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 
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  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 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  SND7-02 
   
   
   
  Obvious Suspect 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Sunndi Regional Adventure  
  Version 1.0 
   
  by Pieter Sleijpen 
  Circle Reviewer: Pieter Sleijpen  
  Reviewers: Krishna Simonse, Pierre van Rooden 
  Playtesters: Auke Teeninga, Floris Kraak, Karin Westerbeek, Marco Lammers, Renout van Rijn, Tjalling Spaans 
   
   
  As in every war, food is in short supply for the common men and when hunger threatens, trouble is afoot. So what to do 
  when strange sounds are heard coming from a warehouse with its guards missing? Sequel of SND6-02M Angel’s Share. A 
  one-round Sunndi regional adventure set in the town of Pitchfield for characters level 1-12 (APLs 2-10).  
   
  Resources for this adventure [and the authors of those works] include Cityscape [Ari Marmell, C.A. Suleiman], Complete 
  Adventurer [Jesse Decker], Complete Arcane [Rcihard Baker], Complete Mage [Skip Williams, Penny Williams, Ari Marmell, 
  Kolja Raven Liquette], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Fiendish Codex II: Tyrants of the Nine 
  Hells [Robin D. Laws and Robert J. Schwalb], Living Greyhawk Gazetteer [Gary Holian, Erik Mona, Sean K Reynolds, 
  Frederiek Weining], Races of Stone [Jesse Decker, Michelle Lyons, David Noonan], SND4-04 By a Moonlight Shadow 
  [Pieter Sleijpen], SND6-02M Angel’s Share [Auke Teeninga], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike 
  McArtor], Sunndi Meta-Gaming Guide Book [Pierre van Rooden], and The Pit [Mark Langereis].
  
  SND7-02 Obvious Suspect 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: 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 calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 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. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in 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. 
   
  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. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Sunndi regional adventure, 
  set in the town of Pitchfield. Characters native to Sunndi 
  pay 1 Time Units per round. All other 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 common man feels all wars even far from the actual 
  battlefields through demand for soldiers, and a shortage 
  of basic commodities. The current war in southern 
  Sunndi is no exception, and the inhabitants feel its 
  effects everywhere. In the bigger towns, such as 
  Pitchfield, the war is especially problematic due to a 
  shortage of food and a surge of refugees. While as of yet 
  there is no famine, things look grim for the poor and 
  trouble is brewing unless something is done quickly. 
   
  As always there are also people that make a profit on 
  misery. One of these people is the owner of the Pit, an 
  infamous tavern, gambling hall and arena, the halfling 
  Makarios. People are always willing to pay for 
  entertainment, especially during difficult times, and his 
  influential position in Pitchfield’s criminal circles helps 
  as well. In fact, the arrival of the refugees and the 
  troubles of the war have placed him in a great position to 
  become the crime lord of Pitchfield. A situation he is 
  taking advantage of, and while the authorities are not too 
  happy about it, there is little they can do about it. A small 
  comfort is the fact that there are worse alternatives, and 
  while greedy and callous, he is not completely heartless 
  and seems to have iron self-control. 
   
  Such a rise to power always goes at the expense of 
  others, and when thugs in the service of Makarios are 
  found destroying the supplies in the warehouse of a 
  debtor, it is easy to believe he is guilty even though he 
  denies it. Is it fear to be convicted of treason, or is he 
  really innocent? After all, it was only coincidence 
  somebody walked by when his thugs were crashing the 
  place with heroes nearby to hear the cries for help. Had 
  these heroes not been present, people would not have 
  looked beyond the obvious suspects: the Wastrians, 
  especially since they have destroyed other warehouses 
  before. Or is it all a set-up by Makarios to make it so 
  obvious he appears innocent? 
   
  Throughout this twisted story runs the story of 
  Verdann, the pitmaster of the Pit, good friend of 
  Makarios and storyteller extraordinaire. He was the one 
  hiring the orcs in name of Makarios, or so it appears. To 
  learn more the PCs need to find him, but they might get 
  an unexpected surprise. Not too long ago he made a deal 
  with a devil, a deal he has all forgotten about, but which 
  is still not fulfilled. So when he says Makarios is guilty, 
  does the devil clouded his judgment, or is he speaking 
  the truth? Even with him in custody the questions 
  remain.  
   
  ADVENTURE SUMMARY 
  SND7-02 Obvious Suspect is a 1-round regional adventure 
  set in the town of Pitchfield. At its core it is an 
  investigative scenario, but people can approach the 
  adventure as a relatively straightforward combat 
  adventure and still enjoy it.  
   
  Introduction: The PCs are enjoying a pleasant night of 
  relaxing at the Broken Manacles when a civilian barges 
  in, yelling that Wastrians are trashing Ikkar’s Warehouse 
  around the corner.  
   
  Encounter 1 [Thugs at Work]: When the PCs go to the 
  warehouse, they learn that somebody is indeed trashing 
  the place. The culprits are not Wastrians, but a small 
  group of orc barbarians.  
   
  Encounter 2 [The Watch Arrives]: Shortly after the 
  fight a Watch patrol arrives. With the ease for which the 
  Sunndian authorities are so renowned sergeant Markos 
  immediately requests the PCs to take charge of the 
  investigation. Orcs are not particularly common, and 
  they do not usually work for the Wastrians. It looks as if 
  there is more going on than meets the eye. 
   
  Encounter 3 [The Investigation Starts]: There are a 
  few clues to be found, such as talking with the orc thugs 
  (whether dead or alive), tracing them down or talking 
  with the drugged warehouse guards. All eventually lead 
  to Makarios and the Pit, or at least Makarios’ right hand 
  Verdann. 
   
  Encounter 4 [A Violent Message]: The day after the 
  fight at the warehouse a group of thugs approaches the 
  PCs with a message for the PCs to not stick their noses 
  where they do not belong. They use force to bring the 
  SND7-02 Obvious Suspect 
   
  Page 2 
  
  message home unless the PCs manage to diffuse their 
  anger through diplomacy and bribes or intimidation. 
   
  Encounter 5 [Denial]: Makarios is more than willing to 
  speak with the PCs. He is quietly surprised by their 
  accusations, and denies having anything to do with either 
  the attack on the warehouse or on the PCs. He asks the 
  PCs to start working for them, offering good money for 
  delivering the culprit behind the attacks to him and 
  keeping the authorities in the dark. 
   
  Encounter 6 [Resisting Arrest]: At some point the PCs 
  should realize Verdann is the person to go to. Regardless 
  of whether the PCs come to arrest him, or to just talk 
  with him, possessed by a fiend he assumes the worst and 
  tries to kill the PCs with the aid of a couple of devils. 
   
  Conclusion: The adventure ends with Makarios 
  thanking the PCs, telling them he has some ideas and 
  that he is likely to need the PCs real soon for another job. 
  If the PCs told everything to the authorities, it ends with 
  a court case in which the PCs are asked to testify. Just 
  before things can go to court, Verdann is either found 
  dead in his cell, his corpse burnt to cinders or if dead his 
  corpse goes missing.  
   
  PREPARATION FOR PLAY 
  The halfling entrepreneur Makarios, owner of the Pit and 
  leader of the Makarios Pit Fighters meta-organization has 
  a central role in this adventure. More information on the 
  Pit Fighters can be found in the Sunndi Meta-Game 
  Guidebook. Note down any PC who is a member of the 
  Makarios Pit Fighters since they gain special benefits 
  throughout the adventure. Makarios also played a part in 
  SND6-02M Angel’s Share and the PCs might have earned 
  his gratitude in said adventure. 
   
  The adventure starts in the tavern “The Broken 
  Manacles”. The tavern was first used in SND1-01M 
  Freedom of Speech, which can be freely downloaded from 
  sunndi.org. Although enough information is provided in 
  this scenario, if you want additional details you can check 
  SND1-01M beforehand. It is unlikely that you need it, 
  especially when you are running the adventure in a time-
  sensitive environment. 
   
  During Encounter 2 the PCs also meet sergeant 
  Markos. The NPC appeared in SND4-04 By a Moonlight 
  Shadow, during which he met the PCs shortly after they 
  killed a pack of dangerous otherworldly dogs. While not 
  important for this adventure he recognizes PC if he met 
  them before, and changes his attitude accordingly (most 
  likely to one of respect). 
   
  Since the adventure is set in Pitchfield, residents of 
  this small city gain a +2 circumstance modifier on any 
  Gather Information checks made in town. They also gain 
  minor bonuses throughout the adventure. 
   
  THE LAWS OF PITCHFIELD 
  The adventure SND7-02 Obvious Suspect takes place in the 
  town of Pitchfield, which is one of the more law-abiding 
  and civilized parts of Sunndi despite, or perhaps because 
  of, the war in the south. The consequence of this is that 
  the PCs are much more likely to clash with the local 
  authorities. During their investigations they run the risk 
  of being accused of trespassing, violation of privacy, theft, 
  vandalism, slander or even more serious crimes such as 
  assault, the use of forbidden magic or impersonating a 
  governmental official. Keep a close eye on the actions of 
  the PCs during the game, and whether there are 
  witnesses or not when they commit a crime. For fairness 
  it is important to make sure the players are aware of both 
  the laws and punishments of Sunndi even if their 
  characters are not.  
   
  More detailed information on the laws and 
  punishments of Sunndi can be found in the Sunndi 
  Meta-Gaming 
  Guide 
  Book 
  or 
  at 
  http://www.sunndi.org/policies/law.html. 
  Note 
  that 
  these are guidelines. Use them at your discretion. Any 
  punishment that might result in the (semi-) permanent 
  removal of a character from play within Sunndi (hard 
  labor longer than 1 year, death and banishment) should 
  be brought to the Triad’s attention after the session to be 
  validated. If a player thinks punishment is unfair, that 
  player can contact the Triad as well: in game the PC is 
  appealing to a higher court. 
   
  There are a few specific laws that require special 
  attention. Like in most parts of Sunndi carrying arms is 
  not illegal in Pitchfield, though weapons must be peace-
  bound unless you have a special dispensation (like official 
  licensed bodyguards and members of a Sunndian based 
  military organization). The guards do not enforce this law 
  very strictly, and the peace-bound weapons are not 
  sealed. In theory a guard can confiscate weapons that are 
  not peace-bound, or ask a fine of 5 gp. In practice all they 
  do is give a warning.  
   
  Chances are that the PCs want to use enchantment 
  spells such as charm person and suggestion during the 
  investigation. While such magic is not illegal by 
  definition, it tends to fall under the law that forbids the 
  magic that would intervene with personal integrity. If 
  used on anybody, or for anything else than to quickly 
  dispatch an attacker, it leads to 1 month (4 TU) of hard 
  labor *if* the spell was used in the pursuit of justice (e.g. 
  charming an uncooperative witness). Punishment can be 
  as high as 6 months (24 TU) of hard labor if used for 
  frivolous reasons, especially when used on government 
  officials (e.g. making a guard act like a chicken). 
   
  Another danger of adventuring in the city is the fact 
  that many of the more dangerous spells have a tendency 
  to do a lot of collateral damage. Fire spells are especially 
  feared in a city. Adventurers should take real care what 
  spells they use, and even in a slightly anarchic country 
  like Sunndi, guards can react rather harshly to fools 
  casting fireballs left and right. Most of the time the PC 
  only need to pay a fine double the damages caused. When 
  using fire magic, or spells that directly endanger the 
  SND7-02 Obvious Suspect 
   
  Page 3 
  
  public, a PC can be charged with the reckless use of 
  magic. This can be punished with 1 to 6 weeks of hard 
  labor (1 to 6 TU). If an actual fire is started, the PCs can 
  be accused of arson, which has a minimum penalty of 5 
  years of hard labor. If people actually die in the fire 
  punishment is death without chance of resurrection. 
  Note that fire spells with instantaneous duration only set 
  readily burnable things on fire and even then the PCs 
  should have enough time to douse the flames. As long as 
  they do not cast it in haystacks, the local brewery or in a 
  lamp oil shop chances are slim of starting a raging bonfire 
  although the fire could destroy fragile items. 
   
  Minor crimes, those that fall under the Noble's Laws, 
  do not lead to an immediate arrest. It is best to deal with 
  it at the end of the game. If there were witnesses or the 
  PCs left behind solid evidence of their guilt, they 
  eventually face trial and punishment. Otherwise they get 
  away with it. Serious crimes (especially murder, grievous 
  assault and the use of forbidden magic) lead to an 
  immediate arrest, and most likely to the end of the 
  adventure for that particular PC. Note that the authorities 
  use spells like speak with dead and other divination magic 
  in case of such crimes and hence it is much more likely 
  that the guilty PC eventually gets caught for the act 
  (though without witnesses this most likely happens at 
  the end of the adventure).  
   
  By the end of the scenario it is possible the PCs have 
  earned a favor with the Pitchfield authorities. This favor 
  can be immediately spent to remove any punishment for 
  minor crimes and impersonating government officials. 
  The punishment for major crimes is unavoidable. 
  Obviously, killing a criminal in self-defense (especially a 
  criminal working with devils) is not murder and 
  trespassing in the criminal’s private home is not be 
  punished either (as long as there is reasonable evidence 
  of the guilt of the criminal – even if obtained after the 
  fact). Sunndi is a neutral good state that tends to look 
  favorably upon vigilantes as long as the vigilantes act 
  against the guilty and within the limits of decency. 
  Killing a pickpocket is still murder. 
   
  INTRODUCTION 
  The adventure starts in the tavern The Broken Manacles, 
  a famous establishment in the small city of Pitchfield. It 
  is a gathering place for adventurers and potential 
  employers seek out Vella Ironbeard, the owner, as a 
  liaison. Most adventures looking for a job spend their 
  nights here, enjoying the high quality food and drink and 
  the company of fellow thrill-seekers. Unless one or more 
  PCs are very good friends, the PCs are split up at the start 
  of the adventure, each sitting with his own friends.  
   
  Make sure you know what spells the PCs have 
  usually running. The PCs cannot yet cast spells on each 
  other, nor can they exchange equipment. Even if they are 
  good friends, they just met each other again this evening 
  and they had no intention to go out adventuring the 
  same night. 
   
  It is late night, and you are enjoying a well-deserved 
  night of relaxing at the famous Broken Manacles 
  tavern in Pitchfield.  
  You have a good seat from 
  where you can see most of the tavern and enjoy your 
  drink the way you prefer. It is late, and since the last 
  hour it has quieted down considerably. There are 
  still a few customers, mostly adventurers or 
  wannabe adventurers and their fawning fans - those 
  who do not have to rise early in the morning or who 
  simply do not care.  
   
  The carousing is rudely interrupted when the 
  front door is slammed open and an older Oeridian 
  male with graying hair and middle-class clothes 
  rushes in. He is panting heavily and an expression 
  of panic is clearly visible on his face. The bouncer 
  blocks his passage, but stops when he notes the 
  man’s expression. He looks questioningly at Vella 
  Ironbeard. Before she can react the man yells in 
  between gasps for breath: “WASTRIANS… IKKAR’s 
  WAREHOUSE… 
  QUICK… 
  DESTROYING 
  FOOD…” 
   
  The man is the cobbler Gerrand, a local who rarely visits 
  the Broken Manacles, preferring quieter and cheaper 
  taverns. Vella recognizes him as a local, as does the 
  bouncer, although they don’t know his name. He is in 
  panic, and if adventurers do not jump into action quickly, 
  he rushes over to the closest adventurer (one of the PCs) 
  and tries to drag him towards the door, all the while 
  blabbering about Wastrians destroying valuable supplies 
  and starting a bonfire. His panic is genuine. 
   
  It requires a DC 15 Diplomacy or Intimidate check 
  to calm him down enough to talk (or in case of 
  Intimidate shut up long enough for somebody else to say 
  something). He is still very nervous, and because of this 
  he has a tendency to sprout irrelevant information. If 
  none of the PCs calm him down, Vella does so in a rather 
  brisk abrupt manner. 
   
  If questioned, he can tell that he was going home 
  from The Stuffed Rooster when he walked past Ikkar’s 
  Warehouse. He noted that the guard posted at the front 
  door was gone because he usually has a chat with the 
  good man. Suspicious because of attacks on other 
  warehouses by Wastrians recently (or at least the rumors 
  blame the Wastrians), he started to look around. At that 
  time he heard a loud crashing noise followed by load 
  hoarse laughter. He did not recognize the voices, and 
  immediately ran to get help. He never saw who was 
  inside the warehouse, but he is convinced it is a group of 
  Wastrian saboteurs. Vella concurs it is highly unlikely 
  Ikkar is conducting business at this hour. 
   
  If the PCs are still at the tavern instead of running 
  towards the warehouse, she asks them to investigate 
  immediately before the culprits are gone. In the 
  meantime she will send one of her maids to get the 
  Watch. If the PCs demand a reward, she looks visibly 
  aghast. The food in Ikkar’s Warehouse is for the common 
  man, and due to war and previous attacks on warehouses 
  there already is a shortage. Do the PCs really want a 
  famine? She also reminds members of a Sunndian 
  SND7-02 Obvious Suspect 
   
  Page 4 
  
  military organization that not helping might be 
  considered derelict of duty, which is severely punished 
  in times of war. If the PCs still refuse, she just shakes her 
  head and asks other adventurers to investigate. The 
  adventure is over for that particular PC. 
   
  � Gerrand: Male human (Oeridian) commoner 3 
  (NG). 
   
  Appearance: Gerrand is a middle aged Oeridian male 
  with short curly brown hair, well shaven and an olive 
  colored skin. His hair is graying and he wears practical 
  middle-classed clothing. 
   
  Personality: Gerrand is a man of habits who hates 
  unexpected surprises and has a tendency to panic when 
  confronted by such. He is otherwise a polite good-
  humored man who is pleasant company as long as you 
  don’t make any unexpected moves or start spouting 
  nonsense. 
   
  Knowledge on Ikkar: Vella and Gerrand can tell that 
  Ikkar is a merchant specializing in bulk food such as 
  grain, beans and olives. He has a reputation as a fair trader 
  with a soft spot for the ladies. Members of the Pitchfield 
  Merchant Guild know this automatically as well. Others 
  can make a DC 30 Knowledge (local: the Splintered Suns) 
  check. Pitchfield residents gain a +10 circumstance 
  bonus. 
   
  Members of the Makarios’ Pit Fighters remember 
  with a DC 15 Intelligence or Knowledge (local: the 
  Splintered Suns) check that they have seen Ikkar often 
  enough in the Pit. They remember that he has a bit of a 
  gambling problem, and has a debt with Makarios. They 
  also know that Makarios would love it when one of his 
  employers would aid Ikkar, increasing his hold on the 
  poor merchant even more. 
   
  Development: Allow the players to describe their 
  characters to each other while on the way to Ikkar’s 
  Warehouse. They have a few rounds to cast some spells 
  while rushing to the Warehouse. If they dally too long, 
  they come too late. Proceed with Encounter 1. 
   
  1: THUGS AT WORK 
  Ikkar’s Warehouse is roughly 300 feet away from the 
  Broken Manacles. See DMs’ Aid 1 for a map of the 
  warehouse.  
   
  It is a clear night with light provided by the stars 
  and a half full moon. Away from the main road there 
  are no lanterns and at this time of the night most 
  buildings are covered in darkness. The streets are 
  made out of packed earth, clean and empty except 
  for the occasional rat that scurries away when you 
  rush past. 
   
  Ikkar’s warehouse is like most buildings in this 
  neighborhood: broad, squat, made out of stone and 
  with a flat roof. It is two stories high and flanked by 
  similar buildings, apparently a smithy and another 
  warehouse. The walls are dirty and the paint on the 
  doors and shutters is cracked. You see a 10 feet wide 
  10 feet high double door as well as a normal sized 
  door. There are two windows on ground floor and 
  four on the second floor; all are closed with wooden 
  hatches. 
   
  At first glance there appears to be nothing out of 
  the ordinary, but then you hear a loud crashing 
  noise followed by the sound of rushing liquid and a 
  loud guttural curse in what sounded like Orcish.  
   
  Three orc thugs and a half-orc marshal are trashing the 
  place. As long as the PCs arrive within 10 minutes of the 
  warning in the Broken Manacles, the orcs are still inside 
  destroying the crates, barrels and amphorae. They try to 
  do so as silently as possible, but fail to do so once in a 
  while. They gained entrance to the building through the 
  backdoor. 
   
  Roll Listen checks for the thugs inside the 
  warehouse if the PCs approach the building, but don’t 
  forget the –5 circumstance penalty for being distracted, 
  an additional –5 circumstance penalty for the closed door 
  as well as any potential penalties for distance. Unless a 
  PC is actively trying to be silent, assume the PCs ‘Take 10’ 
  on their Move Silently check, and don’t forget to apply 
  any penalties if they moved at full speed. Casting a spell 
  requires a loud and clear voice, which is a base DC 0 
  Listen check to hear (DC 5 to recognize as spell casting). 
   
  The doors are closed, and most are locked, except the 
  door at the back, which has been bashed open with brute 
  force. More details are provided below in the Terrain 
  section. 
   
  Terrain: The road at the front is 15 feet wide and is made 
  out of packed earth. There is a small dirty overgrown 
  courtyard behind the warehouse surrounded by a 10 feet 
  high stone wall. A wooden gate locked with a simple lock 
  leads to a 3 feet wide alley. 
   
  The outer walls of the warehouse are 1 foot thick 
  grey stone. Like most buildings in Pitchfield it has a flat 
  roof. Its many small windows are closed with wooden 
  hatches, bared from the inside. There is no glass in the 
  windows. Instead a piece of thin leather provides cover 
  against the wind. The 1st floor windows have iron bars. 
  The 2nd floor ones’ don’t have bars and a medium sized 
  character could step trough. The 2nd floor windows are 
  15 feet above the ground. The outer doors are sturdy 
  strengthened wooden doors and they have good quality 
  locks. 
   
  There is little free space available inside the 
  warehouse. The office and waiting room floor are covered 
  with wooden boards, the warehouse itself with packed 
  earth. The ceiling is 10 feet high and is made out of wood. 
  A large opening above the double doors at the front lead 
  to the 2nd floor, and a crane in this space allows cargo to 
  be lifted from wagons below up onto the floor above. A 
  ladder provides quick access, although there is also a set 
  of wooden stairs in the office. 
  SND7-02 Obvious Suspect 
   
  Page 5 
  
   
  The office and waiting room are spartanly furnished 
  with simple sturdy furniture. There is nothing of real 
  value to be found. Even the ledger is kept at Ikkar’s 
  home.  
   
  � Wagon: Climbing on the wagon costs a move action 
  (triggering an AoO) or a DC 10 Jump check (DC 5 when a 
  running jump is possible). Those standing on the wagon 
  gain a +1 bonus on their attack roll to people standing on 
  the floor due to higher ground. Pushing the wagon 
  requires a DC 15 Strength check, which increases by 5 for 
  each character standing on the wagon. If the wagon is 
  moved everybody on top must make a DC 10 Balance 
  check or fall prone. Falling off the wagon deals 1d6 
  points of damage. 
   
  � Ladder: hardness 5; hp 15; Climb DC 0. 
   
  � Outer Doors: strong wooden door; 2 in. thick; 
  hardness 5; hp 20; Break DC 25; Open Lock DC 30. Note 
  that the big double doors do not have a lock, but are 
  barred from the inside. 
   
  � Inner Doors: simple wooden door; 1 in. thick; 
  hardness 5; hp 10; Break DC 13 (not locked). 
   
  � Hatches: simple wooden hatches; 1 in. thick; 
  hardness 5; hp 10; Break DC 15 (barred from the inside). 
   
  � Bars: 2 in. thick iron; hardness 10; hp 60; Break DC 
  28. 
   
  � Outer Walls: 1 ft. thick masonry; hardness 8; hp 90; 
  Break DC 35; Climb DC 20. 
   
  � Inner Walls and Floor: 6 in. thick wood; hardness 
  5; hp 60; Break DC 20. 
   
  Creatures: Three orcs and a half-orc are trashing the 
  place. Argoth, the half-orc leader, is a short stocky man 
  with brown curly hair, green eyes and perfectly white 
  teeth and tusks. He wears fine and expensive clothing, 
  and his weapons and armor are clean and well oiled. He 
  looks more like a dandy, as far as a half-orc can look like 
  one, than a warrior. Under this veneer of civility hides a 
  tough, ambitious man with a violent temper. Argoth 
  desperately wants to be the pitmaster at The Pit and he is 
  willing to do almost anything to get that job. So when 
  Verdann (Makarios’ right hand) asked him to trash 
  Ikkar’s Warehouse he didn’t think twice despite the risks. 
   
  The three orcs are typical members of their race, 
  although they are much better equipped and slightly less 
  violent and vile. Strong, stubborn and dim-witted, they 
  are armed with large mauls and look somewhat old for 
  orcs. They are former members of Ivid’s armies who 
  stayed behind after their armies defeat. Makarios offered 
  them a job, food and a home and they are extremely 
  grateful. So when Argoth told them to do something, and 
  said it was to help Makarios they did so regardless of the 
  risk. Their names are Lorsh, Pargath and Torg. 
   
