TEXT:  
  ULP6INTRO-01 
   
   
   
   
   
   
   
   
  Prose and Cons 
  A One-Round D&D® LIVING GREYHAWKTM  
  Principality of Ulek Regional Adventure 
  Version 1.8 
   
  by Michael Jones 
  Stat Block Ninja: Daniel "TP" Gray 
  Reviewers: Principality of Ulek Triad 
   
   
   
  A simple enough proposition for transporting prisoners from Gryrax to Greutam? Not 
  when one of those prisoners is the infamous Billie the Bard. A Principality of Ulek 
  Introductory Scenario for 1st level PCs. 
   
   
  
  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 game master. 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 game 
  master. The person who sanctions the 
  event is called the senior game master, 
  and is in charge of making sure the 
  event is sanctioned before play, runs 
  smoothly on the date sanctioned, and 
  then reported back to the RPGA in a 
  timely manner. The person who runs the 
  game is called the table Dungeon 
  Master (or usually just DM). Sometimes 
  (and almost all the time in the cases of 
  home events) the senior game master 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, 2007.  
   
  To learn more about the LIVING 
  GREYHAWK 
  character 
  creation 
  and 
  development, RPGA event sanctioning, 
  and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at  HYPERLINK 
  "http://www.rpga.com" 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 the Appendices.  
  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: 
  Determine the character level for each 
  of 
  the 
  PCs 
  participating 
  in 
  the 
  adventure. 
  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.  
  Sum the results of step 1 and 2, and 
  divide by the number of characters 
  playing in the adventure. Round to the 
  nearest whole number. 
  If you are running a table of six PCs, 
  add one to that average. 
  Throughout 
  this 
  adventure, 
  APLs 
  categorize the level of challenge the 
  PCs face. APLS are given in even-
  numbered increments. If the APL of your 
  group falls on an odd number, ask them 
  before the adventure begins whether 
  they would like to play a harder or easier 
  adventure. Based on their choice, use 
  either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of 
  experience and gold a PC can gain at 
  the end of the adventure. If a player 
  character is three character levels or 
  more either higher or lower than the 
  APL at which this adventure is being 
  played, that character receives only 
  one-half of the experience points and 
  gold for the adventure. This simulates 
  the fact that either the PC was not 
  challenged as much as normal or relied 
  on help by higher-level characters to 
  reach the objectives.  
   
  Furthermore, a PC who is four or 
  more levels higher than the highest APL 
  supported by the adventure may not 
  play the adventure. 
   SHAPE  \* MERGEFORMAT  
   
  LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four or 
  five 1st-level characters may find the 
  challenge of an APL 2 adventure 
  difficult. Suggest the following to these 
  groups to help increase their chances of 
  success:  
  Enlist a sixth player. 
  Advise characters to buy riding dogs to 
  help protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional 
  adventure, set in the Principality of Ulek.  
  Characters native to the Principality of 
  Ulek pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 
  12 gp per Time Unit.  Rich Upkeep costs 
  50 gp per Time Unit.  Luxury Upkeep 
  costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep 
  will retain temporary ability damage until 
  the next adventure, must buy new spell 
  component pouches and healer’s kits, 
  and may suffer other in-game penalties 
  (or possibly gain in-game benefits) as 
  may be detailed in this adventure. 
   
  A character who does not pay for at 
  least Standard Upkeep may also avoid 
  
  the above-described penalties by living 
  off the wild.  If the character possesses 
  four or more ranks in the Survival skill 
  and succeeds at a Survival check (DC 
  20), the character will heal temporary 
  ability damage as if he or she paid for 
  Standard 
  Upkeep, 
  may 
  refill 
  spell 
  component pouches and healer’s kits, 
  and may restock up to 20 arrows or 
  bolts if the character has at least four 
  ranks in Craft (bowmaking).  The player 
  is allowed to Take 10 on this roll. 
   
  More information about Lifestyle and 
  Upkeep can be found in the “Lifestyle 
  and Upkeep” section of Chapter 3 of the 
  LIVING 
  GREYHAWK 
  Campaign 
  Sourcebook. 
  ADVENTURE 
  BACKGROUND 
  Born CY 503, Sir Osmyn Wellker was a 
  Knight of the Watch from the Principality 
  of Ulek. Growing up in the mean streets 
  of Greutam he saw injustice every day 
  and dedicated his life to the pursuit of 
  justice. Upon his deathbed in CY570, he 
  signed over his considerable fortune to 
  a group of lawyers, magistrates and 
  officials to create a reformatory and 
  prison wherein some of his personal 
  tenets would be taught in order to set 
  ne'er-do-well's 
  on 
  the 
  path 
  of 
  righteousness. What's the saying about 
  good intentions? 
  25 years later Ser Osmyn Wellker's 
  Reformatory 
  and 
  Prison 
  is 
  known 
  throughout the Principality as "The Well" 
  --- someplace you fall into, and never 
  climb out of. The strict adherence to the 
  old knight's rambling version of the 
  Watch's doctrine has allowed a less-
  than-reputable warden to set up shop in 
  the prison, using it as a base for 
  something far beyond what was first 
  envisioned. It is, in fact, a front for the 
  Slavers and the Scarlet Brotherhood. 
     
  ADVENTURE SUMMARY 
   
  Finding themselves in the city of Gryrax, 
  the PCs are wandering in the Trade 
  Quarter, restocking on supplies and 
  taking in the city's sights when a troop of 
  guardsmen 
  come 
  through 
  with 
  a 
  prisoner in tow. The crowd will react 
  negatively to this, pelting the prisoner 
  with rotten food, etc. Exasperated, the 
  guards will see what he takes to be 
  'adventurers' and ask them for their help 
  in escorting the prisoner to safety. The 
  prisoner is the infamous 'Billie the Bard' 
  and is once again being taken in for 
  sedition, and for questioning over his 
  part in the disappearance of adventurers 
  during an altercation over a fake real 
  estate 
  scam 
  involving 
  a 
  tribe 
  of 
  doppelgangers two years ago. 
  In reality, "Billie" is and always has been 
  the copper dragon Kaihonreidwur and is 
  going along with the charade because of 
  his suspicions about conditions at The 
  Well. Two days ago, he blithely walked 
  into The Roaring Griffon Inn in Gryrax 
  and set up on the stage. A near-riot 
  broke out due to his 'ballads' about the 
  Prince and he was taken to the prison to 
  await sentencing. The prison has been 
  besieged by minor problems ever since 
  (Kaihonreidwur, being bored, has been 
  playing pranks — and escaping only to 
  be caught again — incessantly). 
  Once at the prison and safely put back 
  into jail, the warden will ask the PCs for 
  help in transporting Billie out of town 
  and over to Greutam for safe-keeping 
  and sentencing. Assuming they accept, 
  he is willing to pay them to deliver a 
  number of other prisoners as cover and 
  pose as regular prison troops. He will 
  provide two large carts, a number of 
  
