TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  URD6-01 
   
   
   
   
   
  An Accidental Murder 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Adventure 
  Version 1.03 
  Round One 
  by Warren Banks 
   
   
  The death of a wealthy noble’s son has the city watch shining a light into the darkened corners of Lower Seltaren and 
  not everyone appreciates the attention.  An investigation adventure particularly well suited for stealthy and diplomatic 
  types of APLs 2 to 8. 
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out the RPGA Tracking Sheet.  The DM should 
  complete the top of the form and list his name and RPGA 
  number.  The players should each list their name and 
  RPGA number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  URD6-01 An Accidental Murder 
   
  Page 1 
  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  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 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may 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 will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If a group is APL 1 
  there are three things that the group can do to help even 
  the score. 
  5. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
  This is a standard one-round 
  Regional adventure, set in the 
  Duchy of Urnst.  Characters 
  native to the Duchy of Urnst pay 
  one Time Unit per round, all 
  others pay two Time Units per 
  round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp 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 scenario. 
   
  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 
  Ten years prior, a wealthy Nellix merchant by the name 
  of Pol Venn travelled to Seltaren to arrange for the 
  purchase of a large shipment of silver from Yollin 
  Gaernot, a Seltaren noble.  Pol arrived in Seltaren with 
  his daughter Ora, with whom he was very close and who 
  he hoped would take over the family business when he 
  retired. 
   
  The initial meeting between Pol and Yollin went 
  well but Pol was a strong negotiator and had gotten the 
  upper hand in negotiations.  Hoping to help cut a more 
  favourable deal, Yollin invited Pol to a party at his place 
  that evening.  Unfortunately, Yollin’s guest Elgin Coriner 
  made some unfortunate remarks about Pol’s daughter 
  URD6-01 An Accidental Murder 
   
  Page 2 
  
  Ora.  Pol took great offense.  Heated words were 
  exchanged between the two men and soon a fight 
  erupted.  In a moment of rage, Pol pulled his dagger on 
  Elgin Coriner.  Elgin Coriner, a skilled swordsman, drove 
  his rapier into Pol Venn’s heart, killing him instantly.  
  The watch was called and an investigation launched but 
  no charges were laid and the matter was quickly hushed 
  up. 
   
  Having witnessed the death of her father, Ora Venn 
  returned to Nellix heartbroken and full of hate.  Yollin 
  Gaernot and Elgin Coriner had escaped punishment by 
  the law but they would pay for their crime.  Upon her 
  return to Nellix, Ora took up the ways of the blade to 
  exact revenge on those who took her father’s life. 
   
  Years later, Ora secretly returned to Seltaren.  There 
  she learned that Gaernot and Coriner had ties to criminal 
  elements within Seltaren.  Ora worked to infiltrate the 
  criminal underworld in an attempt to maneuver close 
  enough to Gaernot and Coriner.  She soon came across 
  the Rogues of Seltaren. 
   
  Assuming the guise of Tessa the Blade, Ora began 
  her career working as hired muscle for the Black & Blue, 
  a band of leg breakers.  Ora soon made a name for herself 
  as someone handy with a blade.  Eventually Ora’s skills 
  set her apart from the base thuggery of the Black & Blues 
  and she was offered a chance to move out on her own.  
  Ora took up the opportunity and began a band of her 
  own, the Flashing Blades. 
   
  Over the next year, Ora ran the Flashing Blades with 
  brutal efficiency, extorting money from merchants along 
  the Merchant’s Draw and raising her status amongst the 
  various Rogues of Seltaren.  During this time, Ora 
  observed Elgin Coriner, Yollin Gaernot and their 
  underworld contacts amongst the various rogues of 
  Seltaren waiting for the right moment to exact her 
  revenge.  That moment arrived two weeks ago. 
  Revenge 
  Ora commissioned a mage to build her a construct to 
  assist in her revenge.  Two weeks ago, Ora took 
  possession of an agile and deceptive creation known as a 
  Nimblewright.  That night, Ora along with her 
  Nimblewright, trailed Tovas Coriner (son of Elgin 
  Coriner) to the Bridled Brambles in Lower Seltaren.  
  There, Ora had the Nimblewright provoke Tovas, and 
  when he responded, challenge Tovas to a duel.  
  Confident of their skills, Tovas and his friends moved 
  outside to duel the stranger.  The Nimblewright quickly 
  disarmed Tovas of his father’s prized dagger and was 
  about to move in for the kill when Tovas’ friend Bromar 
  Reede leapt to his defense.  The Nimblewright, unable to 
  stop its attack in time, killed Reede.  During this 
  confusion, Tovas Coriner fled the area and Ora and the 
  Nimblewright were forced to retreat to avoid capture. 
   
  Lord Corwyn Reede was completely distraught over 
  the loss of his only son.  Clouded by emotions and 
  outraged at the sheer lawlessness that he blamed for his 
  son’s death, Corwyn Reede began to campaign for greater 
  law enforcement in Lower Seltaren.  House Reede, one of 
  the three largest houses in the Duchy of Urnst, exercised 
  their considerable influence and soon the Seltaren Watch 
  was recruiting men to patrol Lower Seltaren in full force. 
   
  Unfortunately for Tovas, he fled the area before he 
  could recover his father’s dagger.  The dagger is given to 
  those who successfully graduate from the Black Blade 
  Fencing School (a secret fencing school alleged to have 
  ties with the Rogues of Seltaren).  Tovas, not yet a 
  graduate, took his father’s dagger without permission.  
  Fearing the potential wrath of his father, Tovas was 
  desperate to get it back.  Tovas returned to Lower 
  Seltaren to find the dagger but was unable to locate it 
  before his father discovered it missing six days ago.  
  Considering the potential damage that could occur if the 
  dagger fell into the wrong hands (divinations, scrying, 
  etc), Tovas’ father Elgin Coriner called in a favour with 
  Masseri, an old friend and an influential rogue in 
  Seltaren, to recover the dagger at all costs.   
   
  Fearing that her plans may be ruined, Ora decided to 
  turn up the heat.  In an attempt to distract the Rogues, 
  she has begun leaking information of Rogue activity to 
  the Watch Captain Fridden Moirek.  While only a few 
  low-level rogue operations have been compromised, the 
  ever-cautious Rogues began maintaining a low profile 
  until the situation could be assessed. 
   
  Meanwhile, the Watch has not turned up any 
  suspects in the murder of Bromar Reede.  Captain 
  Moirek, desperate to produce a suspect to appease 
  Corwyn Reede, has sent word to Leukish for assistance in 
  the matter.  They have sent Canric Moore, a bloodhound 
  investigator, to assist, but he has yet to arrive.  Unhappy 
  with the delay, Corwyn Reede has decided to hire 
  adventurers to help look into the situation before the trail 
  grows too cold. 
  Adventure Summary 
  The PCs enter Seltaren, where they are contacted to 
  looking into circumstances surrounding the death of a 
  noble’s son.  While the investigation takes place, a few 
  key events will occur.  How the PCs are introduced to 
  these events and when the events occur during the 
  timeline is ultimately up to the GM, but a likely order of 
  events is provided below. 
   
  The PCs are contacted by Corwyn Reede.  He will 
  hire the PCs to find his son’s murderer.  PCs may also be 
  contacted by the Rogues of Seltaren to help with the 
  same job.   
   
  The PCs will be given leads to follow which will help 
  them gather more information about what is really going 
  on.   
   
  During the investigation, the PCs will discover that 
  Tovas has gotten himself into trouble.  If the PCs try to 
  save him, a combat in the sewers will ensue.  If not, the 
  URD6-01 An Accidental Murder 
   
  Page 3 
  
  PCs will still find the NPC has escaped unharmed.  In 
  either case, the NPC is a Nimblewright disguised as the 
  NPC. 
   
  The PCs will then be contacted later that day 
  regarding a new crime.  They will be asked to investigate 
  or infiltrate the scene and make off with evidence.   
   
  The PCs will then discover the body of the NPC and 
  realise that the NPC’s father may be in trouble.  They will 
  likely now rush to save the father.  A final battle will 
  ensue. 
   
   The PCs will likely prevent the NPCs father from 
  being killed.  They will also discover who the killer was.  
  All is good. 
  Preparation for Play 
  There is a flowchart and outline included in the DM’s aid 
  section of the module to help you prepare this module. 
   
  This adventure takes place in Seltaren and may 
  involve direct contact with the Rogues of Seltaren.  The 
  GM should take note of which PCs have favours or 
  disfavours of the Rogues of Seltaren as these favours and 
  disfavours have an effect on game play. 
   
  The GM should also be made aware of several points 
  regarding this adventure.   
   
  First, this adventure is an investigative adventure.  
  There are many different NPCs with many different bits 
  of information that will only be released during certain 
  times in the adventure.  The GM should read through 
  this adventure (preferably twice) before attempting to 
  run it. 
   
  Second, investigation type adventures can run long 
  as PCs attempt to chase down all the clues.  Allowing PCs 
  to follow multiple routes will likely add to the length of 
  the adventure.  In situations where PCs have to finish the 
  adventure in a four hour time limit (such as conventions), 
  it is best to focus the investigation and keep players on 
  track.  However, a prepared GM can introduce the 
  players to multiple NPCs and pieces of information 
  within the four hour time limit without running over the 
  time limit.  The final decision remains up to the GM. 
   
  Third, this adventure was written with the intention 
  of providing an opportunity for characters with stealth 
  and social skills to strut their stuff.  However, the portion 
  of the adventure that focuses on stealth and guile may 
  also conflict with certain character’s moral codes since it 
  involves burglary and theft.  If the party possesses lawful 
  characters (such as a paladin or cleric), it is advised that 
  the GM avoid the adventure path that involves the 
  characters breaking into a crime scene and stealing 
  evidence since this may be forcing characters to act 
  against their chosen moral code, cause party conflict and 
  possibly derail the adventure. 
   
  If the GM feels able to handle the potentially 
  destructive situation that could arise from potential 
  conflict, the GM is welcome to explore that avenue of 
  adventure since it is one that is seldom explored in living 
  adventures.  It is recommended, however, that the GM 
  steer clear of this option if any of the players show 
  concern. 
   
  Fourthly, this adventure was written to allow PCs to 
  expend favours for assistance.  The GM should alert the 
  PCs to this option even if they don’t ask.  Some 
  instances are noted throughout the adventure, but the 
  GM is encouraged to allow favours of noble houses 
  and/or the rogues to assist the PCs in Seltaren.  The PCs 
  may use favours to gather information about some of the 
  NPCs in the adventure, set up meetings and even provide 
  some simple healing should the PCs be desperate.  Let 
  the PCs use some of those favours that have been 
  building up.  
   
  Finally, it is also important to note that the 
  adventure plays out over the course of a day and as a 
  result, the PCs will not be able to rest to recover spells.  
  Make sure the PCs, especially low level PCs, are aware 
  that they have the option to pay for clerical services, buy 
  scrolls and potions, etc. especially if they are badly hurt 
  or depleted of resources after one of the encounters.  You 
  may even allow PCs to expend favours for Cure Light 
  Wound spells at local temples.   
  Introduction 
  The following box text acts as a brief history behind 
  Seltaren.  If the GM doesn’t wish to read all the box text 
  OR feels the PCs already know the history, the GM 
  should feel free to skip ahead to the non-optional box 
  text. 
  In the early days of Urnst, as the Suel swept east 
  from the Maure lands, goods and supplies were 
  brought east by barges on the Upper Lukala River.  If 
  one wanted their goods to arrive in one piece, it had 
  to be unloaded above the Seltaren Falls, moved 
  below by mule and cart and then reloaded on barges 
  below the falls.  These barges would then continue 
  the journey east on the Lower Lukala River. 
   
  A small community arose near the falls, 
  comprised mainly of teamsters who had come to 
  Lake Seltaren to make a living loading the barges.  
  The community, a focal point of commerce in the 
  area, 
  began 
  growing, 
  attracting 
  nobles 
  and 
  commoners alike.  This community became known 
  as Seltaren. 
   
  Once the capital of the Duchy of Urnst, Seltaren 
  fell out of favour with the noble houses when 
  Leukish was made the new capital city.  Still there 
  are those nobles that refused to abandon Seltaren 
  for whatever reason, and remain here to this day.  
  Those remaining nobles retreated up the cliffs 
  URD6-01 An Accidental Murder 
   
  Page 4 
  
  making their homes in beautiful Upper Seltaren, 
  leaving the common folk to wallow in the decaying 
  morass of Lower Seltaren.   
   
  These days, Seltaren is seen as a long way from 
  the capital of Leukish by the nobles of the Duchy.  
  However, it is far from a lonely journey.  Seltaren is 
  still a very active city and is the focal point of travel 
  amongst the central and southern portion of the 
  Duchy of Urnst.   
  Non-optional box text: 
   
  It is on the road running east from Pontyrel 
  heading into Seltaren that you have all made the 
  acquaintance of one another. 
   
  The PCs are traveling to Seltaren.  They are headed 
  east on the road from Valguard & Pontyrel for whatever 
  reason they see fit.  They have met on the road and have 
  become somewhat acquainted with one another by the 
  time they reach the city.  Allow the PCs to introduce 
  themselves to one another and partake in some role-
  playing before moving on.   
  Adventuring in Seltaren 
  Seltaren is a city of approximately 10,000 people.  As 
  such, the PCs are able to access spell casting of up to 11th 
  level and can purchase any mundane item (from the 
  Player’s Handbook) or magic item up to 15,000 worth of 
  gp during the course of the adventure.  The purchase of 
  magic items is restricted in Living Greyhawk so it is 
  unlikely this amount will ever be reached by the PCs.  
  More details regarding what players are and aren’t 
  allowed to purchase can be found the in the Living 
  Greyhawk Campaign Source Material. 
  GM Note 
  The introduction to this adventure has two parts.  The 
  first part is for all parties.  This is where the PCs are hired 
  by Corwyn Reede to investigate the murder of his son.  
  The second part involves the PCs making contacted by 
  the Rogues of Seltaren. They will be circumspect about 
  making contact and will avoid any extremely lawful 
  characters, while still allowing any neutral or chaotic 
  characters the chance to participate.  In most cases, the 
  GM will need to use both introductions. 
   
  Also, the PCs will be arriving in Seltaren in the early 
  morning.  The adventure unravels over the course of one 
  day.  Since gathering information takes a long time, the 
  PCs should be given time to ask around for rumours and 
  other interesting bits.  Though, the PCs won’t know the 
  adventure will only take one day, the GM should let the 
  PCs know that they have access to temples, etc should 
  they need extra healing (or other supplies).  The PCs 
  won’t have time to rest and recover spells and at lower 
  levels, this could make the adventure very difficult on 
  players.   
  Introduction One:  
  Hired by Corwyn Reede 
  The PCs arrive in Seltaren.  Read them the following: 
   
  You arrive into the city via Upper Seltaren, the 
  home of Seltaren’s nobility and wealthy.  The streets 
  are clean, the people are well groomed and the 
  buildings are well kept.    
   
  Pausing to take in the sights, you notice a slim 
  man step from a carriage parked across from where 
  you stand.  The man’s somber look is accompanied 
  by his largely black attire.  He appears to be headed 
  toward you. 
   
  PCs may make a Knowledge: Nobility check (DC 10) 
  to recognise the symbol of House Reede on the side of 
  the carriage.  Any PC with the favour of House Reede 
  will instantly recognise it.  The crest is a blue hammer & 
  gold lightning bolts on white and purple.  Any PC 
  familiar with House Reede will know that they deal 
  mainly with ore and metal works and are an ally, trade 
  partner and friend of the Dwarves of Dumadan. 
   
  Provided the PCs don’t flee or give Rotham (Lord 
  Reede’s manservant) cause to leave, he will approach the 
  PCs and address them. 
   
  The slight form of the sallow faced man comes 
  to a careful stop before you.  “Greetings.  My lord 
  seeks the services of adventurers.  If you are for hire, 
  my lord would speak with you.” 
   
  The man is known as Rotham and is a servant 
  Corwyn Reede.  Reede has been on a campaign to 
  uncover the criminal element in Lower Seltaren that was 
  responsible for the death of his son Bromar.  He has been 
  using his substantial influence and wealth to drive the 
  investigation.  Reede has been looking to bring in more 
  men to help with his search, impatient with the 
  ineffective actions of the Watch and fearing the trail is 
  growing cold.  Reede has decided to turn to mercenaries 
  (the PCs) to help catch the criminal who killed his son. 
   
  If the PCs ask why they were selected, Rotham will 
  mention that certain PC’s names (those with the 
  appropriate favours / meta-orgs / backgrounds / classes) 
  were brought to the attention of Lord Reede by some of 
  Lord Reede’s friends.  Rotham was sent to fetch the PCs.  
  If none of the PCs have favours or appropriate 
  backgrounds / meta-orgs, Rotham will simply tell them 
  that they were the first group he spotted. 
   
  Rotham will not be able provide the PCs with real 
  answers other than the name of his employer, Lord 
  Corwyn Reede.  If the PCs press for more answers, 
  Rotham will simply state in his deadpan drawl that “I’m 
  sure my lord will explain his business with you.”  
  Anyone making a DC 20 Knowledge: Nobility check will 
  know some information about Lord Corwyn Reede.  (see 
  Encounter One – Part A: Corwyn Reede).   
  URD6-01 An Accidental Murder 
   
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  If the PCs have not taken the rich or luxury lifestyle, 
  Rotham will inform the PCs that his lord is currently in 
  mourning and that the PCs should dress appropriately.  
  He will recommend the PCs purchase a Courtiers outfit 
  (30 gp) at a nearby shop (Knoblett’s Fine Wear) if needed. 
   Any PC who can’t afford a courtier’s outfit may pick up a 
  nice Scholar’s outfit (5 gp) but Rotham will comment on 
  the PC’s lack of taste.  Outfit prices can be found in the 
  Player’s Handbook on page 129.  Masterwork quality 
  armor will qualify for those characters that are obviously 
  ‘bodyguard’ types, as will the official uniform of the Ducal 
  Guard or the Ducal Diplomatic Corps. 
   
  If any of the PCs are ‘Living off the Land’ as their 
  lifestyle, Rotham will insist those PCs buy some nice 
  clothing and clean up before they are taken to see 
  Corwyn Reede.  If they do not, they will not be allowed 
  in the front door.  Also, any PC with an obvious animal 
  companion or familiars will not be allowed to bring it to 
  the Reede estate and will be instructed to leave the 
  animal at a stable.  That PC will have to make 
  arrangements to leave the animal somewhere else.  Any 
  PC attempting to sneak their animal past Rotham (+2 
  Spot) may attempt a Hide check to do so. Should Rotham 
  discover the animal, he will ask the PC with the animal to 
  wait outside.  The PC will not be allowed back in without 
  Lord Reede’s say so. 
   
  If the players ask, they will be told to arrive at the 
  estate in an hour or two, more than enough time to find a 
  proper outifit.   When the PCs are ready to head to the 
  Reede estate, proceed to the Corwyn Reed section in 
  Encounter One – Investigation. 
  Introduction Two:  
  Contacted by the Rogues of 
  Seltaren  
  Choose one of the PCs to focus on for the box text.  Leloc 
  will not give the scroll to an obviously lawful character 
  unless that character has the favour of the Rogues of 
  Seltaren.  Leloc will also avoid giving the scroll to any 
  character with the enmity/disfavour of the Rogues of 
  Seltaren.   
   
  Caught up in the sights and sounds of Seltaren, 
  you fail to notice the well-dressed merchant that has 
  just collided with your group. 
   
  “I am terribly sorry.  Oh what a mess I’ve made!  
  Allow me to pick up your things.” 
   
  The man reaches down and plucks a scroll of the 
  road and hands it to *chosen PC*. 
   
  If the PC protests that the scroll is not his, the 
  merchant replies “It must be yours.  It has your name 
  on it.”  The scroll does indeed have the PC’s name 
  written clearly on the outside of it.  The PC receiving the 
  scroll should be made aware that the scroll has his name 
  on it in case they think that the scroll is simply part of 
  their adventuring gear. 
  The well-dressed merchant is 
  Leloc, a Rogue of Seltaren.  Leloc co-owns the Heart 
  Scrolls shop in Lower Seltaren with his “wife” Amora.  
  Heart Scrolls sells love potions and love notes.  “Masseri”, 
  the head of the Rogues, has received word that the PCs 
  have arrived in Seltaren.  “Masseri” wishes the assistance 
  of an outside party since recent watch activity has made it 
  dangerous for the rogues to be seen in public. 
   
  Any PC may make a Sense Motive check to realise 
  that a secret message is being transmitted to the chosen 
  PC.  Anyone who is not a Rogue of Seltaren must succeed 
  at a DC 25 Sense Motive check to realise that secret 
  message is being passed.  Anyone who is a Rogue of 
  Seltaren will recognise the Rogue’s code on a DC 10 
  Sense Motive check. 
   
  Leloc will try to leave the encounter as soon as 
  possible without being obvious about it.  He will feign 
  ignorance about the entire matter if stopped or captured, 
  trying to talk his way out and will even involve the 
  Watch if necessary.  Leloc is wearing a Ring of Mind 
  Shielding for this encounter so attempts to Detect 
  Thoughts on him will automatically fail.  If the PCs do 
  gain the opportunity to use powerful magic on Leloc, 
  provide the PCs with the appropriate information about 
  the situation from the Rogues entry in Encounter One – 
  Investigation. 
   
  The scroll contains information for the PC to come 
  to the old fountain in Lower Seltaren and throw in three 
  copper coins.  The PC should only bring those in his 
  party that are sympathetic to the Rogue’s cause. 
   
  If the PC follows the information, the Rogues will 
  contact the PC.  Go to the Rogues of Seltaren section in 
  Encounter One - Investigation.  If the PCs involve the 
  law, bring along a PC that has disfavour of the Rogues, or 
  is an obviously Lawful Good character (paladin, etc) 
  without the favour of the Rogues of Seltaren, then no one 
  comes to meet the PCs at the fountain.   
  Encounter One:  
  Investigation 
  Encounter One outlines the NPCs and locations that the 
  PCs may head to for information. 
  Rumours 
  What is a D&D adventure without rumours?  While the 
  PCs move about Seltaren, allow them to make Gather 
  Information checks.  A result of 10 will net the PCs one 
  rumour.  For every 5 points over 10 on the PCs check, 
  they will gain another rumour.  Also, certain important 
  NPCs may have rumours to pass along.  These NPCs will 
  be noted throughout the adventure.  Keep in mind that 
  Gathering Information takes 1d4+1 hours so it unlikely 
  that PCs can interview leads AND collect rumours at the 
  URD6-01 An Accidental Murder 
   
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  same time.  That said, the happenings in the City of 
  Seltaren are ever changing due in large part to PC 
  involvement.  Make sure that you allow the PCs to 
  uncover a few rumours here and there.  For the list of 
  rumours, see Appendix Three: Rumours. 
  Divinations 
  This adventure supports APLs 2 to 8 which means 
  realistically, characters of 1st to 10th level will be 
  participating.  Thus the GM should be ready for 
  divination spells of up to 5th level.  If PCs higher than 10th 
  level participate, hopefully enough information is 
  provided below to allow the GM to deal with any high 
  level divination magic that might be used. 
  Omen of Peril – the PCs successfully cast this before 
  entering the sewers or investigating the crime at the 
  Gaernot estate, they will get the Peril response.  If they 
  cast this before heading to the Coriner estate or breaking 
  into the Gaernot manor, they will get the Great Danger 
  response. 
  Augury – this should yield the appropriate response with 
  a successful casting. 
  Locate Object – if the PCs attempt to cast this to locate a 
  black bladed dagger, they will be taken to the closest one, 
  which, as it turns out, belongs to a member of the Black 
  Blade Fencing school.  There are enough Black Blade 
  daggers around the city that the PCs could be lead on a 
  wild goose chase if they choose to persist.  They will 
  never find Elgin’s dagger this way.  PCs cannot specify a 
  unique item.  If the PCs insist on taking the dagger from 
  one of the NPCs, use Elgin Coriner’s stats for combat.   
  Locate Creature – the PCs have not seen the mysterious 
  swordsman and cannot find him via this spell. 
  Divination – the PCs may ask many questions 
  concerning the investigation and the mysterious 
  swordsman.  The swordsman is not human.  He is a 
  construct built to exact revenge (vessel of revenge).  He is 
  controlled by Ora Venn and is performing the crimes on 
  her behalf.  The swordsman remains hidden in the city 
  until he is ready to strike. 
  Here are some possible questions and their response: 
  How can we best prepare for the dangers ahead? 
  “Concern yourself with forceful blows more than 
  precise strikes.” 
  Who is the swordsman? 
  “A vessel for revenge” 
  Where is the swordsman? 
  “He travels high and low though he is never far” 
  Where will the swordsman strike/appear next? / Who 
  will the swordsman strike at next? 
  “He will strike amongst those that consider 
  themselves above all else” 
  Who is commiting these crimes? 
  “There are two.  The one from the past controls the 
  other.” 
  Scrying: Ora has placed a Nondetection on her and the 
  Nimblewright for the length of the adventure (one day) 
  to prevent any scrying attempts.  Anyone attempting to 
  scry on Ora/Tessa must make a caster level check versus a 
  15th level caster. 
  Investigation Overview 
  Part A – House Reede (pages 8-9): Corwyn Reede & What 
  to do if PCs Want To See Bromar Reede’s Body 
  Part B – House Coriner (pages 10-12): Elgin Coriner & 
  Tovas Coriner 
  Part C – Bridled Bramble Inn (pages 13-14): Rosario & 
  Gwendelyn 
  Part D – Money Changes Everything (pages 15-16): Berai 
  the Beggar (NOTE: Up to judge to insert this 
  encounter into play) 
  Part E – The Upper Seltaren Watch (pages17-18): Captain 
  Moirek, Constable Rudd 
  Part F – The Lower Seltaren Watch (pages 19): Constable 
  Hallal Temor 
  Part G – The Rogues of Seltaren (pages 20-21): Tessa the 
  Blade, Leloc, Amora 
  Encounter One – Part A: 
  The Reede Estate 
  Corwyn Reede 
  Corwyn Reede is the father of Bromar Reede, the boy 
  that was killed in Lower Seltaren nearly two weeks ago.  
  Lord Reede is absolutely distraught over the death of his 
  son and is doing everything in his power to see the killer 
  brought to justice.  He is spearheading a campaign to root 
  out the criminals that he believes are responsible.  Lord 
  Reede has lobbied for more support for the Watch and is 
  even funding large portion of it himself.  He has been 
  dictating Watch activity, a fact that Watch Captain 
  Fridden Moirek has not been happy about.  Corwyn 
  Reede could care less.  His only concern is to catch his 
  son’s killer. 
   
  If Rotham has already contacted the PCs, then he 
  will immediately show the PCs in provided they are 
  dressed appropriately.  If so, skip ahead to the box text.  
  Any PC not meeting the ‘dress code’ will be forced to wait 
  in the street or go clean up and purchase a proper outfit. 
  He will recommend the PCs purchase a Courtiers outfit 
  (30 gp) at a nearby shop (Knoblett’s Fine Wear) if needed. 
  URD6-01 An Accidental Murder 
   
  Page 7 
  
   Any PC who can’t afford a courtier’s outfit may pick up a 
  nice Scholar’s outfit (5 gp) but Rotham will comment on 
  the PC’s lack of taste.  Outfit prices can be found in the 
  Player’s Handbook on page 129.  Also, Rotham will 
  request that all animal companions and familiars wait 
  outside.  Animals are not allowed to carelessly wander the 
  manor halls.  He will not knowingly let any animals in no 
  matter what the PCs claim. 
   
  Once the PCs have gained entrance into the manor, 
  read the following box text: 
   
  You are led into an elaborate manor hall of 
  marble floors and exceptional works of art.  The 
  gaunt man before you opens a large set of oaken 
  double doors and gestures for you to enter. 
   
  A fire smoldering in a nearby hearth dimly 
  lights the room.  Sitting in a chair near the fire is a 
  man obviously in a state of mourning, his left hand 
  grasping the bridge of his nose in contemplation, 
  his eyes shut.  He is clad head to toe in black. 
   
  “Please sit.” the man says as he motions to 
  several nearby chairs. 
   
  The man is Corwyn Reede.  Reede is a Suel male in 
  his mid thirties with average features and a slightly 
  receding hairline.  He will introduce himself and will ask 
  for the names of the PCs.  Reede is fluent in Dwarven and 
  will greet any Dwarven PC in his/her native tongue.  He 
  is also fluent in Ancient Suloise and Gnomish.  Corwyn 
  Reede, on the behalf of House Reede, has made his 
  fortune trading in precious minerals with the dwarves of 
  Dumadan.  A quick scan around the room will reveal 
  several dwarven works of art and valuable dwarven items. 
   Make sure the PCs are clear that Corwyn Reede is not 
  the head of House Reede but rather the Lord of this 
  manor home.   
   
  A DC 20 Knowledge (Nobility) check will reveal that 
  Reede is a trustworthy and honest man who has an 
  excellent reputation with the Dwarves of Dumadan.  He 
  was grooming his son to take over his role as diplomat 
  and merchant with the Dwarves. 
   
  Once the PCs have settled in, Corwyn Reede will be 
  all business. 
   
  “You may be wondering why I have asked you 
  here.  I have a job offer.  I want you to find out who 
  killed my son.” 
   
  PCs of noble or dwarven heritage, as well as those 
  who possess favours of noble houses or the dwarves of 
  Dumadan will be singled out by Reede. Reede will 
  mention to those PCs that he has been told good things 
  about them by several of his peers. 
   
  Reede has the full contingent of the Upper and 
  Lower Seltaren Watch searching the city, and despite 
  discovering several criminal operations, there has been 
  no progress finding Bromar’s murderer (Bromar is his 
  son).  He has placed a large reward (100 gp x APL per 
  person) for the capture or information leading to the 
  capture of the men who killed Bromar Reede.  The PCs 
  will receive this reward and possible favours from Lord 
  Reede should they find the culprit. 
   
  The PCs will likely have questions for Corwyn 
  Reede.  Corwyn Reede has spoken with Tovas Coriner 
  about what happened.  Tovas lied to cover up the truth 
  and Corwyn believed the lies.  Thus some of Corwyn’s 
  account of what happened is faulty.  Here is what he 
  knows: 
  • 
  Bromar was killed two weeks ago outside the Bridled 
  Brambles Tavern in Lower Seltaren.  He was there 
  with his friend Tovas Coriner and some other boys.   
  • 
  According to Tovas’ account, the boys were lured 
  outside and attacked for their gold and valuables.  
  Bromar bravely fought back against the thieves and 
  with the assistance of the other boys, drove the 
  bandits off.  Before the bandits left, one of them 
  managed to corner Bromar and deal a death blow. 
  • 
  The killers appeared to be a gang of human males.  
  They were dressed in black.  Tovas didn’t see the face 
  of Bromar’s killer but knows he wore a blood red 
  scarf and large black hat. 
  • 
  Corwyn has personally lobbied for and partially 
  funded an increase in the number of watch.  He is 
  working with Captain Fridden Moirek of the 
  Seltaren Watch.  The watch have been on the case 
  for nearly two weeks but have not found the 
  murderer.  They assure Lord Reede they are bringing 
  in a specialist to help with the case but Reede is not 
  satisfied with this. 
  • 
  Corwyn does not consider raising his son from the 
  dead an option.  He believes that everyone has their 
  time on this plane and his son’s time has passed.  He 
  is not a Skeptic however. 
  • 
  He does not believe that anyone has cause to kill his 
  son, nor can he think of any reason that someone 
  would have cause to kill his son as revenge for some 
  matter he’s been involved with. 
   
  He believes all of the above and any Sense Motive 
  check will show this.  If asked if he would consider that 
  Tovas is lying, he is aghast and will not consider the 
  possibility unless shown proof.   Corwyn will refer the 
  PCs to Tovas Coriner should they have more questions 
  about the night of the murder.  He is too overwhelmed 
  with grief to discuss it clearly. 
   
  Should the PCs ask, Corwyn will provide the PCs 
  with documentation stating that they are working for 
  him.  He will also arrange for a meeting with Tovas 
  Coriner. 
   
  If the PCs ask about Bromar’s body, Corwyn will tell 
  them that it has been sealed in the family burial 
  chambers and is not available for examination.  He will be 
  URD6-01 An Accidental Murder 
   
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  very serious while telling the PCs this information.  The 
  PCs should freely get the hint that they should not speak 
  further of examining his son’s body.  If the PCs broach 
  the subject of seeing the body again, allow them a DC 25 
  Diplomacy check.  If they fail, they will be asked to leave 
  immediately.  If they pass, Corwyn will remain friendly 
  with the PCs but will inform them that disturbing his 
  body is sacrilege.  The priests have already performed 
  their rites and his son should be left to rest in peace. 
  Bromar Reede 
  The body of Bromar Reede has been interred in the 
  family burial chambers.  Under no circumstances will 
  Corwyn Reede allow PCs see the body.  If the PCs are 
  clever and have the resources to pull it off, allow them to 
  gain access to the burial chambers and see the body of 
  Bromar.  They will have to break open a sealed stone 
  sarcophagus to get at the body.  Bromar’s body is dressed 
  in fine robes.  A DC 20 Heal check will reveal two rapier 
  wounds on the boy’s chest.  The wounds are directly over 
  the heart and were VERY precise strikes.  The boy was 
  likely killed instantly.  If the PCs are not able to cover 
  their tracks in the burial chamber, Corwyn Reede will 
  use powerful Divination magic to discover who was 
  responsible.  The PCs will not gain the Favour of Corwyn 
  Reede.  Furthermore, Corwyn Reede will have the PCs 
  arrested to serve time for a large crime (see Appendix 
  Five: Jail in Seltaren). 
  Encounter One – Part B: 
  The Coriner Estate 
  Elgin Coriner’s Estate is a large mansion with well 
  manicured grounds that back on to the east side of the 
  Soltara River where the river becomes a waterfall pouring 
  into Lake Seltaren.  A breathtaking view of Lower 
  Seltaren, Lake Seltaren and the surrounding countryside 
  can be seen from the Coriner’s backyard.  This is NOT 
  the Ilmaera Estate where most of the Coriner’s Galas are 
  held and it is NOT the Perine Estate, which is the 
  abandoned house of the Teranors.   Elgin’s estate is 
  nearby the Perine estate however. 
   
