masterwork longsword, masterwork 
  dagger. 
   
  ENCOUNTER TWO:   Assassin 
  Cade 
  Thornbarrel: 
   
  Male 
  Halfling 
  Rgr2/Rog3/Asn3: CR 8; HD 2d8+3d6+3d6+8; hp 
  45; Init +3; Spd 20 ft; AC 20 (touch 14, flat-footed 
  14) [+1 size, +3 Dex, +4 armor, +2 buckler]; Base 
  Atk +6; Grp +3; Atk +10 ranged (d4+1+poison 
  throwing axe) or +9 melee (d4+1+poison throwing 
  axe); Full Atk +10/+5 ranged (d4+1+poison 
  throwing axe) or +9/+4 melee (d4+1+poison 
  throwing axe) or +7/+2 melee (d4+1+poison 
  throwing axe) and +7 melee (d4+1+poison 
  throwing axe); SA Death attack, favored enemy 
  (human 
  +2), 
  sneak 
  attack 
  (+4d6), 
  spells, 
  trapfinding, wild empathy; SQ Evasion, poison 
  use, trap sense +1, uncanny dodge, +1 save against 
  poison; AL NE; SV Fort +8; Ref +14; Will +4; Str 
  12, Dex 16, Con 12, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +6, Bluff +9, Climb 
  +9, Disguise +7, Hide +17, Jump +15, Listen +9, 
  Move Silently +15, Search +7, Spot +7, Survival 
  +10 (+12 following tracks), Tumble +15; Combat 
  Expertise, Improved Feint, Two-Weapon Fighting, 
  Weapon Finesse 
   
  Possessions: Studded leather armor +1, 
  buckler +1, 4x masterwork throwing axes (each 
  coated with poison: 2 x large scorpion venom, 2 x 
  giant wasp poison), 4x tanglefoot bags, cloak of 
  resistance +1, ring of jumping, potion of 
  darkvision, potion of cure light wounds (x2), 
  potion of cure moderate wounds, 2 vials of large 
  scorpion venom, 228 gp. 
   
  Spells Known: (3/1; Base DC = 12+ spell level) 
  1st - jump, obscuring mist, true strike; 2nd - alter 
  self, invisibility. 
   
  Poison:  Each of Cade's throwing axes is 
  coated with a poison.  Two are coated with large 
  scorpion venom (DC 18; 1d6 Str/1d6 Str), two 
  with giant wasp poison (DC 18; 1d6 Dex/1d6 Dex). 
   Each coating is only good for one hit. 
   
  ENCOUNTER THREE:  
  Agitators  
  Violent Rioters (10):  Male Human War1: CR 
  1/2; HD 1d8+4; hp 10; Init +1; Spd 30 ft; AC 11 
  (touch 11, flat-footed 10) [+1 Dex]; Base Atk +1; 
  Grp +2; Atk +2 melee (1d6+1, club) or -2 ranged 
  (1d2+1, rock); Full Atk +2 melee (1d6+1, club) or -2 
  ranged (1d2+1, rock); AL N; SV Fort +3; Ref +1; 
  Will +2; Str 13, Dex 12, Con 12, Int 9, Wis 10, Cha 
  11. 
   
  Skills and Feats: Intimidate +4; Iron Will, 
  Toughness. 
   
  Possessions:  Common clothing, something 
  resembling a club, 5 sp. 
  Agitators (3):  Male Human War4/Rog1: CR 3; 
  HD 4d8+1d6+5; hp 32; Init +2; Spd 30 ft; AC 16 
  (touch 12, flat-footed 14) [+2 Dex, +4 armor]; Base 
  
  Vel5-07 A is for Anarchy 
   
  Page 25 
  Atk +4; Grp +6; Atk +6 melee (1d4+2, dagger) or +2 
  ranged (1d4+2, brick); Full Atk +6 melee (1d4+2, 
  dagger) or +2 ranged (1d4+2, brick); SA Sneak 
  attack (+1d6); SQ Trapfinding; AL CN; SV Fort +5; 
  Ref +5; Will +1; Str 15, Dex 14, Con 12, Int 11, Wis 
  10, Cha 12. 
   
  Skills and Feats: Balance +5, Climb +6, 
  Diplomacy +3, Handle Animal +6, Hide +7, 
  Intimidate +11; Dodge, Mobility, Persuasive. 
   
  Equipment: Studded leather armor +1, 
  masterwork dagger (x2), belt of one mighty blow*, 
  flash pellet* (x4), potion of blur, potion of cure 
  light wounds (x2), 96 gp. 
   
  One agitator has a Necklace of Fireballs I. 
  *see Appendix 2: New Rules Items 
  ENCOUNTER FIVE:   Anarchists 
  Hafner, Bringer of Chaos:  Male Human 
  Sor5/WldMg*3: CR 8; HD 5d4+3d4+8; hp 30; Init 
  +2; Spd 30 ft; AC 17 (touch 13, flat-footed 15) [+2 
  Dex, +4 mage armor, +1 deflection]; Base Atk +3; 
  Grp +3; Atk +6 ranged (1d4 dagger) or +4 melee 
  (1d4 dagger); Full Atk +6 ranged (1d4 dagger) or 
  +4 melee (1d4 dagger); SA Wild magic; SQ 
  Summon familiar; AL CN; SV Fort +6; Ref +7; Will 
  +6; Str 9, Dex 14, Con 12, Int 12, Wis 10, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +9, 
  Knowledge (arcana) +3, Knowledge (Local-VTF) 
  +2, Knowledge (the planes) +5, Listen +2, 
  Spellcraft +8 (+10 to decipher scrolls), Spot +2, Use 
  Magic Device +8 (+10 regarding scrolls); Extend 
  Spell, Great Fortitude, Magical Aptitude, Sudden 
  Maximize* 
   