  horses and half the gold up front, the 
  rest to be paid by the Warden in charge 
  of 'The Well' in Greutam. 
  During the three day trip to Greutam, 
  one of the prisoners will claim that Billie 
  is in reality a 'horrible monster' and that 
  he is the 'real Prince'. Another will try to 
  bribe his way free, and another will sit 
  and sulk but not try to escape unless an 
  opportunity presents itself because he 
  admits to murdering a barmaid in 
  Havenhill. One prisoner, Poril, is in fact 
  innocent and will proclaim this fact to 
  anyone who seems sympathetic. If PCs 
  gain his trust he will confess to being an 
  agent of an organization that works 
  'behind the scenes' to ensure the safety 
  of the Principality. He will be very vague 
  about everything and if pressed at all, 
  will refuse to speak any more about it. 
  The final prisoner is an acolyte of Nerull 
  and is hoping to be rescued on the road, 
  as he was able to get a message to one 
  of his compatriots. 
  Once everyone is safely in Greutam at 
  The Well, the warden will ask the PCs to 
  spend the night guarding him prior to 
  Billie's 
  trial 
  and 
  execution, 
  errr... 
  sentencing. News of the infamous bard's 
  arrival has spread and many people 
  both inside and out of The Well are 
  calling for his head. In reality, the 
  Warden's goal is to drug the PCs and 
  smuggle them out along with this week's 
  'catch' of slaves, figuring that fit and 
  hardy 'adventuring types' will fetch a 
  good price and won't be missed. Later 
  that night two guards come and fetch 
  Poril for questioning and leave behind a 
  drugged dinner. 'Billie' will alert the PCs 
  that the food is poisoned and voice his 
  suspicions of the Warden before winking 
  and teleporting out, saying that he's 
  overdue 
  for 
  his 
  performance 
  in 
  Thunderstrike and once again urging the 
  PCs to investigate The Warden. 
  Assuming the PCs either take Billie's 
  advice or go to see the Warden because 
  of his disappearance, they will enter in 
  time to hear the Warden demand to 
  know about 'his Master' and strike him 
  unconscious (in a decidedly monk-like 
  fashion). The Warden will ask why the 
  PCs didn't eat, what they want and will 
  offer them drugged wine.  Upon being 
  told of Billie's escape, the Warden will 
  shrug and say that at least he has 
  replacements and order his guards to 
  attack. 
  After the battle, Poril will rouse himself 
  and say that he overheard the guards 
  saying 
  something 
  about 
  'tonight's 
  shipment being delivered' when taking 
  another prisoner through a secret door 
  in the Warden's office. The secret door 
  leads to tunnels that run straight down 
  to a warehouse on the docks. At the end 
  of the pier, three prisoners are being 
  loaded onto a ship with 'suspiciously 
  colored sails'. Upon being spotted, a 
  number of sailors and the guards will 
  turn and attack, delaying the PCs just 
  long enough for the ship to set sail. 
  Over The Well a large burst of orange 
  (copper) fireworks and noise, signal 
  something of significance is occurring. 
  Returning to the prison, the PCs will find 
  a wild party underway as Poril and 'Billie' 
  were able to free the innocent prisoners 
  and hold proof of the Wardens ties to 
  the Scarlet Brotherhood. Billie leaves a 
  note for the PCs thanking them for their 
  help, and the grateful wives of the 
  prisoners offer them free room and 
  board whenever they come back to visit. 
  EPILOGUE: News in Greutam will 
  spread of a huge draconic figure flying 
  over the city late at night and blasting a 
  ship out of the water. 
   
   
  
   
   
   INTRODUCTION 
   
  The crisp Spring air brings a fresh 
  breeze with a hint of rain through the 
  streets of Gryrax, a major port on the 
  Azure Sea and the capitol of the 
  Principality 
  of 
  Ulek. 
  Gryrax 
  is 
  renowned throughout the Sheldomar 
  for it's fine dwarvencrafted goods, 
  and business is booming as you find 
  yourselves wandering about in the 
  Trade Quarter, purchasing supplies 
  and 
  provisioning 
  yourselves 
  for 
  whatever the days or weeks ahead 
  can bring. Such is the life of an 
  adventurer! 
  Allow the PCs time to purchase any 
  supplies, riding dogs, potions, etc. This 
  is a large and well-run city, rich with 
  trade, so almost anything is available 
  somewhere nearby. 
   
  The tranquility of the day is 
  disturbed as a troop of guardsmen 
  walk by with a prisoner in chains. The 
  prisoner, a smiling half-elf nods and 
  winks as those nearby begin to 
  cluster together, whispering amongst 
  themselves. 
  Give the PCs a DC10 Listen check to 
  overhear 
  some 
  of 
  the 
  crowd's 
  comments: 
   
  • "That's the bard I heard tricked 
  all those people!" 
   
  • "Ooooo! He's a handsome one... 
  isn't he?" 
   
  • "Isn't that the bard what played 
  at The Boarhound a couple nights 
  ago and almost started a riot?" 
  Those who make a DC15 Listen check 
  hear the following: 
   
  • "That's him! Billie the Bard... 
  almost got me killed a while back..." 
   
  • "He's the one that sold all those 
  people to doppelgangers!" 
  Billie will continue to smile and wave, 
  although he is shackled. Two human 
  guardsmen walk behind him, there is an 
  additional one on either side and a 
  dwarf holds a 'lead' to the shackles. 
  They seem very perturbed and angry. 
  Go ahead and set up an 'encounter' on 
  the map board, although there's not 
  really a chance for actual combat here. 
  Draw out a typical city-street, 20' wide 
  and 100' long with some random 'carts' 
  and 'stalls'  on the sides of the through-
  fare. 
   
  As the procession moves toward 
  you, a large tomato comes flying out 
  of the crowd. Deftly side-stepping, 
  Billie chuckles as it smashes into the 
  face of the guardsman behind him. 
   
  "Tsk, tsk. Missed me! Missed me! 
  Now you have to kiss me!" Billie 
  winks at a young girl, who's father 
  grabs her by the her arm and pulls 
  her closer to him. The guardsman 
  wipes his face clean and the mood of 
  the crowd gets noticeably darker. 
   
  "DAT'S THE ONE WHAT CAUSED 
  A RIOT DOWN THE BOARHOUND 
  T'OTHER NIGHT?" A large human 
  man, obviously drunk, steps into the 
  path of the guards who growl at him 
  to get out of the way. "He runned off 
  with my daughter! Hangin's too good 
  fer him!" 
   
  Place a large number of 'bystanders 
  around the procession and have the 
  players place themselves nearby. They 
  should all be within 20 or 30 feet of the 
  constables and Billie. 
   
  The crowd continues to grumble 
  and around you, people begin to pick 
  up rocks, brandish clubs and a stall 
  erupts into chaos as people begin to 
  push forward and snatch up fruit and 
  vegetables. 
   
  Now that they are closer, you can 
  see the 'guards' are, in fact, members 
  of the City Watch. The dwarf in front 
  
  squints and looks your way. 
   
  Choose the 'burliest' PC: a fighter, 
  paladin or someone in armor. 
   
  "You there! Help keep this crowd 
  back! Follow along with us to the City 
  Jail, if you can. I'll see you rewarded. 
  Any of you others," he asks, looking 
  around "are welcome to come along 
  and help as well." The crowd, seeing 
  that the Watch may have some back 
  up, continue to grumble but seem to 
  mellow, at least a little bit. 
   
  Besides an emblem of the City 
  Watch, the dwarf is wearing a large holy 
  symbol of Moradin on his tabard. He 
  definitely looks 'paladin-y' if anyone asks 
  (his 'squinting' was doing a quick detect 
  evil). Assuming the party agrees, read 
  the following aloud. 
   
  The officers of the City Watch 
  quickly march their prisoner back 
  towards the Gryrax city jail. Along the 
  way, the crowd thinned out until it 
  was just your group and Billie 
  striding 
  along. 
  Billie 
  sighs 
  theatrically as the gates close behind 
  him. 
   
  "Alas! The day has dawned that 
  Billie sings no more! Oh woe! Oh 
  misery! Oh cruél fate! A caged bard, 
  er... a caged bird soon withers! For 
  shame! 
  For 
  shame!" 
  he 
  cries 
  piteously and a single tear tracks 
  down his cheek. Unfazed by the 
  outburst, the dwarf watchman lifts up 
  the manacles around his prisoner's 
  wrists and shakes them. 
   
  "Watch yerself, Billie-bird. None of 
  your foolishness or I'll gag ye." the 
  dwarf growls and leads you all 
  through the gate and into a waiting 
  area, where other city watchmen are 
  bustling back and forth. 
   
  "Foul foe! Fie! You faithless flea, 
  forfend! Ha ha!" Billie grins and claps 
  at what he considers a witty rhyme. 
  Startled, the dwarf holds up the now 
  empty manacles. A brief tug of war 
  erupts as the two guardsman on 
  either side of Billie attempt to restrain 
  him once more. After a few moments, 
  they are successful and Billie winks 
  slyly at your group as he is led away. 
   
  ENCOUNTER 1: FAVOR 
  FOR A FRIEND 
  The 
  PCs 
  are 
  taken 
  to 
  a 
  small 
  antechamber and asked to await the 
  dwarf's return. 
   
  With 
  much 
  grumbling, 
  the 
  dwarven guard captain comes back 
  and bids you all to follow him to his 
  office and sit as he begins to fill out 
  some paperwork. A small bag of coin 
  is on the table before him, and he 
  carefully counts out three forges for 
  each of you and asks your name, 
  asking you to sign a receipt for 
  "Dangerous 
  Prisoner 
  Transport 
  Within City" and wait while a copy is 
  made. He leaves and returns after a 
  few minutes. 
   
  With a sigh, he looks at a mound 
  of paperwork on his desk. 
   
