TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 system 
  license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This 
  scenario is intended for tournament use only and may not be reproduced without approval of the RPGA 
  Network.  
   
  FURintro5-02 
    
   
   
   
   
   
  Baffle ‘Em With Bards 
   
  A One-Round D&D LIVING GREYHAWK®  
  Furyondy Regional Adventure 
  Version 1 
  Round 1 
  by Shelley R. Stephen 
  with editorial and technical assistance from Andrew Nuxoll 
  edited by Michelle Sharp 
   
  The city of Caronis is lovely in the late spring. The trees are budding, the flowers are blooming and the spies 
  are working hard. Well, maybe it isn’t lovely, but it certainly is busy and full of information that the King must 
  know. Will you help Furyondy and get this information to the proper people? Sounds simple – deceptively 
  simple. An introductory adventure designed for 1st level characters (APL 1). 
   
  
  Baffle ‘Em With Bards 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and record-
  keeping after the game. The following guidelines are 
  here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and judge fill out the RPGA Tracking Sheet. 
   The judge should complete the top of the form and 
  list his name and RPGA number.  The players 
  should each list their name and RPGA number.  
  After the form is filled out it should be given to the 
  Event Coordinator. 
  LIVING GREYHAWK  
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a 
  LIVING GREYHAWK character generated, get a copy 
  of 
  the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web site, 
  and then have any players without a character 
  create one.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  
  Baffle ‘Em With Bards 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of the 
  PCs 
  participating 
  in 
  the 
  adventure. 
  To 
  determine 
  the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have been trained for combat 
  (most 
  likely 
  being 
  war 
  horses, 
  dogs 
  trained 
  for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc.) use the sidebar chart to 
  determine the number of levels you add to the 
  sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, 
  light or heavy, with him in the adventure and it 
  will not count toward the APL calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered increments. 
  If the APL of your group falls on an odd number, ask 
  them before the adventure begins whether they 
  would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the 
  lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC may gain at the end of the adventure. If a 
  player character is three character levels or more 
  either higher or lower than the APL at which this 
  adventure is being played, that character will receive 
  only one-half of the experience points for the 
  adventure.  Further, if the PC is three character 
  levels or more lower than the APL at which this 
  adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as well. 
   This simulates the fact that 
  either 
  the 
  PC 
  was 
  not 
  challenged 
  as 
  much 
  as 
  normal or relied on help by 
  higher-level 
  characters 
  to 
  reach the objectives. 
   
  Further, a PC who is four 
  or more levels higher than the 
  highest APL supported by the 
  adventure may not play the 
  scenario unless the highest 
  APL 
  supported 
  by 
  the 
  adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  two things that the group can do to help even the 
  score. 
  1. Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. 
  This 
  is 
  a 
  move 
  action 
  (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard one-round regional adventure, set 
  in Furyondy.  Characters native to Furyondy 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 
  
