TEXT: Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  “Raiders of Los Arch” is a Dungeons & Dragons® adventure for five characters of 1st level. The 
  adventure can be set in any backdrop or setting in a town near an old wood. This adventure is designed 
  to work well with beginning players and characters. Things are kept relatively simple so it is easier to 
  focus on the rules rather than on complex portions of the adventure. 
  By James Holloway 
  Edited by James Holloway, map art by Christian Janke and James Holloway, map design by James Holloway and Christian Janke, background art 
  by Paul Jessup, additional art by Jason Walton. Some art copyright Sacrosanct Games. 
  Some artwork copyright Christian Janke, used with permission. Some artwork copyright Paul Jessup, used with permission. 
   
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
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  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
           The small city of Los Arch has been having 
  trouble with bad crops, and now traders are being 
  harassed by what they describe as demons when 
  visiting. The demons have gotten so bold they even 
  raid the Forest Gate at times. By the time the 
  guards get to the Forest Gate the demons are gone. 
  The villagers are demanding something be 
  done. They blame the elders of Los Arch for the 
  infestation of demons and for the loss of crops 
  because of a new trade treaty with North 
  Bermhold. 
  What are the elders to do? The answer is to 
  seek out the help of courageous adventurers. The 
  worst case scenario, they don’t return. The elders 
  decide to risk it. 
  Background 
   
   
  The town of Los Arch lies on the southwest 
  corner of the remains of the ancient Eladrin city of 
  Tsorath. This city was once an ancient stronghold of 
  the Eladrin long before the goblin wars of the area. 
  The goblin wars didn’t so much consist of the 
  goblins fighting under one banner as to not fighting 
  each other and raiding small towns and cities. 
  Unfortunately for Tsorath which was a middle sized 
  city they were literally surrounded by many large 
  tribes of goblins who attacked at the same time, 
  not by any coordination, but because the full moon 
  was out and everyone knows that a full moon is an 
  omen to goblins to attack. Of course having a son in 
  childbirth, killing a large boar when hunting and 
  anything else of even minor importance is an 
  excuse for a goblin to go to war. 
  Because all of the tribes attacked at the same 
  time Tsorath was easily overrun raided and then 
  fought over by the victorious goblin tribes. The 
  ruins were even inhabited by the most powerful of 
  the goblin tribes for a short time before they 
  tapped into the sewers of the city and were killed 
  by a virulent plague. After that the forest 
  swallowed Tsorath and it lay dormant for many 
  years until the town of North Bermhold was 
  founded. 
  A rich vein of iron was found and a mining town 
  was founded by the name of North Bermhold (since 
  most of the settlers came from Bermhold to the 
  south). A small well from ancient Tsorath was 
  found about half-way to Bermhold (now known as 
  South Bermhold). The town of Los Arch was raised 
  up around this watering hole. 
  Adventure Synopsis 
   
  Kobolds and goblins have been raiding traders 
  along the route from North Bermhold to South 
  Bermhold. Many have stopped traveling because of 
  the danger. Without the traders from North 
  Bermhold traveling to South Bermhold to sell their 
  iron and ore Los Arch will not be able to prosper 
  and will eventually be abandoned.  
  The lieutenant of the Lion Sentry who watches 
  over the Forest Gate is seeking out anyone willing 
  to investigate what the traders are calling 
  “demons” and deal with the problem. Little do the 
  characters know that one of the elders of Los Arch 
  wants the village abandoned for his own nefarious 
  purposes. They are also willing to do anything to 
  ruin the town. 
  Once the PCs have accepted the mission or 
  learned about the raiders. The raiders attack the 
  Forest Gate. After defeating the monsters the PCs 
  must travel to the Old Wood, and explore until they 
  find the lair of the “demons”. 
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  Here they find that the “demons” are actually 
  kobolds that have been raiding and hoarding the 
  wealth of the traders and villagers. After defeating 
  the kobold king, they may unwittingly unleash a 
  self made flaming skull. This skull will harry the 
  town, and thus the PCs must once again defeat the 
  menace. 
  After this they get rewarded, and are 
  approached by Solian Brilliant Edge who, while 
  trying to conceal his identity, lets the PCs know 
  about the corrupt Elder. After some investigation 
  on the PCs part they find that the Elder Ian has 
  been buying up large portions of the city. He very 
  nearly owns the city by the time the PCs discover 
  what is going on. 
  The PCs must then find evidence to show that 
  he is doing this. One way is to listen in on the thugs 
  that are destroying property. If they do this they 
  can find the next victim. Then the PCs ambush 
  them in the act and call the Lion Sentries. Because 
  of their previous success at stopping the raiders, 
  the Lion Sentries believe them and imprison the 
  vandals. Another way to find evidence is to break 
  into the Elders home. Since the elder is an ex-
  adventurer he knows the value of hired thugs and 
  traps. 
  After getting the evidence the PCs present it to 
  the other Elders. They call a council meeting and 
  show the evidence to the corrupt Elder and hold a 
  trial. With the PCs help they are all convinced of his 
  guilt. He is then imprisoned. 
  Adventure Hooks 
   
  Wandering Adventurers: The characters can 
  wander in while on their way looking for 
  adventure. In this case they can find a raided 
  merchant cart outside the city. With a DC 10 nature 
  or dungeoneering check they can tell that kobolds 
  were responsible. 
  A pillar of smoke draws you to a wrecked and 
  burned wagon filled with boxes and crates that 
  have been smashed and looted. The remains of a 
  couple of guards are lying next to the wagon. A 
  merchant is doubled over with arrows protruding 
  out of their back. 
  A DC 15 nature check will reveal tracks leading 
  from the wagon to the Old Wood. All of the people 
  were killed and have nothing of value on them. 
  Rumors of Reward: They can be traveling to 
  Los Arch because of rumors of rewards for getting 
  rid of the raiders. In this case start with encounter 
  A. 
  Seeing a crude notice on the wall you step 
  closer to read, and surprisingly it is simple and 
  short. “Reward for stopping raiders between 
  North Bermhold and Los Arch.” 
   In this case the encounter in wandering 
  adventurers can be used. 
  Rumors of Ruins: Rumors of unexplored ruins 
  of the Eladrin city Tsorath in the woods to the 
  north east of Los Arch can draw characters in. 
  You overhear a man in a green coat talking to 
  his lady about a lost city of the Eladrin, “… was a 
  grand city with tall spires, and huge castles, they 
  supposedly stored their treasure in a vast 
  underground warren of tunnels. The city fell 
  hundreds of years ago, but they say Los Arch was 
  built around one of the wells that served the city. 
  If I only knew where it was I would bring you back 
  a gem the size of my fist.” He holds his fist up, and 
  his lady almost swoons from the thought of a gem 
  of that size. 
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  The City of Los Arch 
   
  Los Arch: Los Arch is a small town between North 
  and South Bermhold. It is mainly a stopover on the 
  way. It was grown up around an ancient well that 
  once belonged to the ancient Eladrin city of 
  Tsorath. 
  Population: 129 people live in Los Arch. They come 
  from all races, but mainly dwarves and humans due 
  to the extensive mining and trading that takes 
  place in nearby towns. 
  Government: The council of Elders rules Los Arch. 
  When a position opens up the remaining members 
  vote a new person in to take the open place. They 
  make the decisions that affect the entire town of 
  Los Arch, otherwise wealthy merchants and the 
  Lion Sentries decide the outcome of most 
  situations. 
  Defense: There is a small set of people known as 
  the Lion Sentries. They number 36, and they patrol 
  the town constantly. Their numbers are stretched 
  too thin to investigate the raiders. 
  Commerce: Most of the businesses are closed 
  outside of the trader season. The reason is there is 
  very little travel between North and South 
  Bermhold except during the mining season. 
  General goods can be had year round, but weapons 
  and magical items are only available during the 
  trade season. 
  Organizations: there is a small group of merchants 
  that meet to set prices during the trade season, but 
  there are only six of them this year, and very little 
  trade has come by so there has been no reason to 
  change the prices or open closed shops. 
  Important NPCs: Several NPCs live in or around Los 
  Arch. Several of the more important NPCs that the 
  characters may interact with and get quests from 
  are listed below.  
   
   
   
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  Shelia Coppice is a half-elf level 2 warlord. She is a 
  no-nonsense Lion Sentry of Los Arch. Her father 
  died before she was born, and her mother became 
  bitter and raised her with a heavy hand. From this 
  she became 
  strong and despite her 
  mother’s 
  discouragement she 
  joined the 
  Lion Sentries and 
  quickly rose 
  to her leadership 
  position 
  of head guard 
  for the 
  Forest Gate. 
  She can 
  be found 
  making her 
  rounds from 
  the gate sentries 
  to the sentries 
  watching the 
  walls. If 
  approached 
  she knows 
  the 
  following:  
  1. The raiders have caused havoc and made 
  many people want to leave Los Arch. 
  2. The Elders usually run things fairly though 
  some more fairly than others. 
  3. The merchants and travelers keep 
  describing the raiders as “demons”, but 
  they have been known to describe bandits 
  as “demons” too. 
  She will approach them after the battle in L3 First 
  Raid and offer the quest “bring the raids to an end” 
    
  Portable  Statue  
  Level 2 
   
  This statue with a word enlarges from 
  fist size to human size, and with another it 
  shrinks back to fist size. 
  Wondrous Item  
  1000gp 
  Power (Daily): Minor Action. The statue has 
  a unique command word that causes it to 
  grow in size. It also has a command word to 
  shrink it. Both of these powers can be used 
  once per day. The statue when enlarged is 
  5’and weighs 100 pounds. 
   
   
   
  Quest: Find and rescue Evelia Willent’s brother 
  “Please I’m willing to pay you to find him and bring him 
  back safely.” 
  Level: 1 
  Start: The quest is given by Evelia Willent when she 
  spots the party. 
  Goal: To successfully complete this quest the party 
  must find the wagon, and track and down where the 
  younger brother went, and bring him back safely. 
  Outcome: If the party rescues the young man they will 
  receive 100gp each, free high quality clothes worth 
  50gp each, and 500 xp split among the party. If they 
  later return the velvet she will pay an additional 50gp 
  each. 
   
