TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  URD5-I04-MM-A1 
   
   
   
   
   
   
   
  Whose Riot Is It, Anyway? 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Interactive Adventure 
  Version 1.1 
  Round 1 
  by Jon Thompson 
   
   
  “The difference between a celebration and a riot?  In a riot, they’re burning, smashing, and stealing 
  YOUR property.” –Annora Mirathol 
  A mini-mission for APLs 2-16. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and DM fill out the RPGA Tracking 
  Sheet.  The DM should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  Living Greyhawk  
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  URD5-I04 An Empty Throne – MM-A1 
  [Round 1] 
  Page 1 
  
  Living Greyhawk Levels of Play  
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  Because players bring their own 
  characters 
  to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges 
  are 
  proportioned to the average 
  character level of the PCs 
  participating in the adventure. 
  To determine the Average Party 
  Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability (i.e. animal companions, familiars 
  paladin’s mounts, etc.) use the sidebar chart 
  to determine the number of levels you add to 
  the sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, 
  light or heavy, with him in the adventure and it 
  will not count toward the APL calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  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 may gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character will receive only one-half of the 
  experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as 
  well.  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. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: 
  LIVING 
  GREYHAWK adventures are 
  designed for APL 2 and 
  higher. Four or five 1st-level 
  characters may find difficulty with the challenges in 
  a LIVING GREYHAWK adventure. If a group is 
  APL 1 there are three things that the group can do 
  to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Duchy of Urnst.  Characters native to the 
  Duchy of Urnst pay one Time Unit per round, all 
  others 
  pay 
  two 
  Time 
  Units 
  per 
  round.  
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Adventure Background 
  The Honorable Chamber has finally chosen a 
  Regent, and as his first act, the Regent has made 
  URD5-I04 An Empty Throne – MM-A1 
  [Round 1] 
  Page 2 
  
  good on a promise that nearly every noble family 
  demanded: the removal of Lady Annora Mirathol 
  as Mayor-Governor of Leukish. For over a dozen 
  years, she has ruled the city for the Duke, and 
  during that time she made many enemies. Many 
  nobles preferred the corrupt practices under 
  Hadric, which favored the powerful, though they 
  would never admit to it. Some nobles covet the 
  position and the influence it could bring to their 
  House. Some, such as House Kaste, bear more 
  recent and active ill will. 
   
  Many of the City Watch who joined the Watch 
  during the first few years of Lady Annora’s tenure 
  have not reported for work today.  Many clerks are 
  absent too. Down by the docks, the Navy boys 
  have been drinking heavily (either to celebrate the 
  election of Ellis or lament the election of Jolen, 
  depending on results).  It is a situation ripe for 
  trouble in a city known for political riots.  No one is 
  able to reconstruct later quite how it started, but 
  there’s trouble on the streets now! 
  Adventure Summary 
  However it started, trouble has spilled into the 
  streets. Sailors and Marines have dissolved into 
  mobs that seek vengeance on the City Watch. 
  Without its senior leadership, the City Watch is 
  little better than a mob itself. Partisans of both Ellis 
  and Jolen spill onto the streets as well. The 
  Regent, uncertain of the loyalties of  nearby Ducal 
  Guard units, is reluctant order  the Ducal Guard 
  into the streets. He calls upon adventurers to try to 
  diffuse the situation first. 
  Preparation for Play 
  Carefully review the new rules section on mobs. 
  Be prepared to record all damage, real and 
  subdual, on mobs and NPCs. For either APL 
  range, track the number of NPCs killed. 
  Introduction 
  Riots have broken out in the streets of Leukish 
  in the wake of the Honorable Chamber’s 
  decision. Far from being able to stop the riots, 
  the City Watch’s own discipline has failed and 
  they are utterly unable to bring the rioting 
  under control. 
   
  The Regent wants these riots put down as 
  swiftly and painlessly as possible, and so he 
  has turned to adventurers to accomplish this 
  goal. He wishes to avoid ordering regular 
  troops into the city to quell the riots. Such a 
  move could look like a military takeover, an 
  appearance that the new Regent would prefer 
  to avoid. 
  Encounter One: Struggle in 
  the Streets 
   
  This section of Leukish consists of blocks of 
  buildings 200 to 300 feet in length, separated by 
  major streets 20 feet wide.  There are typically two 
  to three alleyways in each block, which are usually 
  5 feet wide. 
  APLs 2-8: 
  The encounter starts with the PCs rounding a 
  corner arriving at an intersection just as a group of 
  City Watch and a group of Sailors get ready to 
  clash.  Naturally enough, the PCs are between the 
  hostile parties. 
   