  Baffle ‘Em With Bards 
   
  Page 3 
  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 who 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 Background  
  Bard Rafendyl of the Duchy of Reach has 
  discovered vital information that must get to the 
  King in Chendl: the beginnings of a plot to take over 
  the County of Crystalreach once more, allowing Iuz 
  a new foothold into Furyondy. The plan is for a bard 
  to deliver his information accompanied by a group of 
  adventurers disguised as a traveling troupe of 
  performers. At each town, the bard is to check with 
  local informants for additional information. Additional 
  NPCs are available to travel with the party to ensure 
  a full table. 
  Adventure Summary 
  Encounter 1: The PCs are at the Bard's Rest Inn in 
  Caronis. Bard Rafendyl is performing. After the 
  performance a serving woman slips a note into a 
  PC’s pocket, inviting the PC(s) to a meeting at 
  midnight. At the meeting, they are greeted by 
  Rafendyl and the “serving woman" and asked to ride 
  with her and pretend to be part of a group of 
  traveling performers. 
  Encounter 2: At a small village on the way to Castle 
  Greylode, the PCs stop at the only inn in town to 
  perform for practice. They are approached by a 
  group of adventurers. The PCs were spotted at the 
  Bard’s Rest as one of the approaching group 
  coveted the serving wench. The adventurers try to 
  expose the PCs as fake bards. 
  Encounter 3: When they reach Castle Greylode, 
  they find the surrounding town in an uproar. Some 
  prisoners have escaped with the aid of a traveling 
  bard troupe. The PCs are accosted by suspicious 
  prison guards. 
  Encounter 4: When the group finally makes it out of 
  town, they encounter the fake bard troupe that 
  helped the prisoners to escape. The fake bards see 
  more realistic bards and want to take over their 
  circuit to avoid suspicion. 
  Encounter 5: In Worlende, the rendezvous with the 
  Twilight Hunters goes off without a hitch. The  
  troupe's performance doesn't go so well. Some of 
  the locals are suspicious that this isn't a troupe at 
  all. The PCs find Worlende's first bardic contest in 
  progress. The troupe must enter the contest or look 
  conspicuous. 
  Encounter 6: The bardic contest is being put on by 
  the Furyondy Players. Some of the most coveted 
  prizes are the ability to audition for the guild without 
  fee and automatic entrance into the guild for the 
  winners 
  of 
  the 
  contest. 
  PCs 
  are 
  awarded 
  experience based upon the results of their Perform 
  skill checks 
  Encounter 7: The PCs arrive in Chendl just before 
  curfew. They meet with Rafendyl’s contact, the 
  Bard Carwend Braceworth at the Singing Kettle Inn, 
  to turn over the information, if they decide to trust 
  the contact.  
  Preparation for Play 
  Before beginning play, determine whether the PCs 
  have played FURintro4-01 Out in the Woods. If so, 
  they would have met Carwend Braceworth before. 
  Also determine if PCs are members of the Furyondy 
  Players or the Twilight Hunters, or if they have an 
  appropriate favor. 
  Judges need to determine which male PC has 
  the highest Charisma. If table has all female PCs, 
  determine the lowest Charisma. In addition, have 
  the PCs roll several Spot checks and pick one to 
  use in Encounter One. 
  Introduction 
  The PCs have just entered Caronis, a major 
  Furyondian port city on the Velverdyva River.  It is a 
  city overflowing with refugees from the war in Veluna 
  and laced with bandits and smugglers provided 
  supplies to both sides of that war. It is around 
  
  Baffle ‘Em With Bards 
   
  Page 4 
  dinner time. PCs find themselves in the Bard’s Rest 
  Inn. If the locals are asked about it, they say the 
  food is poor and somewhat overpriced, but Bard 
  Rafendyl himself is performing this evening. 
  The city of Caronis in the Duchy of Reach lies 
  on the Velverdyva River. Caronis rings with the 
  sounds of bards. The shouts of patrons and 
  protests (or not) of barmaids can always be 
  heard. It is a definitive party town with a 
  standing population of around 1,600, including 
  two to three hundred Velunese. Despite this 
  apparent lack of morals, there are very few poor 
  or evil people in Caronis, partly due to the 
  Velunese influence.  
   
  There is an undercurrent of unrest in 
  Caronis, due in no small part to its Velunese 
  ties. The invasion of Veluna has affected many 
  of the citizens directly. There is a wariness 
  shown by the citizens when talking about the 
  crown. Many are afraid the army will soon begin 
  conscription. As Caronis has close ties to 
  Veluna in many ways, people worry about being 
  forced to fight people they know. Hoarding of 
  typical war shortage items has begun, and the 
  sale of arms is going strong. 
  Encounter One:  Bard’s Rest 
  Caronis is a small but important town as it is the 
  major gateway to Veluna, which can be seen 
  across the forked stone bridge that crosses the 
  river. Caronis is also the center of distribution for 
  gold from the Carnalion Mines, a very important 
  source of income for the city and the Duchy. The 
  free-wheeling attitude of Caronis and the rest of the 
  Duchy is very different from the rest of Furyondy.  
   