  Quest: bring the raids to an end 
  “I’ll present you a sacred treasure handed 
  down by my family for generations if you can 
  stop the raids.” 
  Level: 2 
  Start: The quest is given by Shelia Coppice 
  and begins after the battle when the Forest 
  Gate is attacked. 
  Goal: To succeed the party must defeat the 
  leader of the raiders and disband the 
  remaining raiders. 
  Outcome: If the party succeeds they will be 
  granted access to the inside of Los Arch past 
  the forest gate. In addition the party will 
  receive 300 xp. Shelia will also give the party 
  the portable statue. 
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  Evelia Willent is one of the merchants stranded in 
  Los Arch. She dresses well in silks and satins of 
  many colors. She seems friendly and open. On first 
  meeting her she will immediately see the PCs as 
  being capable of helping her with her problem. She 
  would have been an only child, except that when 
  she was an adult her parents had a second child. 
  They died shortly after of plague. She has been 
  taking care of her little brother for the past twelve 
  years. She sent him on his first trade run alone to 
  retrieve some high grade velvet from North 
  Bermhold. On his way back from a very 
  successful trade he was attacked by 
  the raiders, and left for dead. 
  While he is still alive, he is badly 
  injured and waiting for his sister 
  to send someone to rescue him. 
  Evelia has begged the Lion Sentries 
  to look for her brother, but after a 
  few attempts they gave up. She is 
  frequently seen wandering by the 
  equipment shops that cater to 
  warriors and mercenaries. When 
  the PCs first meet her read or 
  paraphrase the following: 
   
  A strikingly 
  attractive woman smiles at 
  you across the way and 
  catches your eye. She says 
  with pleading glances “I was 
  wondering if you would be 
  kind enough to help me. I sent my young brother 
  to North Bermhold to pick up some velvet for my 
  shop in the Central Arch [the inner city]. It has 
  been five days and he hasn’t returned, I miss him, 
  and I worry about his safety. Please I’m willing to 
  pay you to find him and bring him back unharmed, 
  I also wouldn’t mind getting my velvet back, but 
  my brother is most important to me.” 
   
  She will do everything but beg the party to 
  find her brother. Her brother is hiding in a cave that 
  is not far from the road. If the party looks for the 
  young man, they will find the cart from the 
  adventure hook wandering adventurers. From 
  there they can find the tracks that lead from the 
  road with a perception or nature check of DC 17. 
  Once the tracks have been found they can be 
  followed to the cave. On the way to the cave the 
  party will surprise some kobolds that look like they 
  are looking for something or someone. They will 
  occasionally shout out something in common like 
  “Come here young one we want to taste 
  your flessssh.” or “Where hassss the 
  young one gone.”  
  Kobold Search 
  Encounter Level 1 (100xp) 
   
  The kobolds are in 
  search of the younger brother 
  of Evelia Willent. They are 
  completely surprised by the party. 
  Setup 
   
  The kobolds will be 
  disorganized and the party will 
  get a surprise round. If any 
  kobolds are still standing 
  after the surprise round, 
  they will move away from 
  the nearest character and 
  then throw their javelins. 
  They will use shifty to get 
  away from pursuing 
  characters. 
   
  4 Kobold Minions 
   
  When rescued the boy who is scared out of his wits 
  will accompany the party back to Evelia who will 
  gladly give the party the reward.  
   
  Elder Ian is on the Elder Council and is trusted by 
  the other Elders. He is an older man, but in his 
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  youth he was an adventurer. His plan is to own Los 
  Arch. He plots to get rid of the Elders altogether 
  and rule Los Arch as a king. To this end he has 
  already bought up all but a few shops and parcels 
  of land. By the time the PCs are approached about 
  finding him, he is down to just two properties. 
   
  He sees the party as an opportunity to get 
  rid of one of the council members. He will have 
  them sent for. When they arrive he shows 
  them into a meeting chamber filled with 
  lavish comforts and exotic 
  decorations. He then tells the party 
  of his “woes” about suspecting 
  Jermigian Gravel Razor of being an 
  imposter citing his normal behavior as if it 
  were abnormal. 
   
  You are shown into a large 
  room with a polished oak table in the 
  center with the walls covered with 
  expensive and detailed paintings of the 
  man sitting at the head of the table. 
  Everything seems to either be made of 
  gold or to be encrusted with jewels 
  and precious stones. 
   
  The man stands up and you 
  see he is wearing expensive silk 
  clothes and he has many gold 
  and silver rings on his fingers. 
  He radiates confidence as he 
  addresses you. 
   
  “I would like to welcome you to my home. 
  As you may already know I am Ian of the Elder 
  council. I do not know who you are, but by the 
  look you seem to be exactly what I need. I suspect 
  Jermigian Gravel Razor another council member of 
  being an imposter. He does not act himself lately. 
  He strokes his beard and gets an evil glint in his 
  eye whenever anyone talks of the profits of the 
  mines in North Bermhold. I wish you to confront 
  him and if he is an imposter I wish you to expose 
  him. I would do this myself, but I’m afraid that I 
  would be seen as disrupting the council. So I am 
  forbidden to interfere. I will give you an enchanted 
  scroll that will reveal his true nature. If you read it 
  in his presence he will be exposed. I know that you 
  cannot be expected to do this for free, but I can 
  only promise that I will be very appreciative in the 
  future.” He sits back and looks at you 
  contemplatively. 
   
  If the party accepts the scroll, and 
  goes to Jermigian, he will have a glint in 
  his eye when talking of the mines in 
  North Bermhold, however this is his 
  normal behavior, and anyone that 
  knows him will readily agree. The 
  scroll is a ritual scroll that will 
  put an illusion on the dwarf to 
  make him look like a goblin. It 
  can be read by anyone. It is 
  specifically targeted to work 
  on Jermigian.  
   
  If a character reads 
  the scroll, and succeeds on a 
  DC 21 arcana check they will 
  immediately recognize what the 
  scroll does. 
   
  If it is brought to Jermigian’s 
  attention he will confront Ian about 
  it, but Ian will say he never saw the 
  party in his life, and that they must be 
  trying to set him up. Since the party is 
  new to Los Arch and Ian is generally 
  trusted by the Elder council, he will not be 
  punished. The PCs can talk their way out 
  of it without too much problem, but they will be 
  distrusted by the Lion Sentries throughout their 
  stay in Los Arch. During Ian’s trial, they will get a -2 
  to any diplomacy checks due to the distrust. 
   
  If they succeed Jermigian is locked up by 
  his own guard, and cannot participate in Ian’s trial. 
  If this happens the party will lose a valuable ally. 
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
   
  Jermigian Gravel Razor is a very stout Dwarf that is 
  middle aged. He lives comfortably enough, but 
  always reminisces about his time as the Dwarf 
  that founded the North Bermhold mines. It 
  was he that dug out the first shaft and 
  found the iron ore that is rare for this 
  area. Whenever he talks about this he 
  gets a gleam in his eye and strokes his 
  beard. Though he personally dislikes 
  Elder Ian, he doesn’t care enough to do 
  anything about it. He mostly goes with 
  whatever the other council members 
  want. If he is present at Ian’s trial he 
  will attempt to help the party to 
  convict him of the crimes. 
   
  Verin Shimmer Stream is an elf that has risen 
  through the ranks of the Lion Sentries. She became 
  an Elder because she had a passion for helping 
  people. She is always ready to believe that 
  someone is good and kind. She thinks everyone 
  deserves to be happy. She is willing to defend 
  anyone if she thinks they are not guilty. Ian has her 
  completely fooled. They have had an off and on 
  flirtatious relationship for several years. Ian uses 
  her to help convince other council members to 
  vote his way. Verin will try to defend Ian at the 
  trial. She will completely refuse to believe that he is 
  guilty. 
   
  L1. Rumors 
  Rumors have been spreading of the lost 
  traders. Any character that makes a streetwise 
  check overhears one of the following: 
  DC 10  
  1. “…heard that the traders won’t even come 
  down this way. They say the traders are bein’ 
  attacked by some kind of yappin’ demon” 
  2. “I saw something glimmering down at the 
  bottom of the well. It’s said the well never went 
  dry so no one has been down there since the fall of 
  Tsorath.” 
  3. “Some of those Elders don’t seem to 
  remember what it was like during the old 
  days. All they want is to tax us and make 
  trade deals to line their own pockets with 
  gold.” 
  DC 15  
  1. “… Was travelin’ through the ol’ 
  wood when they were attacked by short 
  fiendish things, all howlin’ and yappin’ like 
  dogs.” 
  2. “At night I hear strange noises 
  coming from Elder Ian’s house on the way 
  home from the tavern.” 
  3. “There used to be a house right next to 
  mine, but they tried to build onto it and the entire 
  thing fell through into one of those old tunnels 
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  that run through these parts. The Elders had it 
  covered over so as not to scare too many people.” 
  DC 20  
  1. “… Treasure … ruins of Tsorath … sewer … 
  overrun with monsters …” 
  2. “… Are monsters that roam the night that 
  are the remains of powerful wizards. Care should 
  be taken if…” 
  3. “No one knows what really happened but 
  on a hunting trip when Elder Ian was younger his 
  guest who had been arguing with him over a plot 
  of land a week before ended up dying of arrow 
  wounds.” 
   
  L2. Last Trader of the Season 
  The gates open creakily and shouting and 
  arguing can be heard near the gates. 
  If the party goes to check it out they find that 
  several wagons are being stopped from entering 
  the city at the western gate 
  As you approach the gate a broken wagon 
  comes into view. One corner is still smoldering and 
  charred, and several coarse arrows are sticking 
  out of it. A few wounded mercenaries with swords 
  drawn are reining in their injured horses. A 
  merchant sitting in the front of the wagon clutches 
  an arrow jutting from his shoulder. He seems to be 
  yelling at the guard to let them in. 
  The merchant was attacked by the “demons”. 
  He knows little except that they were short and 
  scaly green demons with horns. They ambushed 
  from a copse of trees and proceeded to riddle the 
  group with arrows before closing and stealing most 
  of the merchants goods while the rest fought off 
  the escorts. The merchant is from North Bermhold, 
  and he was bringing forged weapons to sell in the 
  market. 
   
