TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  system license, please visit www.wizards.com/d20 
   
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  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. 
   
  DUL5-01 
   
   
   
   
   
   
   
   
  A Recipe for Troubles 
   
  A one-Round D&D LIVING GREYHAWK
  ®  
  Dullstrand Regional Adventure 
  Version 2.0 
   
  Round 1 
   
  by Chris Clark and Chris Annen 
  Circle Reviewer: Paul Looby 
  Playtesters: Gaël Aubort, Xavier Devenoges, Benoit Gros,  
  Gregory Hettich, Igor Koutzevitch and Karim Traboulsi 
  Special Thanks: to Martin for showing us LG. And also to the Mapleleaf, Oakleaf and Aiguilledepin for being such great 
  families. 
   
  Dullstrand City is in disarray. A rich merchant is marrying off his daughter. The PCs are hired to ensure that the bride 
  gets what is best for her wedding. An adventure for APL’s 2-8 with an optional encounter. 
   
   
   
   
  
  A Recipe for Troubles 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. 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.  
   
  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 Website, and then have any players without a 
  character create on. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was created 
  to support double-sided printing, but printing it single sided 
  will work as well. There is enough room along the inside 
  margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, 
  an RPGA scoring packet, and your sense of fun. It is also a 
  good idea to have a way to track movement during combat. 
  This can be as simple as a pad of graph paper and a pencil, as 
  handy as a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least 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. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are not 
  free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. It’s 
  strongly recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to actions of the 
  player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. Complete the RPGA scoring grid with 
  names and RPGA numbers only, and the event information 
  at the top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event coordinator 
  along with any event tickets.  
   
  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. 
  
  A Recipe for Troubles 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined the 
  APL. Throughout this adventure, APLs categorize the level 
  of challenge the PCs will face. APLS are given in even-
  numbered increments. If the APL of your group falls on an 
  odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on help 
  by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four, or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that table. 
  2. 
  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 DC 10 Handle Animal or 
  Charisma check. 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 1-round Regional adventure, set in 
  Dullstrand. Characters native to Dullstrand pay one Time 
  Unit per round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12 gp per Time Unit. 
  Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep 
  costs 100 gp per Time Unit. 
   
  Adventuring in The Dullstrand 
  In 593 and 594 CY, PCs adventuring in the The Dullstrand 
  had an opportunity to receive AR entries that could hinder 
  them in The Dullstrand. 
   
  For the DM’s convenience these are replicated below. 
   
  Blood Feud with the Gatts Clan:  
  The PC is involved in a Blood Feud with the Gatts Clan. 
  From now on, whenever the PC participates in an 
  adventure set in, or passing through, The Dullstrand, there 
  is a chance that the Gatts Clan will recognise the PC and 
  demand revenge. 
   
  On entering The Dullstrand, the DM rolls a 1d20 
  secretly to determine whether or not the PC is recognised 
  and pursued. This roll can be modified by the use of the 
  Luck domain or a similar luck-based reroll power at the 
  encounter should it happen. On a roll of a 1 the PC has 
  been recognised and at some point during the scenario is 
  faced with irate members of the Gatts clan baying the PC's 
  blood. This point will be noted in the encounters. 
   
  If the PC makes a DC 10 Disguise check as soon as the 
  PC enters The Dullstrand the PC will not be recognised at 
  all. 
   
  The Gatts will demand a Blood payment from the PC 
  of 5000 gp, indentured servitude or the PC's life. If the PC 
  is unable or refuses to pay and refuses servitude then the 
  PC will be killed, but may be raised and the Blood feud is 
  considered over and may be crossed off the certificate. 
   
  Servitude to pay off the debt is one year (52 TUs) 
  working for the Gatts Clan. These TUs must be paid in one 
  go but may be taken off next year's TUs. You may pay off 
  part of the servitude at a cost of a blood price of 100 gp per 
  TU. Paying or taking servitude will also remove the Blood 
  feud. The DM must sign and cross this off from the 
  certificate. 
  
  A Recipe for Troubles 
   
  Page 4 
   
  If at anytime you gain a favour with the Gatts Clan, you 
  may exchange it in return for the removal of the Blood 
  Feud. 
   
  If this should occur during the module, the PC ends the 
  adventure when it happens, gaining xp and treasure up to 
  that point. 
   
  Wanted in Dullstrand City: 
  You are wanted in Dullstrand City for killing a member of a 
  watch/militia. If you enter Dullstrand City within the next 
  52 TUs after the crime you will be arrested, sentenced to 
  death and executed (raising is possible). You must make a 
  DC 10 Disguise check as soon as you enter Dullstrand City 
  to avoid being recognized. 
   
  The sentence may be commuted to a fine of APL 
  played at x 250 gps per person killed. 
   
  Adventure Background 
   
  � Dullstrand City (Considered a Small City): Non-
  standard (Clan structure); AL CN (N); 15,000 gp limit; 
  Assets 2,625,500 gp; Population 3’500; Mixed (Human 2800, 
  Dwarf 280, Halfling 175, Elf 105, Gnome 70, half-elf 35, 
  Half-orc 35. 
   
  Authority Figures: Kjirg Grefstov (LN human male, 
  Exp/Ari 10/5), Master of Dullstrand; Chirney Retnev 
  (Chirney the Blue) (CN human male, Exp 10), Master of 
  Dullstrand; Deliah Natenberg (N human female, Exp 10) 
  Guildmaster Merchants’ Guild, Christann Annden (CN 
  human male, Exp 3) harbour steward; Marquann Verstov 
  (N human male, Exp 7) market steward. 
   
  Important Figures: Olain Wynn (LN human male), 12
  th 
  level Cleric of Zilchus; Helen Divolia (N human female), 
  10
  th level Cleric of Xerbo; Lucas Kantermann (LG human 
  male), 6
  th level Cleric of Rao; Nodren Jinsain (N human 
  male, Exp 7) Assistant Guildmaster Merchants’ Guild. 
   
  The Free and Independent City of Dullstrand, also known 
  as Dullstrand City (or DC to its inhabitants), is a large town 
  built in an inlet on the southeastern shores of the 
  continent. It is one of the few ports capable of receiving 
  large ships anywhere along the coast in the Azure Sea, and 
  the largest settlement for miles in any direction. 
   
  Dullstrand is fairly unique in its appearance and this 
  sense of ‘uniqueness’ has affected its citizens to some 
  extent. 
   
  Dullstrand is built on what appears to be the ruins of 
  an ancient, pyramidal city. The upper portion of Dullstrand 
  is comprised of a dark, igneous rock found virtually no-
  where else on Oerth. At the centre of the town is a dark 
  rock monolith known as the Citadel, which seems to be the 
  top of the pyramid, from which the ‘Masters of Dullstrand’ 
  run the town. Four identical concourses run out from the 
  Citadel, dividing the town into four quarters. 
   
  Apart from the Citadel, the rest of the original pyramid 
  is buried into the surrounding land, but this has produced a 
  strange consequence in that most of the town is below the 
  level of the adjacent hills and dunes. Over the years these 
  hills have been built up to prevent Dullstrand from being 
  spotted from the sea. To maintain this camouflage, for 
  many years it was against the law to build more than one 
  story high and so a lot of cellar-like structures exist below 
  ground, but in their majority these are only accessible to 
  residents of Dullstrand and off limits to out-of-towners. A 
  few two-story buildings now exist, but these must have all 
  their top floor windows blacked out at all times, something 
  that is strictly enforced by the Dullstrand Watch (and no 
  amount of bribes will change this). No lights are allowed to 
  shine at night that can be seen from the sea. Dullstrand 
  itself can barely be discerned in the daytime from offshore, 
  unless one actually enters the inlet (Dullstrand Bay) to see 
  around the artificial hills and carefully planted brush and 
  trees, built up over many decades by the local people. As 
  well as that, there is the large reef, shallow waters and other 
  maritime hazards that exist in front of the inlet and so if 
  you are not from the area, it is necessary to hire a pilot to 
  enter the City. 
   
  Demi-humans are looked on with suspicion, though 
  this is starting to change, but halflings, especially, are still 
  treated as ‘second-class’ citizens, with a lot of them still in 
  indentured service to various merchants of the town. 
   
  No formal charter of laws govern the town, though a 
  few straightforward, common-sense rules for the handling 
  of land ownership, the settling of disputes, and public 
  conduct have been written down and are generally 
  enforced. The town has no official jail; severe violations are 
  punished by death or indentured servitude and minor 
  violations by beatings or, more often fines or some might 
  say bribes. One-handed weapons and light armour are 
  permitted within the City boundaries, anything larger or 
  heavier will be confiscated by the Watch unless an 
  ‘agreement’ can be reached. Bows must be unstrung and a 
  trigger guard placed on Crossbows. Pole arms will have 
  small sack placed over their head and sealed. Peace bonds 
  and seals can be placed on non-authorised weapons for 
  transport purposes. 
   
  The government is authoritarian but tolerably corrupt; 
  keeping its hands off all business in the town as long as it 
  receives the proper “fees” (Bribery in Dullstrand City is a 
  long established tradition, not a crime). This does raise the 
  cost of doing business in the City, but the wide-open 
  atmosphere and lack of concern about using the town for 
  
  A Recipe for Troubles 
   
  Page 5 
  smuggling or piracy operations encourages the business 
  turnover. 
   
   
  The Masters use their clan soldiers as a private militia 
  protecting their interests but very rarely interfering in the 
  day to day running of the City except when they are 
  displeased with the turn of events. The City Watch is a 
  fairly ‘neutral’ force, paid for and run by the merchants’ 
  guild, which sees to keeping the law in the City, the law as 
  interpreted by the merchants of course. Again the Masters 
  are happy with this situation as long as the appropriate 
  “fees” are regularly received. To further cause problems, 
  local citizens of all races have formed their own militia to 
  protect themselves, and anyone who can contribute, from 
  criminals and quite often the Watch and the Masters’ 
  militia. This has lead to immense friction and, quite often, 
  open conflict between the Watch and the Concerned 
  Citizens’ Militia (as they like to be known) being refereed 
  by the Masters’ Militia.  
   
  Zilchus is the main god worshipped in the City for 
  some strange reason, with Procan and Xerbo also having 
  large followings. There is a large temple to Rao in the City, 
  but the number of worshippers has fallen over the years. 
  Amongst the halfling indentured servants the worship of 
  Arvoreen is on the rise. 
   
  The Clans 
  There are 13 recognised human clans in The Dullstrand, 
  each having their own lands and militia. The clans are of 
  Flan, Suloise or mixed extraction depending on the age of 
  the clan, their circumstances or their location. 
   
  The clans have taxation and mineral rights in all the 
  lands they control. There are other families who are vying 
  to be elevated to clan status, but in doing so they would 
  replace another of the clans who would be demoted to 
  family status and lose all clan rights. 
   
  The clans form their own factions and compete against 
  one another, be it faction-to-faction or clan-to-clan, inside 
  or outside of the factions. 
   
  There are also opposing factions within each clan who 
  are always seeking to gain control over the rulership of the 
  clan. Whatever a clan does, it is always motivated by what is 
  best for the clan and the clansmen, no matter who is 
  steering the course of the actions. 
   
  Each clan member will show their clan allegiance by 
  wearing their clan colours on their right upper arm. Quite 
  often this is accompanied by wearing a shoulder patch with 
  their clan emblem. 
   
  The Gatts Clan 
  The Gatts are a wild bunch, even by the mores of The 
  Dullstrand. A Flan tribe given to manners not much 
  different to orcs, the Gatts are trouble, with a habit of 
  drinking too much and enjoying a fight too readily. The 
  Watch always patrols the Gatts steading in Dullstrand City 
  closely whenever there are clan members present. 
   
  The clan lands are to be found in the North West parts 
  of the Hestmark Highlands. The Gatts and the Induchine 
  clans are fond of ganging up and having a fistfight royal 
  every time there is another of them to wreck stuff. Funnily 
  enough, the only barbarians in Dullstrand are Gatts. 
   
  For all their bad manners, the Gatts are known to be 
  excellent loggers, with an uncanny ability to treat wood and 
  bark in almost magical ways. Seeing the lack of wood 
  resources in the other clan lands, most of the Clans are 
  content to endure their anti-social ways than risk alienating 
  them. 
   
  The Gatts colours are blue and yellow with their 
  emblem being a rampant mountain goat. 
   
  Weapon and armour rules for Dullstrand City 
  One-handed weapons, light armour and shields are 
  permitted within the City boundaries. Bows must be 
  unstrung and a trigger guard placed on crossbows. Peace 
  bonds and seals can be placed on non-authorised weapons 
  for transport purposes. Pole arms will have small sack 
  placed over their head and sealed. Non-authorised armour 
  must be removed and carried. They will be informed that if 
  the seals are broken or armour is worn it will be 
  confiscated. 
   
  No wild or dangerous animals are allowed inside 
  Dullstrand City, so animal companions might have to be 
  left outside (basically all alternative animal companions as 
  described in the Player’s Handbook pg 36 and dire animals. 
  A large viper will also be refused entry, unless hidden. 
  Wolves can enter, as long as the guards mistake it for a dog, 
  or they are persuaded to look the other way, i.e. a bribe of 
  15 gp.) 
   
  If anyone has un-authorised weapons or armour, 
  which is not peace bonded or carried, they are told that 
  unless a ‘fine’ is paid they will be confiscated. The fine is of 
  APL x 100 gp for person carrying them. 
   
  Adventure Summary  
   
  Introduction: 
  Arriving in Dullstrand City, the adventurers read an 
  announcement from a certain Barthol Raveneau de Lusan 
  in the local tavern. They make their way to de Lusan’s home 
  trying to find out more about this quest. Barthol Raveneau 
  de Lusan is marrying off his daughter and asks them to 
  translate a recipe and gather the ingredients for him. They 
  have one week to accomplish this difficult task. Actually, 
  
  A Recipe for Troubles 
   
  Page 6 
  the recipe is supposed to bring prosperity and good fortune 
  if eaten on the wedding’s day. Thus, the PC’s have 7 days. 
   
  Encounter 1: Looking for a Translator: 
  The recipe is written in Elven characters but is in fact in 
  halfling. The PCs will go to the small library and then to 
  the Welcome Inn trying to get a translation. They will learn 
  the name of Yodalla, probably the only person in 
  Dullstrand that could understand the recipe. 
   
  Encounter 2: The Pursuit: 
  The PCs are leaving the Welcome Inn when a mysterious 
  rogue tries to dissuade them from continuing; luckily this 
  killer is quite feeble and flees quickly. This could lead to a 
  pursuit. If the PC’s catch the hired-thug, he reveals is 
  employers name to them (this give access to the optional 
  encounter). 
   
  Encounter 3: Meeting the Translator: 
  Following the information obtain in the “Welcome Inn” 
  the PCs will end up in a druid’s grove where they will meet 
  the only person capable of translating the recipe: a very old 
  druid named Yodalla. 
   
  Encounter 4: Capturing the Ferret: 
  Once the translation obtained, the PC’s will have to wander 
  the wild to gather the ingredients. A ferret (preferably 
  female) is the first of five different ingredients. 
   
  Encounter 5: Finding Wild Honey: 
  Then the PCs will have to find a beehive. Getting wild 
  honey won’t be without getting stung by a few defendants 
  of the beehive. 
   
  Encounter 6: The Cliffs: 
  Following they’re own knowledge or of the local people, 
  the PCs arrive to a cliff where they will be able to find an 
  albatross egg. Trying to recover the egg, they may discover 
  an old smuggler’s cache in which a trap awaits. 
   
  Encounter 7: Nature is Dangerous: 
  After avoiding this mishap another unfriendly encounter 
  awaits them as a small group of monsters tries to catch 
  them. 
   
  Encounter 8: Climbing is for Kids or Halflings: 
  Continuing their quest, the PCs now have to get some 
  mistletoe… the trouble is that they should get the highest 
  one they find… And the highest they go the highest they 
  fall. 
   
  Encounter 9: The Seashell: 
  The last ingredient is the seashell… after finding the cliff 
  the PCs have to find the beach. And get one seashell of a 
  particular nature. 
   
  Encounter 10: The Contest is Not Over Yet: 
  Finally on their way home, another rogue ambushes the 
  PCs. This one is notably more experience than the first one. 
  Like the first if captured and questioned he reveals the 
  name of the one who hired him (again, access to the 
  optional encounter). 
   
  Conclusion: 
  Once this enemy dealt with, they can return to Dullstrand 
  City to feast with Barthol Raveneau de Lusan and witness 
  the beautiful wedding. 
   
  Different endings await the PCs depending on the way they 
  have accomplished their mission. 
   
  Optional Encounter 1: The Guards 
  If the PCs discovered who paid the rogues, they can now go 
  after Ilien Septim. But before a direct meeting with Ilien, 
  the PCs have to deal with his guards. 
   
  Optional Encounter 2: Get your Revenge: 
  Finding the trap that leads to the cave, the PCs have the 
  opportunity the get their revenge. 
   
  Introduction 
  For a while now, Dullstrand City is in disarray. Barthol 
  Raveneau de Lusan, one of richest merchants around is 
  marrying off his daughter. Rumours abound and would-be-
  grooms are disqualified one after the other even though 
  the real groom has long been chosen. But if you are here it 
  is not for an affair of the heart. 
   
  You are pondering this matter, when a man pins a 
  announcement on the tavern wall: 
  “Mister Barthol Raveneau de Lusan is looking for 
  courageous and resourceful young people for an urgent 
  mission! Postulants should apply at his mansion 
  immediately!”  
   
  You are certain there is surely a reward awaiting 
  anyone who works for this rich merchant. 
   
  If the PC’s look for information about Barthol Raveneau de 
  Lusan they can gather the following: (each character can try 
  a Gather information check. The result counts for all 
  information. Each character can also try their own 
  knowledge but they will have to check information 
  separately). 
   
  
  A Recipe for Troubles 
   
  Page 7 
  • 
  DC 11 Gather Information or DC 13 Knowledge 
  (Splintered Sun):  
  o Barthol’s daughter, Aelred is really 
  beautiful and has just turned twenty (1). 
   
  • 
  DC 13 Gather Information or DC 15 Knowledge 
  (Splintered Sun):  
  o Many have tried to seduce de Lusan’s 
  daughter. Still more have come as suitors 
  for her hand, but all have been 
  disqualified… except one (2). 
   
  • 
  DC 15 Gather Information or DC 20 Knowledge 
  (Splintered Sun):  
  o Barthol 
  is 
  a 
  rich 
  personality 
  of 
  Dullstrand 
  City. 
  He 
  is 
  a 
  typical 
  “merchant” who made his way to success 
  through commerce (3).  
   
  o Aelred is de Lusan’s only child and heir 
  should he come to pass away. 
   
  o Ilien Septim, a local dandy, was rejected 
  in his suit for Aelred’s hand, but he has 
  sworn to avenge himself! 
   
  • 
  DC 20 Gather Information or DC 25 Knowledge 
  (Splintered Sun):  
  o Barthol Raveneau de Lusan is really what 
  is commonly known as a smuggler. His 
  merchandise is practically entirely “semi-
  legal”, the stuff which really brings 
  money in.  
   
  When the PC head to Barthol Raveneau de Lusan’s house, 
  read the following: 
   
  The building you approach differs much from the rest of 
  the city. Made of black stone, it looks vast and airy; the 
  entrance door is topped by a little round window. A 
  terrace borders the door; it is furnished with a swinging-
  armchair and a hammock that is tied to the wall and a 
  black stone carved pillar. Numerous local and exotic 
  flowers also decorate the terrace and entrance. 
   
   Going inside, the owner’s wealth becomes obvious. 
  Silk draperies, marble statues, various pieces of art and 
  many-colour 
  shimmering 
  tapestries 
  abound. 
  And, 
  something extremely rare in this part of the w0rld: you 
  even see a number of finely crafted woodworks. This is 
  really a charming house, more so now that a comely maid 
  comes to take care of you immediately. This petite woman 
  must be just under 20. Dressed in a simple light blue robe 
  and sandals, her face is quite pretty under her long fair 
  hair, even though she averts her gaze from you. The maid 
  makes you wait in a richly furnished and decorated 
  parlour. She quickly brings a few appetizers and some very 
  good wine. 
   
  PCs who have completed “The Trouble with Trolls”, will 
  recognise the wine as a Svetlow of a very good year. 
   
  PCs who have completed “EKB3-03 Consumé par son 
  amour”, will note that many of the carpets are the work of 
  the famous Kunrummi family, master craftsmen from the 
  distant Bakluni west. 
   
  The maid then addresses you for the first time. 
   
  “Is there anything else I can do for my master’s 
  guests?” 
   
  During the wait the PCs can try and obtain information 
  from the maid. They can get clues (1), (2) and (3) 
  mentioned above. 
   
  After half an hour, Barthol Raveneau de Lusan receives 
  you in his office, a rectangular room furnished with an 
  ebony table, velvet armchairs and shelves stocked with 
  exotic wares. On the wall behind the desk you see a 
  magnificent rapier with a finely crafted guard. De Lusan 
  himself is sitting behind the table and gestures to you to 
  take a seat.  
   
  It is hard to tell how old the merchant is, since his 
  features have been deeply lined by salt and wind. Quite 
  tall, he is clad in a loose pair of trousers and a shirt with a 
  big black frill. A gold and clear blue vest and many pieces 
  of lace complete his outfit. Atop his head sits a three-
  pointed hat adorned by a multicoloured feather. The 
  shadow of this hat doesn’t quite manage to hide the spark 
  in his steel blue eyes, not the moustache whose ends droop 
  below his mouth. 
   
  “My friends! Welcome to my humble house! Please 
  have a seat!” He then presents a small box. “Help yourself! 
  These chocolates are delicious!” 
   
  � Barthol 
  Raveneau 
  de 
  Lusan, 
  male 
  human 
  (Suel/Oeridian), Ari 15, AL CN 
   
  PCs who have already eaten Perrenlander chocolate 
  immediately recognize the best chocolate in the world. De 
  Lusan then continues once the PCs are served. 
   
  “I am sure we will get on well together! You surely know 
  that I am marrying off my daughter and I have a small 
  request to submit to you. I want to reassure you straight 
  
  A Recipe for Troubles 
   
  Page 8 
  away this will not be supervisory work - I would not dare 
  insult your skills!  
   