  The lands north of Caronis are crowded with 
  fisherman during the Eel Run when vast numbers of 
  eels swim downriver from Quad Lake to grow and 
  spawn in the Nyr Dyv. There is a weeklong festival 
  with feasting, song and dance, and of course, 
  consumption of vast quantities of beer and mead. 
  Most of the netting is done at night and the lanterns 
  of the eel netters can be seen for miles.  
   
  Allow the PCs to introduce themselves and 
  discover why they are traveling together. 
  Given the attitude in the city, the Bard’s Rest Inn 
  seems a logical destination. It has been 
  recommended by several adventurers as being 
  fair 
  and 
  honest 
  and 
  having 
  fabulous 
  entertainment at a minimum price. The sounds 
  wafting outside on the spring breeze are just 
  divine, far superior to the average tavern fair. 
  The sign board outside the inn says that Bard 
  Rafendyl himself is performing tonight, an 
  unexpected and welcome treat for road weary 
  adventurers. That would explain the high quality 
  of the bards currently being heard – not just 
  anyone is invited to warm up the crowd for 
  ‘Gildentongue’ as he is known. Clientele in the 
  inn is typical of most inns, except a bit higher 
  class. These people are not here to make trouble 
  – they are here to listen to the performances and 
  are respectful during and afterward. Even a bad 
  performance is treated respectfully – no thrown 
  objects. Badly behaving patrons are summarily 
  dismissed by the bouncers, half-orcs that 
  tolerate very little.  
  Creatures:  In addition to the general clientele, the 
  following individuals are present in the tavern:  
  Harmonius: Male human Rog1/Ftr1, hp 12 
  (Sense Motive +7) – Door Greeter 
  Velenala: Female human Wiz3, hp 11 (Sense 
  Motive +9) – Inn Registrator 
  Bouncers: 1 male/1 female half-orc Bbn1, hp 13 
  (Sense Motive +4, Armor Class 20) 
  Rafendyl: Male Half-elf Brd11 (Sense Motive +8) 
  Alise Viavaté: Female Human Brd4 (See 
  Appendix Two) 
  Dobyn Balderk: Male Dwarf Clr1 (See Appendix 
  Two) 
  Jessenia Vardo-mescro: Female Human (Flan) 
  Rog1 (See Appendix Two) 
  PCs that have a favor from or are members of the 
  Furyondy Players know that Rafendyl is in line to 
  be on the ruling body of the Furyondy Players soon 
  – a high rank indeed. This means he is privy to 
  most, if not all, of the information and plots flowing 
  through the guild. PCs with no prior experience can 
  get additional info with a Gather Information, 
  Knowledge – Local [Iuz Border States], or Bardic 
  Knowledge check (DC 15). They can hear rumors in 
  the crowd about Rafendyl, how great a bard he is 
  and well placed in the Furyondy Players. 
   
  The inn (See Map #1) was designed for 
  performances more than most. Standing at a small 
  podium near the door is a human male called 
  Harmonius directing patrons to seats. At the left 
  end is a raised stage with a curved sound shell 
  behind the stage to project the sounds from on 
  
  Baffle ‘Em With Bards 
   
  Page 5 
  stage toward the audience. The usual tables and 
  benches are all around. At the right end is the bar 
  which is nothing notable except there are no seats 
  facing the bar as all seating faces the stage. In the 
  back corner at the right end is another podium for 
  registering guests for rooms upstairs attended by 
  Velenala. Behind this podium is the stairs to the 
  rooms. Missing is the typical working girls or boys 
  seen at many an inn. This inn is strictly for stage 
  entertainment. 
  The atmosphere in the inn is full of tense 
  excitement. An announcement is heard, “Please 
  welcome to our humble stage, a man who needs 
  no introduction, Bard Rafendyl!” The crowd is 
  very 
  enthusiastic, 
  clapping, 
  whistling 
  and 
  yelling for the great bard.  A rather dapper 
  looking half-elf steps onto the stage, carrying a 
  lute that patrons with no musical training 
  whatsoever can tell is an exquisite specimen. He 
  begins the performance with a slow ballad 
  played on the lute, gradually going to songs 
  with singing, and faster and faster songs that get 
  the enthusiastic patrons to their feet time and 
  time again. This is undoubtedly the best 
  performance this town has heard since the last 
  time Rafendyl performed. 
   
