TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. 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. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  DYV7-06 
   
   
   
   
   
  Siggoran’s Gambit 
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Dyvers Regional Adventure 
   
  by Sean Kliethermes 
  Circle Reviewers: Tim Sech 
  Triad Reviewers: Michael Mockus 
  Playtesters: Jeffrey Fender, C. Patrick Neagle, Erik Pedersen, Lorenzo Pittsley, Erick “Rook” Rooker  
   
   
  Over the last few years, waves of misfortune have befallen the heads of House Siggoran - assassinations, a baffling illness 
  and now embezzlement and outright thievery. But the current Lady Siggoran has had enough, and she’s looking for 
  some skilled adventurers who can help her even the score. A one-round Dyvers Regional adventure set in the Free 
  Lands of Dyvers in the City of Dyvers, on the Nyr Dyv, for characters level 1-15 (APLs 2-12). Recommended for PCs 
  who don’t mind skirting the edges of the law. 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Warrior [Andy Collins, et al], DYV1-02 A Dish Best Served Cold [Mike Hitch],  DYV6-05 Black as Night (Michael 
  Mockus), Monster Manuel III [Greg Collins, et al Eds.], and Spell Compendium [Matthew Sernett, et al]
  
  DYV7-06 Siggoran’s Gambit 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even 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 table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  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: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  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. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane Animals 
  Effect on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  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 one-round Core adventure, set in the 
  Free Lands of Dyvers. All regional characters pay 1 Time 
  Units per round; Out-of-region characters pay 2 Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The fortunes have not been kind to House Siggoran in 
  recent years. Lord Jhon Siggoran died in 591 CY, the 
  victim of a nefarious plot. His free-spirited daughter and 
  darling of the harbor community, Jusmine Siggoran, was 
  forced to put aside her grief and take command of the 
  House’s considerable business interests. This she did 
  ably, developing a reputation as a strong leader and a 
  shrewd businesswoman. In this new role, however, she 
  came to rely more and more on one of her lieutenants, 
  Osgood Fenric, to help manage her affairs. Indeed, over 
  the years, Fenric became involved in nearly all aspects of 
  the Siggoran’s modest trading empire, including certain 
  smuggling interests that the Siggorans had engaged in 
  for some time. 
   
  Unfortunately, Jusmine Siggoran was murdered in 
  595 CY, a victim of the assault of the cambion demon 
  Kuralt during the Kesser massacre. Furthermore, due to a 
  strange magical effect still not fully understood, Jusmine 
  Siggoran, along with all of the other victims of the Kesser 
  massacre, could not seemingly be raised from the dead 
  despite numerous attempts. Thus, with the head of the 
  House gone and no apparent heir forthcoming, the 
  family business began to disintegrate. Seizing the 
  opportunity, Osgood Fenric employed master forger 
  Miles 
  Faraday 
  to 
  create 
  documents 
  transferring 
  ownership of certain House Siggoran properties to 
  Fenric. Included among them were a small fortune in 
  trade goods, trading companies owned publicly and in 
  secret by House Siggoran, long-term leases on dock space 
  in Dyvers and other nearby ports, and a number of barges 
  and sailing ships.  
   
  With his newly acquired resources in place, Fenric 
  abandoned his former employers and began building his 
  own trading empire using contacts and information 
  gleaned from the wreckage of House Siggoran. To date, 
  he has met with considerable success, due in part to his 
  own business acumen, as well his timely entry into the 
  marketplace during a period of great prosperity in 
  Dyvers. Heady with this success and becoming greedier 
  by the day, Fenric even set up his own smuggling 
  operation outside the purview of the Alliance Smuggler’s 
  Guild. In this, he seeks to avoid paying trade tariffs and 
  Guild fees alike. He conducts this smuggling operation 
  personally by anchoring one of his ships (the Jusmine 
  Blue, a large caravel named after Lady Siggoran and 
  stolen by Fenric) out in the Nyr Dyv and loading and off-
  loading goods in secret. 
    
  Fenric was quite surprised, then, to learn that 
  Dyversian clerics had finally managed to raise a slain 
  DYV7-06 Siggoran’s Gambit 
   
  Page 2 
  
  Kesser massacre gentry member from the dead – namely 
  one Lady Jusmine Siggoran. The return was not destined 
  to be an easy thing, however, as Jusmine’s health was 
  severely damaged and the Gentry Council was initially 
  suspicious of her singular reappearance. In fact, there was 
  considerable debate about whether she should again be 
  recognized as head of House Siggoran. To the surprise of 
  many, Jusmine demonstrated that although her health 
  was shattered, her shrewd judgment of character 
  returned with her. She arranged for a marriage to a local 
  adventurer who had been recommended for Gentry 
  Council membership and parlayed that move into a 
  successful vote by the Gentry Council to restore noble 
  status to House Siggoran. 
    
  Lady Siggoran immediately set about rebuilding her 
  House’s riches. She soon learned about Fenric’s 
  duplicitous activities and sent him a missive threatening 
  him if he didn’t return House Siggoran assets. Fenric, 
  while concerned about her reappearance, has so far 
  ignored her demand. He figures that she is too weak, 
  both in health, and in power and influence, to hurt him 
  now and that she cannot risk drawing too much attention 
  to herself for fear of exposing her family’s smuggling 
  operations. In this, he is right. Lady Siggoran has realized 
  that she cannot turn to the Constabulary in this matter 
  and there is still too much suspicion among the Gentry 
  Council for her to use her clout there. But Lady Siggoran 
  is nothing if not determined. After all, even death at the 
  hand of a demon did not stop her for long. She has vowed 
  to regain what was hers and this is where the PCs come 
  in. 
   
  ADVENTURE SUMMARY 
   
  Introduction: The PCs are walking through the 
  dock district when a cry for help draws their attention. 
   
  Encounter One: The PCs come upon the scene of a 
  “snatch and grab” perpetrated by a pair of thieves. The 
  PCs will have an opportunity to defeat the thieves and 
  show that they can be discreet in how they conduct 
  themselves afterwards.  
   
  Encounter Two: Hearing of how they ably handled 
  the situation, Jusmine Siggoran contacts the PCs and 
  explains that she has a problem that cannot be brought to 
  the attention of the local authorities. She describes the 
  nefarious actions of Osgood Fenric and asks for the PCs 
  help in restoring some lost assets to House Siggoran.  
   
  Encounter Three: The PCs have an opportunity to 
  gather information on Osgood Fenric and local forgers.  
    
  Encounter Four: The PC’s explore the Fortune’s 
  Favor trading company. After forcing or talking their way 
  in, they discover a hidden basement chamber and must 
  defeat a dangerous trap and a guardian monster. The PCs 
  then discover a hidden cache of smuggled goods, as well 
  as numerous documents outlining illegal activities. 
  Among the documents is a message, written in code, 
  detailing the coordinates of Fenric’s next smuggling 
  rendezvous on the Nyr Dyv. 
   
  Encounter Five: The PCs can attempt to contact a 
  local information broker to learn more about the identity 
  of the forger who helped Fenric steal from House 
  Siggoran.  
    
  Encounter Six: The PCs invade the lair of the forger, 
  who has faked his own death and is now holed up in an 
  abandoned house. 
    
  Encounter Seven: The PCs report back in with Lady 
  Siggoran. If they have obtained the coded message, she 
  asks for their assistance in recovering her lost ship, the 
  Jusmine Blue.  
   
  Encounter Eight: Back out on the street, the PCs are 
  invited to have a drink with a member of the Smuggler’s 
  Guild. He provides them with useful information that 
  may aid them in their assault on the ship. 
   
  Encounter Nine: Arriving at the rendezvous point, 
  the PCs must talk or fight their way past a longboat 
  sentry stationed some distance from the ship. 
   
  Encounter Ten: The PCs finally make it onto the 
  ship to find a “smuggler’s marketplace” going on. There 
  they must defeat Fenric and his various helpers. 
   
  Conclusion: If the PCs are successful, Lady Siggoran 
  greets them at the dock to reward them. 
   
  PREPARATION FOR PLAY 
  DM Note: It is important to note if anyone in the party is 
  of a Dyvers regional meta-org. In particular you need to 
  know about members in: 
   
  • 
  The Alliance 
   
  Several NPCs in this adventure are members of the 
  Smuggler’s Guild of the Dyvers Alliance. While Jusmine 
  Siggoran will not acknowledge this in any way, Velik 
  Dathomir will prompt the PCs to identify any Alliance 
  members present in Encounter 8. Give Alliance PCs 
  Player Handout 1 at the start of this adventure. 
   
  The DM should also note any PCs who posses the 
  adventure item Friendship and/or Dislike of Jusmine 
  Siggoran from DYV1-02 A Dish Best Served Cold. PCs 
  that Jusmine are friendly towards will be greeted warmly 
  by her in Encounter 2 and will be treated well by her 
  during any encounters in which she is present. Those 
  PCs who are disliked will be scowled at and ignored. 
  Having the Friendship may enhance the rewards the PC 
  receive on the AR.  
   
  There are a number of secret doors in this adventure 
  and DMs are encouraged to have elf characters pre-roll a 
  DYV7-06 Siggoran’s Gambit 
   
  Page 3 
  
  number of Search checks at the beginning of the 
  adventure for use in Encounters 4, 6, and 10 
   
  INTRODUCTION 
  Citizens of Dyvers have long called their city the 
  Jewel of the Flanaess. And while the image of a 
  glittering gemstone might capture something of the 
  colors to be seen in the City of Sails, it does little to 
  convey the sense of bustle, energy and chaos that 
  make it such a vibrant place. Nowhere is this more 
  apparent, you think, than at the Dyvers Docks. 
   
  As you make your way along the cobbled streets, 
  your senses are nearly overwhelmed by a myriad array 
  of inputs. Dockworkers shout as a brightly festooned 
  caravel from Ket is deftly maneuvered into place, its 
  sailors scurrying amongst the rigging like ants 
  attempting to bring down an invader to the nest. On 
  one side of the street, vendors hawk their wears from 
  colorful stalls while on the other side, a devotee of 
  Molaho Khem preaches to a small crowd of jeerers 
  and an even smaller crowd of those genuinely 
  interested in what he has to say. The pier itself 
  shudders with the tromping of human and animal 
  feet and the rumbling passage of wagon wheels. 
  Everywhere, it seems, are children, chasing each 
  other in riotous games of tag, or quickly darting in 
  and out of the crowd on serious errands to deliver a 
  message or a package. Smells assault you from every 
  direction: the mysterious aromas of exotic spices and 
  perfumes contrast with the stink of sailors too long 
  on the lake without a bath; the sharp reek of today’s 
  catch gives way to the fragrant odor of exotic meats, 
  sizzling over hot coals. Everywhere you look, 
  something new and interesting competes for your 
  attention.  
   
  You are a bit surprised, then, when amidst the 
  swirling cacophony of the docks, your ears pick up 
  the sound of a shout of surprise and an alarmed cry of 
  “Stop, thief!” 
   
  Development: Ask the PCs their actions then proceed to 
  Encounter 1. 
   
  1: SNATCH AND GRAB 
  Assuming the PCs move to investigate, continue with 
  following. 
   
  Pushing your way through a circle of onlookers, you 
  come upon the scene of a woman splayed out upon 
  the grimy street. From the look of her obviously 
  expensive clothes, you suspect that she may be of 
  merchant-class, status. An armed man in livery that 
  matches the colors of her now mud-spattered finery 
  kneels over her, rubbing her wrists. “Madame! Are 
  you all right? Madame?” he asks, glancing up 
  occasionally to try to see past the crowd. He scans the 
  area as if looking for something. The woman’s closed 
  eyelids begin to flutter and she moans softly. 
  Glancing around you see that other adventurers have 
  answered the cry for help as well. 
   
   
  A pair of professional thieves working the area saw 
  an opportunity to stage a quick heist amidst the chaos of 
  the docks. One distracted the lady’s guard with a quick 
  illusion while the other grabbed her bag of jewelry and 
  knocked her down. The two then made off down the 
  street. Given the density of the crowds, neither expected 
  a serious pursuit. If the PCs follow, the thieves will 
  quickly take shelter in an empty warehouse and prepare 
  for combat 
   
  PCs who succeed at a DC 10 Spot or Listen checks, 
  determine that there is a ruckus going on in the crowd 
  about a block from their location and moving away down 
  the street. These are the thieves that knocked the woman 
  down, stole her bag, and are getting away. Read or 
  paraphrase the following.  
   
  There appears to be some commotion in the crowd 
  about a block from your location. Some people are 
  shouting and moving about. The commotion seems to 
  be heading away from you.  
    
  Concerned PCs who stop to examine or care for the 
  woman may make a DC 15 Heal check. Success indicates 
  that woman simply bumped her head from the fall and 
  will be fine. Any PCs who do so will be at least a round 
  behind other PCs who elect to give chase to the 
  retreating thieves. 
   
  PCs may also make a single DC 35 Knowledge 
  (Local:VTF) check to recognize the two as being 
  employees of the Astair Merchant House, a prominent 
  trading 
  company 
  that 
  deals 
  in 
  fine 
  jewelry. 
  Unbeknownst to the PCs, Lady Jusmine Siggoran owns a 
  controlling interest in this company and will hear of the 
  attempted robbery.   
   
  PCs giving chase will find that maneuvering 
  through the crowd is a difficult task. Their movements 
  will be slowed by half. Fortunately, the thieves are 
  encountering similar impediments. Any PC who come 
  up with a clever way of “encouraging” the crowd to move 
  aside for their passage are rewarded by the thieves having 
  one less round to prepare for their arrival. Similarly, if all 
  pursuing PC are flying, teleporting, etc., it will give the 
  thieves one less round to prepare, although it will not 
  pinpoint their location exactly. This is because, without 
  DYV7-06 Siggoran’s Gambit 
   
  Page 4 
  
  being on the ground amongst the crowd, it is difficult to 
  pinpoint exactly in what direction the thieves have gone. 
   
  About two blocks away from the location of the 
  attack, the PCs find the location to an empty warehouse. 
  Adjust the following text if the PCs are traveling in a 
  different manner than moving through the crowds. 
   
  Forcing your way through the crowds is a daunting 
  task. Nevertheless, you make some headway and 
  eventually come upon the dark entrance to an empty 
  warehouse. A “For Rent” sign is tacked to a large 
  sliding front door, now conspicuously ajar. Some of 
  the people on the street point to the opening and one 
  shouts, “They went in there!” From outside you can 
  see only shadows within. 
   
   
  PCs who posses it will be able to employ low-light 
  vision within the warehouse, as there is some dim 
  illumination filtering in through the grime-caked 
  windows near the top of the 20-foot-tall building. These 
  are sealed, having been designed not to open. 
   
  Creatures: The two thieves will have quaffed potions of 
  darkvision and positioned themselves strategically 
  within the warehouse. Manny, the illusionist, will hide 
  himself behind the barrels in the back, which afford him 
  total cover when he crouches down (he cans see to target 
  spells by peering between the barrels). Cliff, the rogue 
  (and at higher levels, an invisible blade), will help to shift 
  other barrels into place to block access to the mage. Cliff 
  will then position himself in a location of the DM’s 
  choosing, likely skulking around some of the discarded 
  crates that litter the warehouse. DMs should refer to the 
  DM Maps section of the Appendix for an illustration of 
  the setup. 
   
  Manny will end up having three rounds of 
  spellcasting to prepare for the PCs. Add one round for 
  every round that all the PCs spent helping the 
  noblewoman on the street. Subtract one round if the PCs 
  are able to quickly make their way through the crowd or 
  if they are able to travel through magical means. 
   
  Note that neither Manny nor Cliff is affiliated with 
  the Alliance. They’re independent operators. 
   
  APL 2 (EL 3) 
   
  Manny the Illusionist: male human illusionist 
  2; hp 7; Appendix 1.  
   
  Cliff the Rogue: male human rogue 2; hp 10; 
  Appendix 1.  
   
  APL 4 (EL 5) 
   
  Manny the Illusionist: male human illusionist 
  4; hp 13; Appendix 1.  
   
  Cliff the Rogue: male human rogue 4; hp 18; 
  Appendix 1.  
   
  APL 6 (EL 7) 
   
  Manny the Illusionist: male human illusionist 
  6; hp 16; Appendix 1.  
   
  Cliff 
  the 
  Rogue: 
  male 
  human 
  rogue 
  5/invisible blade 1; hp 26; Appendix 1.  
   
  APL 8 (EL 9) 
   
  Manny the Illusionist: male human illusionist 
  8; hp 25; Appendix 1.  
   
  Cliff 
  the 
  Rogue: 
  male 
  human 
  rogue 
  5/invisible blade 3; hp 34; Appendix 1.  
   
  APL 10 (EL 11) 
   
  Manny the Illusionist: male human illusionist 
  10; hp 31; Appendix 1.  
   
  Cliff 
  the 
  Rogue: 
  male 
  human 
  rogue 
  5/invisible blade 5; hp 42; Appendix 1.  
   
  APL 12 (EL 13) 
   
  Manny the Illusionist: male human illusionist 
  12; hp 37; Appendix 1.  
   
  Cliff the Rogue: male human fighter 2/rogue 
  5/invisible blade 5; hp 54; Appendix 1.  
   
  Tactics: Manny will use his illusions to confound the 
  PCs and to conjure up illusionary foes for them to fight. 
  It is strongly recommended that DMs review Manny’s 
  spell list and the rules for using illusionary magic in 
  the Player’s Handbook (p. 173) before running this 
  encounter. Manny will have already cast mage armor 
  and mirror image on himself. Manny’s first priority will 
  be to cast invisibility or greater invisibility on Cliff, then 
  to summon additional creatures to aid in the fight (he has 
  a penchant for summoning fire elementals). Finally, just 
  before the PCs enter the area, Manny will cast one of his 
  image spells to delay and distract the PCs. Some of his 
  favorite images include that of an angry red dragon 
  tearing out of a cage, a group of Blackthorn orcs 
  preparing for battle, or a tentacled monstrosity bursting 
  up from the sewer. However, DMs are encouraged to be 
  as creative as they like here. Note that such figments 
  cannot normally harm PCs and will typically last only a 
  short while after Manny ceases concentration on them 
  (to cast other spells, for example). Again, DMs are 
  encouraged to refer to the spell descriptions for more 
  information. Manny will continue to concentrate on 
  these images for as long as feasible, but will switch over 
  to other, more deadly spells in his arsenal as necessary. 
   