   
  L3. First Raid 
  Encounter Level 1 (400 XP) 
   
  As you go about your business you have a 
  weird feeling and then a scream pierces the air. 
  The guards at the gate have been felled by 
  arrows. Horrible yellow and green tinged scaly 
  short impish looking humanoids burst in through 
  the gate. The townsfolk standing around are 
  frozen in fear. 
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  Setup 
  The kobolds race to surround anyone that looks 
  like they are a threat. If they cannot reach anyone 
  that is a threat they will attack the townspeople. 
  The townspeople will try to flee to whichever gate 
  is closest; however, the east gate is closed and 
  locked. 
  4 Kobold Minions (M) 
  2 Kobold Skirmishers (S) 
  1 Kobold Warriors (W) 
  4 Townsfolk (T)  
   
   
   
  L4. Approached by the Guard Captain 
  A powerfully built woman wearing tattered 
  chain mail with short braided black hair 
  approaches and says “You look capable enough. 
  My name is Shelia Coppice and I am lieutenant of 
  the Lion Sentries. My job is to guard the Forest 
  Gate. I can’t spare any of the defenders to seek 
  out the heart of this raider problem. This is the 
  fourth time this week they have raided the Forest 
  Gate, and by my dead mother they will not do it 
  again. I’ll present you a sacred treasure handed 
  down by my family for generations if you can get 
  rid of them.” 
  Shelia Coppice won’t overlook minor crimes in 
  the hopes the party will help, though she might be 
  Townsfolk 
  Level 1 Minion 
  Medium natural humanoid 
  XP 0 
  Initiative -1 
  Senses Perception -1 
  HP 1; (See minion in the Monster Manual) 
  AC 12, Fortitude 10, Reflex 9, Will 10 
  Speed 3 
  Unarmed Strike(standard; at-will) Melee 
  -1 vs. AC; 2 damage 
  Effect: Provokes an opportunity attack from 
  target. 
  Alignment Unaligned 
  Languages Common 
   
  Str 8 (-1) 
  Dex 9 (-1) 
  Wis 10 (+0) 
  Con 10 (+0) 
  Int 9 (-1) 
  Cha 10 (-1) 
  Equipment cloth armor 
  Quest: Save the Townsfolk 
  The townsfolk of the Forest Gate don’t know 
  how to react to this kind of attack. Save as 
  many as you can and the patrons of Los Arch 
  will look favorably upon you. 
  Level: 1 
  Start: The quest begins when the combat 
  starts. The players can rescue the townsfolk 
  in whatever manner they want. 
  Goal: To succeed on this quest the PCs must 
  save at least one of the townsfolk from 
  being killed by the raiders. The raiders will 
  attempt to hit any PC first, if there are not 
  any PCs within range, they will approach a 
  PC, and if they can’t do that they will attack 
  the nearest townsfolk. 
  Outcome: If the party saves one or more of 
  the townsfolk they get a +2 to diplomacy 
  checks with the Elders and anyone that 
  knows of the deed in Los Arch. For each 
  townsperson that is left standing at the end 
  of the battle the party shares 100xp. 
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  bargained with to throw in a few gold with the 
  “sacred treasure”. 
   
  Increase Shelia’s Reward 
  Level 1 
  Skill Challenge 
  XP 200 
  In order to increase your reward you must 
  convince Shelia to part with extra gold for 
  stopping the raids.  
  Complexity 2 (6 successes before 4 failures) 
  Primary Skills Diplomacy, Bluff, Intimidate 
  Secondary Skills Streetwise, Perception 
  Victory Shelia reluctantly agrees to part 
  with gold pieces in the amount of the 
  successes - the failures * 25. 
  Defeat Shelia gets mad and storms off. She 
  begins to tell the guards under her 
  command to watch the outsiders carefully. 
  Any attempt to use streetwise or thievery 
  while within the Forest Gate by the party 
  has a -2 until the end of the adventure. 
  Several guards shadow the party. 
  Diplomacy DC 14 (1 success, no maximum). 
  Shelia, while having a hard exterior, really 
  likes it when people defer to her expertise 
  and tactics. The PC asks for advice on how 
  she would go about stopping the raiders. 
  This check can be assisted. 
  Bluff DC 16 (1 success, no maximum). The 
  PC deceives Shelia into thinking they are 
  more competent than they appear, this 
  might be by exaggerating past exploits, or 
  by making some up. This check can be 
  assisted. 
  Intimidate DC 12 (1 success, no maximum). 
  While Shelia herself is not personally 
  intimidated by anyone, the more 
  intimidating the PC looks the more she is 
  willing to pay. The pc appears menacing or 
  threatening. This check can be assisted. 
  Streetwise DC 20 (0 successes, grants 
  bonus). The PC has overheard or knows of a 
  rumor that Shelia comes from a poor 
  background, and knows that she despises 
  the poor. The PC mentions how something 
  about how they dislike the poor people of 
  Los Arch. On a success the PC gains a +5 to 
  their next Diplomacy or Bluff check. This 
  skill can only be attempted once by each 
  character. 
  Perception DC 25 (0 successes, grants 
  bonus, 1 maximum). By carefully observing 
  her reaction to what is being said the PC 
  can better gauge what Shelia likes and 
  dislikes. On a success this grants the PC a 
  +2 to all further checks during the skill 
  challenge. This skill can only be attempted 
  once by each character, and only after the 
  first round of checks. 
   
   
  Old Wood 
   
   
  The old wood is known to be a spooky 
  place. Not always but sometimes people go missing 
  in the forest. It covers most of what used to be the 
  Eladrin city of Tsorath. What little hasn’t been 
  overgrown and destroyed by time is hidden by 
  layers of forest growth. The forest itself seems to 
  be trying to cover up the mistakes of the Eladrin. 
   
  A history check made against DC 16 will 
  reveal the history information in the background 
  section about the forest and the Eladrin city. Since 
  the Old Wood is not often traveled by anything but 
  animals and kobolds, the forest floor is littered with 
  broken branches, rocks, mud, and dead leaves. 
  Stealth checks get a -2 while within the wood, and 
  unless a character is on a trail or in a clearing it is 
  considered to be difficult terrain. 
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  O1. Ambush 
  Encounter Level 1 (380) 
  The trees allow a soft light to penetrate to the 
  leafy forest floor. Small tufts of grass still wet with 
  dew stick out of the endless brown and gold 
  leaves that carpet the ground. As you are taking in 
  the natural beauty arrows seem to fly out of 
  nowhere. 
  Setup 
  There are a few small trees here. The road ends 
  and the forest begin. The leafy ground is 
  considered difficult terrain. The archers get a free 
  volley of arrows off before the characters are 
  aware. The Kobolds begin the battle hidden from 
  the party. The closest ones shoot one arrow at each 
  member. 
   
  2 Kobold Slingers (S) 
  6 Kobold Shooters (H) 
   
  Kobold Shooter 
  Level 1 Minion 
  Small natural humanoid 
  XP 30 
  Initiative +4 
  Senses Perception +1; 
  darkvision 
  HP 1; (See minion in the Monster Manual) 
  AC 15, Fortitude 11, Reflex 14, Will 11 
  Speed 6 
  Short Sword (standard; at-will) Weapon 
  +4 vs. AC; 4 damage 
  Short Bow (standard; at-will) Weapon 
  Ranged 10/20; +6 vs. AC; 4 damage. 
  Shifty  (See Kobold Minion in the Monster 
  Manual) 
  Trap Sense (See Kobold Minion in the 
  Monster Manual) 
  Alignment Evil 
  Languages Common, 
  Draconic 
  Skills Stealth +5, Thievery +5 
  Str 8 (-1) 
  Dex 18 (+4) 
  Wis 12 (+1) 
  Con 10 (+0) 
  Int 9 (-1) 
  Cha 10 (-1) 
  Equipment hide armor, short sword, 
  shortbow, 10 arrows 
   
  Kobold Shooter Tactics 
  Kobold shooters will use their shifty power to move 
  away from melee combatants to allow them to 
  attack with their bows. 
   
   
   
  O2. 
  Tsorath Ruins 
  A forest glade opens before you. Lofty trees 
  halo the outside of this dell. The ground is made 
  up of rises swathed in verdant moss and leafy 
  vines. A strange silence blankets the woodland. 
  Each character should make an insight check 
  against DC 15. If successful they notice that the hills 
  are too symmetrical to be natural.  
  If they examine the area more carefully a DC 10 
  perception check reveals that moss, grass, and 
  vines have grown over the ruins of an ancient 
  crumbled building. 
  If they make DC 15 or higher on their 
  perception check they find an old wooden door 
  seated in the ground in a corner where two walls 
  meet. If the party is unable to find the entrance 
  one of them while searching or walking around falls 
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  through the old door. They take no damage, but 
  start the next encounter prone. 
  Tsorath Ruins 
   
  The ruins of ancient Tsorath were once a 
  large and bustling city. It had great spiral 
  towers and large castles. The city itself 
  spanned the entire forest including Los Arch. 
  Here and there dotting the landscape are the 
  ruined buildings and castles of the primeval 
  town. 
  A history check may reveal some 
  information about the ancient city. 
   
   
   
  T1. Entryway 
  Encounter Level 1 (400 XP) 
   
  There is a repetitive hollow clacking sound 
  below in the darkness. 
   
  Setup 
  There are three skeletons below. They are 
  the former guards to this place. They attack 
  intruders on sight. 
   
  2 Skeletons (S) 
  1 Skeletal Archer (A) 
   
  Kobold Skeletal Archer Level 2 Artillery 
  Small natural animate (undead) 
  XP 125 
  Initiative +5 
  Senses Perception +3; 
  darkvision 
  HP 31; Bloodied 15 
  AC 14, Fortitude 16, Reflex 17, Will 16 
  Speed 6 
  Shortbow (standard; at-will) Weapon 
  Ranged 15/30; +9 vs. AC; 1d8 + 3 damage. 
  Rock with the blow (reaction; at-will) 
  Trigger: The skeletal archer takes damage 
  from a melee attack. 
  Effect: The skeletal archer can choose to be 
  pushed by the attack a number of squares 
  equal to the strength bonus of the attacker. 
  Alignment Unaligned 
  Languages – 
   
  Str 15 (+2) 
  Dex 17 (+3) 
  Wis 14 (+2) 
  Con 13 (+1) 
  Int 3 (-4) 
  Cha 3 (-4) 
  Equipment leather armor, longbow, 10 
  arrows 
   
   
   
   
   
   Knowledge 
  DC 15 – The ancient city fell 
  to an enemy about 300 years 
  ago. 
  DC 20 – The enemy is 
  thought to be the many goblin 
  hoards that lived around the city 
  during the goblin wars. 
  DC 25 – The city was taken so 
  fast no one had time to leave. In 
  the ruins of the city there is still 
  the treasure of knights, nobles, 
  and even the king himself. 
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  T2. Hallway 
  Encounter Level 2 (675xp) 
   
  The walls are slimy with moss, and algae 
  run down from cracks in the ceiling. 
   
  Setup 
  Kobolds lie in wait here for intruders. They 
  wait for the party to get into the center of the 
  hall before rushing from the doorways to 
  attack. 
   