  "I'll cut to the heart of the matter, 
  folks. What I have here is a problem. 
  All o' these papers here are fines and 
  arrest warrants and complaints on ol' 
  Billie the Bard. More than one farmer 
  wants 
  his 
  head 
  fer 
  fillin' 
  his 
  daughter's head with tales of love 
  and romance, and more than one 
  shopkeeper is claimin' that he's stole 
  something or caused financial ruin. 
  We could keep him here, but the 
  longer we do, the more and more 
  trouble it would cause. He'd normally 
  be shipped off ter Greutam by week's 
  end, but ye'd save me a world o' 
  headaches if ye took him and the 
  other prisoners yerselfs." 
  
   
  He pulls out a large bag of coin 
  and looks about. "This here will make 
  an even ten forges, and I'll see you 
  get five more when ye come back. 
  What say ye?" He leans forward 
  hopefully and waits for your answer. 
   
  He'll wait a short time and answer 
  general questions about the proposed 
  trip. It's a three day trip to Greutam and 
  he'd prefer if you leave immediately. If 
  there are any Principality of Ulek military 
  members, he will inform that he will be 
  contacting their superior officers and 
  asking that you be assigned this duty. 
  The other prisoners are described in 
  Appendix 
  One. 
  Billie 
  is 
  presumed 
  innocent, but due to his 'rabble rousing' 
  in Gryrax over the last month, it's felt 
  that he would be more secure in "The 
  Well" 
  in 
  Greutam. 
  A 
  successful 
  Knowledge: Local (Sheldomar Valley) 
  DC 10 will tell the PCs that the Well is 
  infamous throughout the Principality as 
  the last place anyone wants to go to and 
  a DC 20 check will tell them that it has a 
  history of unfairness and corruption. 
  Assuming the PCs are amenable, 
  proceed to Encounter Two. If not, or if 
  they try to press for more money, the 
  adventure is effectively over as the 
  dwarf will feel that they may be swayed 
  to release some prisoners in exchange 
  for more money.  
   
  Mounts (light riding horses) and a 
  large cart with two draft horses will be 
  provided by the prison officials for ease 
  of transport. If no PCs have an 
  appropriate skill to "drive" the wagon, a 
  drover will be provided (Gordo, human 
  male, Exp1) It will be explained that it 
  will take approximately three full days of 
  travel to reach Greutam from Gryrax. 
   
  When the PCs agree, read or 
  paraphrase 
  the 
  descriptions 
  from 
  Appendix One after the following: 
   
  That night, you are led to a 
  medium-sized 
  cart 
  containing 
  a 
  number of slumped over figures in 
  chains. One, the same handsome 
  half-elf from earlier, sits up straight 
  eagerly watching the proceedings as 
  you stow your gear and head out. 
  The others are all human and either 
  stare at you blankly, or with open 
  disdain. The guard leading them 
  explains 
  their 
  crimes 
  and 
  punishments to you before wishing 
  you luck and opening the gates to let 
  you make your way. 
   
  ENCOUNTER 2: ON THE 
  ROAD 
  The following encounters happen at any 
  point during the first two days out of 
  Greutam. Use your discretion to keep 
  the action fun and entertaining. These 
  encounters should be strictly role-play. 
   
  The trip from the law complex to 
  the gates of Gryrax are uneventful as 
  you head out in the early evening. 
  Traveling for several hours, you 
  make 
  camp 
  and 
  rest 
  until 
  the 
  morning. 
  ENCOUNTER 2a: AN OFFER 
  YOU CAN REFUSE 
  Hoffrim the tax evader (see Appendix 2) 
  will try to catch the ear of a "roguish" PC 
  (if there's no rogue in the party, he will 
  approach 
  a 
  Halfling) 
  and 
  be 
  as 
  charming as he can be. His main 
  concern is to be released on the 
  outskirts of Greutam. He will promise to 
  gift the PC with 200gp and will tell the 
  "rogue" where he can pick it up the next 
  morning. 
  Note: If any PC is naive enough to 
  actually let him go, they should not be 
  surprised that no reward is coming. 
  Instead, a guard patrol is waiting for the 
  
  PC and will laugh at their naiveté in 
  believing a prisoner of his sort. The 
  guards, being typical Greutam bravos, 
  will not arrest the PC, but will tell the 
  amusing story of the PCs gullibility. It 
  will eventually reach many ears and as 
  a result the PC receives none of the 
  positive notices or favors included in the 
  "Special" section of the Adventure 
  Record. 
  ENCOUNTER 2b: THE TRUE 
  PRINCE, REVEALED! 
  Cered will attempt to speak alone to a 
  dwarven or human PC. He shuns elven 
  PCs and will try to turn the parties 
  dwarven or human PCs against them. 
  During the trip he will try to get the PC to 
  believe he is, in fact, the real Prince 
  Olinstaad Corond. However, he does 
  tend to have his facts a little confused: 
   
  • He believes that his son Saroenn is 
  in fact a devil and may be trying to take 
  control of the Principality by "consorting" 
  with a foul elven witch. 
   
  • His wife, Darniemew, had a 
  sorcerer use 'foul elven magic' to 
  change him to the form he is currently 
  in. 
   
  • He fears that Celene will soon be 
  attacking 
  in 
  force 
  and 
  believes 
  Thunderstrike to have already fallen. 
   
  • As time goes on, his craziness will 
  intensify. Eventually he will devolve into 
  raging against the PCs as traitors and 
  scoundrels, and continue to demand to 
  be released. 
   
  ENCOUNTER 2c: SPYDER'S 
  AGENT 
  Poril will try to talk with divine caster or 
  an arcane caster. His goal is to have 
  them "cast some kind of spell which can 
  tell whether or not" he is lying. He will be 
  circumspect, but will eventually discuss 
  the fact that he knows of a plot by his 
  boss for whom he clerks. He will also 
  discuss that yes, he is a kind of spy, but 
  that his employer is in league with the 
  Prince and not an enemy. He will 'hint' 
  that it is Spyder, but never come right 
  out and say it. 
   
  ENCOUNTER 3: WHAT'S 
  THAT SMELL? 
  On the last evening before arriving in 
  Greutam during the midnight watch, the 
  PCs on watch can make a DC 10 listen 
  check to hear spell casting. They have 
  two rounds of actions before the camp is 
  attacked by the Cult of Nerull agents 
  looking to free Morillo. 
   
  In the darkest hour of the night, a 
  strange 
  chanting 
  can 
  be 
  heard 
  coming from the north. The bushes 
  rustle 
  and 
  two 
  emaciated 
  gray-
  skinned humanoid figures lope out 
  into the clearing. Their dead eyes 
  gleam with predatory intelligence and 
  their sharp claws scrape upon the 
  ground. Behind them, two human 
  men guard a third wearing the holy 
  symbol of Nerull. With a sneer, he 
  orders the creatures to attack. 
   
  Behind you, Billie screams and 
  runs off, panic fueling his strength 
  and fairly dragging the prisoners 
  along. One prisoner, the morose 
  human accused of attempting to 
  kidnap a dwarf in Gryrax, turns and 
  looks at the Nerullite in awe, the cry 
  of "Master!" escaping his mouth 
  before he, too, is pulled along. 
  At the end of the first round of combat, 
  Morillo will tackle Billie who will begin to 
  sing 
  a 
  battle 
  anthem. 
  Billie 
  will 
  incapacitate Morillo first and if any of the 
  prisoners are in danger, he will run away 
  
  pulling them with him. After Morillo is 
  subdued, they will gladly go along. 
   
  APL 2 (EL 5) 
  Bacchew, Male Human Cleric2 
  (Nerull): hp 17; see Appendix 1. 
   
  Gorede, Male Human Fighter 1: hp 
  15; see Appendix 1. 
   
  Pabond, Male Human Fighter 1: hp 
  12; see Appendix 1. 
  Ghouls (2): hp 13; see Monster 
  Manual, page 119. 
   
  Tactics: The summoned ghouls will 
  race forward and attack while the 
  warriors protect their master, Bacchew. 
   
  Developments: During the battle, 
  Billie will use his inspirational song to 
  give everyone +1 to hit and damage. He 
  will also scream and run away, dragging 
  the other prisoners stumbling along 
  behind him. It is expected that many, if 
  not all, parties will fall during this 
  encounter. While frustrating, that does 
  sometimes happen. Try to "lighten the 
  mood" with Billie's antics. Kaihonreidwur 
  is mindful of the fact that it is dangerous, 
  but is trying to keep his "cover" at all 
  costs. If someone is dangerously close 
  to dying, Billie will "slip out" of his bonds 
  and race over to heal the fallen 
  character. When the last party member 
  falls, proceed to Encounter 3a. If the 
  party 
  is 
  successful, 
  proceed 
  to 
  Encounter 4. 
   