  Orcs in Pitchfield: PCs who wonder about the 
  presence of orcs in Pitchfield can make a DC 15 
  Knowledge (local: the Splintered Suns) check, residents 
  of Pitchfield gain a +5 circumstance bonus and they can 
  make it untrained. If successful that character realizes a 
  handful or orcs call Pitchfield home, deserters of Ivid’s 
  army during the final days of the Greyhawk Wars. They 
  are considered pariahs, not necessarily because of their 
  past, but more due to their violent behavior and bad 
  temper. They earn a living with begging and menial work 
  that requires strength. If they succeed by 5 or more, they 
  remember that virtual all orcs in Pitchfield work for 
  Makarios, the owner of the infamous Pit. If they succeed 
  by 10 or more, and their characters are the type to visit an 
  establishment like the Pit, they actually recognize one or 
  more of the orcs. 
   
  Makarios’ Pit Fighters automatically know that 
  Makarios has several orcs in his employ as bouncers, and 
  they might recognize one or more of the orcs with a DC 
  10 Intelligence check. 
   
  APL 2 (EL 4) 
  � Argoth: Male half-orc marshal 1; hp 9; see Appendix 
  1. 
  � Lorsh, Pargath and Torg (3): Male orc fighter 1; hp 
  12 each; see Appendix 1. 
   
  APL 4 (EL 7) 
  � Argoth: Male half-orc marshal 3; hp 24; see 
  Appendix 1. 
  � Lorsh, Pargath and Torg (3): Male orc fighter 
  2/barbarian 1; hp 30 each; see Appendix 1. 
   
  APL 6 (EL 9) 
  � Argoth: Male half-orc marshal 4/bard 1; hp 42; see 
  Appendix 1. 
  � Lorsh, Pargath and Torg (3): Male orc fighter 
  2/barbarian 3; hp 48 each; see Appendix 1. 
   
  APL 8 (EL 11) 
  � Argoth: Male half-orc marshal 4/bard 3; hp 56; see 
  Appendix 1. 
  � Lorsh, Pargath and Torg (3): Male orc fighter 
  2/barbarian 5; hp 64 each; see Appendix 1. 
   
  APL 10 (EL 13) 
  � Argoth: Male half-orc marshal 4/bard 5; hp 70; see 
  Appendix 1. 
  � Lorsh, Pargath and Torg (3): Male orc fighter 
  4/barbarian 5; hp 89 each; see Appendix 1. 
   
  (Note that the fact that the orcs quaffed some potions 
  beforehand has been taken into account) 
   
  Tactics: The tactics of the orcs are simple and 
  straightforward: hit fast, hit hard. They focus on a single 
  SND7-02 Obvious Suspect 
   
  Page 6 
  
  opponent, but they do not work together very well, and 
  are likely to each focus on a target of their own. At first 
  they try to lure any opponents into the warehouse, using 
  the wagon to get the higher ground bonus and the crates 
  and walls to prevent being outflanked. Only when the 
  opponents do not come to them, do they come out. They 
  are fanatically loyal to Argoth, and quite willing to spend 
  an action in an attempt to destroy the ladder or use a 
  tanglefoot bag to try and entangle a PC climbing it. 
   
  Argoth is no coward, but he knows he is not a 
  particular good fighter. He remains upstairs, trying to 
  direct the fight from there, while shooting at enemies 
  below. As soon as somebody threatens to climb the 
  ladder, he switches weapons, hoping to pin that person 
  down on the stairs. At higher APLs he starts the fight 
  with his bardic song to inspire courage, followed by the 
  more appropriate spells. 
   
  The three orcs are convinced that what they are 
  doing is considered treason, which is punishable by 
  death. Since they are also fully aware that they are easy to 
  track down, they try to kill any witnesses. They never 
  surrender, fighting to the death. 
   
  Argoth realizes that it is unlikely they will be 
  executed over this crime even in time of war, but he does 
  not want to spend a long time at the front or in labor 
  camps. He is also fully aware the orcs are easy to track to 
  Makarios. Unlike the orcs though he is not willing to 
  fight to the death. He flees if two of the orcs are out of 
  action or when he is at 25% of his hit points. If fleeing is 
  impossible, he tries to hide and finally surrender. 
   
  Treasure:  
  Looting Argoth and the thugs: 
   
  APL 2: Loot 223 gp; Coin 2 gp; Magic 8 gp; potion of 
  cure light wounds (4 gp), potion of expeditious retreat (4 gp); 
  Total 233 gp. 
   
  APL 4: Loot 327 gp; Coin 2 gp; Magic 8 gp; potion of 
  cure light wounds (4 gp), potion of expeditious retreat (4 gp); 
  Total 336 gp. 
   
  APL 6: Loot 326 gp; Coin 2 gp; Magic 579 gp; 3x cloak 
  of resistance +1 (83 gp each), mithral heavy shield (85 gp), 
  potion of cure light wounds (4 gp), potion of expeditious retreat 
  (4 gp), 3x potions of remove blindness (63 gp each), 6x potions 
  of shield of faith (8 gp each); Total 907 gp. 
   
  APL 8: Loot 676 gp; Coin 2 gp; Magic 683 gp; 3x cloak 
  of resistance +1 (83 gp each), mithral heavy shield (85 gp), 
  potion of cure light wounds (4 gp), potion of cure moderate 
  wounds (25 gp), potion of expeditious retreat (4 gp), 4x potions 
  of remove blindness (63 gp each), 8x potions of shield of faith (8 
  gp each); Total 1,361 gp. 
   
  APL 10: Loot 714 gp; Coin 2 gp; Magic 841 gp; 3x 
  cloak of resistance +1 (83 gp each), mithral heavy shield (85 
  gp), potion of cure light wounds (4 gp), 4x potions of cure 
  moderate wounds (25 gp each), potion of expeditious retreat (4 
  gp), 4x potions of remove blindness (63 gp each), 8x potions of 
  shield of faith (8 gp each), vest of resistance +1 (83 gp); Total 
  1,557 gp. 
   
  Detect magic results: Cloak of resistance +1 (Faint 
  Abjuration), potion of cure light wounds (Faint Conjuration), 
  potion of cure moderate wounds (Faint Conjuration), potion of 
  expeditious retreat (Faint Transmutation), potion of remove 
  blindness (Moderate Conjuration), potion of shield of faith 
  (Faint Abjuration), vest of resistance +1 (Faint Abjuration) 
   
  Development: It is possible that PCs who are members 
  of Makarios’ Pit Fighters recognize the orcs and either 
  don’t know what to do or actually decide to help the orcs. 
  Remind these PCs that Makarios’ doesn’t have an iron 
  control over the orcs and that orcs are known for their 
  unpredictability and urge to prove themselves through 
  violence. They might be operating independently. What 
  is more, the orcs don’t really care and they attack that PC 
  with lethal force regardless of the PC’s alliance even if the 
  PC appears to be helping them. As far as the orcs are 
  concerned, if the PCs truly worked for Makarios, 
  Makarios would have warned them to stay away. Allow 
  these PCs also a DC 15 Intelligence check (if the players 
  themselves have not come to the same conclusion yet) to 
  realize that if Makarios really wanted to hurt Ikkar, he 
  would have send in less conspicuous thugs to do the job, 
  although one can never be sure whether Makarios might 
  have other reasons to use the orcs. Makarios is anything 
  but predictable… 
   
  However, if the group does contain a Pit Fighter, the 
  PCs might actually convince them to flee the scene by 
  changing their attitude from Hostile to Friendly through 
  Diplomacy or Intimidate as per the rules in the PH. If so 
  convinced, they are even willing to agree to a meeting 
  later that night at a neutral place. They cannot be 
  convinced to surrender. A PC could pose as a member 
  with a successful Bluff check, but remember members 
  have a tattoo on their biceps and they tend to be rough 
  looking fighting types. Without a member it is 
  impossible to influence the thug’s attitude unwilling as 
  they are to believe the PCs’ good intentions. 
   
  Once the fight is over allow the PCs a few rounds to 
  heal themselves up or talk with any prisoners. They 
  should not be able to get any worthwhile information 
  from the orcs before the Pitchfield Watch arrives. The 
  Watch is not particularly quiet, and the PCs hear them 
  coming long before they see them. Those who want to 
  flee can. Proceed with Encounter 2 once the guards 
  arrive. Information on what the orcs know, and how they 
  can be convinced to talk can be found in Encounter 3. 
   
  It is possible that Argoth has fled into the city and 
  that the PCs want to chase him down. Doing so is not just 
  a matter of speed, although PCs considerably quicker 
  than him will be more likely to catch him than those that 
  are slower. Otherwise you could let each chasing PC 
  make 3 Dexterity checks opposed by Argoth’s Dexterity 
  checks. Residents of Pitchfield (including Argoth) gain a 
  +2 circumstance bonus on this roll. For each 10 ft. head 
  start Argoth has you should grant him a +2 modifier. PCs 
  with a speed 10 ft. higher than Argoth gain a +4 modifier, 
  while PCs 10 ft. slower gain a -4 modifier. Each successful 
  check by the PCs grants them a cumulative +4 bonus on 
  the check. Each successful check by Argoth grants him a 
  cumulative +4 bonus. Whoever wins the last check wins. 
  SND7-02 Obvious Suspect 
   
  Page 7 
  
  Once this happens, tracking Argoth down becomes a 
  matter of investigation, which is detailed in Encounter 3. 
   
  The Warehouse Guards: Four guards and a dog were 
  posted at the warehouse. The dog has been killed, and its 
  corpse lies in Room 4. One of the guards lies slumped 
  over the table in Room 3, while another lies next to the 
  table as if he tried to get up and fell on the floor. A third 
  is unconscious in Room 5 and the fourth lies in Room 4 
  on the bench. They have all been drugged and are 
  unconscious. The poison can be found in their ale with a 
  detect poison or at an alchemist lab with a DC 15 Craft 
  (alchemy) check). The ale is of a very good quality. The 
  guards can be revived with a neutralize poison otherwise 
  the PCs have to wait for the drug’s effects to wear off 
  sometime the following morning. More information on 
  these guards and what they can tell can be found in 
  Encounter 3. 
   
  Troubleshooting: If a PC still insists on switching sides 
  point out that doing so would be a crime heavily 
  punished even in Sunndi (especially considering the 
  current war situation). Even if Makarios is behind this 
  attack, he will NOT help any captured or wanted PC. It 
  would be better to either capture the orcs alive or allow 
  them to escape while keeping up the pretence to be 
  working for the guard, and to contact Makarios as quickly 
  as possible to find out what he wants. If that still does not 
  help, roll with the flow, but that PCs becomes wanted in 
  Sunndi.  
   
  2: THE WATCH ARRIVES 
  Shortly after the fight a Pitchfield Watch patrol arrives. 
  Vella Ironbeard alerted them about the warehouse, as 
  well as the presence of adventurers. The PCs hear them 
  coming in advance, and can choose to flee the scene or 
  approach them in the open. The guards approach the 
  warehouse cautiously, ready for trouble, with their leader 
  shouting for attention once nearby. 
   
  Read aloud the text below once the PCs see the 
  guards for the first time: 
   
  Five well-armed humans cautiously approach the 
  warehouse. All five wear chain mail, two are armed 
  with crossbows, ready to fire and two with shields 
  and swords. The fifth, a small stout man, has a 
  halberd in his hand and he carries a short sword and 
  sap clearly visible at his belt and a shield on his 
  back. He is the only one who looks calm, and the 
  others seem to look for reassurance at him. One 
  glance is enough to realize the four greatly respect 
  him. All wear the uniform of the Pitchfield watch. 
   
  The short stout man is sergeant Markos. He is blunt and 
  direct with the PCs, but he has a lot of respect for 
  adventurers, having had very good experiences with 
  them in the past. PCs who have played SND4-04 By a 
  Moonlight Shadow recognize him as the officer of the 
  watch patrol that arrived on the scene shortly after their 
  battle with pseudonatural dogs. They remember him as a 
  no-nonsense kind of man who does not let pride stand in 
  the way of common sense. Markos also remembers them, 
  and greets them with enthusiasm (assuming the PC in 
  question did not do something unexpected at the time). 
  He is cautious, and he prefers that the PCs keep their 
  weapons lowered while talking with him. If any of the 
  PCs looks heavily wounded, he has no problems with 
  them tending their wounds, and he is willing to send one 
  of his men to the temple of Pelor or Trithereon to get 
  help. 
   
  Markos starts the conversation with the usual 
  questions, beginning with asking for their names, a short 
  report on what happened at the warehouse and whether 
  any of the warriors guarding the house have been found. 
  Throughout the conversation he is more than willing to 
  answer some of the questions the PCs might have as long 
  as they are related to his profession or the case and they 
  answer his. He can relate the following: 
  • 
  The war with the Wastrians and bullywugs is going 
  on for over two years now, and it is causing a 
  shortage of food and other basic commodities. Prices 
  rise, and there is unrest brewing among the poor, 
  who are hungry and afraid. The large amount of 
  refugees does not help. 
  • 
  He is irritated about the fact that the authorities are 
  doing so little, but he understands that they are more 
  concerned with the army of bullywugs marching on 
  Pitchfield. He is even more irritated about the 
  Merchant Guild who are earning a lot of money over 
  the back of he poor (whether this is true or not does 
  not matter, Markos believes it is). 
  • 
  The last couple of weeks a few warehouses went up 
  in flames or the supplies were stolen. They suspect a 
  cell of Wastrian saboteurs is operating in the city, 
  but so far they had no luck in finding the culprits, so 
  instead they have posted guards at the warehouse. 
  Since that time no new warehouse has been 
  attacked. 
  • 
  He finds it a bit hard to believe that Wastrians (or 
  orcs when he knows about them) would be able to 
  drug the regular guards without some inside help. 
  He might not have much respect for most private 
  guards, but even they would not be as foolish to 
  accept food and drink from strangers.  
  • 
  If confronted with the orcs, he is very surprised. 
  Orcs are definitely not Wastrians. In that case, he 
  suspects this attack is not related to the earlier 
  sabotage attempts. He doubts the orcs are operating 
  on their own, or on a whim. Orcs are not organized 
  enough to drug the guards, and they stand little to 
  gain by destroying the loot. It is likely they are hired. 
  • 
  Some PCs might remember the Wastrians have 
  made use of orcs and worshippers of Erythnul in the 
  past (SND4-06 Bren’s Men). Markos does not know 
  about this, and it would cause some doubt about 
  SND7-02 Obvious Suspect 
   
  Page 8 
  
  whether or not the orcs are allied with the Wastrians 
  or not. 
  • 
  Markos knows the same things about orcs as with a 
  DC 15 Knowledge (local: the Splintered Suns) as 
  described in Encounter 1. 
   
  � Sergeant Markos: Male human (Suel) fighter 4 
  (NG; Intimidate +10). 
   
  Appearance: Sergeant Markos is a small, but broad-
  shouldered man with short red-blond hair, and a well-
  groomed beard. He has a loud, somewhat hoarse voice. 
  Forty years of age, he is a seasoned veteran, and has 
  several scars to prove it. 
   
  Personality: Markos is a grim man of little words. One 
  angry glare of his tells volumes, and he rarely has to 
  resort to violence when dealing with the low-life of 
  Pitchfield. While respected, he is not well liked by his 
  officers and the rich, since he is a bit too honest for their 
  comfort. Still, they do not doubt his loyalty to the town 
  and his fervor with which he does his best to keep it safe. 
   
  � Pitchfield Watch (4): Female and male human 
  (Oeridian) warrior 2. 
   
  Development: The City Watch is stretched thin as it is 
  and like always in Sunndi they have no problems with 
  asking adventurers for help. Assuming the PCs make no 
  utter fools of themselves and treated Markos with at least 
  a basic level of respect, he asks them to investigate the 
  attack. He cannot offer money right now, but he will see 
  what he can do to make it official the following morning. 
  He suspects the city is going to be paying them the usual 
  fees which amounts to APL gp per day in employ of the 
  city and a bonus of [25 x APL] gp on successful 
  completion (and of course the cities gratitude). 
   
  If the PCs accept, Markos is grateful and tells them 
  to come to the local Watchpost for details on the rewards 
  the coming morning (where they get temporary badges 
  and Markos confirms the reward). If the PCs have 
  prisoners, he offers to take them to the cells and allow the 
  PCs to interrogate them the next morning as well. If they 
  are dead, he suggests transporting them to the Sun’s Rest 
   (the temple of Pelor) for questioning in the morning, 
  either with the PCs’ own magic or that of the Pelorites. 
  He has no problems with switching to the temple of 
  Trithereon, or the Samryntar, but advices against any 
  other temple (either because they don’t have powerful 
  enough clerics at hand or because they frown on the use 
  of speak with dead). He also will arrange that the 
  unconscious guards are brought to the hospital at the 
  temple of Pelor and the warehouse guarded against 
  intrusion until the investigations are finished.  
   
  Once everything has been settled, he tells the PCs to 
  catch some sleep and to start the investigation the 
  following morning. Tired people make mistakes, and 
  most people are sleeping at the moment, making the 
  investigation problematic as well. If Argoth escaped, he 
  alerts the guards (especially at the gates), but reassures 
  the PCs not to trouble themselves too much with it. 
  Those things happen, and tracking him down now is 
  virtually impossible, and since the city gates are closed it 
  is not like he is going to leave the city and if he could, 
  there is no way the PCs would catch up with him 
  regardless of whether they start the chase now or 
  tomorrow. 
   
  If the PCs refuse the mission, which is not an option 
  for members of the Sunndi military, the Jade Mask or the 
  Pitchfield Merchant Guild, Markos reacts irritated. In 
  that case he wants to know where they are staying, 
  ordering them to remain in the city until the 
  investigations are finished in case they are needed as 
  witnesses. If there are any prisoners, he sends them of to 
  the cells and the PCs are not allowed to talk with them, 
  and they are also forbidden from entering the warehouse. 
  They can still contact the guards of the warehouse, 
  although doing so requires a bit more work and 
  convincing. Of course, this all assumes the PCs proceed 
  investigating the attack in a non-official manner, because 
  if they don’t the adventure is over. 
   
  Troubleshooting: If members of Makarios’ Pit Fighters 
  have recognized the orcs, they might not be willing to 
  work for the city authorities before consulting Makarios. 
  Remind them that if they are involved in an official 
  capacity it is much easier to help their boss than while on 
  the side-line. Of course, Makarios does expect to be 
  contacted about it soon, but certainly not after closing 
  hours and the Pit is closed at this moment. If the PCs do 
  go to the Pit, they find its doors closed. There is a night 
  watch, but Makarios or anybody in the know is at home. 
  Waking them up for such a minor thing is certainly not 
  going to endear the PCs, and men like Makarios are 
  dangerous enemies. Information on how Makarios reacts 
  can be found in Encounter 5. In that case the invitation 
  for a meeting as in Encounter 4 proceeds as planned, but 
  remember that the writer of that note is aware of the PCs’ 
  antics during the night (the maid let it slip she was 
  awakened in the middle of the night). 
   
  3: THE INVESTIGATION 
  STARTS  
  It is assumed the PCs start the investigation the morning 
  after the attack in Encounter 1. You might need to adapt 
  things if the PCs decide to start earlier or later. Just 
  remember that most people sleep at night or even until 
  late in the morning in case of Makarios. Regardless of 
  whether the PCs decide to start this morning or wait 1 
  day, Encounter 4 takes place in the early afternoon after 
  Encounter 1. 
   
  Makarios has friends in many places. If the 
  authorities are aware of the orcs, he soon hears about the 
  incident. He quickly learns about the PCs’ involvement, 
  and will arrange a real meeting as discussed in Encounter 
  5. If he is not aware of the PCs, or the PCs do nothing, he 
  starts his own investigation which takes 2 days. He 
  quickly finds out about Verdann’s involvement and deals 
  SND7-02 Obvious Suspect 
   
  Page 9 
  
  with him in private. The PCs can still do the 
  investigation, and talk with Makarios (even getting 
  involved in Encounter 4). Verdann has disappeared, and 
  Encounter 6 does not take place. In effect the PCs have 2 
  days to contact Makarios or else the adventure is over. 
   
  DM’s note: Remember that divine spellcasters who 
  prepare spells at sunrise cannot prepare the spells cast 
  during Encounter 1 since sunrise is less than 8 hours 
  later. Arcane spellcasters do not suffer this problem, since 
  they can simply rest until later that day. 
   
  Also assume that each section of investigation costs a 
  minimum of 2 hours, including the trip to the various 
  locations. It can last longer depending on the PCs actions 
  and whether or not NPCs are willing to meet the PCs. 
   
  QUESTIONING THE ORCS 
  The state of the orcs depends on the PCs actions in 
  Encounter 1 and 2. If dead, they require a speak with dead 
  spell to get information from them. If the PCs do not 
  have such available, the City Watch is willing to arrange a 
  meeting with a cleric of Pelor or Trithereon to cast the 
  spell on cost of the city. The orcs’ Will saving throw 
  modifiers are given in Appendix 1.  
   
  If alive, the PCs have to coerce them into talking. To 
  do so the PCs have to succeed at an Intimidate check as 
  described in the Player’s Handbook or to turn their attitude 
  into Friendly (starting attitude is likely Hostile unless the 
  PCs let them go earlier and made a deal at the time; see 
  Encounter 1) and promising to let them go. The PCs can 
  use magic, although if they use Enchantment spells such 
  as charm person you should remember Sunndian’s hostile 
  attitude towards such magics. Like with divine magic the 
  PCs can hire a NPC spellcaster to cast such spells for 
  them, but unlike clerics they ask the normal fee and the 
  City does not compensate the PCs. The highest-level 
  arcane spell-caster for hire is 7th level. 
   
  In any event, depict the orcs as simple thugs by 
  avoiding difficult words and by acting tough, constantly 
  threatening the PCs. They don’t see anything wrong with 
  their actions, and the only regret they feel is for getting 
  caught. They don’t try to make excuses for their actions, 
  they just don’t want to tell who hired them and why (and 
  they are not smart enough to come up with a believable 
  excuse). When truly pressed they express fear that their 
  boss will kill them. 
   
  Argoth is brighter, but he tries to keep up the same 
  act (opposed Bluff check vs. the PCs’ Sense Motive skill 
  check to note this). He actually tries to act as a true 
  simpleton who was only in it because he followed his 
  fellow orcs, the only ones who accept him as an equal. He 
  tries to act as if he simply did not know he was acting 
  against the law. Only when confronted with his bluff 
  does he eventually give in. He craves attention and he 
  wants to be famous, and using this is a great way to get 
  him to talk. 
   
  Regardless of how the PCs coerce the orcs into 
  revealing what they know, they can tell the following: 
  • 
  Argoth, part-time pit master in the Pit, ordered them 
  to help him smash stuff in the warehouse. 
  • 
  They don’t know who owned the warehouse, or why 
  they were ordered to smash stuff. They were not paid 
  to ask questions. 
  • 
  Argoth works for the boss, so they work for the boss. 
  • 
  The big boss (although he is actually little) is 
  Makarios. 
   
  Argoth knows a little bit more: 
  • 
  Makarios never told him to smash the stores in 
  Ikkar’s Warehouse, although Argoth does assume he 
  is the real source of the orders. 
  • 
  Makarios’ right-hand Verdann “suggested” it. He 
  never directly ordered Argoth to assault Ikkar’s 
  Warehouse, but the way he said that Ikkar needed a 
  warning left little to the immagination as far as 
  Argoth is concerned. 
  • 
  It is not money that Argoth wants. He was looking 
  for a permanent job as a Pit Master in The Pit and 
  this job looked like a ticket in. 
  • 
  Getting the orcs to help him was easy even without 
  official permission from Makarios. 
  • 
  Argoth does not know exactly why Makarios wants 
  Ikkar’s place trashed, but he has heard rumors of 
  Ikkar’s big gambling debts with Makarios and he 
  assumes that has something to do with it. 
  • 
  He was planning to let it look like sabotage by the 
  Wastrians. 
   
  Escaped: It is possible that one or more orcs escaped and 
  that the PCs try to track them down. If any of the PCs has 
  the Urban Tracking feat use the rules of said feat. 
  Pitchfield is a small city, and while the orcs do lay low, 
  they also do not match the community’s primary racial 
  demographic. Without the feat it requires a DC 25 Gather 
  Information check for 4 hours of searching (assuming 
  the PCs do not simply start at the Pit, in which case you 
  should run Encounter 4 and 5). The PCs can make a new 
  check every 4 hours.  
   
  If the PCs alerted the authorities and gave a good 
  description, they gain a +4 circumstance bonus on the 
  check. The thugs leave town after 8 hours of continued 
  search. If caught they react as detailed above.  
   
