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 and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at brittfrey@gmail.com; for 
  LIVING GREYHAWK campaign questions, email rpgahq@wizards.com.  
   
  BDK5-03 
   
   
   
   
   
   
   
   
   
   
   
   
  The Secret Ingredient 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
   
  by Jeff Moore 
  Contributors: Casey Brown, Jason Covitz, Britt Frey, Rob Little 
  Playtesters: Laura Cowan, Michael Cowan, Aaron Jang, Greg Lind, Chris Sonneborn, Scott White 
  Reviewed by Chris Tulach 
   
   
   
  The Port of Alhaster has been locked down, causing hardship for the local Rhenee traders. A barge captain wants you to 
  recover cargo from his impounded vessel. Do you dare risk the ire of Prince Zeech to recover the man’s precious cargo? 
  A Bandit Kingdoms adventure set in Redhand for APLs 2-8. PCs that are “Banned from Redhand” may not play this 
  adventure. Part One of Breaking Up is Hard to Do. 
   
  
  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 DM (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 player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  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 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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table 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).  
   
  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.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up 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. 
  The Secret Ingredient 
   
  Page 2 
  
   
  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 1
  st-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 regional adventure, set in 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms pay one Time Unit per round, all others pay 
  two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 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 scenario. 
   
  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 Survival 
  check (DC 20), 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 Summary and 
  Background 
  Prince Zeech of Redhand has ordered the port of 
  Alhaster to be locked down and has barred the Rhenee 
  traders and smugglers from the docks. Many ships have 
  been impounded and several Rhenee crews have been 
  jailed. Also, a curfew is in effect in the Harbor District. 
  From one hour until the turn of the night (11 p.m.) until 
  dawn, anyone caught on the streets of the Harbor district 
  will be arrested and questioned by Elhilbor, Prince 
  Zeech’s Captain of the Secret Police. 
   
  Several months ago, the wizard Malthos Pe’handru 
  contracted with a Rhenee captain named Djivan to 
  deliver two ounces of starmetal that he will use in an 
  experiment. When Captain Djivan arrived in port, he was 
  arrested and locked up by Prince Zeech’s forces. Malthos 
  has become desperate for the starmetal; he does not have 
  time to wait for more to be located and delivered, so he 
  has sought to hire a group of adventurers to recover his 
  box from Captain Djivan’s impounded vessel.  
   
  If the party agrees to break into the port, they have 
  three options of entry: they can climb down the cliffs 
  outside the city and then make the swim into the port, 
  they can attempt to sneak in through the main gate of the 
  port itself, or they can use teleportation magic to bypass 
  the wall. Once into the port, the party should soon 
  discover that the boat they are on does not belong to 
  Malthos and that he has not yet paid for his cargo. When 
  the party returns to hand over the box, they can confront 
  Malthos with his deceitful behavior. Malthos will pay full 
  price for the starmetal and also pay a finders’ fee. Also, 
  should the party choose to, they can go into the city to 
  attempt to locate and rescue Captain Djivan.  
   
  Regional Warning 
  Please remember that things are different in the 
  Bandi  Kingdoms; heroes can be made, bought or 
  sold, all in the same day and all depending on the 
  situation and the price. The question isn’t ‘What is the 
  right thing to do?’ in a given situation, but rather 
  ‘What will be the ramifications o  any decisions I 
  make? Whose bad side do I not want to be on?’, and 
  ‘When will I need to call in a favor?’ Remember, 
  everything’s negotiable, and some things are more 
  negotiable than others. 
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  Introduction:  
  Chum Chowder 
  It’s a fine day in the southern Bandit Kingdoms as 
  you make your way south from Pomfrey. You were 
  almost tempted to v sit Morannon Keep during your 
  travels, but thought better of it after hearing tales 
  from the barflies at the Other Place tavern describing 
  the Baron as mad, ill-tempered, and generally not 
  pleasant company. 
   
  So you continued south and found yourselves 
  walking towards the white-washed city of Alhaster. 
  Just outside of the city, you came across a two-story 
  wooden building with a sign proclaiming it to be The 
  Merry Dolph n. Not wanting to wait in line with the 
  common folk entering the city for market day, the 
  tavern was a good place to wait for the morning 
  The Secret Ingredient 
   
  Page 3 
  
  crowds to thin out. Upon entering the tavern, you 
  were surrounded with the sme  of fish roasting over 
  a spit. The innkeeper was busy pouring ales for the 
  few patrons, but managed to grunt a welcome to your 
  group as you entered. A lively young girl no more 
  than twelve rushed about table-to-table delivering 
  food.  
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  As she dropped off her last platter, she motioned 
  for you to take a seat at a table near the far corner of 
  the room. With a hint of a grin she mentioned that 
  the roast fish would be ready soon, but that the chum 
  chowder was ready now. She takes your orders and 
  then scampers off to the kitchens. 
   
  The PCs should take this opportunity to introduce 
  themselves to each other. Ask each player if their PC 
  belongs to any BK meta-orgs and, if so, which one(s) 
  (have them write this information on slips of paper to 
  maintain secrecy). Also, find out if anyone is Wanted by 
  the Church of Iuz (Malcontent or higher). 
   
  Midway through your meal, you are interrupted by a 
  middle aged Rhenee man dressed in simple clothes. 
  “Excuse me for the disturbance, but might you be 
  adventurers?” Maybe it’s your armor, maybe it’s your 
  boots, but you real ze that you definitely don’t look 
  like locals.  
  The wizard Malthos Pe’handru is using magical means to 
  appear as a Rhenee captain when he approaches the party 
  (hat of disguise). He is secretly an Inner Circle member 
  of the Hellstone Tower meta-org. Malthos does not speak 
  Rhopan; however, he has cast tongues to help with his 
  disguise. If questioned in any reasonable language (Old 
  Oeridian, Flan, Rhopan, etc.), he will reply in the same 
  language. If questioned in an exotic language (Infernal, 
  Draconic, etc.), he will pretend to not have understood 
  (Bluff +0). 
   
  Secretly roll a Spot check for all the PCs, DC 25, to 
  notice the disguise. Characters that are members of either 
  the Red Planks or Hellstone Tower meta-organizations 
  receive a +2 Circumstance bonus to their Spot check. If a 
  member of Hellstone Tower recognizes him, pull that 
  player aside and advise them that Malthos is an Inner 
  Circle member and that blowing his cover would be 
  considered “bad form”. Unless the PC is also in disguise, 
  Malthos will automatically recognize any members of the 
  Hellstone Tower meta-org and will treat them fairly, even 
  if they do not recognize him. 
   
  Remember, if the party wishes to use the Sense 
  Motive skill, you, the DM, should roll for them behind a 
  screen. For each of Malthos’ bluffs, roll a new Bluff 
  check. Malthos is a bad bluffer; don’t be afraid to 
  accidentally spill the beans. 
   
  Allow the party to respond.  
  “Oh! Where are my manners? My name is Malthos, 
  pleased to meet you,” he says, as he moves around the 
  table, greeting each of you with a hearty hand-shake. 
  (True) 
   
  “I’ve got a bit of a problem. I’m sure that you’ve 
  heard by now that the Port has been bottled up, and 
  many boats, my barge Midge’s Kiss included, have 
  been impounded. My crew and I are stuck until we 
  can come up with enough money to bribe the guards 
  to et us go on our way. The only hope I’ve got is to 
  recover some cargo from my barge and then sell it as 
  planned here n Alhaster. Do you think you can help 
  me?” (false, Bluff +0) 
    
  If the party agrees: 
  Glad to hear it, I’m getting mighty tired of being land 
  bound. As you can well guess, I’m low on coin, but 
  perhaps we can arrange some alternate forms of 
  payment once Midge’s Kiss is free. There is a small 
  wooden box no more than a foot on each side located 
  in my locker on the barge. If you can bring that box 
  back to me, I’ll be able to complete my largest 
  contract here in town and get my barge out.” (partially 
  true, Bluff +5) 
  How do we get to your barge if the Port is locked down? 
  “I know of two ways to get to my barge, but it is up to 
  you to decide what you feel best suited for. You could 
  either attempt to come in by land and sneak through 
  the port, or you could come in by the Nyr Dyv and 
  swim up to the barge. Either way, don’t let the guards 
  spo  you! They will call for help and I’m sure that you 
  will be seriously out numbered. I’ll be waiting for you 
  here at mid-day tomorrow to see if you’ve recovered 
  the box yet.” (true) 
   
  Where is the barge located? 
  “The last time I saw Midge’s Kiss, when it was 
  impounded, it was near the back of the port, near the 
  Harbormaster’s office, and tied up to the next to last 
  pier.” (true) 
   
  What kind of resistance should we expect? 
  “Wel , who knows what is swimming in the Nyr Dyv
  but I do know that there are hobgobl n guards in the 
  city patrolling everywhere. Getting arrested would be 
  bad.” (true) 
   
  What’s to prevent us from keeping the box and selling 
  the contents? 
  “Should you do that, I will be very upset. Plus, you 
  won’t surv ve opening the box.” 
  The Secret Ingredient 
   
  Page 4 
  
   
  If the party spots the disguise, or catches Malthos 
  bluffing and calls him out on it:  
  “Ah, I see the ruse is up. I’m sorry for the deception, 
  but I am getting desperate for the delivery of that 
  box. It contains some rare reagents and components I 
  need to complete a time sensitive experiment. I’ve 
  already paid for them but, since the barge has been 
  impounded, I’m left without my cargo and my 
  deadl ne is soon approaching.” (partially true, he has 
  not yet paid Djivan for the box’s delivery; Bluff +5)  
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  “Two years o  work will be thrown away if I don’t 
  have those reagents within the day! I loathe doing 
  this, and paying twice, but I’ll offer each of you 100 
  gold skulls to recover the box and bring it back to me 
  here, payable upon del very.” (partially true, he will try 
  to avoid having to pay the party if he can; Bluff +5) 
   
  If the party questions Malthos about his true ownership 
  of the box: 
  “Oh, very well. I agreed to pay Captain Djivan 
  2000 gold skulls to retrieve the reagents but he 
  went and got himself arrested before he could 
  deliver my cargo. I shall pay a finder’s fee of 
  100 gold skulls to each of you if you can 
  deliver my box to me, but not a copper more. 
  Upon delivery of the box, I trust you will deliver 
  my payment to Captain Djivan?” (true) 
  What experiment are you doing? 
  “There is an astrological event that happens in two 
  weeks, and I’m not certain when it will happen again
  if ever, within my lifetime.” (true) 
   
  Are you a wizard? 
  “Let’s not talk about such things in public.” 
   
  Why don’t you just teleport to the docks and recover the 
  box yourself? 
  Malthos leans close, and whispers, “Prince Zeech has 
  wizards wandering around the docks. They’re using 
  some new spell that detects teleportation magic. If I 
  teleport to the vessel, they will be alerted, the guards 
  will be called, and I’ll be lucky to escape alive! On top
  of that, I don’t know where in his cabin he made have
  hid my box!” (true) 
   
  Why don’t you scry the box’s location? 
  “All that I have been able to determine is that the box 
  is somewhere dark.” (true) 
   
  If the party questions Malthos about Djivan’s location: 
  “I have determined that he is being held in an empty 
  warehouse in the Harbor District. That has been the 
  fate of many Rhenee lately. If you return my box to 
  me, I will tell you which warehouse he is being held 
  in. That way, you can both rescue h m and deliver to 
  him my payment of 2000 gold skulls.” (true) 
   
  Why don’t you rescue him? 
  “I am not in the hero business. Besides, even if I were 
  to rescue him, I would still have no way o  recovering
  my box. He certainly could not go near the docks 
  without being arrested again.” (true) 
   
  Development: The PCs may very well decide to go 
  rescue Djivan immediately, to verify Malthos’ story. If so, 
  proceed to Encounter Eight. If the Party decides to sneak 
  through the port, go to Encounter One. If the party 
  decides to swim the Nyr Dyv, skip to Encounter Four. 
   
  Malthos 
  Pe’handru: 
  hp 
  52, 
  Male 
  human 
  Conj5/MAO3/Way1, Bluff +0; see Appendix II. 
   
  Encounter One:  
  One, If By Land 
  Only follow Encounter One if the party decides to sneak 
  through the port, or returns with a pass.  
   
  If the party decides to explore the Harbor District 
  after the curfew, they will quickly trip a silent alarm spell 
  that the Hobgoblin Gate Patrol wizards have strewn 
  about the district’s intersections. A Hobgoblin Gate 
  Patrol will arrive in 10 rounds (see Appendix II). Allow 
  the PCs to flee as they hear the patrol coming. If they do 
  not flee, allow them 5 rounds to prepare, as they hear the 
  guards hustling towards them. If the PCs flee and then 
  return again the same night, they once again trigger 
  another alarm spell. This time, the hobgoblin wizards 
  dimension door the patrol to the middle of the nearest 
  intersection (assume it to be 60 ft. away from the PCs) 
  and attempt to capture/kill the PCs. See tactics below. 
   
  Note: The Hobgoblin Gate Patrol at the Port Gate is an 
  untiered encounter. Try to give the impression that they 
  are big butch burly hobs who can easily summon 
  reinforcements before letting the party engage them.  
   
  Hiding yoursel  in the crowd of market day shoppers, 
  you’ve managed to enter the city of Alhaster 
  unmolested. One of the first things you noticed is the 
  large number of patrols walk ng the promenades and 
  city streets. Some are human, but many more are 
  composed of hobgoblins.  
  The Secret Ingredient 
   
  Page 5 
  
   
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  Using stealth and some luck, your party manages 
  to avoid the two patrols that wander near you in the 
  crowds. As you near the port the crowd begins to 
  thin. Peering around buildings, and trying to avoid 
  notice, you see your goal in sight. The port has been 
  secured with a white-washed wooden wall nearly 
  fifteen feet high. There is a walkway on the top and 
  heavily armed and armored guards patrol it 
  wandering back and forth. It is tall enough to prevent 
  being able to look into the port even if you were on a 
  nearby warehouse roof. 
   
  A large number of fliers have been nailed to the 
  wall’s surface. Some appear to be Wanted by the 
  Church of Iuz posters, whi e others appear to be 
  copies of Prince Zeech’s announcement of the port 
  closure. 
   
  Give them Player’s Handout 1. Advise the PCs that if they 
  are a Malcontent or higher, they notice a Wanted poster 
  with their picture on it. Refer to the BKMG Wanted by 
  the Church of Iuz section for how much of a reward is 
  promised. 
  A single gate large enough for a wagon, currently 
  closed, is being watched by a group of hobgobl n 
  soldiers, some of whom are in robes. A set of stairs 
  next to the gate leads up to the walkway. Assaulting 
  the gate would be noisy and dangerous, but perhaps 
  the locals know other ways into the port.  
    
  The party may make a Gather Information Check, DCs 
  listed below, which takes 1d4+1 hours. Red Planks or 
  Brotherhood of the Sundered Axe PCs gain a +2 
  Circumstance bonus to this check: 
   
  DC 5 It’s market day, lots of thieves about, hence the 
  guards. 
   
  DC 8 There’s a curfew in effect for the Harbor District, 
  one hour before the turn of the night. 
  Anyone caught in the Harbor District streets 
  after the curfew is arrested.  
  DC 10 
  The port has been closed for over a month 
  now. Near as I can reckon, you can count on a 
  patrol coming by about four times an hour. 
  You have to have a pass to get past the gate 
  guards. 
  DC 15 
  There is a candle maker named Nebrik who 
  supposedly “acquires” passes for sale. He can 
  be found in his shop on Calway Square.  
  DC 20 
  Rumor has it that the Prince closed the port 
  to help speed up construction of new vessels 
  for his fleet. 
  DC 25 
  Prince Zeech has some wizards patrolling the 
  docks who can detect teleportation magic.  
   
  Also, the PCs may choose to call in a favor to get passes. 
  Any PC who is a member of the Army of the Warfields, 
  the Brotherhood of the Sundered Axe or a citizen of the 
  Western Reaches may spend 1 Influence Point to obtain 
  up to six authentic port passes. This takes 1d4+1 hours. 
  Alternatively, any PC may spend 2 Influence Points with 
  either the Army of the Warfields, the Brotherhood of the 
  Sundered Axe, or the Western Reaches to obtain 6 
  authentic port passes. This takes 2d4+2 hours. The Red 
  Planks are being watched much too closely to be able to 
  help the PCs at this time. 
   
  Forging a pass: Some parties may wish to attempt to use 
  the Forgery skill to create their own passes. If they have 
  seen an example of the Port Pass (from another 
  adventure), then they receive a +8 bonus to their check. 
   
  When the party approaches the gate: 
  The closed wooden gate is reinforced with iron. Five 
  hobgoblins in the livery of Prince Zeech are visible; 
  three are in armor, two in robes. Two of the armored 
  hobgobl ns are standing n front of the closed gate 
  armed with clubs and the other three are eating at a 
  nearby table. The sergeant is busy chewing on a 
  thighbone of sorts and grunts n your direction from 
  his seat at the table. One of the club wielding 
  hobgobl ns approaches your group, a grizzled veteran 
  of many battles, and looks at your group careful y. In 
  guttural common he warns you “Best move along now 
  before I have to crack some skulls in!” 
   