  Spells Known: (6/5/5/6/3; Base DC = 13 + 
  spell level)  0 - dancing lights, daze, detect magic, 
  light, mage hand, prestidigitation, read magic, 
  unseen servant; 1
  st - feather fall, mage armor, 
  magic missile, ray of enfeeblement, shield; 2
  nd - 
  invisibility, Melf's acid arrow, Tasha's hideous 
  laughter; 3
  rd - dispel magic, lightning bolt; 4
  th - 
  Otiluke's resilient sphere 
   
  Possessions: Wand of major image (27 
  charges), ring of protection +1, cloak of resistance 
  +1, masterwork dagger 
  * see Appendix 2: New Rules Items 
   
  Wild Magic: A wild mage casts spells 
  differently from any other arcane spellcaster.  She 
  reduces her caster level by 3 for all spells she casts 
  from now on.  However, every time she casts a 
  spell, her use of wild magic adds 1d6 to her 
  adjusted caster level.  For example, an 8
  th-level 
  sorceror/1
  st-level wild mage has a base caster level 
  of 6
  th, not 9
  th, but her actual caster level varies from 
  7
  th to 12
  th for every spell she casts.  Caster level 
  affects all level-based variables of the spell, 
  including spell penetration checks. 
   
  Random Deflector (Su): At 2
  nd level and 
  higher, a wild mage has the ability to protect 
  herself from certain attacks with this ability.  
  Using this ability is an immediate action (see page 
  86, Complete Arcane), which means that a wild 
  mage activates it when it is not her turn.  When 
  activated, the random deflector lasts until the 
  beginning of the wild mage’s next turn. 
   
  The random deflector redirects ranged 
  attacks, ranged touch attacks, and individually 
  targeted spells (spells designating the wild mage as 
  the sole target, but not area spells striking an area 
  in which she happens to be the sole target) so that 
  they instead attack or affect a random target 
  within 20 feet of the wild mage.  A wild mage 
  includes herself and her allies among the possible 
  new targets.  Any creature targeted by a deflected 
  attack is attacked or affected normally, so an attack 
  roll is made normally against the new target’s AC, 
  the new target receives a saving throw if a spell or 
  effect allows one, and so on.  A wild mage can use 
  this ability once per day at 2
  nd level, two times per 
  day at 5
  th level, and three times per day at 8
  th level. 
   
  Student of Chaos (Ex): Whenever a wild 
  mage of 3
  rd level or higher uses a magic item that 
  offers a randomly determined effect (such as a bag 
  of tricks or rod of wonder), she can roll twice and 
  choose between the two results.  If a random roll 
  is made only once to determine the nature or 
  contents of a device, (for example, a robe of useful 
  items or an iron flask), a wild mage gains no 
  special advantage. 
   
  Tactics:  Hafner keeps extended mage armor 
  active at all times - his 2
  nd level slots have been 
  reduced, assuming he had to cast it twice today.  
  There is also an extended unseen servant active at 
  all times - his 1
  st level slots have been reduced, 
  assuming he had to cast it twice today. 
  Gorusk:  Male half-orc Rog3/Ftr2/Bbn1: CR 6; 
  HD 3d6+2d10+1d12+18; hp 53; Init +6; Spd 40 ft; 
  AC 18 (touch 13, flat-footed 15) [+2 Dex, +5 
  armor]; Base Atk +5; Grp +8; Atk +8 melee 
  (1d10+4, greataxe); Full Atk +8 melee (1d10+4, 
  greataxe); SA Rage 1/day, sneak attack (+2d6); SQ 
  Evasion, fast movement, trapfinding, trap sense 
  
  Vel5-07 A is for Anarchy 
   
  Page 26 
  +1; AL CN; SV Fort +8; Ref +5; Will +0; Str 16, Dex 
  15, Con 14, Int 8, Wis 8, Cha 9. 
   
  Skills 
  and 
  Feats: 
  Disable 
  Device 
  +8, 
  Intimidate +8, Knowledge (Local-VTF) +5, Listen 
  +6, Open Locks +8, Search +3, Spot +5, Swim +2; 
  Close Quarter Fighting*, Dodge, Improved 
  Initiative, Improved Toughness*, Mobility 
   
  Possessions: Breastplate, +1 greataxe, vest of 
  resistance +1*, potion of cure moderate wounds. 
  * see Appendix 2: New Rules Items
  
  Vel5-07 A is for Anarchy 
   
  Page 27 
  APL 8
  ENCOUNTER ONE:  Border Guards  
  This set of stats represents ONE patrol. 
  Soldier (6): Male Human War4; CR 3; Medium 
  Humanoid (Human); HD 4d8+7; hp 30; Init +1; 
  Spd 20 ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, 
  +2 shield, +4 scale mail]; Base Atk +4; Grp +4; Atk 
  +6 melee (1d8+1, longsword) or +5 melee (1d4+1, 
  dagger) or +5 ranged (1d4+1, dagger); Full Atk +6 
  melee (1d8+1, longsword) or +5 melee (1d4+1, 
  dagger) or +5 ranged (1d4+1, dagger); AL LG; SV 
  Fort +5, Ref +2, Will +1; Str 13, Dex 12, Con 12, Int 
  8, Wis 10, Cha 10.  
   
