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.  
   
  VELINT3-02 
   
   
   
   
   
   
   
  The Bishop’s Gift 
   
  A One-Round D&D Living Greyhawk Veluna Regional 
  Adventure 
   
  Round 1 
   
  by Jeff Richards 
   
   
   
   
   
  A new bishop is being ordained in Mitrik.  Many influential citizens wish to curry the political favor of this new 
  authority figure in the Church of Rao.  An introduction to Veluna for first level PCs. 
   
   
   
   
   
   
  
  The Bishop’s Gift 
   
  Page 2 
  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. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three 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. 
  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. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
   
  Living Greyhawk 
   
   
   
   
  This is a Living Greyhawk Adventure.  As a Living 
  Greyhawk 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, ant then have any 
  players without a character create on.  Once all players 
  have a Living Greyhawk character, play can begin. 
   
  Along with the other materials 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 and Living Greyhawk Campaign 
  Sourcebook (LGCS). 
   
  Living Greyhawk Levels of Play 
   
   
  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. 
  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. 
  
  The Bishop’s Gift 
   
  Page 3 
   
   
  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 you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
   
  1. 
  Attempt to create a table of six 1
  st-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 
  Tusmit.  Characters native to Tusmit 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 Summary and 
  Background 
   
  The judge should familiarize himself with the following 
  meta-orgs (from the Veluna Meta-Campaign Sourcebook) 
  before running this module: 
   
  • 
  Church of Rao 
  • 
  Mitrik Temple Guard 
  • 
  Knights of Salvation 
  • 
  Knights of Whitehale 
  • 
  The Pack 
   
  All of these organizations play a part in this module, and 
  the judge should be ready to describe these organizations 
  to the players. 
   
  The Church of Rao is ordaining a new Bishop, Bishop 
  Relqueth Fallon.  Agents of Nerull have caught wind of 
  the ordainment and hope to use it to further their evil 
  plans.  Nerull and Rao are old enemies, so agents of 
  Nerull have moved into Veluna and setting up 
  operations. 
   
  The Nerullites plan to plant an “amulet of inescapable 
  location” on the new bishop to aid them in magical 
  spying upon the Raons.  They plan to do this by offering 
  the amulet as a gift to the new bishop in celebration of his 
  ordainment.  They hope to pass the cursed amulet off as 
  # of Animals 
  Mundane 
  Animals Effect on 
  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 
  C
  R
  7 
  7 
  9 
  10 
  11 
  
  The Bishop’s Gift 
   
  Page 4 
  an amulet of proof against detection/scrying, a moderate 
  but decent gift for a new bishop. 
   
  To do this a priest of Nerull, Vigo Wallak, disguises 
  himself as an agent of High Roads Trading company and 
  is looking to hire some pawns to deliver the gift to the 
  bishop on his behalf.  He sets up a base in a small town in 
  Whitehale Diocese not too far from Mitrik and asks 
  around about hiring adventurers for a simple delivery 
  mission. 
   
  The PC’s are hired by the false merchant and given the 
  package to deliver and payment up front.  He gives them 
  his invitation to the ordainment ceremony (forged) and 
  asks them to attend the ceremony on his behalf, and 
  present the gift to the bishop on his behalf.  Simple. 
   
  The PC’s travel to Whitehale.  On the road they run 
  across a goblin worg rider fleeing from a patrol of Knights 
  of Whitehale.  They have a chance to help the knights 
  and stop the goblin raider from escaping. 
   
  Meanwhile, The Pack (the thieves guild in Veluna), has 
  caught wind that some stranger is passing himself off as 
  an official of High Roads, and has an item of some value 
  in his possession.  They have been watching Vigo, and are 
  aware that he has passed this item off to the PC’s and that 
  they are travelling to Mitrik with it.  The Pack decide that 
  they want to “aquire” this item, since it must be valuable, 
  and begin plotting. 
   
  When the PC’s arrive in Mitrik, they are ambushed by a 
  group of members of The Pack.  They stage a fight 
  between a man and a woman as a distraction while they 
  try to lift the package from the PC’s.  Eventually the 
  Mitrik Temple Guard happen by to help pick up the 
  pieces of this confrontation.  They request that the PC’s 
  stay in town for few days while the culprits are being 
  brought up on official charges. 
   
  Eventually the PC’s make their way to the Grand 
  Cathedral of Rao in Mitrik.  They attend the grand 
  ceremony wich is attended by many nobles, knights, and 
  priests.  They get a chance to meet the priest after the 
  ceremony in a formal reception line for those who 
  attended the ordainment.  This is also where he accepts 
  gifts, and the PC’s give the false gift to Bishop Fallon. 
   
  The PC’s leave, thinking their job is done and all went 
  well.  They stay in town to deal with the legal issues of the 
  pick-pocket attempt.  Meanwhile, Bishop Fallon, learning 
  caution about magic items from his early adventuring 
  days, discovers the true nature of the cursed amulet.  Of 
  course, the church wants to catch whoever tried to plant a 
  cursed item in their midst, and the first lead is the PC’s. 
   
  The Mitrik Temple Guard show up and bring the PC’s in 
  for questioning.  They are interrogated by priests using 
  divination spells to extract the truth and discover that the 
  PC’s are only pawns.  Either the PC’s or the church 
  figures out that the attack by the Pack was probably not a 
  conicidence and interrogate the arrested Pack members 
  to find out what they know. 
   
  The Pack members are forced to reveal the name of the 
  contact who directed them to steal the amulet.  The 
  church asks the PC’s to redeem themselves by helping 
  track down the culprits who used them. 
   
  The PC’s find the Pack contact and question him.  They 
  “persuade” him to tell them how they knew about the 
  item.   He tells them that he knows where the false 
  merchant has been hiding out, and gives the info to the 
  PC’s in exchange for his freedom. 
   
  The church then asks the PC’s to aid in the apprehension 
  of the agent of Nerull, since they are the only ones who 
  can postively identify him.  The PC’s are assigned a 
  Paladin from the Mitrik Temple Guard to make things 
  official.  Together they travel to the town where the agent 
  of Nerull is hiding and raid his hideout to capture him for 
  the church. 
   
  Introduction 
   
  The PC’s are in Swan Hill, a small town in the 
  northwestern portion of Whitehale Diocese, about 25 
  miles northwest of Mitrik.  It is assumed they are all 
  together and are looking for work (1
  st level PC’s are 
  willing to do just about anything for money!).  Have the 
  PC’s make introductions and describe their characters to 
  the others. 
   
  The DM should note each characters sense motive score 
  before the module begins, it will be needed later. 
   
  Encounter 1: 
  A Promising Offer 
   
  You are currently resting in the Falling Plum tavern 
  when a middle aged gentleman wearing the clothes of 
  a successful merchant approaches you. 
   
  
  The Bishop’s Gift 
   
  Page 5 
  “Greetings!  I am journeyman Caleb Mar of the Iron 
  Rings Consortium.  I hear you folks may be available 
  for hire?  I find myself in need of some capable 
  people.  Are you interested?” 
   
  This is Vigo Wallak, the priest of Nerull (see Appendix).  
  He is currently in disguise as a journeyman in the Iron 
  Rings Consortium, a merchant house in Veluna. 
   
  Since he is not really trying to change his appearance, a 
  disguise roll is not needed, nor will the characters think 
  anything is out of the ordinary about his appearance. 
   
  Assuming the characters are interested in Caleb’s (Vigo’s) 
  offer: 
   
  “Good!  May I?”  Caleb joins you at your table. 
   
  “You see, there is a new bishop being ordained in the 
  Church of Rao the day after tomorrow.  I had planned 
  on attending, but pressing business matters have 
  arisen that require my direct attention.” 
   
  “I had planned on currying the favor of the new 
  bishop by presenting him a gift of a very special item 
  I had managed to acquire, one which I believe would 
  make him most appreciative.  In business, one can 
  never have too many friends, especially one who 
  wields as much political clout as a bishop in the 
  Church!”  Caleb smiles smugly. 
   
  “That’s where you come in.  Since I can’t make it, I 
  would still like to have this gift delivered to the 
  bishop at his ordainment ceremony, in my name.  I 
  am willing to pay each of you 50 Gold Crooks, if you 
  will carry my gift to Mitrik and see to its safe delivery. 
   Sound good?” 
   