  If any of the PCs is Wanted by the Church of Iuz, 
  Malcontent or higher, give the guard a Spot check versus 
  the PC’s Disguise (if any). If a guard successfully 
  recognizes a Wanted PC, he will immediately shout out 
  to his companions, who will attempt to capture 
  (Malcontents) or kill (Insurgents and higher) the PCs for 
  the rewards listed in the BKMG. See below for tactics. 
   
  We have a pass! 
  “Oh you have a pass do you? Hand them over and let 
  me see them.”  
  Give the hobgoblin corporal a Forgery check at +5 to 
  recognize any forged passes as fakes (he gets to examine 
  each pass). If the party acquired passes from Nebrik, he 
  was able to Take 10 on his Forgery checks, thus making 
  his forged passes noticeable only with a Forgery check of 
  32 (in other words, the guard can never detect a forged 
  pass from Nebrik).  
   
  If the hobgoblin corporal recognizes any passes as 
  fakes, he immediately calls out to his sergeant and the 
  gate patrol attempts to arrest the PCs. See tactics below. 
  The Secret Ingredient 
   
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  The Hobgoblin quickly peruses each pass and hands 
  them back to you. “Seems that you do have a pass. 
  Head on in, but make sure you don’t lose those 
  papers. I might forget that I let you in on your way 
  out!” With that last remark the hobgoblins break into 
  a deep rolling laugh er as they unbar and open the 
  gate. 
  Development: Parties that learned of Nebrik’s shop may 
  proceed to Encounter Two. Parties that present passes to 
  the gate guards or who use teleportation magic to bypass 
  the wall may proceed to Encounter Three. Anyone who 
  mentions the “Hobgoblin Liberation Front” (“HLF” for 
  short) to the hobgoblin gate guards will NOT be allowed 
  to enter the port without succeeding at a Diplomacy 
  check, DC 25, pass or no pass. These hobgoblins love 
  working for Prince Zeech. If the party was not able to 
  acquire passes, or angered the gate guards, they may 
  instead proceed to Encounter Four. Alternatively, if the 
  PCs decide to free Djivan, proceed to Encounter Eight. 
   
  All APLs (EL 12)
  Hobgoblin Gate Patrol: see Appendix II.  
   
  Tactics: If engaged, the hobgoblins fight mercilessly. 
  They know that the Prince has resources enough to 
  question dead bodies, if he so chooses. The guards will 
  also shout for help, and another squad arrives in 10 
  rounds, identical to the one detailed above. Identical 
  squads arrive every 10 rounds until the party retreats or 
  are killed. If the PCs survive and retreat, they should 
  probably leave the city to let things cool off. Proceed to 
  Encounter 5. 
   
  Development: If at any time the PCs are captured by the 
  Hobgoblin Gate Patrol, they are fined 1000 gp and 
  consigned to the docks for 8 TUs working on His Grace’s 
  fleet. The PC is also branded on their right palm as a 
  Criminal of Redhand. If the PC can not pay the fine, they 
  serve an additional TU per 200 gp unpaid (they may not 
  pay to lower the TU cost). If the PC has Influence with 
  Prince Zeech, they may reduce the TU cost of being 
  captured by half by spending the Influence Point. If they 
  have the Citation of Redhand, they are not fined or 
  imprisoned, nor do they receive the brand, but the 
  Citation is considered spent. 
   
  Encounter Two: There’s 
  Something In The Cellar! 
  Entering Calway Square, you quickly spot Nebrik’s 
  shop between a butcher’s and a tailor’s. The build ng 
  is painted in a faded green that is chipping badly. As 
  you pass the threshold of the shop, a bizarre mixture 
  of cinnamon, rose, lavender, and other smells that 
  you do not recognize, assaults your nose. The odor is 
  rather pleasant compared to that of the Harbor 
  District.  
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  A small wizened gnome pokes his head over the 
  counter and greets you, “Ah, customers! I knew that 
  this market day would bring me good fortune. I am 
  Nebrik, proprietor of this shop and alchemist n 
  residence. What is it that you seek? A nice taper for 
  reading, perhaps some incense to soothe you to sleep, 
  or an entire set of my aromatic candles? I have all of 
  them quite ready and available.” 
   
  We are here to get a pass: 
  As soon as you are finished speaking, Nebrik’s eyes 
  focus and he coughs to clear his throat. “I’m not sure 
  that I heard you properly. There is quite a bit of noise 
  outs de, i  you wou d be so k nd as to shut the door so
  I can hear you better and then repeat that last part.”  
   
  When the party closes the door: 
  Nebrik scratches his head and grins. “Well, folks, 
  you’ve come to the right place! Today I’ve got a 
  special offer. You look like the adventuring sort, and 
  I’m in need of some muscle. I had a project go awry 
  last week and I’ve been chased out of my cellar by 
  vermin. Creepy, crawling, flying, biting vermin, and 
  it gives me the willies just think ng about trying to 
  clean it out! Get rid of those pests and I’ll give each of 
  you a pass.”  
   
  What kind of vermin are in your cellar? 
  APL 2, “Rats! Lots and lots of rats!”
  APL 4, “Centipedes! Lots and lots of them!”
  APLs 6 and 8, “Wasps! Lots and lots of wasps!”
   
  If the party agrees to help: 
  Nebrik leads you to a trap door near the rear of his 
  shop and you see beads of sweat start to pour from his 
  head. “Can you hear them down there?” Nebrik then 
  shudders and writhes as if brushing off invisible pests 
  from his body.  
   
  “I’m going to go hide by my kettle. Let me know 
  when it is safe to come out! Oh, and please don’t set 
  my shop on fire!” Nebrik then takes out an old pot 
  and puts it on his head, gathers up a broom for 
  defense, and cl mbs into his kettle ooking warily at 
  the floor. 
    
  Allow the party to make any preparations that they wish 
  to make before continuing. Nebrik has 20 flasks of acid 
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  Page 7 
  
  for sale. If the PCs use them in the fight, they must pay 
  for them. 
   
  Opening the trap door reveals a set of stairs that lead 
  down about ten feet before opening into a dimly t 
  room. You can barely make out that the cellar appears 
  to be roughly thirty feet on a side and strewn with 
  boxes and shelves. Quick to attract your attention is 
  the sudden eruption of Nebrik’s vermin problem! 
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  Nebrik: Male gnome Rog6, Forgery +14 (+22 for Port 
  Passes).  
   
  APL 2 (EL 4) 
  Rat Swarms (2): hp 13, 13; see Monster Manual page 239.  
   
  APL 4 (EL 6) 
  Centipede Swarms (2): hp 31, 31; see Monster Manual 
  page 238. 
   
  APL 6 (EL 8) 
  Hellwasp Swarm: hp 93; see Monster Manual page 238. 
   
  APL 8 (EL 10) 
  Hellwasp Swarms (2): hp 93, 93; see Monster Manual 
  page 238. 
   
   
  Tactics: The swarms start out in the middle of the cellar, 
  and try to exit the cellar once the trapdoor is opened. 
  They do not exit Nebrik’s shop until dispersed. Nebrik 
  has total cover in his kettle, so the party should not be too 
  worried about him. 
   
  At APLs 2 and 4, the swarms attempt to climb the 
  stairs (and are not squeezed due to the swarms’ shapeable 
  nature). At APLs 6 and 8, the hellwasp swarm(s) attempts 
  to fly out of the cellar to engage the PCs (they have a 
  “good” fly maneuverability rating per the Monster 
  Manual errata).  
   
  Development: If any of the swarms makes it up into 
  Nebrik’s shop, and remain there for twenty rounds or 
  more, OR if the PCs blast the shop or cellar with 5 or 
  more bottles of alchemist’s fire, or fire spells of 3
  rd level or 
  higher, then the shop is wrecked, and Nebrik does NOT 
  reward the PCs with a gate pass. If unable to procure 
  passes, they may proceed instead to Encounter Four or to 
  Encounter Eight if they wish to attempt to rescue Djivan. 
   
  If the PCs successfully prevented the vermin from 
  destroying the shop, continue with the following: 
  As the sounds of battle fade, you hear Nebrik’s faint 
  voice cry out, “Is it safe to come out yet?”  
   
  Nebrik is still shuddering in his kettle and sighs 
  with relief when he discovers that you were 
  victorious. “I’ll get right on those passes; it will just 
  take me a moment.” Nebrik carefully hops out of his 
  kettle and moves quickly over to his desk and starts 
  shuffling through some papers. After a moment he 
  finds the set that he was searching for, dips his pen 
  into ink, and begins to wri e. Fifteen minutes later he 
  finishes his work and hops down from the desk. 
  “Here you go! Passes to the port for each of you. If 
  you ever need any candles, I’ve got some good ones I 
  can sell you!” 
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  Development: The PCs may return to the gate guards 
  (Encounter One) with their new passes.  
   
  Encounter Three: 
  Pier Pressure 
  If the PCs attempt to enter the open dock area via 
  teleportation magic, during day or night, they have a 50% 
  chance that they fall foul of the wandering mages’ 
  anticipate teleportation (see Appendix I). If this is the 
  case, the detecting wizard immediately shouts out 
  “Incoming!” in Goblin (which the PC’s can’t hear because 
  they are in a delayed teleport), and prepares to delay the 
  PCs until a Hobgoblin Gate Patrol team can arrive. Five 
  rounds after the hobgoblin wizard shouts out, the PCs 
  will be able to hear the hobgoblin patrol team coming for 
  them. The Patrol arrives 10 rounds after the wizard’s alert.  
   
  All APLs (EL 12)
  Hobgoblin Gate Patrol: see Appendix II. 
   
  Tactics: If engaged, the hobgoblins fight mercilessly. 
  They know that the Prince has resources enough to 
  question dead bodies, if he so chooses. The guards will 
  also shout for help, and another squad arrives in 10 
  rounds, identical to the one detailed above. Identical 
  squads arrive every 10 rounds until the party retreats or 
  are killed. If the PCs survive and retreat, they should 
  probably leave the city to let things cool off. Proceed to 
  Encounter 5. 
   
  Read the following if the PCs entered the docks via the 
  gates or successfully teleported into the docks (were not 
  detected or teleported directly into an impounded vessel, 
  etc): 
  Crossing through the port, you can tell with a glance 
  that many of the vessels appear to have been 
  ransacked and have seen little maintenance in the 
  past weeks. There also appears to be a half-dozen of 
  the Prince’s warships being overhauled, their crews 
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  Page 8 
  
  busily refurbish ng the vessels in their berths. You 
  also note several robed hobgoblins, wandering the 
  docks. 
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  Scanning quickly for a barge that fits the 
  descrip ion of “Midge’s Kiss”, you end up walking 
  across most of the port. Just before you step onto the 
  last pier, a pair of unkempt hobgobl ns step out of the 
  Harbormaster’s office some twenty feet ahead, 
  blocking your path. The smaller of the two exclaims, 
  “Look here boss, we’ve got trespassers!” They are not 
  wearing any of the insignias of Alhaster, Redhand, or 
  Prince Zeech. 
   
  If the PCs think quickly they can avoid a fight by using 
  Diplomacy or Intimidate to get past the guards. The PCs 
  have one round to talk before the guards become bored 
  and attack. They do not care if the PCs have a pass or not 
  as they are no longer members of Prince Zeech’s forces 
  (people just tend to assume that they are since they are 
  hobgoblins, a fact they are very much aware of and have 
  been using to exploit some graft from local merchants).  
   
  The guards are “hostile”, so the Diplomacy DC is 35 
  to get them to be friendly enough to let the PCs past 
  (remember to modify a PC’s Diplomacy check by -10 for 
  only having one round to present their case). Mentioning 
  the Hobgoblin Liberation Front results in a +10 
  Circumstance bonus to the Diplomacy check as these 
  hobgoblins were discharged from Prince Zeech’s forces 
  for not following orders. Their only friend left in the city 
  is an old hobgoblin cleric of Iuz (the one who cast spikes 
  for the bruiser). 
   
  If the PCs attempt to Intimidate the hobgoblins, 
  refer to page 76 of the Players Handbook. Remember to 
  modify the PC’s Intimidate check by -10 for only having 
  one round in which to attempt to get the guards to back 
  down.  
   
  Note: PCs may be wary of using magic openly during the 
  fight. Feel free to prey upon these fears, with spectators 
  working on Zeech’s vessels cheering for large or flashy 
  displays (glitterdust, fireball, etc). Regardless, all of the 
  spectators have better things to do than reporting 
  spellcasters to Zeech’s guards. For the duration of the 
  fight, the wandering hobgoblin mages are not in visual 
  range of the fight. 
   
  APL 2 (EL 4) 
  Hobgoblin bruiser: Male hobgoblin Bbn1/Ftr2, hp 33; 
  see Appendix II. 
  Hobgoblin thug: Male hobgoblin Rog1, hp 6; see 
  Appendix II. 
   
  APL 4 (EL 6) 
  Hobgoblin bruiser: Male hobgoblin Bbn1/Ftr4, hp 51; 
  see Appendix II. 
  Hobgoblin thug: Male hobgoblin Rog3, hp 21; see 
  appendix II. 
   
  APL 6 (EL 8) 
  Hobgoblin bruiser: Male hobgoblin Bbn1/Ftr6, hp 76; 
  see Appendix II. 
  Hobgoblin thug: Male hobgoblin Rog5, hp 33; see 
  Appendix II. 
    
  APL 8 (EL 10) 
  Hobgoblin bruiser: Male hobgoblin Bbn1/Ftr8, hp 96; 
  see Appendix II. 
  Hobgoblin thug: Male hobgoblin Rog7, hp 45; see 
  Appendix II. 
   
  Tactics: The hobgoblins fight as a team, setting up flanks 
  and trying to take down lightly armored PCs first. They 
  will not cry out for help as they know they will be in big 
  trouble if caught by the Hobgoblin Gate Patrol.  
   
   
  Treasure:  
   
  APL 2–loot (347 gp) 
   
  APL 4–loot (209 gp), cloak of resistance +1 (83 gp), 
  +1 shortsword (193 gp) 
   
  APL 6–loot (33 gp), spiked +1 fullplate (225 gp), +1 
  heavy wooden shield (96 gp), cloak of resistance +1 (83 
  gp), +1 chainshirt (104 gp), +1 shortsword (193 gp), cloak 
  of resistance +1 (83 gp) 
   
  APL 8–loot (33 gp), spiked +1 fullplate (225 gp), +1 
  heavy wooden shield (96 gp), cloak of resistance +2 (333 
  gp), gauntlets of ogre power (333 gp), +1 chainshirt (104 
  gp), +1 shortsword (193 gp), cloak of resistance +1 (83 gp), 
  ring of protection +1 (167 gp), brooch of shielding (125 
  gp) 
   
  Development: If the PCs defeat the duo, the 
  Harbormaster (Delmer Hardnette, a portly, middle-aged 
  human male) encourages them to drag the bodies into his 
  office to loot them. The Harbormaster is very grateful, as 
  the pair was harassing him, but he still insists on the 
  party giving him a cut of the spoils, and he does so right 
  before the Hobgoblin Gate Patrol arrives, to put the 
  squeeze on (100 gp, non-negotiable).  
   
  A Hobgoblin Gate Patrol will arrive 20 rounds after 
  the fight breaks out to question the PCs, but the 
  Harbormaster, if paid off, will vouch for the PCs even if 
  they don’t have passes. They may proceed to Encounter 
  Five.  
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  If the PCs refused to pay off the Harbormaster, he 
  orders the patrol to arrest the PCs. See Encounter One 
  for Hobgoblin Gate Patrol composition and tactics. 
   
  If defeated by the duo, surviving PCs may retreat and 
  go to Encounter Four or Eight. PCs left behind are 
  stripped of all of their gear before their bodies are 
  dumped into the harbor. The PC is removed from play 
  (eaten by sharks). 
   
  Encounter Four:  
  Two, If By Sea 
  Melting away into the wilderness, you manage to 
  skirt Alhaster’s outskirts towards the coast without 
  being noticed. However, that s only part of the task. 
  A path to the Nyr Dyv needs to be found. One that 
  will keep you safe from the prying eyes that are 
  plentiful in these parts. The last thing you need is to 
  be discovered while sneaking towards the port.  
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  A Survival check, DC 15, is required to find a good path 
  to the cliffs. If the party succeeds, the cliff is 10ft per APL 
  in height. If the party fails, then the Cliff is 20 feet higher 
  (Example: An APL 6 Party that fails the Survival check 
  needs to climb down an 80-foot cliff). The PCs may not 
  try again, as they are unaware that they missed a better 
  path to the cliff edge. 
   
  Two hours of hard travel later, you break through 
  some underbrush and creep up on the edge of a cliff. 
  A brisk breeze is flowing off the Nyr Dyv rustling 
  through your clothing. Peering over the cliff, it is 
  higher than you had hoped, and the water looks cold 
  indeed. White capped waves break against the base of 
  the cliff causing a thundering roar to inundate the air.  
   