  The PCs will arrive at Elgin Coriner’s Estate, either 
  accompanying investigator Moore (see Lower Seltaren – 
  The Crowd) or on their own.  They will not be allowed in 
  if 
  they 
  are 
  not 
  dressed 
  appropriately 
  and 
  all 
  accompanying animals must stay in the stables or outside 
  the grounds (see Introduction One: Hired By Corwyn 
  Reede).  They will be greeted at the door by a servant.  If 
  the PCs manage to win an audience with Elgin Coriner 
  (see Elgin Coriner entry for more details), they will be 
  escorted to the patio, where Elgin Coriner is enjoying a 
  drink. 
   
  Read the following to the PCs: 
   
  You are led through the grand mansion of Elgin 
  Coriner towards the rear of the house.  Passing 
  through a set of gilded double doors, you find 
  yourself once again outside.  Your eyes flinch at the 
  change of light.  The sound of water roaring near by 
  catches your ear.  As your vision adjusts, an amazing 
  view unfolds before you.  The rushing water of the 
  Soltara River plummets over the cliffs of Upper 
  Seltaren, sweeping your eyes to the horizon and a 
  breathtaking view of Lower Seltaren and the 
  surrounding countryside. 
   
  Elgin Coriner sits at a finely wrought iron table in a 
  finely wrought iron chair.  He is enjoying a glass of 
  brandy.  He will be all business. 
  Elgin Coriner 
  A DC 10 Knowledge Nobility check lets the PC know 
  that House Coriner is fond of throwing parties and gala 
  events.  The House is not doing so well financially and 
  people say the Coriners throw their parties to cover up 
  this fact. 
   
  Elgin Coriner is a Suel man in his late 30’s.  He wears 
  his slightly greying hair pulled back in a ponytail.  He has 
  striking blue eyes and very angular features.  He is tall 
  and moves with cat like grace. 
   
  A DC 20 Knowledge (Nobility) check will reveal that 
  Elgin speaks curtly and has no patience for foolishness.  
  He is a busy man and will simply walk out of a room than 
  be subjected to insults or jests.  He is known to be as 
  brutal in conversation as he is with a blade.  Rumour has 
  it that he has been involved with more than one deadly 
  altercation in the past.  Unlike other Coriners, Elgin is 
  doing fine financially.  (*A member of the Black Blade 
  Fencing 
  School 
  will 
  automatically 
  know 
  this 
  information.*) 
   
  Elgin Coriner is a hard man to see.  He will not meet 
  with the PCs before the final encounter unless the PCs 
  expend a favour with a noble house from the Duchy or 
  make a DC 25 Diplomacy check.  Members of the Black 
  Blade Fencing School may reduce the check by 5 to a DC 
  20 Diplomacy check.  If the PCs have made contact with 
  the Rogues, Coriner will meet with the PCs only if they 
  have favour with the Rogues and ask the Rogues to 
  arrange a meeting.  Coriner will also meet with the PCs if 
  they recover the dagger and come to ask him about it or 
  return it.  Players may also expend a favour with any 
  noble of House Coriner to gain audience without a 
  check.  If at any time the PCs cause Elgin the slightest bit 
  of grief, he will get up and leave, sending in his servants 
  to escort the PCs out.  Anyone possessing enmity with 
  House Coriner will automatically be turned away and 
  will be unable to gain audience with Elgin Coriner. 
   
  Elgin Coriner is a graduate and strong supporter of 
  the Black Blade Fencing School.  While he does not deal 
  with the Rogues of Seltaren directly, his position with 
  the Black Blade Fencing School has allowed him certain 
  contacts and resources of which he occasionally takes 
  advantage.  Like most careful nobles in the Duchy, he has 
  URD6-01 An Accidental Murder 
   
  Page 9 
  
  a ring of mind shielding to prevent someone from reading 
  his thoughts. 
   
  Elgin will only tell the PCs the following: 
  • 
  According to Tovas’ account, the boys were lured 
  outside and attacked for their gold and valuables.  
  Bromar bravely fought back against the thieves and 
  with the assistance of the other boys, drove the 
  bandits off.  Before the bandits left, one of them 
  managed to corner Bromar and deal a death blow. 
  • 
  The killers appeared to be human males.  They were 
  dressed in black.  Bromar’s killer wore a blood red 
  scarf and large black hat. 
  • 
  IF the PCs ask, Elgin will mention that the killers 
  took something of value from Tovas that he had 
  borrowed without Elgin’s permission.  If the PCs 
  were to find this item, an ornate dagger of 
  sentimental value, they should bring it directly to 
  him.  For this service, he would be most grateful.  If 
  the PCs don’t ask, he won’t bring it up. 
   
  If the PCs confront Elgin Coriner with facts that 
  contradict the story told by Tovas Coriner, Elgin will 
  look unsurprised and will thank the PCs for the 
  information.  He is unflappable and will not give the PCs 
  any information he doesn’t want them to have. 
  Tovas Coriner 
  GMs Note: Tovas Coriner will only be available for 
  interview once.  After the first interview with the PCs, 
  Tovas will slip out to confront the swordsman and get 
  back his father’s dagger.  See Encounter Two – It’s A Trap 
  for more details.   
   
  Tovas Coriner is the son of Elgin Coriner.  Tovas is a 
  Suel boy in his mid teens of average height and a few 
  extra pounds.  He has his father’s shocking blue eyes but 
  lacks his poise and presence. 
   
  A DC 25 Knowledge Nobility check reveals that 
  Tovas is the prototypical spoiled rich kid.  He has no 
  respect for anyone except those he fears.  He obviously 
  fears his father.  Any PC using the threat of going to 
  speak with his father will gain a +2 bonus on Intimidate 
  and Diplomacy checks to get him to co-operate.  
  Members 
  of 
  the 
  Black 
  Blade 
  Fencing 
  School 
  automatically know this information. 
   
  Tovas’ recent actions have netted him a large bruise 
  on the right side of his face.  His father was not pleased to 
  discover his son had taken his ornate dagger.  The bruise 
  is fading but still obvious to anyone who spends more 
  than two minutes looking at the boy.  If pointed out, 
  Tovas claims he got it from the altercation with the 
  swordsman. 
   
  Elgin has given Tovas a ring of mind shielding, which 
  he wears on his left hand.  A man in Elgin’s position has 
  to be careful.  However, unlike his father, Tovas is not 
  very good at hiding his emotions. If the PCs make a DC 
  15 Sense Motive check during the interview, they can tell 
  Tovas is definitely concealing something.  He will not 
  reveal the truth to the PCs initially.  If the PCs find the 
  dagger, they can use it to exact the truth. 
   
  The PCs may wind up speaking to Tovas alone or in 
  the presence of his father.  The GM can decide which.   
   
  During the course of the interview, Tovas will not 
  show any particular concern about the death of his friend 
  Bromar and will show obvious disdain for the common 
  folk that live in Lower Seltaren.  He is the epitome of the 
  idle rich and could care less about the common folk.  If 
  Tovas’ father is present, Tovas will also glance nervously 
  at his father occasionally.  PCs making a DC 5 Spot check 
  will notice this.  If PCs attempt to Sense Motive (versus 
  Tovas’ Bluff +6), Tovas is holding back and appears 
  nervous about something. 
   
  Tovas knows the following: 
  • 
  He and his friends like to head down to the Bridled 
  Bramble Tavern.  They like to see who can stomach 
  the most of the swill they serve there before getting 
  sick.  The patrons are particularly amusing to watch. 
  • 
  The swordsman in the tavern was being particularly 
  insulting to the barmaid.  Tovas stepped into defend 
  her honor and challenged the man to a duel.  As they 
  left the tavern, the swordsman struck Tovas on the 
  side of the head (his explanation for the bruise).  
  Bromar jumped in to save Tovas but was killed for 
  his efforts.  He recovered quickly but not before the 
  mysterious swordsman could steal the dagger and 
  escape. 
  • 
  The swordsman seemed intent on the dagger the 
  entire time.  He clearly tricked Tovas outside into an 
  ambush to take the dagger.  If the swordsman had 
  faced Tovas fairly, he would have finished him off  
  • 
  The swordsman was a human male dressed all in 
  black except for a red scarf wrapped around his neck, 
  mouth and nose.  Tovas never got a good look at his 
  face. 
   
  If the dagger comes up in conversation, Tovas will 
  offer a reward to the PCs provided his father is not within 
  earshot of him.  He will request that the PCs bring the 
  dagger to him without alerting anyone else to its 
  discovery.  He will give each PC 50 gp for its return. 
   
  If the PCs recover the dagger, they can use it to force 
  the truth from Tovas.  The PCs can also confront Tovas 
  with the facts they were able to uncover.  Clever PCs may 
  convince Tovas that they sympathise with him.  Unlike 
  his father, Tovas will sing like a canary.  If the PCs press 
  for the truth, an opposed Intimidate, Diplomacy or Bluff 
  check (Tovas’ Sense Motive is +4) will reveal the 
  following information: 
  URD6-01 An Accidental Murder 
   
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  • 
  Tovas got sick on the escort the man was sitting 
  with.  It was really quite funny.  The swordsman 
  clearly had no sense of humour. 
  • 
  Tovas may also mention that he drew the dagger 
  along with his sword to duel the swordsman.  The 
  swordsman then cheated and drew two swords. 
   
  If the PCs ask about the woman, Tovas won’t be able 
  to give the PCs much information.  He will remember 
  getting sick on her, that she wasn’t very attractive and 
  that she was likely a lady of the evening though how she 
  managed to make any money was beyond him. 
   
  If the PCs ask for names of Tovas’ friends, he will tell 
  give them a list of names.  The GM can make up some 
  names or use some provided here: 
  • 
  Stenlac Verle 
  • 
  Clafin Baercol 
  • 
  Faetor Regin 
  • 
  Hayral Xiotha 
   
  Interviewing any of the friends will net the same 
  result.  They saw Tovas head outside to fight. By the time 
  they got there, Bromar was dead.  They went after the 
  swordsman but he escaped.  This avenue of investigation 
  will not yield any valuable information other than what is 
  listed above.  PCs could be sidetracked locating the 
  friends of Tovas Coriner.  If pressed for time, the GM 
  should avoid playing these NPCs out. 
  Encounter One – Part C: 
  Bridled Brambles Tavern 
  The Bridled Brambles tavern is an old mainstay for 
  the adventurers and Rhenee of Seltaren.  Located in 
  the lower market square, it doesn’t seem to have 
  suffered much from the waters that recently 
  suffused most of lower Seltaren.  Of course, it’s 
  somewhat hard to tell since the outside is a bit 
  worse for the wear.  However the inside is as cheery 
  as always, with a large man behind the bar and the 
  various low lifes occupying their typical stools.  
  Neither Roserio (the owner) nor Gwendolyn (the serving 
  girl) knows exactly what happened outside the tavern 
  that night.  It was a slow night and the only people in the 
  bar were the noble boys, the mysterious swordsman and 
  his unknown consort.  They both saw the incident that 
  started the duel but not the duel itself. 
  Roserio - Bartender & Owner 
  Roserio has brown hair, brown eyes, dark complexion.  
  Roserio has recently returned to his unhappy marriage to 
  his wife Geori.  He has two children (age 11 and 13).  
  Roserio is boisterous and friendly but has little patience 
  for trouble in his bar.  Roserio has no connections to the 
  Rogues of Seltaren but sometimes overhears things.  If a 
  PC has been to the Bridled Brambles before, Rosario will 
  recognise the PC. 
   
  When the PCs approach Roserio, he will be cursing 
  the name of Ray "Terminator" Yelir.  Read the PCs the 
  following: 
   
  As you approach the bar, you can’t help but 
  overhear a series of curses coming from the barman. 
   As he turns around you notice a large welt on his 
  jaw seconds before he puts a slab of raw meat over it. 
   
  “What do you want?  Not looking for work are 
  you?  My hired man hasn’t shown.  I guess that is 
  what I get for hiring a guy named ‘The Terminator’” 
   
  Like most days Ray hasn’t shown up for work.  Ray 
  seemed like a good guy who was down on his luck.  
  Roserio hired Ray to help out around the bar.  
  Unfortunately Ray, like most people that lead 
  adventurer’s lives, tends to be unreliable.  Roserio tried to 
  fire Ray once.  He wound up with a punch on the jaw and 
  Gwendolyn threatening to quit.  Roserio doesn’t want to 
  lose Gwendolyn so he keeps Ray on.  Roserio will ask if 
  they’ve seen a man fitting Ray’s description. 
   
  If the PCs decide to help around the place, Rosario 
  will have them lift heavy crates into the bar, have them 
  mop the crud off the floors and do general clean up.  Any 
  PC helping out around the place wins Rosario’s favour 
  and will receive the information he knows without any 
  call for a skill check.  He will also give them a free meal 
  and a drink and 2 silver a week (as that’s what he was 
  paying Ray). 
   
  As any D&D player knows, the bartender is a font of 
  information.  Roserio is no exception.  He is usually 
  happy to speak with people but today is different.  
  Rosario is grumpy because Ray hit him again and has 
  neglected to show up for work.  PCs making a DC 15 
  Diplomacy check will get Rosario talking.  Bribes or 
  offers to buy something will provide a bonus to the 
  check.  For every 5 gp the PCs spend, they will receive a 
  +2 to their check. 
   
  Rosario knows about everyday goings on in Lower 
  Seltaren but has been here long enough to know that 
  there are certain things you just don’t bring up.  The GM 
  may wish to use the Rumours chart (see Appendix Three 
  – Rumours) to insert a bit of flavour during this 
  encounter.  Roserio will discuss what he remembers 
  about the night of the incident.  Roserio doesn’t like 
  trouble so he remembers this night clearly. 
   
  What Roserio knows about the incident: 
  • 
  That Coriner kid and his friends were down here 
  causing problems again.  He’s a real brat.  Normally, I 
  don’t like trouble in my bar but there are some 
  people you just don’t mess with. 
  URD6-01 An Accidental Murder 
   
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  • 
  The Coriner kid had too much to drink and was 
  insulting another patron and his lady friend.  The 
  Coriner kid got sick on the lady.  The guy stood up 
  and slapped the kid across the face and challenged 
  him to a duel.  I couldn’t believe it.  They went 
  outside to settle things so I didn’t see what happened 
  next.  I had to clean up that kid’s mess. 
  • 
  The guy was dressed all in black and wore a big black 
  hat.  I never really got a good look at his face.  He 
  wore this red scarf over his lower face.  He certainly 
  wasn’t from around here.  He didn’t appear to have 
  any weapons on him so I’m not sure what he was 
  going to use for the duel. 
  • 
  I’ve never seen the woman before.  I know most of 
  the ladies around here.  She must be new in town.  
  Not the most attractive woman I’ve ever seen but I 
  guess when a fellow gets lonely, he’ll take whatever 
  he can get.  (*If the PCs speak with any of the other 
  call girls in Lower Seltaren, none of the women will 
  know of anyone matching that description.*) 
  • 
  Gwendolyn was working that night.  She served 
  them their drinks. 
  During questioning, allow the PCs to make a DC 15 
  Sense Motive check to notice that Rosario knows more 
  than he is saying.  If the PCs catch on and press him, have 
  the PCs make a second DC 25 Diplomacy check.  If they 
  succeed and promise to remain silent about where they 
  heard the information, Roserio will provide some more 
  information.  For every 5 gp the PCs slide Roserio’s way, 
  they can reduce the Diplomacy check by one.   In 
  addition, every hour working for Roserio will reduce the 
  DC by one. 
  • 
  The Coriner kid’s father is Elgin Coriner.  He is 
  extremely skilled with a blade and more than willing 
  to use it.  In fact there have been a few incidents in 
  the past where he settled an argument simply by 
  killing the person who disagreed with him. 
  • 
  Rumour has it that Coriner is connected to some 
  kind of elite fencing club though I don’t know of 
  any clubs of that kind that officially exist in this city 
  but there have been rumours about a secret club.  
  But those are just rumours. 
   
  If PCs ask about Berai the beggar, Roserio will tell 
  them the following: 
   
  “The dirty beggar is Berai.  He sleeps in the 
  alleys around here.  He usually tries to come in here 
  at least once a day to try and get a free drink and I 
  usually just throw him right out.  Lately, he has been 
  buying his drinks.  I’m not sure where he got the 
  money to buy drinks.  Someone must have dropped 
  it or felt sorry for him.” 
  Gwendolyn - Waitress  
  Gwendolyn is 22 years of age.  She is a pretty blonde 
  haired, blue-eyed woman who serves, cooks and 
  sometimes performs at the Bridled Brambles Tavern.  
  Gwendolyn is a bit of a flirt (helps with the tips) and if 
  any PC shows any interest, she will invite them to see her 
  sing in a few nights.  Gwendolyn is NOT the previous 
  barmaid from the Night Where Nothing Happens 
  interactives – that was Celeste and she has since opened 
  up a ribbon shop in the square. 
   
  Gwendolyn was working that night.  She served 
  Tovas Coriner and his friends the night of the skirmish.  
  She will be able to tell the PCs the following: 
  • 
  Tovas Coriner and his friends come down every so 
  often.  Apparently they think it is funny to go 
  “slumming” as they call it.  I don’t enjoy serving 
  them but when they’ve had too much to drink they 
  tend to tip really well, whether they know it or not. 
  • 
  Tovas Coriner was being particularly rude that 
  evening.  His friend Bromar kept him from getting a 
  punch in the nose.  Bromar Reede seemed like a nice 
  kid.  I liked him.  He should never have stepped in 
  to save Tovas Coriner but I guess that is what the 
  good ones do.  They help their friends even if they 
  don’t deserve it. 
  • 
  The man in black told Tovas Coriner to keep it 
  down.  Tovas came over to their table and began 
  insulting them.  He then forced himself to be sick on 
  the woman.  The guy stood up and slapped the kid 
  across the face and challenged him to a duel.   
  • 
  I didn’t see the duel but I did step outside after I 
  heard several shouts and screaming.  By the time I 
  moved outside, there was only Bromar’s body laying 
  on the ground.  He had been stabbed in the chest 
  and was bleeding very badly.  The swordsman and 
  the other noble boys had disappeared.  I sent word 
  for the Watch and stayed by the body until the 
  Watch arrived. 
  • 
  I served the man in all black.  He never said one 
  word the entire time.  The woman he was with did 
  all the speaking. 
  • 
  I think the swordsman was rich.  There was five gold 
  left on his table to cover the bill. 
  • 
  The guy was dressed all in black and wore a big black 
  hat.  I never really got a good look at his face.  He 
  wore this red scarf over his lower face and he kept 
  his hat pulled down low.  He certainly wasn’t from 
  around here.  I didn’t notice that he had a weapon 
  but he must have to challenge someone to a duel. 
  • 
  I’ve never seen the woman before.  She acted like a 
  call girl but she wasn’t from around here. (*If the 
  PCs speak with any of the other call girls in Lower 
  URD6-01 An Accidental Murder 
   
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  Seltaren, none of the women will know of anyone 
  matching that description.*)   
  If the PCs ask Gwendolyn about Berai the Beggar, she 
  will tell them that he sleeps in the alleys around here and 
  that he is always coming in here to get free drink.    Every 
  so often, Gwendolyn takes Berai some food.  Roserio 
  usually throws him out but recently Berai has been in 
  spending money.  She has no idea where he got it.  She 
  didn’t give it to him.  She’ll make a comment along the 
  lines of “He wasn’t always this messed up.” 
  Encounter One – Part D: 
  Money Changes Everything 
  GM NOTE 
  The following event can be placed in to the course of the 
  adventure whenever the GM feels it is appropriate.  This 
  event will provide the players with some more 
  information about what is going on.  If the PCs have 
  already spoken with Berai and gotten information from 
  him, this event is not necessary but is still fun to run to 
  give the PCs the sense that time passes in Seltaren and 
  people in Seltaren are acting independently of the PCs. 
   
  While the PCs are at the Bridled Brambles Tavern, 
  Berai the Beggar will come in to buy a drink.  The PCs 
  will overhear Roserio shouting at Berai.  If the PCs never 
  get to the Bridled Brambles, feel free to alter the box text 
  below for a different location. 
   
  Read them the following box text: 
  “I thought I told you to stay out of my bar Berai!  I 
  don’t want you in here hasseling my customers for 
  money!” Roserio yells at a grubby looking man with 
  a straggly matted beard and red, watery eyes. 
   
  “MONEY!  DRINK!  Dirty things rumble talk up 
  there” the man mutters incoherently placing a gold 
  coin on the bar with his rough, dirty hand. 
   
   “Where did you get that kind of money?  Never 
  mind, here’s your drink!” Roserio replies, quickly 
  grabbing the coin as though it were about to 
  disappear. 
  Berai the Beggar 
  Berai the Beggar lives in an alley near the Bridled 
  Brambles Tavern.  Many garbage cans serve as his buffet 
  and an old box serves as his home.  One might think 
  Berai is a dwarf if he were not so tall (5’9”).  He has a long, 
  thick grey beard, dirty long coat and garbled speech.  He 
  constantly mumbles to himself.  No one really knows 
  that much about Berai since most people don’t bother to 
  take the time to speak with him.  Those that do, have a 
  hard time understanding the words coming out of his 
  mouth. 
   
  Anyone walking around Lower Seltaren can make a 
  DC 10 Spot check to see Berai moving about his alley 
  home, looking suspiciously over his shoulder ever now 
  and then.  Berai isn’t in any danger; it is just something 
  he does. 
   
  The night of the duel, Berai was sleeping in a nearby 
  alleyway when he heard the commotion.  He went to 
  investigate and witnessed the duel.  He saw Tovas 
  Coriner get disarmed.  He saw Bromar Reede try to save 
  Tovas’ life.  He saw the rest of the boys attack the 
  swordsman.  More importantly, he witnessed a very 
  expensive looking dagger drop into the sewer grating the 
  fight was happening on.  Berai snuck from his alley, 
  crawled into the sewer, and claimed the dagger.  After he 
  picked it up and came back to the surface, a woman he 
  had never seen before (Ora disguised as the streetwalker) 
  offered him 20 gp for the dagger.  Berai, figuring he had 
  hit the jackpot, sold her the dagger and returned to his 
  alley. 
   
  If the PCs try to speak with Berai, he will refuse to 
  talk until they buy him a drink.  Berai will give the PCs a 
  piece of information for each drink they buy him.  After 
  six drinks, Berai will become too incoherent to 
  understand and will pass out on the table.  Let the PCs 
  know that Berai is becoming more and more drunk and 
  that they have a limited window of opportunity to ask 
  questions.  The answer to each question will require a 
  drink so frivolous questions could cause the PCs to miss 
  out on an important clue.  Roserio will drag him outside 
  and leave him to sleep it off.  Roserio won’t allow Berai to 
  be abused by the PCs, so things like dumping him in cold 
  water won’t be allowed. 
   
  Berai will notice any drink with no alcohol and will 
  throw it on the floor.  He will only respond to alcohol 
  drinks.  A Delay Poison spell will halt the drink count 
  until the spell wears out.  A Neutralise Poison spell will 
  reset the drink counter to zero.  Berai will still be addled.  
  It is not the drink that is causing him to make no sense. 
   
  As the PCs ask questions about the happenings of 
  that night, Berai will reveal the bits of information.  Berai 
  will answer questions as best he can with the information 
  below.  At other times, he will supply a seemingly 
  inappropriate answer.  Below is a list of Berai’s responses: 
  • 
  A woman gave me gold.  Bought my dagger.  My 
  dagger.  Pretty black dagger. 
  • 
  The dagger came from the kid.  The kid that took my 
  dagger in the first place.  He has my money.  I 
  should be rich.  But I sold his dagger.  My dagger.  
  Now I’m rich. 
  • 
  She was a nice lady.  I’ve never seen her before.  She 
  made me rich.  She knew about my dagger. 
  • 
  That man in black was skilled.  Two swords against 
  nine.  He fought off all those swords.  He gave me 
  URD6-01 An Accidental Murder 
   
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  that dagger!  Knocked it out of the boy’s hand!  My 
  dagger. 
  • 
  Kid ran from fight after man killed his friend.  His 
  friend died so that boy who stole my money could 
  run away!  Coward.  But he left his dagger.  My 
  dagger. 
  • 
  The boy came back for his dagger.  I HATE HIM!  
  Stole my money.  I should be rich.  I laughed at him. 
   He wanted his dagger.  I sold his dagger! 
  • 
  They took it… It was mine.  They…  My dagger. 
  • 
  I live in a box! 
  • 
  Any other gibberish you wish to make up to fill out 
  Berai’s conversation. 
  Encounter One – Part E: 
  The Upper Seltaren Watch 
  Upper Seltaren Guard House 
  Bromar Reede was killed two weeks ago in Lower 
  Seltaren.  The happenings in Lower Seltaren are rarely 
  the concern of those in Upper Seltaren.  However, 
  Bromar Reede belonged to one of the largest noble 
  houses in the Duchy.  His father Corwyn was nearly 
  inconsolable over Bromar’s death.  He demanded the 
  Watch take action to find his son’s murderer.  When one 
  of the more influential members of House Reede exerts 
  his power, people tend to sit up and listen.  Such is the 
  case with the Seltaren Watch. 
   
  Currently the Watch is stretched rather thin and is 
  openly recruiting adventurers to help them with their 
  investigation.  They have multiple patrols combing 
  Seltaren looking for any possible leads.  PCs will notice 
  an increased Watch presence as they move about Seltaren 
  during the course of this adventure. 
   
  The Watch has not uncovered the name or 
  whereabouts of the killer but they have recently been 
  receiving tips leading them to several illicit gambling and 
  smuggling operations in Lower Seltaren.  The source of 
  these tips is unknown.  The head of the Upper Seltaren 
  Watch and the man overseeing this case is Captain 
  Fridden Moirek. 
   
  When the PCs show up at the Upper Seltaren Watch 
  Tower, read the following box text: 
   
  Upon entering the Upper Seltaren Watch 
  Tower, you are greeted with a stern, official tone by 
  an armor clad man sitting behind a desk.   
   
  “Please have a seat.  I will deal with you shortly.” 
   
  The man behind the desk is Constable Wolsten 
  Rudd.  Use the stats for a typical Upper Seltaren 
  Constable for Constable Rudd.  Rudd is currently in 
  charge of handling all the paperwork created by recent 
  watch activity.  He is not pleased with his duty and when 
  the PCs speak with him, he will have an unfriendly 
  attitude.  If the PCs attempt to speak with him, he will 
  inform them with a commanding voice “I am busy and 
  will get to you in just a minute.”  If the PCs wait a few 
  minutes, he will finish his task and will help the PCs sign 
  up for Watch duty.  He will produce a ledger and quill for 
  the PCs to sign.  However, Constable Rudd will not 
  provide any extra information to the PCs unless they can 
  shift Rudd’s attitude to friendly or better (see Constable 
  Rudd entry for more details).   
   
  The position of Watchman is currently paying 5gp a 
  week, thanks to Lord Reede.  The PCs will be required to 
  work shifts patrolling the city looking for any criminal 
  activity and specifically anything leading to the capture 
  of a mysterious swordsman current at large.  The PCs 
  must work one week before they get paid.  Should the 
  PCs accept the position, they will be asked to sign their 
  names in the ledger.  The PCs will then be outfitted with 
  tabards baring the Seltaren Watch symbol and given a 
  Watch signal whistle.  Once the PCs are properly 
  outfitted, they will be instructed to report to the Lower 
  Seltaren Watch Station for duty.   
  Constable Wolsten Rudd 
  Constable Wolsten Rudd is a burly Oeridian male 
  human.  He would much rather be out on patrol than 
  sitting behind a desk filling out paperwork.  Wolsten 
  Rudd dislikes it when people point out his last name is 
  the same as the deity.  He is really sick of hearing about 
  it. 
   
  Constable Rudd is currently unfriendly.  PCs will 
  have to make a DC 25 Diplomacy check to get him to 
  talk.  PCs belonging to militant type meta-org (such as 
  the Ducal Guard or militant branches of a church) get a 
  +2 on their Diplomacy check with Constable Rudd.  If 
  they succeed at getting Wolsten Rudd to talk, this is what 
  he knows: 
  • 
  The recent patrols have been catching a lot of 
  criminals which means I’m stuck here doing 
  paperwork.  If I could get out there, I’m sure I could 
  find this killer. 
  • 
  Lord Reede of House Reede is funding us to capture 
  his son’s killer.  I’m sure all this funding will end 
  once we capture the villain.  
  • 
  Lord Reede’s son was named Bromar Reede.  He was 
  killed by a mysterious swordsman in Lower Seltaren 
  outside the Bridled Brambles Tavern two weeks ago. 
  • 
  Lord Reede is not happy with Captain Moirek and 
  the watch.  I heard them arguing the other day.  I’m 
  not exactly sure what it was about because I just 
  caught the tail end of it. 
  URD6-01 An Accidental Murder 
   
  Page 14 
  
  • 
  Someone has been passing us information about 
  criminal activity.  No one knows who is sending 
  these tips but they’ve helped us capture several 
  known criminals.  Unfortunately, now I’m stuck 
  doing the paperwork for it. 
   
  If the PCs try to obtain an audience with Captain 
  Moirek from Constable Rudd, a DC 25 Bluff or 
  Diplomacy check will get them in.  If a PC expends a 
  favour of a noble house, they will automatically get in to 
  see the Capatain.  If the PCs mention that they are 
  working for Corwyn Reede, Constable Rudd will simply 
  state that Captain Moirek is out and that he isn’t sure 
  when he’ll be back.  No skill check will change Rudd’s 
  response though expending a favour would.  Captain 
  Moirek has left specific instructions not to be disturbed 
  by Corwyn Reede or anyone working for him.   
  Watch Captain Fridden Moirek  
  Captain Fridden Moirek is a gruff law abiding, by the 
  book individual.  He is a half Suel/half Oeridian male in 
  his early 30’s with short black hair and healthy, athletic 
  frame.  Until recently he enjoyed his job as Watch 
  Captain.  While he appreciates the extra resources gained 
  from Corwyn Reede’s patronage, he resents Lord Reede’s 
  constant meddling into the way he commands his men 
  and performs his duties. 
   
  The PCs will not be able to seek an audience with 
  Captain Moirek unless they expend a favour of a noble 
  house other than House Reede or make a DC 25 Bluff or 
  Diplomacy check.  Captain Moirek has left strict 
  instructions that he is not in if Lord Reede or anyone 
  representing him turns up wishing to speak with him.  
  He has had more than his fill of Lord Reede. 
   
  If the PCs manage an audience with Captain Fridden 
  Moirek, he knows the following: 
  • 
  Lord Reede’s son was named Bromar Reede.  A 
  mysterious swordsman killed him in Lower Seltaren 
  outside the Bridled Brambles Tavern two weeks ago. 
   Bromar was at the Tavern with his friend Tovas 
  Coriner and some other boys.   
  • 
  He has spoken with Tovas Coriner about the attack.  
  He thinks the boy is lying about the events that took 
  place but his description of the killer seems to match 
  with those of other eyewitnesses.   
  • 
  He appreciates Lord Reede’s patronage.  The extra 
  resources are welcome.  However, Lord Reede’s 
  investigation is stretching Watch resources very 
  thin.  The men are tired and becoming unwilling to 
  work the long hours Lord Reede is demanding.  He 
  doesn’t know how much longer he can keep the men 
  happy. 
  • 
  He has recently decided to bring in an outside 
  investigator by the name of Canric Moore.  He is 
  hoping Canric can help bring this investigation to a 
  close so that Lord Reede will cease interfering in 
  Watch matters.  Moore should be arriving sometime 
  today. 
  • 
  They believe they are looking for a man, 
  approximately 5’10”, and has a slight build.  The 
  culprit has been seen clad head to toe dressed in 
  black, with a large black hat and red scarf concealing 
  his face.  He is apparently very skilled with a sword.  
  Rumour has it that he is adept at wielding two 
  swords at the same time. 
  • 
  Apparently the swordsman has struck again since 
  the killing.  A group of local vigilantes attempted to 
  capture the swordsman in the hopes to collect the 
  reward being offered by Lord Reede.  The 
  swordsman eluded capture and several of the 
  vigilantes were injured.  I do not approve of 
  vigilantes. 
  • 
  The recent arrests have been thanks to a secret 
  informant.  He doesn’t know who is sending the tips 
  but he is grateful. 
  • 
  He would be very appreciative if the PCs would sign 
  on with the Watch.  The job pays 5 gp a week and 
  there would be definite rewards for anyone solving 
  this case. 
  Encounter One – Part F: 
  The Lower Seltaren Watch 
  Read the following text for PCs entering the Lower 
  Seltaren Watch Tower:  
   
  As you enter the Lower Seltaren Watch Tower, a 
  melodious male voice echoes throughout the main 
  greeting area.  Leaning back in his chair is a short, 
  swarthy Baklunish male with his feet up on his 
  desk, singing a bawdy tune. 
   