  Skills and Feats:  Intimidate +7, Ride +8; 
  Endurance, 
  Weapon 
  Focus 
  (longsword), 
  Toughness. 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  Leader: Male Human War9; CR 8; Medium 
  Humanoid (Human); HD 9d8+18; hp 68; Init +1; 
  Spd 20 ft; AC 21 (touch 11, flat-footed 20) [+1 Dex, 
  +2 shield, +8 armor]; Base Atk +9/+4; Grp +12; Atk 
  +14 melee (1d8+4, +1 longsword) or +12 melee 
  (1d4+3, dagger) or +11 ranged (1d4+3, dagger2); 
  Full Atk +14/+9 melee (1d8+4, +1 longsword) or 
  +12/+7 melee (1d4+3, dagger) or +11 ranged 
  (1d4+3 dagger); AL LG; SV Fort +8, Ref +4, Will +5; 
  Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 12.  
   
  Skills and Feats: Climb +9, Ride +13, Spot +7, 
  Sense Motive +7; Cleave, Endurance, Iron Will, 
  Power Attack, Weapon Focus (longsword).   
   
  Possessions: Masterwork full plate, heavy 
  steel shield, +1 longsword, masterwork dagger.  
   
  ENCOUNTER TWO:   Assassin 
  Cade 
  Thornbarrel: 
   
  Male 
  Halfling 
  Rgr2/Rog3/Asn5: CR 10; HD 2d8+3d6+5d6+10; 
  hp 56; Init +7; Spd 20 ft; AC 20 (touch 14, flat-
  footed 14) [+1 size, +3 Dex, +4 armor, +2 buckler]; 
  Base Atk +7; Grp +3; Atk +11 ranged (d4+1 
  throwing axe) or +10 melee (d4+1 throwing axe); 
  Full Atk +11/+6 ranged (d4+1+poison throwing 
  axe) or +10/+5 melee (d4+1+poison throwing axe) 
  or +8/+3 melee (d4+1+poison throwing axe) and 
  +8 melee (d4+1+poison throwing axe); SA Death 
  attack, favored enemy (human +2), sneak attack 
  (+5d6), spells, trapfinding, wild empathy; SQ 
  Evasion, improved uncanny dodge, poison use, 
  trap sense +1, uncanny dodge, +2 save against 
  poison; AL NE; SV Fort +8; Ref +15; Will +4; Str 
  12, Dex 16, Con 12, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +7, Bluff +11, Climb 
  +10, Disguise +7, Hide +24, Jump +15, Listen +9, 
  Move Silently +23, Search +7, Spot +7, Survival 
  +11 (+13 following tracks), Tumble +17; Combat 
  Expertise, Improved Feint, Improved Initiative, 
  Two-Weapon Fighting, Weapon Finesse 
   
  Spells Known: (4/3/0; Base DC = 12+ spell 
  level) 1st - ghost sound, jump, obscuring mist, true 
  strike; 2nd - alter self, invisibility, pass without 
  trace. 
   
  Possessions: Shadow studded leather armor of 
  +1, buckler +1, 4x masterwork throwing axes (each 
  coated with poison: 2 x purple worm poison, 2 x 
  deathblade), 
  4x 
  tanglefoot 
  bags, 
  boots 
  of 
  elvenkind, cloak of resistance +1, ring of jumping, 
  potion of darkvision, potion of cure light wounds 
  (x2), potion of cure moderate wounds (x2), 2 vials 
  of large scorpion venom, 278 gp. 
   
  Poison:  Each of Cade's throwing axes is 
  coated with a poison.  Two are coated with large 
  scorpion venom (DC 18; 1d6 Str/1d6 Str), two 
  with giant wasp poison (DC 18; 1d6 Dex/1d6 Dex). 
   Each coating is only good for one hit. 
   
  ENCOUNTER THREE:  
  Agitators 
  Mob:  Gargantuan humanoid (mob of medium 
  humans): CR 8; HD 30d8; hp 180; Init +4; Spd 20 
  ft; AC 6 (touch 6, flat-footed 6) [-4 size]; Base Atk 
  +22; Grp +34; Atk mob swarm (5d6); Full Atk mob 
  swarm (5d6); SA expert grappler, trample 2d6; SQ 
  mob anatomy; AL LN; SV Fort +11; Ref +9; Will 
  +17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +4, Spot+4; Improved 
  Initiative, Great Fortitude, Improved Bull Rush, 
  Improved Overrun. 
   
  Expert Grappler (Ex):  A mob can maintain a 
  grapple without penalty and still make attacks 
  against other targets (normally, attacking other 
  targets while grappling imposes a –20 penalty on 
  grapple checks).  A mob is never considered flat-
  footed while grappling. 
  
  Vel5-07 A is for Anarchy 
   
  Page 28 
   
  Trample (Ex):  A mob that simply moves over 
  a creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample 
  the creature.  A trampled creature takes damage to 
  2d6 points + 1 ½ times the mob’s strength 
  modifier.  The victim can either make an attack of 
  opportunity against the mob or make a Reflex save 
  (DC 25 + the mob’s Str modifier) to take half 
  damage. 
   