  Note that Vigo IS lying to the PC’s.  However, the lie is 
  believable and the PC’s probably WANT to believe the lie, 
  so Vigo gets a +4 circumstance bonus to his Bluff roll.  
  Please do not tip the characters off that something is up 
  by making a bunch of rolls!  However, if somebody does 
  have enough Sense Motive to see thru Vigo’s bluff, they 
  should be told that they get the feeling there is 
  something he is not telling them. 
   
  Vigo needs the item to be delivered, but he is afraid that 
  the protections at the Cathedral would give him away.  
  Thus, he needs patsies to deliver the item for him. 
   
  Note that Vigo has cast an undetectable alignment spell 
  upon himself, so detect evil will reveal nothing, but 
  detect magic would show a faint abjuration spell upon 
  him.  This should not be considered unusual. 
   
  PC’s can haggle with Vigo over the price.  Allow them a 
  diplomacy roll, then roll yourself and tell them they were 
  unable to negotiate more payment! 
   
  Some probable questions from the PC’s: 
   
  Who is the Bishop?  His name is Relqueth Fallon.  He 
  worked as a young man for the High Roads Trading 
  Company Agent before becoming a priest so he 
  understands the ways of business.  He has been in the 
  priesthood for 9 years now, finally becoming a Bishop. 
   
  Where/When?  The ordainment ceremony is day after 
  tomorrow, at 10 bells, in the Grand Cathedral of Rao in 
  Mitrik.  The Gallery is open to the public.  Mitrik is about 
  a day’s walk from Swan Hill. 
   
  How can we get the gift to him?  New bishops always 
  have a receiving line outside the cathedral.  It is 
  customary for those currying favor to the church to 
  provide small gifts at this time.  Simply get in line to meet 
  him and present him my gift.  Don’t forget to mention 
  my name! 
   
  This seems important to you, why can’t you do it 
  yourself?  We are in the process of closing a deal with a 
  supplier here in Swan Hill.  I thought we were in 
  agreement, but at the last minute the other party 
  demanded we change the terms of the contract!  This deal 
  is too big, I have to stay here to finish the negotiations or 
  I may lose my position in the Consortium!  I’m sorry, 
  before the contracts are signed I am unable to reveal 
  details of the negotiations. 
   
  What is the gift?  It is a magical amulet!  It protects the 
  wearer from scrying and divinations!  With the current 
  troubles plaguing the church, I hope Bishop Fallon will 
  especially appreciate it! 
   
  What makes you think we won’t just steal your gift?  
  That would be foolish.  This amulet should be considered 
  church property.  Only a fool would steal something this 
  valuable from the Church of Rao in Veluna!  While I 
  hope you are capable enough to safely deliver the item for 
  me, I doubt you are capable enough to escape the clutches 
  of the church AND of the powerful merchant houses of 
  Veluna.  Besides, the box has a very dangerous ward upon 
  it.  Only the Bishop or myself can open the box safely.  
  Should any of you try, you would probably not survive. 
   
  
  The Bishop’s Gift 
   
  Page 6 
  Why 
  adventurers, 
  why 
  not 
  use 
  Consortium 
  employees to deliver it?  This item is a personal gift 
  from me, not from the consortium.  If I were to use 
  Consortium resources, I would not gain as much personal 
  political benefit!  Besides, the item IS valuable, and I need 
  somebody who can handle themselves should someone 
  try to steal it! 
   
  Assuming the PC’s agree to the delivery, Caleb (Vigo) will 
  pull out a small wooden box and a pouch of coins.  He 
  will give the box to the PC’s and count out 50 gold coins 
  (crooks) to each PC.  He wishes them good luck, and 
  departs. 
   
  The box contains an Amulet of Inescapable Location, 
  attached to the box is a letter from Caleb to Fallon 
  congratulating him on his ordainment and asking him to 
  “not forget” his gift in the future.  Please note that the 
  Amulet detects to all magical investigations to be an 
  Amulet of Proof Against Detection and Location should 
  the PC’s analyze it magically (see the DMG description of 
  this cursed item).  The box is protected by a Glyph of 
  Warding cast by a 10
  th level cleric that will cast Inflict 
  Serious Wounds on the opener (3d8+10 damage Will save 
  DC 19 for half).  He WILL tell the PC’s about this when 
  he hands over the box. 
   
  Should any PC follow Vigo, he will simply return to his 
  Inn and go to his room.  He will stay there, appearing to 
  be working on paperwork, until after the PC’s leave town. 
   
  Should the PC’s decide to steal the box and not deliver it, 
  Vigo will hire a group of 6 5
  th level adventurers to recover 
  his stolen property.  Describe to the PC’s how this 
  adventuring group tracks them down, and give them one 
  chance to hand over the box.  If they don’t hand over the 
  merchandise and choose to fight, have them hand over 
  their character sheets as the adventurer’s slaughter them 
  (you can use the stock NPC’s from the DMG).  The DM 
  should explain to them that their 1
  st level characters 
  should not expect to be able to get away with something 
  like this and give them every chance to reconsider such a 
  foolish action. 
   
  Encounter 2: 
  A Hunting We Will Go… 
   
  Presumably the PC’s will spend the night in town and 
  head to Mitrik the next day.  The trip to Mitrik is about 
  25 miles by road; they will arrive sometime in the 
  afternoon. 
   
  Get the PC’s marching order along the road.  Make sure 
  to note who is carrying the cargo, where they have it 
  stored, and their spot check total.  This will be important 
  in Encounter 3, but now is a good time to get it.   
   
  You are traveling along the road to Mitrik, which 
  roughly parallels the Fals River to the west.  To your 
  back you can still see the imposing peaks of the Yatil 
  Mountains, and get occasional glimpses of the 
  Lorridges across the river to the west.  You are on the 
  outskirts of Veluna so the terrain is rolling farmland 
  separated by tracts of unsettled hilly area. 
   
  The day is pleasant, and you pass the occasional 
  traveler upon the road.  They exchange pleasantries 
  with you as they pass and everything seems peaceful 
  in the bounty of Rao. 
   
  You are traveling through one of the hilly regions, in 
  a lightly forested area.  The road rises ahead to crest a 
  hill, the sun shines down through the leafy canopy, 
  and birds are singing. 
   
  Suddenly, charging over the hill on the road ahead is 
  a massive snarling wolf with feral eyes!  It is ridden by 
  a small red goblin that is urging it on at full speed.  
  The wolf and goblin spy you upon the road and 
  charge! 
   
  This goblin worg rider is the last member of a raiding 
  party that crossed into Veluna from the Yatil Mountains 
  several days ago.  They were caught by a patrol of the 
  Knights of Whitehale.  This patrol wiped out the rest of 
  the raiding party and is now chasing this worg rider.  
  They will arrive at the top of the hill at the end of round 
  3. 
   
  Have the PC’s roll listen checks [DC14] to hear the sound 
  of hoof beats from over the hill (the Knights).  The Worg 
  and goblin start combat 120 feet from the lead PC, at the 
  top of the hill when initiative is rolled.  The road is 10’ 
  wide. 
   
  APL 2 (EL 3) 
   
   
  �Gar’rok:  Male Goblin War3; hp 21, see appendix 1. 
  �Worg:  hp 30, see Monster Manual. 
   
  �Sir Demetrius (Knight of Whitehale):  Male Human 
  Pal3; hp 25, see appendix 1. 
  �Markus, Silvus, Arkin (Squires of Whitehale):  Male 
  Human Fig1; hp 9, see appendix 1. 
  �Heavy Warhorse (4):  hp 30, see Monster Manual 
  
  The Bishop’s Gift 
   
  Page 7 
  Tactics  
  The goblin only wants to escape!  However, it wants to 
  stay on the road, the forest will slow it down too much, it 
  knows of a cave up ahead it hopes to reach and hide until 
  nightfall.  It charges the PC’s on the first round, the worg 
  attempting to overrun anybody in its way.  The goblin 
  will attack anyone within reach.  Should the PC’s all get 
  off the road, the worg/goblin will ride right past! 
   
  When the Knight Patrol crests the hill they will chase the 
  worg.  Should it still be present, the Paladin will charge 
  with his lance on the first round.  Should the worg escape 
  before the patrol shows up, the Knights will thunder past 
  chasing it… 
   
  Development 
   
  Should the PC’s stop the worg rider or slow it down 
  enough so that the Knights catch it, the Knights of 
  Whitehale will stop and thank the characters for their 
  help, stating that they have done a brave service for 
  Veluna.  They can tell the PC’s that raiding monsters from 
  the mountains are not uncommon, and usually the 
  Knight patrols can keep them in check.  This particular 
  patrol is based in Castle Sepher, and they were just 
  routinely patrolling the border when they heard reports 
  of goblin raiders.  They hunted them down and attacked 
  them in camp, slaying all but this one who tried to flee.  
  They will also tell the PCs that the lands in the North 
  have become quite dangerous this last year.  But 
  hopefully with the return of our valorous Knights of 
  Veluna that will change. 
   