  4 Kobold minions (M) 
  2 Kobold Slingers (L) 
  2 Kobold Skirmishers (K) 
   
  Treasure: Flame burst Shortbow +1 
   
  T3. Ancient Treasure 
  As you enter this room the door slams 
  closed behind you and water begins to pour 
  out of four carved lions heads one in the 
  center of each wall. 
   
  Flooding Room 
  Level 3 Elite 
  Trap 
  XP 500 
  Water begins to pour from holes in the 
  walls. As it slowly rises you realize it 
  would be a good idea to find a way out. 
  Trap: Water fills the room over the course 
  of 10 rounds. Once it is full a character 
  drowns as per the rules in the Player’s 
  Handbook. 
  Perception 
   DC 20: The character notices the lion 
  heads on the walls, and the green paths 
  water has made flowing down them. 
   DC 25: The character notices knobs on 
  the lion’s heads, and water lines on the 
  walls. Additional Skill: History 
   DC 15 The character knows that the 
  symbols around the knob are the ancient 
  symbols for north, south, east, and west. 
  Trigger 
  When at least one character enters the 
  room and steps on the center tile the 
  door locks and the lion’s heads begin to 
  fill the room with water. 
  Countermeasures 
   Turning the symbols to the proper 
  directions north for the north wall, south 
  for the south wall, and so on will stop the 
  water from coming out of that lion head. 
  If all four are turned to the proper 
  direction, the water drains out. 
   
  Once all of the knobs are in the right 
  positions the water drains, the door opens, and 
  the floor rises in the center of the room 
  revealing a chest. 
   
  Treasure: 200gp, symbol of battle +1, gloves of 
  piercing 
   
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
   
   
   
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  T4. Crumbling Wall 
  The east wall of this room has fallen 
  downward. Rubble has tumbled down forming a 
  pile of rocks and debris over what seems to be a 
  large chest. 
   
  Dig Out the Chest 
  Level 2 
  Skill Challenge 
  XP 650 
  Dig out the chest to open it and collect the 
  treasure inside, but be careful if you remove 
  the wrong stones it will cave in the wall and 
  make it impossible to dig it out.  
  Complexity 1 (4 successes before 2 failures) 
  Primary Skills Athletics, Endurance  
  Secondary Skills Dungeoneering, Insight 
  Victory You removed the correct stones 
  first, and were able to uncover the chest, 
  you open the lid a crack, and reach in to pull 
  out a potion of healing, a bag with 130gp, 
  and a suit of bloodcut leather +1. 
  Defeat You remove the wrong stone, and 
  the wall begins to collapse you throw 
  yourself out of the way as stones and debris 
  pelts you. Each character that participated 
  loses 2 healing surges. 
  Diplomacy DC 14 (1 success, no maximum). 
  Athletics DC 15 (1 success, no maximum).  
  You try to push the rocks out of the way by 
  brute strength and physical exertions. 
  Endurance DC 15 (1 success, no maximum).  
  You continually push and move rocks out of 
  the way in order to get to the larger rocks. 
  Dungeoneering DC 20 (0 successes, 1 
  maximum) You use your knowledge of how 
  dungeon walls are built to know which 
  stones to move out of the way. This can be 
  rolled one time. On a success all subsequent 
  athletics and endurance checks are granted 
  a +2. 
  Insight DC 25 (0 successes, 1 per character 
  maximum). By a leap of intuition you realize 
  which stones to move. If successful your 
  next Athletics or Endurance check is granted 
  a +5 bonus. 
   
   
  T5. Sealed Evil 
  This door has a strange symbol on it. A hand 
  held up with all of the fingers extended. There is a 
  weeping cut in the middles of the hand. It seems 
  as though wax has been melted where the door 
  meets the wall. Written in red below the hand is 
  the following riddle: 
  When breath is gone, 
  The heart has stopped, 
  The eyes are glass, 
  The lips are blue, 
  What has passed? 
  This door is sealed with an arcane lock ritual. 
  The password to open it is “life” or any reasonable 
  variant. A DC 23 Strength or Thievery check also 
  opens the door. 
  Inside a creature stirs from its 300 year 
  imprisonment. Not caring what let it out it rushes 
  madly past. The party gets a glimpse of what it is: 
  A skull that seems to exude a transparent 
  green flame with emeralds for eyes and archaic 
  symbols chiseled into it flies past as you open the 
  door. It cries “Free at last. I am free at last.” What 
  have you unleashed? 
  An ancient sorcerer that once lived in this ruin 
  found an ancient book that he thought would 
  extend his life. After performing the expensive and 
  extended ritual he found instead that his body 
  burst into flame and burned to ash while his skull 
  continued to float in the air. It burst into a green 
  flame. Since he created himself he is free willed 
  though he lost much of his mystical power. He 
  went on to terrorize the new inhabitants of the ruin 
  until they forced him into this room and arcane 
  locked it. Since the door is fireproof there was not 
  much that the flame skull could do except wait. He 
  leaves the ruins and begins to terrorize the village 
  above. Inside the room is a pile of ash in the shape 
  of a body. There is also a charred book that is 
  written in an obscure language. If the ash is 
  searched there is treasure. 
   
  Treasure:  gem (100gp), and 20gp. 
   
  T6. False Floor pit Trap 
  Encounter Level (100 XP) 
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
   
  Something sparkles across the room on the 
  floor. It is small enough that you can’t tell what it 
  is from the doorway. 
   
  Setup 
  This room is trapped with a False Floor Pit trap 
  (see the Dungeon Master’s Guide) that covers 
  the square in front of the door. On the other side of 
  the trap on the floor is a gem. 
   
  Treasure:  gem (100gp), 200sp, and 100xp. 
   
  T7. Slime Fight 
  Encounter Level 1 (143 XP) 
   
  The floors of this room are covered in a thin 
  blue slime. The walls are wet with moisture and 
  several broken tables and chairs litter the floor. In 
  the southwest corner a group of rounded slime 
  covered eggs begins to stir. Then a cracking sound 
  can be heard. The eggs burst and small insect like 
  creatures scurry at you. They have hard layered 
  shells and their feet end in sharp points. 
   
  Setup 
  The floor is covered in slime. 
   
  3 Kruthik Hatchlings (K) 
   
  Among the egg shells and slime there is some 
  treasure. 
   
  Slime Covered Floor 
  Level 1 Obstacle 
  Hazard 
  Xp 50 
  A layer of translucent green slime covers the 
  floor making it slick. 
  Perception 
  No check needed the slime is plainly visible 
  Additional Skill: Insight 
   DC 15: The character realizes where the 
  slime is thinnest. This grants a +2 to 
  acrobatics checks used to avoid falling prone. 
  Trigger 
  The hazard attacks when a character enters a 
  square filled with slime. 
  Attack 
  Opportunity Action 
   
  Melee 
  Target: Creature in the slime 
  Attack: +4 vs. Reflex 
  Hit: the target creature falls prone and must 
  succeed on a DC 10 acrobatics check to stand 
  up. 
  Countermeasures 
   With a DC 8 Acrobatics check a character 
  can remain still and avoid being attacked 
  by the hazard, they may use standard and 
  minor actions normally. 
   With a DC 12 Acrobatics check a 
  character can move at half speed and 
  avoid attacks from the hazard. 
   With a DC 15 Acrobatics check a 
  character can move at normal speed and 
  avoid attacks from the hazard. 
   
  Treasure: healing potion, 10gp, and a skull key 
  (opens room 8). 
   
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
   
   
  T8. Locked Raider Boss 
  Encounter Level (550 XP) 
   
  Once the door to this room is open you see 
  several kobolds lounging around a large padded 
  chair. They are examining coins which they have 
  recently raided from the Los Arch village. An 
  imposing Kobold seated in the chair sees you and 
  cries “Get them!” 
   
  Setup 
  This is the climactic fight between the raiders 
  and the players. The goblin and kobold minions 
  swarm through both doors attempting to trap the 
  party between them. The leader is willing to stand 
  back and watch, occasionally attacking or shouting 
  orders to his minions. When more than half of his 
  minions are down, he runs for his life through the 
  back door. 
   
  8 Kobold Minions (M) 
  2 Kobold Skirmishers (S) 
  1 Kobold Wyrmpriest (L) 
   
  Treasure: 30gp, 100 sp, several large rolls of velvet 
  (25 lbs.), and some letters from Elder Ian. 
   
  Return to Los Arch 
   
   
  R1. Flaming Skull Rampage 
   
  Encounter Level 1 (350) 
   
  Upon returning to Los Arch the party finds the 
  skull chasing people around. Several buildings are 
  on fire and the guards are nowhere to be seen. 
   
  Several buildings are full of green flames. The 
  sound of windows being smashed out can be 
  heard in the distance. A village resident runs 
  around the side of a building into your sight. They 
  see you and shout “Run, it’ll get you if you don’t”. 
  They run past just as a beam of flame shoots out 
  from the side of the building and catches them 
  square in the back. They crash to the ground a 
  smoldering heap. A floating rune carved skull 
  rounds the corner wreathed in clear jade flames. 
  You hear it cackle madly as it chases the villager. 
   
  1 Flameskull 
   
  When the skull is defeated or flees  
  Elder Verin comes out of the Inner Arch through 
  the east gate and offers the party a reward for 
  stopping the carnage. She also gives them a notice 
  that allows them free passage into the Inner Arch. 
   
  Treasure: 200gp and notice of passage. 
   
   
   
   
  Gergelic Wyrmpriest, 
   
  While I may not be as profitable as a dragon, 
  I also don’t require sacrifices. The only thing I require 
  is that you steal from travelers between North 
  Bermhold and South Bermhold which shouldn’t be too 
  hard. I will not tolerate any more complaints; I also 
  will not pay you a single silver piece more for your 
  services as you have already disrupted trade well 
  enough. 
   
   
   
  Your benefactor, 
   
   
   
  Blood Flame 
  My Dear Wyrmpriest, 
   
  I see that your last raid of the Forest Gate 
  was repelled by some adventurers. I suggest you 
  prepare for them, as they will surely be asked by that 
  twit Shelia to investigate. 
   
   
   
  Your benefactor, 
   
   
   
  Blood Flame 
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
   
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  Inner Arch 
   
  The Inner Arch is the main part of the city 
  where the wealthy merchants relax and enjoy their 
  stay in Los Arch. There are several expensive inns 
  and taverns, a few weapon smiths and armories, a 
  curiosity shop, the council building and the main 
  living quarters for the wealthier residents of Los 
  Arch. 
   