  The PCs may attempt to join in the fighting on 
  the Navy/Marine side, join in on the Watch side, 
  suppress everyone equally, or ignor the fight. The 
  NPCs will decide whether the PCs are friendly or 
  not based on their actions. 
   
  Stopping the fighting with diplomacy at APLs 
  2-8 is a DC 60 check. 
  APL 2 
  City Watch, human War1 (4): hp 9 each (see 
  Combat Appendix). 
  Sailors, human Exp1/War1 (2): hp 10 each (see 
  Combat Appendix). 
  APL 4 
  City Watch, human War1 (6): hp 9 each (see 
  Combat Appendix). 
  Sailors, human Exp1/War1 (3): hp 10 each (see 
  Combat Appendix). 
  APL 6 
  City Watch, human War1 (6): hp 9 each (see 
  Combat Appendix). 
  Elite City Watch, human War3 (2): hp 19 each 
  (see Combat Appendix). 
  Sailors, human Exp1/War1 (6): hp 10 each (see 
  Combat Appendix). 
  APL 8 
  Elite City Watch, human War3 (8): hp 19 each 
  (see Combat Appendix). 
  URD5-I04 An Empty Throne – MM-A1 
  [Round 1] 
  Page 3 
  
  Sailors, human Exp1/War1 (4): hp 10 each (see 
  Combat Appendix). 
  Marines, human War3 (3): hp 22 each (see 
  Combat Appendix). 
  APLs 10-16: 
  At high APLs, the PCs have the misfortune to be 
  on a major street where several mobs have been 
  channeled by the city’s geography. It’s pure bad 
  luck that so many are trying to get through this 
  intersection at the same time. 
   
  If the Watch is the only mob still active (all of 
  the non-Watch mobs have been subdued or dealt 
  with), the Watch can be peacefully dissolved with 
  a DC 25 Diplomacy check. 
   
  If the Navy and Marine mobs are still active, 
  but all other mobs have been subdued or dealt 
  with, they can similarly be peacefully dissolved 
  with a DC 35 Diplomacy check. 
   
  These same checks can be used during 
  combat to convince the Navy/Marine mobs or the 
  Watch that the PCs are on their side. However, 
  the PCs must choose whether to aid the Navy or 
  the Watch; they cannot try to be allied with both. 
  The DCs of the Diplomacy checks for allying with 
  the Navy during the fight is 45 and for allying with 
  the Watch during the fight is 35. Failure indicates 
  that all mobs treat the PCs as hostile. 
   
  Stopping the fighting with diplomacy at APLs 
  10-16 is simply not possible; the individuals in the 
  mobs are too enraged to be mollified. 
   
  Otherwise, the mobs continue fighting until 
  suppressed. The Navy and Marine mobs are 
  hostile to the Watch, and vice versa. The 
  commoner mobs, if present, are friendly to both 
  (basically, they back whichever group of toughs 
  they’ve fallen in with). 
  APL 10 
  Riot (1 sailor, 1 watch): hp 135 each (see 
  Combat Appendix). 
  APL 12 
  Riot (2 commoner, 1 sailor, 1 watch): hp 135 
  each (see Combat Appendix). 
  APL 14 
  Riot (3 commoner, 2 sailor, 1 watch): hp 135 
  each (see Combat Appendix). 
  APL 16 
  Riot (5 commoner, 2 sailor, 1 watch): hp 135 
  each (see Combat Appendix). 
  Conclusion 
  If the PCs suppressed the Watch and aided the 
  Navy or Marines, they receive both the favor of the 
  Rank and File of the Ducal Navy and they receive 
  the Infamous notation on their AR. 
   