  If any of the PC’s were injured, the Paladin will use all his 
  lay on hands ability to heal the party. 
   
  Encounter 3: 
  Packing It In 
   
  Mitrik.  The Heart of the Theocracy, Jewel of the 
  Archclericy of Veluna.  Nestled up against the Fals 
  River and hosting the Great Western Road, Mitrik is 
  the largest city in Veluna.  The sunlight glints off her 
  marbled walls and the spires of the great churches 
  and colleges at the heart of the city. 
   
  Mitrik is considered the birthplace of Veluna.  It was 
  here that the Crook of Rao was found almost 600 
  years ago.  Mitrik is a very old city and shows it. The 
  entire city is almost totally constructed of stone. 
  When walking through its streets you get the feeling 
  of ancient power and the worn roads show the path 
  that thousands have walked over the past 5 centuries. 
  The city is divided into several wards. Large 
  stonewalls 
  separate 
  each 
  section 
  with 
  gates 
  controlling the flow of traffic. All sections of the city 
  are open to anybody except the temple grounds 
  themselves which are open to authorized members 
  and their guests only. The dock area is very clean and 
  orderly compared to most other cities. It is well 
  patrolled and trouble is not common. Just up the river 
  from the dock area you can see the floating villas of 
  some of the merchant lords of the city rising and 
  falling with the rippling water. 
   
  The PC’s will probably want to get rooms at an Inn.  
  There are plenty of Inns near the Cathedral of Rao (she 
  gets lots of visitors/pilgrims). 
   
  The Pack (Veluna thieves guild) has taken notice that a 
  foreigner posing as a merchant of the Iron Rings 
  Consortium has passed off a valuable magic item to a 
  party of adventurers (the PC’s).  They have decided they 
  want to “acquire” that package.  They have gotten word to 
  the Pack in Mitrik ahead of the PC’s with their 
  descriptions.  A group of pack members, with a sorcerer 
  in support is shadowing the party.  They set up an 
  ambush utilizing a diversion where they try to steal the 
  item. 
   
  Their plan is fairly elaborate.  The group consists of the 
  sorcerer Rellek, the Halfling pickpocket Shamus, and two 
  rogues (Bildon and Sera) for the diversion. Rellek will use 
  a message spell to coordinate the attack.  He will set 
  himself on the street ahead of the ambush, with Shamus, 
  to watch the PC’s as they pass.  He will have a detect 
  magic active as they pass in order to pinpoint the location 
  of the item.  He will then use the active message spell to 
  communicate this information to the others.  Note that 
  he casts both these spells BEFORE the PC’s approach, so 
  they will not notice any spellcasting.  Rellek and Shamus 
  will follow the PC’s as they pass. 
   
  When the PC’s round the corner past Rellek, Billdon and 
  Sera will provide a diversion, pretending to be a couple 
  having an argument where the man strikes the woman. 
   
  As you round the corner, you hear some yelling up 
  ahead.  It seems a rough looking man and a scantily 
  clad young lady are having an argument.  He is 
  holding her up against the wall with one hand, and 
  berating her for some perceived indiscretion, 
  punctuating his remarks with vulgarities.  As you 
  watch, he slaps the woman hard across the face and 
  she lets out a whimper and starts crying… 
   
  
  The Bishop’s Gift 
   
  Page 8 
  It is assumed the PC’s will involve them at this point, get 
  their reactions. 
   
  Note:  This is a pretty free-form encounter.  It really 
  doesn’t matter if the thieves are completely successful or 
  if they fail.  The basic outcome will be the same either 
  way (see Development below). 
   
  APL 2 (EL 4) 
   
   
  �Rellek: Male Human Sor1; hp 4, see appendix 1. 
  �Shamus:  Male Halfling Rog1; hp 6, see appendix 1. 
  �Bildon:  Male Human Rog1/War1; hp 12, see appendix 
  1. 
  �Sera:  Female Human Rog1/Exp1; hp 9, see appendix 1. 
   
  Tactics 
  Bildon will try to intimidate anyone attempting to 
  intervene into backing off.  He will tell them “what’s 
  between me and my girl ain’t no business of yours”.  Sera 
  will just hold her face and cry. 
   
  Should Bildon be attacked, he will fight back, as will Sera 
  to protect her “man”. 
   
  While all this is going on, Shamus will try to approach 
  and lift the item.  Rellek will hang back in support.  
  Should the pickpocket attempt not work, Rellek will try 
  to charm person the bearer and ask him to let him carry 
  the package.  If all else fails, all four will attack.  They will 
  use saps and sneak attacks to the best of their ability. 
   
  Should things go bad for the rogues, they will flee.  If 
  they manage to pickpocket the item, they will also flee. 
   
  Development 
   
  Regardless of the outcome, a patrol of 6 Mitrik Temple 
  Guardsmen will show up on the scene.  Should the theft 
  have been successful, they will have nabbed the thieves 
  trying to escape.  Should the PC’s have defeated all four 
  rogues, the Guard will show up to clean up the situation. 
   
  The Guard will recognize the thieves as known trouble 
  makers (they will not know they are members of the 
  Pack).  They will question the PC’s to find out what 
  happened.  If any of the PC’s used lethal force, or 
  destructive spells, they will reprimand them, but that’s 
  all. 
   
  In any case, the package will be returned to the PC’s, all 
  the thieves will be arrested, and the PC’s will be allowed 
  to continue on their way.  The PC’s will NOT be allowed 
  to loot any of the thieves, the Guard will confiscate 
  everything.  The Guard will ask them to stay in town for a 
  few days while they “process” the thieves.  They will make 
  sure they know how to contact the PC’s (this will be 
  important later!). 
   
  Encounter 4: 
  Wearing Your Godsday Best 
   
  The PCs can get a room at an Inn and wait for the 
  ordainment ceremony.  Nothing will happen in the 
  meantime. 
   
  When the PC’s are ready to go to the ceremony: 
   
  You approach the grounds of the Grand Cathedral of 
  Rao, which sits upon a hill in the center of the city.  
  You pass the churches to St. Cuthbert and 
  Heironeous, and the College of the Divine.  These are 
  all grand structures in their own right, but they are 
  dwarfed by the magnificence of the Cathedral to Rao. 
  Its marbled walls glisten, and its spires stretch 
  towards the heavens in a soaring tribute to the 
  Reasoned One. 
   
  The church grounds are large and sprawling, most of 
  the grounds are restricted access but the Cathedral 
  itself, as well as the headquarters of the Mitrik 
  Temple Guard beside it are accessible to the public.  
  Many priests and scholars walk the streets here, and 
  Temple Guardsmen can be seen everywhere, keeping 
  a watchful eye. 
   
  The double doors to the Cathedral stand open and there 
  are plenty of Mitrik Temple Guardsmen to direct traffic.  
  Note that the Mitrik Temple Guard are trained to be 
  polite and helpful to the flock (they all must have a 
  positive diplomacy total!).  The public is allowed to enter 
  through the main entrance (huge double doors), then 
  directed up several flights of stairs to the gallery 
  overlooking the Cathedral proper.  Only nobles, priests, 
  and others associated directly with the Church are 
  allowed on the main floor today.  Just about the only PC 
  that could sit in the main sanctuary would be a cleric of 
  Rao who lives in Mitrik! 
   
  No weapons or spell components will be allowed in the 
  Cathedral today.  Guards will politely request that 
  attendees leave anything larger than a dagger at home.  
  They will not necessarily search everybody, but anything 
  obvious and the guards will talk to them at the door. 
   
  
  The Bishop’s Gift 
   
  Page 9 
  The Gallery has a Permanent Wall of Force spell (16
  th 
  level caster) up at the front of the gallery.  It does not go 
  all the way to the ceiling (so sound still passes through), 
  but it does go high enough to block missile weapons, 
  leaping barbarians, and spell line-of-effect!  PC’s sitting in 
  the front row might notice this. 
   