  “But let’s get straight to the job. Don’t let it be known, 
  but I am a superstitious man and would like the best for 
  my beloved daughter. To this end, a halfling friend of 
  mine has sent me a traditional recipe to be eaten by the 
  bride on her wedding day. My problem is that I have 
  neither the time nor the means to gather the ingredients 
  for this recipe. The other problem is that I haven’t 
  managed to translate it. If you can bring me everything 
  before the wedding, which is to be held at the end of next 
  week, I am ready to pay you 100 gold each in recompense.  
   
  “Do you have any questions?” 
   
  If a player asks for an advance he can obtain up to 50 gp. 
  But try to negotiate a bit with him. 
   
  If a player asks where the halfling friend is, Bartol 
  answers that he is travelling a lot and that he does not know 
  where his friend is. 
   
  Then he hands you a sheet of paper and leaves. 
   
  Give the players Handout 1, then go on to Encounter 1. 
   
  From the moment the PCs leave the house they have seven 
  days to complete their mission. 
   
  Encounter 1: Looking for a 
  Translator 
  The recipe is tallfellow, but its origin is lost in ages long 
  past. For that reason, it is written in elvish. 
   
  A PC able to both read elvish and speak halfling can try 
  to decipher the recipe with a DC 25 Decipher Script (given 
  the archaic style of writing) check. 
   
  A PC able to read elvish can try to read the text aloud 
  (have the PCs make a DC 10 Intelligence Check to see if he 
  has the idea, assuming one of the players come up with this 
  idea themselves). If another PC can speak halfling, he then 
  can try to decipher the recipe with a DC 30 Decipher Script 
  check, due to the archaic style of writing and the phonetic 
  pronunciation. 
   
  If a PC is able to read elvish casts comprehend 
  languages, he can try to decipher the recipe as he now 
  understands halfling but does not speak it. Have them 
  make a DC 30 Decipher Script to take account of the 
  archaic style of writing and the phonetic pronunciation. 
   
  If a PC is able to speak halfling casts comprehend 
  Languages, he can try to decipher the recipe as he now can 
  read elvish. Have them make a DC 20 Decipher Script to 
  understand the very old style of writing. 
   
  The PCs can also cast comprehend languages twice, 
  once to be able to read the recipe aloud, and once to 
  understand what they are hearing. 
   
  If a PC casts tongues, he can try to decipher the recipe, 
  as he becomes able to both read and speak elvish and 
  halfling. Have them make a DC 15 Decipher Script check 
  to understand the very old style of writing. 
   
  If a PC manages to translate the recipe, give him 
  Handout 3 and go on to Encounter 2. In that case the rogue 
  is waiting near de Lusan’s mansion. After the fight, skip 
  right to Encounter 4. 
   
  If the PCs cannot find their own means of deciphering the 
  recipe, they probably won’t know where to start. If they 
  question anyone on matters of translation and translators, 
  they will be sent right to the library. 
   
  Dullstrand City’s library is a small red brick rectangular 
  building with rounded corners. A small sign on a perch 
  above a rectangular door denotes the entrance. Once 
  inside you discover a single bookshelf half-filled with 
  books and a couple of rows of parchment racks. You also 
  spot a man walking towards you. He is obviously the 
  librarian, although he looks more like a scribe. A tall man 
  with grey temples, he seems to be approaching his fifties. 
  He is wearing a long black scholar’s robe, outfitted with a 
  long, white neckpiece. His eyes unaccountably remind 
  you of those of a ferret and stare at you in a way that is far 
  from comfortable. Despite that, he is a polite and clean, 
  except for his ink-stained hands.  
   
  “A good day to you visitors, how may I be of service?” 
   
  � Baralan the Librarian, male human (Sueloise), Exp 3, 
  AL N 
   
  The librarian can’t help the PCs much. He can tell them the 
  following things: 
   
  • 
  The recipe is written is elven characters but the 
  language is not elvish. 
  • 
  Chrisal, the cook of the “Welcome Inn”, comes in 
  often to consult recipes. He might be able to tell 
  them more. 
  • 
  He would like to have a copy of the recipe for the 
  library. 
  • 
  He is looking for good souls to help him expand 
  Dullstrand City Library. 
   
  Assuming the PCs head to the Welcome Inn, read aloud or 
  paraphrase the following: 
   
  
  A Recipe for Troubles 
   
  Page 9 
  When you arrive in front of the Welcome Inn, you have a 
  strange feeling. Compared to the library and de Lusan’s 
  house, The Welcome Inn seems huge. In fact, you find 
  yourselves in front of a U-shaped series of nine smaller 
  buildings. The dividing walls between the old buildings 
  have been knocked together, forming one enormous 
  rambling structure. The old individual entrances have 
  been sealed and barred, leaving only a single door on the 
  front, also clearly constructed recently. This entrance is at 
  the end of the U. Going through, the first thing you see is 
  the bar. 
   
  If any of the PCs is of small size, a human, probably a Gatts, 
  says the following: “Hey look what the wind blew in!” This 
  only brings him a tap on the head from a waitress and a 
  round of laughs from all around. 
   
  You find yourselves in a huge tavern that must be 3 
  buildings wide, that is, the base of the U. The bar is 
  colossal, going along the whole length of the wall. The 
  ceiling is held by four brick columns that stand were the 
  old dividing walls must have been.  
   
  You find a table and sit down, glancing right and left. 
  The common room is crowded with customers: humans 
  from different regions, elves, dwarves and even a few half-
  orcs, gnomes and halflings. Each race seems separated, 
  huddling together although there are no physical barriers. 
  At the bar, 5 barmen are earning they pay and don’t seem 
  to have time to spare; they pass on heavily loaded trays to 
  the waitresses.  
   
  What’s more, you see other women going from table 
  to table. Sometimes of one them sits down at a table. 
  Sometimes a customer stands up, and accompanies the 
  woman out through one of several side doors hidden 
  behind red curtains. Other customers, emerge from these 
  same doors. On each series of doors, left and right, you see 
  a panel with the drawing of a human, a half-elf and an elf 
  for the right hand side and with an dwarf, a halfling, a 
  gnome and a half-orc on the left hand side.  
   
  After a little while, a waitress comes to take your order 
   
  The PCs will probably order something, but the aim of 
  their visit is the cook they will surely ask to see. As soon as 
  they ask to see a cook named Chrisal, read the following. 
   
  A few minutes later an archetypal jolly halfling 
  approaches. Nearly as broad as he is tall, his round face 
  with its chestnut eyes and curly fair hair can only belong 
  to someone of pleasant demeanour. The halfling is wearing 
  a shirt and a pair  of cream trousers above which hangs an 
  apron that probably was white long ago. It is smeared with 
  enormous amounts of alimentary garbage. Down to 
  wooden soled shoes, Chrisal is hard to miss. He has hardly 
  seated himself, before he hands you what seems to be… 
  (give out Player’s Handout 2) the menu. 
   
  If the Gatts mocked one of the PCs, when the cook passes 
  by, they hear something quite different, only praises and 
  greetings. 
   
  � Chrisal: male Halfling (tallfellow), Exp7, hp 30, AL N 
   
  Chrisal will be pleased beyond measure if the PCs eat 
  something in his tavern and will be more than happy to 
  help them with the recipie. Otherwise, he only answers 
  their questions because it is about a recipe and that he has a 
  certain interest in it. He can tell the PCs the following: 
   
  • 
  The recipe is halfling, he has heard about it, but it 
  is the first time he has seen a copy. Unfortunately, 
  he can’t translate it. He thinks it is an old halfling 
  dialect. 
  • 
  Maybe Yodalla, a very old druid, his spice 
  purveyor, could translate it. 
  • 
  He would greatly appreciate having a translation. 
  • 
  Normally, the PCs can find Yodalla in a grove less 
  than a day’s march away from town. They should 
  head West-North-West to find it. 
   
  Encounter 2: The Pursuit 
  If the PCs already have the translation, adapt the beginning 
  of the following box-text. The attack takes place at the exit 
  from Barthol Raveneau de Lusan’s house in that case. 
   
  Exiting the tavern, night starts to fall. The setting sun sets 
  Dullstrand City’s rooftops aflame with reflected light. The 
  streets empty themselves slowly and the shops begin to 
  close. The quiet is suddenly troubled by a voice from the 
  long shadows. 
   
  “Abandon this quest! It will only lead you to your 
  doom!”  
   
  Then nothing more. 
   
  Kyran the rogue tries to discourage the PCs. He has taken 
  his potion of invisibility and speaks from behind a pile of 
  boxes. 
   
  If the PCs heed this warning and stop their quest, this 
  adventure is over for them. End of scenario. 
   
  Otherwise, if the PCs head onwards, as most likely 
  they will, Kyran ambushes them. He is still invisible and 
  stands still. The PCs can try a Spot check against Kyran’s 
  Hide check (remember Kyran has a +40 bonus on his Hide 
  skill as he is still invisible) and a Listen check against 
  Kyran’s Move Silently check to find out if they are 
  
  A Recipe for Troubles 
   
  Page 10 
  surprised. Assuming they make their listen check, read the 
  following, see DM Aid for the combat scene. 
   
  You hear the distinctive ‘click’ of a crossbow being loaded. 
   
  The surprise round for Kyran and any of the players not 
  surprised follows. After the surprise round, please read the 
  following lines and continue the fight normally. 
   
  Quickly you distinguish the shooter, concealed behind 
  some boxes at the next street corner. Like every self-
  respecting rogue only his eyes are visible - eyes grey and 
  cold as death itself. He is dressed in loose clothing, a shirt 
  and a pair of trousers, both black and knitted at ankles, 
  knees and elbows. He is also wearing a black velvet cloak 
  with silver inlays in the fabric. For now he is only carrying 
  an empty crossbow in his hand. But who knows what his 
  clothes still hide. 
   
  Kyran’s crossbow is empty as he used it in the surprise 
  round. 
   
  In every case, Kyran flees after three rounds. In the 
  surprise round, he uses paralysing poison that was supplied 
  by his boss. See Tactics 
   
  If the PCs kill him before he can run away, they loose 
  the possibility to do the additional optional encounter 
  (additional play opportunities) at the end of the scenario 
  (+1 TU). They will have another chance later to get it. 
   
  If the PCs wish to catch Kyran, a pursuit through the 
  streets of Dullstrand will ensue. Please follow the next 
  steps. Also remember that Kyran has prepared his escape, 
  just in case… 
   
  The chart below is here to help you go through the pursuit 
  without a map. It shows the time in rounds between each 
  obstacle (assuming double movement). 
   
  Round 
  Event 
  1 
  Nothing 
  2 
  Marketplace 
  3 
  Fruit Baskets 
  4 
  Chariot 
  5 
  Wall 
  6 
  Concerned Citizens’ Militia (25 or 50% chance) 
   
  Nothing: Nothing happens, continue normally. If a PC 
  casts fly he must succeed at a DC 15 Spot check each round 
  to avoid losing Kyran in the crowd. 
   
  Marketplace: The pursuit leads to the marketplace, which is 
  still quite crowded. A DC 15 Spot check is needed to 
  continue to pursue Kyran. Only one PC must succeed this 
  test so that they can all continue. If a PC uses a spell to fly 
  he has to succeed on this spot check to continue the 
  pursuit. 
   
  Fruit baskets: Passing nearby a merchant’s stall, Kyran will 
  spill a large apple basket across the road. The apples can be 
  avoided by succeeding a DC 14 Reflex save. If failed, a DC 
  14 Balance check is required to continue running after the 
  hired thug. 
   
  Cart: A merchandise cart is stationed in the middle of the 
  street. Kyran tumbles easily under it and continues to run. 
  Each PC must succeed at a DC 14 Tumble check (or DC 18 
  Dexterity check). Failure means the PC is out of the 
  pursuit. Small-sized characters have a +4 bonus on this 
  check. The PCs can also go round the chariot, in which case 
  divide their speed by 4 as they squeeze between the wall 
  and the chariot. 
   
  Wall: You arrive at a dead-end. The bandit speeds up, leaps 
  onto two boxes and jumps over the far end wall. A DC 14 
  Jump check is needed to continue. 
   
  If the PCs find a way to catch Kyran, with a spell for 
  example, he surrenders to the PCs and will negotiate his 
  freedom by trading his bosses’ name. Of course depending 
  on the nature of the spell, the PCs might have trouble with 
  the Concerned Citizens’ Militia (if it arrives).  
   
  Firing at Kyran as he is fleeing is a bad idea. He has +4 
  AC bonus due the cover from the surrounding people. If a 
  PC misses in the range of these 4 points, he then hits an 
  innocent bystander, only scratching his shoulder with no 
  real harm. The “victim” will call the Militia. The percentage 
  chance for the arrival of the Militia goes then up to 50%. 
   
  If the PCs don’t manage to catch the rogue after 6 rounds, 
  he manages to lock himself into a house and makes his 
  escapes on another street via a route not covered by the 
  PCs, effectively ending the pursuit. The door is a sturdy 
  wooden piece of furniture reinforced with metal bolts.  
   
  � Reinforced Wooden Door: 2 in. thick; hardness 10; hp 
  40; AC 5; DC 28 Break. 
   
  Concerned Citizens’ Militia: (25 or 50% chance): The city 
  guard arrives while the PCs are in the dead-end. The patrol 
  leader asks to know what happened.  
   
  If the PCs deliver Kyran to the Militia, two guards take 
  Kyran away while the others verify the PCs’ equipment. At 
  that moment, any person disturbed by the pursuit 
  (somebody from the market [2
  nd round of pursuit] or the 
  
  A Recipe for Troubles 
   
  Page 11 
  owner of the fruit case [3
  rd round of pursuit] or if one of the 
  PC shot an innocent) comes and say how much trouble the 
  PCs have made. The PCs will then have to explain 
  themselves with the Militia. While the PCs are thus 
  occupied, Kyran bribes the two guards watching him and 
  gets away. As the two guards return and tell the others that 
  Kyran managed to escape, the Militia leader becomes angry 
  and fines the PCs APL x 25gp for public disturbance (plus 
  the fine for carrying illegal arms and armour, if any). If a PC 
  can’t pay, the city guard sells his items to pay the fine 
  (unless another PC pays for him…). Of course if the PCs 
  bring Kyran to the guards without having gone through the 
  market place and without touching any innocent the 
  guards don’t fine them for the disturbance but maybe for 
  the weapons and armours. 
   
  APL 2 (EL 1) 
  � Kyran: Male human (Sueloise); Rog1; hp 5, see 
  Appendix 1 for the Tactics 
   
  APL 4 (EL 2) 
  � Kyran: Male human (Sueloise); Rog2; hp 10, see 
  Appendix 2 for the Tactics 
   
  APL 6 (EL 3) 
  � Kyran: Male human (Sueloise); Rog3; hp 16, see 
  Appendix 3 for the Tactics 
   
  APL 8 (EL 4) 
  � Kyran: Male human (Sueloise); Rog4; hp 21, see 
  Appendix 4 for the Tactics 
   
  Treasure: 
   
  APL 2: Loot: 7 gp; Magic: potion of cure light wounds 
  (4 gp); 
   
  APL 4: Loot: 44 gp; Magic: potion of cure light wounds 
  (4 gp); 
   
  APL 6: Loot: 70 gp; Magic: potion of cure light wounds 
  (4 gp), potion of cat’s grace (25 gp); 
   
  APL 8: Loot: 77 gp; Magic: potion of blur (25 gp), 
  potion of cure light wounds (4 gp), potion of cat’s grace (25 
  gp), + 1 studded leather armour (98 gp), +1 light crossbow 
  (195 gp); 
   
  All APLs  
  � Concerned Citizens’ Militia Patrol 
  � Patrol Leader (1): hp 15, see Appendix 1, 2, 3 or 4  
  � Militiaman (9): hp 8, see Appendix 1, 2, 3 or 4. 
  Encounter 3: Meeting the Translator 
  Yodala’s grove is a bit less than a day’s walk from Dullstrand 
  City in the west-north-west direction. When the PCs have 
  nearly arrived ask for a DC 15 Listen check: 
   
  Those who succeed hear a bear growling nearby. A DC 
  15 Spot check is required to spot the animal through the 
  undergrowth. 
   
  Assuming the PCs make the check, read aloud or 
  paraphrase the following: 
   
  You see, not far away, the head of a large bear. He is 
  growling loudly and seems to be trying to move without 
  much success. 
   
  If they approach, the PCs discover the animal has one of his 
  hind legs in a bear-trap. He is moving wildly to try and free 
  himself. If a PC approaches to close he risks taking a paw 
  strike. This bear is Yodalla’s animal companion (see 
  appendix). 
   
  All APLs 
  � Bjeorn: male brown bear, hp 72, see Appendix 1, 2, 3 or 
  4 
   
  The poor bear can be freed by a DC 17 Disable Device 
  check or a DC 20 Strength check. If the bear is not calmed 
  beforehand, he attacks any PC coming within reach. After 
  all, he is panicked and has been trapped by a two-legged 
  creature. To calm him down, a DC 15 Handle Animal check 
  or a DC 20 Wild Empathy will suffice. 
   
   
  If the PCs manage to free the bear, he calms down of 
  his own accord. He seems to be badly wounded and his 
  right hind leg is bleeding abundantly. He is trying to 
  lumber back with difficulty to his master. If the PCs heal 
  him (which he lets them do this time), he rushes to Yodalla. 
   
  If the PCs do not spot the bear, they make it to the grove 
  without incident. Read out the following. 
   
  The landscape ahead seems to form a large depression, 
  from which the tops of trees emerge. The dozen or so trees 
  of the grove are the only ones in sight, a very rare fact in 
  The Dullstrand.  
   
  As you reach the foot of the slope, you find a halfling, 
  waiting patiently at the edge of the grove, looking more 
  like a living pile of leaves and earth than a halfling. He is 
  wearing short brown stockings, a deep green shirt and a 
  patchwork cape that is too long for him. His full, long 
  beard holds a few leaves and small branches. The few hairs 
  atop his head are white, greasy and scarce. The halfling’s 
  age-lined 
  face 
  still 
  looks 
  welcoming 
  nonetheless, 
  
  A Recipe for Troubles 
   
  Page 12 
  especially his sparkling green eyes, which seem to be still 
  full of curiosity. He is constantly leaning on a quarterstaff 
  covered in phosphorescent green mosses and fungi. “My 
  name is Yodalla, what is your business here?” 
   
  His attitude changes regarding the actions the PCs took. 
   
  Neutral if the PCs haven’t seen the bear. In which case, 
  after introducing himself, he asks them to find his 
  companion, in exchange for the translation. 
   
  Friendly if the PCs freed the bear. In this case, after 
  introducing himself, he translates the recipe and offers to 
  lend his sling (see appendix) to the PCs. Give the PCs 
  Handout 3. 
   
  Very friendly if the PCs freed AND healed the bear. In 
  this case, after the introductions, he translates the recipe; 
  offers to lend his sling (see appendix) to the PCs and the 
  PCs obtain a favour from him. Give the PCs Handout 3. 
   
  If the PCs had not met the bear up to now, they must 
  search for him now. This requires a DC 11 Survival check if 
  the PCs ask the druid in which direction the animal left, 
  otherwise it is a DC 14 Survival check. Note that when the 
  PCs find the bear, and they heal him themselves; they also 
  get to use the sling until the end of the adventure, but not 
  the favour. When the PCs make it back with the bear, 
  Yodalla translates the recipe. Give the PCs Handout 3. 
   
  If the PCs kill the bear, the adventure ends because the 
  druid refuses to translate the recipe and is quite hostile. 
   
  All APLs 
  � Yodalla: Male halfling; Drd9, hp 61, see Appendix 1, 2, 
  3 or 4 
   
  DM Note: If the PCs attack Yodalla, they deserve a dire 
  fate… Don’t hesitate to kill one or more of them… Yodalla 
  never finishes a fallen PC unless they have all fallen, in 
  which case he frees them from their suffering. Dead PCs 
  then go and feed the animals of the grove and surrounding 
  lands which means a raise dead spell won’t work.  
   
  Now that the PCs have the translation, the PCs must find 
  the ingredients. The order in which they are found is not 
  important the PCs can choose any that suits them. 
   
  If they ask, the druid can tell the PCs that he has 
  spotted a few ferrets in his grove lately. The PCs will still 
  need to find their home though. He also knows that the 
  PCs will have better chances of finding honey in the hills to 
  the north. 
   
  Keep a close check on the time and distance between 
  the different ingredients. All times are for a group on foot, 
  A group which is riding will cut all times in half. 
   
  Encounter 4: Capturing the Ferret 
  Important! Check if the PCs draw blood or not. 
   
  1st ingredient: Finding a ferret is one hard thing, catching 
  one is another. To find it, finding its tracks is the first thing 
  needed. A DC 15 Survival or Knowledge (nature) 
  accomplishes just that. So does a DC 25 Search check if the 
  PC hasn’t got the two first skills. Then you must follow the 
  tracks to its home. Three consecutive Survival checks (DC 
  17, 12 and 12) or DC 22, 17 and 17 Search checks are 
  needed. 
   
  Arriving at the hole, the PCs must capture a ferret. 
  There are four ferrets living here, two male and two female. 
  As soon as a PC reaches inside, the ferrets try to flee. 
  Choose randomly which one the PCs find first (remember 
  the recipe asked for a female). The ferrets will run in 
  opposite directions and will only fight if cornered. 
   
  APLs 4 to 6: As soon as possible (i.e. after 1 round) the 
  ferrets will hide in the undergrowth. Consider the ferrets as 
  having cover all the time, so they have another +4 cover 
  bonus to their AC and can make hide checks. The only way 
  to defeat the encounter is to capture a ferret WITHOUT 
  KILLING it. 
   
  If the PCs lose the ferrets they must start again from 
  scratch with the checks. 
   
  All APLs (EL 1) 
   �  Ferret (4): hp 2, see Appendix 1, 2, 3 or 4 
   
  Encounter 5: Finding Wild Honey 
   
  2
  nd ingredient: Finding wild honey 
  Read aloud or paraphrase the following:  
   
  You exit the grove and walk about a day heading north. At 
  last you arrive in view of the first hills. You then spot 
  multiple openings in the side of these. 
   
  To find wild honey, the PCs must find a beehive. To find it, 
  they must first succeed either a DC 13 Survival or 
  Knowledge (nature) check. Then a DC 16 Spot check or a 
  DC 22 Listen check to find the colony. If a PC fails by 1 on 
  this check they find wasps. They take the same risk of 
  being stung but don’t find any honey. 
   