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not 
  subject to critical hits or sneak attacks.  A mob 
  cannot be flanked, tripped, grappled, or bull 
  rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, 
  so spells or effects that target specific numbers of 
  creatures can have an effect on the mob.  Each 
  specific creature that is slain, disabled, or 
  otherwise incapacitated by spells or effects that 
  target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative 
  levels equal to its Hit Dice breaks up as if reduced 
  to 0 hit points.  Negative levels gained in this 
  manner are not the result of negative energy (and 
  thus cannot be blocked by death ward or removed 
  by restoration), but never result in permanent 
  level loss.  A mob takes half again as much damage 
  from spells or effects that affect an area, such as 
  splash weapons and evocation spells. 
  Agitators (3):  Male Human War4/Rog3: CR 5; 
  HD 4d8+3d6+7; hp 42; Init +2; Spd 30 ft; AC 18 
  (touch 12, flat-footed 14) [+2 Dex, +4 armor, +2 
  shield]; Base Atk +6; Grp +8; Atk +8 melee (1d4+3, 
  dagger +1) or +4 ranged (1d4+2, brick); Full Atk 
  +8/+3 melee (1d4+3, dagger +1) or +4 ranged 
  (1d4+2, brick); SA Sneak attack (+2d6); SQ 
  Evasion, trapfinding, trapsense +1; AL CN; SV Fort 
  +6; Ref +6; Will +2; Str 15, Dex 14, Con 12, Int 11, 
  Wis 10, Cha 12. 
   
  Skills and Feats: Balance +12, Climb +8, 
  Diplomacy +5, Handle Animal +6, Hide +12, 
  Intimidate +13; Dodge, Mobility, Persuasive, 
  Spring Attack. 
   
  Possessions: Studded leather armor +1, 
  buckler +1, dagger +1, masterwork dagger, belt of 
  one mighty blow*, flash pellet* (x4), potion of 
  blur, potion of cure light wounds (x2), 126 gp. 
   
  One agitator has a Necklace of Fireballs I. 
  *see Appendix 2: New Rules Items 
  ENCOUNTER FIVE:   Anarchists 
  Hafner, Bringer of Chaos:  Male Human 
  Sor7/WldMg*3: CR 10; HD 7d4+3d4+10; hp 38; 
  Init +2; Spd 30 ft; AC 17 (touch 13, flat-footed 15) 
  [+2 Dex, +4 mage armor, +1 deflection]; Base Atk 
  +4; Grp +4; Atk +7 ranged (1d4, dagger) or +5 
  melee (1d4, dagger); Full Atk +7 ranged (1d4, 
  dagger) or +5 melee (1d4, dagger); SA Wild magic; 
  SQ Summon familiar; AL CN; SV Fort +7; Ref +8; 
  Will +7; Str 9, Dex 14, Con 12, Int 12, Wis 10, Cha 
  16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +9, 
  Knowledge (arcana) +3, Knowledge (Local-VTF) 
  +2, Knowledge (the planes) +5, Listen +2, 
  Spellcraft +8 (+10 to decipher scrolls), Spot +2, Use 
  Magic Device +8 (+10 regarding scrolls); Extend 
  Spell, Great Fortitude, Magical Aptitude, Sudden 
  Maximize* (x2) 
  Spells Known: (6/6/6/7/5/3; Base DC = 
  13 + spell level)  0 – dancing lights, daze, detect 
  magic, 
  light, 
  mage 
  hand, 
  mending, 
  prestidigitation, read magic, unseen servant; 1
  st – 
  feather fall, mage armor, magic missile, ray of 
  enfeeblement, shield; 2
  nd – invisibility, locate 
  object, Melf’s acid arrow, Tasha’s hideous laughter; 
  3
  rd – dispel magic, lightning bolt, vampiric touch; 
  4
  th – dimension door, Otiluke’s resilient sphere; 5
  th 
  – dominate person 
   
  Possessions: 
  Rod 
  of 
  wonder, 
  ring 
  of 
  protection +1, cloak of resistance +1, masterwork 
  dagger 
  * see Appendix 2: New Rules Items 
   
  Wild Magic: A wild mage casts spells 
  differently from any other arcane spellcaster.  She 
  reduces her caster level by 3 for all spells she casts 
  from now on.  However, every time she casts a 
  spell, her use of wild magic adds 1d6 to her 
  adjusted caster level.  For example, an 8
  th-level 
  sorceror/1
  st-level wild mage has a base caster level 
  of 6
  th, not 9
  th, but her actual caster level varies from 
  7
  th to 12
  th for every spell she casts.  Caster level 
  affects all level-based variables of the spell, 
  including spell penetration checks. 
   
  Random Deflector (Su): At 2
  nd level and 
  higher, a wild mage has the ability to protect 
  herself from certain attacks with this ability.  
  Using this ability is an immediate action (see page 
  86, Complete Arcane), which means that a wild 
  mage activates it when it is not her turn.  When 
  
  Vel5-07 A is for Anarchy 
   
  Page 29 
  activated, the random deflector lasts until the 
  beginning of the wild mage’s next turn. 
   
  The random deflector redirects ranged 
  attacks, ranged touch attacks, and individually 
  targeted spells (spells designating the wild mage as 
  the sole target, but not area spells striking an area 
  in which she happens to be the sole target) so that 
  they instead attack or affect a random target 
  within 20 feet of the wild mage.  A wild mage 
  includes herself and her allies among the possible 
  new targets.  Any creature targeted by a deflected 
  attack is attacked or affected normally, so an attack 
  roll is made normally against the new target’s AC, 
  the new target receives a saving throw if a spell or 
  effect allows one, and so on.  A wild mage can use 
  this ability once per day at 2
  nd level, two times per 
  day at 5
  th level, and three times per day at 8
  th level. 
   
  Student of Chaos (Ex): Whenever a wild 
  mage of 3
  rd level or higher uses a magic item that 
  offers a randomly determined effect (such as a bag 
  of tricks or rod of wonder), she can roll twice and 
  choose between the two results.  If a random roll 
  is made only once to determine the nature or 
  contents of a device, (for example, a robe of useful 
  items or an iron flask), a wild mage gains no 
  special advantage. 
   
