TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  VTF7-05 
   
   
   
   
  Underhandedness 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  VTF Meta-Regional Adventure 
   
   
  by Kevin Elmore 
  Circle Reviewers: Tim Sech 
  Triad Reviewers: Michael Mockus 
  Playtesters: William Austin, Stephen Baker, David Blackwell, Richard  Burns, Jeff Clare, Sarah Clare, Marjorie 
  Copeland, Crystal Elmore,  Brendon Hays, Jason Hrabi, Will Jones, Robert Mason, Gregg Peevers, Tim Stack  II, Andy 
  Terrill, Jeff Terrill, James Wynen 
   
  As the forces of the Pomarj pour out of Blackthorn, laying waste to all they find in the Gnarley Forest, several 
  adventurers claim to have visions from Istus of impending doom. Orcish activities have fallen in line with the 
  prophecy, even down to the destruction of the village of Tricaster. Some of the Gentry members are taking this vision 
  seriously; they fear the predictions that the Free and Independent City of Dyvers will fall to the orcs within a year. 
  Desperate times do call for drastic measures. A one-round VTF Meta-Regional adventure set in the outskirts of the Free 
  Lands of Dyvers, for characters level 6-15 (APLs 8-14). A continuation of the Gnarley Threat. Note: Those who earned 
  the Disfavor of Felbon from Dyv5-07 End of the Line are able to participate in this adventure. 
   
  Resources for this adventure [and the authors of those works] include Stormwrack [Richard Baker, Joseph D. Carriker, 
  Jennifer Clarke Wilkes], and The Adventure Begins [Roger E. Moore].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D
  ® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the table 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if you 
  are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Refer to 
  Appendix 1 for full information on NPCs and 
  monsters. For your convenience, Appendix 1 is split by 
  APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure Record 
  (AR). You need one copy of this for each participating 
  player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  VTF7-05 Underhandedness 
   
  Page 2 
  
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
   
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLs are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round VTF meta-regional 
  adventure, set in Dyvers. All regional characters pay 1 
  Time Units per round; Out-of-region characters pay 2 
  Time Units per round. 
   
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches and 
  healer’s kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  As a whole, the criminal guilds of Dyvers work as a 
  well-oiled machine: Crime is prosperous and relatively 
  risk-free, competition is eliminated, and alliances with 
  various guilds along the Velverdyva trade route have 
  bolstered trade. Despite its relative steadiness, there are 
  people within the Alliance that seek personal gain over 
  the stability of the group. One such person is the 
  current head of the Dyvers Smugglers' Guild, the 
  halfling Alcorn Calabreezie.  
   
  For 20 years, he has coveted the position of Master 
  Thief. He has been passed over several times. When 
  the Master Thief's position and the Smuggler 
  Guildmaster position suddenly became vacant in CY 
  595, he felt betrayed that he was promoted only to the 
  Guildmaster position. Timmorn Darkeyes became the 
  new Master Thief. He has never forgiven her this, and 
  he believes that her removal would herald his 
  promotion. He is working with the recovering House 
  Siggoran and a wizard named Barnaby to remove her 
  without the messy political implications of an 
  assassination. Barnaby and Siggoran have a method 
  that may be conducive to the smuggler's ambitions. 
   
  Meanwhile, 
  forces 
  of 
  the 
  Pomarj, 
  using 
  Blackthorn as a staging ground, ravage the Gnarley 
  Forest outside of Dyvers and Verbobonc. The Magister 
  of Dyvers, Larissa Hunter, is aware of a powerful vision 
  that Istus has granted to several adventurers. Each 
  vision reveals that the vast city of Dyvers will fall to 
  Turrosh Mak's forces in CY 598. The invasion would be 
  successful because the orcs’ allies, a contingent of drow 
  from the UnderOerth, would infiltrate Dyvers and 
  render the defenses useless. The vision further reveals 
  that the drow would bring about the fall of Dyvers 
  because of a sacrifice the orcs have promised them.  
   
  Larissa Hunter is a virtuous person, a fact which 
  makes some of the Gentry (including Houses Herall 
  and Siggoran) doubt that she is willing to put the safety 
  of Dyvers ahead of her own sense of morals. While 
  these Gentry Houses do not wish to concede anything 
  to the drow, they feel that it is imperative that the drow 
  VTF7-05 Underhandedness 
   
  Page 3 
  
  are no longer allied with the orcs. Magister Hunter has 
  plans to send a diplomatic contingent to the 
  UnderOerth to persuade the drow to sever their 
  alliance with the orcs. Lord Herall feels that a gift 
  would aid the talks and may even convince the drow to 
  ally with Dyvers and betray the orcs. The cathedral of 
  Istus has performed some divinations for Kael Lord 
  Herall and is aware of a delivery being made by a pirate 
  ship called the Just Desert. 
   
  An 
  Istus 
  priest 
  named 
  Pinnel 
  leads 
  a 
  representative of House Herall to the Maraven docks 
  where a group of adventurers disembark from a newly 
  arrived ship. This group is told of the situation and is 
  asked to recover this gift from the captain of the Just 
  Desert, the Jaundiced Barb. They are to return this item 
  to Lord Pete Siggoran, the head of House Siggoran. 
   
  Unfortunately for the PCs, the Jaundiced Barb no 
  longer has the package. He has only been hired to 
  transport a mercenary named Mullen farther down the 
  Nyr Dyv. Mullen believes that he is meeting with 
  representatives of Turrosh Mak to sell the package. 
  Mullen and the Jaundiced Barb are unaware that they 
  were sent on this mission through intermediaries of 
  Alcorn Calabreezie for the express purpose of the 
  package being “rescued” by the PCs. Mullen waits for a 
  nonexistent Pomarj envoy to purchase the gift. 
   
  The gift is simply a wooden token and an arcane 
  scroll. They were crafted by Barnaby, who has done his 
  own research on the Alliance and the UnderOerth. 
  Barnaby learned that Timmorn Darkeyes was formerly 
  T'lesha the Scourge, a drow noble who was of some 
  importance in the UnderOerth 200 years ago. She 
  betrayed her people and disappeared without a trace. 
  Her queen vowed revenge on T'lesha and would love a 
  chance to exact revenge on her. Barnaby discovered 
  that T'lesha took the name of Timmorn and now leads 
  the Alliance. The token and the scroll would bring 
  Timmorn—who is in another disguise as a baker 
  named Esmeralda Ingram—into captivity to be 
  delivered to the drow for whatever they wish. 
   
  The original intent of the scroll is to be read 
  concurrently with the breaking of the token. The 
  token is linked to a cursed item on Timmorn's body, 
  which teleports the owner to the location of the token 
  holder. The scroll is a dimensional lock. As Timmorn is 
  very powerful, she has paid someone to craft a 
  contingent spell on her so she can teleport to a safe 
  location. This scroll would prevent that contingency 
  from happening. If House Siggoran and Alcorn are 
  able to get these items, then they can blindside 
  Timmorn and keep her locked up for transport. While 
  Alcorn is one of the originators of the scroll and token, 
  he is playing the role of the dutiful citizen and has 
  distanced himself from the Jaundiced Barb, even 
  though he was the one that put the items in the hands 
  of the pirate himself. If Alcorn is successful, the 
  diplomatic envoy that is scheduled to travel to the 
  UnderOerth can deliver T'lesha the Scourge to the 
  drow that she betrayed. 
   
  Naturally, if the adventurers are curious enough to 
  see what the token summons, then Timmorn has an 
  offer of her own to make. 
   
  RELATIONSHIP WITH GREYHAWK 
  Relationships between Dyvers and Greyhawk has 
  always been tense, but idle threats and annoyances 
  have escalated lately. In CY 595, Magister Larissa 
  Hunter laid claim to the “unaffiliated” portions of the 
  Gnarley Forest in response to the threat from the orcs 
  in Blackthorn. Many of these unaffiliated lands are 
  very near or even overlapping Greyhawk-claimed 
  territory, including the village of Tricaster.  
   
  Greyhawk responded by establishing a blockade 
  on the Selintan River, prohibiting Dyvers merchants 
  from sailing their wares through that area. Magister 
  Hunter finally did cede Tricaster and the surrounding 
  lands. By then, the orc horde overwhelmed the village. 
  As a result, the mayor of Greyhawk has conveniently 
  forgotten to lift the blockade. 
   
  Neither side wants a war, but they have no 
  problem making life harder for the other. This 
  information is known to PCs who make a DC 12 
  Knowledge (VTF) or Knowledge (Core) check. 
   
  WINTER IN THE GNARLEY FOREST 
  Dyvers is in an unusually temperate area. Some 
  speculate that the Nyr Dyv tempers the weather. 
  Whatever causes it, the people in Dyvers and the 
  Gnarley Forest are accustomed to pleasant weather 
  year-round. 
   
  This has changed in CY 596. A man calling himself 
  Winter has brought about the end of pleasant weather 
  in the Gnarley Forest with his sacrifice. These 
  hardships are compounded by the presence of the orcs 
  who slaughter anything they can find within the 
  forest. The new weather condition (but not the cause of 
  it) is known to PCs who make a DC 12 Knowledge 
  (VTF) or Knowledge (Geography) check. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs arrive in Maraven where they 
  are immediately met by Sergeant Oddfellow of the 
  constabulary and Pinnel Farsight from the Istus 
  cathedral. The PCs learn that they are part of a 
  prophecy sent by Istus. 
   
  VTF7-05 Underhandedness 
   
  Page 4 
  
  Encounter 1: The Proposition: The PCs are asked by 
  Sergeant Oddfellow to acquire a package from the 
  pirate ship, the Just Desert, on behalf of Lord Herall 
  and Lord Siggoran. Lord Herall wishes to offer the 
  package to the drow in exchange for betraying the orcs 
  that now threaten the region. In any case, Lord Herall 
  does not want the orcs to get their hands on this 
  package. 
   
  Encounter 2: Forearmed: The PCs have 4 hours to 
  gather information, if they wish. 
   
  Encounter 3: All Aboard: The PCs board the 
  Laughing Eel, a merchant vessel that has agreed to 
  pursue the Just Desert. The PCs meet Captain 
  Hammon, a sailor who is fiercely loyal to House 
  Siggoran and the city of Dyvers.  
   
  Encounter 4: High Piracy: The Laughing Eel crosses 
  paths with a Greyhawk merchant vessel. Captain 
  Hammon orders the Laughing Eel to attack the ship 
  and rob it of cargo. The PCs have an opportunity to 
  prevent the piracy. 
   
  Encounter 5: The Map: Pinnel received divinations in 
  regards to the location of the Just Desert. He performs 
  more divinations, inviting the PCs to contribute. 
  Through the clues granted by Istus, the PCs can find 
  the location of the Just Desert. 
   
  Encounter 6: Getting Your Just Deserts: The PCs 
  find the Just Desert and must contend with the pirate 
  captain, the Jaundiced Barb, a devout follower of 
  Kurell. Watching the PCs with fear and paranoia, the 
  Jaundiced Barb has rigged the ship to sink upon his 
  defeat. The PCs learn that the package is no longer on 
  the Just Desert. It was taken by a man called Mullen, 
  who already left to meet with orcs. 
   
  Encounter 7: Getting the Goods: The PCs encounter 
  Mullen, a half-orc mercenary under orders to sell the 
  package to a contingent of orcs. The PCs may acquire 
  the package through force, guile, or negotiation.  
   
  Encounter 8: A Little Traveling Madness: The PCs 
  meet Tinlow Beaterbrain, a cleric of Ralishaz. Among 
  his random babblings, the PCs might figure out that 
  the package is bigger than suspected. 
   
  Encounter 9: Trapping Esmeralda: If the PCs activate 
  the gift, they summon Esmeralda Ingram, the current 
  alias of the Master Thief. Provided the PCs do not 
  attempt 
  to 
  capture 
  her, 
  Esmeralda 
  makes 
  a 
  counteroffer to the PCs.  
   
  Encounter 10: Cruel Winter: If the PCs attempt to 
  teleport with Esmeralda's cursed robe, they wind up in 
  the Gnarley Forest, where they are beset by the 
  "children of Winter," undead minions serving the man 
  responsible for the wintry conditions in the forest. 
   
  Encounter 11: An Offer You Can't Refuse: If the PCs 
  subdue Esmeralda and don't hide her presence upon 
  arriving in Maraven, the PCs are met by a group of 
  Alliance thugs. They threaten the PCs to hand over 
  Esmeralda. If the PCs refuse to comply, they have 
  made very powerful enemies. 
   
  Conclusion: The PCs have decided what to do with 
  the package (or let Esmeralda slip through their 
  fingers). They are rewarded for stopping the Just 
  Desert and possibly for serving either House Herall or 
  Esmeralda.  
   
  THE MOUSETRAP 
  A lot of effort and research went into kidnapping this 
  simple 
  baker 
  named 
  Esmeralda 
  Ingram 
  from 
  Verbobonc. That is because Esmeralda is not a simple 
  baker. Esmeralda Ingram is actually a disguised 
  Timmorn Darkeyes, the Master Thief of the Alliance. 
  Throughout the adventure, she is referred to strictly as 
  Esmeralda for consistency's sake. It is unlikely that the 
  PCs will learn her real identity, but through magic or 
  difficult knowledge checks, the PCs may justify their 
  suspicions. 
   
  The face behind Esmeralda is a drow herself who 
  fled the UnderOerth after betraying some powerful 
  and influential drow. She eventually found her way to 
  Dyvers many years ago and eventually established 
  herself as the guildmaster of the Infiltrators' Guild. In 
  CY 595, the Master Thief abdicated his position, and 
  Timmorn took the reins of leadership of the Alliance. 
  While she has had the support of most of the guilds, 
  there are some who covet the position for himself, 
  including Alcorn Calabreezie, Guildmaster of the 
  Smugglers' Guild. He hopes to remove her soundlessly 
  and take her position without being challenged (which 
  would be very messy if he staged an assassination or 
  coup).  
   
  Alcorn learned through his wizard ally, Barnaby 
  that Timmorn originally went under the name of 
  T'Lesha the Scourge and is a fugitive from the 
  UnderOerth. Alcorn and Barnaby set the trap that 
  would remove Timmorn from Dyvers and pave the way 
  to realizing his ambitions. While Alcorn would be 
  content with just removing her, he decided that 
  offering Timmorn to the drow would be an extra boon. 
  VTF7-05 Underhandedness 
   
  Page 5 
  
  If Dyvers had amity with the drow, then Alcorn could 
  expand his smuggling operations to the tunnels under 
  the Flanaess.  
   
  The keystone of the trap is a robe of blending 
  modified by Barnaby. It is cursed, so when Timmorn 
  wears the robe, it cannot be removed through normal 
  means. It is not unusual for the Master Thief to wear 
  the robe for days at a time, so she would not even 
  realize that her normal robe of blending has been 
  replaced until the trap is sprung. The robe has two 
  features: It interferes with teleport, causing an 
  automatic mishap (see Encounter 10: Cruel Winter if 
  PCs attempt to teleport her), and it suppresses her spell 
  resistance just long enough to provide a flawless one-
  way teleport to the owner of a linked token. When the 
  token is destroyed, the robe and its wearer are instantly 
  teleported to the token. See Encounter 9: Trapping 
  Esmeralda if the PCs decide to break the token. 
   
  The package held by Mullen consists of the token 
  and a scroll. The scroll contains a dimensional lock 
  spell. The instruction on the package states that one 
  person breaks the token while someone else 
  immediately casts the spell off the scroll. The effect is 
  that Esmeralda Ingram appears before the token 
  holder. 
  Upon 
  arrival 
  she 
  instinctively 
  says, 
  "Gingerbread dwarven pie," which is the key phrase 
  that triggers a contingent spell that would teleport her 
  to a safe house in Dyvers. If the dimensional lock is in 
  place, then the contingency spell is triggered, but she 
  is prevented from teleporting out. Without the 
  dimensional lock in place, she utters the phrase and 
  vanishes; her teleport is a mishap, but from the vantage 
  of the PCs Esmeralda is out of their lives forever.  
   
  Obedient PCs would take the package to Maraven 
  and hand it over to their employers. The employers 
  take the package into a secret location in order to 
  abduct Esmeralda without the prying eyes of those 
  who would be loyal to her. Nosy PCs may have the 
  opportunity (or curse) to meet Esmeralda themselves. 
   
  The persona of Esmeralda is that of a Rhennee 
  woman trying to make her own as a baker. As a little 
  girl, she yearned to be as free as the boys on the barge. 
  One day, she left the barge while it was in Verbobonc 
  City and took up a job as a baker's assistant. She cannot 
  imagine why someone would go through all the 
  trouble of kidnapping her. She suspects that it may be 
  Jaffar, a boy who had a crush on her while she lived on 
  the barge. He may have conned a powerful wizard into 
  obtaining her.  
   
  Her story changes if Esmeralda learns that the 
  drow have an interest in her. She wonders if Jaffar 
  made a dark pact with these creatures. She even goes so 
  far as to shyly admit that she is a virtuous woman who 
  has never committed sins of the flesh; she has heard 
  that the forces of darkness seek women of her 
  demeanor for their sinister sacrifices. She even 
  mentions that her 33rd birthday is coming up; perhaps 
  the number 33 is important for some dark ritual. A DC 
  30 Knowledge (religion) check confirms that there is 
  nothing significant about the number 33 in the drow 
  religion.  
   
  Through all things, she always insists on being 
  called Esmeralda. Only magical compulsion can cause 
  her to reveal who she really is, and that would require 
  subduing her and stripping her of all her magic. Even 
  if someone recognizes her as Timmorn, she maintains 
  the façade, remaining professional all the way.  
   
  Esmeralda is curious as to who would orchestrate 
  such a maneuver and asks various questions about the 
  adventurers. She starts off with inquiries about their 
  exploits, but she ultimately tries to find out who hired 
  them, asking for any identifying features that may lead 
  her to recognize her nemesis. 
   
  PREPARATION FOR PLAY 
  DM Note: It is important to note if anyone in the party 
  is of a Dyvers or VTF regional meta-org. In particular 
  you need to know about members in: 
   
  • 
  The Alliance (Dyvers) 
  • 
  The Pack (Veluna) 
  • 
  The Family (Verbobonc) 
  • 
  The Tears of Marid (Tusmit) 
  • 
  The Brotherhood of Bashaarat (Tusmit) 
  • 
  The Dusk Lash (Zeif) 
  • 
  The Xanavade (Ket) 
  • 
  The Cour des Miracles (Ekbir) 
  • 
  The church of Istus (any region) 
   
  Those PCs who are part of a VTF thieves’ guild (all of 
  the above groups except for the church of Istus) 
  receive Player’s Handout 4 or Player’s Handout 5 at 
  the beginning of the adventure. This lets them know 
  how they can identify members of the Alliance.  
   
  GEM OF XULLITHAN 
  During this time, the stars are in the right position to 
  create some power fluctuations within the worshippers 
  of Nerull. This does not have an impact on the 
  adventure itself, but those PCs who possess the Gem of 
  Xullithan from VTF5-02 Reaping the Darkness are 
  under an unusual effect. For the adventure, the PC is 
  considered to be under the effect of death ward. The 
  PC also radiates an aura of unhealthiness. Anyone 
  (friend, foe, or familiar) within 5 feet of the affected PC 
  is automatically sickened. This aura is considered a 
  VTF7-05 Underhandedness 
   
  Page 6 
  
  supernatural death effect and can be overcome with 
  spells that protect against death effects. For the 
  purposes of detect magic and detect evil, the aura 
  detects as strong necromancy and strong evil (though 
  the PC himself does not detect as evil as a result of the 
  gem). 
   
  The PC can choose to lose the gem. Mark the gem 
  off of the AR if the PC takes this option. Aside from 
  NPCs feeling uncomfortable around this PC, there is 
  no complication caused by the possession of this gem. 
   
  INTRODUCTION 
  The adventure begins as the PCs arrive in the port city 
  of Maraven, near the border of the Greyhawk domain. 
  The ship carrying them is the Blue Diamond. For 
  whatever reason that befits them, the PCs have booked 
  travel to Maraven, whether it's for delivery, shopping, 
  or general nosiness. Since the PCs shared space for 
  several days, allow them the chance to become 
  acquainted with one another, if necessary. If a PC owns 
  a ship and insists on taking it, modify the introduction, 
  allowing the other ship to arrive coincidentally at the 
  same time as the Blue Diamond. After the players have 
  become situated, read or paraphrase the following. 
   
  It is a pleasant morning as you sail out of the 
  Velverdyva River into the Nyr Dyv, and the ship 
  you're on, the Blue Diamond, pulls into port at the 
  town of Maraven. The tales from the sailors 
  manning your ship are jovial and hopeful. With the 
  crackdown on smuggling in the past 2 years, honest 
  sailors can enjoy a night of drinking and carousing 
  in Maraven with only minimal risk of waking up in 
  a press gang. Several ships make port in Maraven, 
  as the city of Greyhawk has not followed through 
  in lifting the blockade on the Selintan River that 
  threatens all ships flying the flag of Dyvers.  
   
  When you step onto the docks of Maraven, you 
  are assaulted by the screech of hungry seagulls, the 
  curses of dockworkers, and the cajoling of 
  merchants. One would expect these sensations in 
  any port town, but the uniformed man following a 
  plain robed man is more unusual. The man in robes 
  walks up to you, a look of recognition on his face. 
  "Yes, yes," he says. "These are the ones that my 
  Mistress prophesied." From a pile of disheveled 
  papers, he pulls a piece of parchment with several 
  sketches on it. The sketches bear an uncanny 
  likeness to you, even down to the clothes you're 
  wearing.  
   
  The uniformed man following him raises an 
  eyebrow and glances at you skeptically. He clears 
  his throat and addresses you, "Good sirs (and 
  madams), welcome to Maraven. You must be tired 
  after your journey. Could I interest you in a drink 
  and an offer of employment?" 
   
  The uniformed man is Sergeant Oddfellow of the 
  Maraven constabulary. He has been tasked by Kael 
  Lord Herall to work with a priest of Istus to find 
  capable people to help him. The priest of Istus, Pinnel 
  Farsight, consulted his goddess and determined that 
  the soldiers can find the most likely people at the 
  docks at this time. Istus has even provided him with a 
  rough sketch of the PCs and their gear. While Sergeant 
  Oddfellow is not against this idea, he is a little 
  uncomfortable at the nature of tracking down the PCs.  
   