  THE WAREHOUSE GUARDS 
  Due to the war most able-bodied warriors are drafted for 
  the army, leaving the less able for jobs in town. The 
  guards posted at the warehouse are a young man, 
  Almand, and three men in their sixties, Daris, Kallen and 
  Mirgoth. All four are of mixed Oeridian-Suel decent. 
  They are not the best of guards, although they are the last 
  persons to admit it. Almand wants to become a hero, but 
  he is a bit of a coward and somewhat lazy. He asks all 
  kinds of questions from the PCs once he learns they are 
  adventurers. The three elderly guards are quite glad that 
  they are not at the front, and they expected an easy job in 
  town. They are a bit shocked they were wrong, but they 
  try to act bigger than they are. 
  SND7-02 Obvious Suspect 
   
  Page 10 
  
   
  Note that unless told they do not know they were 
  drugged. They feel rather ashamed of having fallen asleep 
  on the job, and are really relieved when told it was due to 
  poison. 
   
  � Almand: Male human (Oeridian-Suel) warrior 1. 
  � Daris, 
  Kallen 
  and 
  Mirgoth: 
  Male 
  human 
  (Oeridian-Suel) warrior 3. 
   
  When revived they can tell that they don’t know how 
  they were poisoned. All they know is that suddenly felt 
  very sleepy. Kallen remembers hearing the dog barking, 
  and wanting to get up, but he just fell to the ground and 
  lost consciousness. If told that the ale was poisoned, they 
  say they don’t remember who brought the ale, but if 
  pressed confess that it was Almand. They cannot believe 
  he would work for the saboteurs. Almond is a fine lad, a 
  bit lazy perhaps, but much too smart to throw away his 
  career by such an act and always talking about how he 
  wanted to join the army, but being too young for it. If the 
  PCs do not tell the ale was poisoned, they freely mention 
  Almand brought it. He had won it at the Red Hawk, and 
  being the good lad he is, he wanted to share it with his 
  mates instead of drinking it all by him self. 
   
  When asked about the ale, Almand’s reaction 
  depends on whether or not the PCs mention there was 
  something wrong with it. If they do so, he denies 
  knowing anything about it, but if pressed admits that he 
  took it with him. If he is unaware the ale was poisoned, 
  he freely tells about the ale since he is rather proud of it. 
  He had won the ale at his usual tavern, The Red Hawk, for 
  a bet with the owner and the owner had paid it yesterday 
  during dinner. He wanted to share it with his fellow 
  guards, especially since it was his turn to provide the 
  drinks. He knows he could have bought cheaper ale, and 
  kept the good quality stuff for him self, but it is not as if 
  he needed the whole keg and ale tastes so much better 
  when shared with friends.  
   
  Note that in reality it was a stranger (Verdann in 
  disguise) who used a suggestion spell (on scroll at lower 
  APLs) to get him to share that ale that same night. The 
  PCs will have to visit The Red Hawk and talk with the 
  owner though to learn this, and if confronted with the 
  fact about the stranger Almand freely admits that the 
  stranger suggested it, but he was going to do so anyway, 
  so he never realized it would be important. Since a 
  suggestion spell is gone once full filled, there is no magical 
  aura left on Almand by the time the PCs arrive at the 
  warehouse. 
   
  The Red Hawk 
  The Red Hawk lies in the River Quarter, the poorer 
  region of Pitchfield and is an average tavern which 
  carters to the locals. Food and drink are cheap, but of a 
  reasonable quality. The owner, a human woman named 
  Jireena, is helpful, especially to soldiers, since her 
  husband and son serve at the front and she sympathizes 
  with colleagues of her family. She is more aloof towards 
  people obviously belonging to the upper class (rich 
  upkeep or better). 
   
  If asked, she immediately says that she gave the keg 
  of ale to Almand, a nice lad that reminds her of her son. 
  The bet was about Almand never getting a job as a soldier, 
  and it was an incentive to get Almand to actually apply 
  instead of constantly talking about it. She doesn’t know 
  exactly why she gave the keg now, she was planning to 
  do so for some time and Almand reminded her of that bet 
  each night. In fact, she doesn’t even know why she gave 
  that particular keg since she got it from a stranger.  
   
  She is mortified if she learns that the ale was 
  poisoned, and very angry if told that it is likely that the 
  stranger enchanted her to give the ale to Almand. She 
  saw that same stranger talk with Almand just before 
  Almand left. It was a typical Oeridian man of average 
  height, short curly brown hair and a short beard with a 
  pleasant voice. It was dark, and she was in a hurry and 
  never got a good look. She had never seen him before. 
  The description fits Verdann, but also dozens of others. 
   
  TALKING WITH IKKAR 
  Ikkar is a wealthy food-merchant who lives in the 
  Merchant District. The PCs can go to his house and 
  office, his warehouse (were he is during the whole 
  morning) or arrange a meeting at the Pitchfield 
  Merchant Guild. If the PCs make it clear they want to 
  talk about the act of sabotage in his biggest warehouse, he 
  immediately makes the time to speak with them. He is a 
  busy man, and doesn’t have much time, especially since 
  he has to somehow compensate the losses of the previous 
  night. Otherwise they need to make an appointment, 
  either for that evening if a PC is a member of the 
  Merchant Guild, or the following day during lunch if not. 
   
  � Ikkar: Male human (Suel) expert 3 (AL NG). 
   
  Appearance: Ikkar is a tall thin man with blond hair 
  and a pale skin. He is growing bald. He typical wears a 
  practical artisan’s outfit with no jewelry except a wedding 
  ring and a signet ring. 
   
  Personality: Ikkar used to be a friendly outgoing man, 
  but recent troubles have made him grim and he has not 
  slept well for weeks. He is nervous, and hasty, quick to 
  anger and even quicker to ask for forgiveness for his 
  outbursts. His recent troubles have not cured him of his 
  urge to flirt with human and elves of the opposite sex – 
  all harmless of course, he is after all a married man with 
  three healthy children. 
   
  What Ikkar knows: 
  • 
  He delivers food to all kinds of companies, such as 
  taverns, bakers and even on occasion the army. He 
  only sells in bulk, so he rarely sells to individuals for 
  private use. 
  • 
  He has on occasion sold food to Makarios, although 
  he only mentions this if directly asked. He doesn’t 
  see the relevance otherwise. 
  SND7-02 Obvious Suspect 
   
  Page 11 
  
  • 
  He has no enemies. Of course, he has competitors, 
  but none that would use such tactics, not even to 
  raise the prices even more. 
  • 
  He is angry about the sabotage, and not only because 
  of the money it costs him, but more importantly 
  since it will raise the prices of food even more and it 
  is already so difficult for the people of Pitchfield. 
  • 
  Ikkar assumes it were the Wastrians who are behind 
  the attack, and he is quite glad the authorities finally 
  saw fit to hire adventurers to find the culprits. It is 
  not that he thinks the City Watch is incompetent; he 
  knows their resources are stretched thin as it is, and 
  he also knows that most adventurers are actually at 
  the front as well.  
  • 
  He honestly dislikes the war, and if people accuse 
  him of earning money at the cost of the poor, he 
  becomes angry. He is forced to raise the prices, 
  simply because the farmers ask more, and because 
  transport and security costs have soared. His net 
  profit is actually lower than before the war. 
  • 
  If told about the orcs he is surprised, because the 
  Wastrians are unlikely to use orcs and as far as he 
  knows all orcs in the city work for Makarios either as 
  a bouncer or a pit-fighter. 
  • 
  If pressed, but only when confronted with the 
  rumor, he admits he has a debt with Makarios due to 
  losses in the arena of the Pit. 
  • 
  If pressed even more, he also admits to some 
  indiscretions with the ladies that Makarios knows 
  off.  
  • 
  Makarios has not put any pressure on him neither to 
  pay the money back nor to blackmail him.  
   
  Talking with Ikkar’s employees and family: This 
  functions exactly as a Gather Information check as 
  described below in “Talk on the Streets”, except that it 
  does not cost any gold, only takes 1 hour and the PCs 
  gain a +2 circumstance bonus on the check. If the PCs get 
  a low result, they simply did not find anybody willing to 
  say much more than the basics. This assumes the PCs 
  have a good excuse to talk about Ikkar (such as the 
  investigation), otherwise nobody gossips about him. 
   
  Note that his wife is well aware of Ikkar’s dalliances, 
  but she keeps it to herself. 
   
  KNOWLEDGE ABOUT MAKARIOS 
  At one point or another, the PCs come across the name of 
  Makarios during their investigations. Since Makarios is a 
  relatively famous person in Pitchfield the PCs might have 
  heard of him before. Let them roll a Knowledge (local: 
  the Splintered Suns) check. Citizens of Pitchfield gain a 
  +2 circumstance bonus on this check. Members of 
  Makarios’ Pit Fighters gain a +5 circumstance bonus and 
  automatically know the DC 10 and 15 bits. Non-
  Sunndians gain a –5 penalty on the check, and cannot 
  make the DC 10 check untrained. The same information 
  can be gathered with a Gather Information check. 
  • 
  DC 10: Makarios is the owner of the tavern and 
  gamble-house the Pit in Pitchfield. The Pit is an 
  infamous place that features all kinds of gambling, 
  and even an arena. 
  • 
  DC 15: Makarios controls a large part of the 
  underworld of Pitchfield. He is greedy, manipulative 
  and perhaps a bit callous, but not heartless. He 
  abhors violence outside the ring, preferring more 
  subtle methods to earn money. 
  • 
  DC 20: Makarios recently had some problems with a 
  devil of some sort. Apparently the previous owner 
  had made some kind of deal that went wrong. 
  Makarios had made sure though to have a couple of 
  adventures present to deal with the angry devil. 
  • 
  DC 25: Makarios has contacts all over Sunndi and 
  according to rumors even among the Jade Mask. 
  Rumors do not agree on whether he is a member, or 
  merely somebody in the know. 
   
  DIVINATIONS 
  Augury: The spell is fairly ineffective for the big questions 
  during the adventure since it only covers 30 minutes into 
  the future. You should be able to deal with any questions 
  covered with this spell. 
   
  Commune and contact other plane: These two spells 
  essentially function the same, they allow the caster to ask 
  a few simple questions that are answered with ‘yes’, ‘no’ or 
  ‘unclear’. If the question is whether or not Makarios is the 
  mastermind behind the attack, the answer is ‘no’. The PCs 
  get the same answer though if they ask the same question 
  about Verdann. He is not the mastermind even though 
  he might appear to have given the orders.  
   
  If the question is whether Makarios is involved with 
  the attack, the cause of the assault or responsible for it, 
  the answer is ‘yes’, although if the power that answers the 
  question values justice or truth, it also clarifies that 
  involvement, cause or responsibility does not equal 
  intent or even active knowledge about it. Makarios did 
  not order the orcs to attack the warehouse, nor did he 
  order Verdann to do so. Whether or not he insinuated 
  such an assault results in the answer ‘unknown’. More 
  information on Makarios can be found in Encounter 5. 
   
  Verdann on the other hand did order the orcs, he did 
  poison the ale of the night guards and he did hire the 
  ruffians in Encounter 4. If asked whether or not it was 
  Verdann’s idea the answer is ‘unclear’. It could be the idea 
  of the devil that possesses him or it could have been 
  himself. In case of responsibility it hardly matters since 
  Verdann made the deal voluntarily. Regardless, the devil 
  is partially responsible and devils always have higher-
  ranking bosses (more information see Encounter 6). 
   
  Finally, if asked whether it is a good idea to keep the 
  authorities in the dark or not, the answer depends 
  entirely on the deity contacted. Use your judgment, but 
  keep in mind that it is not always straightforward. A deity 
  like Zagyg might favor informing the authorities because 
  of the chaos it creates, while a deity like Lendor would be 
  SND7-02 Obvious Suspect 
   
  Page 12 
  
  against it since it is an awfully rash action considering 
  what little proof there is actually only confuses matters. 
   
  Divination: The divination spell gives advice about a 
  specific goal, event, or activity that is to occur within one 
  week. As such it cannot answer questions about the past. 
  If a PC asks whether or not it would be a good idea to 
  arrest Makarios, the reply is: “What matters Truth when 
  Power is at stake? A friend, a foe; whichever choice you make.” 
   
  Legend Lore: Since neither of the involved characters or 
  objects has a legendary status, this spell is effectively 
  useless. The exception is when the PCs use it on the 
  slime dripping devils in Encounter 6, but the same 
  information can be gained through Knowledge (the 
  planes) much cheaper and quicker. See Encounter 6 for 
  more details. 
   
  TALK ON THE STREETS 
  Gathering information on the streets of Pitchfield works 
  as per the Gather Information skill use. It requires 1d4+1 
  hours and it costs 1d4 gp. The PCs can gather generic 
  information or on specific subjects as detailed below. 
  Citizens of Pitchfield gain a +2 circumstance bonus on 
  this check. 
   
  Generic: 
  DC 10: Wastrians have been sabotaging the food supplies, 
  and what little remains is taken by the army or sold for a 
  king’s ransom. If things do not change quickly, the poor 
  might start a riot. 
   
  DC 15: Ahlissa has promised to send a caravan of food 
  and basic supplies. They are to arrive in a couple of 
  weeks. 
   
  DC 15: Soldiers are abandoning their posts. Apparently 
  they have lost hope and flee before it is too late. People 
  speculate whether this is a Wastrian lie to lower morale, 
  or whether there is any truth to it. 
   
  DC 20: The Sunndian Army is preparing defenses south 
  of the city. They are trying to keep it hidden, but 
  apparently they are expecting the bullywugs to attack the 
  city. 
   
  DC 20: A few people whisper that they heard the Masters 
  of Dullstrand discussing hiring the Pax Mercuri from 
  Perrenland to help Sunndi in the war. If true that would 
  be great news. The Masters are bound to add less strings 
  than any aid coming from Ahlissa. 
   
  On orcs: 
  Note that the Gather Information check can be replaced 
  with a Knowledge (local: the Splintered Suns) check 
  albeit with a +5 penalty on the DC for PCs not from 
  Sunndi. 
  • 
  DC 10: Only a handful of orcs live in Pitchfield, all 
  deserters of Ivid’s armies. They are aggressive, have a 
  bad temper and are all thugs, although they are 
  obviously nowhere nearly as bad as wild orcs. 
  • 
  DC 15: Most orcs don’t have a real job, earning 
  money with beating up people and things. A few 
  though work for Makarios as bouncers. 
  • 
  DC 20: Virtually all orcs work for Makarios, mostly 
  as bouncers, although a few earn a few coins on the 
  side as thugs and bodyguards. 
   
  On Ikkar: 
  • 
  DC 10: Ikkar is a merchant specializing in bulk food 
  such as grain, beans and olives. He has a reputation 
  as a fair trader with a soft spot for the ladies. 
  • 
  DC 15: Ikkar used to be a friendly outgoing man, but 
  the war is troubling him, and he has become 
  withdrawn and grim. He has developed a temper, 
  but he always quickly asks for forgiveness 
  afterwards. 
  • 
  DC 20: Ikkar likes to gamble at the Pit. Until 
  recently the gambling was not much of a problem, 
  but since the war it seems to have become a bit of an 
  obsession and there are rumors that he has debts 
  with Makarios, the owner of the Pit. 
  • 
  DC 25: Ikkar not only has a gambling problem, he 
  also cheats on his wife occasionally. Mind you, he 
  says he loves his wife and children, and he does try 
  to keep his dalliances a secret, but it is only a matter 
  of time before his wife finds out… 
   
  On Verdann: 
  A Bardic Knowledge can replace the Gather Information 
  check, albeit at a +5 modifier to the DC and it doesn’t 
  provide the DC 25 information. 
  • 
  DC 10: Verdann is the main pitmaster of the 
  infamous the Pit. 
  • 
  DC 15: Verdann is a pitmaster for the fun and 
  adulation. 
  His 
  real 
  income 
  comes 
  from 
  performances for the rich and powerful of Pitchfield. 
  • 
  DC 20: Verdann has many friends in high places. He 
  is a welcome guest at their parties, and a few people 
  whisper he knows a few things that would greatly 
  embarrass some of the high and mighty. Others 
  believe that this rumor is just made by those jealous 
  of his success. 
  • 
  DC 25: Verdann is working on a new musical piece, 
  and has withdrawn himself in seclusion. This result 
  also reveals his address at a servant’s house at the 
  back of the gardens of the property of the noble’s 
  family Derania, or to be more precise colonel Berizia 
  Derania. 
   
  On the Derania family: 
  The Gather Information check can be replaced with a 
  Knowledge (local: the Splintered Suns) or Knowledge 
  (nobility and royalty) at a +5 modifier to the DCs. 
  Members of the Sunndian military can make a Profession 
  SND7-02 Obvious Suspect 
   
  Page 13 
  
  (soldier) check. Sunndians gain a +2 bonus on the check, 
  while residents of Pitchfield gain a +5 bonus. 
  • 
  DC 10: The Derania family is a minor noble family 
  with several estates around Pitchfield. They are 
  known for several important military officers. 
  • 
  DC 15: The Derania families original name was 
  Derax, and they changed it before the Congress of 
  Lords required to do so and many died during the 
  Greyhawk wars, chief among which is colonel 
  Berizia’s husband who was executed by the 
  Hextorites. Their loyalty to the crown of Sunndi is 
  beyond doubt. 
  • 
  DC 20: Colonel Berizia is the official owner of the 
  family’s mansion in Pitchfield. She is currently away 
  at the front line. Her cousin Messilina lives at the 
  place together with her children. Messilina’s 
  husband serves under Berizia and is at the front as 
  well. 
  • 
  DC 20: The famous Verdann has rented a cottage at 
  the mansion’s property. A few people whisper there 
  is more about it than a simple contract, but 
  considering the cold relation between Berizia and 
  Verdann most consider that extremely unlikely.  
   
  CONSULTING SAGES 
  A few people in Pitchfield earn a living by providing 
  information. These sages are more than willing to 
  provide the requested knowledge for a price. Throughout 
  the adventure the PCs are most likely to require 
  information on Knowledge (local: the Splintered Suns), 
  Knowledge (religion) and Knowledge (the planes). 
  Finding the proper sage requires a Gather Information 
  check with a DC 10 finding the first sage, and a DC 15 
  the second. Name, price, knowledge and personalities of 
  these sages are provided below. 
   
  Note that members of the Established Church of 
  Pelor or Trithereon, the Samryntar or the Eliatraiir can 
  visit their own temples to acquire the information on 
  Knowledge (religion) up to DC 20 and Knowledge (the 
  planes) up to DC 15 for free (although it does require 1d4 
  hours). Members of the Disciples of the Phoenix can do 
  the same for Knowledge (the planes) in regards to the 
  devils. 
   
  Knowledge (local: the Splintered Suns) 
  � Harnn the Drunk: Male human expert 2 
  (Knowledge (local: the Splintered Suns) +10, Knowledge 
  (nobility and royalty) +7); Cost 5 gp (only DC 20 or 
  lower); Harnn used to be a herald, but he got addicted to 
  alcohol and lost his job and wife. He is wallowing in self-
  pity when he is not roaring drunk or sleeping. 
   
  � Darius: Male human rogue 5 (Knowledge (local: the 
  Splintered Suns) +15); Cost 50 gp (only DC 25 or lower); 
  Darius is an agent of the Veil, a broker in information 
  with a nationalistic streak, a strong dislike for Ahlissans 
  and Wastrians and a weakness for elven ladies. 
   
  Knowledge (religion) 
  � Naleen the Pious: Female half-elf monk 3 
  (Knowledge (religion) +10); Cost 20 gp (to be donated to 
  a good cause) (only DC 20 or lower); Naleen is an 
  aesthetic who swore a vow of poverty and who helps the 
  poor while preaching about her faith. She worships Pelor.  
   
  � Allendoreigh Silverwater: Male grey elf expert 7 
  (Knowledge (religion) +15, Knowledge (the planes) +15); 
  Cost 100 gp (only DC 25 or lower); Proud and aloof, 
  Allendoreigh is a studious intensely curious and wealthy 
  man. He lives in a house in the merchant district, and 
  asks 5 gp just to speak with him. This is deducted from 
  the normal price if the PCs actually employ him.  
   
  Knowledge (the planes) 
  � Dirna 
  Stoneface: 
  Female 
  dwarf 
  wizard 
  3 
  (Knowledge (the planes) +10); Cost 20 gp (free for 
  members of the Olsamman); Short, stocky and proud, 
  Dirna is polite and precise, making very sure she 
  understood the question correctly. She is an elementalist, 
  but through her studies she also learned bits and pieces 
  about demons and devils. 
   
  � Allendoreigh Silverwater: See above under 
  Knowledge (religion). 
   
  4: A VIOLENT MESSAGE 
  During the early afternoon of the day directly after 
  Encounter 1 the PCs are approached by a large group of 
  rough looking men. Since the men have to find the PCs, 
  and do not approach the PCs while they are inside a 
  building (or near a watch post) the exact time varies. Let 
  the PCs make a DC 15 Spot check to see whether they are 
  surprised or not, and paraphrase the text below when it 
  happens, but add some details on the terrain depending 
  on the district the PCs are in. 
   
  One or more of the PCs succeeded in the Spot check: 
  Your attention is drawn to some minor commotion 
  down the street. A small group of rough looking 
  Oeridian men wearing studded leather armor are 
  pushing their way through the crowded street. The 
  men look grim and determined, refugees from the 
  south no doubt. While such sights are not 
  uncommon in Pitchfield now-a-days, the fact that 
  they seem to be staring directly at you and your 
  companions and they are walking towards you with 
  grim determination is that makes it different. It 
  seems a few ruffians are looking for trouble…  
   
  Give the PCs 1 round to react. If they run away, the men 
  will start a chase, but the PCs can easily outrun them. 
  Two to three hours later the same group approaches the 
  PCs again unless the PCs take proper precautions to 
  remain hidden. If the PCs stay, the thugs approach and 
  react as described below. 
   
  SND7-02 Obvious Suspect 
   
  Page 14 
  
  No PC succeeded at the Spot check: 
  All of the sudden you realize that a group of 
  Oeridian men are blocking your way. The men look 
  grim and determined, wearing studded leather and 
  armed with saps. They look like refugees from the 
  south, and ruffians like these are rather common 
  now-a-days. Their behavior leaves little doubt about 
  the fact that they are looking for a fight with you 
  and your friends. Others on the streets seem to 
  sense the same thing, and the streets are emptying 
  within seconds.  
   
  One of the thugs, a short stocky man with a 
  crooked nose, grins at you while slapping his sap 
  slowly in his open hand, “What do we have here? 
  People who stick their noses where they do not 
  belong! Let’s teach them a lesson!” 
   
  Their leader, Brim, tries to buy a few more seconds to 
  allow his men to surround the PCs before initiating the 
  fight. Roll the initiative as normal, and move the figures 
  of the thugs around the PCs on their initiative account. 
  They will not attack this round unless the PCs already 
  attacked them or one PC had cast a spell. Brim will just 
  insult the PCs while delaying. 
   
  These men are only in it for the money. They are not 
  hardened criminals even though they try to appear like 
  them. The PCs could try to defuse any violence by a 
  rushed Diplomacy or Intimidate check on their turn as 
  long as no violence has been committed yet. Their initial 
  attitude is Hostile. If changed to Indifferent the state that 
  it is nothing personal and that they are in it just for the 
  money. Giving [APL] gp per thug diffuses the situation, 
  and allows the PCs to talk with the ruffians. If turned to 
  Friendly no gold is required, although it is still 
  appreciated. A rushed Intimidate requires a DC [NPC 
  character level + target’s Wisdom bonus + 20*] Intimidate 
  check and turns the thugs’ attitude into Friendly 
  (although they will be much more groveling and much 
  less freely with answering questions). Use Brim as the 
  target of the Intimidate. See Development below on what 
  the thugs know. 
   
  * Including the penalty for a rushed job. 
   
  Terrain: The fight is most likely set on the streets of 
  Pitchfield. Unless the PCs happen to be on one of the 
  main avenues, these are 10 to 20 feet wide and made out 
  of packed earth. On the side of the streets there are 
  various stone buildings, all with flat roofs and sturdy 
  doors. In the poorer quarters there are various heaps of 
  garbage and junk which count as difficult terrain. Due to 
  the war the streets are not as clean as they used to be. In 
  richer neighborhoods the streets are still clean and open. 
  Alleys, side-streets and open doors offer ample of 
  opportunity for PCs and thugs to seek cover. 
   
  Creatures: The Oeridian men are poorly equipped, and 
  look like they have not had a decent meal in days. Others 
  look like they have seen the bottom of a tankard too often 
  for their own good. They try to hide their despair behind 
  a thin veneer of bravado in a vain attempt to keep up 
  their self-respect. None of them looks remarkable, and 
  except for his behavior, there is nothing that sets Brim 
  forwards as the leader of the bunch.   
   
  APL 2 (EL 4) 
  � Brim: Male human rogue 1; hp 8; see Appendix 1. 
  � Thugs (5): Male human warrior 1; hp 9 each; see 
  Appendix 1. 
   