  Key Locations 
   
  The inner arch is home to many residents, 
  they have become wealthier because of the trade 
  routes. Due to this inhabitants of the Inner Arch are 
  above average in appearance, knowledge, and 
  wealth. The party gets a -2 when attempting to 
  bluff or intimidate anyone that lives or does 
  business in the Inner Arch. 
   
  Bend Market 
   
  The open air of this market is filled with the 
  smells of exotic foods, raw fish, raw meat, spices, 
  and many other unidentified smells. 
  Pavilions are jammed together filling every 
  available space except for the roadway. Oddly 
  enough there doesn’t seem to be many people 
  walking the street. 
   
  This market is usually a rich mix of the culture 
  of the area. Due to the traders and travelers from 
  north and south Bermhold, the prices in this 
  market are +5%. Since the traders have stopped 
  traveling here many of the market stalls are closed 
  others have run out of merchandise to sell. There is 
  a 25% chance that any specific item the players 
  want will just not be available in this market. 
   
  Cat’s Curiosities 
   
  Catrina Keleria resides here in her shop. She 
  rarely leaves. She is an old Tiefling. Back in her 
  youth it was considered a bad thing to be a Tiefling 
  so she spent her life covering up who she was. 
  Since she has started this shop many strangers 
  travel here in search of the magic she collects and 
  because of this she has relaxed her guard. If the 
  party treats her cordially they can buy any of her 
  wares at normal price, but if they try to haggle they 
  end up annoying her and she charges them +10%. 
  Due to the loss of trade her stock (other than 
  trinkets that would be of no use to the party) 
  includes 3 Healing Potions, Magic Cloth +1, Holy 
  Symbol of Battle +1, Wand of (vampiric Embrace) 
  +1, Shield of Protection (heroic tier), Safewing 
  Amulet +1, and Everlasting provisions. 
   
  Council Hall 
   
  The council hall is guarded. It is where the 
  records of past decisions, and proposals for future 
  council meetings are stored. Each entrance has two 
  level 1 fighters (Lion Sentries). They will not let the 
  party in unless they have an appointment or they 
  convince the Lion Sentries to let them talk to one of 
  the council members. At least one of the Lion 
  Sentries will accompany the party regardless of 
  their reasons for being in the council hall. 
   
  Elder Ian’s Mansion 
   
  The mansion of Elder Ian is a large imposing 
  building ringed by tall iron barred fences. Vines 
  and plants grow up the bars hiding whatever is 
  inside. A large gate with what was probably two 
  angles pouring water out of vases onto a large 
  tree now rusted look like a couple of Erinyes 
  pouring blood onto a fire. 
  Ian’s mansion is well guarded. Inside the gate 
  there are two human guards (see Monster 
  Manual). Once the party enters the gate the sky 
  seems to cloud over and the outer courtyard is 
  filled with gloom. Elder Ian likes to keep private. He 
  does all of his dealings here. Unless he invited the 
  party to visit him, he turns them away. 
   
  Elder Jermigian’s Abode 
   
  Two tall stone pillars rise up out of the rough 
  ground. Large reliefs of dwarven kings and heroes 
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  line the walls behind the pillars. A rounded stone 
  door with dwarven script stoops in the center of 
  the wall. 
   
  Elder Jermigian lives in a grand stone building 
  that is carved to resemble the entrance of the 
  North Bermhold mines that he founded. Long ago 
  he was injured and sent to Los Arch as the 
  representative. He liked it so much he lived there 
  ever since. The only thing he misses from North 
  Bermhold is the mine he founded. He is an old 
  dwarf and enjoys guests as long as they are cordial. 
  If they act up he will call for the Lion Sentries. The 
  Lion Sentries will come running, because while he is 
  an old dwarf and set in his ways, he is kind to them, 
  and helps them out whenever he can. 
   
  Elder Verin’s Estate 
   
  The open gate leads to a large garden. Slim 
  trees that seem impossibly tall rise 
  indiscriminately from the ground. Birds and small 
  animals flit here and there. Lush plants filled with 
  colorful flowers line the walls. A light elven voice 
  can be heard singing near a large house that 
  seems at first glance to be molded of trees. At 
  second glance it seems that wood has been carved 
  to look like the edge of a dense forest. 
   
  Verin lives here and she practices her singing 
  during most of her free time. She loves spending 
  time tending her massive garden. Her house is 
  simple. It was designed to fit in with the gardens 
  décor. She also enjoys visitors especially those that 
  can enjoy her singing or garden. During any 
  conversation with the party she brings up Ian and 
  how kind he is. She will not listen to any negative 
  talk about Ian. If the party talks about Ian in a 
  negative manner, she will ask them to leave. 
   
  Jerl’s Smithy 
   
  A large building surrounded by fire pits, 
  anvils, and apprentices hammering away loudly at 
  chunks of formless metal stands in front of you. A 
  burly yellow and gold Dragonborn can be seen 
  directing the apprentices. 
   
  Jerl is a master smith. He can create anything 
  that is made of metal. Some of the heavier armors 
  will take a day or two to forge, but other than that 
  he can have anything else out in a few hours. If the 
  party shows honorable intentions the Dragonborn 
  will reduce the price of anything they buy by 5%. 
   
  Mergan’s Trades 
   
  Upon entering the lofty building you see 
  from floor to ceiling shelves full of rope, picks, 
  shovels, lanterns, candles, and many other 
  mundane implements. A greedy looking dwarf 
  rubs his hands together and says “Ah more 
  customers, please come this way.” He motions you 
  over to a large shelf full of adventuring gear. 
   
  Mergan is a wily trader. If the party tries to 
  haggle him down on price for anything he will 
  haggle back using his +14 insight, +12 diplomacy, 
  and + 10 bluff. The party can assist, but it is unlikely 
  that they will come out ahead. If the party wins the 
  price is reduced by a percent equal to the 
  difference between the two checks. If Mergan wins 
  it is increased by that percent. Regardless of the 
  outcome he counts his coins with a greedy smile. 
  The party gets the feeling that they were swindled. 
   
  The Obsidian Tankard 
   
  As you approach this building the sounds of 
  gruff mirth can be heard emanating from within. 
  As you enter a layer of smoke covers your face for 
  a moment and you cough. When the smoke clears 
  the building is silent. Everyone stares at you. Some 
  have their hands on their weapons, others look 
  ready to bolt. Then one says “Hey isn’t that the 
  group that ran off those demons? Drinks are on 
  me!” He claps you on the back and leads you to his 
  table. 
   
  This tavern is for serious drinkers only. They 
  don’t serve food, they don’t have music, but they 
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  have the finest selection of fermented beverages 
  this side of North Bermhold. All of the mugs are 
  made of obsidian. Some say this enhances the 
  flavor, others say it causes will damage. This tavern 
  is noisy and loud. Many of the lower citizens can be 
  found here. It is literally a rumor mill. Each hour the 
  party stays here there is a chance to overhear a 
  rumor. 
   
  Rowdy Tiger Inn 
   
  This inn has gold filigree trimming the 
  ceiling. Expansive landscape portraits hang on the 
  walls. A smiling well dressed page stands ready to 
  take your coats and show you to your rooms. An 
  elaborate staircase leads upward to the higher 
  levels. 
   
  This is the most expensive inn in the entire 
  town. It costs 5 gold to stay here per night. This inn 
  has room service and can get anything that the 
  players want (within reason). They don’t tolerate 
  any kind of rough housing or monster races. The 
  first offense gets the party banned from the inn. 
   
  The Silver Falcon 
   
  A large metallic falcon is perched in the 
  center of the room. It appears to stare at you 
  wherever you go. You see many armored people 
  drinking here. Apparently this is the favored place 
  of the Lion Sentries. 
   
  If the party has offended Shelia word will 
  have gotten back to the other Lions, and a fist fight 
  will break out during the party’s time here. Run the 
  following skill challenge in that case: 
   
  Tavern Brawl 
  Level 3 
  Skill Challenge 
  XP 725 
  The party is attacked by drunken Lion 
  Sentries. In order to not get locked up you 
  must fight your way out of the tavern. 
  Complexity 2 (6 successes before 3 failures) 
  Primary Skills Acrobatics, Athletics,  Insight, 
  and Intimidate 
  Secondary Skills Endurance, Heal, and 
  Streetwise 
  Victory You manage to slip out the door 
  during the brawl, you quickly round a corner 
  and hear an armored group of people leave 
  the tavern. You slip away before they can 
  arrest you. If there was a Lion Sentry 
  assigned to follow the party they no longer 
  follow the party. 
  Defeat They finally beat you down enough 
  that they can tie your hands and gag you. 
  They throw you into a dark cell that smells of 
  mildew and bile. In the morning they bring 
  you before Shelia who tells you “You are free 
  to go…if you pay your fine. You owe 30gp for 
  assaulting a Lion Sentry in the line of duty.” 
  If the PCs pay they are let go, otherwise the 
  party must spend another day in the cell. 
  Regardless the party is now trusted even 
  less and they get a -2 to any diplomacy 
  checks. This stacks with any other modifiers 
  they may have previously achieved in the 
  town. 
  Acrobatics DC 17 (1 success, no maximum). 
  You weave and dodge out of the way of 
  punches and blows. They are barely able to 
  hit you.  
  If the character has any at-will powers that 
  are dexterity based they gain a +2 to all 
  acrobatics checks. If they have an encounter 
  power that is dexterity based they can gain a 
  +5 to one check if they use it. If they have a 
  daily power that is dexterity based they can 
  gain +7 to one check if they choose to 
  expend it. This can be done after the checks 
  are rolled. If a character fails one of these 
  checks they lose a healing surge 
  Athletics DC 16 (1 success, no maximum).  
  You slam your fists and feet into anything 
  that moves. You hear the crunch of bone and 
  see the spray of blood. Cries of pain reach 
  your ears from all sides.  
  If the character has a strength based power 
  they gain a +2 to all athletics checks. If they 
  have a strength based encounter power 
  they can expend it to gain a +5 to one check. 
  If they have a strength based daily power 
  
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  Copyright © 2009 Dark Spire 
   
  they can expend it to gain a +7 to one check. 
  This can be done after the checks are rolled. 
  If a character fails one of these checks they 
  lose a healing surge 
  Insight DC 18 (1 success, no maximum).  
  Uncannily you seem to know exactly where 
  strikes are coming from, you know exactly 
  when to dodge and when to punch. If the 
  character has an at-will wisdom based 
  power they gain a +2 to all insight checks. If 
  the character has an encounter power based 
  on wisdom and they expend it they can add 
  +5 to a single check. If they have a daily 
  wisdom based power and expend it, they 
  can gain +7 to one check. This can be done 
  after the checks are rolled. If a character 
  fails one of these checks they lose a healing 
  surge 
  Intimidate DC 20 (1 success, 2 maximum per 
  character) Growling and roaring you smash 
  as many tables and chairs as you do Lion 
  Sentries. They get the message and try to 
  avoid you. If the character has an at-will 
  charisma based power they gain a +2 to all 
  intimidate checks. If the character has an 
  encounter power based on charisma and 
  they expend it they can add +5 to a single 
  check. If they have a daily charisma based 
  power and expend it, they can gain +7 to 
  one check. This can be done after the checks 
  are rolled. 
  Endurance DC 25 (0 successes, 1 per 
  character maximum). Taking blows left and 
  right you continue to move forward not 
  fazed by the injuries you have sustained. A 
  successful check will gain a character back 
  one healing surge. 
  Heal DC 23 (0 successes, no maximum). You 
  quickly tear off a corner from a tablecloth 
  and tie it around your allies wound. An ally 
  of your choice restores a healing surge. 
  Streetwise DC 19 (0 successes, 1 per 
  character maximum). You understand 
  exactly where to hit city guardspeople, and 
  you also know their tactics. The character 
  gains a +1 to any one primary check for the 
  rest of the challenge. 
    
