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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  For questions specific to this document, please e-mail your Triad at contact.bdk@iuzlg.com; for LIVING GREYHAWK campaign questions email 
  rpgahq@wizards.com. 
  BDK7-04 
   
   
   
   
   
   
   
   
   
   
   
  Proof of Loyalty 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Bandit Kingdoms Adventure 
  Version 0.95 
   
  by Patrick Walsh 
  Triad Editors and Reviewers: Casey Brown and Susan Threadgill 
  Circle Reviewer: Britt F. Frey  
  Special Thanks to: J.P. Chapleau of the County of Urnst Triad 
   
  An adventurer’s wealth and well-being often relies on tracking down rumors to their source. Following rumors of a 
  person long thought dead has led you to the village of Salfrayfields and a potential source. Before you can confirm or put 
  to rest the rumors, you will need to find something even rarer: proof of loyalty. A one-round Bandit Kingdoms 
  adventure set in the Bandit Kingdoms for APLs 2 to 6. Part Two of the Missing Regent Series. 
   
  
  BDK7-04 Proof of Loyalty 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK 
  setting—you must sanction it as part of an RPGA event. 
  This event could be as elaborate as a big convention, or as 
  simple as a group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. By sanctioning 
  and reporting this adventure, you accomplish a couple of 
  things. First, it is an official game, and you can use the AR 
  to advance your LIVING GREYHAWK character. Second, 
  players and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth two 
  (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: PH, DMG, and MM.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group is 
  an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard Regional adventure, set in the Bandit 
  Kingdoms. Characters native to that region pay 1 Time 
  Unit per round; all other characters pay 2 Time Units per 
  round. 
   
  More information about Lifestyle and Upkeep can 
  be found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The PCs are attempting to verify that His Grace, Nebon 
  Gellor, The Duke of Artonsamay, is either alive or dead. 
  In BDK7-01 they learn that Duke Nebon was last seen in 
  disguise in Riftcrag and gain his signet ring from an 
  eyewitness (who stole it from the Duke). If none of the 
  PCs participated in BDK7-01, they are attempting to track 
  down the truth of the growing rumors about the Duke.  
   
  Through one of several methods, the PCs learn that 
  Duke Gellor and the wizard Larn were seen talking 
  together recently. Duke Gellor and Larn discussed the 
  Duke’s plans for reclaiming the Duchy of the Artonsamay 
  and Larn suggested the Duke find the Iron Crown of the 
  Bandit Kingdoms, which would protect him from the fate 
  of the King of the Johrase and raise his stature in the 
  Combination of Free Lords. However, the Duke will also 
  need an army to back him up. 
   
  When Larn learns the PCs are seeking the Duke, he 
  sees an opportunity. Larn cannot travel to the County of 
  Urnst to meet with a representative of the new Countess 
  (for several reasons), but he can send adventurers. If they 
  accomplish their mission, Larn will know they are willing 
  to act in Duke Gellor’s best interest and that he, Larn, can 
  trust them enough to tell them where the Duke is now. It 
  has been weeks since Larn last heard from the Duke and 
  he is starting to get concerned… 
   
  FAMILY TIES 
  Duke Gellor is Countess Rachel’s great-uncle. Rachel’s 
  (now deceased) mother was the Duke’s niece. The 
  
  BDK7-04 Proof of Loyalty 
   
  Page 3 
  Countess was elected by the nobles of the realm at the 
  Council of Peers at the end of 596CY. Because the Duke 
  was Countess Belissica’s (D.594CY) uncle, he was 
  considered for succession during the Council of Peers. 
   
  Countess Rachel is a member of the Duncombe 
  family, with Gellor blood. She is known to be a Paladin of 
  Heironeous.  
   
  House Duncombe is known to be expansive and its 
  members generally tend towards law or good. They are 
  mostly of Oeridian origin, but have married to many 
  other human groups and include Suel and Flan branches. 
   
  For more information about the County of Urnst, 
  refer to the County Wiki at http://county.pbwikic.com 
   
  ADVENTURE SUMMARY 
  Introduction 
  Location: Salfrayfields 
  The player characters arrive in Salfrayfields looking for 
  Larn. 
   
  Encounter 1: Round Up 
  Location: Salfrayfields 
  After a day or so, the PCs are rounded up by bully boys 
  and told the Boss wants to see them. They are escorted to 
  a tavern whose sign simply says “Locals Only.” 
   
  Encounter 2: Talk to the Boss? 
  Location: Salfrayfields 
  Instead of Boss Beare in the back room, it is one of Larn’s 
  apprentices, who questions the PCs. If satisfied with their 
  answers, he sends them to Larn’s Tower. 
   
  Encounter 3: The Tower 
  Location: Larn’s Tower 
  At Larn’s Tower, Larn explains the mission to the PCs. If 
  they accept, he will give them the Duke’s signet ring to 
  prove they act in the Duke’s behalf.  
   
  Encounter 4: Crossing the Border 
  Location: Jedbridge 
  There are many issues with a heavily armed and magic-ed 
  party of adventurers crossing out of the Bandit 
  Kingdoms, not the least of which is taxes and the high 
  probability of being turned back. The PCs will have 
  Letters of Transit from Larn, but will still have to pay 
  taxes on their gear. 
   
  Encounter 5: The Meeting 
  Location: Dryburgh 
  They meet Lady Ilya Duncombe, the Countess’s 
  representative, have the meeting, and get the agreement 
  in writing. This is the easiest part of the mission. 
   
  Encounter 6: Things Go Bad 
  Location: Dryburgh 
  The PCs and Lady Ilya are attacked and the inn set 
  aflame. This is Nevin’s doing. Due to Nevin disguising 
  himself as a PC and attacking Lady Ilya, the PCs will have 
  to talk their way out and be judged on their actions. They 
  may also lose their Letters of Transit and the signet ring 
  at this point, making their return to the Bandit Kingdoms 
  more difficult. 
   
  Encounter 7: Back across the Artonsamay 
  Location: variable 
  The border is much more alert than last time and there 
  are mysterious wanted posters everywhere. They have 
  four options: 
  1. 
  Steal a boat and try to cross at Jedbridge. 
  2. 
  Steal a boat and try to cross at Esselgard. 
  3. 
  Steal a boat and try to cross at a point between the 
  two. 
  4. 
  Flag down a Rhenee barge and pay to be smuggled 
  across. 
   
  Encounter 8: Payoff 
  Location: Larn’s Tower 
  PCs return and meet with Larn (or one of his 
  apprentices). The outcome depends upon whether they 
  have the agreement and the signet ring. If they do well, 
  Larn tells them where the Duke is and sends them on 
  their way. 
   
  PREPARATION FOR PLAY 
  Before running this mod, ask the players if they have any 
  of the following plot points: 
  • IP with Boss Beare (BDKA6-01 Badgered by Problems) 
  • Enmity of Boss Beare (BDKA6-01 Badgered by Problems) 
  • Enmity of Nevin Ringblade (BDK7-01) 
  • [Duke Gellor’s signet ring] (BDK7-01) 
   
  REGIONAL WARNING 
  If your players are unfamiliar with the Bandit Kingdoms 
  region, read the following aloud before running this 
  event: 
   
  It is important to realize at all times that the Bandit 
  Kingdoms are under the control of Iuz, the Old One, 
  a chaotic, evil deity who revels in torture, depravity 
  and trickery. Government officials tend to imitate 
  many of the attributes of their dread lord. Things 
  that you might take for granted in other lands, such 
  as freedom of worship and the rule of law, are not 
  valued by the rulers of the Combination of Free 
  Lords. You may be able to strike at Iuz, but seldom 
  can you strike at him overtly without paying the 
  final price. Be warned, life is short for those who 
  openly defy Old Wicked. 
   
  INTRODUCTION 
  There are two possible Introductions for this mod, 
  depending upon whether any PC has successfully 
  completed BDK7-01 The Halfling. 
   
  
  BDK7-04 Proof of Loyalty 
   
  Page 4 
  IF A PC HAS DUKE GELLOR’S SIGNET RING: 
   
  Duke Gellor was one of the few leaders in the 
  Combination of Free Lords who was respected, if not 
  liked, by the other “Lords”. His strong ties to the 
  County of Urnst provided some much needed 
  respectability for the Bandit Kingdoms. Missing and 
  presumed dead since the forces of the Old One 
  overran the Duchy of the Artonsamay, the Duke 
  lives on in rumors that have continued to circulate 
  for years. 
   
  Recently, the number of rumors has increased. 
  While saving his hide in Riftcrag, you learned from 
  TB Gonagin that Duke Gellor still lives and TB had 
  seen him! As proof of this (and for saving his neck), 
  TB gave you a signet ring he claims to have 
  “borrowed” from the disguised Duke Gellor. 
   
  The 
  return 
  of 
  Duke 
  Gellor 
  and 
  the 
  reconstitution of his Duchy would be a significant 
  step in removing the hated armies of Iuz. At the very 
  least, the Duke would be a natural rallying point 
  against the Old One. 
   
  Quiet inquiries have revealed that the wizard 
  Larn was recently seen meeting with the disguised 
  Duke. As the village of Salfrayfields is under Larn’s 
  protection, you have traveled there to find out more.  
   
  IF NO PC HAS DUKE GELLOR’S SIGNET RING: 
   
  Duke Gellor was one of the few leaders in the 
  Combination of Free Lords who was respected, if not 
  liked, by the other “Lords”. His strong ties to the 
  County of Urnst provided some much needed 
  respectability for the Bandit Kingdoms. Missing and 
  presumed dead since the forces of the Old One 
  overran the Duchy of the Artonsamay, the Duke 
  lives on in rumors that have continued to circulate 
  for years. 
   
  Recently, the number of rumors has increased. 
  When you helped a well-connected and somewhat 
  reliable scoundrel, he told you he has recently seen 
  Duke Gellor alive! If Duke Gellor actually lives, his 
  reappearance and the possible reconstitution of the 
  Duchy or the Artonsamay would be another long 
  step towards ejecting the hated armies of Iuz. At the 
  very least, the Duchy will be a natural rallying point 
  against the Old One. 
   
  Quiet inquiries have revealed that the wizard 
  Larn was recently seen meeting with the disguised 
  Duke. As the village of Salfrayfields is under Larn’s 
  protection, you have traveled there to find out more.  
   
  Knowledge (Local – Iuz Border States) 
  Any PC with Knowledge (Local – Iuz Border States) that 
  makes a check to see what they know of Salfrayfields 
  learns the following: 
   
  DC 5: Dire badgers roam the area north of the village. 
   
  DC 10: Salfrayfields is part of the Free City-State of 
  Stoink. 
   
  DC 15: Salfrayfields is under the protection of the 
  wizard Larn and produces sachets of the herb salfray, 
  which has healing properties against animal poisons. 
   
  DC 20: Larn does not directly run Salfrayfields. He 
  has one Ernest “Boss” Beare and his pack of bullies 
  maintain what passes for law and order there. Larn lives 
  south-southeast of the village in his tower. 
   
  DC 25: Officially, importation of goods from the 
  Bandit Kingdoms is illegal in the County of Urnst – yet 
  somehow goods from both sides of the border find their 
  way across, notably salfray. 
   
  Gather Information 
  A Gather Information check will turn up the following 
  information about Duke Gellor: 
   
  DC 2: Duke Gellor is ten feet tall and shoots 
  lightning from his eyes. He seeks to kill all half-dragons 
  he finds as an affront to Beory. 
   
  DC 5: Duke Gellor is eight feet tall and can throw 
  fireballs from his finger tips. 
   
  DC 8: Duke Gellor sneaks into Stoink at night 
  disguised as a tall dwarf to gamble. 
   
  DC 10: Duke Gellor’s ghost haunts the remains of his 
  castle. 
   
  DC 15: Duke Gellor was no paladin, but he was fair to 
  his subjects, and mostly fair with his neighbors. Still, he 
  enjoyed the occasional raid from time to time. 
   
  DC 20: Stories say Duke Gellor is looking for 
  something that he lost that will defeat Cranzer’s magic. 
   
  DC 25: Duke Gellor still has friends in surprising 
  places, friends who help him against the Old One. He’s 
  going to need them, as I hear that no less than Boneheart 
  Halga searches for him to this very day. 
   
  1: ROUND UP 
  Toward the end of your first day in Salfrayfields, you 
  are eating dinner at the inn, comparing notes. As you 
  finish your meal, a group of eight men, all wearing 
  light blue jerkins, black trousers, and well-cared-for 
  leather armor, enter the inn’s dinning area. They all 
  wear a seal attached to their armor – a star-shaped 
  leaf hovering atop a circular background of silvery 
  fields, the seal of the village. 
   
  The leader, a large Oeridian male with short 
  auburn hair, looks at the innkeeper, who brings the 
  man a large stein of beer. The innkeeper hands him 
  the stein and then nods at your table. At a look from 
  their leader, the goons fan out and move toward 
  your table, brandishing saps, leaving one man with a 
  flail blocking the exit. Conversation dies out as the 
  other patrons scatter. The leader takes a deep 
  draught from the stein and then calls out from 
  behind his men, “Stop, in the name of Boss Beare.” 
  He has a leering grin on his face. 
   
  These are Boss Beare’s goons who normally maintain 
  order in the village, but not necessarily the law. There are 
  two bully boys stationed outside each exit to the inn in 
  case the adventurers try to make a run for it. They are 
  
  BDK7-04 Proof of Loyalty 
   
  Page 5 
  armed with flails and saps and all of them have orders to 
  bring the adventurers in alive if possible. They know that 
  the order to pick up the adventurers comes from their 
  boss’s boss and don’t want to screw this up, but they 
  resent the fuss the adventurers seem to be causing. The 
  bully boys are hoping the PCs try to run so they can take 
  their frustrations out on them. 
   