  There is no further adventure for the PCs if they 
  are not curious enough to meet with Sergeant 
  Oddfellow and Pinnel. When the PCs agree to meet, 
  Sergeant Oddfellow leads them to a clean (by dock 
  standards, anyway) tavern called the Rotted Peg. 
  Proceed to Encounter 1: The Proposition. 
   
  1: THE PROPOSITION 
  Sergeant Oddfellow and Pinnel find a table large 
  enough for them and the PCs. Read or paraphrase the 
  following: 
   
  The uniformed man, who claims to be Sergeant 
  Oddfellow of the Maraven constabulary, leads you 
  into a sturdy tavern called the Rotted Peg. Upon 
  seeing the constable and able-bodied adventurers 
  entering, several sailors suddenly find a convenient 
  reason to stand up and leave, much to the chagrin 
  of the bartender. Sergeant Oddfellow and the robed 
  man, a follower of Istus named Pinnel Farsight, 
  take up seats and gesture that you do the same.  
   
  Sergeant Oddfellow speaks to Pinnel, "Well, we 
  finished the second part of your prophecy. What 
  happens now?" 
   
  The robed man says, "We must find the pirate! 
  He is out there, and we must find him so the dark 
  elves may be placated." 
   
  The sergeant grimaces uncomfortably and says 
  to you, "My apologies. Allow me to explain what 
  has happened before our, ahem, web strands 
  crossed." 
   
  He explains the following: 
   
  • 
  Many orcs from Blackthorn are threatening 
  Dyvers and the surrounding lands. Already, the 
  orcs have completely decimated the village of 
  Tricaster—and again when it was rebuilt.  
  VTF7-05 Underhandedness 
   
  Page 7 
  
  • 
  Dyvers intelligence has shown that Blackthorn is 
  replenishing its forces with orcs from the Pomarj. 
  A defector informed the Dyvers military that the 
  orcs travel through the UnderOerth to arrive at 
  Blackthorn. One reason that the orcs have been so 
  brutally efficient is because of the cooperation of 
  the drow and duergar.  
  • 
  Many people have reported a simultaneous vision 
  sent by Istus herself (or hallucination) where 
  Dyvers is invaded within a year. The success of the 
  invasion is due to the drow infiltrating the sewers 
  of Dyvers and crippling the defense of the city. 
  • 
  The drow do not engage in such dangerous tasks 
  freely. This vision also shows that the orcs are to 
  promise the drow some sort of gift.  
  • 
  Maraven's liege, Kael Lord Herall, has learned 
  through Pinnel Farsight that the Jaundiced Barb, a 
  pirate who has eluded capture so far, has in his 
  possession an item that would interest the drow. 
  Pinnel does not know if this is the same gift that 
  the orcs plan to give to the drow. In any case, Lord 
  Herall would like to ensure that this gift never 
  falls into the hands of the orcs. 
  • 
  Simply stopping the Jaundiced Barb and his ship, 
  the Just Desert, is a 3,000 gp bounty. While the 
  first priority is to get the gift away from the 
  Jaundiced Barb, Lord Herall would like to have 
  the gift in his own hands. If the PCs can deliver 
  the gift to one of his fellow Gentry members, Lord 
  Pete Siggoran, then the PCs would be further 
  rewarded.  
  • 
  Since the Dyvers navy is busy, Lord Herall cannot 
  afford to devote a military ship to the operation. 
  Sergeant Oddfellow has requested the use of a fast 
  merchant ship, the Laughing Eel. Captain 
  Hammon has agreed to intercept the Just Desert, 
  provided the men that Oddfellow provides are 
  sturdy in arms. Sergeant Oddfellow feels 
  confident that the PCs fit the bill. The Laughing 
  Eel is on its way to Admunfort, but Captain 
  Hammon is willing to delay his journey long 
  enough to engage the Just Desert and drop the 
  PCs onto land when they have completed their 
  task. 
  • 
  There is no life-threatening urgency, but Lord 
  Herall would like the gift delivered quickly to the 
  head of House Siggoran, Lord Pete Siggoran, who 
  is staying in Maraven. The government of Dyvers 
  plans to send a diplomatic envoy to meet with the 
  drow in order to convince them to cease giving aid 
  to the orcs. This gift might convince the drow to 
  ally with Dyvers and ambush the orcs within their 
  tunnels.  
  • 
  The orcs threaten not just Dyvers. Neighboring 
  Verbobonc surely is on the mind of their 
  commander, Gnasher Barrock. Ships using the 
  Velverdyva River to traverse the Nyr Dyv would 
  be subject to orcish naval vessels, which are more 
  interested in piracy and slavery. Persuading the 
  drow to sever their alliance with Blackthorn and 
  the Pomarj would help the entire Velverdyva trade 
  route. 
  • 
  Captain Hammon won't be ready to set sail for 4 
  hours, so the PCs have some time to equip 
  themselves and make preparations. 
   
  The Jaundiced Barb has a 3,000 gp bounty, but 
  Sergeant Oddfellow can be talked into increasing this 
  to 4,500 gp with a DC 20 Diplomacy check. He has 
  Lord Herall's authority to increase the bounty. PCs 
  with ranks in Knowledge (VTF) already know that 
  ships have reported that the Just Desert vanishes after 
  an attack and that the Jaundiced Barb displays great 
  cruelty. The pirate is responsible for various attacks, 
  but they are infrequent and seemingly random, so he 
  has eluded capture so far. 
   
  If the PCs agree to sail out to intercept the gift 
  (and possibly bring it to Maraven), they learn more 
  from the priest of Istus, Pinnel Farsight. He has the 
  following to say: 
   
  • 
  Pinnel has prayed and communed with the Lady 
  of Our Fates daily for the past week. She has given 
  him visions that the PCs are instrumental in 
  acquiring this gift.  
  • 
  Istus has also guided him in drawing a map with 
  enigmatic lines and symbols. He believes that the 
  map represents the Velverdyva River as it opens 
  up into the Nyr Dyv. The town on the map must 
  be Maraven.  
  • 
  The Just Desert is located in one of the sections on 
  the map, but the exact location is not known yet. 
  The Lady of Our Fates has revealed clues to the 
  ship's location each day. 
  • 
  Pinnel has marked a couple of the clues on the 
  map, and he intends to sail with the Laughing Eel 
  so he may perform a daily divination. Other clerics 
  are welcome to invoke their gods for inspiration. 
  If a higher-level cleric of Istus is at the table, 
  Pinnel defers to her superior ability in divination.  
  • 
  Pinnel is peaceful and does not intend to fight. He 
  offers what he can in terms of healing, should 
  things bode poorly for the PCs.  
  • 
  After the PCs are done with the Just Desert, Pinnel 
  will travel on the Laughing Eel to Admunfort. The 
  VTF7-05 Underhandedness 
   
  Page 8 
  
  Lady of Our Fates has decreed that he is to go to 
  that city next. 
   
  When the PCs learn all they can from Sergeant 
  Oddfellow and Pinnel Farsight, continue with the next 
  encounter. 
   
  A MESSAGE FROM THE SHADOWS 
  Members of the Alliance the Pack, the Family, the 
  Tears of Marid, the Brotherhood of Bashaarat, the Dusk 
  Lash, the Xanavade, or the Cour des Miracles receive a 
  message from a street urchin. The urchin does not 
  expect a tip. Give these players a copy of Player's 
  Handout 1. Ideally, this happens in Encounter 2: 
  Forearmed, but it can happen anywhere during the 4 
  hours of waiting. The urchin tries to get the PC alone 
  before delivering the message. 
   
  Development: The PCs may choose to gather 
  information in Encounter 2: Forearmed.  If they forego 
  this option, move on to Encounter 3: All Aboard. 
   
  2: FOREARMED 
  The PCs have 4 hours to gather any information they 
  like. This may require splitting up the party in order to 
  inquire about everything they want to know. It takes 
  the standard time to make a Gather Information check 
  with one exception: Treat any 5 as a 4. If the PCs 
  attempt another check and exceed 4 hours, then they 
  do not succeed in that check. What they seek 
  determines what they learn. 
   
  THE LAUGHING EEL OR CAPTAIN 
  HAMMON 
  • 
  0: It is a merchant vessel that sails mostly around 
  Dyvers and the various ports on the Nyr Dyv. 
  • 
  9: The Laughing Eel has been modified to take to 
  the sea more quickly than others. 
  • 
  17: Captain Hammon is a loyal follower of House 
  Siggoran, a Gentry house that is struggling to get 
  back on its feet since the Kesser Massacre of CY 
  595 wiped out almost all of its members.  
  • 
  21: The name of the ship reflects Captain 
  Hammon's patron deity, the Laughing Rogue. 
  • 
  25: Captain Hammon despises Greyhawk and 
  vows to inflict suffering on any ship he finds 
  flying the Greyhawk flag.  
   
  THE JUST DESERT 
  • 
  0: Nothing useful can be found about the Just 
  Desert 
  • 
  15: The Just Desert engages in piracy on a regular 
  basis. It disappears without a trace after it strikes. 
  • 
  23: The ship is a harbinger of madness. Those who 
  survive the attacks by the Just Desert have 
  reported that crew members slit each other's 
  throats.  
  • 
  28: One survivor claims to have heard the sound of 
  2000 men shouting conflicting orders at his crew. 
  The voices were so distracting that he curled up 
  into a fetal position and shivered as he watched his 
  own brother stab his captain in the back. He 
  doesn't remember what exactly happened when 
  the men of the Just Desert boarded. A DC 14 
  Knowledge (dungeoneering) check reveals this to 
  be the result of a gibbering mouther. 
  • 
  32: Another survivor vaguely remembers the 
  captain wearing green spiked plate mail and a holy 
  symbol of a broken coin a DC 15 (Knowledge 
  [religion] check to recognize it as Kurell). The 
  captain was not interested in killing the crew, 
  though he is responsible for many deaths. He 
  focused more on humiliating them in terrible 
  ways.  
  • 
  36: While it is not official on any books in the 
  docks, the Just Desert actually has ties to House 
  Siggoran, a Gentry house that is struggling to get 
  back on its feet since the Kesser Massacre of CY 
  595 wiped out almost all of its members. It has 
  been used by House Siggoran to smuggle illegal 
  goods. 
   
  THE JAUNDICED BARB 
  • 
  0: Nothing useful can be found about the 
  Jaundiced Barb 
  • 
  18: The Jaundiced Barb commands the Just Desert, 
  which is known to strike ships and then vanish 
  into thin air. 
  • 
  23: The Jaundiced Barb has been seen with a holy 
  symbol of the Vengeful Knave (Kurell). He 
  consorts with creatures of chaos that confuse the 
  crews of the ships he assaults.  
  • 
  27: The Jaundiced Barb does not revel in murder. 
  Instead, he would rather punish people, often 
  making the punishment fit the crime.  
  • 
  31: The Jaundiced Barb's favorite trick is to 
  disguise himself as a mere sailor while one of his 
  men pretends to be the captain. The Jaundiced 
  Barb then ingratiates himself with the captured 
  crew and uses that knowledge to further punish 
  them. He also uses illusions to confound enemies. 
  • 
  35: One of the Jaundiced Barb's men has been seen 
  at the apothecary several weeks back. He bought 
  several vials of pepper water labeled with a man 
  VTF7-05 Underhandedness 
   
  Page 9 
  
  with gills a DC 35 Spellcraft check lets the PC 
  know that an elixir of reckoning has a very fiery 
  taste.  
   
  PINNEL FARSIGHT 
  Members of the church of Istus receive +5 to their 
  check. 
  • 
  0: No one has heard of him. 
  • 
  18: He is a mid-ranking member of the Cathedral 
  of Istus. While power within the cathedral is 
  reserved for females, it is believed that Pinnel is 
  actually a nephew of the high priestess. 
  • 
  21: In addition to being hired by House Herall 
  lately, Pinnel has performed divinations for Lord 
  Siggoran. It was through his connection to Lord 
  Siggoran that the Laughing Eel was recruited. 
   
  SERGEANT ODDFELLOW 
  • 
  0: He is a member of the constabulary and is 
  perhaps one of the more honest ones. 
   
  HOUSE HERALL 
  • 
  0: House Herall is one of the "Big Five" Gentry 
  houses (along with Houses Grandhearth, Maltrus, 
  Navoy, and Grift). House Herall oversees the 
  activities of Maraven and its surrounding lands.  
  • 
  8: House Herall only recently became a major 
  house. Every member of House Herall was killed 
  by Greyhawk assassins in CY 595. It was 
  discovered that Derreg Lord Pengallen hired the 
  assassins shortly before leading an army against 
  the city of Dyvers. House Pengallen was stripped 
  of all its patents, which were given to the newly 
  resurrected Kael Lord Herall as restitution. 
  • 
  13: Kael Lord Herall has made a poor showing in 
  ruling Maraven. While crime has declined 
  slightly, smuggling is still a lucrative trade. Lord 
  Herall has been unable to garner the same respect 
  as the other major houses. 
  • 
  20: Kael Lord Herall is trying to prove himself by 
  performing an exemplary service for Her 
  Excellency, Magister Larissa Hunter. He has even 
  considered establishing the Red Arrows, a branch 
  of law enforcement in the western lands known 
  for its unorthodox but effective cruelty inflicted 
  on criminals. The negative image of impaling 
  living bandits on pikes far outweighs the law and 
  order they would bring, though. 
  • 
  29: Some of Lord Herall's servants have let slip 
  that Lord Herall has a solution for dealing with 
  the orcs. He has been keeping this from the other 
  major Gentry houses in the hopes that he can 
  claim credit for it if it works and disavow it if it 
  doesn't. 
  • 
  33: Lord Herall is not comfortable with the plan, 
  as he suspects that whatever appeals to the drow 
  would result in the ruin of innocent people. Still, 
  he would place a wager against the thousands that 
  would be killed if the orcs invade Dyvers. 
   
  THE ALLIANCE 
  This requires spending an influence point with the 
  Alliance. Members of the Alliance, the Pack, the 
  Family, the Tears of Marid, the Brotherhood of 
  Bashaarat, the Dusk Lash, the Xanavade, and the Cour 
  des Miracles are able to inquire about this without 
  spending the influence point. 
  • 
  0: Nobody's talking 
  • 
  15: House Siggoran is looking to increase its 
  smuggling traffic. It uses the Laughing Eel as its 
  legitimate flagship, but it is looking to expand its 
  hold on the sea. 
  • 
  21: The guildmaster of the Smugglers' Guild, 
  Alcorn Calabreezie, has been working heavily 
  with House Siggoran and House Herall. No doubt 
  all three are in cahoots with some bigger plan, 
  though it is unlikely that Kael Lord Herall is aware 
  of the smugglers’ involvement.. 
  • 
  27: Alcorn has been working with a wizard named 
  Barnaby. Even though Barnaby seems to be a 
  powerful wizard, no one in the Alliance or the 
  Dweomercrafter's Guild knows who he is. Barnaby 
  has given Alcorn a magical robe, a scroll, and a 
  small wooden token. 
  • 
  31: The Just Desert is a ship in House Siggoran's 
  employ. It does not show up on any of the books, 
  but it often carries out tasks for the Smugglers' 
  Guild and House Siggoran.  
  • 
  36: Someone I know swears that he found the 
  Master Thief's robe of blending stashed in an alley 
  in the dock district of Dyvers. He's not sure if it is, 
  but he's not going to miss out on the opportunity 
  to hide from the constables. Besides, if the Master 
  Thief just tosses a robe in an alley, he can’t be that 
  concerned about it, right? 
   
  Development: If the PCs can gather information in 
  only 2 hours, they can make another attempt, as long as 
  it does not take more than 4 hours.  When this has 
  been exhausted, move on to Encounter 3: All Aboard. 
   
  3: ALL ABOARD 
  When the PCs are ready to meet at the Laughing Eel, 
  read or paraphrase the following: 
  VTF7-05 Underhandedness 
   
  Page 10 
  
   
  The Laughing Eel doesn't look too unlike the other 
  ships docked at Maraven except that it is sleeker 
  with fewer protrusions to slow it down. In some 
  ways, it does look like an eel, complete with a 
  painting on the bow of a toothy smile. The captain, 
  a tall Suel man, wearing a dashing blue silk shirt, 
  strides down the dock to you. "Ah, I recognize you 
  from the drawing made by that priest," he says 
  jovially. "We're almost underway, so if you'll board, 
  I'll show you around." 
   
  Despite being owned by a smuggler, the Laughing Eel 
  is an honest ship with no more hiding spaces than the 
  average ship. Several crates of arrows and javelins are 
  stored below, soon to be launched by the resistance 
  fighters in Admunfort. The bunks are a bit crowded, as 
  the ship is narrower than most. All in all, it is a 
  comfortable ship, and Captain Hammon tries to be as 
  accommodating as possible. 
   
  Captain Hammon has no time to talk with the PCs 
  while the crew loads the last of the cargo. The crew 
  consists of Captain Hammon and eight sailors. When 
  they are underway, he is available for conversation. 
  Throughout the conversation, Captain Hammon relays 
  the following: 
   
  • 
  The Laughing Eel is expected in Admunfort, but 
  they do have a little leeway. Captain Hammon has 
  enough time to devote to finding the Just Desert. 
  He won't have time to head back to Maraven, but 
  he is happy to row the PCs to land so they can 
  make it back by foot.  
  • 
  He's heard lots of tales about the Just Desert. The 
  most popular story is that it is a ghost ship that 
  appears out of nowhere and then vanishes. Unlike 
  most pirate attacks, the victims are left alive, but 
  they are worse for wear. Some claim to have been 
  flogged on the mast, forced to lick boots, dunked 
  in the water, and pitted against another sailor in a 
  pit fight at sea. 
  • 
  He does confirm that he reports to House 
  Siggoran. While he keeps it to himself, he can be 
  persuaded into discussing how Lord Siggoran has 
  been wronged by the Greyhawk navy. He would 
  like to show the Greyhawk sailors what for.  
  • 
  The Laughing Eel is named such because it is sleek 
  and because of his devotion to the Laughing God. 
  While he usually makes an honest living, he feels 
  an attraction to the roguish side of life. 
   
  As Captain Hammon worships Olidammara, and he 
  serves House Siggoran, who has secretly employed 
  smugglers, the PCs might be suspicious of the 
  Laughing Eel. It is all as it seems, which may or may 
  not make the PCs more paranoid.  
   
  Each morning, Pinnel casts divination to uncover 
  the next clue on the map. Give them the clue and let 
  the PCs determine which space(s) on the map they 
  want to search. Consult Encounter 5: The Map to 
  calculate how many spaces the PCs can check for the 
  Just Desert.  
   
  Development: Shortly after leaving Maraven, the PCs 
  have a chance to engage in piracy in Encounter 4: High 
  Piracy.  If you are short on time, you can move directly 
  to Encounter 5: The Map. It is possible to combine 
  both encounters. 
   
  4: HIGH PIRACY 
  This encounter takes the Laughing Eel past a 
  Greyhawk 
  merchant 
  vessel. 
  Captain 
  Hammon 
  considers boarding the ship and taking its cargo in 
  retribution for how the Greyhawk navy has treated 
  Dyvers merchants, including Lord Siggoran. Unless 
  the PCs have enhanced vision and make an effort to 
  bypass this encounter, read or paraphrase the 
  following: 
   
  You have sailed on the Nyr Dyv with no sign of 
  your quarry when a cry calls out from the crow's 
  nest. Captain Hammon looks to the north with a 
  spyglass and lets out a sardonic chuckle. "Boys," he 
  bellows, "it looks like we have ourselves a 
  defenseless little ship flying the flag of Greypuke." 
  Laughter erupts from the sailors. 
   
  The captain lowers the spyglass and says 
  through clenched teeth, "This is our chance to get 
  back at those sons of dogs for stripping all those 
  Dyvers ships. Hard to port! Let's strip them of their 
  cargo and send them back home in a dingy and 
  their skivvies!"  
   
  Captain Hammon is carrying out a personal grudge. 
  He has been on a ship that was stopped by the 
  Greyhawk navy and impounded for illegally sailing in 
  Greyhawk waters. He has heard many tales of woe 
  (almost all exaggerated) about Dyvers ships being sunk 
  by Greyhawk ballista. He views this lone Greyhawk 
  ship as an opportune moment to get revenge against 
  Greyhawk. 
   
  If no one intervenes, then Captain Hammon 
  orders the attack, and the Laughing Eel easily 
  overtakes the Greyhawk ship. The private marines 
  surrender in the face of superior numbers, especially if 
  the PCs aid in the attack. If you have time, you can roll 
  VTF7-05 Underhandedness 
   
  Page 11 
  
  out the battle, but the lone merchant vessel cannot 
  withstand the typical APL 8+ party. Captain Hammon 
  does insist that no one is murdered or hurt (too 
  grievously anyway). While the piracy is not evil in 
  itself, it is certainly evil to murder the crew. 
   
  The PCs can talk Captain Hammon out of the 
  attack. He blusters at first about how Greyhawk "has it 
  coming", how it won't impact their schedule, and how 
  boring it can be on the high seas. He does relent if the 
  PCs are insistent and acknowledges that the current 
  task is more important. That does not stop him and the 
  crew from making lewd gestures at the Greyhawk 
  vessel as they pass. 
   
  If a PC participating in the attack (rather than 
  sitting back and watching) is a member of the Dyvers 
  meta-org, Protégé of House Siggoran, at of the 
  beginning of the adventure, he receives one additional 
  Affiliation point, thanks to the glowing report of 
  Captain Hammon. PCs who participate get a share of 
  the booty. 
   
  Treasure: The PCs can gain the following treasure 
  here: 
   
  All APL: Loot 50 gp; Total 50 gp. 
   
  Development: When this is resolved, move on to 
  Encounter 5: The Map. 
   