  To climb down the cliff unaided requires a DC 25 Climb 
  check for each move action required to get down the cliff 
  (PCs climb at ¼ their movement rate unless climbing at 
  an accelerated pace. See page 69 of the PHB). Modify for 
  rope use and climbing kits as normal.  
   
  Falling into the water: See Dungeon Masters Guide 
  page 303. A PC knocked unconscious by the rocks or the 
  fall drowns in two rounds (unconscious PCs may not 
  hold their breath). A PC sinks 10 ft./round per every 100 
  lbs. of gear they were carrying. The water below the cliff 
  is 100 ft. deep.  
   
  Cliff Diving: A PC may choose to dive off the top of the 
  cliff and into the water below. A Jump check DC 15, 
  reduces the effective height of the cliff by 10 ft. In 
  addition, a PC may use the Tumble or Swim skills to dive 
  safely into the water: DC 15 for cliffs 40 ft. or less in 
  height, DC 20 for cliffs 50 to 90 ft. in height, and DC 25 
  for cliffs 100 ft. or higher. Should the PC fail, refer to 
  Dungeon Masters Guide page 303. 
   
  The cliff face has some natural weaknesses, and in effect 
  acts like a falling rock trap. The EL has been increased by 
  +2 due to the possibility of falling off the cliff and into 
  the water below Remember, a climbing PC may not use a 
  shield, and they lose their Dexterity bonus to their armor 
  class. Also, when a climbing PC takes damage, they must 
  make a Climb check to not fall.  
   
  If the party spots the trap, they can easily avoid it by 
  moving to a different section of cliff. If the trap is not 
  disabled or set off then they will not get experience for 
  avoiding it. Their reward is more resources for the rest of 
  the adventure.  
    
  APL 2 (EL 4) 
  Rocks from Above Trap: CR 2; mechanical; touch 
  trigger; repair reset; Atk +12 melee (2d6, Rocks); Search 
  (DC 20); Disable Device (DC 20). 
   
  Tactics: The second person to touch the cliff wall 10 feet 
  down sets off the Rocks from Above Trap. If the rocks 
  miss the second PC, they continue falling and may hit 
  the first PC unless that PC is not below the PC who set 
  the trap off. The Trap can be seen and disarmed from the 
  Cliff Top. 
   
  APL 4 (EL 6) 
  Collapsing Cliff Trap: CR 4 mechanical; touch trigger 
  (attached); no reset; Atk +15 melee (6d6, Rocks); Search 
  (DC 20); Disable Device (DC 24). 
   
  Tactics: The second person to touch the cliff wall 20 feet 
  down sets off the Collapsing Cliff Trap. If the rocks miss 
  the second PC, they continue falling and may hit the first 
  PC unless that PC is not below the PC who set the trap 
  off.  
   
  APL 6 (EL 8) 
  Built to Collapse Cliff Trap: CR 6 mechanical; 
  proximity trigger; no reset; Atk +20 melee (8d6, Rocks); 
  Search (DC 14); Disable Device (DC 16). 
   
  Tactics: The second person to pass the cliff wall 20 feet 
  down sets off the Built to Collapse Cliff Trap. If the rocks 
  miss the second PC, they continue falling and may hit 
  the first PC unless that PC is not below the PC who set 
  the trap off.  
  The Secret Ingredient 
   
  Page 10 
  
   
  APL 8 (EL10) 
  Built to Collapse Cliff Trap: CR 6 mechanical; 
  proximity trigger; no reset; Atk +20 melee (8d6, Rocks); 
  Search (DC 14); Disable Device (DC 16). 
   
  Tactics: The first person to pass the cliff wall 40 feet 
  down sets off the Built to Collapse Cliff Trap.  
   
  Built to Collapse Cliff Trap: CR 6 mechanical; 
  proximity trigger; no reset; Atk +20 melee (8d6, Rocks); 
  Search (DC 14); Disable Device (DC 16). 
  Tactics: The second person to pass the cliff wall 20 feet 
  down sets off the Built to Collapse Cliff Trap. If the rocks 
  miss the second PC, they continue falling and may hit 
  the first PC unless that PC is not below the PC who set 
  the trap off.  
    
  Having survived the perilous climb down to the Nyr 
  Dyv, you now only have to swim around the cl ff and 
  into the port to reach the piers at the back. The water 
  is cold and rough, but it is probably safer than trying 
  to walk in through the front gate.  
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  Development: In order to swim the distance to the port, 
  each swimming PC must be able to Take 10 to make a DC 
  10 Swim check. A DC 6 Swim check allows the PC to stay 
  afloat. If the PC thinks to use a wooden weapon, shield, 
  or other object as a floatation device, the PC receives a +2 
  Circumstance bonus for their Swim check, but they are 
  considered Prone. A swimming PC may use their 
  Strength score to drag other floating PCs through the 
  water (up to double the character’s Heavy Load). Proceed 
  to Encounter Five.  
   
  If the party finds it too difficult to swim, they may 
  try to climb back up the cliff face and return to Alhaster. 
  Proceed to Encounter One or Eight.  
   
  Encounter Five: We’re Going 
  to Need a (Bigger) Boat! 
  After the party has begun to cross over to the port read 
  the following:  
  Braving the unforgiving water, you begin the swim 
  into the port. Nearly a third of the way there, you spy 
  the dorsal fin of some aquatic animal breaking the 
  surface nearby, and then disappearing again under 
  the Nyr Dyv.  
   
  Refer to pages 92 and 93 of the DMG for rules on 
  underwater combat.  
   
  The shark at APLs 2 and 4 starts with an attitude of 
  “Unfriendly” for purposes of the Wild Empathy class 
  feature (it becomes “Hostile” right before it attacks, 
  having picked its target). Remember to modify a PC’s 
  Wild Empathy check by -10 for only having one round to 
  stop the shark from attacking. A PC who successfully 
  alters the shark’s attitude to “Indifferent” or higher will 
  not be attacked by the shark, but their companions still 
  will. A PC who manages to make the shark “Friendly” will 
  dissuade the shark from attacking and will be given a ride 
  to the docks. The EL has been increased to reflect the 
  danger of fighting in deep water. 
    
  APL 2 (EL 4) 
  Large Shark: hp 38; see Monster Manual page 279.  
   
  APL 4 (EL 6) 
  Huge Shark: hp 65; see Monster Manual page 279. 
   
  Tactics: The shark visibly circles the party at a distance of 
  60 ft. for several rounds before charging the smallest PC. 
  When attacking PCs on the water’s surface, the shark will 
  be half-submerged in the water. If the shark knocks a PC 
  unconscious, the PC sinks 10 ft./round per 100 pounds of 
  gear and will drown in two rounds. The shark will 
  attempt to grapple the unconscious PC in its maw and 
  swim away with its dinner (diving to a depth of 200 ft.), 
  ending the encounter. The PC is removed from play if 
  the shark gets away. 
   
  APL 6 (EL 8) 
  Melba: hp 48, female sea hag Ftr2/Wave1; see Appendix 
  III. 
  Toast: hp 45, AC 18 (masterwork studded leather) shark, 
  large; see Monster Manual page 279. 
   
  APL 8 (EL 10) 
  Melba: hp 64, female sea hag Ftr2/Wave3; see Appendix 
  III. 
  Toast: hp 73, AC 18 (masterwork studded leather) shark, 
  huge; Jump +17; see Monster Manual page 279. 
   
  Tactics: At a distance of 180 ft. from in front of the PCs, 
  Toast detects the PCs in the water and relays that 
  information to Melba. Melba orders Toast to take her to 
  the surface so that she might see their prey. This acts as a 
  surprise round, unless the PCs had some way of detecting 
  the pair 180 ft. away and below the water’s surface. Once 
  Melba breaks the surface, the PCs can clearly see here 
  and will need to make saves against her Horrific 
  Appearance ability. Roll Initiative. Melba and Toast will 
  then swim towards the PCs, stopping 30 ft. away from the 
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  Page 11 
  
  lead PC. Melba will use her Evil Eye ability on the lead 
  PC. On the next round, Melba and Toast will attempt to 
  charge the closest PC who appears to be a threat (i.e. she 
  won’t charge a dazed or sinking PC).  
   
  When attacking PCs on the water’s surface, the shark 
  will be half-submerged in the water, Melba will be 
  completely out of the water. If a PC is knocked 
  unconscious, the PC sinks 10 ft./round per 100 pounds of 
  gear and will drown in two rounds. Melba will fight until 
  reduced to ¼ of her hit points before swimming off. 
   
  Treasure:  
   
   
   
   
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  APL 2–coin (100 gp, necklace in shark’s gullet) 
   
  APL 4–coin (350 gp, necklace in shark’s gullet) 
  APL 6– loot (288 gp), +1 trident (193 gp), cloak of 
  resistance +1 (83 gp). 
   
  APL 8–loot (59 gp), +1 dragonhide (bronze) fullplate 
  (358 gp), +1 trident (193 gp), cloak of resistance +1 (83 
  gp), ring of protection +1 (167 gp). 
   
  Development: If the PCs survive, they may swim into 
  the Port of Alhaster undetected. Proceed to Encounter 
  Six. 
   
  Encounter Six: 
  Barging In 
  Directly ahead lies the Midge’s Kiss. She is tied to the 
  last pier just as Malthos claimed she would be. 
  Roughly 80 feet long and about half that wide, she has 
  two decks above water that you can tell. She is 
  moored tightly with stout ropes and a gangplank is 
  attached to her upper deck. She appears to be 
  deserted, and you don’t see any guards nearby. 
  When the party boards: 
  Climbing aboard you feel the deck sway slightly with 
  the motion of the water beneath. The ship obv ously 
  was one of the many ransacked as hatches and 
  doorways have been forced open. Hopeful y the box 
  that you are searching for can still be found onboard. 
  The upper deck is awash in litter and bird droppings. 
  No cleaning has taken place here for at least a month. 
  The holds above have been emptied out with scant 
  evidence of their previous cargo.  
   
  Going below deck, you see more evidence of 
  looting. The silverware from the galley has been 
  taken, along with most of the pots, pans and spices. 
  Clothing has been thrown aside and ripped to shreds 
  in the first cabin you search, but nothing else of use 
  remains.  
   
   In the second cabin, a small doll lies broken in 
  the middle of the floor, and a series of jars with a foul 
  odor are scattered about. The small bed has had is 
  stuffing ripped out and sits hol ow on its rope frame.  
  The PCs may make a DC 15 Heal Check or DC 10 
  Herbalism Check to recognize the odor as a medicine to 
  treat Blinding Sickness.  
   
  Moving down the hallway, the Captain’s Room is 
  next. This too has been turned upside down. Papers 
  are scattered all over, the chest has been upturned, 
  the bed knocked over, and more clothing strewn 
  about. The Captain’s locker is not visible, but could be 
  anywhere in all this mess.  
   
  Search Checks results: 
  DC 10 to find the portrait of Captain Djivan 
  DC 15 to find the journal page 
  DC 20 to find a red tinted plank  
   
  If the portrait is found: 
  The portrait is in a fine wooden frame, and was 
  obviously made at great expense. It shows a jovial 
  Rhenee Captain with his fami y on a hol day. 
  Strangely, i  looks nothing like Malthos.  
   
  Development: If the journal page is found then give the 
  party Player Handout 2. 
   
  If the Red Tinted Plank is found: 
  Beneath the debris and papers in the room you have 
  found a red tinted plank that looks oddly out of place. 
    
  Development: The plank is trapped to go off if anyone 
  lifts it up without first disarming it. 
   
  APL 2 (EL4) 
  Hail of Poison Needles Trap: CR 4 mechanical; touch 
  trigger; manual reset; Atk +20 ranged (2d4 plus poison); 
  poison (carrion crawler brain juice, DC 13 Fortitude save 
  resists, paralysis/0); Search DC 22; Disable Device DC 22. 
   
  APL 4 (EL6) 
  Hail of Poison Needles Trap: CR 6 mechanical; touch 
  trigger; manual reset; Atk +20 ranged (2d4 plus poison); 
  poison (shadow essence, DC 17 Fortitude save resists, 1 
  Str permanent drain/2d6 Str damage); Search DC 24; 
  Disable Device DC 24. 
   
  APL 6 (EL8) 
  Hail of Poison Needles Trap: CR 8 mechanical; touch 
  trigger; manual reset; Atk +19 ranged (2d4 plus poison); 
  The Secret Ingredient 
   
  Page 12 
  
  poison (terinav root, DC 16 Fortitude save resists, 1d6 
  Dex/2d6 Dex); Search DC 24; Disable Device DC 26. 
   
  APL 8 (EL10) 
  Hail of Poison Needles Trap: CR 10 mechanical; touch 
  trigger; manual reset; Atk +19 ranged (2d4 plus poison); 
  poison (dragon bile, DC 26 Fortitude save resists, 3d6 
  Str/0); Search DC 28; Disable Device DC 28. 
   
  Once the red plank is opened: 
  Inside the compartment beneath the Red tinted 
  plank you find an assortment of va uables: a small 
  coin purse, an ivory comb, a bottle with some oily 
  liquid within, and a wax sealed wooden box about a 
  foot on each side.  
  l
   
  The PCs may make a DC 15 Heal Check or DC 10 
  Herbalism Check to recognize that the oily liquid in the 
  bottle is a medicine to help treat Blinding Sickness.  
   
  Malthos’ box is locked with an amazing lock (Open 
  Lock DC 40) and trapped. The box is internally lined with 
  both a sheet of lead (to prevent scrying) and a sheet of 
  adamantine (for sturdiness). The combined hardness of 
  wood, the lead, and the adamantine will make it unlikely 
  that the box can be sundered or blasted open by magic. 
  However, a knock spell or chime of opening will work 
  just fine. 
   
  Trap: The trap will go off if anyone comes within 20 ft. of 
  the open box without saying the password. Only Malthos 
  and Taurosh Vellis have the password. Remember, the 
  trap will be triggered if anyone attempts to Disable the 
  trap and fails by 5 or more. If the PCs successfully open 
  the box, they discover that it contains a piece of glittering 
  green starmetal packaged in fine sand, weighing 2 
  ounces. 
   
  All APLs (EL11) 
  Forcecage and Summon Monster VIII (Augmented 
  Summoning) Trap: CR 11; magic device; proximity 
  trigger (alarm); no reset; multiple traps (one forcecage 
  trap and one summon monster VIII (augmented 
  summoning) trap that summons an augmented Blue 
  Slaad); spell effect (forcecage, 17
  th level wizard, Dispel DC 
  28), spell effect (summon monster VIII modified by the 
  Augmented Summoning feat, 17
  th level wizard, Blue 
  Slaad, Dispel DC 28); Search DC 33; Disable Device DC 
  33. Market price: 14,250 gp, 1020 xp. 
  Auras: Strong conjuration, strong evocation. 
    
  Note: This trap is really one CR 8 trap that creates a 
  forcecage around the triggering PC and a second CR 10 
  trap that summons an augmented blue slaad inside the 
  forcecage. These effects are independent of each other. 
  See Appendix II for the slaad’s stat-block.  
   
  Read the following text if the trap gets triggered: 
  “That’s odd, you could have sworn that you just heard 
  a ‘ding’ noise. With a start, you notice that <insert 
  trapped PC’s name here> is now in some sort of cage 
  made entirely out of force. The 20 foot cubic prison 
  would be invisible but for the subtlest hints of light 
  reflecting from s half-inch wide bars (wi h half-inch 
  wide gaps between). The cage even blasted a hole in 
  the cabin’s ceiling when it came into being! 
  it
  t
  t
   
  You’ve had just enough time to say, ‘What the –‘ 
  when you hear another ‘ding’. Your eyes widen as you 
  see a hulking creature, blue-skinned and as big as an 
  ogre, appear INSIDE the cage with your friend! It has 
  almost no neck, and a massive, flat head. Bipedal, with 
  clawed hands and feet, i  has wicked-looking bony 
  hooks on the back of its hands. It doesn’t look happy 
  to be here!” 
   
  Tactics: If the trap is triggered, the forcecage forms 
  around the offending PC(s) and, if possible, Malthos’ box, 
  summoned in the barred cage 20 ft. cube form, 
  destroying the ceiling and walls of the cabin if opened in 
  the captain’s quarters. Be sure to leave space for the slaad 
  inside the cage. As soon as the slaad arrives, roll Initiative.  
   
  The slaad delights in hurting the weak, and will try 
  to rip the PC(s) to shreds. Once defeated, or after 
  seventeen rounds, the slaad returns to Limbo. The 
  forcecage lasts 34 hours if not dispelled. 
   
  Treasure:  
   
  All APLs–loot (100 gp), coin (20 gp). 
   
  Development: If the PCs either recovered the box, or 
  wish to advise Malthos that they were unable to find it, 
  they may proceed to Encounter Seven. If they still wish 
  to rescue Djivan, they may do so. Proceed to Encounter 
  Eight. 
   
  If the PCs managed to open Malthos’ box, they will 
  have discovered the 2 ounces of green starmetal it 
  contained. If the PCs wish to keep the starmetal then 
  they should probably leave the city as they will earn 
  Malthos’ Enmity (although they are still free to rescue 
  Djivan, if they have not already done so). In this case the 
  adventure will be over.  
   