  Cliff the rogue will try to use these distractions to aid 
  his sneak attacks. Both Manny and Cliff are chaotic 
  neutral and while they will not bother to finish off 
  DYV7-06 Siggoran’s Gambit 
   
  Page 5 
  
  downed PCs, they have no compulsion against using 
  deadly force. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Loot 64 gp; Coin 50 gp; Magic 8 gp; 2 potions 
  of cure light wounds (4 gp each); Total 118 gp. 
   
  APL 4: Loot 116 gp; Coin 100 gp; Magic 116 gp; 2 
  potions of cure light wounds (4 gp each) dagger +1 (108); 
  Total 332 gp. 
   
  APL 6: Loot 25 gp; Coin 100 gp; Magic 607 gp; 2 
  potions of cure moderate wounds (25 gp each), 2 daggers 
  +1 (191 each), mithral chain shirt +1 (175 gp); Total 732 
  gp. 
   
  APL 8: Loot 25 gp; Coin 100 gp; Magic 857 gp; 2 
  potions of cure moderate wounds (25 gp each), 2 daggers 
  +1 (191 each), mithral chain shirt +2 (425 gp); Total 982 
  gp. 
   
  APL 10: Loot 25 gp; Coin 100 gp; Magic 1,347 gp; 2 
  potions of cure serious wounds (62 gp each), 2 daggers +1 
  (191 each), mithral chain shirt +3 (841 gp); Total 1,472 gp. 
   
  APL 12: Loot 25 gp; Coin 100 gp; Magic 2,055 gp; 4 
  potions of cure serious wounds (62 gp each), 2 daggers +1 
  (191 each), mithral chain shirt +4 (1425 gp); Total 2,190 
  gp. 
   
  Development: After the PCs have defeated the thieves 
  and recovered the bag, the lady’s guard will arrive on the 
  scene. 
   
  Red-faced and puffing, the liveried guard you saw 
  tending to the woman on the street runs up to you. 
   
  “Thank you so much!” he exclaims, putting his 
  hands on his knees and struggling to catch his breath. 
  “My mistress and I owe you a debt of gratitude. And 
  yet I have another request for you. If you would, 
  please let me take credit for defeating these two. My 
  mistress works for the Astair merchant house which 
  deals in, among other things, precious jewelry. If we 
  were to earn a reputation as easy marks, we would 
  invite more thievery of this type.” He looks with 
  disdain at the illusionist. “Truly, I am ashamed that I 
  was deceived by this one’s sorcery, but we must not 
  let others know. If you will allow this deception, I can 
  make it worth your while. My mistress’s employers 
  are rich and I have certain contacts within the city 
  that you might find helpful. Do you agree?” 
   
   
  If all the PCs agree, they will earn access to a certain 
  favor detailed on the AR. Also, this would be a good time 
  for the PCs who were not traveling together to formally 
  introduce themselves to one another. 
   
  As soon as the PCs are done with their introductions, 
  move onto Encounter 2. 
   
  2: A JOB OFFER 
  Ask the PCs if there is anything they need to accomplish 
  in the city, such as shopping in the market, meeting with 
  their metaorg, etc. 
   
  A couple of days after your encounter with the 
  thieves, your morning activities are interrupted by a 
  knock at the entrance of your domicile. A well-
  dressed man stands before you bearing an earnest 
  expression. 
   
  “Greetings,” he says in polite tones. “My mistress 
  is a noblewoman of the city. She has heard of your 
  deeds and is impressed with your efficiency (and if the 
  PCs agreed to allow the guard to take credit, add “and 
  your discretion”). She would like to invite you to her 
  home to hear an offer of employment. You would be 
  paid for your troubles, of course, even if you decide 
  not to accept her offer.” 
   
  The messenger will avoid mentioning the name of his 
  mistress. If the PCs question him on the matter, he will 
  say that this offer is confidential in nature and his 
  mistress doesn’t want it widely known that she is looking 
  to hire adventures. If the PCs press him and succeed on a 
  DC 20 Diplomacy check, he will agree to divulge her 
  name, but will first request that the PCs promise not to 
  discuss the meeting with anyone else. Assuming they 
  agree, he tells them that his mistress is Lady Jusmine 
  Siggoran. If the PCs fail the Diplomacy check, he will 
  refuse to tell them her name and the PCs must follow on 
  faith. 
   
  PCs may wish to do research on Jusmine and House 
  Siggoran before the meeting (if they are successful in 
  obtaining her name) or after. Those who succeed on a 
  Knowledge: Local (VTF regional)Knowledge (Nobility 
  and Royalty) or a Gather information check, may learn 
  the following. 
   
  Knowledge: (Local: VTF), Knowledge (Nobility and 
  Royalty) or Gather Information check on House 
  Siggoran 
   
  DC 14 
  • 
  House Siggoran runs the Siggoran Trading 
  Company, one of the largest and most profitable 
  trading companies in Dyvers. 
  DC 18 
  • 
  The current head of House Siggoran is Jusmine 
  Siggoran. She inherited the position when her father 
  died in 591 CY. 
  DC 22 
  DYV7-06 Siggoran’s Gambit 
   
  Page 6 
  
  • 
  Jusmine Siggoran was known as a vivacious and free-
  spirited girl and was well-loved by the Dyvers 
  dockside community. In 597 CY, she married the 
  notorious Dread Pirate “Handsome” Peter Scofflaw, 
  who took her family name. 
  DC 26 
  • 
  Jusmine Siggoran was one of the victims of the 
  Kesser massacre in 595 CY. She was recently brought 
  back from the dead and is said to be in ill health. 
  DC 30 
  • 
  House Siggoran is rumored to have engaged in illicit 
  smuggling activities. 
   
   
  PCs who agree to the meeting are asked to meet at 
  the Bird in Hand Inn at one bell after noon. There, they 
  are greeted by the man who ushers them into a large, 
  well-appointed carriage. Centaur PCs will have to walk 
  next to the carriage. 
   
  The coach makes slow progress through the crowds of 
  the city. Your host rides on top, leaving you to your 
  own conversation below. Upon reaching the gates of 
  the noble district, the coach is stopped and you can 
  hear your host exchanging brief words with the 
  guards stationed there. After a few moments, one of 
  the guards opens the door of the carriage and takes a 
  minute to size you up. Apparently deciding that you 
  pose no immediate threat, he closes the door and 
  ushers the carriage through. 
   
  Your journey through the noble district is 
  quicker and more pleasant than your sojourn through 
  the teaming streets of Dyvers. The street paving is 
  more even and there are no crowds to delay the 
  progress of the carriage. Before very long at all, you 
  find that the carriage has pulled into the driveway of 
  a mansion. Situated in front of the house is a statue of 
  a mermaid reclining in a pool of crystal-clear blue 
  water. Your host helps you exit the carriage and leads 
  you inside. 
   
  The interior of the house is well-appointed, but 
  seems strangely sterile. Tasteful blue and white tiles 
  cover the floors and the upholstery and drapes are 
  done in muted blue and green tones. You do not see 
  any servants or any other people as your guide leads 
  you to a study. He invites you be seated and explains 
  that his mistress will be with you shortly. He then 
  leaves by a side door. 
   
  You wait only a few minutes before the side door 
  opens and a figure enters the room. Her face is drawn 
  and pale and there are white streaks in her hair. Her 
  age is hard to determine but the pointed tips of her 
  ears betray some degree of elven heritage. What 
  strikes you most, however, is her piercing sea-blue 
  eyes. While her body appears to be ravaged by some 
  illness or disease, you can see a surprising liveliness 
  in those eyes. She sits down at the table, then quickly 
  takes out a handkerchief and succumbs to a fit of 
  coughing. When it is over, she turns her intense gaze 
  to you again and manages a weak smile. 
   
  “Thank you for coming. My name is Jusmine 
  Siggoran. I have heard of all of you, but I would 
  appreciate it if you would introduce yourselves 
  nonetheless. I like to be able to put a name to a face.”  
   
  After the PCs have had a chance to introduce themselves, 
  Jusmine continues: 
   
  “Well met. Before we begin here, I have something to 
  ask of you – your discretion. What I am going to 
  share with you would cause me some degree of 
  public… embarrassment were it to get out. If we are 
  to continue our conversation, I must have your 
  assurance that what is said here today will remain 
  between you and I. For what it is worth to some of 
  you, I promise not to reveal anything that would put 
  you in a moral or ethical quandary. If you do not feel 
  comfortable with this arrangement, I’m prepared to 
  pay you for your troubles right now and you may 
  leave with no hard feelings between us. Can I count 
  on your discretion?” 
   
  At this point, Jusmine will put a bag of gold equal to APL 
  x 25 gp before each PC. Any PCs not willing to participate 
  may take the gold and leave. 
   
  Assuming the PCs agree, Jusmine will offer the 
  following information. DMs may read or paraphrase 
  these points as they desire. Note that while Jusmine is 
  not revealing everything about her situation, none of the 
  following statements are untrue. Note also that Jusmine 
  has a very high Bluff score and PCs will have to make a 
  DC 25 Sense Motive check to determine that she is not 
  sharing everything she knows. 
   
  • 
  I was among the victims of the so-called 
  “Kesser” massacre of 595 CY. So far I am the 
  only person killed there to have been 
  successfully brought back from the dead. No 
  one is really sure why, nor do they know why 
  my health has been shattered. 
   
  • 
  For many years prior to the massacre, I 
  trusted a large portion of the management of 
  my business to someone who I thought was a 
  trusted associate of the family. His name is 
  Osgood Fenric. I thought him to be a loyal 
  DYV7-06 Siggoran’s Gambit 
   
  Page 7 
  
  friend. It turns out, however, that he is little 
  better than a common thief. 
   
  • 
  During my “absence,” Fenric somehow 
  transferred ownership of a number of 
  Siggoran Trading Company assets to himself. 
  He took control of several subsidiaries and 
  business, as well as contracts, dock spaces, 
  etc. He even stole one of my ships – a great 
  ship my father named after me. Furthermore, 
  Fenric did so with remarkable aplomb. All of 
  the 
  documents 
  indicating 
  transfer 
  of  
  ownership were beautifully forged. 
   
  • 
  As if this weren’t enough, I have it on good 
  authority that Fenric has been using some of 
  my assets to engage in illegal smuggling 
  activities. I don’t know the details, but my 
  sources indicate he is making considerable 
  profits without “paying his dues” so to speak. 
   
  • 
  Frankly, gentlemen, my affairs were in 
  enough of a disarray after my “death.” I’ve 
  worked long and hard to restore them. I 
  simply will not roll over and allow this man 
  to take from me what is rightfully mine. This 
  is where you come in. 
   
  • 
  I want you to do three things for me: 
   
  A.) I want you to go to Fenric’s headquarters 
  and find evidence of his illegal smuggling 
  activities. I can give you the address of his 
  primary holding company. 
   
  B.) I want you to find information about the 
  master 
  forger 
  responsible 
  for 
  the 
  documents transferring ownership. If you 
  can track him down and capture him, do so. 
  In any case, once you have him or 
  information about him, do not delay, bring 
  what you have to me immediately. 
   
  C.) C. I want you to find the whereabouts of my 
  ship. 
   
  • 
  “Oh, I almost forgot, payment. Let’s take care 
  of that upfront, shall we? I know that for 
  many of you, money is not an issue. You 
  would accept a fair and noble quest simply 
  because you are good at heart. For that, I 
  commend you. Nevertheless, I realize that as 
  soldiers of fortune, you have expenses and 
  needs. I understand how these things work. 
  Therefore, I wish to offer you a payment of 
  (maximum APL) for your service. I will pay 
  you half now and the remainder when you 
  have completed the mission. In addition you 
  may keep any loot you find, minus, of course, 
  property that rightfully belongs to House 
  Siggoran.” 
   
  A DC 25 Sense Motive check reveals that while generally 
  being truthful, she is holding some information back. If 
  this is pointed out to her, she will respond in the 
  following manner. 
   
  Jusmine Siggoran chuckles as she regards you 
  shrewdly. “Well, I wouldn’t be a very good negotiator 
  if I revealed all my secrets, now would I? Suffice it to 
  say that everything I have told you about Fenric is 
  true. He betrayed my trust and stole from me and I 
  did nothing to him to deserve such treatment. 
  Furthermore, he is currently breaking the law. If that 
  knowledge plus payment isn’t enough to motivate 
  you, then perhaps I am speaking to the wrong party.” 
   
   
  The Lady Siggoran will refuse further comment on 
  this matter. 
   
   
  If the PCs inquire as to why Lady Siggoran hasn’t 
  gone to the proper authorities with her troubles, read or 
  paraphrase the following: 
   
  Why I haven’t gone to the Constabulary about my 
  difficulties? The reason is twofold. First, this city’s 
  defenses are stretched thin enough without having to 
  deal with my internal troubles. Second, well… let’s 
  just say that my recent return from the dead has 
  aroused some degree of suspicion amongst the Gentry 
  Council. In fact, I had to engage in quite a struggle to 
  maintain my status among them. To this day, I am 
  still not trusted in certain circles. As a result, I cannot 
  afford to show weakness. I need to resolve this matter 
  quietly and quickly and I need to employ people who 
  I can be assured will get the job done. 
   
   
  If the PCs ask about the lawfulness of the actions she 
  is asking them to undertake, read or paraphrase the 
  following. 
   
  While it is true that what I am asking you to do isn’t 
  officially sanctioned by the Constabulary, as a 
  member of the Gentry Council of this city, I do have 
  certain authority and influence. As a result, I believe I 
  can smooth out any legal difficulties, should they 
  arise. Nevertheless, I encourage you to follow the 
  DYV7-06 Siggoran’s Gambit 
   
  Page 8 
  
  laws of Dyvers with regard to the use of deadly force. 
  I’m hiring you for your discretion, remember?  
   
   
  If the PCs ask what will be done with the master 
  forger (or later, with Fenric), read or paraphrase the 
  following: 
   
  I can assure you that the person responsible will 
  come to no real harm. I just need him or her in my 
  custody so that I can recover my business assets. 
   
  This is, in fact, true. Lady Siggoran intends to offer 
  private employment to the forger. She intends to take 
  over Fenric’s company and ruin any chances he has to do 
  business in the city ever again. She doesn’t plan to kill 
  either NPC, however. 
   
  Development: The PCs may choose to gather some 
  information here, if so proceed to Encounter 3. They may 
  instead choose to directly investigate the Fortune’s Favor, 
  Fenric’s primary holding company, in this case proceed 
  to Encounter 4. 
   
  Should any of the PCs choose to disclose what Lady 
  Siggoran has told them, they will receive the Ire of 
  House Siggoran adventure item on the AR and cannot 
  receive the Gratitude of House Siggoran. Disclosing 
  this information to the Constabulary will provoke an 
  investigation into the matter, which will take place in the 
  near future, after the events of this adventure. Lady 
  Siggoran will be forced to use a number of her assets to 
  make the matter go away and she will be highly annoyed 
  at having to do so. 
   
  3: ASKING AROUND 
  At this point, PCs may well wish to gather some 
  information. Alternately, they may return to this 
  encounter at any time. 
   
  Gather Information or Knowledge: (Local:VTF) check on 
  any of the following subjects will reveal the information 
  based on their roll. Knowledge checks must be made 
  unaided. Gather Information checks may be aided by all 
  who wish to participate; note this takes 1d4+1 hours. Any 
  Gather Information checks made by a PC with at least 5 
  ranks in Knowledge(Local: VTF) also receive a +2 to their 
  check. 
   
  Osgood Fenric and/or Fortune’s Favor Trading 
  Company 
  DC 14 
  • 
  Osgood Fenric is the head of the Fortune’s Favor 
  shipping company. The main office is located in the 
  dock district. 
  DC 18 
  • 
  Although started only a couple of years ago, the 
  Fortune’s Favor has been doing very well. It enjoys 
  contracts with merchant companies that normally 
  do business only with well-established shipping 
  companies. This may be because Fenric spends a lot 
  of time traveling on behalf of the company. 
  Apparently, he takes a personal interest in every 
  deal. 
  DC 22 
  • 
  The location of the Fortune’s Favor has something of 
  a vermin problem. Fenric is notoriously cheap and 
  managed to buy the property for a song because the 
  previous tenants had established a shrine to 
  Incabulos, deity of pestilence, there. The neighbors 
  ran them out, but apparently the place has a 
  lingering attraction to vermin. 
  DC 26 
  • 
  Fenric has attempted to acquire the services of the 
  Dyvers Vermin and Pest Contractors. However, they 
  have consistently refused to help him due to some 
  perceived slight. 
   
  Forgers 
  DC 15 
  • 
  In a city like Dyvers, there is no shortage of a need 
  for forgers. Most do not advertise their services, 
  however, and you usually have to know someone 
  who knows someone if you want to find one. Know 
  what I mean? 
  DC 20 
  • 
  There is a moderately talented local forger who goes 
  by the name of “Vance” and who operates out of the 
  Far Horizons cartographer’s shop down on the 
  docks.  
  If the PCs contact this forger and make a 
  successful (DC = 13 +APL) Diplomacy, pay him (25 
  gp per APL) or succeed at a DC 15 Intimidate check 
  he will reveal what he’s heard about one of the best 
  high-level forgers he’s heard of. Add +10 to their 
  initial Gather Information check results and relay 
  the appropriate information. 
  DC 25 
  • 
  The best forger in the city was reputed to be a guy by 
  the name of Miles Faraday, although that probably 
  wasn’t his real name. He was renowned for his 
  beautiful forgeries. He’s said to have raised it to an 
  art form. 
  DC 30 
  • 
  Miles Faraday died in a fire about six months ago. He 
  had a hideout on Alton Road which burned down 
  mysteriously. It’s rumored that one of his forgeries 
  cost the wrong person a lot of money, so he had 
  DYV7-06 Siggoran’s Gambit 
   
  Page 9 
  
  Faraday tied up and his house set on fire. The 
  burned-out remains are still there. 
  DC 35 
  • 
  Despite Faraday’s death, forgeries matching his 
  superior quality are still being generated somewhere 
  in the city. 
   
  Development: The most likely course of action from 
  here is the PCs to seek out the Fortune’s Favor. If they do, 
  proceed to Encounter 4. They may have gained enough 
  information to decide to seek out the forger’s residence, if 
  so proceed to Encounter 6. 
   