  Temple of Light 
   
  Many altars and priests roam around talking 
  quietly and piously to everyone. You see symbols 
  above each altar of many different priesthoods. 
   
  This is a large temple that has been sectioned 
  up so that everyone can pay tribute to whatever 
  religion they want. Los Arch is not a very religious 
  village. The main draw to Los Arch is the mining 
  and trading. 
  Basic services for players can be had here. 
  Prices are especially high because many people 
  have been attacked lately. 
   
  Willent’s Wares 
   
  A smallish building, Willent’s Wares caters 
  to the adventurer. The few shelves and tables 
  have alchemical, arcane, and religious reagents in 
  bottles as well as tents, torches, bedrolls, rope, 
  chains, and chests positioned on them. A short 
  halfling looks up at you and says “Welcome to 
  Willent’s Wares, I’m Torren Twidlefingers.”, he 
  pauses and sees your questioning look, “No I’m 
  not Willent. He had, let us say, an unfortunate 
  accident with an angry paladin and their mount 
  involving a bag of oats three and a half years ago 
  and had to retire as a result. Well anyway none of 
  that is important. Can I help you find anything? 
  We have lower prices than Mergan’s Trades.” 
   
  Willent’s Wares has also been suffering since 
  the trade has gone down. There is a 12% chance 
  that he doesn’t have what the party is looking for, 
  but the prices are 5% cheaper and he can be 
  bargained down to 10% by making a bluff, 
  diplomacy, or intimidate check at DC 20. He sells 
  exclusively adventurer gear. 
   
   
  I1. Approached by a Stranger 
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  A stranger with his cowl pulled low over his 
  head approaches. One hand holds his hooded 
  cloak closed, while the other hand gestures for 
  you to follow him into a murky alley. His fleece 
  lined buckskin boots, and silk brocaded pants tell 
  you this individual has affluence. 
   
  Solian Brilliant Edge approaches the party 
  because he lives in Los Arch and up until recently 
  his profits were extremely good, he is a merchant 
  that trades with North and South Bermhold, lately 
  though they have been falling rapidly. He 
  investigated and found rumors and evidence that 
  pointed at Elder Ian’s buying up of all of the 
  property in the town. Since he lives here he doesn’t 
  want to risk future profitability because his 
  reputation was ruined. So he decides to tell the 
  party about it. He explains that Elder Ian owns all 
  but a few of the buildings in Los Arch. He also owns 
  the surrounding farms and countryside. He explains 
  that he thinks Ian is setting himself up to become 
  king. He also relates the “hunting accident” Ian had 
  with the merchant, which shows while he appears 
  to be a nice person, in reality he is a power hungry 
  ruler. He also hints that maybe he was involved 
  with the raiders. 
   
   
   
  I2. Elder Ian’s Mansion 
  Elder Ian’s mansion is a large building that 
   
  Quest: Find out if Elder Ian is guilty 
  Is Elder Ian guilty of buying up the land to 
  become king? Is he behind the frequent raids? 
  You must find out. 
  Level: 3 
  Start: The quest begins when Solian tells the 
  party about Ian’s supposed guilt. 
  Goal: Find evidence that will prove Ian’s guilt or 
  innocence. 
  Outcome: If the party is able to get evidence and 
  show it to the other members of the council, 
  they will have completed the quest.  The Elders 
  will hold a trial against Ian. The party will receive 
  600 XP. 
   
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  was designed to be difficult to get into and out of. 
  Ian love’s his privacy, and he doesn’t want anyone 
  to know what is going on. If the party is discovered 
  trying to break in they will be driven out or 
  captured and locked up. After that any chance of 
  getting Ian’s diary (evidence) will vanish. The letters 
  can still be gathered and the trial can be started 
  that way. If they don’t manage to find the diary or 
  are caught they will not get the bonus to the trial 
  skill challenges. 
   
  a. 
  Sneaking past the gate guards 
   
  Two burly looking guards stand just inside 
  the gates. They scan the area for a few minutes 
  and then begin to talk about what they are going 
  to do with the gold Ian gives them. 
   
  The party can try to sneak past the guards, or 
  they can try to disguise themselves and get in that 
  way. If they use any kind of force the Lion Sentries 
  rush in and overwhelm them with numbers (level 1 
  human minion see Monster Manual). 
  The guards are level 3 Human Guards (see 
  Monster Manual). Being distracted with their 
  conversation their perception checks get a -2. 
   
  Elder Ian’s Mansion 
   
  Elder Ian’s mansion is a large house that 
  while not heavily guarded is guarded like any 
  house. If the PCs don’t convince or evade the 
  various members of Ian’s household they will call 
  Ian’s guards on the party, which will in turn call the 
  Lions. At this point it is simply a matter of how 
  much resistance the PCs want to give. If they are 
  caught they are thrown into jail and must pay a fine 
  of 200gp or stay in jail for a week. 
   
  E1. Foyer 
   
  The walls are covered in fancy artwork 
  depicting a young Elder Ian fighting off various 
  threats including goblins, orcs, and even a white 
  dragon. A decorative archway leads to the next 
  room. 
   
  There is nothing of real interest in this room; 
  however, the party can see the next room from 
  here. The people in the next room are not paying 
  attention to the foyer as they are not expecting any 
  guests. 
   
  E2. Greeting Room 
   
  The ceiling raises upward displaying gem 
  encrusted chandeliers. Candles burn brightly 
  lighting up the room. A couple of servants are here 
  cleaning off the walls and various tables and 
  chairs. The few book shelves around the walls 
  have old books in them. 
   
  The tables and bookshelves offer enough 
  concealment to allow several party members to use 
  stealth to sneak past. If the party is dressed in fancy 
  clothes and they try to sneak past and are caught, 
  the two servants ask what they are doing. The 
  party at this point can try to bluff the servants into 
  thinking they are guests, other servants, visiting 
  family members, or any other plausible idea. The 
  servants are considered to be distracted as they 
  clean. The DC is 10. 
   
  E3. Library 
   
  Tall bookshelves line the walls. Most books 
  look old and musty, but here and there a gold leaf 
  spine can be seen. There are several tables with 
  open books on them, as if someone has been 
  researching something. 
   
  While Elder Ian was once a warrior in an 
  adventuring band, he has since devoted his life to 
  political intrigue. He collects books about politics 
  and especially about how others succeeded in 
  manipulating other politicians to their ends.  
  Recently Ian has been taking a greater 
  interest in books that describe the ancient Eladrin 
  city of Tsorath. This is because he believes he can 
  fool some adventurers into finding him some 
  treasure. If the party searches this room and the 
  open books they will find an obscure map that 
  
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  Copyright © 2009 Dark Spire 
   
  leads into the heart of the ancient city. This can be 
  used as an adventure hook for a later adventure. 
   
  E4. Furniture Storage 
   
  Sheets are strewn over shapeless mounds 
  that fill the room. Dust covers everything. 
   
  Originally Ian wanted to have a dining hall 
  here, but he began to put unused furniture in here 
  and has since converted it into a storage room. 
  There is nothing of interest in here. 
   
  E5. Dining Hall 
   
  A long table lined with gold and silver 
  candelabra sits in the center of this room. An 
  elaborate fireplace is embedded in the east wall. A 
  window to the south shows the mansions yard. 
   
  The 5 candelabra are worth 75gp each. If the 
  party makes a perception check (even if it’s to 
  search the room) they can overhear Ian upstairs in 
  room 24 giving orders to the servants. He is telling 
  them that no one is to touch the desk that has his 
  personal correspondence in it. He tells them that 
  there will be severe consequences if they do. 
   
  E6. Pantry 
   
  The walls are lined with small plants hung 
  upside down. Shelves full of bottles and boxes 
  contour each wall. The smell of expensive spices 
  and dried and pickled food is powerful here. 
   
  The pantry is full of storable food. What 
  cannot be stored here is stored in cold storage in 
  area 7 or the smoke room in area 9. For the most 
  part there is nothing of value here. If the party 
  takes the time to search the area they are 
  interrupted by a servant boy that paying them no 
  mind retrieves some spices and a box from one of 
  the shelves. The whole time he’s mumbling about 
  how the cook keeps sending him to “do this” or “do 
  that”. The stairway leads down to the basement 
  which is the servant’s quarters and storage. 
   
  E7. Cold Storage 
   
  The walls, ceiling, and floors of this room are 
  covered in brightly glowing azure runes. The room 
  is extremely cold. In the center of the room a man 
  sized metal box covered in the same glowing 
  figures emits a pleading noise that sounds of 
  broken ice. Frozen meats and other food sit in piles 
  on the floor. 
   
  This room is home to a Minor Rime Raver. It 
  was summoned and put into the box so that it 
  couldn’t hurt anyone. Its cold aura is diffused 
  throughout the room. If anyone touches or tries to 
  open the box, the Minor Rime Raver immediately 
  breaks free of its imprisonment. 
   
  As soon as the rune covered box is touched it 
  explodes into small shards of ice. A creature that 
  looks like a moving mass of lucid ice points its 
  crystalline claw at the door and a colorless fluid 
  spurts forth. The door is now covered in six inches 
  of ice. 
   