  The End 
  Events Summary 
  How many NPCs took real damage? 
  How many NPCs were killed? 
  Did the PCs aid the Navy, the Watch, or neither? 
  Report all real and subdual damage done to 
  mobs. Also report any individuals disabled in mobs 
  and how they were disabled. 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter One: Struggle in the Streets 
   
  APL2: 90 xp 
   
  APL4: 120 xp 
   
  APL6: 180 xp 
   
  APL8: 240 xp 
   
  APL10: 300 xp 
   
  APL12: 360 xp 
   
  APL14 390 xp 
   
  APL16 420 xp 
  Discretionary roleplaying award 
   
  APL2: 22 xp 
   
  APL4: 30 xp 
   
  APL6: 45 xp 
   
  APL8: 60 xp 
   
  APL10: 75 xp 
   
  APL12: 90 xp 
  URD5-I04 An Empty Throne – MM-A1 
  [Round 1] 
  Page 4 
  
   
  APL14 97 xp 
   
  APL16 105 xp 
  Total possible experience: 
   
  APL2: 112 xp 
   
  APL4: 150 xp 
   
  APL6: 225 xp 
   
  APL8: 300 xp 
   
  APL10: 375 xp 
   
  APL12: 450 xp 
   
  APL14 487 xp 
   
  APL16 525 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.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One: 
   
  All APLs: L: 0 gp; C: 0 gp; M: 0 gp 
  Total Possible Treasure 
   
  All APLs: L: 0 gp; C: 0 gp; M: 0 gp 
  Items for the Adventure 
  Record 
  Favor of (check all who apply): 
   
  The following notable people are grateful for 
  the aid given to them. 
  ____Rank and File of the Ducal Navy: You got 
  some of their people out of serious trouble, and 
  they remember their friends. 
  Infamous::  You were implicated in causing the 
  largest riots in Leukish since the Temple Coalition 
  Revolt. You gain a +2 bonus on social interactions 
  with the Rogues of Seltaren and a -4 penalty on 
  social interactions with any Duchy nobles or 
  lawful-aligned organizations. 
  This character backed the faction of (check 
  one):  ___Ellis 
  ___Jolen
   
  ___Other________ 
  Faction Membership Consequences::  You gain 
  a +2 bonus on social interactions with groups 
  friendly to your own faction and a -4 penalty on 
  social interactions with groups that backed the 
  opposing faction. 
  Check if appropriate once canon results have 
  been obtained (early 2006): 
  ___Backed the Winning Faction::  The new 
  Regent is grateful for your aid in convincing 
  enough unaligned members of the Honorable 
  Chamber to join his faction. This favor provides 
  URD5-I04 An Empty Throne – MM-A1 
  [Round 1] 
  Page 5 
  
  free rich lifestyle during Duchy of Urnst regional 
  adventures during CY596 and counts as a Ducal 
  favor once during each Duchy of Urnst regional 
  adventure during CY596. 
  Item Access 
  APL 2: 
   
  wand of disguise self, (Adventure, DMG, 750 
  gp) 
   
  wand of magic missiles, (caster lvl 3), 
  (Adventure, DMG, 2,250 gp) 
  APL 4 (all of APL 2 plus the following): 
   
  +1 undead bane heavy flail (Adventure, DMG, 
  8,315 gp) 
   
  javelin of lightning (max of two) (Adventure, 
  DMG, 1,500 gp) 
  APL 6 (all of APLs 2--4 plus the following): 
   
  +1 ghost touch bastard sword (Adventure, 
  DMG, 8,335 gp) 
   
  rhino hide armor (Adventure, DMG, 5,165 gp) 
  APL 8 (all of APLs 2--6 plus the following): 
   
  dust of disappearance - (Adventure; DMG; 
  3,500 gp) 
   
  +1 blinding heavy steel shield (Adventure, 
  DMG, 4,170 gp) 
   
  +2 flaming longsword (Adventure, DMG, 
  18,315 gp) 
   
  ring of invisibility (Adventure; DMG; 20,000 
  gp) 
  APL 10 (all of APLs 2--8 plus the following): 
   
  lesser rod of silence - (Adventure; DMG; 3,000 
  gp) 
   
  ring of blinking (Adventure; DMG; 27,000 gp) 
   
  adamantine weapon (any one weapon or 50 
  pieces of ammunition from the PHB) (Adventure, 
  DMG, varies) 
  APL 12 (all of APLs 2--10 plus the following): 
   
  rod of silence - (Adventure; DMG; 11,000 gp) 
   
  ring of shooting stars (Adventure; DMG; 
  50,000 gp) 
  APLs 14 and 16 (all of APLs 2--12 plus the following): 
   
  rod of extend - (Adventure; DMG; 11,000 gp) 
   
  bracers of armor +5 (Adventure; DMG; 25,000 
  gp) 
   