  5: THE MAP 
  Despite the Jaundiced Barb's best efforts, his location is 
  betrayed by the divinations of Istus. Alcorn, using 
  House Siggoran, has given orders to the Jaundiced 
  Barb to drop off Mullen and the gift onto land and wait 
  in the mouth of the Nyr Dyv. He uses the Jaundiced 
  Barb in order to provide a challenge to the PCs; he 
  wants them to believe that the gift is highly contested. 
  While the area on the map represents several square 
  miles of open water, the Jaundiced Barb—who is an 
  adept cleric of Kurell—is skilled at hiding the Just 
  Desert. Each clue on the map gives the PCs another 
  chance to find the Just Desert. 
   
  Pinnel is convinced that just sailing through a 
  section is not enough. Despite the wide-open blueness 
  of the sea, Pinnel believes they are seeking something 
  hidden. As a result, the Laughing Eel must spend 
  significant time in a section in order to find their 
  quarry. The number of sections that can be explored 
  per day depends on the table below: 
   
  Highest Spot skill in party 
  Number of 
  sections per day 
  searched 
  Less than +10 
  1 
  +10 to +15 
  2 
  +16 to +20 
  3 
  More than +20 
  4 
  Group has the Luck domain  
  +1 (only once) 
  Group has the Water domain 
  +2 (only once) 
   
  Captain Hammon has the highest Spot on the crew 
  with +8. Note that modifiers to Spot can only be added 
  if they apply to daytime long-distance spotting. Eyes of 
  the eagle would apply, but the owl's nighttime bonus 
  does not. Keep track of how many days it takes for the 
  PCs to home in on the section with the Just Desert. 
  This may have an impact on the inland adventure. 
   
  Each morning, Pinnel casts divination. This 
  reveals the next line in the puzzle. He is only 7th level, 
  so he has a 77% chance of receiving an answer. Other 
  clerics may cast divination to ask their gods. Each god 
  can be contacted only once per day (even if it’s a 
  failure). Another cleric of the same god receives the 
  exact same answer as the first cleric. Pinnel knows that 
  he is a simple cleric and defers to another cleric of Istus 
  if she wishes to cast her own divination.  
   
  The clues for the puzzle are as follow: 
   
  • 
  The healthy octopus has its prey. Where it is 
  wounded, it will not stay. (already known) 
  • 
  If it is colored as a ruby of worth, each octopus 
  keeps one arm about its girth. (already known and 
  transcribed) 
  • 
  The item that harms shall see two more arms. 
  (already known and transcribed) 
  • 
  If its color is of an evil dragon and is oft on farms, 
  you can find an octopus with three more arms. 
  • 
  Where one can ride into the color of the sun the 
  octopus missing an arm finds another one. 
  • 
  If the wind can whisk it out of your grasp, the 
  octopus has two more tentacles to clasp. 
  • 
  Its color is primary and it is keen, which gives 
  another arm on which to lean. 
  • 
  A jealous bird produces one, so the octopus has 
  four arms for fun. 
  • 
  If it's there for eating, the octopus has one arm for 
  beating. 
  • 
  Paint its wheels the color of blood so the three 
  arms can stay ahead of the flood. 
  • 
  It is mightier than the sword, so two more arms it 
  has scored. 
   
  VTF7-05 Underhandedness 
   
  Page 12 
  
  VTF7-05 Underhandedness 
   
  Page 13 
  By the time the last clue is given, the PCs may figure 
  out that the Jaundiced Barb is hidden in the section 
  marked with the green quill. If they are unable to solve 
  the puzzle, the PCs can still stumble across the green 
  quill section through searching. While he may be 
  cranky, the Jaundiced Barb is still there even if the PCs 
  take weeks to find him. 
   
  MAP TROUBLESHOOTING 
  In most cases, the players should only need Player 
  Handout #2. If there is a poor-quality print or a 
  visually handicapped person, this section may be of 
  help to the players. 
   
  • 
  There are five bands separated by color (from 
  north to south): Red, blue, green, black, and 
  yellow. 
  • 
  There are ten columns, each represented by a 
  picture (from west to east): axe, sword, wagon, 
  bow, hay, vegetable, spear, quill, galley, mace. 
  • 
  Each section has an octopus with no arms. Pinnel 
  has already learned the first three clues, which 
  hint that the correct section is the one with eight 
  arms in it.  
  • 
  Currently, Pinnel has figured out that the 
  following sections have one arm each: 
  o 
  red wagon  
  o 
  red hay 
  o 
  red vegetable 
  o 
  red quill 
  o 
  red galley. 
  • 
  Pinnel has figured out that the following sections 
  have two arms each: 
  o 
  all axes (except red) 
  o 
  all swords (except red) 
  o 
  all bows (except red) 
  o 
  all spears (except red) 
  o 
  all maces (except red). 
  • 
  Pinnel has figured out that the following sections 
  have three arms each: 
  o 
  red axe 
  o 
  red sword 
  o 
  red bow 
  o 
  red spear 
  o 
  red mace. 
   
  Some of the clues might be vague enough to be open to 
  interpretation. If the PCs over think the puzzle or are 
  simply missing something, then they have to rely on 
  picking the correct section through sheer luck. 
  According to Istus, the final results of the grid are as 
  follow: 
   
   
  red 
  blue 
  green 
   
   
  yellow
  black
  axe 
  4 
  3 
  2 
  3 
  2 
  sword 
  4 
  3 
  2 
  3 
  2 
  wagon 
  7 
  3 
  3 
  1 
  3 
  bow 
  3 
  2 
  2 
  2 
  2 
  hay 
  7 
  6 
  6 
  3 
  6 
  vegetable 
  5 
  4 
  4 
  1 
  4 
  spear 
  4 
  3 
  2 
  3 
  2 
  quill 
  6 
  5 
  8 
  5 
  4 
  galley 
  1 
  0 
  0 
  1 
  0 
  mace 
  4 
  3 
  2 
  3 
  2 
   
  If the PCs are able to solve the puzzle (or happen upon 
  the correct space) and can intercept Mullen within 6 
  days, then they receive an advantage in combat (as 
  noted in that Encounter). Once 6 days have passed, the 
  advantage is gone. Feel free to wrap up this encounter 
  if the players aren’t having fun with it. 
   
  When the PCs choose to explore the section with 
  the 
  green 
  quill 
  (through 
  puzzle-solving 
  or 
  happenstance), go to Encounter 6: Getting Your Just 
  Deserts. 
   
  Development: When the correct section is chosen (or 
  the players give up after 6 days), move on to Encounter 
  6: Getting Your Just Deserts. If the PCs take 6 days or 
  longer, then they do not benefit from rain in 
  Encounter 7: Getting the Goods.  If the PCs take less 
  than 6 days, then they have a chance to benefit from 
  the rain. 
   
  INTERLUDE 
  If the PCs begin their search of the correct section 
  with a true seeing spell or other means to penetrate 
  illusions, then the Jaundiced Barb is unable to make 
  most of these preparations. For everyone else, the 
  Jaundiced Barb watches their progress and comes to 
  the most logical conclusion: Confrontation (per 
  Encounter 6: Getting Your Just Deserts). 
   
  The Just Desert cannot be easily found due to the 
  Jaundiced Barb casting screen on a daily basis. While 
  hidden in the screen spell, the crew of the Just Desert 
  watches the Laughing Eel as it cuts across the water 
  several times. The Kurellite experiences a sense of 
  paranoia and concludes that the Laughing Eel is 
  searching for him. While the Jaundiced Barb does not 
  intend to lose his ship, he figures that anyone actively 
  seeking him out has the manpower to defeat him, and 
  he recognizes the futility in trying to outrun the 
  Laughing Eel. During the time the Laughing Eel is 
  
  sailing around the hiding spot of the Just Desert, the 
  Jaundiced Barb prepares for the upcoming fight. 
   
  Ten minutes before the crew of the Laughing Eel 
  investigates the illusion, the Jaundiced Barb prepares 
  himself with several long-duration spells. The stat 
  block assumes that he is able to cast these spells ahead 
  of time. If the PCs are able to get the jump by seeing 
  past the illusion and making a beeline to the Just 
  Desert, then he can only cast those spells while hidden 
  below deck.  
   
  In addition to casting spells on himself, he tells 
  each crew member to drink a potion of water 
  breathing. The Jaundiced Barb would rather lose his 
  crew than have them spilling secrets about him, so the 
  potions are fakes. Some of them are simply pepper 
  water, and the others are elixirs of reckoning (which 
  taste a bit like pepper water). The Jaundiced Barb hopes 
  that when he is gone, the crew will panic and leap 
  overboard, thinking they are safe to breathe the water. 
  This causes them to drown more quickly than usual, 
  since they aren't fighting it. The resulting explosions 
  should cripple and eventually sink the Just Desert. The 
  Jaundiced Barb orders the crew members to not start 
  any fights. He doesn't want to give the PCs a reason to 
  kill a crew member and prematurely set off a chain of 
  explosions on the ship. 
   
  The Jaundiced Barb also casts invisibility on the 
  skull-and-crossbones flag. This is his way of testing the 
  PCs. If anyone makes mention of the blatant pirate flag 
  flapping in the wind, then he knows that someone has 
  see invisibility or other magics in use. At APLs 12 and 
  14, the Jaundice’s Barb’s slaad ally makes himself 
  invisible and flies up to the top of the center mast. He 
  waits for a fight to break out before making his move. 
   
  Once the Laughing Eel moves toward the Just 
  Desert in Encounter 6: Getting Your Just Deserts, the 
  Jaundiced Barb casts his preparatory spells. He casts 
  mislead and hides below deck. His illusion stands 
  bravely on the aft deck and taunts the PCs as they 
  board the Just Desert. During the conversation, the 
  Jaundiced Barb repeats his insults to the PCs for 3 
  rounds (he ceases concentrating on mislead so he can 
  cast more spells to hurt the PCs). 
   
  If the PCs are going to put this priest of Kurell out 
  of business, then he intends to get some revenge on 
  them. 
   
  6: GETTING YOUR JUST 
  DESERTS 
  Due to the NPCs and the interaction between them, 
  this encounter is broken up into subsections.  It is 
  likely that one subsection crosses into another 
  subsection easily. For ease of use, the subsections 
  consist of: 
   
  6A: The Jaundiced Barb – Description of the pirate 
  captain and his personality. 
  6B: Palaver – Description of the captain’s gibbering 
  mouther ally (APLs 10 and up). 
  6C: On the Use of Fodder – Description of the sailors 
  and their propensity for exploding. 
  6D: The Slaad – Description of the captain’s planar ally 
  (APLs 12 and up). 
  6E: The Fight – Tactics of the captain and his allies. 
  6F: Aftermath – Results of searching the Just Desert 
  while preventing or slowing its destruction. 
  6G: Fallout – Results of searching the Just Desert after 
  the Jaundiced Barb and/or his crew explodes. 
   
  In this encounter, the PCs find the Just Desert and 
  board it. They have to contend with a pirate crew and a 
  cleric of Kurell who does not intend to make the task 
  easy on the PCs. Unless the PCs have a means of seeing 
  through illusions, read or paraphrase the following: 
   
  While traffic is fairly busy, there has been no sign 
  of the pirate vessel, the Just Desert. Captain 
  Hammon does not see the benefit of scouring a 
  section of open water, but he nevertheless complies 
  with Pinnel's insistence that the Laughing Eel 
  zigzags across the sea. The crew of the Laughing Eel 
  is kept busy with the maneuvering, but for those on 
  lookout, it is tedious work. 
   
  Three hours later, something does catch your 
  eye. While there are no landmarks to speak of, you 
  do notice an area of rough water rife with eddies 
  that could slow a ship down, which is not so 
  unusual to see in the Nyr Dyv, but it is strange that 
  it would remain so turbulent on your second and 
  third passes through the area. Captain Hammon 
  considers this and calls out, "Well, boys, I can't 
  figure out what is so queer about that patch of 
  water, but I guess we'll just have to find out. Hard 
  to starboard!" 
   
  The Laughing Eel noses toward the strange 
  patch of water and glides into the eddy. Suddenly, 
  the eddies vanish, leaving calm waters. Seemingly 
  out of nowhere looms a ship with no flag. The 
  sudden appearance and impending collision startles 
  Captain Hammon who cries out, "Hard to port! Full 
  stop!" The crew works frantically, and the Laughing 
  Eel slows significantly. As it pulls alongside the 
  Just Desert, a slight nudge rocks both ships. 
   
  The captain of the Just Desert glowers at your 
  approach. He is a short, dumpy man looking almost 
  comical in a massive set of green spiked armor and 
  VTF7-05 Underhandedness 
   
  Page 14 
  
  oversized shield. He sneers at you, “What are you 
  harassing me for? Do I fly a flag that offends you?” 
   
  The surprise appearance of the Just Desert is the result 
  of the Laughing Eel penetrating the screen spell that 
  has been in place for several days. The Jaundiced Barb 
  has orders to wait in the Velverdyva for 2 weeks (but 
  he stays longer just so he can tell Mullen all about how 
  he was put upon). He is unaware that he has been 
  betrayed by Alcorn. The image of the screen spell is 
  that of a rough patch of water. While the turbulent 
  condition is safe to sail through, the merchant vessels 
  choose the calmer routes that are conducive to 
  expedient travel. This is why no ship collides with the 
  Just Desert as it sits there. Only someone passing the 
  same area several times would notice that the patch of 
  water never changes.  
   
  The PCs have five rounds to prepare before the 
  ships touch. At that point, they can simply climb over 
  onto the other ship. By the time the Just Desert 
  becomes visible, the Jaundiced Barb's ruse is in place. 
  Even PCs who cast true sight at the realization of the 
  strange patch of water do not see anything overly 
  unusual, as the Jaundiced Barb prepared his crew and 
  stowed away below deck 10 minutes before the 
  Laughing Eel arrives. The crew of the Just Desert is in 
  preparation to sail away, but the illusion of the 
  Jaundiced Barb has not given the order to make sail.  
   
  The job of the Jaundiced Barb illusion is simple: 
  Keep the PCs talking. If possible, split the party on the 
  ship by having a group go below deck to retrieve 
  whatever they want and/or open the door to Palaver's 
  room. The Jaundiced Barb tests the PCs’ ability to see 
  invisibility by pointing out the absence of a flag (which 
  is really invisible). Nobody on the ship knows 
  anything about Mullen’s package.  
   
  The Jaundiced Barb hopes to soften the PCs before 
  he makes his appearance. Using the gaps in the hatch, 
  he can target summoning spells or chaos hammer. At 
  some APLs, the Jaundiced Barb may attempt a silent 
  slay living if he is confident the PCs cannot see 
  invisible objects. 
   
  6A: THE JAUNDICED BARB 
  A devout worshipper of the jealousy and revenge 
  aspects of Kurell, the Jaundiced Barb plunders the seas. 
  While he is not above murder, he finds more 
  satisfaction in humiliating and hurting the crews. He 
  enjoys freedom and has no intention of being arrested 
  for his crimes.  In his eyes, anyone who pursues him is 
  a bounty hunter, and he treats anyone he meets as a 
  possible agent for the law. 
   
  The Jaundiced Barb has no intention of speaking 
  with the PCs for long.  The fact that someone can 
  bypass his disguise infuriates and panics him, and he 
  wants to make them pay.  He keeps them talking long 
  enough to prepare a counter-strike.  When he is ready, 
  he attacks the PCs (if they are not already provoked by 
  his barbed tongue or the hidden slaad).   
   
  See the Tactics section for information on how the 
  Jaundiced Barb fights. If the Jaundiced Barb is defeated 
  and interrogated, he reveals the following (in as 
  sneeringly of a voice as possible): 
  • 
  One of my contacts hooked me up with a half-orc 
  named Mullen. Mullen paid me to sail him from 
  the city of Dyvers to a spot east of Maraven (from 
  location h to location c on DM Aid #1). I don’t 
  know the contact’s name, and it would have 
  changed by now anyway. 
  • 
  Nobody tells me anything—as if I were 
  untrustworthy or something—so I poked around. 
   I don’t know what Mullen’s purpose is, but 
  Mullen and his mercenaries traveled inland from 
  the drop-off point.  Mullen didn’t mention his 
  final destination, but I know it because I rifled 
  through his belongings. 
  • 
  Mullen has made use of my personal iron chest to 
  store the package and instructions (conveniently 
  neglecting to mention the trap on his door). I gave 
  my personal word that Mullen’s secrets would be 
  safe in the chest. What an idiot. 
  • 
  I did look at the package, but it wasn’t anything 
  interesting.  It included a sealed scroll case and a 
  wooden token.  There were instructions to break 
  the token and cast the spell on the scroll, but I 
  don’t know what is supposed to happen.  
  • 
  Mullen carries around some bow he got off of 
  some elves, which is as funny as a goblin eating a 
  salad. He travels with some humans who seem 
  pretty good with a bow.  
   
  6B: PALAVER 
  The Jaundiced Barb has only one real friend in the 
  world, a gibbering mouther called Palaver. He spends 
  many hours confiding in the mass of blithering 
  nonsense and bolsters his own ego by picking the 
  words he likes. As a result, Palaver actually enables the 
  Jaundiced Barb to continue on his path of revenge and 
  jealousy. Palaver stays in the wardroom (the room to 
  the aft and starboard of the ship).  
   
  Palaver has a tactical use on the high seas. When 
  attacking another ship, the Jaundiced Barb uses 
  Palaver's maddening gibbering to demoralize the crew 
  as the Just Desert closes in on its quarry. At APLs 10, 
  VTF7-05 Underhandedness 
   
  Page 15 
  
  12, and 14, Palaver is a contender in the fight.  At APL 
  8, Palaver has recently passed away of old age. 
   
  The Jaundiced Barb has learned a while back that 
  Palaver's use was detrimental to his own crew. As a 
  result, the crew now has breakfast tied to their chairs 
  in the same room as Palaver every morning. The crew 
  spends about 10 seconds struggling and screaming, but 
  they eventually grow accustomed to Palaver's 
  gibbering. For the rest of the day, the crew is not 
  affected by Palaver's effect.  
   
  The door to Palaver's cabin is closed but not 
  locked. If possible, one of the sailors goes over to open 
  it (sailor #6 on DM's Aid #2, who should not be 
  assigned as an imbiber of the elixir of reckoning). 
  Inquisitive PCs can hear the sounds of several men and 
  women arguing and laughing behind the door. Once 
  they open the door, Palaver attacks anyone who is not 
  the Jaundiced Barb, his slaad ally, or his crew.  
   
  See the Tactics section for information on how 
  Palaver fights. Palaver is barely intelligent and unable 
  to convey coherent information to the PCs. 
   
  6C: ON THE USE OF FODDER 
  The Jaundiced Barb does not hire (or conscript) people 
  of any real talent. This is mostly because he knows that 
  no mutiny can succeed when he recruits from the 
  bottom of the barrel. It also makes him feel superior, as 
  he is prone to bouts of jealousy and insecurity. Where 
  the crew lacks in ability, the Jaundiced Barb makes up 
  for by using Palaver to weaken the crews of enemy 
  ships and a personal involvement with every attack. 
  The crew is loyal to him only out of fear. As soon as the 
  Jaundiced Barb flees or is killed, the crew immediately 
  jumps ship (which can trigger the elixirs of reckoning 
  as outlined below). 
   
  The crew is under orders not to attack the PCs. 
  With the exception of magical compulsion, the 
  crewmembers absolutely do not draw weapons on the 
  PCs. First, the Jaundiced Barb has threatened horrible 
  retribution if they do. Second, the crew doesn't think it 
  stands a chance against anyone who can defeat the 
  Jaundiced Barb. Keep track of their hit points, as it 
  becomes important if one of them dies.  
   
  The Jaundiced Barb has a contingency in place. If 
  he is victorious, then he and his crew sail away and 
  come back for Mullen another time. If he is defeated, 
  then he leaves behind flotsam and jetsam with booby-
  trapped corpses. He accomplishes this with multiple 
  uses of elixirs of reckoning (see Appendix 2). He and 
  some of the crew have ingested one of these potions. 
  Upon death, the imbiber explodes, doing 5d6 damage 
  in a 20-foot radius. This could possibly kill another 
  crew member also under the effect of an elixir of 
  reckoning, which sets off a chain reaction. This should 
  not happen above deck unless the PCs are careless in 
  applying lethal damage. The Jaundiced Barb only wants 
  the crew members to explode when he is defeated. The 
  affected crewmembers detect as magical faint 
  abjuration. 
   
  The crew attempts to flee when either the 
  Jaundiced Barb is defeated (killed or unconscious), the 
  Jaundiced Barb dives overboard, or the Jaundiced Barb 
  calls for the crew to abandon ship. Since the crew 
  members have been given what they believe are 
  potions of water breathing, they dive overboard to hide 
  under the water. They inhale the water, which kills 
  them in three rounds (per the Dungeon Master’s 
  Guide). No matter where the explosions are (unless the 
  crew is somehow flung away from the Just Desert), the 
  structural integrity of the ship is destroyed. It sinks in 
  2 minutes. Treat the water as 10 feet below the deck, 
  whose cover provides a bonus to Reflex saves. For 
  dramatic tension, you can describe the Laughing Eel as 
  taking damage, as well, but Captain Hammon's crew is 
  able to tend to the damage. 
   
  See the Tactics section for information on how the 
  pirates react during the fight. If any sailor is defeated 
  and interrogated, he reveals the following (as 
  ingratiatingly and pleadingly as possible ): 
  • 
  I never wanted to be a pirate!  If I did, I would 
  have signed on with a better captain. The captain 
  kidnapped me one night and forced me to sail the 
  Just Desert. 
  • 
  The captain is a right bastard who is crazy as the 
  Nine Hells. I just know he’ll come back (even 
  from the watery grave) and punish me.  
  • 
  We dropped off a passenger X days ago (on the 
  same day that the PCs arrive in Maraven in 
  Encounter 1: The Proposition). He was a half-orc 
  named Mullen with some human guards. We took 
  him from Dyvers to a spot east of Maraven (from 
  location h to location c on DM Aid #1). 
  • 
  Mullen used the captain’s personal footlocker to 
  store some stuff.  I never saw it, because that door 
  is haunted! Anybody who opens that door that 
  isn’t the captain has his eyes pop out! 
   