  Once the hive found, they must climb to the roof of a small 
  cave where it is hanging. It is 15 feet high and requires a 
  DC 15 Climb check. Gathering the honey requires a little a 
  balance, so a DC 12 Balance check is needed. As soon as the 
  
  A Recipe for Troubles 
   
  Page 13 
  PC puts his hand inside the hive, the bees attack in a 
  swarm. A small flaskfull is all that is needed for the recipe. 
  It should not take more than 3 or 4 rounds to gather 
  enough, but any halfling would take a least a water skin full 
  of this succulent honey… If the PCs Attack the hive, the 
  bee  swarm will emerge to defend it.  
   
  All APLs (EL 2) 
  �  Bee swarm: hp 21; See Appendix 1,2 3 or 4 
   
  Tactics: Under all circumstances, the bee swarm will hover 
  in a cloud centered around the hive. As long as the PCS are 
  not in the area of the swarm, they will not be attacked.  
   
  Encounter 6: The Cliffs 
   
  3
  rd ingredient: an albatross’ egg. 
  Once more, the PC must challenge their knowledge of 
  mature. A DC 14 Survival or Knowledge (nature) check will 
  reveal that albatrosses make their nests in cliffs. 
   
  The PCs need to find cliffs. For that, a DC 15 
  Knowledge (Splintered Sun) check is needed. If this check 
  fails, they must ask the local (mostly farmers and Gatts, 
  since the PCs are on their territory). Check for any PC with 
  the Gatts blood feud, as this will activate at this point. The 
  party will be surrounded by an angry mob of around 50 
  Gatts and the incriminated PCs will be offered their choice 
  of death, blood payment or indentured servitude. If the PCs 
  have the Luck domain or a similar luck-based reroll power 
  they may use it at this point to reroll the dice. On any other 
  result than a 1 the PC has managed to persuade the Gatts 
  that they have mistaken them for another. 
   
  It should be made clear to the other PCs in the party 
  that resistance is not a good idea. If they try to fight, they 
  will be overwhelmed and knocked unconscious. This is not 
  a combat encounter and the DM should not use it to 
  seriously injure or kill any PC. 
   
  The cliffs they find are north of Hard Beach; they must 
  follow a north-north-east direction for almost a day. 
   
  The Cliffs: Read aloud or paraphrase the following:  
   
  The sound of waves crashing against rocks and the sheer 
  drop of about 60 feet to the sea below tell you that you 
  have arrived at a cliff. The reefs below would make a fall a 
  miserable experience. As the waves crash against them, 
  spray is thrown some 15 feet into the air. Many birds, 
  mainly albatrosses, populate the cliff. They nest where the 
  roots of the cliff rise from the water. Although vertical, the 
  surface of the cliff seems scalable, many nooks and cracks 
  being visible. But beware, these holds are slippery and 
  have been made razor sharp by wind and salt. 
   
  Once they arrive at the cliff, ask for a DC 14 Spot check, if it 
  succeeds, read the following, or otherwise skip the next 
  paragraph. 
   
  You discover 3 holes about 4 inches deep. They are 
  strangely aligned at the top of the cliff, forming a perfect 
  triangle. 
   
  For now the PCs discovering these holes can’t learn much 
  more… if they discover the smuggler’s cave, they will be 
  allowed a DC 23 Knowledge (engineering) check to 
  understand that these holes are used to maintain the pulley 
  the smugglers put up each time they come. 
   
   
  The PCs need to find which the middle nest is. Let them try 
  anything to measure the cliff, anything will work, as long as 
  they remember the instructions from the recipe, they will 
  find the “good” egg. They could also pick an egg randomly 
  but they will lose experience points (see Story Awards xps). 
   
  They now need to climb down the cliff 30 feet, 
  requiring a DC 18 Climb check. Arriving at the nest, the PC 
  must take an egg (there are 3 of them) and climb back up 
  with. This requires a DC 15 Balance check  along with 
  another DC 18 Climb check. A PC who puts the egg in a 
  bag surrounded by cloth (or any other contraption or 
  means to protect the egg) needn’t do the Balance checks 
  unless he rolls a 1 on his Climb check. A failed Balance 
  check means the PC dropped the egg, which, obviously 
  smashes into the sea below. The PC must climb back down 
  to get another… 
   
  Of course crafty PCs can use a fly spell or any other 
  means to get the egg fairly easily, but that would be less 
  fun. 
   
  Smuggler’s Cave: When the PC is near the middle nest, 
  they are allowed a DC 10 Spot check or DC 5 if they have 
  said that they are being very careful. If they succeed, they 
  spot the entrance of a cave in the cliff, invisible from above 
  or below. Read them the following: 
   
  An opening in the cliff, about 5 feet across leads into a 
  dark passageway. Only the first 5 feet inside are visible. It 
  looks pretty natural. 
   
  See DM Aids for the map of the cave. 
   
  Allow the PCs a DC 25 Knowledge (engineering), 
  Knowledge (architecture) or Craft (stonecutting) check, to 
  realise the passage has actually been worked, probably by 
  dwarves. If the PC ventures inside, the small passage is 
  
  A Recipe for Troubles 
   
  Page 14 
  trapped. The trap is built in the wall and unmovable, 
  therefore it does not belong to the possible loot. 
   
   APL 2 (EL 1) 
  � Poisoned small-sized Short spear Trap: CR 1, 
  Mechanical, Location Trigger, Automatic Reset, Hidden 
  Lock Bypass (DC 25 Search, DC 30 Open Lock) +8 melee 
  (1d4) plus poison (1 Con/ Unconsciousness) (just the first 
  time), DC 14 Fort save resists, Search (DC 18), Disable 
  Device (DC 22). 
   
  APL 4 (EL 3) 
  � Poisoned small-sized Short spear Trap: CR 3, 
  Mechanical, Location Trigger, Automatic Reset, Hidden 
  Lock Bypass (DC 25 Search, DC 30 Open Lock) +10 melee 
  (1d4) plus poison (1d6 Str/1d6 Str) (just the first time), DC 
  18 Fort save resists, Search (DC 20), Disable Device (DC 24) 
   
  APL 6 (EL 5) 
  � Poisoned small-sized Short spear Trap: CR 5, 
  Mechanical, Location Trigger, Automatic Reset, Hidden 
  Lock Bypass (DC 25 Search, DC 30 Open Lock) +12 melee 
  (1d4) plus poison (1d6 Str/2d6 Str) (just the first time), DC 
  24 Fort save resists, Search (DC 22), Disable Device (DC 26) 
   
  APL 8 (EL 7) 
  � Poisoned small-sized Short spear Trap: CR 7, 
  Mechanical, Location Trigger, Automatic Reset, Hidden 
  Lock Bypass (DC 25 Search, DC 30 Open Lock) +14 melee 
  (1d4) plus poison (3d6 Str/0) (just the first time), DC 26 
  Fort save resists, Search (DC 24), Disable Device (DC 28) 
   
  Assuming the PCs survive the trap, read the following. 
  Otherwise, if he climbs back up go to encounter seven. 
   
  The passage goes on about 10 feet before turning on the 
  right. It then opens on a chamber 20 feet large and 30 feet 
  long. This chamber has obviously been altered from its 
  natural state. The floor is flat and struts support the roof. 
  Many stalactites have also been cut. 
   
  If the PCs decide to search the cave they discover many 
  objects: spices, jewellery, coins and many art objects, etc… 
  A DC 25 Appraise check gives the value of the objects (see 
  Treasure) 
   
  Bringing these objects back up takes time and can be 
  dangerous (weight and/or size of the objects). All Climb 
  checks have their DC increased by 5. 
   
  Treasure 
   
  APL 2: Loot: 50 gp; Coin 50 gp; 
   
  APL 4: Loot: 75 gp; Coin 75 gp; 
   
  APL 6: Loot: 100 gp; Coin 100 gp; 
   
  APL 8: Loot: 150 gp; Coin 150 gp; 
   
  Encounter 7: Nature is Dangerous 
   
  Read aloud or paraphrase the following:  
   
  Hardly after leaving the cliff, about 10 minutes afterwards) 
   you have a strange feeling. 
   
  Have the PCs roll Spot and Listen checks against the Hide 
  and Move Silently of the monsters. Any PC who fails either 
  of these checks is surprised. Otherwise start a normal fight 
  after reading the following. 
   
  You sense a group of unfriendly creatures nearing your 
  position. They don’t seem to be here for anything else than 
  fresh meat. 
   
  APL 2 (EL 3) 
  Krenshar (3): hp 11, see Appendix 1 
   
  APL 4 (EL 5) 
  Ankheg (2): hp 28, see Appendix 2 
   
  APL 6 (EL 7) 
  Wyvern (1): hp 59, see Appendix 3 
   
  APL 8 (EL 9) 
  Hill Giant (2): hp 102, see Appendix 4 
   
  Treasure: 
   
  APL 2: N/A 
   
  APL 4: N/A 
   
  APL 6: N/A 
   
  APL 8: Loot: 23 gp; Coin 13 gp; 
   
   
   
   
   
   
   
   
  Encounter 8: Climbing is for Kids or 
  Halflings 
   
  4
  th ingredient: The highest mistletoe sprig of the grove. 
   
  
  A Recipe for Troubles 
   
  Page 15 
  Fundamentally, mistletoe can be found anywhere in the 
  region, but it normally grows only on trees…and up to 
  now, the PCs haven’t seen that much trees except in 
  Yodalla’s grove. If the PCs ask where they can find trees 
  answer the following: “Scattered everywhere in the 
  countryside, unless you are speaking of a group of more 
  than three or four trees.” They should then ask if they saw 
  mistletoe growing on the few trees they saw. Have them 
  make an Intelligence check. If a PC manages a 17 or more 
  they remember seeing some in the druid’s grove. If a PC 
  rolled between 14 and 16 they remember not seeing any on 
  the way leaving the grove but is not sure about the grove 
  itself. Maybe the druid could help them. A PC who rolled 
  11 to 13 doesn’t know but guesses that Yodalla should 
  know. Any PC rolling 10 or less doesn’t even think about 
  the druid. 
   
  If thee PCs head back to the grove, see encounter three for 
  the description. From the cliff, the trip takes 2 days. To find 
  a sprig in the grove, the PCs must succeed at a DC 15 
  Survival or Knowledge (nature) or DC 11 Profession 
  (herbalist). 
   
  The PC must then climb the tree (height = 10 + APL x 
  5 ft). The first part of the climb is quite easy and requires 
  only a DC 12 Climb check, but from the middle of the tree 
  it gets tougher due to the slenderness of the branches, 
  which begin to sway and bend under the weight of the PCs. 
  From this point on, small PCs must make a DC 15 Climb 
  check, while larger PCs should make a DC 17 check. If the 
  PC weighs more than 150 pounds, the last branch snaps 
  under his weight. They are allowed a DC 18 Reflex save. If 
  missed, the PC falls from the tree and suffers 1d6 points of 
  damage The damages the PC suffers are diminished due to 
  the branch and to the soft ground. In addition to the 
  damage, the PC suffers a –2 circumstance penalty on all 
  social interactions with other people, due to cuts and grazes 
  from the branches until the end of the scenario. Obviously, 
  if the PCs are able to fly, this negates any problems with 
  climbing the tree. 
   
   
   
   
   
   
   
  Encounter 9: The Seashell 
   
  5
  th ingredient: The seashell 
   
  Obviously, to find a seashell, the PCs need to head to a 
  beach. If the PCs are near the cliff, a bit less than half a day 
  is needed to find the nearest stretch of strand. If the PCs 
  have gone back to the grove, they need a full day to achieve 
  this. 
   
  Of course, they PCs need to find a seashell looking like 
  the one on Yondalla’s coat-of-arms. Anyone who has not 
  understood the hint in the recipe can try a DC 11 
  Knowledge (religion). Then, a DC 15 Survival check or DC 
  17 Knowledge (nature) is needed to know where to find 
  one. A DC 18 Spot check will see the shell on the beach, 
  and then all you need to do is bend down and pick it up… 
   
  If the PCs find the seashell, read the following: 
   
  In your hands you hold the last ingredient of the recipe. 
  This seashell looks like a horn. It is about 4 inches high 
  and is shaped like a lightly twisted cone. At is largest side, 
  its opening; it has a diameter of 2 inches. 
   
  The PCs now need to head back to Dullstrand City. The trip 
  is one day and a half long, assuming they are on the beach 
  near the cliff. From the grove, the trip takes one day. 
   
  Encounter 10: The Contest is not 
  Over Yet 
  On their way back, another rogue ambushes the PCs. He is 
  hiding in bushes beside the trail. Let the PCs roll a Spot 
  check against Arkham’s hide check. If the PCs don’t spot 
  him, they are surprised. Like the first rogue, he uses poison, 
  also supplied by his boss. The boss in question is the same 
  as before and this rogue will also reveal his name if 
  captured and questioned. If the PCs kill him, they don’t get 
  this information, which gives them access to the additional 
  encounter. If they capture and question him, they get the 
  employer’s name. 
   
  The DM is free to plant this encounter in any setting 
  he finds appropriate as long as Arkham starts the encounter 
  hiding in bushes. See appendix for his combat tactics. 
   
  APL 2 (EL 4) 
  � Arkham: Male human (Sueloise); Rog4; hp 21, see 
  Appendix 1 for tactics 
   
  APL 4 (EL 5) 
  � Arkham: Male human (Sueloise); Rog5; hp 26, see 
  Appendix 2 for tactics 
   
  APL 6 (EL 6) 
  � Arkham: Male human (Sueloise); Rog6; hp 32, see 
  Appendix 3 for tactics 
   
  APL 8 (EL 7) 
  
  A Recipe for Troubles 
   
  Page 16 
  � Arkham: Male human (Sueloise); Rog7; hp 37, see 
  Appendix 4 for tactics 
   
  Treasure 
   
  APL 2: Loot: 77 gp; Magic: potion of blur (25 gp), 
  potion of cure light wounds (4 gp), potion of cat’s grace (25 
  gp), + 1 studded leather (98 gp), +1 light crossbow (195 gp); 
   
  APL 4: Loot: 77 gp; Magic: bolts of shock (10) (133 gp); 
  potion of blur (25 gp), potion of cure light wounds (4 gp), 
  potion of cat’s grace (25 gp), + 1 studded leather (98 gp), +1 
  light crossbow (195 gp); 
   
  APL 6: Loot: 50 gp; Magic: bolts of shock (10) (133 gp); 
  potion of blur (25 gp), potion of cure moderate wounds (25 
  gp), potion of cat’s grace (25 gp), + 1 studded leather (98 gp), 
  +1 light crossbow (195 gp), +1 rapier (194 gp), ring of 
  protection +1 (167 gp); 
   
  APL 8: Loot: 106 gp; Magic bolts of shock (20) (267 gp); 
  potion of blur (25 gp), potion of cure moderate wounds (25 
  gp), potion of cat’s grace (25 gp), potion of invisibility (25 
  gp), + 1 studded leather (98 gp), +1 light crossbow (195 gp), 
  +1 rapier (194 gp), ring of protection +1 (167 gp); 
   
  Conclusion 
  When the PCs return to town, if they go to see Barthol 
  Raveneau de Lusan and are on time (before the 7
  th day since 
  they set off) and if they have captured one of the assassins, 
  they can do the additional encounter after the wedding (see 
  below). Afterwards, skip to ending 1 or 2. If they are not on 
  time, go to ending 3, after which they can do the additional 
  encounter if they captured an assassin. Whatever happens, 
  the PCs can sell the recipe to the cook (100gp) give it to the 
  librarian (VIP access) or both if they think about doing a 
  copy. 
   
  Ending 1 
  If the PCs brought back the good ingredients and followed 
  the recipe correctly, that is: 
   
  • 
  Not kill the ferret 
  • 
  Not buy the wild honey 
  • 
  Take the highest looking mistletoe sprig from the 
  grove. 
  • 
  Try and guess which the middle nest of the cliff 
  was. 
   
   
  Read the following 
   
  The wedding is magnificent and very ostentatious. During 
  the ceremony and the following gargantuan and yet very 
  refined banquet, you talk with Barthol Raveneau de Lusan 
  about your many adventures. He also recounts some of his 
  adventures, some of which curiously remind you of some 
  of yours. 
   
  You also, at last, meet the groom. He is eyeing the 
  bride’s dish. Her food actually doesn’t look very nice, 
  except for a halfling maybe… The bride refuses to touch it 
  even with her father promising her it will bring good 
  fortune to her couple. Seeing is wife’s refusal to eat the 
  dish, the groom tastes it… and collapses to the ground. 
   
  At that moment, a halfling arrives, completely out of 
  breath and shouts. 
   
  “Stop…” he rushes towards the groom, pursued by 
  guards. De Lusan dismisses the guards while the halfling 
  examines the groom, he then turns towards De Lusan and 
  asks. 
   
  “Has he tasted the dish?”  
   
  “Yes” answers De Lusan, “why are you here? And what 
  has happened to my son-in-law?” The halfling pauses to 
  take his breath then answers. 
   
  “I came as soon as possible to warn you, but I see I am 
  too late… In no case whatsoever should the groom eat this 
  dish… The consequences are disastrous. When I sent you 
  the recipe I didn’t know it could be a terrible poison. 
  That’s why I came here as fast as possible… If the 
  ingredients…”  
   
  At that moment, the groom regains consciousness and 
  his senses. The halfling takes de Lusan by the arm, moves 
  him away a few steps and whispers words in his ear. 
  Finally he gives him a piece of parchment before heading 
  back to the guests with him. De Lusan has a seat brought 
  for him next to his and the party starts again, to finish only 
  late the next day as dawn breaks. 
   
  Ending 2 
  If the PCs, didn’t respect one of the following points: 
   
  • 
  Not kill the ferret. 
  • 
  Not buy the wild honey. 
  • 
  Take the highest mistletoe sprig from the grove. 
  • 
  Try to guess which the middle nest of the cliff 
  was. 
   
   
   
   
   
  Read the following: 
   
  The wedding is magnificent and very ostentatious. During 
  the ceremony and the following gargantuan and yet very 
  refined banquet, you talk with Barthol Raveneau de Lusan 
  about your many adventures. He also recounts some of his 
  
  A Recipe for Troubles 
   
  Page 17 
  adventures, some of which curiously remind you of some 
  of yours. 
   
  You also, at last, meet the groom. He is eyeing the 
  bride’s dish. Her food actually doesn’t look very nice, 
  except for a halfling maybe… The bride refuses to touch it 
  even with her father promising her it will bring good 
  fortune to her couple. Seeing is wife’s refusal to eat the 
  dish, the groom tastes it… and collapses to the ground. 
   
  At that moment, a halfling arrives, completely out of 
  breath and shouts. 
   
  “Stop…” He rushes towards the groom, pursued by 
  guards. De Lusan dismisses the guards while the halfling 
  examines the groom, he then turns towards de Lusan and 
  asks. 
   
  “Has he tasted the dish?”  
   
  “Yes” answers de Lusan, “why are you here, and what 
  has happened to my son-in-law?”  
   
  The halfling pauses to take his breath then answers. “I 
  came as soon as possible to warn you, but I see I am too 
  late… In no case whatsoever should the groom eat this 
  dish… The consequences are disastrous. When I sent you 
  the recipe I didn’t know it could be a terrible poison. 
  That’s why I came here as fast as possible… If the 
  ingredients…”  
   
  The halfling pauses and take de Lusan by the arm, 
  leads him a few steps away and whispers a few word in his 
  ear. Barthol Raveneau de Lusan then looks at you, his eyes 
  full of hatred 
   
  He shouts: “The party’s over! Leave! All of you leave!” 
  He turns to face you. 
   
  “And you! Vanish from my sight immediately!” 
   
  Because the PCs didn’t follow the recipe correctly, de Lusan 
  holds them for responsible for what happened. The PCs 
  gain Barthol Raveneau de Lusan’s disfavour. 
   
  Ending 3 
  If the PCs didn’t respect the time-limit, read this: 
   
  You arrive in front of Barthol Raveneau de Lusan’s 
  mansion; you notice that not a sound can be heard. It 
  seems though that the garden must have hosted many 
  guests. You also notice a huge table with what remain of a 
  grand feast…  
   
  You understand you’re too late. The wedding has 
  already taken place, without you… The maid you’ve 
  already met arrives and bids you entry. Barthol Raveneau 
  de Lusan is waiting for you in his study:  
   
  “I see that the time was too short. Thank you for 
  trying…”  
   
  He then hands over a pouch. 
  “Now, excuse me, I need some rest.”  
   
  He gets up and leaves the room, staggering somewhat 
  blearily as he goes. 
   
  Whatever ending is used if a PC wishes to taste the dish, 
  please follow these next steps: 
   
  1. 
  Determine the PC race and gender.  
  2. 
  The PC must succeed to a DC 20 Will check as the 
  dish does not look or smell good. Halflings 
  receive a +10 circumstance bonus as the recipe is 
  of halfling origin. 
  3. 
  Female characters receive no benefits 
  4. 
  Male characters have the “Has tasted the Dish” 
  Special entry check on the AR. 
   
  What happens to that character depends now on how 
  successful they have been in their quest: 
   
  1) If the PCs respect the conditions written for the 
  Ending 1, then the character passes out only to wake a few 
  seconds later. Other consequences will be described in 
  future scenarios. 
   
  2) If the PCs did not respect the conditions thus 
  leading them to Ending 2, then the character passes out for 
  1 complete week, costing them 1 TU. Other consequences 
  will be described in future scenarios. 
   
  Additional TU Encounter 1: The 
  Guards 
   
  If the PCs found out the name of the man who hired Kyran 
  and Arkham, they may spend an additional TU to take 
  revenge on him. In fact, this man Ilien Septim would have 
  loved to be Barthol Raveneau de Lusan’s son-in-law,. 
  However, he didn’t succeed in this and figured that if he 
  could not marry Aelred, no one else would be happy with 
  her either. Hence, he hired the rogues to stop the PCs who 
  were working for the wedding. 
   
  If the PCs search Dullstrand City, looking for him, 
  they are finally, after a few hours, directed towards the 
  docks. There, they manage to find the house that is their 
  enemy’s hideout, or so they were told. If the PCs take care 
  approaching the house, allow them to do Move Silently 
  checks, opposed to the Listen Checks of the two henchmen 
  standing guard inside. If one of them hears the PCs, they 
  take the time to drink their potions. When the PCs reach 
  the house, read the following: 
   
  Standing before you is a shabby dwelling. Dirty stone 
  walls and windows barred with old planks show this 
  building has seen better times. Only the door seems fully 
  functional, and it is currently closed. 
  