  URD5-I04 An Empty Throne – MM-A1 
  [Round 1] 
  Page 6 
  
  Combat Appendix – APLs 2-8
  City Watch Warrior 1; CR 1/2; HD 1d8+4; hp 
  9; Init +0; Spd 30 ft; AC 14 (touch 10, flat-
  footed 14); Base Atk +1; Grp +1; Atk +1 melee 
  two-handed  (1d6/20/x2, Sap), +1 melee two-
  handed  (1d8/20/x2, Heavy Mace); Full Atk +1 
  melee two-handed  (1d6/20/x2, Sap), +1 
  melee two-handed  (1d8/20/x2, Heavy Mace); 
  SA: -; SQ: -; SV Fort +3, Ref +0, Will +1; AL N; 
  Str.10, Dex.10, Con.12, Int.9, Wis.8, Cha.8. 
   
  Skills and Feats: Gather Information +1, 
  Intimidate +3; Iron Will, Toughness. 
   
  Possessions: 
  heavy 
  mace, 
  studded 
  leather armor, guard uniform. 
  Elite City Watch: Warrior 3: CR 2;  Medium 
  humanoid (Human) ; HD 3d8+6; hp 19; Init +5; 
  Spd ft 30;  AC 16 (touch 12, flat-footed 14); 
  Atk +4 melee two-handed (1d8+1 /19-20x2, 
  long 
  sword), 
  +4 
  melee 
  two-handed  
  (1d8,20/x3, Longspear), or +5 ranged (1d8/19-
  20x2, light crossbow); AL LN; SV Fort +5, Ref 
  +2, Will+1; Str12, Dex14, Con12, Int8, Wis10, 
  Cha8. 
   
  Skills and Feats: Knowledge (Local) +0, 
  Listen +4, Spot +5, Knowledge (Nobility)+0 ; 
  Improved Initiative, Alertness, Toughness. 
   
  Possessions: chain shirt, light crossbow, 
  20 bolts, long sword, sap, signal whistle, water 
  skin, (longspear while on patrol). 
  Marine: Suel Human War3; CR 2; Medium 
  humanoid (human); HD 3d8+9; hp 22; Init +0; 
  Spd 30 ft.; AC 13, touch 10, flat-footed 13; 
  BAB +2; Grp +3; Atk and Full Atk +3 melee 
  (1d6+1/x3, handaxe) or +3 melee (1d6+1, 
  club) or +2 ranged (1d6+1, javelin); AL N; SV 
  Fort +5, Ref +1, Will +1; Str 13, Dex 11, Con 
  14, Int 8, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +6, Intimidate +3, 
  Jump 
  +4, 
  Swim 
  +5; 
  Feats: 
  Athletic, 
  Endurance, Toughness.  
  Possessions: Studded leather, dagger, javelin, 
  hand axe, club. 
  Sailor: Suel Human Exp1/War1; CR 1; 
  Medium humanoid (human); HD 1d6+1d8+2; 
  hp 10; Init +1; Spd 30 ft.; AC 13, touch 11, flat-
  footed 12; BAB +1; Grp +2; Atk and Full Atk 
  +2 melee (1d6+1/19-20, shortsword) or +2 
  melee (1d6+1 nonlethal, sap) or +2 ranged 
  (1d4+1/19-20, dagger); AL N; SV Fort +3, Ref 
  +1, Will +1; Str 12, Dex 12, Con 13, Int 8, Wis 
  10, Cha 9. 
   
  Skills and Feats: Climb +6, Jump +3, 
  Knowledge (local) +1, Profession (Sailor) +7, 
  Spot +5, Swim +6, Use Rope +5; Endurance, 
  Skill Focus: Profession (Sailor). 
  Possessions: Leather armor, dagger, sap, 
  shortsword. 
  URD5-I04 An Empty Throne – MM-A1 
  [Round 1] 
  Page 7 
  
  Combat Appendix – APLs 10-16
  Riot: CR 8; Gargantuan humanoid (mob of 
  Medium humans); HD 30d8; hp 135; Init +0; Spd 
  20 ft.; AC 6, touch 6, flat-footed 6; BAB +22; Grp 
  +34;  Atk Options: swarm 5d6 bludgeoning, 
  expert grappler, trample 2d6; AL N; SQ mob 
  anatomy; SV Fort +11, Ref +11, Will +17; Str 11, 
  Dex 11, Con 11, Int 10, Wis 10, Cha 10. 
   