  ENCOUNTER 3a: RISE & 
  SHINE 
  Following the encounter with the Cult of 
  Nerull, "Billie" will heal the party to full 
  and tuck them into their bedrolls, collect 
  the horses and dispose of the corpses 
  of the undead. He buries the Cultists 
  and "disposes" of both Morillo and 
  Zarim. The only witness to all of this will 
  be poor Cered, who became near 
  catatonic at the sight of the gigantic 
  copper wyrm. 
   
  A scream rips through the early 
  morning. Cered sits and rocks back 
  and forth as you awaken in your 
  bedrolls, all hurts healed except for a 
  slight headache. The sights and 
  smell of fresh blueberry pancakes 
  being made by a grinning Billie 
  perhaps makes you think you are 
  dreaming. 
   
  "Ah! 
  Rise 
  and 
  shine, 
  sleepy 
  lambs. The cultists are all gone. Quite 
  rude, fellows, don't you think?" 
  Cered, hearing Billie speak, moans 
  and mumbles a bit before subsiding. 
  "Don't mind ol' Crazypants, there... 
  he's still a bit 'touched', as my sweet 
  Auntie Kazillmestrillix would say. In 
  any 
  case, 
  Cultists 
  gone, 
  Zarim 
  escaped, blah blah blah. We've got to 
  get 
  a 
  move 
  on!" 
  Billie 
  happily 
  whistles a merry tune as he doles out 
  pancakes 
  before 
  looking 
  at 
  the 
  manacles near his feet. "Oh, right! 
  Oops!" he grins as he bends and 
  places them around his wrists once 
  more. 
  Billie will be vague on what happened, 
  and claims that the Cultists merely let 
  Morillo go and Zarim "ran off that-a-way" 
  and left everyone else alone. Anyone 
  making a DC 20 Track check can find 
  evidence 
  of 
  a 
  gigantic 
  creature's 
  footprint  off to the north (which 'Billie' 
  has purposely made to look different 
  than any other). If someone makes a 
  DC 25 Knowledge: Nature check it looks 
  to be from a someone kind of titanic dog 
  or wolf. If mention of the giant track is 
  made, Cered will groan and cry and try 
  to get away from Billie, telling the PCs 
  
  that he is a monster. 
   
  ENCOUNTER 4: DOWN THE 
  WELL 
  The rest of the journey to Greutam is 
  uneventful. The PCs are to meet with 
  Warden 
  Bosco 
  of 
  Sir 
  Osmun 
  Wellington's Reformatory who asks the 
  adventurers stay and guard the new 
  prisoners since they are short-handed 
  with extra guards placed at front gate 
  due to some of the prisoner's wives 
  demonstrating in protest over their 
  husband's treatment inside "The Well" 
  (as well as disappearances). Will offer 
  25 gp if they will stay to help. 
   
  Warden Bosco is a jovial Suel 
  man who is quite interested in the 
  prisoners you have brought to the 
  infamous "Well" for safekeeping. 
  After 
  spending 
  a 
  few 
  moments 
  turning 
  over 
  the 
  prisoners 
  and 
  signing 
  some 
  documents, 
  the 
  Warden invites you into his office. 
   
  "Well, thank you again for your 
  help, and we are very appreciative. I 
  wonder if I might trouble you for a bit 
  more help, however. We've been 
  having problems at the front gate for 
  the last couple weeks. Some local 
  women have been causing problems. 
  They're probably desperate to free 
  their husbands and boyfriends, all of 
  whom have been tried and found 
  guilty of their crimes, I assure you. 
  He is, of course, lying through his teeth. 
  However, before meeting with the PCs 
  he quickly quaffed a potion of glibness 
  so his bonus to his Bluff check is +28 for 
  the next two hours. 
   
  "What I'm hoping is that you'll 
  stay tonight and sit guard outside the 
  prisoner's holding cell until we can 
  separate them tomorrow morning. I 
  know you've had a long trip and all, 
  but I can make it worth your while... 
  say 20 forges? I'll also speak to my 
  cousin who owns an inn nearby 
  called The Ball and Chain. I'll see if 
  he can't put you up for a couple days 
  afterward. Agreed? Excellent!" 
   
  With a smile he stands and 
  motions for the guard outside his 
  door to take you back to the 
  prisoner's cells. 
   
  ENCOUNTER 5: PROBLEMS 
  WITH PORIL 
  The guard is another Suel (only divulge 
  this if the PCs ask) and is quiet and 
  generally doesn't answer any questions. 
  If the PCs are too suspicious, he will 
  leave and report to the Warden. After a 
  while, the Warden, the monks and the 
  guard from Encounter  
   
  When you get back to them, the 
  prisoners are all situated in their 
  individual cells. A table and four 
  chairs are also in the room and 
  there's a deck of three-dragon ante 
  cards unopened on the table. The 
  guard nods as you arrive and heads 
  back out of the room. A short time 
  later he returns with a large tray of 
  stew and a pitcher of ale, which he 
  sets on the table. Taking out a large 
  ring of keys he opens Poril's cell and 
  grabs him by the arm, dragging him 
  out and into the room. 
   
  "Warden wants to ask this'un 
  some 
  questions 
  'bout 
  somethin'. 
  Back in a tick. Eat up 'cause Cook's 
  goin' ter sleep soon. Ain't got no 
  spare 
  mugs. 
  They 
  been 
  havin' 
  cutbacks." 
   
  He nods and heads back down the 
  hall. 
  
  ENCOUNTER 5a: DON'T 
  DRINK THE WATER 
  This will follow immediately after the 
  guard leaves. If the PCs prevented the 
  guard from leaving in Encounter 5 then 
  Billie will still 'reveal' himself here. 
   
  After the guard leaves, Billie the 
  Bard stands and clears his throat. 
  "Please! Don't eat or drink anything, 
  it's poisoned!" he says. "Poril told 
  you true. He does know of a spy plot. 
  It's imperative that you go to him at 
  once! I've come here to investigate 
  the guards and what I've been 
  hearing is quite disturbing. Now 
  then..." he says, pulling a hat out of 
  seemingly nowhere and putting it on 
  his head. "I really do have to be 
  going. There's damsels to eat and 
  scorpions to rescue." He tilts his 
  head to the side for a moment. 
   
  "Wait. Reverse that last bit." He 
  laughs 
  and 
  bows 
  as 
  a 
  richly 
  embroidered cloak appears around 
  his shoulders. "For now, I bid you... 
  farewell!" With a flourish, he pulls the 
  cloak 
  tight 
  around 
  him 
  and 
  disappears. 
  If the PCs eat or drink any of the food, it 
  is dosed with an improved version of oil 
  of taggit. Have them make a DC 20 
  fortitude save or they fall unconscious 
  for 
  2d4 
  hours. 
  If 
  everyone 
  falls 
  unconscious, proceed to Encounter 5b, 
  if not proceed to Encounter 6. 
  ENCOUNTER 5b: 
  SOMETHING YOU ATE? 
  Waking up on Slaver ship. 
   
  After the first week, hunger and 
  thirst stripped your thoughts of even 
  fighting back anymore. Beaten and 
  bruised, you woke up to the creaking 
  of ropes overhead. The manacles on 
  your feet and wrists, and the stale rag 
  shoved in your mouth, made escape 
  impossible. The days have blurred 
  one into another, but your best guess 
  is that it's been almost three months 
  since you were in Greutam. 
   
  The Slaver captain delights in 
  telling you and the other captives of 
  the horrors which await you in the 
  Pomarj as slaves. This morning was 
  like any other, waking up on the 
  cramped deck lashed to the rail. At 
  first, you think it's going to be 
  another merciless day of the sun 
  beating down upon your back, but a 
  large shadow flies past overhead. A 
  gigantic dragon, it's copper scales 
  glinting in the sun, lands on the 
  foredeck and roars, sending the crew 
  overboard in terror. The bulk of the 
  dragon is too much for the ship and 
  the sound of snapping planks sends 
  you into a panic, imagining a watery 
  grave. 
   