  “Are you here on business or pleasure?” the 
  guard says through a large, white smile. 
   
  The guard behind singing and relaxing at a desk is 
  Constable Hallall Temor.  If the PCs are reporting for 
  Watch patrol duty, Constable Temor will brief them on 
  their duties.  He will also try and get a sense of what the 
  PCs are all about.  Constable Temor is friendly with the 
  Rogues of Seltaren and will try and ascertain if the PCs 
  would be open to assisting the Rogues.  He will ask them 
  about where they are from, what adventures they have 
  been on, what skills they have to offer.  He will be 
  particularly interested to find out if any of the PCs are 
  rogues or possibly bards.  If the PCs seem open to the 
  idea of bending the law, he will make a note of this and 
  pass this information along to the rogues.  He will be very 
  interested to find out that a special investigator is being 
  brought in to investigate Lower Seltaren.  He will try and 
  pump the PCs for information regarding the investigator 
  if they bring it up. 
  URD6-01 An Accidental Murder 
   
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  If the PCs are signed up for guard duty, Constable 
  Temor will order the PCs to carry out a patrol of the 
  Lower Market Square and report back to the Lower 
  Seltaren Watch Tower in one hour.  If the PCs are not 
  signed up for guard duty, he will suggest they head up to 
  the Upper Seltaren Guard Tower and sign up.  He will 
  also pass along some rumours about Lower Seltaren to 
  the PCs if they ask.  (See Appendix Three: Rumours).  If 
  the PCs are also working for the Rogues, Temor will let 
  the PCs know indirectly (DC 10 Sense Motive check or 
  through roleplaying) that he would gladly provide the 
  PCs with Watch outfits and signal whistles for a small fee 
  if they didn’t wish to sign up with the watch. 
  Constable Hallall Temor 
  Constable Hallall Temor is a short, stocky Baklunish man 
  in his mid 20’s with a very laid back demeanor.  He has 
  dark shoulder length hair that he keeps greased and 
  tucked behind his ears.  He smells strongly of spices and 
  has a very loud speaking voice.  He loves to sing. 
   
  Constable Temor is a Rogue friendly.  He passes 
  them information about watch activity in Lower Seltaren 
  for a fee.  He is not adverse to hard work but fails to see 
  the point.  Even with increased Watch activity, Temor is 
  still leading a relaxed lifestyle. 
   
  Constable Hallall Temor knows the following: 
  • 
  The sons of nobles like to sometimes come down to 
  Lower Seltaren to play.  They frequent the Bridled 
  Brambles Tavern and live out their hedonistic 
  lifestyles.  Their activities are generally tolerated 
  because of the money they spend and the power that 
  the nobles have in the Duchy. 
  • 
  Tovas Coriner is the bratty son of Elgin Coriner.  He 
  comes down to Lower Seltaren almost weekly with 
  his friends.  Most let him have his way because of 
  Tovas’ father.  He is not a very nice man. 
  • 
  They believe they are looking for a man, 
  approximately 5’10”, and slight build.  The culprit 
  has been seen clad head to toe dressed in black, with 
  a large black hat and red scarf concealing his face.  
  He is apparently very skilled with a sword.  Do not 
  engage him if you can help it. 
  • 
  He was on duty the night of the killing two weeks 
  ago.  He went to the Bridled Brambles Tavern and 
  investigated the crime.  He spoke with the barmaid 
  Gwendolyn before some Upper Seltaren Watch 
  showed up and took over. 
  Encounter One – Part G: 
  The Rogues of Seltaren 
  If the Rogues did not hire the PCs, let the PCs know that 
  they may make contact at any time by expending a favour 
  with the Rogues of Seltaren.  If they do, they will be 
  passed a note (see Player Handout One) in secret.  The 
  note will provide instructions for the PCs to follow.  If 
  they inform the law about the meeting, or have someone 
  who has the enmity of the Rogues, the Rogues will not 
  follow through with the meeting.   
  The Meeting 
  If the coast is clear and the PCs follow instructions 
  exactly, they will be met by a beautiful young woman 
  who will ask them to help her pick out a special poem for 
  her beloved.  She will say her name is Ansia and will lead 
  them to Heart Scrolls and ask them to go in and get a 
  special poem.  Her boyfriend is nearby and she doesn’t 
  want him to know.  The PCs are to ask for Ansia’s Special 
  Poem.  Once inside, the PCs will be greeted by Leloc and 
  Amora, the owners of Heart Scrolls. Leloc and Amora will 
  make small talk, eventually asking the PCs if they are 
  interested in poetry.  If the PCs indicate they are here to 
  purchase a special poem, Leloc will lead them into the 
  back room.  Any PC with the emnity of the Rogues will 
  be asked to leave the shop.  Leloc will make some excuse. 
   He will then inform the rogues that the PC is in town. 
   
  If the PCs were contacted by the Rogues earlier 
  (Introduction Two), they will recognise Leloc as the 
  merchant that presented them with the dropped scroll on 
  the street.  If any of the PCs have adventured in Seltaren 
  before, Leloc will know the PCs name and something 
  about that PC. 
   
  Amora appears to be Suloise, in her twenties, with 
  platinum blonde hair, and pale blue eyes.  A pin in her 
  hair is a hat of disguise; without it she is rather plain and 
  of mixed race.  Leloc pretends to be Amora’s husband.  In 
  reality they both work for “Masseri” and the Rogues of 
  Seltaren.  They are assigned to run the Heart Scrolls shop 
  together.  They can’t stand each other, but pretend to be 
  deeply in love.  Leloc is a terrible flirt and his constant 
  flirting grates on Amora’s nerves.  The two will 
  frequently trade verbal insults “purely out of love”. 
   
  In the backroom the PCs will meet Tessa, a Suel 
  woman in her late 20’s.  Tessa has bright red hair held 
  back by large ribbon that she bought from Celeste and 
  her new ribbon shop.  She will greet the PCs by name.  If 
  the PCs were contacted by the Rogues to help out, read 
  the box text below.  If the PCs are here for more 
  information, Leloc will escort the PCs into the back to see 
  Tessa.  In this case, skip ahead to What Tessa Knows. 
   
  “I’m glad you could make it.  I’m sorry for the 
  subterfuge but these are dangerous times for 
  someone of my occupation.  My name is Tessa and I 
  have been instructed to ask a favour of all of you. 
   
  Very recently, an attempt was made on the life 
  of a noble boy by the name of Tovas Coriner.  Young 
  Coriner managed to escape with his life, however 
  his friend Bromar Reede did not.  What is worse is 
  that young Coriner dropped a very valuable item, an 
  URD6-01 An Accidental Murder 
   
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  ornate dagger that we would very much like to see 
  returned to its rightful owner.  In the wrong hands, 
  the item could cause considerable damage to certain 
  parties. 
   
  Furthermore, the death of a noble’s son in 
  Lower Seltaren has made life uncomfortable here 
  thanks to the increased presence of the Seltaren 
  Watch. 
   
  My friends and I feel that it would be in 
  everyone’s best interest if this whole mess ended as 
  soon as possible.  The best way to do this would be to 
  catch the killer and hand him over to Corwyn Reede. 
   
  Should you succeed in finding the killer and 
  help alleviate the increased watch presence from 
  Lower Seltaren, you will be rewarded for your 
  troubles.  And if along your travels you should find 
  our friend’s missing dagger, we would greatly 
  appreciate its return.  Do we have a deal?” 
   
  An exact figure will not be discussed.  The PCs must 
  simply take Tessa’s word on good faith. 
   
  What Tessa Knows: 
  • 
  It is believed they are looking for a man, 
  approximately 5’10”, and has a slight build.  The 
  culprit has been seen clad head to toe dressed in 
  black, with a large black hat and red scarf concealing 
  his face.  He wields two magical rapiers and is 
  incredibly skilled with them. 
  • 
  Both times the mysterious swordsman has been seen 
  in Lower Seltaren.  The first time was at the Bridled 
  Brambles Tavern at the Lower Market Square.  The 
  second time was during an attempted ambush near 
  the Warehouse Docks. 
  • 
  The Seltaren Watch is being overseen by Captain 
  Fridden Moirek who can usually be found in the 
  Upper Seltaren Watch Tower.  He is being directed 
  by Corwyn Reede, who has successfully lobbied and 
  partially funded the recent increase in Seltaren 
  Watch.  The watch is currently hiring adventurers to 
  help fill out its ranks.  You might be able to get more 
  information if you join the Watch. 
  • 
  If the PCs ask about the dagger, Tessa will ask that 
  the dagger be brought to her lest it fall into the 
  wrong hands.  She will advise against taking the 
  dagger to the authorities.  She will not reveal who 
  the dagger belongs to though the PCs will likely be 
  able to guess. 
   
  Tessa will inform the PCs that should they need to 
  reach her, they should leave word with Leloc and Amora 
  at this shop.  If she receives any new information, Tessa 
  will contact the PCs.  She’ll know where to find them. 
   
  Tessa is actually the cover identity of Ora Venn.  She 
  is wearing a ring of mind shielding and has cast Nystul’s 
  magic aura to conceal all of her magic items.  Ora has 
  received orders from higher up and is carrying them out 
  to maintain her cover. 
  Encounter Two: 
  It’s A Trap! 
  GMs Note 
  Encounter Three must be run directly after Encounter 
  Two.  The two encounters are separated to make it easier 
  for the GM to follow the flow chart provided with the 
  adventure but the two encounters are actually two parts 
  of one big encounter. 
   
  The PCs may arrive at this encounter in one of two 
  ways: The Letter or The Crowd. 
   
  The Letter lead-in occurs when the PCs are visiting 
  the Coriner Estate a second time but BEFORE they have 
  rescued Tovas from the sewers.  Tovas Coriner after 
  having spoken to the PCs will then slip out to confront 
  the swordsman and get back his father’s dagger.  Lord 
  Coriner will have discovered that his son is being 
  blackmailed and will ask the PCs to fetch him. 
  The Crowd lead-in occurs when the PCs are moving 
  about Lower Seltaren during the course of their 
  investigation and can occur at any time.   
  The Letter 
  Tovas Coriner will eventually leave the Coriner Estate to 
  track down his attacker.  The PCs may wish to return to 
  the Coriner Estate during their investigation.  If the PCs 
  arrive at the Coriner Estate a second time (and before 
  rescuing Tovas Coriner in Lower Seltaren) then the GM 
  should insert this hook to help direct the PCs.  Read the 
  following box text: 
  One of Coriner’s servants interrupts, “Excuse me sir 
  but I have some rather important news.” 
   
  Elgin Coriner excuses himself for a moment to 
  speak with the servant in private.  He is gone for 
  only a moment before he returns to address you. 
   
  “It seems you may be of some use after all.  My 
  servant found a note in my son’s room.  The note is 
  from an anonymous party claiming to have found a 
  valued possession of mine.  There are instructions 
  for my son to head to the fountain in Lower Seltaren 
  and bring 100 gold with him. 
   
  Since you are so concerned with my private 
  affairs, you could involve yourself further by going 
  down to Lower Seltaren and retrieving my son 
  before he does something else foolish.” 
   
  If asked about the missing valuable item, he will tell 
  PCs (if he hasn’t already) that his son took a valuable 
  ornate dagger from him without his permission.  He will 
  URD6-01 An Accidental Murder 
   
  Page 17 
  
  not reveal any more info about the dagger but will ask the 
  PCs to return the item should they find it. 
   
  Elgin Coriner will have nothing more to say and will 
  head to his study with instructions not to be disturbed 
  until Tovas has returned.  He will not have the note and 
  will not produce it.  If the PCs appear to be delaying, he 
  will suggest that they get moving. 
  Lower Seltaren – The Crowd 
  The PCs will either arrive in Lower Seltaren as part of 
  their travels around the city or from the lead provided by 
  Elgin Coriner.  Those PCs working for the Watch will 
  likely be out on patrol.  PCs meeting with the Rogues 
  may be down in Lower Seltaren leaving the Heart Scroll 
  shop after meeting with Tessa. 
   
  When the PCs near the Lower Market Square, they 
  will see a large crowd gathered.  The crowd is starting to 
  disperse and is all a buzz with the recent goings on.  The 
  PCs will overhear various members of the crowd talking 
  about seeing mysterious swordsman having just been 
  there. 
   
  Ideally this will prompt the PCs to ask the locals 
  about what happened.  If the PCs are working for the 
  Watch, one of the locals will actually approach the PCs 
  and tell them what happened.  If the PCs are still not 
  biting, one of the locals could approach the PCs and start 
  up a conversation. In either case, read the following box 
  text: 
  “Can you believe that?  That mysterious swordsman 
  that everyone has been talking about was just right 
  here!  He and a bunch of noble kids were fighting.  
  That swordsman was holding all six of them off at 
  once.  It was amazing!  But as soon as it started, the 
  swordsman took off running.  Those noble kids 
  were chasing right behind him.  I saw them head 
  that way.” 
   
  If the PCs don’t head after the kids and swordsman, a 
  local will run up to the adventurers claiming to have seen 
  the boys run into the sewers after the swordsman.  He 
  then heard a terrible roar and fighting.  If the PCs still 
  don’t go in, the monster will kill the boys, eat them, then 
  move along.  The Nimblewright disguised as Tovas 
  Coriner will come staggering out of the sewers and will 
  head back home.  The PCs will gain no experience for 
  this encounter. 
  The Sewers  
  Heading in the direction the local points out leads the 
  PCs to an open sewer grating.  It is obvious that the boys 
  headed down here.  There are sounds of battle coming 
  from the sewers punctuated by a loud inhuman cry.  If 
  the PCs enter the sewer and go down the tunnel they will 
  come across the end of a battle.  A sewer creature has 
  finished off the last of the boys and now turns its 
  attention to the PCs. 
   
  There are metal rungs fastened to the wall to climb 
  down on, which is a DC 5 Climb check.  The drop into 
  the sewers is 15 feet.  The PCs will start 30 feet from the 
  tunnels end.  The sewer then becomes a circular room 20 
  feet in radius.  The monster(s) is in this room surrounded 
  by the bodies of Tovas’ dead noble friends (see name list 
  in Encounter One: Part B – Tovas Coriner).  There are 
  four tunnels out of the room in north, south, east and 
  west positions.  It doesn’t matter which tunnel the PCs 
  start in.  Along the walls are 2 foot wide walkways for PCs 
  to use if they don’t wish to step in raw sewage.  Due to the 
  slipperiness of the walkways, PCs cannot charge or 
  tumble unless they make a DC 10 Balance check.  The 
  depth of the sewage is about a foot deep.  It will halve 
  movement and prevent charging for anyone standing in 
  it.  See map for details. 
   
  Two continual flame torches light the area where the 
  sewer creature is.  The noble boys dropped them on the 
  walkways so they could fight the creature and still see.  
  There is no other light source in the sewer save light 
  from the occasional opening to the surface.  
   
  In addition, the entryway that the players arrive 
  through has been damaged during the fighting.  Part of 
  the wall will fall in when jostled by the arrival of the first 
  character, possibly hitting that character.  The trap will 
  not activate on anyone simply jumping into the sewers.  
  It will only activate on anyone using the wall or wall 
  rungs as part of an attempt to climb down.  This is treated 
  like a trap, but due to its nature, Knowledge 
  (Architecture and Engineering) and Profession (Miner) 
  can be used in addition to trapfinding or dwarven 
  stonecunning to locate the danger and disarm it. 
  APL 2 (EL 4) 
  � Collapsing Wall Trap: CR 2; mechanical device; 
  touch trigger; no reset; rockfall, +6 melee attack, 3d6 
  damage; Search DC 16; Disable Device DC 16. 
  � Monstrous Spider, Large: hp 22; see Monster 
  Manual v3.5 page 289. 
  APL 4 (EL 6) 
  � Collapsing Wall Trap: CR 3; mechanical device; 
  touch trigger; no reset; rockfall, +9 melee attack, 5d6 
  damage; Search DC 18; Disable Device DC 18. 
  � Otyugh: hp 36; see Monster Manual v3.5 page 204. 
  APL 6 (EL 8) 
  � Collapsing Wall Trap: CR 5; mechanical device; 
  touch trigger; no reset; rockfall, +15 melee attack, 7d6 
  damage; Search DC 20; Disable Device DC 20. 
  � Shambling Mound: hp 60; see Monster Manual v3.5 
  page 222. 
  APL 8 (EL 10) 
  � Collapsing Wall Trap: CR 7; mechanical device; 
  touch trigger; no reset; rockfall, +21 melee attack, 10d6 
  URD6-01 An Accidental Murder 
   
  Page 18 
  
  damage; Search DC 22; Disable Device DC 22. 
  � Shambling Mound (2): hp 60; see Monster Manual 
  v3.5 page 222. 
  Developments: 
  See 
  the 
  next 
  encounter 
  for 
  developments after the PCs have defeated the monsters 
  and overcome the trap. 
  Encounter Three: Will The Real 
  Coriner Please Stand Up? 
  Tovas Coriner the Second 
   
  Disguised as the mysterious swordsman, Ora ran 
  into the sewers with the boys hot on her heels.  There, 
  she lured them into the lair of a creature that had made 
  the sewers its home.  While the creature took care of 
  Tovas’ friends, she took care of Tovas Coriner.  She has 
  made the Nimblewright look like Tovas Coriner using 
  her Disguise skill and her Hat of Disguise.  She has masked 
  all magical auras of the Nimblewright’s gear using her 
  Nystul’s magic aura to help avoid detection.  Of course, any 
  PC using any means to detect a construct will be able to 
  do so.  Once the monster has killed the remaining boys, 
  Ora will send the Nimblewright back out of the sewers to 
  assume the role of Tovas Coriner.  She will then dispose 
  of Tovas’ body, careful to not leave any tracks by wading 
  through the water. 
   
  Once the PCs defeat the sewer creature, the new 
  Tovas will appear out of the shadows.  He will thank the 
  PCs for saving him.  He will admit he was hiding, afraid 
  for his life.  If the PCs were forced to flee from the 
  monster, the new Tovas will have managed to escape, 
  emerging shaken and in shock from the sewers.  He will 
  simply wish to return home to his room and will ask that 
  he be allowed to return home.  He will not allow himself 
  to be taken into the Watch.  He will use his nobility to 
  threaten the watch and insist he be taken home.  The 
  guards will comply.  The new Tovas still has a Ring of 
  Mind Shielding so reading his thoughts is impossible 
  while the ring is on.  In addition, if the PCs cast a spell on 
  him that is foiled by the niblewright’s SR, he will point to 
  another nice looking ring (with Nystul’s Magic Aura) and 
  say that it protects him (from whatever was just used – 
  for example, mind blank for spells and abilities that are 
  mind-affecting). 
   
  If the PCs ask for it, they may make a DC 20 Sense 
  Motive check to tell that something is not quite right 
  with the new Tovas Coriner.  Since Ora disguised the 
  Nimblewright and it is wearing a Hat of Disguise, PCs 
  must make a DC 33 Spot check to notice that the 
  Nimblewright is indeed wearing a disguise.  The 
  Nimblewright won’t say much, pretending to be in 
  shock, but if the PCs are convincing and manage to get 
  the Nimblewright to speak, they may make DC 20 Listen 
  check to notice that something is off with Tovas’ voice.  If 
  the PCs have not spoken with Tovas yet, they will not get 
  a Listen check since they have not spoken with the real 
  Tovas and have nothing to compare the Nimblewright’s 
  impression to. 
  If the PCs escort Tovas home, they will be told about 
  the letter upon arrival at the Coriner Estate and will be 
  thanked for recovering him safely.  (See The Letter 
  section of Encounter Two – It’s a Trap).  Tovas will be led 
  to his room.  The PCs will not be allowed to speak with 
  him without a very good reason (expending a favour of a 
  noble house would certainly count).  The PCs will be 
  shown out.  They will not be let back in tonight. 
   
  If the PCs have questions for Tovas Coriner, he will 
  tell the PCs the following: 
  • 
  If the PCs ask Tovas what he is doing down in the 
  sewers, he will say that he received a note from an 
  anonymous party stating that they had a valuable 
  item: a dagger.  Tovas took his dad’s dagger to show 
  off but lost it two weeks ago.  He came here to get 
  back his dad’s dagger.  His dad was very upset with 
  him for taking his dagger and Tovas wanted to make 
  his dad happy by getting it back again. 
  • 
  If the PCs bring up the death of Bromar Reede, he 
  tells the PCs that he started the fight at the Bridled 
  Bramble Tavern by insulting the swordsman and his 
  lady.  He was disarmed and Bromar jumped into 
  protect him.  While Bromar was being killed, he ran 
  away. 
  • 
  Tovas will want to be allowed to go home and will 
  refuse to answer any more questions claiming he 
  doesn’t feel very well.  He will get some of the 
  Watch to escort him home. 
   
  If the PCs pierce the Nimblewright’s disguise, the 
  Nimblewright will attempt to flee.  It will head to the 
  closest source of water and jump in or shadow jump to a 
  nearby sewer or area if there is not a less obvious way.  AT 
  NO POINT SHOULD THE NIMBLEWRIGHT BE 
  CAPTURED.  The Lower Lukala River is right near the 
  Lower Market Square so this action should take no more 
  than two rounds.  Since it doesn’t need to breathe, it will 
  walk underwater until it reaches a sewer pipe and meet 
  up with Ora/Tessa.  She will use a scroll of Teleport to get 
  her and the Nimblewright up to the estate.  She will then 
  head off to arrange a delay for the PCs.  If the water is not 
  an option, the Nimblewright will use its Shadow Jump 
  ability to escape into the shadowy sewers to meet up with 
  Ora/Tessa.  If the PCs don’t proceed relatively quickly to 
  the Coriner Estate, Elgin Coriner will be killed.  If the 
  PCs do head to the Coriner Estate, jump to 
  Encounter Six– Delaying Tactics. 
  Troubleshooting 
  At higher APLs, the PCs may have magics that allow 
  them to travel quickly.  This may cause some problems.   
  URD6-01 An Accidental Murder 
   
  Page 19 
  
   
  First, the PCs may have Teleport.  If they choose to 
  teleport to the estate, remind them that they have only 
  seen the place once, if at all, and could go off course.  
  Considering the estate is on the edge of a cliff, this could 
  go badly.  The judge shouldn’t mention this unless he 
  feels he must, but teleporting will bypass one of the 
  encounters, which means less experience points and 
  gold.    
   
  Second, there may be a problem with logic.  PCs may 
  get to the estate first.  The Nimblewright has magics to 
  get to the estate quickly but some times the reality of the 
  situation makes it hard to believe that the Nimblewright 
  would have beaten the PCs.  If the PCs apparently beat 
  the Nimblewright to the estate, adjust the box text and 
  facts of the adventure accordingly.  
   
  Try and have Canric Moore arrive just before the 
  PCs are going to teleport and have him ask questions and 
  even provide some hints about where the PCs should go 
  next if they are stuck.  If the PCs ignore Canric and go 
  straight to the estate, apparently beating the bad guys 
  there, then the judge has two options: he can pretend the 
  Nimblewright beat the PCs to the estate and run 
  Encounter Eight as normal OR the judge can have the 
  Nimblewright show up much later in the evening.  Elgin 
  Coriner will be very unhappy with the PCs just showing 
  up unannounced and will order them off his estate.  If 
  the PCs refuse to leave, he’ll have them arrested.  Once 
  the PCs are off the estate, the GM may run them through 
  some of the other encounters, like Encounter Nine, and 
  eventually steer the PCs back to the Coriner Estate for 
  the final battle.  That way the PCs can get full rewards for 
  the adventure.   
  Sewer Clues 
  There aren’t many clues for the PCs to find in the sewer 
  but there are some items of note: 
  • 
  Cutting open the monster will allow the PCs to piece 
  together the bodies of the noble kids that were 
  killed.  The PCs will also find a strange iron key with 
  the word ‘Kruknik’ engraved upon it. 
  • 
  The PCs will find no tracks for the swordsman.  It is 
  likely the swordsman moved through the water to 
  hide his trail. 
  After the Battle - Canric Moore 
  After the PCs have saved Tovas Coriner from the sewer 
  and had a chance to question him, the Seltaren Watch 
  accompanied by Canric Moore will arrive on encounter. 
   
  Canric Moore is a sturdy Half-Orc, Half-Suel male.  
  He is an employee of House Grek.  His home is in 
  Leukish, but was brought to Seltaren on behest of Lord 
  Reede.  Canric is a wily hunter and skilled tracker.  
  Though well spoken, Canric is a man of few words.  
  Despite the rumours, Canric Moore did not help drive 
  the criminals out of Leukish though he has certain been 
  hired to track a few down since that time. 
   
  Canric is interested in liaising with the PCs.  He will 
  ask the PCs what they have discovered so far, having a 
  member of the watch make notes for him.  If the PCs 
  inform Canric of the Rogues of Seltaren, he will be very 
  interested in what the PCs have to say as he has been 
  attempting to track a criminal known to frequent 
  Seltaren.  He won’t say who.   
   
  Of course mentioning the Rogues to Canric Moore 
  means that Canric is now on the trail of the Rogues, 
  which does not make the Rogues very happy.  If this 
  happens and the PCs are working for the Rogues, they 
  may reverse the damage by burning a favour with a noble 
  to have Canric called off.  If they do not, the PCs earn the 
  enmity of the Rogues and are not asked to perform a job 
  for them in Encounter Four – Murder Is My Business. 
   
  What Canric currently knows: 
  • 
  Canric went to the Coriner Estate to speak with 
  Tovas.  It was there that a note was uncovered 
  revealing Tovas was being blackmailed.  Elgin 
  Coriner asked Canric to find his son.   
  • 
  Lord Reede’s son was named Bromar Reede.  He was 
  killed by a mysterious swordsman in Lower Seltaren 
  outside the Bridled Brambles Tavern two weeks ago. 
   Bromar was at the Tavern with his friend Tovas 
  Coriner and some other boys.   
  • 
  He normally works for House Grek but was brought 
  in at the behest of Lord Reede. 
  • 
  They believe they are looking for a man, 
  approximately 5’10”, with a slight build.  The culprit 
  has been seen clad head to toe dressed in black, with 
  a large black hat and red scarf concealing his face.  
  He is apparently very skilled with a sword.  Rumour 
  has it that he is adept at wielding two swords at the 
  same time. 
  • 
  Apparently the swordsman has struck again since 
  the killing.  A group of local vigilantes attempted to 
  capture the swordsman in the hopes to collect the 
  reward being offered by Lord Reede.  The 
  swordsman eluded capture and several of the 
  vigilantes were injured.   
  • 
  He would be very appreciative if the PCs would 
  cooperate with the investigation.  They could sign on 
  to help the Watch.  He’s sure their help will be 
  greatly rewarded. 
  Encounter Four:  
  Murder Is My Business 
  The PCs may or may not have had time to investigate 
  their leads before being subjected to Encounter Two – 
  URD6-01 An Accidental Murder 
   
  Page 20 
  
  It’s A Trap.  If they haven’t and there is still time, allow 
  the PCs to move through out Seltaren and continue 
  interviewing NPCs for more information before 
  inserting Encounter Four.  
   
  Keep in mind that some of the NPCs may have new 
  information for the PCs.  Most notably, Tovas Coriner 
  will have found the blackmail note in his son’s room.  
  Also, the new Tovas Coriner will now try his best to avoid 
  questioning by the PCs.   
  Investigation Overview 
  Part A – House Reede (pages 8-9): Corwyn Reede & What 
  If PCs Want To See Bromar Reede’s Body 
  Part B – House Coriner (pages 10-12): Elgin Coriner & 
  Tovas Coriner (NOTE: Elgin has found blackmail note by 
  now.  Tovas Coriner will not speak to PCs without good 
  reason) 
  Part C – Bridled Bramble Inn (pages 13-14): Rosario & 
  Gwendelyn 
  Part D – Money Changes Everything (pages 15-16): Berai 
  the Beggar (NOTE: Up to GM to insert this encounter 
  into play) 
  Part E – The Upper Seltaren Watch (pages17-18): Captain 
  Moirek, Constable Rudd 
  Part F – The Lower Seltaren Watch (pages 19): Constable 
  Hallal Temor 
  Part G – The Rogues of Seltaren (pages 20-21): Tessa the 
  Blade, Leloc, Amora 
   
  When the GM sees fit to move on, the PCs may find 
  themselves heading down one of two paths: Investigation 
  OR Infiltration.   
   
  Investigation is included for those PCs who are very 
  lawful or who may have incurred enmity with the 
  Rogues of Seltaren.  This path involves the PCs helping 
  the Watch capture some Rogues trying to make off with 
  important evidence.  If the GM chooses to take the PCs 
  down this path, go to Encounter Four A: To Catch A 
  Thief 
   
  Infiltration is included to give stealthy PCs a chance 
  to let their skills shine.  It involves breaking into the 
  scene of the crime and removing incriminating evidence 
  on behalf of the Rogues of Seltaren.  If the GM chooses to 
  take the PCs down this path, go to Encounter Four B: 
  This Is A Robbery. 
  Encounter Four A:  
  To Catch A Thief 
  The PCs are contacted by either a representative of 
  Corwyn Reede or a member of the town guard.  The man 
  informs the PCs that there has been a murder discovered 
  in Upper Seltaren and that the PCs have been asked to 
  help in the investigation.  Read the following box text to 
  the PCs: 
   
  A young man urgently scans the area.  A look of 
  relief crosses his face as he runs towards you. 
   
  “I have been sent to find you.  There has been a 
  murder.  A noble has been killed.” 
   
  The messenger will lead the PCs directly to the 
  crime encounter or will give them directions if the PCs 
  wish to take their time getting there.  Of course if the 
  PCs take their time getting to the estate then the GM 
  may rule that the PCs will have missed out on capturing 
  the Rogues and possibly retrieving some clues.   
  Arriving at the Gaernot Residence 
  Note: Please see Appendix Three for more information 
  on the layout and description of the Gaernot Residence. 
  The PCs will have a few options once they reach the 
  Gaernot Residence depending on who they work for and 
  their motivations.   
   
  The PCs will not be allowed into the crime scene.  
  The guards are under strict command not to let anyone in 
  the house except Watch Captain Moirek and Canric 
  Moore.  The PCs will have to wait until Watch Captain 
  Moirek arrives and attempt to persuade him through DC 
  25 Diplomacy check to allow them to assist.  If the PCs 
  were friendly with Canric Moore earlier in the 
  adventure, they will gain a +5 on their check.  As 
  mentioned earlier, Watch Captain Moirek does not like 
  Reede’s meddling and will now know that the PCs are 
  working for Lord Reede.  Watch Captain Moirek will not 
  be pleased that the PCs are now involved.   
   
  There are other options for the PCs to get into the 
  house before the Watch Captain arrives and takes a look 
  around. They may break in (see Encounter Four B - 
  Breaking In) or they may try to Bluff their way past the 
  guards.  If they attempt to bluff their way in through the 
  front door, it will require a DC 30 Bluff or Diplomacy 
  check or a 100 x APL bribe.  The guards are under strict 
  order not to let anyone in before Watch Captain Moirek 
  arrives, but a particularly smooth talking individual 
  should be allowed the chance to try.  One of the PCs 
  could also attempt to disguise themselves as Watch 
  Captain Moirek and hope the guards don’t spot the 
  deception.  The Watch will have a +6 to their checks to 
  penetrate a Watch Captain Moirek disguise because 
  Watch Captain Moirek is considered an associate. 
  Millie 
  Ora Venn (aka Tessa the Blade) is here to make sure the 
  Watch find the dagger in the house and it was her that 
  tipped off the guard to the crime.  She is disguised as an 
  old woman who goes by the name Millie.  She will be 
  watching the house.   
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  Any PC that arrives before Watch Captain Moirek 
  will see her standing outside the house.  If the PCs 
  question her, she will say her name is Millie and she lives 
  in Lower Seltaren.  She was on her way to the Draw, but 
  saw the commotion and decided to see what was 
  happening.   
   
  If the PCs do not question her, she will ask the PCs 
  what is happening and try and draw out as much 
  information as she can.  At a certain point, she will point 
  out to the PCs that she just saw someone climbing into 
  the side window of the house.  If the PCs were watching 
  the house they can make a DC 20 Spot check to notice 
  something invisible entering the house or DC 40 to 
  notice invisible men going through the side window.  
  This spot check does not include a penalty for distance.  
   
  Ora (as Millie) will try her best to convince the PCs 
  to go check it out.  The PCs will have to enter through 
  the front door by getting past the guards (who won’t 
  resist if the PCs dash past them) OR attempt to go in 
  through the side window.   
   
  During the commotion, Ora will slip away.  If 
  followed, she will wander down into Lower Seltaren and 
  enter a rickety old shack.  Once inside, she will dimension 
  door away using a Scroll of Dimension Door to take her to a 
  secret location.   
   
  If for some reason the PCs try to arrest Ora, she tries 
  to talk her way out things and if that doesn’t seem to be 
  working, she’ll allow herself to be arrested so she can slip 
  away once the PCs have left the picture.   
   
