TEXT: 1
  The judicious use of bardic abilities can help an adven-
  turing group in a variety of ways. Bardic knowledge can
  provide background information for an area or a situa-
  tion, offer clues to a mystery, serve as a vehicle for the
  Dungeon Master (DM) to introduce new concepts, and
  even help the canny DM determine what areas of the
  campaign world interest players most. 
  Bardic music can bolster an adventuring party’s
  combat capabilities, counter spells, and pave the way
  for gathering information, conducting investigations,
  and a host of other noncombat situations. In addition,
  the bard’s normally high Charisma helps him make
  friends and gain new allies almost everywhere he
  goes.
  If your players aren’t accustomed to using bardic abili-
  ties to their fullest, it may help to send the characters
  on an adventure that offers several opportunities for
  using these talents. Here’s a short scenario that demon-
  strates how bardic abilities can enhance a group’s suc-
  cess.
  This DUNGEONS & DRAGONS® web enhancement
  showcases bardic abilities (particularly bardic knowl-
  edge) and features a spymaster NPC, as well as several
  of the sample traps listed in Song and Silence: A Guide-
  book to Bards and Rogues. It is designed for four charac-
  ters of 6th to 7th level. The party should include at least
  one bard.
  PREPARATION
  You need the Player’s Handbook, the DUNGEON MASTER’s
  Guide, the MONSTER MANUAL®, and Song and Silence to
  run this mini-adventure.
  Text in shaded boxes is player information. Monster
  statistics noted in each encounter are radically abbrevi-
  ated, but provide the MONSTER MANUAL page number. 
  ADVENTURE
  BACKGROUND
  The elven overlords of the Lendore Isles want control
  of the few remaining human-ruled coastal towns of this
  continent. Their efforts to gain that influence through
  alliances have thus far been rebuffed. Therefore, they
  have decided to use more circuitous means to reach
  their goal.
  They have sent two agents, a necromancer and a spy-
  master, to the coastal city of Restenford to start a myste-
  rious “crime wave.” Their hope is that this will panic the
  citizenry and force Baroness Andrella to waive the
  town’s autonomy and call on the elves for help.
  After assessing the situation, the two decided to create
  a little-known necromantic item called the glorious
  A Web Enhancement for Song and Silence
  Credits
  Design:
  David Noonan, John D. Rateliff,
  and Penny Williams
  Editing 
  Miranda Horner
  Typesetting: 
  Sue Weinlein Cook
  Web Production: 
  Julia Martin
  Web Development: 
  Mark Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, DRAGON, MONSTER MANUAL, and DUNGEON MASTER
  are registered trademarks and the d20 System logo is a trademarkowned by
  Wizards of the Coast, Inc. All Wizards characters, character names, and the dis-
  tinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.
  This material is protected under the copyright laws of the United States of America.
  Any reproduction or unauthorized use of the material or artwork contained herein is
  prohibited without the express written permission of Wizards of the Coast, Inc.
  This product is a work of fiction. Any similarity to actual people,
  organizations, places, or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game Content. No
  portion of this work may be reproduced in any form without written permission.
  To learn more about the Open Gaming License and the d20 System
  License, please visit <www.wizards.com/d20>.
  ©2001 Wizards of the Coast, Inc. 
  All rights reserved. 
  Made in the U.S.A.
  Visit our website at
  <www.wizards.com/dnd>
  The Hand of the
  Highwayman
  
  2
  hand to use in their “crime wave.” The spymaster
  obtained the necessary raw materials (including the left
  hand of a recently hanged murderer) and slew the local
  lighthouse keeper. The two then moved into the light-
  house and set to work.
  Once they had completed the glorious hand, the spy-
  master began a series of nightly robberies, some cou-
  pled with murder. They stashed the loot in an aban-
  doned thieves’ hideout in the city’s sewers so that no
  one would find it. However, the necromancer grew
  greedy and began taking items from the stash. When
  the spymaster discovered this, he slew his partner
  and left him for the dire rats in the sewer hideout to
  devour.
  Since then, the spymaster, Sirius, has been continuing
  the mission alone. The scenario opens with the crime
  wave in full swing.
  ADVENTURE SUMMARY
  This adventure begins with a bandit ambush, which
  should clue the player characters (PCs) in to the local
  problems. If the PCs choose to investigate, they can
  visit Restenford and see the local wizard, the church,
  the thieves’ guild, and the city guard. They might also
  have a chance to interact with the Baroness via the
  bard’s performance. If they go about it correctly, they
  can find clues with the guards and the sewers that lead
  to the spymaster, who has taken on the role of the local
  lighthouse keeper. (He killed the real lighthouse
  keeper.) Should the PCs discover all of this, they can
  end the crime wave and foil the underhanded plot of
  the elven overlords of the Lendore Isles! 
  CHARACTER HOOKS 
  There are several ways that you can introduce your
  PCs to this particular adventure. Pick one of these and
  adapt it as needed or use them as inspiration for your
  own introduction to the adventure!
  • The characters are on their way to the port city of
  Restenford for some rest and relaxation between
  adventures.
  • The PCs are carrying a message to the baroness
  from a leader or local bard who once stayed with
  the baroness as a guest.
  • A local caravan needs some guards, and the PCs
  suit just fine. Allow the characters to learn that the
  city of Restenford, the last stop on their trip, is hav-
  ing some crime problems.
  THE HANGED
  HIGHWAYMAN
  The whole adventure starts with an ambush. Then the
  party can investigate the strange crime wave going on
  in Restenford.
  Encounter 1: On the Road (EL 7)
  Read or paraphrase the following aloud:
  Let the players roleplay a bit before you get to the
  ambush. Here are some suggestions for distractions:
  • A couple of squirrels chase each other across the
  road at the PCs’ feet, then head for some nearby
  trees.
  • A cloud of gnats hovers around a specific PC.
  • A nearby tree has a fallen bird or bird nest under it,
  DM’s choice. The PCs should make a Listen check
  (DC 10) to hear the weak chirping of a bird (or baby
  birds if the season is right). If they hear it, they can
  easily find the fallen nest or bird(s).
  As the PCs approach a bend in the road, bandits
  attack. 