  Note:  Any PC sporting holy symbols or other 
  accouterments of evil or disliked gods (Beltar, Erythnul, 
  Hextor, Incabulos, Iuz, Nerull, Phyremius, Raxivort, 
  Syrul, Tharizdun, Vecna, Wastri, Kurrell, Ralishaz, Vatun, 
  Wee Jas ) will not be allowed to enter!  However, all 
  others, even half-orc barbarians will be allowed in, 
  though they may find they have a permanent escort of a 
  temple guardsman following a few respectful feet 
  behind… 
   
  The gallery consists of rows of bench seats in a 
  balcony at the rear of the sanctuary overlooking the 
  huge main room. 
   
  As you enter and find some empty seats, you see no 
  less than a dozen Temple Guardsmen as well as one 
  Knight of Salvation, fully decked out in his gleaming 
  silver plate armor and flowing white and gold tabard.  
  The knight seems to be scanning the crowd as they 
  enter, while the Guards watch the area and 
  courteously help people find open seats. 
   
  The Knight is a Paladin of Rao and is constantly detecting 
  evil.  Occasionally he will point to one of the guests and a 
  Guardsman will discretely follow and keep an eye on that 
  person.  It is not uncommon or illegal to have a mild evil 
  alignment, even in Veluna, and the church respects 
  citizen’s rights regardless of alignment.  However, they 
  will take precautions!  Only point this out to the players if 
  they specifically state they are watching. 
   
  After a while of waiting the ceremony will begin.  Five 
  minutes before the ceremony is to start, the main doors 
  will be closed and no one else will be allowed to enter.  
  Also, nobody will be allowed to leave the sanctuary or the 
  gallery (the Guards will politely stop them). 
   
  The crowd quiets as the Guards on the temple floor 
  take up positions around the perimeter.  Then you 
  hear the blare of many trumpets signaling the 
  beginning of the ceremony.  From a side door behind 
  the altar enters Archbishop Rinen Falswop, said to be 
  second only to the Canon himself.  Archbishop 
  Falswop is dressed in his full regalia, long flowing 
  robes, sashes of office, and ceremonial hat of the 
  Archbishop.  He carries a large ornate staff, and is 
  flanked by two priests carrying smoking censers. 
  The trumpets blare again, this time in a more martial 
  manner.  A solemn procession begins from the back 
  of the cathedral.  A group of 6 Knights of Salvation, 
  clad head to toe in gleaming silver armor, sparkling 
  white tabards of office, and plumes of ivory white 
  feathers march down the center of the cathedral.  The 
  lead knight carries a large banner emblazoned with 
  the holy symbol of Rao, the others carry various 
  smaller banners of the knighthood.  
   
  Following the Knights is a procession of bishops and 
  priests, all wearing formal vestments.  The knights 
  and priests array themselves at the foot of the steps 
  leading up to the altar.  Finally, entering humbly and 
  alone from the back of the church is a lone priest 
  wearing a plain white robe.  The crowd sitting below 
  rises as he passes and approaches the Archbishop, this 
  must be Relqueth Fallon, the priest being ordained 
  today.  Fallon kneels before the Archbishop who 
  raises his hands and calls out a short prayer of 
  supplication to Rao, then motions for the spectators 
  to be seated. 
   
  The service takes about a half-hour.  There are several 
  prayers, sermons, and songs.  The ceremony is 
  finished with the actual ordainment of the new 
  bishop by Archbishop Falswop, where he personally 
  places a bishop’s hat and sash upon Fallon.  Then the 
  bells of the Cathedral ring out in celebration as 
  Bishop Fallon is presented to the congregation 
  amongst thunderous applause. 
   
  Finally, Bishop Fallon leads the procession of priests 
  and knights back out of the cathedral sanctuary and 
  the guards then allow the crowd to follow. 
   
   The PC’s will be allowed to leave the cathedral now.  Two 
  Knights of Salvation will at the foot of the steps of the 
  cathedral flank Bishop Fallon.  A ring of Temple Guards 
  will be controlling the crowds, allowing those who wish 
  to meet the new bishop to line up, and allowing those 
  who wish to leave access to the street.  The PC’s will only 
  be able to leave or get in line.  The whole thing is very 
  well organized. 
   
  When the PC’s finally get to the front of the line: 
   
  Bishop Fallon appears tired, but smiles graciously and 
  greets each individual in the line ahead of you.  You 
  see several people offer him small gifts of 
  congratulations, which he quickly hands to a waiting 
  Guardsman standing behind him. 
   
  
  The Bishop’s Gift 
   
  Page 10 
  Bishop Fallon appears to be in his mid forties, slight 
  of build, with thinning brown hair.  He speaks with 
  the demeanor of a practiced politician, and has a way 
  of making new acquaintances feel like old friends. 
   
  Bishop Fallon will chat with the PC’s for a short amount 
  of time and will graciously accept any gift they offer him. 
   If the PC’s act inappropriately in any way, several Guards 
  will move in quickly to gently usher them on their way.  
  Assuming the PC’s are cordial to the Bishop, he will wish 
  them well and “may Peace and Reason shine upon you.” 
   
  The PC’s are then free to leave (actually the guards will 
  see to it that they do!). 
   
  Encounter 5: 
  The Long Arm of the Church 
   
  Bishop Fallon is a cautious man.  He learned this caution 
  in his long years as a merchant prior to joining the 
  priesthood.  In addition, the recent troubles in Veluna 
  have him concerned and a bit paranoid.  Thus, rather than 
  trust to the nature of the gift he received, he decides to 
  test it by asking another bishop attempt to scry upon him 
  while wearing the amulet.  They quickly find out that the 
  scry is exceptionally easy and the picture received is 
  abnormally clear.  This is especially odd considering 
  scrying has become more difficult over the past year.  
  Obviously, the item is not what it was advertised to be… 
   
  This takes a couple of days.  The PC’s have two full nights 
  in Mitrik after the ordainment.  Remind them that they 
  have to stick around until the thieves in the street can be 
  brought up on charges.  They pass the day of the 
  ordainment and the next day in peace. 
   
  Two days after the ordainment, in the early morning, 
  they will receive visitors.  The church dispatches 12 
  Mitrik Temple Guardsmen, led by a Paladin of Rao, Sgt. 
  Malgwyn, to bring the PC’s in for questioning. 
   
  It has been nearly 48 hours since the ceremony at the 
  Cathedral.  You are all gathered for breakfast in the 
  common room of your inn, when in walks a large 
  group of 8 armed men.  You immediately recognize 
  their uniforms as those of the Mitrik Temple Guard.  
  One of them, apparently the leader of this group 
  approaches your table while the rest of them fan out 
  around you. 
   
  “We are going to have to ask you to come with us.  
  Somebody wants to ask you a few questions.” 
  The other 4 guardsmen are outside watching the other 
  exits.  If anybody tries to escape through a window/back 
  door, assume 2 guardsmen are waiting for them. 
   
  The Guard does not want trouble.  They were told to 
  bring the PC’s in to Guard HQ peacefully.  They will 
  insist that the PC’s disarm immediately.  They can either 
  turn their weapons over to the guard or leave them at the 
  Inn.  The Paladin will try to be as diplomatic as possible, 
  and will try to convince the PC’s that they are simply 
  wanted for questioning.  He really does not know why, 
  and cannot give any details.  He was only told to bring 
  them in for questioning. 
   
  If the PC’s try to escape, the guards will try to stop them.  
  They will only resort to lethal force if the PC’s do so first.  
  Otherwise, they will use grappling or subdual attacks.  If 
  the PC’s come along peacefully, they will simply be 
  escorted.  If they resist arrest or try to run, they will be 
  manacled and dragged in to HQ. 
   
  The guards will insist that the characters either leave 
  their weapons at the Inn or allow the guards to carry 
  them.  They will not allow the PC’s to go armed. 
   
  APL 2 (EL 5) 
   
  �Sgt. Malgwyn:  Male Human Pal2; hp 17; see appendix 
  1. 
  �Mitrik Temple Guardsmen (11):  Male Human War1; 
  hp 7; see appendix 1. 
   
  Encounter 6: 
  We Have Ways of Making You 
  Talk! 
   
  The PC’s will be taken to Temple Guard HQ.  They will be 
  thoroughly searched and divested of all equipment and 
  locked in a comfortable cell. 
   
  After about an hours wait, they will be taken as a group to 
  an “interview” room.  There, they will be interviewed by a 
  Church Inquisitor while under heavy guard. 
   