  If the PCs do not run or make hostile actions (like 
  drawing weapons or casting spells), they will be 
  surrounded, but not attacked. Read the following: 
   
  After his men surround the table, the leader walks 
  up with his drink. “My name is Kane. The boss wants 
  to see you. Now. I suggest you come with us all quiet 
  like. After you’ve paid for your food and drink, of 
  course.” He finishes off his drink and sets the stein 
  on your table. Looking over at the innkeeper he says, 
  “Put this one on their tab as well.” His men snicker 
  at this. 
   
  Again, Kane and his men want an excuse to vent their 
  spleen on the adventurers and so are goading them. A DC 
  15 Sense Motive check will reveal that Kane is trying to 
  goad them into resisting so he can order his men to 
  “subdue the resisting criminals.” The best thing the PCs 
  can do is peacefully go along. This will frustrate Kane and 
  his boys, but there is nothing they can do about it if the 
  PCs do not give them an excuse. 
   
  The PCs are being rounded up by Boss Beare’s bully 
  boys and taken to the tavern where the Boss normally 
  holds court. The only answer the bully boys will give as to 
  who the PCs are going to meet is “the Boss”. Lead them 
  into believing that Boss Beare is the one who sent for 
  them. A DC25 Sense Motive check will tell the PCs that 
  the bully boys are nervous about the whole thing for 
  some reason. 
   
  Tactics: If the PCs resist, the bully boys will gang up on 
  spellcasters or other soft targets first and subdue them 
  with their saps. Armored combatants will have tanglefoot 
  bags thrown at them until the spellcasters are down and 
  will then be pummeled as well. Bully boys with flails will 
  attempt to trip PCs so their buddies can attack them 
  while they are prone. 
   
  CREATURES 
  All APLs 
  Kane Sixfires, Head Bully: Appendix I. 
  Bully boys (11): Appendix I. 
   
  DEVELOPMENT 
  If the PCs win this fight, they can still go to Larn’s Tower, 
  but Larn will be told that they are potentially dangerous. 
   
  2: TALKING TO THE BOSS? 
  Kane and his bully boys walk you into a two-story 
  white-washed building with a hand-painted sign on 
  the door that reads “Locals Only” in Common.  
   
  Inside, you find a low-ceiling tavern with tables 
  and benches enough to hold a good crowd, but the 
  place is mostly empty right now. There is no 
  bartender evident or any barmaid, but the two tables 
  nearest the fire have a few toughs wearing the same 
  light blue jerkins as Kane and his boys. They look up 
  and fall silent as you walk in. Kane nods at them and 
  leads you through a door into a back hallway. 
   
  Kane knocks at a closed door. From inside you 
  hear someone say “What?” in an exasperated voice. 
   
  Kane nervously clears his throat and says, “I 
  brought them here, sir.” 
   
  “About time. Send them in and then get back to 
  whatever it is you do here.” 
   
  Kane blanches at this but opens the door and 
  waves you in. He does not enter the room himself 
  and closes the door behind you. 
   
  Inside, the room appears to be a private dining 
  room. There is a large table that runs the width of 
  the room with several heavy wooden chairs. Sitting 
  across the table from you is a Flan male in his 
  twenties with an impatient air about him. He wears 
  a set of wizard’s robes and ornate glasses. 
   
  “You may call me Kurush of the Lightning. I 
  understand you have been asking about my master, 
  Larn, and I want to know why.” 
   
  Kurush is who he says he is and is here for the reason 
  stated. He doesn’t like being in Salfrayfields and, while 
  impatient to leave, he understands his responsibility: to 
  determine if the PCs are people with whom Larn needs to 
  speak - or not.  
   
  If the PCs show Kurush the Duke’s signet ring 
  (assuming they have it), he will send them to Larn’s 
  Tower to meet with his master (see Development, 
  below). He will neither confirm nor deny that Larn has 
  seen Duke Gellor, but will tell the PCs they need to speak 
  with his master on that subject. 
   
  If the PCs flat out lie about why they need to speak 
  with Larn, Kurush will question them a little longer and 
  then send them away. He will not direct them to Larn’s 
  Tower and will report to Larn that they lied to him about 
  their purpose in seeking Larn. This does not mean that 
  Larn will not speak to them if they go to his tower 
  anyway, but his disposition toward them will be worse. 
   
  If the PCs attack Kurush, his goal is to do as much 
  damage to them as he can and then escape to report to 
  Larn. This would cause him to assume that the PCs are 
  minions of Iuz, and he would include that in the report to 
  his master. See the Tactics section below. 
   
  CREATURES 
  All APLs 
  Kurush of the Lightning: Appendix I. 
  
  BDK7-04 Proof of Loyalty 
   
  Page 6 
  Kane Sixfires, Head Bully: Appendix I. 
  Bully boys (16): Appendix I. 
   
  Tactics: If attacked, Kurush will cast lightning bolt, 
  showing the PCs why he earned his name. His targets 
  will be spellcasters first, melee combatants second. He 
  will teleport out when Kane and the toughs arrive. He is 
  not a coward – his orders are to report back no matter 
  what happens and he expects the toughs will take down 
  what he believes are minions of Iuz. 
   
  The sound of the lightning bolt will summon Kane 
  and all of the toughs from the front room. They know 
  that if Kurush is killed while they’re here, Larn will do 
  exceedingly unpleasant things to them and then Boss 
  Beare will take his turn. As a result, the toughs will come 
  in swinging their short swords and perform coup de grace 
  on PCs whenever opportunities present themselves. 
   
  DEVELOPMENT 
  If the PCs tell the truth (or something close to it) or show 
  the Duke’s signet ring (assuming they have it), Kurush 
  will send the PCs to Larn’s Tower for a meeting with his 
  master. He directs them to find the building at the base of 
  the tower that is flying Larn’s symbol – a red lion, 
  rampant, facing left on a white background. Obtaining 
  this information earns the same XP as if PCs defeated an 
  EL4 encounter. 
   
  If the PCs attack Kurush and/or kill him, Larn will 
  consider them enemies and refuse to speak with them, 
  even if the PCs show up at his tower. The PCs earn the 
  Enmity of Larn plot point. The adventure is over. Read 
  Conclusion A. 
   
  3: THE TOWER 
  The PCs can end up here two ways: Kurush of the 
  Lightning could have sent them or they could find their 
  way here after blowing the interview with Kurush. 
   
  Larn’s Tower is actually a series of stacked, circular 
  towers 
  on 
  a 
  promontory 
  overlooking 
  the 
  Artonsamay River. The lower two towers are made 
  from the local grey stone and blend in well with the 
  surrounding rock. The top tower is made of a creamy 
  white type of stone and stands out all the more for it. 
  A wind off the river blows a flag high up on the top 
  of the highest tower. 
   
  The only obvious entrance to the entire 
  structure is three-quarters of the way up the lowest 
  tower – a metal gate with a hoist mounted above it 
  overlooks the river below. The gate is currently open 
  and you can see crates being lifted up from the base 
  of the tower. 
   
  The road to Larn’s Tower winds around the 
  promontory and ends on the river side at a 
  collection of buildings. Two small piers jut out into 
  the river, forming a small port on the Artonsamay. A 
  river barge is currently docked at one of the piers, a 
  river skiff at the other. In the distance, across the 
  wide river, you can just barely make out the town of 
  Jedbridge, part of the County of Urnst. 
   
  If the PCs were sent by Kurush, they will easily find the 
  small two-story building flying Larn’s heraldry (Location 
  1 on the map of Larn’s Tower in Appendix II). If Kurush 
  did not direct them here but they arrived on their own, 
  they will need to investigate before discerning the correct 
  place to ask. 
   
  LOCATION 1: LARN’S OFFICE 
  This is where those seeking to do business with Larn 
  make inquiries. It is run by Zhenechka the Croc, another 
  one of Larn’s apprentices.  
   
  Zhenechka is a Suel female with a talent for magic as 
  well as handling Larn’s business affairs. She is called “the 
  Croc” because she always makes sure Larn gets a bite of 
  anything profitable happening in the area. She does this 
  not because Larn wants or needs the money, but out of a 
  sense of pride in her work. Her raven familiar sits on a 
  perch next to her desk and she will occasionally speak to 
  it in draconic, a language it can speak as well (PH p52). 
   
  If Kurush sent the PCs, Zhenechka will be expecting 
  them. She will greet them pleasantly and have them wait 
  in a side room until Larn arrives. She will open a window 
  and use whispering wind to pass a message alerting Larn 
  that the adventurers are present. Larn will arrive 30 
  minutes later (teleportation makes him queasy). When he 
  arrives, he will speak to the characters. Go to Talking 
  with Larn below. 
   
  If Kurush did not clear them and the PCs made their 
  way here on their own, Zhenechka is still polite, but less 
  helpful (Indifferent). She will inform the PCs that the 
  earliest Larn will be available will be next Moonday (five 
  days from now). Use of Diplomacy to bring Zhenechka to 
  Friendly will get her to schedule the PCs for tomorrow 
  morning. If she becomes Helpful, she will get them a 
  meeting later in the afternoon (three hours later) and let 
  them wait or come back then. Showing Zhenechka the 
  Duke’s signet ring (assuming the PCs have it) will 
  immediately move her one grade up the Diplomacy table. 
  When the meeting happens, go to Talking with Larn 
  below. 
   
  LOCATION 2: HARBORMASTER’S OFFICE 
  Not a very busy place, but essential. The harbormaster has 
  no time for them (he’s in the middle of a strategic game of 
  checkers) and sends them to the office. 
   
  LOCATION 3: WAREHOUSES 
  These warehouses are for short-term storage of materials 
  only (less than one month). There are only warehouse 
  guards here and they will direct the PCs to the office. 
   
  
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  Page 7 
  LOCATION 4: RIVER’S REST INN 
  A minimal inn, the River’s Rest is used infrequently by 
  river travelers stopping over here or by those waiting for 
  the next scheduled river crossing (once every other day). 
   
  LOCATION 5: LIVING QUARTERS 
  Where the dockworkers live. They will view the PCs with 
  suspicion and send them to the office. 
   
  TALKING WITH LARN 
  If Larn has been told by Kurush the PCs legitimately 
  need to talk with him or the PCs have convinced 
  Zhenechka to vouch for them on their own, Larn meets 
  with them and asks what they want. If the PCs did not 
  use Diplomacy on Zhenechka (or failed), then Larn will 
  be impatient to bring the meeting to an end. 
   
  Relate the following information during roleplay: 
  • Yes, I met with Duke Gellor. Larn is not terribly 
  surprised he was seen due to the number of spies and 
  informants in the Bandit Kingdoms. The meeting was 
  supposed to be secret, but he realizes his precautions 
  weren't perfect. 
  • Yes, I know where he can be found. Duke Gellor was 
  asking Larn about where an item could be found and 
  Larn told him. 
  • No, I won’t tell you where he is, unless… Larn 
  needs proof the PCs are trustworthy and loyal to Duke 
  Gellor. If the PCs will agree to perform a task on the 
  Duke’s behalf, Larn will tell them where to find the 
  Duke when they return.  
   
  LARN’S ERRAND 
  “The Duke has plans that will require military 
  backing to implement. There is an opportunity to 
  secure this backing in the County of Urnst right 
  now.” 
   
  “The new Countess in Urnst will want to secure 
  her northern border and a strong Duchy of the 
  Artonsamay will start that process. Additionally, as 
  the new Countess considers herself to be from a 
  different family, she should not want a member of 
  the previous ruling family available to potentially 
  lead another civil war. By backing Duke Gellor in 
  reclaiming his Duchy, she will stabilize her 
  northern border and keep a potential rival busy with 
  his own lands.” 
   
  “If the group of you will travel into the County, 
  meet with a representative of the Countess in 
  Dryburgh, and negotiate military support for the 
  Duke by the County, I will consider this proof of 
  your loyalty to the Duke. In exchange for a letter of 
  such intent, I will tell you where Duke Gellor went 
  and why.” 
   
  If the PCs agree to take on the mission, continue reading: 
   
  “Go to the town of Dryburgh in the County of Urnst 
  and check into the Hare and Bottle Inn. When 
  talking to the innkeeper, ask him about the hunting 
  in Brethildeep, it’s a forest in the area. He will feign 
  ignorance and offer an expert in fishing for pike 
  instead. Say ‘Pike is nice – if you are wary of the 
  teeth.’ This is a code phrase, if you haven’t figured 
  that out.” 
   
  “If he responds ‘the teeth are the secret, but not 
  if the line is strong,’ you are in good shape and he 
  will arrange for the meeting. If he instead says ‘with 
  the right line, you can land anything,’ get out of 
  there quickly but unobtrusively. That phrase means 
  that the wrong people have become interested and 
  you may be in danger. Get a room elsewhere and wait 
  for me to get word to you. In the worst case, that will 
  only take a day or two.” 
   
  Larn pulls an oddly shaped ceramic token from 
  a pocket and hands it to you. “When the Countess’s 
  representative meets with you, they will ask to see 
  your identification. Show them that and let them 
  match it to one of their own. A perfect match will 
  identify you as the people they are there to meet and 
  you can start talking.” 
   
  “Got all that? Good. Here are your negotiating 
  points for the Duke.” 
   
  “The most important thing is to get a promise of 
  military support for Duke Gellor from the Countess. 
  Duke Gellor will need this when he re-claims his 
  Duchy. Details are not important right now as long 
  as you get the promise in writing.” 
   
  “In return, the Duke is willing to concede all 
  claims to the throne of the County as long as the 
  Countess lives. Additionally, if they ask, the Duke 
  will promise to reduce or eliminate raids from his 
  territories into the County.” 
   
  “Do not offer any kind of tribute or tithe to the 
  Countess. If they ask, politely refuse.” 
   
  “Get all of this right and in writing and you’ll 
  have proven your loyalty. You have a week to get all 
  of this done and get back with the treaty papers and 
  the signet ring. When you turn both of those over to 
  me I will give you the information you seek.” 
   