  Tessa’s Disguise check as Millie is +29.  Assuming 
  she takes 10 on her check, PCs must make a Spot of +39 
  to notice Tessa underneath all that makeup.  If there is a 
  very real possibility that Ora’s disguise will be uncovered, 
  she attempts to escape.  She will take to a nearby sewer 
  entrance that she has left open in case of the need for a 
  quick escape.  Once inside the sewer, she will dimension 
  door away using a Scroll of Dimension Door to take her to a 
  secret location. 
  See Map One: Gaernot Residence for placement of 
  guards and layout of the surrounding area.  Use the 
  statistics of the Seltaren Watch for any guards on duty. 
  Fighting the Rogues 
  If the PCs spot the rogues in the house and head up to 
  stop them, a few of the Rogues will hang back to cover 
  the escape of one of the other rogues.  Unless the PCs 
  move silently into the house, the rogues will hear the PCs 
  coming up the stairs.  They will have one round to act 
  before the PCs arrive.  One of the rogues will have the 
  dagger and forged letter.  He will hop out the side study 
  window (if possible) and make for the sewers.  If the side 
  study window is covered, the rogue will try and escape 
  out another window on the same floor or out the back 
  door.  The escaping rogue will have three rounds of 
  invisibility before it runs out (since he drank it upon 
  entering) and will want to put as much distance between 
  himself and the PCs before it does.  PCs making a DC 15 
  Spot check upon entering the room will notice an empty 
  potion bottle lying on the floor.  The invisible rogue will 
  not be moving silently so a DC 5 Listen check will tip the 
  PCs off that there is a fourth rogue attempting to flee.  
  PCs making a DC 20 Spot check will notice something 
  invisible moving in the room.  A DC 40 Spot check will 
  locate the rogue. 
   
  The remaining rogues will wait on either side of the 
  study door and try and sap the PCs or anyone else who 
  walks through that door.  Make sure the PCs are in 
  initiative before entering the room so there will be no 
  complaints when the rogue’s readied actions go off.  If 
  the fight lasts longer than five rounds, the rogues will 
  attempt to flee as well, convinced they have bought their 
  companion enough time to escape.  The rogues will feint 
  each round.  They will work together to take out one PC 
  at a time.  They will go for the less armored PCs first if 
  possible.  They will also try and obstruct the side study 
  window if their companion escaped via that route. 
   
  If it looks like the PCs are on to the rogue escaping 
  with the evidence, the other rogues will try and run 
  interference and slow up the PCs to buy the escaping 
  rogue more time.  This may even mean chasing PCs 
  down and attacking them from behind. 
  APL 2 (EL 5) 
  � Rogues (3): hp 7; see Combat Appendix – APL 2. 
  APL 4 (EL 7) 
  � Rogues (3): hp 14; see Combat Appendix – APL 4. 
  APL 6 (EL 9) 
  � Rogues (3): hp 21; see Combat Appendix – APL 6. 
  APL 8 (EL 11) 
  � Rogues (3): hp 28; see Combat Appendix – APL 8.  
  The Great Escape – Chasing The Rogues 
  The PCs will probably have to face down some of the 
  rogues in combat as they attempt to cover the escape of 
  one of their number (the rogue with the dagger and 
  forged note).  If one or more of the PCs manage to keep 
  after the single rogue getting away, likely with some 
  daring and a few lucky rolls, the PCs can recover the 
  dagger and forged letter, but they will have to follow the 
  rogue into the sewers.  If the escaping rogue gets to the 
  sewers, the PCs will have to make three DC 15 Listen 
  checks to follow the rogue down the correct passages.  
  After the third successful check, the PCs will corner the 
  rogue in a dead end. 
   
  If the rogue is heavily outnumbered, he will try and 
  bargain his way out of the situation.  He will offer the 
  PCs 50 gp each to let him go.  He will tell the PCs that he 
  will leave a package for them at the Bridled Brambles 
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  Tavern with the serving girl.  He isn’t lying.  Gwendolyn 
  won’t know anything about the package except she’s to 
  give it to some people matching the PCs description. 
   
  If the bribe fails, the rogue will surrender rather 
  than be killed.  If there is only one PC and he can’t 
  bargain his way out, the rogue will fight.  If one of the 
  PCs is a Rogue of Seltaren, he will flash him recognition 
  signals and expect that PC to help him. 
   
  If the PCs look for tracks, a DC 20 Search check will 
  find a set of tracks outside.  A PC with the Track feat can 
  make a DC 7 Survival check to follow the tracks to the 
  nearby sewer opening.  Following the tracks in the sewer 
  will lead to another opening about 500 feet away where 
  the rogue resurfaced.  From there the tracks lead to a 
  busy thoroughfare and can no longer be followed. 
  Encounter Four B:  
  This is a Robbery 
  The PCs will be contacted by a representative of the 
  Rogues of Seltaren.  An informant in the Watch has 
  passed along that there has been a murder and that 
  person murdered was someone connected to the Rogues. 
   The Rogues want to make sure incriminating evidence is 
  removed from the crime scene and will ask the PCs to 
  help recover it.  At the GMs option, any PC with enmity 
  with the Rogues of Seltaren could be told in so many 
  words that if the PCs do this job, the Rogues will let 
  bygones be bygones.  This option should not be given to 
  any party featuring very Lawful characters (like Paladins) 
  because it involves breaking the law unless the GM feels 
  the players are able to properly roleplay such a delicate 
  situation. 
   
  Read the following box text to the PCs: 
   
  An older man approaches you with his arms 
  open wide to give you a friendly hug.  “Ah!  My old 
  friend!  It is so good to see you again!” 
   
  Before you can react, the man stretches his 
  meaty arms around you and speaks in a low tone.  
  “Go directly to the Draw on the Upper Seltaren side.  
  All will become clear.” 
   
  The man releases you from his hug and raises 
  his voice.  “You must come by for a drink!  It will be 
  good to catch up again!  I must run but please do 
  drop by!” 
   
  And with that the man moves into the crowd. 
   
  The PCs should head directly to the Draw.  If they 
  take their time, the window of opportunity will be lost 
  for the PCs and the Rogues will send in someone else to 
  do the job.  The PCs will still have the option of 
  investigating the crime scene. 
   
  The Draw is the walkway leading between Upper 
  and Lower Seltaren.  At the top of the Draw on the Upper 
  Seltaren side the PCs will be met by a cloaked man.  Read 
  the PCs the follow box text: 
   
  Arriving at the Upper Seltaren entrance to the 
  Draw, you are approached by a cloaked figure. 
   
  “I have been given instruction to pass along a 
  message.  Reliable and discrete people are needed 
  for a job immediately.” 
   
  If the GM chooses to involve PCs with enmity of the 
  Rogues of Seltaren, add the following line: 
  “For some of you, it is advised that you take this 
  mission” the cloaked figure says with a serious tone. 
   
  The cloaked figure is all business.  All he wants is a 
  yes or no answer.  He has no time for questions.  If the 
  PCs start messing around and taking their time, the 
  cloaked figure will insist that they must act quickly or 
  they will lose their window of opportunity.  If the PCs 
  still refuse then the cloaked figure will leave and find 
  some others to perform the task of recovering the 
  evidence.  The PCs may still find their way to the crime 
  encounter to continue the investigation, but they will 
  miss out on the opportunity to score big points with the 
  Rogues of Seltaren. 
   
  If for some odd reason the PCs try to attack or 
  capture the man, use the stats for a rogue appropriate for 
  the APL as found in Appendix One – NPC stats.  The 
  cloaked figure will try and flee the area.  The PCs will 
  have gained more enmity. 
   
  Assuming the PCs accept the offer, read the 
  following: 
   
  “I have received information that there has been 
  another attack made by the mysterious swordsman.  
  This time he has struck in Upper Seltaren at the 
  home of Yollin Gaernot.  The watch has been called 
  for, but has not yet arrived to begin an 
  investigation.” 
   
  The cloak figure leads the group down an alley 
  at a quickened pace and continues “We need you to 
  go in and examine the house for any possible clues.  
  As well, we would ask you to ‘relocate’ anything that 
  might prove potentially embarrassing items.” 
   
  Approaching the corner of a walled manor, The 
  man comes to an abrupt stop stretching out his arm 
  to prevent you from stumbling out into the street 
  ahead of him. 
   
   “Around the corner is the Gaernot residence.  
  Here is a map of the place.” 
   
  Give the PCs Map One: Gaernot Residence 
   
  “Currently there are guards posted at the front 
  doors as well as inside the house.  They have 
  instructions to wait for the lead investigators to 
  arrive at the scene.  They are currently on route.  We 
  URD6-01 An Accidental Murder 
   
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  have about five to ten minutes to get in, get the stuff 
  and get out. 
   
  The body is located here in the study.  How you 
  choose to get into the house is up to you, but you can 
  access the study via a window on the east side of the 
  house.  However, you will need to be careful as there 
  are guards posted nearby. 
   
  If needed, there is a nearby sewer opening you 
  can use to make your escape.  Proceed to the 
  Hippodrome when you are done.  You will be 
  contacted and given further instructions once you 
  arrive there safely.  Good luck.” 
   
  The cloaked man turns and disappears into the 
  shadows. 
   
  Allow the PCs some time to come up with a plan, but 
  do not let them dwell on it too long.  The PCs are under a 
  time limit and should get the feeling they need to act 
  quickly and decisively.  At the GM’s discretion, give the 
  PCs 10 minutes to come up with a plan and actively time 
  them.  At the end of 10 minutes, inform the PCs that they 
  need to act now or the Watch will arrive to investigate 
  and the PCs will have failed in their mission.  Openly 
  timing the PCs will help keep things moving quickly. 
   
  If the PCs are working for the Rogues, it is likely 
  they are planning to sneak in (see Breaking In).  
  However, the PCs may attempt to Bluff their way past the 
  guards.  If they attempt to bluff their way in through the 
  front door, it will require a DC 30 Bluff or Diplomacy 
  check or a 100 x APL bribe.  The guards are under strict 
  order not to let anyone in before Watch Captain Moirek 
  arrives but a particularly smooth talking individual 
  should be allowed the chance to try.  One of the PCs 
  could also attempt to disguise themselves as Watch 
  Captain Moirek and hope the guards don’t spot the 
  deception.  Use the stats for Upper Seltaren Watch for 
  making opposed checks on the PCs.  The Watch will have 
  a +6 to their checks to penetrate a Watch Captain Moirek 
  disguise because Watch Captain Moirek is considered an 
  associate. 
  Breaking In 
  GM Note 
  The PCs will have very little time to move about the room 
  before the Watch arrives.  The GM should keep track of 
  PC actions.  They have 20 rounds so taking 20 on skill 
  checks is not a good option.  Also, to speed up play, the 
  GM may wish to pre-roll some Listen checks for the 
  guards if the GM does not wish to have PCs make a DC 9 
  Move Silent check.  (DC 9 represents the guards taking 
  ten but having to listen through walls). 
   
  The PCs will not have long to break into the home 
  and recover the vital clues from the study.  They will have 
  two minutes (20 rounds) to Search the room before 
  Watch Captain Moirek and Special Investigator Moore 
  arrive.  If the PCs make a DC 10 Listen check they will 
  hear the guards address Watch Captain Moirek at the 
  front of the house when he arrives.  Any ‘Lookout’ PC 
  gains a +2 bonus on this check.   
   
  The PCs will then have until the beginning of the 
  third round to flee before the Watch enters the room.  If 
  the PCs do not hear the men at the front of the house, 
  give them one round to act as they hear someone about to 
  open the door.  If they do not Move Silently, the PCs will 
  likely have a chase and possibly a fight on their hands. 
   
  While in the Study, the PCs will need to be quiet as 
  there are guards outside the door who will sound the 
  alarm if they detect intruders.  Remember to give a -5 
  penalty to the Listen check of the guard stationed outside 
  the door to account for the door blocking sound into the 
  hall.  See appropriate APL Combat Appendix for Listen 
  stats.  
   
  If the PCs get away with no problems, they may drop 
  off the goods and return to the scene of the crime to 
  gather more information.  However, if the PCs were 
  careless while breaking into the study, they may be set 
  upon by the Watch.  The Watch will be attempting to 
  capture one or more of the PCs.  They will try and 
  grapple and subdue the weakest looking PC. 
   
  At APL 2 and 4 there are two guards outside the door 
  that will attack the PCs first.  Three rounds after combat 
  starts, more guards will arrive.  At APL 2, after ten 
  rounds, Watch Captain Moirek and Canric Moore arrive. 
   At APLs 6 and 8, Canric Moore happens to be outside the 
  door waiting for Watch Captain Moirek. 
  NOTE: If Canric Moore gets near or below 15 hit points, 
  he will attempt to retreat as safely as possible.   
  APL 2 (EL 5): 
  First round: 
  � Upper Seltaren Watchmen (2): hp 19; see Combat 
  Appendix APL 2. 
  Fourth round: 
  � Upper Seltaren Watchmen (2): hp 19; see Combat 
  Appendix APL 2. 
  On tenth round: 
  � Watch Captain Moirek: hp 102; see Appendix 
  One. 
  � Canric Moore: hp 72; see Combat Appendix APL 2. 
  APL 4 (EL 7): 
  First round: 
  � Upper Seltaren Watch Constables (2): hp 26; see 
  Combat Appendix APL 4. 
  Fourth round: 
  � Upper Seltaren Watch Constables (2): hp 26; see 
  Combat Appendix APL 4. 
  URD6-01 An Accidental Murder 
   
  Page 24 
  
  On tenth round: 
  � Watch Captain Moirek: hp 102; see Appendix 
  One. 
  � Canric Moore: hp 72; see Combat Appendix APL 4. 
  APL 6 (EL 9): 
  First round: 
  � Investigator Canric Moore, Bloodhound: hp 72; 
  see Combat Appendix APL 6. 
  Fourth round: 
  � Upper Seltaren Watchmen (2): hp 19; see Combat 
  Appendix APL 6. 
  On tenth round: 
  � Watch Captain Moirek: hp 102; see Appendix 
  One. 
  APL 8 (EL 11): 
  First round: 
  � Investigator Canric Moore, Bloodhound: hp 72; see 
  Combat Appendix APL 8. 
  � Upper Seltaren Watch Constables (2): hp 26; see 
  Combat Appendix APL 8. 
  Fourth round: 
  � Upper Seltaren Watch Constables (4): hp 26; see 
  Combat Appendix APL 8. 
  On tenth round: 
  � Watch Captain Moirek: hp 102; see Appendix 
  One. 
  The Great Escape - Helping the Rogues 
  Any PC captured will be dragged to the Upper Seltaren 
  Watch Tower and thrown into the dungeon until 
  appropriate arrangements can be made.  If the PCs have a 
  favour with the Rogues of Seltaren, they may expend it to 
  have the Rogues waylay the Watch while on route to the 
  Watch Tower and helping the PCs escape.  The PCs will 
  now have the Watch after them.  They must now move 
  around the city in disguise (make a Disguise check) or 
  stay in the shadows (make Hide and Move Silently 
  checks) or a bit of both.  There is a chance that the PCs 
  may not get out of jail before the adventure is over.  
  Sometimes life is like that.  However, if the GM isn’t 
  feeling too cruel, Appendix Five – Jail In Seltaren has 
  more details about how the PCs may avoid jail time and 
  continue the adventure.   
   
  The PCs can try to use the escape route that leads 
  through the sewers.  Once in the sewers, the PCs can 
  attempt to lose the Watch in the splitting passageways.  
  The GM can act out the chase, or can simply have the 
  guard lose the trail.  If the GM acts out the chase, the PCs 
  must make Move Silently checks to avoid being heard.  
  The PCs will also need a light source unless they can see 
  in the dark.  If the PCs are simply trying to outrun the 
  Watch, then they must lose the Watch since the Watch 
  can’t fail the DC 0 Listen check.  The Listen check doesn’t 
  take into account PC armor check penalties so it could be 
  even easier to track the PCs.  PCs using the water to cover 
  their trail will be moving at half speed and unless they 
  are attempting to move silently, will be making enough 
  noise that the Watch may follow. 
   
  The PCs may lose the watch by setting a false trail, 
  moving a lot faster than the Watch or by covering their 
  trail.  If the PCs are covering their trail, the Watch must 
  make Search checks to follow the trail.  The best way to 
  cover your trail is by not leaving one.  Moving through 
  the water is the easiest way of doing this but it is also 
  noisy and hinders movement.  The PCs may also attempt 
  to hide in the water and wait for the watch to pass.  The 
  water is thick with effluents and will provide complete 
  concealment should the PCs completely submerge 
  themselves in it (this disgusting act, of course, will 
  require a Fortitude save against Filth Fever every 5 
  minutes (see DMG). 
   
  If the PCs can’t seem to shake the Watch, the PCs 
  may follow the sewers to an opening that comes out of 
  the cliffs above Lower Seltaren next to a waterfall.  The 
  Upper Seltaren sewers pour into Lake Seltaren.  The drop 
  from the opening to the lake is 50 feet.  Any PC may 
  attempt to dive into Lake Seltaren to escape by making a 
  DC 20 Jump, Swim, or Tumble check.  A successful roll 
  means the PC takes no damage.  A PC that fails the check 
  takes 2d3 nonlethal + 1d6 lethal damage.  At lower APLs, 
  this damage could leave a PC unconscious underwater, 
  which would mean the PC would immediately start 
  drowning (see DMG pg.304).  This could kill lower level 
  PCs.  If the GM wishes to avoid killing PCs and allow 
  them to be more heroic, the GM may simply drop the 
  PCs hit points to one and have all damage inflicted as 
  non-lethal or make the Swim or Tumble check easier.  
  After all, the PCs may have a hard enough time with the 
  rough water (DC 15 Swim check) where the waterfall 
  enters the lake.  The initial Swim check will be through 
  rough water (DC 15) until the PC can swim away into 
  calm water (DC 10).  Let’s not mention the fact that they 
  might be wearing heavy armor or carrying a lot of gear 
  (see Swim skill - Player’s Handbook pg.84).  Give the PCs 
  a chance to shed any heavy equipment before they dive 
  in.  However, once the PCs dive in, they will have 
  successfully escaped the Watch. 
  Returning The Goods To The Rogues 
  If the PCs are working for the rogues and successfully 
  make their way back to the Hippodrome without being 
  caught, the PCs will wait at the Hippodrome for nearly 
  twenty minutes before they are contacted by the same 
  cloaked man that hired the PCs.  The cloaked man has 
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  been watching the PCs to make sure they weren’t 
  followed.  Read the following to the PCs: 
   
  A familiar cloaked figure moves past you 
  without stopping.   
   
  “Leave the package in the stands of the 
  Hippodrome and return to the Market Square” 
   
  If the PCs stick around to watch what happens to the 
  package and aren’t spotted, a young woman enters the 
  stadium and recovers the package.  She moves through 
  the crowds of Lower Seltaren passing off the package to 
  other rogues using misdirection to throw potential 
  observers off their trail.  If PCs make three DC 20 Spot 
  checks then they can follow the package to its final 
  destination at Heart Scrolls.  Of course, the rogues are on 
  the watch for those that might be following them.  If the 
  rogues make a Spot check (+5 to checks) to notice they 
  are being followed, then the rogues head into an old 
  warehouse building by the docks and use a sewer 
  opening in the building to flee into the sewers.  If a rogue 
  gets into the sewers, the trail will be lost. 
   
  If the PCs return to the Lower Market Square, they 
  will be contacted by Leloc who will mention that the 
  items they ordered have arrived at Heart Scrolls and that 
  the PCs should stop by to pick them up.  When the PCs 
  head to Heart Scrolls, Amora will lead the PCs into the 
  back room where Tessa will be waiting for them. 
   
  Tessa will thank the PCs for a job well done.  If the 
  PCs were spotted by the Watch but escaped, she suggests 
  the PCs lay low for a while.  Arrangements have been 
  made for a safe house for the PCs.  The PCs are to lay low 
  until a way can be found to safely get the PCs out of the 
  city.  Tessa will provide the PCs with an address in Lower 
  Seltaren and provide cloaks to help disguise the PCs as 
  the move through Lower Seltaren to the safe house.   
   
  Tessa will ask the PCs what they discovered at the 
  crime encounter.  Once she has heard the PCs story, she 
  will thank the PCs for their assistance and will then 
  leave.  The PCs may have some questions for Tessa as 
  well.  Tessa won’t answer any of the PCs questions.  The 
  Rogues aren’t going to reveal all their plans to the PCs 
  just because they asked.  There is also the fact that Tessa 
  would like to keep the PCs from nosing around and 
  finding out enough to ruin her plans.  Tessa will simply 
  tell the PCs, “It is best that you do not ask questions. 
  You know enough for now.”
   
  Tessa is paranoid about being followed and observed. 
   She takes extreme precautions to make sure she not 
  being watched.  If the PCs attempt to follow Tessa, she 
  will head to the warehouse district and slip into the 
  sewers through an opening.  If she has reason to believe 
  she is being followed and can’t seem to lose the tail, she 
  will attempt to hide and circle back to confront the tail.  
  She will threaten the person/people tailing her to cease 
  now or find themselves on the wrong side of the rogues.  
  If she absolutely must, Tessa will dimension door away 
  using a Scroll of Dimension Door to take her to a secret 
  location that she has set up in Seltaren.  She will then 
  teleport away from the city and well out of range of most 
  detect or locate spells. 
  Encounter Five: 
  Crime Scene Aftermath 
  Speaking with the Watch 
  If the PCs are working on the side of law (or at least 
  weren’t seen breaking the law) and are still around the 
  crime encounter after Watch Captain Moirek and Special 
  Investigator Moore complete their investigation, the PCs 
  may attempt to obtain more information.  If Watch 
  Captain Moirek and Special Investigator Moore haven’t 
  begun their investigation, the PCs may possibly be 
  allowed to assist.  The PCs may attempt to persuade 
  Watch Captain Moirek with a DC 25 Diplomacy check to 
  allow them to assist in the investigation immediately.  If 
  the PCs were friendly and helpful with Canric Moore 
  earlier in the adventure, they will receive a +5 to their 
  check.  As mentioned earlier, Watch Captain Moirek 
  does not like Reede’s meddling and will not be pleased 
  that the PCs are now involved – this imposes a -2 penalty. 
    
  Watch Captain Moirek 
  Once Captain Moirek has begun his investigation, he will 
  prevent the PCs from entering the crime encounter until 
  the initial investigation is complete.  The PCs may seek 
  out Corwyn Reede for authority to enter the crime 
  encounter but by the time they return, Watch Captain 
  Moirek will have finished his investigation and will allow 
  the PCs in to look around.  Watch Captain Moirek will 
  share information with the PCs after the initial 
  investigation.  He will also direct the PCs to speak with 
  Special Investigator Moore for more details. 
  Watch Captain Moirek knows: 
  • 
  The watch received an anonymous tip that there had 
  been a murder at the Gaernot Residence. 
  • 
  Patrols were sent to secure the crime encounter 
  while I waited to accompany special investigator 
  Moore to the crime encounter. 
  • 
  The murder victim was Yollin Gaernot, a reclusive 
  man who made his money through silver. 
  • 
  The cause of death appears to be multiple stab 
  wounds.  (*Captain Moirek will assume the dagger is 
  the murder weapon.  Depending on PC/NPC action, 
  Captain Moirek may have recovered the dagger.  He 
  will not give the PCs the dagger to the PCs under 
  any circumstance short of magical domination.*) 
  • 
  If Canric Moore was killed fighting thieves, Captain 
  Moirek will comment on how he is determined to 
  URD6-01 An Accidental Murder 
   
  Page 26 
  
  find those responsible.  If the PCs who killed Canric 
  Moore are there and can be recognised, Captain 
  Moore will immediately attempt to arrest them. 
  Special Investigator Canric Moore  
  The PCs will have likely met Special Investigator Canric 
  Moore already.  If not, refer to ‘Encounter Three – After 
  The Battle: Canric Moore’ for more details on Canric.  
  There is the possibility that Canric Moore was killed in 
  Encounter Four B.  If this is the case, none of this 
  information will be available for the PCs. 
   
  The information Canric Moore supplies the PCs will 
  depend on how badly the crime encounter was 
  contaminated.  If the carpet was trampled on, he won’t 
  have any information about tracks in the study.  If the 
  rogues took the ornate dagger and letter, he won’t know 
  about the note but will know that the man had a dagger 
  wounds in his back.  Unless the PCs made off with the 
  secret diary without being discovered and are now 
  returning to the encounter of the crime, Canric Moore 
  will have found the diary and can point out the passages 
  that interest him (see Player Handout Three: The Diary). 
  Special Investigator Canric Moore knows: 
  • 
  The 
  victim 
  was 
  murdered 
  by 
  two 
  precise 
  simultaneous rapier strikes to the heart. 
  • 
  The victim was stabbed in the back with a dagger 
  after he was already dead. 
  If the journal is still at the crime scene: 
  • 
  The victim kept a private journal.  It indicates a 
  possible connection to Elgin Coriner.  (see Player 
  Handout Three: The Diary) 
  If the Watch recovered the letter or PCs recovered 
  the letter and turned it into the Watch: 
  • 
  A letter was recovered.  It indicates that the victim 
  was attempting to blackmail Elgin Coriner.  
  Apparently it was over something belonging to Elgin 
  Coriner.  Elgin was very threatening in his reply. 
  If the Watch recovered the dagger or PCs recovered 
  the dagger and turned it into the Watch: 
  • 
  The dagger found in the back of the victim was not 
  magical but was of fine quality.  The dagger is being 
  taken to a powerful Diviner for examination. 
   
  If the PCs did tamper with the crime encounter, 
  Canric will mention to the PCs that others entered the 
  crime encounter and made off with evidence.  He found 
  several sets of tracks that he found very interesting.  He 
  will ask the PCs a few questions about their whereabouts 
  this afternoon.  He will make Sense Motive checks on 
  whomever answers.  Canric will then insinuate that he 
  knows more than he’s letting on.  Canric won’t arrest 
  anyone, at least not yet.  The idea is to make PCs nervous 
  about their crime and let them know that Canric will be 
  investigating further. 
   
  If the PCs come clean and give the information over, 
  they will be brought in for questioning.  The PCs will 
  gain a +2 towards the Bluff check to avoid extra TU 
  penalties for cooperating with the Watch.  (see Appendix 
  Five: Jail in Seltaren) 
  Encounter Six:  
  Delaying Tactics 
  If the PCs were clever enough to pierce the disguise of 
  the Nimblewright and the Nimblewright escaped in 
  Encounter Three, it will be headed straight for the estate 
  of Elgin Coriner to kill Elgin Cornier.  Tessa the Blade 
  will send out some thugs to tie up the PCs to prevent 
  them from possibly interfering with her plans. 
  Three thugs will jump the PCs.  Their instructions were 
  to stop a group of individuals matching the PCs 
  description from heading to Upper Seltaren.  The thugs 
  are not Rogues of Seltaren.  They are simply men who 
  happened to be in Seltaren looking for work.   
  APL 2 (EL 5) 
  � Rogues (3): hp 7; see Combat Appendix APL 2. 
  APL 4 (EL 7) 
  � Rogues (3): hp 14; see Combat Appendix APL 4. 
  APL 6 (EL 9) 
  � Rogues (3): hp 21; see Combat Appendix APL 6. 
  APL 8 (EL 11) 
  � Rogues (3): hp 28; see Combat Appendix APL 8. 
  If the PCs capture one or more of the thugs, they will be 
  able to tell the PCs that they were hired by a cloaked 
  man.  They didn’t see a face.  The voice they heard was 
  male.  The man gave a description of the PCs, paid some 
  gold then left.  He told them to prevent the PCs from 
  heading to Upper Seltaren. 
  Hopefully the PCs will be able to ascertain that they 
  should be heading to the Coriner Estate at this point if 
  they haven’t figured it out already.  If the PCs are 
  clueless, the GM could let slip that the PCs were to be 
  stopped from heading to the Coriner Estate. 
  Encounter Seven: 
  Just One Moore Thing 
  The PCs will likely have an idea that Elgin Coriner is 
  somehow involved in all of this.  The PCs will likely want 
  to head to the Coriner Estate to confront Elgin Coriner.  
  However, the PCs may have to deal with some other 
  problems before heading out. 
  URD6-01 An Accidental Murder 
   
  Page 27 
  
  Gathering Information 
  The PCs may wish to ask around about Yollin Gaernot 
  and an incident that happened ten years ago.  A Gather 
  Information check (see below) will turn up a relation of 
  Gaernot’s who recalls some information. 
  DC 10 – Yollin became reclusive about ten years ago. 
   Apparently he had some trouble involving a 
  merchant from Nellix. 
  DC 15 – A guest was killed at that party but Yollin 
  wasn’t involved. 
  DC 20 – The man was killed by Elgin Coriner over 
  some remarks Elgin made regarding the man’s 
  daughter. 
  DC 25 – The murdered man was Pol Venn, a 
  merchant from Nellix.  His family ruined Yollin 
  Gaernot for his death. 
   
  It is unlikely at this point but PCs may also wish to 
  go back and ask some of the NPCs some more questions.  
  Here is an updated overview of the NPCs. 
  Investigation Overview 
  Part A – House Reede (pages 8-9): Corwyn Reede & What 
  If PCs Want To See Bromar Reede’s Body 
  Part B – House Coriner (pages 10-12): Elgin Coriner & 
  Tovas Coriner (NOTE: PCs will be distracted away from 
  the Coriner Estate ) 
  Part C – Bridled Bramble Inn (pages 13-14): Rosario & 
  Gwendelyn 
  Part D – Money Changes Everything (pages 15-16): Berai 
  the Beggar (NOTE: Up to GM to insert this encounter 
  into play) 
  Part E – The Upper Seltaren Watch (pages17-18): Captain 
  Moirek, Constable Rudd (NOTE: Captain Moirek will be 
  unavailable) 
  Part F – The Lower Seltaren Watch (pages 19): Constable 
  Hallal Temor 
  Part G – The Rogues of Seltaren (pages 20-21): Tessa the 
  Blade, Leloc, Amora (NOTE: Tessa the Blade will not be 
  present) 
  Distraction 
  By now the PCs may be suspicious of Elgin Coriner or 
  suspect that Elgin might be the killer’s next target.  They 
  would be right.  However, Ora Venn is fully aware of the 
  PCs involvement on the case and will set up a distraction 
  to lure the PCs away from the Coriner Estate so that her 
  Nimblewright may duel Elgin Coriner unhindered. 
   
  If the PCs are still in good standing with the Watch 
  or Corwyn Reede (ie. weren’t caught breaking in to the 
  Gaernot Estate), they will receive an urgent message to 
  report to the Lower Seltaren Docks.  The messenger is 
  Bill, a small boy that runs errands for the Watch for a 
  copper piece.  He was given instructions by the Watch to 
  find the PCs and tell them to report in immediately. 
   
  When the PCs arrive, Canric Moore will be 
  surprised to see them.  He may even comment how he 
  only just got the news of the body himself.  If the PCs 
  ask, neither Watch Captain Moirek, Investigator Moore 
  called for the PCs to check in and don’t know who did. 
   
  If the PCs are on good terms with Canric Moore, 
  read the following to the PCs: 
   
  “I have been interviewing several nobles in 
  regards to Elgin Coriner’s whereabouts over the past 
  few weeks.  His alibi seems pretty solid.  However, I 
  did uncover a piece of information you might be 
  interested in hearing.  It seems there was an 
  incident about ten years ago involving a death at a 
  party Yollin Gaernot was holding and which Elgin 
  Coriner was a guest.  I have managed to track down a 
  relative of Gaernot’s who was said to be at the party.  
  I hope to get a clearer idea of what exactly happened 
  that night.” 
   
  As the PCs talk to Canric Moore and Watch Captain 
  Moirek, the men of the watch struggle to haul a body 
  from the lake.  When the body is pulled up on to the 
  dock, the PCs will recognise it as Tovas Coriner (who 
  they should have met by now).  He was found about 
  twenty 
  minutes 
  ago floating in Lake Seltaren.  
  Apparently a Rhennee bargeman reported a body floating 
  in the lake but no one has seen the Rhennee to speak 
  with him.  A DC 20 Heal check will reveal that Tovas was 
  killed by two very precise rapier strikes to the heart, just 
  like Yollin Gaernot.  The time of death will coincide with 
  the attack in the sewers.  The actual time of attack will 
  vary depending on how the adventure was handled but 
  PCs should now have the idea that Tovas Coriner was not 
  the person who walked out of the sewers. 
   
  If the PCs aren’t immediately heading up to the 
  Coriner Estate, Investigator Moore will comment that 
  the Coriner boy was seen well after the time of death and 
  that the Watch Captain should round up a patrol and 
  head to the Coriner Estate.  If the PCs have been helpful 
  in the past or are working as Watch members, Watch 
  Captain Moirek will ask the PCs to proceed ahead while 
  he gathers some more men.  Otherwise, he will tell the 
  PCs to return to where ever they are staying and let the 
  Watch handle it. 
  Laying Low 
  If the PCs are/were working for the rogues and the job at 
  the Gaernot Estate didn’t go so well, they may be laying 
  low at the safe house waiting to get out of town or they 
  may be skulking about town attempting to uncover more 
  clues.  Wherever the PCs are, a rogue will contact them 
  with instructions for the PCs to head down to Heart 
  Scroll for important information.   
  URD6-01 An Accidental Murder 
   
  Page 28 
  
   
  Leloc will tell the PCs to wait in the back room.  
  Eventually Leloc will return with the news that Tovas 
  Coriner’s body was dragged out of Lake Seltaren by the 
  Watch a few minutes ago.  If the PCs aren’t already 
  rushing up to the Coriner Estate, Leloc will make a 
  comment to the PCs somewhere along the lines of “I saw 
  that boy at his estate a not too long ago.  If he’s dead, 
  then who’s up at the Coriner Estate?” 
   
  If the PCs still do not rush to the Coriner Estate then 
  this adventure will end without them witnessing the 
  final battle.  However, if the GM wishes to give them a 
  final encounter, the GM may have the PCs be set upon by 
  the Watch (see Band On The Run). 
   