  When the performance ends, a serving girl 
  circulates through the throng. She has blond 
  hair, twisted into a braid on her head, and is 
  well endowed. She wears fairly non-descript 
  clothing typical of a barmaid at a mediocre inn.  
  Just after the performance, a note is surreptitiously 
  delivered to the PCs by an amorous young “serving 
  woman,” the disguised Alise. She approaches the 
  handsomest of the male PCs and kisses him 
  deeply on the lips. If the table has all female PC’s, 
  Alise will do the same to the homeliest female, but 
  after the kiss, she acts surprised to find out the 
  person is female and backs up, apologizing.   
   
  It is only after she has sauntered off that the PC 
  finds a note in his (or her!) pocket, Player Handout 
  #1. Roll an opposed check (Alise’s Sleight of Hand 
  (d20+9) vs. PCs pre-rolled Spot (with a -5 penalty 
  for being distracted)) to see if the PCs notice her 
  delivering the note. If no one notices, allow them to 
  find it themselves in a few minutes. If they notice 
  and chase her down, she will curl into the arms of 
  the PC that got the note and whisper in his ear, 
  “Please don’t worry. Gildentongue sent me,” and 
  squirms free. If the PCs ask about the young 
  woman, various patrons have seen her there before, 
  on and off. She’s friendly, but usually not that 
  friendly with people.   
   
  The PC(s) tap on the door to room 12 at 
  midnight. They are greeted by Rafendyl. Assume 
  the PCs arrive on time unless they specifically state 
  otherwise. In that case, if they come more than 
  fifteen minutes early, he is not yet available and if 
  they come much later, he is irritated by their 
  tardiness but still agrees to see them.  
  The door to Room 12 opens a crack, only to 
  show an eye peeping out. The door shuts 
  abruptly, then opens all the way. The same half-
  elf seen on the stage below is the one who 
  opens 
  the 
  door. 
  He 
  gestures 
  for 
  quick 
  movement into the room. 
  Rafendyl greets PCs that have encountered him 
  before enthusiastically and by name. He asks to be 
  introduced to the other PCs and greets them like 
  friends he’s had forever.  
   
  The room is fairly large compared to most, 
  about 15 x 20. The room contains a bed, desk and 
  chair, chamber pot and basin and a wardrobe. There 
  is one window facing the back of the inn but nothing 
  close enough for anyone to use to climb in. The 
  room location seems to have been chosen with 
  care. 
   “Let me introduce you to my companions. This 
  is Alise Viavaté (Uh-leese Vee-uh-vah-tay). You 
  may remember her as the serving woman from 
  below. In reality she is a bard with quite a 
  reputation of her own.”  
   
  Alise is barely recognizable. She's dressed 
  in traveling clothes with flute case in hand. She 
  is a Flan woman, with dark, wavy hair, pretty 
  but not overly so, average build. Overall, she 
  does not have a memorable appearance – after 
  passing her on the street she would be soon 
  forgotten as she reminds everyone of others. 
  If there are less than six PCs, the bard introduces 
  others are in the room, Dobyn Balderk, a dwarven 
  cleric of Tritherion and Jessenia Vardo-mescro, a 
  Flan rogue. If there are six PCs at the table, neither 
  is present. 
   “Now that we all know one another, there are 
  some things about me that are not common 
  knowledge. You see, being a bard, I travel quite 
  extensively and meet people in many walks of 
  life, including other bards. Over the years, I’ve 
  created an information network of sorts that has 
  come in useful to the crown on occasion. Given 
  
  Baffle ‘Em With Bards 
   
  Page 6 
  Caronis’ proximity to Veluna means this is the 
  perfect home base to gather information about 
  other countries as well. 
  Rafendyl explains that Alise requires an escort to 
  Chendl. She bears urgent intelligence that Rafendyl 
  has gathered for the royal court. He asks the PCs 
  to ride with her and pretend to be part of a group of 
  traveling performers to hide her presence.  
   