  APL 4 (EL 4) 
  � Brim: Male human rogue 2; hp 14; see Appendix 1. 
  � Thugs (7): Male human warrior 2; hp 17 each; see 
  Appendix 1. 
   
  APL 6 (EL 6) 
  � Brim: Male human rogue 3; hp 20; see Appendix 1. 
  � Thugs (5): Male human fighter 1/rogue 1; hp 16 
  each; see Appendix 1. 
   
  APL 8 (EL 8) 
  � Brim: Male human rogue 4; hp 26; see Appendix 1. 
  � Thugs (5): Male human fighter 1/rogue 2; hp 25 
  each; see Appendix 1. 
   
  APL 10 (EL 10) 
  � Brim: Male human rogue 6; hp 38; see Appendix 1. 
  � Thugs (5): Male human fighter 2/rogue 3; hp 40 
  each; see Appendix 1. 
   
  Tactics: The thugs have never faced coordinated 
  resistance, and they approach fights rather simple by 
  beating on somebody until that person stops moving. If 
  possible, they try to focus on one opponent at a time with 
  one or two persons trying to grapple and the rest kicking 
  on the grappled victim. They are cowards at heart and 
  surrender of flee when at 25% or below of their maximum 
  hit points.  
   
  Note that they will not use lethal force until after the 
  PCs do so. The punishment for assault is much lower 
  than for murder. 
   
  Treasure:  
  Looting thugs: 
   
  APL 2: Loot 17 gp; Coin 2 gp; Total 17 gp. 
   
  APL 4:  Loot 23 gp; Coin 5 gp; Total 28 gp. 
   
  APL 6: Loot 45 gp; Coin 6 gp; Total 51 gp. 
   
  APL 8: Loot 45 gp; Coin 8 gp; Total 53 gp. 
   
  APL 10: Loot 45 gp; Coin 10 gp; Total 55 gp. 
   
  Development: Throughout the fight, the thugs are not 
  particular talkative. All they do is to spout insults at the 
  PCs. Once defeated, those able quickly flee, while those 
  imprisoned beg for their lives, offering all kinds of 
  excuses for their behavior. The most common excuse is 
  that they needed the money to feed their wife and kids, 
  which for most is a lie. They are quick to answer 
  SND7-02 Obvious Suspect 
   
  Page 15 
  
  questions if the PCs apply pressure, or promise to let 
  them go.  
   
  All the thugs know is that an Oeridian man offered 
  them good gold (APL gp per thug) if they would give the 
  PCs a beating and told the meddlesome adventurers not 
  to get involved with Makarios’ business. They have 
  worked for Makarios before, and know him to pay well. 
  The person who contacted them was not the usual 
  contact, but his gold was good and they have seen him at 
  the Pit. The description they give is rather generic, and 
  fits the description given at the Red Hawk (see 
  Encounter 3). They feel cheated by this man, since he had 
  described the PCs as inexperienced and easy prey, 
  although they do not volunteer this information. If asked 
  how they were able to find the PCs, they tell that Brim 
  brought them here. Brim is an expert in finding people 
  quickly by asking around, and a group of adventurers is 
  not particularly difficult to trail. If the PCs allow the 
  thugs to go without taking their equipment, and actually 
  giving them money they get the AR item “Merciful 
  Reputation”. 
   
  Shortly after the combat a watch patrol (4 soldiers 
  and a sergeant) arrive on the scene. They look tired, and 
  they want to deal with the problem as quickly as possible. 
  If nobody was killed, they offer to take the thugs with 
  them for a night in the cell and a quick fine as 
  compensation for the PCs taken from the thugs’ 
  possessions. If the PCs object, they let the thugs go 
  unmolested. They have better things to do than deal with 
  a couple of ruffians who just got a beating by adventurers 
  – the beating is more of a punishment than they would 
  otherwise have had. Otherwise they take the ruffians 
  with them after a quick statement by the PCs. 
   
  If there are deaths it becomes more problematic. In 
  that case they want to know exactly what happened to 
  ascertain whether the survivors were acting out of self-
  defense or not. If it is just the PCs’ word against that of 
  the thugs, the guards favor the PCs. The guards do not 
  ignore physical evidence though, such as the PCs only 
  having non-lethal damage or no damage at all. In that 
  case it is clear the lives of the PCs were never threatened, 
  and any deaths on the thugs’ side is at the very least the 
  result of excessive force.  
   
  As long as the PCs are working on an official city 
  business, they are allowed to go, but their actions are 
  reported. They all loose 1 extra TU after the adventure 
  and the spokesperson of the group must make a Bluff (if 
  lying), Diplomacy or Profession (lawyer) check. If they 
  succeed at a DC 30 check they get acquitted. If they get a 
  result of 15 to 29 they get a fine of APL x 25 gp. If the 
  check is failed they get a fine of APL x 50 gp and 4 TU 
  imprisonment in a labor camp or military service (their 
  choice). Only those who actually used lethal damage get 
  punished. It also assumes that the PCs did not commit 
  cold-blooded murder by killing helpless targets. If that is 
  what happened, you should contact the Sunndian triad 
  since that would be murder, which would permanently 
  remove a character from the campaign (punishable by life 
  long imprisonment or death). If they were acting on their 
  own, they are arrested and the adventure is over leading 
  to the same punishments as described above. 
   
  Note that if the guilty PCs refuse to comply with the 
  authorities they become wanted criminals. Note down 
  the PCs name, player name, player’s contact information 
  and E-mail the Sunndi Triad with this information as 
  well as what exactly happened. It might result in that PC 
  getting a wanted AR and more severe punishment. Also 
  do this when the PCs were especially cruel towards the 
  thugs. 
   
  5: DENIAL 
  Since most evidence points in the direction of Makarios, 
  or at the very least people in his employ, it is very likely 
  the PCs want to talk with the halfling at some point 
  during their investigations. The easiest method to contact 
  Makarios is by visiting the Pit, which is open from 
  roughly 5 pm until midnight (except during special 
  occasions which are announced long in advance). 
  Makarios himself is usually present from noon until 1 
  hour after closing, although there always is a 20% chance 
  he is away on business during daylight hours. At the 
  remaining time of the day he is at home, and he does not 
  like being disturbed there. 
   
  THE PIT 
  Finding the Pit requires a DC 10 Gather Information 
  check or a DC 20 Knowledge (local:  the Splintered Suns) 
  check. Characters native to Sunndi gain a +5 
  circumstance bonus on the Knowledge check. Residents 
  of Pitchfield and members of Makarios’ Pit Fighters 
  know where the Pit is automatically. 
   
  Slowly working your way through the various back 
  streets of Pitchfield, they seem to get more and more 
  shady. Surprisingly, amid the shadiest of streets, one 
  particular alleyway seems to be recently cleaned up. 
  Were it not for the complete absence of litter, 
  drifters and rats, you would normally think this to 
  be one of those parts of Pitchfield you wouldn’t 
  want to be at night. At the end of the alleyway you 
  can make out a heavy metal door. The building itself 
  does not appear out of the ordinary and there is no 
  sign the door actually leads to one of the more 
  infamous taverns, gambling halls and arena called 
  the Pit. 
   
  [Add the following when the PCs arrive during 
  opening hours:] After watching the door for a few 
  seconds, you note a richly dressed Oeridian man 
  armed with a longsword and a slightly less well-
  dressed lady walk towards the iron door. Two lightly 
  armored warriors, bodyguards no doubt, escort the 
  pair. The man knocks on the door, and a small hatch 
  opens, is quickly closed, and a few seconds later the 
  door is opened. You hear the sounds typical of a 
  lively tavern, before it is cut short when the door 
  closes behind the four humans. 
   
  SND7-02 Obvious Suspect 
   
  Page 16 
  
  Read aloud the following when the PCs enter the Pit: 
  You enter the infamous ‘Pit’, a circular building with 
  a similarly shaped gaping hole in the floor leading 
  to a lower floor. This floor is designed as an arena, 
  and a solid looking metal cage surrounds it. There is 
  a big bar on the northern side of the room, and the 
  rest of the area around the cage is filled with tables. 
  Stairs lead to the second floor, and several private 
  booths for more exclusive games and customers. 
  [During opening times:] The place is filled with people 
  both rich and poor playing all kinds of games. The 
  smell of ale, sweat, wet straw and smoke hangs 
  heavily in the room. You hear muffled laughter 
  coming from upside, noting a heavily build orc 
  sitting on a comfortable chair. 
   
  Note: At opening times Makarios uses the orcs as 
  bouncers. They are grim, and really rude towards the PCs 
  if they actually arrested or killed their fellows. The 
  difference with their normal behavior is hard to notice 
  though. 
   
  When the PCs arrive between 1 am and sunrise they find 
  all latches and doors closed and barred. There are a 
  couple of night guards present, but these blunt, grumpy 
  sturdy humans tell the PCs to return at a later date. They 
  really don’t care who the PCs are or why they are here. 
  PCs who are adamant about checking the Pit and succeed 
  at a DC 20 Intimidate or DC 25 Diplomacy check are 
  given a quick tour to verify there is nobody there. They 
  are not allowed to give the place a thorough search, but 
  even if they come up with a good method to do so 
  undetected, they will find nothing incriminating. If they 
  succeed at a DC 40 Diplomacy check the guards provide 
  the PCs with the address of Makarios as long as they 
  promise not to tell that they gave it. 
   
  If the PCs arrive between sunrise and opening hours 
  they find that there is a lot of activity going on. The place 
  is being cleaned and the supplies are delivered in the 
  morning while fighters practice and preparations are 
  made in the afternoon. As long as they are polite, they are 
  directed to Karaq, the quartermaster of the Pit. Karaq is a 
  hardworking no-nonsense man of Oeridian decent. He is 
  polite towards the PCs, and as long as they tell the truth 
  about why they want to talk Makarios, he arranges a 
  meeting immediately. When Makarios is not present, 
  whether on business or still at home, the PCs needs to 
  succeed at a DC 30 Diplomacy check to get him to send a 
  runner to arrange a meeting within the hour otherwise 
  the PCs need to wait 2d4 hours (or possibly until the next 
  day). PCs who pay for rich upkeep or better, or who hold 
  a favor with Makarios gain a +10 circumstance bonus on 
  this check. Members of Makarios’ Pit Fighters gain a +5 
  circumstance bonus check that does not stack with the 
  bonus due to upkeep or favor. 
   
  � Karaq: Male human (Oeridian-Suel) expert 4. 
   
  Appearance: Average height and build with short 
  brown curly hair, well-shaven and dressed. He has a 
  crooked nose. 
   
  Personality: Hardworking, no-nonsense, strict to his 
  employees and polite to strangers and guests. 
   
  Karaq can tell the following him self: 
  • 
  Verdann is a great bard who is known to perform for 
  the rich and famous. He likes the action of the ring 
  though which is why he works so often at the Pit 
  especially during special events. 
  • 
  The last time he saw Verdann was six days ago. This 
  is not strange, since Karaq works during the day and 
  Verdann tends to arrive in the early evening. There 
  also has not been a special event in the last week, and 
  it wouldn’t surprise Karaq that Verdann performed 
  at other places if at all. 
  • 
  Makarios is a good boss and Karaq has no 
  complaints. He also knows better than to gossip. 
  • 
  He is not aware of any arguments between Ikkar and 
  Makarios. 
  • 
  He considers any accusations of Makarios (or 
  Verdann for that matter) being involved with the 
  sabotage as garbage. 
  • 
  He does not know where Verdann lives, directing 
  the PCs to discuss this with Makarios. 
   
  If the PCs arrive during opening hours they are directed 
  to the bouncers. The bouncers are blunt and aggressive 
  orcs and they are not very talkative. If Makarios is 
  present, they want to know why the PCs want to speak 
  with him and then approach Makarios to check whether 
  he wants to receive the PCs or not. Unless the PCs give a 
  silly reason Makarios gladly receives the PCs for a short 
  chat, curious about what a group of adventures want of 
  him (assuming he does not already know). He receives 
  them upstairs in a private room that has a glassteel floor 
  in the middle giving a great view on the arena below. The 
  room is furnished with comfortable chairs, and there is a 
  cabinet with small kegs and flasks filled with more 
  expensive ales, wines and strong liquors. If Makarios is 
  not present at the Pit, they state so, telling that if the PCs 
  remain at the Pit they will contact them when Makarios 
  arrives (which he does after 1d4 hours). Otherwise they 
  will need to try it another day.  
   
  AT HOME 
  Makarios lives in the better parts of what is known as the 
  Highland District. It is the area where most of 
  Pitchfield’s halflings, gnomes and dwarves life. It was 
  originally a human district, but many of the buildings 
  have been adapted to their new smaller occupants by 
  adding floors and changing door and window sizes. It is 
  mostly a resident district with a few taverns and small 
  shops catering to the local residents (and taller folk 
  looking for something exotic). The streets consist mostly 
  of packed earth, but they are clean, and the crime rate is 
  low except for the occasional practical joke at the expense 
  of tall folk. 
  SND7-02 Obvious Suspect 
   
  Page 17 
  
   
  Makarios lives in a house of his own, a tall narrow 
  house typical for a wealthy merchant, although like the 
  rest of the houses in the street adapted to small sized 
  inhabitants. The house looks like any other house in the 
  street. Every person living in the street is in Makarios’ 
  employ and strangers are eyed wearily by the locals. The 
  neighborhood watch –a group of 5 halfling rogues– 
  always approaches heavily armed groups, curious about 
  that group’s intentions. They know Makarios prefers not 
  to do business at home, and advice people to go to the Pit 
  at opening hours. Once their curiosity is satisfied, they 
  leave the PCs alone. 
   
  The PCs reception at Makarios’ house depends on 
  the time of their arrival. During daylight hours the PCs 
  are treated politely. If they want to speak with Makarios, 
  and it is before noon they need to succeed at a DC 25 
  Diplomacy check, otherwise they are told to meet 
  Makarios 1 hour after noon at the Pit (in which case he is 
  always there). If the PCs mention they are deputized, 
  they gain a +5 circumstance bonus on the check. If they 
  want to speak with his wife, and give a good reason (use 
  you judgment), they need to succeed at a DC 15 
  Diplomacy check. The wife is loyal to her husband, and 
  will reveal nothing worthwhile. Reception during the 
  night is much colder, and the DC to speak with Makarios 
  and/or his wife is respectively 50 and 40. 
   
  TALKING WITH MAKARIOS 
  Once the PCs finally have arranged a meeting with the 
  infamous Makarios, they learn he is a cheerful and polite 
  halfling, skilled at making people feel at ease. He appears 
  to be enjoying life, and he is quiet eager to share, that is, 
  as long as he thinks he can use a particular person, or else 
  he becomes much colder and keeps a close hand on his 
  pouch. Luckily for the PCs, he is aware that he can always 
  use adventurers, if not now then certainly at some future 
  time. Besides, adventurers make bad enemies, they are 
  difficult to frighten and require an immense amount of 
  resources to remove once they pose a threat. He likes 
  chitchat, but after the necessary pleasantries he does 
  prefer to get to business. On the other hand, he equally 
  despises people that cut down the chase immediately, 
  considering it rude and taking away the pleasure of the 
  conversation. 
   
  � Makarios: Male halfling rogue 12 (Bluff +20, 
  Diplomacy +24). 
   
  Makarios relates the following to the PCs: 
  • 
  He never gave anybody the order to destroy Ikkar’s 
  warehouse. In fact, he has no reason to do so. The 
  man is a good customer, and angry customers do not 
  spend money. 
  • 
  If pressed, he admits Ikkar has some outstanding 
  debts with Makarios, but those are legal, and it 
  would have been easier to let the authorities 
  confiscate Ikkar’s supplies. Or in this case, ask Ikkar 
  to deliver the stuff without much fuss since Ikkar 
  would prefer to keep knowledge on these debts 
  secret for the sake of his wife (and to prevent his 
  wife from forbidding him to get to the Pit). 
  • 
  Destroying valuable commodities is hardly smart. 
  Assuming he is indeed capable of such despicable 
  acts, wouldn’t it be more in line to steal the stuff and 
  sell it on the black market? 
  • 
  Makarios has access to a lot of muscle, why use orcs, 
  who are closely associated with the Pit?  
  • 
  In fact, he acts rather insulted if the PCs honestly 
  believe he is behind it. First of all, he is a good 
  Sunndian, despising the Wastrians and the thought 
  of doing something that helps those religious 
  fanatics is downright repulsive. If that is not enough, 
  why make the trail so obvious to follow? Do the PCs 
  really think he is that stupid? 
  • 
  If asked who would gain by framing him, he thinks 
  the Wastrians are behind it. The attack serves their 
  purpose directly by destroying the supplies, and 
  indirectly by harming the reputation of non-
  humans. He even goes so far, to suggest that the PCs 
  arrival at the warehouse was unlikely to be 
  coincidence. Well, the fact that it were the PCs 
  probably was coincidence, but the arrival of a group 
  of adventurers was not. Jargo’s warehouse is 
  remarkably close to the Broken Manacles, and isn’t 
  Gerrand a man of habit? 
  • 
  Verdann is a good friend, and Makarios cannot 
  believe he would betray Makarios (at least not this 
  openly). Besides, the man is rich, and has absolutely 
  nothing to gain. Are the PCs certain the orcs where 
  not deceived with magic? Perhaps they should talk 
  with Verdann? 
  • 
  Makarios would greatly appreciate it if the PCs kept 
  this whole affair under the lid. He is innocent, but in 
  his line of business reputation is everything, and if 
  such a thing became public it would be a serious 
  blow to his business. He also reminds them that 
  sometimes it is better to remain subtle when dealing 
  with enemies who are all too eager to frame him, 
  because going to the authorities is exactly what they 
  want.  
  • 
  If any of his employs is behind the crime, he will 
  punish them, and the PCs can witness any such 
  punishment. He prefers to get the culprit behind the 
  attack alive, but a corpse will do as well. The dead can 
  talk after all. 
   
  Troubleshooting: It is certainly possible the PCs will 
  talk with Verdann before talking with Makarios. In that 
  case they are very likely to report to the authorities 
  without ever talking with Makarios, or they decide to talk 
  with Makarios afterwards. This is no problem, but it is too 
  late for a deal. Only when they have not yet handed 
  Verdann over to the authorities and neither shared their 
  finding, can they still earn Makarios’ favor. They still earn 
  his disfavor – members of the Pit Fighters should know 
  better than to go to the authorities with what is an 
  SND7-02 Obvious Suspect 
   
  Page 18 
  
  internal matter (see the Conclusion though for 
  circumstances that can remove the disfavor). 
   
  6: RESISTING ARREST 
  At some point the PCs will want to talk with Verdann. 
  Before they can do so, they need to acquire his address. 
   
  The easiest way to get the address is by asking 
  sergeant Markos. He doesn’t have the address at hand 
  immediately, giving you a good tool to postpone the 
  meeting with Verdann at least until after Encounter 4 
  and perhaps even Encounter 5. The PCs can use this time 
  to do some more background research as discussed in 
  Encounter 3. Markos does recognize the name though, 
  and he is aware Verdann has some powerful friends. So 
  he warns the PCs to be careful, not everybody in power 
  cares as much about the truth and justice as about 
  friendships and influence. The PCs should try to get 
  some solid evidence before messing with the man. 
   
  PCs with a decent Gather Information check can 
  also get the address by asking around on the streets. See 
  Encounter 3 for details. Finally, the PCs can acquire the 
  address from Makarios, as long as they promise to work 
  for him. See Encounter 5 for details. 
   
  RESIDENTS OF THE MANSION 
  Verdann rents a house from the Derania family which is 
  located at the edge of their property in Pitchfield. While 
  his house is separated from the main garden by a large 
  hedge, the gardener and housekeeper of the family does 
  take care of Verdann’s house and the children do have a 
  tendency to sneak closer and spy on the man. So if the 
  PCs approach the residents of the mansion with some 
  questions about Verdann, they can learn the following if 
  the succeed at a DC 15 Diplomacy check. Otherwise all 
  they hear is that Verdann is the perfect tenant, keeping to 
  him self, rarely complaining and always paying the rent 
  on time. 
  • 
  Verdann is a pleasant fellow who usually doesn’t 
  mind visitors. He is a great storyteller, and he is 
  always willing to make some time for the children or 
  even the servants. The ladies of the house, both 
  Berizia and Messilina, hardly ever have any dealing 
  with the man and Verdann does not visit the 
  mansion. 
  • 
  Two weeks ago Verdann requested that the servants 
  and children would stay away since he needs the 
  privacy to write a new story. While not particular 
  common, this has happened in the past and doesn’t 
  raise any questions from the servants. 
  • 
  The maid delivers his meals twice per day. She 
  knocks on the door, and leaves it there, while taking 
  the dishes of the previous meal and some coin with 
  her. She has not seen Verdann since he started with 
  writing his story. 
  • 
  Regardless of what the PCs might believe, neither 
  Berizia nor Messilina have a love interest with 
  Verdann.  
  • 
  The housekeeper can also tell that Verdann recently 
  acquires a beautiful grand piano – a gift from an 
  admirer. This is rather odd since Verdann cannot 
  even play the piano. He is a storyteller and knows a 
  few things about playing the harp and lyre. 
  • 
  The gardener and the children heard beautiful grand 
  piano music coming from the house. 
  • 
  Children being children, they of course have 
  sneaked close to the house despite orders to the 
  contrary. If the PCs promise not to punish, nor 
  laugh, they tell that they know Verdann has a couple 
  of male visitors over at his place. There is also a 
  strange stench not unlike that of the garbage heap 
  behind the gardener’s shed. At APL 2 and 4 they also 
  mention the visitors acted rather strangely. At APL 2 
  they reminded them of those stories told about bad 
  wizards who used walking corpses and APL 4 they 
  remember a scene in which the three acted exactly 
  identical. This is precious little to go on, and the PCs 
  are free to speculate, but it does warn them to be 
  careful. 
   
  VERDANN’S HOUSE 
  Verdann’s house stands at the corner of the garden, the 
  farthest away from the mansion. It is has a door both to 
  the street and the garden. The windows are all towards 
  the garden. The street is a cobbled street, as are most 
  streets in the neighborhood, but it is a side street leading 
  to servant entrances for a couple of mansions. A map of 
  the house can be found in the Map’s section. 
   
  Street Side 
  Read aloud or paraphrase the following when the PCs 
  approach the building from the street: 
   
  To get to Verdann’s house you need to turn into one 
  side street that, as all streets in the neighborhood, is 
  cobbled and clean.  From this direction the house is 
  unassuming, blending in with the simple 10 feet 
  high grey wall that surrounds the gardens of the 
  Derania Mansion except that it is two stories high. 
  The house has a sloped roof made out of slaps of 
  dark grey limestone overgrown with colorful 
  lichens with a small chimney as well and some kind 
  of small tower no higher than the house with a 
  distinct pointed roof. Except for two very small 
  windows at the corner there are no windows facing 
  the street. The door is made out of solid dark 
  painted wood with a small hatch and a black iron 
  door handle. 
   
  The street is quiet at all times, although the occasional 
  wagon or servant rides by. At night there is hardly 
  anybody except for the occasional watch patrol. Once the 
  PCs get closer to the front door, there is a distinct but 
  faint smell of rotting garbage. 
   
  The walls surrounding the garden are 1 feet thick, 10 
  feet high and they are topped with pits of sharp steel and 
  SND7-02 Obvious Suspect 
   
  Page 19 
  
  glass. The two windows are too small for a person to fit 
  through, even a halfling, and have stained glass. The glass 
  is not clear enough to look through, but when broken 
  gives a view on the wooden stairs and the room beyond. 
  The door is locked with a good quality lock. 
   
  � Garden walls: 1 ft. thick masonry; hardness 8; hp 90; 
  Break DC 35; Climb DC 20 (glass on top functions as 
  caltrops). 
   
  � Outer doors: 2 in. thick wood; hardness 5; hp 20; 
  Break DC 25; Open Lock DC 30. 
   
  Garden Side 
  Read aloud or paraphrase the following if the PCs 
  approach the house from the garden: 
   
  Walking through a simple well-kept garden you 
  enter a patch of dense bushes and trees that blocks 
  sight between the mansion and Verdann’s house. 
  Once past the bushes you look over a small field of 
  yellow grass at a white plastered two-story house. 
  Under the shadows of the bushes you also note a 
  small wooden out-house. There is a small tower, no 
  higher than the house, attached to the corner of the 
  house with a distinct pointed roof and many 
  windows with red painted hatches. The main 
  building also has several windows and similarly 
  painted latches as well as a sturdy red door. The 
  latches are all closed.  The walls are overgrown with 
  vines, and under the windows you note flowerpots. 
  The plants look somewhat withered, as if they have 
  not received as much care in the last couple of days 
  as usual. On the grass you note a beautiful white 
  painted metal table and several wooden garden 
  chairs. 
   