  6D: THE SLAAD 
  At APLs 12 and 14, the Jaundiced Barb has made a deal 
  with an agent of chaos.  He has summoned a slaad as a 
  planar ally.  They enjoy a lucrative relationship:  The 
  Jaundiced Barb’s operation is even more effective on 
  the seas, while the slaad sows chaos among the 
  Jaundiced Barb’s victims.   
   
  While the slaad is an ally, it is somewhat resentful 
  of the Jaundiced Barb’s condescending tone.  The slaad 
  VTF7-05 Underhandedness 
   
  Page 16 
  
  puts up with it, but it considers the Jaundiced Barb a 
  big jerk.  First and foremost, the slaad’s responsibility is 
  to protect the Jaundiced Barb’s pirate operation. This 
  means protecting the crew, the ship, and the Jaundiced 
  Barb.  If the ship is damaged to the point of sinking, 
  the slaad protects only the Jaundiced Barb and has no 
  regard for anything else. 
   
  See the Tactics section for information on how the 
  slaad fights. If it is defeated and interrogated, it reveals 
  the following: 
  • 
  I traversed the vast reaches of chaos to bring the 
  gift of entropy.  The one called the Jaundiced Barb 
  served chaos well.  He paid me to guard his pirate 
  operation.  What he paid me is of no concern of 
  yours.  But since the pirate operation is no more, I 
  have no further obligation to him. 
  • 
  The Jaundiced Barb dropped off a passenger X 
  days ago (on the same day that the PCs arrive in 
  Maraven in Encounter 1: The Proposition). He 
  was a half-orc named Mullen with some human 
  guards. The Jaundiced Barb took him from Dyvers 
  to a spot east of Maraven (from location h to 
  location c on DM Aid #1). 
  • 
  Mullen used the captain’s personal footlocker to 
  store some stuff.  I have no interest in poking into 
  his affairs.  He is a good leader, as the sailors are all 
  afraid to enter his cabin. 
   
  6E: THE FIGHT 
   
  APL 8 (EL 11) 
   
  The Jaundiced Barb: male human cleric 13; hp 
  81; Appendix 1. 
   
  Pirates (4): male human commoner 1; hp 5 each; 
  Appendix 1. 
   
  Exploding Pirates (2): male human commoner 1; 
  hp 5 each; Appendix 1. 
   
  APL 10 (EL 13) 
   
  The Jaundiced Barb: male human cleric 13; hp 
  93; Appendix 1. 
   
  Palaver: gibbering mouther; hp 48; Monster 
  Manual 126. 
   
  Pirates (3): male human commoner 1; hp 5 each; 
  Appendix 1. 
   
  Exploding Pirates (3): male human commoner 1; 
  hp 5 each; Appendix 1. 
   
  APL 12 (EL 14) 
   
  The Jaundiced Barb: male human cleric 13; hp 
  93; Appendix 1. 
   
  Palaver: advanced gibbering mouther; hp 168; 
  Appendix 1. 
   
  Gray Slaad: hp 110; Monster Manual 231. 
   
  Pirates (2): male human commoner 1; hp 5 each; 
  Appendix 1. 
   
  Exploding Pirates (4): male human commoner 1; 
  hp 5 each; Appendix 1. 
   
  APL 14 (EL 15) 
   
  The Jaundiced Barb: male human cleric 13; hp 
  93; Appendix 1. 
   
  Palaver: advanced gibbering mouther; hp 168; 
  Appendix 1. 
   
  Death Slaad: hp 165; Monster Manual 231. 
   
  Pirates: male human commoner 1; hp 5; Appendix 
  1. 
   
  Exploding Pirates (5): male human commoner 1; 
  hp 5 each; Appendix 1. 
   
  Tactics: Caring for no one but himself, the Jaundiced 
  Barb does not feel the need to die for any cause—or 
  ship. If he is reduced to below 50% of his normal hit 
  points, he abandons everything and saves his own 
  neck. His first choice is to jump ship, crying out for the 
  crew to do the same. With his water breathing active 
  (he casts it every night so it's on him continuously) and 
  heavy gear, he safely lands on a shelf 400 feet below the 
  surface of the sea. If he is able to bull rush someone 
  into the water or grapple him and fall overboard, that's 
  even better. If the Jaundiced Barb absolutely cannot 
  escape, then he sullenly surrenders.  
   
  When things get violent, the crew tries to do the 
  following: 
  • 
  The Jaundiced Barb casts spells on the PCs 
  (silently, if possible) from below deck.  If he 
  believes the PCs cannot see invisibility, he sneaks 
  onto the deck. This spell may be what triggers 
  combat. 
  • 
  Sailor #6 tries to open the door to the Wardroom 
  (Palaver's home). This allows Palaver's gibbering to 
  affect the invaders. As a morning ritual, the 
  Jaundiced Barb and the sailors subject themselves 
  to Palaver's gibbering, so they are immune during 
  this fight (but not the slaad). This sailor did not 
  drink the elixir of reckoning, so his death does not 
  cause any problems. 
  • 
  At APLs 12 and 14, the invisible slaad hovering 
  around the mast attacks.  It uses any effective 
  tactic that harms the PCs while protecting the 
  ship and her crew, such as chaos hammer, power 
  word, or implosion.  
   
  At APLs 12 and 14, the Jaundiced Barb makes use 
  of a slaad through the planar ally spell (or a scroll of 
  greater planar ally spell). The slaad agrees to safeguard 
  the Jaundiced Barb’s pirate operation. This means it 
  VTF7-05 Underhandedness 
   
  Page 17 
  
  works to protect the Just Desert, its captain, and its 
  crew. Should the Jaundiced Barb jump overboard, the 
  slaad realizes that the ship is lost and works to protect 
  the Jaundiced Barb. The slaad refuses to eat breakfast 
  with Palaver, so he is not immune to Palaver's 
  gibbering.  
   
  The Jaundiced Barb (and the slaad, if available) is 
  cognizant of the sailors who drank the elixirs of 
  reckoning. Therefore, he does not put his crew in 
  harm's way. He is careful with area-of-effect spells, 
  such as castigate and confusion. He is free with chaos 
  hammer as everyone on his side is immune to the spell. 
   
  If the ship is severely damaged (such as the 
  Jaundiced Barb exploding, a pirate exploding, or 
  careless use of spells or alchemist fire), it sinks 2 
  minutes later.  Substantial damage or damage in 
  multiple areas may cause the ship to sink faster, 
  depending on the devastation. A good rule of thumb is 
  that each additional explosion reduces the time by 3 
  rounds. The combatants react as follow: 
  • 
  The Jaundiced Barb curses the PCs for their 
  meddling and jumps overboard to save himself. 
  • 
  The surviving pirates panic and leap overboard, 
  believing the PCs are responsible for the 
  explosions.  They drown themselves, which can 
  cause even more explosions. 
  • 
  Palaver (if applicable) is a capable swimmer and 
  doesn’t notice. It continues to try to engulf and 
  feed on PCs. 
  • 
  The slaad (if applicable) recognizes that the ship is 
  lost and devotes its efforts to letting the Jaundiced 
  Barb get away.  It no longer tries to protect any 
  surviving crew members. If the Jaundiced Barb is 
  killed, the slaad relishes in the ensuing chaos and 
  continues fighting. 
   
  APL 8 (EL 5) 
   
  Exploding Pirate Trap (2): CR 5; magical; 
  conditional trigger; no reset; conditional bypass (don’t 
  be near a pirate upon death); blast (DC 14 Reflex save 
  for half, 5d6 damage per dead pirate); Search N/A; 
  Disable Device N/A. 
   
  APL 10 (EL 7) 
   
  Exploding Pirate Trap (3): CR 7; magical; 
  conditional trigger; no reset; conditional bypass (don’t 
  be near a pirate upon death); blast (DC 14 Reflex save 
  for half, 5d6 damage per dead pirate); Search N/A; 
  Disable Device N/A. 
   
  APL 12 (EL 10) 
   
  Exploding Pirate Trap (4): CR 10; magical; 
  conditional trigger; no reset; conditional bypass (don’t 
  be near a pirate upon death); blast (DC 14 Reflex save 
  for half, 5d6 damage per dead pirate); Search N/A; 
  Disable Device N/A. 
   
  APL 14 (EL 13) 
   
  Exploding Pirate Trap (5): CR 13; magical; 
  conditional trigger; no reset; conditional bypass (don’t 
  be near a pirate upon death); blast (DC 14 Reflex save 
  for half, 5d6 damage per dead pirate); Search N/A; 
  Disable Device N/A. 
   
  Treasure: The PCs can gain the following treasure 
  here: 
   
  APL 8: L: 387, C: 0, M: +1 spiked full plate (225 
  gp), +1 heavy steel shield (97 gp), +1 cloak of resistance 
  (83 gp), +1 ring of protection (166 gp), periapt of 
  wisdom +2 (333 gp), elixir of reckoning (68 gp); Total 
  1361 gp.  
   
  APL 10: L: 387, C: 0, M: +1 retaliation spiked full 
  plate (891 gp), +1 heavy steel shield (97 gp), +1 cloak of 
  resistance (83 gp), +1 ring of protection (166 gp), 
  periapt of wisdom +2 (333 gp), elixir of reckoning (68 
  gp); Total 2028 gp.  
   
  APL 12: L: 387, C: 0, M: +1 retaliation spiked full 
  plate (891 gp), +1 heavy steel shield (97 gp), +1 cloak of 
  resistance (83 gp), +1 ring of protection (166 gp), 
  periapt of wisdom +2 (333 gp), metamagic rod of 
  silence (916 gp), elixir of reckoning (68 gp); Total 2944 
  gp.  
   
  APL 14: L: 387, C: 0, M: +1 retaliation spiked full 
  plate (891 gp), +1 heavy steel shield (97 gp), +1 cloak of 
  resistance (83 gp), +1 ring of protection (166 gp), 
  periapt of wisdom +2 (333 gp), metamagic rod of 
  silence (916 gp), elixir of reckoning (68 gp); Total 2944 
  gp.  
   
  Note: Per the Living Greyhawk rules, it takes 2 
  minutes to loot a body.  If the Just Desert is in the 
  process of sinking, the PCs might not finish looting 
  the Jaundiced Barb.  If the PCs retard the ship’s descent 
  or set out on a salvage expedition, they can recover all 
  of the Jaundiced Barb’s equipment. 
   
  6F: AFTERMATH 
  If the PCs search the ship (within 2 minutes if it's 
  sinking), they find the following: 
   
  • 
  In the hold are 3,000 gp worth of commodities 
  plundered from merchant vessels. These items are 
  generic enough that the rightful owner could not 
  be located, so they are included as part of the loot. 
  These goods weigh 800 pounds, but Captain 
  Hammon is willing to hold them for the PCs if 
  they don't want to carry it all. 
  VTF7-05 Underhandedness 
   
  Page 18 
  
  • 
  Also in the hold is a crate with several empty 
  potion vials. Some of them contain the residue of 
  an elixir of reckoning (which can be identified as 
  normal with a DC 25 Spellcraft roll). The 
  remaining potion vials contain traces of pepper 
  water. The crate also has one full vial of an elixir of 
  reckoning and seven full vials of pepper water. 
  Each vial is labeled with a picture of a man with 
  gills. 
  • 
  The captain's cabin has a waterproof iron chest 
  (marked as  C  on DM Aid #2. It is locked but not 
  trapped. Inside the chest is Player's Handout 3. 
  • 
  The captain's cabin also has a journal. It contains 
  colorful language about the heredity of various 
  people that he dislikes, but it also documents 
  where Mullen made land on the same morning 
  that the PCs arrived in Maraven. The Jaundiced 
  Barb refers to Mullen as an insufferable jackass. 
   
  The door to the captain's cabin is trapped.  
   
  All APLs (EL 4) 
   
  Glyph of Warding Trap: CR 4; magic; touch 
  trigger; no reset; conditional bypass (follower of Kurell 
  can open safely); cold 5-foot radius (DC 14 Reflex save 
  for half, 5d8 cold); Search DC 28; Disable Device DC 
  28. 
   
   
  Iron Chest: 1/2 in. thick; hardness 10; hp 15; AC 
  5; Break DC 26. 
   
  6G: FALLOUT 
  If the Just Desert sinks before the PCs can explore it, 
  then they must salvage the chest. Pinnel is able to cast 
  water breathing on the PCs, but he must memorize the 
  spell the following morning. The PCs can recover the 
  iron chest listed above, but the potion vials have all 
  been swept into the Nyr Dyv, and the journal is ruined. 
  The PCs can only loot 600 gp worth of commodities 
  (100 pounds) from the wreckage. 
   
  If the PCs do not have the journal, then they can 
  pick up Mullen’s trail by making land south of the 
  Jaundiced Barb’s location. The PCs find the trail after 
  40 hours of searching. The PCs may make one Survival 
  check with assists. Subtract this value from 40 to 
  determine the true number of hours (minimum of 1). 
  If the lead tracker doesn’t have the Track feat, the 
  Survival skill caps out at 10.  
   
  Development: The PCs have the location of the 
  rendezvous point, which is outlined in Encounter 7: 
  Getting the Goods. 
   
  7: GETTING THE GOODS 
  In this encounter, the PCs attempt to acquire the items 
  that would interest the drow. They are in the 
  possession of a mercenary named Mullen. He and his 
  men believe they are to meet with a representative of 
  the Pomarj. On the same morning that the PCs meet 
  with Sergeant Oddfellow in Maraven, Mullen has 
  landed on the bank and is traveling south (Day 1). This 
  is indicated on DM's Aid 1 by the first red diamond. 
  Mullen pushes about 16 miles and makes camp at the 
  second diamond. At the end of Day 2, Mullen makes 
  camp at the third red diamond. At the end of Day 3, 
  Mullen reaches the fourth red diamond. He reaches 
  the rendezvous point by noon on Day 4. 
   
  Mullen is a gruff mercenary. He has been hired 
  through an intermediary in Dyvers to meet with the 
  Jaundiced Barb and to deliver the package. He has one 
  master: The mighty gold coin. He is bigoted against 
  elves and relishes in the looks of disgust he earns for 
  flaunting his bow of obvious elven make. 
   
  In general, there are three conditions in which the 
  PCs encounter Mullen: They arrive at the rendezvous 
  point after Mullen has set up, they overtake Mullen on 
  his way to the rendezvous point, or they beat Mullen to 
  the rendezvous point and wait for him there. If the PCs 
  arrive after noon on Day 4, then they can only meet 
  Mullen at the rendezvous point after he has set up. 
   
  THE RENDEZVOUS POINT 
  Mullen has orders to deliver the token and the scroll to 
  the orcs at an abandoned farm between the Gnarley 
  Forest and the Selintan River. The ruined farmhouse 
  sits on a rise and commands a view of the surrounding 
  lands for 2 miles. The area has copses of trees, wild 
  brush, and tall grasses, so someone could sneak up to 
  the farmhouse. Due to the farmhouse's altitude, a 
  spotter receives a +2 circumstance bonus to Spot 
  checks.  
   
  The farmhouse is little more than crumbled stone 
  haphazardly holding up a ramshackle roof. There are 
  gaps large enough for a Medium creature to fit 
  comfortably. The house is overgrown with ivy and tall 
  grasses. It hardly looks like a building from far away. 
   
  Refer to DM’s Aid 3 for the layout of the house. 
  The solid walls provide total cover while the windows 
  provide cover. The gaps between the walls are large 
  enough that they do not provide cover.  
   
  If the PCs arrive before Day 6, it is raining. Apply 
  the appropriate penalties for ranged weapons and Spot 
  checks during these times (as seen below). After Day 6, 
  the rain has stopped.  
   
  VTF7-05 Underhandedness 
   
  Page 19 
  
  RAIN (DAYS 1-6) 
  Rain reduces visibility ranges by half, resulting in a –4 
  penalty on Spot and Search checks. It has the same 
  effect on flames, range weapon attacks and Listen 
  check as severe wind. 
   
  Severe wind automatically extinguishes any 
  unprotected flames, causes protected flames to dance 
  wildly and has a 50% chance of extinguishing such 
  flames. Ranged weapon attacks and Listen checks are at 
  a –4 penalty. 
   
  MULLEN GETS HERE FIRST (DAY 4 AND 
  AFTER) 
  In this situation, Mullen and his men arrived at the 
  farmhouse first and are waiting for the Pomarj 
  representative. Mullen is eager to get paid, so he does 
  not exhibit the best judgment. Nevertheless, he is not 
  stupid (especially for a half-orc), and he attacks anyone 
  who raises his suspicions. Mullen and his men can see 
  the PCs arriving unless steps are taken to camouflage 
  their arrival. Unless the PCs do not boldly walk up to 
  the farmhouse in the open, read or paraphrase the 
  following: 
   
  You've gone several miles without seeing a single 
  soul on the plains. You've passed some sites of 
  battle as outriders engaged the orcs foolish enough 
  to step out of the Gnarley Forest. For the most part, 
  your journey is peaceful. A half-mile (100 feet if 
  raining) ahead of you is a building perched on a 
  small rise. It is difficult to pick it out due to the 
  brush obscuring it.  
   
  Allow the PCs to prepare as they wish. If they have not 
  been hiding as they travel, then Mullen sees them 
  before they see the farmhouse. He watches them with 
  interest as the PCs approach. If the PCs take visible 
  steps to prepare for a fight (such as casting spells before 
  approaching), this impacts their interaction with him. 
  As the PCs get within 200 feet (or 50 feet if raining), 
  read the following: 
   
  A loud, gruff voice calls out to you, "Ain't no shelter 
  for the likes of you, traveler. Keep on moving, or 
  suffer an arrow between your eyes!" You can see a 
  half-orc standing in what might be called a 
  doorway. He holds a bow of obvious elven make 
  and points a nocked arrow in your direction. 
   
  At this stage, the PCs have a few choices: 
   
  • 
  Assault the farmhouse. While some archers may 
  be hidden, Mullen's obvious presence pretty much 
  nullifies any surprise round. See the tactics section 
  for running the combat. 
  • 
  Approach the farmhouse. Mullen reads this as a 
  threat and orders a counterattack. As above, 
  Mullen's presence nullifies any surprise round. 
  See the tactics section for running the combat. 
  • 
  Pretend to represent the orcs from the Pomarj. 
  Mullen is smarter than the average half-orc, but he 
  still falls for the occasional swindle. A successful 
  Bluff check allows the PCs to buy the items from 
  Mullen on behalf of the orcs. The price starts at 
  20,000 gp, but that can be haggled down as 
  detailed below, with Mullen starting off as 
  Friendly, which is not worsened through bad 
  Diplomacy. Mullen's Sense Motive is modified as 
  follows: 
  o 
  If the group has races that are not 
  human or orcish in it: +5 
  o 
  If the group comes from the north 
  instead of the south: +4 
  o 
  If he sees the group preparing for a 
  fight ahead of time: +2 
  o 
  If someone is noticeably disgusted 
  by his bow: +4 
  o 
  If someone visibly wears a "good" 
  crest, such as a knighthood or holy 
  symbol of a major god (Pelor and Al 
  Akbar would count, but Mayaheine 
  and Kord would not): +4 
  o 
  If someone is a Hero of Dyvers or 
  Legendary Hero of Dyvers (AR 
  award): +2 
  o 
  If none of the above apply: -5 (he 
  really wants to believe the PCs and 
  get his money) 
  • 
  Tell the truth. The PCs can tell Mullen that they 
  are here to acquire the items and have money. 
  Mullen begins as Indifferent if the PCs didn't 
  approach in a threatening manner. If he has seen 
  them casting spells beforehand or taking any 
  other aggressive action, he starts off as Unfriendly. 
  The PCs can continue a Diplomacy check as long 
  as the attitude improves. If the attitude remains 
  the same or worsens, then no further Diplomacy 
  checks can be made. He accepts the cargo from 
  the Just Desert at 75% of its value but only pays 
  half of the Player’s Handbook price for the 
  Jaundiced Barb's gear; he has no way of telling if 
  anything is magical. The results of the Diplomacy 
  are as follow: 
  o 
  Hostile: Mullen is tired of talking 
  and attacks the PCs. 
  VTF7-05 Underhandedness 
   
  Page 20 
  
  o 
  Unfriendly: Mullen is tired of 
  talking and gives the PCs until the 
  count of 10 to be on their way. If 
  they stay, he immediately becomes 
  Hostile. 
  o 
  Indifferent: He sells to the PCs for 
  40,000 gp. He wants the extra 
  money to put as much distance 
  between him and the orcs he just 
  double-crossed. 
  o 
  Friendly: He sells to the PCs for 
  20,000 gp, the original selling price. 
  o 
  Helpful: He sells to the PCs for only 
  10,000 gp. He likes their style.  
   
  THE PCS GET HERE FIRST (DAYS 1-3) 
  In this situation, Mullen arrives at the farmhouse after 
  the PCs. The PCs may choose to set up an ambush or 
  simply negotiate with Mullen. The options are the 
  same as above, including modifiers to Bluff, except that 
  Mullen obviously can't know the direction the PCs 
  arrived.  
   
  When the PCs arrive at the farmhouse, read or 
  paraphrase the following: 
   
  You've gone several miles without seeing a single 
  soul on the plains. You've passed some sites of 
  battle as outriders engaged the orcs foolish enough 
  to step out of the Gnarley Forest. For the most part, 
  your journey is peaceful. Through the rain, you can 
  make out a building perched on a small rise 100 
  feet ahead. It is difficult to pick it out due to the 
  brush obscuring it.  
   
   
  Note: At APL 8, Mullen travels with one 
  companion. They are unable to set up suitable watches, 
  so they each receive less sleep. Treat them as Fatigued 
  when they arrive unless the PCs actually allow them 
  time to rest. This reduces the Diplomacy DC by 2, as 
  Mullen is not thinking straight. 
   
  THE PCS OVERTAKE MULLEN (DAYS 1-3) 
  In this situation, the PCs head to the rendezvous point 
  quickly enough that they can meet Mullen along the 
  way. During days 1 through 6 it is raining. The lands 
  are fairly flat so it is easy to spot someone coming from 
  far away. There are plenty of brush and tall grass, so the 
  PCs can actively hide if they spot Mullen before he 
  spots them.  Consult DM Aid #1 to see when and 
  where Mullen is located.  Due to the archers’ heavier 
  armor, they travel 16 miles a day. 
   