  PCs wishing to be head up to the Coriner Estate but 
  who are worried about Watch patrols possibly arresting 
  them because they were seen stealing evidence should be 
  given a chance to slip by unnoticed.  If the PCs use a 
  favour with the Rogues (they should have at least one if 
  they successfully recovered the dagger and the letter) 
  then Leloc will arrange for the PCs to be smuggled to 
  Upper Seltaren to the Coriner Esate.  Appendix Five – 
  Jail Time will provide more information on how to avoid 
  jail time as may be applicable here. 
  Band On The Run 
  If the PCs were spotted breaking into the Gaernot 
  Residence and were not caught or managed to escape 
  custody, then the Watch will be looking for them.  The 
  PCs must avoid contact with any Watch patrols or risk 
  being arrested and thrown into jail.  For every ten 
  minutes the PCs are out on the streets of Seltaren, they 
  have a one in ten chance that a Watch patrol will show up 
  in the same area as the PCs.  If the Watch members make 
  a Spot check against any PC skill checks made to avoid 
  notice (Hide, Disguise, etc), the Watch will notice the 
  PCs and will attempt to arrest the PCs (see Appendix 
  Five: Jail in Seltaren).  This could drag out and/or distract 
  from the actual adventure, so GMs should use this option 
  carefully. 
   
  This encounter should be used to give PCs a third 
  combat.  This encounter could be used in place of 
  Encounter Eight: The Final Duel if the PCs don’t appear 
  to be heading in that direction.  The PCs may be trying to 
  get out of the city if they were seen breaking in to the 
  Gaernot Estate and the guards are on the look out for 
  them.  Allow sneaky or resourceful PCs to use their skills 
  to bypass this combat.  If they succeed, they can be 
  rewarded as though they defeated the combat.  No gold is 
  awarded for this encounter at the end of the scenario.   
  APL 2 (EL 6): 
  � Upper Seltaren Watchmen (4): hp 19; see Combat 
  Appendix – APL 2.  
  APL 4 (EL 7): 
  � Upper Seltaren Watch Constables (1): hp 26; see 
  Combat Appendix – APL 4. 
  � Upper Seltaren Watchmen (4): hp 19; see Combat 
  Appendix – APL 4. 
  APL 6 (EL 9): 
  � Adventurer Watch Leader: hp 68; see Combat 
  Appendix – APL 6. 
  � Upper Seltaren Watchmen (4): hp 19; see Combat 
  Appendix – APL 6. 
  APL 8 (EL 11): 
  � Adventurer Watch Leader: hp 80; see Combat 
  Appendix – APL 8. 
  � Upper Seltaren Watch Constables (4): hp 26; see 
  Combat Appendix – APL 8. 
  Encounter Eight: 
  The Final Duel 
  The PCs should now be heading up to the Coriner Estate. 
   There will be no answer at the door if the PCs knock.  
  The PCs will need to break down the door to the mansion 
  or run around the side of the building.  When the PCs 
  enter the grounds at the back of the house, read them the 
  following box text: 
   
  Two men circle one another with swords raised, 
  tense and quick.  One man is Elgin Coriner, 
  practiced and deadly.  The other is a man clad head 
  to toe in black.  A long crimson scarf wrapping his 
  face flows gently behind him. 
   
  The two men take turns blocking each other’s 
  strikes, testing for weakness when suddenly Elgin 
  Coriner shows his savage cunning.  With a deft twist 
  of the wrist, Elgin sends his opponent’s sword 
  tumbling over the side of the cliff. 
   
  Elgin Coriner levels his razor sharp blade at his 
  opponent’s neck and begins to speak, “So you 
  thought you could best me in a duel.  I’m not sure 
  where you got that idea from but you were sadly 
  misinformed.” 
   
  As Elgin Coriner’s muscles tense for the killing 
  blow, the features of the man standing before him 
  begin to shift and morph.  Suddenly, an older 
  Oeridian male in fine dress appears where the man 
  in black once stood.  Elgin Coriner is momentarily 
  taken aback. 
   
  “What’s a matter Elgin?  Surprised to see me?” 
  The Oeridian man turns to you and speaks.  “I see 
  you brought some of your friends to help you, Elgin. 
   You were always known for stabbing people in the 
  back when they least expected it.” 
  URD6-01 An Accidental Murder 
   
  Page 29 
  
   
  “I don’t need the help of those pathetic 
  adventurer fools.  I killed you once and I can do it 
  again.  They won’t be interfering in our fight if they 
  know what is good for them.  Stay back all of you.” 
  Coriner replies. 
   
  “Oh I most certainly agree with you there.  I was 
  expecting some of your dirty tricks so I brought 
  some insurance with me.” the Oeridian man replies. 
   
  Something large moves between you and the 
  duelists. 
   
  “Your journey back from the land of the dead 
  must have been a long one.  Too bad you didn’t bring 
  a second sword with you.” Elgin spits back at the 
  Oeridian. 
   
  Two rapiers shoot down from the Oeridian’s 
  sleeves.  “Don’t worry about me Elgin, I brought 
  two.” the Oeridian man fires back.  “This time Elgin, 
  there will be no distractions.  I will have my 
  revenge.”  
   
  Metal on metal rings out as the pair continue to 
  clash.  Meanwhile, the ground pulses with the tread 
  of heavy footsteps. 
   
  The two men will battle for five rounds at the cliff’s 
  edge.  Ora Venn is watching the Nimblewright battle 
  Elgin Coriner from afar.  She has sent some backup to 
  prevent anyone from interfering with the battle.  The PCs 
  will face one or more dread guards.  The dread guards 
  start 40 feet from the duel and 40 feet from the PCs.  In 
  other words, the PCs are 80 feet from the duel.  
  While the PCs fight the Dread Guards, it would be 
  appropriate to provide some flavour text to describe the 
  duel.  The text may also provide a hint that Elgin’s 
  opponent is more than he seems.   
  Some sample boxed text for the duel: 
  Expecting an arterial spray of blood after Elgin 
  slashes the merchant's neck, you are surprised to see 
  the man in black seemingly impervious to his 
  wound. 
  The merchant manages to slip under Elgin's guard 
  for a savage thrust into Elgin's torso. Elgin staggers 
  but manages to keep his feet. 
   
  The Dread Guard’s/Clay Golem’s orders are to attack 
  anyone attempting to get close to the duel.  As soon as 
  the PCs entered the backyard, the Dread Guards/Clay 
  Golem considered them too close.  The Dread 
  Guards/Clay Golem This can be used by the PCs to lure 
  the Dread Guards/Clay Golem to the edge of the cliff and 
  bull rush them over as well as to force the Dread 
  Guards/Clay Golem to take attacks of opportunity as they 
  move away from combat to stop anyone close to the duel. 
    
   
  APL 2 (EL 3) 
  � Dread Guard: hp 47; see Combat Appendix APL 2. 
  APL 4 (EL 5) 
  � Dread Guard (2): hp 47; see Combat Appendix APL 4. 
  APL 6 (EL 7) 
  � Dread Guard (4): hp 47; see Combat Appendix APL 6. 
  APL 8 (EL 10) 
  � Clay Golem: hp 90; see Monster Manual 3.5 page 
  134. 
  Conclusion 
  There are a few outcomes to the adventure depending on 
  the actions of the PCs. 
  PCs do not go to the final battle at the 
  Coriner Estate 
   
  It is possible that the PCs might not go to the 
  Coriner Estate for the final battle.  The most likely reason 
  is that the PCs were caught breaking an entering into the 
  Gaernot Estate and are now fleeing the city and arrest by 
  the Watch.  Read them the following: 
  Word reaches you a few days later.  Lord Elgin 
  Coriner 
  was 
  assassinated. 
   
  The 
  mysterious 
  swordsman has not been seen since.  If only 
  someone had been there to stop it!  
  PCs make it to final battle in time 
  The PCs & the Nimblewright: 
  The problem the GM may have with this encounter is 
  that the PCs will feel the need to attack the 
  Nimblewright.  The Nimblewright is a very powerful 
  enemy and could easily kill the entire party at lower 
  levels.  This is not the intention of using the 
  Nimblewright.  The idea is to provide a powerful enemy 
  to engage Elgin Coriner while the PCs fight the lesser 
  minions.  As such, the adventure has been written to 
  prevent the Nimblewright from engaging in combat with 
  the PCs. 
  GM Note: 
  At no time should the Nimblewright attack the PCs.  The 
  PCs should have plenty of warning to stay out of the duel. 
   Elgin Coriner and the Nimblewright will warn the PCs 
  to stay back if it looks like they might interfere.  The GM 
  might also provide hints for the PCs via a Wisdom check 
  or even for free if the PCs appear as though they need it.  
  If the PCs insist on interfering then move to PCs 
  Interfere.     
   
  URD6-01 An Accidental Murder 
   
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  PCs interfere  
  If the PCs interfere despite multiple warnings from the 
  GM, then the Nimblewright will grab Elgin and jump 
  over the cliff on its next available turn. 
   
  If the PCs stop the battle before they will have 
  earned Elgin Coriner’s disfavor, which translates into the 
  disfavor of duelists everywhere.  The PCs gain the 
  Interfere entry on the AR.  They will have also earned the 
  ire of Ora Venn though the PCs won’t know it.   
   
  If the PCs interfere, but can’t stop the Nimblewright 
  before it has a chance to act, read the following box text: 
   
  “I told you to stay out of this fight!  Nothing will 
  deny my revenge!” 
   
  Grabbing a fist full of Elgin Coriner’s shirt, the 
  Oeridian man hurls himself over the cliff dragging 
  Elgin Coriner with him.  The last thing you see is a 
  look of shocked horror as Elgin Coriner plunges to 
  his death against the cliffs of Seltaren and into the 
  waters below. 
  With Elgin dead, the PCs interference in the duel will 
  circulate throughout Seltaren and the Duchy thanks to 
  Ora Venn.  The PCs will still gain the disfavour for 
  interfering in the duel.   
  PCs don’t interfere: 
  Before Five Rounds 
  If the PCs defeat the Dread Guards/Clay Golem before 
  the end of five rounds then the PCs will provide the 
  distraction 
  Elgin 
  Coriner 
  needs 
  to 
  defeat 
  the 
  Nimblewright.  Read the following box text to the 
  players: 
   
  The two men continue to clash steel against 
  steel; the Oeridian’s unrelenting two-weapon attack 
  skillfully deflected by Elgin Coriner.  Both men are 
  dancing perilously close to the cliff’s edge.  The 
  Oeridian, sensing an opening, knocks Coriner’s 
  blade aside and lunges forward with deadly intent.  
  Cleverly, Coriner had feigned weakness and twists 
  out of the way of the second slashing blade.   
   
  The 
  Oeridian 
  lurches 
  past, 
  momentarily 
  distracted by the sound of his warriors clatterings to 
  the ground.  Taking advantage of the distraction, 
  Coriner suddenly produces a small dagger and 
  buries it deep within the Oeridian man’s neck.
   
  The Oeridian man’s eyes open wide with shock 
  and stare hatefully at you.  
   
  Clutching at the hilt sticking from his neck, the 
  Oeridian man turns to face Elgin Coriner. 
   
  “I want you to know I waited for you to turn 
  around.  I wanted you to see this coming.” Coriner’s 
  words slither from his lips. 
   
  With a final thrust, Elgin Coriner drives his 
  blade deep into the Oeridian man’s belly.  The 
  Oeridian teetering on the cliff’s edge and grasps 
  feebly at Elgin before tumbling lifelessly into the 
  waters of the lake below. 
  After Five Rounds 
  If the PCs are still fighting Dread Guards/Clay Golem at 
  the end of five rounds then the Nimblewright will 
  succeed in killing Elgin Coriner.  Read the following box 
  text to the players: 
   
  The two men continue to clash steel against 
  steel; the Oeridian’s unrelenting two-weapon attack 
  skillfully deflected by Elgin Coriner.  Both men are 
  dancing perilously close to the cliff’s edge.  The 
  Oeridian, sensing an opening, knocks Coriner’s 
  blade aside and lunges forward with deadly intent.   
   
  The Oeridian runs his blade through Elgin’s 
  chest, its metal point appearing scarlet from Elgin’s 
  back. 
   
  With a primal bloodlust, Elgin Coriner refuses 
  to fall and, producing a dagger plunges it into the 
  Oeridian man’s neck.   
   
  Locked in a final struggle, Elgin Coriner and the 
  Oeridian man stagger to maintain their balance and 
  fail.  In a final act of defiance, both men hang tightly 
  to one another as they topple over the cliff and into 
  the water below. 
  After The Battle 
  The Watch will eventually arrive at the Coriner Estate.  If 
  the PCs remain at the estate, they will be questioned 
  about the happenings of the past few moments by Watch 
  Captain Moirek and Investigator Moore. Of course if the 
  PCs are wanted men and women in Seltaren, remind the 
  PCs of this fact and allow them the opportunity to leave 
  the area as the Watch can be heard arriving. 
   
  Ora Venn, who was watching the entire fight from 
  afar, will be pleased if Elgin Coriner was killed and very 
  unhappy if Elgin Coriner still lives.  She will begin 
  conceiving of a new plan to get rid of Elgin Coriner if 
  he’s still alive.  She will also make the PCs lives a little 
  harder for the part they played in spoiling her revenge. 
   
  If the PCs were hired by Corwyn Reede, he will call 
  the PCs to his place the following morning.  He will ask 
  the PCs for a full report.  If the PCs provide Corwyn 
  Reede with a truthful account of what happened to his 
  son, he will be relieved and will thank the PCs.  If the 
  PCs make mention of possible Rogue involvement, a 
  secret fencing school or other underworld activity, 
  Corwyn Reede will be resolved to continue his campaign 
  against the criminal element in Lower Seltaren.  
  Eventually, things will return to normal but not before 
  the PCs have raised the ire of the Rogues of Seltaren.  The 
  URD6-01 An Accidental Murder 
   
  Page 31 
  
  PCs will gain the favour of Corwyn Reede and the 
  disfavour of the Rogues of Seltaren.  If the PCs do not 
  mention any rogue activity, Corwyn Reede will soon call 
  off the Watch and the PCs will not have earned the wrath 
  of the Rogues of Seltaren.  
   
  If the PCs were hired by the Rogues of Seltaren, the 
  rogues will arrange for a special reward to be sent to the 
  PCs with a note thanking them.  The PCs will receive 
  Masseri’s gift and will have the Major Favour of the 
  Rogues of Seltaren. 
   
  If the PCs worked for the Watch or helped catch the 
  rogues stealing evidence, they will receive special 
  commendation from Watch Captain Moirek for their 
  actions.  Their services are no longer needed and the PCs 
  are free to leave the Watch.   
   
  Over the course of the next few days, Watch 
  activity in the city of Seltaren returns to normal.  
  Rumour has it that the mysterious swordsman is no 
  longer a threat.  Further more, it seems an unusual 
  metal body was fished from Lake Seltaren.  A special 
  investigator has been assigned to look further into 
  this development.  Apparently there was some kind 
  of unusual markings on the metal man that caught 
  his interest.  But that is for another day. 
  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 Two 
  For defeating the monster in the sewers and avoiding or 
  surviving the trap: 
   
  APL2 
  120 xp 
   
  APL4  
  180 xp 
   
  APL6  
  240 xp 
   
  APL8  
  300 xp 
  Encounter Four A 
  Fight rogues trying to break into Gaernot residence: 
   
  APL2 
  150 xp 
   
  APL4  
  210 xp 
   
  APL6  
  270 xp 
   
  APL8  
  330 xp 
  OR 
  Encounter Four B 
  Break into the manor without getting caught by the 
  Seltaren Watch: 
   
  APL2 
  150 xp 
   
  APL4  
  210 xp 
   
  APL6  
  270 xp 
   
  APL8  
  330 xp 
  Encounter Six 
  For defeating the thugs: 
   
  APL2 
  150 xp 
   
  APL4  
  210 xp 
   
  APL6  
  270 xp 
   
  APL8  
  330 xp 
  Encounter Seven 
  For defeating town guards 
   
  APL2 
  150 xp 
   
  APL4  
  210 xp 
   
  APL6  
  270 xp 
   
  APL8  
  330 xp 
  Encounter Eight 
  For defeating the dread guards/golem: 
   
  APL2 
  90 xp 
   
  APL4  
  150 xp 
   
  APL6  
  210 xp 
   
  APL8  
  300 xp 
  Uncover Murderer of Bromar Reede 
   
  APL2 
  30 xp 
   
  APL4  
  60 xp 
   
  APL6  
  90 xp 
   
  APL8  
  120 xp 
  Discretionary roleplaying award 
   
  APL2 
  60 xp 
   
  APL4  
  90 xp 
   
  APL6  
  120 xp 
   
  APL6  
  150 xp 
  Total possible experience: 
   
  APL2  
  420 xp 
   
  APL4  
  640 xp 
   
  APL6  
  960 xp 
  URD6-01 An Accidental Murder 
   
  Page 32 
  
   
  APL8  
  1,125 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 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. 
  Encounter One   
  Receive reward from Corwyn Reede for identifying 
  Bromar Reede’s murderer: 
   
  APL 2: L: 0 gp; C: 200 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 400 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 600 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 800 gp; M: 0 gp. 
  Receive reward from Tovas Coriner for recovering his 
  father’s dagger: 
   
  All APLs: L: 0 gp; C: 50 gp; M: 0 gp. 
  Encounter Four A 
  Defeated Rogues Trying To Break Into Gaernot 
  Residence 
   
  APL 2: L: 110 gp; C: 0 gp; M: 3 Blend cream (4 gp 
  each), 3 Softfoot (4 gp each), 1 Possum Pouch (150 gp). 
   
  APL 4: L: 105 gp; C: 0 gp; M: 3 Blend cream (4 gp 
  each), 3 Softfoot (4 gp each), 1 Possum Pouch (150 gp), 3 +1 
  leather armor (84 gp each). 
   
  APL 6: L: 105 gp; C: 0 gp; M: 3 Blend cream (4 gp 
  each), 3 Softfoot (4 gp each), 1 Possum Pouch (150 gp), 3 
  potions of cure serious wounds (62 gp each), 3 +1 leather armor 
  (84 gp each). 
   
  APL 8: L: 105 gp; C: 0 gp; M: 3 Blend cream (4 gp 
  each), 3 Softfoot (4 gp each), 1 Possum Pouch (150 gp), 3 
  potions of cure serious wounds (62 gp each), 3 +1 leather armor 
  (84 gp each), 3 +1 keen rapiers (717 gp each), 3 pairs of 
  Gauntlets of Ogre Strength (333 gp each). 
  AND/OR 
  Encounter Four B 
  Take Rogue Bribe, Rogues Trying To Escape In Sewers 
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 50 gp; M: 0 gp 
  AND/OR 
  Encounter Four A or Four B 
  Took valuables from Yollin Gaernot’s Study. 
   
  APL 2: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 400 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 600 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 800 gp; M: 0 gp 
  Encounter Six 
  Recovered gear from thugs  
   
  APL 2: L: 110 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 105 gp; C: 0 gp; M: 3 +1 leather armor (84 gp 
  each). 
   
  APL 6: L: 105 gp; C: 0 gp; M: 3 potions of cure serious 
  wounds (62 gp each), 3 +1 leather armor (84 gp each). 
   
  APL 8: L: 105 gp; C: 0 gp; M: 3 potions of cure serious 
  wounds (62 gp each), 3 +1 leather armor (84 gp each), 3 +1 
  URD6-01 An Accidental Murder 
   
  Page 33 
  
  keen rapiers (717 gp each), 3 pairs of Gauntlets of Ogre 
  Strength (333 gp each). 
   
  Total Possible Treasure 
  The most treasure a PC could earn: 
  APL 2: 400 gp  
  APL 4: 650 gp  
  APL 6: 900 gp 
  APL 6: 1,300 gp 
  GMs Note (not put on AR) 
  A list of events that produce enmities and favours during 
  this adventure is provided below.  Since PCs can be 
  unpredictable, it is possible that the GM may be forced to 
  hand out more enmity or favours than are listed here.  
  The distribution of enmity and/or favours to PCs is 
  ultimately up to the GM.  At the end of the adventure, 
  add up the favours/enmities and mark the net result on 
  the player’s adventure record.  A favour cancels out an 
  enmity and vice versa. 
  • 
  Hired by rogues to track down killer and 
  successfully do so – 1 favour 
  • 
  Hired by rogues to break into crime scene and 
  successfully recover evidence – 1 favour  
  • 
  Attacking one of the “important” Rogue of Seltaren 
  NPCs (Leloc, Amora, Tessa) – 1 enmity 
  • 
  Informing on or betraying the Rogues – 1 enmity 
  • 
  Leading the Watch (or other law abiding authority) 
  to 
  a 
  Rogue 
  operation 
  (Heart 
  Scrolls, 
  the 
  Hippodrome meet, the Fountain meets, etc) – 1 
  enmity 
  • 
  Arresting or getting one of the “important” Rogue of 
  Seltaren NPCs arrested (Leloc, Amora, or Tessa) – 2 
  enmities 
  Special 
  Favour/Enmity With The Rogues of Seltaren: The PC 
  aided/hindered the Rogues of Seltaren.  The PC has 
  gained __ favours/enmites with the Rogues of Seltaren. 
  Heart Scroll Special Order:  For successfully meeting 
  with the Rogues of Seltaren and reducing pressure from 
  the Watch, the PCs gain Regional access to all items 
  marked with an asterix (*). 
  A Gift: If the PC successfully recovered the dagger and 
  letter from the Gaernot Residence, the Rogues arrange 
  for a Golem Strike Dagger (see below) to be forged for the 
  PC.  To have a dagger made, the PC must pay the full cost 
  of the item and cross off this favor. 
  Alternatively, this favour can be used to get rid of three 
  minor enmities or one major enmity of the Rogues of 
  Seltaren. 
  Golem Strike Dagger This +1 adamantine dagger has a 
  granite handle and an iron pommel.  Once per day as a 
  swift action, the wielder may call upon the magic in the 
  dagger and make attacks with this dagger as though he 
  were the recipient of the golem strike spell (Complete 
  Adventurer, page 149). 
  Faint divination; CL 5th; Craft Magic Arms and Armor, 
  Golem Strike; Price 5,402 gp; Cost 2,851gp + 228xp. 
  Payback: The PC ended this adventure with one major 
  enmity or at least 3 minor enmities with the Rogues of 
  Seltaren, the Rogues show up in force to lay an unholy 
  beating on the PC.  Your character immediately spends 2 
  additional TUs recovering. 
  Favour of House Reede: Contacts in House Reede will 
  arrange for the PC to acquire any weapon, armor or shield 
  from the Player’s Handbooks as a Dwarven Craft Item 
  (RS).  This favor can be used after any adventure set in 
  the Duchy of Urnst.  If the PC ever earns the 
  enmity/disfavour of House Reede, this favor is voided. 
  Favour of Watch Captain Moirek 
  If the PCs successfully captured the rogues and recovered 
  the stolen evidence, they have earned Watch Captain 
  Moirek’s respect. 
  The PC may arrange to have the magical defensive 
  properties of a suit of armor, set of bracers, or shield 
  increased by one.  For example, a Bracers of Armor +1 
  could be increased to a Bracers of Armor +2.  The PC may 
  not use this favour to add an enhancement (such as Silent 
  Moves) to a suit of armor or a shield. 
  Outside Interference: The PC shouldn’t have interfered 
  in that duel!  Word has spread about your cowardly 
  actions.  On your next three adventures in the Duchy of 
  Urnst, you are unable to use any favour you have received 
  as reward for adventuring in the Duchy of Urnst.  If this 
  PC is a member of a fencing meta-org (Black Blade 
  School, Leukish Fencing School), the PC is expelled from 
  that organisation.  The PC may not join or re-join any 
  fencing meta-organisations.  A PC may expend the favour 
  of a noble house to rejoin a fencing meta-organisation. 
  Items for the Adventure Record 
  Note: At APL 8, the +1 Keen Rapier is found with the 
  thugs that only attack the PCs if they uncover the 
  Nimblewright in Encounter Three.  If the PCs do not 
  uncover the Nimblewright early, they will not gain 
  access to this item. 
  APL 2 
  � 
  Blend Cream (Adventure, CV, 50gp) 
  � 
  Softfoot (Adventure, CV, 50 gp) 
  � 
  * Barbed Dagger (Adventure, CV,  35gp) 
  URD6-01 An Accidental Murder 
   
  Page 34 
  
  � 
  * Quickblade Rapier (Adventure, CV, 75gp) 
  � 
  * Catstink (Adventure, CV, 50gp) 
  � 
  * Flashpellet (Adventure, CV,  50gp) 
  � 
  *Freeglide (Adventure, CV, 20gp) 
  � 
  *Lockslip Grease (Adventure, CV, 50gp) 
  � 
  *Suregrip (Adventure, CV, 20gp) 
  � 
  *Potion of Iron Silence (Adventure, CV, 300gp) 
  � 
  *Potion of Absorb Weapon (Adventure, CV, 750gp) 
  APL 4: (all of APL 2 plus the following): 
  � 
  Possum Pouch (Adventure, CV, 1,800 gp) 
  � 
  Spool of Endless Rope (Adventure, CV, 2,000 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  � 
  Stylus of the Masterful Hand (Adventure, CV, 3,000 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  � Ring of Lockpicking (Adventure, CV, 4,500 gp) 
  � +1 Keen Rapier (Adventure, DMG, 8,320 gp) 
   
  URD6-01 An Accidental Murder 
   
  Page 35 
  
  Combat Appendix – APL 2 
  Encounter Five 
   
   
   
   
  Rogue: male human Rog2; CR 2; medium humanoid 
  (Suel human); HD 2d6; hp 7; Init +3; Spd 30 ft.; AC 15, 
  touch 13, flat-footed 12; Base Atk +1; Grp +2; Atk +5 
  melee (1d6+1, 18-20/x2, rapier); Full Atk +5 melee 
  (1d6+1, 18-20/x2, rapier); SA: 1d6 Sneak Attack; SQ: 
  Evasion, Trap Finding; AL CN; SV Fort +0, Ref +5, Will 
  +1; Str.12, Dex.16, Con.10, Int.12, Wis.12, Cha.12. 
   
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save. He does not gain this benefit if helpless.  
   
  Skills and Feats: Bluff +6, Climb +6, Disable Device 
  +8, Hide +8, Move Silently +8, Open Locks +8, Search 
  +6, Spot +6, Tumble +8; Dodge, Weapon Finesse. 
   
  Possessions: Leather armor, masterwork rapier, 
  dagger, sap, Blend cream, Softfoot, Possum Pouch. 
  Encounter Six 
   
   
   
   
  Upper Seltaren Watch: Warrior 3: CR 3;  Medium 
  humanoid (Human) ; HD 3d8+6; hp 19; Init +5; Spd ft 
  30;  AC 15, touch 11, flat-footed 14; Atk +4 melee 
  (1d8+1 /19-20x2, long sword) or +5 ranged (1d8/19-
  20x2, light crossbow); AL LN; SV Fort +5, Ref +2, 
  Will+1;  Str12, Dex14, Con12, Int8, Wis10, Cha8. 
   
  Skills and Feats: Knowledge (Local) +0, Listen +4, 
  Spot +5, Knowledge (Nobility)+0; Improved Initiative, 
  Alertness, Toughness. 
   
  Possessions: Chain shirt, light crossbow, 20 bolts, 
  long sword, sap, signal whistle, water skin. 
  Encounter Nine 
   
   
   
   
  Rogue: male human Rog2; CR 2; medium humanoid 
  (Suel human); HD 2d6; hp 7; Init +3; Spd 30 ft.; AC 15, 
  touch 13, flat-footed 12; Base Atk +1; Grp +2; Atk +5 
  melee (1d6+1, 18-20/x2, rapier); Full Atk +5 melee 
  (1d6+1, 18-20/x2, rapier); SA: 1d6 Sneak Attack; SQ: 
  Evasion, Trap Finding; AL CN; SV Fort +0, Ref +5, Will 
  +1; Str.12, Dex.16, Con.10, Int.12, Wis.12, Cha.12. 
   
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save. He does not gain this benefit if helpless.  
   
  Skills and Feats: Bluff +6, Climb +6, Disable Device 
  +8, Hide +8, Listen +6, Move Silently +8, Open Locks 
  +8, Search +6, Spot +6; Dodge, Weapon Finesse. 
   
  Possessions: Leather armor, masterwork rapier, 
  dagger, sap. 
  Encounter Ten 
   
   
   
   
  Upper Seltaren Watch: Warrior 3: CR 3;  Medium 
  humanoid (Human) ; HD 3d8+6; hp 19; Init +5; Spd ft 
  30;  AC 15, touch 11, flat-footed 14; Atk +4 melee 
  (1d8+1 /19-20x2, long sword) or +5 ranged (1d8/19-
  20x2, light crossbow); AL LN; SV Fort +5, Ref +2, 
  Will+1;  Str12, Dex14, Con12, Int8, Wis10, Cha8. 
   
  Skills and Feats: Knowledge (Local) +0, Listen +4, 
  Spot +5, Knowledge (Nobility)+0; Improved Initiative, 
  Alertness, Toughness. 
   
  Possessions: Chain shirt, light crossbow, 20 bolts, 
  long sword, sap, signal whistle, water skin. 
  Encounter Eleven 
   
   
   
   
  Dread Guard: CR 3; medium construct; HD 5d10+20; 
  hp 47; Init +0; Spd 20 ft (can’t run); AC 17, touch 10, 
  flat-footed 17; BAB/Grp: +3/+6; Atk +6 melee 
  (1d8+3/19-20, longsword); SA: -; SQ cold resistance 10, 
  construct traits, fire resistance 10; AL N; SV Fort +1; 
  Ref +1; Will+2; Str.17, Dex.11, Con.-, Int.6, Wis.13, 
  Cha.2. 
   
  Skills and Feats: Spot +9; Cleave, Power Attack. 
   
  Possessions: longsword. 
   
  URD6-01 An Accidental Murder 
  Round One 
  Page 36 
  
  Combat Appendix – APL 4
  Encounter Four A 
   
   
   
   
  Rogue: male human Rog4; CR 4; medium humanoid 
  (Suel human); HD 4d6; hp 14; Init +3; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk +7 
  melee (1d6+1, 18-20/x2, rapier); Full Atk +7 melee 
  (1d6+1, 18-20/x2, rapier); SA: 2d6 Sneak Attack; SQ: 
  Evasion, Trap Finding, Trap Sense, Uncanny Dodge; 
  AL CN; SV Fort +1, Ref +7, Will +2; Str.12, Dex.17, 
  Con.10, Int.12, Wis.12, Cha.12. 
   
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save. He does not gain this benefit if helpless.  
   
  Trap Sense (Ex): The rogue gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus 
  to AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): The rogue retains 
  Dexterity bonus to AC (if any) even if she is caught flat 
  footed or struck by an invisible attacker.  However, she 
  still loses her Dexterity bonus to AC if immobilized. 
   
  Skills and Feats: Bluff +8, Climb +8, Disable Device 
  +10, Hide +10, Move Silently +10, Open Locks +10, 
  Search +8, Spot +8, Tumble +8; Dodge, Mobility, 
  Weapon Finesse.  
   
  Possessions: +1 leather armor, masterwork rapier, 
  dagger, sap, Blend cream, Softfoot, Possum Pouch, 
  masterwork thieves’ tools. 
  Encounter Four B 
   
   
   
   
  Upper Seltaren Watch Constable: Fighter 4; CR 4; 
  Medium humanoid (Human); HD 4d10+4; hp 26; Init 
  +1; Spd 30 ft;  AC 15 (touch 11, flat-footed 14); Base 
  Atk: +4; Grp: +5; Atk +7 melee (1d8+3 /19-20x2, 
  masterwork long sword) or + 5 ranged (1d8/19-20x2, 
  light crossbow); SA: -; SQ: -; AL LN; SV Fort +5, Ref +2, 
  Will+1; Str13, Dex12, Con13, Int12, Wis10, Cha12. 
   
  Skills and Feats: Gather Information +3, Intimidate 
  +7, Knowledge (Local) +2, Knowledge (Nobility) +2, 
  Listen +2, Search +3, Sense Motive +2, Spot +2; 
  Weapon focus (long sword), Weapon specialization 
  (long sword), Power Attack, Investigator, Iron Will, 
  Alertness 
   
  Possessions: chain shirt, masterwork long sword, 
  dagger, light crossbow, 20 bolts, sap, signal whistle. 
  Encounter Six 
   
   
   
   
  Rogue: male human Rog4; CR 4; medium humanoid 
  (Suel human); HD 4d6; hp 14; Init +3; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk +7 
  melee (1d6+1, 18-20/x2, rapier); Full Atk +7 melee 
  (1d6+1, 18-20/x2, rapier); SA: 2d6 Sneak Attack; SQ: 
  Evasion, Trap Finding, Trap Sense, Uncanny Dodge; 
  AL CN; SV Fort +1, Ref +7, Will +2; Str.12, Dex.17, 
  Con.10, Int.12, Wis.12, Cha.12. 
   
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save. He does not gain this benefit if helpless.  
   
  Trap Sense (Ex): The rogue gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus 
  to AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): The rogue retains 
  Dexterity bonus to AC (if any) even if she is caught flat 
  footed or struck by an invisible attacker.  However, she 
  still loses her Dexterity bonus to AC if immobilized. 
   
  Skills and Feats: Bluff +8, Climb +8, Disable Device 
  +10, Hide +10, Listen +8, Move Silently +10, Open 
  Locks +10, Search +8, Spot +8; Dodge, Mobility, 
  Weapon Finesse.  
   