  Like on the street side, if the PCs approach the house 
  they smell the distinct but faint odor of rotting garbage. 
  It clearly comes from the house and not from the 
  outhouse. Due to the vines climbing the walls of the 
  house is easier, only requiring a DC 15 Climb check. The 
  outer walls otherwise have the same stats as the garden 
  walls. The door on this side is the same as on the street 
  side. It is impossible to peek through the latches, and 
  they have to be broken open to look inside. The windows 
  are made out of glass, and they are easy to break once the 
  latches are open. 
   
  � Latches: 1.5 in. thick wood; hardness 5; hp 10; Break 
  DC 18. 
   
  Room 1: 1st Floor 
  Read aloud or paraphrase the following once the PCs get 
  a good look at this room (note that the presence of 
  Verdann and the devils have been kept out of the 
  description on purpose, add these when present, see 
  ‘Approaching Verdann’ for details): 
   
  The first floor consists of only one big room. It has a 
  stone floor, and a wooden ceiling supported by big 
  oak beams. An open wooden staircase leads up to the 
  second floor in the corner. A large fireplace 
  dominates the street side of the house, but it doesn’t 
  show much signs of recent use, being filled with a 
  large heap of ash. In front of the fireplace are a small 
  heavy wooden table and 4 beautifully decorated 
  wooden chairs. A large double door wooden closet, 
  equally beautiful decorated, stands to the wall next 
  to the street door. Several woodcarvings and 
  paintings hang on the wall, clearly showing the 
  wealth of Verdann as well has his taste in romantic 
  art and natural scenes. A low plush bench stands 
  along the walls of the small tower surrounding a low 
  table creating a small comfortable looking sitting 
  corner. 
   
  The odor of garbage is much more pungent inside the 
  building, causing the PCs’ eyes to water as well as starting 
  gag reflexes. There is no obvious cause of the stench 
  though. Astute PCs note a rolled up carpet under the 
  stairs that used to lie on the floor. The floor also shows 
  several smudges of filth that have been cleaned recently. 
  PCs that succeed at a DC 20 Survival check realize that 
  the filth has been cleaned repeatedly but somehow kept 
  returning.  
   
  The closet contains cooking gear, eating utensils, 
  several crystal goblets, chinaware platters and cups. There 
  is a wooden latch under the stairs which leads to a very 
  small cellar which is used to store food and drinks.  
   
  Troubleshooting: There are a lot of valuable items here, 
  and the PCs could take one or two pieces of art as a 
  memento with them. Most of their value comes from 
  their artistic value and not the materials. Selling these 
  does not fall within the scope of the adventure, especially 
  since they are too hot to sell on the legal market. Instead 
  advice the players with the larcenous PCs to go for after-
  adventure earnings (see ‘Benefits from Nonadventuring 
  Activity’ in the LGCS) through an untrained Craft check 
  (or if they have Sleight of Hand with that skill) with a +5 
  circumstance bonus. Failing the check has the same rules 
  as with Sleight of Hand, resulting in possible arrests and 
  fines. 
   
  Room 2: 2nd Floor 
  Read aloud or paraphrase the following once the PCs get 
  a good look at this room (note that the presence of 
  Verdann and the devils have been kept out of the 
  description on purpose, add these when present, see 
  ‘Approaching Verdann’ for details): 
   
  The second floor consists of one big room which is 
  dominated by a huge four-poster bed made out of 
  black Mahoney and decorated with alls kinds of 
  woodcarvings of satyrs, nymphs and other fey-like 
  creatures in one corner of the room and an equally 
  beautiful grand piano in the tower. Right next to the 
  SND7-02 Obvious Suspect 
   
  Page 20 
  
  grand piano stands an equally beautiful harp. 
  Further furnishing of the room consists of a heavy 
  desk covered by all kinds of writing gear and a 
  double-door closet. Large bushes of dried lavender 
  hang on the wooden ceiling and thick green carpet 
  covers the floor. The fireplace is clean with a bright 
  polished brass poke and a small shovel standing 
  next to it. Unlike the room below there are no pieces 
  of art decorating the walls or the mantelpiece. 
   
  The rotting odor is less strong here, hidden behind the 
  strong smell of lavender and incense. There are also no 
  smudges on the floor – assuming the PCs did not fight 
  the devils on this floor. 
   
  The harp is of masterwork quality. Inside the closet 
  they find many sets of courtier’s outfits, expensive, 
  beautiful and just right for a bard in those circles. The 
  papers on the desk contain the notes of a story not even 
  remotely finished. A PC who takes the time to read them 
  carefully and succeeds at a DC 15 Sense Motive check 
  realizes that the hero of the story takes several morally 
  questionable acts that seem to favor a lawful evil mind-
  set. If they compare the style to some of the other stories 
  designed by Verdann they note distinct differences. 
  Some notes on the side of the paper also suggests 
  Verdann was obsessed with it, and seemed to take advice 
  from some kind of woman although he never mentions a 
  name, let alone how she looks like. 
   
  Treasure: 
  Taking the harp: 
   
  All APLs: Loot 8 gp. 
   
  APPROACHING VERDANN 
  The exact location of where Verdann is when the PCs 
  approach the house depends on the time. Most of the 
  time, Verdann sits behind his desk either obsessively 
  writing, or staring at the wall behind his desk while 
  muttering to himself. He starts early in the morning and 
  works into the late hours of the night. He eats at irregular 
  hours, limiting himself to food that the maid delivers. In 
  the early evening around sunset he starts playing the 
  grand piano for an hour or two before he resumes 
  writing. The remaining few hours he spends sleeping. 
  There always seem to be two servants with him, which 
  are not from the house. The third is sitting or standing on 
  the first floor. See below for more details. 
   
  What happens next depends entirely on how the 
  PCs approach the house. The devil bodyguards are always 
  listening for odd sounds, such the noise of armored 
  people marching down the street. Assume they ‘take 10’ 
  on their Listen check, and do not forget to apply the -5 
  penalty they take for the closed doors (or -10 at the 2nd 
  floor towards the streets due to the lack of windows) as 
  well as any penalties for distance. If they hear the PCs or 
  any spy approaching the house, they telepathically warn 
  Verdann who immediately goes down while the devils 
  start doing things you would expect of servants. 
  Remember that devils do not need sleep and they are 
  awake at all times.  
   
  PCs who break into the house and are seen or heard 
  are immediately attacked, although if they do so at the 
  right time and have been sneaky enough Verdann is 
  likely to be still asleep. 
   
  PCs who politely knock on the door, hear a shout by 
  Verdann to go away since he is busy. If they keep 
  bothering him, they hear him stumble downstairs, and 
  they can speak a few words with him through the closed 
  door. 
  • 
  He is working on a new masterpiece and wants to be 
  left alone [True]. 
  • 
  He has not left the house for days [False]. 
  • 
  He has never given anybody the orders to attack 
  Ikkar’s warehouse [False]. 
   
  If the PCs press matters, and insist on personally 
  speaking with Verdann, he threatens to call the guards. If 
  the PCs mention they are the guards, he is silent for a few 
  moments, after which point a servant opens the door and 
  he allows the PCs to enter. There is madness in his eyes 
  though, and PCs who succeed at a Sense Motive check 
  opposed by his Bluff skill modifier realize he is on the 
  verge of attacking. During the conversation he denies 
  any charges, but refuses to do so while in a zone of truth. 
  As soon as the PCs recognize the servants are not human 
  the servants immediately attack, forcing Verdann to take 
  action as well. 
  It should be noted that while Verdann does not want 
  to fight the PCs, realizing fully well they have no real 
  evidence, it is in the devils’ best interest to do so. They 
  want Verdann implicated, and the fiend possessing 
  Verdann makes it difficult for him to think straight. Still, 
  as long as the devils are not recognized (or at least not 
  aware they are recognized) or Verdann is not driven over 
  the edge by insistent accusations, the devils do not attack. 
  They prefer to let Verdann start any hostilities, making it 
  appear Verdann is the one leading them and not the 
  fiend possessing Verdann. 
   
  Creatures: Verdann is an Oeridian man of average 
  height with short curly brown hair, an olive colored skin 
  and dark brown eyes. He usually is clean-shaven, and 
  well-dressed, but right now he has a disheveled look 
  about him, and he appears not to have shaven himself in 
  days. He smells strongly of perfume, which is not too 
  surprising if you take his current companions in mind. It 
  is important to keep in mind that he is possessed by a 
  fiend, but that it is voluntarily. The devil grants him a +4 
  profane bonus to Charisma, although she can switch it to 
  another attribute once per round on Verdann’s turn. 
  Protection from evil and protection from chaos suppresses this 
  effect, and the fiend can be exorcised through the regular 
  means (the easiest method would be dispel evil). Because 
  of the fiend Verdann also detects as moderately evil. 
   
  His three (two at APL 2) companions look like 
  ordinary male Oeridian servants, but their behavior is 
  odd and they smell strongly of rotting garbage. They 
  SND7-02 Obvious Suspect 
   
  Page 21 
  
  radiate a faint aura of Illusion magic. If a character 
  directly interacts with them, they get a DC 11 Will save 
  to look through the illusion and see the devils true form. 
  Otherwise a Spot check is required opposed by the fiends 
  Disguise check (assume they ‘took 10’) with a +10 bonus 
  due to the magic. As soon as combat starts, they start 
  dripping slime and filth and the disguise is immediately 
  shattered. At APL 2 this filth and the stench is merely 
  cosmetic, at APL 4 it results in the effects described in the 
  Brand of Nine Hells and Mark of Maladomini feats.  
   
  Note 
  that 
  the 
  fiend 
  possessing 
  Verdann 
  telepathically communicates with these devils giving the 
  impression they can read Verdann’s mind. They never 
  speak. If the PCs surprise the devils, they might catch 
  one torturing a rat, enjoying the squealing. They are 
  itching for some action, and relish the opportunity to 
  fight some do-gooder adventurers. 
   
  These effects are really distinct, and a PC that 
  succeeds at a DC 20 Knowledge (the planes) check 
  realizes that this likely means they directly serve a very 
  specific arch-devil. If the check was passed by 5 or more, 
  the character realizes it is Baalzebul, ruler of Maladomini, 
  the 7th layer of the Nine Hells, Lord of Flies whose devils 
  are known for their skill in corrupting kingdoms. A DC 
  20 Knowledge (religion) check is needed to know that 
  Baalzebul is worshipped as the patron of strength and 
  guile. 
   
  APL 2 (EL 4) 
  � Verdann: Male human bard 2; hp 12; see Appendix 
  1. 
  � Lemures (2): hp 9 each; see Monster Manual page 57. 
   
  APL 4 (EL 7) 
  � Verdann: Male human bard 4; hp 22; see Appendix 
  1. 
  � Legion devils (3): hp 19 each; see Appendix 1. 
   
  APL 6 (EL 9) 
  � Verdann: Male human bard 6; hp 32; see Appendix 
  1. 
  � Bearded devils (3): hp 45 each; see Monster Manual 
  52 (replace summon baatezu spell-like ability with the feats 
  Brand of the Nine Hells (Baalzebul) and Mark of 
  Maladomini). 
   
  APL 8 (EL 11) 
  � Verdann: Male human bard 8; hp 50; see Appendix 
  1. 
  � Bearded devils, advanced (3): hp 76; see Appendix 
  1. 
   
  APL 10 (EL 13) 
  � Verdann: Male human bard 10; hp 62; see Appendix 
  1. 
  � Bone devils (3): hp 95 each; see Monster Manual 51 
  (replace summon baatezu spell-like ability with the feats 
  Brand of the Nine Hells (Baalzebul) and Mark of 
  Maladomini). 
   
  Tactics: Verdann’s house is small, and ill-suited for a 
  fight. Verdann tries to use this to his advantage by using 
  the devils to block any direct path to him. At low APLs he 
  immediate activates his medal of gallantry gaining the 
  protection of sanctuary cast at 3rd level with a DC 11 Will 
  save to penetrate. He does not care about the potential -1 
  morale penalty on the attack roll if he breaks the spell 
  himself, since if he gets into melee he is in big trouble 
  anyway. Instead, he focuses on buffing the fiends, 
  starting with using his scroll of darkness (devils can see 
  perfectly fine even in magical darkness) and his bardic 
  song (properly boosted with inspirational boost), although 
  at higher APLs he uses his area spells that would disable 
  the PCs. At these APLs he waits with activating the medal 
  until after having tried calm emotions or confusion, both 
  properly boosted by the Captivating Melody feat. If aware 
  of the PCs approach, he also has cast sonorous hum 
  beforehand if available so that he does not have to 
  concentrate on calm emotions. In this case his next action 
  is inspire courage, followed by his attack spells that 
  directly affect single PCs. 
   
  Meanwhile his devils try to protect Verdann to the 
  best of their ability, fighting to the death if necessary. At 
  APL 6+ one or more might teleport outside the house to 
  assault the PCs from behind depending on whether or 
  not those inside can still block the path to Verdann. Do 
  not 
  forget 
  that 
  the 
  devils 
  cannot 
  summon 
  reinforcements, but instead create an overwhelming 
  stench and due to the dripping grease are very difficult to 
  run past. 
   
  Verdann fights to the death and so do the devils. The 
  exception is when the fiend’s possessing powers are 
  suppressed or she is exorcised. In that case he tries to flee 
  when at 10% of hit points, or when fleeing is impossible 
  surrenders. The devils keep fighting, and they try to 
  make his flight impossible. Astute PCs might note that 
  they appear to want to get Verdann killed by the PCs. 
   
  Treasure: 
  Looting Verdann (and devils on APL 4, 6 and 8): 
   
  APL 2: Loot 55 gp; Coin 10 gp; Magic 113 gp; medal 
  of gallantry (92 gp), 2x potions of shield of faith +2 (4 gp each), 
  scroll of darkness (13 gp); Total 168 gp. 
   
  APL 4: Loot 138 gp; Coin 10 gp; Magic 225 gp; +1 
  chain shirt (104 gp), medal of gallantry (92 gp), 2x potions of 
  shield of faith +2 (4 gp each), 2x scrolls of cure light wounds 
  (arcane) (4 gp each), scroll of darkness (13 gp); Total 373 gp. 
   
  APL 6: Loot 36 gp; Coin 10 gp; Magic 542 gp; +1 
  chain shirt (104 gp), amulet of natural armor +1 (167 gp), hat 
  of disguise (150 gp), medal of gallantry (92 gp), 2x potions of 
  shield of faith +2 (4 gp each), 2x scrolls of cure light wounds 
  (arcane) (4 gp each), scroll of darkness (13 gp); Total 588 gp. 
   
  APL 8: Loot 36 gp; Coin 10 gp; Magic 875 gp; +1 
  chain shirt (104 gp), amulet of natural armor +1 (167 gp), 
  cloak of charisma +2 (333 gp), hat of disguise (150 gp), medal 
  of gallantry (92 gp), 2x potions of shield of faith +2 (4 gp each), 
  SND7-02 Obvious Suspect 
   
  Page 22 
  
  2x scrolls of cure light wounds (arcane) (4 gp each), scroll of 
  darkness (13 gp); Total 921 gp. 
   
  APL 10: Loot 36 gp; Coin 10 gp; Magic 1,042 gp; +1 
  chain shirt (104 gp), amulet of natural armor +1 (167 gp), 
  cloak of charisma +2 (333 gp), hat of disguise (150 gp), medal 
  of gallantry (92 gp), 2x potions of shield of faith +4 (50 gp 
  each), 2x scrolls of cure light wounds (arcane) (4 gp each), 
  scroll of darkness (13 gp), wand of blur (10 charges) (75 gp); 
  Total 1,088 gp. 
   
  Detect magic results: +1 chain shirt (Faint 
  Abjuration), 
  amulet 
  of 
  natural 
  armor 
  +1 
  (Faint 
  Transmutation), 
  cloak 
  of 
  charisma 
  +2 
  (Moderate 
  Transmutation), hat of disguise (Faint Illusion), medal of 
  gallantry (Faint Abjuration), potions of shield of faith +2 and 
  +4 (Faint Abjuration), scrolls of cure light wounds (arcane) 
  (Faint Conjuration), scroll of darkness (Faint Evocation), 
  wand of blur (10 charges) (Faint Illusion). 
   
  Development: If Verdann is killed or knocked 
  unconscious in the resulting fight, PCs with the ability to 
  look into the Ethereal Plane note a gray cloudy shape 
  vaguely like a woman with swan-wings leave his body. 
  Any devils still remaining keep fighting. When they are 
  killed, their corpses remain as clear evidence they were 
  gated 
  and 
  not 
  summoned. 
  Alert 
  PCs 
  (as 
  do 
  knowledgeable PCs who are aware that the devils at APL 
  6+ can teleport away) might note that it is almost as if 
  they wanted to be killed even if they could easily flee. It 
  is rather useful though since the presences of devil 
  corpses make explaining the fight with Verdann a lot 
  easier. 
   
  Whether alive or dead, Verdann can tell the PCs the 
  following things (under proper pressure): 
  • 
  He did hire the orcs, and he did disable the guards of 
  the warehouse. 
  • 
  Makarios did order him to do so… not directly since 
  Makarios is much too smart for that, but certainly 
  indirectly [whether true or not is beside the point, 
  Verdann believes it to be the truth]. 
  • 
  Verdann does not know why, but he assumes it is as 
  a warning to Ikkar and other people with a debt with 
  Makarios. 
  • 
  He thinks he needed to use the orcs, because it made 
  the trail so obvious to follow, that no sane person 
  would ever believe Makarios is guilty. 
  • 
  He received the grand piano from Lady Naleen after 
  he mentioned how he loved to play the instrument, 
  but did not have the money to buy it. 
  • 
  He met a lady a couple of weeks ago who inspired 
  him to write a masterpiece of a novel. When asked 
  for a description about this lady, he cannot do so. He 
  is not sure where he met her, nor when. All he 
  knows is that she was beautiful and helped him 
  make the story even better so that he would become 
  as famous with it as Mordekainen or Tenser. 
   
  In any event, nobody seemed to have heard the fight, and 
  the PCs now have to decide what to do with the 
  information they have. Do they go to Makarios, before 
  going to the authorities, or do they give a complete report 
  to the authorities? What happens next depends on the 
  choice they make and is detailed in the Conclusion 
  below. 
   
  CONCLUSION 
  At this point the PCs have two basic choices. Proceed 
  with Informing Makarios if they choose to talk with 
  Makarios first. If they immediately inform the 
  authorities, and that includes calling the city watch at the 
  end of Encounter 6, proceed with ‘Informing the 
  Authorities’. 
   
  INFORMING MAKARIOS 
  Assuming the PCs have made a deal with Makarios, they 
  are received immediately regardless of the time of the 
  day. Makarios is anxious for news, and assumes it must be 
  important if they contact him at ungodly hours. If the 
  PCs tell him the truth, he looks visibly upset over the 
  betrayal and perhaps death of his erstwhile friend 
  (although that could be just an act). He tries to convince 
  the PCs to keep this news from the authorities and the 
  public, using the following arguments: 
  • 
  If Verdann is alive, why condemn a good man to 
  death without learning what went on and death is 
  what he will receive when handed over to the 
  authorities? He will make sure he gets proper 
  treatment. If the PCs ask for clarification, he 
  mentions punishment or true treatment at the 
  temple of Pelor depending on what he thinks the 
  PCs’ preferences are. He also promises that the PCs 
  can speak with him at any time in the future, via 
  Makarios of course. 
  • 
  If Verdann is dead, Makarios asks why they would 
  want to besmirch the name of a dead man just for the 
  sake of publicity?  
  • 
  Telling the guards/city authorities is like telling the 
  whole city? It would ruin any chance for future 
  investigations into the details of these crimes, 
  because whoever is behind it has shown signs of 
  being subtle manipulators indeed. 
  • 
  Many people will never believe his innocence, so it 
  will hurt his reputation and business, but worse, it 
  will ruin the reputation of all halflings and increase 
  tension between humans and non-humans. As such 
  it will play right into the hands of what the 
  Wastrians want. 
  • 
  He can arrange for any evidence of the fight at 
  Verdann’s house to disappear and to make sure 
  nobody will miss Verdann. In short, there is no 
  reason to worry about the authorities blaming the 
  PCs for anything, even failure. 
  • 
  If the PCs insist, he allows them to talk with the 
  Disciples of the Phoenix about the incident, 
  although he prefers to tell them himself.* 
  SND7-02 Obvious Suspect 
   
  Page 23 
  
  • 
  He is willing to compensate Ikkar’s losses in name of 
  his friend*. 
  • 
  The PCs will earn his favor, and if they want [APL x 
  50] gp*. 
  • 
  If they do go to the authorities and tell the truth they 
  earn his enmity. Is that really what the PCs want?* 
   
  * Makarios prefers not to provide these arguments, 
  especially the threat, and only does so when necessary to 
  convince the PCs to comply. 
   
  If the PCs accept his proposal, and decide to keep their 
  findings (in particular Verdann’s involvement with 
  devils) between Makararios and them he is grateful. He 
  quickly makes sure any evidence of a fight at Verdann’s 
  house is removed. Out of gratitude he pays either [25 x 
  APL] gp if the PCs did not ask for money, or [50 x APL] 
  gp if that is what he needed to promise, and the PCs also 
  gains his favor. To gain the special Pit Fighters additional 
  reward a PC must be a member at the start of the 
  adventure or join directly afterwards. In this case they do 
  NOT gain the Mayor’s favor, or Makarios’ Disfavor. 
   
  If they refuse, or worse, if they make the deal and 
  still tell the authorities, than he becomes a lot colder. He 
  accepts their decision, but the PCs earn his disfavor and 
  not his favor. See ‘Informing the Authorities’ for what 
  happens next. Note that he privately contacts any PC 
  who argued in his behalf as well as members of the Pit 
  Fighters MO. He can understand they cannot force the 
  others to comply, but they can help him by speaking in 
  Makarios’ favor in court or any public meeting to alleviate 
  the problems. If the PCs accept, those PCs do not gain his 
  disfavor, but nor do they get the favor of the mayor. 
  Instead they gain his favor as described above. 
   
  INFORMING THE AUTHORITIES 
  If the PCs choose to inform the authorities, or take it 
  public (which is effectively the same thing), they need to 
  give a short report on what happened. If they have 
  Verdann, or his corpse is in a condition for speak with 
  dead, they conclude there is enough proof against 
  Makarios for a court-case. The PCs are called upon to 
  testify as well, but before the case goes to court Verdann 
  or his body disappear. The PCs are sent home, they get 
  their promised gold and the Mayor’s favor. Without 
  Verdann there simply is not enough evidence against 
  Makarios for a legal court. Of course, rumors about 
  Makarios working with devils and destroying food to 
  raise the prices spread like wild-fire increasing the 
  tension between halflings and humans. This is also what 
  happens if the PCs do inform the authorities if there 
  wasn’t a corpse to begin with. In that case though, they 
  do not earn the Mayor’s favor or the gold. It is one thing 
  to accuse a wealthy influential inhabitant of Sunndi of a 
  crime with solid evidence, and than that evidence gets 
  destroyed by the fault of others, it is another to do so 
  without any evidence.  
   
  DISCIPLES OF THE PHOENIX 
  Assuming members of the Disciples give a full report 
  about their activities (as they should considering the 
  presence of fiends) you should read aloud or paraphrase 
  the following: 
   
  After you have given a detailed report of recent 
  events, your superior looks worried at you from 
  behind his massive desk. “Thank you for this report. 
  This is the second time that we have got reports 
  about fiends showing an interest in Makarios’ 
  affairs. The first time it looked like Makarios 
  suffered a stroke of bad luck, but I think it is time 
  for a full fledged investigation. Perhaps it is 
  nothing, but when it comes to fiends, we can better 
  be safe than sorry. Since you have proven yourself to 
  be able to handle devils quite well, we might call 
  upon you in the near future for this investigation. 
  Be ready when we do.” 
   
  In the eyes of the character’s superiors the character has 
  proven to be ready to take the fight to the devils that 
  seem to plague Pitchfield. So they offer the character 
  access to some useful items in this struggle. They gain the 
  AR item “Gift of the Phoenix”. Note that only PCs that 
  are already a member at the start of the adventure, or who 
  join directly after the adventure gain this access. 
   
  CAMPAIGN CONSEQUENCES 
  This scenario has "Campaign Consequences"; that is the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of 
  the questions below may seem trivial or pointless, but 
  because of the complex nature of the back-story and 
  campaign all information requested is vital. 
   
  Please send your answers to poc@sunndi.org as soon as 
  possible. General comments about the module are also 
  welcomed at this address. 
  1. 
  What APL did you play? 
  2. 
  What happened to Verdann? 
  3. 
  To whom did the PCs reveal their findings? 
  4. 
  Did the PCs fool the authorities? 
  5. 
  Did the PCs testify for Makarios at court? 
  6. 
  Did the PCs realize Verdann was possessed by 
  something? 
   