  If the PCs do not already have Duke Gellor’s signet ring, 
  then Larn has been holding onto it as a favor to the Duke 
  and will provide it to the PCs as proof they represent the 
  Duke’s interest in the negotiations. Larn will also provide 
  the PCs Letters of Transit, which will allow them entry 
  into the County, to travel to Dryburgh, and to return to 
  the Combination of Free Lords, assuming they commit 
  no major crimes while in the County. 
   
  CREATURES 
  Zhenechka the Croc: female Suel Expert 1/Wizard 4 
  (Sense Motive +4, Bluff +6) 
  Larn: male human (mixed) wizard 10 (Sense Motive +5). 
   
  
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  Page 8 
  4: CROSSING THE BORDER 
  Determine if the PCs are concealing any weaponry or 
  “goods of questionable nature” prior to the passage to 
  Urnst (including the Duke’s signet ring) and where. Also 
  determine who is wearing armor and what weapons are 
  openly carried. Urnst border guards react differently to 
  commoners than they do to adventurers coming out of 
  the Bandit Kingdoms. 
   
  After the meeting with Larn, you catch the next ferry 
  across the Artonsamay. The trip should only take an 
  hour, you reckon, as you climb aboard the shallow-
  bottomed river skiff. Oddly enough, a small ballista 
  is mounted on the bow, a rope attached to the back 
  of an unusual bolt. The rope is coiled high and tight 
  nearby, and appears to be tied to the front of the 
  vessel. 
   
  After everyone is aboard, the captain moves 
  behind the ballista and eyes the other shore. Once 
  satisfied with his aim, he fires the projectile, 
  launching the special bolt clear across the river! The 
  distance makes it hard to see what happens, but 
  within a few moments all the slack in the rope is 
  gone and the boat begins to lurch forward. 
  Apparently, they are pulling the skiff across the 
  river, probably with a winch of some sort. Within a 
  few moments, the vessel’s speed matches that of a 
  well-rowed craft’s and the ride smooths out. This 
  should not take long at all. 
   
  The PCs are on a simple, keelboat skiff (sans mast or sail), 
  which measures 20 feet wide by 60 feet long and has a 
  pointed bow. Two sailors man the vessel. The captain 
  stands near the front, keeping an eye on the rope while 
  manning the swivel-mounted light ballista, which has 
  been reloaded with a normal bolt (he has 9 more 
  available). The lookout stands in the middle of the vessel. 
  The rope is attached to an iron ring that is secured to the 
  front of the vessel. Additional rings run every five feet 
  down the center and sides of the vessel (for tying off 
  cargo, or scared PCs).  
   
   
  The skiff has a shallow draft, and the PCs are merely 
  5 feet above the water line (with no railings!). For a while 
  now, Larn has kept the area clear of major hazards, so the 
  locals have gotten a bit complacent about security. When 
  worried about such things, they use much bigger vessels, 
  but the PCs do not rate such. 
   
  The bolt has been secured on the County side to a 
  vertical winch, which is turned by a team of donkeys. A 
  similar arrangement exists on the Salfrayfields side of the 
  river. This allows craft to cross the river without worrying 
  so much about the tide, wind conditions, rowers, etc. 
  However, it also means that smart creatures in the water 
  will be aware that a vessel is approaching if they see the 
  rope moving. 
   
  The Artonsamay river is home to a variety of 
  creatures, some native, some not. As the PCs’ boat is half-
  way across the river, a group of water elementals attacks, 
  drawn by the movement of the rope. They are not 
  summoned, and have taken up residence in the area only 
  recently. Their initial starting attitude is Unfriendly. 
  They merely wish to overturn the vessel and send the 
  “invaders” scurrying back to the shore. Of course, the 
  shore is 300 yards away at this point, but at least the river 
  is calm, albeit moving downstream at a speed of 30 feet 
  per round. The river is 20 feet deep except near the 
  shores. 
   
  During the attack, the vessel will continue to be 
  pulled towards the shore at a speed of 30 feet per round.  
   
  CREATURES 
  APL 2 (EL 4) 
  Small water elemental: hp 11; MM 100.  
  Medium water elemental: hp 30; MM 100.  
   
  APL 4 (EL 6) 
  Medium water elemental: hp 30; MM 100.  
  Large water elemental: hp 68; MM 100.  
   
  APL 6 
  Large water elemental: hp 68; MM 100.  
  Huge water elemental: hp 152; MM 100.  
   
  Note: The EL of this encounter has NOT been raised, as 
  water elementals are native to water environments. In 
  addition, they are not out to kill the PCs. Smart PCs who 
  speak Aquan might even successfully use the Diplomacy 
  skill to get the elementals to cease attacking. Doing so 
  earns full XP for the encounter. 
   
  Tactics 
  The water elementals are not really out to kill the PCs, 
  but rather they want to destroy the boat, as they feel it is 
  infringing on their territory. However, neither will they 
  aid any PCs who fall in the river. Thus, the elementals 
  will seek to sunder the boat from underwater. Each 5-foot 
  section of the skiff has 40 hp, hardness 5, AC 3. The huge 
  elemental will instead seek to overturn the craft, which it 
  can do easily (a standard action).  
   
  If attacked, the water elementals will immediately 
  become hostile and will attempt to kill the offending 
  character.  
   
  Once the PCs have arrived at the port, continue with the 
  following: 
  The difference between ports is just short of 
  amazing. Whereas Salfrayfrield’s was rarely used, the 
  port of Jedbridge is a bustling place, including both 
  commercial and County of Urnst military docks. The 
  city itself is fortified, with the walls appearing clean 
  and in good shape, in stark contrast to similar 
  locales in the Bandit Kingdoms. 
   
  The small boat pulls alongside a wharf manned 
  by several groups of attentive soldiers. They seem to 
  be questioning or inspecting each new arrival. 
  Overhead, two large banners snap in the breeze: one 
  
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  Page 9 
  depicts a white swan on a field of green, while the 
  other features a black bull on red-bordered gold. 
   
  Success on a Knowledge (Local NMR) check at DC 5 or a 
  Knowledge: nobility check at DC 10 allows PCs to 
  recognize that the white swan is the symbol for the 
  County of Urnst, while the black bull is the symbol for 
  House Duncombe. Residents of the County of Urnst 
  know this without a check. 
   
  The customs inspection will be short for the other 
  travelers as they are clearly commoners. For the PCs, it 
  will be another story. There is a table on the wharf for 
  those 
  entering 
  the 
  County 
  to 
  place 
  their 
  luggage/packs/whatever they are carrying. Each PC will 
  be asked to place their gear on the table one at a time. As 
  the customs inspector looks through their things, one of 
  the soldiers will ask the following series of questions and 
  write down each PC’s answers. 
   
  • What is your name? 
  • Where do you live? If the PC just says “the Bandit 
  Kingdoms” the soldier will ask where specifically. 
  • What is your purpose for entering the County of 
  Urnst? The soldier will accept “diplomatic mission” or 
  its equivalence. Answering “adventure” will lead to a 
  whole series of questions about where, why, and who 
  sent you. 
  • Please show me your Letters of Transit. More of a 
  demand than a question. The soldier will make a note 
  of the issuer of the Letters. 
  • Importation of goods from the Bandit Kingdoms 
  into the County of Urnst is illegal. Do you have 
  anything to declare? Any PC with more than one 
  version of a weapon (like a silvered sword, a cold iron 
  sword, an adamantium sword, and a magic sword all at 
  the same time) will be questioned as to why they are 
  carrying so many weapons if they are not planning to 
  sell them. 
   
  The officer in charge, Lieutenant Oktel Farvaren, will 
  assess the following taxes: 
  • 1 silver per melee weapon not a simple weapon (see PH 
  p116). 
  • 1 gold per obviously magical weapon. 
  • 1 gold per wand, staff, or rod. 
  • 5 silver per magic item not of a defensive nature. 
   
   
  Are the rates stiff? Yes – the County is not keen on 
  adventurers coming out of the Bandit Kingdoms and 
  possibly causing trouble. It is within Oktel’s purview to 
  double these rates for citizens of the Bandit Kingdoms 
  that give him or the soldiers grief. He will not do this 
  unless the PCs are particularly abusive. 
   
  Oktel will offer exemption from taxes for any PC 
  who is a resident of the County of Urnst, is a member of 
  the Underley Network (a CoU meta-organization), or has 
  paid luxury upkeep for this adventure. 
  CREATURES 
  All APLs 
  Lieutenant Oktel Farvaren: male Suel Expert 5 (Search 
  +10, Appraise +10). 
  Sergeant Bertil Redguard: male Oeridian Warrior 5 
  (Sense Motive +8) 
  Soldiers (8): male human Warrior 3. 
   
  5: THE MEETING 
  This part of the adventure is fairly freeform. The 
  representative from the Countess, Lady Ilya Duncombe, 
  Knight of the Swan, is at the Hare and Bottle Inn and 
  waiting for the representatives of Duke Gellor (the PCs) 
  to arrive. When the PCs present the Duke’s signet ring, 
  talks will commence. 
   
  Traveling through the County is different from 
  traveling in the Bandit Kingdoms. The roads are 
  maintained and patrolled, with merchants moving 
  their wares openly and actually offering space 
  around their campfires at night. It’s almost creepy. 
   
  After a day and a half of travel south, you arrive 
  at the town of Dryburgh, seat of the Barony of 
  Dryburgh. While the guards at the town gates look at 
  you and your companions questioningly, your 
  Letters of Transit allow you entry without challenge. 
  The guards even provide directions to the Hare and 
  Bottle Inn. 
   
  The PCs have some options: 
  • Go straight to the inn and find the Countess’s 
  representative to start negotiations immediately. This 
  will cost them in negotiations as they are not very 
  presentable and look “scruffy” and/or “desperate,” 
  causing a -4 penalty to any Diplomacy checks (-2 for 
  PCs from the County of Urnst). 
  • Go straight to the inn, check in, bathe, change into 
  their best clothing, and then find the Countess’s 
  representative to start negotiations. Unless they have a 
  noble’s outfit on their character sheet or some way to 
  simulate it, this will impose a -2 penalty to any 
  Diplomacy checks for looking “needy” (-1 for PCs from 
  the County of Urnst). 
  • Look around the town for a clothing shop, purchase 
  presentable clothing (a noble’s outfit, see PH p131 for 
  details), then check into the Hare and Bottle Inn, 
  bathe, dress in the new clothes, and find the Countess’s 
  representative. This will gain a +2 bonus to and 
  Diplomacy checks as Lady Ilya is surprised to see 
  anyone from the Bandit Kingdoms dressed presentably 
  (+1 for PCs from the County of Urnst, who are 
  expected to know how to dress). 
   
  A DC 15 Gather Information check will direct the PCs to 
  Ophiel’s Finery, a snobby clothing shop that will cost 
  150% list. A DC 20 Gather Information will lead them to 
  
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  Page 10 
  an out-of-the-way shop, Clothes to Fit, run by an ex-
  adventurer. 
   
  PART A: OPHIEL’S FINERY 
  The tailor doesn’t like adventurers “climbing above their 
  station.” If any PC is a knight or actual noble (any region), 
  his tune will change, but not his prices. All clothes 
  purchased here cost 150% list price. 
   
  PART B: CLOTHES TO FIT 
  The owner of Clothes to Fit was once an adventurer 
  herself, but retired after a near-disastrous adventure. 
  Clothing purchased here costs 120% list unless the PCs 
  tell a story about one of their adventures, then everything 
  is list price. Make one of the players actually tell a story in 
  character to get the discount. It doesn’t have to be a 
  terribly good story, but a true story about something the 
  character once did. 
   
  PART C: HARE AND BOTTLE INN 
   
  The Hare and Bottle Inn is a well-maintained, 
  three-story beam and plaster building with stables 
  in the back. The painted sign hanging over the front 
  door shows a hare sitting next to an opened bottle of 
  wine. 
   
  Inside, there is a large common room in the 
  center that is open to the third floor. Two enormous 
  fireplaces warm the room and there are many 
  overstuffed chairs set in clusters for guests of the 
  inn. Ornate wooden stairs on either side of the room 
  lead up to the second and third floors, presumably 
  where the sleeping areas are. 
   
  A heavy-set and balding Oeridian with a trim 
  beard approaches you. “My name is Alberik Brogan 
  and I am the innkeeper here. Welcome to the Hare 
  and Bottle – how may I help you?” 
   
  The Hare and Bottle Inn is a bit posh and its management 
  is conservative. Alberik will insist that female PCs stay in 
  separate rooms than the male PCs for propriety – “I don’t 
  run the kind of business that allows otherwise.” The 
  rooms will be adjacent, but separate.  
   
  The house specialty is roast duck and the wine cellars 
  are well stocked. All chairs in the inn have one of their 
  feet carved to look like a rabbit’s foot, making every seat a 
  “lucky seat.” (It also makes them distinctive and hard for 
  thieves to re-sell.) 
   
  Once the PCs have signed the registry, Alberik will 
  have a porter escort them to their rooms. The PCs will be 
  given rooms on the second floor of the west wing. See the 
  map of the Inn in Appendix II. 
   
  If the PCs ask about “hunting in Brethildeep,” 
  Alberik will reply: 
   
  “I’m not certain myself, but I know an expert in 
  fishing for pike. Would you have any interest in 
  that?” 
   
  If the PCs respond “Pike is nice – if you are wary of the 
  teeth,” Alberik will respond with: 
   
  “The teeth are the secret, but not if the line is 
  strong.” In a lower voice, Alberik adds, “I’ll have the 
  person you need meet you in the Green room in an 
  hour if that suits you.” 
   
  This should place the meeting just after noon. If it is 
  afternoon when the PCs initiate this exchange, change 
  the meeting to be “in the early evening.” 
   
  The Green room will be available to the PCs a quarter 
  hour before the meeting and Lady Ilya and her 
  bodyguard will arrive at the appointed time. The Green 
  room is painted a deep emerald green and has pictures of 
  forest scenes hanging on the walls. The table and chairs 
  are of mahogany. 
   