  If the PCs are unable to, or do not wish to, open 
  Malthos’ box, but still wish to keep it in hopes of opening 
  it later, they may do so. However, Malthos’s master, 
  Taurosh Vellis, will use a discern location to locate the 
  box and a wish to summon it to him. In other words, if 
  the PCs want what’s inside the box, they must 
  The Secret Ingredient 
   
  Page 13 
  
  successfully open it during the scenario. Never meddle in 
  the affairs of wizards. 
   
   
  Encounter Seven: 
  Bait and Switch 
  Commandeering a wagon and a downtrodden old nag, 
  you fall in behind a merchant leaving the docks, and 
  drive right out the open Port Gate, meeting little 
  resistance on the way. The hobgoblins that see you 
  grunt at your passing and curse you for not moving 
  faster. Who would be so brash as to steal right from 
  under the guards’ noses?  
   
  Continue with the following if the PCs are going to go 
  meet Malthos at the Merry Dolphin: 
  Exiting the city, you make good time traveling back 
  to The Merry Dolphin. Inside you see Malthos 
  dressed as last time, awaiting your return at a side 
  booth. He waves you over and asks f you retrieved 
  the box.  
  i
   
  i
  t
  t
  l
   
  Note: If the party contains a member of the Hellstone 
  Tower meta-org, he does not try to cheat them. If the PCs 
  have already rescued Djivan, and brings him along, 
  Malthos does not try to cheat the PCs, although he does 
  look embarrassed. 
   
  Assuming the PCs show him the box: 
  “Wonderful! Excuse me, I need to inspect the 
  contents.” With a pointed look, he asks you to turn 
  your backs so that he can whisper the command word 
  to disarm the trap. 
   
   
  Development: If the PCs insist on payment first, 
  Malthos counters that he must inspect the box first (he 
  doesn’t intend to pay them or Captain Djivan, Bluff +0). 
  Once the PCs backs are turned, he quietly whispers the 
  password which deactivates the trap. A DC 15 Listen 
  check will hear him whispering, a DC 25 Listen check 
  will hear the password, “aik’ondo”, which is Elven for 
  “Hellstone”. Once Malthos has opened the box (if the 
  PCs want to see what’s in the box, advise them that 
  Malthos barely opened the lid, but that a faint green glow 
  is emanating from something inside the box) and verified 
  that the starmetal is located within, he will get a look of 
  concentration on his face as he is casting a Silent 
  dimension door (going to his room in the Merry 
  Dolphin), and then teleporting away the next round.  
   
  If the PCs had successfully Sensed Motive versus his 
  Bluff (and only if they stated they were Sensing Motive), 
  roll initiative to see if Malthos escapes. Remember, none 
  of the PCs may have sheathed weapons drawn in the 
  tavern at the beginning of the fight. If grappled, he can 
  still 
  dimension 
  door 
  away 
  with 
  a 
  successful 
  Concentration check. He does not attempt to fight, 
  merely to flee. If he can not flee, he pays the PCs the 100 
  gold each he promised them, and the 2000 he promised 
  Djivan.  
   
  If the PCs still want to kill him, he attempts to 
  teleport away. If unsuccessful, he attempts to cast 
  stoneskin and then polymorphs into a green hag. At this 
  point, he fights for his life as he knows Prince Zeech’s 
  men will surely come to investigate a fight where magic 
  is being tossed around. If a fight breaks out, advise the 
  PCs that the locals are calling for the guards. They have 
  10 rounds before a Hobgoblin Gate Patrol arrives and 
  begins arresting everyone in the bar except for the 
  owner. They will be able to hear the patrol 5 rounds away. 
   
  If the PC’s discovered Malthos’ ruse during Encounter 
  One, he will honor any previous deals made, but offer no 
  more than necessary. If the party questions Malthos 
  about his disguise: 
  “I’m sorry to continue the ruse, but sometimes it’s 
  better to not be seen in these parts, you know. “
   
  If the party questions Malthos about his true ownership 
  of the box: 
  “Oh, very well you’ve made your po nt. I’ll pay the 
  agreed asking price of 2000 gold and a 100 gold 
  finders fee to each of you but not a copper more. I 
  will consider this deal done and be on my way. I trust 
  you will deliver my payment to Cap ain Djivan?” 
  (true)  
   
  If the party questions Malthos about where Djivan is: 
   “He is being kept locked up in a warehouse in the 
  Harbor District. That has been the fate of many 
  Rhenee lately.” He provides the specific location of 
  the warehouse in question. 
   
  Mal hos then takes the box and careful y opens 
  it. He inspects the contents and nods twice. “Yes this 
  is exactly what I need. Thank you again for your 
  services.” He then stows the box in his pack, pays you 
  your promised gold plus the money for Djivan, and 
  disappears.”  
   
  Development: If the PCs have recovered Malthos’ box, 
  and rescued Djivan, proceed to the Conclusion. If the 
  PCs have not yet rescued Djivan, and wish to do so, 
  proceed to Encounter Nine.  
   
  The Secret Ingredient 
   
  Page 14 
  
  Encounter Eight: 
  What Is Going On?!? 
  If the PCs do not know which warehouse Djivan is being 
  held in, read the following: 
  Traveling once more into Alhaster, you quickly get 
  oriented and begin your search for rumors of 
  imprisoned Rhenee. Much to your chagrin everyone 
  has an opinion on where they are being kept. This is 
  going to take much longer than you thought.  
   
   
   
   
   
  i
   
  i
   
   
   
   
  Give the PCs a Gather Information check, DC 20. PCs 
  who are members of the Brotherhood of the Sundered 
  Axe or the Red Planks receive a +2 Circumstance bonus 
  to this check. Success indicates the PCs have located the 
  warehouse where Djivan is being held.  
   
  If the PCs have to try twice, a snitch informs the 
  guards that a group of adventurers are asking the wrong 
  sorts of questions. In this case, a Hobgoblin Gate Patrol 
  team will arrive 10 rounds after fighting breaks out in the 
  warehouse, unless the ogre is silenced before it can yell 
  out. Loud attacks (such as a fireball or thunderstone) will 
  also draw a gate patrol, which will arrive in 10 rounds. 
  Once the PCs know the warehouse’s location (either via 
  the Gather Information check or because Malthos 
  provided it to them), continue with the following: 
  You spot a pair of female orc slaves, wearing the livery 
  of Zeech, toting a large pot of maggoty gruel between 
  them. Certainly it is way too much for just the two of 
  them. Carefully following the lumbering orcs, you see 
  them knock on the door of the warehouse.  
  Give the PCs a DC 25 Listen check to hear the password, 
  “Grubgrub”. The orc slaves are carrying food for the 
  Rhenee prisoners. No guards are stationed outside, but 
  the warehouse is right across the street from the port 
  wall, making the front door visible to the guards 
  patrolling the wall. 
  Shortly there-after, the double-door opens partially 
  and a large, knobby hand reaches out, grabs the pot 
  easily, and pulls it inside. As the door closes, see that 
  there are several shadowed areas nearby where you 
  could inconspicuously keep an eye on the warehouse 
  while you formulate a plan. 
  Give the PCs a DC 15 Knowledge (nature) to recognize 
  that the hand belongs to a large-sized giant of some sort.  
   
  Continue with the following once the PCs are ready to 
  move towards the warehouse, or decide to leave and 
  attack it at a later time: 
  Just as you step out of the shadows of the building 
  you were lurking next to, you hear a faint “pop” noise 
  from a few feet away. Appearing out of nowhere is a 
  well groomed man in black leather and chain armor, 
  the crest of Redhand clearly displayed on his armor. 
  At his side is a fine longsword sheathed in a 
  decorative 
  scabbard 
  of 
  blood-toned 
  leather. 
  Surrounding 
  h m 
  are 
  three 
  heavily 
  armored 
  hobgoblin soldiers, clubs held at the ready, and two 
  hobgoblins in robes. 
   
  Give the PCs a Spellcraft check, DC 25, to recognize two 
  dimension door arrivals. Give the PCs a Knowledge 
  (local: Iuz’s Border States) check, DC 15, to recognize 
  Elhilbor, Captain of Prince Zeech’s Secret Police. If any 
  of the PCs have played either BDK2-04 Rising Shadow, 
  BDK3-02 Alhaster Fog, or Iuz5-02 Playing Both Sides 
  then they recognize Elhilbor and he recognizes them 
  (unless they are disguised).  
   
  “Without even acknowledging your presence, the 
  armored human says, ‘Sergeant, did you put that blind 
  oaf of an ogre on the duty roster for tonight?” (secret 
  message: I’m telling you who will be guarding Djivan 
  tonight) 
   
  Advise the PCs that it is clear that the group is aware of 
  the presence, and that the armored human is clearly 
  using the Bluff skill to deliver a message to them. Let the 
  players decipher the message, but if they clearly 
  misinterpret it, help them out. If the PCs choose to 
  attack, so be it. 
   
  Be sure to adjust the following text if the PCs have 
  already searched Midge’s Kiss and have located the 
  medicine. Elhilbor will certainly know if the PCs have 
  been on that vessel already. 
  The hobgobl n guard to his right snaps to a position 
  of attention and replies, “Yes, sir! His shift begins 
  when the curfew starts, and goes until morning.”  
   
  “Excellent,” replies the officer. “Be sure to relay 
  to him that the new password as of curfew shall be 
  ‘bat’. Hopefully he will be able to remember this 
  password, seeing as how he is as blind as one! Still, I 
  hope nothing happens to the poor guy. It would vex 
  me dearly if he were to have a fatal accident while on
  guard duty. I kind of like the big fella.” (secret 
  message: Here’s the password, and do NOT kill my blind 
  ogre) 
  “Yes, sir!” 
  The Secret Ingredient 
   
  Page 15 
  
  “Have we located any medicine yet for Rhenee the 
  girl?” (secret message: Djivan’s daughter is sick and needs 
  help) 
   
   
   
   
  l
   
   
   
   
   
  “No, sir!” 
  “Hmm, perhaps there is some on Djivan’s ship. We 
  certainly would not want for the girl to die due to 
  lack of medical treatment, especially if there is some 
  medicine on his vessel.” (secret message: Search the 
  Captain’s cabin for the medicine) 
  “Shall I send a corporal to go and fetch it, sir?” 
  “No, unfortunately we don’t have time. We’ll have to 
  search the vessel tomorrow afternoon. We’l  need 
  candles in case it is dark.” (secret message: You have my 
  permission to search the vessel today or tomorrow 
  morning. Visit Nebrik’s for passes) 
  “Yes, sir!” 
  “Willum?” 
  “Yes, sir!” replies the one of the hobgoblins in robes.  
  “Please advise the other wizards that I don’t want 
  alarm spells near this warehouse tonight. I need them 
  to place some around His Grace’s palace instead.” 
  (secret message: There will be no magical traps around 
  the warehouse tonight, and don’t even think about 
  coming to the palace to speak with me) 
   
  “Yes, sir!” 
  “Come along, chaps, we need to go check on the 
  Harbormaster.” With that, the armored human leads 
  them away towards the Port Gate. 
   
  Development: Ask the PCs if they wish to attempt to 
  rescue Djivan now, or after the curfew. If they wish to 
  rescue Djivan now, proceed to Encounter Ten-A. If they 
  wish to rescue him after the curfew, proceed to 
  Encounter Ten-B. 
   
  All APLs (EL 14)  
  Elhilbor: hp 66; see Appendix II. 
  Hobgoblin Gate Patrol: see Appendix II. 
   
  Tactics: If engaged, Elhilbor and the hobgoblins fight 
  mercilessly. The guards will also shout for help, and 
  another Hobgoblin Gate Patrol squad arrives in 5 rounds, 
  identical to the one detailed above. Identical squads 
  arrive every 5 rounds until the party retreats or are killed.  
   
  Development: If at any time the PCs are captured by the 
  Hobgoblin Gate Patrol, they are fined 1000 gp and 
  consigned to the docks for 8 TUs working on His Grace’s 
  fleet. The PC is also branded on their right palm as a 
  Criminal of Redhand. If the PC can not pay the fine, they 
  serve an additional TU per 200 gp unpaid (they may not 
  pay to lower the TU cost). If the PC has Influence with 
  Prince Zeech, they may reduce the TU cost of being 
  captured by half by spending the Influence Point. If they 
  have the Citation of Redhand, they are not fined or 
  imprisoned, nor do they receive the brand, but the 
  Citation is considered spent. 
   
  Encounter Nine−A:  
  Doing It The Hard Way 
  Captain Djivan and his daughter are locked in separate 
  cages (Open Lock DC 25) inside the warehouse. The 
  windows are all shuttered and nailed shut. The front door 
  is wooden and locked with an average lock (Open Lock 
  DC 25). The warehouse is 100 ft. long by 60 ft. wide with 
  a 10 ft. high ceiling, and completely empty except for the 
  ogre guards, a large sized wooden table and chair, and 
  some crates scattered about. 
   
  Loud attacks (such as a fireball or thunderstone) will 
  draw a gate patrol, which will arrive in 10 rounds. The 
  ogre yelling that he is under attack will also summon the 
  gate patrol. 
   
  If the party creeps up to the warehouse they can 
  make Listen checks, DC 10, to hear the ogre yelling at 
  someone to keep quiet while a DC 15 will also allow them 
  to hear the hobgoblins practicing with their weapons 
  (metal clanging on metal, etc). If the party says the 
  password “Grubgrub”, the ogre will open the door. Give 
  the party a surprise round. 
   
  APL 2 (EL 5) 
  Ogre: hp 29; see Monster Manual page 199. 
  Hobgoblin bruiser: Male hobgoblin Bbn1/Ftr2, hp 33; 
  see appendix II. 
  Hobgoblin thug: Male hobgoblin Rog1, hp 6; see 
  appendix II. 
   
  APL 4 (EL 7) 
  Skullcrusher Ogre: hp 60; see Appendix II.  
  Hobgoblin bruiser: Male hobgoblin Bbn1/Ftr4, hp 51; 
  see Appendix II. 
  Hobgoblin thug: Male hobgoblin Rog3, hp 21; see 
  Appendix II. 
  The Secret Ingredient 
   
  Page 16 
  
   
  APL 6 (EL 9) 
  Ogre, 4
  th Level Barbarian: hp 79; see Monster Manual 
  page199.  
  Hobgoblin bruiser: Male hobgoblin Bbn1/Ftr6, hp 76; 
  see Appendix II. 
  Hobgoblin thug: Male hobgoblin Rog5, hp 33; see 
  Appendix II. 
   
  APL 8 (EL 11) 
  Ogre Mage: hp 37; see Monster Manual page 200. 
  Hobgoblin bruiser: Male hobgoblin Bbn1/Ftr8, hp 96; 
  see Appendix II. 
  Hobgoblin thug: Male hobgoblin Rog7, hp 45; see 
  Appendix II. 
   
  Tactics: Once engaged, they shout out to summon a gate 
  patrol. They fight mercilessly. 
   
  Treasure:  
   
  APL 2–loot (351 gp) 
   
  APL 4–loot (323 gp), cloak of resistance +1 (83 gp), 
  +1 shortsword (193 gp) 
   
  APL 6–loot (33 gp), +1 large hide armor (98 gp), ring 
  of protection +1 (167 gp), +1 large greatclub (193 gp), 
  spiked +1 fullplate (225 gp), +1 heavy wooden shield (96 
  gp), cloak of resistance +1 (83 gp), +1 chainshirt (104 gp), 
  +1 shortsword (193 gp), cloak of resistance +1 (83 gp) 
   
  APL 8–loot (71 gp), spiked +1 fullplate (225 gp), +1 
  heavy wooden shield (96 gp), cloak of resistance +2 (333 
  gp), gauntlets of ogre power (333 gp), +1 chainshirt (104 
  gp), +1 shortsword (193 gp), cloak of resistance +1 (83 gp), 
  ring of protection +1 (167 gp), brooch of shielding (125 
  gp) 
   
  Development: Keys to the cages’ locks hang from a peg 
  on the wall. 
   
  Once the Guards are defeated: 
  Now that their tormenters and guardians have been 
  defeated you are free to unlock the doors and set the 
  Rhenee free.  
   
  l
  i
  . 
  l
   
  i
  i
  t
  Inside the first cage you see a gaunt man who is a 
  pale reflection of the jovial Rhenee in the portrait you 
  found. Djivan looks up and smi es when he sees you. 
  “My thanks, kind folks, for opening this door. But 
  could we check on my daughter Alia? I’ve been 
  worried to tears about her.” 
   
  Looking into the second cage, a grim sight is 
  before you. Lying curled up on a mat is Djivan’s 
  daughter. Her breathing is raspy, and she does not 
  move to acknowledge your presence. Her skin is hot 
  to the touch and beads of sweat drip from her brow. 
  Djivan yowls and rushes forth to cradle her in h s lap
  “I beg you as on y a Grieving father can, will you help
  cure her?”  
   