  SND7-02 Obvious Suspect 
   
  Page 24 
  
  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 
  role-playing) to each character. 
   
  1: Thugs at Work 
  Defeat the thugs 
  APL 2  
  120 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
   
  4: A Violent Message 
  Deal with the ruffians (except by just fleeing) 
  APL 2  
  120 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10 
  300 XP 
   
  6: Resisting Arrest 
  Defeating the devils: 
  APL 2  
  120 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
   
  Discretionary roleplaying award 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10 
  270 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 
   
  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: Thugs at Work 
  Looting Argoth and the thugs: 
   
  APL 2: Loot 223 gp; Coin 2 gp; Magic 8 gp; potion of 
  cure light wounds (4 gp), potion of expeditious retreat (4 gp); 
  Total 233 gp. 
   
  APL 4: Loot 327 gp; Coin 2 gp; Magic 8 gp; potion of 
  cure light wounds (4 gp), potion of expeditious retreat (4 gp); 
  Total 336 gp. 
   
  APL 6: Loot 326 gp; Coin 2 gp; Magic 579 gp; 3x cloak 
  of resistance +1 (83 gp each), mithral heavy shield (85 gp), 
  potion of cure light wounds (4 gp), potion of expeditious retreat 
  (4 gp), 3x potions of remove blindness (63 gp each), 6x potions 
  of shield of faith (8 gp each); Total 907 gp. 
   
  APL 8: Loot 676 gp; Coin 2 gp; Magic 683 gp; 3x cloak 
  of resistance +1 (83 gp each), mithral heavy shield (85 gp), 
  potion of cure light wounds (4 gp), potion of cure moderate 
  wounds (25 gp), potion of expeditious retreat (4 gp), 4x potions 
  of remove blindness (63 gp each), 8x potions of shield of faith (8 
  gp each); Total 1,361 gp. 
   
  APL 10: Loot 714 gp; Coin 2 gp; Magic 841 gp; 3x 
  cloak of resistance +1 (83 gp each), mithral heavy shield (85 
  gp), potion of cure light wounds (4 gp), 4x potions of cure 
  moderate wounds (25 gp each), potion of expeditious retreat (4 
  gp), 4x potions of remove blindness (63 gp each), 8x potions of 
  shield of faith (8 gp each), vest of resistance +1 (83 gp); Total 
  1,557 gp. 
   
  SND7-02 Obvious Suspect 
   
  Page 25 
  
  4: A Violent Message 
  Looting thugs: 
   
  APL 2: Loot 17 gp; Coin 2 gp; Total 17 gp. 
   
  APL 4:  Loot 23 gp; Coin 5 gp; Total 28 gp. 
   
  APL 6: Loot 45 gp; Coin 6 gp; Total 51 gp. 
   
  APL 8: Loot 45 gp; Coin 8 gp; Total 53 gp. 
   
  APL 10: Loot 45 gp; Coin 10 gp; Total 55 gp. 
   
  6: Resisting Arrest 
  Taking the harp: 
   
  All APLs: Loot 8 gp. 
   
  Looting Verdann (and devils op APL 4, 6 and 8): 
   
  APL 2: Loot 55 gp; Coin 10 gp; Magic 113 gp; medal 
  of gallantry (92 gp), 2x potions of shield of faith +2 (4 gp each), 
  scroll of darkness (13 gp); Total 168 gp. 
   
  APL 4: Loot 138 gp; Coin 10 gp; Magic 225 gp; +1 
  chain shirt (104 gp), medal of gallantry (92 gp), 2x potions of 
  shield of faith +2 (4 gp each), 2x scrolls of cure light wounds 
  (arcane) (4 gp each), scroll of darkness (13 gp); Total 373 gp. 
   
  APL 6: Loot 36 gp; Coin 10 gp; Magic 542 gp; +1 
  chain shirt (104 gp), amulet of natural armor +1 (167 gp), hat 
  of disguise (150 gp), medal of gallantry (92 gp), 2x potions of 
  shield of faith +2 (4 gp each), 2x scrolls of cure light wounds 
  (arcane) (4 gp each), scroll of darkness (13 gp); Total 588 gp. 
   
  APL 8: Loot 36 gp; Coin 10 gp; Magic 875 gp; +1 
  chain shirt (104 gp), amulet of natural armor +1 (167 gp), 
  cloak of charisma +2 (333 gp), hat of disguise (150 gp), medal 
  of gallantry (92 gp), 2x potions of shield of faith +2 (4 gp each), 
  2x scrolls of cure light wounds (arcane) (4 gp each), scroll of 
  darkness (13 gp); Total 921 gp. 
   
  APL 10: Loot 36 gp; Coin 10 gp; Magic 1,042 gp; +1 
  chain shirt (104 gp), amulet of natural armor +1 (167 gp), 
  cloak of charisma +2 (333 gp), hat of disguise (150 gp), medal 
  of gallantry (92 gp), 2x potions of shield of faith +4 (50 gp 
  each), 2x scrolls of cure light wounds (arcane) (4 gp each), 
  scroll of darkness (13 gp), wand of blur (10 charges) (75 gp); 
  Total 1,088 gp. 
   
  Conclusion 
  Reward Pitchfield authorities: 
   
  APL 2: Coin 50 gp. 
   
   
  APL 4: Coin 100 gp 
   
  APL 6: Coin 150 gp 
   
  APL 8: Coin 200 gp 
   
  APL 10: Coin 250 gp 
   
  Or reward Makarios: 
   
  APL 2: Coin 100 gp. 
   
   
  APL 4: Coin 200 gp 
   
  APL 6: Coin 300 gp 
   
  APL 8: Coin 400 gp 
   
  APL 10: Coin 500 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 
   
  Total Possible Treasure 
  Note that it is unlike the PCs gain maximum possible 
  treasure. 
   
  APL 2: Loot 303 gp; Coin 114 gp; Magic 121 gp; Total 
  538 gp. 
   
  APL 4: Loot 496 gp; Coin 217 gp; Magic 233 gp; Total 
  996 gp. 
   
  APL 6: Loot 415 gp; Coin 318 gp; Magic 1,121 gp; 
  Total 1,855 gp. 
   
  APL 8: Loot 765 gp; Coin 420 gp; Magic 1,558 gp; 
  Total 2,743 gp. 
   
  APL 10: Loot 803 gp; Coin 522 gp; Magic 1,883 gp; 
  Total 3,208 gp. 
   
  ADVENTURE RECORD ITEMS 
  �Favor of Makarios: By keeping the affair from the 
  authorities you have earned Makarios’ trust. In return he 
  is willing to provide you with one of the following 
  (chosen at the signing of the AR): 
  ___Arrange a positive recommendation for joining the 
  Jade Mask or remove a disfavor with the Jade Mask. 
  ___Gain regional access to an upgrade of a weapon with 
  the merciful enhancement. 
  ___Offer access to his network of contacts in Sunndi. By 
  spending 5 gp and 1 hour you can gain the 
  information/knowledge equal to a DC 25 Gather 
  Information check or a DC 20 Knowledge (local: the 
  Splintered Suns) check. This can be done 5 times: [ ] [ ] [ ] 
  [ ] [ ] 
  ___Regular favor for as of yet undetermined future use. 
   
  �Makarios’ Pit Fighters: If you gained Makarios’ favor 
  you automatically gain 1 notch as if you won a fight. In 
  addition you gain for 1 calendar year a +4 circumstance 
  bonus on your Perform checks made to earn money after 
  a Sunndi regional at the Pit. 
   
  �Disfavor of Makarios: You are never allowed to enter 
  the Pit unless disguised. If you are a member of the Pit 
  Fighters you are kicked out immediately. In addition you 
  gain a -4 circumstance penalty on Diplomacy and Gather 
  Information check with NPCs from the Underworld 
  while within Sunndi. The disfavor can be removed by 
  spending any favor of Makarios, although he does not 
  forget what you did. 
   
  �Favor of Mayor Myrana: This favor can be used as a 
  regular favor (e.g. for knighthood or to remove 
  punishment for a lesser crime in Sunndi). In addition it 
  can be spend to gain one-time access to buy one of the 
  following items from Pitchfield’s Watch vaults (normal 
  market price must still be paid): dimensional shackles, iron 
  bands of binding, merciful weapon enhancement, rope of 
  entanglement, up to 10 screaming bolts, a stone of alarm, a 
  wand of hold person or a wand of web. 
   
  SND7-02 Obvious Suspect 
   
  Page 26 
  
  �Merciful Reputation: You have gained a good 
  reputation among the poor of Pitchfield as being merciful 
  and generous. This might have consequences in future 
  scenarios. 
   
  �Gift of the Phoenix: Disciples of the Phoenix gain 
  regional access to elixir of vision, elixir of truth, silversheen 
  and a wand of detect evil. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Medal of gallantry (Adventure; CV) 
   
  APL 4 (all of APL 2 plus the following): 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Hat of disguise (Adventure; DMG) 
  • 
  Mithral heavy shield (Adventure; DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
   
  APL 10 (all of the APLs 2-8 plus the following): 
  • 
  Wand of blur (10 charges) (Adventure; CL 3; 900 gp; 
  PHB) 
  SND7-02 Obvious Suspect 
   
  Page 27 
  
  SND7-02 Obvious Suspect 
   
  Page 28 
  APPENDIX 1: APL 2
  1: THUGS AT WORK 
  ARGOTH 
   
   
   
  CR 1 
  Male half-orc marshal 1 
  Miniatures Handbook 11 
  CN Medium Humanoid (orc) 
  Init +6; Senses Darkvision 60 ft.; Listen +3, Spot +3 
  Aura Motivate Dex (60 ft. radius, allies only, +2 
  bonus) 
  Languages Common, Orc  
  AC 17, touch 10, flat-footed 17 
   (+0 Dex, +5 armor, +2 shield) 
  hp 9 (1 HD)  
  Fort +3, Ref +0, Will +1 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 30 ft. 
  Melee long sword +2 (1d8+2/19-20) 
  Ranged light crossbow +0 (1d8/19-20) 
  Base Atk +0; Grp +2  
  Atk Options  
  Special Actions  
  Combat Gear potion of cure light wounds, potion of 
  expeditious retreat, tanglefoot bag 
  Abilities Str 14, Dex 10, Con 13, Int 10, Wis 8, Cha 
  14 
  SQ Auras 
  Feats Improved Initiative, Skill Focus (Diplomacy)  
  Skills Climb -3, Diplomacy +9, Listen +3, Perform 
  (oratory) +6, Spot +3. 
  Possessions combat gear plus long sword, dagger, 
  light crossbow, quiver, 20 bolts, mwk breastplate, 
  hvy wooden shield 
  Auras (Ex) The marshal exerts an effect on allies 
  (including himself) within 60 feet. An ally must have 
  an Intelligence score of 3 or higher and be able to 
  understand the marshal’s language to gain the 
  bonus. A marshal’s aura is dismissed if he is 
  dazed, 
  unconscious, 
  stunned, 
  paralyzed, 
  or 
  otherwise unable to be heard or understood by his 
  allies. Projecting an aura is a swift action, 
  dismissing one a free action, and only 1 minor and 
  1 major aura can be continually active. 
  Motivate Dexterity (minor) +2 bonus on Dexterity 
  checks, Dexterity-based skill checks, and initiative 
  checks. (Active at the start of the encounter and 
  hence included.) 
   
  ORC THUG 
  CR 1 
  Male orc fighter 1 
  CN Medium Humanoid (orc) 
  Init +3; Senses Darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Orc  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 12 (1 HD)  
  Fort +4, Ref +1, Will +2 
  Weakness Light sensitivity 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 30 ft. 
  Melee Mwk great club +7 (1d10+6) 
  Ranged light crossbow +2 (1d8/19-20) 
  Base Atk +1; Grp +5  
  Atk Options  
  Special Actions  
  Combat Gear 2x smokesticks, 2x alchemist fire, 
  tanglefoot bag 
  Abilities Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  SQ  
  Feats Iron Will, Weapon Focus (great club).  
  Skills Climb -1, Intimidate +2, Jump -8. 
  Possessions combat gear plus mwk great club, 
  longsword, dagger, sap, light crossbow, quiver, 20 
  bolts, banded mail. 
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  4: A VIOLENT MESSAGE 
  BRIM 
  CR 1 
  Male human rogue 1 
  CN medium humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 8 (1 HD)  
  Fort +4, Ref +4, Will +0 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft. 
  Melee sap +1 (1d6+1 non-lethal) or 
  Melee club +1 (1d6+1) 
  Ranged sling +2 (1d4+1) 
  Base Atk +0; Grp +1  
  Atk Options Sneak attack +1d6 
  Special Actions  
  Combat Gear  
  Abilities Str 13, Dex 15, Con 14, Int 8, Wis 10, Cha 
  12 
  SQ Trapfinding 
  Feats Iron Fortitude, Urban Tracking  
  Skills Bluff +5, Diplomacy +1, Gather Information +5, 
  Intimidate +5, Hide+5, Listen +2, Move Silently +5, 
  Slight of Hand +5, Spot+2, Tumble +5. 
  Possessions combat gear plus club, 3x daggers, 
  sap, sling, 10x bullets, studded leather.  
   
  THUGS (5) 
  CR 1/2 
  Male human warrior 1 
  CN Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+3 armor, +1 Dex, +2 shield) 
  hp 9 (1 HD)  
  
  Fort +3, Ref +1, Will -1 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft. 
  Melee sap +2 (1d6+1 nonlethal) or 
  Melee club +2 (1d6+1) 
  Ranged sling +2 (1d4+1) 
  Base Atk +1; Grp +6  
  Atk Options Improved grapple 
  Special Actions  
  Combat Gear  
  Abilities Str 12, Dex 13, Con 13, Int 10, Wis 9, Cha 8 
  SQ  
  Feats Improved Grapple, Improved Unarmed Strike  
  Skills Handle Animal +3, Intimidate +3, Ride +2, 
  Swim -3. 
  Possessions combat gear plus club, dagger, sap, 
  sling, 10x bullets, studded leather, heavy wooden 
  shield. 
   
  6: RESISTING ARREST 
  VERDANN 
  CR 2 
  Male human bard 2 
  CN (detects as Evil) Medium Humanoid (human) 
  Init +6; Senses Listen +4, Spot +4 
  Languages Ancient Sueloise, Common, Elf, Oeridian 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor); 5 ranks Balance, 5 ranks 
  Tumble 
  hp 12 (2 HD)  
  Fort +1, Ref +5, Will +3 (+7 vs. mind affecting spells 
  and spell-like abilities) 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Mwk rapier +1 (1d6-1/18-20) 
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +1; Grp +0  
  Atk Options  
  Special Actions Bardic music 2/day (countersong, 
  fascinate, inspire courage +1) 
  Combat Gear tanglefoot bag, medal of gallantry, 2x 
  potion of shield of faith +2, scroll of darkness 
  Bard Spells Known (CL 2nd): 
   1st (1/day)—inspirational boost, Tasha’s hideous 
  laughter (DC 15) 
   0 (3/day)—dancing lights, detect magic, ghost 
  sound, message, prestidigitation 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 
  19 
  SQ bardic knowledge (+3) 
  Feats Force of Personality, Improved Initiative 
  Skills Balance +8, Bluff +7, Diplomacy +13, Disguise 
  +6, Jump +5, Listen +4, Perform (oratory) +9, 
  Speak Modern Languages -, Spot+4, Tumble +8. 
  Possessions combat gear plus mwk chain shirt, mwk 
  rapier, dagger, light crossbow, 20 bolts 
    
   
  SND7-02 Obvious Suspect 
   
  Page 29 
  
  SND7-02 Obvious Suspect 
   
  Page 30 
  APL 4
  1: THUGS AT WORK 
  ARGOTH 
  CR 3 
  Male half-orc marshal 3 
  Miniatures Handbook 11 
  CN Medium Humanoid (orc) 
  Init +6; Senses Darkvision 60 ft.; Listen +5, Spot +5 
  Aura Minor (60 ft. radius, allies only, +2 bonus), Major 
  (60 ft. radius, allies only, +1 bonus) 
  Languages Common, Orc  
  AC 18, touch 10, flat-footed 18 
   (+0 Dex, +6 armor, +2 shield) 
  hp 24 (3 HD)  
  Fort +4, Ref +1, Will +2 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 30 ft. 
  Melee mwk long sword +5 (1d8+2/19-20) 
  Ranged light crossbow +2 (1d8/19-20) 
  Base Atk +2; Grp +4  
  Atk Options  
  Special Actions Auras 
  Combat Gear potion of cure light wounds, potion of 
  expeditious retreat, tanglefoot bag 
  Abilities Str 14, Dex 10, Con 13, Int 10, Wis 8, Cha 
  14 
  SQ Auras, bardic knowledge 
  Feats Improved Initiative, Improved Toughness, Skill 
  Focus (Diplomacy)  
  Skills Bluff +4, Climb +0, Diplomacy +9, Listen +5, 
  Perform (oratory) +8, Spot +5. 
  Possessions combat gear plus mwk long sword, 
  dagger, light crossbow, quiver, 20 bolts, mwk 
  breastplate (+1 due to oil of magic vestment), hvy 
  wooden shield. 
  Auras (Ex) The marshal exerts an effect on allies 
  (including himself) within 60 feet. An ally must have 
  an Intelligence score of 3 or higher and be able to 
  understand the marshal’s language to gain the 
  bonus. A marshal’s aura is dismissed if he is 
  dazed, 
  unconscious, 
  stunned, 
  paralyzed, 
  or 
  otherwise unable to be heard or understood by his 
  allies. Projecting an aura is a swift action, 
  dismissing one a free action, and only 1 minor and 
  1 major aura can be continually active. 
  Motivate Attack (major) +1 bonus on melee attack 
  rolls. 
  Motivate Dexterity (minor) +2 bonus on Dexterity 
  checks, Dexterity-based skill checks and Initiative 
  checks. (Active at the start of the encounter and 
  hence included.) 
  Motivate Strength (minor) +2 bonus on Strength 
  checks, and Strength-based skill checks.  
   
  ORC THUG 
  CR 3 
  Male orc fighter 2/barbarian 1 
  CN Medium Humanoid (orc) 
  Init +3; Senses Darkvision 60 ft.; Listen +4, Spot +0 
  Languages Common, Orc  
  AC 20 (18), touch 11 (9), flat-footed 19 (17) 
   (+1 Dex, +7 armor, +2 shield) 
  hp 30 (3 HD) (36) 
  Fort +7 (+9), Ref +1, Will +2 (+4) 
  Weakness Light sensitivity 
  Speed 30 ft. in full plate (6 squares), base movement 
  40 ft. 
  Melee Mwk maul +8 (+10) (1d10+6 (+9)/x3) 
  Ranged light crossbow +4 (1d8/19-20) 
  Base Atk +3; Grp +7 (+9) 
  Atk Options Power attack 
  Special Actions Rage 1/day 
  Combat Gear 2 smokesticks, 2 alchemist fire, 
  tanglefoot bag 
  Abilities Str 19 (23), Dex 13, Con 14 (18), Int 8, Wis 
  10, Cha 6 
  SQ  
  Feats Improved Buckler Defence, Iron Will, Power 
  Attack, Weapon Focus (maul).  
  Skills Climb +1 (+3), Intimidate +2, Jump +1 (+3), 
  Listen +4. 
  Possessions combat gear plus mwk maul, 
  longsword, dagger, light crossbow, quiver, 20 bolts, 
  sap, banded mail (+1 due to oil of magic vestment), 
  buckler (+1 due to oil of magic vestment). 
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Rage (Ex) 1/day +4 Strength, +4 Constitution and +2 
  bonus on Will saves, lasts 3 + new Con modifier 
  rounds, fatigued afterward. The values between 
  brackets are while raging. 
   
  4: A VIOLENT MESSAGE 
  BRIM 
  CR 2 
  Male human rogue 2 
  CN medium humanoid (human) 
  Init +2; Senses Listen +2, Spot +3 
  Languages Common  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor); 5 ranks Tumble 
  hp 14 (2 HD) 
  Resistance Evasion  
  Fort +4, Ref +5, Will +0 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft. 
  Melee sap +2 (1d6+1 non-lethal) or 
  Melee club +2 (1d6+1) 
  Ranged sling +3 (1d4+1) 
  Base Atk +1; Grp +2  
  Atk Options Sneak attack +1d6 
  Special Actions  
  Combat Gear  
  Abilities Str 13, Dex 15, Con 14, Int 8, Wis 10, Cha 
  12 
  SQ Trapfinding 
  Feats Iron Fortitude, Urban Tracking  
  
  Skills Balance +3, Bluff +6, Diplomacy +3, Gather 
  Information +6, Intimidate +8, Jump +2, Hide+6, 
  Listen +2, Move Silently +6, Slight of Hand +8, 
  Spot +3, Tumble +6. 
  Possessions combat gear plus club, 3x daggers, sap, 
  sling, 10x bullets, studded leather. 
   
  THUGS (7) 
  CR 1 
  Male human warrior 2 
  N Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+3 armor, +1 Dex, +2 shield) 
  hp 17 (2 HD)  
  Fort +4, Ref +1, Will -1 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft. 
  Melee sap +3 (1d6+1 nonlethal) or 
  Melee club +3 (1d6+1) 
  Ranged sling +3 (1d4+1) 
  Base Atk +1; Grp +7  
  Atk Options Improved grapple 
  Special Actions  
  Combat Gear  
  Abilities Str 12, Dex 13, Con 13, Int 10, Wis 9, Cha 8 
  SQ  
  Feats Improved Grapple, Improved Unarmed Strike  
  Skills Handle Animal +4, Intimidate +4, Ride +6, 
  Swim -3. 
  Possessions combat gear plus club, dagger, sap, 
  sling, 10x bullets, studded leather, heavy wooden 
  shield. 
   
  6: RESISTING ARREST 
  VERDANN 
  CR 4 
  Male human bard 4 
  CN (detects as Evil) Medium Humanoid (human) 
  Init +6; Senses Listen +4, Spot +4 
  Languages Ancient Sueloise, Common, Elf, Oeridian 
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 armor); 5 ranks Balance, 5 ranks 
  Tumble 
  hp 22 (4 HD)  
  Fort +2, Ref +6, Will +4 (+9 vs. mind affecting spells 
  and spell-like abilities) 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Mwk rapier +3 (1d6-1/18-20) 
  Ranged light crossbow +5 (1d8/19-20) 
  Base Atk +3; Grp +2  
  Atk Options  
  Special Actions Bardic music 4/day (countersong, 
  fascinate, inspire competence, inspire courage +1) 
  Combat Gear tanglefoot bag, medal of gallantry, 2x 
  potion of shield of faith +2, scroll of darkness, 2x 
  scroll of cure light wounds (arcane) 
  Bard Spells Known (CL 4th): 
   2nd (1/day)—calm emotions (DC 17), tactical 
  precision 
   1st (4/day)—cure light wounds, inspirational boost, 
  Tasha’s hideous laughter (DC 16) 
   0 (3/day)—dancing lights, detect magic, ghost 
  sound, message, prestidigitation, summon 
  instrument 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 
  20 
  SQ bardic knowledge (+5) 
  Feats Captivating Melody, Force of Personality, 
  Improved Initiative 
  Skills Balance +8, Bluff +12, Concentration +5, 
  Diplomacy +14, Disguise +7, Jump +5, Listen +4, 
  Perform (oratory) +12, Speak Modern Languages -, 
  Spellcraft +5, Spot+4, Tumble +10. 
  Possessions combat gear plus +1 chain shirt, mwk 
  rapier, dagger, light crossbow, 20 bolts 
   
  LEGION DEVILS (3) 
  CR 3 
  * Fiendish Codex 2 122  
  LE Medium Outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +3; Senses Darkvision 60 ft.; Listen +0, Spot +0 
  Aura Mark of Maladomini (10 ft., DC 13 Fort or 
  sickened for 10 rds.) 
  Languages Infernal; telepathy 100 ft.  
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +3 armor, +3 shield, +2 natural); Mobility 
  hp 19 (3 HD); DR 5/magic; legion’s strength 
  Immune fire, poison, fear 
  Resist acid 10, cold 10; evasion 
  Fort +5, Ref +6, Will +5 
  Speed 30 ft. (6 squares) 
  Melee mwk longsword +8 (1d8+3/19-20) and 
   
  Shield arm bash +1 (1d6+1 plus 1d6 acid) 
  Ranged longbow +6 (1d8/x3) 
  Base Atk +3; Grp +10  
  Atk Options legion’s battle skill 
  Special Actions legion’s advance, mark of 
  maladomini 
  Abilities Str 17, Dex 17, Con 15, Int 6, Wis 10, Cha 
  10 
  SQ  
  Feats Brand of Nine Hells, Iron Will, Mark of 
  Maladomini, Mobility, Weapon Focus (longsword)  
  Skills Climb +8, Craft (weaponsmithing) +4, Heal +6, 
  Intimidate +6, Jump +8, Ride +9. 
  Possessions combat gear plus studded leather 
  armor, masterwork longsword, longbow with 20 
  arrows. 
  Legion’s Advance (Su) As a move action, a legion 
  devil can immediately teleport to a space adjacent 
  to any other legion devil within 100 feet. The legion 
  devil can continue its turn after using this ability as 
  normal. 
  Legion’s Battle Skill (Ex) This power proved to be 
  too strong at APL 4. To keep it sensible, it should 
  not be used. 
  SND7-02 Obvious Suspect 
   
  Page 31 
  
  Legion’s Defenses (Su) If a spell, supernatural 
  ability, or other effect that allows a saving throw 
  targets more than one legion devil, all the devils 
  use the highest d20 result rolled by the group. 
  Legion’s Mind (Su) If a mind-affecting spell of ability 
  targets a single legion devil, the devil and all other 
  devils within 60 feet make saving throws against it. 
  If any devil succeeds, all the devils succeed. If all 
  the devils fail, they all suffer the effect of a failed 
  save. 
  Legion’s Strength (Su) Legion devils combine their 
  physical vitality into one single pool of strength. 
  Legion devils combine their hit points into one large 
  pool. Any damage that a legion devil takes comes 
  from this pool. If the pool is reduced to 0, all the 
  legion devils in it immediately die. A legion devil 
  gains the pool’s benefits as long as it remains 
  within 100 feet of the rest of the group. By the 
  same token, if any devil receives healing apply it to 
  the devils’ total pool. 
  Mark of Maladomini (Ex) Any creature that enters or 
  leaves a square adjacent to you must succeed on a 
  DC 13 Balance check or immediate stop moving/ A 
  creature that fails this check and attempt to keep 
  moving immediately falls prone in it current space. 
  Shield Arm (Ex) The left arm of a legion devil is 
  enlarged and heavily armored, providing it with a 
  +3 shield bonus to its Armor Class. A legion devil 
  can also use this arm to make a bashing attack as 
  a secondary weapon. A legion devil does not lose 
  its arm’s shield bonus when it attacks in this 
  manner. 
   