  "Oops." The dragon says, gently 
  plucking you and the other slaves 
  from the deck and placing you on his 
  back. "Alrighty everyone, please hold 
  on tight! Keep all arms and legs 
  inside at all times and if you feel the 
  need to be sick, please be mindful of 
  the scales." A single leap propels the 
  great wyrm high up into the air and 
  he banks around to blast the ship 
  with a great stream of acid. "Whoa! 
  Sorry about that folks, must have 
  been something I ate!" he giggles 
  and wings his way back west. 
   
  Landing near Sunflower Cove on 
  Ulek's southern shore, the dragon 
  smiles 
  as 
  he 
  spits 
  carefully, 
  removing your chains. "Someone will 
  be along shortly, you have a great 
  day now!" The dragon says and 
  disappears in a puff of green smoke. 
  You and the rest of the slaves are still 
  feeling a little bit stunned when you 
  
  hear singing coming from farther 
  along the beach. A single humanoid 
  man is pulling a large sled of random 
  gear, weapons, and  a pile of frilly 
  yellow clothing. 
   
  "There once was a dwarf named 
  Perwhucket... 
  hmmm... 
  no... 
  no... 
  Aha! My friends! The Big K said I 
  might find you here. Didn't I TELL 
  you not to eat that slop?" The 
  grinning face of Billie the Bard may 
  perhaps haunt you for weeks and 
  months to come. 
   
  THE END 
   
   
  ENCOUNTER 6: MEETING 
  THE MAN 
  The PCs can find the Warden's office 
  very easily and they arrive in time to 
  hear 
  the 
  final 
  moments 
  of 
  consciousness for young Poril. 
   
  The sounds of fists striking flesh 
  lead you to the office of Warden 
  Bosco. Poril sits slumped over, tied 
  to his chair. His freshly blackened 
  eyes are closed and blood streams 
  down his face from a broken nose. 
  The Warden looks up nervously as 
  you enter the room. A guard steps 
  away from the wall and sneers as he 
  looks you up and down. Two other 
  men exchange glances and stand 
  from 
  where 
  they 
  were 
  sitting 
  watching the proceedings. Suel, they 
  are dressed in matching red robes 
  and eye you warily. 
   
  The 
  Warden 
  hurriedly 
  turns 
  papers on his desk face down and 
  smiles. "Sometimes, it's best to 
  soften someone up before they will 
  confess. Now, then," he coughs, 
  "what can I do for you fine folks?" 
  The cough was a signal for the monks 
  and warrior to attack. They will do so 
  immediately. 
   
  APL 2 (EL 4) 
  Warden 
  Bosco, 
  Male 
  Human 
  (Suel) Monk 3: hp 21; see Appendix 
  1. 
   
  Drenlor, Male Human (Suel) Monk 
  1: hp 13; see Appendix 1.  
   
  Avgar, Male Human (Suel) Monk 1: 
  hp 13; see Appendix 1. 
   
  Kamek, 
  Male 
  Human 
  (Suel) 
  Warrior 1: hp 10; see Appendix 1. 
   
  Tactics: Warden Bosco will attempt 
  to grapple any obvious spellcasters. All 
  three monks will try to stun people and 
  knock them out with their stunning fist 
  ability first (although they don't do 
  nonlethal damage... they know how to 
  keep people alive after all). Kamek will 
  attack spellcasters as well, but will delay 
  until they begin casting. If things begin 
  to go poorly, Kamek will surrender. The 
  others fight until they're dead or knocked 
  unconscious. If Kamek surrenders, he 
  will tell the PCs about the Scarlet 
  Brotherhood being behind the slave-
  taking and point out the secret door and 
  tunnel to the docks. 
   
  Developments: If the party falls at 
  this point, they are rushed down to the 
  docks and put on board with the other 
  prisoners. 
  Go 
  to 
  Encounter 
  5b. 
  Otherwise, go to Encounter 7. 
   
  ENCOUNTER 7: DOWN BY 
  THE DOCKS 
  Poril awakes. Heard about slaves being 
  taken. Shows secret door. PCs race 
  down tunnel to docks. Pirates and 
  slavers try to delay. 
   
  The last of the guards slump to 
  the floor as Poril, tied into his chair, 
  
  moans 
  and 
  wakes 
  up. 
  Looking 
  around at all of you, he feebly strains 
  against his bonds. 
   
  "Please... look on his desk. The 
  warden is... was... an agent for the 
  Scarlet 
  Brotherhood. 
  There 
  were 
  more guards in here when they 
  brought me in. They had prisoners 
  and went through a secret door 
  behind his desk. They'll be sold into 
  slavery... or worse." He coughs and 
  moans a bit before settling down, 
  waiting to see what you will do. 
  The secret door is not closed shut 
  completely and no search check is 
  needed to find it. Assuming the PCs 
  open 
  and 
  go 
  through, 
  read 
  or 
  paraphrase the following aloud: 
   
  A small tunnel is revealed behind 
  the open door. Leading straight to 
  the south, it continues down to a 
  small wooden door. Peering through 
  open 
  spaces 
  in 
  it's 
  haphazard 
  construction, 
  you 
  can 
  see 
  two 
  women and four men prodding a 
  group 
  of 
  shambling, 
  disheveled 
  prisoners. 
   
  "Not much worth to these ones, 
  eh Bonniye?" says one. "Naw... these 
  ain't good fer much but diggin' an 
  carryin," says the other as they 
  approach a boat tied up close to the 
  dock. She pushes the one last in line 
  and giggles as he falls to his knees.  
   
  "Bah! This'un is half-dead. I'm of a 
  mind ta' push him off the dock and 
  see how long he floats." Bonniye 
  says, kicking the man in his side and 
  causing him to grunt in pain. The 
  other woman waves to sailors milling 
  about on the boat. "Avast ye gits, 
  we're settin' off!" she shouts and 
  they leap to obey, starting the 
  process to leave port. 
   
  APL 2 (EL 5) 
  Bonniye, 
  Female 
  Human 
  Swashbuckler 
  2: 
  hp 
  20; 
  see 
  Appendix 1 
   
  Maryreade, 
  Female 
  Human 
  Swashbuckler 2: hp 20; see Appendix 
   
  Oonogh, Male Human Warrior 1: 
  hp 10; see Appendix 1 
   
  Dosze, Male Human Warrior 1: hp 
  10; see Appendix 1 
   
  Treye, Male Human Warrior 1: hp 
  10; see Appendix 1 
   
  Kwaht, Male Human Warrior 1: hp 
  10; see Appendix 1 
   
  Tactics: The first round, Bonniye 
  and Maryreade will tell the warriors to 
  attack and will stoop to pick up the fallen 
  slave, yelling at the others to get a move 
  on while the warriors attack. At the end 
  of the round, the slaves, seeing potential 
  saviors will all fall down, frustrating 
  Bonniye and Maryreade to no end. They 
  will then move to attack the party with 
  the warriors in the second round. 
   
  Developments: Almost nothing can 
  stop the boat from taking off... but it is 
  possible. If so, the PCs get the same 
  accolades but no additional rewards. 
   
  With 
  a 
  thunderous 
  crash, 
  fireworks explode over the prison 
  and the sound of music can be heard 
  drifting down toward the docks. 
  Racing back to the front gates you 
  can see men and women milling 
  around crying and hugging each 
  other. A familiar half-elf perches atop 
  the 
  wall 
  and 
  grins 
  before 
  disappearing as you walk up. 
  CONCLUSION 
  News of a dragon attacking a ship on 
  the high seas and delivering 'prisoners' 
  back to the front gates of the prison. 
  Wives were happy to be reunited. 
   
  You are stunned to hear word of 
  an enormous draconic figure flying 
  high overhead and dropping the 
  
  innocent prisoners off. While you ran 
  back to the prison, the sky over the 
  sea erupted into flame and outlined a 
  ship fleeing the dock area as fast as 
  it could. Unfortunately, it was too 
  slow to outrace the great wyrm and 
  with a mighty roar it destroyed the 
  boat after lifting some people off the 
  deck in it's great claws. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, 
  add up the values for the objectives 
  accomplished. 
  Then 
  assign 
  the 
  experience award. Award the total value 
  (objectives plus roleplaying) to each 
  character. 
   
  Encounter 2 
  Interact with the prisoners on the road to 
  Greutam. 
   
  APL 2: 100 xp. 
   
  Encounter 3 
  Survive the attack by the Cult of Nerull. 
   