  4: FORTUNE’S FAVOR 
  The Fortune’s Favor Shipping Company has three areas 
  for the PCs to explore. The first is the front room where 
  Fenric’s lackey Malachite Slipstone serves as a 
  gatekeeper. PCs who manage to bypass Slipstone get 
  access to the back office. This area contains mundane 
  shipping records and a secret entrance to the basement. 
  There the PCs will have to deal with a guardian monster 
  and a trapped desk. If they are successful in negotiating 
  these obstacles, however, they will find the evidence they 
  need, as well as clue to the location of Siggoran’s ship. 
  These locations are detailed below and a keyed map is 
  included in the DM Maps section. 
   
  The 
  Fortune’s 
  Favor 
  shipping 
  company is a 
  nondescript building located in a somewhat run-
  down section of the docks. There is a less traffic here 
  than in other areas. 
   
  A. THE FRONT ROOM 
   
  The Gatekeeper 
   
   
  Because Fenric is away on business and because he 
  hires only as many employees as is strictly necessary, the 
  Fortune’s Favor shipping company office is manned only 
  by a single, ill-tempered employee named Malachite 
  Slipstone. The surely dwarf is little better than a street 
  thug. His job while Fenric is gone is to keep an eye on 
  the office and to take the names down of possible 
  business associates who stop by to talk about hiring a 
  ship. Because Fenric acquires most of his business 
  through smuggling or through contacts stolen from 
  Siggoran, the dwarf usually has little to do other than 
  snooze at his desk. 
   
  The following boxed text assumes the PCs go the 
  shipping company during the daytime. If the PCs 
  attempt to break in a night, skip below to the 
  “Sneakiness” section. 
   
  A bell rings as you open the door and you catch a 
  startled-look dwarf with one foot in the air, about to 
  stomp on a fearsome-looking cockroach the size of a 
  human fist. He recovers from his surprise and then 
  curses as the insect he was about to kill scurries into a 
  crack in the wall. The dwarf takes a deep breath, 
  composes himself, and then looks again in your 
  direction. “Welcome to the Fortune’s Favor,” he says. 
  “How can I help you?”  
   
   
  The PCs have several options on how to deal with 
  Slipstone: 
   
  Deception 
   
  The PCs can try to talk their way into the back office. 
  They can use any ruse they might come up with do so, 
  although pretending to be Dyvers Vermin and Pest 
  Contractors finally come to deal with Fenric’s infestation 
  might be their best bet. If they go this route, they will 
  probably have to make Bluff, Disguise or Performance: 
  Acting checks to overcome Slipstone’s Sense Motive skill 
  (Sense Motive -1), although at a +5 bonus due to the 
  plausible nature of their story. Any actual members of the 
  Dyvers Vermin and Pest Contractors receive (and grant 
  to their comrades) an additional +5 bonus to their rolls. 
  Apparently, Fenric has been trying to get some service 
  from the DVPC for some time. 
   
   
  Malachite Slipstone: male dwarf rogue 3; hp 13; 
  Jump +7, Sense Motive -1, Tumble +9.  
   
  Intimidation 
   
  Slipstone is mean and suspicious, but not all that 
  brave. He’ll talk to the PCs with forced politeness, and he 
  won’t hesitate to tell them to hit the road if they start 
  getting too nosy. However, if the PCs stand up to him 
  and succeed on a DC 14 Intimidate check (he’s a coward 
  at heart), he’ll back down and make an excuse to leave at 
  the first opportunity. He will then get lost in the city for 
  awhile, figuring that Fenric has brought some heat down 
  upon himself. Slipstone won’t even make much of an 
  effort to contact the boss for a couple of weeks, giving the 
  PCs time to do what they need to do. 
   
  Combat 
   
  Slipstone will run if attacked. He’ll make for the 
  door at the first opportunity, or possibly even jump on 
  the desk and try to leap out the window if necessary. If he 
  successfully gets away, he’ll go underground for at least a 
  month, not even attempting to contact his boss until he is 
  sure it is safe. 
   
  DYV7-06 Siggoran’s Gambit 
   
  Page 10 
  
  Diplomacy 
   
  Slipstone’s initial attitude is Unfriendly. However, if 
  the PCs mange to change his attitude to Friendly (a DC 
  25 check), he’ll let them poke around. Offering him a 
  bribe of 50 gp x APL will grant the PCs a +5 bonus to 
  their Diplomacy checks. 
   
  Sneakiness 
   
  The PCs may decide to break in at night. If they do, 
  they will need to overcome the lock on the front door 
  and avoid watch patrols. The latter is fairly easy, although 
  if the PCs do not state that they are taking any 
  precautions, they are likely to get surprised by one. In 
  which case, they will need to fight, flee, or come up with 
  a good excuse for why they are attempting to enter a 
  closed and locked-up business at night. The look is an 
  average one, requiring a DC 25 Open Lock roll . 
   
  If the PCs come at night and successfully bypass the 
  lock or break in, read the following: 
   
  Moonlight slants in through an un-shuttered window 
  revealing a simple wooden desk and a couple of 
  chairs. There is a door in the rear of the room. 
   
   
  There is a paper on Slipstone’s desk that contains a 
  list with two names and contact information on it. Both 
  are merchants who came by to inquire about shipping 
  rates and are not involved with any of the underhanded 
  operations going on here. Inside the desk drawer is a key 
  to the lock on the back office door. There is nothing else 
  of interest in Osgood’s desk. Give out Player’s Handout 
  2. 
   
  B, THE BACK OFFICE 
   
   
  The door to the back office is locked with an average 
  lock 
   
   
  Back Office Door: hardness 5; hp 15; Break DC 18; 
  Open Locks DC 25. 
   
  This small back office contains a desk and three 
  simple wooden chairs sitting on a threadbare rub. A 
  cabinet sits in one corner and a large clay pot sits in 
  another. Papers and documents cover the desk  
   
   
  PCs who examine the pot discover the following: 
   
  Taking the lid off of the pot releases a foul smell into 
  the room. Steeling yourself, you look inside the pot, 
  and see it is partially filled with dead dire rats.  
   
   
  The animals inside the pot are “treats” to give to the 
  guardian monster below. PCs who look into the lid of the 
  pot will automatically notice the words “Flim Flam” 
  written in common. Otherwise, this requires a DC 15 
  Spot check by the PCs investigating the pot. It will also 
  be found with a DC 10 Search check. The treats and the 
  words “Flim Flam” are used to placate the guardian 
  monster that is hiding below the stairs. PCs must speak 
  the words “Flim Flam” while offering the monster one of 
  the treats from the jar. Doing so will prevent it from 
  attacking.  
   
  The desk and the cabinets contain only the mundane 
  (and non-incriminating) records one would expect in a 
  shipping company office. A DC 20 Search of the room 
  will reveal, however that there is a trap door hidden 
  below the rug below the desk. The desk and the chairs 
  must be moved to access this hidden basement. PCs that 
  open the trap door will see the following: 
   
  Opening the trap door reveals an enclosed stairwell 
  leading down into darkness. A damp, musty smell 
  comes from the below. 
   
  C. THE SECRET BASEMENT 
   
  The Watch Dog 
   
  Creatures: The stairs lead down 15 feet to the basement 
  where Fenric keeps records of his illicit activities. It is 
  guarded by a monster that Fenric has trained not to 
  attack if placated. PCs who do not offer it a treat and say 
  the right words, ”Flim Flam”, however, suffer its wrath. 
   
  APL 2 (EL 2) 
   
  Snake, Large Viper: hp 13; Monster Manual 280. 
   
  APL 4 (EL 4) 
   
  Grey Ooze: hp 31; Monster Manual 202. 
   
  APL 6 (EL 6) 
   
  Digester: hp 98; Monster Manual 59. 
   
  APL 8 (EL 8) 
   
  Otyugh, Lifeleech: hp 94; Appendix I. 
   
  APL 10 (EL 10) 
   
  Knell Beetle: hp 126; Appendix 1. 
   
  APL 12 (EL 12) 
   
  Basilisk, Abyssal greater: hp 189; Monster Manual 
  24. 
   
  DYV7-06 Siggoran’s Gambit 
   
  Page 11 
  
   
  Depending on how the PCs interact with the 
  monster, the PCs will observe the following about the 
  room they have entered. 
   
  From the smell of it, this dank room must share an air 
  passage with the sewers. Under the stairs is a filthy 
  alcove that serves as the lair of the monster. In the 
  center of the room, an unlit lantern hangs above a 
  large desk with many drawers. Papers and ledger 
  books are strewn about the desk. 
   
  Trap: The desk is trapped by one (at lower APLs) or more 
  (at higher APLs) traps. Attempting to get into one of the 
  locked drawers without the key (currently hanging on a 
  cord around the neck of Fenric), sets off the traps. The 
  traps can be disarmed normally. 
   
  APL 2 (EL 2) 
   
  Poison Needle Trap: CR 2; mechanical; touch 
  trigger; repair reset; lock bypass (Open Lock DC 30) Atk 
  +17 melee (1 plus poison needle); poison (blue whinnies, 
  DC 14 Fortitude save resists (poison only), 1 
  Con/unconsciousness) Search DC 22; Disable Device DC 
  17. 
   
  APL 4 (EL 4) 
   
  Glyph of Warding (Blast): CR 4; spell trigger; no 
  reset; spell effect (glyph of warding [blast], 5
  th-level cleric, 
  2d8 acid, DC 14 Reflex save half damage); multiple 
  targets (all targets within 5 ft); Search DC 28; Disable 
  Device DC 28. 
   
  APL 6 (EL 6) 
   
  Glyph of Warding (Blast): CR 6; spell trigger; no 
  reset; spell effect (glyph of warding [blast], 16
  th-level 
  cleric, 8d8 acid, DC 14 Reflex save half damage); multiple 
  targets (all targets within 5 ft); Search DC 28; Disable 
  Device DC 28. 
   
  APL 8 (EL 8) 
   
  Insanity Mist Vapor Trap: CR 8; mechanical; 
  location trigger; repair reset; gas; never miss; onset delay 
  (1 round); poison (insanity mist, DC 15 Fortitude save 
  resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 
  10-ft.-by-10-ft. area centered in front of the desk); Search 
  DC 25; Disable Device DC 20. 
   
  APL 10 (EL 10) 
  This trap actually represents two traps that go off in a 
  specific order when a PC fiddles with the locked drawers 
  on the desk. First, an Insanity Mist Vapor Trap goes off in 
  the 10-ft.-by-10-ft. area centered in front of the desk After 
  that, a pit opens up in the same area centered in front of 
  the desk, dropping the PC into a 100-ft.-deep fissure in 
  the earth. Any Search check is a single check for the 
  entire area, revealing only the traps that they would 
  successfully 
  find. 
  Each 
  trap 
  must 
  be 
  disabled 
  individually. Setting off any will trigger all that have not 
  been disabled. 
   
  Insanity Mist Vapor Trap: CR 8; mechanical; 
  location trigger; repair reset; gas; never miss; onset delay 
  (1 round); poison (insanity mist, DC 15 Fortitude save 
  resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 
  10-ft.-by-10-ft. area centered in front of the desk); Search 
  DC 25; Disable Device DC 20. 
   
  Well-Camouflaged Pit Trap: CR 8; mechanical; 
  location trigger; repair reset; DC 20 Reflex save avoids; 
  100 ft. deep (10d6, fall); Search DC 27; Disable Device DC 
  18 
   
  APL 12 (EL 12) 
  This trap actually represents three traps that go off in a 
  specific order when a PC fiddles with the locked drawers 
  on the desk. First, Power Word Stun targets the PC who 
  set off the trap. Than an Insanity Mist Vapor Trap goes 
  off in the 10-ft.-by-10-ft. area centered in front of the desk 
  After that, a pit opens up in the same area centered in 
  front of the desk, dropping the PC into a 100-ft.-deep 
  fissure in the earth. Any Search check is a single check 
  for the entire area, revealing only the traps that they 
  would successfully find. Each trap must be disabled 
  individually. Setting off any will trigger all that have not 
  been disabled. 
   
  Power Word Stun Trap: CR 8; magic device; touch 
  trigger; no reset; spell effect (power word stun, 13
  th-level 
  wizard) Search DC 32; Disable Device DC 32. 
   
  Insanity Mist Vapor Trap: CR 8; mechanical; 
  location trigger; repair reset; gas; never miss; onset delay 
  (1 round); poison (insanity mist, DC 15 Fortitude save 
  resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 
  10-ft.-by-10-ft. area centered in front of the desk); Search 
  DC 25; Disable Device DC 20. 
   
  Well-Camouflaged Pit Trap: CR 8; mechanical; 
  location trigger; repair reset; DC 20 Reflex save avoids; 
  100 ft. deep (10d6, fall); Search DC 27; Disable Device DC 
  18. 
   
  Findings 
   
  There is a wealth of information on Fenric’s illicit 
  activities here. 
   
  • 
  PCs that make a DC 15 Profession: Barrister or 
  Forgery check will notice original copies of 
  documents that have been forged, as well as 
  records of transactions and payments made to 
  smooth out Fenric’s seizure of Siggoran 
  DYV7-06 Siggoran’s Gambit 
   
  Page 12 
  
  property. Even those not making the check 
  realize that they have found important 
  documents. 
   
  • 
  One of the entries on a prominent ledger makes 
  reference to an information broker by the name 
  of Ejer Imatar, who sold Fenric information on a 
  way to contact someone named Miles Faraday. 
  Should the PCs wish to contact Imatar 
  themselves, proceed to Encounter 5: The 
  Information Broker. 
   
  • 
  Finally, PCs find a copy of a letter that appears 
  most out of place among the other documents. 
  This letter appears to be correspondence 
  between two magical researchers, but is, in fact, 
  a clue to the location of Fenric’s next big 
  smuggling operation. (see Player’s Handout 3). 
  DMs should consult DM Handout 1 for an 
  explanation of the coded message. 
   
  Regarding the coded letter, PCs who are members of the 
  Dweomercrafter’s Guild or who make a DC 20 
  Knowledge: Local (VTF) know that that neither of the 
  names mentioned are listed in the membership rolls. 
  Those who make DC 25 Knowledge: Local (VTF) or 
  Knowledge: Core checks are aware of the fact that 
  neither of the street names mentioned in the letter 
  actually exist in Dyvers or Greyhawk respectively. This 
  same information can be obtained by consulting a sage or 
  by consulting a map.. Those who make DC 20 
  Knowledge(Arcana) check or a DC 25 Spellcraft check, or 
  who possess the Brew Potion feat, find the description of 
  the experimental procedures to be inauthentic. 
   
  Development: If the PCs wish to seek out Ejer Imatar, 
  proceed to Encounter 5. If the PCs have managed to 
  gather enough information to determine the location of 
  the master forger, proceed to Encounter 6. 
   
  5: THE INFORMATION 
  BROKER 
  PCs may wish to try to contact Ejer Imatar. To do so, they 
  need to track him down, which requires a Gather 
  Information or Knowledge: Local (VTF) check. Note that 
  some PCs may have already met Imatar in DYV6-05 Black 
  as Night. 
   
  Gather Information/Knowledge: Local(VTF) check on 
  Ejer Imatar 
  DC 15  
  • 
  There is an area down by the docks where many of 
  the poorer residents live. They use the discarded 
  shipping crates and other salvaged lumber to form 
  their homes. This area of town is often referred to as 
  Box Town. 
  DC 20  
  • 
  Though not a resident, Ejer Imatar is known to 
  frequent Box Town. You’ll find him there once or 
  twice a month. I’m not sure where he lives. Just ask 
  about for him, if he is around people will be able to 
  bring you to him. I hear he is around by Salt Alley 
  this evening. 
  • 
  He is generally liked by the destitute of Box Town. 
  He has been able to improve the lives of many 
  residents. 
  DC 25  
  • 
  Ejer Imatar is a broker in servants. If you need a new 
  maid or house boy. He is the man to talk to. You can 
  get you good help at a reasonable price. 
  • 
  He is heavy set mix Oeridian male of middle age. His 
  hair is black and he wears a finely groomed 
  mustache and beard.  
  DC 30 
  • 
  Ejer Imatar sells indentured servants. He offers 
  many of the residents of Box Town a better life. In 
  exchange for 3 years of their life, serving as 
  indentured servants, He agrees to purchase them a 
  flat in a better part of town and arrange for an entry 
  position in one of the many guilds of the city.  
  • 
  Some of the more distrustful or less intelligent 
  residents don’t trust him. They either do not 
  understand the difference between slavery and 
  indentured servitude or do not trust that the 
  contracts will be honored. 
  DC 35  
  • 
  Ejer Imatar positions his servants in various 
  households and businesses about the city, minor 
  gentry houses, merchants or guild houses. He also 
  exports a portion of these servants to work out their 
  term in foreign cities. 
  • 
  His servitude contracts have been occasionally 
  challenged, but Dyversian law has yet to overturn 
  any. 
  DC 40 
  • 
  Thought it is known that he has dealings with many 
  of the minor gentry houses, it is rumored that he 
  may also have contacts in one or more of the major 
  gentry houses. 
  DYV7-06 Siggoran’s Gambit 
   
  Page 13 
  
  • 
  Some say the only reason none of his contracts have 
  ever been challenged successfully is he has either 
  paid off the official or has had friends bring political 
  pressure to bear. 
   
  PCs that travel to box town to ask around about Imatar 
  learn that he is operating out of a local dive known as the 
  Tumbledown Inn. PCs that go to the inn are directed to a 
  back room closed off by a heaven wooden door. 
   
  Entering the room, you see a heavy set middle aged 
  Oeridian male with black hair and a finely groomed 
  mustache and beard. Beside him stands a male servant 
  who is currently pouring what looks like wine into a 
  mug setting on the table. The man gestures to seats at 
  the table. “Greetings. My name is Ejer Imatar and I 
  understand that you have been asking for me. How 
  may I help you?” 
   
   
  Ejer Imatar: male Oeridian rogue 7; hp 33, Bluff +14, 
  Diplomacy +14, Sense Motive +13.  
   
  If asked about his business dealings with Fenric, Imatar 
  wants to know why the PCs want to know. If they tell the 
  truth (or come up with a plausible lie), Imatar tells them 
  the following in pleasant, measured tones. 
   
  “I have often thought that one of the reasons I am so 
  successful in my business is because I pay attention. 
  As a result, I come across many pieces of information 
  that have some degree of value to certain people. 
  Now, normally, any details about my business 
  dealings are strictly confidential. As a result, I can’t 
  comment on what, if any, information was exchanged 
  between Fenric and I. However, if you seek 
  information on someone with the most prodigious 
  talents in the duplication of documents, manuscripts, 
  etc., I might be able to point you in the right 
  direction. That information, of course, will cost you. 
   