  As a readied action the Minor Rime Raver 
  covers the escape route with ice using its Frost 
  Slam attack. The Minor Rime Raver cannot leave 
  the room because of the runes.  The walls of this 
  room were intentionally made extremely thick so 
  that the cold would not affect other areas of the 
  mansion. Due to this no one can hear anything 
  outside of the room. A DC 27 athletics check can 
  open the door as a standard action, otherwise the 
  door has 40hp, resist all 10, and vulnerable fire 3.
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
   
  Minor Rime Raver 
  Level 3 Solo Brute 
  Small elemental magical beast (air, water) 
  XP 625 
  Initiative +2 
  Senses Perception +2 
  Frost Shard (Ice) aura 1; any enemy that ends its 
  turn in the area must make a save or they 
  are dazed until the end of their next turn. 
  HP 144; Bloodied 72 
  AC 19, Fortitude 18, Reflex 19, Will 19 
  Resist 10 Ice; Vulnerable 5 Fire, 5 Sonic 
  Saving Throws +5 
  Action Points 2 
  Speed 4; 
  Rime Blade (standard; at-will) Melee 
  +6 vs. AC; 1d10 + 3 damage. See ice fury 
  Ice Fury (reaction; at-will) 
  Trigger: when the Minor Rime Raver becomes 
  bloodied. 
  Effect: All attacks do an additional + 1d4 points 
  of ice damage until the end of the encounter. If 
  the Minor Rime Raver is no longer bloodied then 
  there is no additional damage. 
  Frost Slam (standard; at-will) 
  Close Blast 1; All enemies in blast. 
  Effect: The area is considered difficult terrain for 
  the rest of the encounter. Any enemy that starts 
  its turn in this area must make a save or fall 
  prone. If the enemy is already prone they make 
  an additional save. If they fail this save they stay 
  prone until the beginning of their next turn. 
  Hoarfrost reave (standard; recharge [6]) * Ice 
  Close blast 2; +2 vs. Reflex; 3d6+3 damage. See 
  ice fury 
  Effect: All creatures in the area are stunned 
  (save ends). 
  Alignment Unaligned 
  Languages Primordial 
   
  Str 17 (+3) 
  Dex 14 (+2) 
  Wis 14 (+2) 
  Con 11 (+0) 
  Int 9 (-1) 
  Cha 9 (-1) 
   
  E8. Kitchen 
   
  The strong smell of food fills the air. Pots 
  and pans hang from hooks that run along a rope. 
  Several stoves have pots full of some thick liquid 
  that bubbles. A plump dwarven woman stands 
  over an even larger pot both hands on a wooden 
  spoon stirring the goo within. You can hear her 
  mumbling “…toil and trouble….” 
   
  Because of the noise in this room anyone 
  trying a stealth check gains a +2 circumstance 
  bonus. Stealth checks in this room are made 
  against DC 8 because the dwarf is distracted. If she 
  detects the party, she scolds them and beats them 
  with her spoon until they are out of the kitchen, 
  then she slams the door in their face and says 
  “dinner will be ready when it’s ready”. 
   
  E9. Smoke Room 
   
  As the door opens steam and smoke bursts 
  out causing your eyes to tear up, and your breath 
  to get caught in your throat. When the smoke 
  clears you see various meats hanging on large 
  metal hooks from the rafters. A box of red coals 
  covered in wet wood lies beneath each slab of 
  meat. 
   
  Beyond some excellently smoked beef there 
  is nothing of interest in this room. 
   
  E10. Water Supply 
   
  Empty wooden buckets are thrown 
  unceremoniously on the floor in piles. A large vat 
  of water is in the center of the room. A young man 
  is sitting with his eyes closed relaxing in the water. 
  He doesn’t notice you yet. 
   
  This is obviously the room that holds the 
  water supply for the entire mansion. The boy is 
  forced to lug water from one of the Los Arch’s main 
  wells and bring it back a few buckets at a time to fill 
  this vat every day. Today is the day that he decided 
  that it wasn’t worth it. He is relaxing in the vat 
  before he is going to sneak off and find a better job 
  somewhere else. 
  If the PCs interrupt him he will try to make 
  excuses as to why he’s in the water. With a bluff 
  check of DC 12 or higher the PCs can convince him 
  that they won’t tell on him if he helps them out. He 
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  knows that Ian keeps a detailed diary of everything 
  he does. He keeps it upstairs in the south east 
  bedroom. 
   
  E11. Stairwell 1st Floor 
   
  This stairwell leads up to the second floor, 
  otherwise there is nothing remarkable. 
   
  E12. Guards Barracks 
   
  Simple cots line the walls of this small room. 
  There is a small chest at the foot of each cot. 
  Clothes and playing cards are strewn across the 
  floor. This room looks like it was either ransacked 
  or it belongs to some very cheap mercenaries. 
   
  This room is the place where the cheap thugs 
  Ian pays to guard his mansion sleep and spend their 
  time off when they are not out drinking the night 
  away. If the chests are searched the party finds 
  dirty clothes broken weapons, and various 
  worthless trinkets. 
   
  Treasure: 17cp and 12sp. 
   
  E13. Armory 
   
  Racks of weapons line the walls, many of 
  which look to be in fine condition. There are a few 
  that have seen better days though. Several suits of 
  armor also lie in piles here. 
   
  The armory is where Ian keeps all of his 
  weapons from his glory days as an adventurer. 
  Most of them have either lost their enchantment or 
  were kept for sentimental reasons. If the party 
  searches and makes a DC 18 perception check they 
  find that there is a locked secret panel that opens 
  with a DC 19 thievery check. Inside is Ian’s most 
  prized weapon. 
  A DC 16 history check reveals that this is the 
  weapon that Ian slew Irixital the white dragon with. 
  Originally it was simply a magical sword, but after a 
  long and drawn out battle with the dragon Ian 
  managed to slip it between two scales and 
  slammed it into the dragon’s heart. The dragon 
  slashed and flailed around, but Ian wouldn’t let go 
  and eventually the creature died. Its powerful icy 
  will was transferred to the weapon. Of course this 
  is all legend. 
   
  Treasure: Frost Falchion +1. 
   
  E14. Play Room 
   
  This room is filled with cheap toys that seem 
  to be in very bad shape. As the PCs enter a grimy 
  servant girl looks up from playing with a wooden 
  doll without arms. She holds her finger to her 
  mouth and makes a shhhh noise. 
   
  This is the servant’s daycare center. Children 
  are left her alone while their parents work for Ian. 
   
  E15. Sleeping Quarters 
   
  Pallets of simple design lay all over the floor. 
  Small bundles of cloth near each signify the 
  personal possessions of the servants that live here. 
   
  There are no servants here, and there is 
  nothing of value either. 
   
  E16. Storage 
   
  Crates and boxes fill this room from floor to 
  ceiling and back again. 
   
  There is nothing of value in these crates, just 
  mundane objects that have no real value to an 
  adventurer. 
   
  E17. Storage 
   
  Crates and boxes fill this room from floor to 
  ceiling and back again. 
   
  
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  Copyright © 2009 Dark Spire 
   
  There is nothing of value in these crates, just 
  mundane objects that have no real value to an 
  adventurer. 
   
  E18. Laundry Room 
   
  Water filled tubs stand in rows here. Wet 
  clothing lines ropes strung from wall to wall. 
   
  The only thing worth noting in this room is 
  that Ian’s clothing can be stolen from this room. 
  The bad thing is that Ian has a peculiar taste in 
  clothes so anyone wearing these clothes would be 
  seen as copy Ian’s odd style. 
   
  E19. Storage 
   
  Crates and boxes fill this room from floor to 
  ceiling and back again. 
   
  There is nothing of value in these crates, just 
  mundane objects that have no real value to an 
  adventurer. 
   
  E20. Storage 
   
  Crates and boxes fill this room from floor to 
  ceiling and back again. 
   
  There is nothing of value in these crates, just 
  mundane objects that have no real value to an 
  adventurer. 
   
  E21. Stairwell 2nd Floor 
   
  As you round the corner of the stairwell you 
  see a large fully armored warrior swinging a large 
  two handed sword directly for your head. 
   
  Ian likes to play pranks on his personal 
  servant from time to time. This is one of them. The 
  armor is simply a posable suit of plate mail. Allow 
  the PCs an insight check at DC 14 if they decide to 
  attack it. This will let them know that the armor is 
  not moving, and that it is on a stand. 
  E22. Reading Room 
   
  A large desk and a comfortable chair are 
  pushed against one wall. Several rows of ledgers 
  and books line a shelf on the north wall next to a 
  fireplace that is still lit. You hear somebody 
  coming down the hall. 
   
  The personal servant of Ian is returning to do 
  more ledger work and financial calculations. If the 
  party makes an acrobatics check at DC 14 they can 
  slip out of the room on the opposite side without 
  being noticed. 
   
  E23. Practice Room 
   
  The open door reveals Ian standing with his 
  back to you. He is using a short sword and circling 
  around a much large man. The man is parrying 
  and counterattacking with a longsword. Both 
  combatants seem so focused on the battle that 
  they are unaware of you. 
   
  Unless the PCs cause a disturbance this is 
  where Ian will be for the entire exploration of his 
  mansion. He practices for several hours a day to 
  keep his skills honed to a fine edge. The PCs must 
  find a way to get Ian out of this room or to disable 
  him without him knowing in order to get to room 
  24 where his diary is located. If Ian or his training 
  partner escapes, Lion Sentries storm the room a 
  couple of rounds later. 
   
  E24. Ian’s Bedroom 
   
  A plush canopied bed occupies the north 
  wall. A writing desk sits against the west wall. The 
  room is expensively furnished with many paintings 
  of landscapes and stunning women in provocative 
  poses. 
   
  This is Ian’s bedroom. Here in a locked door 
  of the desk is Ian’s personal diary. He knows that if 
  anyone were to find this diary he would be ruined. 
  Throughout the years he has set traps on the desk 
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  that would prevent its theft. Many a thief has been 
  caught because of previous thieves’ information. 
  Ian changes the trap every so often to catch thieves 
  by surprise. 
   
  Poison Needle 
  Level 2 Artillery 
  Trap 
  XP 250 
  Needles shoot from various parts of the 
  desk in all directions. 
  Trap: Poisoned needles shoot out and hit 
  everyone within a close burst 1. 
  Perception 
   DC 24: The character sees many small 
  holes on the outside of desk. 
   DC 25: The characters see the trigger 
  mechanism on the bottom of the 
  drawer. 
  Trigger 
  When the drawer is opened without 
  pushing a button on the bottom of the 
  drawer the trap is set off. 
  Attack 
  Standard Action 
  Close Burst 1 
  Attack + 8 vs. AC 
  Hit: 1 damage; Stunned (save ends) 
  Countermeasures 
   Pushing the button on the bottom 
  disables the trap. 
   DC 20: A thievery check will disable 
  the trap even without knowing about 
  the mechanism on the bottom. 
   