  If the PCs wish to ambush Mullen while they 
  make camp, it is easier for them. With the exception of 
  Mullen, the archers remove their armor when they 
  sleep. A third of the men take each watch, with Mullen 
  taking the darkest watch. At APL 8, Mullen travels 
  with one companion. They are unable to set up suitable 
  watches, so they each receive less sleep. Treat them as 
  Fatigued when encountered. 
   
  Mullen is suspicious of meeting anyone on his 
  travel. He attacks anyone moving toward him within 
  200 feet. If the PCs indicate a desire to parley, he lets 
  them get to 50 feet so their voices can be heard in the 
  rain. The PCs have the same options as above, except 
  they cannot Bluff Mullen into thinking they were sent 
  by the Pomarj. The deal was to meet at the farmhouse, 
  and anyone claiming to be with the Pomarj is met with 
  a throaty laugh and an arrow.  
   
  APL 8 (EL 10) 
   
  Mullen: male half-orc barbarian 5/fighter 3; hp 86; 
  Sense Motive +0; Appendix 1. 
   
  Archer: male human fighter 8; hp 76; Appendix 1. 
   
  APL 10 (EL 12) 
   
  Mullen: male half-orc barbarian 5/fighter 5; hp 
  105; Sense Motive +0; Appendix 1. 
   
  Archers (2): male human fighter 8; hp 76 each; 
  Appendix 1. 
   
  APL 12 (EL 14) 
   
  Mullen: male half-orc barbarian 7/fighter 5; hp 
  127; Sense Motive +0; Appendix 1. 
   
  Archers (5): male human fighter 8; hp 76 each; 
  Appendix 1. 
   
  APL 14 (EL 16) 
   
  Mullen: male half-orc barbarian 6/fighter 8; hp 
  146; Sense Motive +0; Appendix 1. 
   
  Archers (8): male human fighter 8; hp 76 each; 
  Appendix 1. 
   
  Treasure: The PCs can gain the following treasure 
  here: 
   
  APL 8: L: 21, C: 21, M: +1 composite longbow (+3 
  Str) (141 gp), +1 great swordbow (+4 Str) (595 gp), +1 
  chain shirt (187 gp); Total 967.  
   
  APL 10: L: 41, C: 21, M: 2 +1 composite longbow 
  (+3 Str) (141 gp each), +1 great swordbow (+4 Str) (595 
  gp), +1 chain shirt (187 gp); Total 1128 gp.  
   
  APL 12: L: 99, C: 21, M: 5 +1 composite longbow 
  (+3 Str) (141 gp each), +1 flaming great swordbow (+5 
  Str) (1604 gp), +1 chain shirt (187 gp), gauntlets of ogre 
  power (333 gp); Total magic: 2953.  
   
  APL 14: L: 157, C: 21, M: 8 +1 composite longbow 
  (+3 Str) (141 gp each), +1 flaming bane (elf) great 
  VTF7-05 Underhandedness 
   
  Page 21 
  
  swordbow (+5 Str) (3270 gp), +1 chain shirt (187 gp), 
  gauntlets of ogre power (333 gp); Total magic: 5103.  
   
  Tactics 
  It rains in the area up until the end of Day 6. If it is 
  raining when the PCs encounter Mullen, then the 
  archers suffer penalties for firing in the rain. There is 
  no penalty for melee, and the ground is not so muddy 
  that it precludes charging. Initially, the archers try to 
  maximize their volleys by taking full-attack actions to 
  fire as many arrows as possible before the PCs can 
  engage in melee (with 5-foot steps behind cover, if 
  allowed). If the PCs are effective at range, the archers 
  rely on guerilla tactics, running from cover to cover 
  and taking potshots.  
   
  THE PACKAGE 
  One way or another, the PCs should have the package. 
  It consists of a wooden token, an arcane scroll, and 
  brief instructions. These are all placed in a waterproof 
  ivory scroll case (worth 100 gp). The instructions read:  
   
  For the sacrifice, first read aloud the scroll. Before 
  the end of the words can be recited, quickly break 
  the token. The spell shall be complete, and you 
  must focus on the location of the fractured token. 
  Your gift arrives. 
   
  Development:  If curious PCs wish to break the token, 
  move to Encounter 9: Trapping Esmeralda.  This can 
  happen before or after Encounter 8: A Little Traveling 
  Madness.  If the PCs choose to deliver the token intact 
  to Maraven, then move to Encounter 8: A Little 
  Traveling Madness and then the Conclusion. 
   
  8: A LITTLE TRAVELING 
  MADNESS 
  This encounter occurs after the PCs have acquired the 
  gift from Mullen. It happens as they travel back to 
  Maraven (or Dyvers). It could happen on a road or in 
  the fields surrounding the Gnarley. It happens 
  regardless of whether or not they summoned 
  Esmeralda. After a few hours of travel, read or 
  paraphrase the following: 
   
  Your journey has been uneventful with few 
  travelers hurrying past you. One thing does stand 
  out: A brightly dressed gnome stands before a tree, 
  seeming to talk with it. Hanging 3 feet off the 
  ground is an orc, suspended from a bough by his 
  hands and feet. The orc struggles and utters curses 
  at the gnome, who tells him to shush. 
   
  The PCs may choose to sneak past the tree. The gnome, 
  Tinlow Beaterbrain, has a Spot check of +5 and chases 
  down the PCs if he sees them skulking. Tinlow is a 
  cleric of Ralishaz, whose holy symbol can be identified 
  on a DC 15 Knowledge (religion) check. Worshippers 
  of Ralishaz or his allies know this symbol instantly. 
  Anyone listening to the conversation can tell that the 
  gnome is doing all the talking, though he gives 
  responses as if the tree spoke to him. In actuality, 
  Tinlow is simply batty but has some moments of 
  lucidity and portentousness, if one can sift out the 
  nonsense. Tinlow has been in DYV2-06 A Crime of 
  Faith and VTF5-02 Reaping the Darkness.  
   
  When the PCs gain Tinlow's attention (whether 
  intentional or not), his jaw drops, and he speaks to 
  them awe-struck. Read or paraphrase his reaction: 
   
  The gnome stops his conversation and gapes at you. 
  "Oh my, yes," he says. "You carry the head of the 
  hydra. How lucky you are to have the head of the 
  hydra." He nods emphatically and then solemnly 
  says, "You know that the funny thing about hydra 
  heads is that you can chop one off, and a new one 
  grows in its place. Are you ready to face the new 
  head?" 
   
  When questioned, the gnome gives the following 
  information: 
   
  • 
  "The early fish gets the worm, but the late fish 
  floats belly up. Ha, ha, ha." 
  • 
  "The queen bee has the sweetest honey. If you are 
  nice to the queen bee, she gives you some of her 
  honey, but if you are mean to the queen bee, she 
  stings you!" 
  • 
  "I have captured the great Gnasher Barrock! He 
  hangs from the tree, but he talks too much. My 
  friend, the treant, captured him." 
  • 
  "When danger threatens outside his shell, the 
  turtle hides, but what happens when the danger 
  threatens inside his shell? Where will he hide?" 
  • 
  "With friends like these, who needs a sharp stick 
  jammed in his brain?" 
   
  Tinlow is unable to clarify on any of his rambling. To 
  his knowledge, he is truthful, though it should be 
  obvious that the orc hanging in the tree is not the 
  commander of the Blackthorn orcs, Gnasher Barrock. 
  Tinlow tries to prove that he is a great wizard with a 
  treant familiar by demonstrating the following: 
   
  VTF7-05 Underhandedness 
   
  Page 22 
  
  • 
  The gnome casts ghost sound to make the tree 
  talk. It simply says, "The gnome's right, and that's 
  all I have to say on the matter." Tinlow cannot cast 
  ghost sound again, so that is all the tree has to say 
  on the matter. 
  • 
  He climbs up the tree, casts aid, and jumps to the 
  ground, thus proving that Ralishaz grants him the 
  ability to fly. 
  • 
  He casts stone shape on the ground and creates a 
  statue of a donkey with four heads, thus 
  demonstrating his summon planar ally. 
  • 
  He proves his power of telepathy by casting 
  sending on a party member. He tells the character 
  to think back to him but concludes that the 
  character's mind cannot handle the immense 
  power of Ralishaz. 
  • 
  He demonstrates his ability to cast explosive runes 
  by tracing some letters in the dirt with a stick and 
  then shouting, "BOOM!" 
   
  The PCs don't really have a reason to attack Tinlow. He 
  does not detect as evil and poses no threat to the group. 
  If the PCs attack anyway, they easily overwhelm him. 
  Killing the innocent gnome could be an evil action.  
   
  If Esmeralda is with the PCs, a Sense Motive 
  check against her Bluff reveals that she is taken aback 
  by Tinlow's comments. If she is traveling with an 
  Alliance member PC, she tells him through a secret 
  message (using Bluff) to silence the gnome before he 
  reveals too much. She does not participate herself, still 
  maintaining the ruse of the baker. She lets underlings 
  do the job. 
   
  THE ORC 
  The orc is a Blackthorn raider named Kazzul. He saw 
  the gnome traveling alone and decided to attack him. 
  The gnome said a few magic words, and he stopped 
  moving (DC 22 Spellcraft to note a hold person spell). 
  The gnome then tied him up and used the branch as a 
  pulley to haul him up. He is just an orc grunt who has 
  no real knowledge of the troops within the Gnarley 
  Forest. It was a mistake for him to venture this far out 
  of the forest. The PCs could kill him just for being an 
  evil orc (indeed, the orc might prefer that to his 
  current humiliation).  
   
  Development:  If curious PCs wish to break the token, 
  move to Encounter 9: Trapping Esmeralda.  If the PCs 
  choose to deliver the token intact to Maraven, then 
  read Conclusion A. If the PCs choose not to deliver the 
  token, then read Conclusion C. 
   
  9: TRAPPING ESMERALDA 
  (OPTIONAL) 
  Anyone who breaks the token activates the trap that 
  captures Esmeralda Ingram (who is actually Timmorn 
  Darkeyes; see The Mousetrap in the Adventure 
  Background for more information). The trap obviously 
  does not work if the PCs cast dimensional lock before 
  breaking the token. Read or paraphrase the following: 
   
  With a sharp snap, the token crumbles into dust.  
  Suddenly, 
  a 
  Rhennee 
  woman 
  wearing 
  the 
  accoutrements of a baker and flour on her face 
  stands before you with a startled expression on her 
  face.  She looks around her and breathlessly says, 
  “Gingerbread dwarven pie!” 
   
  The phrase triggers the crafted contingency spell she's 
  had placed on her, which would teleport her to a safe 
  house in the city of Dyvers.  
   
  There are two problems with her plan. If she is in 
  an area under a dimensional lock, then her 
  contingency spell is expended with her remaining in 
  the same place. Even if she is able to teleport out, the 
  cursed robe interferes with her teleport, and she is 
  shunted to a different location. She is actually taken to 
  Encounter 10: Cruel Winter, but the PCs aren’t 
  expected to know that, just that Esmeralda is no longer 
  the PCs' concerns.  
   
  Note that Esmeralda is aware of how pawns are 
  used. As a result, she does not hold a grudge against a 
  group of PCs that she has only seen for 3 seconds. If 
  Esmeralda escapes through this method, the PCs do 
  not earn the AR award, Disfavor of Timmorn 
  Darkeyes.  
   
  If the PCs follow the instructions, then Esmeralda 
  is within their custody. Give the PCs a surprise round 
  to perform their actions. Roll initiative, if necessary. If 
  there is not a dimensional lock in place on Esmeralda's 
  turn, she teleports away. See the Tactics section for 
  more information. When Esmeralda realizes that she is 
  not returning to her safe house, she looks surprised 
  and dismayed, as befits an innocent baker suddenly 
  finding herself in a strange land. 
   
  Despite being in such dire straits, Esmeralda is a 
  cool, collected, and intelligent person. She excels at 
  deception and attempts to ingratiate herself into the 
  PCs' company until she can find out what is 
  happening, playing on pity, if possible. It is suggested 
  that you roll her deceptive skills ahead of time (Bluff 
  +22, Sleight of Hand +32, and Disguise +32) or take 10 
  without 
  rolling 
  the 
  dice. 
  This 
  may 
  prevent 
  unintentional metagaming. Esmeralda sticks to her 
  VTF7-05 Underhandedness 
   
  Page 23 
  
  cover story, even if the PCs discover the truth. In 
  conversation, the PCs learn the following from 
  Esmeralda: 
   
  • 
  Esmeralda is a simple Rhennee woman who has 
  the good fortune of working in a bakery in 
  Verbobonc City (false). 
  • 
  She hasn't seen her family in years and is working 
  for a living all on her own (true). 
  • 
  Esmeralda doesn't know why she has been 
  teleported here (true). 
  • 
  Esmeralda has no idea why she would be offered 
  as a sacrifice to the drow, but she suspects Jaffar, a 
  former childhood friend, might be angry at her 
  leaving the Rhennee barge and is seeking revenge 
  (false). 
  • 
  Esmeralda has friends in Dyvers and wants 
  desperately to meet up with them so she can go 
  back home (true). 
  • 
  If the PCs would be kind enough to take her to 
  Dyvers instead of Maraven, she'd be very grateful 
  and may be able to put in a good word with what 
  meager contacts she has (true, but a successful 
  Sense Motive can determine that her reward is 
  significant).  
   
  A DC 20 Knowledge (VTF) check does reveal that 
  there is indeed a bakery in Verbobonc City that 
  matches Esmeralda's description. If the check is 30 or 
  more, the PC realizes that he's never seen her there. 
   
  If the PCs determine that Esmeralda is not who 
  she says she is and press the issue, then Esmeralda's 
  demeanor changes as she focuses less on the ruse. She 
  still insists on her current identity, but her 
  conversation does not center as much on her baker 
  persona. Remaining as vague as possible, she imparts 
  the following (all true): 
   
  • 
  Esmeralda will be missed if she does not return to 
  the city of Dyvers.  
  • 
  Esmeralda has many friends throughout the 
  Velverdyva Trade Route, and she can make it 
  worth the PCs' while if they escort her to Dyvers. 
  • 
  She won't hold it against the PCs for not escorting 
  her to Dyvers, but she refuses to go with them to 
  Maraven. It would end poorly, and her friends 
  would be very unhappy with them if they force 
  her to go to Maraven.  
   
  If the PCs figure out that Esmeralda is really Timmorn 
  Darkeyes, conclude that she must be a very powerful 
  figure in the Alliance, or discover that she is really a 
  drow, then most of the pretense is dropped. Esmeralda 
  never claims to be part of the Alliance and never lets 
  on that she's actually the Master Thief (not even to 
  other members of the Alliance), making nebulous 
  references to rival bakers. She tells the PCs the 
  following (also all true): 
   
  • 
  No doubt another baker wants her out of the way 
  and is making a power play. This could result in 
  trade being disrupted along the trade route, as the 
  bakers are unable to deliver their goods to the 
  right people.  
  • 
  She knows how to placate some of the more 
  violent elements of the area and offers to smooth 
  things over with these people if the PCs escort her 
  to 
  Dyvers. 
  She 
  even 
  demonstrates 
  her 
  understanding of the situation by listing the 
  enmities by name (limited to the following list: 
  Enmity of Vincent Fleet in Dyv6-02 Into the 
  Dragon's Maw, Enmity of Felbon in Dyv5-08 
  Casualties of War, Disfavor of Rumontas in 
  VEL6-02 Scum and Villainy, and Tears of the 
  Marid I-O-U or Enmity of the Tears of the 
  Marid in TUS6-03 Spy Games).  
  • 
  As the person responsible for her predicament is 
  undoubtedly relying on the PCs to not know the 
  true nature of this task, Esmeralda is certain that 
  this patron sees no need to offer the PCs a reward 
  as generous as hers.  
   
  In addition, Esmeralda is willing to talk with any 
  members of the Alliance, as well as members of the 
  thieves’ guilds mentioned in Preparation for Play, in 
  private. The conversation is coded and contains several 
  red herrings and innuendos. Any Alliance member 
  who speaks publicly about being a member of the 
  Alliance (and Esmeralda is not captured at the end of 
  the module) is removed from the campaign per the 
  meta-org 
  certificate. 
  The 
  conversation 
  between 
  Alliance members covers the following: 
   
  • 
  Esmeralda intends to find out who is attempting 
  to sell her to the drow. That person will pay dearly 
  for his betrayal. 
  • 
  Esmeralda's usual escape route has been thwarted 
  by this plan. She feels confident that she can make 
  it to Dyvers on her own, but one never knows 
  with the orcs rampaging throughout the area. She 
  also doesn't know what other tricks this usurper 
  has up his sleeve. 
  • 
  She's heard of the name Barnaby, but she cannot 
  place it. She plans to find out who has ties to this 
  wizard.  
  VTF7-05 Underhandedness 
   
  Page 24 
  
  • 
  In addition to the reward offered to the rest of the 
  PCs, Esmeralda swears to vouch for the Alliance 
  PC when he pursues promotion (she counts as two 
  recommendations instead of one).  
   
  DECEPTION 
  Esmeralda is in disguise, and PCs may try to see 
  through it. As Esmeralda Ingram, her Disguise skill is 
  only +30, since she is masquerading as a different race. 
  If suspicious PCs ask her to rub her face, she uses her 
  Sleight of Hand skill to rub harmless flour off onto the 
  cloth. Anyone with ranks in Craft (alchemy) or 
  Perform (acting) automatically recognizes grease paint 
  mixed with the flour. Those who beat her Sleight of 
  Hand check can see that she only made a cursory rub 
  with the cloth.  
   
  Esmeralda does not allow herself to be touched 
  and responds unfavorably toward those that try to 
  touch her without permission. If the PCs get physical, 
  then she attempts to flee, as outlined below. 
   
  At some point in the conversation, Esmeralda does 
  tell the PCs that her brother used to be a good man; he 
  would keep her warm on the barge (“or boat for landed 
  folk”) with an axebeak blanket. This is her way of 
  announcing her affiliation to those who would 
  recognize her (or use a more appropriate phrase as 
  befits the situation). Members of the Alliance may 
  respond according to Player's Handout 5 to announce 
  their affiliation. Esmeralda knows she can relax around 
  them (or at least as much as one can relax in an 
  organization devoted to thievery, bribery, and 
  assassinations).  
   
  Esmeralda is under the effects of a nondetection 
  spell due to a potion. Unfortunately, the potions she 
  keeps are back in Dyvers. The current one wears off in 
  2 hours. Any attempts to detect her alignment or the 
  presence of magic in those 2 hours must make a caster 
  check of 22 or are thwarted. After that, she radiates the 
  following auras: 
  • 
  chopping knife (blade of deception; moderate 
  illusion) 
  • 
  rolled-up sleeves (bracers of armor; moderate 
  conjuration; +3 buckler)  
  • 
  apron strings (belt of giant strength, (moderate 
  transmutation) 
  • 
  chef's hat (hat of protection; faint abjuration) 
  • 
  caked flour around knuckles (gloves of dexterity; 
  moderate transmutation; ring of freedom of 
  movement; moderate abjuration; ring of mental 
  fortitude; strong abjuration) 
  • 
  simple 
  shoes 
  (boots 
  of 
  speed; 
  moderate 
  transmutation) 
  • 
  cloak (cloak of resistance; faint abjuration) 
  • 
  shirt and pants (robe of blending; moderate 
  illusion) 
  • 
  eyes (eyes of the eagle; faint divination) 
  • 
  waterskin (potion of reduce person; faint 
  transmutation) 
  • 
  apron (Daazzikx's vest; moderate abjuration) 
  • 
  rolling pin (rod of avoidance; strong abjuration) 
  • 
  tarnished silver brooch (scarab of invulnerability; 
  strong transmutation) 
   
  ATTACKING ESMERALDA 
  Esmeralda does not know who is responsible for her 
  predicament, but she knows that she is no position to 
  face him at the current time. She plans to return to 
  Dyvers and shake down her contacts for information. 
  She doesn't care if the PCs escort her to Dyvers or not, 
  but she is adamant about not being taken to Maraven. 
  If the PCs intend to take her to Maraven, then she 
  attempts to flee. Without her shadow companion or 
  other allies, Esmeralda does not hope to defeat a group 
  of powerful adventurers, but with her shadowdancer 
  abilities (which are not hampered by the cursed robe) 
  and considerable magic items, the odds are against the 
  PCs that they can subdue her.  
   
  Esmeralda has no qualms about killing the PCs, 
  but she is smart enough to know when to fight and 
  when to run. She only fights if she is cornered and 
  absolutely cannot flee. If Esmeralda escapes, then the 
  PCs do not see her again for this adventure. If the PCs 
  have no idea who she is, she does not hold it against 
  them for trying. The PCs do not earn the Disfavor of 
  Timmorn on this AR.  
   
  If the PCs do subdue Esmeralda, then they must 
  transport her to Maraven discreetly. Failure to hide 
  Esmeralda's identity (real or disguised) triggers 
  Encounter 11: An Offer You Can't Refuse.  
   
  All APLs 
   
  Esmeralda 
  Ingram: 
  female 
  drow 
  rogue 7/shadowdancer 10; hp 107; Appendix 1. 
   
  Treasure: The PCs can gain the following treasure 
  here: 
   
  All APLs: L: 8, C: 400, M: blade of deception (1651 
  gp), bracers of armor +8 (5333 gp), +3 buckler (763 gp), 
  belt of giant strength +4 (1333 gp), hat of protection +5 
  (8333 gp), ring of freedom of movement (3333 gp), 
  boots of speed (1000 gp), Daazzix's vest (2083 gp), 
  gloves of dexterity +6 (2666 gp), cloak of resistance +5 
  (2083 gp), rod of avoidance (833 gp), ring of mental 
  fortitude (9166 gp), scarab of invulnerability (3333 gp), 
  robe of blending (2500 gp), eyes of the eagle (208 gp), 
  potion of reduce person (20 gp); Total 45052 gp.  
  VTF7-05 Underhandedness 
   
  Page 25 
  
   
  Tactics when first summoned 
  If the PCs are simply interested in reading the scroll 
  and breaking the token, then don't worry about 
  initiative. If the PCs plan to attack or have conditions 
  based on what happens, then the rounds would happen 
  as such (unless circumstances present themselves 
  where Esmeralda would be better served with a 
  different tactic): 
   
  Surprise round: Esmeralda is surprised. One PC 
  readies an action to break the token just before another 
  PC finishes reading the scroll. 
   