  PART D: MAKING THE DEAL 
  This may be the easiest part of the adventure for the PCs. 
  While neither party wants to “give away the farm,” both 
  sides at the negotiation table are interested in a successful 
  conclusion to the negotiations and are willing to deal in 
  earnest. 
   
  At the appointed time (and assuming the PCs are 
  waiting inside the room), read the following: 
   
  At exactly the appointed time, two women enter the 
  room – one in a fashionable dress, the other wearing 
  spotless plate armor etched with a swan symbol. The 
  woman in the dress speaks almost immediately. 
  “Good day to you all. Before we go any further, may I 
  please see some identification?” 
   
  The woman in the dress is Lady Ilya Duncombe, cousin to 
  the Countess, representing the Countess in the 
  negotiations. The woman in armor is Jasha Grimbold, 
  Lady Ilya’s bodyguard and a Knight of the Swan. If the 
  PCs offer the token Larn gave them, Lady Ilya will take it 
  and match it to a token of her own to verify the PCs are 
  who she is expecting. 
   
  Once the tokens are checked, Lady Ilya will take a 
  seat and ask Jasha to summon the innkeeper.  
    
  Almost immediately, three servants enter the 
  chamber, each loaded with platters of roasted meats 
  and vegetables as well as bottles of red wine and 
  flagons of Rothberry Black ale. Once the table is set, 
  the servants leave and the armored woman closes 
  the door. 
   
  “Now that the proper atmosphere is arranged, 
  we may begin. My name is Lady Ilya Duncombe, and 
  I represent Her Noble Brilliance, Countess Rachel 
  the First at these talks. I am led to believe that you 
  represent Duke Gellor of the Duchy of the 
  Artonsamay. My first two questions are 1) ‘Is this 
  correct?’ and 2) ‘Do you have proof of this?’.” 
   
  
  BDK7-04 Proof of Loyalty 
   
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  Once the PCs have confirmed they are representing the 
  Duke and show his signet ring as proof, the negotiations 
  can begin. This part is fairly freeform. Lady Ilya was 
  instructed to find out what Duke Gellor specifically 
  wants and then negotiate from there. Here are the 
  important points as Lady Ilya knows them: 
  • The Countess suspects that the Duke is looking to 
  reclaim his Duchy and is willing to help, as this would 
  secure part of the County’s northern border. 
  • The Countess requires assurances that the Duke will 
  not contest her claim to the throne. Without this, the 
  Countess will not consent to any deals with the Duke. 
  • The Countess is willing to supply military forces based 
  on the above, but not until Duke Gellor actually makes 
  his claim. 
  • The Countess requests the Duke do all in his power to 
  stop any bandit raids into the County that originate 
  from his Duchy once he has re-claimed it. This is not an 
  absolute demand, but an expected benefit from helping 
  the Duke reclaim the Duchy. 
  • The Countess wishes to establish a special trade 
  agreement between the County and the Duchy of the 
  Artonsamay. This could be as simple as both sides 
  agreeing to a discount of tariffs on each other’s trade 
  goods. This is a minor point, however; if it must be 
  sacrificed in order to come to an agreement, that is 
  acceptable.  
  • Lady Ilya was further instructed to negotiate well, but 
  not too sharply as the Countess (and her family) are 
  very interested in the re-constitution of the Duchy of 
  the Artonsamay and Duke Gellor staying out of County 
  politics.  
   
  For the purposes of Diplomacy, Lady Ilya starts out as 
  Indifferent. (See PH p71-72). Remember the Diplomacy 
  penalties/benefits mentioned at the beginning of this 
  encounter relating to how the PCs are dressed and 
  present themselves. Also, take into account how many of 
  the discussion points listed above meet with agreement 
  from the PCs; just because PCs manage to improve the 
  Lady’s attitude to helpful does not mean she will 
  negotiate foolishly in behalf of the Countess. 
   
  DEVELOPMENT 
  If the PCs successfully negotiate with the Countess’s 
  representative, they will gain a letter of intent to supply 
  the military support the Duke will need to re-establish 
  the Duchy of the Artonsamay (assuming they make it 
  back alive). Achieving this objective earns as much XP as 
  if PCs had defeated an APL appropriate encounter. 
   
  6: THINGS GO BAD 
  Nevin Ringblade, the villain of the series, makes his 
  move here. He has been spying upon the PCs and knows 
  they are negotiating for something, but not what. His 
  plan is to send hired local thugs from the Nighthawks 
  (the Jedbridge thieves’ guild) to attack the PCs while he 
  captures Lady Ilya Duncombe and finds out what the PCs 
  are negotiating (he thinks because she is a minor noble, 
  she will crack easily). When things start to go against 
  him, he will set the inn on fire to cover his escape. If any 
  of the PCs have the Enmity of Nevin Ringblade plot point, 
  Nevin will make an extra effort to have the PCs killed and 
  send six thugs instead of only four. 
   
  The inn will burn quickly due to preparations taken 
  by Nevin. The town guard, local soldiers, and nearby 
  citizens will assemble bucket lines to fight the fire. If the 
  PCs do not help, it will reflect badly on them, being from 
  the Bandit Kingdoms and all, especially when Lady Ilya 
  starts making her accusations. 
   
  Afterwards, the PCs will discover that some or all of 
  them have lost their Letters of Transit (not to mention 
  any gear left behind in the inn while fleeing the fire), 
  which they need to travel freely back to the Bandit 
  Kingdoms. This, plus fake wanted posters Nevin will be 
  posting, will make getting back to Larn “interesting.” 
   
  It is important to note where the signet ring is and 
  whether or not it is rescued or left behind when the fire 
  spreads. 
   
  PART A: NOISES IN THE NIGHT 
  If the PCs have a watch, the PC(s) on watch will need to 
  make an opposed Listen check against the thugs creeping 
  up the steps. There is a +5 penalty to the DC if the PC on 
  watch is not in the hall and has to listen through a door 
  (PH p78). 
   
  If no one is on watch or the PC watching is in the 
  hall and fails his listen check, the thugs will attack the 
  person on watch with sneak attacks. If they take out the 
  PC on watch, the sleepers get Listen checks at -10 to hear 
  the body hit the floor (DC15). 
   
  If PCs are not yet alerted to the presence of the 
  thugs, they have a chance to hear the thugs picking the 
  locks to their rooms (DC 15 Listen check). Again, those 
  asleep have a -10 to this check. 
   
  Once the thugs have access to the PCs, they attack. 
  This will be Round 1 for the DM coordinating this 
  combat with what is happening at the other end of the 
  building (see below). The thugs are not coordinated 
  enough to perform a coup de grace en masse against the 
  PCs and so will simply attack when the targets are 
  available (that is, they will rush into the room(s) and 
  attack once the door(s) are opened). If the thugs see the 
  signet ring at any point, they will try to steal it. 
   
  Unless the PCs have Enmity of Nevin Ringblade, the 
  thugs are locals and were paid well to attack the PCs, but 
  not so well to take stupid risks or die in the attempt. If the 
  PCs do have Enmity of Nevin Ringblade, the thugs have 
  been paid to specifically kill the PCs, not just attack them 
  as a distraction, and there are more of them. Any thugs 
  that are wounded for more than 75% hit points will turn 
  and run. 
   
  In the east wing of the inn, Nevin is attacking Lady 
  Ilya and her bodyguard while disguised as one of the PCs 
  (preferably one of the PCs with Enmity of Nevin 
  Ringblade).  
  
  BDK7-04 Proof of Loyalty 
   
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  Round 1: Nevin has surprised the bodyguard and 
  shot her with a crossbow, leaving her unconscious and 
  bleeding to death. The bolt has the words “Hail Iuz!” 
  painted on the shaft. 
   
  Round 2: Nevin attacks Lady Ilya, but he finds that 
  this lady is very able to defend herself, even in her night 
  clothes.  
   
  Round 5: Nevin will retreat from the room, down to 
  half of his hit points, but having learned the PCs are 
  representing Duke Gellor from Lady Ilya’s accusations 
  during the fight.  
   
  Round 6: Nevin smashes two vials of alchemist’s fire 
  in Lady Ilya’s doorway and dives through a nearby open 
  window where he has a rope waiting (this was his route 
  in).  
   
  Round 7: Lady Ilya stabilizes her bodyguard while 
  calling out “Fire!” to awaken the other guests of the inn. 
   
  The fire will spread quickly (Nevin poured some oil 
  prior to his attack, planning the fire to further sully the 
  PCs’ names) and panic will ensue amongst the other 
  guests of the inn. By Round 9, Lady Ilya and her 
  bodyguard will be cut off from the rest of the inn and 
  have to escape through the bedroom window. Any thugs 
  still fighting the PCs by Round 12 will finally notice the 
  smoke and fire in the other wing of the inn and flee, 
  knocking other people aside to escape. This will allow the 
  PCs to rescue innocent bystanders or fight the fire. 
  Unless the PCs are very imaginative, the fire will be 
  almost uncontrollable by Round 15. See DMG p303 for 
  rules concerning the dangers of extreme heat and 
  catching on fire. 
   
  CREATURES 
  FIGHT INSIDE THE HARE AND BOTTLE INN 
  APL 2 (EL 4) 
  Dryburgh Thugs (4 or 6): hp 6 each; Appendix 1.  
   
  APL 4 (EL 6) 
  Dryburgh Thugs (4 or 6): hp 12 each; Appendix 1. 
   
  APL 6 (EL 8) 
  Dryburgh Thugs (4 or 6): hp 24 each; Appendix 1. 
   
  Note: The EL has NOT been raised if there are two extra 
  thugs due to a PC having the Enmity of Nevin. Said PC(s) 
  earned that enmity during an earlier adventure, and in 
  the BK (even when in the County), actions have 
  consequences. 
   
  Tactics 
  As described in the text, the thugs will sneak up the 
  stairs, deal with anyone on watch in the hall, then charge 
  the room(s) the PCs occupy. They will flee when they go 
  below 25% of their hp or when the fire spreads into visual 
  range in Round 12 of the combat. If a PC has the Enmity 
  of Nevin, the extra thugs attack them exclusively. 
   
  Treasure: This goes way over the APL caps, but assumes 
  that all treasure not specifically grabbed by PCs before 
  they exit the burning building is lost in the fire (whether 
  magical or not). Thus, the PCs better grab some loot fast, 
  or drag the bodies of the thugs out with them.  
   
  Thugs: 
   
  APL 2: Loot 498 gp; Coin 3 gp; Total 516 gp. 
   
  APL 4: Loot 338 gp; Coin 3 gp; Magic 1158 gp; 
  6 +1 rapiers (193 gp each); Total 1499 gp. 
   
  APL 6: Coin 3 gp; Magic 3497 gp; 6 +1 rapiers (1160 
  gp), 6 +1 light crossbows (195 gp each), 6 sets of +1 studded 
  leather (98 gp each) , 6 +1 bucklers (97 gp each); Total 3500 
  gp. 
   
  PART B: AFTER THE BONFIRE 
  The PCs will most likely exit the building on opposite 
  ends from Lady Ilya. This will delay communication 
  between her and the PCs until after she has alerted the 
  nearby soldiers who she believes the arsonist and assassin 
  to be. A few of these soldiers will leave to raise the alarm 
  while the rest either protect Lady Ilya or help fight the 
  fire. Meanwhile, the PCs will be at the other end of the 
  building, likely helping people or fighting the fire. Make 
  note what the impersonated PC does, as it will be 
  important in how he is viewed later. 
   
  As the inn burns, it lights up the surrounding blocks 
  with an angry orange light. Black smoke billows out 
  of the second and third floors, underlit by the 
  hungry flames. Residents and shop owners from the 
  nearby buildings pour out onto the street and start 
  forming bucket brigades, shuttling water from 
  nearby fountains to the inn, desperately trying to 
  stem the flames. Other guests of the inn are pulled 
  out of the building and across the street, some 
  clearly exhibiting burns or hacking up lungfuls of 
  smoke.  
   
  It is now time for the heroes to shine. Go around the table 
  and ask the players what their characters are doing. Make 
  note what is being done where others can see so their 
  actions can be reported to the authorities later. 
   
  After one minute, a pumping cart will arrive along 
  with the local volunteer fire brigade. They will put draw 
  hoses into the fountains and start manually pumping the 
  water through the cart and out hoses on the other side 
  under pressure. The volunteers will then be able to direct 
  water at the fire on the second and third floors. If any of 
  the PCs want to volunteer to help work the pumps (hard 
  vigorous work), they will be more than welcomed by the 
  volunteers. The PCs should be fairly impressed by this 
  state of the art fire-fighting technology. About this time, 
  priests arrive from the temples of Heironeous, Pelor, 
  Zilchus and Pholtus and begin casting spells to help with 
  the firefighting efforts.  
   
  
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  SHOOT−UP OUTSIDE THE HARE AND BOTTLE INN 
  The last members of the Dryburgh thugs were stationed 
  outside the Hare and Bottle Inn in case the PCs tried to 
  make a run for it. They do not know the specifics of what 
  happened inside and are of the opinion that the PCs were 
  responsible for the fire somehow. They will attempt to 
  kill some or all of the PCs with crossbows. The specifics 
  depend upon whether or not the PCs are helping fight 
  the fire. 
   
  For APLs with multiple snipers, they have 
  coordinated their plans already, so when they attack, they 
  will be in separate locations to avoid area effect spells. 
  The sniper(s) will target spell casters first and then 
  anyone successfully shooting back at her(them). 
   
  The sniper(s) have cover while on the rooftops and 
  shooting down at the street. The sniper(s) will not get 
  sneak attack damage, as they are over 30 feet from their 
  targets. The sniper(s) will run when she(they) get below 
  25% hit points. Due to the confusion of the smoke, fire, 
  and water, it will be very difficult to track any escaped 
  snipers. Add 10 to the DC of all such attempts (see Track 
  in the PHB). 
   