  You sit in the crowded holding cell for over an hour.  
  Finally a squad of guards comes and opens the cell, 
  escorting all of you down the hall to a small room.  
  This room has nothing but a single table and 6 
  uncomfortable looking chairs.  It is made entirely of 
  stone, and has no windows and only the single door.  
  You are told to sit while the guards stand around the 
  room watching you intently. 
  
  The Bishop’s Gift 
   
  Page 11 
  Shortly afterwards, a priest of Rao enters the room.  
  He bears the dark blue robes of a Church Inquisitor, 
  and stares at all of you intensely for a few moments. 
   
  “I seek the truth.  I will find the truth.  If you 
  cooperate, things will go much better for you.   Do we 
  do this the easy way, or do we do it the hard way?” 
   
  He stares at you with a penetrating gaze. 
   
  APL 2 (EL 8) 
   
  �Inquisitor Nedric:  Male Human Clr5/ChInq3; hp 48; 
  see appendix 1. 
   
  The inquisitor will cast several spells during the 
  interrogation.  These will include zone of truth, discern 
  lies, and detect thoughts.  The inquisitor will ask them if 
  they will submit to his spells.  If the PC’s cooperate with 
  the questioning, there is no need to roll saving throws, or 
  go through the details of the spells.  Simply tell the PC’s 
  that the inquisitor is casting a bunch of spells to verify 
  their story.  If anyone decides NOT to cooperate, have 
  them make their saving throws against each of the spells 
  the inquisitor casts. 
   
  The inquisitor will be all business.  He will not answer 
  any questions, he will be the one asking the questions. 
   
  The inquisitor will ask the following types of questions: 
   
  • 
  Where are you from? 
  • 
  Who do you work for? 
  • 
  What god do you worship? 
  • 
  Why did you give the amulet to Bishop Fallon? 
  • 
  Where did the amulet come from? 
  • 
  Who gave you the amulet? 
  • 
  What do you know of this person? 
  • 
  Do you know where this person can be found? 
   
  Once the inquisitor is done questioning the PC’s, they 
  will be escorted back to their holding cells.  They will 
  wait for about 7 hours, and will be fed by the guard. 
   
  Encounter 7: 
  Making Amends 
   
  In the late afternoon, the PC’s will be taken to another 
  interview room under guard.  There they will be met by 
  Bishop Basier Rinken.  He was based in Asnath but 
  recently has been helping out Ellard Rojan in Whitehale 
  with the dire situation up north.  He is in his late 40s with 
  gray hair as this situation has taken a toll on him 
  recently.  He kind of limps when he walks because of an 
  injury in the wars against the Temple of Elemental Evil 
  but refuses to get it healed.  *NOTE* This happens before 
  Bishop Rinken illness at this time.** He is a humble man 
  who listens to all but takes action when necessary as 
  everything he does is in the best interest for Veluna and 
  Rao. 
   
  You are once again escorted from your holding cell to 
  a meeting room.  This room is more like a conference 
  room, with comfortable chairs, a large table, and 
  windows overlooking the church grounds. 
   
  Waiting for you in the room is a man in the robes of a 
  Bishop.  He rises as you enter, the guards following 
  behind. 
   
  “Greetings!  I am Bishop Basier Rinken.  Please be 
  seated.  We need to talk.” 
   
  “I have discussed your case with Inquisitor Nedric.  
  He believes you are telling the truth, and that you are 
  innocent of any wrong doing in this matter, and knew 
  nothing of the true nature of the gift to Bishop 
  Fallon.” 
   
  “It seems that the gift you gave to Bishop Fallon was 
  not as it was advertised to be…  Fortunately Bishop 
  Fallon was a bit suspicious of the gift, and had it 
  checked out.  It ends up it does just the opposite of 
  what it was supposed to do!  We discovered through 
  experimentation that this amulet makes scrying and 
  detections upon the individual very easy and crystal 
  clear!  It seems that somebody is trying to spy upon 
  the church, and used you to do their dirty work.” 
   
  “Unfortunately, it likely won’t be too easy to find the 
  actual culprit in this case.  Anybody duplicitous 
  enough to concoct such a scheme is certainly devious 
  enough to not be easy to track down.” 
   
  “However, I believe we may have a lead that will help 
  us.  I didn’t believe that the attempted theft of the 
  amulet in the streets was a mere coincidence, so we 
  have looked into it further.  It ends up that the 
  thieves that accosted you are members of ‘The Pack’, 
  an organization of pick-pockets and petty thieves that 
  operate in the shadows of Rao’s light.”  Bishop Rinken 
  looks almost embarrassed to admit the known 
  existence of The Pack. 
   
  “They generally are wise enough to never rob from 
  the church and non-violent enough to not warrant 
  
  The Bishop’s Gift 
   
  Page 12 
  our full attention, so given other high priority threats, 
  we allow them to exist for the time being…” 
   
  “Anyways; we still have those that accosted you in 
  custody.  We have had serious <ahem> ‘discussions’ 
  with them and determined that they knew in advance 
  that you would be bringing a magic item into Mitrik 
  that day.” 
   
  “From what they tell us, The Pack was aware that a 
  foreigner was going about posing as a merchant of the 
  Iron Rings Consortium and was looking to move a 
  valuable magic item.  They knew that he had passed it 
  off to you and that you were traveling to Mitrik.  This 
  particular group was ordered by a contact here in 
  Mitrik to acquire that item for The Pack.” 
   
  “I believe that this contact may have further 
  information that might help us locate the enemy 
  agent.” 
   
  At this point there is the possibility of an optional 
  encounter, depending on the amount of time you have 
  left in the slot.  If you have an hour or less remaining in 
  the slot continue with the following, then jump to 
  encounter 9.  Otherwise go straight to encounter 8 
  (optional encounter), and skip the rest of this encounter. 
   
  “So, I sent some Guardsmen to round up this contact 
  and had a little talk with him myself.  After some 
  persuading, he told me that The Pack has been 
  tracking the movements of this stranger and that he is 
  holing up in the cellar of an abandoned house in 
  Eddystone, a town about 16 miles northeast of here.  
  He said it is the house on the northwest edge of town 
  with the collapsed roof and that he is staying there 
  with 3 other men.” 
   
  “Since you are the only ones who can positively 
  identify this man, I ask that you help redeem 
  yourselves in the eyes of the Church and help us 
  capture this man.  We will be willing to pay you 50 
  Crooks each for your help. Are you willing to aid 
  Veluna and the Church of Rao?” 
   
  If the PC’s are not interested in helping, Bishop Rinken 
  will be disappointed, but he cannot force the characters 
  into helping.  They will be free to go and end the 
  adventure here. 
   
  If they are willing to help, Bishop Rinken will be pleased. 
   He tells them that he will be sending along a Mitrik 
  Temple Guard Sergeant to aid them and to keep things 
  “official”.  He will bring in Sgt. Malgwyn and introduce 
  them (they have already met!), then suggest that they 
  leave for Eddystone first thing in the morning. Go to 
  encounter 9. 
   
   Encounter 8: 
  Taking Out the Trash (optional) 
   
  This is an optional encounter that should only be played 
  out if you have more than 1 1/2 hours left in the slot. 
   
  The PC’s should still be talking with Bishop Basier 
  Rinken in the meeting room at Guard HQ. 
   
  “The ones in custody have given us a description of 
  their contact, and told us that he can usually be found 
  in the evenings at the Lusty Lady Tavern.” 
   
  “This place is in the poorer section of town, and is 
  frequented by types who would get very nervous if a 
  group of temple guards were to show up.  They would 
  see them coming a mile away and we might lose the 
  contact.  I would think that your group might be 
  better qualified to round up this contact and get 
  information from him.  I will send a Temple Guard 
  Sergeant with you to keep things official.  Agreed?” 
   
  Bishop Rinken will give them a parchment with a written 
  description of the contact.  He will bring in Sergeant 
  Malgwyn and introduce him to the PC’s and brief him on 
  his mission.  Sgt. Malgwyn is to hang back and allow the 
  PC’s to do the dirty work. 
   
  The PC’s should wait until evening, so they can take a 
  couple of hours for any preparations.    When the PC’s are 
  ready to travel to the Lusty Lady: 
   
  The Lusty Lady is a slightly run-down two-story 
  structure nestled in the heart of the lower-class 
  neighborhood of Mitrik.  It is a large building, with 
  double doors in the front and a back door leading to a 
  small fenced backyard with a well, and open sided 
  stable for animals.  The windows are leaded glass and 
  are grimy and dark.  It is late afternoon when you 
  arrive. 
   