  APL 2: 50 xp. 
   
  Encounter 6 
  Stop the Warden and his lackeys from 
  enslaving even more innocents. 
   
  APL 2: 90 xp. 
   
  Encounter 7 
  Rescue the last shipment of slaves 
  before they can be loaded onto the boat. 
   
  APL 2: 150 xp. 
   
  Discretionary Roleplaying Award 
   
  APL 2: 60 xp. 
   
  Total possible experience 
   
  APL 2: 450 xp. 
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter treasure, usually finding it in 
  the possession of their foes.  Every 
  encounter that features treasure has a 
  “treasure” section within the encounter 
  description, giving information about the 
  loot, coins, and magic items that make 
  up the encounter’s treasure. 
   
  The loot total is the number of gold 
  pieces each character gains if the foes 
  are 
  plundered 
  of 
  all 
  their 
  earthly 
  possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time 
  to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that 
  characters can go back to loot the 
  bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, 
  removed from the scene by the local 
  watch, and so on), characters may return 
  to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the 
  loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold 
  pieces each character gains if they take 
  the coin available.  A normal adventuring 
  party can usually gather this wealth in a 
  round or so.  If for some reason, they 
  pass up this treasure, the coin total is 
  subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed.  
  Magic item treasure is the hardest to 
  adjudicate, because they are varied and 
  because characters may want to use 
  them during the adventure.  Many times 
  characters must cast identify, analyze 
  dweomer or similar spell to determine 
  what the item does and how to activate it.  
  
  Other times they may attempt to use the 
  item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, 
  etc.) and the item is used before the end 
  of the adventure, its total is subtracted 
  from the adventure totals below. 
   
  Once you have subtracted the value 
  for 
  unclaimed 
  treasure 
  from 
  each 
  encounter add it up and that is the 
  number of gold pieces a characters total 
  and coin value increase at the end of the 
  adventure.  Write the total in the GP 
  Gained field of the adventure certificate.  
  Because this is a Regional adventure, 
  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. 
   
  Encounter 1: 
  APL 2: C: 25 gp 
   
  Encounter 3: 
  APL 2: L: X gp, C: X gp (X gp). 
   
  Encounter 6: 
  APL 2: L: X gp, C: X gp (X gp). 
   
  Encounter 7: 
  APL 2: L: X gp, C: X gp (X gp). 
   
  Conclusion: 
  APL 2: C: X gp. 
   
  Total 
  Possible 
  Treasure 
  (Maximum 
  Reward Allowed) 
  APL 2: L: X gp, C: X gp, M: X gp – 
  Total: 450 gp (450 gp). 
   
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Friends in High Places: You've helped 
  the copper dragon Kaihonreidwur play 
  the ultimate prank on some of the less 
  desirable denizens of the city of 
  Greutam. A dragon's memory is very 
  long... 
  Enmity of the Cult of Nerull: For foiling 
  their plans to rescue one of their priests, 
  the Cult of Nerull operating within the 
  Principality of Ulek has marked you for 
  death. Any time this PC encounters any 
  member of the Cult of Nerull, the cultist 
  will target you before all others. 
  Patron 
  of 
  the 
  Prison 
  Wives 
  of 
  Greutam: The wives of the innocent 
  prisoners remember your help and you 
  will have free Standard lifestyle during 
  any regional adventure that begins or 
  ends in the city of Greutam. 
  Connected 
  by 
  a 
  Thread: 
  You've 
  tangled yourself in a Spyder's web. 
  What this means will come into play in a 
  later adventure. 
  Throw Yourself on the Mercy of the 
  Court: The Principality of Ulek court 
  system is very pleased by your actions. 
  Any time in the future, should you 
  commit a lesser crime (short of murder 
  or treason) you will be shown leniency 
  for your past heroics and receive a 
  shortened prison sentence. Contact the 
  Principality of Ulek Triad for details as 
  necessary. 
  Must Have Been Something You Ate: 
  Waking up aboard ship was bad 
  enough, and when the dragon appeared 
  and started blasting the crew left and 
  right you were sure it was all over; but 
  when Billie the Bard appeared and said 
  "I told you so!" it was almost more than 
  
  you could take. You have spent several 
  months traveling from ship to ship in and 
  around the Azure Sea on your way to 
  your new life as a slave, but were luckily 
  saved before too much time has past. 
  This adventure costs you an additional 
  12 TUs. Your equipment has been 
  returned, but all your clothing is bright 
  yellow, frilly... and one size too small (it 
  fits, but is very tight). 
   
   
   
   
  
  APPENDIX 1 – APL 2 
   
   
  ENCOUNTER 3: 
   
  Bacchew; Male Human Clr2; CR 2; 
  Medium Humanoid (Human); HD 2d8+4; 
  hp 17; Init +1; Spd 20 ft/x4; AC 18 (+5 
  armor, +2 shield, +1 dex), touch 11, flat-
  footed 17; Base Atk/Grapple +1/+1; Atk 
  +1 melee(1d8, 20/x2, heavy mace), +2 
  ranged (1d8, 19-20/x2, Light Crossbow); 
  Full Atk +1 melee  (1d8, 20/x2, heavy 
  mace), +2 ranged (1d8, 19-20/x2, Light 
  Crossbow); SA Rebuke Undead(Su); AL 
  NE; SV Fort +5, Ref +3, Will +5; Str 10, 
  Dex 12, Con 14, Int 11, Wis 15, Cha 10 
   
   
  Skills and Feats: Concentration 
  +10, Heal +6, Knowledge (religion) +3, 
  Spellcraft +3; Lightning Reflexes, Skill 
  Focus (Concentration) 
   
  Languages: Common 
   
  Cleric Spells Prepared (4/3; 
  DC=12+spl level; Domains: Evil, 
  Trickery): 0 -  
  guidance, light, resistance (x2); bane, 
  cause fear, shield of faith, *protection  
  from good 
   
  Equipment: 
  breastplate, 
  heavy 
  wooden 
  shield, 
  heavy 
  mace, 
  light 
  crossbow, 20 arrows, potion of cure light 
  wounds 
   
  Gorede: Male Human Ftr1; CR 1; 
  Medium Humanoid; HD 1d10+2; hp 15; 
  Init +2; Spd 20 ft/x4; AC 17 (+5 armor, 
  +2 dex), touch 12, flat-footed 15; Base 
  Atk/Grapple 
  +1/+3; 
  Atk 
  +4 
  melee 
  (1d8+3, 
  19-20/x2, 
  longsword), 
  +3 
  ranged (1d8;20/x3, longbow); Full Atk  
  +4 melee (1d8+3, 19-20/x2, longsword) 
  or +3 ranged (1d8, 20/x3, longbow); AL 
  NE; SV Fort +4, Ref +2, Will +0; Str 15, 
  Dex 14, Con 14, Int 10, Wis 11, Cha 6; 
   
  Skills and Feats: Climb +1, Jump -
  4, Swim  -2; Dodge, Toughness, 
  Weapon Focus (Longsword) 
   
  Languages: Common 
   
  Equipment: breastplate, 
  longsword, longbow, 20 arrows 
   
  Pabond; Male Human Ftr1; CR 1; 
  Medium 
  Humanoid 
  (Human); 
  HD 
  1d10+2; hp 12; Init +2; Spd 30 ft/x4; AC 
  17 (+4 armor, +1 shield, +2 dex), touch 
  12, flat-footed 15; Base Atk/Grapple 
  +1/+3; Atk +4 melee (1d8+2, 20/x2, flail) 
  or +3 ranged  (1d6, 20/x3, shortbow); 
  Full Atk +4 melee (1d8+2, 20/x2, flail) or 
  +3 ranged  (1d6, 20/x3, shortbow); AL 
  LE; SV Fort +4, Ref +2, Will +0; Str 14, 
  Dex 14, Con 14, Int 13, Wis 10, Cha 8 
   
  Skills & Feats: Climb +2, Handle 
  Animal +1, Jump +1, Ride +4, Swim -1; 
  Combat Expertise, Improved Disarm, 
  Weapon Focus (Flail) 
   
  Improved Disarm: When 
  performing a disarm attempt (or making 
  a roll to avoid a disarm attempt), 
  Pabond has a bonus of +10 (+4 atk 
  bonus, +4 improved disarm bonus, +2 
  flail bonus). 
   