  Expert grappler (Ex): A mob can maintain 
  a grapple without penalty and still make attacks 
  against other targets (normally, attacking other 
  targets while grappling imposes a -20 penalty on 
  grapple checks). A mob is never considered flat-
  footed while grappling. 
   
  Trample (Ex): A mob that simply moves 
  over a creature and doesn’t end its movement 
  with that creature in one of its occupied squares 
  can trample the creature. A trampled creature 
  takes damage equal to 2d6 points +1-1/2 times 
  the mob’s Strength modifier. The victim can 
  either make anattack of opportunity against the 
  mob or make a Reflex save (DC 25 plus the 
  mob’s Strength modifier) to take half damage. 
   
  Mob Anatomy (Ex): A mob has no clear 
  front or back and no discernable anatomy, so it 
  is not subject to critical hits or sneak attacks. A 
  mob cannot be flanked, tripped, grappled, or bull 
  rushed. 
   
  Unlike standard swarms, mobs are made up 
  of 
  relatively 
  small 
  numbers 
  of 
  individual 
  creatures, so spells or effects that target specific 
  numbers of creatures can have an effect on a 
  mob. Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or 
  effects that target specific creatures bestows 
  two negative levels on the mob. A mob that 
  gains negative levels equal to its Hit Dice breaks 
  up as if reduced to 0 hit points. Negative levels 
  gained in this manner are not the result of 
  negative energy (and thus cannot be blocked by 
  death ward or removed by restoration) but never 
  result in permanent level loss. A mob takes half 
  again as much damage (+50%) from spells or 
  effects that affect an area, such as splash 
  weapons and evocation spells. 
   
  Languages: Common. 
   
  Skills and Feats: Listen +4, Spot +4, Great 
  Fortitude, 
  Improved 
  Bull 
  Rush, 
  Improved 
  Overrun, Lightning Reflexes. 
   
  Possessions: Artisan’s outfits. 
   
  URD5-I04 An Empty Throne – MM-A1 
  [Round 1] 
  Page 8 
  
  New Rules 
  Mobs 
  An angry mob represents the most dangerous form of crowd. An angry mob might or might not be 
  enraged at the PCs, but as a general rule the mob mentality overrides the desires and goals of an 
  individual in a mob, and PCs who happen to get in the way could find themselves the focus of the mob’s 
  rage. 
   
  A mob is treated as a signle entity similar to a swarm, except that it is made of larger creatures. A 
  mob can be composed of Small, Medium, or Large creatures, but all the individual creatures must be of 
  the same type. A mob that incorporates a crowd of goblins and a crowd of chokers is best modeled by 
  two separate mobs. You can use the following template to create specific types of mobs. 
   
  “Mob” is an acquired template that can be added to any Small, Medium, or Large creature. Generally, 
  mobs are transitory; after forming, a mob lasts for, at most, 1d4+1 hours before breaking up. Most mobs 
  break up naturally far sooner, once the condition that caused their formation is no longer a factor. A mob 
  uses all the base creature’s statistics and special abilities except as noted here. 
  Size and Type: A mob is a Gargantuan creature composed of either 48 Small or Medium or 12 Large 
  creatures. The mob’s type remains unchanged from the base creature. 
  Hit Dice: A mob has a single pool of Hit Dice and hit points. All mobs have 30 Hit Dice,; this number 
  represents the mob’s mentality and physical mass rather than its race or class, since the individual 
  members of a mob don’t use their own abilities or experience to aid the whole. The type of Hit Dice rolled 
  is set by the mob’s racial Hit Dice, not any class levels the mob might have. Thus, a mob of commoners 
  would roll d8’s for hit points, not d4’s. 
   