  APL 2 (EL 4) 
  Dryburgh Sniper: hp 15; Appendix 1.  
   
  APL 4 (EL 6) 
  Dryburgh Snipers (2): hp 15 each; Appendix 1.  
   
  APL 6 (EL 8) 
  Dryburgh Snipers (4): hp 15 each; Appendix 1. 
   
  Note: The El has been raised by 1 to account for the 
  snipers having cover and higher ground. 
   
  Treasure:  
   
  APL 2: Loot 83 gp; Coin 3 gp; Total 86 gp. 
   
  APL 4: Loot 166 gp; Coin 6 gp; Total 172 gp. 
   
  APL 6: Loot 221 gp; Coin 12 gp; Magic 386 gp; 4 sets 
  of +1 studded leather (98 gp each); Total 619 gp. 
   
  ACCUSATIONS! 
  After 30 minutes, the fire will be under control and the 
  soldiers will start clearing the area of bystanders. Unless 
  the PCs fled the scene, this is the point the PCs will be 
  accosted by Lady Ilya and the soldiers with her. 
   
  “There! That’s the one! Arrest that person for arson 
  and attempted assassination!” Lady Ilya’s angry voice 
  rings out. Turning to look, you see her walking with 
  a group of soldiers from around the far side of the 
  inn. She is soot covered, wearing a borrowed tabard 
  over her blood-stained bed clothes, and pointing 
  straight at one of you with her sword! The entire 
  crowd turns from looking at her to looking at you, 
  scowls slowly forming on some of their faces, 
  puzzlement on others. 
   
  Lady Ilya is pointing at the PC Nevin impersonated. The 
  soldiers with her will immediately start moving to arrest 
  the PC in question and anyone who tries to help him 
  escape. She has the crossbow bolt Nevin shot at her 
  bodyguard and will point out that it says “Hail Iuz” on it. 
  Her saying this out loud should make the PCs cringe 
  some. 
   
  What happens next depends upon what the PCs do. 
  Turning and running will turn their mission into a 
  failure. If the PCs do so, follow the On the Lam event 
  descriptions for Encounter 7. 
   
  If the impersonated PC surrenders without a fight, 
  he or she will be arrested and questioned on the spot. If 
  that PC helped people out of the inn and/or helped fight 
  the fire, the local people involved will step forward and 
  volunteer this information, especially if the accused was 
  noteworthy in his or her actions. If the accused PC did 
  not help people out of the inn or hung back when the fire 
  was being fought, local people will step forward and 
  volunteer this information. 
   
  If any of the thugs were captured and rescued from 
  the fire, they will admit they were hired to attack the PCs. 
  They will also volunteer that they were not told there was 
  going to be a fire and that their employer was not the 
  impersonated PC, but Nevin Ringblade. They are not 
  happy about the fire and the possibility that they were 
  supposed to die in it to cover their employer’s tracks. 
   
  If the impersonated PC has positive character 
  witnesses (or better yet, one or more of the thugs), Lady 
  Ilya will concede that there is more going on here than 
  meets the eye. She will request that the PCs submit to the 
  spells of a local cleric as they are questioned to verify 
  their stories. 
   
  If the impersonated PC does not have positive 
  character witnesses (or worse, negative witnesses), Lady 
  Ilya will insist that the PC submit to the spells of a local 
  cleric as he/she is questioned to confirm the truth. If the 
  impersonated PC refuses this request, he/she will be 
  taken to jail to await trial by the lawful authorities of the 
  County. If the other PCs object, they will be locked up as 
  well, as possible accomplices.  
   
  A cleric of Heironeous answers Lady Ilya’s summons 
  and questions you with a zone of truth spell. He also 
  uses speak with dead to question a corpse of one of 
  the thugs who attacked you.  
   
  For the purposes of story, assume that at least one corpse 
  fails its save against the cleric’s speak with dead spell, and 
  assume that it is willing to betray its betrayer by 
  implicating Nevin and confirming that he impersonated 
  the accused PC. 
   
  NOTE: PCs from the BK will find the local jail 
  refreshingly dry, lit, and containing clean straw to sleep 
  on, not at all like back home.  
   
  This is a fairly simple jail compared to those in the 
  Bandit Kingdoms. You are reasonably certain that, 
  
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  with the correct skills, you could get out of here in 
  under 10 minutes. 
   
  To escape the jail takes a DC 18 Pick Locks check to 
  escape the cell and a DC 20 Bluff check to talk their way 
  out of the building, so the PC(s) can escape if they want. 
  If they do so, follow the On the Lam encounter path for 
  Encounter 7. As the dead thugs will still be questioned, 
  this will be a partial mission success – the County will 
  still honor their intent to support Duke when asked, but 
  Larn will not trust the PCs enough to tell them 
  everything about where the Duke can be found. 
   
  If the PCs helped save people and/or helped fight the 
  fire, and are exonerated by the cleric’s questioning, read 
  the following: 
   
  “I apologize for detaining you,” Lady Ilya says. “The 
  realm you call home has a harsh reputation for 
  treachery and I was only too willing to believe in it. I 
  am ashamed at my accusations in the light of your 
  heroic actions last night. Please allow me to replace 
  any possessions you lost to the fire and issue 
  replacement Letters of Transit for any lost.” 
   
  “With folk such as you at his side, I can believe 
  that the Duke will accomplish his goals and tame his 
  part of the infamous Bandit Kingdoms. Good luck 
  and may the gods watch over you.” 
   
  Lady Ilya issues replacement Letters of Transit to the PCs 
  and replaces any non-magical equipment and gear lost in 
  the fire before the PCs head north. Continue to 
  Encounter 7 and follow the Backed by the Law event 
  descriptions. 
   
  If the PCs did not help people out of the inn or fight 
  the fire, but were exonerated by the cleric’s questioning, 
  read the following: 
   
  “I apologize for detaining you,” Lady Ilya says. “The 
  realm you call home has a harsh reputation for 
  treachery and I was only too willing to believe in it. 
  However, in the light of last night, I feel that caution 
  is only prudent. I will issue you replacement Letters 
  of Transit for any lost and whatever minimal gear 
  you need to complete your mission.” 
   
  “The Duke has a long road to travel to 
  accomplish his goals in the Bandit Kingdoms. Good 
  luck.” 
   
  Lady Ilya issues replacement Letters of Transit to the PCs 
  (mostly to get the PCs out of the County) and replaces 
  clothes and food items lost in the fire before the PCs head 
  back north. Continue to Encounter 7 and follow the 
  Backed by the Law event descriptions. 
   
  7: BACK ACROSS THE ARTONSAMAY 
  BACKED BY THE LAW 
  If the PCs were cleared of all charges in Dryburgh and 
  have Letters of Transit, follow the events below for their 
  route back to Larn’s Tower. 
   
  Pleased with the success of your mission, you travel 
  the road north back to Jedbridge and ultimately 
  Larn’s Tower. Along the way, you meet a group of 
  merchants moving south. They wave to you and call 
  out questions about the road behind you until they 
  get close enough to see you clearly. They suddenly 
  get looks of surprise on their faces (and possibly 
  fear) and whip their animals to quickly pass you, 
  saying nothing further, even in response to 
  questions. Very puzzling. 
   
  At the next crossroads, you see a group of 
  merchants standing around a tree with a poster 
  nailed to it. One of the merchants at the back of the 
  group sees you, looks at the poster and then back at 
  you. The same look of surprise and fear crosses his 
  face. He leans into the group and says something 
  suspiciously like, “Hey, it’s them!” 
   
  The entire group turns to look at you and then 
  suddenly start walking away in different directions, 
  all coincidentally away from you. 
   
  The merchants were reading a wanted poster nailed to 
  the tree that declares the PCs are wanted for arson and “a 
  series of assassinations including a Knight of the Swan in 
  the County of Urnst and the wizard Arlen in the Bandit 
  Kingdoms.” The poster accurately, if unflatteringly, 
  describes each of the PCs and lists a 500 gold reward for 
  their capture, payable at any outpost occupied by the CoU 
  army or Knights of the Swan. It does not specify dead or 
  alive. 
   
  Nevin has posted several of these along the road to 
  Jedbridge as he rode through on horseback. His goal for 
  these posters is to harass the PCs, delaying them and 
  generally making life difficult. If the adventure has been 
  smooth sailing so far for the players, drop the optional 
  bounty hunter ambush on them. If things have been 
  dragging, skip the ambush and just describe several 
  incidents where merchants veer off the road to avoid 
  them. Read the following next: 
   
  At Jedbridge, the alert and numerous gate guards ask 
  for your Letters of Transit. The sergeant reads them 
  over while the other soldiers move to surround your 
  group. The sergeant compares your names to a list 
  his assistant is carrying. He then approaches your 
  group and says, “Pardon me, I am Sergeant Ormod. 
  There seems to be some confusion as to your legal 
  status at the moment. Would you please wait over 
  here for a few minutes?” He gestures to a walled area 
  just inside the gates and waits for your answer. 
   
  
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  A DC 10 Sense Motive check will confirm that he is 
  telling the truth and will not allow the PCs to leave until 
  the issue is cleared up. The sergeant will also hold onto 
  their Letters of Transit until the matter is resolved. If the 
  PCs just wait, it will take a half hour for a messenger to go 
  and get verification that the wanted posters are fake and 
  the PCs are not wanted for anything in the County of 
  Urnst. Read or paraphrase the following: 
   
  The sergeant approaches and waives off the soldiers 
  that have been keeping an eye on you. “Sorry to keep 
  you waiting – some joker was posting false wanted 
  posters about you and we had to verify this. Here are 
  your Letters of Transit. You are free to leave the 
  County of Urnst and return to the Bandit Kingdoms. 
  The next boat will leave in a few hours.” With that he 
  returns your papers and waves you into the city 
  proper. 
   
   
  If the PCs foolishly try and run, they can flee the 
  city. The guards are surprised at their actions and let the 
  PCs go; knowing that without their Letters of Transit the 
  PCs will be picked up by a patrol sooner or later. The PCs 
  are now wanted for questioning. Follow the On the Lam 
  path below. 
   
  ON THE LAM 
  If the PCs were not cleared of all charges in Dryburgh 
  (they fled the scene or broke out of the Dryburgh jail), 
  follow the events below for their route back to Larn’s 
  Tower. 
   
  At the next crossroads, you see a tree with a poster 
  nailed to it. The poster is a wanted poster that 
  declares all of you are wanted for arson and “a series 
  of assassinations including a Knight of the Swan in 
  the County of Urnst and the wizard Arlen in the 
  Bandit Kingdoms.” 
  The 
  poster 
  accurately, 
  if 
  unflatteringly, describes each of you and lists a 500 
  gold reward for your capture, payable in Radigast 
  City. It does not specify dead or alive. 
   
  Nevin has posted several of these along the road to 
  Jedbridge as he rode through on horseback. His goal for 
  these posters is to harass the PCs, delaying them and 
  generally making life difficult for them. The fact that it is 
  partially true will help. 
   
  The PCs have four possible options for crossing the 
  Artonsamay back into the Bandit Kingdoms: 
  1. 
  Try and steal a boat to sneak across at Jedbridge. 
  2. 
  Try and steal a boat to sneak across at Esselgard. 
  3. 
  Try and steal a boat at some point between Jedbridge 
  and Esselgard. 
  4. 
  Flag down a Rhenee barge and pay to be smuggled 
  across. 
   
  A Knowledge (Local-Nyrond and Her Environs) check 
  (DC 15) will warn the PCs that Esselgard is a military 
  fortification and going there will likely lead to capture. A 
  Knowledge (Local – Iuz Border States) or Knowledge 
  (Local – Nyrond & her Environs) check at DC 15 will 
  remind the PCs that the Rhenee are known smugglers 
  and will not ask any questions, for a fee. 
   
  Whichever route the PCs opt for, they will need to 
  make one DC 15 Survival check per day to find their way 
  cross country and not get lost.  
   
  If the PCs stay on or near the road, they will be 
  ambushed by soldiers of the County. The ambush will 
  involve many crossbowmen backed by wizards armed 
  with wands of color spray, hidden by rangers attached to the 
  unit. The soldiers will call for the surrender of the PCs 
  first. If the PCs do not surrender or start casting spells, 
  the crossbowmen will fire. Assume four crossbowmen 
  and one wizard per PC. 
   
  JEDBRIDGE 
  The soldiers at Jedbridge are much more active than 
  the last time you passed this way, with several 
  patrols on horseback working the area. Getting to 
  any of the boats in the harbor will not be easy, but 
  what in life is? 
   
  In addition to the patrols on horseback, there are 
  additional patrols in the harbor area, all looking for the 
  PCs. The PCs will need to come up with a solid plan for 
  stealing anything on the water in Jedbridge. It will take 
  them 1d3+1 days to work out the patrol patterns and find 
  a gap into the harbor. This will most likely involve the 
  PCs swimming at some point – see PH p84 for the rules 
  on swimming and remember to double any armor check 
  penalties while the PCs make Swim checks. 
   
  ESSELGARD 
  As it turns out, Esselgard is not a town, but an actual 
  castle. There are some piers with boats, but they are 
  within the walls of the castle and all fly the flag of 
  the County of Urnst military. Additionally, the 
  entire castle appears to be fairly alert and regular 
  patrols issue from the castle gates. Perhaps there is 
  an easier way across the Artonsamay. 
   
  The patrols are made up of ten human soldiers in 
  chainmail on horseback. The only way to get to any of the 
  patrol boats is by swimming and hoping no one notices 
  one of the patrol boats leaving unexpectedly. The soldiers 
  can raise a harbor chain to quickly stop traffic leaving 
  during the day. This chain is raised every night when the 
  sun goes down. 
   
  If the PCs insist on trying to steal a patrol boat, the 
  sentries have a total Spot modifier of +16 (they are 
  essentially assisting each other) to see them, at which 
  point the entire castle will go on alert and two patrols 
  with rangers will start tracking the PCs.  
   