  Languages: Common, Dwarven, 
  Elven, Orc 
   
  Equipment: chain shirt, light steel 
  shield, flail, shortbow, 20 arrows 
   
   
   
   
  ENCOUNTER 6: 
   
  Warden Bosco: Male Human (Suel) 
  Mnk3; 
  CR 
  3; 
  Medium 
  Humanoid 
  (Human); HD 3d8+3; hp 21; Init +2; Spd 
  40 ft/x4; AC 14 (+2 dex, +2 misc), touch 
  14, flat-footed 12; Base Atk/Grapple 
  +2/+8; Atk +5 melee  (1d6+2, 20/x2, 
  unarmed strike) or +4 melee (1d6+2, 
  20/x2, kama) or +4 ranged (1d8, 19-
  
  20/x2, light crossbow); Full Atk +5 melee  
  (1d6+2, 20/x2, unarmed strike) or +3/+3 
  melee (1d6+2, 20/x2, unarmed flurry of 
  blows) or +4 melee (1d6+2, 20/x2, 
  kama) or +2/+2 melee (1d6+2, 20/x2, 
  kama flurry of blows) or +4 ranged (1d8, 
  19-20/x2, light crossbow); SQ Evasion, 
  Fast Movement, Still Mind; AL LE; SV 
  Fort +4, Ref +5, Will +5; Str 14, Dex 14, 
  Con 13, Int 10, Wis 14, Cha 8 
   
  Skills & Feats: Balance +9, Escape 
  Artist +8, Jump +13, Move Silently +6, 
  Sense Motive +3, Spot +5, Tumble +10; 
  Blind-Fight, Dodge, Improved Unarmed 
  Strike, 
  Improved 
  Grapple, 
  Deflect  
  Arrows, 
  Weapon 
  Focus 
  (Unarmed 
  Strike) 
   
  Languages: 
  Common, 
  Ancient 
  Suloise 
   
  Equipment: kama, light crossbow, 
  20 bolts, potion of cure light wounds 
   
   
  Drenlor: Male Human (Suel) Mnk1; CR 
  1; Medium Humanoid (Human); HD 
  1d8+2; hp 13; Init +1; Spd 30 ft/x4; AC 
  13 (+1 dex, +2 misc), touch 13, flat-
  footed 12; Base Atk/Grapple +0/+2; Atk 
  +2 melee  (1d6+2, 20/x2, unarmed 
  strike) or +1 ranged (1d8, 19-20/x2, light 
  crossbow); Full Atk +2 melee  (1d6+2, 
  20/x2, unarmed strike) or +0/+0 melee 
  (1d6+2, 20/x2, flurry of blows) or +1 
  ranged (1d8, 19-20/x2, light crossbow); 
  AL LE; SV Fort +4, Ref +3, Will +4; Str 
  14, Dex 13, Con 14, Int 10, Wis 14, Cha 
  8 
   
  Skills & Feats: Balance +5, Escape 
  Artist +5, Jump +6, Move Silently +5, 
  Tumble +5; Dodge, Combat Reflexes, 
  Improved Unarmed Strike, Stunning 
  Fist, Deflect Arrows 
   
  Languages: 
  Common, 
  Ancient 
  Suloise 
   
  Equipment: light crossbow, 20 
  bolts 
   
   
  Avgar: Male Human (Suel) Mnk1; CR 
  1; Medium Humanoid (Human); HD 
  1d8+2; hp 13; Init +1; Spd 30 ft/x4; AC 
  13 (+1 dex, +2 misc), touch 13, flat-
  footed 12; Base Atk/Grapple +0/+2; Atk 
  +2 melee  (1d6+2, 20/x2, unarmed 
  strike) or +1 ranged (1d8, 19-20/x2, light 
  crossbow); Full Atk +2 melee  (1d6+2, 
  20/x2, unarmed strike) or +0/+0 melee 
  (1d6+2, 20/x2, flurry of blows) or +1 
  ranged (1d8, 19-20/x2, light crossbow); 
  AL LE; SV Fort +4, Ref +3, Will +4; Str 
  14, Dex 13, Con 14, Int 10, Wis 14, Cha 
  8 
   
  Skills & Feats: Balance +5, Escape 
  Artist +5, Jump +6, Move Silently +5, 
  Tumble +5; Dodge, Combat Reflexes, 
  Improved Unarmed Strike, Stunning 
  Fist, Deflect Arrows 
   
  Languages: 
  Common, 
  Ancient 
  Suloise 
   
  Equipment: light crossbow, 20 
  bolts 
   
  Kamek: Male Human War1; CR 1/2; 
  Medium Humanoid (Human); HD 1d8+2; 
  hp 10; Init +1; Spd 30 ft/x4; AC 15 (+4 
  armor, +1 dex), touch 11, flat-footed 14; 
  Base Atk/Grapple +1/+3; Atk +4 melee 
  (1d8+2, 
  19-20/x2, 
  longsword), 
  +2 
  ranged (1d6+2, 20/x2, javelin); Full Atk 
  +4 melee (1d8+2, 19-20/x2, longsword), 
  +2 ranged (1d6+2, 20/x2, javelin); AL 
  NE; SV Fort +4, Ref +1, Will +1; Str 15, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8 
   
  Skills and Feats: Jump +3, Ride 
  +5, Swim +0; Dodge, Weapon Focus 
  (Longsword) 
   
  Languages: Common 
   
  Equipment: longsword, chain shirt, 
  5 javelins 
   
   
   
  
  ENCOUNTER 7: 
   
  Bonniye: Female Human Swb2; CR 2; 
  Medium 
  Humanoid 
  (Human); 
  HD 
  2d10+4; hp 20; Init +3; Spd 30 ft/x4; AC 
  17 (+4 armor, +3 dex), touch 13, flat-
  footed 14; Base Atk/Grapple +2/+3; Atk 
  +5 melee (1d6+1, 18-20/x2, Rapier) or 
  +5 ranged  (1d6+1, 20/x2, throwing 
  axe); Full Atk +5 melee (1d6+1, 18-
  20/x2, Rapier) or +5 ranged  (1d6+1, 
  20/x2, throwing axe); SQ Grace; AL NE; 
  SV Fort +5, Ref +4, Will -1; Str 12, Dex 
  16, Con 14, Int 13, Wis 8, Cha 8 
   
  Skills and Feats: Balance +8, Bluff 
  +4, Escape Artist +6, Jump +6, 
  Profession (Sailor) +2, Swim -1, Tumble 
  +8; Combat Expertise, Improved Feint, 
  Weapon Finesse 
   
  Languages: Common 
   
  Equipment: Chain shirt, rapier, 5 
  throwing axes 
   
  Maryreade: Female Human Swb2; CR 
  2; Medium Humanoid (Human); HD 
  2d10+4; hp 20; Init +3; Spd 30 ft/x4; AC 
  17 (+4 armor, +3 dex), touch 13, flat-
  footed 14; Base Atk/Grapple +2/+3; Atk 
  +5 melee (1d6+1, 18-20/x2, Rapier) or 
  +5 ranged  (1d6+1, 20/x2, throwing 
  axe); Full Atk +5 melee (1d6+1, 18-
  20/x2, Rapier) or +5 ranged  (1d6+1, 
  20/x2, throwing axe); SQ Grace; AL NE; 
  SV Fort +5, Ref +4, Will -1; Str 12, Dex 
  16, Con 14, Int 13, Wis 8, Cha 8 
   
  Skills and Feats: Balance +8, Bluff 
  +4, Escape Artist +6, Jump +6, 
  Profession (Sailor) +2, Swim -1, Tumble 
  +8; Combat Expertise, Improved Feint, 
  Weapon Finesse 
   
  Languages: Common 
   
  Equipment: Chain shirt, rapier, 5 
  throwing axes 
   
  Oonogh: Male Human War1; CR 1/2; 
  Medium Humanoid (Human); HD 1d8+2; 
  hp 10; Init +1; Spd 30 ft/x4; AC 16 (+4 
  armor, +1 shield, +1 dex), touch 11, flat-
  footed 15; Base Atk/Grapple +1/+3; Atk 
  +4 melee (1d8+2, 19-20/x2, longsword), 
  +2 ranged (1d6+2, 20/x2, javelin); Full 
  Atk 
  +4 
  melee 
  (1d8+2, 
  19-20/x2, 
  longsword), +2 ranged (1d6+2, 20/x2, 
  javelin); AL NE; SV Fort +4, Ref +1, Will 
  +1; Str 15, Dex 13, Con 14, Int 10, Wis 
  12, Cha 8 
   