   
  Note: legion devils look like red skinned humans with 
  sharp pointed teeth and their left arm ends in a shield 
  like underarm with a shriveled hand. 
  SND7-02 Obvious Suspect 
   
  Page 32 
  
  SND7-02 Obvious Suspect 
   
  Page 33 
  APL 6 
  1: THUGS AT WORK 
  ARGOTH 
  CR 5 
  Male half-orc marshal 4/bard 1 
  Miniatures Handbook 11 
  CN Medium Humanoid (orc) 
  Init +6; Senses Darkvision 60 ft.; Listen +6, Spot +6 
  Aura Minor (60 ft. radius, allies only, +2 bonus), Major 
  (60 ft. radius, allies only, +1 bonus) 
  Languages Common, Orc  
  AC 19, touch 10, flat-footed 19 
   (+0 Dex, +6 armor, +3 shield) 
  hp 42 (5 HD)  
  Fort +6, Ref +3, Will +5 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 30 ft. 
  Melee mwk long sword +6 (1d8+2/19-20) 
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +2; Grp +5  
  Atk Options  
  Special Actions Auras, bardic music 1/day (counter 
  song, inspire courage: +1, fascinate), grant move 
  action 1/day 
  Combat Gear potion of cure light wounds, potion of 
  expeditious retreat, tanglefoot bag 
  Bard Spells Known (CL 1st): 
   0 
  (2/day)—detect 
  magic, 
  message��, 
  prestidigitation, read magic 
  �Already cast 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 8, Cha 
  14 
  SQ Auras, bardic knowledge 
  Feats Improved Initiative, Improved Toughness, Skill 
  Focus (Diplomacy)  
  Skills Bluff +7, Climb -1, Diplomacy +11, Knowledge 
  (arcana) +2, Listen +6, Perform (oratory) +9, 
  Spellcraft +2, Spot +6. 
  Possessions combat gear plus mwk long sword, 
  dagger, light crossbow, quiver, 20 bolts, mwk 
  breastplate (+1 due to oil of magic vestment), 
  mithral heavy shield (+1 due to oil of magic 
  vestment) 
  Auras (Ex) The marshal exerts an effect on allies 
  (including himself) within 60 feet. An ally must have 
  an Intelligence score of 3 or higher and be able to 
  understand the marshal’s language to gain the 
  bonus. A marshal’s aura is dismissed if he is 
  dazed, 
  unconscious, 
  stunned, 
  paralyzed, 
  or 
  otherwise unable to be heard or understood by his 
  allies. Projecting an aura is a swift action, 
  dismissing one a free action, and only 1 minor and 
  1 major aura can be continually active. 
  Motivate Attack (major) +1 bonus on melee attack 
  rolls. 
  Motivate Dexterity (minor) +2 bonus on Dexterity 
  checks, Dexterity-based skill checks, and initiative 
  checks. (Active at the start of the encounter and 
  hence included.) 
  Motivate Strength (minor) +2 bonus on Strength 
  checks, and Strength-based skill checks.  
  Grant Move Action (Ex) 1/day as a standard action 
  the marshal may grant an extra move action to any 
  or all of his allies within 30 feet (but not himself). 
  Each of the affected allies takes this extra move 
  action immediately, acting in their current initiative 
  order. This extra action does not affect the allies’ 
  initiative count; the round continues normally after 
  the marshal’s turn is over. 
   
  ORC THUG 
  CR 5 
  Male orc fighter 2/barbarian 3 
  CN Medium Humanoid (orc) 
  Init +3; Senses Darkvision 60 ft.; Listen +6, Spot +0 
  Languages Common, Orc  
  AC 20 (18), touch 11 (9), flat-footed 19 (17) 
   (+1 Dex, +7 armor, +2 shield); Uncanny Dodge 
  hp 48 (5 HD) (58) 
  Fort +9 (+11), Ref +3, Will +4 (+6) 
  Weakness Light sensitivity 
  Speed 30 ft. in full plate (6 squares), base movement 
  40 ft. 
  Melee +1 maul +12 (+14) (1d10+9 (+11)/x3) 
  Ranged light crossbow +6 (1d8/19-20) 
  Base Atk +5; Grp +10 (+12)  
  Atk Options Power Attack 
  Special Actions Rage 1/day 
  Combat Gear potion of remove blindness, 2x potions 
  of shield of faith +2, 2x smokesticks, 2x alchemist 
  fire, tanglefoot bag 
  Abilities Str 20 (24), Dex 13, Con 14 (18), Int 8, Wis 
  10, Cha 6 
  SQ  
  Feats Improved Buckler Defence, Iron Will, Power 
  Attack, Weapon Focus (maul).  
  Skills Climb +2 (+4), Intimidate +4, Jump +0 (+2), 
  Listen +6. 
  Possessions combat gear plus mwk maul (+1 due to 
  oil of greater magic weapon), longsword, dagger, 
  light crossbow, quiver, 20 bolts, sap, banded mail 
  (+1 due to oil of magic vestment), buckler (+1 due 
  to oil of magic vestment), cloak of resistance +1. 
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Rage (Ex) 1/day +4 Strength, +4 Constitution and +2 
  bonus on Will saves, lasts 3 + new Con modifier 
  rounds, fatigued afterward. The values between 
  brackets are while raging. 
   
  4: A VIOLENT MESSAGE 
  BRIM 
  CR 3 
  Male human rogue 3 
  CN medium humanoid (human) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Common  
  AC 15, touch 12, flat-footed 13 
  
   (+2 Dex, +3 armor); Dodge, 5 ranks Tumble 
  hp 20 (3 HD) 
  Resistance Evasion  
  Fort +5, Ref +5, Will +1 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft. 
  Melee sap +3 (1d6+1 non-lethal) or 
  Melee club +3 (1d6+1) 
  Ranged sling +4 (1d4+1) 
  Base Atk +2; Grp +3  
  Atk Options Sneak attack +2d6 
  Special Actions  
  Combat Gear  
  Abilities Str 13, Dex 15, Con 14, Int 8, Wis 10, Cha 
  12 
  SQ Trapfinding, trap sense +1 
  Feats Dodge, Iron Fortitude, Urban Tracking  
  Skills Balance +3, Bluff +7, Diplomacy +3, Gather 
  Information +7, Intimidate +9, Jump +2, Hide+7, 
  Listen +3, Move Silently +7, Slight of Hand +9, 
  Spot +3, Tumble +7. 
  Possessions combat gear plus club, 3x daggers, sap, 
  sling, 10x bullets, studded leather. 
   
  THUGS (5) 
  CR 2 
  Male human fighter 1/rogue 1 
  CN Medium Humanoid (human) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common, Elf  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +3 armor, +2 shield); 5 ranks Tumble 
  hp 16 (2 HD)  
  Fort +4, Ref +3, Will +2 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee sap +3 (1d6+2 non-lethal) or 
  Melee throwing axe +3 (1d6+2/x3) 
  Ranged throwing axe +2 (1d6+2/x3) or 
  Ranged sling +2 (1d4+2) 
  Base Atk +1; Grp +7  
  Atk Options Improved grapple 
  Special Actions Sneak attack +1d6 
  Combat Gear tanglefoot bag 
  Abilities Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 
  8 
  SQ Trapfinding 
  Feats Improved Grapple, Improved Unarmed Strike, 
  Iron Will 
  Skills Balance +4, Bluff +3, Climb +3, Hide +2, 
  Intimidate+1, Jump +5, Listen +4, Move Silently +2, 
  Sleight of Hand +5, Spot +4, Tumble +3. 
  Possessions combat gear plus sap, 3x throwing axe, 
  sling, 10x bullets, studded leather, heavy wooden 
  shield 
     
  6: RESISTING ARREST 
  VERDANN 
  CR 6 
  Male human bard 6 
  CN (detects as Evil) Medium Humanoid (human) 
  Init +6; Senses Listen +4, Spot +4 
  Languages Ancient Sueloise, Common, Elf, Oeridian 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +5 armor, +1 natural); 5 ranks Balance, 5 
  ranks Tumble 
  hp 32 (6 HD)  
  Fort +3, Ref +7, Will +5 (+10 vs. mind affecting spells 
  and spell-like abilities) 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Mwk rapier +4 (1d6-1/18-20) 
  Ranged light crossbow +6 (1d8/19-20) 
  Base Atk +4; Grp +3  
  Atk Options  
  Special Actions Bardic music 6/day (countersong, 
  fascinate, inspire competence, inspire courage +1, 
  suggestion) 
  Combat Gear tanglefoot bag, medal of gallantry, 2x 
  potion of shield of faith +2, scroll of darkness, 2x 
  scroll of cure light wounds (arcane) 
  Bard Spells Known (CL 6th): 
   2nd (3/day)—calm emotions (DC 18), sonorous 
  hum, tactical precision 
   1st (5/day)—cure light wounds, grease (DC 16), 
  inspirational boost, Tasha’s hideous laughter (DC 
  17) 
   0 (3/day)—dancing lights, detect magic, ghost 
  sound, message, prestidigitation, summon 
  instrument 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 
  20 
  SQ bardic knowledge (+7) 
  Feats Captivating Melody, Force of Personality, 
  Improved Initiative, Spell Focus (enchantment) 
  Skills Balance +8, Bluff +12, Concentration +9, 
  Diplomacy +18, Disguise +21, Jump +5, Listen +4, 
  Perform (oratory) +14, Speak Modern Languages -, 
  Spellcraft +5, Spot+4, Tumble +12. 
  Possessions combat gear plus +1 chain shirt, mwk 
  rapier, dagger, light crossbow, 20 bolts, amulet of 
  natural armor +1, hat of disguise 
   
   
   
  SND7-02 Obvious Suspect 
   
  Page 34 
  
  APL 8 
  1: THUGS AT WORK 
  ARGOTH 
  CR 7 
  Male half-orc marshal 4/bard 3 
  Miniatures Handbook 11 
  CN Medium Humanoid (orc) 
  Init +7; Senses Darkvision 60 ft.; Listen +6, Spot +6 
  Aura Minor (60 ft. radius, allies only, +3 bonus), Major 
  (60 ft. radius, allies only, +1 bonus) 
  Languages Common, Orc  
  AC 19, touch 10, flat-footed 19 
   (+0 Dex, +6 armor, +3 shield); 5 ranks Balance, 5 
  ranks Tumble 
  hp 56 (7 HD)  
  Fort +7, Ref +4, Will +6 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 30 ft. 
  Melee mwk long sword +8 (1d8+2/19-20) 
  Ranged light crossbow +5 (1d8/19-20) 
  Base Atk +2; Grp +7  
  Atk Options  
  Special Actions Auras, bardic music 3/day (counter 
  song, inspire courage: +1, fascinate, inspire 
  competence), grant move action 1/day 
  Combat Gear potion of cure moderate wounds, 
  potion of expeditious retreat, 2x potions of shield of 
  faith +2, tanglefoot bag 
  Bard Spells Known (CL 3rd): 
   1st (2/day)—cure light wounds, grease, 
  inspirational boost 
   0 (3/day)—detect magic, mending, message�, 
  prestidigitation, read magic 
  �Already cast 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 8, Cha 
  16 
  SQ Auras, bardic knowledge 
  Feats Battle Caster, Improved Initiative, Improved 
  Initiative, Skill Focus (Diplomacy)  
  Skills Balance +2, Bluff +8, Climb -1, Diplomacy +12, 
  Knowledge (arcana) +2, Listen +6, Perform 
  (oratory) +12, Spellcraft +2, Spot +6, Tumble +2. 
  Possessions combat gear plus mwk long sword, 
  dagger, light crossbow, quiver, 20 bolts, mwk 
  breastplate (+1 due to oil of magic vestment), 
  mithral heavy shield (+1 due to oil of magic 
  vestment). 
  Auras (Ex) The marshal exerts an effect on allies 
  (including himself) within 60 feet. An ally must have 
  an Intelligence score of 3 or higher and be able to 
  understand the marshal’s language to gain the 
  bonus. A marshal’s aura is dismissed if he is 
  dazed, 
  unconscious, 
  stunned, 
  paralyzed, 
  or 
  otherwise unable to be heard or understood by his 
  allies. Projecting an aura is a swift action, 
  dismissing one a free action, and only 1 minor and 
  1 major aura can be continually active. 
  Motivate Attack (major) +1 bonus on melee attack 
  rolls. 
  Motivate Dexterity (minor) +3 bonus on Dexterity 
  checks, Dexterity-based skill checks, and initiative 
  checks. (Active at the start of the encounter and 
  hence included.) 
  Motivate Strength (minor) +3 bonus on Strength 
  checks, and Strength-based skill checks.  
  Grant Move Action (Ex) 1/day as a standard action 
  the marshal may grant an extra move action to any 
  or all of his allies within 30 feet (but not himself). 
  Each of the affected allies takes this extra move 
  action immediately, acting in their current initiative 
  order. This extra action does not affect the allies’ 
  initiative count; the round continues normally after 
  the marshal’s turn is over. 
   
  ORC THUG 
  CR 7 
  Male orc fighter 4/barbarian 3 
  CN Medium Humanoid (orc) 
  Init +4; Senses Darkvision 60 ft.; Listen +6, Spot +0 
  Languages Common, Elf, Orc  
  AC 23 (21), touch 11 (9), flat-footed 22 (20) 
   (+1 Dex, +10 armor, +2 shield); Uncanny Dodge 
  hp 64 (7 HD) (78) 
  Fort +9 (+11), Ref +3, Will +4 (+6) 
  Weakness Light sensitivity 
  Speed 30 ft. in full plate (6 squares), base movement 
  40 ft. 
  Melee +1 maul +12/+7 (+14/+9) (1d10+11 (+13)/x3) 
  Ranged light crossbow +8 (1d8/19-20) 
  Base Atk +7; Grp +12 (+14) 
  Atk Options Power Attack 
  Special Actions Rage 1/day 
  Combat Gear potion of remove blindness, 2x potions 
  of shield of faith +2, 2x smokesticks, 2x alchemist 
  fire, tanglefoot bag 
  Abilities Str 20 (24), Dex 13, Con 14 (18), Int 8, Wis 
  10, Cha 6 
  SQ  
  Feats Heavy Armor Optimalization, Improved Buckler 
  Defence, Iron Will, Power Attack, Weapon 
  Specialization (maul), Weapon Focus (maul),  
  Skills Climb +5 (+7), Intimidate +6, Jump +5 (+7), 
  Listen +6. 
  Possessions combat gear plus mwk maul (+1 due to 
  oil of greater magic weapon), longsword, dagger, 
  light crossbow, quiver, 20 bolts, sap, mwk full plate 
  (+1 due to oil of magic vestment), buckler (+1 due 
  to oil of magic vestment), cloak of resistance +1. 
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Rage (Ex) 1/day +4 Strength, +4 Constitution and +2 
  bonus on Will saves, lasts 3 + new Con modifier 
  rounds, fatigued afterward. The values between 
  brackets are while raging. 
   
  4: A VIOLENT MESSAGE 
  BRIM 
  CR 4 
  SND7-02 Obvious Suspect 
   
  Page 35 
  
  SND7-02 Obvious Suspect 
   
  Page 36 
  Male human rogue 4 
  CN medium humanoid (human) 
  Init +3; Senses Listen +3, Spot +3 
  Languages Common  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor); Dodge, Uncanny Dodge, 5 
  ranks Tumble 
  hp 26 (4 HD) 
  Resistance Evasion  
  Fort +5, Ref +7, Will +1 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft. 
  Melee sap +4 (1d6+1 non-lethal) or 
  Melee club +4 (1d6+1) 
  Ranged sling +6 (1d4+1) 
  Base Atk +3; Grp +4  
  Atk Options Sneak attack +2d6 
  Special Actions  
  Combat Gear  
  Abilities Str 13, Dex 16, Con 14, Int 8, Wis 10, Cha 
  12 
  SQ Trapfinding, trap sense +1 
  Feats Dodge, Iron Fortitude, Urban Tracking  
  Skills Balance +4, Bluff +8, Diplomacy +3, Gather 
  Information +8, Intimidate +10, Jump +2, Hide+9, 
  Knowledge (local: the Splintered Suns) +0, Listen 
  +3, Move Silently +9, Slight of Hand +11, Spot +3, 
  Tumble +9. 
  Possessions combat gear plus club, 3x daggers, sap, 
  sling, 10x bullets, studded leather. 
   
  THUGS (5) 
  CR 3 
  Male human fighter 1/rogue 2 
  CN Medium Humanoid (human) 
  Init +1; Senses Listen +5, Spot +5 
  Languages Common, Elf  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +3 armor, +2 shield); 5 ranks Balance, 
  ranks Tumble 
  hp 25 (3 HD) 
  Resistance Evasion  
  Fort +4, Ref +4, Will +2 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft. 
  Melee sap +4 (1d6+2 non-lethal) or 
  Melee throwing axe +4 (1d6+2/x3) 
  Ranged throwing axe +3 (1d6+2/x3) or 
  Ranged sling +3 (1d4+2) 
  Base Atk +2; Grp +8  
  Atk Options Improved grapple 
  Special Actions Sneak attack +1d6 
  Combat Gear tanglefoot bag 
  Abilities Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 
  8 
  SQ Trapfinding 
  Feats Improved Grapple, Improved Toughness, 
  Improved Unarmed Strike, Iron Will 
  Skills Balance +5, Bluff +4, Climb +4, Hide +3, 
  Intimidate +3, Jump +6, Listen +5, Move Silently 
  +3, Sleight of Hand +5, Spot +5, Tumble +6. 
  Possessions combat gear plus sap, 3x throwing axe, 
  sling, 10x bullets, studded leather, heavy wooden 
  shield 
   
  6: RESISTING ARREST 
  VERDANN 
  CR 8 
  Male human bard 8 
  CN (detects as Evil) Medium Humanoid (human) 
  Init +6; Senses Listen +6, Spot +6 
  Languages Ancient Sueloise, Common, Elf, Infernal, 
  Oeridian, Orc 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +5 armor, +1 natural); 5 ranks Balance, 5 
  ranks Tumble 
  hp 50 (8 HD)  
  Fort +4, Ref +8, Will +6 (+12 vs. mind affecting spells 
  and spell-like abilities) 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Mwk rapier +6/+1 (1d6-1/18-20) 
  Ranged light crossbow +8 (1d8/19-20) 
  Base Atk +6; Grp +5  
  Atk Options  
  Special Actions Bardic music 8/day (countersong, 
  fascinate, inspire competence, inspire courage +2, 
  suggestion) 
  Combat Gear tanglefoot bag, medal of gallantry, 2x 
  potion of shield of faith +2, scroll of darkness, 2x 
  scroll of cure light wounds (arcane) 
  Bard Spells Known (CL 8th): 
   3rd (2/day)—confusion (DC 20), haste, insignia of 
  healing 
   2nd (5/day)—calm emotions (DC 19), sonorous 
  hum, suggestion (DC 19), tactical precision 
   1st (5/day)—cure light wounds, grease (DC 17), 
  inspirational boost, Tasha’s hideous laughter (DC 
  18) 
   0 (3/day)—dancing lights, detect magic, ghost 
  sound, message, prestidigitation, summon 
  instrument 
  �Already cast 
  Abilities Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 
  22 
  SQ bardic knowledge (+9) 
  Feats Captivating Melody, Force of Personality, 
  Improved Initiative, Spell Focus (enchantment) 
  Skills Balance +8, Bluff +15, Concentration +12, 
  Diplomacy +21, Disguise +22, Jump +5, Listen +6, 
  Perform (oratory) +17, Speak Modern Languages -, 
  Spellcraft +5, Spot+6, Tumble +14. 
  Possessions combat gear plus +1 chain shirt, mwk 
  rapier, dagger, light crossbow, 20 bolts, amulet of 
  natural armor +1, cloak of charisma +2, hat of 
  disguise 
   
  BEARDED DEVILS (ADVANCED) CR 7 
  
  LE Medium Outsider (Baatezu, Evil, Extraplanar, 
  Lawful) 
  Init +8; Senses Darkvision 60 ft., see in darkness; 
  Listen +12, Spot +12 
  Aura Mark of Maladomini (10 ft., DC 19 Fort or 
  sickened for 10 rds.) 
  Languages Infernal; telepathy 100 ft.  
  AC 21 (19), touch 14 (12), flat-footed 17 (15) 
   (+4 Dex, +7 natural) 
  Miss Chance  
  hp 76 (8 HD) (92); DR 5/silver or good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 17 
  Fort +11 (+13), Ref +10, Will +7 (+9) 
  Speed 40 ft. (8 squares) 
  Melee Glaive +14 (+16) (1d10+7 (+10)/x3 plus 
  infernal wound) or 
  Melee claws +13/+13 (1d6+5 (+7) plus 1d6 acid) 
  Base Atk +8; Grp +16 (+18)  
  Atk Options beard, power attack 
  Special Actions battle frenzy 2/day, mark of 
  Maladomini 
  Combat Gear  
  Spell-Like Abilities (CL 12th): 
   At will—greater teleport (self plus 50 pounds of 
  objects only). 
  Abilities Str 20 (24), Dex 18, Con 20 (24), Int 6, Wis 
  12, Cha 8 
  SQ  
  Feats Brand of the Nine Hells, Improved Initiative, 
  Mark of Maladomini, Power Attack, Weapon Focus 
  (glaive).  
  Skills Climb +16 (+18), Diplomacy +1, Escape Artist 
  +8, Hide +16, Listen +12, Move Silently +16, 
  Sense Motive +12, Spot +12 . 
  Possessions combat gear plus glaive 
  Battle Frenzy (Ex) 2/day, a bearded devil can work 
  itself into a battle frenzy similar to the barbarian’s 
  rage (+4 Strength, +4 Constitution, +2 bonus on 
  Will saves, -2 AC). The frenzy lasts for 6 rounds, 
  and the bearded devil suffers no ill effects 
  afterward. The values between brackets are while 
  in battle frenzy. 
  Beard (Ex) If a bearded devil hits a single opponent 
  with both claw attacks, it automatically hits with its 
  beard. The affected creature takes 1d8+2 plus 1d6 
  acid damage and must succeed on a DC 19 
  Fortitude save or be infected with a vile disease 
  known as devil chills (incubation period 1d4 days, 
  damage 1d4 Str). Damage is dealt each day until 
  the afflicted creature succeeds on three 
  consecutive Fortitude saves, the disease is cured 
  magically, or the creature dies. 
  Infernal Wound (Su) The damage a bearded devil 
  deals with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and 
  resists healing spells. The continuing hit point loss 
  can be stopped by a DC 16 Heal check, a cure 
  spell, or a heal spell. However, a character 
  attempting to cast such a spell on a creature 
  damaged by a bearded devil’s glaive must succeed 
  on a DC 16 caster level check, or the spell has no 
  effect on the injured character. The infernal wound 
  is a supernatural ability of the bearded devil, not of 
  the weapon. 
  Mark of Maladomini (Ex) Any creature that enters or 
  leaves a square adjacent to you must succeed on a 
  DC 19 Balance check or immediate stop moving. A 
  creature that fails this check and attempt to keep 
  moving immediately falls prone in it current space. 
    