  A DC 15 Heal check will allow a PC to recognize that she 
  is in the last stages of Blinding Sickness, and without 
  assistance she will die within two days. A remove disease 
  will cure her, and giving her either a restoration or the 
  contents of the oily vial will give her several days more 
  time in which to get treatment. A lesser restoration will 
  not help.  
   
  If the party agrees: 
  Djivan calms down and gathers himself. The 
  excitement and exertion of the past few minutes has 
  drained h m. “I will be ok with a few n ghts rest”, he 
  mutters. “Come! Let us leave this place before more 
  guards arrive! I have family in the area that I can hide 
  with. Could one of you carry Alia for I fear that I’ve 
  not the strength?”  
   
  Cautiously, you exi  the warehouse, hoping that 
  none of the Prince’s guards noticed the noise or 
  scuffle within. Djivan takes his bearings and slowly 
  begins to lead you to his family’s home.  
   
  Encounter Nine−B:  
  This Has Gotta Be A Trap! 
  Captain Djivan and his daughter are locked in separate 
  cages inside the warehouse. The windows are all 
  shuttered and nailed shut. The front door is wooden and 
  locked with an average lock (Open Lock DC 25). The 
  warehouse is 100 ft. long by 60 ft. wide with a 10 ft. high 
  ceiling, and completely empty except for the ogre guards, 
  a large sized wooden table and chair, and some crates 
  scattered about. 
   
  Loud attacks (such as a fireball or thunderstone) will 
  draw a gate patrol, which will arrive in 50 rounds. The 
  ogre yelling that he is under attack will also summon the 
  gate patrol, but they are under orders from Elhilbor to 
  “take their time” investigating any disturbance in this 
  warehouse tonight. 
   
  If the party creeps up to the warehouse they can 
  make Listen checks, DC 10, to hear the ogre yelling at 
  someone to keep quiet. If the party says the password, 
  “bat”, the ogre will open the door. Give the party a 
  surprise round. If the PCs can see the ogre, it takes a Spot 
  check, DC 20, to see that his eyes are milky white. 
   
  The party may decide to have someone impersonate 
  an officer of Zeech’s guards. If the party succeeds at a 
  Bluff check, the ogre will believe them and will allow 
  them to “inspect” the warehouse and the prisoners. 
  However, if the ogre hears the cages being opened, he 
  The Secret Ingredient 
   
  Page 17 
  
  will immediately become suspicious and demand that the 
  “officer” return during daylight hours when they can 
  show another guard a writ of release. If the PCs continue 
  to release the open the cages, the ogre attacks. 
   
  Note: Remember, the Blind-fight feat allows the blind 
  ogre to keep his Dex modifier (if any) to AC, to re-roll the 
  50% Concealment miss chance he suffers due to 
  blindness, and attackers do not gain the normal +2 to hit 
  a blinded opponent. 
   
  APL 2 (EL 3) 
  Ogre: hp 26; see Monster Manual page 199.  
  Note: This ogre is naturally blind; replace the Toughness 
  feat with Blind-fight. Due to being familiar with the 
  warehouse, he suffers no movement penalty when inside 
  it. 
   
  APL 4 (EL 5) 
  Skullcrusher Ogre: hp 60; see Appendix II.  
  Note: This ogre is naturally blind; he has the Blind-fight 
  feat. Due to being familiar with the warehouse, he suffers 
  no movement penalty when inside it. 
   
  APL 6 (EL 6) 
  Ogre Bbn4: hp 76; see Monster Manual page199. Note: 
  This ogre is naturally blind; replace the Toughness feat 
  with Blind-Fight. Due to being familiar with the 
  warehouse, he suffers no movement penalty when inside 
  it. 
   
  Note: The EL has been lowered by one because the ogre 
  barbarian has already used both of his rages for the day. 
  The first time, a Gonagin child (Willis Gonagin) thought 
  it would be funny to trip the blind ogre on the street, so 
  he raged and crushed the little guy like a bug. The second 
  time, the Gonagin’s father (T. Gill Gonagin) came after 
  the ogre for revenge. It was a short fight. Both halflings’ 
  bodies are in the corner (no appreciable treasure). 
  Gonagin PCs automatically recognize them.  
   
  APL 8 (EL 8) 
  Ogre Mage: hp 37; see Monster Manual page 200. Note: 
  This ogre is naturally blind; replace the Combat Expertise 
  feat with Blind-Fight. He is invisible at the start of the 
  encounter. Due to being familiar with the warehouse, he 
  suffers no movement penalty when inside it. 
   
  Tactics: Once engaged, the ogre shouts out to summon a 
  gate patrol. The ogre fights mercilessly, not knowing that 
  the party probably intends to spare its life. 
   
  Treasure:  
   
  APL 2–loot (4 gp) 
   
  APL 4–loot (114 gp),  
   
  APL 6–loot (0 gp), +1 large hide armor (98 gp), ring 
  of protection +1 (167 gp), +1 large greatclub (193 gp) 
   
  APL 8–loot (38 gp), coin (200 gp) 
   
  Once the ogre is defeated: 
  Now that their tormenters and guardians have been 
  defeated you are free to unbar the doors and set the 
  Rhenee free.  
   
  l
  i
  . 
  l
  ,
   
  i
  i
  t
  Inside the first cage you see a gaunt man who is a 
  pale reflection of the jovial Rhenee in the portrait you 
  found. Djivan looks up and smi es when he sees you. 
  “My thanks, kind folks, for opening this door. But 
  could we check on my daughter Alia next door? I’ve 
  been worried to tears about her.” 
   
  Looking into the second cage, a grim sight is 
  before you. Lying curled up on a mat is Djivan’s 
  daughter. Her breathing is raspy, and she does not 
  move to acknowledge your presence. Her skin is hot 
  to the touch and beads of sweat drip from her brow. 
  Djivan yowls and rushes forth to cradle her in h s lap
  “I beg you as on y a Grieving father can  will you help
  cure her?”  
   
  A DC 15 Heal check will allow a PC to recognize that she 
  is in the last stages of Blinding Sickness, and without 
  assistance she will die within two days. A remove disease 
  will cure her, and giving her either a restoration or the 
  contents of the oily vial will give her several days more 
  time in which to get treatment. A lesser restoration will 
  not help.  
   
  If the party agrees: 
  Djivan calms down and gathers himself. The 
  excitement and exertion of the past few minutes has 
  drained h m. “I will be ok with a few n ghts rest”, he 
  mutters. “Come! Let us leave this place before more 
  guards arrive! I have family in the area that I can hide 
  with. Could one of you carry Alia for I fear that I’ve 
  not the strength?”  
   
  Cautiously, you exi  the warehouse, hoping that 
  none of the Prince’s guards noticed the noise or 
  scuffle within. Djivan takes his bearings and slowly 
  begins to lead you to his family’s home.  
   
  Development: If the PCs have not yet searched Djivan’s 
  vessel, Djivan relays how to bypass the red plank 
  floorboard trap and asks them to meet him at the Merry 
  Dolphin with Malthos’ box (under no circumstances will 
  he accompany the PCs to the docks). Proceed to 
  Encounter Two.  
  The Secret Ingredient 
   
  Page 18 
  
   
  If the PCs have already recovered the box, but have 
  not yet given it to Malthos and wish to do so, proceed to 
  Encounter Eight.  
   
  If the PCs have already delivered the box to Malthos, 
  or wish to keep it for themselves, Proceed to the 
  Conclusion. If the PCs do not give Djivan the 2000 gp, 
  they do not earn the Member of Djivan’s Cooperative 
  cert. 
   
  Development: If the PCs kill the ogre, Elhilbor will 
  learn of it early the next morning, and he will be very 
  cross. If the PCs are still in the city (perhaps to meet 
  Malthos) his informants in the city will tell him where he 
  can find the PCs, and he will lead two Hobgoblin Gate 
  Patrol teams to arrest the PCs before they have left the 
  city (but after they have met with Malthos).  
   
  If the PC magically leave the city immediately after 
  rescuing Djivan, they have escaped Elhilbor’s wrath.  
   
  If they attempt to exit the city on foot, the city’s 
  gates are all closed until dawn and the city walls, 
  including the Port Wall, are patrolled by hobgoblin 
  corporals in pairs 60 ft. apart (who can summon a 
  Hobgoblin Gate Patrol in 10 rounds if attacked or if they 
  notice anyone trying to slip or fly over the walls).  
   
  If the PCs attempt to leave the city at dawn or later, 
  Elhilbor’s informants will advise him that the PCs are 
  leaving the city, and he will intercept them just before 
  they reach the city gate. 
   
  Once he has located the PCs, Elhilbor will demand 
  their surrender. If the PCs do not comply, he orders his 
  men to subdue the PCs (nonlethal damage only at the 
  standard -4 to hit penalty), while he himself avoids 
  fighting if he can help it.  
   
  If the PCs are captured, they are fined 1000 gp and 
  consigned to the docks for 8 TUs working on His Grace’s 
  fleet. The PC is also branded on their right palm as a 
  Criminal of Redhand. If the PC can not pay the fine, they 
  serve an additional TU per 200 gp unpaid (they may not 
  pay to lower the TU cost). If the PC has Influence with 
  Prince Zeech, they may reduce the TU cost of being 
  captured by half by spending the Influence Point. If they 
  have the Citation of Redhand, they are not fined or 
  imprisoned, nor do they receive the brand, but the 
  Citation is considered spent. 
   
  All APLs (EL 15)  
  Elhilbor: hp 66; see Appendix II. 
  Hobgoblin Gate Patrol (2): see Appendix II. 
   
  Conclusion 
  If the party rescues Djivan and his daughter: 
  “Words can not express how thankful I am that you 
  have freed us, but do you know what has become of 
  my Midge’s Kiss and her cargo? I desperately need to 
  finish a contract to pay for Alia’s medicine and 
  treatment, and to refurbish my vessel. ” 
   
  If the party hands over the 2000 gold that Malthos gave 
  to them: 
  “That is a very honest deed you have done, n 
  returning what was no  yours. I will repay you, 
  though it will take time. Each of you shall receive a 
  share of my fami y’s trading cooperative. With every 
  trip made, you will earn a portion o  the pro its!“  
  i
  t
  l
  f
  f
  i
  Players will earn Member of Djivan’s Cooperative. 
   
  If the party casts remove disease on Alia: 
  “I will not soon forget that you saved my daughter 
  Alia’s life! The Red Planks will know you for a true 
  friend and prov de you passage should you need it.” 
  Players will earn True Friend of the Red Planks. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two  
  Defeat the vermin  
  APL2 120 xp; APL4 180 xp; APL6 240 xp; 
  APL8 300 xp 
   
  Encounter Three 
  Defeat the hobgoblins on the pier 
  APL2 120 xp; APL4 180 xp; APL6 240 xp; 
  APL8 300 xp 
  Encounter Four 
  Survive the trapped cliff 
  APL2 120 xp; APL4 180 xp; APL6 240 xp; 
  APL8 300 xp  
   
  Encounter Five 
  Defeat the sea creatures  
  APL2 120 xp; APL4 180 xp; APL6 240 xp; 
  APL8 300 xp 
   
  Encounter Six 
  Avoid the trap 
  APL2 120 xp; APL4 180 xp; APL6 240 xp; 
  APL8 300 xp 
  The Secret Ingredient 
   
  Page 19 
  
    
  Encounter Nine 
  Defeat Djivan’s guard(s) 
  APL2 90 xp; APL4 150 xp; APL6 180 xp; 
  APL8 240 xp 
   
  Total Possible Experience: 
  APL2 450 xp; APL4 675 xp; APL6 900 xp; 
  APL8 1125 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Three: Pier Pressure 
  APL 2: L: 347 gp; C: 0 gp; M: 0 gp 
  APL 4: L: 209 gp; C: 0 gp; M: 276 gp 
  APL 6: L: 33 gp; C: 0 gp; M: 784 gp 
  APL 8: L: 33 gp; C: 0 gp; M: 1659 gp 
   
   
  Encounter Five: We’re Going To Need A (Bigger) 
  Boat! 
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
  APL 4: L: 0 gp; C: 350 gp; M: 0 gp 
  APL 6: L: 288 gp; C: 0 gp; M: 276 gp 
  APL 8 L: 59 gp; C: 0 gp; M: 801 gp 
   
  Encounter Six: Barging In 
  All APLs: L: 100 gp; C: 20 gp; M: 0 gp 
   
  Encounter Seven: Bait and Switch 
  All APLs: L: 0 gp; C: 433 gp; M: 0 gp 
   
  Encounter Nine-A: Doing It The Hard Way 
  APL 2: L: 351 gp; C: 0 gp; M: 0 gp;  
  APL 4: L: 323 gp; C: 0 gp; M: 276 gp;  
  APL 6: L: 33 gp; C: 0 gp; M: 1242 gp;  
  APL 8: L: 71 gp; C: 0 gp; M: 1659 gp:  
   
  Encounter Ten-B: This Has Gotta Be A Trap! 
  APL 2: L: 4 gp; C: 0 gp; M: 0 gp;  
  APL 4: L: 114 gp; C: 0 gp; M: 0 gp;  
  APL 6: L: 0 gp; C: 0 gp; M: 458 gp;  
  APL 8: L: 38 gp; C: 200 gp; M: 0 gp:  
   
   
   
   
  Total Possible Treasure 
  APL 2: - Total: 450 gp 
  APL 4: - Total: 650 gp 
  APL 6: - Total: 900 gp 
  APL 8: - Total: 1,300 gp 
   
  Special 
  Branded Criminal of Redhand: For your unlawful 
  actions in the city of Alhaster you have been branded on 
  your right palm with a mark which denotes you as a 
  criminal of Redhand. If you are ever caught performing 
  unlawful activities in Redhand again, you will be 
  summarily executed. 
   
  Dragonhide (bronze) Full Plate: See DMG, pg. 220. In 
  addition, if the PC is spotted wearing this armor by a 
  good-aligned dragon, that dragon’s attitude towards the 
  PC immediately worsens by one step. If the PC is spotted 
  wearing this armor by an Evil aligned dragon, that 
  The Secret Ingredient 
   
  Page 20 
  
  dragon’s attitude towards the PC immediately improves 
  by one step.  
   
  Enmity of Malthos: For making off with his box and/or 
  starmetal, Malthos has marked you as an enemy. Cross 
  off the starmetal access if PCs do not earn this enmity. 
   
  Favor of Nebrik: For freeing Nebrik of his vermin 
  problem, Nebrik has shown you his secret stash of special 
  candles. The PC gains Bandit Kingdoms regional access 
  to the following items: Candelabra (4. 8, or 16-candle, 
  gold or silver) (A&EG), candle wick (A&EG), focusing 
  candle (A&EG), insect bane candle (A&EG), restful 
  candle (A&EG), candle of truth (DMG). 
   
  Member of Djivan’s Cooperative: For honestly dealing 
  with him, the Rhenee merchant captain Djivan has given 
  you a stake in his Cooperative. After any Bandit 
  Kingdoms regional event, the PC receives 100 gp in 
  profit. This does not allow the PC to exceed the 
  maximum gold gained limit. 
   
  Passes to the Port of Alhaster: You have acquired passes 
  which will allow you entrance past the gate guards to the 
  Port of Alhaster.  
   
  True Friend of the Red Planks: By saving Djivan’s 
  daughter’s life, you have proven yourselves worthy of 
  friendship. True Friends have Regional access to elixirs of 
  love and may pay to upgrade an existing set of magical 
  armor with the aquatic special ability (A&EG).  
   
  Item Access: 
  APL 2: 
  Starmetal (Adventure, CA) (limit 2 ounces) 
  Masterwork large greatclub (Adventure, PHB) 
  Masterwork large javelin (Adventure, PHB) 
  Masterwork large hide armor (Adventure, PHB) 
   
  APL 4: 
  Masterwork large spiked half plate (Adventure, PHB)  
  Masterwork large spiked heavy metal shield (Adventure, 
  PHB) 
  Masterwork large morningstar (Adventure, PHB) 
   
  APL 6: (All of APLs 2-4 plus the following) 
  Dragonhide (bronze) fullplate (Adventure, DMG) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  Cloak of resistance +2 (Adventure, DMG) 
  Brooch of shielding (Adventure, DMG) 
  Masterwork large greatsword (Adventure, PHB) 
  Masterwork large chainshirt (Adventure, PHB)  
  Masterwork large longbow (Adventure, PHB)  
  Masterwork large arrows (limit 20) (Adventure, PHB) 
   
  The Secret Ingredient 
   
  Page 21 
  
  Appendix I: New Rules 
  THE WAVERIDER 
  Class 
  Level 
  Base 
  Attack  
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +2 
  Waverider mount, mounted weapon bonus +1 (trident), trident charge
  2nd 
  +2 
  +3 
  +0 
  +3 
  Mounted weapon bonus +1 (javelin/harpoon), Ride bonus +2 
  3rd 
  +3 
  +3 
  +1 
  +3 
  Breach, mounted weapon bonus +2 (trident) 
  4th 
  +4 
  +4 
  +1 
  +4 
  Sound, mounted weapon bonus +2 (javelin/harpoon) 
  5th 
  +5 
  +4 
  +1 
  +4 
  Improved mounted archery, mounted weapon bonus +3 (trident), 
  Ride bonus +4 
  6th 
  +6 
  +5 
  +2 
  +5 
  Full mounted attack, mounted weapon bonus +3 (javelin/harpoon) 
  7th 
  +7 
  +5 
  +2 
  +5 
  Skim, mounted weapon bonus +4 (trident), Ride bonus +6 
  8th 
  +8 
  +6 
  +2 
  +6 
  Superior 
  mounted 
  archery, 
  mounted 
  weapon 
  bonus 
  +4 
  (javelin/harpoon) 
  9th 
  +9 
  +6 
  +3 
  +6 
  Wavedancing, mounted weapon bonus +5 (trident), Ride bonus +8 
  10th 
  +10 
  +7 
  +3 
  +7 
  Call of the deeps, mounted weapon bonus +5 (javelin/harpoon) 
  * From Savage Species, pages 93-96. 
   