  Possessions: +1 leather armor, masterwork rapier, 
  dagger, sap, masterwork thieves’ tools. 
  Encounter Seven 
   
   
   
   
  Upper Seltaren Watch Constable: Fighter 4; CR 4; 
  Medium humanoid (Human); HD 4d10+4; hp 26; Init 
  +1; Spd 30 ft;  AC 15 (touch 11, flat-footed 14); Base 
  Atk: +4; Grp: +5; Atk +7 melee (1d8+3 /19-20x2, 
  masterwork long sword) or + 5 ranged (1d8/19-20x2, 
  light crossbow); SA: -; SQ: -; AL LN; SV Fort +5, Ref +2, 
  Will+1; Str13, Dex12, Con13, Int12, Wis10, Cha12. 
   
  Skills and Feats: Gather Information +3, Intimidate 
  +7, Knowledge (Local) +2, Knowledge (Nobility) +2, 
  Listen +2, Search +3, Sense Motive +2, Spot +2; 
  Weapon focus (long sword), Weapon specialization 
  (long sword), Power Attack, Investigator, Iron Will, 
  Alertness 
   
  Possessions: chain shirt, masterwork long sword, 
  dagger, light crossbow, 20 bolts, sap, signal whistle. 
  Upper Seltaren Watch: Warrior 3: CR 3;  Medium 
  humanoid (Human); HD 3d8+6; hp 19; Init +5; Spd ft 
  30;  AC 15, touch 11, flat-footed 14; Base Atk +3; Grp +4; 
  Atk +4 melee (1d8+1 /19-20x2, long sword) or +5 
  URD6-01 An Accidental Murder 
  Round One 
  Page 37 
  
  ranged (1d8/19-20x2, light crossbow); AL LN; SV Fort 
  +5, Ref +2, Will+1;  Str12, Dex14, Con12, Int8, Wis10, 
  Cha8. 
   
  Skills and Feats: Knowledge (Local) +0, Listen +4, 
  Spot +5, Knowledge (Nobility)+0; Improved Initiative, 
  Alertness, Toughness. 
   
  Possessions: Chain shirt, light crossbow, 20 bolts, 
  long sword, sap, signal whistle, water skin. 
  Encounter Eight 
   
   
   
   
  Dread Guard: CR 3; medium construct; HD 5d10+20; 
  hp 47; Init +0; Spd 20 ft (can’t run); AC 17, touch 10, 
  flat-footed 17; BAB/Grp: +3/+6; Atk +6 melee 
  (1d8+3/19-20, longsword); SA: -; SQ cold resistance 10, 
  construct traits, fire resistance 10; AL N; SV Fort +1; 
  Ref +1; Will+2; Str.17, Dex.11, Con.-, Int.6, Wis.13, 
  Cha.2. 
   
  Skills and Feats: Spot +9; Cleave, Power Attack. 
   
  Possessions: longsword. 
   
  URD6-01 An Accidental Murder 
  Round One 
  Page 38 
  
  Combat Appendix – APL 6
  Encounter Four A 
   
   
   
   
  Rogue: male human Rog6; CR 6; medium humanoid 
  (Suel human); HD 6d6; hp 21; Init +3; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +4; Grp +5; Atk +7 
  melee (1d6+1, 18-20/x2, rapier); Full Atk +7 melee 
  (1d6+1, 18-20/x2, rapier); SA: 3d6 Sneak Attack; SQ: 
  Evasion, Trap Finding, Trap Sense +2, Uncanny Dodge; 
  AL CN; SV Fort +2, Ref +8, Will +3; Str.12, Dex.17, 
  Con.10, Int.12, Wis.12, Cha.12. 
   
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save. He does not gain this benefit if helpless.  
   
  Trap Sense (Ex): The rogue gains a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus 
  to AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): The rogue retains 
  Dexterity bonus to AC (if any) even if she is caught flat 
  footed or struck by an invisible attacker.  However, she 
  still loses her Dexterity bonus to AC if immobilized. 
   
  Skills and Feats: Bluff +10, Climb +10, Disable 
  Device +12, Hide +12, Move Silently +12, Open Locks 
  +12, Search +10, Spot +10, Tumble +12; Dodge, 
  Improved Feint, Mobility, Weapon Finesse.  
   
  Possessions: +1 leather armor, masterwork rapier, 
  dagger, sap, Blend cream, Softfoot, Possum Pouch, Spool of 
  Endless Rope, masterwork thieves’ tools, Potion of Cure 
  Serious Wounds. 
  Encounter Four B  
   
   
   
  Investigator Canric Moore, Bloodhound: Ranger 
  4/Bloodhound 5; CR 9; Medium humanoid (Half-
  orc/Half-Suel); HD 4d8+5d10+27; hp 72; Init +1; Spd ft 
  30; AC 19(touch 13, flat-footed 16); Base Atk: +9; Grp: 
  +12; Atk +13 melee (1d8+4/x3, +1 Orc Double Axe) or 
  +11 ranged (1d8+3/x3, longbow); Full Atk +13/+8 
  (1d8+5/x3, +1 Orc Double Axe, two handed) or +11/+6 
  melee (1d8+4/x3, +1 Orc Double Axe) and +11 melee 
  (1d8+2/x3, +1 Orc Double Axe offhand) or +11/+6 
  ranged (1d8+3/x3, longbow); SA: Favoured Enemy 
  (Human); 
  SQ: 
  Half-Orc 
  racial 
  traits, 
  Animal 
  Companion, Combat Style (Two Weapon Fighting), 
  Track, Wild Empathy, Bring ‘em Back Alive, Crippling 
  Strike, Hunter’s Dedication, Mark (2), Move Like The 
  Wind, Nonlethal Force, Ready and Waiting, Swift 
  Tracker, Tenacious Pursuit (speed +10 ft.), Track the 
  Trackless; AL CG; SV Fort +13, Ref +9, Will+3; Str16, 
  Dex12, Con16, Int10, Wis12, Cha10. 
   
  Skills and Feats: Gather Information +10, Hide +10, 
  Knowledge (Geography) +5, Knowledge (Nature) +5, 
  Search +19, Sense Motive +10, Spot +12, Survival +17; 
  Endurance, Exotic Weapon Proficiency (Orc Double 
  Axe), Great Fortitude, Investigator, Power Attack, Two 
  Weapon Fighting.  
   
  Possessions: +1 chain shirt, Composite Strength 
  Longbow (+3), 20 arrows, goggles of minute seeing, lens of 
  detection, masterwork shortsword, masterwork dagger, 
  +1/+1 Orc double axe, potion of cure moderate wounds, Sap. 
  Note: Canric does not have his animal companion 
  with him during the course of this adventure. 
  Upper Seltaren Watch: Warrior 3: CR 3;  Medium 
  humanoid (Human); HD 3d8+6; hp 19; Init +5; Spd ft 
  30;  AC 15, touch 11, flat-footed 14; Base Atk +3; Grp +4; 
  Atk +4 melee (1d8+1 /19-20x2, long sword) or +5 
  ranged (1d8/19-20x2, light crossbow); AL LN; SV Fort 
  +5, Ref +2, Will+1;  Str12, Dex14, Con12, Int8, Wis10, 
  Cha8. 
   
  Skills and Feats: Knowledge (Local) +0, Listen +4, 
  Spot +5, Knowledge (Nobility)+0; Improved Initiative, 
  Alertness, Toughness. 
   
  Possessions: Chain shirt, light crossbow, 20 bolts, 
  long sword, sap, signal whistle, water skin. 
  Encounter Six 
   
   
   
   
  Rogue: male human Rog6; CR 6; medium humanoid 
  (Suel human); HD 6d6; hp 21; Init +3; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +4; Grp +5; Atk +7 
  melee (1d6+1, 18-20/x2, rapier); Full Atk +7 melee 
  (1d6+1, 18-20/x2, rapier); SA: 3d6 Sneak Attack; SQ: 
  Evasion, Trap Finding, Trap Sense +2, Uncanny Dodge; 
  AL CN; SV Fort +2, Ref +8, Will +3; Str.12, Dex.17, 
  Con.10, Int.12, Wis.12, Cha.12. 
   
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save. He does not gain this benefit if helpless.  
   
  Trap Sense (Ex): The rogue gains a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus 
  to AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): The rogue retains 
  Dexterity bonus to AC (if any) even if she is caught flat 
  footed or struck by an invisible attacker.  However, she 
  still loses her Dexterity bonus to AC if immobilized. 
   
  Skills and Feats: Bluff +10, Climb +10, Disable 
  Device +12, Hide +12, Listen +10, Move Silently +12, 
  Open Locks +12, Search +10, Spot +10; Dodge, 
  Improved Feint, Mobility, Weapon Finesse.  
   
  Possessions: +1 leather armor, masterwork rapier, 
  dagger, sap, masterwork thieves’ tools, Potion of Cure 
  Serious Wounds. 
  URD6-01 An Accidental Murder 
  Round One 
  Page 39 
  
  Encounter Seven 
   
   
   
   
  Adventurer Watch Leader: Fighter 8: CR 8; Medium 
  humanoid (Human); HD 8d10+16; hp 68; Init +6; Spd 
  ft 30; AC 18, touch 12, flat-footed 16; Base Atk +8; Grp 
  +11; Atk +15 melee (1d8+5/19-20x2, long sword) or +10 
  ranged (1d8/x3, long bow);  Full Atk +15/+10 melee 
  (1d8+5/19-20x2, long sword) or +10/+5 ranged (1d8/x3, 
  long bow); AL CG; SV Fort +8, Ref +4, Will+2;  Str16, 
  Dex14, Con15, Int10, Wis10, Cha10. 
   
  Skills and Feats: Climb +10, Handle Animal +8, 
  Intimidate +10, Ride +14; Cleave, Combat Reflexes, 
  Improved Initiative, Point Blank Shot, Power Attack, 
  Precise Shot, Weapon Focus (longsword), Weapon 
  Specialisation (longsword). 
   
  Possessions: Chain shirt, heavy steel shield, 
  longbow, 20 arrows, long sword, club, sap, signal 
  whistle, water skin. 
  Upper Seltaren Watch: Warrior 3: CR 3;  Medium 
  humanoid (Human); HD 3d8+6; hp 19; Init +5; Spd ft 
  30;  AC 15, touch 11, flat-footed 14; Base Atk +3; Grp +4; 
  Atk +4 melee (1d8+1 /19-20x2, long sword) or +5 
  ranged (1d8/19-20x2, light crossbow); AL LN; SV Fort 
  +5, Ref +2, Will+1;  Str12, Dex14, Con12, Int8, Wis10, 
  Cha8. 
   
  Skills and Feats: Knowledge (Local) +0, Listen +4, 
  Spot +5, Knowledge (Nobility)+0; Improved Initiative, 
  Alertness, Toughness. 
   
  Possessions: Chain shirt, light crossbow, 20 bolts, 
  long sword, sap, signal whistle, water skin. 
  Encounter Eight 
   
   
   
   
  Dread Guard: CR 3; medium construct; HD 5d10+20; 
  hp 47; Init +0; Spd 20 ft (can’t run); AC 17, touch 10, 
  flat-footed 17; BAB/Grp: +3/+6; Atk +6 melee 
  (1d8+3/19-20, longsword); SA: -; SQ cold resistance 10, 
  construct traits, fire resistance 10; AL N; SV Fort +1; 
  Ref +1; Will+2; Str.17, Dex.11, Con.-, Int.6, Wis.13, 
  Cha.2. 
   
  Skills and Feats: Spot +9; Cleave, Power Attack. 
   
  Possessions: longsword. 
   
  URD6-01 An Accidental Murder 
  Round One 
  Page 40 
  
  Combat Appendix - APL 8
  Encounter Four A 
   
   
   
   
  Rogue: male human Rog8; CR 8; medium humanoid 
  (Suel human); HD 8d6+8; hp 36; Init +3; Spd 30 ft.; AC 
  17, touch 14, flat-footed 13; Base Atk +6; Grp +8; Atk 
  +11 melee (1d6+4, 15-20/x2, rapier); Full Atk +11/+6 
  melee (1d6+4, 15-20/x2, rapier); SA: 4d6 Sneak Attack; 
  SQ: Evasion, Trap Finding, Improved Uncanny Dodge, 
  Trap Sense +2, Uncanny Dodge; AL CN; SV Fort +2, 
  Ref +9, Will +3; Str.14, Dex.18, Con.10, Int.12, Wis.12, 
  Cha.12. 
   
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save. He does not gain this benefit if helpless.  
   
  Trap Sense (Ex): The rogue gains a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus 
  to AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): The rogue retains 
  Dexterity bonus to AC (if any) even if she is caught flat 
  footed or struck by an invisible attacker.  However, she 
  still loses her Dexterity bonus to AC if immobilized. 
   
  Improved Uncanny Dodge (Ex): The rogue can 
  no longer be flanked.  The defence denies another 
  rogue the ability to sneak attack the character by 
  flanking her unless the attacker has at least 4 more 
  rogue levels than the defender. 
   
  Skills and Feats: Bluff +12, Climb +12, Disable 
  Device +14, Hide +14, Move Silently +14, Open Locks 
  +14, Search +12, Spot +12, Tumble +14; Dodge, 
  Improved Feint, Mobility, Weapon Finesse.  
   
  Possessions: +1 leather armor, +1 keen rapier, dagger, 
  sap, Blend cream, Softfoot, Possum Pouch, Spool of Endless 
  Rope, masterwork thieves’ tools, Potion of Cure Serious 
  Wounds, Gauntlets of Ogre Strength. 
  Encounter Four B  
   
   
   
  Investigator Canric Moore, Bloodhound: Ranger 
  4/Bloodhound 5; CR 9; Medium humanoid (Half-
  orc/Half-Suel); HD 4d8+5d10+27; hp 72; Init +1; Spd ft 
  30; AC 19(touch 13, flat-footed 16); Base Atk: +9; Grp: 
  +12; Atk +13 melee (1d8+4/x3, +1 Orc Double Axe) or 
  +11 ranged (1d8+3/x3, longbow); Full Atk +13/+8 
  (1d8+5/x3, +1 Orc Double Axe, two handed) or +11/+6 
  melee (1d8+4/x3, +1 Orc Double Axe) and +11 melee 
  (1d8+2/x3, +1 Orc Double Axe offhand) or +11/+6 
  ranged (1d8+3/x3, longbow); SA: Favoured Enemy 
  (Human); 
  SQ: 
  Half-Orc 
  racial 
  traits, 
  Animal 
  Companion, Combat Style (Two Weapon Fighting), 
  Track, Wild Empathy, Bring ‘em Back Alive, Crippling 
  Strike, Hunter’s Dedication, Mark (2), Move Like The 
  Wind, Nonlethal Force, Ready and Waiting, Swift 
  Tracker, Tenacious Pursuit (speed +10 ft.), Track the 
  Trackless; AL CG; SV Fort +13, Ref +9, Will+3; Str16, 
  Dex12, Con16, Int10, Wis12, Cha10. 
   
  Skills and Feats: Gather Information +10, Hide +10, 
  Knowledge (Geography) +5, Knowledge (Nature) +5, 
  Search +19, Sense Motive +10, Spot +12, Survival +17; 
  Endurance, Exotic Weapon Proficiency (Orc Double 
  Axe), Great Fortitude, Investigator, Power Attack, Two 
  Weapon Fighting.  
   
  Possessions: +1 chain shirt, Composite Strength 
  Longbow (+3), 20 arrows, goggles of minute seeing, lens of 
  detection, masterwork shortsword, masterwork dagger, 
  +1/+1 Orc double axe, potion of cure moderate wounds, Sap. 
  Note: Canric does not have his animal companion 
  with him during the course of this adventure. 
  Upper Seltaren Watch Constable: Fighter 4; CR 4; 
  Medium humanoid (Human); HD 4d10+4; hp 26; Init 
  +1; Spd 30 ft;  AC 15 (touch 11, flat-footed 14); Base 
  Atk: +4; Grp: +5; Atk +7 melee (1d8+3 /19-20x2, 
  masterwork long sword) or + 5 ranged (1d8/19-20x2, 
  light crossbow); SA: -; SQ: -; AL LN; SV Fort +5, Ref +2, 
  Will+1; Str13, Dex12, Con13, Int12, Wis10, Cha12. 
   
  Skills and Feats: Gather Information +3, Intimidate 
  +7, Knowledge (Local) +2, Knowledge (Nobility) +2, 
  Listen +2, Search +3, Sense Motive +2, Spot +2; 
  Weapon focus (long sword), Weapon specialization 
  (long sword), Power Attack, Investigator, Iron Will, 
  Alertness 
   
  Possessions: chain shirt, masterwork long sword, 
  dagger, light crossbow, 20 bolts, sap, signal whistle. 
  Encounter Six 
   
   
   
   
  Rogue: male human Rog8; CR 8; medium humanoid 
  (Suel human); HD 8d6+8; hp 36; Init +3; Spd 30 ft.; AC 
  17, touch 14, flat-footed 13; Base Atk +6; Grp +8; Atk 
  +11 melee (1d6+4, 15-20/x2, rapier); Full Atk +11/+6 
  melee (1d6+4, 15-20/x2, rapier); SA: 4d6 Sneak Attack; 
  SQ: Evasion, Trap Finding, Improved Uncanny Dodge, 
  Trap Sense +2, Uncanny Dodge; AL CN; SV Fort +2, 
  Ref +9, Will +3; Str.14, Dex.18, Con.10, Int.12, Wis.12, 
  Cha.12. 
   
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save. He does not gain this benefit if helpless.  
  URD6-01 An Accidental Murder 
  Round One 
  Page 41 
  
   
  Trap Sense (Ex): The rogue gains a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus 
  to AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): The rogue retains 
  Dexterity bonus to AC (if any) even if she is caught flat 
  footed or struck by an invisible attacker.  However, she 
  still loses her Dexterity bonus to AC if immobilized. 
   
  Improved Uncanny Dodge (Ex): The rogue can 
  no longer be flanked.  The defence denies another 
  rogue the ability to sneak attack the character by 
  flanking her unless the attacker has at least 4 more 
  rogue levels than the defender. 
   
  Skills and Feats: Bluff +12, Climb +12, Disable 
  Device +14, Hide +14, Move Silently +14, Open Locks 
  +14, Search +12, Spot +12, Tumble +14; Dodge, 
  Improved Feint, Mobility, Weapon Finesse.  
   
  Possessions: +1 leather armor, +1 keen rapier, dagger, 
  sap, Potion of Cure Serious Wounds, Gauntlets of Ogre 
  Strength. 
  Encounter Seven 
   
   
   
   
  Adventurer Watch Leader: Fighter 10: CR 10; 
  Medium humanoid (Human); HD 10d10+20; hp 80; 
  Init +6; Spd ft 30; AC 18, touch 12, flat-footed 16; Base 
  Atk +10; Grp +13; Atk +18 melee (1d8+5/19-20x2, long 
  sword) or +12 ranged (1d8/x3, long bow); Full Atk 
  +18/+13 melee (1d8+5/19-20x2, long sword) or +12/+7 
  ranged (1d8/x3, long bow); AL CG; SV Fort +9, Ref +4, 
  Will+2;  Str16, Dex14, Con15, Int10, Wis10, Cha10. 
   
  Skills and Feats: Climb +12, Handle Animal +10, 
  Intimidate +12, Ride +14; Cleave, Combat Reflexes, 
  Greater 
  Weapon 
  Focus 
  (longsword), 
  Improved 
  Initiative, Point Blank Shot, Power Attack, Precise 
  Shot, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialisation (longsword). 
   
  Possessions: Chain shirt, heavy steel shield, 
  longbow, 20 arrows, long sword, club, sap, signal 
  whistle, water skin. 
  Upper Seltaren Watch Constable: Fighter 4; CR 4; 
  Medium humanoid (Human); HD 4d10+4; hp 26; Init 
  +1; Spd 30 ft;  AC 15 (touch 11, flat-footed 14); Base 
  Atk: +4; Grp: +5; Atk +7 melee (1d8+3 /19-20x2, 
  masterwork long sword) or + 5 ranged (1d8/19-20x2, 
  light crossbow); SA: -; SQ: -; AL LN; SV Fort +5, Ref +2, 
  Will+1; Str13, Dex12, Con13, Int12, Wis10, Cha12. 
   
  Skills and Feats: Gather Information +3, Intimidate 
  +7, Knowledge (Local) +2, Knowledge (Nobility) +2, 
  Listen +2, Search +3, Sense Motive +2, Spot +2; 
  Weapon focus (long sword), Weapon specialization 
  (long sword), Power Attack, Investigator, Iron Will, 
  Alertness 
   
  Possessions: chain shirt, masterwork long sword, 
  dagger, light crossbow, 20 bolts, sap, signal whistle. 
   
   
   
   
  URD6-01 An Accidental Murder 
  Round One 
  Page 42 
  
  Appendix One – Untiered NPCs
  Ora Venn (aka Tessa the Blade): Fighter 4/Rogue 
  5/Spymaster 3; CR 12; Medium Humanoid (Human); 
  HD 4d10+8d6+12; hp 62; Init +7; Spd 30 ft; AC 17, 
  touch 14, flat-footed 14; Base Atk +9; Grp +11; Atk +15 
  melee (1d6+5/15-20/x2, Rapier); Full Atk +15/+10 
  melee (1d6+5/15-20/x2, Rapier); SA: 4d6 Sneak Attack; 
  SQ: Evasion, Trapfinding, Trap Sense, Uncanny Dodge, 
  Cover Identity, Magic Aura, Quick Change, Scrying 
  Defence, Undetectable Alignment; AL N; SV Fort +7, 
  Ref +11, Will +3; Str 14, Dex 16, Con 12, Int 14, Wis 10, 
  Cha 12. 
   
  Skills and Feats: (*see end of stat block for more 
  details) *Bluff +16, Diplomacy +15, *Disguise +13, 
  Forgery +12, *Gather Information +13, Hide +16, 
  Intimidate +10, Jump +11, Knowledge (Local) +7, Move 
  Silently +16, Open Lock +15, Profession(thug) +6, 
  Search +10, Sense Motive +10, Sleight of Hand +13, 
  Tumble +15, Use Magic Device +19; Combat Reflexes, 
  Dodge, Improved Feint, Improved Initiative, Mobility, 
  Skill Focus (Use Magic Device), Spring Attack, 
  Stealthy, 
  Weapon 
  Focus 
  (Rapier), 
  Weapon 
  Specialisation (Rapier) 
   
  Possessions: gloves of dexterity +2, hat of disguise, +1 
  shadow silent moves leather armor, +1 keen rapier, +1 ring of 
  protection, ring of mind shielding, scroll of dimension door 
  (x2), 2 daggers, sap. 
  *Note: Ora has two cover identities: Tessa the Blade 
  and Millie.  She gains an additional +4 to Disguise 
  checks and +2 to Bluff and Gather Information checks 
  when using her identities.  These bonuses are not 
  factored into Ora’s stat block. 
   
  Ora also possesses a Hat of Disguise.  It provides a 
  +10 bonus to Disguise checks.  She also receives a +2 
  synergy bonus from Bluff for acting in character.  
  Neither of these bonuses are factored into the stat 
  block. 
   
  When in character and wearing the Hat of 
  Disguise, Ora’s stats are as follows: Disguise +29, Bluff 
  +18, Gather Information +15. 
  Nimblewright: Shadowdancer 4; CR 11; medium 
  construct; HD 10d10+20 + 4d8; hp 93; Init +7; Spd 40 
  ft; AC 24, touch 17, flat-footed 17; BAB/Grp: +11/+15; 
  Atk +15 melee (2d6+5/15-20, rapier); Full Atk (x2) +14 
  melee (2d6+5/15-20, rapier); SA: Spell like abilities, 
  tripping thrust; SQ: Augmented critical, construct 
  traits, darkvision 60ft., evasion, hide in plain sight, 
  shadow illusion, shadow jump 20ft., SR 27, summon 
  shadow, uncanny dodge, vulnerabilities; AL CN; SV 
  Fort +4; Ref +14; Will+7; Str.20, Dex.24, Con.-, Int.10, 
  Wis.17, Cha.19. 
   
  Skills and Feats: Balance +9, Hide +17, Jump +20, 
  Move Silently +15, Perform (Act) +5, Perform (Dance) 
  +14, Tumble +22; Combat Expertise (B), Combat 
  Reflexes (B), Dodge, Improved Disarm, Mobility, 
  Spring Attack, Whirlwind Attack. 
   
  Hide In Plain Sight (Su): A shadowdancer can 
  use the Hide skill even while being observed.  As long 
  as she is within 10 feet of some sort of shadow, a 
  shadowdancer can hide herself from view in the open 
  without anything to actually hide behind.  She cannot, 
  however, hide in her own shadow. 
   
  Evasion (Ex): At 2nd level, a shadowdancer gains 
  evasion.  If exposed to any effect that normally allows 
  her to attempt a Reflex saving throw for half damage 
  (such as a fireball), she takes no damage with a 
  successful saving throw.  The evasion ability can only 
  be used if the shadowdancer is wearing light armor or 
  no 
  armor., 
  Darkvision 
  (Su): 
  At 
  2nd 
  level, 
  a 
  shadowdancer can see in the dark as though she were 
  permanently under the effect of a darkvision spell. 
   
  Uncanny Dodge (Ex): Starting at 2nd level, a 
  shadowdancer has the ability to react to danger before 
  her senses would normally allow her to even be aware 
  of it.  She retains her Dexterity bonus to AC (if any) 
  regardless of being caught flat-footed or struck by an 
  invisible attacker.  (She still loses any Dexterity bonus 
  to AC if immobilized.)  If a character gains uncanny 
  dodge from a second class (such as barbarian or rogue), 
  the character automatically gains improved uncanny 
  dodge.  
   
  Shadow Illusion (Sp): When a shadowdancer 
  reaches 3rd level, she can create visual illusions from 
  surrounding shadows.  This ability’s effect is identical 
  to that of the arcane spell silent image and may be 
  employed once per day. 
   
  Summon 
  Shadow 
  (Su): 
  At 
  3rd 
  level, 
  a 
  shadowdancer can summon a shadow, an undead shade 
  (see the Monster Manual for the sadow’s statistics).  
  Unlike a normal shadow, this shadow’s alignment 
  matches that of the shadowdancer, and the creature 
  cannot create spawn.  The summoned shadow cannot 
  be turned, rebuked or commanded by any third party.  
  This shadow serves as a companion to the 
  shadowdancer and can communicate intelligibly with 
  the shadowdancer.  Every third level gained by the 
  shadowdancer adds +2 HD (and the requisite base 
  attack and base save bonus increases) to her shadow 
  companion.  For example, a 9th level shadowdancer can 
  have a shadow companion with 6 HD.  If a shadow 
  companion is destroyed, or the shadowdancer chooses 
  to dismiss it, the shadowdancer must attempt a DC 15 
  Fortitude save.  If the saving throw fails, the 
  shadowdancer 
  loses 
  200 
  experince 
  points 
  per 
  shadowdancer level.  A successful saving throw 
  reduces the loss by half, to 100 XP per prestige class 
  level.  The shadowdancer’s XP total can never go below 
  0 as the result of a shadow’s dismissal or destruction.  A 
  URD6-01 An Accidental Murder 
  Round One 
  Page 43 
  
  destroyed or dismissed shadow companioin cannot be 
  replaced for 30 days. 
  Shadow Jump (Su): At 4th level, a shadowdancer gains 
  the ability to travel between shadows as if by means of 
  a dimension door spell.  The limitation is that the 
  magical transport must begin and end in an area with 
  at least some shadow.  A shadowdancer can jump up to 
  a total of 20 feet each day in this way; this may be a 
  single jump of 20 feet or two jumps of 10 feet each.  
  Every two levels higher than 4th, the distance a 
  shadowdancer can jump each day doubles (40 feet at 
  6th, 80 feet at 8th, and 160 feet at 10th).  This amount can 
  be split among many jumps, but each one, no matter 
  how small, counts as a 10-foot increment.  (A 6th-level 
  shadowdancer who jumps 32 feet cannot jump again 
  until the next day.) 
   
  Possessions: Hat of Disguise, Ring of Mind Shielding. 
  The Shadowdancer Prestige Class is located in the 
  DMG on page 195
  Corwyn Reede: Aristocrat 5/Expert 2; CR 6; Medium 
  Humanoid (Human); HD 5d8+2d6+7; hp 36; Init +0; 
  Spd 30 ft; AC 10, touch 10, flat-footed 10; Base Atk +4; 
  Grp +5; Atk +5 melee (1d8+2/19-20/x2, Longsword); 
  Full Atk +5 melee (1d8+2/19-20/x2, Longsword); SA: -; 
  SQ: -; AL LN; SV Fort +2, Ref +1, Will +11; Str 12, Dex 
  10, Con 12, Int 14, Wis 14, Cha 14. 
   
  Skills and Feats: Craft (Armorsmithing) +5; Craft 
  (Weaponsmithing) +9; Diplomacy +14, Knowledge 
  (Architecture and Engineering) +9, Knowledge (Local) 
  +12, Knowledge (Nobility) +12, Ride +10, Sense Motive 
  +14, Spot +12; Exotic Weapon Proficiency (Dwarven 
  War Axe), Iron Will, Negotiator, Skill Focus 
  (Weaponsmithing) 
   
  Languages: Common, Dwarven, Terran 
   
  Possessions: +1 longsword, masterwork dagger, 
  noble’s outfit. 
  Elgin Coriner: Aristocrat 4/Rogue 4/Duelist 4; CR 11; 
  Medium Humanoid (Human); HD 4d10+4d8+4d6+12; 
  hp 66; Init +9; Spd 30 ft; AC 22 (+6 dex, +4 armor, +2 
  deflection), touch 18, flat-footed 16; Base Atk +10; Grp 
  +10; Atk +14 melee (1d6+1/15-20/x2, Rapier); Full Atk 
  +14/+9 melee (1d6+1/15-20/x2, Rapier); SA: 2d6 Sneak 
  Attack; SQ: Evasion, Trapfinding, Trap Sense +1, 
  Uncanny Dodge, Canny Defense, Improved Reaction 
  +2, Enhanced Mobility, Grace; AL LE; SV Fort +4, Ref 
  +14, Will +6; Str 10, Dex 16, Con 12, Int 16, Wis 10, 
  Cha 13. 
   
  Languages: Ancient Sueloise, Common, Elven 
   
  Skills and Feats: Balance +15, Bluff +16, Diplomacy 
  +15, 
  Gather 
  Information 
  +11, 
  Intimidate +13, 
  Knowledge (Local) +10, Knowledge (Nobility) +10, 
  Listen +10, Perform (Harpsichord) +10, Ride +11, 
  Sense Motive +10, Spot +10, Tumble +15; Dodge, 
  Improved Feint, Improved Initiative, Mobility, Spring 
  Attack, Weapon Finesse 
   
  Possessions: bracers of armor +4, ring of protection +2, 
  ring of mind shielding, +1 keen rapier, masterwork dagger, 
  noble’s outfit. 
  The Duelist Prestige Class can be found in the DMG on 
  page 185
  Tovas Coriner: Aristocrat 3; CR 2; Medium 
  Humanoid (Human); HD 3d8+3; hp 15; Init +2; Spd 30 
  ft; AC 12 (+2 dex), touch 12, flat-footed 10; Base Atk +2; 
  Grp +2; Atk +5 melee (1d6/18-20/x2, Rapier); Full Atk 
  +5 melee (1d6/18-20/x2, Rapier); SA: -; SQ: -; AL LE; SV 
  Fort +2, Ref +3, Will +4; Str 10, Dex 14, Con 12, Int 14, 
  Wis 10, Cha 13. 
   
  Skills and Feats: Bluff +6, Diplomacy +6, 
  Intimidate +6, Knowledge (Local) +8, Knowledge 
  (Nobility) +9, Perform (Harpsichord) +7, Ride +9, 
  Sense Motive +4, Spot +5, Tumble +5; Dodge, Mobility, 
  Weapon Finesse 
   
  Possessions: ring of mind shielding, masterwork rapier, 
  masterwork dagger, noble’s outfit.
  Roserio, the Tavern Owner – Expert 4; CR 3; Medium 
  Humanoid (Human); HD 4d6+4; hp 18; Init +0; Spd 30 
  ft; AC 10 (touch 10, flat-footed 10); Base Atk +3; Grp +6; 
  Atk +6 melee (1d8+3, heavy mace) or Atk +3 ranged 
  (1d10, heavy crossbow); Full Atk +6 melee (1d8+3, 
  heavy mace) or Atk +3 ranged (1d10, heavy crossbow); 
  SA: -; SQ: -; AL N; SV Fort +2, Ref +1, Will +3; Str.16, 
  Dex.10, Con.12, Int.11, Wis.8, Cha.12. 
   
  Skills and Feats: Gather Information +8, Intimidate 
  +11, Knowledge (Local) +7, Listen +6, Profession 
  (Bartender) +9, Sense Motive +6, Spot +6; Skill Focus 
  (Bartender), Combat Reflexes, Skill Focus (Intimidate). 
   
  Possessions: artisan’s outfit. 
   