  First 
  round: 
  Esmeralda says, "Gingerbread 
  dwarven pie," which triggers her contingency spell. If 
  she is barred from teleporting out, then she draws her 
  rod of avoidance (which looks like a rolling pin) and 
  activates it with a standard action to add +15 to her AC 
  (since the hat and the rod do not stack). If she has been 
  attacked before her action, she activates her scarab of 
  invulnerability as a free action. She waits the entire 
  round to see if the PCs mean her harm. If they do not 
  attack her, then she plays the innocent victim, begging 
  that they don't hurt her and wondering where she is. If 
  any PC attacks her, then combat continues. 
   
  Second 
  round: 
  Being 
  attacked, 
  Esmeralda 
  activates her boots of speed and runs full speed away 
  from her captors. She ends her movement within 5 feet 
  of a shadow of a tree or some high grass. If she has not 
  activated the scarab of invulnerability already, she 
  activates it now. 
   
  Third round: She hides in plain sight, using the 
  nearby shadows. She spends a move action to move 
  farther away, taking –5 to her Hide and Move Silently 
  checks to move at full. 
   
  Fourth round: Fully hidden, she activates her 
  final use of the rod of avoidance and takes another 
  move action to move farther away. 
   
  Fifth round: If the PCs are unable to keep up, she 
  takes the –20 to Hide and Move Silently to run as fast 
  as she can. If the PCs are able to follow her (fast 
  tracking, tremorsense, etc.), she attempts to shadow 
  jump along a tangent. By now, she should succeed at 
  the task as she has left the dimensional lock.  
   
  Tactics when attacked 
  If the PCs try to get physical with Esmeralda, she 
  simply tries to flee. She does not stick around to fight; 
  one does not become Master Thief by charging 
  headlong into every danger that rears its head. Use 
  most of the tactics above, but keep in mind that she has 
  probably expended one use of her scarab of 
  invulnerability and rod of avoidance when she first 
  arrived. Instead of the second use of the rod, Esmeralda 
  may decide to improve her chances of hiding by 
  quaffing her potion of reduce person. 
   
  ESCORTING ESMERALDA 
  If the PCs agree to escort Esmeralda, continue with the 
  adventure. There is no danger on the way (unless they 
  trigger Encounter 10: Cruel Winter), so they can talk 
  with each other. She maintains her disguise, even if the 
  PCs know that she's a drow.  
   
  It is likely the trip will take more than one day. 
  When the group beds down for the night, Esmeralda 
  sneaks off and performs her revelry in a hidden spot. 
  She returns 4 hours later and pretends to sleep for the 
  rest of the night. 
   
  TELEPORTING ESMERALDA 
  It is not immediately obvious, but Esmeralda is 
  wearing a cursed robe of blending that is designed to 
  interfere with extra-dimensional mobility. It may not 
  become apparent unless the PCs try to remove the 
  robe. The robe can be removed with a remove curse or 
  break enchantment. Once the robe is free of the curse, 
  Esmeralda can be safely teleported (though she cannot 
  use her contingency, as she already wasted that in the 
  dimensional lock).  
   
  Anyone who teleports (including greater teleport) 
  with the cursed robe in the group is automatically 
  subjected to a mishap. This mishap places the caster 
  and his group in the middle of the Gnarley Forest, 
  where they are set upon by the minions of Winter. 
  Proceed to Encounter 10: Cruel Winter if this happens. 
  This might leave a group behind to report back to 
  Maraven. 
   
  Development:  If the PCs agree to escort Esmeralda to 
  Dyvers, read Conclusion B.  If the PCs subdue 
  Esmeralda and deliver her discreetly to Lord Siggoran, 
  read Conclusion D. If the PCs subdue Esmeralda and 
  are not discreet in delivering her to Maraven, move to 
  Encounter 11: An Offer You Can't Refuse. If the PCs 
  attempt to teleport with the cursed robe of blending, 
  move to Encounter 10: Cruel Winter. 
   
  10: CRUEL WINTER 
  (OPTIONAL) 
  This encounter only happens if the PCs attempt to 
  teleport with Esmeralda's cursed robe still intact. Due 
  to the magic of the robe, the teleport suffers an 
  immediate mishap, which lands the caster and his 
  passengers in the middle of the Gnarley Forest. This is 
  where Esmeralda would be shunted to if she were 
  VTF7-05 Underhandedness 
   
  Page 26 
  
  allowed to activate the contingency spell that was cast 
  on her. Faced with undead foes that could seek her out 
  when she hides, Esmeralda would perish in an icy 
  grave if left alone here. Since greater teleport prevents 
  mishaps, the spell simply returns the PCs to the 
  current location. 
   
  The PCs may not be aware that they are in the 
  Gnarley Forest due to the frigid conditions. The PCs 
  may make a Knowledge (geography) check of DC 20, a 
  Knowledge (VTF) check of DC 15, or a Knowledge 
  (history) check or Bardic Knowledge check of DC 12 to 
  remember that a large section of the normally 
  temperate Gnarley Forest has fallen into an unnatural 
  winter, which may clue them into location. Otherwise, 
  the PCs could simply be in any arctic location.  
   
  When the PCs arrive, read the following: 
   
  After you complete your incantation, you leave 
  your current location and find yourself somewhere 
  else. A biting wind howls in your face, as you stand 
  knee-deep in snow. Gnarled, bare trees surround 
  you as far as the eye can see, which is not saying 
  much due to the blinding snow. The wind carries a 
  voice to you that pleads, "Kill me." You make out 
  the faces of elves and orcs through the snow, 
  hunger looming in their empty eyes.  
   
  APL 8 (EL 9) 
   
  Spectres (2): hp 45 each; Monster Manual 232. 
   
  APL 10 (EL 11) 
   
  Dread Wraith: hp 104; Monster Manual 257. 
   
  APL 12 (EL 13) 
   
  Dread Wraiths (2): hp 104 each; Monster Manual 
  257. 
   
  APL 14 (EL 15 
   
  Dread Wraiths (4): hp 104 each; Monster Manual 
  257. 
   
  The wind carries the cry of Winter, the man 
  responsible for the unnatural weather in the Gnarley 
  Forest. The voice is impossible to follow, as it shifts 
  with the wind. The undead are servants of Winter.  
   
  The PCs may choose to teleport out of the Gnarley 
  or walk out of the Gnarley. If they choose to teleport, 
  they cannot bring Esmeralda with them, as the robe 
  interferes with the spell again, depositing them back at 
  this location. The PCs may leave her to her fate, which 
  does kill her. Due to the cloud cover and lack of 
  recognizable landmarks, navigating out of the forest is 
  a difficult affair. The lead PC must succeed at a DC 40 
  Survival check to make it to Dyvers (or Maraven) in a 
  timely fashion with no TU penalty. A DC 30 Survival 
  check only expends an extra TU as they make their 
  way out of the Gnarley. Anything less than 30 results 
  in spending 2 TUs in escaping the Gnarley Forest. You 
  may assign appropriate circumstance bonuses for 
  creative solutions, such as casting fly so the lead 
  character can position himself above the clouds and 
  ascertain the correct direction.  These TUs are not 
  adventuring TUs and thus must be marked down 
  accordingly on the AR. 
   
  The rules for surviving freezing weather (with 
  severe cold at night) apply here (Dungeon Master’s 
  Guide 302). 
   
  Unless the entire group can teleport with 
  Esmeralda (or a caster with multiple instances of 
  teleport gathers the group), the other group has to 
  return to Maraven to report on the task.  
   
  Development:  If the PCs agree to escort Esmeralda to 
  Dyvers, read Conclusion B.  If the PCs subdue 
  Esmeralda and deliver her discreetly to Lord Siggoran, 
  read Conclusion D. If the PCs subdue Esmeralda and 
  are not discreet in delivering her to Maraven, move to 
  Encounter 11: An Offer You Can't Refuse. 
   
  11: AN OFFER YOU CAN'T 
  REFUSE (OPTIONAL) 
  This encounter happens only if the PCs escort 
  Esmeralda into Maraven without hiding her identity 
  (either real or fake). If the PCs take the effort of hiding 
  Esmeralda, if the PCs don't take Esmeralda to Maraven, 
  or if the PCs don't even have Esmeralda, then ignore 
  this encounter. As the PCs enter Maraven with 
  Esmeralda in plain view, read or paraphrase the 
  following: 
   
  Few people pay you much attention as you enter 
  Maraven, but the ones that do approach from the 
  alleys. Three men wearing dark leathers and 
  sporting daggers on their belts take one look at 
  Esmeralda and motion to you. One of the men, a 
  disfigured half-elf with a rope scar around his neck 
  says, "That's, uh, a very interesting package you 
  bring to this town. I admire your chutzpah, but I 
  think it's time you put some serious thought into 
  living. Hand her over to us, and you might be 
  lucky. This whole thing could just be chalked up to 
  a misunderstanding." The three men look at you 
  expectantly. 
   
  The half-elf's name is Karn, and he is a member of the 
  Footpad's Guild within the Alliance. He is one of the 
  VTF7-05 Underhandedness 
   
  Page 27 
  
  few people who recognize Esmeralda, including her 
  disguise. He's not sure how the PCs were lucky enough 
  to capture the Master Thief, but he's looking to cash in 
  on the opportunity. If he is instrumental in the rescue 
  of the Master Thief, then he can be assured of some 
  nice rewards.  
   
  Karn's first option is to simply intimidate the PCs. 
  As no one would be so foolish as to parade the Master 
  Thief in public, Karn figures the PCs are simply 
  ignorant of her importance. He stresses this in the 
  following pieces of information: 
   
  • 
  That woman has more friends than the PCs 
  realize. She's been like a mother to Karn and his 
  friends. 
  • 
  Karn won't pay the PCs anything or owe them any 
  favors. In his eyes, the PCs might get off scot-free 
  if they don't end up chopped and sown to the sea. 
  • 
  Karn isn't going to fight the PCs. He's no fool. The 
  PCs should be aware that the woman WILL be 
  free, and the PCs will have to watch their backs.  
  • 
  Who she is isn't important. What is important is 
  that the PCs are in a position to make some very 
  powerful enemies. Karn is offering a chance to 
  wiggle out of that position, but he can't make any 
  guarantees.  
   
  While Karn speaks in a threatening tone, he does not 
  draw a weapon, not even to defend himself. He knows 
  that he's done nothing illegal. If the PCs attack Karn 
  and his men, then they are arrested for assault and/or 
  drawing a weapon. Consult the laws of Dyvers at the 
  end of this adventure. Karn simply tells the PCs that 
  he'll see them later. The PCs can report Karn's threat to 
  the Maravan constabulary, but they receive no 
  sympathy. The constables grew up in a city where 
  those who serve the Alliance literally get away with 
  murder, and they've learned the most lucrative way of 
  coping with the Alliance. They treat the PCs as the 
  criminals for starting a fight. 
   
  If the PCs hand Esmeralda over to Karn, then they 
  do not receive the Disfavor of Timmorn Darkeyes. 
  She chalks it up to the PCs being ignorant. Since the 
  PCs have demonstrated a show of respect, she lets the 
  incident slide, but she does not offer the PCs the 
  Forgiveness of Timmorn Darkeyes or the Gratitude 
  of Timmorn Darkeyes either. 
   
  If the PCs do not hand Esmeralda over to Karn, he 
  melts back into the shadows. He contacts a few people, 
  and Esmeralda is freed that same day. As the PCs 
  purposely ignored Karn's offer of amnesty, they have 
  now gained the enmity of the Master Thief. She places 
  a contract on the PCs' heads throughout all the thieves' 
  guilds within the Velverdyva Trade Route. The PCs 
  have earned the Disfavor of Timmorn Darkeyes.  
   
  Development:  If the PCs agree to hand Esmeralda to 
  Karn, read Conclusion C.  If the PCs continue to 
  deliver her to Lord Siggoran, read Conclusion D.  
   
  CONCLUSION 
  CONCLUSION A 
  This conclusion happens if the PCs bring the gift to 
  Siggoran. 
   
  For a land being ravaged by orcs, goblinoids, and 
  giants, your trip to the port city of Maraven has 
  been without incident. Lord Siggoran takes your 
  package and pays you as per Lord Herall's promise. 
  He stares blankly at the wooden token and the 
  scroll and says, "Huh, seems kind of insignificant 
  for appeasing the drow, but I suppose big treasure 
  can be in small packages. Whatever it is, I'm just 
  glad that it'll help us in our war with the orcs. You 
  guys are all right! I'll buy you a drink." 
   
  The PCs earn the Gratitude of House Herall. 
   
  CONCLUSION B 
  This conclusion happens if Esmeralda Ingram has been 
  summoned, and the PCs agree to escort her to Dyvers.  
   
  You arrive at the bustling city of Dyvers with 
  minimal trouble. As you near the city walls, 
  Esmeralda's demeanor shifts. No longer walking 
  like a simple baker girl, Esmeralda leads you along 
  the walls away from the gate. She stops at a sizable 
  outcropping. For the first time in days, Esmeralda 
  grins, but there is no sweetness in the smile.  
   
  She looks at you and says boldly, "You've 
  served me well. I won't forget this. Fare well." Her 
  eyes flash purple briefly, and she steps behind the 
  outcropping. Her form melds into the shadow, and 
  Esmeralda vanishes. 
   
  The PCs earn Gratitude of Timmorn Darkeyes and 
  Forgiveness of Timmorn Darkeyes. 
   
  Continue on to Conclusion C. 
   
  CONCLUSION C 
  This conclusion happens if Esmeralda Ingram has been 
  summoned and she flees. It also happens if the PCs 
  decide not to turn over the package (which can happen 
  concomitantly with Conclusion B). 
   
  VTF7-05 Underhandedness 
   
  Page 28 
  
  For a land being ravaged by orcs, goblinoids, and 
  giants, your trip to the port city of Maraven has 
  been without incident. Lord Siggoran meets with 
  you to pay you as per Lord Herall's promise. Upon 
  learning that he cannot receive the package, he 
  shrugs noncommittally. He says, "Well, I'm sure it 
  could have helped us against the orcs, but we have a 
  mighty fine military. Why, in the past 2 years it has 
  fought more than it ever has in the previous 
  decade! Ha, ha, I'm joking, of course. Well, almost. 
  I'm sure we'll still pull through. What's the worst 
  that can happen? The orcs will sack Dyvers and 
  make me into a eunuch slave? I'd like to see them 
  try!" He laughs jovially at his joke, but you couldn't 
  help but notice a look of worry cross his face. 
   
  The PCs receive the bounty for the Just Desert but do 
  not receive Gratitude of House Herall. 
   
  CONCLUSION D 
  This conclusion happens if Esmeralda Ingram has been 
  summoned, and the PCs forcibly took her (or her 
  corpse) to Maraven. 
   
  For a land being ravaged by orcs, goblinoids, and 
  giants, your trip to the port city of Maraven has 
  been without incident. Lord Siggoran meets with 
  you to pay you as per Lord Herall's promise. Upon 
  seeing Esmeralda Ingram, Lord Siggoran's face 
  turns ashen. "May the gods strike me dead," he 
  swears. He remembers that you are there and gives 
  a weak, forced chuckle, "Ha, ha, I'm kidding, of 
  course. Here's that money as promised." 
   
  Lord Siggoran quickly takes a sack and wraps it 
  around Esmeralda's head. He looks worriedly at you 
  and says, "You know, you folks might want to go 
  take a vacation for a while. I suggest Rookroost or 
  Admunfort. You know, someplace safe." Without 
  saying another word, he quickly wraps Esmeralda 
  up in some rags and hides the baker. 
   
  If the PCs were able to smuggle Esmeralda into 
  Maraven without being spotted by the Alliance thugs, 
  then they do not earn the Disfavor of Timmorn 
  Darkeyes. If Encounter 11: An Offer You Can't Refuse 
  did run, then the PCs gain the Disfavor of Timmorn 
  Darkeyes. 
  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. 
   
  6: Getting Your Just Deserts 
  Defeating the Jaundiced Barb, Palaver, and the slaad 
  ally (if applicable) 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  420 XP 
  APL 14 
  450 XP 
   
  6: Getting Your Just Deserts 
  Avoiding or surviving the exploding pirates 
  APL 8  
  150 XP 
  APL 10  
  210 XP 
  APL 12 
  300 XP 
  APL 14 
  390 XP 
   
  6: Getting Your Just Deserts 
  Surviving the trap on the Jaundiced Barb's door 
  APL 8  
  120 XP 
  APL 10  
  120 XP 
  APL 12 
  120 XP 
  APL 14 
  120 XP 
   
  7: Getting the Goods 
  Acquiring the gift from Mullen 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
   
  Story Award 
  Deciding the fate of the gift to the drow 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12 
  315 XP 
  APL 14 
  360 XP 
   
  Total Possible Experience 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 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. 
  VTF7-05 Underhandedness 
   
  Page 29 
  
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, 
  its total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items.  
   
  1: The Proposition 
  APL 8: Coin: 750 gp.  
  APL 10: Coin: 750 gp.  
  APL 12: Coin: 750 gp.  
  APL 14: Coin: 750 gp.  
   
  4: High Piracy 
  All APL: Loot 50 gp; Total 50 gp. 
   
  6: Getting Your Just Deserts 
  APL 8: L: 387, C: 0, M: +1 spiked full plate (225 gp), +1 
  heavy steel shield (97 gp), +1 cloak of resistance (83 
  gp), +1 ring of protection (166 gp), periapt of wisdom 
  +2 (333 gp), elixir of reckoning (68 gp); Total 1361 gp.  
  APL 10: L: 387, C: 0, M: +1 retaliation spiked full plate 
  (891 gp), +1 heavy steel shield (97 gp), +1 cloak of 
  resistance (83 gp), +1 ring of protection (166 gp), 
  periapt of wisdom +2 (333 gp), elixir of reckoning (68 
  gp); Total 2028 gp.  
  APL 12: L: 387, C: 0, M: +1 retaliation spiked full plate 
  (891 gp), +1 heavy steel shield (97 gp), +1 cloak of 
  resistance (83 gp), +1 ring of protection (166 gp), 
  periapt of wisdom +2 (333 gp), metamagic rod of 
  silence (916 gp), elixir of reckoning (68 gp); Total 2944 
  gp.  
  APL 14: L: 387, C: 0, M: +1 retaliation spiked full plate 
  (891 gp), +1 heavy steel shield (97 gp), +1 cloak of 
  resistance (83 gp), +1 ring of protection (166 gp), 
  periapt of wisdom +2 (333 gp), metamagic rod of 
  silence (916 gp), elixir of reckoning (68 gp); Total 2944 
  gp.  
   
  7: Getting the Goods 
  APL 8: L: 21, C: 21, M: +1 composite longbow (+3 Str) 
  (141 gp), +1 great swordbow (+4 Str) (595 gp), +1 chain 
  shirt (187 gp); Total 967.  
  APL 10: L: 41, C: 21, M: 2 +1 composite longbow (+3 
  Str) (141 gp each), +1 great swordbow (+4 Str) (595 gp), 
  +1 chain shirt (187 gp); Total 1128 gp.  
  APL 12: L: 99, C: 21, M: 5 +1 composite longbow (+3 
  Str) (141 gp each), +1 flaming great swordbow (+5 Str) 
  (1604 gp), +1 chain shirt (187 gp), gauntlets of ogre 
  power (333 gp); Total magic: 2953.  
  APL 14: L: 157, C: 21, M: 8 +1 composite longbow (+3 
  Str) (141 gp each), +1 flaming bane (elf) great 
  swordbow (+5 Str) (3270 gp), +1 chain shirt (187 gp), 
  gauntlets of ogre power (333 gp); Total magic: 5103.  
   
  9: Trapping Esmeralda 
  All APLs: L: 8, C: 400, M: blade of deception (1651 gp), 
  bracers of armor +8 (5333 gp), +3 buckler (763 gp), belt 
  of giant strength +4 (1333 gp), hat of protection +5 
  (8333 gp), ring of freedom of movement (3333 gp), 
  boots of speed (1000 gp), Daazzix's vest (2083 gp), 
  gloves of dexterity +6 (2666 gp), cloak of resistance +5 
  (2083 gp), rod of avoidance (833 gp), ring of mental 
  fortitude (9166 gp), scarab of invulnerability (3333 gp), 
  robe of blending (2500 gp), eyes of the eagle (208 gp), 
  potion of reduce person (20 gp); Total 45052 gp.  
   
  Treasure Cap 
  APL 8  
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
  APL 14  
  6,600 gp 
   
   
  VTF7-05 Underhandedness 
   
  Page 30 
  
  Total Possible Treasure 
  APL 8  
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
  APL 14  
  6,600 gp 
   
   
   
  VTF7-05 Underhandedness 
   
  Page 31 
  
  VTF7-05 Underhandedness 
   
  Page 32 
  APPENDIX 1: ALL APLS 
  6: GETTING YOUR JUST DESERTS 
  P I RAT E 
  CR  1 
  Male human Commoner 1 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen -1, Spot -1 
  Languages Common  
  AC 12, touch 12, flat-footed 10 
  hp 7 (1 HD)  
  Fort +1, Ref +2, Will -1 
  Speed 30 ft. (6 squares), base movement 30ft.; 
  Melee club +1 (1d6+1)  
  Ranged weapon +2 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Combat Gear belaying pin (club) 
  Abilities Str 12, Dex 14, Con 13, Int 7, Wis 9, Cha 10 
  SQ Imbibed an elixir of reckoning (2, 3, 4, or 5 
  pirates). 
  Feats Skill Focus (Profession [sailor]), Skill Focus 
  (Climb). 
  Skills Climb +8, Profession (sailor) +6. 
  Possessions combat gear plus bottle of rum. 
   