  Creatures: Three bandits hide behind a rocky out-
  cropping at a bend in the road to ambush the party. A
  successful Spot check (use the rules on pages 59–60 of
  the DUNGEON MASTER’s Guide; terrain is considered light
  forest at this juncture and the bandits are still) reveals
  the presence of the group.
  d Bandits (3): Male and female human Rog3/Ftr1;
  CR 4; Medium-size humanoid; HD 3d6+3 plus 1d10+1;
  hp 19; Init +2; Spd 30 ft.; AC 18 (touch 12, flat-footed
  18); Atk +7 melee (1d8+2/19–20, masterwork
  longsword) or +6 ranged (1d8/19–20, masterwork light
  crossbow); SA Sneak attack (+2d6); SQ Evasion, traps,
  uncanny dodge (Dex bonus to AC); AL CN; SV Fort +4,
  Ref +5, Will +1; Str 15, Dex 14, Con 12, Int 10, Wis 11,
  Cha 8.
  Skills and Feats: Balance +4, Diplomacy +1, Escape Artist
  +8, Hide +8, Jump +4, Listen +5, Move Silently +7, Read
  Lips +2, Ride (horse) +5, Search +6, Sense Motive +6,
  Spot +6, Tumble +8, Use Magic Device +5; Dodge, Mobil-
  ity, Power Attack, Weapon Focus (longsword).
  The road is well used, and bushes, rocks, and
  various types of brushy plants make the journey
  only a little less monotonous. Sometimes larger
  rock outcroppings provide a bit of distraction for
  the eye, and you can see copses of trees here and
  there just off the road.
  
  3
  Evasion (Ex): If exposed to any effect that normally
  allows a character to attempt a Reflex saving throw for
  half damage, a bandit takes no damage with a success-
  ful saving throw.
  Possessions (each): +1 studded leather armor, +1 buckler,
  masterwork longsword, masterwork light crossbow, 20
  bolts, potion of hiding (2 bandits) or potion of invisibility
  (bandit leader), 200 gp.
  Tactics: Unless the PCs are attempting to slip into
  town undetected, the bandits hear the party’s approach
  in time to drink their potions. The two with potions of
  hiding raise their Hide bonuses by +10, and the third
  (the leader) becomes invisible and circles around to the
  other side of the road so as to be in a good position for
  flanking when combat begins.
  If the PCs fail to spot the bandits as they hide, the two
  in hiding attack first with their light crossbows, using
  the natural formations of the rock as cover (one-half),
  then draw their longswords when the PCs start to close.
  The invisible bandit holds his attack until the charac-
  ters have closed with his fellows, then maneuvers to
  flank a PC (preferably a spellcaster) for a sneak attack.
  Any bandits that the party captures alive and questions
  reveal that they are all independents who joined forces
  several weeks ago. At present, they are in search of a
  magic item called the glorious hand, which they believe
  to be in the keeping of travelers coming into Resten-
  ford. While searching the campsite outside of town for
  valuables after a raid a few days ago, one of them found a
  scrap of paper in a dead campfire. The paper, currently
  in the possession of the leader, reads as follows: “eagerly
  await the arrival of the Glorious Hand—w [illegible] an we
  not achieve [illegible] in our clutches [illegible].” The ban-
  dits do not know what this item does, but they believe it
  to be of great power and have every confidence in their
  ability to make use of it once they find it.
  A successful bardic knowledge check (DC 20) allows a
  character to remember a few scattered lines from an old
  ballad he once heard:
  dum de dum, don’t understand
  tallow drips on withered hand
  ’neath shadow of a gallows’ pole
  I took (something, something),
  fingers dance and I stretch and yawn
  Hand of Glory.
  The song refers to a magic item called a hand of glory
  (see Chapter 8 of the DUNGEON MASTER’s Guide), but a
  successful Spellcraft check (DC 15) is required to recall
  its specific powers. Failure on this check reveals only
  one power of the item (see invisibility). Such a clue may
  actually mislead the party into thinking there’s some
  kind of invisible creature on the prowl. A successful
  bardic knowledge or Knowledge (arcana) check (DC
  35) reveals that the term glorious hand was long ago used
  to describe a different necromantic magic item manu-
  factured from the left hand of a hanged criminal. It
  does not, however, reveal that item’s powers.
  Encounter 2: At Restenford
  Upon arriving in Restenford, the characters may settle
  at the inn of their choice and take care of any town busi-
  ness they may have. Wherever they decide to stay, the
  innkeeper, a middle-aged man named Grezius, recog-
  nizes the bard as an entertainer and asks him or her to
  put on a show that evening. In exchange for one night’s
  entertainment, he offers free lodging for the bard, plus
  free dinner for the whole party. (See Encounter 3 when
  you’re  ready to have the actual performance.)
  From here, the characters may investigate the mystery
  through any means they desire. A successful Diplo-
  macy check (DC 10) made while a character chats for
  awhile with Grezius or any ordinary townsfolk reveals
  that there has recently been a daring series of burgla-
  ries in Restenford. The first took place about two weeks
  ago, and since then one has occurred every night or so.
  One or two people, apparently unfortunate enough to
  surprise the burglars in the act, were murdered, seem-
  ingly without having put up a struggle. None of the
  ordinary citizens have ever heard of a glorious hand or of
  any unusual magic item being brought into town
  recently.
  Checking with the following persons and organiza-
  tions reveals the information listed below (no check
  required unless noted):
  • The Local Wizard: The wizard is a recluse who
  refuses to see anyone. His apprentice, a comely
  young lady, turns away all callers politely. (Should a
  character press the issue, go to Encounter 4.)
  • The Church: There have been no undead sight-
  ings here in several years. The church has tried
  very hard to keep down undead problems, and they
  are quite happy to report this, even if the PCs ask
  other questions. This is definitely a dead end, but
  feel free to allow the party to interact with all man-
  ner of church authorities.