  Sgt. Malgwyn will NOT enter the Lusty Lady, he will 
  insist on waiting outside (down the street). 
   
  The Lusty Lady sports a large common room in the front 
  of the ground floor.  There is a kitchen and servants 
  quarters in the back and a short corridor leads connects 
  
  The Bishop’s Gift 
   
  Page 13 
  the common room, kitchen, and servants quarters to the 
  back door. 
   
  The common room contains rough but sturdy wooden 
  furniture, a large smoke stained fireplace, sawdust 
  covering the floor, and a long wooden bar.  There are 
  stairs that lead to the second floor in the back of the 
  common room. 
   
  The second floor sports 8 guestrooms with two beds each, 
  a common room filled with 12 cots, and the innkeepers 
  rooms (a sitting room and a bedroom). 
   
  The clientele of the Lusty Lady are a little on the rough 
  side.  This Inn hosts some rowdy parties in the evenings, 
  and the innkeeper will rent out the rooms by the hour if 
  requested. 
   
  The PC’s should arrive in the late afternoon.  The 
  innkeeper is a large fat man called Tarn Rathnar (Com3).  
  At this time of day there are two serving wenches helping 
  him run things (Com1).  None of them are particularly 
  clean, or necessarily have all their teeth. 
   
  The tavern is fairly crowded and noisy in the evenings.  
  The PC’s will easily be able to pick out the contact sitting 
  at the end of the bar, near the hallway to the back door.  
  The man is Fendrik, a short, thin, mousy type with 
  darting eyes.  He sits alone nursing a drink.  He is a face 
  man (one who handles deals and does talking) for The 
  Pack, and is here waiting to be approached for business. 
   
  APL 2 (EL 3) 
   
  �Fendrik: Male Human Rog3; hp 14; see appendix 1. 
  �Sgt. Malgwyn:  Male Human Pal2; hp 17; see appendix 
  1. 
   
  Tactics:  Fendrick is no fool.  He is good at what he does. 
   Since he was the one that passed on the PC’s descriptions 
  he would recognize them if they walk in as a group.  It is 
  possible he wouldn’t recognize them if they entered 
  separately since all he knows is race/gender and a rough 
  description (big guy, pretty human female, etc.).  He will 
  not freely give up any information, and will profess 
  complete ignorance if asked pointed questions.  Since he 
  is expecting to be contacted by somebody wanting to 
  make a deal with The Pack, it is possible to bluff him if 
  someone pretends to want to cut a deal with the guild (+4 
  to bluff check).  As soon as he feels that the situation is 
  desperate, he will try to flee.  If he gets away, assume that 
  he runs right into the waiting arms of Sgt. Malgwyn. 
   
  Development:  Once caught, Fendrik will squeal in 
  exchange for his freedom.  Sgt. Malgwyn will agree to 
  this and make sure that the promise is fulfilled.  Fendrick 
  will tell the PC’s the following: 
   
  • 
  His “associates” were aware of a foreigner 
  pretending to be a merchant in the Iron Rings 
  Trade Consortium. 
  • 
  They kept an eye on him for “business” reasons. 
  • 
  They determined that he had a valuable magic 
  item he was trying to move, and that he was 
  looking for someone to transport it for him.  
  This seemed odd, and attracted their attention. 
  • 
  His “associates” decided they wanted to 
  “acquire” the item for themselves. 
  • 
  Before they could make a move on the guy, he 
  had passed the item off to the PC’s. 
  • 
  Fendrik was ordered to setup an “acquisition” 
  once the PC’s arrived in Mitrik.  He contacted 
  some other “associates” and gave them the 
  descriptions of the PC’s (which was passed to 
  him through other contacts).  That was the end 
  of his involvement. 
  • 
  He heard about the arrest of the PC’s and had 
  heard that the item given to the Bishop was 
  cursed! 
  • 
  His “associates” are not happy that a foreigner 
  has set up shop in their territory, and that an 
  enemy of Veluna is also an enemy of theirs! 
  • 
  He will tell them that the foreigner and 3 other 
  men have been hiding out in the cellar of an 
  abandoned house on the northwest edge of 
  Eddystone, about 16 miles northeast of Mitrik.  
  You can’t miss the place, its roof has collapsed! 
   
  The PC’s should let Fendrik go at this point, and Sgt. 
  Malgwyn will hold them to their word.  He explains that 
  the only thing he could hold Fendrik on would be 
  conspiracy to commit a robbery, he has done nothing else 
  wrong. 
   
  Sgt. Malgwyn will want to report back to Bishop Rinken.  
  Rinken will suggest that Malgwyn and the PC’s travel to 
  Eddystone and apprehend the imposter.  He will explain 
  that the PC’s are the only ones who would recognize him, 
  and that the arrest of this man would clear their names 
  for good.  He will offer 50gp each for this man’s arrest. 
  They should travel to Eddystone first thing in the 
  morning. 
   
  
  The Bishop’s Gift 
   
  Page 14 
  Encounter 9: 
  Fool Me Once, Shame on You… 
   
  The PC’s arrive in Eddystone with Sgt. Malgwyn 
  sometime in the afternoon.  They can easily find the 
  house described by Fendrik.   
   
  The abandoned house sits on the northwest edge of 
  Eddystone, just as described.  The house is about 20’ 
  square and the roof has completely collapsed.  It 
  would be impossible to enter the house itself without 
  clearing a lot of debris from the fallen roof. 
   
  The outside cellar door is clearly visible on the 
  ground on the east side of the house… 
   
  The roof has indeed collapsed, so the only way into the 
  cellar is through the outside cellar door on the side of the 
  old house.  The cellar door is not locked, but it does creak 
  noisily when opened.  Either the noise of the door 
  opening or the light streaming in will alert the occupants, 
  they won’t be surprised. 
   
  The cellar itself is 20x20 feet with a 5-foot length of stair 
  leading in.  You cannot see into the cellar proper from the 
  outside, so spellcasting and archery from the outside into 
  the cellar is not possible.  The PC’s and Sgt. Malgwyn will 
  have to enter the cellar and root out the infestation. 
   
  APL 2 (EL 5) 
   
   
  �Vigo Wallak:  Male Human Clr3; hp 21; see appendix 
  1. 
  �Grodar:   Male Half-orc War2; hp 19; see appendix 1. 
  �Korg and Lorg:  Male Human War1; hp 8; see 
  appendix 1. 
   
  Tactics:  The Nerulites will fight to the death.  Vigo will 
  stand back and cast spells before wading into melee.  His 
  guards will protect him.  Sgt. Malgwyn will try to take 
  prisoners, but will use lethal force if necessary.  He will 
  even go so far as to lay on hands to stabilize a dying 
  enemy (1 point only) since they are wanted for 
  questioning and need to face justice.  This is not to be a 
  slaughter, but rather an arrest. 
   
  Development:  The PC’s will find 4 bedrolls on the floor 
  of the cellar, some food supplies for an extended stay, and 
  a small altar to Nerull set up against the back wall.  There 
  will also be a locked iron strongbox (good lock Pick Locks 
  DC30) containing the funding for the spies, a total of 
  480gp.  Sgt. Malgwyn will confiscate all their belongings, 
  insisting it be turned in for due process.  He assures the 
  PC’s that they will be rewarded for the efforts. 
   
  Conclusion 
   
  The PC’s should return to Mitrik with Sgt. Malgwyn and 
  what’s left of the bad guys.  Bishop Rinken will personally 
  thank the PC’s for their help and give them a reward of 
  50gp for their aid in eliminating enemies of the Church, 
  and will let them keep all the confiscated equipment and 
  money (after a few days for the correct lawful 
  processing!).  He will see to it that their names are 
  completely cleared of all charges. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  role-playing) to each character. 
   
  Encounter 2: A Hunting We Will Go… 
   
  Stop the worg and rider from escaping. 
   
   
  APL 2 –  
  90 xp 
   
  Encounter 3: Packing It In 
   
  Not losing the package to the thieves. 
   
   
  APL 2 –  
  120 xp 
   
  Encounter 9: Fool Me Once, Shame on 
  You… 
   
  Capturing or killing the Nerulites. 
   