  9: TRAPPING ESMERALDA 
  E S M E R ALD A I N G R AM 
  CR  17 
  Female drow rogue 7/shadowdancer 10 
  NE Medium humanoid (elf) 
  Init +10; Senses Listen +15, Spot +21, Darkvision 
  120 feet 
  Languages Abyssal, Common, Draconic, Elven, 
  Gnome, Kuo-Toan, Undercommon 
  AC 37, touch 25, flat-footed 37 
  hp 107 (7d6 + 10d8 HD) 
  Immune enchantment, sleep 
  Resist ; SR 33 
  Fort +10, Ref +27, Will +10 (+12 against spells and 
  spell-like effects) 
  Weakness  
  Speed 30 ft. (6 squares), base movement 30 ft.; 
  Melee Blade of Deception +25/+20/+15 (1d8+5)  
  Ranged black stiletto +22/+17/+12  (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +14 
  Special Actions sneak attack +4d6 
  Combat Gear blade of deception, 2 black stilettos, 
  bracers of armor +8, +3 buckler, belt of giant 
  strength +4, hat of protection +5*, ring of freedom 
  of movement, boots of speed, Daazzix's vest*, 
  gloves of dexterity +6, cloak of resistance +5, rod 
  of avoidance*, ring of mental fortitude*, scarab of 
  invulnerability* 
  Spell-Like Abilities (CL 17th): 
   2nd—darkness 
   1st—faerie fire 
   0th—dancing lights 
  �Already cast 
  Abilities Str 15, Dex 30, Con 10, Int 18, Wis 11, Cha 
  15  
  SQ Light Blindness, Uncanny Dodge, Improved 
  Uncanny Dodge, Trap Sense +2, Improved 
  Evasion, Trapfinding, Defensive Roll, Slippery 
  Mind, Hide in Plain Sight, Summon Shadow, 
  Shadow Jump 
  Feats Combat Reflexes, Dodge, Elusive Target*, 
  Mobility, Leadership, Stealthy, Weapon Finesse  
  Skills Bluff +22, Decipher Script +7, Diplomacy +10, 
  Disable Device +9, Disguise +32, Escape Artist 
  +30 (+32 vs. rope), Hide +42, Intimidate +11, 
  Knowledge (VTF) +14, Listen +15, Move Silently 
  +32, Open Lock +15, Perform (dance) +7, Search 
  +12, Sense Motive +10, Sleight of Hand +32, Spot 
  +21, Tumble +27, Use Rope +15. 
  Possessions combat gear plus robe of blending, 
  eyes of the eagle, potion of reduce person, 
  masterwork thieves' tools, 2,400 gp. 
   
   
   
   
  
  APL 8 
  6: GETTING YOUR JUST DESERTS 
  T H E  J AU N D I C E D  B AR B 
  CR  11 
  Male human cleric 13 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +4, Spot +4 
  Aura Strong evil, chaos 
  Languages Common  
  AC 23, touch 11, flat-footed 23 
  hp 81 (13 HD)  
  Fort +10, Ref +5, Will +15 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee masterwork short sword +13/+8 (1d6+3) or 
  armor spikes +12/+7 (1d6+3) 
  Ranged masterwork light crossbow +10 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Atk Options Martial Proficiency (short sword), 
  Spontaneous Casting (inflict) 
  Cleric Spells Prepared (CL 13th): 
   7th—screend. 
   6th—harm. 
   5th—false visiond. 
   4th—confusiond, castigate* (DC 18). 
   3rd—invisibility purge, prayer. 
   2nd—invisibilityd, deific vengeance* (DC 16), 
  silence, silent summon monster I, silent cure light 
  wounds. 
   1st—bless, divine favor, summon monster I, doom 
  (x2) (DC 15), cure light wounds. 
   0—create water, detect magic, resistance (x4). 
  D: Domain spell. Deity: Kurell. Domains: Trickery 
  (Bluff, Disguise, and Hide are class skills), Chaos 
  (cast chaos spells at +1 caster level) 
  �Already cast disguise self, freedom of movement, 
  water breathing, mislead, iron silence*, magic circle 
  against law, bull's strength, consumed elixir of 
  reckoning. 
  Abilities Str 12 (16), Dex 10, Con 12, Int 12, Wis 19, 
  Cha 12 
  Feats Combat Casting, Iron Will, Silent Spell, 
  Persuasive, Craft Wondrous Item 
  Skills Bluff +13, Concentration +17, Disguise +11, 
  Hide +10, Knowledge (the planes) +3, Move 
  Silently +0, Profession (sailor) +15, Spellcraft +6. 
  Possessions spyglass, Masterwork short sword, 
  masterwork crossbow, +1 spiked full plate, +1 
  heavy steel shield, +1 cloak of resistance, +1 ring 
  of protection, +2 periapt of wisdom 
  * see Appendix 2: New Rules Items 
   
  Special note on spells: At APL 8, the Jaundiced 
  Barb has been caught off guard. While he is still a 
  formidable foe, he has expended many of his spells 
  scrying 
  on 
  his 
  enemies, 
  sending 
  threatening 
  messages to his enemies, and communing with Kurell 
  on the best way to humiliate his enemies. His 
  obsession with revenge could be his downfall. 
   
  The Jaundiced Barb is especially in a foul mood, 
  as he recently discovered that his gibbering mouther 
  ally, Palaver, can pass away through old age.  
   
  7: GETTING THE GOODS 
  M U L L E N 
  CR  8 
  Male half-orc Barbarian 5/Fighter 3 
  CN Medium humanoid (half-orc) 
  Init +1; Senses Listen +8, Spot +0 
  Languages Common, Orc 
  AC 16, touch 11, flat-footed 16 
  hp 74 (5d12 + 3d10 + 16 HD)  
  Fort +9, Ref +3, Will +4 
  Speed 40 ft. in light (8 squares), base movement 40 
  ft.; 
  Melee +1 great swordbow* (+4 Str) +13/+8 (2d6+7) or 
  greataxe +12/+7 (1d12+6) or short sword +12/+7 
  (1d6+4) 
  Ranged +1 great swordbow (+4 Str) +10/+5 (1d8+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +12 
  Special Actions Rage 
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 
  10 
  SQ Uncanny Dodge, Improved Uncanny Dodge 
  Feats Iron Will, Point Blank Shot, Precise Shot, 
  Power Attack, Track 
  Skills Climb +14, Intimidate +11, Listen+8, Survival 
  +8, 
  Possessions the package, +1 great swordbow* (+4 
  Str), greataxe, +1 chain shirt, greataxe, short sword 
  * see Appendix 2: New Rules Items 
   
  AR C H E R 
  CR  8 
  Male human fighter 8 
  CN Medium humanoid (human) 
  Init +3; Senses Listen +3, Spot +5 
  Languages Common  
  AC 18, touch 13, flat-footed 15 
  hp 68 (8d10 + 16HD)  
  Fort +8, Ref +5, Will +2 
  Speed 20 ft. in medium (4 squares), base movement 
  20 ft.; 
  Melee greataxe +11/+6 (1d12+4) or heavy flail +11/+6 
  (1d10+4) or dagger +11/+6 (1d4+3) 
  Ranged +1 composite longbow (+3 Str) +14/+9 
  (1d8+6) or +1 composite longbow (+3 Str) 
  +12/+12/+7 (1d8+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 
  Atk Options Shot on the Run, Rapid Shot 
  Abilities Str 16, Dex 16, Con 14, Int 9, Wis 10, Cha 8  
  Feats Dodge, Mobility, Point Blank Shot, Precise 
  Shot, Rapid Shot, Shot on the Run, Weapon Focus 
  (comp longbow), Weapon Specialization (comp 
  longbow), Greater Weapon Specialization (comp 
  longbow) 
  VTF7-05 Underhandedness 
   
  Page 33 
  
  Skills Climb +5, Listen +3, Spot +5 
  Possessions 
  camping 
  gear, 
  breastplate, 
  +1 
  composite longbow (+3 Str), heavy flail, dagger 
   
  VTF7-05 Underhandedness 
   
  Page 34 
  
  VTF7-05 Underhandedness 
   
  Page 35 
  APL 10 
  6: GETTING YOUR JUST DESERTS 
  T H E  J AU N D I C E D  B AR B 
  CR  13 
  Male human cleric 13 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +4, Spot +4 
  Aura Strong evil, chaos 
  Languages Common  
  AC 23, touch 11, flat-footed 23 
  hp 93 (13 +13 HD) 
  SR 25 
  Fort +10, Ref +5, Will +15 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee greater magic weapon short sword +15/+10 
  (1d6+6) or armor spikes +12/+7 (1d6+3) 
  Ranged masterwork light crossbow +10 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Atk Options Martial Proficiency (short sword), 
  Spontaneous Casting (inflict) 
  Combat Gear. 
  Cleric Spells Prepared (CL 13th): 
   7th—screend, silent harm (DC 20). 
   6th—silent slay living (DC 19), greater dispel 
  magic. 
   5th—false visiond, greater command (DC 19), 
  righteous might. 
   4th—chaos hammerd (DC 18), castigate* (DC 18), 
  divine power, spell immunity. 
   3rd—silent deific vengeance* (DC 16), invisibility 
  purge, prayer, searing light. 
   2nd—invisibilityd, deific vengeance* (DC 16), 
  silence (DC 16), silent summon monster I, silent 
  cure light wounds. 
   1st—bless, divine favor, summon monster I, doom 
  (x2) (DC 15), cure light wounds. 
   0—create water, detect magic, resistance (x4). 
  D: Domain spell. Deity: Kurell. Domains: Trickery 
  (Bluff, Disguise, and Hide are class skills), Chaos 
  (cast chaos spells at +1 caster level) 
  �Already cast disguise self, freedom of movement, 
  greater magic weapon, water breathing, mislead, 
  nondetection, iron silence*, bull's strength, spell 
  resistance, consumed elixir of reckoning. 
  Abilities Str 12 (16), Dex 10, Con 12, Int 12, Wis 19, 
  Cha 12 
  Feats Combat Casting, Iron Will, Silent Spell, 
  Persuasive, Craft Wondrous Item 
  Skills Bluff +13, Concentration +17, Disguise +11, 
  Hide +10, Knowledge (the planes) +3, Move 
  Silently +0, Profession (sailor) +15, Spellcraft +6. 
  Possessions spyglass, Masterwork short sword, 
  masterwork crossbow, +1 retaliation* spiked full 
  plate, +1 heavy steel shield, +1 cloak of resistance, 
  +1 ring of protection, +2 periapt of wisdom 
  * see Appendix 2: New Rules Items 
   
  7: GETTING THE GOODS 
  M U L L E N 
  CR  10 
  Male half-orc Barbarian 5/Fighter 5 
  CN Medium humanoid (half-orc) 
  Init +1; Senses Listen +8, Spot +0 
  Languages Common, Orc 
  AC 16, touch 11, flat-footed 16 
  hp 90 (5d12 + 5d10 + 20 HD)  
  Fort +10, Ref +3, Will +4 
  Speed 40 ft. in light (8 squares), base movement 40 
  ft.; 
  Melee +1 great swordbow (+4 Str) +16/+11 (2d6+9) 
  or greataxe +14/+9 (1d12+6) or short sword +14/+9 
  (1d6+4) 
  Ranged +1 great swordbow (+4 Str) +12/+7 (1d8+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +14 
  Special Actions Rage 
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 
  10 
  SQ Uncanny Dodge, Improved Uncanny Dodge 
  Feats Iron Will, Point Blank Shot, Precise Shot, 
  Power Attack, Track, Weapon Focus (Greatsword), 
  Weapon Specialization (Greatsword) 
  Skills Climb +16, Intimidate +13, Listen+8, Survival 
  +8, 
  Possessions the package, +1 great swordbow* (+4 
  Str), greataxe, +1 chain shirt, greataxe, short sword 
  * see Appendix 2: New Rules Items 
   
  AR C H E R 
  CR  8 
  Male human fighter 8 
  CN Medium humanoid (human) 
  Init +3; Senses Listen +3, Spot +5 
  Languages Common  
  AC 18, touch 13, flat-footed 15 
  hp 68 (8d10 + 16HD)  
  Fort +8, Ref +5, Will +2 
  Weakness  
  Speed 20 ft. in medium (4 squares), base movement 
  20 ft.; 
  Melee greataxe +11/+6 (1d12+4) or heavy flail +11/+6 
  (1d10+4) or dagger +11/+6 (1d4+3) 
  Ranged +1 composite longbow (+3 Str) +14/+9 
  (1d8+6) or +1 composite longbow (+3 Str) 
  +12/+12/+7 (1d8+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 
  Atk Options Shot on the Run, Rapid Shot 
  Combat Gear  
  Abilities Str 16, Dex 16, Con 14, Int 9, Wis 10, Cha 8  
  Feats Dodge, Mobility, Point Blank Shot, Precise 
  Shot, Rapid Shot, Shot on the Run, Weapon Focus 
  (comp longbow), Weapon Specialization (comp 
  longbow), Greater Weapon Specialization (comp 
  longbow) 
  Skills Climb +5, Listen +3, Spot +5 
  
  Possessions 
  camping 
  gear, 
  breastplate, 
  +1 
  composite longbow (+3 Str), heavy flail, dagger 
   
  VTF7-05 Underhandedness 
   
  Page 36 
  
  VTF7-05 Underhandedness 
   
  Page 37 
  APL 12 
  6: GETTING YOUR JUST DESERTS 
  T H E  J AU N D I C E D  B AR B 
  CR  13 
  Male human cleric 13 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +4, Spot +4 
  Aura Strong evil, chaos 
  Languages Common  
  AC 23, touch 11, flat-footed 23 
  hp 93 (13 +13 HD) 
  SR 25 
  Fort +10, Ref +5, Will +15 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee greater magic weapon short sword +15/+10 
  (1d6+6) or armor spikes +12/+7 (1d6+3) 
  Ranged masterwork light crossbow +10 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Atk Options Martial Proficiency (short sword), 
  Spontaneous Casting (inflict) 
  Cleric Spells Prepared (CL 13th): 
   7th—screend, word of chaos (DC 21). 
   6th—silent slay living (DC 19), greater dispel 
  magic. 
   5th—false visiond, greater command (DC 19), 
  righteous might. 
   4th—chaos hammerd (DC 18), castigate* (DC 18), 
  divine power, spell immunity. 
   3rd—silent deific vengeance* (DC 16), invisibility 
  purge, prayer, searing light. 
   2nd—invisibilityd, deific vengeance* (DC 16), 
  silence (DC 16), silent summon monster I, silent 
  cure light wounds. 
   1st—bless, divine favor, summon monster I, doom 
  (x2) (DC 15), cure light wounds. 
   0—create water, detect magic, resistance (x4). 
  D: Domain spell. Deity: Kurell. Domains: Trickery 
  (Bluff, Disguise, and Hide are class skills), Chaos 
  (cast chaos spells at +1 caster level) 
  �Already cast disguise self, freedom of 
  movement, 
  greater 
  magic 
  weapon, 
  water 
  breathing, mislead, nondetection, iron silence*, 
  bull's strength, spell resistance, consumed elixir 
  of reckoning. 
  Abilities Str 12 (16), Dex 10, Con 12, Int 12, Wis 19, 
  Cha 12 
  Feats Combat Casting, Iron Will, Silent Spell, 
  Persuasive, Craft Wondrous Item 
  Skills Bluff +13, Concentration +17, Disguise +11, 
  Hide +10, Knowledge (the planes) +3, Move 
  Silently +0, Profession (sailor) +15, Spellcraft +6. 
  Possessions spyglass, Masterwork short sword, 
  masterwork crossbow, +1 retaliation* spiked full 
  plate, +1 heavy steel shield, +1 cloak of resistance, 
  +1 ring of protection, +2 periapt of wisdom, 
  metamagic rod of silence. 
   
  * see Appendix 2: New Rules Items 
   
  P AL AV E R 
  CR  7 
  Advanced gibbering mouther 
  CN Large aberration 
  Init +0; Senses Listen +9, Spot +10 
  Languages Common  
  AC 19, touch 9, flat-footed 19 
  hp 168 (12d8 + 96 HD); DR 5/bludgeoning 
  Fort +12, Ref +6, Will +9 
  Speed 10 ft. (2 squares), base movement 10 ft., swim 
  20 ft.; 
  Melee six bites +13 (1d2) and spittle +8 ranged touch 
  (1d6 acid plus blindness) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +21 
  Atk Options spittle, improved grab, blood drain, 
  engulf 
  Special Actions gibbering, ground manipulation 
  Abilities Str 18, Dex 11, Con 26, Int 4, Wis 13, Cha 
  15 
  SQ amorphous 
  Feats Lightning Reflexes, Ability Focus (gibber), 
  Ability Focus (engulf), Power Attack, Weapon 
  Focus (bite)  
  Skills Swim +14. 
  Gibbering (Su) As soon as Palaver spots something 
  edible (not a crew member), it begins a constant 
  gibbering as a free action. All creatures (other than 
  mouthers) within a 60-foot spread must succeed on 
  a DC 16 Will save or be affected as though by a 
  confusion spell for 1d2 rounds. This is a sonic 
  mind-affecting compulsion effect. A creature that 
  successfully saves cannot be affected by Palaver's 
  gibbering for 24 hours. The save DC is Charisma-
  based. 
  Improved Grab (Ex) To use this ability, Palaver must 
  hit with a bite attack. It can then attempt to start a 
  grapple as a free action without provoking an 
  attack of opportunity. 
  Blood Drain (Ex) On a successful grapple check after 
  grabbing, that mouth attaches to the opponent. It 
  automatically deals bite damage and drains blood, 
  dealing 1 point of Constitution damage each round. 
  A mouth can be ripped off (dealing 1 point of 
  damage) with a DC 12 Strength check or severed 
  by a successful sunder attempt (the mouth has 2 
  hit points). A severed mouth continues to bite and 
  drain blood for 1d4 rounds after such an attack. A 
  creature whose Constitution is reduced to 0 is 
  killed. 
  Engulf (Ex) Palaver can try to engulf a Large or 
  smaller opponent grabbed by three or more 
  mouths. The opponent must succeed on a DC 20 
  Reflex save or fall and be engulfed. In the next 
  round, Palaver makes twelve bite attacks instead of 
  six (each with a +13 attack bonus). An engulfed 
  creature cannot attack Palaver from within. The 
  
  previously attached mouths are now free to attack 
  others. The save DC is Strength-based and 
  includes a +2 racial bonus. 
  Amorphous (Ex) Palaver is not subject to critical hits. 
  It cannot be flanked. 
  Skills: Thanks to its multiple eyes, Palaver has a +4 
  racial bonus on Spot checks. Palaver has a +8 
  racial bonus on any Swim check to perform some 
  special action or avoid a hazard. It always can 
  choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  7: GETTING THE GOODS 
  M U L L E N 
  CR  12 
  Male half-orc Barbarian 7/Fighter 5 
  CN Medium humanoid (half-orc) 
  Init +1; Senses Listen +10, Spot +0 
  Languages Common, Orc 
  AC 16, touch 11, flat-footed 16 
  hp 108 (7d12 + 5d10 + 24 HD) DR 1/- 
  Fort +11, Ref +4, Will +5 
  Speed 40 ft. in light (8 squares), base movement 40 
  ft.; 
  Melee 
  +1 
  flaming 
  great 
  swordbow* 
  (+5 
  Str) 
  +19/+14/+9 (2d6+10 + 1d6 fire) or greataxe 
  +17/+12/+7 (1d12+7) or short sword +17/+12/+7 
  (1d6+5) 
  Ranged +1 flaming great swordbow (+5 Str) 
  +14/+9/+4 (1d8+6 + 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +17 
  Special Actions Rage 
  Abilities Str 21, Dex 12, Con 14, Int 10, Wis 10, Cha 
  10 
  SQ Uncanny Dodge, Improved Uncanny Dodge 
  Feats Blind-Fight, Iron Will, Point Blank Shot, Precise 
  Shot, Power Attack, Track, Weapon Focus 
  (Greatsword), Weapon Specialization (Greatsword) 
  Skills Climb +19, Intimidate +15, Listen+8, Survival 
  +10 
  Possessions 
  the 
  package, 
  +1 
  flaming 
  great 
  swordbow* (+5 Str), greataxe, +1 chain shirt, 
  greataxe, short sword, gauntlets of ogre power 
  * see Appendix 2: New Rules Items 
   
  AR C H E R 
  CR  8 
  Male human fighter 8 
  CN Medium humanoid (human) 
  Init +3; Senses Listen +3, Spot +5 
  Languages Common  
  AC 18, touch 13, flat-footed 15 
  hp 68 (8d10 + 16HD)  
  Fort +8, Ref +5, Will +2 
  Weakness  
  Speed 20 ft. in medium (4 squares), base movement 
  20 ft.; 
  Melee greataxe +11/+6 (1d12+4) or heavy flail +11/+6 
  (1d10+4) or dagger +11/+6 (1d4+3) 
  Ranged +1 composite longbow (+3 Str) +14/+9 
  (1d8+6) or +1 composite longbow (+3 Str) 
  +12/+12/+7 (1d8+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 
  Atk Options Shot on the Run, Rapid Shot 
  Combat Gear  
  Abilities Str 16, Dex 16, Con 14, Int 9, Wis 10, Cha 8  
  Feats Dodge, Mobility, Point Blank Shot, Precise 
  Shot, Rapid Shot, Shot on the Run, Weapon Focus 
  (comp longbow), Weapon Specialization (comp 
  longbow), Greater Weapon Specialization (comp 
  longbow) 
  Skills Climb +5, Listen +3, Spot +5 
  Possessions 
  camping 
  gear, 
  breastplate, 
  +1 
  composite longbow (+3 Str), heavy flail, dagger 
   