  If the trap is set off it will take Ian 2 rounds to get 
  to this room. This means that each member hit by 
  the poison needles have 2 rounds to make their 
  saves before they are caught. If they make their 
  saves they can escape through the window or 
  through the north door. Ian comes through the 
  west door. 
   
  E25. Quick Escape Route 
   
  A few simple weapons and a suit of leather 
  armor hang on the walls of this room. A stairway 
  leads down to the first floor and further down to 
  the basement. 
   
  This stairwell is used by Ian as a quick way to 
  escape should he need to leave quickly. 
   
  E26. Ian’s personal Storage 
   
  Many belts, shirts, pants, and various other 
  items of personal use by Ian are hanging in this 
  room 
   
  Nothing of value can be found in this room 
  beyond a few nice clothes. 
   
  E27. Temple 
   
  An altar and some incense burns on the west 
  wall. This appears to be a personal worship room 
  that Ian uses. It appears that he has many 
  different types of icons on shelves in this room. 
   
  Ian worships whichever deity is willing to 
  grant him the power to advance. These change on 
  an almost daily basis. 
   
  E28. Personal Servants Room 
   
  A startled man looks up and says “I didn’t 
  know Elder Ian had any guests today.” He looks 
  puzzled and a little shocked. 
   
  Ian’s personal servant is startled because he 
  is in the process of writing a letter selling off some 
  of Ian’s “secrets”. Ian knows his servant does this, 
  so he tells him as much disinformation as his 
  servant knows real information. This has devalued 
  his servant’s information value since half of the 
  time he is wrong. 
  If the PCs make an insight check at DC 22 
  they can just make out enough words that will 
  show them what the servant is writing about. This 
  will put them in a great bargaining position. 
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  If they can convince the servant to help them 
  (DC 16 diplomacy, DC 12 Intimidate, or DC 14 Bluff) 
  he will tell them of the location of Ian’s diary. He 
  also says he will do whatever they say to keep his 
  secret. This will allow them to use him as a witness 
  at Ian’s Trial. 
   
  E29. War Room 
   
  A large map covered table has many small 
  flags on it. These flags seem to mark allies and 
  enemies as well as trade agreements between Los 
  Arch and many other neighboring villages and 
  towns. 
   
  Though Ian is retired from adventuring he 
  was once a mighty warlord. He still enjoys the 
  strategy and intrigue and planning involved with his 
  current position. This room allows him to plan out 
  what treaties and other diplomatic actions to do 
  with the neighboring lands. 
   
  E30. Personal Bath 
   
  Steam rises from a large tub of water. 
  Various oils and powders in expensive glass 
  bottles line the floor of this room. 
   
  This is Ian’s personal bath. None of the 
  powders and oils are worth much, but the bottles 
  are very decorative and worth 1gp each. 
   
  The Trial 
   
  If the evidence is brought before the other 
  Elders they will all assemble without letting Ian 
  know what is going on. They will discuss the 
  evidence and after an argument over the legality of 
  it they will have Ian sent for by the Lion Sentries. 
  When he is brought before the Elders he will 
  flat out deny the charges. After attempting to 
  storm out of the building (the Lion Sentries have 
  strict orders to stop him) he will shout angrily at 
  everyone in the room (except Verin who never 
  accused him). 
  When everyone calms down he will agree to 
  “this farce of a trial” and the trial will proceed. 
  Since Ian is the one on trial Solian Brilliant Edge, a 
  wealthy and respected merchant, is called on to 
  take his place for the trial. 
  The PCs get a +2 on the following skill 
  challenges for each piece of evidence that they 
  found. They get an additional +2 if they convinced 
  Ian’s personal servant to do what they want. Each 
  skill challenge is geared toward convincing one of 
  the Elders that Ian is guilty. Each Elder gets a vote 
  as to whether Ian is guilty. 
   
  Convince Jermigian Gravel Razor Level 2 
  Skill Challenge 
  XP 550 
  It is apparent that Jermigian Really dislikes 
  Ian and he will be easy to convince that he 
  was up to no good. 
  Complexity 1 (4 successes before 3 failures) 
  Primary Skills Diplomacy, Bluff, Intimidate 
  Secondary Skills History 
  Victory Jermigian Stands up after the 
  discussion and announces “I am convinced.”  
  The party has earned his vote. 
  Defeat Even though it appears Jermigian is 
  disgusted with Ian. He stands up and says 
  “I’m sorry I just don’t see the evidence of Ian’s 
  guilt.”  Jermigian, even though he doesn’t like 
  Ian, still feels that justice must be done, and 
  there seems to him to not be enough 
  evidence. 
  Diplomacy DC 14 (1 success, no maximum). 
  After describing the information you have 
  found and patiently answering Jermigian’s 
  questions you seem to have convinced him 
  that there may be something wrong with 
  Ian’s story. 
  If the party previously visited Jermigian and 
  listened to his mine stories with interest 
  (feigned or otherwise) they are granted a +2 
  bonus to all diplomacy checks with Jermigian. 
  Bluff DC 20 (1 success, no maximum). 
  Jermigian seems to believe your 
  exaggerations of the events that led up to 
  Ian’s trial. 
  Intimidate DC 25 (1 success, no maximum).  
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  Jermigian seems speechless. You have cowed 
  him into silence. If the PCs fail one of these 
  checks Jermigian becomes unfriendly toward 
  them. This gives the PCs -2 on all further 
  checks with Jermigian. 
  History DC 11 (0 successes, 1 maximum per 
  character, grants bonus) You somehow work 
  in how useful the mine in north Bermhold is to 
  your point of view describing how Jermigian 
  was the founder and relate details about the 
  mine This check can only be made if the PCs 
  visited Jermigian previously. If they succeed 
  they get a +2 to all further checks with 
  Jermigian. 
   
   
  Convince Verin Shimmer Stream Level 3 
  Skill Challenge 
  XP 800 
  The party faces a very angry and outraged 
  Verin Shimmer Stream. She has her arms 
  crossed and she stares at them with a steely 
  stare. 
  Complexity 1 (4 successes before 3 failures) 
  Primary Skills Diplomacy, Bluff, Streetwise 
  Secondary Skills Insight 
  Victory Through pressed lips she utters “I 
  cannot believe that Ian would do such a 
  thing, but because you have the evidence to 
  back it up I must vote against him. She is very 
  anger regardless of the outcome. If the PCs 
  convince her she is extremely mad at Ian for 
  doing those kinds of things. 
  Defeat She stands up slamming her hands on 
  the table “I knew you couldn’t be trusted, and 
  after this trial you WILL be arrested for 
  treason. I will see to it personally.” She is 
  angry at the PCs and if they don’t convince 
  everyone else she will follow through on her 
  threats. 
  Diplomacy DC 25 (1 success, no maximum). 
  Verin seems as though her angry exterior is 
  changing as she listens to what you have to 
  say. 
  If the party visited here earlier and 
  mentioned Ian in a negative way they get a -2 
  to all diplomacy checks. If they visited and 
  were friendly and didn’t discuss Ian or 
  discussed him in a positive light they get a +2 
  to all diplomacy checks. 
  Bluff DC 16 (1 success, no maximum).  Your 
  outrageous exaggerations seem to convince 
  her that you are telling the truth.  
  If the characters fail once at a bluff check 
  their next check against Verin gets a -2. If 
  they succeed their next bluff check gets a +2. 
  Verin is very gullible (which is why Ian uses 
  her in the first place). 
  Intimidated DC 40 (1 success, 1 maximum).  
  She backs up at the ferocity of your 
  accusations and flinches as you describe in 
  detail the events as they unfolded. She is so 
  mad that she doesn’t even consider her own 
  safety. She disregards personal attacks and 
  things of this nature, but if the characters can 
  upset her with imagery she may be 
  intimidated. 
  Insight DC 18 (0 successes, 1 maximum per 
  character, bonus) You realize that she is in 
  love with Ian, and that she would do anything 
  for him. You now know how to gain an 
  advantage in the discussion. Because of this 
  insight if the PCs decide to talk about Ian 
  seeing other women and cheating on her 
  they will get a one time +5 bonus to a single 
  bluff check where they describe Ian cheating 
  on her. 
   
  Convince Solian Brilliant Edge 
  Level 3 
  Skill Challenge 
  XP 725 
  Solian seems sympathetic to your cause. Then 
  in a sudden flash of insight you realize he was 
  the one that brought you the information 
  about Ian. 
  Complexity 1 (4 successes before 3 failures) 
  Primary Skills Diplomacy 
  Secondary Skills Bluff 
  Victory Solian is convinced that you have 
  enough facts to win the trial so he stands up 
  and says “I think we have seen enough. We 
  all know what must be done.” For 
  appearance sake he must maintain the 
  illusion that he is being neutral and trying to 
  
  Raiders of Los Arch 
   
  Copyright © 2009 Dark Spire 
   
  decide Ian’s guilt. 
  Defeat He looks the PCs in the eyes and says 
  “I just can’t believe that someone of Ian’s 
  stature could do something like this. I am not 
  convinced of his guilt.” Even though he would 
  love nothing more than to convict Ian, he 
  must make it appear that he is honestly 
  weighing the evidence, and in this case he 
  doesn’t think the party has done it. 
  Diplomacy DC 10 (1 success, no maximum). 
  You put forth some mildly convincing 
  arguments and Solian nods after each one in 
  agreement. 
  Bluff DC 14 (0 success, 1 maximum, bonus).  
  You manage to let a few words lip about the 
  cloak, boots and gloves he was wearing when 
  he approached you without the others 
  understanding. He swallows a lump in his 
  throat and begins to sweat. 
  Solian knows that the party knows who he is. 
  This grants them a +2 to all of their checks 
  against him. 
   
  Outcome 
   
  If the Elders are convinced of Ian’s guilt they 
  immediately put him under house arrest, which he 
  immediately breaks running away. 
   The party is thanked for their timely help 
  and gets a reward of 1000gp total to split amongst 
  them. If they refuse the reward they instead gain 
  1000xp to be split among them. For the next day 
  the entire party gets a discount of 10% off of all the 
  items in every shop on up to 1000gp worth of 
  merchandise. 
  Ian can come back as a recurring villain and 
  the map the party found can lead to another 
  adventure. 
  The town of Los Arch can be used in other 
  adventures or as a generic base of operations. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Dark Spire/Raiders of Los Arch (Now sold as Tsorathian Raiders).pdf