  Background: Roserio is the owner and bartender at 
  the Bridled Brambles tavern in the Lower Seltaren 
  Market.  He is in his 40’s,. 5’8”, brown hair, brown eyes, 
  dark complexion.  Roserio left his wife a few years ago 
  after having an affair with one of his old serving girls 
  Renthi.  Renthi wanted to move to a new town to 
  escape the influence of Roserio’s ex-wife Geori.  
  Roserio grew up in Seltaren and in the end couldn’t 
  bring himself to leave his home and bar.  Renthi 
  moved on without him.  Lonely, Roserio returned to 
  his wife Geori and his two children (age 11 and 13).  
  Boisterous and friendly but has little patience for 
  trouble in his bar.  Roserio has no connections to the 
  Rogues of Seltaren but sometimes overhears things. 
  Gwendolyn, the Barmaid - Commoner 1; CR 1/2; HD 
  1d4; hp 2; Init +0; Spd 30 ft; AC 10 (touch 10, flat-
  footed 10); Base Atk +0; Grp +0; Atk +0 melee (1d3, 
  fist); Full Atk +0 melee (1d3, fist); SA: -; SQ: -; SV Fort 
  +0, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int 12, Wis 
  10, Cha 14.  
  URD6-01 An Accidental Murder 
  Round One 
  Page 44 
  
   
  Skills and Feats: Knowledge(local) +2, Perform 
  (Sing) +4, Profession: Barmaid +4, Profession: Cook +4; 
  Improved Unarmed Strike, Skill Focus (Perform). 
   
  Possessions: barmaid outfit, pouch with 6 coppers. 
   
  Appearance: 5’ 8”, 130 lbs, long blonde hair, blue 
  eyes, 22 years old. 
   
  Background: To console him at the thought of 
  returning to his wife, Roserio went out and hired the 
  prettiest barmaid he could find.  He found Gwendolyn. 
   The two hit it off immediately.  Gwendolyn is a rough 
  and tumble girl from the mean streets of Lower 
  Seltaren.  She is a street savvy, outgoing, charming and 
  humourous woman who isn’t afraid to scrape a knuckle 
  across some mug’s chin if they step out of line.  
  Gwendolyn enjoys working at the Bridled Brambles 
  Tavern and has recently arranged with Roserio to 
  perform one night a week.  Gwendolyn’s only problem 
  is Roserio’s wife Geori.  Geori does not like the way 
  Gwendolyn and her husband get along and goes out of 
  her way to make things hard for Gwendolyn. 
  Berai, the Beggar - Commoner 1; CR 1/2; HD 1d4; hp 
  3; Init +0; Spd 30 ft; AC 10 (touch 10, flat-footed 10); 
  Base Atk +1; Grp +1; Atk +1 melee (1d3, fist); Full Atk 
  +1 melee (1d3, fist); SA: -; SQ: -; SV Fort +1, Ref +0, Will 
  -1; Str 12, Dex 10, Con 12, Int 8, Wis 8, Cha 10. 
   
  Skills and Feats: Listen +3, Spot +3, Survival +5; 
  Alertness, Skill Focus (Survival). 
   
  Possessions: long coat, dirty clothes.  
   
  Appearance: 5’ 9”, 150 lbs, long thick grey beard, 
  dirty long coat, garbled speech. 
  Lower Seltaren Watchmen Warrior 1; CR 1/2; HD 
  1d8+4; hp 9; Init +0; Spd 30 ft; AC 14 (touch 10, flat-
  footed 14); Base Atk +1; Grp +1; Atk +2 melee two-
  handed  (1d8,20/x3, Longspear), +1 melee two-handed  
  (1d6/20/x2, Sap), +1 melee two-handed  (1d8/20/x2, 
  Heavy Mace); Full Atk +2 melee two-handed  
  (1d8,20/x3, 
  Longspear), 
  +1 
  melee 
  two-handed  
  (1d6/20/x2, Sap), +1 melee two-handed  (1d8/20/x2, 
  Heavy Mace); SA: -; SQ: -; SV Fort +3, Ref +0, Will -1; 
  AL N; Str.10, Dex.10, Con.12, Int.9, Wis.8, Cha.8. 
   
  Skills and Feats: Gather Information +1, Intimidate 
  +3; Toughness, Weapon Focus(Longspear). 
   
  Possessions: longspear, heavy mace, studded leather 
  armor, guard uniform. 
  Upper Seltaren Watchmen: Warrior 3: CR 3;  
  Medium humanoid (Human) ; HD 3d8+6; hp 19; Init 
  +5; Spd ft 30;  AC 16 (touch 12, flat-footed 14); Atk +4 
  melee two-handed (1d8+1 /19-20x2, long sword), +4 
  melee two-handed  (1d8,20/x3, Longspear), or +5 
  ranged (1d8/19-20x2, light crossbow); AL LN; SV Fort 
  +5, Ref +2, Will+1; Str12, Dex14, Con12, Int8, Wis10, 
  Cha8. 
   
  Skills and Feats: Knowledge (Local) +0, Listen +4, 
  Spot +5, Knowledge (Nobility)+0 ; Improved Initiative, 
  Alertness, Toughness. 
   
  Possessions: chain shirt, light crossbow, 20 bolts, 
  long sword, sap, signal whistle, water skin, (longspear 
  while on patrol). 
  Lower Seltaren Watch Constables – Fighter 2; CR 2; 
  Medium humanoid (Human); HD 2d10+2; hp 13; Init 
  +0; Spd 30 ft; AC 14 (touch 10, flat-footed 14); Atk +5 
  melee two handed (1d8+3,19-20/x2, Long sword), +4 
  melee two-handed (1d6+3/20/x2, Sap), +2 ranged 
  (1d6/20/x3, Short bow); SA: -; SQ: -; AL N; SV Fort +4, 
  Ref +0, Will -1; Str.14, Dex.10, Con.12, Int.10, Wis.8, 
  Cha.12. 
   
  Skills and Feats: Gather Information +4, Intimidate 
  +6, Knowledge (local) +1, Listen +1, Search +4, Spot +1; 
  Alertness, 
  Investigator, 
  Power 
  Attack, 
  Weapon 
  Focus(longsword). 
   
  Possessions: long sword, sap, chain shirt, shortbow, 
  20 arrows, uniform, a whistle, and a key ring to the 
  Lower Seltaren Guard House. 
  Upper Seltaren Watch Constables  – Fighter 4; CR 
  4; Medium humanoid (Human); HD 4d10+4; hp 26; 
  Init +1; Spd 30 ft;  AC 15 (touch 11, flat-footed 14); Base 
  Atk: +4; Grp: +5; Atk +7 melee (1d8+3 /19-20x2, 
  masterwork long sword) or + 5 ranged (1d8/19-20x2, 
  light crossbow); SA: -; SQ: -; AL LN; SV Fort +5, Ref +2, 
  Will+1; Str13, Dex12, Con13, Int12, Wis10, Cha12. 
   
  Skills and Feats: Gather Information +3, Intimidate 
  +7, Knowledge (Local) +2, Knowledge (Nobility) +2, 
  Listen +2, Search +3, Sense Motive +2, Spot +2; 
  Weapon focus (long sword), Weapon specialization 
  (long sword), Power Attack, Investigator, Iron Will, 
  Alertness 
   
  Possessions: chain shirt, masterwork long sword, 
  dagger, light crossbow, 20 bolts, sap, signal whistle, 
  master key ring to the Upper Seltaren Guard House. 
  Fridden Moirek, Watch Captain - Fighter 12; CR 12; 
  Medium humanoid (Human); HD 12d10+36; hp 102; 
  Init +3; Spd ft 30; AC 19(touch 13, flat-footed 16); Base 
  Atk: +12; Grp: +14; Atk +17 melee (1d8+7 /x2, +1 flail) 
  or +14 ranged (1d8/19-20x2, light crossbow); Full Atk 
  +17/+12/+7 melee (1d8+7 /x2, +1 flail) or +14/+9/+4 
  ranged (1d8/19-20x2, light crossbow); SA: -; SQ: -; AL 
  LN; SV Fort +11, Ref +8, Will+5; Str14, Dex16, Con14, 
  Int13, Wis10, Cha12. 
   
  Skills and Feats: Diplomacy +6, Gather Information 
  +7, Intimidate +11, Knowledge (Local) +5, Knowledge 
  (Nobility) +4, Search +4, Sense Motive +11; Combat 
  expertise, Improved disarm, Weapon focus (flail), 
  Weapon specialization (Flail), Greater weapon focus 
  (flail), Greater Weapon Specialization (flail), Dodge, 
  Mobility, 
  Spring 
  Attack, 
  Improved 
  Toughness, 
  Negotiator, Skill Focus (Sense motive). 
  URD6-01 An Accidental Murder 
  Round One 
  Page 45 
  
   
  Possessions: +1 chainmail, +1 flail, +1 cloak of resistance, 
  gauntlets of ogre power, light crossbow, 20 bolts, potion of 
  cure moderate wounds, potion of bear's endurance, master 
  key ring. 
  Investigator Canric Moore, Bloodhound: Ranger 
  4/Bloodhound 5; CR 9; Medium humanoid (Half-
  orc/Half-Suel); HD 4d8+5d10+27; hp 72; Init +1; Spd ft 
  30; AC 19(touch 13, flat-footed 16); Base Atk: +9; Grp: 
  +12; Atk +13 melee (1d8+4/x3, +1 Orc Double Axe) or 
  +11 ranged (1d8+3/x3, longbow); Full Atk +13/+8 
  (1d8+5/x3, +1 Orc Double Axe, two handed) or +11/+6 
  melee (1d8+4/x3, +1 Orc Double Axe) and +11 melee 
  (1d8+2/x3, +1 Orc Double Axe offhand) or +11/+6 
  ranged (1d8+3/x3, longbow); SA: Favoured Enemy 
  (Human); 
  SQ: 
  Half-Orc 
  racial 
  traits, 
  Animal 
  Companion, Combat Style (Two Weapon Fighting), 
  Track, Wild Empathy, Bring ‘em Back Alive, Crippling 
  Strike, Hunter’s Dedication, Mark (2), Move Like The 
  Wind, Nonlethal Force, Ready and Waiting, Swift 
  Tracker, Tenacious Pursuit (speed +10 ft.), Track the 
  Trackless; AL CG; SV Fort +13, Ref +9, Will+3; Str16, 
  Dex12, Con16, Int10, Wis12, Cha10. 
   
  Skills and Feats: Gather Information +10, Hide +10, 
  Knowledge (Geography) +5, Knowledge (Nature) +5, 
  Search +19, Sense Motive +10, Spot +12, Survival +17; 
  Endurance, Exotic Weapon Proficiency (Orc Double 
  Axe), Great Fortitude, Investigator, Power Attack, Two 
  Weapon Fighting.  
   
  Possessions: +1 chain shirt, Composite Strength 
  Longbow (+3), 20 arrows, goggles of minute seeing, lens of 
  detection, masterwork shortsword, masterwork dagger, 
  +1/+1 Orc double axe, potion of cure moderate wounds, Sap. 
  Note: Canric does not have his animal companion 
  with him during the course of this adventure. 
  Leloc: Bard 8/Rogue 1; CR 9; Medium Humanoid 
  (Human); HD 9d6+9; hp 40; Init +5; Spd 30 ft/x4; AC 
  16 (+1 dex, +1 chain shirt), touch 11, flat-footed 15; 
  Base Atk +6; Grp +6; Atk +7 melee  (1d6;18-20/x2, 
  Rapier); Full Atk +7/+2 melee (1d6;18-20/x2, Rapier); 
  SA: 1d6 sneak attack; SQ trap finding, Bardic 
  Knowledge(Ex): 
  1d20+10, 
  Bardic 
  Music 
  8/day, 
  Contersong, Fascinate, Inspire Courage +2, Inspire 
  Competence, Suggestion; AL N; SV Fort +3, Ref +9, 
  Will +5; Str.10, Dex.12, Con.12, Int.10, Wis.8, Cha.20. 
   
  Skills and Feats: Bluff +15, Concentration +10, 
  Decipher Script +4, Intimidate +18, Knowledge 
  (geography) +3, Knowledge (local-nyrond meta) +12, 
  Knowledge (nature) +2, Knowledge (religion) +2, 
  Listen +11, Perform (Poetry) +17, Perform (Singing) 
  +13, Perform (Strings) +13, Spellcraft +1, Spot +5; 
  Improved 
  Initiative, 
  Persuasive, 
  Spell 
  Focus 
  (Enchantment), Scribe Scroll, Extend Spell 
   
  Spells Known: (3/5/4/2; DC 15+lvl; DC 16+lvl for 
  Enchantments*): 0 – Dancing Lights, Daze, Detect 
  Magic, Light, Lullaby*, Summon Instrument; 1st - 
  Alarm, Charm Person*, Disguise Self, Inspirational 
  Boost 
  (from 
  CA), 
  Tasha’s 
  Hideous 
  Laughter*, 
  Undetectable Alignment;  2nd - Cure Moderate 
  Wounds, Detect Thoughts, Eagle’s Splendor, Enthrall*, 
  Silence;  3rd - Clairvoyance, Invisibility Sphere, Sculpt 
  Sound, See Invisibility 
   
  Possessions: +1 glamered chain shirt, masterwork 
  rapier, spell component pouch, scroll of disguise self, scroll 
  of cure moderate wounds, scroll of protection from law, scroll 
  of invisibility sphere, scroll of detect thoughts, double sided 
  clothes (Entertainer or Commoner), masterwork lute 
  (can cast spells that have no somatic, material, or focus 
  components while continuing bardic music). 
  Amora: Rogue 9; CR 9; Medium Humanoid (Human); 
  HD 9d6; hp 31; Init +6; Spd 30 ft; AC 14 (+2 dex, +2 
  deflection), touch 14, flat-footed 14; Base Atk +6; Grp 
  +5; Atk +8 ranged  (1d6-1/20/x3, Shortbow) or +8 
  melee  (1d6-1/20/x2, Sap) or +8 melee (1d6-1/18-20/x2, 
  Rapier); Full Atk +8/+3 ranged  (1d6-1/20/x3, 
  Shortbow) or +8/+3 melee  (1d6-1/20/x2, Sap) or +8/+3 
  melee (1d6-1/18-20/x2, Rapier); SA: 5d6 Sneak Attack; 
  SQ: Uncanny Dodge, Improved Uncanny Dodge, Trap 
  Sense, Evasion, Trapfinding; AL N; SV Fort +2, Ref +8, 
  Will +5; Str 8, Dex 14, Con 11, Int 16, Wis 10, Cha 16. 
   
  Skills and Feats: Appraise +10, Bluff +17, Diplomacy 
  +17, Disable Device +11, Disguise +25 (With Hat of 
  Disguise), Forgery +9, Gather Information +12, Hide 
  +11, Listen +11, Move Silently +9, Open Lock +10, 
  Perform 
  (Wind 
  Instruments) 
  +7, 
  Profession 
  (Shopkeeper) +10, Search +12, Spot +12, Use Magic 
  Device +11; Improved Initiative, Iron Will, Persuasive, 
  Toughness, Weapon Finesse 
   
  Possessions: amulet of health +2, ring of protection +2, 
  hat of disguise, masterwork rapier, masterwork sap.
   
  URD6-01 An Accidental Murder 
  Round One 
  Page 46 
  
  Appendix Two: New Rules Items 
  Nimblewright 
  (from Monster Manual 2, page 162-163 updated for 3.5) 
  Medium Size Construct 
  Hit Dice: 10d10+20 (75 hp) 
  Initiative: +7 
  Speed: 40 ft.  
  AC: 24 (+7 Dex, +7 Natural), touch 17, flat-footed 17 
  Base Attack/Grapple: +7/+11 
  Attack: Rapier hands +11 melee (2d6+4/15-20) 
  Full Attack: 2 Rapier hands +11 melee (2d6+4/15-20) 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: Spell like abilities, tripping thrust 
  Special Qualities: Augmented critical, construct 
  traits, SR 27, vulnerabilities 
  Saves: Fort +3, Ref +10, Will +6 
  Abilities: Str.19, Dex.24, Con.-, Int.10, Wis.17, Cha.19 
  Skills: Balance +9, Jump +19, Tumble +22 
  Feats: Combat Expertise (B), Combat Reflexes (B), 
  Dodge, Improved Disarm, Mobility, Spring Attack 
  Climate/Terrain: Any land and underground 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: Standard 
  Alignment: Always Chaotic 
  Advancement: 11-15 HD (Medium); 16-30 HD (Large) 
  Level Adjustment: +6  
  Nimblewrights are rapier-wielding constructs that 
  disguise themselves as living humanoids.  They often 
  serve as hired bodyguards, but many are employed to 
  infiltrate organisations and secret societies or spy on 
  individuals.  Unlike most constructs, a nimblewright is 
  created with intelligence and a distinct personality that 
  allows for intuitive thinking and responsiveness. Like a 
  golem, a nimblewright is a powerful creation that 
  combines awesome magic with elemental forces. Its 
  animating force is a spirit from the Elemental Plane of 
  Water.  The process of creating a nimblewright binds 
  the unwilling spirit to the artificial body and subjects it 
  to the will of the creator. 
  An 
  undisguised 
  nimblewright 
  appears 
  as 
  a 
  nondescript, steel-colored, mechanical human.  When 
  disguised, it wears clothes and uses spells to hide its 
  true nature.  In this way, it can appear as almost any 
  Medium-size humanoid it wishes to become.  
  Nimblewrights speak Common, Elven and Dwarven. 
  Combat 
  A nimblewright is an extremely dexterous combatant.  
  In battle, it brings to bear all of its special fighting 
  skills to deprive opponents of their weapons before 
  running them through.  If a nimblewright has ample 
  warning of a fight, it enhances its combat skills with 
  cat’s grace and haste before joining melee.   
  The monster fights with two rapiers that are actually 
  parts of its body.  These rapiers are treated as natural 
  weapons.  When not in use, the weapons fold into its 
  forearms.  A nimblewright can fully deeply both 
  rapiers as a free action. 
  Spell-Like Abilities: At will – alter self, cat’s grace, 
  entropic shield, feather fall, haste.  Caster level 10th; save 
  DC 14 + spell level. 
  Tripping Thrust (Ex): A nimblewright’s rapier-hand 
  attacks are powerful enough to push over creatures its 
  own size or smaller.  An opponent who is the target of a 
  successful critical hit from a nimblewright must make 
  a Reflex save (DC 19) or be knocked prone as if tripped. 
  Augmented Critical (Ex): A nimblewright threatens 
  a critical hit on a natural attack roll of 15-20.  On a 
  successful critical hit, its foe is subject to a tripping 
  thrust attack (see above). 
  Construct Traits:  
  -Low light vision 
  -Darkvision 60 ft 
  -Immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns and morale effects) 
  -Immunity to poison, sleep effects, paralysis, stunning, 
  disease, death effects, and necromancy effects. 
  -cannot heal damage on their own but often can be 
  repaired by exposing them to a certain kind of effect or 
  through the use of the Craft Construct feat (a construct 
  with the fast healing quality still benefits from that 
  quality) 
  -not subject to critical hits, nonlethal damage, ability 
  damage, ability drain, fatigue, exhaustion or energy 
  drain 
  -Immune to any effect that requires a Fortitude save 
  (unless that effect also works on objects or is harmless) 
  -not at risk of death from massive damage 
  -immediately destroyed when reduced to 0 hit points, 
  cannot be raised or resurrected 
  URD6-01 An Accidental Murder 
  Round One 
  Page 47 
  
  -does not eat, breathe or sleep 
  Vulnerabilities: A cold effect slows a nimblewright 
  for 3 rounds, and a fire effect stuns it for 1 round. 
  Construction 
  A nimblewright’s body is a hollow humanoid shell 
  made of flexible precious metal alloys weighing 500 
  lbs.  It costs 18,500 gp to create, which includes 7,500 
  gp for the body.  Assembling the body requires a 
  successful Craft (sculpting) or Profession (mason) 
  check (DC 16).   
  Caster Level: 18th; Prerequisites: Craft Construct, 
  geas/quest, haste, limited wish and polymorph any 
  object; Market Price: 22,000 gp; Cost to Create: 18,500 
  gp (including 7,500 gp for the body) + 580 XP. 
  Dread Guard 
  (from Monster Manual 2, page 87 updated for 3.5) 
  Medium Size Construct 
  Hit Dice: 5d10+20 (47 hp) 
  Initiative: +0 
  Speed: 20 ft. (can’t run) 
  AC: 17 (+6 masterwork banded mail, +1 masterwork 
  small steel shield), touch 10, flat-footed 17 
  Base Attack/Grapple: +3/+6 
  Attack: Longsword +6 melee 
  Full Attack: Longsword +6 melee 
  Damage: Longsword 1d8+3/19-20  
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: - 
  Special Qualities: Cold resistance 10, construct traits, 
  fire resistance 10 
  Saves: Fort +1, Ref +1, Will +2 
  Abilities: Str.17, Dex.11, Con.-, Int.6, Wis.13, Cha.2 
  Skills: Spot +9 
  Feats: Cleave, Power Attack 
  Climate/Terrain: Any land and underground 
  Organization: Solitary, pair, or company (3-5) 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Always Neutral 
  Advancement: 6-10 HD (Medium); 11-15 HD (Large) 
  Level Adjustment: -  
  A dread guard appears to be an armored undead, still 
  bearing the weapons and shield it carried in life.  In 
  fact, it is an animated suit of amour, little different 
  from a golem.  Those who create dread guards usually 
  do so to obtain guardians for their strongholds – 
  guardians that can never be bribed and rarely fooled. 
  A dread guard obeys simple commands from its 
  creator, but these are limited to one or two 
  rudimentary concepts.  Typical orders include “Stay in 
  this room and attack anyone but me who enters,” and 
  “Kill each person who opens this chest until I tell you 
  otherwise.” 
  A dread guard never speaks, but it understands 
  commands in its creator’s language. 
  Combat 
  Dread guards attack mindlessly with their weapons.  
  They are unsubtle and straightforward in combat. 
  Resistances: dread guards have resistance 10 to cold 
  and fire energy 
  Construct Traits:  
  -Low light vision 
  -Darkvision 60 ft 
  -Immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns and morale effects) 
  -Immunity to poison, sleep effects, paralysis, stunning, 
  disease, death effects, and necromancy effects. 
  -cannot heal damage on their own but often can be 
  repaired by exposing them to a certain kind of effect or 
  through the use of the Craft Construct feat (a construct 
  with the fast healing quality still benefits from that 
  quality) 
  -not subject to critical hits, nonlethal damage, ability 
  damage, ability drain, fatigue, exhaustion or energy 
  drain 
  -Immune to any effect that requires a Fortitude save 
  (unless that effect also works on objects or is harmless) 
  -not at risk of death from massive damage 
  -immediately destroyed when reduced to 0 hit points, 
  cannot be raised or resurrected 
  -does not eat, breathe or sleep 
  Construction 
  A dread guard may be constructed from any suit of 
  master work heavy armor, and a Medium size one may 
  wield any Medium-size or Large martial weapon.  A 
  Large dread guard may wield any Large or Huge 
  martial weapon. 
  The cost of creating a dread guard is 3,059 gp.  This 
  amount includes the cost of a masterwork suit of heavy 
  armor 
  and, 
  if 
  desired, 
  a 
  masterwork 
  shield.  
  URD6-01 An Accidental Murder 
  Round One 
  Page 48 
  
  Construction requires a martial weapon, but it need 
  not be a masterwork weapon.  Assembling the body 
  requires a successful Craft (armorsmithing) check (DC 
  25). 
    Caster Level: 5th; Prerequisites: Craft Construct, 
  fabricate, geas/quest, and polymorph any object; 
  Market Price: 5,000 gp; Cost to Create: 3,059 gp 
  (includes masterwork banded mail and masterwork 
  light steel shield) + 178 XP. 
  Prestige Classes 
  Spymaster 
  Hit Dice: d6 
  Requirements 
  Skills: Bluff 8 ranks, Diplomacy 4 ranks, Disguise 8 
  ranks, Forgery 4 ranks, Gather Information 4 ranks, 
  Sense Motive 4 ranks. 
  Feat: Skill Focus (Bluff) 
  Class Skills 
  The Spymaster’s class skills (and the key ability for 
  each skill) are Appraise (Int), Balance (Dex), Bluff 
  (Cha), Climb (Str), Decipher Script (Int), Diplomacy 
  (Cha), Disable Device (Int), Disguise (Cha), Escape 
  Artist (Dex), Forgery (Int), Gather Information (Cha), 
  Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge 
  (geography) 
  (Int), 
  Knowledge 
  (history) 
  (Int), 
  Knowledge (local) (Int), Listen (Wis), Move Silently 
  (Dex), Open Lock (Dex), Search (Int), Sense Motive 
  (Wis), Sleight of Hand (Dex), Speak Language (n/a), 
  Spot (Wis), Swim (Str), Tumble (Dex), Use Magic 
  Device (Cha) and Use Rope (Dex). 
  Skill Points at Each Level: 8 + Int modifier. 
  Class Features 
  Weapon and Armor Proficiency: Spymasters are 
  proficient with all simple and martial weapons and 
  with light and medium armor. 
  Cover Identity (Ex): A spymaster has one specific 
  cover identity (in this case 
  “Tessa the Blade”).  While 
  operating in that identity, she 
  gains 
  a 
  +4 
  circumstance 
  bonus on Disguise checks and 
  a +2 circumstance bonus on 
  Bluff and Gather Information 
  checks.   
    A spymaster can add an 
  additional cover identity to 
  her repertoire at 4th level and 
  another at 7th level. 
    Should a spymaster wish to “retire” a cover identity 
  and develop a new one, she must spend one week 
  rigorously practicing subtle vocal intonations and body 
  language before she earns the bonuses.  Cover 
  identities do not in themselves provide the spymaster 
  with additional skills, proficiencies, or class features 
  that others might expect of the professions pretended.  
  Thus, a spymaster must be careful to choose identities 
  that can withstand ordinary scrutiny. 
  Undetectable Alignment (Ex): The web of different 
  identities and agendas inside a spymaster’s mind makes 
  it impossible for others to detect her alignment by 
  means of any form of divination.  This ability functions 
  like an undetectable alignment spell, except that it is 
  always active. 
  Quick Change (Ex): By 2nd level, a spymaster has 
  become adept at quickly switching from one identity 
  to another.  She now can don a disguise in one-tenth 
  the normal time (1d3 minutes) and don or remove 
  armor in one-half the normal time. 
  Scrying Defense (Ex): Starting at 2nd level, a 
  spymaster adds her class level to Will saves against 
  divination (scrying) spells, as well as to Spot checks 
  made to notice the sensors created by such spells. 
  Magic Aura (Sp): At 3rd level, a spymaster gains the 
  ability to use Nystul’s magic aura at will with a caster 
  level equal to her class level.  Most spymaster use this 
  ability to shield their own magic items from detection. 
  Sneak Attack (Ex): Beginning at 3rd level, a spymaster 
  deals an extra 1d6 points of damage when flanking an 
  opponent or any time the target would be denied its 
  Dexterity bonus.  This extra damage applies to ranged 
  attacks only if the target is within 30 feet.  It increases 
  to 2d6 points at 6th level.  See the rogue class feature, 
  page 50 of the Player’s Handbook.  If a spymaster gets a 
  sneak attack bonus from another source (such as levels 
  of rogue), the bonuses on damage stack. 
  Slippery Mind (Ex): Starting at 4th level, a spymaster 
  has a second chance to wriggle free from any 
  enchantment spells and effects.  See the rogue class 
  feature, page 50 of the Player’s Handbook.   
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st
  +0 
  +0 
  +2 
  +0 
  Cover Identity, undetectable alignment 
  2nd
  +1 
  +0 
  +3 
  +0 
  Quick change, scrying defense 
  3rd
  +2 
  +1 
  +3 
  +1 
  Magic aura, sneak attack +1d6 
  4th
  +3 
  +1 
  +4 
  +1 
  Cover Identity, slippery mind 
  5th
  +3 
  +1 
  +4 
  +1 
  Dispel scrying 
  6th
  +4 
  +2 
  +5 
  +2 
  Sneak attack +2d6 
  7th
  +5 
  +2 
  +5 
  +2 
  Cover identity, deep cover 
  URD6-01 An Accidental Murder 
  Round One 
  Page 49 
  
  Dispel Scrying (Su): At 5th level and higher, a 
  spymaster can dispel a scrying sensor as if casting a 
  targeted greater dispel magic.  Her caster level is equal to 
  her class level + 10. she can use this ability a number of 
  times per day equal to 3 + her Intelligence modifier. 
  Deep Cover (Ex): At 7th level, a spymaster becomes 
  able to quiet her mind and completely immerse herself 
  in her cover identity.  While she operates under deep 
  cover, divination spells detect only information 
  appropriate to her cover identity; they reveal nothing 
  relating to her spymaster persona. 
  Bloodhound 
  Hit Dice: d10 
  Requirements 
  Base Attack Bonus: +4 
  Skills: Gather Information 4 ranks, Move Silently 4 
  ranks, Survival 4 ranks. 
  Feats: Endurance, Track 
  Class Skills 
  The Bloodhound’s class skills (and the key ability for 
  each skill) are Bluff (Cha), Climb (Str), Diplomacy 
  (Cha), Disguise (Cha), Gather Information (Cha), Heal 
  (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen 
  (Wis), Move Silently (Dex), Open Lock (Dex), Ride 
  (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), 
  Survival (Wis), Swim (Str), and Use Rope (Dex). 
  Skill Points at Each Level: 6 + Int modifier. 
  Class Features 
  Weapon and Armor Proficiency: Bloodhounds are 
  proficient with all simple and martial weapons and 
  with light armor. 
  Mark (Ex): A 
  bloodhound 
  can target, or 
  mark, 
  an 
  individual 
  humanoid or 
  monstrous 
  humanoid foe 
  to better hunt 
  that 
  enemy.  
  To do so, the 
  bloodhound 
  must focus on 
  a foe that is 
  present 
  and 
  visible, or on 
  the depiction 
  of description 
  of one who is 
  not, 
  for 
  10 
  minutes.  Any interference ruins the attempt and 
  forces the bloodhound to start the process again.  Once 
  this study is complete, that target is called a mark. 
    A bloodhound adds his bloodhound level as an 
  insight bonus on all Gather Information, Listen, 
  Search, Spot and Survival checks made to determine 
  the whereabouts of a mark.  As a bloodhound gains 
  levels, he gains additional abilities that can be used 
  against the mark. 
    If a bloodhound chooses a new mark before 
  apprehending an existing one, the latter becomes 
  unmarked, and the bloodhound loses experience 
  points equal to the amount he would have earned for 
  defeating that creature.  A bloodhound can choose a 
  mark only once a week. 
    Initially, a bloodhound can have only one mark at a 
  time.  For every three bloodhound levels gained 
  beyond 1st, a bloodhound can have one additional 
  mark, but only if all the marks are chosen during the 
  same process (see above).  For example, a 4th-level 
  bloodhound could mark two bugbears in the same 
  group of prisoners, or the depictions of a bugbear and a 
  hobgoblin if both were studied at the same time.  If a 
  bloodhound gives up on apprehending any of his 
  marks, all remaining marked creatures become 
  unmarked as described above.   
  Swift Tracker (Ex): A bloodhound can move at his 
  normal speed while following tracks.  See the ranger 
  class feature, page 48 of the Player’s Handbook. 
  Nonlethal Force (Ex): Starting at 2nd level, a 
  bloodhound can use a melee weapon that deals lethal 
  damage to deal nonlethal damage instead without 
  taking the usual -4 penalty on his attack roll. 
  Ready and Waiting (Ex): Beginning at 2nd level, a 
  bloodhound is ready for trickery at all times.  He can 
  ready an action against his mark, even outside of the 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st
  +1 
  +2 
  +2 
  +0 
  Mark(1), swift tracker 
  2nd
  +2 
  +3 
  +3 
  +0 
  Nonlethal force, ready and waiting 
  3rd
  +3 
  +3 
  +3 
  +1 
  Bring ‘em back alive, tenacious pursuit (speed +10 ft.) 
  4th
  +4 
  +4 
  +4 
  +1 
  Hunter’s dedication, mark (2), move like the wind 
  5th
  +5 
  +4 
  +4 
  +1 
  Crippling strike, track the trackless 
  6th
  +6 
  +5 
  +5 
  +2 
  See invisibility, shielded mind, tenacious pursuit (speed 
  +20 ft.) 
  7th
  +7 
  +5 
  +5 
  +2 
  Locate creature, mark (3) 
  8th
  +8 
  +6 
  +6 
  +2 
  Freedom of Movement 
  9th
  +9 
  +6 
  +6 
  +3 
  Scent, tenacious pursuit (speed +30 ft.) 
  10th
  +10 
  +7 
  +7 
  +3 
  Find the path, mark (4) 
  URD6-01 An Accidental Murder 
  Round One 
  Page 50 
  
  See Invisibility (Su): This ability, gained at 6th level, 
  functions like a see invisibility spell, except that it is 
  constantly in effect and it reveals only invisible marks. 
  initiative sequence.  If the mark triggers the 
  bloodhound’s readied action at any point with in the 
  next 10 minutes, the bloodhound can carry out his 
  readied action as if the two were engaged in combat (as 
  long as the bloodhound is capable of carrying out that 
  action).  If the bloodhound is incapable of carrying out 
  the action – for instance, if he is too far away to strike 
  the mark with a readied melee attack – the readied 
  action is lost. 
  Shielded Mind (Su): At 6th level, a bloodhound gains 
  spell resistance against divination spells equal to 15 + 
  his bloodhound level.  This benefit does not stack with 
  other forms of spell resistance. 
  Locate Creature (Sp): Once per day, a bloodhound of 
  7th level or higher can produce an effect identical to 
  that of a locate creature spell with a caster level equal to 
  the bloodhound’s character level. 
   Bring ‘em Back Alive (Ex): At 3rd level and higher, a 
  bloodhound can turn a potentially killing blow into an 
  incapacitation one – all the better to bring a mark back 
  for punishment.  At the bloodhound’s option, any 
  melee attack that would reduce a foe to -2 or fewer hit 
  points reduces the foe to -1 hit points instead.  A 
  bloodhound 
  must 
  choose 
  to 
  use this ability 
  immediately upon reducing his foe to -2 or fewer hit 
  points, and before making any other action (or even 
  continuing a full attack).  A raging bloodhound can’t 
  use this ability. 
  Freedom of Movement (Su): Starting at 8th level, a 
  bloodhound can act normally regardless of magical 
  effects that impede movement, as if he were affected 
  by a freedom of movement spell.  The effect lasts for a 
  total time per day of 1 round per point of Wisdom 
  bonus he possesses (minimum 1 round).  The effect 
  occurs automatically as soon as it is applied, lasts until 
  it runs out or is no longer needed, and can be used 
  multiple times per day (up to the total daily limit of 
  rounds).  The character’s caster level is equal to his 
  bloodhound level. 
  Tenacious Persuit (Ex): At 3rd level and above, a 
  bloodhound tracking a mark gains a +4 bonus on 
  Constitution checks made to resist nonlethal damage 
  from a forced march (see page 164 of the Player’s 
  Handbook).  In addition, a bloodhound tracking a mark 
  can increase his own speed by 10 feet, up to a 
  maximum value equal to the mark’s speed.  This bonus 
  stacks with all other speed increases.  At 6th level, the 
  speed increases to 20 feet, and it goes up to 30 feet at 9th 
  level. 
  Scent (Ex): At 9th level, a bloodhound gains the scent 
  ability (see page 314 of the Monster Manual) 
  Find the Path (Sp): A 10th level bloodhound can use 
  find the path twice per day as the spell.  His caster level 
  is equal to his bloodhound level. 
   