  • The Thieves’ Guild: Though it takes several hours
  and a least one Gather Information check (DC 17)
  to discover the guild, the PCs can certainly try to
  
  4
  find it. If they succeed, they must deal with the
  rather paranoid (Unfriendly) thieves. Should the
  bard deal diplomatically with the bunch (use the
  rules for dealing with NPC attitudes in the
  DUNGEON MASTER’s Guide on page 149), the group
  can find out more about what is going on in the
  town. First off, nobody has hocked or fenced the
  stolen goods locally, and no one knows who’s
  behind the burglaries. A successful Diplomacy
  check (DC 15) reveals that the guild knows of an
  abandoned secret hideout of an old thieves’ guild
  somewhere in town, but none of the current guild
  members know where it is. (The only place this
  information can be found is the city records, which
  are kept in the baroness’s manor house; see
  Encounters 5–7.)
  • The City Guard: The local law enforcement (the
  City Guard) has beefed up patrols in the mercan-
  tile sector in response to the burglaries. A success-
  ful Gather Information check (DC 15) reveals that
  the last public execution took place about six
  weeks ago. The guard hanged the notorious high-
  wayman Reynard and displayed his body for some
  weeks thereafter as a warning to others.
  (Characters wishing to pursue this line of inquiry
  must consult the guards at the north gate, who
  claim that nothing was unusual about the hang-
  ing, the display of the body, or the burial. Ravella,
  the guard who was actually on duty at the time of
  the burial, is out of town and won’t be back for two
  more days. If the PCs press the matter, they learn
  that she is helping her sister while her sister’s hus-
  band is off on some undisclosed errand that took
  him away from his family.) Go to Encounter 9 for
  more information.
  Encounter 3: Showtime! 
  On the evening of the first day, the bard may be per-
  forming: If the bard agreed to put on a show for patrons
  of the inn, Grezius calls upon him or her to fulfill that
  promise now. At least three dozen patrons—peasants,
  merchants, farmers, and even a few petty nobles—pack
  the tavern, for the people of Restenford are eager for
  anything that might take their minds off the current
  situation. Their faces are lined with worry and they
  jump at the smallest sounds.
  If the bard makes a successful Perform check (DC 15),
  one of the petty nobles later describes the performance
  in glowing terms to Baroness Andrella, ruler of Resten-
  ford (see Encounter 5). The bard also may attempt any
  of the various bardic music effects he can produce to
  comfort the patrons or gain their cooperation.
  Nothing untoward happens during the evening or the
  night. The villain is biding his time and waiting to see
  whether the strangers will move on of their own
  accord.
  Encounter 4: The Wizard 
  (EL Variable)
  When (or if ) any of the characters make a second
  attempt to visit Barellus, the local wizard, use this
  encounter.
  A successful Diplomacy check (DC 10) made to gain
  information about the wizard from the townsfolk any-
  time prior to this encounter reveals that he is old and
  cantankerous. Success at a higher level (DC 15) reveals
  that he is impatient with those who waste his time, par-
  ticularly garrulous townsfolk who can’t seem to get to
  the point. Those who approach him in a businesslike
  manner have no problems talking with him. Likewise,
  a Diplomacy check (DC 10) made to discover informa-
  tion about his apprentice reveals that her name is
  Serena, she is a half-elf, she adores roses, she is afraid of
  spiders, and she is very interested in antiques.
  The wizard’s tower stands on the outskirts of town. All
  along the path leading up to it are signs reading “No
  Tresspassing.” The door is secured with both a mechani-
  cal lock (Open Lock DC 20) and an arcane lock (caster
  level 10). The only windows are on the top (fourth)
  floor of the tower.
  If the characters knock, Serena greets them. She has
  orders to turn away all visitors, which she usually does
  very efficiently. However, a successful opposed check
  with Bluff, Intimidate, or Diplomacy against her Sense
  Motive check result convinces her to admit them.
  Apply a +2 bonus to the check if the PC attempting this
  brings her roses or an antique as a gift or promises her
  information about a valuable antique. Apply a –2
  penalty should a character try to use a spider (or the
  threat of one) against her. (She shuts the door against
  them and runs up to Barellus to warn him of the nasty
  people who want to see him.)
  If they convince her to let them see Barellus, she leads
  them to his study on the top floor, where he is perusing
  an ancient tome. She introduces them as strangers who
  need his advice. In this case, his initial attitude is indif-
  ferent. If they enter by any other means, his initial atti-
  tude is hostile, and he attacks them as intruders with
  his wand and spells before asking any questions.
  
  5
  Assuming the characters get to speak with Barellus,
  he greets them gruffly. Read aloud the following:
  If the characters do anything other than state their
  business without preamble, Barellus orders them from
  his presence and refuses to talk with them any further.
  Should the characters be open and forthright with him,
  however, he invites them to sit and talk. A successful
  Charisma check (DC 15) at this point converts his atti-
  tude to friendly, or to helpful (DC 30).
  If the PCs get him to chat, Barellus is happy to tell
  them what he knows about a hand of glory (all its powers
  as listed in Chapter 8 of the DUNGEON MASTER’S Guide).
  If any character repeats the fragment of the ballad relat-
  ing to a hand of glory (from Encounter 1), the old man’s
  eyes light up with recognition. “I remember that song
  . . . it was based on a tale that everyone thought was a
  legend. But it wasn’t. I once read a dusty old treatise on
  how to make a necromantic item called a glorious hand.
  It was a five-pointed candle made from the left hand of
  a hanged murderer, and it could open any lock and
  hold fast anyone other than the wielder who saw it
  happen.”
  The old wizard knows no more than this, and he has
  no real concept of what has been happening in town
  recently.
  Should the characters try to fight these two, they have
  a tough battle on their hands. The treasure within the
  tower consists primarily of old books relating to magic
  and legends, for the wizard became a sage after his
  retirement from adventuring. There are also a few
  potions, scrolls, and 2,000 gp (secreted inside a fake
  book).
  d Barellus: Male human Wiz10/Exp6; CR 15;
  Medium-size humanoid; HD 10d4 plus 6d6; hp 46; Init
  +0; Spd 30 ft.; AC 14 (touch 10, flat-footed 14); Atk
  +11/+6 melee (1d6+2, +3 quarterstaff) or +8/+3 melee
  (1d4–1/19–20, dagger); AL N; SV Fort +8, Ref +8, Will
  +16; Str 8, Dex 11, Con 10, Int 19, Wis 12, Cha 13.