  A Recipe for Troubles 
   
  Page 18 
   
  See the DM Aids for the maps of Septim’s House and cellar. 
   
  The door isn’t actually locked, and may be opened 
  easily. When a PC opens the door, read what follows. 
   
  Once the door opened, you see a room roughly 30 feet 
  wide and 20 feet long. It is sparsely furnished. Just in front 
  there is a big carpet, and then there is a table and three 
  chairs. Two mugs and a jar are standing atop the table. You 
  don’t have the time to observe more the room because two 
  hulking figures standing in front of the table, a human and 
  a half-orc, scowl at you weapons drawn. 
   
  APL 2 (EL 3) 
  � Seryxs: Male human (Sueloise) Rgr1; hp 7, see 
  Appendix 1 for tactics 
  � Kruk: Male half-orc Bbn1/Ftr1; hp 21, see Appendix 1 
  for tactics 
   
  APL 4 (EL 4) 
  � Seryxs: Male human (Sueloise) Rgr2; hp 14, see 
  Appendix 2 for tactics 
  � Kruk: Male half-orc Bbn1/Ftr1; hp 21, see Appendix 2 
  for tactics 
   
  APL 6 (EL 6) 
  � Seryxs: Male human (Sueloise) Rgr3; hp 20, see 
  Appendix 3 for tactics 
  � Kruk: Male half-orc Bbn1/Ftr2; hp 31, see Appendix 3 
  for tactics 
   
  APL 8 (EL 6) 
  � Seryxs: Male human (Sueloise) Rgr3; hp 20, see 
  Appendix 4 for tactics 
  � Kruk: Male half-orc Bbn1/Ftr4; hp 50, see Appendix 4 
  for tactics 
   
  The two guards know each other well, and are used to 
  fighting together. They know their mutual strengths and 
  weaknesses. See Appendix for combat tactics they use. 
   
   
   
  Treasure: 
   
  APL 2: Loot: 79 gp; Magic: potion of cat’s grace  x2 (2 x 
  25 gp), potion of cure light wounds (3 x 4 gp), potion of 
  bull’s strength (25 gp) 
   
  APL 4: Loot: 131 gp; Magic: potion of cat’s grace  x 2 (2 
  x 25 gp), +1 chain shirt  x2 (2 x 104 gp), potion of cure light 
  wounds  x3 (3 x 4 gp), potion of bull’s strength (25 gp) 
   
  APL 6: Loot: 73 gp; Magic: +1 mighty (+2) longbow 
  (217 gp), potion of cat’s grace (25 gp), +1 chain shirt (104 
  gp), potion of cure light wounds  x 2 (2 x 4 gp), potion of 
  bull’s strength (25 gp), potion of enlarge (4 gp), potion of 
  barkskin +2 (25 gp), +1 greatsword (196 gp) 
   
  APL 8: Loot: 73 gp; Magic: +1 mighty (+2) longbow 
  (217 gp), potion of cat’s grace x2 (2 x 25 gp), +1 chain shirt x 
  2 ( 2 x 104 gp), potion of cure light wounds  x2 (2 x 4 gp), 
  potion of bull’s atrength (25 gp), potion of enlarge (4 gp), 
  potion of barkskin +2 (25 gp), +1 greatsword (196 gp) 
   
  Additional TU Encounter 2: Get 
  Your Revenge 
  Once the PCs have dealt with the guards, they may search 
  the room, read the following. 
   
  When the dust of the fight settles, you can examine the 
  room more thoroughly. A hammock occupies the corner 
  opposite the entrance door. On the left, there is another 
  door exiting the room. On the right there is what looks to 
  be a kitchen and a chimney. 
   
  The door on the left leads to a much more luxurious 
  room. It is 30 feet wide and 15 feet long. An ebony framed 
  bed with velvet cushions resting on it a small book shelf 
  and two small chests occupy the left side. In the middle of 
  the room, there is a small carpet and on the right, a big 
  cupboard with a mirror inlaid into the door, occupies half 
  of the wall. 
   
  If the PCs search this room, they discover nothing of much 
  interest, except for the clothes contained in the cupboard. 
  A DC 25 Search check reveals a trap door behind the robes. 
  This trap door leads to the wizard’s lair. Unless the PCs took 
  care to cover the noise of the battle with the two thugs, the 
  wizard is waiting for them and has buffed himself as stated 
  in the Appendix.  
   
  If the PCs enter the trapdoor read the following: 
   
  Opening the trap you see ladder going down. 
   
  When the first PC reaches the ground read the following. 
   
  The room here is a cellar of 35 feet long, 30 feet wide and 
  10 feet high. The floor is littered with bones and other 
  organic remains. Burning candles are arrangement in a 
  strange pattern on the ground. Three cages stand to your 
  right. Just in front of you, there are two racks and in the 
  corner a table with torture instruments. Beside that table 
  there is a small steel bucket filled with burning coal. On 
  your left there is a big table with an untouched meal and 
  set against the wall is a small forge. On the opposite corner 
  you can see two big chests. Near the strange arrangement 
  of candles, there is lectern and a very pale looking man is 
  
  A Recipe for Troubles 
   
  Page 19 
  standing behind it From the look he gives you, you guess 
  he isn’t about to bid you welcome. 
   
  The fight starts as soon as the first PC hits the ground of the 
  cellar. 
   
  APL 2 (EL 3) 
  Ilien Septim: Male Human (Sueloise) Wiz3; hp 12, see 
  Appendix 1 for tactics 
  Rat Familiar: hp 6, see Appendix 1 
   
  APL 4 (EL 5) 
  Ilien Septim: Male Human (Sueloise) Wiz5; hp 19, see 
  Appendix 2 for tactics 
  Rat Familiar: hp 9, see Appendix 2 
   
  APL 6 (EL 7) 
  Ilien Septim: Male Human (Sueloise) Wiz7; hp 26, see 
  Appendix 3 for tactics 
  Imp Familiar: hp 13, see Appendix 3 
   
  APL 8 (EL 9) 
  Ilien Septim: Male Human (Sueloise) Wiz7; hp 34, see 
  Appendix 4 for tactics 
  Imp Familiar (1): hp 17, see Appendix 4 
   
  Once the PCs defeat the evil necromancer, they may return 
  to de Lusan and the wedding. If they take time to search the 
  room, they don’t find anything valuable or of interest, apart 
  from what the necromancer has on him 
   
  Treasure: 
   
  APL 2: Loot: 28 gp; Magic: ring of protection +1 (167 
  gp), scroll of magic missile (2 gp), scroll of chill touch (2 
  gp), scroll of shocking grasp (2 gp) 
   
  APL 4: Loot: 28 gp; Magic: scroll of magic missile (2 
  gp), scroll of chill touch (2 gp), scroll of shocking grasp (2 
  gp), ring of protection +2 (667 gp) 
   
  APL 6: Loot: 28 gp; Magic: scroll of magic missile (2 
  gp), scroll of chill touch (2 gp), scroll of shocking grasp (2 
  gp), ring of protection +2 (667 gp), potion of cure moderate 
  wounds (25 gp), potion of invisibility (25 gp) 
   
  APL 8: Loot: 1 gp; Magic: +1 light crossbow (195 gp), 
  scroll of magic missile (2 gp), scroll of chill touch (2 gp), 
  scroll of shocking grasp (2 gp), ring of protection +2 (667 
  gp), potion of cure moderate wounds (25 gp), potion of 
  invisibility (25 gp), scroll of cone of cold (94 gp), scroll of 
  vampiric touch (31 gp) 
   
  Campaign Consequences 
  1. 
  Did the PCs ask anything about Barthol Raveneau 
  de Lusan? If yes, what information did they find? 
  2. 
  Did the PCs propose any kind of help to the 
  library? If yes what kind of help did they offer? 
  3. 
  Did the PCs capture or kill Kyran or Arkham? 
  4. 
  Did they play the additional TU? 
  5. 
  Did the PCs have to deal with the Militia? If yes, 
  what did they do? 
  6. 
  Did they help Bjeorn before meeting Yodalla? 
  7. 
  Did they manage to get all five right ingredients? 
  8. 
  Did they find the smuggler’s cave? And if yes did 
  they plunder it?  
  9. 
  What ending did they have? 
  10. Did one of the PC taste the bride’s dish?  
  11. Did the PCs bribe the guards to get their revenge 
  without intervention of the “Merchants’ Watch”? 
  12. In APL 6 and 8, did Ilien Septim’s Imp familiar 
  escape? 
   
  Thanks to answer all these questions and send them to 
  rftroubles@yahoo.com. Please do not hesitate to post more 
  comments telling what you liked or disliked in our 
  scenario. 
   
  The End 
   
  
  A Recipe for Troubles 
   
  Page 20 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 2: The Pursuit 
  APL2  
  30 XP  
  APL4  
  60 XP  
  APL6  
  90 XP  
  APL8  
  120 XP 
   
  Encounter 4: Capturing the Ferret 
  APL2  
  30 XP  
  APL4  
  30 XP  
  APL6  
  30 XP  
  APL8  
  30 XP 
   
  Encounter 6: The Cliffs 
  APL2  
  30 XP  
  APL4  
  90 XP  
  APL6  
  150 XP  
  APL8  
  210 XP 
   
  Encounter 7: Nature is Dangerous 
  APL2  
  120 XP  
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  300 XP 
   
  Encounter 8: Climbing is for Kids or Halflings 
  APL2  
  30 XP  
  APL4  
  30 XP  
  APL6  
  30 XP  
  APL8  
  30 XP 
   
  Encounter 10: The Contest is not Over Yet 
  APL2  
  120 XP  
  APL4  
  150 XP  
  APL6  
  180 XP  
  APL8  
  210 XP 
   
  Discretionary Role-playing Award 
  Ferret captured (but not killed) 
  APL2  
  15 XP  
  APL4  
  25 XP  
  APL6  
  30 XP  
  APL8  
  40 XP 
   
  Wild honey (found not bought) 
  APL2  
  15 XP  
  APL4  
  20 XP  
  APL6  
  30 XP  
  APL8  
  35 XP 
   
  Albatross Egg (only if the PCs tried to find which one was 
  the middle nest.) 
  APL2  
  15 XP  
  APL4  
  25 XP  
  APL6  
  30 XP  
  APL8  
  40 XP 
   
  Mistletoe sprig 
  APL2  
  15 XP  
  APL4  
  20 XP  
  APL6  
  30 XP  
  APL8  
  35 XP 
   
  Yondalla‘s shell 
  APL2  
  15 XP  
  APL4  
  20 XP  
  APL6  
  30 XP  
  APL8  
  35 XP 
   
  For finding the good ingredients (all of them)  
  APL2  
  15 XP  
  APL4  
  25 XP  
  APL6  
  30 XP  
  APL8  
  40 XP 
   
  Total Possible Experience:  
   
  APL2  
  450 XP  
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL8  
  1125 XP 
   
  Additional TU Encounter 
   
  Encounter 1: The Guards 
  APL2  
  90 XP  
  APL4  
  120 XP  
  APL6  
  150XP  
  APL8  
  180 XP 
   
  Encounter 2: Get your Revenge 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  210 XP  
  APL8  
  270 XP 
   
   
   
   
  
  A Recipe for Troubles 
   
  Page 21 
  Discretionary Role-playing Award 
  APL2  
  45 XP  
  APL4  
  67 XP  
  APL6  
  90 XP  
  APL8  
  112 XP 
   
  Additionnal TU Total Possible Experience:  
  APL2  
  225 XP  
  APL4  
  337 XP  
  APL6  
  450 XP  
  APL8  
  562 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 2: The Pursuit 
   
  APL 2: Loot: 7 gp; Magic: potion of cure light wounds 
  (4 gp); 
   
  APL 4: Loot: 44 gp; Magic: potion of cure light wounds 
  (4 gp); 
   
  APL 6: Loot: 70 gp; Magic: potion of cure light wounds 
  (4 gp), potion of cat’s grace (25 gp); 
   
  APL 8: Loot: 77 gp; Magic: potion of blur (25 gp), 
  potion of cure light wounds (4 gp), potion of cat’s grace (25 
  gp), + 1 studded leather armour (98 gp), +1 light crossbow 
  (195 gp); 
   
  Encounter 6: The Cliffs 
   
  APL 2: Loot: 50 gp; Coin: 50 gp;  
   
  APL 4: Loot: 75 gp; Coin: 75 gp;  
   
  APL 6: Loot: 100 gp; Coin: 100 gp;  
   
  APL 8: Loot: 150 gp; Coin: 150 gp;  
   
  Encounter 7: Nature is Dangerous 
   
  APL 2: N/A 
   
  APL 4: N/A 
   
  APL 6: N/A 
   
  APL 8: Loot: 23 gp; Coin: 13 gp;  
   
  Encounter 10: The Contest is not Over Yet 
   
  APL 2: Loot: 77 gp; Magic: potion of blur (25 gp), 
  potion of cure light wounds (4 gp), potion of cat’s grace (25 
  gp), + 1 studded leather (98 gp), +1 light crossbow (195 gp); 
   
  APL 4: Loot: 77 gp; Magic: bolts of shock (10) (133 gp); 
  potion of blur (25 gp), potion of cure light wounds (4 gp), 
  potion of cat’s grace (25 gp), + 1 studded leather (98 gp), +1 
  light crossbow (195 gp); 
   
  APL 6: Loot: 50 gp; Magic: bolts of shock (10) (133 gp); 
  potion of blur (25 gp), potion of cure moderate wounds (25 
  gp), potion of cat’s grace (25 gp), + 1 studded leather (98 gp), 
  +1 light crossbow (195 gp), +1 rapier (194 gp), ring of 
  protection +1 (167 gp); 
   
  APL 8: Loot: 106 gp; Magic bolts of shock (20) (267 gp); 
  potion of blur (25 gp), potion of cure moderate wounds (25 
  gp), potion of cat’s grace (25 gp), potion of invisibility (25 
  gp), + 1 studded leather (98 gp), +1 light crossbow (195 gp), 
  +1 rapier (194 gp), ring of protection +1 (167 gp); 
   
   
   
   
  
  A Recipe for Troubles 
   
  Page 22 
  Conclusion 
  Receive your salary from Barthol Raveneau de Lusan. 
   
   
  APL 2: Coin: 100 gp;  
   
  APL 4: Coin: 100 gp;  
   
  APL 6: Coin: 100 gp;  
   
  APL 8: Coin: 100 gp;  
   
  Sell the recipe to the cook in the Welcome Inn. 
   
   
  APL 2: Coin: 100 gp;  
   
  APL 4: Coin: 100 gp;  
   
  APL 6: Coin: 100 gp;  
   
  APL 8: Coin: 100 gp;  
   
  Total Possible Treasure 
   
  APL 2: Loot: 134 gp; Coin: 250 gp; Magic: 351 gp - 
  Total: 735 gp 
  (Cap: 450 gp) 
   
  APL 4: Loot: 196 gp; Coin: 275 gp; Magic: 484 gp - 
  Total: 955 gp 
  (Cap: 650 gp) 
   
  APL 6: Loot: 220 gp; Coin: 300 gp; Magic: 891 gp - 
  Total: 1411 gp 
  (Cap 900 gp) 
   
  APL 8: Loot: 403 gp; Coin: 390 gp; Magic: 1368 gp - 
  Total: 2161 gp 
  (Cap: 1300 gp) 
   
  Additional TU Treasure Summary 
   
  Encounter 1: The Guards 
   
  APL 2: Loot: 79 gp; Magic: potion of cat’s grace  x2 (2 x 
  25 gp), potion of cure light wounds (3 x 4 gp), potion of 
  bull’s strength (25 gp) 
   
  APL 4: Loot: 131 gp; Magic: potion of cat’s grace  x 2 (2 
  x 25 gp), +1 chain shirt  x2 (2 x 104 gp), potion of cure light 
  wounds  x3 (3 x 4 gp), potion of bull’s strength (25 gp) 
   
  APL 6: Loot: 73 gp; Magic: +1 mighty (+2) longbow 
  (217 gp), potion of cat’s grace (25 gp), +1 chain shirt (104 
  gp), potion of cure light wounds  x 2 (2 x 4 gp), potion of 
  bull’s strength (25 gp), potion of enlarge (4 gp), potion of 
  barkskin +2 (25 gp), +1 greatsword (196 gp) 
   
  APL 8: Loot: 73 gp; Magic: +1 mighty (+2) longbow 
  (217 gp), potion of cat’s grace x2 (2 x 25 gp), +1 chain shirt x 
  2 ( 2 x 104 gp), potion of cure light wounds  x2 (2 x 4 gp), 
  potion of bull’s atrength (25 gp), potion of enlarge (4 gp), 
  potion of barkskin +2 (25 gp), +1 greatsword (196 gp) 
   
   
   
   
  Encounter 2: Get your revenge 
   
  APL 2: Loot: 28 gp; Magic: ring of protection +1 (167 
  gp), scroll of magic missile (2 gp), scroll of chill touch (2 
  gp), scroll of shocking grasp (2 gp) 
   
  APL 4: Loot: 28 gp; Magic: scroll of magic missile (2 
  gp), scroll of chill touch (2 gp), scroll of shocking grasp (2 
  gp), ring of protection +2 (667 gp) 
   
  APL 6: Loot: 28 gp; Magic: scroll of magic missile (2 
  gp), scroll of chill touch (2 gp), scroll of shocking grasp (2 
  gp), ring of protection +2 (667 gp), potion of cure moderate 
  wounds (25 gp), potion of invisibility (25 gp) 
   
  APL 8: Loot: 1 gp; Magic: +1 light crossbow (195 gp), 
  scroll of magic missile (2 gp), scroll of chill touch (2 gp), 
  scroll of shocking grasp (2 gp), ring of protection +2 (667 
  gp), potion of cure moderate wounds (25 gp), potion of 
  invisibility (25 gp), scroll of cone of cold (94 gp), scroll of 
  vampiric touch (31 gp) 
   
  Total Possible Treasure 
   
  APL 2: Loot: 107 gp; Coin: 0 gp; Magic: 261 gp - Total: 
  368 gp 
  (Cap: 225 gp) 
   
  APL 4: Loot: 159 gp; Coin: 0 gp; Magic: 969 gp - Total: 
  1128 gp 
  (Cap: 325 gp) 
   
  APL 6: Loot: 101 gp; Coin: 0 gp; Magic: 1348 gp - Total: 
  1449 gp 
  (Cap 450 gp) 
   
  APL 8: Loot: 74 gp; Coin: 0 gp; Magic: 1850 gp - Total: 
  1924 gp 
  (Cap: 650 gp) 
   
  Special 
   
  � Honorary member of the Dullstrand City Library 
  The PCs may gain this access by giving the recipe, or a copy 
  of it, to the librarian. It grants complete access to the library 
  and all knowledge and information contained within. The 
  cost of this access is 50 gp per year. Note: This access will 
  probably be used in future Dullstand scenarios. 
   
  � Favor of Yodalla, Halfling Druid 
  The PCs may gain this favour by freeing and curing Bjeorn 
  (Yodalla’s animal companion) before meeting Yodalla. This 
  favour may be used after any Dullstrand regional scenario 
  and grants the casting of one of the following spells on the 
  PC: remove disease, restoration or neutralize poison. This 
  favour is good for a single use only. Score this favour out 
  once it has been used.  
   
  
  A Recipe for Troubles 
   
  Page 23 
  � Disfavor of Barthol Raveneau de Lusan 
  Due to Barthol Raveneau de Lusan’s influence with 
  Dullstrand City merchants, you might experience a few 
  problems with them. Each time a character with this 
  disfavor tries to buy an item in Dullstrand City, there is a 
  20% chance that the merchant heard about the character. If 
  such is the case, all his prices are increased by 10%. 
   
  � Has tasted the Bride’s Dish 
  The character named above, has tasted the Bride’s Dish. 
  Only male characters can have this entry. Consequences of 
  tasting that dish will be described in a future scenario. 
   
  Magic Item Description 
  Yodalla’s Sling: This sling is embedded with Yondalla’s 
  symbol in the leather. It is a +1 explosive sling. Market 
  Price: 32300gp
  
  A Recipe for Troubles 
   
  Page 24 
  Items for the Adventure Record 
   
   
   
   
   
  Item Access 
   
  APL 4  
  � bolts of shock (160gp each, Adventure, CL 8
  th, 
  DMG 225) 
   
   
   
  � Disfavor of Barthol Raveneau de Lusan 
  Due to Barthol Raveneau de Lusan’s influence with 
  Dullstrand City merchants, you might experience a 
  few problems with them. Each time a character with 
  this disfavor tries to buy an item in Dullstrand City, 
  there is a 20% chance that the merchant heard about 
  the character. If such is the case, all his prices are 
  increased by 10%. 
   
  � The Bride’s Dish 
  The character named above, has tasted the Bride’s 
  Dish. Only male characters can have this entry. 
  Consequences of tasting that dish will be described 
  in a future scenario. 
   
  � Honorary member of the Dullstrand City Library 
  The PCs may gain this access by giving the recipe, or a
  copy of it, to the librarian. It grants complete access to the
  library and all knowledge and information contained
  within. The cost of this access is 50 gp per year. Note: This 
  access will probably be used in future Dullstand scenarios.
   
  � Favor of Yodalla, Halfling Druid 
  The PCs may gain this favour by freeing and curing Bjeorn
  (Yodalla’s animal companion) before meeting Yodalla. This
  favour may be used after any Dullstrand regional scenario
  and grants the casting of one of the following spells on the
  PC: remove disease, restoration or neutralize poison. This 
  favour is good for a single use only. Score this favour out
  once it has been used.  
   
   
  
  A Recipe for Troubles 
   
  Page 25 
  Items for the Adventure Record 
  Additional TU 
   
   
   
   
   
  Item Access 
   
  APL 2  
  Septim’s 
  Spellbook 
  (Any) 
  0 – All 0 level except Illusion and Enchantment; 1
  st - cause 
  fear, chill touch, mage armour, magic missile, ray of 
  enfeeblement, shield, shocking grasp; 2
  nd - ghoul touch, 
  melf’s acid arrow, scorching ray. 
   