  If the PCs surrender, they will be stripped of 
  equipment and put in chains for transport back to 
  Dryburgh. This trip will take at least three days and cause 
  the lesser geas to affect the PCs. 
  
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  If the PCs fight, the soldiers will fight back until the 
  PCs are dead or unconscious. They will stabilize the 
  wounded, strip them, put them in chains, and ship them 
  back to Dryburgh for trial. The dead will be stripped and 
  packed in casks of vinegar for transport and interrogation 
  via speak with dead. 
   
  SOMEWHERE ALONG THE RIVER 
  The PCs can attempt to steal a boat from a local fisherman 
  or try to flag down a Rhenee barge. 
   
  Stealing a boat is easy to do at night, but all boats are 
  in use on the river during the day. Killing a fisherman if 
  they don’t have to is definitely an alignment infraction 
  for any paladins and a borderline evil action for the rest. 
   
  If no one has Profession (pilot), the boat will end up 
  miles downstream (to the west) before they manage to get 
  across. If they cross during the day, there is a 30% chance 
  a County river patrol will catch the PCs and arrest them 
  (the patrol knows most of the fishermen along their route 
  and will recognize the boat). 
   
  Flagging down a Rhenee barge will take 1d3 days 
  and require 200 gp or 1 IP per character for the Rhenee to 
  smuggle the PCs across, no questions asked. 
   
  CREATURES 
  All APLs 
  County of Urnst soldiers (20): hp 24 each; Appendix 1.  
   
  8: PAYOFF 
  There are three possible paths for this encounter: 
  1. 
  The PCs made the deal with Lady Ilya, were cleared 
  of charges in Dryburgh, and followed the Backed by 
  the Law path in Encounter 7. This is a Complete 
  Mission Success. If they lost the Duke’s signet ring, 
  this becomes a Partial Mission Success. 
  2. 
  The PCs made the deal with Lady Ilya, were jailed in 
  Dryburgh, escaped jail before being cleared, and 
  followed the On the Lam path in Encounter 7. This is 
  a Partial Mission Success. If they lost the Duke’s signet 
  ring, this becomes a Complete Mission Failure. 
  3. 
  The PCs made the deal with Lady Ilya but fled the 
  burning inn immediately and followed the On the 
  Lam path in Encounter 7. This is a Complete Mission 
  Failure. If they lost the Duke’s signet ring, it’s even 
  worse. 
   
  COMPLETE MISSION SUCCESS 
  Your trip back to Larn’s Tower is uneventful and 
  your wait to see the wizard short. Seated in 
  comfortable chairs in a sitting room, you listen as 
  Larn speaks. “My contacts in the County have 
  informed me there was some difficulty in 
  performing your mission. Tell me about it.” 
   
  Larn knows the basics of what happened, but wants the 
  details from the PCs. Once they are finished telling their 
  story, he will ask for the letter from the County 
  representative and Duke Gellor’s signet ring. After the 
  PCs turn them over, read the following: 
   
  “How exciting,” Larn says. “This Nevin fellow seems 
  to really have it in for you. In the meantime, you’ve 
  accomplished the task I set for you admirably and 
  now for my part of the bargain. Duke Gellor spent 
  some time here and we discussed his plans. I told 
  him of the Iron Crown of the Bandit Kingdoms. 
  Fashioned in a land of warriors, this metal headgear 
  makes the wearer immune to fear, charm person, 
  magic jar, suggestion, and hold person.” 
   
  “The last recorded location of the Iron Crown 
  was the Wormcrawl Fissure and that is where the 
  Duke headed. I have not seen him since. You would 
  do well to seek the Duke there, and soon.” 
   
  “Now if you will excuse me, I have other matters 
  requiring my attention. Please feel free to stay the 
  night at the River’s Rest Inn at my expense and 
  recuperate 
  from 
  your 
  trip. 
  My 
  apprentice, 
  Zhenechka, will make the arrangements.” With that 
  Larn leaves you in the room as you contemplate your 
  next step. 
   
  Read Conclusion D. 
   
  PARTIAL MISSION SUCCESS 
  LOST RING 
  Read the following if the PCs made the deal with Lady 
  Ilya, were cleared of charges in Dryburgh, followed the 
  Backed by the Law path in Encounter 7, but lost the Duke’s 
  signet ring somewhere along the way (most likely in the 
  fire at the inn). 
   
  Your trip back to Larn’s Tower is uneventful and 
  your wait to see the wizard short. Seated in 
  comfortable chairs in a sitting room, you listen as 
  Larn speaks. “My contacts in the County have 
  informed me there was some difficulty in 
  performing your mission. Tell me about it.” 
   
  Larn knows the basics of what happened, but wants the 
  details from the PCs. Once they are finished telling their 
  story, he will ask for the letter from the County 
  representative and Duke Gellor’s signet ring. After the 
  PCs turn over the letter but have admitted they lost the 
  ring, read the following: 
   
  Larn covers his face with one of his hands. “You lost 
  the ring,” he says disgustedly. He sighs loudly before 
  speaking further. “Well, I suppose I still owe you 
  something for the letter.” He finally looks up at you 
  and says, “Duke Gellor is in the Wormcrawl Fissure 
  looking for something of importance. If you want to 
  find out what, you’ll need to find him and ask him 
  yourself.” Larn stands up. “As our business is 
  concluded, I suggest you leave. I must now find that 
  which you lost.” Larn stalks out of the room, clearly 
  displeased with you. 
  
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  Read Conclusion E. 
   
  JAIL BREAK 
  Read the following if the PCs made the deal but broke out 
  of the Dryburgh jail before being cleared of charges. 
   
  You finally made it back to Larn’s Tower. You are 
  shown to an empty waiting room near his office. 
  After waiting several hours, you are surprised as 
  Zhenechka enters the room and says, “My master 
  cannot meet with you. He has learned some of the 
  details of your trip already and sent me to collect the 
  letter from the County representative and the signet 
  ring entrusted to you. Please hand them over now.” 
   
  Once she has collected the letter and the ring, she will 
  continue speaking. Read the following: 
   
  “As you have secured the letter and returned the 
  ring, my master has instructed me to tell you this: 
  The person you seek is in the Wormcrawl Fissure 
  looking for an item of importance. Perhaps you can 
  redeem yourselves there. You are free to leave 
  immediately.” 
   
  With that she turns and holds the door open for 
  you to leave. 
   
  Read Conclusion C. 
   
  COMPLETE MISSION FAILURE 
  RETURNING THE RING 
  Read the following if the PCs fled the fire at the inn, 
  escaped across the Artonsamay without clearing their 
  name, but still have the ring to return to Larn. 
   
  You finally made it back to Larn’s Tower. You are 
  shown to an empty waiting room near his office. 
  After waiting several hours, you are surprised as 
  Zhenechka enters the room and says, “My master 
  cannot meet with you. He has learned some of the 
  details of your trip already and sent me to collect the 
  letter from the County representative and the signet 
  ring entrusted to you. Please hand them over now.” 
   
  Once she has collected the letter and the ring, she will 
  continue speaking. Read the following: 
   
  “Due to your actions, this letter is now worthless – 
  the County will not honor it and the Duke now 
  stands on his own. As you have returned the ring, my 
  master has instructed me to tell you this: you are 
  free to leave immediately. If you are at least a day 
  away from Larn’s Tower when the County 
  representative arrives tomorrow looking for you, no 
  one here will tell them which way you went.” 
   
  With that she turns and holds the door open for 
  you to leave. 
   
  Read Conclusion B. 
   
  LOST THE RING AS WELL 
  Read the following if the PCs fled the fire at the inn, 
  escaped across the Artonsamay without clearing their 
  name, but lost the ring somehow (probably in the fire at 
  the inn). 
   
  You finally made it back to Larn’s Tower. You are 
  shown to an empty waiting room near his office. 
  After waiting several hours, you are surprised as 
  Zhenechka enters the room and says, “My master 
  cannot meet with you. He has learned some of the 
  details of your trip already and sent me to collect the 
  letter from the County representative and the signet 
  ring entrusted to you. Please hand them over now.” 
   
  Once she has collected the letter but have admitted they 
  lost the ring, she will continue speaking. Read the 
  following: 
   
  “Due to your actions, this letter is now worthless – 
  the County will not honor it and the Duke now 
  stands on his own. As you have also lost the signet 
  ring entrusted to you, my master has instructed me 
  to tell you this: you are free to leave immediately. 
  This will give you a day’s head start when the County 
  representative arrives tomorrow looking for you. We 
  will tell them which way you went. Further, I would 
  personally suggest you keep fireball proof objects 
  between yourself and the Tower and never return 
  here.” 
   
  With that she turns and holds the door open for 
  you to leave. 
   
  Read Conclusion F. 
   
  CONCLUSION 
  CONCLUSION A: 
  Perhaps now is not the time for finding Duke Gellor. 
  Perhaps, instead, now is the time to lay low and 
  avoid the attention of the wizard Larn. Wizards are 
  subtle and you never can tell who works for them or 
  when a fireball will come out of nowhere and ruin 
  your whole day. Yes, laying low sounds like a much 
  better option than asking around for Duke Gellor. 
   
  The PCs earn the Enmity of Larn plot point. 
   
  CONCLUSION B: 
  You’ve managed to make it back across the 
  Artonsamay with large portions of the County of 
  Urnst after you and your companions. This will 
  forever be a black mark against Duke Gellor and the 
  County will make no move to help him reclaim the 
  Duchy of the Artonsamay. But hey, at least you’re 
  still alive, right? 
  
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  The PCs gain the Wanted in the County of Urnst and the 
  Enmity of Larn plot points. 
   
  CONCLUSION C: 
  You’ve made the deal, but broke out of jail before 
  being fully cleared for the fire and the attack on Lady 
  Ilya. Larn doesn’t trust you and you’re not certain 
  you can show your face in the County of Urnst, but 
  at least the Duke will have troops at his back when 
  he makes his play, right? 
   
  The PCs gain the Not Trusted by Larn plot point. 
   
  CONCLUSION D: 
  You’ve made the deal and were cleared for the fire 
  and the attack on Lady Ilya. The Duke will have 
  strong military support from the County of Urnst 
  when he makes his play, there are people in the 
  County of Urnst who think highly of you, and Larn 
  trusts you.  
   
  Now it’s time to find the Duke and let him know 
  all about it. 
   
  The PCs gain the Trusted by Larn and the Hero in Dryburgh 
  plot points. 
   
  CONCLUSION E: 
  You’ve made the deal and were cleared for the fire 
  and the attack on Lady Ilya. The Duke will have 
  strong military support from the County of Urnst 
  when he makes his play and there are people in the 
  County of Urnst who think highly of you, but you 
  managed to lose Duke Gellor’s signet ring. Three out 
  of four isn’t too bad, is it? 
   
   Now it’s time to find the Duke and let him 
  know all about it. Except the losing the ring part – 
  he really doesn’t need to know about that part, right? 
   
  The PCs gain the Not Trusted by Larn and the Hero in 
  Dryburgh plot points. 
   
  CONCLUSION F: 
  Perhaps now is not the time for finding Duke Gellor. 
  Perhaps, instead, now is the time to lay low and 
  avoid the attention of the wizard Larn. Wizards are 
  subtle and you never can tell who works for them or 
  when a fireball will come out of no where and ruin 
  your whole day. Yes, laying low sounds like a much 
  better option than asking around for Duke Gellor. 
  Staying out of the County of Urnst also sounds like a 
  good idea. Perhaps things are nice in the Western 
  Reaches right now? 
   
  The PCs gain the Wanted in the County of Urnst and the 
  Enmity of Larn plot points. 
   
  CAMPAIGN CONSEQUENCES 
  If the PCs were able to achieve Conclusion C, D, or E, then 
  Duke Gellor will have the military backing of the County 
  of Urnst when he attempts to reclaim the Duchy of the 
  Artonsamay. This is a long step towards placing the Duke 
  to rally the rest of the Combination of Free Lords to live 
  up to their grandiose name and provide a unified front 
  against the armies of Iuz. Now the PCs have to find the 
  Duke in BDK7-07. 
   
  If the PCs ended up with Conclusion B or F, the 
  County will not back the Duke at all, weakening his 
  position in the Bandit Kingdoms. He may still be able to 
  unite portions of the Bandit Kingdoms against Iuz, but it 
  will take much longer and be that much harder. This also 
  assumes that the Duke makes it out of the Wormcrawl 
  Fissure alive. 
   
  If the PCs ended up with Conclusion A, the County 
  doesn’t know the Duke is alive. Assuming the Duke 
  makes it out of the Wormcrawl Fissure alive, he may be 
  able to send emissaries to the County at a later date. 
   
  THE END. 
   
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  4: CROSSING THE BORDER 
  Survive the elementals’ attack 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
   
  6: THINGS GO BAD, THUGS INSIDE 
  Defeat the Dryburgh Thugs 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
   
  6: THINGS GO BAD, SNIPERS OUTSIDE 
  Defeat the Dryburgh Snipers. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
   
  STORY AWARD 
  Delivered a valid letter to Larn and returned the Duke’s 
  signet ring  
  APL 2  
  45 XP 
  APL 4  
  67 XP 
  APL 6  
  90 XP 
   
  
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  DISCRETIONARY ROLEPLAYING AWARD 
  APL 2  
  45 XP 
  APL 4  
  68 XP 
  APL 6  
  90 XP 
   
  TOTAL POSSIBLE EXPERIENCE 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  6: THINGS GO BAD 
  Note: This goes way over the APL caps, but assumes that 
  some of the treasure is lost in the fire or the hired 
  assassins escape.  
   
  Thugs: 
   
  APL 2: Loot 498 gp; Coin 3 gp; Total 516 gp. 
   
  APL 4: Loot 338 gp; Coin 3 gp; Magic 1158 gp; 
  6 +1 rapiers (193 gp each); Total 1499 gp. 
   