  VTF7-05 Underhandedness 
   
  Page 38 
  
  VTF7-05 Underhandedness 
   
  Page 39 
  APL 14 
  6: GETTING YOUR JUST DESERTS 
  T H E  J AU N D I C E D  B AR B 
  CR  13 
  Male human cleric 13 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +4, Spot +4 
  Aura Strong evil, chaos 
  Languages Common  
  AC 23, touch 11, flat-footed 23 
  hp 93 (13 +13 HD) 
  SR 25 
  Fort +10, Ref +5, Will +15 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee greater magic weapon short sword +15/+10 
  (1d6+6) or armor spikes +12/+7 (1d6+3) 
  Ranged masterwork light crossbow +10 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Atk Options Martial Proficiency (short sword), 
  Spontaneous Casting (inflict) 
  Cleric Spells Prepared (CL 13th): 
   7th—screend, word of chaos (DC 21). 
   6th—silent slay living (DC 19), greater dispel 
  magic. 
   5th—false visiond, greater command (DC 19), 
  righteous might. 
   4th—chaos hammerd (DC 18), castigate* (DC 18), 
  divine power, spell immunity. 
   3rd—silent deific vengeance* (DC 16), invisibility 
  purge, prayer, searing light. 
   2nd—invisibilityd, deific vengeance* (DC 16), 
  silence (DC 16), silent summon monster I, silent 
  cure light wounds. 
   1st—bless, divine favor, summon monster I, doom 
  (x2) (DC 15), cure light wounds. 
   0—create water, detect magic, resistance (x4). 
  D: Domain spell. Deity: Kurell. Domains: Trickery 
  (Bluff, Disguise, and Hide are class skills), Chaos 
  (cast chaos spells at +1 caster level) 
  �Already cast disguise self, freedom of 
  movement, 
  greater 
  magic 
  weapon, 
  water 
  breathing, mislead, nondetection, iron silence*, 
  bull's strength, spell resistance, consumed elixir 
  of reckoning. 
  Abilities Str 12 (16), Dex 10, Con 12, Int 12, Wis 19, 
  Cha 12 
  Feats Combat Casting, Iron Will, Silent Spell, 
  Persuasive, Craft Wondrous Item 
  Skills Bluff +13, Concentration +17, Disguise +11, 
  Hide +10, Knowledge (the planes) +3, Move 
  Silently +0, Profession (sailor) +15, Spellcraft +6. 
  Possessions spyglass, Masterwork short sword, 
  masterwork crossbow, +1 retaliation* spiked full 
  plate, +1 heavy steel shield, +1 cloak of resistance, 
  +1 ring of protection, +2 periapt of wisdom, 
  metamagic rod of silence. 
  * see Appendix 2: New Rules Items 
   
  P AL AV E R 
  CR  7 
  Advanced gibbering mouther 
  CN Large aberration 
  Init +0; Senses Listen +9, Spot +10 
  Languages Common  
  AC 19, touch 9, flat-footed 19 
  hp 168 (12d8 + 96 HD); DR 5/bludgeoning 
  Fort +12, Ref +6, Will +9 
  Speed 10 ft. (2 squares), base movement 10 ft., swim 
  20 ft.; 
  Melee six bites +13 (1d2) and spittle +8 ranged touch 
  (1d6 acid plus blindness) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +21 
  Atk Options spittle, improved grab, blood drain, 
  engulf 
  Special Actions gibbering, ground manipulation 
  Abilities Str 18, Dex 11, Con 26, Int 4, Wis 13, Cha 
  15 
  SQ amorphous 
  Feats Lightning Reflexes, Ability Focus (gibber), 
  Ability Focus (engulf), Power Attack, Weapon 
  Focus (bite)  
  Skills Swim +14. 
  Gibbering (Su) As soon as Palaver spots something 
  edible (not a crew member), it begins a constant 
  gibbering as a free action. All creatures (other than 
  mouthers) within a 60-foot spread must succeed on 
  a DC 16 Will save or be affected as though by a 
  confusion spell for 1d2 rounds. This is a sonic 
  mind-affecting compulsion effect. A creature that 
  successfully saves cannot be affected by Palaver's 
  gibbering for 24 hours. The save DC is Charisma-
  based. 
  Improved Grab (Ex) To use this ability, Palaver must 
  hit with a bite attack. It can then attempt to start a 
  grapple as a free action without provoking an 
  attack of opportunity. 
  Blood Drain (Ex) On a successful grapple check after 
  grabbing, that mouth attaches to the opponent. It 
  automatically deals bite damage and drains blood, 
  dealing 1 point of Constitution damage each round. 
  A mouth can be ripped off (dealing 1 point of 
  damage) with a DC 12 Strength check or severed 
  by a successful sunder attempt (the mouth has 2 
  hit points). A severed mouth continues to bite and 
  drain blood for 1d4 rounds after such an attack. A 
  creature whose Constitution is reduced to 0 is 
  killed. 
  Engulf (Ex) Palaver can try to engulf a Large or 
  smaller opponent grabbed by three or more 
  mouths. The opponent must succeed on a DC 20 
  Reflex save or fall and be engulfed. In the next 
  round, Palaver makes twelve bite attacks instead of 
  six (each with a +13 attack bonus). An engulfed 
  creature cannot attack Palaver from within. The 
  previously attached mouths are now free to attack 
  
  others. The save DC is Strength-based and 
  includes a +2 racial bonus. 
  Amorphous (Ex) Palaver is not subject to critical hits. 
  It cannot be flanked. 
  Skills: Thanks to its multiple eyes, Palaver has a +4 
  racial bonus on Spot checks. Palaver has a +8 
  racial bonus on any Swim check to perform some 
  special action or avoid a hazard. It always can 
  choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  7: GETTING THE GOODS 
  M U L L E N 
  CR  14 
  Male half-orc Barbarian 6/Fighter 8 
  CN Medium humanoid (half-orc) 
  Init +1; Senses Listen +9, Spot +0 
  Languages Common, Orc 
  AC 16, touch 11, flat-footed 16 
  hp 123 (6d12 + 8d10 + 28 HD) 
  Fort +13, Ref +5, Will +6 
  Speed 40 ft. in light (8 squares), base movement 40 
  ft.; 
  Melee +1 flaming bane (elf) great swordbow* (+5 Str) 
  +21/+16/+11 (2d6+10 + 1d6 fire + 2d6 vs. elves) or 
  greataxe +19/+14/+9 (1d12+7) or short sword 
  +19/+14/+9 (1d6+5) 
  Ranged +1 flaming bane (elf) great swordbow (+5 
  Str) +17/+12/+7 (1d8+8 + 1d6 fire + 2d6 vs elves) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +19 
  Special Actions Rage 
  Abilities Str 21, Dex 12, Con 14, Int 10, Wis 10, Cha 
  10 
  SQ Uncanny Dodge, Improved Uncanny Dodge 
  Feats Blind-Fight, Iron Will, Point Blank Shot, Precise 
  Shot, Power Attack, Track, Weapon Focus 
  (Greatsword), 
  Weapon 
  Specialization 
  (Greatsword), Weapon Focus (Comp Longbow), 
  Weapon Specialization (Comp Longbow) 
  Skills Climb +21, Intimidate +17, Listen+9, Survival 
  +9, 
  Possessions the package, +1 flaming bane (elf) 
  great swordbow* (+5 Str), greataxe, +1 chain shirt, 
  greataxe, short sword, gauntlets of ogre power 
  * see Appendix 2: New Rules Items 
   
  AR C H E R 
  CR  8 
  Male human fighter 8 
  CN Medium humanoid (human) 
  Init +3; Senses Listen +3, Spot +5 
  Languages Common  
  AC 18, touch 13, flat-footed 15 
  hp 68 (8d10 + 16HD)  
  Fort +8, Ref +5, Will +2 
  Speed 20 ft. in medium (4 squares), base movement 
  20 ft.; 
  Melee greataxe +11/+6 (1d12+4) or heavy flail +11/+6 
  (1d10+4) or dagger +11/+6 (1d4+3) 
  Ranged +1 composite longbow (+3 Str) +14/+9 
  (1d8+6) or +1 composite longbow (+3 Str) 
  +12/+12/+7 (1d8+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 
  Atk Options Shot on the Run, Rapid Shot 
  Abilities Str 16, Dex 16, Con 14, Int 9, Wis 10, Cha 8  
  Feats Dodge, Mobility, Point Blank Shot, Precise 
  Shot, Rapid Shot, Shot on the Run, Weapon Focus 
  (comp longbow), Weapon Specialization (comp 
  longbow), Greater Weapon Specialization (comp 
  longbow) 
  Skills Climb +5, Listen +3, Spot +5 
  Possessions 
  camping 
  gear, 
  breastplate, 
  +1 
  composite longbow (+3 Str), heavy flail, dagger 
   
  VTF7-05 Underhandedness 
   
  Page 40 
  
  VTF7-05 Underhandedness 
   
  Page 41 
  APPENDIX 2: NEW RULES ITEMS 
   
  FEATS 
   
  Elusive Target 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foes gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat. 
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered 
  flat-footed. If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by move 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
  Source: Complete Warrior 
   
  MAGIC ITEMS 
   
  Blade of deception 
  The flat steel blade of this +3 rapier is hard to follow in 
  combat. Any time a character uses the Bluff skill to 
  feint in combat while wielding a blade of deception, 
  the blade provides a +2 enhancement bonus on the 
  Bluff check. A blade of deception provides no bonus on 
  other Bluff checks. In addition, any opponent against 
  whom the wielder successfully feints cannot make 
  attacks of opportunity against the wielder until the 
  beginning of the opponent's next turn. Anyone who 
  was not the target of the feint can make attacks of 
  opportunity against the wielder normally. 
   
  Source: Complete Adventurer 129 
   
  Daazzix's vest 
  Daazzix's vest increases the wearer's existing spell 
  resistance by 5. 
   
  Aura: Moderate; abjuration. 
   
  Activation: — 
   
  Source: Dungeon Master's Guide II 267 
   
  Elixir of reckoning 
  After consuming an elixir of reckoning, the imbiber's 
  body is filled with unstable magical energy. If she dies 
  (that is, if her hit points fall to –10 or lower) within 1 
  hour of imbibing the elixir, her body explodes in a 
  blast of eldritch energy that deals 5d6 points of damage 
  to every creature and object within a 20-foot radius. 
  Targets in this area can attempt a DC 14 Reflex save to 
  halve the damage. Remnants of the imbiber's body 
  survive the blast but are distributed around the 
  periphery of the blast radius.  
   
  If the imbiber is not slain within 1 hour of 
  consuming the elixir, it has no effect. 
   
  Aura: Faint; abjuration. 
   
  Activation: Standard to drink; — 
   
  Source: Dungeon Master's Guide II 268 
   
  Hat of protection 
  This hat offers continual magical protection in the 
  form of a deflection bonus of +1 to +5 to AC. 
   
  Prerequisites: Forge Ring, shield of faith. 
   
  Source: Dungeon Master's Guide 
   
  Retaliation 
  A suit of armor that has this property strikes back at 
  foes who hit hard in melee. While wearing retaliation 
  armor, each time you take 10 or more points of damage 
  from a single melee attack, the armor deals 1d6 points 
  of damage to the attacker. If a single melee attack drops 
  your hit points below 0, the armor strikes the attacker 
  for 3d6 points of damage. 
   
  Damage from retaliation armor is treated as magic 
  for the purpose of overcoming damage reduction. 
   
  Aura: Moderate; (DC 19) necromancy. 
   
  Activation: — 
   
  Source: Magic Item Compendium 14 
   
  Ring of mental fortitude 
  This ring protects the wearer against all mind-affecting 
  spells and abilities as long as it is worn. She need not 
  make any saving throws against these effects; they 
  simply fail to affect her. 
   
  Aura: Strong; abjuration. 
   
  Activation: — 
  
   
  Source: Dungeon Master's Guide II 264 
   
  Rod of avoidance 
  Upon activating the rod, the wielder gains a +20 
  deflection bonus to Armor Class that lasts until the 
  beginning of his next action. The rod is usable three 
  times per day. 
   
  Aura: Strong; abjuration. 
   
  Activation: Standard 
   
  Source: Dungeon Master's Guide II 264 
   
  Scarab of Invulnerability 
  A scarab of invulnerability provides you with brief but 
  complete protection from all forms of damage. For 1 
  round after activating the scarab, you are immune to all 
  forms of damage (including ability damage), whether 
  from weapons, spells, psionic powers, poison, 
  environmental effects, or any other cause. The scarab 
  doesn't protect you from harmful effects that don't deal 
  damage. 
   
  A scarab of invulnerability functions once per day. 
  You must wear a scarab of invulnerability for 24 hours 
  before you can access its abilities. If it is taken off, it 
  becomes inactive until worn for an additional 24 hours. 
   
  Prerequisites: Craft Wondrous Item, iron body. 
   
  Aura: Strong; (DC 22) transmutation. 
   
  Activation: Swift (command) 
   
  Source: Magic Item Compendium 132 
   
  Swordbow 
  The magical swordbow takes the concept of the 
  elvencraft bow and does it one better. As the name 
  implies, the weapon can transform from a sword to a 
  bow (or vice versa) upon a mere thought by the wielder 
  (a free action). A wielder can even interchange bow 
  and sword attacks as part of the same full attack action. 
   
  In sword form, the weapon features a bowlike grip 
  and a pommel that resembles the curving tip of a bow. 
  The blade is often decorated with an arrow. In bow 
  form, the weapon is made of metal, and each half of the 
  bow's arc resembles a sword blade. 
   
  In either form, a swordbow has the same 
  enhancement bonus. A swordbow's enhancement 
  bonus can be improved as if improving two separate 
  weapons. A swordbow may have special abilities added 
  to it (such as flaming); such abilities cost twice the 
  normal amount and apply to both weapons if possible.  
   
  Great Swordbow: This weapon can change 
  between greatsword and composite longbow form. It is 
  favored by elf fighters.  
   
  Source: Races of the Wild 171 
   
  SPELLS 
   
  Castigate 
  Evocation [Sonic] 
  Level: Cleric 4, Paladin 4, Purification 4 
  Components: V 
  Casting Time: 1 standard action 
  Range 10 ft. 
  Area: 10-ft.-radius burst centered on you 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  This spell has no effect on creatures who cannot hear. 
  All creatures whose alignment differs from yours on 
  both the law-chaos and the good-evil axes take 1d4 
  points of damage per caster level (maximum 10d4). All 
  creatures whose alignment differs from yours on one 
  component take half damage, and this spell does not 
  deal damage to those who share your alignment. 
   
  A Fortitude saving throw reduces damage by half. 
   
  Source: Spell Compendium 44 
   
  Deific Vengeance 
  Conjuration (Summoning) 
  Level: Cleric 2, Purification 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half 
  Spell Resistance: Yes 
  This spell deals 1d6 points of damage per two caster 
  levels (maximum 5d6), or 1d6 points per caster level 
  (maximum 10d6) if the target is undead. 
   
  Source: Spell Compendium 62 
   
   
   
  VTF7-05 Underhandedness 
   
  Page 42 
  
  DM'S AID #1: MAP OF EASTERN DYVERS/WESTERN 
  GREYHAWK 
  b 
  c 
  d 
  a 
  h 
  e 
  VTF7-05 Underhandedness 
   
  Page 43 
   
  a 
  PCs arrive in Maraven and meet with Pinell and Oddfellow. 
  b 
  Location of the Just Desert (within screen spell). 
  c 
  Location where Mullen landed morning of Day 1 
  d 
  Mullen's camp end of Day 1. 
  e 
  Mullen's camp end of Day 2. 
  f 
  Mullen's camp end of Day 3. 
  g 
  Rendezvous point between Mullen and nobody. 
  h 
  Esmeralda's desired destination. 
  i 
  Esmeralda's teleportation mishap destination (about 45 miles) 
   
  g 
  i 
  f 
  
  VTF7-05 Underhandedness 
   
  Page 44 
  DM'S AID #2: MAP OF THE JUST DESERT 
   
   
   #  
  Sailor (the lowest numbers have drunk the elixir of reckoning)  
   B  
  The Jaundiced Barb (invisible) 
   J  
  The Jaundiced Barb (illusion) 
   P  
  Palaver 
   S  
  Slaad (APLs 12 and 14, invisible, flying, resting on mast) 
   C  
  Iron chest 
   
   
   2  
   3  
   4  
   5  
   6 
   J  
   P 
   B
   1  
   S  
   C
  
  DM'S AID #3: RENDEZVOUS POINT 
   
   
   
   
   
   
  Window (provides cover) 
   
  Wall (provides total cover) 
   
  VTF7-05 Underhandedness 
   
  Page 45 
  
  PLAYER HANDOUT 1 
  This letter is delivered to a member of the Alliance, the Pack, the Family, the Tears of Marid, the Brotherhood 
  of Bashaarat, the Dusk Lash, the Xanavade, or the Cour des Miracles after Encounter 1: The Proposition. 
   
  Friend, 
   
  I have seen the drawing, and your face is familiar to me as 
  one who shares my philosophy of rightful ownership. We 
  both are of the same side of the wheatsheaf. If you carry out 
  the task requested by Lord Herall, you aid me in 
  strengthening this wheatsheaf.  
   
  By now, I am sure we are both familiar with how one's aid is 
  oft reciprocated.  
   
  Sincerely, 
   
  A 
   
  VTF7-05 Underhandedness 
   
  Page 46 
  
  PLAYER HANDOUT 2 
  This map was drawn by Pinnel Farsight as a result of his communion with Istus. 
   
  VTF7-05 Underhandedness 
   
  Page 47 
  
  PLAYER HANDOUT 3 
  This letter is found among the personal effects in an iron chest. 
   
  Mullen, 
   
  Representatives of the Pomarj will meet you at a ruined 
  farmhouse about 50 miles south of where the Jaundiced 
  Barb will drop you off. Travel to a small hill between the 
  Selintan River and the Gnarley Forest. There is still an old 
  signpost that points to the river. The farmhouse is about 4 
  miles south of that signpost. The contingent will bring 2000 
  pieces of platinum in exchange for the package. I will contact 
  you after you return to Dyvers to collect my share. 
   
  Barnaby 
   
  VTF7-05 Underhandedness 
   
  Page 48 
  
  PLAYER HANDOUT 4 
  This is common knowledge for PCs who are members of the Pack, the Family, the Tears of Marid, the 
  Brotherhood of Bashaarat, the Dusk Lash, the Xanavade, or the Cour des Miracles. 
   
  Those who walk on the illegal side of life in the Velverdyva trade route are aware of the Alliance, a confluence 
  of criminal guilds within the city of Dyvers. In fact, some would say that the Alliance is the true power behind 
  Dyvers politics.  
   
  It behooves your organization to know who are members of the Alliance. The Alliance is a brutal and jealous 
  organization that maintains its reputation through fear and violence. Therefore, you are aware of some key 
  phrases that Alliance members may use in conversations in order to announce their affiliations. This 
  identification helps your colleagues know what are the best deals to offer.  
   
  While the phrases change from month to month, you are aware that an Alliance member may choose to 
  identify himself by incorporating into a conversation the following: Brother, boat, and blanket.  
   
  For example, one conversation may be: 
  “You thought the snows were bad in the forest? My brother spent time on a boat in the frozen wastes—well, a 
  ship, really. It was so cold that he needed a blanket for his blanket.”  
   
  Or… 
   
  “Say brother, could you spare a silver piece? I have just come off the boat from the Pale, and I wish to blanket 
  the infidels here with tales of the glory of my god.” 
   
  It is more important to include the terms sometime during the conversation so the other person picks up on it. 
  It is unnecessary to cram all three words into a single sentence. 
   
  Note: The Alliance functions on secrecy. It is never acceptable to “out” an Alliance member. Those who 
  have revealed the membership of Alliance members turn up dead in alleys with their tongues cut out—
  if they’re lucky. 
   
  VTF7-05 Underhandedness 
   
  Page 49 
  
  PLAYER HANDOUT 5 
  This is common knowledge for PCs who are members of the Alliance. 
   
  The Alliance operates in secrecy within Dyvers. Members of the Alliance may go a long time without seeing 
  another member. When they meet, they rarely speak freely, as there could be unwanted visitors. Two Alliance 
  members can announce their membership through the use of keywords in conversation. 
   
  While the phrases change from month to month, you are aware that an Alliance member may choose to 
  identify himself by incorporating into a conversation the following: Brother, boat, and blanket. Another 
  member of the Alliance may choose to identify himself by responding in a way that includes the following: 
  Statue, stout, and snout. 
   
  For example, one conversation may be: 
  “You thought the snows were bad in the forest? My brother spent time on a boat in the frozen wastes—well, a 
  ship, really. It was so cold that he needed a blanket for his blanket.”  
  “Imagine waking up as a short, stout statue. I couldn’t handle a fishing boat. Who wants fish snouts for 
  snacks?” 
   
  Or… 
   
  “Say brother, could you spare a silver piece? I have just come off the boat from the Pale, and I wish to blanket 
  the infidels here with tales of the glory of my god.” 
  “I won’t fall for your tricks! You’ll just shove your snout in some ale or a stout, you drunken bum. Why, I bet 
  you don’t even worship a god. Tell me, what direction do you face when kneeling before his statue? Prove your 
  faith, or you won’t see a single copper piece.” 
   
  For business purposes, members of friendly thieves’ guilds along the Velverdyva trade route (the Pack, the 
  Family, the Tears of Marid, the Brotherhood of Bashaarat, the Dusk Lash, the Xanavade, and the Cour des 
  Miracles) are aware of the first phrase used to identify members of the Alliance. This lets members of those 
  groups know that they are dealing with the true power of Dyvers. Since ambitious unaffiliated thugs try to do 
  business with these groups outside of Dyvers, the lack of a phrase tells the thieves’ guild that they are 
  approached by a rogue element that must be eliminated. 
   
  VTF7-05 Underhandedness 
   
  Page 50 
  
  VTF7-05 Underhandedness 
   
  Page 51 
  CRITICAL EVENTS SUMMARY 
   
  • 
  Did Captain Hammon raid the Greyhawk merchant vessel? 
  YES 
  NO 
   
  • 
  Did the Jaundiced Barb escape? 
  YES 
  NO 
   
  • 
  Was Esmeralda (or the token) handed over to House Siggoran? 
  YES 
  NO 
   
  Please visit http://living-dyvers.net/tabid/188/Default.aspx to enter these critical events.  
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Velverdyva Trade Route/597/Normal Scenarios/VTF7-05 - Underhandedness (APL 8-14)/VTF7-05 - Underhandedness.pdf