  Tactics:  Hafner keeps extended mage armor 
  active at all times – his 2
  nd level slots have been 
  reduced, assuming he has cast it already today.  
  There is also an extended unseen servant active at 
  all times – his 1
  st level slots have been reduced, 
  assuming he had to cast it today. 
  Gorusk:  Male half-orc Ftr4/Rog3/Bbn1: CR 8; 
  HD 4d10+3d6+1d12+24; hp 71; Init +7; Spd 40 ft; 
  AC 18 (touch 13, flat-footed 15) [+3 Dex, +5 
  armor]; Base Atk +7; Grp +9; Atk +10 melee 
  (1d10+4, greataxe); Full Atk +10 melee (1d10+4, 
  greataxe); SA Rage 1/day, sneak attack (+2d6); SQ 
  Evasion, fast movement, trapfinding, trap sense 
  +1; AL CN; SV Fort +9; Ref +7; Will +1; Str 16, Dex 
  16, Con 14, Int 8, Wis 8, Cha 9. 
   
  Skills 
  and 
  Feats: 
  Disable 
  Device 
  +8, 
  Intimidate +10, Knowledge (Local-VTF) +5, Listen 
  +6, Open Locks +8, Search +3, Spot +5, Swim +2; 
  Close Quarter Fighting*, Dodge, Elusive Target*, 
  Improved 
  Initiative, 
  Improved 
  Toughness*, 
  Mobility 
   
  Equipment: Breastplate, +1 anarchic greataxe, 
  vest of resistance +1*, potion of cure moderate 
  wounds. 
  * see Appendix 2: New Rules Items 
  
  Vel5-07 A is for Anarchy 
   
  Page 30 
  Appendix 2: New Rules Items 
  Creatures 
  Mobs as presented in Dungeon Master’s 
  Guide II 
   
  An angry mob represents the most dangerous 
  form of crowd.  An angry mob might not be 
  enraged at the PCs, but as a general rule the mob 
  mentality overrides the desires and goals of an 
  individual in a mob, and PCs who happen to get in 
  the way could find themselves the focus of the 
  mob’s rage. 
   
  A mob is treated like a single entity similar to 
  a swarm, except it is made up of larger creatures.  
  A mob can be composed of Small, Medium or 
  Large creatures, but all the individual creatures 
  must be of the same type.  A mob that incorporates 
  a crowd of goblins and a crowd of chokers is best 
  modeled by two separate mobs.  You can use the 
  following template to create specific types of 
  mobs. 
   
  “Mob” is an acquired template that can be 
  added to any Small, Medium or Large creature.  
  Generally, mobs are transitory; after forming, a 
  mob lasts for, at most, 1d4+1 hours before 
  breaking up.  Most mobs break up naturally far 
  sooner, once the condition that caused their 
  formation is no longer a factor.  A mob uses all the 
  base creature’s statistics and special abilities except 
  as noted here. 
   
  Size and Type:  A mob is a Gargantuan 
  creature composed of either forty-eight Small of 
  Medium creatures or twelve Large creatures.  The 
  mob’s type remains unchanged from the base 
  creature. 
   
  Hit Dice:  A mob has a single pool of Hit 
  Dice and hit points.  All mobs have 30 Hit Dice; 
  this number represents the mob’s mentality and 
  physical mass rather than its race or class, since 
  the individual members of a mob don’t use their 
  own abilities or experience to aid the whole.  The 
  type of Hit Dice rolled is set by the mob’s racial 
  Hit Dice, not any class levels the mob might have. 
   Thus a mob of commoners would roll d8s for Hit 
  Dice, not d4s. 
   
  Reducing a mob to 0 hp or lower causes it to 
  break up, though damage taken until that point 
  does not degrade its ability to attack or resist 
  attack.  Mobs are never staggered or reduced to a 
  dying state by damage. 
   
  Initiative:  A mob’s initiative modifier is 
  always +0. 
   
  Speed:  A mob’s speed is 10 feet slower than 
  that of the base creature. 
   
  Armor Class:  As the base creature, modified 
  by –4 for the mob’s Gargantuan size. 
   
  Base Attack:  Since all mobs have 30 Hit 
  Dice, their base attack bonuses are set depending 
  on their type. 
   
  Grapple:  As base attack bonus, modified by 
  +12 for its size, and as appropriate for its Strength 
  modifier. 
   
  Attack/Full Attack:  Mobs don’t make 
  standard attacks.  Rather, they are treated similar 
  to swarms in combat.  A mob deals 5d6 points of 
  bludgeoning damage to any creature whose space 
  it occupies at the end of its move, with no attack 
  roll needed.  Mob attacks ignore concealment and 
  cover.  A mob’s attacks are nonmagical, unless the 
  base creature’s attacks are considered magical.  
  Damage reduction applies to mob attacks. 
   
  Space/Reach:  A mob occupies a square 20 
  feet on a side, but its reach is 0 feet.  In order to 
  attack, it moves into an opponent’s space, which 
  provokes an attack of opportunity.  It can occupy 
  the same space as a creature, since it tramples over 
  and moves around its victim.  A mob can move 
  through squares occupied by enemies, and vice 
  versa, without impediment, although a mob 
  provokes an attack of opportunity if it does so.  A 
  mob can move through openings large enough for 
  its component creatures. 
   
  Larger mobs are represented by multiples of 
  single mobs.  The area occupied by larger mobs is 
  completely shapeable, though the mob usually 
  remains in contiguous squares. 
   