  Skills and Feats: Alchemy +22, Concentration +13,
  Decipher Script +9, Knowledge (arcana) +21, Knowl-
  edge (architecture and engineering) +10, Knowledge
  (geography) +10, Knowledge (history) +18, Knowledge
  (local) +18, Knowledge (nature) +10, Knowledge (nobil-
  ity and royalty) +10, Knowledge (planes) +10, Scry +17,
  Spellcraft +17; Brew Potion, Combat Casting, Craft
  Wand, Empower Spell, Enlarge Spell, Extend Spell,
  Heighten Spell, Maximize Spell, Quicken Spell, Scribe
  Scroll.
  Spells Prepared: (4/5/5/4/4/2; base DC = 14 + spell
  level): 0—detect magic, flare, mage hand, read magic; 1st—
  mage armor, magic missile (3), unseen servant; 2nd—arcane
  lock, detect thoughts, levitate, locate object, obscure object;
  3rd—clairaudience/clairvoyance, dispel magic, fireball, secret
  page; 4th—arcane eye, ice storm, scrying; 5th—cloudkill,
  wall of force. 
  Spellbook: 0—arcane mark, dancing lights, daze, detect
  magic, detect poison, disrupt undead, flare, ghost sound, light,
  mage hand, mending, open/close, prestidigitation, ray of frost,
  read magic, resistance; 1st—alarm, burning hands, charm
  person, endure elements, feather fall, hold portal, identify,
  mage armor, magic missile, shocking grasp, sleep, unseen ser-
  vant; 2nd—arcane lock, bull’s strength, cat’s grace, continual
  flame, darkvision, detect thoughts, knock, levitate, locate
  object, obscure object, see invisibility, Tasha’s hideous laughter;
  3rd—clairaudience/clairvoyance, dispel magic, explosive
  runes, fireball, fly, greater magic weapon, haste, hold person,
  keen edge, secret page, stinking cloud, tongues; 4th—arcane
  eye, confusion, fear, fire trap, ice storm, polymorph other,
  remove curse, scrying, wall of fire; 5th—cloudkill, cone of
  cold, major creation, passwall, seeming, telekinesis, teleport,
  wall of force, wall of iron. 
  Possessions: +3 quarterstaff, bracers of armor +4, cloak of
  resistance +3, ring of counterspells, wand of fireballs, scroll of
  flesh to stone, potion of bull’s strength.
  d Serena: Female half-elf Wiz4; CR 4; Medium-size
  humanoid; HD 4d4–4; hp 14; Init +1; Spd 30 ft.; AC
  12 (touch 11, flat-footed 11); Atk +4 melee
  (1d4+2/19–20, +1 dagger); SQ Half-elf traits; AL CG; SV
  Fort +0, Ref +2, Will +4; Str 12, Dex 13, Con 8, Int 16,
  Wis 11, Cha 14.
  Skills and Feats: Alchemy +10, Concentration +6,
  Knowledge (arcana) +10, Listen +1, Scry +4, Search +4,
  Spellcraft +10, Spot +1; Combat Casting, Quicken Spell,
  Scribe Scroll.
  Half-Elf Traits: Immune to magic sleep spells and
  effects; +2 racial bonus on saves against enchantment
  spells or effects; low-light vision (can see twice as far as
  a human in low-light conditions); +1 racial bonus on
  Listen, Spot, and Search checks (already figured into
  the statistics given above).
  “Adventurers, eh?” the old wizards scowls.
  “Make it fast. You found a magic bauble in some
  musty old dungeon and you want to know what
  it does? Your friend got turned into a toad and
  you want him changed back? You want a new
  spell for your spellbooks? Well, spit it out! I
  haven’t got all day!”
  
  6
  Spells Prepared: (4/4/3; base DC = 13 + spell level): 0—
  dancing lights, detect magic, ray of frost, read magic; 1st—
  burning hands, charm person, magic missile (2); 2nd—bull’s
  strength, detect thoughts, whispering wind. 
  Spellbook: 0—arcane mark, dancing lights, daze, detect
  magic, detect poison, disrupt undead, flare, ghost sound, light,
  mage hand, mending, open/close, prestidigitation, ray of frost,
  read magic, resistance; 1st—burning hands, charm person,
  erase, hypnotism, magic missile, reduce, sleep, spider climb,
  unseen servant; 2nd—blindness/deafness, bull’s strength,
  detect thoughts, ghoul touch, magic mouth, see invisibility,
  whispering wind.
  Possessions: +1 dagger, bracers of armor +1.
  Encounter 5: An Invitation
  If the bard impressed the local nobility with the per-
  formance the previous night (see Encounter 3), the PCs
  have a chance to see the baroness. Upon returning to
  the inn, the bard finds a special invitation awaiting him
  or her. The local ruler, Baroness Andrella, heard such
  good reports about his concert that she wants a special
  performance at the manor tonight—in just a few hours’
  time, in fact. If the bard accepts, the entire party is wel-
  come at Andrella’s manor. Go to Encounter 6 after the
  PCs have a chance to react and ready themselves.
  Encounter 6: The Show of Shows
  (EL Variable)
  If the bard has received and accepted an invitation to
  perform at the manor house (see Encounter 5), or if the
  PCs request permission to examine the city records,
  they can visit the baroness. In the latter case, the
  baroness requests a performance from the bard in
  exchange for permission—if she can tell that the group
  includes an entertainer. If not, the PCs can gain permis-
  sion if they can convince her with a successful Diplo-
  macy check (DC 20) that such access is vital to solving
  the recent string of burglaries. (See Encounter 7 if the
  PCs get permission to research the city records.)
  If the bard puts on a show for Andrella, the guard cap-
  tain warns the PCs upon their arrival that the baroness
  does not take kindly to attempts to influence her with
  magic of any sort. If they agree to a magic-free evening,
  they are ushered into the baroness’s presence. At least
  six minor nobles and the baroness’s wizard are also
  present for the show. A Perform check result of 25 or
  higher for the bard’s performance indicates that the
  baroness is so pleased that she offers to grant the char-
  acter a request. If the request is for permission to exam-
  ine the city records, she grants it with the caveat that no
  papers leave the manor house. If it is for a gift (such as a
  magic item), she freely gives items worth up to 1,000
  gp. The DM is free to evaluate any other requests using
  these guidelines.