   
  Imatar sells information about Faraday to the PCs for 
  100 gp per APL. A Diplomacy check of APL + 18 will 
  reduce the amount to 50 gp per APL. He’ll offer to forego 
  this fee if the PCs can give him some useful information. 
  He is particularly interested in secrets about rich or 
  upper class residents of Dyvers. As examples of the types 
  of information he would consider valuable, PCs could 
  divulge details of their mission for Lady Siggoran or they 
  could mention how they were asked to cover up the fact 
  that they were the ones who stopped the thieves who 
  tried to steal from the Astair Merchant House (in 
  Encounter 1). 
   
  After the fee has been paid or information 
  exchanged, Imatar will relate the following: 
   
  “The best forger in the city was named Miles Faraday. 
  Unfortunately, he was killed in a fire at his house on 
  Alton road last year, probably because one of his 
  forgeries cost the wrong person a lot of money. I find 
  it most curious, however, that there are still forgeries 
  of the most excellent quality being generated in the 
  city. If you find this curious as well, you might pay a 
  visit to the ruins of his house. I can’t help but wonder 
  why it hasn’t been torn down and the property sold 
  already.” 
   
  “Also, please don’t forget that engaging in forgery 
  is a crime in the city of Dyvers. I certainly couldn’t 
  condone anyone engaging in such duplicitous 
  behavior.” 
   
  Development: The most likely avenue is for the PCs to 
  proceed to Faraday’s house, Encounter 6. 
   
  6: HOUSE OF THE DEAD 
  The PCs have the opportunity to explore Faraday’s house. 
  Faraday himself is hiding in a back room where he 
  conducts his forging operation. If the PCs are not careful 
  (particularly in exploring area D. the Back Room, they 
  alert him to their presence. If that occurs, they have only 
  a short window of opportunity to find the secret door and 
  catch him. It is entirely possible that this encounter will 
  end in a chase scene. 
   
  The house in front of you stands in stark contrast to 
  the buildings on either side. Where they are neat and 
  well-kept, the former dwelling place appears to be 
  little more than a burned-out shell. Black scorch 
  marks surround the gaping holes once occupied by 
  windows. The roof lies in ruins, collapsed into the 
  second floor. The front door hangs askew, connected 
  only by a single hinge. 
   
   
  Miles Faraday has arranged for the house to remain 
  in its decrepit condition in order to reinforce the ruse 
  that he was murdered and is no longer in operation in the 
  city. It also physically serves as a front for his forgery 
  operation. He has strategically placed rubble in the back 
  room which contains the entrance to his secret 
  workshop. PCs picking their way through who do not 
  find and disable this “trap” dislodge a small avalanche of 
  stone and timber, alerting Faraday to their presence and 
  giving him time to escape. 
   
  The house itself is entirely empty. Unbeknownst to 
  all but Faraday’s most trusted associates, the back door 
  DYV7-06 Siggoran’s Gambit 
   
  Page 14 
  
  opened into a courtyard which Faraday had covered. It 
  now serves as his workshop/studio. 
   
  The house consists of a main hallway, two side 
  rooms and a back room which contains the entrance to 
  the secret workshop. Refer to the DM Map section for a 
  map of Faraday’s setup. 
   
  A. HALLWAY 
  Broken pieces of plaster and charred boards litter the 
  floor of this 20-foot long hallway. Two open doors 
  exit off either side. A collapsed stairwell at the end 
  must have once led to the second floor. 
   
   
  PCs that succeed on a DC 20 Track check notice 
  signs of passage through this hallway and into the right-
  hand room.  
   
  B. LEFT ROOM 
  Passage through this rubble-choked room appears to 
  be impossible without some major excavation work. 
   
  C. RIGHT ROOM 
  The room is mostly empty, save for a large wooden 
  chair that seems to have survived the fire mostly 
  intact. A strange discoloration, noticeable in contrast 
  to the burned areas, is present on the seat, back and 
  arms of the chair. An open doorway on the north side 
  leads into another room. 
   
   
  PCs examining the chair come to the conclusion that 
  the discoloration matches the outline of a human body, 
  which is exactly what Faraday wants. He placed this chair 
  in the spot to serve as a sinister reminder of the supposed 
  murder that did not, in fact, take place here. 
   
  The signs of passage from the hallway continue 
  through this space and lead into the back room. 
   
  D. BACK ROOM 
  This room is littered with timber that has fallen in at 
  odd angles. Chunks of plaster are scattered around 
  and on top of the piles of broken boards. Movement 
  through this room will require caution. 
   
   
  PCs that move more than 10 feet into this room will 
  trigger a trap. Their movements will knock over a 
  precariously balanced set of timbers causing a great deal 
  of plaster to drop from above, in turn releasing a large 
  cloud of dust and soot into the room. While the PCs will 
  suffer no ill effects from this circumstance, the noise 
  alerts Faraday in the next room. He immediately begins 
  preparing his escape. A Search check of DC 16 + APL) 
  will allow the PCs to notice the setup. It can be disarmed 
  with a DC 18 + APL Disable Device check. 
   
  ALL APLs 
   
  Falling Ceiling: CR 2; mechanical; touch trigger; 
  repair reset; (Physically alarms Faraday); Search DC 
  APL+16; Disable Device DC APL+18. 
   
   
  There is a secret door in the back of the room. It can 
  be discovered with a DC (20 +APL) Search check.  
   
  E. THE SECRET STUDIO  
  Search DC 15 + APL 
   
   
  This area is where Miles Faraday conducts a school 
  of sorts for enterprising young forgers. He has mostly 
  retired from active forging himself, instead collecting 
  exorbitant fees from those he instructs, while keeping a 
  handful of the best jobs for himself. Currently, Faraday is 
  alone. If he heard the PCs coming, he is rushing around 
  gathering up vital documents and possessions and 
  attempting to make good his escape. The noise he is 
  making on the other side of the wall will be evident to 
  the PCs with a DC 14 Listen check. If someone makes 
  this check, anyone searching the area will receive a +5 
  bonus to Search roles made to locate the secret door. 
   
  After five rounds, Faraday will have collected 
  enough things and will pull on a rope hanging from the 
  ceiling. This will open a trap door on the roof and drop 
  down a rope ladder (DC 5 Climb check), allowing 
  Faraday to climb up the ladder (taking him another two 
  rounds) and then run across the roof. At the edge of the 
  roof, he leaps down into a pile of strategically-placed 
  garbage before escaping through a back alley. It takes 
  him a round to run across the roof and leap down, so the 
  total time from being alerted to landing on the ground in 
  the alley will be eight rounds. 
   
  If the PCs do not trigger the warning trap, they are 
  able to surprise Faraday in his lair. They should then be 
  able to capture him easily (he won’t put up a fight). If the 
  PCs do trigger the trap, the DM should keep track of how 
  long it takes the PCs to penetrate the secret room. This 
  determines where exactly Faraday is, should the PCs 
  decide to give chase. 
   
  Do not inform the PCs but if the alarm has been 
  tripped and they ‘take 20’ to find the secret studio, 
  Faraday will escape.  
   
  The secret door opens into a large room quite 
  different from the rest of the house you have seen so 
  far. Numerous lanterns provide plenty of light for the 
  drafting tables on opposite sides of the room. Stacks 
  of various types of parchment, bottles of ink and piles 
  of books are placed on shelves throughout the room. 
  A cot lies pushed against the back wall.  
  DYV7-06 Siggoran’s Gambit 
   
  Page 15 
  
   
   
  If Faraday has been surprised in his lair, add the 
  following: 
   
  A startled human looks up at you from one of the 
  drafting tables. He immediately leaps to his feat and 
  makes for a rope hanging from the ceiling. 
   
   
  If Faraday has already vacated the room, add the 
  following: 
   
  In the rear of the room, a rope ladder leads up to an 
  open trapdoor in the ceiling. 
   
  Creature: Miles Faraday is a thinker, not a fighter. He has 
  no desire to fight the PCs and attempts to flee if at all 
  possible. If attacked or chased down, he surrenders and 
  accompanies the PCs without resistance. 
   
   
  Miles Faraday: male human rogue 2/expert 10 
  (Climb +4, Forgery +21) 
   
  Development: Either with Miles Faraday in hand or if he 
  has escaped, Jusmine Siggoran has instructed the PCs to 
  check in with her at this point. If they do so proceed to 
  Encounter 7. 
   
  They may choose to ignore this and have enough 
  information to proceed directly to the Nyr Dyv, if so go 
  to Encounter 8. 
   
  7: REPORTING IN 
  This brief encounter is to allow the PCs to report what 
  they have discovered to Lady Siggoran and to learn of the 
  next stage of their mission. PCs should get the 
  impression that Lady Siggoran’s is revitalized and truly in 
  her element when she is at the Docks. If the PCs haven’t 
  been able to do so themselves, she is able to interpret the 
  secret message hidden in the letter the PCs discovered at 
  the Fortune’s Favor. 
    
  Lady Siggoran’s instructions said to meet her at her 
  office down on the docks once you finished gathering 
  the information she sought. The Siggoran Trading 
  Company itself is a bustle of activity. Several wagons 
  are busily being loaded and off-loaded as you arrive. 
  Foremen shout and workers scurry to and fro in the 
  large warehouse that adjoins the one-story office. Out 
  front, a burly sea captain in a long coat issues orders 
  to a group of sailors. 
   
  Once inside, you are ushered though the front 
  office, which is almost equally busy. Clerks rush back 
  and forth between desks and file cabinets. On one 
  wall is a large map of the Nyr Dyv in front of which 
  stand another sea captain and presumably his 
  navigator. They are pointing to various places on the 
  map and arguing. 
   
  Upon entering the private office in the rear, you 
  have to pause for a moment to reassure yourself that 
  this is the same woman you met previously. Lady 
  Siggoran stands behind a great desk that is strewn 
  with shipping manifests, contracts and maps. Instead 
  of a long robe, she wears a white blouse and blue 
  leggings. Her dark hair spills down onto her 
  shoulders. Though you note that her skin is still 
  somewhat pale and that she steadies herself with one 
  hand on the desk, she is clearly in her element here. 
  In short order she issues several directives to her 
  assistants, then turns to you. She grins and her blue 
  eyes flash. “Well,” she says. “What have you learned?” 
   
   
  This is an opportunity for the PCs to relay the 
  information they have obtained so far. Lady Siggoran is 
  able to interpret the letter the PCs found if they haven’t 
  been able to do so already. If the PCs captured Miles 
  Faraday, she offers to take him into custody, assuring the 
  PCs that he will not be harmed. This is true, as she 
  intends to offer Faraday employment as her own private 
  master forger. 
   
  Once the PCs have spilled their guts, Lady Siggoran 
  requests their assistance again. 
   
  “You have done very well. Now I need your assistance 
  with one final task. The date on this document shows 
  where my ship, the Jusmine Blue, will be tomorrow 
  night. I want you to get to that ship and crash Fenric’s 
  party. Are you up for it?” Again, her eyes flash with 
  excitement. 
   
   
  The details of Lady Siggoran’s plan is simple. She 
  will provide the PCs with a fast ship and some able 
  sailors. The PCs are to get aboard the Jusmine Blue by any 
  means they see fit. Then they are to capture Fenric and 
  secure the ship. Once they light a signal flair, her other 
  ship will come alongside and discharge enough sailors to 
  help get the Blue back to port. 
   
  Assuming the PCs agree, she tells them to meet at 
  the docks tomorrow morning. 
   
  Development: Allow the PCs the night to rest, and then 
  proceed to Encounter 8. 
   
  8: FREE DRINKS 
  As you make your way to your destination, you hear a 
  voice calling out to you from the direction of a nearby 
  tavern. Looking in that direction, you see an average 
  DYV7-06 Siggoran’s Gambit 
   
  Page 16 
  
  looking Oeridian man standing in the doorway. He 
  gives a wry grin as he speaks. 
   
  “Hail, friends. Sailors consider it good luck to 
  have a drink before setting out on a voyage. Will you 
  share one with me? I’m buying.” 
   
   
  This is Velik Dathomir, a mid-level operative of the 
  Smuggler’s Guild. The Guild has learned of Fenric’s 
  activities and wish to see him punished for denying the 
  Guild its fair cut of his smuggling activities. Assuming 
  that the PCs are willing to talk to him, Dathomir has 
  some valuable information he can impart that makes the 
  PCs assault on Siggoran’s ship an easier task. 
   
  If the PCs are inclined to reject the man’s offer, he 
  does his best to convince them that he means them no 
  harm and only wishes to engage them in a bit of 
  conversation. He won’t insist, however, and if the PCs are 
  stubborn, he lets them continue on their way. 
   
   
  Assuming the PCs accept his offer, they are to 
  accompany him into the tavern 
   
  The tavern itself doesn’t appear to have a name. 
  Indeed, the only clue that it is a drinking 
  establishment at all is a crudely painted sign of a 
  frothy mug of ale hanging over the entrance. The 
  interior of the tavern is dark and empty, save for your 
  party, the stranger and a surly-looking barmaid who 
  comes from around the bar to take your orders. 
   
   
  If there are any Alliance members present, Dathomir 
  prompts them using the challenge in Player Handout 1. 
  Should a member respond in kind, he will slip a note into 
  the PCs pocket encouraging them to be successful in his 
  or her attempt to capture Fenric. The DC to notice his 
  Sleight of Hand maneuver is equal to 20 + APL. He is 
  often sent on errands like this because of his cool 
  demeanor, so he has had opportunities to practice passing 
  notes. 
   
   
  After seeing that everyone has their drinks the 
  barmaid makes herself scarce by leaving through a 
  side door. The stranger turns to you and speaks again. 
   
  “Thank you for taking me up on my offer. I’ll 
  make this brief, as I know you are busy. I represent a 
  certain party that is concerned about the actions of 
  the man you are investigating. They don’t like to see 
  him break the rules, so to speak, and get away with it 
  any more than you or your lady patron do. Thus, we 
  would like to assist you in your task.” 
   
  “I have some information that I think you will 
  find most valuable. There’s no charge, of course.” He 
  smiles. “After all, we’re all just concerned citizens 
  hoping to see that justice is done.” 
   
   
  Dathomir imparts the following information about 
  the procedures that potential traders have to go through 
  in order to gain access to his ship. DMs may read or 
  paraphrase these points. 
   
  • 
  The standard procedure is for traders to drop 
  anchor about a half-mile from Fenric’s ship, then 
  to send their representatives in via longboat. This 
  standoffishness ensures nobody attempts any 
  funny business with a fully armed ship nearby. 
   
  • 
  Fenric’s ship will be surrounded by a half-dozen 
  or so longboats arranged in a ring around the 
  ship. They will be stationed approximately 250 
  yards from the ship and their duty is to challenge 
  anyone approaching Fenric’s ship. 
   
  • 
  Saying the proper password will allow a longboat 
  to maneuver through unmolested, however. The 
  current password is “Fortune Favors the Bold.”  
   
  • 
  The best time to attempt to take over the ship 
  will be in the midst of the trading “festivities.” 
  Most of the fighting crew will be stationed in the 
  longboats, challenging potential traders. Those 
  selling goods will likely flee when trouble erupts. 
  That leaves you having only to contend with a 
  bunch of sailors, most of which aren’t trained 
  fighters. Oh, and Fenric and his right-hand men, 
  of course. 
   
  • 
  You may want to consider wearing light armor. 
  Heavy armor will weigh you down. Also, spells 
  that cause fire or explosions on board a ship are a 
  big no-no. Fire spreads quickly on a wooden ship 
  and your mistress will be none too pleased to 
  have her namesake burned down to the 
  waterline. 
   
  Creature: Velik Dathomir is just here to deliver a 
  message. His demeanor is friendly and encouraging. If, 
  for some reason, he is attacked, he seeks to flee.  
   
   
  Velik Dathomir: male human rogue 8 (Bluff, +14) 
   
  9: THE OUTER PERIMETER 
  Things moved quickly after your last meeting. You 
  made it to the docks and found the ship Lady 
  Siggoran directed you to. The captain immediately 
  hauled anchor and the ship has made good time in 
  getting to Fenric’s rendezvous. Now you find yourself 
  DYV7-06 Siggoran’s Gambit 
   
  Page 17 
  
  in a longboat, approaching a brightly lit caravel that 
  lies anchored about 300 yards away. 
   
   
  Even if the PCs didn’t end up talking to Dathomir, 
  the captain of the ship they are riding on has stopped far 
  enough away to observe the rendezvous with a spyglass. 
  He’ll have noted that all of the participating ships are 
  anchoring far away from the Jusmine Blue and are 
  sending parties aboard via longboats. He’ll encourage the 
  PCs to approach in a similar manner. 
   
  Another longboat slides in front of you, silhouetting 
  itself against the glare from the caravel. From your 
  vantage point, you can see that it is occupied by two 
  men with crossbows. “Greetings gentlemen,” says one 
  of them. “If’n you want to come further, I’ll be needin’ 
  to hear the password.” 
   
   
  The password is “Fortune Favors the Bold.” 
  However, if the PCs don’t know it, the men can be 
  bypassed with successful DC 25 Bluff, DC 25 Diplomacy, 
  or DC 20 Intimidate checks. 
   
  Should a fight break out, even low-level PCs will 
  have little difficulty in defeating these men. The real 
  danger, however, is falling into the lake. Anyone 
  attempting to move between the boats or engage in 
  melee combat on one of the boats must make a DC 15 
  Balance check or fall overboard. Then, the normal checks 
  for swimming and drowning apply. The waters are 
  choppy and require a DC 15 Swim check. 
   
  Creatures: These men are low-level warriors. While that 
  makes them relatively formidable against normal 
  enemies, the PCs will make short work of them. 
   
   
  Sailor Thugs (2): male human commoner 1/warrior 
  1; hp 11, 11; Appendix 1. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  ALL APLs: Loot 7 gp; Total 7 gp. 
   
  10: THE JUSMINE BLUE 
  The PCs get to be party crashers. The  encounter serves a 
  two-fold purpose. PCs have an opportunity to do some 
  spontaneous role-playing by interacting with the 
  smugglers who are selling their wares aboard the ship. 
  This is also where they have the opportunity to confront 
  Fenric and his men, which leads to mass panic as 
  everyone attempts to flee. Additional areas of the ship 
  beyond the main deck are detailed in case the fight 
  moves below for some reason, or in case the PCs wish to 
  explore the ship after they defeat Fenric and company. 
  Note, however, that the Encounter is essentially over 
  after Fenric is taken care of. 
   