  Attack Options:  A mob’s mentality is fueled 
  by emotion; as a result, the individual creatures 
  that make up the mob are unable to use any attack 
  options that require actions, such as breath 
  
  Vel5-07 A is for Anarchy 
   
  Page 31 
  weapons, spell-like abilities, and the like.  If the 
  base creature has attack options that affect the 
  damage it deals (such as poison, energy drain, 
  ability damage, improved grab, constrict, rend, or 
  swallow whole), those special attacks function 
  normally on any creature damaged by the mob.  
  Attack options such as gaze weapons that function 
  constantly continue to function normally.  The 
  save DCs for any of these attacks should be based 
  on the mob’s 30 Hit Dice. 
   
  In addition, mobs gain one or both of the 
  following attack options. 
   
  Expert Grappler (Ex):  A mob can maintain a 
  grapple without penalty and still make attacks 
  against other targets (normally, attacking other 
  targets while grappling imposes a –20 penalty on 
  grapple checks).  A mob is never considered flat-
  footed while grappling. 
   
  Trample (Ex):  A mob that simply moves over 
  a creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample 
  the creature.  A trampled creature takes damage to 
  2d6 points + 1 ½ times the mob’s strength 
  modifier.  The victim can either make an attack of 
  opportunity against the mob or make a Reflex save 
  (DC 25 + the mob’s Str modifier) to take half 
  damage. 
   
  Special Qualities:  A mob retains all of the 
  special qualities of the base creature.  In addition, 
  it gains the following special quality. 
   
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not 
  subject to critical hits or sneak attacks.  A mob 
  cannot be flanked, tripped, grappled, or bull 
  rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, 
  so spells or effects that target specific numbers of 
  creatures can have an effect on the mob.  Each 
  specific creature that is slain, disabled, or 
  otherwise incapacitated by spells or effects that 
  target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative 
  levels equal to its Hit Dice breaks up as if reduced 
  to 0 hit points.  Negative levels gained in this 
  manner are not the result of negative energy (and 
  thus cannot be blocked by death ward or removed 
  by restoration), but never result in permanent 
  level loss.  A mob takes half again as much damage 
  from spells or effects that affect an area, such as 
  splash weapons and evocation spells. 
   
  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the 
  fate of a specific individual caught up in the mob.  
  If a mob is dispersed by nonlethal attacks, there 
  are no casualties.  If the mob is dispersed by lethal 
  attacks assume that 30% of its number are slain 
  and reduced to 0 hit points.  To determine a 
  specific individual’s fate, simply roll d%: a result of 
  01-30 indicates death; 31-60 indicates the victim is 
  reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  Saves:  A mob’s saving throws are calculated 
  as for a 30 Hit Dice creature of its type.  A mob’s 
  base good save is +17, and its bad save is +9. 
   
  Abilities:  A mob’s abilities are the same as 
  the base creature, except that its Intelligence, 
  Wisdom, and Charisma score drops to 10.  If the 
  base creature’s Intelligence, Wisdom or Charisma 
  scores are already lower than 10, they do not 
  change. 
   
  Skills:  Same as the base creature; do not 
  recalculate based on the mob’s 30 Hit Dice.  The 
  mob’s new Intelligence, Wisdom, or Charisma 
  scores might grant some skills different modifiers. 
   
  Feats:  Same as the base creature; all mobs 
  gain Improved Bull Rush and Improved Overrun 
  as bonus feats. 
   
  Organization:  Solitary, pair, or gang (3-12 
  mobs). 
   
  Challenge Rating:  8, or +2 if the base 
  creature’s CR is 7 or higher. 
   
  Advancement:  --. 
   
  Level Adjustment:  --. 
   
  Items 
  Flash Pellets  as presented in Complete 
  Adventurer 
  This tiny brittle object is often disguised as a 
  button or other decoration.  You can throw a flash 
  pellet as a ranged attack with a range increment of 
  5 feet.  When thrown against a hard surface, it 
  bursts with a bright flash of light.  All creatures 
  within a 5-foot-radius burst must succeed on a 
  DC15 Fortitude save or be blinded for one round 
  and dazzled for 1 round after that. 
  (Cost: 50 gp; Weight 1 lb) 
  
  Vel5-07 A is for Anarchy 
   
  Page 32 
  Belt of One Mighty Blow  as presented in 
  the Miniatures Handbook 
  Once per day, as a swift action, the wearer of this 
  belt can activate the belt to gain extra damage on 
  her next melee attack.  A light weapon deals an 
  extra 1d8 points of damage, a one handed weapon 
  deals an extra 2d6 points of damage, and a two-
  handed weapon deals an extra 3d6 points of 
  damage.  The belt can be used only after being 
  worn continuously for 24 hours.  If it is taken off, 
  it becomes inactive until it is again donned and 
  worn for a full 24 hours. 
  (Faint transmutation; CL 5
  th; Craft Wondrous 
  Item; bull’s strength; Price 1,500 gp) 
  Vest of Resistance as presented in 
  Complete Arcane 
  These garments offer magic protection in the form 
  of a +1 ot +5 resistance bonus on all saving throws. 
  (Faint abjuration; CL 5
  th; Craft Wondrous Item, 
  resistance, creator’s caster level must be at least 
  three times the vest’s bonus; Price 1,000 gp (+1), 
  4,000gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 
  gp (+5); Weight 1lb.) 
  Feats 
  Close-Quarters Fighting  as presented in 
  Complete Warrior 
  You are skilled at fighting at close range and 
  resisting grapple attempts. 
  Prerequisites: Base attack bonus +3. 
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even 
  if the enemy has a feat or special ability that would 
  bypass the attack.  If you deal damage with this 
  attack, the enemy fails to start a grapple unless it 
  has the Improved Grapple feat or a special ability 
  such as improved grab.  If the enemy has such an 
  ability, you may add the damage you deal as a 
  bonus on your opposed check to resist being 
  grappled.  This feat does not give you extra attacks 
  of opportunity during a round or allow you to 
  make an attack of opportunity when you would be 
  denied one, for being surprised, helpless, or in a 
  similar situation. 
  For example, an ogre attempts to grapple Tordek.  
  Tordek gains an attack of opportunity, hits, and 
  causes damage.  Since the ogre does not have any 
  sort of grappling special ability or feat, he fails to 
  start a grapple.  Then an ankheg – a creature with 
  the improved grab special ability – attempts to 
  grapple Tordek.  He takes an attack of 
  opportunity, hits, and deals 10 points of damage to 
  the creature.  Tordek then adds +10 to his opposed 
  check to resist being grappled. 
  Normal:  Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities 
  do not provoke attacks of opportunity when they 
  attempt to start a grapple. 
  Special:  A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
  Elusive Target as presented in Complete 
  Warrior 
  Trying to land a blow against you can be a 
  maddening experience. 
  Prerequisites:  Dodge, Mobility, base attack bonus 
  +6. 
  Benefit:  The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack:  To use this maneuver, 
  you must designate a specific foe to be affected by 
  your Dodge feat.  IF that foe uses the Power Attack 
  feat against you, the foe gains no bonus on the 
  damage roll but still takes the corresponding 
  penalty on the attack roll. 
   