  Reducing a mob to 0 hit points or lower causes it to break up , though damage taken until that point 
  does not degrade its ability to attack or resist attack. Mobs are never staggered or reduced to a dying 
  state by damage. 
  Initiative: A mob’s initiative modifier is always +0. 
  Speed: A mob’s speed is 10 feet slower than that of the base creature. 
  Armor Class: As the base creature, modified by -4 for the mob’s Gargantuan size. 
  Base Attack: Since all mobs have 30 Hit Dice, their base attack bonuses are set depending on their 
  type: 
  • 
  Fey or undead: +15 
  • 
  Aberration, animal, construct, elemental, giant, humanoid, ooze, plant, or vermin: +22 
  • 
  Dragon, magical beast, monstrous humanoid, or outsider: +30 
  Grapple: As base attack bonus, modified by +12 for its size, and as appropriate for its Strength modifier. 
  Attack/Full Attack: Mobs don’t make standard attacks. Rather, they are treated similar to swarms in 
  combat. A mob deals 5d6 points of bludgeoning damage to any creature whose space it occupies at the 
  end of its move, with no attack roll needed. Mob attacks ignore concealment and cover. A mob’s attacks 
  are nonmagical, unless the base creature’s attacks are considered magical. Damage reduction applies to 
  mob attacks. 
  Space/Reach: A mob occupies a square 20 feet on a side, but its reach is 0 feet. In order to attack, it 
  moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space 
  as a creature, since it tramples over and moves around its victim. A mob can move through squares 
  occupied by enemies, and vice versa, without impediment, although a mob provokes an attack of 
  opportunity if it does so. A mob can move through openings large enough for its component creatures. 
   
  Larger mobs are represented by multiples of single mobs. The area occupied by larger mobs is 
  completely shapable, though the mob usually remains in contiguous squares. 
  URD5-I04 An Empty Throne – MM-A1 
  [Round 1] 
  Page 9 
  
  Attack Options: A mob’s mentality is fueled by emotion; as a result, the individual creatures that make 
  up the mob are unable to use any attack options that require actions, such as breath weapons, spell-like 
  abilities, and the like. If the base creature has attack options that affect the damage it deals (such as 
  poison, energy drain, ability damage, improved grab, constrict, rend, or swallow whole), those special 
  attacks function normally on any creature damaged by the mob. Attack options such as gaze weapons 
  that function constantly continue to function normally. The save DCs for any of these attacks should be 
  recalculated based on the mob’s 30 Hit dice. 
   
  In addition, mobs gain one or both of the following attack options. 
   
  Expert grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). 
  A mob is never considered flat-footed while grappling. 
   
  Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the creature. A trampled creature takes damage 
  equal to 2d6 points +1-1/2 times the mob’s Strength modifier. The victim can either make anattack of 
  opportunity against the mob or make a Reflex save (DC 25 plus the mob’s Strength modifier) to take half 
  damage. 
  Special Qualities: A mob retains all the special qualities of the base creature. In addition, it gains the 
  following special quality. 
   
  Mob Anatomy (Ex): A mob has no clear front or back and no discernable anatomy, so it is not subject 
  to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific 
  creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific 
  creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice 
  breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of 
  negative energy (and thus cannot be blocked by death ward or removed by restoration) but never result 
  in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect 
  an area, such as splash weapons and evocation spells. 
   
  Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of 
  a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no 
  casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% 
  are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 
  indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the 
  victim escapes relatively unscathed. 
  Saves: A mob’s saving throws are calculated as for a 30 HD creature of its type. A mob’s base good 
  save is +17, and its base bad save is +9. 
  Abilities: A mob’ abilities are the same as the base creature, except that its Intelligence, Wisdom, and 
  Charisma scores drop to 10. If the base creature’s Intelligence, Wisdom, or Charisma scores are already 
  lower than 10, they do not change. 
  Skills: Same as the base creature, do not recalculate based on the mob’s 30 Hit Dice. The mob’s new 
  Intelligence, Wisdom, or Charisma scores might grant some skills different modifiers. 
  Feats: Same as the base creature; all mobs gain Improved Bull Rush and Improved Overrun as bonus 
  feats. 
  Organization: Solitary, pair, or gang (3-12 mobs). 
  Challenge Rating: 8, or +2 if the base creature’s CR is 7 or higher. 
  Advancement: -. 
  Level Adjustment: -. 
  URD5-I04 An Empty Throne – MM-A1 
  [Round 1] 
  Page 10 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I04 - An Empty Throne (APL 2-16)/URD5-I04-MM-A1 - Whose Riot Is It, Anyway.pdf