  After bypassing what accounts for a security patrol, 
  you continue your short voyage to the ship. Parking 
  your longboat among the dozen or so tied up along 
  the caravel, you climb up the rope ladder, assisted by 
  helpful sailors. 
   
  The atmosphere aboard the Jusmine Blue is more 
  like a carnival than an illegal smuggling operation. 
  Brightly lit lanterns adorn the riggings and yardarms, 
  making it nearly as bright as daytime on the crowded 
  deck.  Up on the Fo’c’sle, a bard strums a mandolin 
  accompanied by a flutist. Nearly every empty space 
  on the deck is occupied by a booth of some type and 
  prospective 
  smugglers 
  meander 
  among 
  them, 
  examining the luxury items for sale and bartering 
  with the sellers. All manner of items are being 
  hawked, among them silks, spices, perfumes, wines, 
  spell components, and exotic animals like parrots and 
  monkeys.  A few of the booths also offer more sinister 
  items, including dubious looking powders and what 
  appear to be dark religious artifacts presumably 
  looted from an archeological dig. 
   
  Refer to the DM Map section for a map of the Jusmine 
  Blue. 
   
  MAIN DECK LEVEL 
   
  A. Main Deck 
   
  If the PCs wish to look around, they may certainly 
  do so. DMs are encouraged to improvise role-playing 
  opportunities as the PCs interact with the colorful 
  smugglers. 
   
  After the PCs have had an opportunity to look 
  around, DMs may inform them of the following 
  additional details: 
   
  At the fore of the ship, are two double doors flanked 
  by stars that lead up to the Fo’c’sle. At the aft of the 
  ship are two similar sets of stairwells leading up to 
  the Quarterdeck, with two single doors between 
  them. A short hallway leads to another door. 
   
   
  Visible from the main deck is Fenric himself. He 
  stands atop the quarterdeck watching all of the activity 
  with a smug grin. PCs can identify him with a DC 12 Spot 
  check, or simply by asking around. Harder to see is 
  Fenric’s humanoid lieutenant, Gruff. He is well-hidden 
  amongst the rigging and sails of the ship, about 20 feet 
  above the level of the quarter deck and may be invisible 
  DYV7-06 Siggoran’s Gambit 
   
  Page 18 
  
  at higher APLs. PCs must make a DC 25 + APL Spot 
  check to notice him. 
   
  Should PCs try to get up to the Quarterdeck, they 
  find two sailors manning each set of stairs, one at the 
  bottom and one at the top. These sailors attempt to block 
  access to the Quarterdeck. While the sailors will not 
  attack, PCs have to spend a standard action to push them 
  aside or to attack them. Either action causes the sailors to 
  move out of the way. Provoking the sailors in this 
  manner begins combat and DMs may consider allowing 
  the PCs a surprise round. 
   
  If a fight breaks out here or on the quarterdeck, 
  chaos erupts as all of the smugglers attempt to grab their 
  goods and flee. 
   
  In any case, all ground movement on this deck is 
  halved due to the crowded nature of the deck.  PCs with 
  fancy abilities that grant them special movement options 
  (swinging or climbing on the on ropes, balancing along 
  the yardarms, etc.), should be encouraged to use them at 
  their normal rates of speed for those movement types. 
   
  Flying amongst the rigging and sails can be tricky as 
  well. While movement is not slowed, PCs attempting to 
  make ranged attacks through the rigging from either 
  below or above will find that their targets enjoy cover. 
   
   
  B. Forward Storage Room 
  This room is cramped with ships supplies. Barrels of 
  tar, bags of nails, stacks of lumber and rolls of 
  sailcloth fill nearly every available space. 
   
   
  There is nothing of immediate value in this room. 
   
  C. First Mate’s Cabin 
   
  The door to this room is locked with an average lock 
  (DC 25 Open Lock). 
   
  This locked door opens up into a room with a set of 
  bunk beds and two sea chests containing clothes and 
  personal effects. 
   
   
  Hidden underneath the bottom bunk is a locked 
  case containing a set of masterwork navigation tools.  
   
  D. Captain’s Cabin 
   
  This room is locked with a good lock (DC 30 Open 
  Lock). 
   
  This room contains a large bed and an oaken 
  wardrobe. A silver mirror adorns the wall and a 
  porcelain sink sits below it on a filigreed stand. 
  Shaving 
  implements, 
  the handles made from 
  scrimshaw, sit in a leather case next to the sink. A 
  small roll-top desk occupies one wall. There is a door 
  on the aft wall. 
   
   
  This is Fenric’s room. The wardrobe holds clothing 
  and a spare pair of boots. The roll-top desk is locked, but 
  contains many incriminating documents which provide 
  evidence of his nefarious activities. A search of the room 
  reveals a secret compartment (Search DC 15 + APL) 
  containing a cache of stolen jewelry he is waiting to 
  fence.  
   
  E. Ready Room 
  This room is relatively spacious compared to other 
  rooms you have encountered so far. A large table 
  occupies the center of the space and various cabinets 
  open to reveal fine tableware and crystal goblets. The 
  back wall contains a row of windows that provide a 
  good view of the lake.  
   
   
  This room is where Fenric entertains guests. It is also 
  used as a meeting room when Fenric needs to discuss 
  nefarious plans with his comrades. 
   
  F. Fo’c’sle 
  The sound of laughter and music greets your ears as 
  you ascend the stairs to the Fo’c’sle. There you see 
  that a makeshift bar has been set up just behind the 
  figure head. A cheerful sailor dispenses mugs of ale to 
  a few smugglers who are looking over a selection of 
  fine Baklunish rugs. Standing next to the bar are two 
  bards playing mandolin and flute. The mandolin 
  player sings a bawdy tune. 
   
   
  None of these people are combatants. Because this 
  part of the ship is relatively open, movement here is not 
  halved. It should be noted that anyone attempting to fire 
  a missile weapon from this location would have difficulty 
  hitting someone on the main deck or the quarterdeck  
  due the rigging and sales in the way. Thus, those targets 
  would have cover. 
   
  G. Quarterdeck 
   
  There is little here other than the ships wheel and a 
  table with maps and navigation charts held down by 
  heavy paperweights. 
   
  This is also where Fenric and his most trusted 
  lieutenant will be stationed. It is possible that the PCs 
  may be able to convince Fenric to go to another location, 
  perhaps to “discuss a deal.” 
   
  Creatures: Fenric and his lieutenant will fight to the 
  death to protect their interests. 
   
  DYV7-06 Siggoran’s Gambit 
   
  Page 19 
  
  APL 2 (EL 4) 
   
  Osgood Fenric: male human rogue 2; hp 10; 
  Appendix 1.  
   
  Gruff: male bugbear; hp 16; Monster Manual 29, 
  potion of cure light wounds 
   
  APL 4 (EL 6) 
   
  Osgood Fenric: male human rogue 4; hp 18; 
  Appendix 1.  
   
  Gruff: male ogre barbarian 1; hp 53; Appendix 1. 
   
  APL 6 (EL 8) 
   
  Osgood Fenric: male human fighter 2/rogue 4; hp 
  30; Appendix 1.  
   
  Gruff: male ogre barbarian 3; hp 75; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Osgood Fenric: male human fighter 2/rogue 6; hp 
  38; Appendix 1.  
   
  Gruff: male ogre mage; hp 37; Monster Manual 200, 
  potion of cure moderate wounds. 
   
  APL 10 (EL 12) 
   
  Osgood Fenric: male human fighter 2/rogue 8; hp 
  46; Appendix 1.  
   
  Gruff: male ogre mage fighter 2; hp 61; Appendix 1. 
   
  APL 12 (EL 14) 
   
  Osgood Fenric: male human rogue 10; hp 48; 
  Appendix 1.  
   
  Gruff: male ogre mage fighter 2; hp 88; Appendix 1. 
   
  Tactics: Fenric and Gruff fight to the death to defend 
  their turf. If possible, Fenric attempts to get to the lower 
  deck and release the air elemental there to aid in the 
  fight. Gruff will swoop down upon the PCs (quaffing his 
  potion of fly at lower APLs). When opportunities arise, 
  he attempts to Bull Rush the PCs over the side of the 
  ship. At higher APLs, the ogre mage Gruff uses his spell-
  like abilities (including especially, fly, invisibility and 
  cone of cold) to attack PCs from range before closing in 
  for Bull Rush attempts or close combat. 
   
  Remember that access to the Quarterdeck is blocked 
  by two sailors on each set of stairs. PCs must spend a 
  standard action attacking or pushing past each sailor in 
  order to use the stairs. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Loot 96 gp; Coin 221 gp; Magic 8 gp; 2 
  potions of cure light wounds (4 gp each); Total 325 gp. 
   
  APL 4: Loot 146 gp; Coin 100 gp; Magic 522 gp; 2 
  potions of cure light wounds (4 gp each), potion of fly (25 
  gp), rapier +1 (193), chain shirt +1 (104 gp), greatclub +1 
  (192 gp); Total 768 gp. 
   
  APL 6: Loot 80 gp; Coin 100 gp; Magic 1,227 gp; 2 
  potions of cure moderate wounds (25 gp each), potion of 
  fly (25 gp), rapier +1 (193), mithral chain shirt +1 (175 
  gp), mithral chain shirt +2 (425 gp), mithral buckler +1 
  (167) greatclub +1 (192 gp); Total 1,407 gp. 
   
  APL 8: Loot 98 gp; Coin 100 gp; Magic 1,085 gp; 2 
  potions of cure moderate wounds (25 gp each), rapier +1 
  (193) mithral chain shirt +2 (425 gp), mithral buckler +2 
  (417 gp); Total 1,283 gp. 
   
  APL 10: Loot 80 gp; Coin 100 gp; Magic 3,528 gp; 2 
  potions of cure serious wounds (62 gp each), rapier +2 
  (693) 2 mithral chain shirt +3 (841 gp each), mithral 
  buckler +3 (834 gp) greatsword +1 (195); Total 3,708 gp. 
   
  APL 12: Loot 80 gp; Coin 100 gp; Magic 5,069 gp; 4 
  potions of cure serious wounds (62 gp each), rapier +3 
  (1,526) 2 mithral chain shirt +3 (841 gp each), mithral 
  chain shirt +4 (1,425 gp each) mithral buckler +3 (834 gp) 
  greatsword +1 (195); Total 5,249 gp. 
   
   
  LOWER DECK LEVEL 
   
  H. Main Area 
  This deck is crowded with ships supplies, chests 
  containing the personal affects of sailors, barrels and 
  various pieces of equipment. Hammocks are strung 
  throughout, making it difficult to navigate through 
  the cramped, smelly space. Various supplies have 
  been set on the two large hatches which presumably 
  lead down into the hold. In the aft section is a t-
  shaped hallway with five doors opening into private 
  cabins. In the center of the hallway, a spiral staircase 
  made of iron leads down into the hold. 
   
   
  This area is where the crew sleeps when not at work. 
  Although it is crammed with stuff, there is little of real 
  value or danger here, with the exception of a curious 
  wicker basket placed near the rear cargo hatch and about 
  the size of a large sea chest. It is woven so tightly that 
  nothing can be seen inside. Any PCs who examine it note 
  that it vibrates slightly whenever touched, almost as 
  though there is something within trying to get out.  
   
  That is, in fact, the case. In one of his deals, Fenric 
  managed to acquire a magical chest (larger on the inside 
  than on the outside) containing a bound air elemental 
  (two at APL 12). He sometimes uses it in combat 
  situations or to help fill the sails whenever the ship isn’t 
  moving at a pace to his liking. It follows his orders 
  obediently.  
   
  Creatures: The air elemental is aggressive and have been 
  ordered by Fenric to attack anyone other than him who 
  opens the basket. 
  DYV7-06 Siggoran’s Gambit 
   
  Page 20 
  
   
  APL 2 (EL 3) 
   
  Air Elemental, Medium: hp 26; Monster Manual 
  96. 
   
  APL 4 (EL 5) 
   
  Air Elemental, Large: hp 60; Monster Manual 96. 
   
  APL 6 (EL 7) 
   
  Air Elemental, Huge: hp 136; Monster Manual 96. 
   
  APL 8 (EL 9) 
   
  Air Elemental, Greater: hp 178; Monster Manual 
  96. 
   
  APL 10 (EL 11) 
   
  Air Elemental, Elder: hp 204; Monster Manual 96. 
   
  APL 12 (EL 13) 
   
  Air Elemental, Elder (2): hp 204, 204; Monster 
  Manual 96. 
   
  I. Cabins 
   
  There is nothing of real value in these cabins. When 
  not ferrying passengers, Fenric allows the officers on his 
  ship to use them. Currently, they contain a few personal 
  items from smugglers who are selling their wares on the 
  main deck. 
   
  J. Kitchen and stores 
   
  The door to this area is locked and only the cook and 
  Fenric have a key. PCs who penetrate the room find a 
  crude kitchen and stacks of foodstuffs occupying every 
  available space. A doorway leads to a small room where 
  the cook beds down. There is nothing of value in either 
  room. 
   
  K. Hold  
  This dark area is filled with boxes and crates. Narrow 
  passageways wind between the goods. Two trapdoors 
  presumably open into the bilge. Doorways in the fore 
  and aft of the room lead to additional storage areas. 
   
   
  This area is filled with trade goods and various 
  smuggled items. 
   
  L. The Bilge 
  A trapdoor opens into a cramped compartment. A 
  layer of filthy, brackish water covers the floor and 
  skittering sounds can be heard within. 
   
   
  A nest of rats make their home here. They ignore 
  anyone who enters the hold. There is nothing else of 
  value here. 
   
  CONCLUSION 
  If the PCs are successful in recovering the Jusmine Blue, 
  read the following: 
   
  Lady Jusmine Siggoran greets you as the ship bearing 
  her name is secured to the dock by mooring ropes. 
  Her blue eyes sparkle again, this time with tears. 
   
  “Thank you. Thank you for returning my father’s 
  gift to me. House Siggoran owes you a debt of 
  gratitude that cannot easily be repaid. In the 
  meantime, come with me. It is time to celebrate!”  
   
  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. 
   
  1: Snatch and Grab 
  Experience objective 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  4: Fortune’s Favor 
  Experience objective 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  10: The Jusmine Blue 
  Experience objective 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  DYV7-06 Siggoran’s Gambit 
   
  Page 21 
  
  Story Award 
  Objective(s) met: 
  APL 2  
  45 XP 
  APL 4  
  67 XP 
  APL 6  
  90 XP 
  APL 8  
  112 XP 
  APL 10  
  135 XP 
  APL 12  
  157 XP 
   
  Discretionary roleplaying award 
  APL 2  
  45 XP 
  APL 4  
  78 XP 
  APL 6  
  90 XP 
  APL 8  
  113 XP 
  APL 8  
  135 XP 
  APL 8  
  158 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 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.  
   
  1: Snatch and Grab 
   
  APL 2: Loot 64 gp; Coin 50 gp; Magic 8 gp; 2 potions 
  of cure light wounds (4 gp each); Total 118 gp. 
   
  APL 4: Loot 116 gp; Coin 100 gp; Magic 116 gp; 2 
  potions of cure light wounds (4 gp each) dagger +1 (108); 
  Total 332 gp. 
   
  APL 6: Loot 25 gp; Coin 100 gp; Magic 607 gp; 2 
  potions of cure moderate wounds (25 gp each), 2 daggers 
  +1 (191 each), mithral chain shirt +1 (175 gp); Total 732 
  gp. 
   
  APL 8: Loot 25 gp; Coin 100 gp; Magic 857 gp; 2 
  potions of cure moderate wounds (25 gp each), 2 daggers 
  +1 (191 each), mithral chain shirt +2 (425 gp); Total 982 
  gp. 
   
  APL 10: Loot 25 gp; Coin 100 gp; Magic 1,347 gp; 2 
  potions of cure serious wounds (62 gp each), 2 daggers +1 
  (191 each), mithral chain shirt +3 (841 gp); Total 1,472 gp. 
   
  APL 12: Loot 25 gp; Coin 100 gp; Magic 2,055 gp; 4 
  potions of cure serious wounds (62 gp each), 2 daggers +1 
  (191 each), mithral chain shirt +4 (1425 gp); Total 2,190 
  gp. 
   
  9: The Outer Perimeter 
   
  All APLs : Loot 7 gp; Total 7 gp. 
   
  10: The Jusmine Blue 
   
  APL 2: Loot 96 gp; Coin 221 gp; Magic 8 gp; 2 
  potions of cure light wounds (4 gp each); Total 350 gp. 
   
  APL 4: Loot 146 gp; Coin 100 gp; Magic 522 gp; 2 
  potions of cure light wounds (4 gp each), potion of fly (25 
  gp), rapier +1 (193), chain shirt +1 (104 gp), greatclub +1 
  (192 gp); Total 768 gp. 
   
  APL 6: Loot 80 gp; Coin 100 gp; Magic 1,227 gp; 2 
  potions of cure moderate wounds (25 gp each), potion of 
  fly (25 gp), rapier +1 (193), mithral chain shirt +1 (175 
  gp), mithral chain shirt +2 (425 gp), mithral buckler +1 
  (167) greatclub +1 (192 gp); Total 1,407 gp. 
  DYV7-06 Siggoran’s Gambit 
   
  Page 22 
  
   
  APL 8: Loot 98 gp; Coin 100 gp; Magic 1,085 gp; 2 
  potions of cure moderate wounds (25 gp each), rapier +1 
  (193) mithral chain shirt +2 (425 gp), mithral buckler +2 
  (417 gp); Total 1,283 gp. 
   
  APL 10: Loot 80 gp; Coin 100 gp; Magic 3,528 gp; 2 
  potions of cure serious wounds (62 gp each), rapier +2 
  (693) 2 mithral chain shirt +3 (841 gp each), mithral 
  buckler +3 (834 gp) greatsword +1 (195); Total 3,708 gp. 
   
  APL 12: Loot 80 gp; Coin 100 gp; Magic 5,069 gp; 4 
  potions of cure serious wounds (62 gp each), rapier +3 
  (1,526) 2 mithral chain shirt +3 (841 gp each), mithral 
  chain shirt +4 (1,425 gp each) mithral buckler +3 (834 gp) 
  greatsword +1 (195); Total 5,249 gp. 
   