  Diverting Defense:  To use this maneuver, 
  you must be flanked and you must designate one 
  of the flanking attackers to be affected by your 
  Dodge feat.  The first attack of the round from the 
  designated attacker automatically misses you and 
  may strike the other flanking foe instead; the 
  attacking creature makes an attack roll normally, 
  and its ally is considered flat-footed.  If the 
  designated attacker is making a full attack against 
  you, its second and subsequent attacks function 
  normally. 
   
  Cause Overreach:  To use this maneuver, you 
  must provoke an attack of opportunity from a foe 
  by moving out of a threatened square.  If the foe 
  misses you, you can make a free trip attempt 
  against this foe, and the foe does not get a chance 
  to trip you if your attempt fails. 
  Improved Toughness as presented in 
  Complete Warrior 
  You are significantly tougher than normal. 
  Prerequisites:  Base Fortitude save +2. 
  
  Vel5-07 A is for Anarchy 
   
  Page 33 
  Benefit:  You gain a number of hit points equal to 
  your current Hit Dice.  Each time you gain a HD 
  (such as by gaining a level), you gain 1 additional 
  hit point.  If you lose a HD (such as by losing a 
  level), you lose 1 hit point permanently. 
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
  Sudden 
  Maximize 
  as 
  presented 
  in 
  Complete Arcane) 
  You can cast a spell to maximum effect without 
  special preparation. 
  Prerequisites: Any metamagic feat. 
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell Feat to any spell you cast 
  without increasing the level of the spell or 
  specially preparing it ahead of time.  You can still 
  use Maximize Spell normally if you have it. 
  Prestige Class 
  Wild Mage as presented in Complete 
  Arcane 
  Magic is one of the most capricious and 
  unpredictable of all natural or supernatural forces 
  in the universe.  Attempts to codify spellcasting 
  through arcane formulas, or to impose order on 
  magic through the force of will, are essentially 
  pointless – or so wild mages believe.  Instead, 
  those who would truly master magic must forget 
  what they know and abandon their willful control 
  of the arcane.  Within this paradox lies the 
  awesome power of wild magic. 
  The wild mage aspires to cast spells without 
  structure.  By taking the risk of substituting an 
  element of randomness, she gives up the safe 
  predictability of other arcane spellcasters.  This 
  risk allows for the potential of power greater than 
  other casters can hope for.  Of course, she also 
  risks the potential for less power, but what is 
  magic if not risky?  Chaos is strong, and her magic 
  often carries her to heights of power that other 
  casters cannot reach – but chaos is also fickle, and 
  her spells sometimes all short of her expectations.  
  In addition, from time to time her spells unfold in 
  spectacular wild surges that might prove 
  catastrophic the wild mage and her companions.  
  The wild mage accepts this as the price of her 
  convictions. 
  Sorcerers are naturally intrigued by the study of 
  wild magic.  The act of unchaining their spells 
  from the safeguards and controls built into these 
  time-honored formulas appeals to many of them.  
  One might suppose that few would be drawn to 
  the spontaneity and unpredictability of wild 
  magic, but in fact, many wizards do become wild 
  mages, seeking to explore and harness the power 
  of chaos. 
  Wild mages tend to be solitary innovators.  They 
  have little contract with their fellow spellcasters, 
  since wild mages can’t really learn from them.  
  Rumors persist of a secretive Prismatic Cabal of 
  wild mages who cloister themselves within the 
  depths of Limbo to experience the power of chaos 
  firsthand. 
  Capricious and powerful, NPC wild mages act 
  much like chaotic sorcerers and wizards. Some are 
  heroes who join parties crusading against tyranny 
  and evil, while others are villains who revel in the 
  chaos of destruction and disaster.  A few wild 
  mages (generally not good-aligned ones) believe 
  that the power of magic increases as the amount of 
  chaos and uncertainty in the world around them 
  rises, and therefore bend their efforts toward 
  instigating catastrophe of all kinds. 
  Adaptation:  A twist on this class might include 
  the concept that wild mages do not so much 
  exploit instabilities in the magic as create those 
  instabilities themselves with their skewed 
  technique.  The proliferation of such casting could 
  possibly lead to geographic or ecological 
  consequences that are strange at the least, or at 
  worst, stepping stones to disaster. 
  Hit Die: d4. 
  Requirements 
  To qualify to become a wild mage, a character 
  must fulfill all of the following criteria. 
   