  The baroness’s wizard is watching the characters
  throughout the show for attempts to use magic. Should
  the characters attempt spells, bardic music effects, or
  any other form of magic, the wizard automatically
  detects the attempt unless the characters attempt to
  mask it with Disguise Spell and/or ambient song. If he
  detects the attempt, he first tries to cast hold person,
  then informs the baroness of it. She coldly orders the
  PCs from her presence and refuses all further requests
  for audience.
  If a fight breaks out here, the characters really don’t
  have a chance unless they try to escape. The foes on
  hand include the court wizard (use the stats for Barel-
  lus from Encounter 4), the guard captain (a standard
  9th-level NPC human fighter from Chapter 2 of the
  DUNGEON MASTER’s Guide), two sergeants (standard 7th-
  level NPC human fighters), two clerics (standard 7th-
  level NPC human clerics), and three dozen guards on
  duty (standard 3rd-level NPC human fighters). More
  guards can come as the alert spreads, up to a total of 50
  within the first two minutes of combat. If the battle
  lasts more than five minutes, the alert can draw in
  another 50 guards from the outlying areas, and then
  another 50 after that, plus one sergeant for every 25
  guards present. It’s really in the best interests of the
  PCs to try to get out instead of face down a city’s
  worth of guards.
  Encounter 7: Research
  Should the PCs gain permission from the baroness to
  examine the city records , they can enter the records
  room of her manor house..
  The steward (human Exp4) shows the characters to
  the records room and stays with them while they
  peruse the records, but he does not assist them in locat-
  ing anything. They may take as long as they like in the
  records room.
  The Gather Information skill is no help here, but each
  successful Search check uncovers some nugget of
  useful information. The following details are available
  through records research:
  • The first of the strange burglaries occurred only a
  few weeks after the last public execution—the
  hanging of a notorious highwayman named
  Reynard.
  
  7
  • The highwayman was hanged at the gallows on
  the north side of town, and the City Guard kept
  his body on display for several weeks thereafter at
  the north gate as a deterrent to other would-be
  criminals.
  • The abandoned thieves’ lair is located in a portion
  of what is now the city’s sewers. The document
  that reveals this information also recounts a pub-
  lic proclamation that all the passages leading to
  this section were filled in when Andrella’s father
  broke up the old guild. (A successful Search check
  [DC 25] at this point reveals that though the for-
  mer baron announced that he had destroyed the
  lair, he may not actually have done so. There is a
  decided lack of passage-filling supplies ordered
  during that time , and all other expenditures look
  normal for the period when compared to the
  months just before and just after the proclama-
  tion.)
  Encounter 8: The Sewers 
  (EL Variable)
  When the characters discover the location of the
  secret hideout of the former thieves’ guild, they can
  begin exploring in earnest.
  To reach the section of sewer where the entrance to
  the abandoned lair purportedly lies (see Encounter 8A
  for lair details), the characters must enter the vast net-
  work of sewer passages through a street-level access
  point on the north side of town and traverse at least one
  mile of dark, crumbling passageways. These passages
  connect stormwater drains, catacombs, trash pits, and
  other unsavory areas. A number of equally unsavory
  creatures call them home.
  As with wandering monster rolls in a dungeon,
  there’s a base 10% chance per hour that characters can
  encounter something in the city sewers. In addition,
  there’s a 10% chance every time they make noise or
  visit a high-traffic area within the sewer network that
  they can encounter a monster. The DM may use the
  table for the desired encounter level from among
  those presented on the next page. These tables are sim-
  ilar to the Dungeon Encounters tables in the Adven-
  tures chapter of the DUNGEON MASTER’S Guide, but they
  feature more creatures that would be at home in a
  cramped, urban environment. Although even a 3rd-
  level encounter may be nothing more than a nuisance
  for characters of this party’s level, it is rare to find any
  creatures more dangerous than these living in a city’s
  sewers.
  Encounter 8A: Abandoned Lair
  Entrance (EL 8)
  The PCs eventually reach the abandoned lair during
  their explorations. 
  Creatures: Two otyughs (see creature entries in the
  MONSTER MANUAL) have made their lair in a particularly
  large and disgusting pile of refuse in the section of
  sewer where the abandoned lair is located. Their eye-
  stalks protrude just above the refuse; the rest of their
  bodies are concealed by the muck.
  d Otyughs (2): hp 32, 38, see MONSTER MANUAL pages
  147–148.
  Once the characters have defeated the two otyughs, a
  successful Search check (DC 15) in the refuse pile
  reveals their treasure: a bag containing 500 gp, one tour-
  maline (200 gp), one deep blue spinel (475 gp), one aqua-
  marine (600 gp), a masterwork dagger, and a chain shirt.
  Trap: A successful Search check (DC 20) for secret
  doors reveals one in the opposite wall of this passage. The
  secret door is trapped with a wide pit in front of it. There
  is a hidden bypass switch 6 feet to the left of the door.
  a Wide-Mouth Pit Trap: CR 6; mechanical; loca-
  tion trigger, manual reset; hidden switch bypass
  (Search DC 30); Reflex save (DC 25) avoids; 40 ft. deep
  (4d6, fall); multiple targets (all targets within a 10-ft. by
  10-ft. area); Search (DC 26); Disable Device (DC 25).
  Market Price: 30,600 gp.
  Encounter 8B: Abandoned Lair
  (EL 4)
  Beyond the door, a passage leads into the darkness. It
  splits into two passageways about 100 feet from the
  door, and on either side, three empty chambers open
  from its twisting length. The corridors in the section
  beyond this door have not been filled in—in fact, they
  are in remarkably good condition for an abandoned
  lair. Though the passages are dark and dank, the walls
  and floors seem clean. Both passages eventually con-
  verge at a single chamber.
  Creatures: Several dire rats (pets of the spymaster)
  call this chamber home and attack any intruders.
  d Dire Rats (12): hp 5 each, see MONSTER MANUAL
  pages 56–58.
  It’s clear that someone has been using this place lately.