   
   
  SND7-02 Obvious Suspect 
   
  Page 37 
  
  APL 10
  1: THUGS AT WORK 
  ARGOTH 
  CR 9 
  Male half-orc marshal 4/bard 5 
  Miniatures Handbook 11 
  CN Medium Humanoid (orc) 
  Init +7; Senses Darkvision 60 ft.; Listen +10, Spot +6 
  Aura Minor (60 ft. radius, allies only, +3 bonus), Major 
  (60 ft. radius, allies only, +1 bonus) 
  Languages Common, Orc  
  AC 21, touch 10, flat-footed 21 
   (+0 Dex, +6 armor, +2 natural (potion of barkskin 
  +2), +3 shield); 5 ranks Balance, 5 ranks Tumble 
  hp 70 (9 HD)  
  Fort +8, Ref +6, Will +8 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 30 ft. 
  Melee mwk long sword +9/+4 (1d8+2/19-20) and 
  Ranged light crossbow +6 (1d8/19-20) 
  Base Atk +2; Grp +8  
  Atk Options  
  Special Actions Auras, bardic music 5/day (counter 
  song, inspire courage: +1, fascinate, inspire 
  competence), grant move action 1/day 
  Combat Gear potion of cure moderate wounds, 
  potion of expeditious retreat, 2x potions of shield of 
  faith +2, tanglefoot bag 
  Bard Spells Known (CL 5th): 
   2nd (2/day)—battle hymn, glitterdust (DC 15), swift 
  fly 
   1st (4/day)—cure light wounds, feather fall, grease, 
  inspirational boost 
   0 
  (3/day)—detect 
  magic, 
  light, 
  mending, 
  message�, prestidigitation, read magic 
  �Already cast 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 8, Cha 
  17 
  SQ Auras, bardic knowledge 
  Feats Battle Caster, Improved Initiative, Improved 
  Toughness, Skill Focus (Diplomacy)  
  Skills Balance +2, Bluff +10, Climb -1, Diplomacy 
  +16, Knowledge (arcana) +2, Listen +10, Perform 
  (oratory) +14, Spellcraft +2, Spot +6, Tumble +2. 
  Possessions combat gear plus mwk long sword, 
  dagger, light crossbow, quiver, 20 bolts, mwk 
  breastplate (+1 due to oil of magic vestment), 
  mithral heavy shield (+1 due to oil of magic 
  vestment), vest of resistance +1. 
  Auras (Ex) The marshal exerts an effect on allies 
  (including himself) within 60 feet. An ally must have 
  an Intelligence score of 3 or higher and be able to 
  understand the marshal’s language to gain the 
  bonus. A marshal’s aura is dismissed if he is 
  dazed, 
  unconscious, 
  stunned, 
  paralyzed, 
  or 
  otherwise unable to be heard or understood by his 
  allies. Projecting an aura is a swift action, 
  dismissing one a free action, and only 1 minor and 
  1 major aura can be continually active. 
  Motivate Attack (major) +1 bonus on melee attack 
  rolls. 
  Motivate Dexterity (minor) +3 bonus on Dexterity 
  checks, Dexterity-based skill checks, and initiative 
  checks. (Active at the start of the encounter and 
  hence included.) 
  Motivate Strength (minor) +3 bonus on Strength 
  checks, and Strength-based skill checks.  
  Grant Move Action (Ex) 1/day as a standard action 
  the marshal may grant an extra move action to any 
  or all of his allies within 30 feet (but not himself). 
  Each of the affected allies takes this extra move 
  action immediately, acting in their current initiative 
  order. This extra action does not affect the allies’ 
  initiative count; the round continues normally after 
  the marshal’s turn is over. 
   
  ORC THUG 
  CR 9 
  Male orc fighter 6/barbarian 3 
  CN Medium Humanoid (orc) 
  Init +5; Senses Darkvision 60 ft.; Listen +6, Spot +0 
  Languages Common, Elf, Orc  
  AC 24 (22), touch 11 (9), flat-footed 23 (21) 
   (+1 Dex, +11 armor, +2 shield); Uncanny Dodge 
  hp 89 (9 HD) (107)  
  Fort +11 (+13), Ref +6, Will +6 (+8) 
  Weakness Light sensitivity 
  Speed 30 ft. in full plate (6 squares), base movement 
  40 ft. 
  Melee +1 maul +16/+11 (+18/+13) (1d10+12 (+15)/x3) 
  Ranged light crossbow +11 (1d8/19-20) 
  Base Atk +9; Grp +15 (+17)  
  Atk Options Power Attack 
  Special Actions Rage 1/day 
  Combat Gear potion of cure moderate wounds, 
  potion of remove blindness, 2x potions of shield of 
  faith +2, 2x smokesticks, 2x alchemist fire, 
  tanglefoot bag 
  Abilities Str 22 (26), Dex 14, Con 14 (18), Int 8, Wis 
  10, Cha 6 
  SQ  
  Feats Greater Heavy Armor Specialization,  Heavy 
  Armor Specialization,  Improved Buckler Defence,  
  Improved Toughness, Iron Will, Power Attack, 
  Weapon Focus (maul), Weapon Specialization 
  (maul)  
  Skills Climb +10 (+12), Intimidate +6, Jump +10 
  (+12), Listen +6. 
  Possessions combat gear plus mwk maul (+1 due to 
  oil of greater magic weapon), longsword, dagger, 
  light crossbow, quiver, 20 bolts, sap, mwk full plate 
  (+1 due to oil of magic vestment), mwk buckler (+1 
  due to oil of magic vestment), cloak of resistance 
  +1. 
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Rage (Ex) 1/day +4 Strength, +4 Constitution and +2 
  bonus on Will saves, lasts 3 + new Con modifier 
  SND7-02 Obvious Suspect 
   
  Page 38 
  
  rounds, fatigued afterward. The values between 
  brackets are while raging. 
   
  4: A VIOLENT MESSAGE 
  BRIM 
  CR 6 
  Male human rogue 6 
  CN medium humanoid (human) 
  Init +3; Senses Listen +4, Spot +4 
  Languages Common  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor); Dodge, Uncanny Dodge, 5 
  ranks Tumble 
  hp 38 (6 HD) 
  Resistance Evasion  
  Fort +6, Ref +8, Will +2 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft. 
  Melee sap +7 (1d6+1 non-lethal) or 
  Melee club +5 (1d6+1) 
  Ranged sling +7 (1d4+1) 
  Base Atk +4; Grp +5  
  Atk Options Sneak attack +3d6 
  Special Actions  
  Combat Gear  
  Abilities Str 13, Dex 16, Con 14, Int 8, Wis 10, Cha 
  12 
  SQ Trapfinding, trap sense +2 
  Feats Dodge, Iron Fortitude, Urban Tracking, Weapon 
  Finesse  
  Skills Balance +4, Bluff +10, Diplomacy +3, Gather 
  Information +10, Intimidate +12, Jump +2, 
  Hide+11, Knowledge (local: the Splintered Suns) 
  +0, Listen +4, Move Silently +11, Slight of Hand 
  +13, Spot +4, Tumble +11. 
  Possessions combat gear plus club, 3x daggers, 
  sap, sling, 10x bullets, studded leather. 
   
  THUGS (5) 
  CR 5 
  Male human fighter 2/rogue 3 
  CN Medium Humanoid (human) 
  Init +1; Senses Listen +7, Spot +7 
  Languages Common, Elf  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +3 armor, +2 shield); 5 ranks Balance, 
  ranks Tumble 
  hp 40 (5 HD) 
  Resistance Evasion  
  Fort +6, Ref +4, Will +3 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft. 
  Melee sap +7 (1d6+3 non-lethal) or 
  Melee throwing axe +7 (1d6+3/x3) 
  Ranged throwing axe +5 (1d6+3/x3) or 
  Ranged sling +5 (1d4+3) 
  Base Atk +4; Grp +11  
  Atk Options Improved grapple, power attack 
  Special Actions Sneak attack +2d6 
  Combat Gear tanglefoot bag 
  Abilities Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 
  8 
  SQ Trapfinding 
  Feats Improved Grapple, Improved Toughness, 
  Improved Unarmed Strike, Iron Will, Power Attack 
  Skills Balance +5, Bluff +4, Climb +7, Hide +4, 
  Intimidate +7, Jump +9, Listen +7, Move Silently 
  +4, Sleight of Hand +7, Spot +7, Tumble +8. 
  Possessions combat gear plus sap, 3x throwing axe, 
  sling, 10x bullets, studded leather, heavy wooden 
  shield 
   
  6: RESISTING ARREST 
  VERDANN 
  CR 10 
  Male human bard 10 
  CN (detects as Evil) Medium Humanoid (human) 
  Init +7; Senses Listen +8, Spot +8 
  Languages Ancient Sueloise, Celestial, Common, Elf, 
  Infernal, Oeridian, Orc 
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +5 armor, +1 natural); 5 ranks Balance, 5 
  ranks Tumble 
  hp 62 (10 HD)  
  Fort +6, Ref +11, Will +8 (+14 vs. mind affecting 
  spells and spell-like abilities) 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Mwk rapier +7/+2 (1d6-1/18-20) 
  Ranged light crossbow +10 (1d8/19-20) 
  Base Atk +7; Grp +6  
  Atk Options  
  Special Actions Bardic music 10/day (countersong, 
  fascinate, inspire competence, inspire courage +2, 
  inspire greatness, suggestion) 
  Combat Gear tanglefoot bag, medal of gallantry, 2x 
  potion of shield of faith +4, scroll of darkness, 2x 
  scroll of cure light wounds (arcane), wand of blur 
  (10 charges) 
  Bard Spells Known (CL 10th): 
   4th (1/day)—freedom of movement, hold monster 
  (DC 21) 
   3rd (3/day)—confusion (DC 20), dispel magic, 
  haste, insignia of healing 
   2nd (5/day)—calm emotions (DC 19), sonorous 
  hum, suggestion (DC 19), tactical precision 
   1st (5/day)—cure light wounds, grease (DC 17), 
  inspirational boost, Tasha’s hideous laughter (DC 
  18) 
   0 (3/day)—dancing lights, detect magic, ghost 
  sound, message, prestidigitation, summon 
  instrument 
  �Already cast 
  Abilities Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 
  22 
  SQ bardic knowledge (+11) 
  Feats Captivating Melody, Force of Personality, 
  Improved Initiative, Spell Focus (enchantment), 
  Versatile Performer 
  Skills Balance +9, Bluff +17, Concentration +15, 
  Diplomacy +23, Disguise +22, Jump +5, Listen +8, 
  SND7-02 Obvious Suspect 
   
  Page 39 
  
  SND7-02 Obvious Suspect 
   
  Page 40 
  Perform (oratory) +19, Perform (stringed 
  instruments) +19, Speak Modern Languages -, 
  Spellcraft +5, Spot+8, Tumble +17. 
  Possessions combat gear plus +1 chain shirt, mwk 
  rapier, dagger, light crossbow, 20 bolts, amulet of 
  natural armor +1, cloak of charisma +2, hat of 
  disguise 
   
   
   
   
   
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Battle Caster 
  Complete Arcane 75 
  Building on your existing training allows you to avoid 
  the chance of arcane spell failure when you wear armor 
  heavier than normal. 
   
  Prerequisite: Ability to ignore arcane spell failure 
  chance from armor. 
   
  Benefit: You are able to wear armor one category 
  heavier than you can normally wear while still 
  avoiding the chance of arcane spell failure. For 
  example, if you have the ability to normally wear light 
  armor without incurring a chance of spell failure, you 
  can wear medium armor and continue to cast spells as 
  normal. This ability does not extend to shields, nor 
  does it apply to spells gained from spellcasting classes 
  other than the class that provides the ability to cast 
  arcane spells while in armor. 
   
  Brand of the Nine Hells  
  Fiendish Codex II: Tyrants of the Nine Hells 53 
  You gain an infernal brand, a symbol proclaiming you 
  as the property of an archdevil. This brand might be a 
  physical symbol, or it could be a strange change in your 
  body’s structure. 
   
  Prerequisites: Lawful evil, devil. 
   
  Benefit: When you select this feat, choose an 
  archdevil to whom you have worn fealty. You gain a +2 
  bonus on Bluff, Diplomacy, and Sense Motive checks 
  made against denizens of that archdevil’s layer, but take 
  a –2 penalty on the same checks made against denizens 
  of other layers. In addition, you gain a +2 bonus on 
  Intimidate checks. 
   
  Baalzebul: This brand causes your body to sweat a 
  glistening slime. You gain a +4 bonus on grapple and 
  Escape Artist checks. Your natural attacks deal an extra 
  1d6 points of acid damage. 
   
  Captivating Melody 
  Complete Mage 40 
  You can expend some of your musical abilities to 
  increase the potency of your enchantment or illusion 
  spells. 
   
  Prerequisites: Bardic music, ability to cast arcane 
  spells. 
   
  Benefit: As a swift action before casting a spell, 
  you can attempt a Perform check (DC 15 + the level of 
  the spell you intend to cast). If you succeed, you can 
  sacrifice one of your daily used of bardic music to 
  increase the save DC of the next enchantment or 
  illusion spell you cast in the same round by 2. If the 
  Perform check fails, you still lose one daily use of 
  bardic music but gain no benefit. 
   
  You can apply Captivating Melody only to spells 
  cast by the same class that grants you your bardic 
  music ability. 
   
  Force of Personality 
  Complete Adventurer 109 
  You have cultivated an unshakable belief in your self-
  worth. Your sense of self and purpose are so strong that 
  they bolster your willpower. 
   
  Prerequisites: Cha 13. 
   
  Benefit: You add your Charisma modifier (instead 
  of your Wisdom modifier) to Will saves against mind-
  affecting spells and abilities. 
   
  Greater Heavy Armor Optimization [Fighter] 
  Races of Stone 141 
  You have mastered the use of heavy armor, maximizing 
  its protective qualities while moving more easily in it. 
   
  Prerequisites: Armor Proficiency (heavy), Heavy 
  Armor Optimization, base attack bonus +8. 
   
  Benefit: When you are wearing heavy armor, 
  lessen the armor check penalty of the armor by 2 and 
  increase the armor bonus by 1. Both of these effects 
  stack with the benefit of the Heavy Armor 
  Optimization feat, for a total lessening of the armor 
  check penalty by 4 and a total increase to the armor 
  bonus of 2. 
   
  Heavy Armor Optimization [Fighter] 
  Races of Stone 141 
  You have trained extensively in heavy armor, and you 
  have learned to take advantage of the protection it 
  offers. 
   
  Prerequisites: Armor Proficiency (heavy), base 
  attack bonus +4. 
   
  Benefit: When you are wearing heavy armor, 
  lessen the armor check penalty of the armor by 1 and 
  increase the armor bonus by 1. 
   
  Improved Buckler Defense [Fighter]  
  Complete Warrior 100  
  You can attack with an off-hand weapon while 
  retaining a buckler’s shield bonus to your Armor Class.  
   
  Prerequisite: Shield Proficiency 
   
  Benefit: When you attack with a weapon in your 
  off hand, you may still apply your buckler’s shield 
  bonus to your Armor Class. 
   
  Normal: Without this feat, a character wielding a 
  buckler who attacks with an off-hand weapon loses the 
  buckler’s shield bonus to AC until his or her next turn. 
   
  Improved Toughness [General]  
  Complete Warrior 101 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefits: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level) you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
  SND7-02 Obvious Suspect 
   
  Page 41 
  
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  Mark of Maladomini 
  Fiendish Codex II: Tyrants of the Nine Hells 84 
  Maladomini is a sinking mire of corruption and filth. 
  Those who serve the Lord of Flies acquire some his 
  most unsavory characteristics. You exude stinking 
  ichor like your master. 
   
  Prerequisites: 
  Brand 
  of 
  the 
  Nine 
  Hells, 
  allegiance to Baalzebul. 
   
  Benefit: You share the curse of your foul master, 
  Baalzebul. Your body issues forth a steady stream of 
  filth that collects about you. Any creature that enters or 
  leaves a square adjacent to you must succeed on a 
  Balance check (DC 10 + ½ your HD + your Con 
  modifier) or immediately stop moving. A creature that 
  fails this check and attempts to keep moving 
  immediately falls prone in its current space. In 
  addition, this slime reeks of decay, excrement, and 
  worse, on a Fortitude save (DC 10 + ½ your HD + your 
  Con modifier) or become sickened for 10 rounds. 
  Regardless of the outcome of the save, a creature 
  cannot again be affected by your stench for 24 hours. 
   
  Urban Tracking 
  Cityscape 64 
  You can track down the location of missing persons or 
  wanted individuals within communities. 
   
  Benefit: To find an individual’s trail, or to follow a 
  trail for 1 hour, requires a Gather Information check. 
  You must make another Gather Information check 
  every hour you search, as well as each time the trail 
  becomes more difficult to follow, such as when it takes 
  you to a different part of town. The DC of the check, 
  and the number of checks required to track down your 
  quarry, depends on the community size and the 
  prevailing conditions. If you fail a check, you can retry 
  after 1 hour of questioning; the DM should roll the 
  number of checks required secretly, so that the player 
  doesn’t know exactly how much time the task will 
  require. You can cut the time between Gather 
  Information checks in half (from 1 hour to 30 
  minutes), but you take –5 penalty on the check. 
  Obviously, this feat will not allow you locate someone 
  who has gone beyond the boundaries of the 
  community, but it could inform you that they’ve done 
  so. 
   
  Normal: Characters without this feat can use 
  Gather Information to find out about specific 
  individuals, but each check takes 1d4+1 hours and 
  doesn’t allow for effective trailing. 
   
  Special: A character with 5 ranks in Knowledge 
  (local) gains a +2 bonus on the Gather Information 
  check to use this feat. 
   
  Versatile Performer 
  Complete Adventurer 112 
  You are skilled at many kinds of performances. 
   
  Prerequisites: Perform (any) 5 ranks 
   
  Benefit: Pick a number of Perform categories 
  equal to your Intelligence bonus (minimum 1). For the 
  purpose of making Perform checks, you are treated as 
  having a number of ranks in those skills equal to the 
  highest number of ranks you have in any Perform 
  category. You cannot change these categories once you 
  have picked them, but your score in them 
  automatically increases if you later add additional 
  ranks in your highest-ranked Perform category. You 
  gain new categories of your choice if your Intelligence 
  bonus permanently increases. 
   
  In addition, you gain a +2 bonus on a combined 
  Perform check when using two or more forms of 
  performance at the same time, such as bard strumming 
  a lure while singing. In such cases, add the bonus to 
  the higher of your two Perform skill modifiers. 
   
  MAGIC ITEMS 
  Medal of Gallantry 
  Complete Adventurer 134 
  This silver sun-shaped brooch grants its wearer a +2 
  bonus on Diplomacy checks but imposes a –2 penalty 
  on Bluff checks. This penalty remains for 24 hours 
  after the medal is removed. 
   
  Three times per day the wearer can use sanctuary 
  on himself as a swift action. If the wearer attacks while 
  protected by this effect, he takes a –1 morale penalty 
  on that attack and all subsequent attacks for 1 hour 
  afterward. 
   
  Faint Abjuration; CL 3rd; Craft Wondrous Item, 
  sanctuary; Price 1,100 gp. 
   
  MUNDANE EQUIPMENT 
  Maul 
  Complete Warrior 157 
  One-handed Exotic Weapon 
  Maul 
  15 gp 1d10 x3 - 20 lb. Bludgeoning 
   
  A maul is too large to use in one hand without special 
  training (the appropriate Exotic Weapon Proficiency 
  feat). A character can use a maul two handed as a 
  martial weapon. 
   
  SPELLS 
  Battle Hymn 
  Spell Compendium 25 
  Enchantment (Charm) [Mind-Affecting] 
  Level: Bard 2, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Targets: All allies within 30 ft. 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  SND7-02 Obvious Suspect 
   
  Page 42 
  
  SND7-02 Obvious Suspect 
   
  Page 43 
  This spell brings forth a stirring martial tune that 
  inspires all creatures within the area who are friendly 
  to you. These creatures can reroll one Will save that 
  they have just made each round for the duration of the 
  spell. The reroll must be made before the DM declares 
  whether the roll results in success or failure, amd the 
  result of the second roll must be used, even if it is a 
  lower result. 
   
  Fly, Swift 
  Spell Compendium 96 
  Transmutation 
  Level: Bard 2, druid 3, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  This spell functions like fly (PH 232), except as noted 
  above. 
   
  Insignia of Healing 
  Races of Destiny 166 
  Conjuration (Healing) 
  Level: Bard 3, cleric 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless); see text 
   
  This spell works just like insignia of alarm except the 
  insignia wearers are instead healed by positive energy. 
  The spell cures 1d8 points of damage +1 point per 
  caster level (maximum +10) to all wearers of the 
  insignia. 
   
  Since undead are powered by negative energy, this 
  spell deals damage to them instead of curing their 
  wounds. Any undead creature can apply spell 
  resistance and attempt a Will save to take half damage. 
   
  Focus: A specially prepared insignia (10 gp). 
   
  Inspirational Boost 
  Spell Compendium 124 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round or special; see text. 
   
  While this spell is in effect, the moral bonus 
  granted by your inspire courage bardic music increases 
  by 1. 
   
  The effect lasts until your inspire courage effect 
  ends. If you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the 
  spell’s effect ends. 
   
  Sonorous Hum 
  Spell Compendium 196 
  Evocation [Sonic] 
  Level: Bard 2, cleric 3, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
   
  After you cast this spell, the next spell you cast within 
  the duration that requires concentration to maintain is 
  maintained for you until the sonorous hum spell expires. 
  This effect allows you to cast other spells, even another 
  spell that also requires concentration. If the spell 
  maintained by the sonorous hum has a shorter duration 
  than that of this spell, the maintained spell expires as it 
  normally would, and you gain no further benefits from 
  this casting of sonorous hum. The sound created by the 
  spell is as loud as a person in armor walking at a slow 
  pace trying not to make noise (normally a DC 5 Listen 
  check to detect). You can end the spell as a free action. 
   
  Tactical Precision 
  Spell Compendium 218 
  Divination [Mind-Affecting] 
  Level: Bard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which are more 
  than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  When you cast this spell, you grant your allies greater 
  insight into one another’s actions, allowing them to 
  better coordinate their attacks. If two affected allies 
  flank the same creature, each gains a +2 insight bonus 
  on melee attack rolls and deals an extra 1d6 points of 
  damage against the flanked creature. Creatures not 
  subject to extra damage from sneak attacks are immune 
  to this extra damage. 
   
  Material Component: A toy soldier. 
  
  DM MAPS 
  IKKAR’S WAREHOUSE 
  (1 square is 5 ft.) 
  1. 
  1st Floor Storage 
  2. 
  2nd Floor Storage 
  3. 
  Waiting Room 
  4. 
  Office 
  5. 
  Toilet 
  6. 
  Closet 
   
  A. Barrels 
  B. Chests 
  C. Sacks. 
   
  M = Argoth, the marshal 
  T = Thugs 
  SND7-02 Obvious Suspect 
   
  Page 44 
  
  VERDANN’S HOUSE 
   
   
    
  SND7-02 Obvious Suspect 
   
  Page 45 
  
  SND7-02 Obvious Suspect 
   
  Page 46 
  CAMPAING CONSEQUENCES 
  Thank you for judging SND7-02 Obvious Suspect. If you run this at a convention or game-day before 1 May 2007 please 
  fill out this form and give it to the head judge coordinator or mail it to poc@sunndi.org. 
   
  At what APL did you play?  
  APL 2 
  APL 4 
  APL 6 
  APL 8 
  APL 10 
   
  What happened to Verdann’s? 
   
  (a) He was killed, but his corpse was kept intact. 
   
   
   
   
   
   
  (b) He was killed, but his corpse was destroyed 
   
   
   
   
   
   
  (c) He was captured. 
   
   
   
   
   
   
  (d) The PCs never confronted him 
   
  To whom did the PCs gave Verdann? (a) Nobody 
   
   
   
   
   
   
  (b) Makarios 
   
   
   
   
   
   
  (c) The authorities 
   
   
   
   
   
   
  (d) Somebody else:_______________________ 
   
  Did the PCs realize Verdann was possessed by something? 
  YES 
  NO 
   
  Did the PCs tell the authorities about what they learned? 
   
  YES 
  NO 
   
  Did the PCs tell anybody else? If so whom? 
   
   
  ____________________ 
   
  Did the PCs testify in favor of Makarios at court? 
   
   
  YES 
  NO 
   
  Did any PC died? If so at what encounter? 
   
   
  ____________________ 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/597/Normal Scenarios/SND7-02 - Obvious Suspect (APL 2-10)/SND7-02 - Obvious Suspect.pdf