  Alignment:  Any chaotic 
   
  Skills:  Knowledge (the planes) 4 ranks, 
  Spellcraft 8 ranks, Use Magic Device 4 ranks. 
   
  Feats:  Magical Aptitude, any metamagic feat. 
   
  Spells or Spell-Like Abilities:  Arcane caster 
  level 1
  st. 
  Class Skills 
  The wild mage’s class skills (and the key ability for 
  each skill) are Bluff (Cha), Concentration (Con), 
  Craft (Int), Intimidate (Cha), Knowledge (all 
  skills, taken individually) (Int), Profession (Wis), 
  Spellcraft (Int), and Use Magic Device (Cha). 
  Skill Points at Each Level: 2 + Int modifier. 
  
  Vel5-07 A is for Anarchy 
   
  Page 34 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special* 
  1 
  +0 
  +0 
  +2 
  +0 
  Wild magic 
  2 
  +1 
  +0 
  +3 
  +0 
  Random 
  deflector 
  1/day 
  3 
  +1 
  +1 
  +3 
  +1 
  Student 
  of 
  Chaos 
  * levels 1-3 also add to an existing arcane 
  spellcasting class for purposes of Spells per 
  Day/Spells Known 
  Class Features 
  All the following are class features of the wild 
  mage prestige class. 
   
  Weapon and Armor Proficiency:  Wild 
  mages gain no proficiency with any weapon or 
  armor. 
   
  Spells per Day/Spells Known:  At each 
  level, a wild mage gains new spells per day (and 
  spells known, if applicable) as if she had also 
  gained a level in an arcane spellcasting class to 
  which she belonged before adding the prestige 
  class level.  She does not, however, gain any other 
  benefit a character of that class would have gained 
  (such as the bonus feat sometimes gained by a 
  wizard).  If she had more than one arcane 
  spellcasting class before becoming a wild mage, 
  she must decide to which class to add each level 
  for the purposes of determining spells per day and 
  spells known. 
   
  Wild Magic:  A wild mage casts spells 
  differently from any other arcane spellcaster.  She 
  reduces her caster level by 3 for all spells she casts 
  from now on.  However, every time she casts a 
  spell, her use of wild magic adds 1d6 to her 
  adjusted caster level.  For example, an 8
  th-level 
  sorceror/1
  st-level wild mage has a base caster level 
  of 6
  th, not 9
  th, but her actual caster level varies from 
  7
  th to 12
  th for every spell she casts.  Caster level 
  affects all level-based variables of the spell, 
  including spell penetration checks. 
   
  Random Deflector (Su):  At 2
  nd level and 
  higher, a wild mage has the ability to protect 
  herself from certain attacks with this ability.  
  Using this ability is an immediate action (see page 
  86, Complete Arcane), which means that a wild 
  mage activates it when it is not her turn.  When 
  activated, the random deflector lasts until the 
  beginning of the wild mage’s next turn. 
   
  The random deflector redirects ranged 
  attacks, ranged touch attacks, and individually 
  targeted spells (spells designating the wild mage as 
  the sole target, but not area spells striking an area 
  in which she happens to be the sole target) so that 
  they instead attack or affect a random target 
  within 20 feet of the wild mage.  A wild mage 
  includes herself and her allies among the possible 
  new targets.  Any creature targeted by a deflected 
  attack is attacked or affected normally, so an attack 
  roll is made normally against the new target’s AC, 
  the new target receives a saving throw if a spell or 
  effect allows one, and so on.  A wild mage can use 
  this ability once per day at 2
  nd level, two times per 
  day at 5
  th level, and three times per day at 8
  th level. 
   
  Student of Chaos:  Whenever a wild mage of 
  3
  rd level or higher uses a magic item that offers a 
  randomly determined effect (such as a bag of 
  tricks or rod of wonder), she can roll twice and 
  choose between the two results.  If a random roll 
  is made only once to determine the nature or 
  contents of a device, (for example, a robe of useful 
  items or an iron flask), a wild mage gains no 
  special advantage.  
  
  Vel5-07 A is for Anarchy 
   
  Page 35 
  Appendix 3:  Maps and Aids 
   
  
  Vel5-07 A is for Anarchy 
   
  Page 36 
  Appendix 4:  Critical Events Summary 
   
  Which meta-orgs (if any) were represented? 
  ____________________________________________________________________________________ 
  ____________________________________________________________________________________ 
   
   
  Was Bishop Velt Harkin returned alive to the church of Rao in Grayington? 
  YES 
   
   
  NO 
   
   
  Were any non-combatant citizens killed by PCs during the mob scene? 
   
   
  YES 
   
   
  NO 
   
   
   
   
   
  (If yes, how many and how were they killed?) ______________________________________ 
  ____________________________________________________________________________________ 
  ____________________________________________________________________________________ 
   
   
  How many rounds over six did it take for the PCs to calm, dissipate or move the mob away from the warehouse? 
   
   
   
  _________________________ 
   
   
  Were the authorities (Church, MTG, constables, etc) given the Pack information found on the agitators? 
   
   
  YES 
   
   
  NO 
   
   
  Were the authorities given information about the anarchist who is the son of a minor noble? 
   
   
  YES 
   
   
  NO 
   
   
  Anything happen that you feel the Triad should know about?  (including any PCs that are Wanted) 
  ___________________________________________________________________________________ 
  ___________________________________________________________________________________ 
  ___________________________________________________________________________________ 
  ___________________________________________________________________________________ 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/595/Normal Scenarios/VEL5-07 - A is for Anarchy (APL 2-8)/VEL5-07 - A is for Anarchy.pdf