   
  Treasure Cap 
  APL 2  
  450 gp 
  APL 4  
  650 gp 
  APL 6  
  900 gp 
  APL 8  
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
   
   
  Total Possible Treasure 
  APL 2  
  279 gp 
  APL 4  
  1,125 gp 
  APL 6  
  2,146 gp 
  APL 8  
  2,272 gp 
  APL 10  
  5,187 gp 
  APL 12  
  7,446 gp 
   
  DYV7-06 Siggoran’s Gambit 
   
  Page 23 
  
  DYV7-06 Siggoran’s Gambit 
   
  Page 24 
  APPENDIX 1: ALL APLS 
   
  9: THE OUTER PERIMETER  
   
  S AI LO R T H U G S 
  CR  1 
  Male human commoner 1/warrior 1 
  CN Medium Humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common 
  AC 13, touch 11, flat-footed 12 
  (+1 Dex, +2 Armor) 
  hp 11 (2 HD)  
  Fort +2, Ref +1, Will +0 
  Speed 30 ft.  
  Melee dagger +2 (1d4+1; 19-20/x2) 
  Ranged light crossbow +2 (1d8, 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1 Grp +1 
  Abilities Str 12, Dex 12, Con 10, Int 10, Wis 10, Cha 
  10  
  Feats Point Blank Shot, Precise Shot  
  Skills Profession: Sailor +5, Climb +4 
  Possessions dagger, crossbow, 10 crossbow bolts, 
  leather armor
  
  APPENDIX 1: APL 2
  1: SNATCH AND GRAB 
   
   
   
  M AN N Y  T H E  I L L U S I O N I S T 
  CR  2 
  Male human illusionist 2 
  CN Medium Humanoid (Human) 
  Init +1; Senses Darkvision (potion), Listen +0, Spot 
  +0 
  Languages Common, Dwarven, Elven  
  AC 15, touch 15 flat-footed 14 
  (+1 Dex, +4 Mage Armor) 
  hp 7 (2 HD) 
  Fort +0, Ref +1, Will +3 
  Speed 30 ft. 
  Melee dagger +1 (1d4, 19-20/x2 damage) 
  Ranged dagger +2 (1d4, 19-20/x2 damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Combat Gear potion of cure light wounds 
  Wizard Spells Prepared (CL 2nd): 
   1st—color spray (DC 16), mage armor�, magic 
  missile, silent image (DC 16) 
   0—acid splash (+1 ranged touch), daze (DC 14), 
  flare (DC 14), ghost sound (DC 15), ray of frost 
  (+1 ranged touch) 
  �Already cast 
  Abilities Str 10, Dex 12, Con 10, Int 18, Wis 10, Cha  
  10  
  SQ Illusionist 
  Feats Combat Casting, Scribe Scroll, Spell Focus 
  (Illusion),   
  Skills Concentration +5, Knowledge (arcana) +9, 
  Knowledge (local) +7, Knowledge (nobility) +9, 
  Knowledge (religion) +9, Knowledge (the planes) 
  +9, Spellcraft +10 
  Possessions combat gear plus masterwork dagger 
   
  C L I F F  T H E  R O G U E 
  CR  2 
  Male human rogue 2 
  CN Medium Humanoid (human) 
  Init +3; Senses Darkvision (potion) Listen +2, Spot +3 
  Languages Common, Dwarven, Elven  
  AC 16, touch 13, flat-footed 13 
  (+3 Dex, +3 Armor) 
  hp 10 (2HD) 
  Fort +0, Ref +6, Will +0 
  Speed 30 ft. 
  Melee dagger +5 (1d4; 19-20/x2) 
  Ranged dagger +5 (1d4; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Atk Options Sneak Attack (1d6) 
  Combat Gear potion of cure light wounds 
  Abilities Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 
  14  
  SQ Evasion, Trapfinding 
  Feats Point Blank Shot, Weapon Finesse 
  Skills Balance +10, Bluff +7, Climb +5, Escape Artist 
  +8, Hide +8, Intimidate +9, Jump +7, Listen +2, 
  Move Silently +8, Sense Motive +5, Spot +3, 
  Tumble +10 
  Possessions combat gear plus masterwork dagger, 
  masterwork studded leather armor 
   
  10: THE JUSMINE BLUE 
   
   
   
  O S G O O D  F E N R I C 
  CR  2 
  Male human rogue 2 
  CE Medium Humanoid (human) 
  Init +3; Senses Listen +0, Spot +0 
  Languages Common, Dwarven 
  AC 16, touch 13, flat-footed 13 
  (+3 Dex, +3 Armor) 
  hp 10 (2 HD)  
  Fort +0, Ref +6, Will +0 
  Speed 30 ft.  
  Melee rapier +5 (1d6, 18-20/x2) 
  Ranged dagger +4 (1d4, 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1 Grp +1 
  Atk Options Sneak Attack (1d6) 
  Combat Gear potion of cure light wounds 
  Abilities Str 10, Dex 17, Con 10, Int 13, Wis 10, Cha 
  12  
  SQ Evasion, Trapfinding 
  Feats Combat Expertise, Weapon Finesse  
  Skills Appraise +6, Balance +10, Bluff +6, Diplomacy 
  +10, Disable Device +6, Move Silently +8, Open 
  Lock +8, Search +6, Sense Motive +5, Tumble +8 
  Possessions combat gear plus masterwork studded 
  leather, masterwork rapier, dagger 
  DYV7-06 Siggoran’s Gambit 
   
  Page 25 
  
  APL 4 
  1: SNATCH AND GRAB 
   
   
   
  M AN N Y  T H E  I L L U S I O N I S T 
  CR  4 
  Male human illusionist 4 
  CN Medium Humanoid (Human) 
  Init +1; Senses Darkvision (potion), Listen +0, Spot 
  +0 
  Languages Common, Dwarven, Elven  
  AC 15, touch 15 flat-footed 14 
  (+1 Dex, +4 mage armor) 
  hp 13 (4 HD) 
  Fort +1, Ref +2, Will +4 
  Speed 30 ft. 
  Melee dagger +2 (1d4, 19-20/x2 damage) 
  Ranged dagger +3 (1d4, 19-20/x2 damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Combat Gear potion of cure light wounds 
  Wizard Spells Prepared (CL 4th): 
  2nd—invisibility, minor image (DC 18), mirror 
  image�, summon swarm 
  1st—color spray (DC 17), grease (DC 15), mage 
  armor�, magic missile, silent image (DC 17) 
   0— acid splash (+1 ranged touch), daze (DC 14), 
  flare (DC 14), ghost sound (DC 16), ray of frost 
  (+1 ranged touch) 
  �Already cast 
  Abilities Str 10, Dex 12, Con 10, Int 19, Wis 10, Cha  
  10  
  SQ Illusionist 
  Feats Combat Casting, Greater Spell Focus (Illusion), 
  Scribe Scroll, Spell Focus (Illusion) 
  Skills Concentration +7, Knowledge (arcana) +11, 
  Knowledge (local) +7, Knowledge (nobility) +11, 
  Knowledge (religion) +11, Knowledge (the planes) 
  +11, Spellcraft +13 
  Possessions combat gear plus masterwork dagger 
   
   
  C L I F F  T H E  R O G U E 
  CR  4 
  Male human rogue 4 
  CN Medium Humanoid (human) 
  Init +3; Senses Darkvision (potion), Listen +3, Spot 
  +4 
  Languages Common, Dwarven, Elven  
  AC 17, touch 13, flat-footed 17 
  (+3 Dex, +4 Armor) 
  hp 18 (4HD) 
  Fort +1, Ref +7, Will +1 
  Speed 30 ft. 
  Melee dagger +7 (1d4+1; 19-20/x2) 
  Ranged dagger +7 (1d4+1; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options Sneak Attack (2d6) 
  Combat Gear potion of cure light wounds 
  Abilities Str 10, Dex 17, Con 10, Int 14, Wis 10, Cha 
  14  
  SQ Evasion, Trapfinding, Trap Sense+1, Uncanny 
  Dodge  
  Feats Far Shot, Point Blank Shot, Weapon Finesse 
  Skills Balance +12, Bluff +9, Climb +7, Escape Artist 
  +10, Hide +10, Intimidate +11, Jump +9, Listen +3, 
  Move Silently +10, Sense Motive +7, Spot +4, 
  Tumble +12 
  Possessions combat gear plus +1 dagger, mithral 
  chain shirt 
   
  10: THE JUSMINE BLUE 
   
   
   
  O S G O O D  F E N R I C 
  CR  4 
  Male human rogue 4 
  CE Medium Humanoid (human) 
  Init +4; Senses Listen +0, Spot +0 
  Languages Common, Dwarven 
  AC 18, touch 14, flat-footed 18 
  (+4 Dex, +4 Armor) 
  hp 18 (4 HD)  
  Fort +1, Ref +8, Will +1 
  Speed 30 ft.  
  Melee rapier +8 (1d6 +1, 18-20/x2) 
  Ranged dagger +7 (1d4, 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3 Grp +3 
  Atk Options Improved Feint, Sneak Attack (2d6) 
  Combat Gear potion of cure light wounds 
  Abilities Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 
  12  
  SQ Evasion, Trapfinding, Trap Sense+1, Uncanny 
  Dodge  
  Feats Combat Expertise, Improved Feint, Weapon 
  Finesse  
  Skills Appraise +8, Balance +13, Bluff +8, Diplomacy 
  +12, Disable Device +8, Move Silently +11, Open 
  Lock +11, Search +8, Sense Motive +7, Tumble 
  +11 
  Possessions combat gear plus mithral chain shirt, +1 
  rapier, dagger 
   
  G RUFF 
  CR  4 
  Male ogre barbarian 1 
  CE Large giant 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Giant 
  AC 19, touch 9, flat-footed 19 
  (+5 armor, -1 size, +5natural) 
  hp 53 (5 HD)  
  Fort +10, Ref +1, Will +1 
  Speed 50 ft. in medium or light armor 
  Melee weapon +11 (2d8+11 20/x2damage) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +15 
  Atk Options Power Attack, rage (9 rounds) 
  Combat Gear potion of cure light wound, potion of fly 
  Abilities Str 25, Dex 11, Con 18, Int 8, Wis 10, Cha 4  
  Feats Power Attack, Toughness  
  DYV7-06 Siggoran’s Gambit 
   
  Page 26 
  
  Skills Climb +14, Jump +16 
  Possessions combat gear plus +1 greatclub. +1 
  chain shirt 
  Illiteracy Cannot read or write 
  Rage You can fly into a screaming frenzy once per 
  encounter up to 1 time per day. This give s+4 to 
  Strength and Constitution, +10 hit points, and a +2 
  morale bonus to Will saves, but gives a -2 penalty 
  to AC. Cannot use any skills that require patience 
  or concentration while enraged. Your rage lasts up 
  to 9 rounds. 
  DYV7-06 Siggoran’s Gambit 
   
  Page 27 
  
  APL 6 
  1: SNATCH AND GRAB 
   
   
   
  M AN N Y  T H E  I L L U S I O N I S T 
  CR  6 
  Male human illusionist 6 
  CN Medium Humanoid (Human) 
  Init +1; Senses Darkvision (potion), Listen +0, Spot 
  +0 
  Languages Common, Dwarven, Elven  
  AC 15, touch 15 flat-footed 14 
  (+1 Dex, +4 mage armor) 
  hp 16 (6 HD) 
  Fort +2, Ref +3, Will +5 
  Speed 30 ft. 
  Melee dagger +3 (1d4, 19-20/x2 damage) 
  Ranged dagger +4 (1d4, 19-20/x2 damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Combat Gear potion of cure moderate wounds 
  Wizard Spells Prepared (CL 6th): 
  3rd—fireball (DC 17), major image (DC 19), stinking 
  cloud (DC 17), summon monster III 
  2nd—invisibility, minor image (DC 18), mirror 
  image�, summon swarm. Tasha’s hideous 
  laughter (DC 16) 
  1st—color spray (DC 17), grease (DC 15), mage 
  armor� magic missile, silent image (DC 17) 
   0—acid splash (+1 ranged touch), daze (DC 14), 
  flare (DC 14), ghost sound (DC 16), ray of frost 
  (+1 ranged touch) 
  �Already cast 
  Abilities Str 10, Dex 12, Con 10, Int 19, Wis 10, Cha 
  10  
  SQ Illusionist 
  Feats Combat Casting, Extend Spell, Greater Spell 
  Focus 
  (Illusion), 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (Illusion), Spell Penetration 
  Skills Concentration +9, Knowledge (arcana) +13, 
  Knowledge (local) +8, Knowledge (nobility) +13, 
  Knowledge (religion) +13, Knowledge (the planes) 
  +13, Spellcraft +15 
  Possessions combat gear plus masterwork dagger 
   
  C L I F F  T H E  R O G U E 
  CR  6 
  Male human rogue 5/invisible blade* 1 
  CN Medium Humanoid (human) 
  Init +3; Senses Darkvision (potion), Listen +4, Spot 
  +4 
  Languages Common, Dwarven, Elven  
  AC 18, touch 14, flat-footed 14 
  (+3 Dex, +5 armor) 
  hp 26 (6HD) 
  Fort +1, Ref +9, Will +1 
  Speed 30 ft. 
  Melee +6 dagger +1 melee (1d4+1; 19-20/x2) or  
   
  +4 dagger +1 (primary) (1d4+1; 19-20/x2) and  
   
  +4 dagger +1 (secondary) (1d4+1; 19-20/x2)  
  Ranged +1 dagger +9 (1d4+1; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options Dagger Sneak Attack (1d6), Sneak 
  Attack (3d6) 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 10, Dex 17, Con 10, Int 14, Wis 10, Cha 
  14  
  SQ Evasion, Trapfinding, Trap Sense+1, Uncanny 
  Dodge, Unfettered Defense 
  Feats Far Shot, Point Blank Shot, Two-Weapon 
  Fighting, Weapon Focus (dagger) 
  Skills Balance +13, Bluff +11, Climb +8, Escape Artist 
  +12, Hide +12, Intimidate +12, Jump +11, Listen 
  +4, Move Silently +12, Sense Motive +9, Spot +4, 
  Tumble +14 
  Possessions combat gear plus +1 dagger (x2), 
  mithral chain shirt +1 
  * see Appendix 2: New Rules Items 
   
  10: THE JUSMINE BLUE 
   
   
   
  O S G O O D  F E N R I C 
  CR  6 
  Male human fighter 2/rogue 4 
  CE Medium Humanoid (human) 
  Init +8; Senses Listen +0, Spot +0 
  Languages Common, Dwarven 
  AC 21, touch 14, flat-footed 18 
  (+4 Dex, +5 armor, +2 shield) 
  hp 30 (6 HD)  
  Fort +4, Ref +8, Will +1 
  Speed 30 ft.  
  Melee rapier +10 (1d6 +1, 18-20/x2) 
  Ranged throwing axe +10 (1d6, 20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5 Grp +5 
  Atk Options Improved Disarm, Improved Feint, 
  Sneak Attack (3d6) 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 
  12  
  SQ Evasion, Trapfinding, Trap Sense+1, Uncanny 
  Dodge  
  Feats Combat Expertise, Combat Reflexes, Improved 
  Disarm, 
  Improved 
  Initiative, 
  Improved 
  Feint, 
  Weapon Finesse  
  Skills Appraise +8, Balance +13, Bluff +8, Climb +8, 
  Diplomacy +12, Disable Device +8, Move Silently 
  +11, Open Lock +11, Search +8, Sense Motive +7, 
  Tumble +11 
  Possessions combat gear plus +1 mithral buckler, +1 
  mithral chain shirt, +1 rapier, masterwork throwing 
  axe 
   
  G RUFF 
  CR  6 
  Male ogre barbarian 3 
  CE Large giant 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Giant 
  AC 20, touch 9, flat-footed 20 
  DYV7-06 Siggoran’s Gambit 
   
  Page 28 
  
  (+6 armor, -1 size, +5 natural) 
  hp 75 (5 HD)  
  Fort +11, Ref +2, Will +2 
  Speed 50 ft. in medium or light armor 
  Melee greatclub +14/+9 (2d8+11 20/x2damage) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6 Grp +17 
  Atk Options Power Attack, rage  
  Combat Gear potion of cure moderate wounds, 
  potion of fly 
  Abilities Str 25, Dex 11, Con 18, Int 8, Wis 10, Cha 4  
  SQ Illiteracy, Trap Sense+1, Uncanny Dodge  
  Feats Power Attack, Toughness, Weapon Focus 
  (Greatclub) 
  Skills Climb +16, Jump +20 
  Possessions combat gear plus +1 greatclub. +2 
  mithral chain shirt 
  Rage You can fly into a screaming frenzy once per 
  encounter up to 1 time per day. This give s+4 to 
  Strength and Constitution, +10 hit points, and a +2 
  morale bonus to Will saves, but gives a -2 penalty 
  to AC. Cannot use any skills that require patience 
  or concentration while enraged. Your rage lasts up 
  to 9 rounds.  
   