  Waverider 
  Undersea folk have their own champions, experts at 
  mounted combat from the backs of allied sea creatures. 
  The waverider and her companion animal defend their 
  city with a vigor that exceeds either individual's 
  powers. 
  Waveriders are often merfolk or tritons who enter 
  military service to defend their communities. 
  Occasionally aquatic elves join this profession, 
  although their independent nature does not tend to 
  produce large settlements. Locathah and even kuo-toa 
  waveriders are not unknown. Rarely, sahuagin take 
  this prestige class, but their ferocious and xenophobic 
  nature does not lend itself readily to such a 
  partnership. 
  Waveriders work well in groups and are often 
  encountered 
  in 
  military-style 
  organizations. 
  Adventuring parties of aquatic beings often include 
  one or more waveriders.  
  Hit Die: d10. 
   
  REQUIREMENTS 
  To qualify to become a waverider, a character must 
  fulfill all the following criteria. 
  Race: Fey, humanoid, monstrous humanoid, or 
  outsider with the aquatic subtype. 
  Base Attack Bonus: +5. 
  Skills: Ride (an aquatic animal) 6 ranks. 
  Feats: Mounted Archery, Mounted Combat. 
   
  CLASS SKILLS 
  The waverider's class skills (and the key ability for each 
  skill) are Diplomacy (Cha), Handle Animal (Cha), 
  Intimidate (Cha), Jump (Str), Profession (any) (Wis), 
  and Ride (Dex). 
  Skill Points at Each Level: 2 + Int modifier. 
   
  CLASS FEATURES 
  All of the following are features of the waverider 
  prestige class.  
  Weapon and Armor Proficiency: Waveriders are 
  proficient with all simple and martial weapons, with all 
  types of armor, and with shields. 
  Waverider Mount: A waverider can call a special 
  aquatic mount to serve her. This may be a 
  hippocampus, sea lion, shark, porpoise, elasmosaurus, 
  or whale. This creature is stronger and more intelligent 
  than others of its type. A waverider may have only one 
  mount at a time. If the mount is slain, the waverider 
  can call another after a year and a day.  
   
  Mounted Weapon Bonus (Ex): At each level, the 
  waverider gains the indicated bonus on her attack roll 
  with the designated weapon while mounted. 
   
  Trident Charge (Ex): A waverider can use a 
  trident to deal double damage when used from the 
  back of a charging mount. The Spirited Charge feat can 
  be used to increase the damage multiple to triple 
  normal. 
   
  Ride Bonus (Ex): At 2nd, 5th, 7th, and 9th level, a 
  waverider gains the indicated bonus on Ride checks. 
   
  Breach (Ex): On reaching 3rd level, a mounted 
  waverider can make a leaping charge to attack 
  opponents out of the water. The mount makes a Jump 
  check using its own ranks in the skill or the 
  waverider’s, whichever is better, to make a “running” 
  high jump as part of a charge, with a maximum height 
  distance of twice its length. If it contacts an opponent 
  during the jump, the waverider gains the normal +2 
  BDK5-03 The Secret Ingredient 
   
  Page 22 
   
  
  bonus on her attack roll. At the end of the jump, 
  waverider and mount are once again submerged and 
  thus do not take the –2 penalty to Armor Class against 
  opponents out of the water (those underwater are still 
  able to take advantage of the waverider’s being 
  temporarily off-balance). A waverider cannot use this 
  ability in two consecutive rounds. 
   
  Sound (Ex): On reaching 4th level, a waverider 
  can dive at high speed as part of a charge when 
  attacking opponents underwater. The mount makes a 
  Jump check using its own ranks in the skill or the 
  waverider’s, whichever is better, to make a “running” 
  long jump as part of a charge, with a maximum 
  distance of six times its length. If it contacts an 
  opponent during the dive, the waverider gains a +4 
  bonus on his attack roll and increases the damage 
  multiplier with his mounted weapon one more step 
  (double to triple, triple to quadruple) but takes a –4 
  penalty to Armor Class for the next round. A waverider 
  cannot use this ability in two consecutive rounds. 
   
  Improved Mounted Archery: At 5th level, a 
  waverider is better able to use a crossbow, harpoon, 
  javelin, trident, or shortspear while mount. When 
  making ranged attacks with any of these weapons 
  while mounted, a waverider takes only a –1 penalty on 
  ranged attacks if the mount is making a double move, 
  and –2 if the mount is running. 
   
  Full Mounted Attack (Ex): At 6th level, a 
  waverider may attack as a standard action when his 
  mount moves more than 5 feet rather than a partial 
  action. 
   
  Skim (Ex): On reaching 7th level, a mounted 
  waverider can make more effective charges against foes 
  out of the water, skimming over the surface like a 
  flying fish. The mount makes a Jump check using its 
  own ranks in the skill or the waverider’s, whichever is 
  better, to make a “running” long jump as part of a 
  charge, with a maximum distance of four times its 
  length, and a “running” high jump with a maximum 
  vertical distance of twice its length. (Use the same roll 
  to determine height and length.) If it contacts an 
  opponent during the jump, the waverider gains the 
  normal +2 bonus on its attack roll. At the end of the 
  jump, waverider and mount are once again submerged 
  and thus do not take the –2 penalty to Armor Class 
  against opponents out of the water (those underwater 
  are still able to take advantage of the waverider’s being 
  temporarily off balance). A waverider cannot use this 
  ability in two consecutive rounds. 
   
  Superior Mounted Archery (Ex): At 8th level, a 
  waverider takes no penalties when making ranged 
  attacks with a crossbow, harpoon, javelin, trident or 
  shortspear while mounted. 
   
  Wavedancing (Ex): On reaching 9th level, a 
  mounted waverider can maneuver very effectively out 
  of the water. Rider and mount can move up to four 
  times the mount’s swim speed out of water and can 
  make charges, including Ride-By Attacks if the 
  waverider has this feat (normal charge rules apply). In 
  addition, he can now use his breach, sound, and skim 
  abilities in consecutive rounds. 
   
  Call of the Deeps (Su): At 10th level, a waverider 
  can summon one or more water elementals once per 
  day, 
  as 
  with 
  a 
  planar 
  ally 
  spell.
  The Tactical Soldier 
  BDK5-03 The Secret Ingredient 
   
  Page 23 
   
  
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Flanker 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Sidestep 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Interpose 
  4th 
  +4 
  +4 
  +1 
  +1 
  Defensive shield 
  5th 
  +5 
  +4 
  +1 
  +1 
  Offensive strike 
  6th 
  +6 
  +5 
  +2 
  +2 
  - 
  7th 
  +7 
  +5 
  +2 
  +2 
  Delayed Cleave 
  8th 
  +8 
  +6 
  +2 
  +2 
  Unbalancing blow 
  9th 
  +9 
  +6 
  +3 
  +3 
  - 
  10th 
  +10 
  +7 
  +3 
  +3 
  Reciprocal strike 
  * From Miniatures Handbook, page 22. 
   
  Tactical Soldier 
  The tactical soldier is the master of teamwork in melee. 
  She has trained in cooperative battle tactics and knows 
  how to take advantage of position and timing to make 
  herself and her teammates a deadly, unified force in 
  battle. No other force compares to a group of melee-
  worthy combatants along with a tactical soldier in the 
  wings, ready to multiply the total deadly effectiveness 
  of the group by far more than their number alone 
  would indicate. 
  It takes a special kind of person to give up the 
  limelight in favor of teamwork. Those with the 
  necessary ability to think about the objective first and 
  their own glory second make ideal tactical soldiers. 
  Fighters, paladins, and rangers are the most common 
  tactical soldiers, knowing just how to multiply the 
  strengths and eradicate the weakness of battle-
  hardened combatants. 
  NPC tactical soldiers make ideal cohorts or hirelings. 
  What fighter wouldn’t want a tactical solider backing 
  him up, ready to step in and fight when the melee 
  begins? 
  Hit Die: d10. 
   
  Requirements 
  To qualify to become a tactical soldier, a character must 
  fulfill all the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Sense Motive 2 ranks. 
  Feats: Cleave, Combat Reflexes. 
   
  Class Skills 
  The dervish's class skills (and the key ability for each 
  skill) are Climb (Str), Handle Animal (Cha), Intimidate 
  (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis), and 
  Swim (Str). 
  Skill Points at Each Level: 2 + Int modifier. 
   
  CLASS FEATURES 
  All of the following are class features of the dervish 
  prestige class. 
   
  Weapon 
  and 
  Armor 
  Proficiency: Tactical 
  soldiers are proficient with all simple and martial 
  weapons, with all types of armor (heavy, medium, and 
  light), and with shields (except tower shields). 
   
  Flanker (Ex): A tactical soldier can flank enemies 
  from seemingly impossible angles. She can designate 
  any adjacent square as the square from which flanking 
  against an ally is determined (including the square 
  where she stands, as normal). She may designate the 
  square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassable or occupied. 
   
  Sidestep (Ex): At 2
  nd level, a tactical soldier gains 
  Sidestep (described later in this chapter) as a bonus 
  feat. If she already has the feat, she can choose another 
  one. 
   
  Interpose (Ex): A tactical soldier gains this ability, 
  usable three times per day, at 3
  rd level. When an enemy 
  threatens her in melee and makes a successful attack 
  against an adjacent ally of hers, the tactical soldier may 
  take the damage (and other effects) of the blow as if she 
  had been hit instead. 
  BDK5-03 The Secret Ingredient 
   
  Page 24 
   
  
   
  Defensive Shield (Ex): Starting at 4
  th level, 
  whenever a tactical soldier fights defensively, she 
  provides up to two adjacent allies with a +2 dodge 
  bonus to Armor Class, though their attack rolls do not 
  take the normal -4 penalty (but her attack rolls still do). 
   
  Offensive Strike (Ex): Starting at 5
  th level, in 
  times of urgency a tactical soldier can lower all her 
  defense to make a very aggressive attack. When 
  making an offensive strike, the tactical soldier gains a 
  +4 bonus on melee attack rolls and damage rolls for 1 
  round. Until her next turn, however, she is wide open 
  to physical and magical attacks. All successful attack 
  rolls made against the tactical soldier are automatic 
  threats, and all saving throws the tactical soldier makes 
  against spells automatically fail. 
   
  Delayed Cleave (Ex): Starting at 7
  th level, if the 
  last creature a tactical soldier hit in melee is dropped 
  by someone other than her, and the tactical soldier still 
  threatens that creature’s square, she may make a cleave 
  attack as an attack of opportunity. All normal 
  restrictions on cleave attempts and attacks of 
  opportunity apply. 
   
  Unbalancing Blow (Ex): Starting at 8
  th level, a 
  tactical soldier can use a full-round action to make a 
  strategic melee attack against an enemy. If the attack 
  succeeds, in addition to dealing regular damage, the 
  blow unbalances the target so much that it provokes 
  attacks of opportunities from creatures threatening its 
  square. This ability works only on creatures up to one 
  size category larger than the tactical soldier. 
   
  Reciprocal Strike (Ex): A 10
  th-level tactical soldier 
  can make an attack of opportunity (subject to normal 
  restrictions) against a foe that successfully attacks an 
  ally of the soldier and deals damage. She can use this 
  ability three times per day. 
   
  Anticipate Teleportation 
  From Complete Arcane, pg 97 
  Abjuration 
  Level: Sor/Wiz 4 
  Components: V, S, F 
  Casting Time: 1 round 
  Range: One willing creature touched 
  Area: 5-ft./level radius emanation from touched 
  creature 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
  The subject of the spell is surrounded with an invisible 
  aura that anticipates and delays the teleportation of any 
  creature into the spell’s area. Any teleportation spell or 
  effect (including all spells with the teleportation 
  descriptor) can be anticipated, making the spell’s 
  recipient instantly aware of the exact location where 
  the teleporting creature will arrive (subject to the 
  restrictions below), the creature’s size, and how many 
  other creatures (and their sizes) are arriving with the 
  teleporting creature. The spell also delays the arrival of 
  the teleporting creature by 1 round (so that it arrives 
  on its initiative count immediately before its next 
  turn), generally giving the recipient of the spell and 
  anyone else made aware of the information 1 round to 
  act or ready actions. The teleporting creature does not 
  perceive this delay. 
   
  Since a teleporting creature doesn’t necessarily 
  arrive at the precise location it intends, the spell also 
  functions against a creature that arrives in range even 
  though its intended destination was elsewhere. For a 
  creature that intends to teleport into range but 
  inadvertently arrives outside the spell’s area, the spell 
  gives the recipient awareness that a creature has 
  attempted to teleport into range and delays the 
  creature as normal, but doesn’t give any awareness as to 
  the actual location of its imminent arrival. 
   
  The spell has no effect on creatures attempting to 
  teleport away from the spell’s area, though if their 
  destination is within the area, the spell will affect their 
  reentry as normal. 
   
  Focus: A tiny hourglass of platinum and crystal 
  costing 500 gp, which must be carried or worn by the 
  spell’s recipient while the spell is in effect. 
   
   
  Brambles 
  From Complete Divine, pg 156 
  Transmutation 
  Level: Clr2, Drd2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Wooden weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  Small magical thorns or spikes protrude from the 
  surface of a wooden weapon, such as a club, greatclub, 
  nunchaku, or quarterstaff. For the duration of the spell, 
  the weapon deals both piercing and bludgeoning 
  damage. It gains a +1 enhancement bonus on its attacks 
  and deals an additional +1 point of damage per caster 
  level (maximum +10). This spell only works on 
  weapons with wooden striking surfaces. For instance, 
  it does not work on a bow, an arrow, or a metal mace. 
   
  Material Component: A small thorn. 
  Spikes 
  from Complete Divine, pg 181 
  Transmutation 
  Level: Clr3, Drd3 
  BDK5-03 The Secret Ingredient 
   
  Page 25 
   
  
  As brambles, except that the affected weapon gains a +2 
  enhancement bonus on its attacks, and its threat range 
  is doubled. 
   
  BDK5-03 The Secret Ingredient 
   
  Page 26 
   
  
  Appendix II: Encounters
  All APLs 
  Malthos 
  Pe’handru: 
  Male 
  human 
  Conj5/MAO3/Way1; CR 9; HD 9d4+9 (+15 false life); 
  hp 52; Init +7; Spd 30 ft.; AC 17 (touch 13, flat-footed 
  14) [+4 armor, +3 Dex]; BA/G +3/+2; Atk +2 melee (1d4-
  1, masterwork dagger) or +6 ranged (1d4-1, masterwork 
  dagger); Full Att +2 melee (1d4-1, masterwork dagger); 
  SA Spells; SQ enhanced capacity, Guild Member 
  (Hellstone Tower), improved range, prohibited schools 
  (Enchantment, Illusion), spellpool I; AL TN;  
  SV Fort +5, Ref +7, Will +13;  
  Str 8, Dex 16, Con 12, Int 16, Wis 14, Cha 10.  
   
  Skills and Feats: Concentration +13, Decipher 
  Script 
  +5, 
  Knowledge(arcana) 
  +18, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +5, 
  Knowledge(geography) +13, Knowledge(history) +5, 
  Knowledge(local, Iuz) +5, Knowledge(the planes) +15, 
  Spellcraft +15; Combat Casting, Cooperative Spell, 
  Improved Initiative, Quicken Spell, Scribe Scroll, 
  Silent Spell, Skill Focus (Knowledge[arcane]), Still 
  Spell. 
   
  Languages: Common, Draconic, Ancient Flan, Old 
  Oeridian. 
   
  Spellpool I (Su): Malthos can call up to four 
  levels of 1
  st to 3
  rd level spells from the Hellstone Tower 
  Spellpool (any Core spell plus those granted by the 
  Hellstone Tower meta-organization). Calling a spell 
  from the Spellpool is a full-round action which 
  provokes attacks of opportunity. Malthos has nine 
  minutes to cast the called spell before it fades from his 
  memory. 
   
  Enhanced Capacity (Ex): Malthos can bring 
  along one additional medium sized creature when he 
  casts any spell with the teleportation descriptor. 
   
  Improved Range (Ex): When casting any spell 
  with the teleportation descriptor, the maximum 
  distance covered by the spell increases by 50%. 
   
  Possessions: brooch of shielding, cloak of 
  resistance +2, gloves of dexterity +2, hat of disguise, 
  Heward’s Handy Haversack, masterwork dagger, 260 
  pp. 
   