   
  APL 2 –  
  150 xp 
   
  Discretionary Role-Playing Award 
   
   
  APL 2 –  
    90 xp 
   
   
   
   
   
  Total Possible Experience: 
   
   
  APL 2 –  
    450 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 treasurer.  
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  
  The Bishop’s Gift 
   
  Page 15 
  earthly possessions. Looting the bodies takes at least 10 
  minute 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 (that 
  is., 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 piece 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 
  treasures from each encounter add it up and that is 
  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. 
   
  Encounter 1: A Promising Offer 
  Payment from the false merchant.. 
   
  APL 2: L: 0 gp; C 50 gp; M: 0 gp 
   
  Encounter 2: A Hunting We Will Go… 
  Loot from the worg rider. 
   
  APL 2: L: 30 gp; C 0 gp; M: 0 gp 
   
  Encounter 9: Fool Me Once, Shame on 
  You… 
  Loot from the Nerulites. 
   
  APL 2: L: 170 gp; C 100 gp; M: 0 gp 
   
  Conclusion 
  Reward from the Church of Rao for eliminating a threat 
  to Veluna. 
   
  APL 2: L: 0 gp; C 50 gp; M: 0 gp 
   
  Total Possible Treasure: 
   
   
   
  APL 2: 
    400 gp  
   
    
   
  
  The Bishop’s Gift 
   
  Page 16 
  Appendix 1: NPCs 
   
  Encounter 2: A Hunting We Will Go 
   
  APL2 (EL 3) 
   
  �Gar’rok: Male goblin War3; CR2; Small-size 
  humanoid (Goblinoid); HD 4D8+4; hp 22; Init +3; Spd 
  30 ft.; AC 19 (Touch 14, flat-footed 16); Atk +5 melee 
  (1D6+1, Short Sword); AL NE; SV Fort +6, Ref +4, Will 
  +1; Str 12, Dex 17, Con 12, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Handle Animal +2, Hide +8, 
  Listen +3, Move Silently +6, Ride +7, Spot +3;  
  Alertness, Mounted Combat. 
   
  Equipment:  Chain Shirt, small shield, short 
  sword, exotic military saddle (worg) 
   
  �Sir Demetrius (Knight of Whitehale):  Male 
  Human Pal3; CR3; Medium-size humanioid (Human); 
  HD3d10+3; hp 25; Init +1; Spd 20 ft.; AC 19 (Touch 11, 
  flat-footed 18); Atk +5 melee (1d8+2, Heavy Lance) or 
  +5 melee (1d8+2, Longsword); SA Aura of Courage, 
  Detect Evil, Divine Grace, Divine Health, Lay on 
  Hands 6 hp/day, Remove Disease 1/week, Smite Evil 
  1/day, Turn Undead 5/day; AL LG; SV Fort +6, Ref +4, 
  Will +4; Str 14, Dex 12, Con 13, Int 11, Wis 12, Cha 15. 
   
  Skills and Feats:  Diplomacy +4, Handle Animal +5, 
  Knowledge (Nobility and Royalty) +2, Knowledge 
  (Religion) +3, Ride +7; Mounted Combat, Ride-By 
  Attack, Spirited Charge. 
   
  Equipment:  Banded Mail, Heavy 
  Lance, Longsword, Large Steel Shield, Bit and Bridle, 
  Horse (Heavy War), Saddle (Military), 2 Potion of Cure 
  Light Wounds, Saddlebags, Holy Symbol (Silver). 
   
  �Markus, Silvus, Arkin (Squires of Whitehale): 
  Male Human Ftr1; CR1; Medium-size humanioid 
  (Human); HD1d10+2; hp 9; Init +1; Spd 20 ft.; AC 18 
  (Touch 11, flat-footed 17); Atk +4 melee (1d8+2, Heavy 
  Lance) or +3 melee (1d8+2, Longsword); AL LG; SV 
  Fort +4, Ref +1, Will +0; Str 14, Dex 13, Con 14, Int 10, 
  Wis 11, Cha 11. 
   
  Skills and Feats:  Handle Animal +4, Knowledge 
  (Nobility and Royalty) +1, Knowledge (Religion) +1, 
  Ride +5; Mounted Combat, Ride-By Attack, Weapon 
  Focus (Heavy Lance). 
   
  Equipment: 
   
  Chain 
  Mail, Heavy 
  Lance, 
  Longsword, Large Steel Shield, Bit and Bridle, Horse 
  (Heavy War), Saddle (Military), Saddlebags. 
   
  Encounter 3: A Hunting We Will Go 
   
  APL 2 (EL 4) 
   
   
  �Rellek: Male Human Sor1; CR1; Medium-size 
  humanoid (Human); HD1d4+1; hp 4; Init +1; Spd 30 ft.; 
  AC 11 (Touch 11, flat-footed 10); Atk +0 melee (1d4, 
  Dagger); AL N; SV Fort +1, Ref +3, Will +2; Str 10, Dex 
  12, Con 12, Int 11, Wis 10, Cha 16. 
   
  Skills and Feats:  Concentration +5, Innuendo +1, 
  Knowledge (Arcana) +2, Spellcraft +4; Lightning 
  Reflexes, Spell Focus (Enchantment). 
   
  Spells Prepared:  (5/4; Base DC = 13 + spell level; 
  15 + spell level for enchantment spells) 0-Daze, Detect 
  Magic, Mage Hand, Open/Close; 1
  st -Charm Person, 
  Message. 
   
  Possessions:  Dagger 
   
  �Shamus:  Male Halfling Rog1; CR1; Small-size 
  humanoid (Halfling); HD1d6+1; hp 6; Init +4; Spd 20 
  ft.; AC 17 (Touch 15, flat-footed 13); Atk +1 melee (1d6 
  subdual, Sap) or +1 melee (1d4, Dagger) or +6 thrown 
  (1d4, Dagger); SA +1 on all saves (included), +1 to hit 
  with thrown weapons (included), +2 morale bonus vs. 
  fear, sneak attack +1d6; AL CN; SV Fort +2, Ref +7, Will 
  +2; Str 10, Dex 18, Con 12, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats:  Bluff +3, Climb +2, Escape Artist 
  +7, Hide +12, Innuendo +5, Jump +2, Listen +6, Move 
  Silently +10, Pick Pocket +10, Sense Motive +4, Spot +4, 
  Tumble +8; Skill Focus (Pick Pocket). 
   
  Possessions:  Leather armor, 2 daggers, sap. 
   
  �Bildon:  Male Human Rog1/War1; CR1; Medium-
  size humanoid (Human); HD1d6+1d8+2; hp 12; Init +2; 
  Spd 30 ft.; AC 17 (Touch 12, flat-footed 15, 18 w/ 
  Dodge); Atk +4 melee (1d6+3 subdual, Sap) or +4 melee 
  (1d6+3, Club) or +3 thrown (1d6+3, Club); SA sneak 
  attack +1d6; AL CN; SV Fort +3, Ref +4, Will -1; Str 16, 
  Dex 14, Con 12, Int 10, Wis 8, Cha 12. 
   
  Skills and Feats:  Bluff +5, Climb +5, Hide +2, 
  Innuendo +3, Intimidate +8, Jump +5 Move Silently +2, 
  Open Lock +6, Search +2, Tumble +5 (armor check 
  penalties for armor and shield included!); Dodge, Skill 
  Focus (Intimidate). 
   
  Possessions:  Studded Leather, Sap, Club, Large 
  Wooden Shield. 
   
  
  The Bishop’s Gift 
   
  Page 17 
  �Sera:  Female Human Rog1/Exp1; CR1; Medium-
  size humanoid (Human); HD2d6; hp 9; Init +2; Spd 30 
  ft; AC 12 (Touch 12, flat-footed 10); Atk -1 melee (1d6-1, 
  Sap); SA:  sneak attack +1d6; AL  N; SV Fort +0, Ref +4, 
  Will +3; Str 8, Dex 14, Con 10, Int 11, Wis 12, Cha 16. 
   
  Skills and Feats:  Appraise +4, Bluff +9, Diplomacy 
  +8, Disguise +7, Gather Information +8, Innuendo +6, 
  Intimidate +5, Knowledge (Local) +2, Knowledge 
  (Streetwise) +2, Profession (Courtesan) +5, Read Lips 
  +4, Sense Motive +7; Persuasive*, Skill Focus(Sense 
  Motive). 
   