  APL 4 (All of APL 2 plus the following) 
  � ring of protection +2 (8000 gp, Adventure, DMG 
  231) 
  � Septim’s 
  Spellbook 
  (Any 
  0 – All 0 level except Illusion and Enchantment; 
  1
  st - cause fear, chill touch, mage armour, magic 
  missile, ray of enfeeblement, shield, shocking 
  grasp; 2
  nd - ghoul touch, melf’s acid arrow, 
  scorching ray; 3
  rd - lightning bolt, ray of 
  exhaustion, vampiric touch. 
   
  APL 6 (All of APLs 2-4 plus the following) 
  � Septim’s 
  Spellbook 
  (Any) 
  0 – All 0 level except Illusion and Enchantment; 
  1
  st - cause fear, chill touch, mage armour, magic 
  missile, ray of enfeeblement, shield, shocking 
  grasp; 2
  nd – blindness, blur, ghoul touch, melf’s 
  acid arrow, scorching ray, see invisibility; 3
  rd - 
  lightning bolt, fly, ray of exhaustion, vampiric 
  touch; 4
  th - bestow curse, fire shield. 
   
  APL 8 (All of APLs 2-6 plus the following) 
  � scroll of cone of cold (1125 gp, Adventure, CL 9th, 
  DMG 240) 
  � Septim’s 
  Spellbook 
  (Any) 
  0 - detect magic, read magic, flare, light, touch of 
  fatigue; 1
  st- mage armour, shield, ray of 
  enfeeblement, cause fear, magic missile (2); 2
  nd – 
  melf’s acid arrow, scorching ray, ghoul touch, 
  blindness, blur 3
  rd - lightning bolt (2), vampiric 
  touch (2), ray of exhaustion; 4
  th - fire shield, bestow 
  curse, enervation; evard’s black tentacles, 5
  th - 
  symbol of pain, wall of force 
   
   
   
  
  A Recipe for Troubles 
   
  Page 26 
  Appendix 1: 
  APL 2 
   
  Kyran: Male Human (Sueloise) Rog1; CR 1; Medium 
  Humanoid (human); HD 1d6+1; hp 5; Init +7; Spd 30 ft; 
  AC 16 (touch 13, flat-footed 13); Base Atk +0; Grp +0; 
  Atk +0 melee (1d6, rapier) or +4 ranged (1d8 (+1 within 
  30 ft), light crossbow); SA Sneak attack +1d6; SQ None; 
  AL CN; SV Fort +0, Ref +5, Will -1; Str 10, Dex 16, Con 
  12, Int 14, Wis 8, Cha 14. 
   
  Skills and Feats: Bluff +6, Climb +4, Diplomacy +6, 
  Escape Artist +7, Gather Information +6, Hide +7, 
  Knowledge (Splintered Sun) +7, Listen +4, Move 
  Silently +7, Spot +4, Tumble +7; Point Blank Shot, 
  Improved Initiative. 
   
  Possessions: Studded leather, light crossbow, 
  rapier, 2 daggers, potion of cure light wounds. 1 
  poisoned bolt, 5 bolts, potion of invisibility. 
   
  Combat Tactics: Kyran starts the fight by shooting 
  his poisoned bolt at the most strong looking PC. The 
  poison is carrion crawler brain juice (Injury; DC 13 
  Fortitude; paralysis/0). If the poison incapacitates that 
  PC, he then concentrates his attacks on any likely-
  looking spell caster. After 3 rounds, Kyran flees and the 
  PC may engage a pursuit. 
   
  Citizens Concerned Militia Patrol: 
  Patrol Leader: Male Human (Suel/Flan) War2; CR 1; 
  Medium Humanoid (human); HD 2d8+4; hp 15; Init 
  +2; Spd 30 ft; AC 17 (touch 12, flat-footed 14); Base Atk 
  +2; Grp +4; Atk +5 melee (1d6+2, cutlass) or +4 ranged 
  (1d8, light crossbow); AL N; SV Fort +5, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Intimidate +4, Jump +2, 
  Ride +5, Swim +3; Toughness, Weapon Focus (cutlass). 
   
  Possessions: 10 crossbow bolts, light crossbow, 
  traveller's outfit, cutlass, light metal shield, chain shirt, 
  2 potions of cure light wounds.  
   
  Note: The cutlass uses the exact same stats as a 
  scimitar; 1d6 damage, crit. 18-20 x2. 
   
  Militiaman: Male Human (Suel/Flan) War1; CR ½; 
  Medium Humanoid (human); HD 1d8+2; hp 8; Init +2; 
  Spd 30 ft; AC 16 (touch 12, flat-footed 13); Base Atk +1; 
  Grp +3; Atk +4 melee (1d6+2, cutlass) or +3 ranged 
  (1d8, light crossbow); AL N; SV Fort +4, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Intimidate +3, Jump +2, 
  Ride +4, Swim +2; Toughness, Weapon Focus (cutlass). 
   
  Possessions: 10 crossbow bolts, light crossbow, 
  traveller's outfit, cutlass, light metal shield, studded 
  leather. 
   
  Note: The cutlass uses the exact same stats as a 
  scimitar; 1d6 damage, crit. 18-20 x2. 
   
  Yodalla: Male Halfling Drd9; CR 9; Small Humanoid 
  (Halfling); HD 9d8+9; hp 61; Init +3; Spd 20 ft; AC 24 
  (touch 14, flat-footed 21); Base Atk +6/+1; Grp +2; Atk 
  +5 melee (1d4-2, quarterstaff) or +11 ranged (1d3-1 plus 
  2d4 explosion, +1 explosive sling); Full Atk +5/+0 
  melee (1d4-2, quarterstaff) or +11/+6 ranged (1d3-1 
  plus 2d4 explosion, +1 explosive sling); SQ Nature 
  sense, wild empathy, woodland stride, trackless step, 
  resist nature’s lure, wild shape (large, 3 x day), wenom 
  immunity; AL NG; SV Fort +7, Ref +6, Will +9; Str 6, 
  Dex 16, Con 12, Int 10, Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +7, Handle Animal 
  +8, Heal +9, Knowledge (nature) +6, Listen +9, 
  Spellcraft +6, Spot +9, Survival +9; Dodge, Combat 
  Casting, Wild Spell, Craft Arms and Armor. 
   
  Spells Prepared (6/5/5/4/3/1 base DC = 14 + spell 
  level): 0 - cure minor wounds, detect magic, flare, light, 
  read magic, resistance; 1
  st - cure light wounds, magic 
  stone, produce flame, shillelagh, speak with animals; 
  2
  nd - barkskin, bull’s strength, cat’s grace, flame blade, 
  summon swarm; 3
  rd - call lightning, cure moderate 
  wounds, greater magic fang, poison; 4
  th - cure serious 
  wounds, ice storm, reincarnate; 5
  th – stoneskin. 
   
  Possessions: +1 hide armor, +1 heavy wooden 
  shield, +1 quarterstaff of spell storing (with a poison 
  spell stored inside), +1 explosive sling (see appendix), 
  scroll of cure moderate wounds (2), scroll of entangle, 
  scroll of resist energy, 20 bullets, amulet of natural 
  armor (+3), wooden holy symbol of Yondalla. 
   
  Bjeorn: Yodalla’s animal companion; Brown Bear; CR 
  4; Large Animal; HD 8d8+32; hp 72; Init +2; Spd 40 ft; 
  AC 18 (touch 11 flat-footed 16); Base Atk +7; Grp +19; 
  Atk +14 melee (1d8+9, claw); Full Atk +14 melee 
  (1d8+9, 2 claws) and +9 melee (2d6+5, bite), 
  Space/Reach 10 ft./5 ft.; SA Improved grab; SQ low-
  light vision, scent; AL NG; SV Fort +10, Ref +7, Will +3; 
  Str 28, Dex 14, Con 20, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +7, Spot +8, Swim +13 (+4 
  racial bonus); Endurance, Run, Track, Evasion, Link, 
  Share spells. 
  
  A Recipe for Troubles 
   
  Page 27 
  Improved Grab (Ex): To use this ability, a brown bear 
  must hit with a claw attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. 
   
  Physical Description: These massive carnivores 
  weigh more than 1,800 pounds and stand nearly 9 feet 
  tall when they rear up on their hind legs. They are bad-
  tempered and territorial. 
   
  Known Tricks: Attack, Attack Unnatural, Track, 
  Defend, Guard, Work, Down, Come. 
   
  Tactics: A brown bear attacks mainly by tearing at 
  opponents with its claws. 
   
  Ferret: CR 1; Tiny Animal; HD ½ d8; hp 2; Init +4; Spd 
  20 ft.; Climb 20 ft.; AC 16 (touch 16, flat-footed 12);Base 
  Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); 
  Space/Reach 2-1/2 ft./0 ft.; SA Attach; SQ low-light 
  vision, scent; AL N; SV Fort +2, Ref +6, Will +3; Str 3, 
  Dex 19, Con 10, Int 2, Wis 16, Cha 6. 
   
  Skills and Feats: Balance +12 (+8 racial bonus), 
  Climb +10 (+8 racial bonus), Hide +13, Move Silently 
  +10 (+4 racial bonus), Spot +5; Weapon Finesse. 
   
  They use their Dexterity modifier for Climb 
  checks. A ferret can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  Attach (Ex): If a ferret hits with a bite attack, it 
  uses its powerful jaws to latch onto the opponent’s 
  body and automatically deals bite damage each round it 
  remains attached. An attached ferret loses its Dexterity 
  bonus to Armour Class and has an AC of 12. An 
  attached ferret can be struck with a weapon or grappled 
  itself. To remove an attached ferret through grappling, 
  the opponent must achieve a pin against the creature. 
   
  Physical Description: These little mammals are 
  aggressive predators but usually confine himself or 
  herself to smaller prey. 
   
  Bee Swarm: CR 3; Diminutive Vermin (Swarm); HD 
  6d8-6; hp 21; Init +4; Spd 10 ft.; fly 30 ft. (poor); AC 18, 
  touch 18, flat-footed 14; Base Atk +4; Grp -; Atk +4 
  melee (2d6, swarm); Full Atk +4 melee (2d6, swarm); 
  Space/Reach 10 ft./o ft.; SA Distraction; SQ Darkvision 
   60 ft. immune to weapon damage, swarm traits, vermin 
  traits; AL N; SV Fort +4, Ref +6, Will +2; Str 1, Dex 19, 
  Con 8, Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Listen +4, Spot +4; 
   
  Distraction (Ex): Any living creature that begins 
  its turn with a bee swarm in its space must succeed on a 
  DC 12 Fortitude save or be nauseated for 1 round.  
   
  Physical Description: A furiously buzzing cloud of 
  bees bursts from the hive and surrounds you.  
   
  Krenshar: CR 1; Medium Magical Beast; HD 2d10; hp 
  12; Init +2; Spd 40 ft; AC 15 (touch 12, flat-footed 13); 
  Base Atk +2; Grp +2; Full Atk +2 melee (1d6, bite) and 
  +0 melee (1d4, 2 claws); SA Scare; SQ Darkvision 60 ft., 
  low-light vision, scent; AL N; SV Fort +3, Ref +5, Will 
  +1; Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +4, Jump +9 (+4 racial 
  bonus), Listen +3, Move Silently +6 (+4 racial bonus); 
  Multiattack, Track 
   
  Scare (Ex or Su): As a standard action, a krenshar 
  can pull the skin back from its head, revealing the 
  musculature and bony structures of its skull. This alone 
  is usually sufficient to scare away foes (treat as a Bluff 
  check with a +3 bonus). 
   
  Combining this scare ability with a loud screech 
  produces an unsettling effect that works like a scare 
  spell from a 3rd-level caster (Will DC 13 partial). A 
  creature that successfully saves cannot be affected 
  again by the same krenshar’s scare ability for 24 hours. 
  The shriek does not affect other krenshars. This is a 
  supernatural, sonic mind-affecting fear effect. The save 
  DC is Charisma-based. 
   
  Physical Description: The krenshar is a strange, 
  catlike carnivore with extremely flexible skin on its 
  head. A typical krenshar measures 4 or 5 feet in length 
  with a long, narrow head. It weighs about 175 pounds. 
   
  Tactics: Krenshars use solitary scouts to drive prey 
  into the waiting clutches of the pride. The scout 
  appears from hiding, uses its scare ability, and then 
  chases the fleeing target to join the attack. 
   
  Arkham: Male Human (Sueloise) Rog4; CR 4; Medium 
  Humanoid (human); HD 4d6+4; hp 21; Init +7; Spd 30 
  ft; AC 17 (touch 13, flat-footed 17); Base Atk +3; Grp +3; 
  Atk +7 melee (1d6, masterwork rapier) or +7 ranged 
  (1d8+1 (+2 within 30 ft), +1 light crossbow); SA Sneak 
  +2d6; SQ Evasion, trap sense +1, uncanny dodge; AL 
  CN; SV Fort +1, Ref +7, Will 0; Str 10, Dex 17, Con 12, 
  Int 14, Wis 8, Cha 14. 
   
  Skills and Feats: Bluff +7, Climb +6, Diplomacy +9, 
  Escape Artist +9, Gather Information +12, Hide +10, 
  Jump +5, Knowledge (Splintered Sun) +7, Listen +7, 
  Move Silently +10, Spot +7, Tumble +12; Point Blank 
  Shot, Improved Initiative, Weapon Finesse. 
   
  Possessions: +1 studded leather, +1 light crossbow, 
  masterwork rapier, 2 masterwork daggers, potion of 
  cure light wounds, potion of cat’s grace, potion of blur, 
  5 bolts, 1 poisoned dagger. 
   
  Combat Tactics: Arkham opens fires with a sneak 
  attack (hopefully) on the strongest looking PC. 
  Remember that this first bolt is poisoned. The poison is 
  Dragon bile (Injury; DC 26 Fort; 3d6Str/0). He then 
  
  A Recipe for Troubles 
   
  Page 28 
  concentrates fire on the spell casters. If he has time 
  during the fight he uses it to drink his potions. Unlike 
  his colleague he doesn’t flee, and fights to the death, 
  unless the PC offer him to surrender in exchange for 
  information. 
   
  Seryxs: Male Human (Sueloise) Rgr1; CR 2; Medium 
  Humanoid (human); HD 1d8+1; hp 7; Init +3(+5); Spd 
  30 ft; AC 17(19) (touch 13(15), flat-footed 14); Base Atk 
  +1; Grp +3; Atk +3 melee (1d8+2, longsword) or +3 
  melee (1d6+2, short sword) or +5(+7) ranged (1d8 ((+1 
  within 30 ft), longbow); SA Wild Empathy, track, 
  favored enemy +2 (humans); SQ None; AL LE; SV Fort 
  +4, Ref +6, Will +2; Str 14, Dex 16, Con 12, Int 10, Wis 
  14, Cha 8. 
   
  Skills and Feats: Climb +3, Handle Animal +0, 
  Hide +5, Jump +3, Knowledge (geography) +2, 
  Knowledge (nature) +2, Listen +5, Move Silently +5, 
  Search +5, Spot +5, Survival +6, Swim +3;Point Blank 
  Shot, Precise Shot. 
   
  Possessions: Longsword, short sword, longbow, 
  potion of Cat’s Grace, masterwork chain shirt, potion of 
  cure light wounds, 20 arrows. 
   
  Kurk: Male Half-Orc Bbn1/Ftr1; CR 2; Medium 
  Humanoid; HD 1d12+1d10+6; hp 21; Init +2; Spd 40 ft; 
  AC 16 (touch 12(14), flat-footed 14); Base Atk +2; Grp 
  +6(+8); Atk +6(+8) melee (2d6+6(2d6+9), masterwork 
  greatsword); SA Fast movement, illiteracy, rage 1/day; 
  SQ None; AL NE; SV Fort +7, Ref +2, Will +0; Str 18, 
  Dex 14, Con 16, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +5, Intimidate +4, Jump +5, 
  Listen +3, Survival +4, Swim +5; Power Attack, 
  Improved Sunder. 
   
  Possessions: Masterwork greatsword, masterwork 
  chain shirt, potion of bull’s strength, potion of cat’s 
  grace, potion of cure light wounds (2). 
   
  DM Note: If the guards heard the PCs, they both drink 
  their potions, bolstering their stats. Changes are 
  indicated in bold above. 
   
  Combat Tactics: Kurk and Seryxs are seasoned fighters, 
  they always deal with enemy together, and unless there 
  is a very good reason for it (such as charging the 
  spellcaster without suffering attacks of opportunity) 
  they both fight the same enemy. They will always flank 
  when able. 
   
  To begin with Kurk will cover the door trying to 
  stop the PCs entering the room, he uses his improved 
  sunder on small weapons preferably. Seryxs will aid 
  Kurk by shooting at the same target as the half-orc. If 
  one of them is badly wounded, he retreats to drink his 
  potion, while the other readies his action to protect 
  him. Also remember that Kurk while use his rage, 
  bringing his attack roll to +8 and damage to 2d6+9, or 
  +10 and 2d6+12 if he drank the potion too. Another 
  thing to remember is his Power Attack Feat, using it to 
  its full effect he could deal up to 2d6+16 damage, with 
  the above enhancements. 
   
  Ilien Septim: Male Human (Sueloise) Wiz3; CR 3; 
  Medium Humanoid (human); HD 3d4+3; hp 12; Init 
  +2; Spd 30 ft; AC 13; Base Atk +1; Grp +0; Atk +0 melee 
  (1d4-1, dagger) or +4 ranged (1d8, masterwork light 
  crossbow); SA Familiar (rat); SQ None; AL NE; SV Fort 
  +4, Ref +3, Will +3; Str 8, Dex 14, Con 12, Int 16, Wis 
  12, Cha 12. 
   
  Skills and Feats: Concentration +7, Craft Alchemy 
  +9, Knowledge (arcana) +9, Knowledge (Splintered 
  Suns) +9, Knowledge (the planes) +9, Spellcraft +9; 
  Scribe Scroll, Spell Focus (necromancy), Combat 
  Casting. 
   
  Spells Prepared (base DC = 14 + spell level): 0 - 
  detect magic, read magic, flare, light, touch of fatigue; 
  1
  st - mage armour, shield, ray of enfeeblement, cause 
  fear; 2
  nd -melf’s acid arrow, scorching ray, ghoul touch. 
   
  Spellbook: 0 – All 0 level except Illusion and 
  Enchantment; 1
  st - cause fear, chill touch, mage armour, 
  magic missile, ray of enfeeblement, shield, shocking 
  grasp; 2
  nd - ghoul touch, melf’s acid arrow, scorching 
  ray. 
   
  Possessions: Masterwork light crossbow, dagger, 
  ring of protection +1, scroll of magic missile, scroll of 
  chill touch, scroll of shocking grasp, spellbook. 
   
  DM Note: If the PCs made some noise in the bedroom 
  or the house, they likely did since they fought the two 
  guards; the wizard here has cast the following spells on 
  himself: mage armour and shield. This gives him an 
  effective AC of 21 and immunity to magic missiles. 
   
  Combat Tactics: This necromancer is fundamentally 
  evil. His objective is to kill the opposition as quickly as 
  possible. To achieve this he always uses his highest 
  levels spells first, preferably those that deal most 
  damage or disable their targets. He uses his familiar to 
  deliver the touch spells. 
   
  Ilien’s Rat Familiar: Rat, Familiar; CR 0; Tiny Animal; 
  HD 1/4d8; hp 6; Init +2; Spd 15 ft., Climb 15 ft., Swim 
  15 ft.; AC 16 (touch 14, flat-footed 14); Base Atk +0; Grp 
  -12; Atk +4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 
  ft.; SA improved evasion, share spell, empathic link, 
  
  A Recipe for Troubles 
   
  Page 29 
  deliver touch spell; SQ low-light vision, scent; AL NE; 
  SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 7, 
  Wis 12, Cha 2, 
   
  Skills and Feats: Balance +10 (+8 racial bonus), 
  Climb +10 (+8 racial bonus), Hide +16, Move Silently 
  +12 (+6 racial bonus), Swim +10 (+8 racial bonus); 
  Weapon Finesse. 
   
  A rat can always choose to take 10 on Climb 
  checks, even if rushed or threatened. A rat uses its 
  Dexterity modifier instead of its Strength modifier for 
  Climb and Swim checks. It can always choose to take 
  10 on a Swim check, even if distracted or endangered. 
  It can use the run action while swimming, provided it 
  swims in a straight line. 
   
  
  A Recipe for Troubles 
   
  Page 30 
  Appendix 2: 
  APL 4 
   
  Kyran: Male Human (Sueloise) Rog2; CR 2; Medium 
  Humanoid (human); HD 2d6+2; hp 10; Init +7; Spd 30 
  ft; AC 16 (touch 13, flat-footed 13); Base Atk +1; Grp +1; 
  Atk +1 melee (1d6, rapier) or +5 ranged (1d8 (+1 within 
  30 ft), masterwork light crossbow); SA Sneak attack 
  +1d6; SQ Evasion; AL CN; SV Fort +0, Ref +6, Will -1; 
  Str 10, Dex 16, Con 12, Int 14, Wis 8, Cha 14. 
   
  Skills and Feats: Bluff +7, Climb +5, Diplomacy +9, 
  Escape Artist +8, Gather Information +9, Hide +8, 
  Knowledge (Splintered Sun) +7, Listen +4, Move 
  Silently +8, Spot +4, Tumble +8; Point Blank Shot, 
  Improved Initiative. 
   
  Possessions: 
  Masterwork 
  studded 
  leather, 
  masterwork light crossbow, rapier, 2 daggers, potion of 
  cure light wounds. 1 poisoned bolt, 5 bolts, potion of 
  invisibility. 
   
  Combat Tactics: Kyran starts the fight by shooting 
  his poisoned bolt at the most strong looking PC. The 
  poison is carrion crawler brain juice (DC 13 
  paralysis/0). If the poison incapacitates that PC he then 
  concentrates his attacks on the wizard looking PC. 
  After 3 rounds, Kyran flees and the PC may engage a 
  pursuit. 
   
  Citizens Concerned Militia Patrol: 
  Patrol Leader: Male Human (Suel/Flan) War2; CR 1; 
  Medium Humanoid (human); HD 2d8+4; hp 15; Init 
  +2; Spd 30 ft; AC 17 (touch 12, flat-footed 14); Base Atk 
  +2; Grp +4; Atk +5 melee (1d6+2, cutlass) or +4 ranged 
  (1d8, light crossbow); AL N; SV Fort +5, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Intimidate +4, Jump +2, 
  Ride +5, Swim +3; Toughness, Weapon Focus (cutlass). 
   