  All the stolen loot is here, though oddly enough, it’s
  scattered about carelessly, and some of it has spoiled
  through neglect or been chewed by the dire rats. In one
  corner lies a skeleton dressed in a few remnants of dark
  cloth. (This is the body of the necromancer, which the
  
  8
  Table 1: 1st-Level Sewer Encounters
  d%
  Role
  Number of Creatures and Kind
  Treasure
  1–10
  Critter
  2d10 bats (animal)
  —
  11–20
  Critter
  2d8 rats (animal)
  —
  21–25
  Critter
  1d3 centipedes, Medium-size monstrous (vermin)
  20%
  26–35
  Critter
  1d3+1 dire rats
  20%
  36–40
  Critter
  1d3 snakes, Small viper (animal)
  20%
  41–45
  Critter
  1d3 spiders, Small monstrous (vermin)
  20%
  46–55
  Friend
  1d3 beggars (1st-level commoners)
  5%
  56–60
  Friend
  2d4 city guards (1st-level warriors)
  80% +1
  61–65
  NPC
  1 1st-level NPC
  Gear
  66–70
  Terror
  1 darkmantle
  50% +1
  71–80
  Terror
  1 shrieker
  20%
  81–90
  Tough
  1d3 thugs (1st-level warriors)
  80%
  91–94
  Undead
  1d3+1 skeletons, Medium-size
  50%
  95–98
  Undead
  1d3 zombies, Medium-size
  50%
  99–100
  Undead
  1 ghoul
  50%
  Table 2: 2nd-Level Sewer Encounters
  d%
  Role
  Number of Creatures and Kind
  Treasure
  1–5
  Critter
  1d4+1 centipedes, Medium-size monstrous (vermin) 20%
  6–16
  Critter
  2d6 dire rats
  20%
  17–21
  Critter
  1 dire weasel
  20%
  22–27
  Critter
  1d3 giant ants, worker (vermin)
  20%
  28–32
  Critter
  1 snake, Medium-size constrictor (animal)
  20%
  33–39
  Critter
  1d3 snakes, Medium-size viper (animal)
  20%
  40–45
  Critter
  1d3 spiders, Medium-size monstrous (vermin)
  20%
  46–50
  Critter
  1d4+1 stirges
  20%
  51–55
  Friend
  1d3 beggars (1st-level commoners)
  5%
  56–60
  Friend
  2d4 city guards (1st-level warriors)
  80% +1
  61–65
  NPC
  1d3 1st-level NPCs
  Gear
  66–70
  Terror
  1 choker
  20%
  71–75
  Terror
  1 ethereal marauder
  20%
  76–85
  Terror
  1d3 shriekers
  20%
  86–90
  Tough
  1d4+1 thugs (1st-level warriors)
  80%
  91–95
  Tough
  1d3 thieves (1st-level rogues)
  80% +1
  96–97
  Undead
  1d3 ghouls
  50%
  98–100
  Undead
  1d4+2 zombies, Medium-size
  50%
  Table 3: 3rd-Level Sewer Encounters
  d%
  Role
  Number of Creatures and Kind
  Treasure
  1–10
  Critter
  2d4 centipedes, Medium-size monstrous (vermin)
  20%
  11–15
  Critter
  2 dire weasels
  20%
  16–20
  Critter
  1 gelatinous cube (ooze)
  20%
  21–25
  Critter
  1d2 giant ants, warrior (vermin)
  20%
  26–35
  Critter
  1d4+1 snakes, Medium-size viper (animal)
  20%
  36–45
  Critter
  1d4+1 spiders, Medium-size monstrous (vermin)
  20%
  46
  Fiend
  1 doppleganger
  80% +2
  47–48
  Fiend
  1 ooze mephit
  80% +2
  49–50
  Fiend
  1 wererat (lycanthrope) and 1d3+1 dire rats
  80% +3
  51–55
  Friend
  1d3 beggars (1st-level commoners)
  5%
  56–60
  Friend
  2d4 city guards (1st-level warriors)
  80% +1
  61–65
  NPC
  1d3+1 1st-level NPCs
  Gear
  66–69
  Terror
  1 carrion crawler
  20%
  70–71
  Terror
  1 ethereal filcher
  50%
  72
  Terror
  1 otyugh
  20%
  73–76
  Terror
  1 phantom fungus
  20%
  77–80
  Terror
  1 violet fungi
  20%
  81–83
  Terror
  1 grick
  20%
  84–89
  Tough
  1d4+1 thugs (1st-level fighters)
  80% +1
  90–95
  Tough
  1d4+1 thieves (1st-level rogues)
  80% +2
  96–98
  Undead
  1 ghast
  50%
  99–100
  Undead
  1 shadow
  50%
  
  9
  dire rats have devoured. Sirius has taken his bracers of
  armor +2 and his wand of inflict serious wounds.)
  A successful Search check (DC 15) reveals some elven
  clothing, a scrap of paper, and a disguise kit. Examina-
  tion of the latter and a successful Disguise check (DC
  15) reveals that someone, probably a male elf, has been
  using this kit to disguise himself as a human.
  The scrap of paper has a couple of symbols placed at
  various places, though it’s torn. A successful Decipher
  Script check (DC 20) allows the reader to figure out
  that the symbols stand for several locations: a mill, a
  smithy, a stable, an inn, a tavern, five residences (resi-
  dence is the general notation—no proper names are
  mentioned), six warehouses, and a lighthouse. Marks
  are made next to the inn, the tavern, the lighthouse,
  two of the residences, and two warehouses. If the PCs
  check into these marks by talking to people at each
  location, they can discover that these places had an
  incidence of theft within the last two weeks—with the
  exception of the lighthouse. (See “The Culprit” for the
  encounter at the lighthouse.) Here’s a quick list of
  NPCs at each location and the main things they say:
  Inn (Sea Maiden’s Dream): Innkeeper Surave (NG
  male human War7/Exp7) says he lost his weekly stash.
  It amounted to about 100 gp in assorted coinage.
  Tavern (The Wallowing Sow): Tavernkeeper Yolana
  (N female human War4/Exp7) tells the PCs she lost her
  evening’s take, which amounted to about 10 gp in
  assorted coinage.
  Lambent Residence: Alean Lambent (LG male
  human Exp4) lets the PCs know that he and his wife
  lost a family gemstone—a red spinel. He also lost about
  25 gp. Alean had hoped to have the gemstone set into a
  piece of jewelry or something for his wife, who is cur-
  rently away from home.