  DYV7-06 Siggoran’s Gambit 
   
  Page 29 
  
  DYV7-06 Siggoran’s Gambit 
   
  Page 30 
  APL 8 
  1: SNATCH AND GRAB 
   
   
   
  M AN N Y  T H E  I L L U S I O N I S T 
  CR  8 
  Male human illusionist 8 
  CN Medium Humanoid (Human) 
  Init +1; Senses Darkvision (potion), Listen +0, Spot 
  +0 
  Languages Common, Dwarven, Elven  
  AC 15, touch 15 flat-footed 14 
  (+1 Dex, +4 mage armor) 
  hp 25 (8 HD) 
  Fort +2, Ref +3, Will +6 
  Speed 30 ft. 
  Melee dagger +4 (1d4, 19-20/x2 damage) 
  Ranged dagger +5 (1d4, 19-20/x2 damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Combat Gear potion of cure moderate wounds 
  Wizard Spells Prepared (CL 8th): 
  4th—Evard’s black tentacles (DC 19), greater 
  invisibility, phantasmal killer (DC 21), rainbow 
  pattern (DC 21) 
  3rd—fireball (DC 18), hold person (DC 18), major 
  image (DC 20), stinking cloud (DC 18), summon 
  monster III 
  2nd—invisibility, minor image (DC 19), mirror 
  image�, summon swarm. Tasha’s hideous 
  laughter (DC 17) 
  1st—color spray (DC 18), grease (DC 16), mage 
  armor�, magic missile, silent image (DC 18) 
   0—acid splash (+1 ranged touch), daze (DC 15), 
  flare (DC 15), ghost sound (DC 17), ray of frost 
  (+1 ranged touch) 
  �Already cast 
  Abilities Str 10, Dex 12, Con 10, Int 20, Wis 10, Cha  
  10  
  SQ Illusionist 
  Feats Combat Casting, Extend Spell, Greater Spell 
  Focus 
  (Illusion), 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (Illusion), Spell Penetration 
  Skills Concentration +11, Gather Information (+2), 
  Knowledge (arcana) +16, Knowledge (local) +10, 
  Knowledge (nobility) +16, Knowledge (religion) 
  +16, Knowledge (the planes) +16, Spellcraft +18 
  Possessions combat gear plus masterwork dagger 
   
  C L I F F  T H E  R O G U E 
  CR  8 
  Male human rogue 5/invisible blade* 3 
  CN Medium Humanoid (human) 
  Init +4; Senses Darkvision (potion), Listen +4, Spot 
  +4 
  Languages Common, Dwarven, Elven  
  AC 20, touch 16, flat-footed 16 
  (+5 Dex, +2 armor) 
  hp 34 (8 HD) 
  Fort +2, Ref +11, Will +2 
  Speed 30 ft. 
  Melee +1 dagger +8/+3 (1d4+1; 19-20/x2) or  
   
  Two-weapon +6/+2 dagger +1 (primary) (1d4+1; 
  19-20/x2) and  
   
  +6 dagger +1 (secondary) (1d4+1; 19-20/x2)  
  Ranged +1 dagger +12/+7 (1d4+1; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Atk Options Bleeding Wound, Dagger Sneak Attack 
  (2d6), Sneak Attack (3d6), Uncanny Feint 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 
  14  
  SQ Evasion, Trapfinding, Trap Sense+1, Uncanny 
  Dodge  
  Feats Far Shot, Point Blank Shot, Two-Weapon 
  Fighting, Weapon Focus (dagger) 
  Skills Balance +14, Bluff +13, Climb +9, Escape Artist 
  +14, Hide +15, Intimidate +12, Jump +13, Listen 
  +4, Move Silently +15, Sense Motive +11, Spot +4, 
  Tumble +17 
  Possessions combat gear plus +1 dagger (x2), 
  mithral chain shirt +2 
  * see Appendix 2: New Rules Items 
   
  10: THE JUSMINE BLUE 
   
   
   
  O S G O O D  F E N R I C 
  CR  8 
  Male human fighter 2/rogue 6 
  CE Medium Humanoid (human) 
  Init +8; Senses Listen +0, Spot +0 
  Languages Common, Dwarven 
  AC 23, touch 14, flat-footed 18 
  (+4 Dex, +6 armor, +3 shield) 
  hp 38 (8 HD)  
  Fort +5, Ref +9, Will +1 
  Speed 30 ft.  
  Melee rapier +11/+6 (1d6 +1, 18-20/x2) 
  Ranged throwing axe +11/+6 (1d6, 20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6 Grp +6  
  Atk Options Improved Disarm, Improved Feint, 
  Sneak Attack (3d6) 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 10, Dex 19, Con 10, Int 13, Wis 10, Cha 
  12  
  SQ Evasion, Trapfinding, Trap Sense+1, Uncanny 
  Dodge  
  Feats Combat Expertise, Combat Reflexes, Improved 
  Disarm, 
  Improved 
  Initiative, 
  Improved 
  Feint, 
  Weapon Finesse  
  Skills 
  Appraise 
  +9, 
  Balance 
  +14, 
  Bluff 
  +12, 
  Diplomacy +14, Disable Device +9, Move Silently 
  +13, Open Lock +13, Search +10, Sense Motive 
  +8, Tumble +17 
  Possessions combat gear plus +2 mithral buckler, +2 
  mithral chain shirt, +1 rapier, masterwork throwing 
  axe 
  
  APL 10 
  1: SNATCH AND GRAB 
   
   
   
  M AN N Y  T H E  I L L U S I O N I S T 
  CR  10 
  Male human illusionist, 10 
  CN Medium Humanoid (Human) 
  Init +1; Senses Darkvision (potion), Listen +0, Spot 
  +0 
  Languages Common, Dwarven, Elven  
  AC 15, touch 15 flat-footed 14 
  (+1 Dex, +4 mage armor) 
  hp 31 (10 HD) 
  Fort +3, Ref +4, Will +7 
  Speed 30 ft. 
  Melee dagger +5 (1d4, 19-20/x2 damage) 
  Ranged dagger +6 (1d4, 19-20/x2 damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Combat Gear potion of cure serious wounds 
  Wizard Spells Prepared (CL 10th): 
  5th—cone of cold (DC 20), dominate person (DC 
  20), persistent image (DC 22), summon monster 
  V 
  4th—Evard’s black tentacles (DC 19), greater 
  invisibility, orb of acid (+6 ranged touch), 
  phantasmal killer (DC 21), rainbow pattern (DC 
  21) 
  3rd—fireball (DC 18), hold person (DC 18), major 
  image (DC 20), stinking cloud (DC 18), summon 
  monster III 
  2nd—invisibility, minor image (DC 19), mirror 
  image�, summon swarm. Tasha’s hideous 
  laughter (DC 17) 
  1st—color spray (DC 18), grease (DC 16), mage 
  armor�,magic missile, silent image (DC 18) 
   0—acid splash (+1 ranged touch), daze (DC 15), 
  flare (DC 15), ghost sound (DC 17), ray of frost 
  (+1 ranged touch) 
  �Already cast 
  Abilities Str 10, Dex 12, Con 10, Int 20, Wis 10, Cha 
  10  
  SQ Illusionist 
  Feats Combat Casting, Extend Spell, Greater Spell 
  Focus (Illusion), Greater Spell Penetration, Silent 
  Spell, Scribe Scroll, Spell Focus (Illusion), Spell 
  Penetration 
  Skills Concentration +13, Gather Information +3, 
  Knowledge (arcana) +18, Knowledge (local) +11, 
  Knowledge (nobility) +18, Knowledge (religion) 
  +18, Knowledge (the planes) +18, Spellcraft +20 
  Possessions combat gear plus masterwork dagger 
   
  C L I F F  T H E  R O G U E 
  CR  10 
  Male human rogue 5/invisible blade* 5 
  CN Medium Humanoid (human) 
  Init +4; Senses Darkvision (potion), Listen +4, Spot 
  +4 
  Languages Common, Dwarven, Elven  
  AC 21, touch 16, flat-footed 16 
  (+4 Dex, +7 Armor) 
  hp 42 (10 HD) 
  Fort +2, Ref +12, Will +2 
  Speed 30 ft. 
  Melee +1 dagger +14/+9 (1d4+1; 19-20/x2) or  
   
  Two-weapon +12/+7 dagger +1 (primary) (1d4+1; 
  19-20/x2) and  
   
  +12 dagger +1 (secondary) (1d4+1; 19-20/x2)  
  Ranged +1 dagger +14/+9 (1d4+1; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +8 
  Atk Options Bleeding Wound, Dagger Sneak Attack 
  (3d6), Feint Mastery, Sneak Attack (3d6), Uncanny 
  Feint 
  Combat Gear potion of cure serious wounds 
  Abilities Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 
  14  
  SQ Evasion, Trapfinding, Trap Sense+1, Uncanny 
  Dodge  
  Feats Far Shot, Point Blank Shot, Two-Weapon 
  Fighting, 
  Weapon 
  Focus 
  (dagger), 
  Weapon 
  Finesse 
  Skills Balance +14, Bluff +15, Climb +10, Escape 
  Artist +15, Hide +17, Intimidate +12, Jump +15, 
  Listen +4, Move Silently +17, Sense Motive +13, 
  Spot +4, Tumble +19 
  Possessions combat gear plus +1 dagger (x2), 
  mithral chain shirt +3 
  * see Appendix 2: New Rules Items 
   
  10: THE JUSMINE BLUE 
   
   
   
  O S G O O D  F E N R I C 
  CR  10 
  Male human fighter 2/rogue 8 
  CE Medium Humanoid (human) 
  Init +8; Senses Listen +0, Spot +0 
  Languages Common, Dwarven 
  AC 25, touch 14, flat-footed 25 
  (+4 Dex, +7 armor, +4 shield) 
  hp 46 (10 HD)  
  Fort +5, Ref +10, Will +2 
  Speed 30 ft.  
  Melee rapier +14/+9 (1d6 +2, 18-20/x2) 
  Ranged throwing axe +13/+8 (1d6, 20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8 Grp +8  
  Atk Options Improved Disarm, Improved Feint, 
  Sneak Attack, Staggering Strike 
  Combat Gear potion of cure serious wounds 
  Abilities Str 10, Dex 19, Con 10, Int 13, Wis 10, Cha 
  12  
  SQ Evasion, Trapfinding, Trap Sense+1, Uncanny 
  Dodge  
  Feats Combat Expertise, Combat Reflexes, Improved 
  Disarm, 
  Improved 
  Initiative, 
  Improved 
  Feint, 
  Staggering Strike*, Weapon Finesse  
  Skills Appraise +10, Balance +16, Bluff +14, 
  Diplomacy +16, Disable Device +10, Move Silently 
  DYV7-06 Siggoran’s Gambit 
   
  Page 31 
  
  +15, Open Lock +15, Search +12, Sense Motive 
  +9, Tumble +19 
  Possessions combat gear plus +3 mithral buckler, +3 
  mithral chain shirt, +2 rapier 
  * see Appendix 2: New Rules Items 
   
  G RUFF 
  CR  10 
  Male ogre mage fighter 2 
  LE Large Giant 
  Init +6; Senses Listen +10, Spot +10 
  Languages Common, Dwarven, Giant, Infernal, Orc 
  AC 23, touch 11, flat-footed 21 
  (+2 Dex, +7 armor, -1 size, +5 natural) 
  hp 61 (7 HD) ; regeneration 5 
  SR 19 
  Fort +10, Ref +3, Will +3 
  Speed 40 ft.; Fly 40 ft. (good); when using gaseous 
  form, can fly at normal speed (perfect) 
  Melee +1 greatsword +11 (3d6+8, 19-20/x2 damage) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +14 
  Atk Options Power Attack 
  Special Actions spell-like abilities 
  Spell-Like Abilities (CL 9th): 
   5th—cone of cold (DC 18, 1/day) 
   4th—polymorph (1/day) 
   3rd—gaseous form (1/day) 
   2nd—darkness (at will), invisibility (at will) 
   1st—charm person (DC 14, 1/day), sleep (DC 14, 
  1/day) 
  Abilities Str 21, Dex 14, Con 17, Int 14, Wis 15, Cha 
  21  
  SQ Darkvision 90 ft., low-light vision 
  Feats Combat Expertise, Combat Reflexes, Improved 
  Initiative, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (Greatsword)   
  Skills Concentration +11, Jump +17, Listen +10, 
  Spellcraft +10, Spot +10 
  Possessions combat gear plus +1 greatsword, +3 
  mithral chain shirt 
  Regeneration (Ex) Fire and acid deal normal damage 
  to an ogre mage. An ogre mage that loses a limb 
  or body part can reattach it by holding the severed 
  member to the stump. Reattachment takes 1 
  minute. If the head or some other vital organ is 
  severed, it must be reattached within 10 minutes or 
  the creature dies. An ogre mage cannot regrow lost 
  body parts. 
  DYV7-06 Siggoran’s Gambit 
   
  Page 32 
  
  DYV7-06 Siggoran’s Gambit 
   
  Page 33 
  APL 12 
  1: SNATCH AND GRAB 
   
   
   
  M AN N Y  T H E  I L L U S I O N I S T 
  CR  12 
  Male human illusionist 12 
  CN Medium Humanoid (Human) 
  Init +1; Senses Darkvision (potion), Listen +0, Spot 
  +0 
  Languages Common, Dwarven, Elven  
  AC 15, touch 15 flat-footed 14 
  (+1 Dex, +4 mage armor) 
  hp 37 (12 HD) 
  Fort +4, Ref +6, Will +8 
  Speed 30 ft. 
  Melee dagger +6 (1d4, 19-20/x2 damage) 
  Ranged dagger +7 (1d4, 19-20/x2 damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Combat Gear 2 potions of cure serious wounds 
  Wizard Spells Prepared (CL 12th): 
  6th—Bigby’s forceful hand, chain lightning (DC 21), 
  disintegrate (DC 21), mislead (DC 23) 
  5th—cone of cold (DC 20), dominate person (DC 
  20), persistent image (DC 22), summon monster 
  V, wall of force 
  4th—Evard’s black tentacles (DC 19), greater 
  invisibility, orb of acid (+6 ranged touch), 
  phantasmal killer (DC 21), rainbow pattern (DC 
  21) 
  3rd—fireball (DC 18), hold person (DC 18), major 
  image (DC 20), stinking cloud (DC 18), summon 
  monster III 
  2nd—invisibility, minor image (DC 19), mirror 
  image�, summon swarm. Tasha’s hideous 
  laughter (DC 17) 
  1st—color spray (DC 18), grease (DC 16), mage 
  armor�,magic missile, silent image (DC 18) 
   0—acid splash (+1 ranged touch), daze (DC 15), 
  flare (DC 15), ghost sound (DC 17), ray of frost 
  (+1 ranged touch) 
  �Already cast 
  Abilities Str 10, Dex 12, Con 10, Int 21, Wis 10, Cha  
  10  
  SQ Illusionist 
  Feats Combat Casting, Enlarge Spell, Extend Spell, 
  Greater Spell Focus (Illusion), Greater Spell 
  Penetration, Silent Spell, Scribe Scroll, Spell Focus 
  (Illusion), Spell Penetration 
  Skills Concentration +15, Gather Information (+4), 
  Knowledge (arcana) +20, Knowledge (local) +12, 
  Knowledge (nobility) +20, Knowledge (religion) 
  +20, Knowledge (the planes) +20, Spellcraft +22 
  Possessions combat gear plus masterwork 
  dagger 
   
  C L I F F  T H E  R O G U E 
  CR  12 
  Male human fighter 2/rogue 5/invisible blade* 5 
  CN Medium Humanoid (human) 
  Init +4; Senses Darkvision (potion), Listen +4, Spot 
  +4 
  Languages Common, Dwarven, Elven  
  AC 26, touch 16, flat-footed 18 
  (+4 Dex, +4 Shield, +8  armor) 
  hp 54 (12 HD) 
  Fort +5, Ref +12, Will +2 
  Speed 30 ft. 
  Melee +1 dagger +16/+11 (1d4+1; 19-20/x2) or Two-
  weapon +14/+9 dagger +1(primary) (1d4+1; 19-
  20/x2) and +14 dagger +1 (secondary) (1d4+1; 19-
  20/x2)  
  Ranged +1 dagger +16/+11 (1d4+1; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +10 
  Atk Options Bleeding Wound, Dagger Sneak Attack 
  (3d6), Feint Mastery, Sneak Attack (3d6), Uncanny 
  Feint 
  Combat Gear 2 potions of cure serious wounds 
  Abilities Str 10, Dex 19, Con 10, Int 14, Wis 10, Cha 
  14  
  SQ Evasion, Trapfinding, Trap Sense+1, Uncanny 
  Dodge  
  Feats Dodge, Combat Expertise, Far Shot, Point 
  Blank Shot, Two-Weapon Fighting, Weapon Focus 
  (dagger), Weapon Finesse 
  Skills Balance +14, Bluff +15, Climb +12, Escape 
  Artist +15, Hide +17, Intimidate +14, Jump +17, 
  Listen +4, Move Silently +17, Sense Motive +13, 
  Spot +4, Tumble +21 
  Possessions combat gear plus +1 dagger (x2), +3 
  mithral buckler, mithral chain shirt +4 
  * see Appendix 2: New Rules Items 
   
  10: THE JUSMINE BLUE 
   
   
   
  O S G O O D  F E N R I C 
  CR  12 
  Male human fighter 2/rogue 10 
  CE Medium Humanoid (human) 
  Init +9; Senses Listen +0, Spot +0 
  Languages Common, Dwarven 
  AC 27, touch 15, flat-footed 26 
  (+5 Dex, +8 armor, +4 shield) 
  hp 54 (12 HD)  
  Fort +6, Ref +12, Will +3 
  Speed 30 ft.  
  Melee rapier +17/+12 (1d6 +2, 18-20/x2) 
  Ranged throwing axe +15/+10 (1d6, 20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9 Grp +9  
  Atk Options Crippling Strike, Improved Disarm, 
  Improved Feint, Sneak Attack (5d6), Staggering 
  Strike 
  Combat Gear potion of cure critical wounds 
  Abilities Str 10, Dex 20, Con 10, Int 13, Wis 10, Cha 
  12  
  SQ Evasion, Trapfinding, Trap Sense+1, Uncanny 
  Dodge  
  
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Improved Disarm, Improved Initiative, Improved 
  Feint, Staggering Strike*, Weapon Finesse  
  Skills Appraise +11, Balance +19, Bluff +16, 
  Diplomacy +18, Disable Device +11, Move Silently 
  +18, Open Lock +18, Search +14, Sense Motive 
  +10, Tumble +22 
  Possessions combat gear plus +3 mithral buckler, +3 
  mithral chain shirt, +3 rapier 
  Crippling Strike (Ex): If you damage someone with a 
  sneak attack, they take 2 points of temporary 
  Strength damage. 
  Staggering Strike: If you deal damage with a melee 
  sneak attack, you also deliver a wound that limits 
  your foe’s mobility. For 1 round (or until the target 
  is the beneficiary of a DC 15 Heal check or any 
  magical healing that restores at least 1 hit point, 
  your target is treated as if it were staggered. A 
  target can resist this effect by making a successful 
  Fortitude save (DC equal to damage dealt). 
  Multiple staggering strikes on the same creature do 
  not stack. This feat has no effect on creatures not 
  subject to sneak attack damage. 
  * see Appendix 2: New Rules Items 
   
  G RUFF 
  CR  12 
  Male ogre mage fighter 
  LE Large Giant 
  Init +6; Senses Listen +11, Spot +11 
  Languages Common, Dwarven, Giant, Infernal, Orc 
  AC 23, touch 11, flat-footed 21 
  (+2 Dex, +7 armor, -1 size, +5 natural) 
  hp 88 (9 HD); regeneration 5 
  SR 19 
  Fort +12, Ref +4, Will +4 
  Speed 40 ft.; Fly 40 ft. (good); when using gaseous 
  form, can fly at normal speed (perfect) 
  Melee greatsword +13/+8 (3d6+10, 19-20/x2 damage) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +16 
  Atk Options Power Attack, Flyby Attack 
  Special Actions spell-like abilities 
  Spell-Like Abilities (CL 9th): 
   5th—cone of cold (DC 18, 1/day) 
   4th—polymorph (1/day) 
   3rd—gaseous form (1/day) 
   2nd—darkness (at will), invisibility (at will) 
   1st—charm person (DC 14, 1/day), sleep (DC 14, 
  1/day) 
  Abilities Str 21, Dex 14, Con 18, Int 14, Wis 15, Cha 
  21  
  SQ Darkvision 90 ft., low-light vision 
  Feats Combat Expertise, Combat Reflexes, Flyby 
  Attack, Improved Initiative, Power Attack, Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialization 
  (Greatsword) 
  Skills Concentration +12, Jump +21, Listen +11, 
  Spellcraft +10, Spot +11 
  Possessions combat gear plus +1 greatsword, +3 
  mithral chain shirt 
  Regeneration (Ex) Fire and acid deal normal damage 
  to an ogre mage. An ogre mage that loses a limb or 
  body part can reattach it by holding the severed 
  member to the stump. Reattachment takes 1 minute. 
  If the head or some other vital organ is severed, it 
  must be reattached within 10 minutes or the creature 
  dies. An ogre mage cannot regrow lost body parts. 
  DYV7-06 Siggoran’s Gambit 
   
  Page 34 
  
  DYV7-06 Siggoran’s Gambit 
   
  Page 35 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Staggering Strike [General] 
  You can deliver a wound that hampers an opponent’s 
  movement. 
   