  Spells Prepared (5/6/6/5/3/2; base DC = 13 + spell 
  level): 0—acid splash, detect poison, light, mage hand, 
  message; 1st—OPEN SLOT, feather fall, mage armor, 
  magic missile, ray of enfeeblement, shield; 2nd—
  OPEN SLOT, false life, glitterdust, Silent magic 
  missile, rope trick, scorching ray; 3rd—OPEN SLOT, 
  dispel magic, nondetection, summon monster III, 
  tongues; 4th—dimension door, polymorph, stoneskin; 
  5th—Silent dimension door, teleport. 
  Hobgoblin Gate Patrol:
  Hobgoblin 
  sergeant: 
  Male 
  hobgoblin 
  Bbn1/Ftr4/TacticalSoldier4; CR 9; Medium humanoid 
  (goblinoid); HD 1d12+3 plus 4d10+12 plus 4d10+12; hp 
  87; Init +5; Spd 20 ft.; AC 23 (touch 11, flat-footed 22) 
  [+9 armor, +1 Dex, +3 shield]; BA/G +9/+13; Atk +16 
  melee (1d6+15/19-20, spiked club); Full Att +16/+11 
  melee (1d6+15/19-20, spiked club); SQ fast movement, 
  rage 1/day, flanker, interpose, defensive shield; AL NE;  
  SV Fort +15, Ref +5, Will +7;  
  Str 19, Dex 12, Con 16, Int 13, Wis 12, Cha 8.  
   
  Skills and Feats: Intimidate +11, Jump +2, 
  Profession (Soldier) +7, Ride +5, Sense Motive +7, 
  Survival +5; Cleave, Combat Reflexes, Improved 
  Initiative, Iron Will, Power Attack, Sidestep, Weapon 
  Focus (club), Weapon Specialization (club). 
   
  Languages: Common, Goblin, Orc. 
   
  Rage (Ex): hp 114; AC 21 (touch 9, flat-footed 20); 
  BA/G +9/+15; Atk +18 melee (1d6+17/19-20, spiked 
  club); Full Att +18/+13 melee (1d6+17/19-20, spiked 
  club);  
  SV Fort +17, Will +9; Str 23, Con 20. 
   
  Possessions: spiked +1 full plate, +1 heavy wooden 
  shield, masterwork club (spikes, CL 9
  th), cloak of 
  resistance +2, gauntlets of ogre power,  
   
  Hobgoblin 
  corporal: 
  Male 
  hobgoblin 
  Bbn1/Ftr4/TacticalSoldier2; CR 7; Medium humanoid 
  (Goblinoid); HD 1d12+3 plus 4d10+12 plus 2d10+6; hp 
  69; Init +5; Spd 20 ft.; AC 23 (touch 11, flat-footed 22) 
  [+9 armor, +1 Dex, +3 shield]; BA/G +7/+10; Atk +13 
  melee (1d6+10/19-20, spiked club); Full Att +13/+8 
  melee (1d6+10/19-20, spiked club); SQ fast movement, 
  rage 1/day; AL NE;  
  SV Fort +13, Ref +3, Will +5;  
  Str 16, Dex 12, Con 16, Int 13, Wis 12, Cha 8.  
   
  Skills and Feats: Intimidate +9, Jump +1, 
  Profession (Soldier) +6, Ride +5, Sense Motive +5, 
  Survival +5; Cleave, Combat Reflexes, Improved 
  Initiative, Iron Will, Power Attack, Sidestep, Weapon 
  Focus (club). 
   
  Languages: Common, Goblin, Orc. 
   
  Rage (Ex): hp 83; AC 21 (touch 9, flat-footed 20); 
  BA/G +7/+12; Atk +15 melee (1d6+12/19-20, spiked 
  club); Full Att +15/+10 melee (1d6+12/19-20, spiked 
  club);  
  SV Fort +15, Will +7; Str 20, Con 20. 
   
  Possessions: spiked +1 full plate, +1 heavy wooden 
  shield, masterwork club (spikes, CL 7
  th), cloak of 
  resistance +1. 
   
  Hobgoblin mage: Male hobgoblin Wiz7; CR 7; 
  Medium humanoid (Goblinoid); HD 7d4+14 (+13 false 
  BDK5-03 The Secret Ingredient 
   
  Page 27 
   
  
  life); hp 49; Init +7; Spd 30 ft.; AC 18 (touch 14, flat-
  footed 15) [+4 armor, +1 deflection, +3 Dex]; BA/G 
  +3/+3; Atk +3 melee (1d6, club) or +6 ranged (spell); 
  Full Att + 3 melee (1d6, club); SA spells; SQ summon 
  familiar (none); AL NE; SV Fort +5, Ref +6, Will +7;  
  Str 10, Dex 16 Con 15, Int 18 Wis 12, Cha 8.  
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcane) +14, Knowledge (religion) +8, Knowledge (the 
  planes) +14, Spellcraft +16; Heighten Spell, Improved 
  Initiative, Point Blank Shot, Precise Shot, Scribe Scroll. 
   
  Languages: Common, Draconic, Elven, Flan, 
  Goblin, Orc. 
   
  Spells Prepared (4/5/4/3/2; base DC = 14 + spell 
  level): 0—acid splash, message, ray of frost (2); 1st—
  mage armor, magic missile, ray of enfeeblement(2), 
  shield; 2nd—false life, glitterdust, scorching ray; web; 
  3rd—dispel magic, Heightened glitterdust, haste; 
  4th—anticipate teleportation, dimension door;  
   
  Possessions: headband of intellect +2, cloak of 
  resistance +1, ring of protection +1, club. 
   
  Malthos’ Box: 
  Augmented Blue Slaad: CR 8; Large Outsider 
  (Chaotic, Extraplanar); HD 8d8+48; hp 86; Init +2; Spd 
  30 ft.; AC 20 (touch 10, flat-footed 14) [-1 size, +2 Dex, 
  +9 natural]; BA/G +8/+20; Atk +15 melee (2d6+8, claw); 
  Full Atk +15 melee (2d6+8, 4 claws) and +13 melee 
  (2d8+4 plus disease, bite); Face/Reach 10 ft./10 ft.; SQ 
  Darkvision 60 ft., fast healing 5, immunity to sonic, 
  resistance to acid 5, cold 5, electricity 5, and fire 5; AL 
  CN; SV Fort +12, Ref +8, Will +4; Str 27, Dex 15, Con 
  23, Int 6, Wis 6, Cha 10. Height 10 ft., weight 1,000 lbs. 
   
  Skills and Feats: Climb +19, Hide +9, Jump +19, 
  Listen +9, Move Silently +13, Spot +9; Dodge, Mobility, 
  Multiattack. 
   
  Languages: Slaad. 
   
   Spell-Like Abilities: At will-hold person (DC 13), 
  passwall, telekinesis (DC 15); 1/day-chaos hammer (DC 
  14). Caster level 8
  th. The save DCs are Charisma based. 
   
  Slaad Fever: Supernatural disease-bite, Fortitude 
  DC 20, incubation period 1 day, damage 1d3 Dex and 
  1d3 Cha. The save DC is Constitution based. See 
  Monster Manual pg. 230 for details if a PC becomes 
  infected. 
   
  Summon Slaad: Not applicable to this encounter. 
   
  Elhilbor: 
  Male 
  human 
  Rog1/Mar3/Rgr1/ 
  Spymaster3/Bloodhound2/Justiciar2/Exemplar1; 
  CR 
  13; Medium Humanoid (Human); HD 1d6 plus 3d8 
  plus 1d8 plus 3d6 plus 2d10 plus 2d10 plus 1d6; hp 66; 
  Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15) [+5 
  armor, +1 Dex]; BAB/G +9/+10; Atk +11 melee 
  (1d8+1/19-20 
  plus 
  2d6 
  nonlethal, 
  +1 merciful 
  longsword); Full Atk +11/+6 melee (1d8+1/19-20 plus 
  2d6 nonlethal, +1 merciful longsword); SA Bring ‘em 
  back alive, crippling strike, nonlethal force, nonlethal 
  strike +1d6, sneak attack +2d6; SQ cover identity, 
  favored enemy humans +2, magic aura, mark (1), quick 
  change, ready and waiting, scrying defense, swift 
  tracker, trapfinding, undetectable alignment, wild 
  empathy; AL LN;  
  SV Fort +9, Ref +12, Will +8; Str 12, Dex 12, Con 10, Int 
  14 (16), Wis 12, Cha 18 (22). 
   
   
  Skills and Feats: Bluff +36, Diplomacy +30, Disable 
  Device +4, Disguise +35, Forgery +19, Gather 
  Information +38, Hide +11, Intimidate +35, Knowledge 
  (local) +8, Move Silently +12, Open Lock +2, Search 
  +13, Sense Motive +21, Survival +13; City Slicker, 
  Combat Expertise, Endurance, Improved Feint, 
  Improved Grapple, Skill Focus (Bluff), Skill Focus 
  (Diplomacy), Skill Focus (Gather Information), Track. 
  Languages: Common, Goblin, Orc  
   
  Bring ‘em back alive (Ex): Whenever a justiciar 
  attacks with a melee weapon, he can deal nonlethal 
  damage with the weapon instead of lethal damage with 
  no penalty on the attack roll. Normally, attempting to 
  deal nonlethal damage with a weapon in this way 
  incurs a –4 penalty on the attack roll. 
   
  Nonlethal strike (Ex): A justiciar can make 
  nonlethal strikes. Any time the character uses the 
  bring ‘em back alive ability and his target would be 
  denied his dexterity bonus to Armor Class (whether 
  she actually has a dexterity bonus or not) or when the 
  justiciar flanks the target, the justiciar’s attack deals an 
  extra 1d6 points of nonlethal damage. This extra 
  damage increases to 2d6 at 4
  th level, 3d6 at 7
  th level, and 
  4d6 at 10
  th level. Should the justiciar score a critical hit 
  with a nonlethal strike, this extra damage is not 
  multiplied. 
   
  A justiciar can use nonlethal strike only on a living 
  creature 
  with 
  discernable 
  anatomy 
  – 
  undead, 
  constructs, oozes, plants and incorporeal creatures are 
  not subject to this extra damage. Also, creatures 
  immune to nonlethal damage are immune to nonlethal 
  strike damage. The justiciar cannot make a nonlethal 
  strike against a creature with concealment. 
   
   
  Improved Grapple (Ex): At 2
  nd level, a justiciar 
  receives Improved Grapple as a bonus feat even if he 
  does not meet the pre-requisites. 
   
  Crippling Strike (Ex): A justiciar of 2
  nd level or 
  higher can make a nonlethal strike against an 
  opponent with such precision that his blow weakens 
  and hampers the opponent. When a justiciar damages 
  an opponent with a nonlethal strike, that character also 
  takes one point of Strength damage.  
  BDK5-03 The Secret Ingredient 
   
  Page 28 
   
  
   
  Possessions: Scepter of obedience, +1 merciful 
  longsword, headband of intellect +2, cloak of charisma 
  +4, +1 mithral chain shirt. 
   
  APL 2 
  Encounter Three 
  Hobgoblin bruiser: Male hobgoblin Bbn1/Ftr2; CR 3; 
  Medium humanoid (Goblinoid); HD 1d12+3 plus 
  2d10+6; hp 33; Init +5; Spd 20 ft.; AC 21 (touch 11, flat-
  footed 20) [+8 armor, +1 Dex, +2 shield]; BA/G +3/+5; 
  Atk +7 melee (1d6+2, masterwork club); Full Att +7 
  melee (1d6+2, masterwork club); SQ fast movement, 
  rage 1/day; AL NE; SV Fort +8, Ref +1, Will +3; Str 15, 
  Dex 12, Con 16, Int 13, Wis 12, Cha 8.  
   
  Skills and Feats: Intimidate +5, Jump -2, Listen +5, 
  Ride +5, Swim -4; Close Quarters Fighting, Improved 
  Initiative, Iron Will, Weapon Focus(Club). 
   
  Languages: Common, Goblin, Orc. 
   
  Rage (Ex): hp 39; AC 19 (touch 9, flat-footed 18); 
  BA/G +3/+7; Atk +9 melee (1d6+4, masterwork club); 
  Full Att +9 melee (1d6+4, masterwork club); SV Fort 
  +10, Will +5; Str 19, Con 20. Jump +2, Swim -4. 
   
  Possessions: 
  masterwork 
  spiked 
  full 
  plate, 
  masterwork heavy wooden shield, masterwork club. 
   
   
  Hobgoblin thug: Male hobgoblin Rog1; CR 1; 
  Medium humanoid (Goblinoid); HD 1d6+3; hp 9; Init 
  +2; Spd 30 ft.; AC 17 (touch 13, flat-footed 14) [+4 
  armor, +3 Dex]; BA/G +0/+2; Atk +3 melee (1d6+2/19-
  20, masterwork shortsword); Full Att +3 melee 
  (1d6+2/19-20, masterwork shortsword); SA sneak 
  attack +1d6; SQ trap finding; AL NE; SV Fort +3, Ref 
  +5, Will -1;  
  Str 14, Dex 16, Con 16, Int 13, Wis 8, Cha 10.  
   
  Skills and Feats: Bluff +4, Escape Artist +5, Hide 
  +5, Intimidate +4, Jump +4, Move Silently +5, Search 
  +5, Sleight of Hand +5, Tumble +5; Combat Expertise. 
   
  Languages: Common, Goblin, Orc. 
   
  Possessions: chain shirt, masterwork shortsword, 
  tanglefoot bag (*2).  
  BDK5-03 The Secret Ingredient 
   
  Page 29 
   
  
  APL 4 
  Encounter Three 
  Hobgoblin bruiser: Male hobgoblin Bbn1/Ftr4; CR 5; 
  Medium humanoid (Goblinoid); HD 1d12+3 plus 
  4d10+12; hp 51; Init +5; Spd 20 ft.; AC 21 (touch 11, 
  flat-footed 20) [+8 armor, +1 Dex, +2 shield]; BA/G 
  +5/+8; Atk +11 melee (1d6+10/19-20, spiked club); Full 
  Att +11 melee (1d6+10/19-20, spiked club); SQ fast 
  movement, rage 1/day; AL NE; SV Fort +10, Ref +3, 
  Will +5; Str 16, Dex 12, Con 16, Int 13, Wis 12, Cha 8.  
   
  Skills and Feats: Intimidate +7, Jump +1, Listen +5, 
  Ride +5, Swim -2; Close Quarters Fighting, Improved 
  Initiative, Iron Will, Weapon Focus (club), Weapon 
  Specialization (club). 
   
  Languages: Common, Goblin, Orc. 
   
  Rage (Ex): hp 61; AC 19 (touch 9, flat-footed 18); 
  BA/G +5/+10; Atk +13 melee (1d6+12/19-20, spiked 
  club); Full Att +13 melee (1d6+12/19-20, spiked club); 
  SV Fort +12, Will +7; Str 20, Con 20. Jump +5, Swim -1. 
   
  Possessions: 
  masterwork 
  spiked 
  full 
  plate, 
  masterwork heavy wooden shield, masterwork club 
  (spikes, CL 5
  th), cloak of resistance +1. 
   
  Hobgoblin thug: Male hobgoblin Rog3; CR 3; 
  Medium humanoid (Goblinoid); HD 3d6+9; hp 23; Init 
  +2; Spd 30 ft.; AC 17 (touch 13, flat-footed 14) [+4 
  armor, +3 Dex]; BA/G +2/+4; Atk +5 melee (1d6+3/19-
  20, +1 shortsword); Full Att +5 melee (1d6+3/19-20, +1 
  shortsword); SA sneak attack +2d6; SQ evasion, trap 
  finding, trap sense +1; AL NE; SV Fort +4, Ref +6, Will 
  +0; Str 14, Dex 16, Con 16, Int 13, Wis 8, Cha 10.  
   
  Skills and Feats: Bluff +6, Escape Artist +8, Hide 
  +8, Intimidate +8, Jump +9, Move Silently +8, Search 
  +7, Sleight of Hand +10, Tumble +10; Combat 
  Expertise, Improved Feint.  
   
  Languages: Common, Goblin, Orc. 
   
  Possessions: 
  masterwork 
  chain 
  shirt, 
  +1 
  shortsword, tanglefoot bag (*2).  
   
  Encounter Nine-A 
  Skullcrusher Ogre: CR 5; Large Giant; HD 8d8+24; hp 
  60; Init +0; Spd 30 ft.; AC 20 (touch 9, flat-footed 20) [-1 
  size, +2 natural, +7 spiked half-plate, +2 spiked heavy 
  steel shield]; BA/G +6/+21; Atk +12 melee (2d6+7, 
  morningstar) or +12 melee (1d8+3, shield spike) or +6 
  ranged (2d6+7, rock); Full Atk +8/+3 melee (2d6+7, 
  morningstar) and +8 melee (1d8+3, shield spike) or +6 
  ranged (2d6+7, rock); Face/Reach 10 ft./10 ft.; SA Rock 
  throwing; SQ darkvision 60 ft., low-light vision; AL 
  NE;  
  SV Fort +9, Ref +2, Will +2;  
  Str 25, Dex 11, Con 17, Int 10, Wis 11, Cha 9. 
   