  Fenard Residence: Nellie Fenard (LG female human
  Ftr10), a widow, tells the PCs that she lost her savings,
  which amounted to about 250 gp. Thankfully, she
  scared away the rogue before he could get to her
  weapon and armor stash. (She might be willing to show
  the PCs her nice weapons and armor or even sell them
  if the DM wishes to introduce a few magic items into
  the game to rid the PCs of some money. A successful
  Diplomacy check [DC 20] can persuade the former
  fighter to dig out her items. She doesn’t let the PCs
  know where she hides them, though.)
  Selan Warehouses: The supervisor on duty, Magnus
  Firehand (CG male human War7), tells the PCs that he
  lost a black pearl and 200 gp one night, as well as some
  supplies like flour, sugar, and a length of mauve silk
  fabric worth 100 gp. The supplies were in a different
  warehouse than the black pearl. He’ll give the PCs the
  fabric if they can come up with the black pearl; it
  belongs to a customer of his boss, as does the silk, but
  the silk is already reported as lost to that particular cus-
  tomer. The pearl isn’t. If asked, Magnus thinks only one
  person is responsible for these thefts, due to the rela-
  tively small loss he sustained that evening. He is rather
  astonished that he didn’t lose more, but he thinks the
  supplies loaded down the thief to the point where he
  had to leave or get caught. 
  Encounter 9: The Hanged Man
  Should the PCs follow up on the clue about the
  hanged highwayman, they can discover some more
  information, but only if they have their wits about
  them.
  The hanged highwayman’s remains were displayed for
  several weeks near the town’s north gate, which over-
  looks the graveyard. Ravella, the guard assigned to that
  post at the time of the hanging, is out of town when the
  PCs arrive in Restenford, but is available two days
  thereafter. She is willing to talk with the party, but a
  successful Sense Motive check (DC 15) reveals a wari-
  ness about her, as if there were something about the sit-
  uation she wishes to hide.
  Ravella answers the PCs’ questions truthfully, explain-
  ing that the corpse was cut from the gallows and hung
  on the outside of the city wall above the north gate for
  display. Her tower post allowed her full view of it at
  night, when she was on duty. If the PCs ask whether
  anyone could have approached the corpse while it was
  displayed, she insists that no one came near it the
  whole time it was hanging there, though her manner
  becomes somewhat less relaxed than it was before. A
  successful Intimidate check (DC 15) or suggestion to tell
  the truth at this point causes her to confess that she
  thought she saw someone “messing around” with the
  body one night. She was sure that she’d chased the mis-
  creant off before any damage was done, but in the
  morning she discovered to her horror that the corpse’s
  left hand had been neatly severed at the wrist. Afraid of
  getting in trouble for dereliction of duty, she buried the
  body the next day, claiming that it was beginning to fall
  apart. If further pressed, she shows the PCs the site of
  the highwayman’s unmarked grave in the graveyard.
  (See Encounter 10.) She buried the body about two
  weeks ago.
  
  10
  Encounter 10: A Double Grave
  If the PCs wish to examine the highwayman’s body,
  they can find a further clue that could lead them to the
  spymaster behind the plot.
  Attempts to exhume the highwayman’s body without
  permission from the baroness or the guard captain result
  in arrest if the PCs are caught. Since the graveyard is
  within sight of both guard towers, which are manned
  day and night, digging up a body by stealth is nearly
  impossible. If the PCs approach the baroness with the
  guard and her story, however, Andrella readily grants
  them permission to exhume the highwayman’s corpse.
  Exhuming the corpse not only confirms Ravella’s
  story but also reveals that the grave has two occupants
  rather than one! The other body is that of the local
  lighthouse keeper, who has obviously been dead for
  weeks. Ravella truthfully claims ignorance of how the
  extra body came to be in the crude coffin, though she
  does recall that the coffin seemed unusually heavy
  when she and the guard assisting her with the burial
  lowered it into the grave. A successful Search check
  (DC 15) reveals that the coffin lid was pried up with a
  metal instrument after being sealed, then subsequently
  refastened.
  Should the PCs inquire about the lighthouse keeper
  in town, the locals claim to have seen him purchasing
  supplies at Malka’s competitor only the other day. They
  mention that the lighthouse keeper usually heads over
  to Malka’s store for his supplies. If asked, Malka men-
  tions that he thinks it odd that the lighthouse keeper
  Bomarc hasn’t stopped by to pick up his flour and other
  longer-term supplies. Bomarc was due in last week, and
  he picks up his order every 45 days.
  THE CULPRIT
  This section contains the climax of the adventure. It
  occurs whenever the characters decide to visit the
  lighthouse and confront the fake keeper, an elf spymas-
  ter named Sirius.
  The lighthouse is located on the edge of town, on a
  rugged, rocky outcropping overlooking the coast. It is
  four stories tall, with the upper story consisting of the
  light apparatus. Each of the lower three stories consists
  of a single, round room with a stairway leading up
  through the center.
  Sirius does not respond to knocks or calls, since he
  knows full well that the lighthouse keeper never had
  visitors. If alerted to the presence of strangers by any
  noise, he hides behind the floor-length curtains cover-
  ing the windows in the third-floor bedroom, drinking
  his potions when intruders seem to be near.
  Sirius and his partner made a number of modifica-
  tions to the lighthouse. They installed traps with bypass
  elements that only Sirius now knows about on each
  floor and at the entrance. The money for these
  “improvements” came from their employers.
  1. Entrance (EL 7)
  The door of the lighthouse is trapped with a dart trap.
  a Fusillade of Greenblood Darts: CR 7; mechani-
  cal; location trigger; manual reset; hidden switch
  bypass (Search DC 25); Atk +18 ranged (1d4+1 plus
  poison, dart); poison (greenblood oil, Fortitude save
  [DC 13] resists, 1 Con/1d2 Con); multiple targets (1d8
  darts per target in a 10-ft. by 10-ft. area); Search (DC 25);
  Disable Device (DC 25). Market Price: 34,400 gp.