  Skills and Feats: Jump +3, Ride 
  +5, Swim +0; Dodge, Weapon Focus 
  (Longsword) 
   
  Languages: Common 
   
  Equipment: longsword, light steel 
  shield, chain shirt, 5 javelins 
   
  Dosze: Male Human War1; CR 1/2; 
  Medium Humanoid (Human); HD 1d8+2; 
  hp 10; Init +1; Spd 30 ft/x4; AC 16 (+4 
  armor, +1 shield, +1 dex), touch 11, flat-
  footed 15; Base Atk/Grapple +1/+3; Atk 
  +4 melee (1d8+2, 19-20/x2, longsword), 
  +2 ranged (1d6+2, 20/x2, javelin); Full 
  Atk 
  +4 
  melee 
  (1d8+2, 
  19-20/x2, 
  longsword), +2 ranged (1d6+2, 20/x2, 
  javelin); AL NE; SV Fort +4, Ref +1, Will 
  +1; Str 15, Dex 13, Con 14, Int 10, Wis 
  12, Cha 8 
   
  Skills and Feats: Jump +3, Ride 
  +5, Swim +0; Dodge, Weapon Focus 
  (Longsword) 
   
  Languages: Common 
   
  Equipment: longsword, light steel 
  shield, chain shirt, 5 javelins 
   
  Treye: Male Human War1; CR 1/2; 
  Medium Humanoid (Human); HD 1d8+2; 
  hp 10; Init +1; Spd 30 ft/x4; AC 16 (+4 
  armor, +1 shield, +1 dex), touch 11, flat-
  footed 15; Base Atk/Grapple +1/+3; Atk 
  +4 melee (1d8+2, 19-20/x2, longsword), 
  +2 ranged (1d6+2, 20/x2, javelin); Full 
  Atk 
  +4 
  melee 
  (1d8+2, 
  19-20/x2, 
  longsword), +2 ranged (1d6+2, 20/x2, 
  javelin); AL NE; SV Fort +4, Ref +1, Will 
  
  +1; Str 15, Dex 13, Con 14, Int 10, Wis 
  12, Cha 8 
   
  Skills and Feats: Jump +3, Ride 
  +5, Swim +0; Dodge, Weapon Focus 
  (Longsword) 
   
  Languages: Common 
   
  Equipment: longsword, light steel 
  shield, chain shirt, 5 javelins 
   
  Kwaht: Male Human War1; CR 1/2; 
  Medium Humanoid (Human); HD 1d8+2; 
  hp 10; Init +1; Spd 30 ft/x4; AC 16 (+4 
  armor, +1 shield, +1 dex), touch 11, flat-
  footed 15; Base Atk/Grapple +1/+3; Atk 
  +4 melee (1d8+2, 19-20/x2, longsword), 
  +2 ranged (1d6+2, 20/x2, javelin); Full 
  Atk 
  +4 
  melee 
  (1d8+2, 
  19-20/x2, 
  longsword), +2 ranged (1d6+2, 20/x2, 
  javelin); AL NE; SV Fort +4, Ref +1, Will 
  +1; Str 15, Dex 13, Con 14, Int 10, Wis 
  12, Cha 8 
   
  Skills and Feats: Jump +3, Ride 
  +5, Swim +0; Dodge, Weapon Focus 
  (Longsword) 
   
  Languages: Common 
   
  Equipment: longsword, light steel 
  shield, chain shirt, 5 javelins 
   
   
   
  
  Appendix 2: NPC PRISONERS 
   
  Billie - Male Half-Elf "Bard" 
   
  In reality, Billie is the copper wyrm named Kaihonreidwur and is traveling to Greutam 
  to investigate rumors of corruption for his good friend, Prince Olinstaad. He will try to 
  play practical jokes (as that's a copper dragon's nature) or tell jokes and sing songs. If 
  gagged or bound, he will pout and weep piteously before the gag 'mysteriously' falls 
  away. 
   
  He is being taken to The Well for the crime of sedition. For the last week he has 
  been causing riots by singing openly treasonous songs comparing the dwarven 
  hierarchy to a "cluster of lice-ridden monkeys too stupid" to rule... among other things. 
  He has also been posting up posters and flyers with a stylized cartoon showing Prince 
  Corond with a tail swinging from a large tree. 
   
  Cered - Suel Human Male, Commoner 1 
   
  Cered is a typically fair-haired Suel man, but after a horse kicked him in the head, he 
  woke up believing himself to be the "true" Prince of Ulek and claims that there is an 
  "impostor" on the throne. 
   
  Poril - Flan Human Male, Expert 2 
   
  Poril appears to be a clerk accused of selling state secrets to Keoland. In actuality 
  he is a member of "The Web" and was framed by his boss, an actual spy for the 'Sons 
  of Man' an anti-dwarf rebel movement which normally operates out of Greutam but has 
  been making inroads into Gryrax. 
   
  Hoffrim - Human Male, Expert 3 
   
  Fat and obnoxious, Hoffrim failed to pay the war tax for three years, instead 
  spending the money on himself and hoarding much needed grain to sell at inflated 
  prices in Havenhill during their recent plague. On his way to work in the mines for a 
  year. He will offer the PCs 100 gp if they let him go. Minor evil aura. 
   
  Zarim - Human Male, Commoner 2 
   
  Murdered a barmaid at the Stuck Pig in Havenhill. To be executed. Taciturn and 
  withdrawn, he will refuse to engage in conversation. If the party all falls unconscious 
  during Encounter 3, Billie allows him to escape, chases after him and stomps him flat. 
  The only witness to this is Cered who will shake and scream, calling Billie an inhuman 
  monster (the others were all conveniently knocked out as well). Moderate aura of evil. 
   
  Morillo - Human Cleric 1 
   
  Acolyte of Nerull. In jail for attempted kidnapping of dwarven child in Gryrax. 
  Currently has one spell in memory: cause fear. Will use during battle in Encounter 
  Three if hands are freed. He will plead for his "master" to release him, showing his true 
  allegiance. During the trip to Greutam he will be quiet and reserved and will also refuse 
  to engage in conversation. Minor aura of evil. 
  
  CRITICAL EVENT SUMMARY: 
  ULP6INTRO-01 PROSE & CONS 
  For use only at TriCon 2006. 
   
  1.  Did the PCs help take Billie to "The Well" in Greutam?  
  Yes 
   
  No 
   
  2. Did the PCs help Hoffrim to escape justice?  
   
  Yes 
   
  No 
   
  If so, list player names/PC names here: 
   
   
  3. Did any PC learn of Poril's connection to The Web? 
  Yes 
   
  No 
   
  If so, list player names/PC names here: 
   
  4. Did any PC get captured and spend 12 TUs in the  
  Yes 
   
  No 
   
  company of the Scarlet Brotherhood Slavers? 
   
   
  If so, list whom here: 
   
   
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – 
  Strange occurrences, results that may not fit the above, etc): 
   
   
   
   
   
   
    
   
   
   
    
   
   
   
    
   
   
   
  <Title> 
  [Round #] 
  Page page \* arabic2 
   
  
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit  HYPERLINK 
  "http://www.wizards.com/d20" www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at  HYPERLINK "http://www.rpga.com" www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at  HYPERLINK "http://www.rpga.com" www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at  HYPERLINK 
  "mailto:michaeltlh@earthlink.net" michaeltlh@earthlink.net.  For LIVING GREYHAWK campaign questions email  HYPERLINK 
  "mailto:rpgahq@wizards.com" rpgahq@wizards.com. 
   
  ULP6-X TITLE 
   
  Page page \* arabic1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mundane Animals Effect on APL 
  # of Animals 
   
   
  1 
  2 
  3 
  4 
   
  CR of Animal 1/4 & 1/6 0 
  0 
  0 
  1 
   
   
  1/3 & 1/2 0 
  0 
  1
   
  1 
   
   
  1 
  1 
  1 
  2 
  3 
   
   
  2 
  2 
  3
   
  4 
  5 
   
   
  3 
  3 
  4 
  5 
  6 
   
   
  4 
  4
   
  6 
  7 
  8 
   
   
  5 
  5 
  7 
  8 
  9 
   
   
  6
   
  6 
  8 
  9 
  10 
   
   
  7 
  7 
  9 
  10 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Principality of Ulek/ULP6-A01 - Prose and Cons.pdf