  Hunter’s Dedication (Ex): Beginning at 4th level, a 
  bloodhound adds his Constitution bonus (if any) to 
  Will saves made to resist the special attacks or spells of 
  his mark. 
  Move Like The Wind (Ex): Starting at 4th level, a 
  bloodhound can move stealthily even at a quick pace.  
  He no longer takes a -5 penalty on Hide and Move 
  Silently checks when moving at any speed up to his 
  normal speed, and he takes only a -10 penalty (instead 
  of a -20 penalty) on Hide and Move Silently checks 
  when running.  (He takes the normal -20 penalty when 
  attacking or charging.) 
  Crippling Strike (Ex): Starting at 5th level, a 
  bloodhound can deliver strikes against his mark with 
  such precision that each successful attack also deals 2 
  points of Strength damage to the mark.  A bloodhound 
  can deliver a crippling strike with a melee attack, or 
  with a ranged attack from a distance of up to 30 feet.  
  See the rogue class feature, page 51 of the Player’s 
  Handbook. 
  Track the Trackless (Su): Starting at 5th level, a 
  bloodhound can track a creature moving under the 
  influence of pass without a trace or a similar effect, 
  though he takes a -20 penalty on his Survival checks 
  when doing so. 
  URD6-01 An Accidental Murder 
  Round One 
  Page 51 
  
  Appendix Three – The Gaernot Estate 
  GMs Note 
  This section contains any information about Yollin 
  Gaernot and his Estate.  The GM may wish to keep this 
  section separate and handy, especially should the PCs 
  try to break in.   
  Yollin Gaernot 
  Yollin Gaernot was a Suel man in his late 40’s.  Gaernot 
  was 5’5” and 190 lbs.  He was balding and had a ruddy 
  complexion.  He had taken to the drink after his 
  trading contracts began to evaporate in the city of 
  Nellix and it shows. 
   
  Any PC making a DC 15 Knowledge: Nobility 
  check will know that House Gaernot is a small noble 
  merchant house that has made their money from 
  trading Silver.  A DC 20 Knowledge: Nobility or DC 25 
  Bardic Knowledge check will let the PC know that 
  Yollin Gaernot became somewhat of a recluse after 
  some kind of incident ten years ago.  He lost several of 
  his Nellix based trade contracts to House Geir and 
  Ruen.  He has managed to maintain enough business 
  to survive but that is about it. 
   
  The Nimblewright murdered Yollin Gaernot two 
  nights ago while Ora Venn looked on in cold 
  satisfaction.  Ever the professional, Ora was careful to 
  remove any objects that could be traced back to her, 
  however there are still some clues that the PCs could 
  uncover. 
  The Estate 
  The estate is surrounded by a smooth 10 foot high, 6 
  inch wide wall.   The Climb check to scale the wall 
  unaided is DC 25.  The Balance check to walk along the 
  top of the wall is DC 15.   
   
  There is 10 foot wide gate at the front of the estate. 
   The gate is made up of iron bars.  The gate is not 
  locked when the PCs arrive but the gate does have an 
  average lock built into it (DC 25 Open Locks check).  
  The rear of the estate has a solid iron door built into it.  
  It has a good lock on it (DC 30 Open Lock check) and 
  is locked when the PCs arrive. 
   
  The PCs will arrive during the day and will have 
  light provided by the sun.  There are no active light 
  sources in the house when the PCs arrive.  The manor 
  is dark but PCs should be fine without a light source. 
   
  The doors in the house have average locks (DC 25 
  Open Lock) and are considered simple doors for 
  breaking (DC 11).  The doors have hardness 5 and 10 
  hit points. 
   
  The windows around the house are closed.  They 
  are not locked, but a DC 10 Open Lock check is 
  necessary to open any of them due to the placement of 
  the latch.  Players crashing through windows will take 
  1d3 damage from cuts caused by broken glass.  The 
  glass has a hardness of 1 and 1 hit point. 
  The Study 
  When the PCs enter the study read the following: 
   
  The study is a large 15 by 25 foot room.  The 
  floor is lined with plush carpet while the walls are 
  lined with portraits of various Suel men and 
  women depicted throughout time.  There is a large 
  oak desk near the south window.  In the middle of 
  the carpet lies the body of an aging Suel man. 
  Lying in the middle of the study is the body of Yollin 
  Gaernot.  If the PCs don’t know whose house they are 
  entering, a DC 20 Knowledge: Nobility or DC 25 
  Bardic Knowledge check will allow the PCs to 
  recognise the body as Yollin Gaernot (see Yollin 
  Gaernot section above for more information). 
   
  He has been stabbed to death and is lying face 
  down in a pool of his own blood.  A DC 15 Heal check 
  will reveal that Gaernot has been dead for 2 days and 
  the cause of death appears to be from the ornate dagger 
  sticking out of his back.  A DC 20 Heal check will 
  reveal that the majority of the blood on the floor will 
  not have come from the wound in his back and that the 
  dagger was stabbed into the body AFTER it was dead.  
  If the PCs flip over the body and make another DC 15 
  Heal check, they will notice two small holes near the 
  victim’s heart.  A DC 20 Heal check will reveal that 
  they are two precise rapier strikes.  Any PC that is a 
  member of the Black Blade Fencing School will 
  recognize the dagger as the one given to graduates. 
   
  The dagger in the back is the ornate dagger that 
  Tovas Coriner lost two weeks ago.  Ora plunged it into 
  Yollin Gaernot’s body after he was killed to frame Elgin 
  Coriner for the murder.  The PCs should have a pretty 
  good idea that the dagger is something they want to 
  take with them.  If they leave it behind, the PCs will 
  not get the favour of Masseri. 
   
  A PC making a DC 12 Search check will notice a 
  set of footprints in the carpet.  This set enters the room, 
  stops near the body, and then leaves the room.  Anyone 
  with the Track feat can tell that this set of footprints 
  appears to be made by a very heavy bipedal humanoid 
  wearing boots.  A PC making a DC 17 Search check 
  will notice a second set of foot prints that someone has 
  attempted to cover up leading to the side window.  Any 
  one with the Track feat can tell that this set of 
  footprints appears to be made by a light bipedal 
  humanoid wearing boots.  If the PCs got into the room 
  and tramped around (fighting rogues for example), 
  then add 5 to the DC of all Search checks for tracks. 
  URD6-01 An Accidental Murder 
  Round One 
  Page 52 
  
   
  Another clue is that the room still contains all its 
  valuables.  Whoever murdered Yollin Gaernot 
  appeared to have not been after wealth.  Yollin Gaernot 
  had valuable items lying about his study.  The exact 
  nature and value of the goods varies.  The resale value 
  of the goods is 100gp x APL of the adventure.  For 
  example, at APL 2, the PCs can fetch 200 gp.  The goods 
  are comprised of finely crafted items and works of art.  
  A PC making a DC 15 Appraise check will recognise 
  that there are valuables in the room and the resale 
  value of those items.  PCs failing the check by more 
  than 5 will fail to recognise the value of some of the 
  items and the PCs will only receive half the amount of 
  gold if they choose to loot them. 
   
  The actual description of the items remains in the 
  hands of the GM but it is recommended that the items 
  be something small that can fit in a sack.  If the GM 
  wants to make the treasure be a 5 foot by 5 foot 
  painting to make things more interesting for the PCs, 
  that is the GMs perogative. 
  A list of possible items: 
  • 
  silver letter opener 
  • 
  ivory statue of Lendor 
  • 
  gold candlabara 
  • 
  crystal vase 
  • 
  pen and ink set 
  • 
  jewel encrusted snuff box 
  Inside the desk is a letter to Yollin Gaernot from Elgin 
  Coriner stating that he doesn’t appreciate Yollin’s 
  blackmail attempt and should Yollin not hand over 
  Elgin’s belonging, he will come over there and take it 
  back using force.  The letter is a forgery.  It is there to 
  act as evidence framing Elgin Coriner for the murder 
  of Yollin Gaernot.  The PCs must make a DC 22 
  Forgery check to discover it is a fake.  Give the PCs 
  Player Handout Two – The Letter.  This would also be a 
  good item to remove from the encounter. 
   
  Hidden in a secret compartment inside the desk is 
  a small strongbox.  Searching the desk and making a 
  DC 20 Search check will locate the false bottom to a 
  desk drawer.  The box is locked.  A DC 25 Open Lock 
  check will open it.  It made of hardwood and is finely 
  polished.  It has a hardness 5 and 5 hit points.  A DC 15 
  Appraisal check will reveal the box to be worth 100gp 
  and of elven make.  The box has a red oak leaf 
  embossed on the top.  A DC 15 Knowledge (Nobility) 
  check will reveal this to be the symbol of House Verle. 
   Any PC with a favour of House Verle will recognise it 
  instantly.  The box was a gift given to Yollin Gaernot 
  many years ago.  Inside the box is a journal. 
   
  Taking 20 minutes to read through the diary will 
  reveal the important passages in Player Handout Three: 
  The Diary. 
  NOTE: the adventure was written to run in CY 596.  
  PCs may be playing this in later game years.  Please 
  adjust the year on the handout to the appropriate game 
  year. 
   
   
  If the NPC Rogues of Seltaren are the ones that 
  break into the study, then the Rogues will only take 
  the ornate dagger and forged letter from the desk.  
  They will not find the secret diary. 
  Legend for Map 
  Room one: Lower Hall 
  This is a large hall that is open all the way to the ceiling 
  20 feet above.  A nice but worn carpet covers the 
  hardwood floor.  A rack to the west is used for hanging 
  cloaks and jackets. Two sets of stairs leading to the 
  Upper Hall are found here. 
  Room two: Sitting Room 
  This room has two chairs and a love seat facing semi-
  circle around the large fireplace.  There is little else in 
  this room for decoration.  
  Room three: Back Entryway/Pantry 
  These small rooms is where servants enter the home as 
  well as hang their cloaks and remove any muddy 
  footwear.  The room also has a set of shelves along the 
  south wall which hold canisters containing foods such 
  as potatoes, apples, etc. 
  Room four: Kitchen 
  This is where the meals are prepared.  There is a large 
  black cauldron hanging in the fireplace for cooking 
  soups and stews.  A large table sits in the center of the 
  room.  A door on the south wall leads to a scullery. 
  Room five: Dining Room 
  This is a well furnished, well kept room featuring a 
  long oak table surrounded by velvet apolstered chairs.   
  Room six: Upper Hall 
  Stairs leading up from the Lower Hall end here.  A 
  spacious landing forks to the right and left in identical 
  fashion.  The area is lit from the outside from a window 
  to the north. 
  Room seven: Servant’s Quarters 
  Yollin Gaernot’s manservant lived in this room before 
  Gaernot was killed.  There is a bed and a dresser in this 
  room.  The manservant’s belongings are still in the 
  room.  They aren’t much, just clothing. 
  Room eight: Storage 
  This room houses crates and chests of old junk.  There 
  is nothing of value in this room, mostly old clothing. 
  URD6-01 An Accidental Murder 
  Round One 
  Page 53 
  
  Room nine: Conservatory 
  This room is where Yollin Gaernot used to play his 
  lute.  An empty music stand and a lute are all that 
  currently remains in this room.   
  Room ten: Gaernot’s Room 
  This was Yollin Gaernot’s room.  It contains a dresser 
  with clothing, a bed, a night table with a lamp, and 
  chair for sitting by the window.  There is nothing of 
  value in this room except for some of Gaernot’s finer 
  outfits. 
  Room eleven: Empty Room 
  This room is completely empty.  There is no sign of 
  what it might of held in the past.   
  Room twelve: Study 
  This is the study.  A full description is found earlier in 
  this appendix. 
   
  URD6-01 An Accidental Murder 
  Round One 
  Page 54 
  
  Appendix Four: Rumours 
  Upper Seltaren Rumors 
  • 
  The temple of Lydia has been plagued by streaking Halflings.  Some say that their god has a crush on Lydia herself! 
  • 
  Cassandra finally caught the culprits who killed her friends; they were demon worshipping bandits in Leukish! 
  • 
  Many still wonder just exactly WHAT Lord Baercol was so upset about having stolen from him last year.  He made 
  such a big deal out of it that night but was acting like nothing had happened in the morning. 
  • 
  I had always thought that Ekyarh Vadul's art was little better than finger painting.  But I reconsidered after it sold 
  for so much at the auction last year.  Now I have several pieces in my sitting room. 
  • 
  Since Lord Reede began funding the guard, the quality of man they’ve hired on has dropped considerably.  Why I 
  hear they’ve even taken to hiring Bakluni! 
  • 
  The Watch have called in a special investigator from Leukish.  Rumour has it this person was directly involved in 
  ridding Leukish of all of its criminals! 
  • 
  I think there are people living in the sewers.  Last year I saw a group of people climbing in and out of the sewers 
  near the auction house.  I had forgotten about it until last night when I nearly fell in an uncovered sewer opening. 
  • 
  I saw a battle ready priest of St.Cuthbert in the old temple district recently.  I heard he might be here to set up a 
  new church.  Frankly, he should think about setting up in Lower Seltaren.  They could use some real law down 
  there. 
  Lower Seltaren Rumors 
  • 
  Celeste opened up her own ribbon shop after her ribbons were in such demand last year.  Unfortunately, the poor 
  lass hasn't had much luck since. 
  • 
  They say the mysterious swordsman what’s been killing everyone is Silk back from the dead to get revenge on that 
  gnome what killed him! 
  • 
  Nikkol Finback found his lost box.  I saw it.  It was a large crate that looked like some kind of coffin.  I think he’s 
  shipped a vampire into Seltaren! 
  • 
  I heard Berai the Beggar finally struck it rich!  He went into the Bridled Brambles Tavern and didn’t get kicked out 
  so he must have money! 
  • 
  Last night I saw a young man poking around the back allies in Lower Seltaren with some friends.  It looked like he 
  was searching for something. 
  • 
  The mysterious swordsman can’t be harmed by normal means.  Only a cudgel of solid oak cut at midnight will do 
  him harm. 
  • 
  Despite the destruction of their secret base, agents of Syrul are apparently still lurking in Seltaren.  I heard the 
  swordsman is working for them, here to assassinate some important noble. 
  • 
  Crossing Massie is never a good idea; it's not like Blackshadow disappeared last year by choice. 
   
  URD6-01 An Accidental Murder 
  Round One 
  Page 55 
  
  Appendix Five: Jail in Seltaren 
   
  Seltaren is a city divided.  On one side you have Upper Seltaren, home of noble families and wealthy merchants.  The 
  residents of Upper Seltaren possess the funds and power to make sure Upper Seltaren is well looked after.  On the other 
  side, you have Lower Seltaren, a place of run down hovels and darkened alleyways.  When the criminal elements were 
  driven from Leukish by Duke Karll, it was Lower Seltaren where most of them relocated. 
   
  The two different parts of Seltaren will provide two different experiences for PCs that break the law.  The Upper 
  Seltaren Watch is harder to bribe and more likely to follow the letter of the law than those guards in Lower Seltaren.  
  Unlike the Lower Seltaren Watch, the Upper Seltaren Watch are not afraid to patrol the streets at night. 
   
  UPPER SELTAREN JUSTICE 
   
  Upper Seltaren Watch 
  The Upper Seltaren Watch is lead by Watch Captain Fridden Moirek.  Fridden Moirek is a no-nonsense, by the book 
  individual.  He cannot be bribed and will see that anyone attempting to bribe him will receive the fullest amount of jail 
  time. 
   
  Bribing the Upper Seltaren Watch 
  Any Watchmen who is not being observed by other members of the watch, has a 50% chance of being bribable. 
  Constable's have only a 5% chance of being bribable.  Any bribe must be at least 20 gp x APL.  Watchmen that are 
  bribable will hint at it (Sense Motive DC 10).   
   
  Crime & Punishment in Upper Seltaren 
  In Upper Seltaren, the Upper Seltaren Watch does not have much call for a large jail.  Nobles or other wealthy 
  offenders, if convicted of a crime, are typically only held in the Upper Seltaren jail until other arrangements can be 
  made such as house arrest or transfer to a nicer jail.  Commoners are sent to the Lower Seltaren jail for incarceration. 
   
  Waiting for a Trial 
  Criminals must typically wait 1 TU for a judge.  An influence with a noble house may be spent to receive immediate 
  trial. 
   
  The Trial 
  See Typical Crimes and Punishments (below) for the consequences of each kind of crime.  Each crime also has a Bluff 
  DC to be set free.  Members of the Rogues of Seltaren gain bonuses on their bluff check depending on their rank (see 
  the metaorg document).  One can also hire expensive lawyers to assist one’s bluff check.  200 gp for a +2 or 400 gp for a 
  +4. 
   
  A Little Help From Some Friends 
  Those arrested and convicted of a crime in Upper Seltaren may expend the favour of a Noble House to cut the 
  punishment for the crime in half (rounded up).  Expending a second favour of a Noble House will cut the punishment 
  for the same crime in half once more (rounded up).  Expending a third favour of a Noble House will remove any penalty 
  associated with the crime.  If only one TU remains, do not divide in half and round up.  In this case, expending a favour 
  will always reduce the sentence to zero. 
   
  Those arrested and convicted of a crime in Upper Seltaren may expend a favour of The Rogues of Seltaren to reduce the 
  punishment for the crime in half.  A player may not expend more than one favour of The Rogues of Seltaren per crime 
  in Upper Seltaren. 
   
  LOWER SELTAREN “JUSTICE” 
   
  Lower Seltaren Watch 
  The Lower Seltaren Watch is led by Watch Captain Ferai Ressell who received the command after getting drummed out 
  of the Ducal Guard over an indiscretion with a noble’s daughter.  He has little interest in the daily affairs of his position 
  and is served by a corrupt and lazy bunch.  Many of the Lower Seltaren Watch are informants for the Rogues of Seltaren 
  and are more than willing to look the other way for the right price.  The Lower Seltaren Watch regularly patrols Lower 
  Seltaren during the day but is very reluctant to send out patrols at night.  Anyone wishing to summon a Lower Seltaren 
  Watch during evening hours must make a Diplomacy or Bluff check (DC 15) to get the Watch to comply. 
  URD6-01 An Accidental Murder 
  Round One 
  Page 56 
  
   
  Bribing the Lower Seltaren Watch 
  Any Watchmen observed or not has a 70% chance of being bribable.  Watchmen would rather not have to deal with 
  trouble, knowing that criminals in Seltaren tend to remember faces.  Any Watchman not being observed by others has a 
  95% chance of being bribed.  Not because the Watchman is worried the others will see but because that individual 
  would rather get most of the gold.  Constables have only a 50% chance of being bribable if being observed or 75% chance 
  if not being observed.  Any bribe must be at least 5 gp x APL.  Watchmen that are bribable will hint at it (Sense Motive 
  DC 10).   
   
  Crime & Punishment in Lower Seltaren 
  In Lower Seltaren, the Lower Seltaren Guard House is where most criminals are sent.  The Lower Seltaren Guard House 
  has an extensive dungeon for holding prisoners.  PCs caught breaking the law in Lower Seltaren will likely be sent here 
  for punishment.  
   
  Changing Jurisdiction 
  Registered Nobles (with the Legitimate Child or Adopted Child backgrounds) who are arrested in Lower Seltaren will 
  typically be transferred to Upper Seltaren immediately.  Non-nobles arrested in Lower Seltaren may expend a favor or 
  influence from a Noble House to get their case transferred to Upper Seltaren.  If someone is transferred use the rules 
  for Upper Seltaren Justice.  
   
  Waiting for a Trial 
  Justice can be slow in Lower Seltaren.  Criminals typically wait 2d4 TUs waiting for a judge.  Bribes and influence can 
  speed this up: 1 influence (of any sort) or 100 gp will shorten the wait by 1 TU. An influence with the Rogues of 
  Seltaren or Lower Seltaren Watch may be spent to receive immediate trial. 
   
  The Trial 
  See Typical Crimes and Punishments (below) for the consequences of each kind of crime.  Each crime also has a Bluff 
  DC to be set free.  Members of the Rogues of Seltaren gain bonuses on their bluff check depending on their rank (see 
  the metaorg document).  Bribery also works wonders; pay 100 gp per +1 desired BEFORE the bluff roll is made. 
   
  A Little Help From Some Friends 
  Those convicted of a crime in Lower Seltaren may expend the favour of the Lower Seltaren Watch or of The Rogues of 
  Seltaren to cut the punishment for the crime in half (rounded up).  Expending a second favour of the Lower Seltaren 
  Watch or of The Rogues of Seltaren will cut the punishment for the same crime in half once more (rounded up).  
  Expending a third favor of the Lower Seltaren Watch or of The Rogues of Seltaren will remove any penalty associated 
  with the crime.  If only one TU remains, do not divide in half and round up.  In this case, expending a favour will always 
  reduce the sentence to zero. 
     
   
  TYPICAL CRIMES AND PUNISHMENTS 
  The punishment for a crime can vary depending on the circumstances.  The GM is free to alter the punishments 
  imposed upon the PCs within the limits of reason.  A crime of stealing an apple should not garner a 6 TU punishment 
  unless that apple was made of solid gold and the PC broke into a noble’s house to get it.   
   
  Below is a list of example crimes and the typical punishment handed out for that crime.  
   
  Petty Crimes 
  Examples of petty crimes include theft (under 10 gp), gambling, public drunkenness or trespassing.  Succeed at a Bluff 
  check (DC 12) or you are convicted and lose 2 more TU from imprisonment.   
   
  Common Crimes 
  Examples of common crimes include theft from a noble, stealing (11gp to 50gp) from a non-noble, fighting, or bribing 
  an official.  Succeed at a Bluff check (DC 15) or you are convicted and lose 4 more TU from imprisonment.   
   
  Major Crimes 
  Examples of major crimes include theft (over 50 gp), striking an official or breaking and entering.  Succeed at a Bluff 
  check (DC 25) or you are convicted and lose 6 more TU from imprisonment.   
   
  Extreme Crimes 
  URD6-01 An Accidental Murder 
  Round One 
  Page 57 
  
  Include crimes such as murder or attempted murder and will be investigated with detect lies, divinations, and other 
  powerful magic. Self defense and formalized duels are valid defenses against a charge of Murder. They carry a sentence 
  of 52 TUs if versus a non-noble and life imprisonment if versus a noble. 
  URD6-01 An Accidental Murder 
  Round One 
  Page 58 
  
  Player Handout One -  Contact Note 
   
   
  The donations you made toward the preservation of the 
  historic Lower Seltaren market square fountain has 
  allowed us to return the fountain to working condition. 
    
  Restoration work continues on the fountain but we 
  invite you to come see the work we’ve done so far. 
   
  And while you are visiting, make sure you toss three 
  coins in the fountain pool for good luck! 
  -M 
   
  URD6-01 An Accidental Murder 
  Round One 
  Page 59 
  
   Player Handout Two -  Coriner’s Note to Yollin Gaernot 
   
   
   
  Yollin 
  The 500 gold you are asking of me is completely 
  inappropriate.  Since we are old acquaintences, I will 
  forgive your behaviour.  I will stop by later to collect my 
  belonging.  You WILL hand it over.  If you try and 
  blackmail me again, I will not be so forgiving. 
   
  Elgin 
   
  URD6-01 An Accidental Murder 
  Round One 
  Page 60 
  
  Player Handout Three – Yollin Gaernot’s Journal 
   
   “CY 585 – Reaping – 14th   
  Have a lead on a buyer for a large silver shipment I acquired recently.  A 
  Nellix merchant who is coming to visit tomorrow with his daughter.” 
   
  “CY 585 – Reaping – 15th   
  Disaster has stricken.  Negotiations were fine at first, but merchant was more 
  shrewd than I thought.  To increase friendly relations, I invited him to a 
  dinner soiree. Some sort of disturbance occurred about the daughter.  Somehow 
  the merchant ended up pulling his dagger on Elgin – quite a mistake.  I’ll 
  have to find another contact.  As usual, Elgin will work his way out of this 
  mess, but I worry about the future.” 
   
  “CY 585 – Goodmonth – 2nd   
  I’ve lost two trade contracts for silver shipments to Nellix in the last 
  month.  House Ruen has snatched them up.” 
   
  “CY 585 – Goodmonth – 19th   
  I have lost another trade contract in Nellix.  That witch is trying to ruin 
  me.  If Elgin was any kind of friend, he would go to Nellix and kill the wife 
  to spare me the trouble he’s caused.” 
   
  “CY 596 – Reaping – 7th   
  I have not been sleeping well.  My waking hours are tense.  I feel as though I 
  am being watched” 
   
  “CY 596 – Reaping – 15th   
  I saw his ghost today from my study window.  He was standing outside my house. 
   That merchant has come back for revenge.  It has been 10 years to the day.  
  He is coming for me.  I must warn Elgin.” 
  URD6-01 An Accidental Murder 
  Round One 
  Page 61 
  
  Map One – The Gaernot Residence 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Legend for Map    (See Appendix Three for more information) 
  Room one: Lower Hal l 
  Room two: Sitting Room 
  Room three: Back Entryway/Pantry 
  Room four: Kitchen 
   
  Room five: Dining Room 
  Room six: Upper Hall  
  Room seven: Servant’s Quarters 
   
  Room eight: Storage  
  Room nine: Conservatory  
  Room ten: Gaernot’s Room 
  Room eleven: Empty Room 
   
  Room twelve: Study 
  URD6-01 An Accidental Murder 
  Round One 
  Page 62 
  
  Map Two – The Sewers 
   
  Scale: 1 square = 5 feet 
  Note: The entrance to the sewer is trapped.  Also, the ‘red/monster’ square is where the monster(s) start.   
   
   
   
  URD6-01 An Accidental Murder 
  Round One 
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  Map 3 – The Final Confrontation 
   
  Elgin Coriner begins at #1.  The Swordsman begins at #2.   
  The constructs begin at #3 (middle).  The characters begin at #4. 
  URD6-01 An Accidental Murder 
  Round One 
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  Judge’s Aid One – Adventure Flowchart 
   
  Encounter Seven – Just 
  One Moore Thing 
  Introduction 
  Encounter Two – 
  It’s A Trap! 
  Encounter One - 
  Investigation 
  Encounter Three – 
  After Sewer Fight 
  Encounter Four – PCs 
  investigate 
  OR 
  infiltrate Gaernot 
  Encounter Seven – Just One 
  Moore Thing 
  Encounter Four B – 
  This Is A Robbery 
  Encounter 
  Five 
  – 
  After Crime Scene 
  Encounter Four A – 
  Catch A Thief 
  Encounter 
  Ten 
  – 
  Final Duel 
  Conclusion 
  Encounter One - 
  Investigation 
  PCs 
  discover 
  false Tovas  
  no 
  Encounter 
  Six 
  – 
  Delaying Tactics 
  yes 
  PCs avoid final 
  encounter  
  no 
  Encounter 
  One 
  - 
  Investigation 
  yes 
  Investigate 
  Infiltrate
   
  URD6-01 An Accidental Murder 
  Round One 
  Page 65 
  
   Judge’s Aid Two – Encounter Overview 
  Introduction – players are hired by Corwyn Reede to find his son’s killer.  They may also be contacted by the Rogues of 
  Seltaren to perform the same job but for different reasons. 
   
  Encounter One - Investigation Overview 
  Part 1A – House Reede (pages 8-9): Corwyn Reede & What If PCs Want To See Bromar Reede’s Body 
  Part 1B – House Coriner (pages 10-12): Elgin Coriner & Tovas Coriner (NOTE: PCs will be distracted away from the 
  Coriner Estate ) 
  Part 1C – Bridled Bramble Inn (pages 13-14): Rosario & Gwendelyn 
  Part 1D – Money Changes Everything (pages 15-16): Berai the Beggar (NOTE: Up to GM to insert this encounter into 
  play) 
  Part 1E – The Upper Seltaren Watch (pages17-18): Captain Moirek, Constable Rudd (NOTE: Captain Moirek will be 
  unavailable) 
  Part 1F – The Lower Seltaren Watch (pages 19): Constable Hallal Temor 
  Part 1G – The Rogues of Seltaren (pages 20-21): Tessa the Blade, Leloc, Amora (NOTE: Tessa the Blade will not be 
  present) 
   
  Encounter Two – It’s A Trap 
  The PCs either stumble across OR are asked to find Tovas Coriner.  When they do find him, they discover that he and 
  his friends are being attacked by a monster in the sewers.  Combat likely ensues. 
   
  Encounter Three – Will The Real Tovas Coriner Please Stand Up? 
  The PCs will have fought the sewer monster and rescued Tovas Coriner OR they will witness Tovas Coriner come 
  stumbling out of the sewers below.  The PCs may interact with the new Tovas Coriner.  He will try to go home as 
  quickly as possible.  They may also investigate the sewers for clues.  The PCs will also meet Special Investigator Canric 
  Moore. 
   
  Encounter Four – Murder Is My Business 
  The PCs may wish to return to investigating leads.  An updated NPC list is provided.  The GM is also made aware of the 
  two different paths the adventure may take at this point.  Lawful types will likely be run through Encounter Four A.  
  Those willing to work for the rogues will likely be run through Encounter Four B. 
   
  Encounter Four A – To Catch A Thief 
  The PCs are asked to proceed to the scene of a new crime, a murder at a noble’s estate.  There the PCs discover thieves 
  breaking into the crime scene trying to escape with evidence.  Combat likely ensues. 
   
  Encounter Four B – This Is A Robbery 
  The PCs are asked to proceed to the scene of a crime, a murder at a noble’s estate.  There the PCs are asked to remove 
  evidence that might prove incriminating toward the Rogues of Seltaren.  The PCs then try to break into house and 
  make off with the evidence.  If the PCs are sloppy, combat likely ensues. 
   
   
   
  URD6-01 An Accidental Murder 
  Round One 
  Page 66 
  
  Encounter Five – Crime Scene Aftermath 
  The PCs may wish to investigate the scene of the crime OR may wish to learn what investigators of the crime found.  
  This section provides information about the crime scene for the GM to possibly hand out to PCs. 
   
  Encounter Six – Delay Tactics 
  If the PCs were clever (or lucky) enough to penetrate the disguise of the new Tovas Coriner (see Encounter Three - Will 
  The Real Tovas Coriner Please Stand Up?), then the expected adventure path will have been disrupted.  The 
  Nimblewright will head straight to the Coriner Estate to assassinate Elgin Coriner.  The PCs will be waylayed by thugs 
  to prevent them from getting to the estate whether they are headed there or not.  Hopefully by the end of this 
  encounter, the PCs will now be headed to the estate. 
   
  Encounter Seven – Just One Moore Thing 
  The PCs are drawn away from the Coriner Estate OR they are drawn to the Coriner Estate.  The option run is depends 
  on how well the PCs are doing.  If they are getting to the Coriner Estate too soon, they will be sent to help the Watch at 
  the docks in Lower Seltaren.  If the PCs are forced into hiding due to some bad thieving in Encounter Four B, they may 
  be contacted by Rogues with some important info.  ALSO, PCs trying to get out of town and not go to Encounter Eight 
  will fight Watch in this encounter. 
   
  Encounter Eight – The Final Duel 
  The PCs should NOW be headed to the Coriner Estate.  There they will learn the face of the mysterious swordsman 
  AND will be forced to defend themselves from the swordsman’s minions.  PC actions will determine the final outcome. 
   
  Conclusion – One of four outcomes can occur: 
  1) Players interfere in duel and don’t stop Nimblewright – Nimblewright kills Coriner.  PCs get disfavour. 
  2) Players interfere in duel and stop Nimblewright – Coriner lives but PCs get disfavour. 
  3) Players do NOT interfere AND defeat foes before five rounds are finished – Coriner lives.  PCs get pat on back. 
  4) Players do NOT interfere AND do NOT defeat foes before five rounds are finished – Coriner is killed.  PCs 
  don’t get a pat on the back. 
   
  URD6-01 An Accidental Murder 
  Round One 
  Page 67 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/596/Normal Scenarios/URD6-01 - An Accidental Murder (APL 2-8)/URD6-01 - An Accidental Murder.pdf