  APL 6: Coin 3 gp; Magic 3497 gp; 6 +1 rapiers (1160 
  gp), 6 +1 light crossbows (195 gp each), 6 sets of +1 studded 
  leather (98 gp each) , 6 +1 bucklers (97 gp each); Total 3500 
  gp. 
   
  Snipers: 
   
  APL 2: Loot 83 gp; Coin 3 gp; Total 86 gp. 
   
  APL 4: Loot 166 gp; Coin 6 gp; Total 172 gp. 
   
  APL 6: Loot 221 gp; Coin 12 gp; Magic 386 gp; 4 sets 
  of +1 studded leather (98 gp each); Total 619 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 2: 
  450 gp 
   
  APL 4: 
  650 gp 
   
  APL 6: 
  900 gp 
   
  ADVENTURE RECORD ITEMS 
  Enmity of Larn: Larn has many friends in the Bandit 
  Kingdoms and spreads many rumors about you, earning 
  you an Insurgent-level WCI point. 
   
  Distrusted by Larn: You have performed a service for 
  Larn but lost the item entrusted to you. This imposes a -10 
  Circumstance penalty to any Diplomacy checks involving 
  Houses Gellor or Duncombe or Larn or his apprentices. 
   
  Trusted by Larn: You have performed a valuable service 
  for Larn in the name of Duke Gellor. In return, he has 
  entrusted you with the location of the Duke. You also 
  gain a +4 Circumstance bonus to any Diplomacy checks 
  involving Houses Gellor or Duncombe or Larn or his 
  apprentices. 
   
  Larn offers you Regional access to one of the 
  following upgrades (choose now): flaming, flaming burst, 
  fire resistance, fire resistance (improved); and to the items 
  marked below with a †, as long as you never earn his 
  enmity. 
   
  He will allow you to copy any one Open spell of the 
  fire subtype of level 5 or lower from his spellbook (Freq: 
  Regional). 
   
  Hero in Dryburgh: Due to your actions, you are 
  considered a hero in the town of Dryburgh. You receive 
  free rich upkeep in any adventure that starts or ends in 
  Dryburgh. In addition, you will always find someone to 
  buy you a mug of ale or twelve. If you “Hail from 
  Eastmarch”, you receive free standard upkeep in any 
  adventure set in Eastmarch for 52 TUs. 
   
  Wanted in the County of Urnst: You are wanted for 
  crimes you might or might not have committed in the 
  County of Urnst. If discovered within the County, you 
  will immediately be jailed and tried for arson and 
  
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  attempted murder of a lawful representative of the 
  Countess. If you are ever caught, contact the County of 
  Urnst Triad at coutriad@yahoogroups.com 
   
  ITEM ACCESS 
  APL 2: 
  • Brooch of shielding (Adventure; DMG) 
  • Elixir of swimming (Adventure; DMG) 
  • Sleep arrow (Adventure; DMG; Limit 20) 
  • Quall’s feather token, anchor (Adventure; DMG) 
  • Wand of cure light wounds (Adventure; DMG) 
  • † Elixir of fire breath (Regional; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  • Gloves of arrow snatching (Adventure; DMG) 
  • Gloves of swimming and climbing (Regional; DMG) 
  • Ring of swimming (Adventure; DMG) 
  • † Necklace of fireballs, type 1 (Adventure; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • Keoghtom’s Ointment (Adventure; DMG) 
  • Trident of warning (Regional; DMG) 
  • Wand of cure moderate wounds (Adventure; DMG) 
  • † Caster’s shield (Adventure; DMG) 
   
   
  
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  APPENDIX 1: ALL APLS
  1: ROUND UP 
  K AN E  S I X FI R E S 
  CR  4 
  Male Oeridian Warrior 5 
  CN Medium humanoid (human) 
  Init +0; Senses Listen +0, Spot +4 
  Aura None 
  Languages Common  
  AC 13, touch 10, flat-footed 13 
   (+/-0 size, +/-0 Dex, +0 class, +3 armor, +0 shield, 
  +0 deflection, +0 insight, +0 natural) 
  Miss Chance None 
  hp 38 (5d8+8 HD); 
  Immune None 
  Resist None; SR 0 
  Fort +5 (same against poison), Ref +1, Will +1 
  Weakness None 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft., no other movement mode; 
  Melee short sword +8 (1d6+2/19-20) or sap +7 
  (1d6+2 nonlethal) 
  Ranged light crossbow +5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Atk Options  
  Special Actions  
  Combat Gear short sword, sap, light crossbow, 10 
  bolts, studded leather armor 
  Abilities Str 14, Dex 10, Con 12, Int 9, Wis 11, Cha 8  
  SQ  
  Feats Skill Focus (Intimidate), Toughness, Weapon 
  Focus (short sword) 
  Skills Intimidate +6, Spot +4 
  Possessions combat gear plus clothes and 30 sp 
  Skills  
   
  S AL F R AY F I E LD S  B U L L Y  B O Y S 
  CR  2 
  Male mixed human Warrior 3 
  CN Medium humanoid (human) 
  Init +0; Senses Listen +3, Spot +3 
  Aura None 
  Languages Common  
  AC 13, touch 10, flat-footed 13 
   (+/-0 size, +/-0 Dex, +0 class, +3 armor, +0 shield, 
  +0 deflection, +0 insight, +0 natural) 
  Miss Chance None 
  hp 24 (3d8+6 HD) 
  Immune None 
  Resist None; SR 0 
  Fort +4 (same against poison), Ref +1, Will +1 
  Weakness None 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft.; 
  Melee short sword +5 (1d6+1/19-20) or sap +4 
  (1d6+1 nonlethal) or flail +4 (1d8+1) 
  Ranged light crossbow +3 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options  
  Special Actions  
  Combat Gear  
  Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8  
  SQ None 
  Feats Toughness, Weapon Focus (short sword) 
  Skills Listen +2, Spot +3 
  Possessions combat gear plus clothes and 30 cp 
  Skills  
   
  2: TALK TO THE BOSS? 
  K U RU S H O F T HE  L I G HT NI N G 
  CR  6 
  Male Flan Rogue 1/Wizard 5 
  CG Medium humanoid (human) 
  Init +5; Senses Listen +6, Spot +6 
  Languages Common, Elven, Flan, Orc  
  AC 11, touch 11, flat-footed 10 
   (+/-0 size, +1 Dex, +0 class, +0 armor, +0 shield, +0 
  deflection, +0 insight, +0 natural) 
  Miss Chance  
  hp 25 (1d6+5d4+6 HD); 
  Evasion 
  Fort +2, Ref +4, Will +6 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.; 
  Melee Touch +3 (per spell) 
  Ranged Masterwork light crossbow +5 (1d8/19-20) or 
  Ray +4 (per spell) 
  Base Atk +3; Grp +3 
  Special Actions Sneak Attack +1d6 
  Combat Gear  
  Wizard Spells Known (CL 5th): 
   3rd (2/day)—Gaseous Form, Lightning Bolt 
   2nd (3/day)—Glitterdust, Lightning (Flaming) 
  Sphere, Mirror Image 
   1st (4/day)—Lightning (Burning) Hands, Lightning 
  (Magic) Missile (x2), Shield 
   0 (4/day)—Mage Hand, Prestidigitation, Ray of 
  Lightning (Frost), Resistance 
  �Already cast 
  Abilities Str 10, Dex 12, Con 12, Int 17, Wis 14, 
  Cha 10 
  SQ Summon Familiar 
  Feats Improved Initiative, Negotiator, Scribe Scroll, 
  Still Spell, Energy Substitution (Electricity)  
  Skills Balance+6, Bluff +4, Concentration +9, 
  Decipher 
  Script 
  +7, 
  Diplomacy 
  +8, 
  Gather 
  Information +4, Intimidate +4, Jump +2, Knowledge 
  (Arcana) +8, Knowledge (History) +4, Knowledge 
  (Religion) +5, Listen +6, Move Silently +5, Open 
  Lock +5, Sense Motive +13, Spellcraft +5, Spot +6, 
  Tumble +6, 
  Possessions combat gear plus  
  Spellbook spells prepared plus 0—All; 1st—Grease, 
  Identify, Mage Armor, Obscuring Mist, Shield, 
  Silent Image; 2nd—Blur, Levitate, Protection from 
  Arrows, Resist Energy, See Invisibility, Web; 3rd—
  Nondetection, Stinking Cloud, Suggestion 
   
  
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  See Encounter 1 NPCs for stats for Kane Sixfires and 
  the Salfrayfields Bully Boys. 
   
  3: THE TOWER 
  Z H E N E C HK A 
  CR  4 
  Female Suel Expert 1/Wizard 4 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Elven, Orc 
  AC 12, touch 11, flat-footed 11 
   (+/-0 size, +1 Dex, +0 class, +0 armor, +0 shield, +1 
  deflection, +0 insight, +0 natural) 
  hp 17 (1d6+4d4 HD); 
  Fort +1, Ref +2, Will +5 
  Speed 30 ft. in Bracers of Armor +1 (6 squares), base 
  movement 30 ft.; 
  Melee Touch +2 (per spell) 
  Ranged Masterwork light crossbow +4 (1d8/19-20) or 
  Ray +3 (per spell) 
  Base Atk +2; Grp +2 
  Special Actions  
  Combat Gear  
  Wizard Spells Known (CL 4th): 
   2nd (3/day)—Glitter Dust, Locate Object, 
  Whispering Wind 
   1st (4/day)—Identify, Mage Armor, Magic Missile, 
  Unseen Servant 
   0 (4/day)—Detect Magic, Mage Hand, Mending, 
  Prestidigitation 
  �Already cast 
  Abilities Str 10, Dex 12, Con 10, Int 17, Wis 12, 
  Cha 14  
  SQ Raven Familiar (speaks Draconic), share spells, 
  empathic link, deliver touch spells 
  Feats Alertness (if familiar within 5 ft), Eschew 
  Materials, Magical Aptitude, Scribe Scroll, Spell 
  Mastery (Mage Armor, Magic Missile, Unseen 
  Servant)  
  Skills Appraise +7, Bluff +6, Concentration +8, 
  Diplomacy +8, Gather Information +6, Knowledge 
  (Arcana) 
  +11, 
  Knowledge 
  (Geography) 
  +5, 
  Knowledge (History) +5, Knowledge (Nobility) +11, 
  Listen +3, Profession (Bookkeeper) +9, Sense 
  Motive +5, Spellcraft +15Spot +3 
  Possessions combat gear plus  
  Spellbook spells prepared plus 0—All; 1st—Color 
  Spray, Grease, Shield, Silent Image; 2nd—Blur, 
  Cat’s Grace, Levitate, Resist Energy, Web 
   
  L AR N 
  CR  10 
  Male Oeridian/Suloise Wizard 10 
  CG Medium humanoid (human) 
  Init +3; Senses Listen +2, Spot +2 
  Aura  
  Languages Abyssal, Common, Draconic, Elven, Orc 
  AC 15, touch 14, flat-footed 12 
   (+/-0 size, +3 Dex, +0 class, +1 armor, +0 shield, +1 
  deflection, +0 insight, +0 natural) 
  hp 40 (10d4+10 HD); regeneration/fast healing; DR  
  Fort +5, Ref +7, Will +8 
  Speed 30 ft. in Bracers of Armor +1 (6 squares), base 
  movement 30 ft.; 
  Melee dagger +4 (1d4-1/19-20) or touch spell +4 
  Ranged masterwork light crossbow +9 (1d8/19-20) or 
  ranged touch spell +8 
  Base Atk +5; Grp +4 
  Atk Options  
  Special Actions  
  Combat 
  Gear 
  dagger, 
  masterwork 
  light 
  crossbow, 20 bolts, spell component pouch 
  Wizard Spells Known (CL 10th): 
   5th (2x/day)— cloudkill (DC 20), maximized 
  scorching ray 
   4th (4/day)— dimension door, maximized 
  magic missile, dispelling screen*, polymorph 
   3rd (4/day)— fireball, silent invisibility, stinking 
  cloud (DC 18), suggestion (DC 17) 
   2nd (5/day)— blur, glitterdust (DC 17), levitate, 
  resist energy, web (DC 17) 
   1st (5/day)— grease (DC 16), identify, magic 
  missile, shield, silent image 
   0 (4/day)— detect magic, open/close, 
  prestidigitation, ray of frost 
  �Already cast 
  *New spell. 
  Abilities Str 8, Dex 16, Con 13, Int 19, Wis 11, 
  Cha 12  
  SQ tiny viper familiar, empathic link, share spells, 
  speak with snakes 
  Feats Alertness (if familiar within 5 ft) Craft Wondrous 
  Item, Maximize Spell, Scribe Scroll, Skill Focus 
  (Spellcraft), 
  Spell 
  Focus 
  (conjuration), 
  Spell 
  Mastery (fireball, invisibility, mage armor, magic 
  missile), Spell Penetration, Silent Spell  
  Skills Bluff +9, Concentration +14, Decipher Script 
  +12, Diplomacy +8, Gather Information +3, 
  Knowledge (arcana) +17, Knowledge (geography) 
  +8, Knowledge (history) +9, Knowledge (local: Iuz 
  Border States) +13, Knowledge (nobility and 
  royalty) +10, Listen +2, Sense Motive +5, 
  Spellcraft +22, Spot +2 
  Possessions combat gear plus bracers of armor 
  +1, ring of protection +1, staff of fire (13 
  charges), wand of fox’s cunning (28 charges), 
  cloak of resistance +1, potion of cure serious 
  wounds (2), spellbook. 
  Spellbook spells prepared plus 0—All, 1st-5th—most 
  spells except teleportation spell (which make him 
  nauseous) 
   
  7: BACK ACROSS THE ARTONSAMAY 
  C O U N T Y  O F  U R NS T  S O L D I E R S 
  CR  2 
  Male Human (mixed) Warrior 3 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+/-0 size, +/-1 Dex, +0 class, +5 armor, +0 shield, 
  +0 deflection, +0 insight, +0 natural) 
  