  Prerequisite: Base attack bonus +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wound that limits your 
  foe’s mobility. For 1 round (or until the target is the 
  beneficiary of a DC 15 Heal check or any magical 
  healing that restores at least 1 hit point, whichever 
  comes first), your target is treated as if it were 
  staggered, even if its nonlethal damage doesn’t exactly 
  equal its current hit points. A target can resist this 
  effect by making a successful Fortitude save (DC equal 
  to damage dealt). Multiple staggering strikes on the 
  same creature do not stack. This feat has no effect on 
  creatures not subject to sneak attack damage. 
   
  Source: Complete Adventurer 112. 
  SPELLS 
  Orb of Acid 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing 1d6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid’s noxious fumes for 1 
  round. A successful Fortitude save negates the 
  sickened effect but does not reduce the damage. 
   
  PRESTIGE CLASS 
  Invisible Blade 
  Complete Warrior  
  Who is this fool who dares to challenge you in the 
  arena? You brandish a greatsword, and he whips out a 
  dagger. You unsheathe your longsword, and he throws 
  off his armor. You advance menacingly, and he only 
  smiles at you – a big, maniacal grin. Is he mad? Does he 
  have a death wish? No, he is an invisible blade, and you 
  have made the classic mistake of underestimating his 
  prowess. As you fight, he seems almost relaxed, 
  stepping lightly to the side, dodging your blows easily. 
  His eyes note your every move, as though taking 
  mental notes about your style. Then, in the split second 
  when you lower your guard, he exploits your error, 
  plunging his weapon into your heart. 
  Invisible blades are deadly fighters who prefer to use 
  daggers and related weapons in combat. Their training 
  and techniques with these weapons make them just as 
  lethal as any well-armed fighter. Invisible blades enjoy 
  cultivating misconceptions about the level of danger 
  they present, and they relish any chance to 
  demonstrate that the most unimposing weapons can be 
  the most lethal. Thus, invisible blades are rarely 
  impressed by how mighty their opponents appear. 
  An invisible blade specializes in fighting with the 
  dagger, kukri, or punching dagger.  He is not penalized 
  for using other weapons with which he is proficient, 
  but every class ability he possesses is tied into using 
  one of these three weapons. 
  The typical invisible blade was once a rogue, who chose 
  this path because his sneak attack ability dovetailed 
  nicely with the abilities of this prestige class. Bards and 
  monks are also good candidates, as are barbarians, 
  fighters, and rangers who are willing to exchange there 
  arsenals of weapons for a less cumbersome approach. 
  Clerics and druids seldom choose this class, perceiving 
  its members as faithless, while paladins ironically view 
  invisible blades as too self-absorbed. Sorcerers and 
  wizards rarely become invisible blades because they 
  don’t appreciate the class’ lack of offensive options and 
  tight focus on weapon use. 
  NPC invisible blades are silently egotistical gladiators 
  who regard their fighting style as superior to all other 
  martial philosophies. They place enormous emphasis 
  on making a single decisive strike, thereby hoping to 
  end a bout in a single round. Most invisible blades pick 
  up their skills in a guild. A few, however, learn from 
  seasoned professionals who expect a potential gladiator 
  to practice fanatically with the dagger until he can pass 
  the required rite-of-passage combat (see Requirements 
  below). 
  Hit Die: d6 
  Requirements 
  To qualify to become an invisible blade, a character 
  must fulfill all the following criteria. 
  Skills:  Bluff 8 ranks, Sense Motive 6 ranks. 
  Feats:  Far Shot, Point Blank Shot, Weapon Focus 
  (dagger, kukri, or punching dagger). 
  Special:  The candidate must defeat a worthy opponent 
  in single combat using one or more daggers, kukris, or 
  punching daggers in any combination as his only 
  weapons. 
  
  Table 2-16:  The Invisible Blade 
   
  Class Skills 
  The invisible blade’s class skills (and the key ability for 
  each skill) are Balance (Dex), Bluff (Cha), Climb (Str), 
  Craft (Int), Escape artist (Dex), Jump (Str), Hide (Dex), 
  Listen (Wis), Move Silently (Dex), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Spot (Wis), and 
  Tumble (Dex). 
  Skill Points at 
  Each Level:  4 + 
  Int Modifier. 
  Class Features 
  All 
  of 
  the 
  following 
  are 
  class features of 
  the 
  invisible 
  blade 
  prestige 
  class. 
  Weapon 
  and 
  Armor Proficiency:  Invisible blades gain no 
  proficiency with any weapon or armor. 
  Dagger Sneak Attack (Ex):  An  invisible blade gains 
  the sneak attack ability if he does not already have it, 
  but the extra damage applies only to sneak attacks 
  made with a dagger, kukri, or punching dagger (the 
  DM may allow other similar weapons).  When making 
  a sneak attack with one of these weapons, he deals an 
  extra 1d6 points of damage at 1st level, and this 
  increases to 2d6 at 3
  rd level and to 3d6 at 5
  th level.  If he 
  already has the sneak attack ability from a previous 
  class, the applicable bonuses on damage rolls stack. 
  Unfettered Defense (Ex):  An invisible blade benefits 
  from an increased survival instinct during combat.  
  Because of this sixth sense, he adds 1 point of 
  intelligence bonus (if any) per invisible blade class 
  level to his Armor Class in addition to any other 
  modifiers he would normally receive.  If the invisible 
  blade is caught flat-footed or is otherwise denied his 
  Dexterity modifier to Armor Class, he also loses this 
  bonus.  Unfettered defense functions only when an 
  invisible blade is not wearing armor and is armed with 
  one or more daggers, kukris, or punching daggers as 
  his only weapons. 
  Bleeding Wound (Ex):  An invisible blade of 2
  nd level 
  or higher that makes a successful dagger sneak attack 
  can choose to deal a bleeding wound, sacrificing 1d6 
  points of the extra damage from the dagger sneak 
  attack.  Such an attack deals damage as normal in the 
  round when the attack hits.  Thereafter, the wound 
  caused by the invisible blade’s dagger bleeds for 1 point 
  of damage per round.  Multiple wounds from the 
  weapon result in cumulative bleeding loss (two 
  wounds for 2 points of damage per round, and so on).  
  The bleeding can only be stopped by a DC 15 Heal 
  check or the application of any cure spell or other 
  healing spell (heal, healing circle, and so on).  
  Creatures immune to sneak attack damage are immune 
  to bleeding wounds as well. 
  Uncanny Feint (Ex):  At 3
  rd level, an invisible blade 
  gains the ability to feint in combat (see page 68 of the 
  Player’s Handbook) as a move action rather than a 
  standard action.  At 5
  th level, the character can feint in 
  combat as a free action.  An invisible blade can use 
  uncanny feint only when armed with a dagger, kukri, 
  or punching dagger.  The invisible blade can use this 
  once per round. 
  Feint Mastery (Ex):  At 4
  th level, an invisible blade 
  armed with a dagger, kukri, or punching dagger 
  becomes so sure of his ability to mislead opponents 
  that he can take 10 on all Bluff checks when feinting in 
  combat (see page 68 of the Player’s Handbook), even if 
  stress and distractions would normally prevent him 
  from doing so. 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +0 
  +2 
  +0 
  Dagger sneak attack +1d6, unfettered defense 
  2
  nd 
  +2 
  +0 
  +3 
  +0 
  Bleeding wound 
  3rd 
  +3 
  +1 
  +3 
  +1 
  Dagger sneak attack +2d6, uncanny feint (move 
  action) 
  4
  th 
  +4 
  +1 
  +4 
  +1 
  Feint Mastery 
  5
  th 
  +5 
  +1 
  +4 
  +1 
  Dagger sneak attack +3d6, uncanny feint (free 
  action) 
  DYV7-06 Siggoran’s Gambit 
   
  Page 36 
  
  DYV7-06 Siggoran’s Gambit 
   
  Page 37 
   
  
  DM MAPS: ENCOUNTER 1 
   
   
  DYV7-06 Siggoran’s Gambit 
   
  Page 38 
  
  DM MAP: ENCOUNTER 4 
   
  DYV7-06 Siggoran’s Gambit 
   
  Page 39 
  
  DM MAP: ENCOUNTER 6 
   
  DYV7-06 Siggoran’s Gambit 
   
  Page 40 
  
  DM MAP: ENCOUNTER 10 
  DYV7-06 Siggoran’s Gambit 
   
  Page 41 
  
    
  DM HANDOUT 1 
  This fake letter actually contains the date and location of Fenric’s next smuggling rendezvous. The critical words have 
  been highlighted in the DM’s version below. Thus, the rendezvous will take place at the following map coordinates on 
  the given date: 
   
  • 
  Latitude 97 degrees, 48 minutes, 12 seconds 
  • 
  Longitude 121 degrees. 10 minutes, 30 seconds. 
  • 
  On the 14
  th of Patchwall (two days from when the PCs discover this letter) 
   
  Those PCs who consult a map or make a DC 15 Knowledge: Geography check will determine that the coordinate 
  indicated a spot in the Nyr Dyv just outside of Dyvers territorial waters. Jusmine Siggoran will be able to interpret this 
  letter as well, and should also be able to identify the coordinates. 
   
   
  27 Harvester 597 
   
  Malarak Valthus 
  3 Springleak lane 
  Greyhawk City 
   
  Greetings, Guildbrother! I hope that this missive finds you happy and in good 
  health. I trust that your lovely wife Gerta is still making those delicious 
  pies you treated me to the last time I was able to call on you. I am still 
  torn over whether the apple or the persimmon was my favorite. I hope to settle 
  the debate in my mind the next time I visit. The gods willing, that will be 
  soon! 
   
  But enough chatter, on to important matters! I am sure you are eagerly 
  awaiting news of the results of my latest round of magical experiments. I can 
  tell you that my masters in the Dweomercrafter’s Guild are very pleased with 
  my progress so far. In fact, they have given me greater latitude in 
  manipulating the variables among the test subjects. For example, while brewing 
  the most recent potion to be administered, I increased the temperature to 97 
  degrees. The resulting mixture allowed the magical effect to be sustained for 
  48 minutes and 12 seconds and the subject reported no ill feelings after the 
  effect had abated. You can image my excitement at these results! 
   
  I can’t help but wonder, however, if we are not being too short-sided in our 
  approach to these experiments. Given our levels of success and the potential 
  inherent in them, I wonder if we shouldn’t extend our experiments and look at 
  more variables and test subjects. In fact, I think a longitudinal study would 
  be best. We could follow subjects around for weeks to determine if there are 
  any lasting effects, for good or ill. We should also most definitely vary the 
  final brew temperature – I would like to see what happens if were to raise it 
  to 121 degrees and then give each subject smaller doses every 10 minutes or 
  so. I suspect we could extend the duration another 30 seconds if we did. 
   
  But enough of my ramblings! I should be able to make it to your domicile by 
  sunset on the 14 of Patchwall. If that timeframe will not work for you, please 
  contact me via courier as soon as possible. 
   
  In the meantime, good luck on your end of the research. I look forward to 
  comparing notes with you soon. And give my best to Gerta! 
  Fitzhume Onterelm 
  24 Chadwick Street 
  DYV7-06 Siggoran’s Gambit 
   
  Page 42 
  
  Dyvers 
  DYV7-06 Siggoran’s Gambit 
   
  Page 43 
  
  PLAYER HANDOUT 1 
   
  As a member of the Alliance, you have learned certain innuendos and challenge/response scenarios. If you wanted to 
  determine whether or not someone is a member of the Alliance, you might include something like the following in 
  your conversation. Likewise, he or she may include this in his conversation to establish whether or not you are a 
  member of the Alliance. 
   
   
  Prompt: I like a little luxury in my life. Last night, I stayed in a very expensive inn. However the bath water was too 
  cold. 
   
   
  Reply: You ought to complain to the manager. There’s no excuse for forgetting the scented candles. 
   
  DYV7-06 Siggoran’s Gambit 
   
  Page 44 
  
  PLAYER HANDOUT 2 
   
  Contents of the Front Desk in the Fortune’s Favor Trading Company: 
   
  1. There is a piece of parchment sitting on top of the desk  with the following written on it in scribbled handwriting: 
   
  11 Patchwall – Tel Horace of Horace Livestock – wanted to see 
  if we would take a shipment of dire swine to Greyhawk. Told 
  him we weren’t interested. 
   
  12 Patchwall – Guy Bramble – inquired about ale delivery to 
  Admundford. See him when you get back. 
   
  2. Inside the desk is a single key on a key ring. 
   
  DYV7-06 Siggoran’s Gambit 
   
  Page 45 
  
  PLAYER HANDOUT 3 
   
  27 Harvester 597 
   
  Malarak Valthus 
  3 Springleak lane 
  Greyhawk City 
   
  Greetings, Guildbrother! I hope that this missive finds you happy 
  and in good health. I trust that your lovely wife Gerta is still 
  making those delicious pies you treated me to the last time I was 
  able to call on you. I am still torn over whether the apple or the 
  persimmon was my favorite. I hope to settle the debate in my mind 
  the next time I visit. The gods willing, that will be soon! 
   
  But enough chatter, on to important matters! I am sure you are 
  eagerly awaiting news of the results of my latest round of magical 
  experiments. I can tell you that my masters in the Dweomercrafter’s 
  Guild are very pleased with my progress so far. In fact, they have 
  given me greater latitude in manipulating the variables among the 
  test subjects. For example, while brewing the most recent potion to 
  be administered, I increased the temperature to 97 degrees. The 
  resulting mixture allowed the magical effect to be sustained for 48 
  minutes and 12 seconds and the subject reported no ill feelings 
  after the effect had abated. You can image my excitement at these 
  results! 
   
  I can’t help but wonder, however, if we are not being too short-
  sided in our approach to these experiments. Given our levels of 
  success and the potential inherent in them, I wonder if we 
  shouldn’t extend our experiments and look at more variables and 
  test subjects. In fact, I think a longitudinal study would be best. 
  We could follow subjects around for weeks to determine if there are 
  any lasting effects, for good or ill. We should also most 
  definitely vary the final brew temperature – I would like to see 
  what happens if were to raise it to 154 degrees and then give each 
  subject smaller doses every 10 minutes or so. I suspect we could 
  extend the duration another 30 seconds if we did. 
   
  But enough of my ramblings! I should be able to make it to your 
  domicile by sunset on the (14 of Patchwall. If that timeframe will 
  not work for you, please contact me via courier as soon as 
  possible. 
   
  In the meantime, good luck on your end of the research. I look 
  forward to comparing notes with you soon. And give my best to 
  Gerta! 
   
  Fitzhume Onterelm 
  24 Chadwick Street 
  Dyvers 
  DYV7-06 Siggoran’s Gambit 
   
  Page 46 
  
  PLAYER HANDOUT 4 
   
  PCs who reply successfully to Velik’s prompt will find the following note slipped into their pocket. 
   
  Osgood is a fink. Do what you can to ensure that he is delivered 
  to Siggoran. She will see to it that he is well taken care of. 
  D. 
   
  DYV7-06 Siggoran’s Gambit 
   
  Page 47 
  
  DYV7-06 Siggoran’s Gambit 
   
  Page 48 
   CRITICAL EVENTS SUMMARY 
   
  • 
  Question 1: Did the PCs allow the guard to take credit for defeating the thieves 
   in Encounter One? 
   
  YES 
  NO 
   
  • 
  Question 2: Did the PCs agree to keep Jusmine Siggoran’s plight a secret? 
   
  YES 
  NO 
   
  • 
  Question 3: If so, did the PCs blab about her troubles to anyone? 
   
  YES 
  NO 
   
  • 
  Question 4: Did the PCs impersonate a member of the Dyvers Vermin and Pest Control? 
  YES 
  NO 
   
  • 
  Question 5: Did the PCs find the evidence in the hidden basement of the Fortune’s Favor? YES 
  NO 
   
  • 
  Question 6: Did the PCs figure out the clues in the letter on their own? 
   
  YES 
  NO 
   
  • 
  Question 7: Did the PCs trade sensitive information to Ejer Imatar 
   
  YES 
  NO 
   
  • 
  Question 8: Did the PC’s capture Miles Faraday? 
   
  YES 
  NO 
   
  • 
  Questions 9: Did the PC’s defeat Fenric and return her ship to Lady Siggoran? 
   
  YES 
  NO 
   
  • 
  Question 10: Did the PC’s kill Fenric in the process? 
   
  YES 
  NO 
   
  YES 
  NO 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/597/Normal Scenarios/DYV7-06 - Siggoran's Gambit (APL 2-12)/DYV7-06 - Siggoran's Gambit.pdf