  Possessions: 10 crossbow bolts, light crossbow, 
  traveller's outfit, cutlass, light metal shield, chain shirt, 
  2 potions of cure light wounds.  
   
  Note: The cutlass uses the exact same stats as a 
  scimitar; 1d6 damage, crit. 18-20 x2. 
   
  Militiaman: Male Human (Suel/Flan) War1; CR ½; 
  Medium Humanoid (human); HD 1d8+2; hp 8; Init +2; 
  Spd 30 ft; AC 16 (touch 12, flat-footed 13); Base Atk +1; 
  Grp +3; Atk +4 melee (1d6+2, cutlass) or +3 ranged 
  (1d8, light crossbow); AL N; SV Fort +4, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Intimidate +3, Jump +2, 
  Ride +4, Swim +2; Toughness, Weapon Focus (cutlass). 
   
  Possessions: 10 crossbow bolts, light crossbow, 
  traveller's outfit, cutlass, light metal shield, studded 
  leather. 
   
  Note: The cutlass uses the exact same stats as a 
  scimitar; 1d6 damage, crit. 18-20 x2. 
   
  Yodalla: Male Halfling Drd9; CR 9; Small Humanoid 
  (Halfling); HD 9d8+9; hp 61; Init +3; Spd 20 ft; AC 24 
  (touch 14, flat-footed 21); Base Atk +6/+1; Grp +2; Atk 
  +5 melee (1d4-2, quarterstaff) or +11 ranged (1d3-1 plus 
  2d4 explosion, +1 explosive sling); Full Atk +5/+0 
  melee (1d4-2, quarterstaff) or +11/+6 ranged (1d3-1 
  plus 2d4 explosion, +1 explosive sling); SQ Nature 
  sense, wild empathy, woodland stride, trackless step, 
  resist nature’s lure, wild shape (large, 3 x day), wenom 
  immunity; AL NG; SV Fort +7, Ref +6, Will +9; Str 6, 
  Dex 16, Con 12, Int 10, Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +7, Handle Animal 
  +8, Heal +9, Knowledge (nature) +6, Listen +9, 
  Spellcraft +6, Spot +9, Survival +9; Dodge, Combat 
  Casting, Wild Spell, Craft Arms and Armor. 
   
  Spells Prepared (6/5/5/4/3/1 base DC = 14 + spell 
  level): 0 - cure minor wounds, detect magic, flare, light, 
  read magic, resistance; 1
  st - cure light wounds, magic 
  stone, produce flame, shillelagh, speak with animals; 
  2
  nd - barkskin, bull’s strength, cat’s grace, flame blade, 
  summon swarm; 3
  rd - call lightning, cure moderate 
  wounds, greater magic fang, poison; 4
  th - cure serious 
  wounds, ice storm, reincarnate; 5
  th – stoneskin. 
   
  Possessions: +1 hide armor, +1 heavy wooden 
  shield, +1 quarterstaff of spell storing (with a poison 
  spell stored inside), +1 explosive sling (see appendix), 
  scroll of cure moderate wounds (2), scroll of entangle, 
  scroll of resist energy, 20 bullets, amulet of natural 
  armor (+3), wooden holy symbol of Yondalla. 
   
  Bjeorn: Yodalla’s animal companion; Brown Bear; CR 
  4; Large Animal; HD 8d8+32; hp 72; Init +2; Spd 40 ft; 
  AC 18 (touch 11 flat-footed 16); Base Atk +7; Grp +19; 
  Atk +14 melee (1d8+9, claw); Full Atk +14 melee 
  (1d8+9, 2 claws) and +9 melee (2d6+5, bite), 
  Space/Reach 10 ft./5 ft.; SA Improved grab; SQ low-
  light vision, scent; AL NG; SV Fort +10, Ref +7, Will +3; 
  Str 28, Dex 14, Con 20, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +7, Spot +8, Swim +13 (+4 
  racial bonus); Endurance, Run, Track, Evasion, Link, 
  Share spells. 
  
  A Recipe for Troubles 
   
  Page 31 
  Improved Grab (Ex): To use this ability, a brown bear 
  must hit with a claw attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. 
   
  Physical Description: These massive carnivores 
  weigh more than 1,800 pounds and stand nearly 9 feet 
  tall when they rear up on their hind legs. They are bad-
  tempered and territorial. 
   
  Known Tricks: Attack, Attack Unnatural, Track, 
  Defend, Guard, Work, Down, Come. 
   
  Tactics: A brown bear attacks mainly by tearing at 
  opponents with its claws. 
   
  Ferret: CR 1; Tiny Animal; HD ½ d8; hp 2; Init +4; Spd 
  20 ft.; Climb 20 ft.; AC 16 (touch 16, flat-footed 12);Base 
  Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); 
  Space/Reach 2-1/2 ft./0 ft.; SA Attach; SQ low-light 
  vision, scent; AL N; SV Fort +2, Ref +6, Will +3; Str 3, 
  Dex 19, Con 10, Int 2, Wis 16, Cha 6. 
   
  Skills and Feats: Balance +12 (+8 racial bonus), 
  Climb +10 (+8 racial bonus), Hide +13, Move Silently 
  +10 (+4 racial bonus), Spot +5; Weapon Finesse. 
   
  They use their Dexterity modifier for Climb 
  checks. A ferret can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  Attach (Ex): If a ferret hits with a bite attack, it 
  uses its powerful jaws to latch onto the opponent’s 
  body and automatically deals bite damage each round it 
  remains attached. An attached ferret loses its Dexterity 
  bonus to Armour Class and has an AC of 12. An 
  attached ferret can be struck with a weapon or grappled 
  itself. To remove an attached ferret through grappling, 
  the opponent must achieve a pin against the creature. 
   
  Physical Description: These little mammals are 
  aggressive predators but usually confine himself or 
  herself to smaller prey. 
   
  Bee Swarm: CR 3; Diminutive Vermin (Swarm); HD 
  6d8-6; hp 21; Init +4; Spd 10 ft.; fly 30 ft. (poor); AC 18, 
  touch 18, flat-footed 14; Base Atk +4; Grp -; Atk +4 
  melee (2d6, swarm); Full Atk +4 melee (2d6, swarm); 
  Space/Reach 10 ft./o ft.; SA Distraction; SQ Darkvision 
   60 ft. immune to weapon damage, swarm traits, vermin 
  traits; AL N; SV Fort +4, Ref +6, Will +2; Str 1, Dex 19, 
  Con 8, Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Listen +4, Spot +4; 
   
  Distraction (Ex): Any living creature that begins 
  its turn with a bee swarm in its space must succeed on a 
  DC 12 Fortitude save or be nauseated for 1 round.  
   
  Physical Description: A furiously buzzing cloud of 
  bees bursts from the hive and surrounds you.  
  Ankheg: CR 3; Large Magical Beast; HD 3d10+12; hp 
  28; Init +0; Spd 30 ft, burrow 20 ft; AC 18 (touch 9, flat-
  footed 18); Base Atk +3; Grp +12; Atk Bite +7 melee 
  (2d6+7 plus 1d4 acid); Space/Reach 10 ft./5 ft.; SA 
  Improved grab, spit acid; SQ Darkvision 60 ft., low-
  light vision, tremorsense 60 ft.; AL N; SV Fort +6, Ref 
  +3, Will +2; Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6. 
   
  Skills and Feats: Climb +8, Listen +6, Spot +3; 
  Alertness, Toughness 
   
  Improved Grab (Ex): To use this ability, an ankheg 
  must hit with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If the ankheg is damaged after 
  grabbing its prey, it retreats backward down its tunnel 
  at its land speed (not its burrow speed), dragging the 
  victim with it. 
   
  Spit Acid (Ex): 30-ft. line, once every 6 hours; 
  damage 4d4 acid, Reflex DC 14 half. One such attack 
  depletes the ankheg’s acid supply for 6 hours. It cannot 
  spit acid or deal acid damage during this time. The save 
  DC is Constitution-based. 
   
  An ankheg does not use this ability unless it is 
  desperate or frustrated. It most often spits acid when 
  reduced to fewer than half its full normal hit points or 
  when it has not successfully grabbed an opponent. 
   
  Physical Description:  The ankheg is a burrowing 
  monster with a taste for fresh meat. An ankheg has six 
  legs, and some specimens are yellow rather than 
  brown. It is about 10 feet long and weighs about 800 
  pounds. 
   
  An ankheg burrows with legs and mandibles. A 
  burrowing ankheg usually does not make a usable 
  tunnel, but can construct a tunnel; it burrows at half 
  speed when it does so. It often digs a winding tunnel 
  up to 40 feet below the surface in the rich soil of forests 
  or farmlands. The tunnel is 5 feet tall and wide, and 
  from 60 to 150 feet long ([1d10 + 5] x�10). 
   
  Tactics: An ankheg usually lies 5 to 10 feet below 
  the surface until its antennae detect the approach of 
  prey. It then burrows up to attack. (Treat this as a 
  charge, even though the ankheg does not need to move 
  10 feet before attacking.) Clusters of ankhegs share the 
  same territory but do not cooperate. 
   
  Arkham: Male Human (Sueloise) Rog5; CR 5; Medium 
  Humanoid (human); HD 5d6+5; hp 26; Init +7; Spd 30 
  ft; AC 17 (touch 13, flat-footed 17); Base Atk +3; Grp +3; 
  Atk +7 melee (1d6, masterwork rapier) or +7 melee 
  (1d4; masterwork dagger) or +7 ranged (1d8+1 (+2 
  within 30 ft), +1 light crossbow); SA Sneak attack +3d6; 
  SQ Evasion, trap sense +1, uncanny dodge; AL CN; SV 
  
  A Recipe for Troubles 
   
  Page 32 
  Fort +1, Ref +7, Will 0; Str 10, Dex 17, Con 12, Int 14, 
  Wis 8, Cha 14. 
   
  Skills and Feats: Balance +10, Bluff +7, Climb +6, 
  Diplomacy +9, Escape Artist +9, Gather Information 
  +12, Hide +10, Jump +5, Knowledge (Splintered Sun) 
  +7, Listen +7, Move Silently +10, Spot +7, Tumble +11, 
  Use Rope +10; Point Blank Shot, Improved Initiative, 
  Weapon Finesse. 
   
  Possessions: +1 studded leather, +1 light crossbow, 
  10 bolts of shock, masterwork rapier, 2 masterwork 
  daggers, potion of cure light wounds, potion of cat’s 
  grace, potion of blur. 1 poisoned bolt. 
   
  Combat Tactics: Arkham opens fires with a sneak 
  attack (hopefully) on the strongest looking PC. 
  Remember that this first bolt is poisoned. The poison is 
  Dragon bile (injury; Fort. DC 26; 3d6Str/0). He then 
  concentrates fire on the spell casters. If he has time 
  during the fight he uses it to drink his potions. Unlike 
  his colleague he doesn’t flee, and fights to the death, 
  unless the PC offer him to surrender in exchange for 
  information. 
   
  Seryxs: Male Human (Sueloise) Rgr2; CR 2; Medium 
  Humanoid (human); HD 2d8+2; hp 14; Init +3(+5); Spd 
  30 ft; AC 18(20) (touch 13(15), flat-footed 15); Base Atk 
  +2; Grp +4; Atk +6 melee (1d8+2, masterwork 
  longsword) or +5 melee (1d6+3, masterwork short 
  sword) or +6(+8) ranged (1d8+2, masterwork mighty 
  (+2) composite longbow); Full Atk +4 ranged (1d8+2, 
  masterwork mighty (+2) composite longbow, 2 shots); 
  SA Wild Empathy, track, favoured enemy +2 (humans); 
  SQ None; AL LE; SV Fort +4, Ref +6, Will +3; Str 14, 
  Dex 16, Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +3, Handle Animal +0, 
  Hide +5, Jump +3, Knowledge (geography) +3, 
  Knowledge (nature) +3, Listen +7, Move Silently +5, 
  Search +5, Spot +7, Survival +7, Swim +3; Point Blank 
  Shot, Precise Shot, Rapid Shot. 
   
  Possessions: Masterwork longsword, masterwork 
  short sword, mighty masterwork (+2) composite 
  longbow, potion of cat’s grace, +1 chain shirt, potion of 
  cure light wounds, 20 arrows. 
   
  Kurk: Male Half-Orc Bbn1/Ftr1; CR 2; Medium 
  Humanoid; HD 1d12+1d10+6; hp 21; Init +2; Spd 40 ft; 
  AC 17 (touch 12(14), flat-footed 15);Base Atk +2; Grp 
  +6(+8); Atk +6(+8) melee (2d6+6(2d6+9), masterwork 
  greatsword); SA Fast movement, illiteracy, rage 1/day; 
  AL NE; SV Fort +7, Ref +2, Will +0; Str 18, Dex 14, Con 
  16, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +5, Intimidate +4, Jump +5, 
  Listen +3, Survival +4, Swim +5; Power Attack, 
  Improved Sunder. 
   
  Possessions: Masterwork greatsword, +1 chain 
  shirt, potion of bull’s strength, potion of cat’s grace, 
  potion of cure light wounds (2). 
   
  DM Note: If the guards heard the PCs, they both drink 
  their potions, bolstering their stats. Changes are 
  indicated in bold above. 
  . 
  Combat Tactics: Kurk and Seryxs are seasoned fighters, 
  they always deal with enemy together, and unless there 
  is a very good reason for it (such as charging the 
  spellcaster without suffering attacks of opportunity) 
  they both fight the same enemy. They will always flank 
  when able. 
   
  To begin with Kurk will cover the door trying to 
  stop the PCs entering the room, he uses his improved 
  sunder on small weapons preferably. Seryxs will aid 
  Kurk by shooting at the same target as the half-orc. If 
  one of them is badly wounded, he retreats to drink his 
  potion, while the other readies his action to protect 
  him. Seryxs will even provoke attacks of opportunity 
  (remember he has the Mobility Feat) if it gives Kurk a 
  good tactical advantage, a flank bonus for example. 
  Also remember that Kurk while use his rage, bringing 
  his attack roll to +11 and damage to 2d6+9, or +13 and 
  3d6+15 if he drank the potions too. Another thing to 
  remember is his Power Attack Feat, using it to its full 
  effect; he could deal up to 3d6+21 damage, with the 
  above enhancements. 
   
  Ilien Septim: Male Human (Sueloise) Wiz5; CR 5; 
  Medium Humanoid (human); HD 5d4+5; hp 19; Init 
  +2; Spd 30 ft; AC 14; Base Atk +2; Grp +1; Atk +1 melee 
  (1d4-1, Dagger) or +5 ranged (1d8, Masterwork light 
  crossbow); SA Familiar (rat); AL NE; SV Fort +4, Ref +3, 
  Will +5; Str 8, Dex 14, Con 12, Int 17, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +9, Craft Alchemy 
  +11, Knowledge (Arcana) +11, Knowledge (Splintered 
  Suns) +11, Knowledge (The Planes) +11, Spellcraft +11; 
  Scribe Scroll, Spell Focus (Necromancy), Combat 
  Casting, Brew potion. 
   
  Spells Prepared (base DC = 14 + spell level): 0 - 
  detect magic, read magic, flare, light, touch of fatigue; 
  1
  st - mage armour, shield, ray of enfeeblement, cause 
  fear, magic missile; 2
  nd – melf’s acid arrow, scorching 
  ray, ghoul touch, blindness; 3
  rd -lightning bolt, vampiric 
  touch, ray of exhaustion. 
   
  Spellbook: 0 – All 0 level except Illusion and 
  Enchantment; 1
  st - cause fear, chill touch, mage armour, 
  
  A Recipe for Troubles 
   
  Page 33 
  magic missile, ray of enfeeblement, shield, shocking 
  grasp; 2
  nd - ghoul touch, melf’s acid arrow, scorching 
  ray; 3
  rd - lightning bolt, ray of exhaustion, vampiric 
  touch. 
   
  Possessions: 
  Spellbook, 
  masterwork 
  light 
  crossbow, dagger, scroll of magic missile, scroll of chill 
  touch, scroll of shocking grasp, ring of protection +2. 
   
  DM Note: If the PCs made some noise in the bedroom 
  or the house, they likely did since they fought the two 
  guards; the wizard here has cast the following spells on 
  himself: mage armour and shield. This gives him an 
  effective AC of 20 and immunity to magic missiles. 
   
  Combat Tactics: This necromancer is fundamentally 
  evil. His objective is to kill the opposition as quickly as 
  possible. To achieve this he always uses his highest 
  levels spells first, preferably those that deal most 
  damage or disable their targets. He uses his familiar to 
  deliver the touch spells. 
   
  Ilien’s Rat Familiar: Rat, Familiar; CR 0 Tiny Animal; 
  HD 1/4D8; hp 9; Init +2; Spd 15 ft.; Climb 15 ft.; Swim 
  15 ft.; AC 17 (touch 14, flat-footed 15); Base Atk +0; Grp 
  -12; Atk +4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 
  ft.; SA improved evasion, share spell, empathic link, 
  deliver touch spell; SQ low-light vision, scent; AL NE; 
  SV Fort +2, Ref +4, Will +5; Str 2, Dex 15, Con 10, Int 8, 
  Wis 12, Cha 2. 
   
  Skills and Feats: Balance +10 (+8 racial bonus), 
  Climb +10 (+8 racial bonus), Hide +16, Move Silently 
  +12 (+6 racial bonus), Swim +10 (+8 racial bonus); 
  Weapon Finesse. 
   
  A rat can always choose to take 10 on Climb 
  checks, even if rushed or threatened. A rat uses its 
  Dexterity modifier instead of its Strength modifier for 
  Climb and Swim checks. It can always choose to take 
  10 on a Swim check, even if distracted or endangered. 
  It can use the run action while swimming, provided it 
  swims in a straight line. 
   
  
  A Recipe for Troubles 
   
  Page 34 
  Appendix 3: 
  APL 6 
   
  Kyran: Male Human (Sueloise) Rog3; CR 3; Medium 
  Humanoid (human); HD 3d6+3; hp 16; Init +7; Spd 30 
  ft; AC 16 (touch 13, flat-footed 13); Base Atk +2; Grp +2; 
  Atk +6 melee (1d6, masterwork rapier) or +6 ranged 
  (1d8 (+1 within 30 ft), masterwork light crossbow); SA 
  Sneak attack +2d6; SQ Evasion, trap sense +1; AL CN; 
  SV Fort +1, Ref +6, Will 0; Str 10, Dex 16, Con 12, Int 
  14, Wis 8, Cha 14. 
   
  Skills and Feats: Bluff +7, Climb +5, Diplomacy +9, 
  Escape Artist +8, Gather Information +9, Hide +8, 
  Jump +5, Knowledge (Splintered Sun) +7, Listen +7, 
  Move Silently +8, Spot +7, Tumble +10; Point Blank 
  Shot, Improved Initiative, Weapon Finesse. 
   
  Possessions: 
  Masterwork 
  studded 
  leather, 
  masterwork light crossbow, masterwork rapier, 2 
  daggers, potion of cure light wounds, potion of cat’s 
  grace. 1 poisoned bolt, 5 bolts, potion of invisibility. 
   
  Combat Tactics: Kyran starts the fight by shooting 
  his poisoned bolt at the most strong looking PC. The 
  poison is carrion crawler brain juice (DC 13 
  paralysis/0). If the poison incapacitates that PC he then 
  concentrates his attacks on the wizard looking PC. 
  After 3 rounds, Kyran flees and the PC may engage a 
  pursuit. 
   
  Citizens Concerned Militia Patrol: 
  Patrol Leader: Male Human (Suel/Flan) War2; CR 1; 
  Medium Humanoid (human); HD 2d8+4; hp 15; Init 
  +2; Spd 30 ft; AC 17 (touch 12, flat-footed 14); Base Atk 
  +2; Grp +4; Atk +5 melee (1d6+2, cutlass) or +4 ranged 
  (1d8, light crossbow); AL N; SV Fort +5, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Intimidate +4, Jump +2, 
  Ride +5, Swim +3; Toughness, Weapon Focus (cutlass). 
   
  Possessions: 10 crossbow bolts, light crossbow, 
  traveller's outfit, cutlass, light metal shield, chain shirt, 
  2 potions of cure light wounds.  
   
  Note: The cutlass uses the exact same stats as a 
  scimitar; 1d6 damage, crit. 18-20 x2. 
   
  Militiaman: Male Human (Suel/Flan) War1; CR ½; 
  Medium Humanoid (human); HD 1d8+2; hp 8; Init +2; 
  Spd 30 ft; AC 16 (touch 12, flat-footed 13); Base Atk +1; 
  Grp +3; Atk +4 melee (1d6+2, cutlass) or +3 ranged 
  (1d8, light crossbow); AL N; SV Fort +4, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Intimidate +3, Jump +2, 
  Ride +4, Swim +2; Toughness, Weapon Focus (cutlass). 
   
  Possessions: 10 crossbow bolts, light crossbow, 
  traveller's outfit, cutlass, light metal shield, studded 
  leather. 
   
  Note: The cutlass uses the exact same stats as a 
  scimitar; 1d6 damage, crit. 18-20 x2. 
   
  Yodalla: Male Halfling Drd9; CR 9; Small Humanoid 
  (Halfling); HD 9d8+9; hp 61; Init +3; Spd 20 ft; AC 24 
  (touch 14, flat-footed 21); Base Atk +6/+1; Grp +2; Atk 
  +5 melee (1d4-2, quarterstaff) or +11 ranged (1d3-1 plus 
  2d4 explosion, +1 explosive sling); Full Atk +5/+0 
  melee (1d4-2, quarterstaff) or +11/+6 ranged (1d3-1 
  plus 2d4 explosion, +1 explosive sling); SQ Nature 
  sense, wild empathy, woodland stride, trackless step, 
  resist nature’s lure, wild shape (large, 3 x day), wenom 
  immunity; AL NG; SV Fort +7, Ref +6, Will +9; Str 6, 
  Dex 16, Con 12, Int 10, Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +7, Handle Animal 
  +8, Heal +9, Knowledge (nature) +6, Listen +9, 
  Spellcraft +6, Spot +9, Survival +9; Dodge, Combat 
  Casting, Wild Spell, Craft Arms and Armor. 
   