  Skills and Feats: Craft (weaponsmithing) +5, 
  Handle Animal +4, Intimidate +1, Knowledge 
  (architecture and engineering) +5, Ride +7, Search +0 
  (+2 secret doors); Improved Grapple, Improved Shield 
  Bash, Mounted Combat, Power Attack, Two-Weapon 
  Fighting. 
   
  Rock Throwing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks. A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (Small objects) up to five range increments. The range 
  increment is 100 feet for a skullcrusher ogre’s rocks. 
   
  Encounter Nine-B 
  Blind Skullcrusher Ogre: CR 5; Large Giant; HD 
  8d8+24; hp 60; Init +0; Spd 30 ft.; AC 20 (touch 9, flat-
  footed 20) [-1 size, +2 natural, +7 spiked half-plate, +2 
  spiked heavy steel shield]; BA/G +6/+21; Atk +12 
  melee (2d6+7, morningstar) or +12 melee (1d8+3, 
  shield spike) or +6 ranged (2d6+7, rock); Full Atk +8/+3 
  melee (2d6+7, morningstar) and +8 melee (1d8+3, 
  shield spike) or +6 ranged (2d6+7, rock); Face/Reach 10 
  ft./10 ft.; SA Rock throwing; SQ darkvision 60 ft., low-
  light vision; AL NE;  
  SV Fort +9, Ref +2, Will +2;  
  Str 25, Dex 11, Con 17, Int 10, Wis 11, Cha 9. 
   
  Skills and Feats: Intimidate +10, Listen +5.5; Blind-
  fight, Improved Grapple, Improved Shield Bash, Power 
  Attack, Two-Weapon Fighting. 
   
  Rock Throwing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks. A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (Small objects) up to five range increments. The range 
  increment is 100 feet for a skullcrusher ogre’s rocks. 
   
  BDK5-03 The Secret Ingredient 
   
  Page 30 
   
  
  APL 6 
  Encounter Three 
  Hobgoblin bruiser: Male hobgoblin Bbn1/Ftr6; CR 7; 
  Medium humanoid (Goblinoid); HD 1d12+4 plus 
  6d10+24; hp 76; Init +5; Spd 20 ft.; AC 23 (touch 11, 
  flat-footed 22) [+9 armor, +1 Dex, +3 shield]; BA/G 
  +7/+10; Atk +13 melee (1d6+12/19-20, spiked club); 
  Full Att +13/+8 melee (1d6+12/19-20, spiked club); SQ 
  fast movement, rage 1/day; AL NE;  
  SV Fort +11, Ref +4, Will +6;  
  Str 16, Dex 12, Con 16, Int 13, Wis 12, Cha 8.  
   
   
  Skills and Feats: Intimidate +9, Jump +3, Listen +5, 
  Ride +5, Swim +1; Close Quarters Fighting, Combat 
  Expertise, Improved Initiative, Improved Toughness, 
  Iron 
  Will, 
  Weapon 
  Focus 
  (club), 
  Weapon 
  Specialization (club). 
   
  Languages: Common, Goblin, Orc. 
   
  Rage (Ex): hp 90; AC 21 (touch 9, flat-footed 20); 
  BA/G +7/+12; Atk +15 melee (1d6+14,19-20, spiked 
  club); Full Att +15/+10 melee (1d6+14/19-20, spiked 
  club); SV Fort +13, Will +8; Str 20, Con 20. Jump +7, 
  Swim +1. 
   
  Possessions: spiked +1 full plate, +1 heavy wooden 
  shield, masterwork club (spikes, CL 7
  th), cloak of 
  resistance +1. 
   
  Hobgoblin thug: Male hobgoblin Rog5; CR 5; 
  Medium humanoid (Goblinoid); HD 5d6+15; hp 37; 
  Init +2; Spd 30 ft.; AC 18 (touch 13, flat-footed 18) [+5 
  armor, +3 Dex]; BA/G +3/+5; Atk +6 melee (1d6+3/19-
  20, +1 shortsword); Full Att +6 melee (1d6+3/19-20, +1 
  shortsword); SA sneak attack +3d6; SQ evasion, trap 
  finding, trap sense +1, uncanny dodge; AL NE;  
  SV Fort +5, Ref +8, Will +1;  
  Str 15, Dex 16, Con 16, Int 13, Wis 8, Cha 10.  
   
  Skills and Feats: Bluff +8, Escape Artist +10, Hide 
  +10, Intimidate +10, Jump +11, Move Silently +10, 
  Search +9, Sleight of Hand +12, Tumble +12; Combat 
  Expertise, Improved Feint.  
   
  Languages: Common, Goblin, Orc. 
   
  Possessions: +1 chain shirt, +1 shortsword, 
  tanglefoot bag (*2), cloak of resistance +1. 
   
  Encounter Five 
  Melba: Female sea hag Ftr2/Wave1; CR 7; Medium 
  monstrous humanoid (Aquatic); HD 3d8+6 plus 
  2d10+4 plus 1d10+2; hp 48; Init +0; Spd 20 ft., swim 30 
  ft.; AC 25 (touch 10, flat-footed 25) [+8 armor, +2 shield, 
  +5 natural]; BA/G +6/+13; Atk +15 melee (1d8+8, +1 
  trident, when mounted) or +13 melee (1d4+7, claw) or 
  +6 ranged (1d8+8, +1 trident, when mounted); Full Att 
  +15/+10 melee (1d8+8, +1 trident, when mounted) or 
  +13 melee (1d4+7, 2 claws); SA horrific appearance, evil 
  eye, mounted weapon bonus (Trident, +1); SQ 
  amphibious, darkvision 60 ft., Waverider mount; SR 
  14; AL CN;  
  SV Fort +9, Ref +4, Will +8;  
  Str 24, Dex 10, Con 14, Int 10, Wis 15, Cha 18.  
  Skills and Feats: Handle Animal +9, Ride +9, Swim 
  +5; Ability Focus (Horrific Appearance), Mounted 
  Combat, Mounted Archery, Ride by Attack, Spirited 
  Charge,. 
   
  Languages: Common, Giant. 
   
  Horrific Appearance (Su): The sight of a sea hag 
  is so revolting that anyone (other than another hag) 
  who sets eyes upon one must succeed on a DC 17 
  Fortitude save or instantly be weakened, taking 2d6 
  points of Strength damage. This damage cannot reduce 
  a victim’s Strength score below 0, but anyone reduced 
  to Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
   
  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 15 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 13 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
  Waverider Mount: A waverider can call a special 
  aquatic mount to serve her. This may be a 
  hippocampus, sea lion, shark, porpoise, elasmosaurus, 
  or whale. This creature is stronger and more intelligent 
  than others of its type. A waverider may have only one 
  mount at a time. If the mount is slain, the waverider 
  can call another after a year and a day.  
   
  Mounted Weapon Bonus (Ex): At each level, the 
  waverider gains the indicated bonus on her attack roll 
  with the designated weapon while mounted. 
   
  Trident Charge (Ex): A waverider can use a 
  trident to deal double damage when used from the 
  back of a charging mount. The Spirited Charge feat can 
  be used to increase the damage multiple to triple 
  normal. 
   
  Amphibious (Ex): Although sea hags are aquatic, 
  they can survive indefinitely on land. 
   
  Skills: A sea hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always 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. 
  BDK5-03 The Secret Ingredient 
   
  Page 31 
   
  
   
  Possessions: masterwork heavy wooden shield, 
  dragonhide (bronze) fullplate, +1 trident, cloak of 
  resistance +1. 
   
   
  Toast, large shark waverider mount: hp 45, AC 18. 
  See Monster Manual page 279. 
   
  Possessions: exotic military saddle, masterwork 
  studded leather. 
   
  BDK5-03 The Secret Ingredient 
   
  Page 32 
   
  
  APL 8 
  Encounter Three 
  Hobgoblin bruiser: Male hobgoblin Bbn1/Ftr8; CR 9; 
  Medium humanoid (goblinoid); HD 1d12+4 plus 
  8d10+32; hp 96; Init +5; Spd 20 ft.; AC 23 (touch 11, 
  flat-footed 22) [+9 armor, +1 Dex, +3 shield]; BA/G 
  +9/+13; Atk +17 melee (1d6+15/17-20, spiked club); 
  Full Att +17/+12 melee (1d6+15/17-20, spiked club); 
  SQ fast movement, rage 1/day; AL NE;  
  SV Fort +13, Ref +5, Will +7;  
  Str 19, Dex 12, Con 16, Int 13, Wis 12, Cha 8.  
   
  Skills and Feats: Intimidate +11, Jump +6, Listen 
  +4, Ride +4, Swim +4; Close Quarters Fighting, Combat 
  Expertise, Greater Weapon Focus (Club), Improved 
  Critical 
  (club), 
  Improved 
  Initiative, 
  Improved 
  Toughness, Iron Will, Weapon Focus (club), Weapon 
  Specialization (club). 
   
  Languages: Common, Goblin, Orc. 
   
  Rage (Ex): hp 114; AC 21 (touch 9, flat-footed 20); 
  BA/G +9/+15; Atk +19 melee (1d6+17/17-20, spiked 
  club); Full Att +19/+14 melee (1d6+17/17-20, spiked 
  club); SV Fort +15, Will +9; Str 23, Con 20. Jump +10, 
  Swim +4. 
   
  Possessions: spiked +1 full plate, +1 heavy wooden 
  shield, masterwork club (spikes, CL 9
  th), cloak of 
  resistance +2, gauntlets of ogre power,  
   
  Hobgoblin thug: Male hobgoblin Rog7; CR 7; 
  Medium humanoid (goblinoid); HD 7d6+15; hp 51; 
  Init +2; Spd 30 ft.; AC 19 (touch 14, flat-footed 19) [+5 
  armor, +1 deflection, +3 Dex]; BA/G +5/+7; Atk +8 
  melee (1d6+3/19-20, +1 shortsword); Full Att +8 melee 
  (1d6+3/19-20, +1 shortsword); SA sneak attack +4d6; 
  SQ evasion, trap finding, trap sense +2, uncanny dodge; 
  AL NE; SV Fort +6, Ref +9, Will +2;  
  Str 15, Dex 16, Con 16, Int 13, Wis 8, Cha 10.  
   
  Skills and Feats: Bluff +13, Escape Artist +12, Hide 
  +12, Intimidate +12, Jump +13, Move Silently +12, 
  Search +11, Sleight of Hand +14, Tumble +14; Combat 
  Expertise, Improved Feint, Skill Focus (Bluff).  
   
  Languages: Common, Goblin, Orc. 
   
  Possessions: +1 chain shirt, +1 shortsword, 
  tanglefoot bag (*2), cloak of resistance +1, ring of 
  protection +1, brooch of shielding. 
   
  Encounter Five 
  Melba: Female sea hag Ftr2/Wave3; CR 9; Medium 
  monstrous humanoid (Aquatic); HD 3d8+6 plus 
  2d10+4 plus 3d10+6; hp 64; Init +0; Spd 20 ft., swim 30 
  ft.; AC 26 (touch 11, flat-footed 26) [+8 armor, +1 
  deflection, +2 shield, +5 natural]; BA/G +8/+15; Atk 
  +18 melee (1d8+8, +1 trident, when mounted) or +15 
  melee (1d4+7, claw) or +9 ranged (1d8+8, +1 trident, 
  when mounted); Full Att +18/+13 melee (1d8+8, +1 
  trident, when mounted) or +15 melee (1d4+7, 2 claws); 
  SA horrific appearance, evil eye, mounted weapon 
  bonus (Trident, +2), mounted weapon bonus (javelin, 
  +1); SQ amphibious, darkvision 60 ft., Waverider 
  mount, ride bonus +2, breach; SR 14; AL CN;  
  SV Fort +10, Ref +5, Will +10;  
  Str 24, Dex 10, Con 14, Int 10, Wis 16, Cha 18.  
   
  Skills and Feats: Handle Animal +9, Ride +13, 
  Swim +5; Ability Focus (Horrific Appearance), 
  Mounted Combat, Mounted Archery, Ride by Attack, 
  Spirited Charge. 
   
  Languages: Common, Giant. 
   
  Horrific Appearance (Su): The sight of a sea hag 
  is so revolting that anyone (other than another hag) 
  who sets eyes upon one must succeed on a DC 17 
  Fortitude save or instantly be weakened, taking 2d6 
  points of Strength damage. This damage cannot reduce 
  a victim’s Strength score below 0, but anyone reduced 
  to Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
   
  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 15 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 13 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
   
  Waverider Mount: A waverider can call a special 
  aquatic mount to serve her. This may be a 
  hippocampus, sea lion, shark, porpoise, elasmosaurus, 
  or whale. This creature is stronger and more intelligent 
  than others of its type. A waverider may have only one 
  mount at a time. If the mount is slain, the waverider 
  can call another after a year and a day.  
   
  Mounted Weapon Bonus (Ex): At each level, the 
  waverider gains the indicated bonus on her attack roll 
  with the designated weapon while mounted. 
   
  Trident Charge (Ex): A waverider can use a 
  trident to deal double damage when used from the 
  back of a charging mount. The Spirited Charge feat can 
  be used to increase the damage multiple to triple 
  normal. 
   
  Ride Bonus (Ex): At 2nd, 5th, 7th, and 9th level, a 
  waverider gains the indicated bonus on Ride checks. 
   
  Breach (Ex): On reaching 3rd level, a mounted 
  waverider can make a leaping charge to attack 
  opponents out of the water. The mount makes a Jump 
  check using its own ranks in the skill or the 
  waverider’s, whichever is better, to make a “running” 
  BDK5-03 The Secret Ingredient 
   
  Page 33 
   
  
  high jump as part of a charge, with a maximum height 
  distance of twice its length. If it contacts an opponent 
  during the jump, the waverider gains the normal +2 
  bonus on her attack roll. At the end of the jump, 
  waverider and mount are once again submerged and 
  thus do not take the –2 penalty to Armor Class against 
  opponents out of the water (those underwater are still 
  able to take advantage of the waverider’s being 
  temporarily off-balance). A waverider cannot use this 
  ability in two consecutive rounds. 
   
  Amphibious (Ex): Although sea hags are aquatic, 
  they can survive indefinitely on land. 
   
  Skills: A sea hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always 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. 
   
  Possessions: masterwork heavy wooden shield, 
  dragonhide (bronze) fullplate, +1 trident, cloak of 
  resistance +1, ring of protection +1. 
   
   
  Toast, huge shark waverider mount: hp 73, AC 18, 
  Jump +17. See Monster Manual page 279. 
   
  Possessions: exotic military saddle, masterwork 
  studded leather. 
   
   
  BDK5-03 The Secret Ingredient 
   
  Page 34 
   
  
  Appendix III: Player’s Handout 1 
   
  Coldeven 21, 595 CY 
   
  By the order of His Grace, Prince 
  Zeech, the port, harbor, and docks of 
  Alhaster are hereby closed to all 
  merchant and civilian traffic until 
  further notice! Violators shall be 
  arrested. Those who resist arrest shall 
  be slain, their families arrested, and 
  their possessions confiscated!  
   
  In addition, a curfew of one hour 
  before the turn of the night is now in 
  effect for the Harbor District. Anyone 
  not on official business caught on the 
  Harbor District's streets after the 
  curfew shall be arrested. Those who 
  resist arrest shall be slain. 
   
  Prince Zeech
  BDK5-03 The Secret Ingredient 
   
  Page 35 
   
  
  Appendix IV: Player Handout 2 
   
  The last two entries in the Captain’s Journal 
   
  Coldeven 4, 595 CY 
    Alia’s health is fading and her condition has 
  grown worse. She is no longer eating solid foods 
  and tosses in her sleep. I’ve never been so far 
  in debt, but I’ve spent every coin I have on 
  medicine for her. Hopefully this new cure all 
  will work unlike all the other snake oils out 
  there.  
  - Djivan 
   
  Coldeven 16, 595 CY 
    My Alia took sick nearly two weeks ago and I 
  fear that the medicine is no longer helping her. 
  If not for a lucrative contract with that 
  Malthos fellow, I never would have enough money 
  to pay for her treatments. Who could imagine 
  that a fellow would pay 2000 gold for just a few 
  ounces of some green metal? I do hope that he is 
  prompt with payment when I arrive in Alhaster, 
  or I shall be lost.  
  -Djivan 
  BDK5-03 The Secret Ingredient 
   
  Page 36 
   
  
  DM Aid: Maps 
  Encounter Two: Nebrik’s Shop and Cellar 
   
   
   
   
   
   
   
   
   
  Encounter Nine: Prison Warehouse 
   
   
  BDK5-03 The Secret Ingredient 
   
  Page 37 
   
  
  Encounter Three: Pier Pressure 
   
   
  Encounter Six: Barging In 
   
   
  BDK5-03 The Secret Ingredient 
   
  Page 38 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/595/Normal Scenarios/BDK5-03 - The Secret Ingredient (APL 2-8)/BDK5-03 - The Secret Ingredient.pdf