  Possessions:  Sap. 
  * See Appendix 2: New Rules 
   
  Encounter 5: The Long Arm of the Church 
   
  �Mitrik Temple Sergeant Malgwyn: Male Human 
  Pal2;  CR 2; Medium-Size Humanoid(Human); HD 
  2d10+2; hp 17; Init +0; Spd 20; AC 19 (flatfooted 19, 
  touch 10); +6 melee (1d8+2, masterwork longsword); 
  SA Detect Evil, Divine Grace, Lay on Hands 4 hp/day, 
  Smite Evil 1/day; AL LG; SV Fort +6, Ref +2, Will +2; 
  Str 14, Dex 10, Con 12, Int 10, Wis 11, Cha 15. 
     Skills and Feats:  Concentration +3, Diplomacy +5, 
  Handle Animal +3, Heal +2, Knowledge (Religion) +3, 
  Ride +2, Sense Motive +1; Alertness, Weapon Focus 
  (Longsword). 
     Possessions:  
   Half-Plate, 
  Large 
  Steel 
  Shield, 
  Masterwork Longsword, 2 Potions of Cure Light 
   
  �Mitrik Temple Guardsman (11): Male Human 
  War1 : CR 1; Medium-Size Humanoid(Human); HD 
  1d8+1; hp 7; Init +1; Spd 30; AC 17 (flatfooted 16, touch 
  11); +2 melee (1d8+1, longsword); AL LG; SV Fort +3, 
  Ref +1, Will +2; Str 13, Dex 12, Con 12, Int 10, Wis 11, 
  Cha 12. 
     Skills and Feats:  Climb +0, Diplomacy +2, Jump +0, 
  Knowledge (Religion) +2, Listen +2, Spot +3; Alertness, 
  Iron Will . 
     Possessions:   Chain Shirt, Large Steel Shield, 
  Longsword 
   
  Encounter 6: We Have Ways of Making 
  You Talk 
   
  �Inquisitor Nedric:  Male Human Clr5/ChInq3; 
  CR8; Medium-Size Humanoid(Human); HD6d8; hp 48; 
  Init +0; Spd 30 ft.; AC 11 (Touch 11, flat-footed 11); Atk 
  +6/+1 melee (1d3 subdual; Unarmed); SA  Detect Evil, 
  Immune to Charms, Pierce Illusions; AL LG; SV Fort 
  +7, Ref +2, Will +12; Str 10, Dex 10, Con 10, Int 13, Wis 
  20, Cha 12. 
   
  Skills and Feats:  Bluff +5, Diplomacy +6, Gather 
  Information +4, Intimidate +9, Knowledge (Arcana) +9, 
  Knowledge (Religion) +9, Sense Motive +12, Spellcraft 
  +9; Persuasive*, Skill Focus (Sense Motive, Intimidate), 
  Spell Focus(Divination). 
   
  Possessions:  Silver Holy Symbol, Robes of Office, 
  Periapt of Wisdom +2, Masterwork Manacles, Ring of 
  Protection +1. 
   
  Spells Prepared:  (6/7/5/5/4; Base DC = 15 + Spell 
  Level)  Domains: Law, Knowledge, Inquisition;  0-
  Detect Magicx2, Guidancex2, Resistance, Read Magic; 
  1
  st-Bless, Cause Fear,Commandx2, Detect Chaos, 
  Sanctuary, Protection from Chaos; 2
  nd-Augury, Calm 
  Emotions, Detect Thoughts, Zone of Truthx2; 3
  rd-
  Clairaudience/Clairvoyance, Dispel Magicx2, Summon 
  Monster III, Speak With Dead; 4
  th-Discern Lie, 
  Divination, Sending, Tongues. 
  * See Appendix 2: New Rules 
   
  Encounter 8: Taking Out the Trash 
  (Optional) 
   
  �Fendrik:  Male Human Rog3; CR3; Medium-Size 
  Humanoid (Human); HD3d6; hp 14; Init +2; Spd 30 ft; 
  AC 12 (flat-footed 12, touch 12); Atk +2 melee (1d4-1, 
  Dagger) or +5 thrown (1d4-1, Dagger); SA Evasion, 
  Sneak Attack +2d6, Trap Sense +1, Trapfinding; AL N; 
  SV Fort +1, Ref +5, Will +2; Str 9, Dex 14, Con 10, Int 
  13, Wis 12, Cha 15. 
   
  Skills and Feats:  Appraise +7, Balance +4, Bluff 
  +10, Diplomacy +14, Disguise +6, Forgery +5, Gather 
  Information +10, Hide +6, Innuendo +7, Intimidate +6, 
  Jump +1, Move Silently +6, Read Lips +3, Sense Motive 
  +7, Tumble +8; Persuasive*, Run, Trustworthy*. 
   
  Possessions:  Masterwork Dagger. 
  * See Appendix 2: New Rules 
   
  �Sgt Malgwyn:  See Encounter 5. 
   
  Encounter 9: Fool Me Once, Shame on You 
   
  �Vigo Wallak:  Male Human Clr3; CR3;  Medium-
  Size Humanoid (Human); HD 3d8+3; hp 21; Init +0; 
  Spd 20 ft; AC 19 (touch 10, flat-footed 19); Atk +3 melee 
  (1d6, Masterwork Sickle); SA Rebuke Undead 5/day; 
  AL CE; SV Fort +4, Ref +1, Will +6; Str 10, Dex 10, Con 
  12, Int 12, Wis 16, Cha 14. 
   
  Skills and Feats:  Bluff +12, Concentration +7, 
  Diplomacy +6, Disguise +6, Intimidate +4, Knowledge 
  (Arcana) +3, Knowledge (Religion) +5, Spellcraft +3; 
  Persuasive*, 
  Skill 
  Focus 
  (Bluff), 
  Spell 
  Focus 
  (Enchantment). 
  
  The Bishop’s Gift 
   
  Page 18 
   
  Possessions:  Half Plate, Large Steel Shield, 
  Masterwork Sickle, Silver Holy Symbol, Artisans 
  Outfit, Disguise Kit, 70gp. 
   
  Spells Prepared:  (4/4/3:  Base DC = 13 + spell level; 
  15 + spell level for enchantment spells); Domains:  Evil, 
  Trickery; 0-Detect Magic, Cure Minor Wounds, 
  Guidance, Resistance; 1
  st- Bless, Command, Doom, 
  Protection From Good; 2
  nd- Hold Person, Invisibility, 
  Silence;  
  * See Appendix 2: New Rules 
   
  �Grodar:  Male Half-Orc War2; CR1; Medium-Size 
  Humanoid (Half-Orc); HD2d8+6; hp 19; Init +1; Spd 20 
  ft; AC 17 (touch 11, flat-footed 16); Atk +6 melee 
  (1d12+4, Masterwork Greataxe) or +3 ranged (1d10, 
  Heavy Crossbow); SA:  Darkvision 60 ft.; AL:  CE; SV 
  Fort +6, Ref +1, Will +0; Str 16, Dex 12, Con 16, Int 7, 
  Wis 10, Cha 8. 
   
  Skills and Feats:  Intimidate +4; Power Attack. 
   
  Possessions:  Masterwork Greataxe, Spiked Banded 
  Mail, Heavy Crossbow, 20 Bolts, 30gp. 
   
  �Korg and Lorg:  Male Human War1; CR ½; 
  Medium-Size Humanoid (Human); HD 1d8+2; hp 8; 
  Init +2; Spd 20 ft; AC 18 (touch 11, flat-footed 16); Atk 
  +3 melee (1d6+2, Short Sword) or +3 melee (1d4+2, 
  Dagger) or +3 thrown (1d4+2, Dagger); AL:  NE; SV 
  Fort +4, Ref +2, Will +0; Str 15, Dex 12, Con 14, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats:  Climb +1, Intimidate +4, Jump +1; 
  Combat Reflexes, Dodge. 
   
  Possessions:  Chainmail, Large Steel Shield, 
  Shortsword, Dagger, 10gp. 
   
  �Sgt Malgwyn:  See encounter 5. 
  
  The Bishop’s Gift 
   
  Page 19 
  Appendix 2: New Rules 
   
  Persuasive (General) as presented in Song and Silence 
  You could sell a tindertwig hat to a troll. 
   
  Benefit: You gain a +2 bonus on all Bluff and Intimidate checks. 
   
  Trustworthy (General) as presented in Song and Silence 
  Others feel comfortable telling you their secrets. 
   
  Benefit: You gain a +2 bonus on all Diplomacy and Gather Information checks 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/593/Intro mods/VELIntro3-02 - The Bishop's Gift/VELIntro3-02 - The Bishops Gift.pdf