  Spells Prepared (6/5/5/4/3/1 base DC = 14 + spell 
  level): 0 - cure minor wounds, detect magic, flare, light, 
  read magic, resistance; 1
  st - cure light wounds, magic 
  stone, produce flame, shillelagh, speak with animals; 
  2
  nd - barkskin, bull’s strength, cat’s grace, flame blade, 
  summon swarm; 3
  rd - call lightning, cure moderate 
  wounds, greater magic fang, poison; 4
  th - cure serious 
  wounds, ice storm, reincarnate; 5
  th – stoneskin. 
   
  Possessions: +1 hide armor, +1 heavy wooden 
  shield, +1 quarterstaff of spell storing (with a poison 
  spell stored inside), +1 explosive sling (see appendix), 
  scroll of cure moderate wounds (2), scroll of entangle, 
  scroll of resist energy, 20 bullets, amulet of natural 
  armor (+3), wooden holy symbol of Yondalla. 
   
  Bjeorn: Yodalla’s animal companion; Brown Bear; CR 
  4; Large Animal; HD 8d8+32; hp 72; Init +2; Spd 40 ft; 
  AC 18 (touch 11 flat-footed 16); Base Atk +7; Grp +19; 
  Atk +14 melee (1d8+9, claw); Full Atk +14 melee 
  (1d8+9, 2 claws) and +9 melee (2d6+5, bite), 
  Space/Reach 10 ft./5 ft.; SA Improved grab; SQ low-
  light vision, scent; AL NG; SV Fort +10, Ref +7, Will +3; 
  Str 28, Dex 14, Con 20, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +7, Spot +8, Swim +13 (+4 
  racial bonus); Endurance, Run, Track, Evasion, Link, 
  Share spells. 
  
  A Recipe for Troubles 
   
  Page 35 
  Improved Grab (Ex): To use this ability, a brown bear 
  must hit with a claw attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. 
   
  Physical Description: These massive carnivores 
  weigh more than 1,800 pounds and stand nearly 9 feet 
  tall when they rear up on their hind legs. They are bad-
  tempered and territorial. 
   
  Known Tricks: Attack, Attack Unnatural, Track, 
  Defend, Guard, Work, Down, Come. 
   
  Tactics: A brown bear attacks mainly by tearing at 
  opponents with its claws. 
   
  Ferret: CR 1; Tiny Animal; HD ½ d8; hp 2; Init +4; Spd 
  20 ft.; Climb 20 ft.; AC 16 (touch 16, flat-footed 12);Base 
  Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); 
  Space/Reach 2-1/2 ft./0 ft.; SA Attach; SQ low-light 
  vision, scent; AL N; SV Fort +2, Ref +6, Will +3; Str 3, 
  Dex 19, Con 10, Int 2, Wis 16, Cha 6. 
   
  Skills and Feats: Balance +12 (+8 racial bonus), 
  Climb +10 (+8 racial bonus), Hide +13, Move Silently 
  +10 (+4 racial bonus), Spot +5; Weapon Finesse. 
   
  They use their Dexterity modifier for Climb 
  checks. A ferret can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  Attach (Ex): If a ferret hits with a bite attack, it 
  uses its powerful jaws to latch onto the opponent’s 
  body and automatically deals bite damage each round it 
  remains attached. An attached ferret loses its Dexterity 
  bonus to Armour Class and has an AC of 12. An 
  attached ferret can be struck with a weapon or grappled 
  itself. To remove an attached ferret through grappling, 
  the opponent must achieve a pin against the creature. 
   
  Physical Description: These little mammals are 
  aggressive predators but usually confine himself or 
  herself to smaller prey. 
   
  Bee Swarm: CR 3; Diminutive Vermin (Swarm); HD 
  6d8-6; hp 21; Init +4; Spd 10 ft.; fly 30 ft. (poor); AC 18, 
  touch 18, flat-footed 14; Base Atk +4; Grp -; Atk +4 
  melee (2d6, swarm); Full Atk +4 melee (2d6, swarm); 
  Space/Reach 10 ft./o ft.; SA Distraction; SQ Darkvision 
   60 ft. immune to weapon damage, swarm traits, vermin 
  traits; AL N; SV Fort +4, Ref +6, Will +2; Str 1, Dex 19, 
  Con 8, Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Listen +4, Spot +4; 
   
  Distraction (Ex): Any living creature that begins 
  its turn with a bee swarm in its space must succeed on a 
  DC 12 Fortitude save or be nauseated for 1 round.  
   
  Physical Description: A furiously buzzing cloud of 
  bees bursts from the hive and surrounds you.  
   
  Wyvern: CR 6; Large Dragon; HD 7d12+14; Init +1; 
  Spd 20 ft; Fly 60 ft (poor); AC 18 (touch 10, flat-footed 
  17); Base Atk +7; Grp +15; Atk +10 melee (1d6+4 plus 
  poison, sting) or +10 melee (2d6+4, talon) or +10 melee 
  (2d8+4, bite); Full Atk +10 melee (1d6+4 plus poison, 
  sting) and +8 melee (2d8+4, bite) and +8 melee (1d8+2, 
  2 wings) and +8 melee (2d6+4, 2 talons); Space/Reach 
  10 ft./5 ft.; SA Poison, improved grab; SQ Darkvision 
  60 ft., low-light vision, scent, immunity to sleep and 
  paralysis; AL N; SV Fort +7, Ref +6, Will +6; Str 19, Dex 
  12, Con 15, Int 6, Wis 12, Cha 9. 
   
  Skills and Feats: Hide +7, Listen +13, Move 
  Silently +11, Spot +16; Ability Focus (poison), 
  Alertness, Flyby Attack, Multiattack
   
   
  Improved Grab (Ex): To use this ability, a wyvern 
  must hit with its talons. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes 
  a hold and stings.  
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution-based. 
   
  A distant cousin to the true dragons, the wyvern is 
  a huge flying lizard with a poisonous stinger in its tail. 
  A wyvern’s body is 15 feet long, and dark brown to 
  grey; half that length is tail. Its wingspan is about 20 
  feet. A wyvern weighs about one ton. 
   
  Wyverns speak Draconic, but usually don’t bother 
  with anything more elaborate than a loud hiss or a 
  deep-throated growl much like that of a bull alligator. 
   
  Skills: Wyverns have a +3 racial bonus on Spot 
  checks. 
   
  Tactics: Wyverns are rather stupid but always 
  aggressive: They attack nearly anything that isn’t 
  obviously more powerful than themselves. A wyvern 
  dives from the air, snatching the opponent with its 
  talons and stinging it to death. A wyvern can slash with 
  its talons only when making a flyby attack. 
   
  Arkham: Male Human (Sueloise) Rog6; CR 6; Medium 
  Humanoid (human); HD 6d6+6; hp 32; Init +7; Spd 30 
  ft; AC 18 (touch 13, flat-footed 18); Base Atk +4; Grp +4; 
  Atk +8 melee (1d6+1, +1 rapier) or +8 ranged (1d8+1 (+2 
  within 30 ft), +1 light crossbow); SA Sneak attack +3d6; 
  SQ Evasion, trap sense +2, uncanny dodge; AL CN; SV 
  Fort +2, Ref +8, Will +1; Str 10, Dex 17, Con 12, Int 14, 
  Wis 8, Cha 14. 
   
  Skills and Feats: Balance +10, Bluff +9, Climb +8, 
  Diplomacy +10, Escape Artist +9, Gather Information 
  +12, Hide +11, Jump +5, Knowledge (Splintered Sun) 
  +8, Listen +8, Move Silently +11, Spot +8, Tumble +12, 
  
  A Recipe for Troubles 
   
  Page 36 
  Use Rope +10; Point Blank Shot, Improved Initiative, 
  Weapon Finesse, Dodge 
   
  Possessions: +1 studded leather, +1 light crossbow, 
  10 bolts of shock, +1 rapier, 2 masterwork daggers, 
  potion of cure moderate wounds, potion of cat’s grace, 
  potion of blur, ring of protection +1, 1 poisoned bolt. 
   
  Combat Tactics: Arkham opens fires with a sneak 
  attack (hopefully) on the strongest looking PC. 
  Remember that this first bolt is poisoned. The poison is 
  Dragon bile (Injury; Fort DC 26; 3d6Str/0). He then 
  concentrates fire on the spell casters. If he has time 
  during the fight he uses it to drink his potions. Unlike 
  his colleague he doesn’t flee, and fights to the death, 
  unless the PC offer him to surrender in exchange for 
  information. 
   
  Seryxs: Male Human (Sueloise) Rgr3; CR 3; Medium 
  Humanoid (human); HD 3d8+3; hp 20; Init +3(+5); Spd 
  30 ft; AC 18(20) (touch 13(15), flat-footed 15); Base Atk 
  +3; Grp +5; Atk +7 melee (1d8+2, masterwork 
  longsword) or +6 melee (1d6+3, masterwork short 
  sword) or +7(+9) ranged (1d8+3, +1 mighty (+2) 
  longbow); Full Atk +5(+7) ranged (1d8+3, +1 mighty 
  (+2) longbow, 2 shots); SA Wild empathy, track, 
  favoured enemy +2 (humans); AL LE; SV Fort +4, Ref 
  +6, Will +3; Str 14, Dex 16, Con 12, Int 10, Wis 14, Cha 
  8. 
   
  Skills and Feats: Climb +3, Handle Animal +0, 
  Hide +6, Jump +3, Knowledge (geography) +4, 
  Knowledge (nature) +4, Listen +8, Move Silently +6, 
  Search +5, Spot +8, Survival +8, Swim +3; Dodge, 
  Endurance, Point Blank Shot, Precise Shot, Rapid Shot, 
   
  Possessions: Masterwork Longsword, masterwork 
  short sword, +1 mighty (+2) longbow, potion of cat’s 
  grace, +1 chain shirt, potion of cure light wounds, 20 
  arrows. 
   
  Kurk: Male Half-Orc Bbn1/Ftr 2; CR 3; Medium 
  (Large) Humanoid; HD 1d12 + 2d10+9; hp 33; Init +2; 
  Spd 40 ft; AC 16 (17) (touch 12(11), flat-footed 14(16)); 
  Base Atk +3; Grp; +7(+13); Atk +9(+12) melee 
  (2d6+7(3d6+12), +1 greatsword); SA Fast movement, 
  illiteracy, rage 1/day; AL NE, SV Fort +8, Ref +2, Will 
  +0; Str 18, Dex 14, Con 16, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +5, Intimidate +6, Jump +5, 
  Listen +3, Survival +4, Swim +5; Power Attack, 
  Improved Sunder, Weapon Focus (greatsword), Cleave. 
   
  Possessions: +1 greatsword, masterwork chain 
  shirt, potion of bull’s strength, potion of cure light 
  wounds, potion of enlarge, potion of barkskin +2. 
   
  DM Note: If the PCs where heard by the ranger, both 
  guards drink their potions, bolstering their stats. 
  Changes are indicated in bold above. 
   
  Combat Tactics: Kurk and Seryxs are seasoned fighters, 
  they always deal with enemy together, and unless there 
  is a very good reason for it (such as charging the 
  spellcaster without suffering attacks of opportunity) 
  they both fight the same enemy. They will always flank 
  when able. 
   
  To begin with Kurk will cover the door trying to 
  stop the PCs entering the room, he uses his improved 
  sunder on small weapons preferably. Seryxs will aid 
  Kurk by shooting at the same target as the half-orc. If 
  one of them is badly wounded, he retreats to drink his 
  potion, while the other readies his action to protect 
  him. Seryxs will even provoke attacks of opportunity 
  (remember he has the Mobility Feat) if it gives Kurk a 
  good tactical advantage, a flank bonus for example. 
  Also remember that Kurk while use his rage, bringing 
  his attack roll to +13 and damage to 2d6+11, or +13 and 
  3d6+16 if he drank the potions too. Another thing to 
  remember is his Power Attack Feat, using it to its full 
  effect he could deal up to 3d6+29 damage, with the 
  above enhancements. 
   
  Ilien Septim: Male Human (Sueloise) Wiz7; CR 7; 
  Medium Humanoid (Human); HD 7d4+7; hp 29; Init 
  +2; Spd 30 ft; AC 14 (touch 12, flat-footed 14); Base Atk 
  +3; Grp +2; Atk +2 melee (1d4-1 dagger) or +6 ranged 
  (1d8, masterwork light crossbow); SA Familiar (imp); 
  AL NE; SV Fort +4, Ref +3, Will +5; Str 8, Dex 14, Con 
  12, Int 17, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +11, Craft 
  Alchemy +13, Knowledge (arcana) +13, Knowledge 
  (Splintered Sun) +13, Knowledge (the planes) +13, 
  Spellcraft +13; Scribe Scroll, Spell Focus (necromancy), 
  Combat Casting, Brew Potion, Improved familiar 
  (imp). 
   
  Spells Prepared (base DC = 14 + spell level): 0 - 
  detect magic, read magic, flare, light, touch of fatigue; 
  1
  st - mage armour, shield, ray of enfeeblement, cause 
  fear, magic missile (2); 2
  nd – melf’s acid arrow, scorching 
  ray, ghoul touch, blindness, blur; 3
  rd - lightning bolt, 
  vampiric touch (2), ray of exhaustion; 4
  th - fire shield, 
  bestow curse. 
   
  Spell Book: 0 – All 0 level except Illusion and 
  Enchantment; 1
  st - cause fear, chill touch, mage armour, 
  magic missile, ray of enfeeblement, shield, shocking 
  grasp; 2
  nd – blindness, blur, ghoul touch, melf’s acid 
  arrow, scorching ray, see invisibility; 3
  rd - lightning 
  
  A Recipe for Troubles 
   
  Page 37 
  bolt, fly, ray of exhaustion, vampiric touch; 4
  th - bestow 
  curse, fire shield. 
   
  Possessions: 
  Spellbook, 
  masterwork 
  light 
  crossbow, dagger, scroll of magic missile, scroll of chill 
  touch, scroll of shocking grasp, ring of protection +2, 
  potion of cure moderate wounds, potion of invisibility. 
   
  DM Note: If the PCs made some noise in the bedroom 
  or the house, they likely did since they fought the two 
  guards; the wizard here has cast the following spells on 
  himself: mage armour, shield, blur and fire shield. 
  These gives him an effective AC of 20, immunity to 
  magic missiles, 20% chance of missing him and see 
  PHB for details on fire shield. He will then cast bestow 
  curse on his familiar so that it can deliver it for him. 
   
  Combat Tactics: This necromancer is fundamentally 
  evil. His objective is to kill the opposition as quickly as 
  possible. To achieve this he always uses his highest 
  levels spells first, preferably those that deal most 
  damage or disable their targets. He will use his familiar 
  to deliver the touch spells. 
   
  Ilien’s Imp Familiar: Imp, Familiar; CR 0; Tiny 
  Outsider; HD 3d8; hp 13; Init +3; Spd 20 ft.; Fly 50 ft. 
  perfect; AC 24 (touch 15, flat-footed 21); Base Atk +3; 
  Grp -5; Atk +8 melee (1d4+ poison, sting); Space/Reach 
  2-1/2 ft./0 ft.; SA Improved evasion, share spell, 
  empathic link, deliver touch spell, speak with master, 
  speak with animal of his kind, poison, spell-like 
  abilities; SQ alternate form, damage reduction 5/good 
  or silver, darkvision 60 ft., fast healing 2, immunity to 
  poison, resistance to fire 5; AL LE; SV Fort +3, Ref +6, 
  Will +7; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14, 
   
  Skills and Feats: Diplomacy +8, Hide +17, Listen 
  +7 Move Silently +9, Search +6, Spellcraft +6, Spot +7; 
  Weapon Finesse, Stealthy, Dodge 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
   
  Spell-Like Abilities: At will—detect good, detect 
  magic, invisibility (self only); 1/day—suggestion (DC 
  15). Caster level 6th. The save DC is Charisma-based. 
  Once per week an imp can use commune to ask six 
  questions. The ability otherwise works as the spell 
  (caster level 12th). 
   
  Alternate Form (Su): An imp can assume other 
  forms at will as a standard action. This ability functions 
  as a polymorph spell cast on itself (caster level 12th), 
  except that an imp does not regain hit points for 
  changing form, and an individual imp can assume only 
  one or two forms no larger than Medium. Common 
  forms include monstrous spider, raven, rat, and boar. 
   
  Combat Tactics: He uses his invisibility spell like 
  ability to get near a PC, if possible a spellcaster. He 
  then either delivers a spell or stings them before 
  moving away near the ceiling or to return to Septim to 
  have another spell cast upon him. He concentrates a 
  maximum on 1 PC to disable it with his poison or the 
  spells. 
  If his master is killed before him, he flees by the forge’s 
  chimney. 
  
  A Recipe for Trouble 
   
  Page 38 
  Appendix 4: 
  APL 8 
   
  Kyran: Male Human (Sueloise) Rog4; CR 4; Medium 
  Humanoid (human); HD 4d6+4; hp 21; Init +7, Spd 30 
  ft; AC 17 (touch 13, flat-footed 17); Base Atk +3; Grp +3; 
  Atk +7 melee (1d6, masterwork rapier) or +7 ranged 
  (1d8+1 (+2 within 30 ft), +1 light crossbow); SA Sneak 
  +2d6; SQ Evasion, Trap Sense +1, Uncanny Dodge; AL 
  CN; SV Fort +1, Ref +7, Will 0; Str 10, Dex 17, Con 12, 
  Int 14, Wis 8, Cha 14. 
   
  Skills and Feats: Bluff +7, Climb +6, Diplomacy +9, 
  Escape Artist +9, Gather Information +12, Hide +10, 
  Jump +5, Knowledge (Splintered Suns) +7, Listen +7, 
  Move Silently +10, Spot +7, Tumble +12; Point Blank 
  Shot, Improved Initiative, Weapon Finesse. 
   
  Possessions: +1 studded leather, +1 light crossbow, 
  masterwork rapier, 2 masterwork daggers, potion of 
  cure light wounds, potion of cat’s grace, potion of blur. 
  1 poisoned bolt, 5 bolts, potion of invisibility. 
   
  Combat Tactics: Kyran starts the fight by shooting 
  his poisoned bolt at the most strong looking PC. The 
  poison is carrion crawler brain juice (Injury; Fort DC 
  13; paralysis/0). If the poison incapacitates that PC he 
  then concentrates his attacks on the wizard looking 
  PC. After 3 rounds, Kyran flees and the PC may engage 
  a pursuit. 
   
  Citizens Concerned Militia Patrol: 
  Patrol Leader: Male Human (Suel/Flan) War2; CR 1; 
  Medium Humanoid (human); HD 2d8+4; hp 15; Init 
  +2; Spd 30 ft; AC 17 (touch 12, flat-footed 14); Base Atk 
  +2; Grp +4; Atk +5 melee (1d6+2, cutlass) or +4 ranged 
  (1d8, light crossbow); AL N; SV Fort +5, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Intimidate +4, Jump +2, 
  Ride +5, Swim +3; Toughness, Weapon Focus (cutlass). 
   
  Possessions: 10 crossbow bolts, light crossbow, 
  traveller's outfit, cutlass, light metal shield, chain shirt, 
  2 potions of cure light wounds.  
   
  Note: The cutlass uses the exact same stats as a 
  scimitar; 1d6 damage, crit. 18-20 x2. 
   
  Militiaman: Male Human (Suel/Flan) War1; CR ½; 
  Medium Humanoid (human); HD 1d8+2; hp 8; Init +2; 
  Spd 30 ft; AC 16 (touch 12, flat-footed 13); Base Atk +1; 
  Grp +3; Atk +4 melee (1d6+2, cutlass) or +3 ranged 
  (1d8, light crossbow); AL N; SV Fort +4, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Intimidate +3, Jump +2, 
  Ride +4, Swim +2; Toughness, Weapon Focus (cutlass). 
   
  Possessions: 10 crossbow bolts, light crossbow, 
  traveller's outfit, cutlass, light metal shield, studded 
  leather. 
   
  Note: The cutlass uses the exact same stats as a 
  scimitar; 1d6 damage, crit. 18-20 x2. 
   
  Yodalla: Male Halfling Drd9; CR 9; Small Humanoid 
  (Halfling); HD 9d8+9; hp 61; Init +3; Spd 20 ft; AC 24 
  (touch 14, flat-footed 21); Base Atk +6/+1; Grp +2; Atk 
  +5 melee (1d4-2, quarterstaff) or +11 ranged (1d3-1 plus 
  2d4 explosion, +1 explosive sling); Full Atk +5/+0 
  melee (1d4-2, quarterstaff) or +11/+6 ranged (1d3-1 
  plus 2d4 explosion, +1 explosive sling); SQ Nature 
  sense, wild empathy, woodland stride, trackless step, 
  resist nature’s lure, wild shape (large, 3 x day), wenom 
  immunity; AL NG; SV Fort +7, Ref +6, Will +9; Str 6, 
  Dex 16, Con 12, Int 10, Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +7, Handle Animal 
  +8, Heal +9, Knowledge (nature) +6, Listen +9, 
  Spellcraft +6, Spot +9, Survival +9; Dodge, Combat 
  Casting, Wild Spell, Craft Arms and Armor. 
   
  Spells Prepared (6/5/5/4/3/1 base DC = 14 + spell 
  level): 0 - cure minor wounds, detect magic, flare, light, 
  read magic, resistance; 1
  st - cure light wounds, magic 
  stone, produce flame, shillelagh, speak with animals; 
  2
  nd - barkskin, bull’s strength, cat’s grace, flame blade, 
  summon swarm; 3
  rd - call lightning, cure moderate 
  wounds, greater magic fang, poison; 4
  th - cure serious 
  wounds, ice storm, reincarnate; 5
  th – stoneskin. 
   
  Possessions: +1 hide armor, +1 heavy wooden 
  shield, +1 quarterstaff of spell storing (with a poison 
  spell stored inside), +1 explosive sling (see appendix), 
  scroll of cure moderate wounds (2), scroll of entangle, 
  scroll of resist energy, 20 bullets, amulet of natural 
  armor (+3), wooden holy symbol of Yondalla. 
   
  Bjeorn: Yodalla’s animal companion; Brown Bear; CR 
  4; Large Animal; HD 8d8+32; hp 72; Init +2; Spd 40 ft; 
  AC 18 (touch 11 flat-footed 16); Base Atk +7; Grp +19; 
  Atk +14 melee (1d8+9, claw); Full Atk +14 melee 
  (1d8+9, 2 claws) and +9 melee (2d6+5, bite), 
  Space/Reach 10 ft./5 ft.; SA Improved grab; SQ low-
  light vision, scent; AL NG; SV Fort +10, Ref +7, Will +3; 
  Str 28, Dex 14, Con 20, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +7, Spot +8, Swim +13 (+4 
  racial bonus); Endurance, Run, Track, Evasion, Link, 
  Share spells. 
  