  2. First Floor (EL 7)
  The first floor room is a living room furnished with an
  overstuffed couch and chairs, bookcases, and two small
  tables. Stepping on the bottom step of the spiral stair-
  case without flicking the hidden bypass switch on the
  railing causes the door to close (if it is not closed
  already), the stairway to collapse, and a trapdoor to seal
  the ceiling hole where the stairway accessed the second
  floor. It also triggers a gas trap.
  a Burnt Othur Vapor Trap: CR 7; mechanical;
  location trigger; repair reset; hidden switch bypass
  (Search DC 35); gas; multiple targets (all targets in a
  10-ft. by 10-ft. room); never-miss; onset delay (3
  rounds); poison (burnt other fumes, Fortitude save
  [DC 18] resists, 1 Con [permanent drain]/3d6 Con);
  Search (DC 21); Disable Device (DC 21). Market Price:
  21,700 gp.
  The collapsed stairway requires time and materials to
  repair. The ceiling is 10 feet high, and the wooden
  trapdoor to the second floor is locked (Open Lock DC
  25). If the characters get it open, they can grab onto
  the end of the stairway above and climb up to the
  second floor.
  3. Second Floor (EL 6)
  This floor is the kitchen and dining area. A wood stove
  vents to the outside, and a small counter and cupboards
  hold pots, pans, and nonperishable foods. A large table
  with one chair serves as the dining area. At present, the
  kitchen is littered with pans and jars holding various
  
  11
  foul-smelling preparations. These are the poisons that
  Sirius has been brewing (DM’s choice as to types).
  The trap on this floor is whirling poisoned blades.
  They attack anyone who comes into the room unless
  the hidden lock bypass near the stove is activated.
  a Whirling Poisoned Blades: CR 6; mechanical;
  timed trigger; automatic reset; hidden lock bypass
  (Search [DC 25], Open Lock [DC 30]); Atk +10 melee
  (1d4+4/19–20 plus poison, dagger); poison (purple
  worm poison, Fortitude save [DC 24] resists, 1d6
  Str/1d6 Str); multiple targets (one target in each of
  three preselected 5-ft. squares); Search (DC 20); Disable
  Device (DC 20). Market Price: 30,200 gp.
  4. Third Floor (EL 8)
  This floor serves as the bedroom. On one side is the
  bed; on the other side is a large window covered with
  drapes behind which an invisible Sirius hides. This
  room is trapped with a set of poisoned spikes that fire at
  anyone stepping on the floor if the hidden bypass
  switch on the staircase is not flipped.
  a Poisoned Wall Spikes: CR 5; mechanical; loca-
  tion trigger; manual reset; Atk +16 melee (1d8+4 plus
  poison, spike); multiple targets (closest target in each of
  two adjacent 5-ft. squares); poison (Medium-size spider
  venom, Fortitude save [DC 14] resists, 1d4 Str/1d6 Str);
  Search (DC 17); Disable Device (DC 21). Market Price:
  13,150 gp.
  When the PCs enter, Sirius first uses the glorious
  hand to hold as many of them as possible. Then, if the
  characters begin searching the room, he attacks with
  his wand, then finally his short sword. If they begin
  climbing to the top of the tower, he waits until the last
  mobile PC is left in the room before attacking that
  one.
  d Sirius: Male elf Rog7/Spymaster1; CR 8; Medium-
  size humanoid; HD 7d6 plus 1d8; hp 46; Init +8; Spd 30
  ft., AC 16 (touch 14, flat-footed 16); Atk +12/+7 melee
  (1d6+3/19–20, +2 short sword); or +6 ranged (1d8/19–20,
  light crossbow); SA sneak attack (+4d6); SQ cover iden-
  tity, elf traits, evasion, traps, uncanny dodge (Dex bonus
  to AC, can’t be flanked); AL NE; SV Fort +1, Ref +10,
  Will +3; Str 12, Dex 18, Con 10, Int 15, Wis 13, Cha 16.
  Skills and Feats: Balance +6, Bluff +10, Craft (poison-
  making) +7, Craft (trapmaking) +12, Diplomacy +7,
  Disguise +8, Gather Information +8, Hide +12, Innu-
  endo +8, Intimidate +5, Jump +3, Listen +13, Move
  Silently +14, Open Lock +14, Profession (lighthouse
  keeper) +3, Search +9, Sense Motive +6, Spot +13,
  Tumble +14, Use Magic Device +8; Improved Initia-
  tive, Skill Focus (Bluff ), Weapon Finesse (short
  sword).
  Elf Traits: Immune to magic sleep spells and effects;
  +2 racial bonus on saves against enchantment spells or
  effects; low-light vision (can see twice as far as a human
  in low-light conditions); entitled to a Search check
  when within 5 feet of a secret or concealed door as
  though actively looking for it; Martial Weapon Profi-
  ciency (composite longbow, composite shortbow, long-
  bow, longsword, and rapier) as bonus feats; +2 racial
  bonus on Listen, Spot, and Search checks (already fig-
  ured into the statistics given above).
  Possessions: +2 short sword, light crossbow, 20 bolts, brac-
  ers of armor +2, glorious hand, wand of inflict serious wounds
  (25 charges), potion of invisibility, potion of cat’s grace.
  Glorious Hand: This grisly item is the severed left
  hand of a human male, with a candle affixed to each of
  the fingers and the thumb. Upon command, the
  candles light, providing illumination as per a light spell.
  If rapped on a locked door or other locked item, it pro-
  duces a knock effect. Finally, upon command, it pro-
  duces a hold person effect (Will save DC 17) against any
  designated target. Caster Level: 8th; Prerequisites: Craft
  Wondrous Item, hold person, knock, light; Market Price:
  39,900 gp; Weight: 1 lb.
  CONCLUSION
  If Sirius is losing the battle, he surrenders. Should the
  PCs defeat Sirius without killing him, he admits that
  the elven overlords of the Lendore Isles sent him here
  to destabilize Restenford (one of the few remaining
  human-ruled towns in the area), hoping the baroness
  would waive the town’s autonomy and call on the elves
  for help. Naturally, he claims diplomatic immunity
  after confessing his crimes. If the PCs kill him, there is
  enough evidence in his belongings to reveal the source
  of his funding. Hidden in the bedroom of the light-
  house is an additional 800 gp, one red spinel (300 gp),
  and one black pearl (850 gp). The PCs can also find the
  supplies stolen from the warehouses, though the food
  supplies were obviously used.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/3.5 Updates & Web Enhancements/Song And Silence - The Hand Of The Highwayman.pdf