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  hp 21 (3d8+3 HD); 
  Fort +4, Ref +2, Will +2 
  Speed 20 ft. in masterwork breastplate (4 squares), 
  base movement 30 ft., on light warhorse 50 ft.; 
  Melee masterwork halberd +6 (1d10+3/x3) 
  Ranged masterwork light crossbow +5 (1d8/19-20) 
  Base Atk +3; Grp +5 
  Atk Options Power attack 
  Special Actions  
  Combat Gear masterwork halberd, masterwork 
  crossbow with 20 quarrels, masterwork breastplate 
  Abilities Str 15, Dex 13, Con 12, Int 10, Wis 12, 
  Cha 10  
  Feats Mounted Combat, Ride-by Attack, Power 
  Attack 
  Skills Climb +1, Handle Animal +6, Intimidate +2, 
  Ride +9, Swim -2, 
  Possessions combat gear plus 15 cp 
  
  BDK7-04 Proof of Loyalty 
   
  Page 24 
  APL 2 
  6: THINGS GO BAD 
  D RY B URG H T H U G S 
  CR  1 
  Male Human (mixed) Rogue 1 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +5, Spot +5 
  Languages Common, Elven, Orc 
  AC 16, touch 12, flat-footed 14 
   (+/-0 size, +2 Dex, +0 class, +3 armor, +1 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 6 (1d6+2 HD); 
  Fort +2 Ref +4, Will +1 
  Speed 30 ft. in masterwork studded leather (6 
  squares), base movement 30 ft.; 
  Melee masterwork rapier +2 (1d6+1/18-20) 
  Ranged masterwork light crossbow +3 (1d8/19-20) 
  Base Atk +0; Grp +1 
  Atk Options Sneak Attack +1d6 
  Special Actions Trapfinding 
  Combat Gear masterwork rapier, masterwork light 
  crossbow with 10 quarrels, masterwork studded 
  leather, masterwork buckler 
  Abilities Str 12, Dex 14, Con 14, Int 14, Wis 12, 
  Cha 10  
  Feats Improved Initiative, Stealthy 
  Skills Balance +6, Bluff +4, Disable Device +6, Hide 
  +8, Intimidate +4, Jump +3, Listen +5, Move 
  Silently +8, Open Lock +6, Search +4, Spot +5, 
  Tumble +6 
  Possessions combat gear plus 30 sp 
   
  D RY B URG H S N I P E R 
  CR  3 
  Female Human (mixed) Rogue 3 
  LE Medium humanoid (human) 
  Init +3; Senses Listen +7, Spot +7 
  Languages Common, Elven, Orc 
  AC 18 (19 vs traps), touch 13, flat-footed 15 
   (+3 Dex, +4 armor, +1 shield) 
  hp 15 (3d6+3 HD); 
  Fort +2, Ref +6 (+7 vs traps), Will +2 
  Speed 30 ft. in +1 studded leather (6 squares), base 
  movement 30 ft.; 
  Melee masterwork rapier +3 (1d6/18-20) 
  Ranged masterwork light crossbow within 30 ft +7 
  (1d8+1/19-20) or masterwork light crossbow +6 
  (1d8/19-20) 
  Base Atk +2; Grp +2 
  Atk Options Sneak Attack+2d6 
  Special Actions Trapfinding 
  Combat Gear masterwork rapier, masterwork light 
  crossbow with 20 quarrels, +1 studded leather, 
  masterwork buckler 
  Abilities Str 10, Dex 16, Con 12, Int 14, Wis 12, 
  Cha 10  
  SQ Evasion, Trap sense +1 
  Feats Point Blank Shot, Precision Shot, Rapid Reload 
  (Crossbow, light) 
  Skills Balance +11, Bluff +5, Climb +6, Diplomacy +2, 
  Disable Device +7, Hide +9, Intimidate +6, Jump 
  +7, Listen +7, Move Silently +9, Open Lock +9, 
  Search +5, Sense Motive +3, Spot +7, Tumble +10 
  Possessions combat gear plus 30 sp 
   
   
  
  BDK7-04 Proof of Loyalty 
   
  Page 25 
  APL 4 
  6: THINGS GO BAD 
  D RY B URG H T H U G S 
  CR  2 
  Male Human (mixed) Rogue 2 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +6, Spot +6 
  Languages Common, Elven, Orc 
  AC 16, touch 12, flat-footed 14 
   (+/-0 size, +2 Dex, +0 class, +3 armor, +1 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 12 (2d6+4 HD); 
  Fort +2 Ref +5, Will +1 
  Speed 30 ft. in masterwork studded leather (6 
  squares), base movement 30 ft.; 
  Melee +1 rapier +3 (1d6+2/18-20) 
  Ranged masterwork light crossbow +4 (1d8/19-20) 
  Base Atk +1; Grp +2 
  Atk Options Sneak Attack +1d6 
  Special Actions Trapfinding 
  Combat Gear +1 rapier, masterwork light crossbow 
  with 10 quarrels, masterwork studded leather, 
  masterwork buckler 
  Abilities Str 12, Dex 14, Con 14, Int 14, Wis 12, 
  Cha 10  
  SQ Evasion 
  Feats Improved Initiative, Stealthy 
  Skills Balance +9, Bluff +5, Diplomacy +2, Disable 
  Device +7, Hide +9, Intimidate +7, Jump +6, Listen 
  +6, Move Silently +9, Open Lock +7, Search +4, 
  Spot +6, Tumble +7 
  Possessions combat gear plus 30 sp 
   
  D RY B URG H S N I P E R 
  CR  3 
  Female Human (mixed) Rogue 3 
  LE Medium humanoid (human) 
  Init +3; Senses Listen +7, Spot +7 
  Languages Common, Elven, Orc 
  AC 18 (19 vs traps), touch 13, flat-footed 15 
   (+3 Dex, +4 armor, +1 shield) 
  hp 15 (3d6+3 HD); 
  Fort +2, Ref +6 (+7 vs traps), Will +2 
  Speed 30 ft. in +1 studded leather (6 squares), base 
  movement 30 ft.; 
  Melee masterwork rapier +3 (1d6/18-20) 
  Ranged masterwork light crossbow within 30 ft +7 
  (1d8+1/19-20) or masterwork light crossbow +6 
  (1d8/19-20) 
  Base Atk +2; Grp +2 
  Atk Options Sneak Attack+2d6 
  Special Actions Trapfinding 
  Combat Gear masterwork rapier, masterwork light 
  crossbow with 20 quarrels, +1 studded leather, 
  masterwork buckler 
  Abilities Str 10, Dex 16, Con 12, Int 14, Wis 12, 
  Cha 10  
  SQ Evasion, Trap sense +1 
  Feats Point Blank Shot, Precision Shot, Rapid Reload 
  (Crossbow, light) 
  Skills Balance +11, Bluff +5, Climb +6, Diplomacy +2, 
  Disable Device +7, Hide +9, Intimidate +6, Jump 
  +7, Listen +7, Move Silently +9, Open Lock +9, 
  Search +5, Sense Motive +3, Spot +7, Tumble +10 
  Possessions combat gear plus 30 sp 
   
   
   
  
  BDK7-04 Proof of Loyalty 
   
  Page 26 
  APL 6 
  6: THINGS GO BAD 
  D RY B URG H T HUG 
  CR  4 
  Male Human (mixed) Rogue 4 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +8, Spot +8 
  Languages Common, Elven, Orc 
  AC 18 (19 vs traps), touch 12, flat-footed 18 
   (+/-0 size, +2 Dex, +0 class, +4 armor, +2 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 24 (4d6+8 HD); 
  Fort +3 Ref +6 (+7 vs traps), Will +2 
  Speed 30 ft. in +1 studded leather (6 squares), base 
  movement 30 ft.; 
  Melee +1 rapier +5 (1d6+2/18-20) 
  Ranged +1 light crossbow within 30 ft +7 (1d8+2/19-
  20) or +1 light crossbow +6 (1d8+1/19-20) 
  Base Atk +3; Grp +4 
  Atk Options Sneak Attack +2d6 
  Special Actions Trapfinding,  
  Combat Gear +1 rapier, +1 light crossbow with 10 
  quarrels, +1 studded leather, +1 buckler 
  Abilities Str 12, Dex 14, Con 14, Int 14, Wis 12, 
  Cha 10  
  SQ Evasion, trap sense +1, uncanny dodge 
  Feats Improved Initiative, Stealthy, Point Blank Shot 
  Skills Balance +10, Bluff +7, Diplomacy +2, Disable 
  Device +9, Disguise +1, Escape Artist +3, Gather 
  Information +1, Hide +10, Intimidate +8, Jump +8, 
  Listen +8, Move Silently +11, Open Lock +9, 
  Search +5, Spot +8, Tumble +9 
  Possessions combat gear plus 30 sp 
   
  D RY B URG H S N I P E R 
  CR  3 
  Female Human (mixed) Rogue 3 
  LE Medium humanoid (human) 
  Init +3; Senses Listen +7, Spot +7 
  Languages Common, Elven, Orc 
  AC 18 (19 vs traps), touch 13, flat-footed 15 
   (+3 Dex, +4 armor, +1 shield) 
  hp 15 (3d6+3 HD); 
  Fort +2, Ref +6 (+7 vs traps), Will +2 
  Speed 30 ft. in +1 studded leather (6 squares), base 
  movement 30 ft.; 
  Melee masterwork rapier +3 (1d6/18-20) 
  Ranged masterwork light crossbow within 30 ft +7 
  (1d8+1/19-20) or masterwork light crossbow +6 
  (1d8/19-20) 
  Base Atk +2; Grp +2 
  Atk Options Sneak Attack+2d6 
  Special Actions Trapfinding 
  Combat Gear masterwork rapier, masterwork light 
  crossbow with 20 quarrels, +1 studded leather, 
  masterwork buckler 
  Abilities Str 10, Dex 16, Con 12, Int 14, Wis 12, 
  Cha 10  
  SQ Evasion, Trap sense +1 
  Feats Point Blank Shot, Precision Shot, Rapid Reload 
  (Crossbow, light) 
  Skills Balance +11, Bluff +5, Climb +6, Diplomacy +2, 
  Disable Device +7, Hide +9, Intimidate +6, Jump 
  +7, Listen +7, Move Silently +9, Open Lock +9, 
  Search +5, Sense Motive +3, Spot +7, Tumble +10 
  Possessions combat gear plus 30 sp 
   
   
  
  BDK7-04 Proof of Loyalty 
   
  Page 27 
  APPENDIX 2: NEW RULES OPTIONS
  SPELLS 
  DISPELLING SCREEN 
  Abjuration 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Energy wall whose area is up to one 10-ft. 
  square/level, or a sphere or hemisphere with a radius of 
  up to 1 ft./level 
  Duration: 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: None 
   
  You create an opaque, immobile, shimmering screen of 
  violet energy. Any spell effect operating on a creature 
  or unattended object that passes through the screen is 
  affected as by a targeted dispel magic at your caster level. 
  Attended items that pass through are not affected by 
  the screen, which is the only way the screen differs 
  from a normal targeted casting of dispel magic—
  attended items are essentially not targeted by the 
  screen. Make a caster level check (1d20 + 1 per caster 
  level, maximum +10) to dispel spell effects (DC 11 + 
  caster level) or suppress an unattended object’s magical 
  properties for 1d4 rounds (DC equal to the item’s caster 
  level). Spell effects not operating on objects or 
  unattended creatures cannot pass through the screen. 
  A disintegrate or successful dispel magic removes 
  dispelling screen, while an antimagic field suppresses it. 
   
  Material Component: A sheet of fine lead crystal. 
  (Source: SC pg 67) 
   
  
  BDK7-04 Proof of Loyalty 
   
  Page 28 
  DM MAPS 
  LARN’S TOWER 
   
   
  1. 
  Larn’s Office 
  2. 
  Harbormaster’s Office 
  3. 
  Warehouse 
  4. 
  River’s Rest Inn 
  5. 
  Dockworkers’ Living Quarters 
  
  BDK7-04 Proof of Loyalty 
   
  Page 29 
  HARE AND BOTTLE INN – FIRST FLOOR 
   
   
  1. 
  Inn owner’s personal quarters 
  2. 
  Senior staff personal quarters 
  3. 
  Check-in desk 
  4. 
  Four-way fire place 
  5. 
  Servant stairs – they go from the storage basement to the roof and are hidden on most floors 
  6. 
  Wooden patio 
  7. 
  Stone front porch 
  
  BDK7-04 Proof of Loyalty 
   
  Page 30 
  HARE AND BOTTLE INN – SECOND FLOOR 
   
   
  1. 
  Three-person rooms available for the PCs 
  2. 
  Other three-person rooms – taken by other patrons 
  3. 
  Larger room – taken by other patrons 
  4. 
  Second floor landings – there are two comfortable chairs on each landing 
  5. 
  Lady Ilya Duncombe’s suite of three rooms 
  6. 
  Two-room suites – taken by other patrons 
  7. 
  Red tile roves for the wooden patio and front porch 
  
  BDK7-04 Proof of Loyalty 
   
  Page 31 
  HARE AND BOTTLE INN – THIRD FLOOR 
   
   
  1. 
  Serving staff quarters – isolated from the rest of the third floor by a wall 
  2. 
  Three-person rooms – taken by other patrons 
  3. 
  Third floor landings – each has two chairs, a loveseat, and a coffee table 
  4. 
  Expensive suites 
  5. 
  Expensive sitting room – no bed, but quality furnishings 
   
   
  
  BDK7-04 Proof of Loyalty 
   
  Page 32 
  PLAYER HANDOUT 1 
  HARE AND BOTTLE 
   
   
  NOTE: The beds shown are three tier bunk-beds sturdily made of wood. The chest-of-drawers are likewise sturdily made 
  of wood. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BDK (Bandit Kingdoms)/BDK7-04 Proof of Loyalty (3E).pdf