  A Recipe for Trouble 
   
  Page 39 
  Improved Grab (Ex): To use this ability, a brown bear 
  must hit with a claw attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. 
   
  Physical Description: These massive carnivores 
  weigh more than 1,800 pounds and stand nearly 9 feet 
  tall when they rear up on their hind legs. They are bad-
  tempered and territorial. 
   
  Known Tricks: Attack, Attack Unnatural, Track, 
  Defend, Guard, Work, Down, Come. 
   
  Tactics: A brown bear attacks mainly by tearing at 
  opponents with its claws. 
   
  Ferret: CR 1; Tiny Animal; HD ½ d8; hp 2; Init +4; Spd 
  20 ft.; Climb 20 ft.; AC 16 (touch 16, flat-footed 12);Base 
  Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); 
  Space/Reach 2-1/2 ft./0 ft.; SA Attach; SQ low-light 
  vision, scent; AL N; SV Fort +2, Ref +6, Will +3; Str 3, 
  Dex 19, Con 10, Int 2, Wis 16, Cha 6. 
   
  Skills and Feats: Balance +12 (+8 racial bonus), 
  Climb +10 (+8 racial bonus), Hide +13, Move Silently 
  +10 (+4 racial bonus), Spot +5; Weapon Finesse. 
   
  They use their Dexterity modifier for Climb 
  checks. A ferret can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  Attach (Ex): If a ferret hits with a bite attack, it 
  uses its powerful jaws to latch onto the opponent’s 
  body and automatically deals bite damage each round it 
  remains attached. An attached ferret loses its Dexterity 
  bonus to Armour Class and has an AC of 12. An 
  attached ferret can be struck with a weapon or grappled 
  itself. To remove an attached ferret through grappling, 
  the opponent must achieve a pin against the creature. 
   
  Physical Description: These little mammals are 
  aggressive predators but usually confine himself or 
  herself to smaller prey. 
   
  Bee Swarm: CR 3; Diminutive Vermin (Swarm); HD 
  6d8-6; hp 21; Init +4; Spd 10 ft.; fly 30 ft. (poor); AC 18, 
  touch 18, flat-footed 14; Base Atk +4; Grp -; Atk +4 
  melee (2d6, swarm); Full Atk +4 melee (2d6, swarm); 
  Space/Reach 10 ft./o ft.; SA Distraction; SQ Darkvision 
   60 ft. immune to weapon damage, swarm traits, vermin 
  traits; AL N; SV Fort +4, Ref +6, Will +2; Str 1, Dex 19, 
  Con 8, Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Listen +4, Spot +4; 
   
  Distraction (Ex): Any living creature that begins 
  its turn with a bee swarm in its space must succeed on a 
  DC 12 Fortitude save or be nauseated for 1 round.  
   
  Physical Description: A furiously buzzing cloud of 
  bees bursts from the hive and surrounds you.  
  Hill Giant: CR 7; Large Giant; HD 12d8+48; hp 102; 
  Init –1; Spd 30 ft in Hide Armour; 40 ft.; AC 20 (touch 
  8, flat-footed 20); Base Atk +9; Grp +20; Atk +16 melee 
  (2d8+10, greatclub) or +15 melee (1d4+7, slam) or +8 
  ranged (2d6+7, rock); Full Atk +16/+11 melee (2d8+10 
  greatclub) or +15 melee (1d4+7, 2 slams) or +8/+3 
  ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA 
  Rock throwing; SQ Low-light vision, rock catching; AL 
  CE; SV Fort +12, Ref +3, Will +4, Str 25, Dex 8, Con 19, 
  Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Climb +7, Jump +7, Listen +3, 
  Spot +6; Cleave, Improved Bull Rush, Power Attack, 
  Improved Sunder, Weapon Focus (greatclub) 
   
  Possessions: 80 gp, large greatclub, 2 freshwater 
  (irregular) pearls (50 gp each), a brass mug with jade 
  inlays (25 gp) and a string of small pink pearls (150gp) 
  x 3. 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  giants 
  are 
  accomplished rock throwers and receive a +1 racial 
  bonus on attack rolls when throwing rocks. A giant of 
  at least Large size can hurl rocks weighing 40 to 50 
  pounds each (Small objects) up to five range 
  increments. The size of the range increment varies 
  with the giant’s variety. A Huge giant can hurl rocks of 
  60 to 80 pounds (Medium objects). The range 
  increment is 120 feet for a hill giant’s thrown rocks. 
   
  Rock Catching (Ex): A giant of at least Large size 
  can catch Small, Medium, or Large rocks (or projectiles 
  of similar shape). 
   
  Once per round, a giant that would normally be 
  hit by a rock can make a Reflex save to catch it as a free 
  action. The DC is 15 for a Small rock, 20 for a Medium 
  one, and 25 for a Large one. (If the projectile provides a 
  magical bonus on attack rolls, the DC increases by that 
  amount.) The giant must be ready for and aware of the 
  attack in order to make a rock catching attempt. 
   
  Physical Description:  Skin colour among hill 
  giants ranges from light tan to deep ruddy brown. 
  Their hair is brown or black, with eyes the same colour. 
  Hill giants wear layers of crudely prepared hides with 
  the fur left on. They seldom wash or repair their 
  garments, preferring to simply add more hides as their 
  old ones wear out. Adults are about 10-1/2 feet tall and 
  weigh about 1,100 pounds. Hill giants can live to be 
  200 years old. 
   
  Tactics: Hill giants prefer to fight from high, rocky 
  outcroppings, where they can pelt opponents with 
  rocks and boulders while limiting the risk to 
  themselves. 
  Hill giants love to make overrun attacks against smaller 
  creatures when they first join battle. Thereafter, they 
  stand fast and swing away with their massive clubs. 
  
  A Recipe for Trouble 
   
  Page 40 
   
  Arkham: Male Human (Sueloise) Rog7; CR 7; Medium 
  Humanoid (Human); HD 7d6+7; hp 37; Init +7; Spd 30 
  ft; AC 18 (touch 13, flat-footed 18); Base Atk +5; Grp +5; 
  Atk +9 melee (1d6+1, +1 rapier) or +9 ranged (1d8+1 (+2 
  within 30 ft), +1 light crossbow); SA Sneak attack +4d6; 
  SQ Evasion, trap sense +2, uncanny dodge; AL CN; SV 
  Fort +2, Ref +8, Will +1; Str 10, Dex 17, Con 12, Int 14, 
  Wis 8, Cha 14. 
   
  Skills and Feats: Balance +10, Bluff +10, Climb +9, 
  Diplomacy +10, Escape Artist +10, Gather Information 
  +12, Hide +12, Jump +7, Knowledge (Splintered Sun) 
  +9, Listen +9, Move Silently +12, Spot +9, Tumble +13, 
  Use Rope +10; Point Blank Shot, Improved Initiative, 
  Weapon Finesse, Dodge 
   
  Equipment: +1 studded leather, +1 light crossbow, 
  2 masterwork light crossbows, 20 bolts of shock, +1 
  rapier, 2 masterwork daggers, potion of cure moderate 
  wounds, potion of cat’s grace, potion of invisibility, 
  ring of protection +1, 1 poisoned bolt. 
   
  Combat Tactics: Arkham is aware of the PCs 
  coming and has prepared 2 other crossbows in the 
  bushes. He can fire these two crossbows with a 
  standard action by pulling a rope in the bush. The 
  crossbows fire straight down the road (Atk: +9, Dmg 
  1d8). Arkham opens fires with a sneak attack 
  (hopefully) on the strongest looking PC. Remember 
  that this first bolt is poisoned. The poison is Dragon 
  bile (DC 26 3d6Str/0). He then concentrates fire on the 
  spell casters. If he has time during the fight he uses it 
  to drink his potions. Unlike his colleague he doesn’t 
  flee, and fights to the death, unless the PC offer him to 
  surrender in exchange for information. 
   
  Seryxs: Male Human (Sueloise) Rgr3; CR 3; Medium 
  Humanoid (human); HD 3d8+3; hp 20; Init +3(+5); Spd 
  30 ft; AC 18(20) (touch 13(15), flat-footed 15); Base Atk 
  +3; Grp +5; Atk +7 melee (1d8+2, masterwork 
  longsword) or +6 melee (1d6+3, masterwork short 
  sword) or +7(+9) ranged (1d8+3, +1 mighty (+2) 
  longbow); Full Atk +5(+7) ranged (1d8+3, +1 mighty 
  (+2) longbow, 2 shots); SA Wild empathy, track, 
  favoured enemy +2 (humans); AL LE; SV Fort +4, Ref 
  +6, Will +3; Str 14, Dex 16, Con 12, Int 10, Wis 14, Cha 
  8. 
   
  Skills and Feats: Climb +3, Handle Animal +0, 
  Hide +6, Jump +3, Knowledge (geography) +4, 
  Knowledge (nature) +4, Listen +8, Move Silently +6, 
  Search +5, Spot +8, Survival +8, Swim +3; Dodge, 
  Endurance, Point Blank Shot, Precise Shot, Rapid Shot, 
   
  Possessions: Masterwork longsword, masterwork 
  short sword, +1 mighty (+2) longbow, potion of cat’s 
  grace, +1 chain shirt, potion of cure light wounds, 20 
  arrows. 
   
  Kurk: Male Half-Orc Bbn1/Ftr4; CR 5; Medium 
  (Large) Humanoid (Half-Orc), HD 1d12+4d10+15, hp 
  50; Init +2; Spd 40 ft; AC 17 (17) (touch 12, flat-footed 
  15); Base Atk +5; Grp +9(+15); Atk +11(+14) melee 
  (2d6+9(3d6+14), +1 greatsword); SA Fast movement, 
  illiteracy, rage 1/day; AL LE; SV Fort +9, Ref +3, Will 
  +1; Str 19, Dex 14, Con 16, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +5, Intimidate +6, Jump +5, 
  Listen +3, Survival +4, Swim +5; Power Attack, 
  Improved Sunder, Weapon Focus (greatsword), Cleave, 
  Weapon Specialization (greatsword). 
   
  Possessions: +1 greatsword, +1 chain shirt, potion 
  of bull’s strength, potion of cat’s grace, potion of cure 
  moderate wounds, potion of enlarge, potion of 
  barkskin. 
   
  DM Note: If the PCs where heard by the ranger, both 
  guards drink their potions, bolstering their stats. 
  Changes are indicated in bold above. 
   
  Combat Tactics: Kurk and Seryxs are seasoned fighters, 
  they always deal with enemy together, and unless there 
  is a very good reason for it (such as charging the 
  spellcaster without suffering attacks of opportunity) 
  they both fight the same enemy. They will always flank 
  when able. 
  To begin with Kurk will cover the door trying to stop 
  the PCs entering the room, he uses his improved 
  sunder on small weapons preferably. Seryxs will aid 
  Kurk by shooting at the same target as the half-orc. If 
  one of them is badly wounded, he retreats to drink his 
  potion, while the other readies his action to protect 
  him. Seryxs will even provoke attacks of opportunity 
  (remember he has the Mobility Feat) if it gives Kurk a 
  good tactical advantage, a flank bonus for example. 
  Also remember that Kurk while use his rage, bringing 
  his attack roll to +15 and damage to 2d6+12, or +17 and 
  3d6+16 if he drank the potions too. Another thing to 
  remember is his Power Attack Feat, using it to its full 
  effect, he could deal up to 3d6+30 damage, with the 
  above enhancements. 
   
  Ilien Septim: Male Human (Sueloise) Wiz9; CR 9; 
  Medium Humanoid (Human); HD 9d4+9; hp 34; Init 
  +2; Spd 30 ft; AC 14; Base Atk +5; Grp+4; Atk +4 melee 
  (1d4-1, dagger) or +9 ranged (1d8+1, +1 light crossbow); 
  SA Familiar (imp), SQ None, AL NE, SV Fort +4, Ref 
  +6, Will +5; Str 8, Dex 14, Con 12, Int 18, Wis 12, Cha 
  12. 
  
  A Recipe for Trouble 
   
  Page 41 
   
  Skills and Feats: Concentration +13, Craft 
  Alchemy +15, Knowledge (arcana) +15, Knowledge 
  (Splintered Sun) +15, Knowledge (the planes) +15, 
  Spellcraft +15; Scribe Scroll, Spell Focus (necromancy), 
  Combat Casting, Brew Potion, Improved familiar 
  (imp), Greater Spell Focus (necromancy). 
   
  Spells Prepared (base DC = 15 + spell level): 0 - 
  detect magic, read magic, flare, light, touch of fatigue; 
  1
  st- mage armour, shield, ray of enfeeblement, cause 
  fear, magic missile (2); 2
  nd – melf’s acid arrow, scorching 
  ray, ghoul touch, blindness, blur 3
  rd - lightning bolt (2), 
  vampiric touch (2), ray of exhaustion; 4
  th - fire shield, 
  bestow curse, enervation; evard’s black tentacles, 5
  th - 
  symbol of pain, wall of force. 
   
  Possessions: Spellbook, +1 light crossbow, dagger, 
  scroll of magic missile, scroll of chill touch, scroll of 
  shocking grasp, ring of protection +2, potion of cure 
  moderate wounds, potion of invisibility, scroll of cone 
  of cold, scroll of vampiric touch. 
   
  DM Note: If the PCs made some noise in the bedroom 
  or the house, they likely did since they fought the two 
  guards, the wizard first drank his potion of invisibility 
  and then has cast the following spells on himself: Mage 
  Armour, Shield, Blur and Fire Shield. He will also cast 
  the Symbol of Pain on the foot of the ladder and will 
  then cast Bestow Curse on his familiar so that it can 
  deliver it for him. These gives him an effective AC of 
  20, immunity to Magic Missiles, 20% chance of missing 
  him and see PHB for details on Fire Shield. 
   
  Tactics: This necromancer is fundamentally evil. His 
  objective is to kill the opposition as quickly as possible. 
  To achieve this he always uses his highest levels spells 
  first, preferably those that deal most damage or disable 
  their targets. He will use his familiar to deliver the 
  touch spells. 
   
  Ilien’s Imp Familiar: Imp, Familiar; CR 0; Tiny 
  Outsider; HD 3D8; hp 17; Init +3; Spd 20 ft.; Fly 50 ft. 
  perfect; AC 25 (touch 15, flat-footed 22); Base Atk +3; 
  Grp -4; Atk +9 melee (1d4 + poison, Sting); 
  Space/Reach 2-1/2 ft./0 ft.; SA improved evasion, share 
  spell, empathic link, deliver touch spell, speak with 
  master, speak with animal of his kind, poison, spell-like 
  abilities; SQ alternate form, damage reduction 5/good 
  or silver, darkvision 60 ft., fast healing 2, immunity to 
  poison, resistance to fire 5; AL LE; SV Fort +3, Ref +6, 
  Will +6; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14, 
   
  Skills and Feats: Diplomacy +8, Hide +17, Listen 
  +7 Move Silently +9, Search +6, Spellcraft +6, Spot +7; 
  Weapon Finesse, Stealthy 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
   
  Spell-Like Abilities: At will—detect good, detect 
  magic, invisibility (self only); 1/day—suggestion (DC 
  15). Caster level 6th. The save DC is Charisma-based. 
  Once per week an imp can use commune to ask six 
  questions. The ability otherwise works as the spell 
  (caster level 12th). 
   
  Alternate Form (Su): An imp can assume other 
  forms at will as a standard action. This ability functions 
  as a polymorph spell cast on itself (caster level 12th), 
  except that an imp does not regain hit points for 
  changing form, and an individual imp can assume only 
  one or two forms no larger than Medium. Common 
  forms include monstrous spider, raven, rat, and boar. 
   
  Combat Tactics: He uses his invisibility spell like 
  ability to get near a PC, if possible a spellcaster. He 
  then either delivers a spell or stings them before 
  moving away near the ceiling or to return to Septim to 
  have another spell cast upon him. He concentrates a 
  maximum on 1 PC to disable it with his poison or the 
  spells. 
  If his master is killed before him, he flees by the forge’s 
  chimney. 
  
  A Recipe for Trouble 
   
  Page 42 
   
  Appendix 5: 
  DM Aid List 
   
  The following list gives you a short view and 
  explanation of the different DM Aids. These can be 
  obtained from the triad as they are too large to be 
  included in the module. 
   
  DM Aid 1: Dullstrand Map 
  You can hand the players this map. It is more here for 
  direction than anything else. For indication there is 
  about one day travelling between Dullstrand City and 
  Druid’s Hand. 
   
  DM Aid 2a: Smuggler’s Cave DM Version 
  This is the map of the cave with the trap 
   
  DM Aid 2b: Smuggler’s Cave Player Version 
  This map is to help player to visualize what they will 
  see entering the cave. Note it is at the right scale so the 
  players can move on it directly. 
   
  DM Aid 3a: Septim’s House DM Version 
  Map of Septim’s house with the trap door going to the 
  underground. 
   
  DM Aid 3b: Septim’s House Player version 
  This is the same map except for the trap door. Once 
  again it is at real scale so it can be directly used for the 
  combat. 
   
  DM Aid 4: Septim’s Underground 
  This map is at real scale to help you manage the final 
  fight 
  
  A Recipe for Trouble 
   
  Page 43 
   
  Appendix 6: 
  New Rules Items 
   
   
   
  Yodalla’s Sling: This sling is embedded with Yondalla’s 
  symbol in the leather. It is a +1 explosive sling. Market 
  Price: 32300gp 
   
  Explosive (Complete Warrior p.134): Always slightly 
  warm to the touch, weapons with the explosive ability 
  deal extra damage to anyone nearby the intended 
  target. Each successful hit with an explosive weapon 
  deals 2d4 points of damage to all targets in a 5-foot 
  burst (Reflex DC 15 half), including the original target. 
  The explosive ability can be applied to any melee 
  weapon (though the wielder may be subject to the 
  extra damage) or ranged weapon. Projectile weapons so 
  enhanced bestow the explosive ability to their 
  ammunition. 
   
  Moderate Transmutation; CL 10
  th; Craft Magic 
  Arms and Armor, shatter; Price +2 bonus (+3 for ranged 
  weapons). 
   
  
  A Recipe for Trouble 
   
  Page 44 
   
  Player’s Handout 1: 
   
  Recipe: 
   
  To make a good wedding, 
  With no trouble a gifted halfling, 
  In the bride’s meal will put: 
   
  With no blood, a captured ferret, 
  A female better under the teeth will melt. 
   
  For a better taste add wild honey, 
  Who could do it better than a bee. 
   
  The albatross in the middle will beg, 
  That for his future kid, you don’t take the egg. 
   
  High up in the grove, head to the sky, 
  To gather the mistletoe sprig to make it tasty. 
   
  Which great divinity should you cherish, 
  That in her womb at your wedding the bride will nourish.
  
  A Recipe for Trouble 
   
  Page 45 
   
  Player’s Handout 2: 
  Welcome Inn Menu 
   
  Meal: One gold piece 
   
  Starters: Four silver pieces 
  Six Onnwally oysters medium size 
  Fishsoup with rouille and croûtons 
  Assorted preserved vegetables terrine balsamic sauce  
  Crusty asparagus tips, poached egg olive's cream sauce 
  "Home-made" duck foie gras  
  Zucchini Pâté with Fresh Tomato Sauce 
  Avocado mousse with shrimps, smoked salmon 
  Vegetables gaspacho, goat cheese quenelle with olives 
  Cold melon and grapefuit soup ice-sorbet with port 
  "Home-made" smoked salmon 
  Beef terrine with Rel Astra wine sauce 
   
  Main Courses: Five silver pieces 
  Rump Steak with mix vegetables 
  Grilled andouillette with Chablis wine (Zeif tripe sausage) 
  Tagliatelles with Sea Barons ham 
  Baked salmon filet with dill and vegetables 
  Chicken supreme snail stuffing crab sauce 
  Pan-fried cod filet, gaspacho style 
  Sea-bass filets, mix vegetables, safran sauce 
  Grilled sirloin steak Tusmit sauce 
  Duck filet with pleurotes mushrooms 
  Roasted rack of lamb green asparagus tips capers 
  Mushrooms filled cannellonis fried duck foie gras 
  
  A Recipe for Trouble 
   
  Page 46 
   
   
  Desserts: four silver pieces 
  Goat cheese salad 
  Crème brûlée Bourbon vanilla flavour 
  Floating island caramel and pralines 
  Thym flavoured meringue lemon ice-cream 
  Irongate cheese marinated with Naerie wine and apple 
  Chocolate cake, coffee flavoured custard sauce 
  Cookies with red berries and fruit sauce 
  Poached peach raspberry sorbet, almond cornet 
  Strawberries vol au vent, lemon cream 
  Exotic fruits soup and sorbet 
  Ice cream 
   
  Wines: prices are per bottle 
  Svetlow 593 CY, fourteen gold pieces 
  Domain of Greyhawk 590 CY, ten gold pieces 
  Wintershiven Abbey 592 CY, twelve gold pieces 
  Gryrax Prince 589 CY, ten gold pieces 
  Great Rauxes 581 CY, eleven gold pieces 
  Domain of Nevond Nevnend 578 CY, thirteen gold pieces  twenty five 
  Keep of Rel Astra 593 CY, nine gold pieces 
  Dyversshire 592 CY, eleven gold pieces 
  Castle Radigast 590 CY, thirteen gold pieces 
  Admundfort’s Covent 581 CY, fifteen gold pieces 
  Rel Mord City 591 CY, ten gold pieces 
  
  A Recipe for Trouble 
   
  Page 47 
   
   
  Player’s Handout 3: 
   
  Recipe (translated version):  
   
  To make a good wedding, 
  With no trouble a gifted halfling, 
  In the bride’s meal will put: 
   
  With no blood, a captured ferret, 
  A female better under the teeth will melt. 
   
  For a better taste add wild honey, 
  Who could do it better than a bee. 
   
  The albatross in the middle will beg, 
  That for his future kid, you don’t take the egg. 
   
  High up in the grove, head to the sky, 
  To gather the mistletoe sprig to make it tasty. 
   
  Which great divinity should you cherish, 
  That in her womb at your wedding the bride will nourish. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Dullstrand/DUL5-01 - A Recipe for Troubles.pdf