  If there are fewer than six PCs, Rafendyl 
  strongly encourages the PCs to take one or both of 
  the NPCs with them to bring the party up to six. He 
  emphasizes that these “experts” can be most 
  useful as their mission may have unanticipated 
  danger. If they only need one person, the PCs can 
  choose which one to take along. The NPC not 
  chosen can try to convince the PCs to change their 
  minds. Alise insists that the PCs fill out the party, 
  emphasizing the importance of the mission and the 
  vital nature of the information. Rafendyl tells the 
  PCs that he has a special task for the NPC not 
  chosen, a particularly dangerous task. The NPC 
  seems mollified at that point.  
   
  At this point, the PCs must pick what their act 
  will entail, anything non-military. Military things 
  (knife throwing, sword fighting, etc.) is actively 
  discouraged by the NPCs. A Sense Motive (DC 5) 
  on the NPCs shows concern for the mission and 
  the lives of the PCs. Comments would be 
  something like the following, accompanied by a lot 
  of melodramatic hand waving and pacing: 
  “You do want this mission to succeed don’t 
  you?” 
  “Oh, sure, just put up a sign that says 
  “Adventurers Disguised As Bards Here!” 
  “Real bards would never do that on stage!” 
  “I know you’re more brawn than brains but 
  surely even you can come up with something 
  better than that!” 
  “I’ll bet you’re working for Iuz on the side, aren’t 
  you?” 
   
  As they leave to turn in for the night, Rafendyl 
  hands each PC a twenty five gp token, as he calls 
  it, for helping him out. He tells them the contact in 
  Chendl is the bard Carwend Braceworth, a longtime 
  friend. 
  Encounter Two: Rivals for the 
  Wench 
  The PCs stop at a small village on the way to 
  Castle Greylode.  
  There is a small village in the distance. The only 
  indication of its name is a small sign in 
  disrepair, 
  nearly 
  overgrown 
  with 
  vines, 
  declaring this to be One Horse, population 50. 
  The 50 has been scratched out and someone 
  added 51 to the sign. 
  The village has the one road running through. There 
  is a generic temple used for multiple gods, an inn, 
  general store, smithy, some houses, etc. Nothing is 
  the slightest bit unusual. The inn is the largest 
  building in town. Its name is only shown as “Little 
  Nag’s” (See Map #2), with a picture of a bed with a 
  sleeping horse. Alise suggests that they perform 
  there both to keep their disguise intact and to 
  practice their act. 
  Upon entering Little Nag’s, a typical small town 
  inn is revealed, long tables with benches for 
  about twenty people, stairs to a small second 
  story, pallets under the stairs for the majority of 
  the guests. Near the fireplace is a space with 
  stools. It would seem this inn is no stranger to 
  bardic entertainment. 
   
  Behind the bar is the proprietor, Jenny. A 
  middle-aged dwarven woman of small stature, 
  she has a luxuriously soft-looking beard braided 
  with colorful beads of semi-precious stones. 
  She’s dressed in her working attire, a practical 
  shirt and pants with an apron over the top. 
   
  In the inn is an assortment of the usual kind 
  of patron for a small inn. One group in 
  particular seems to be especially observant of 
  new arrivals. The group consists of two men 
  who appear to have seen some combat, one 
  older, one younger, a cleric and a magic user of 
  some sort. 
  If the group intends to perform, they must approach 
  the inn keep, Jenny.  If the PCs do not approach 
  the group, the group comes up to them. Either way, 
  the group of adventurers – a young fighter type, an 
  older fighter (father and son), a disreputable looking 
  cleric, and someone in sorcerer’s robes – doesn’t 
  look too convincing. PCs with a Spot (DC 12) 
  recognize them from Caronis. 
  
  Baffle ‘Em With Bards 
   
  Page 7 
   
  The group says they noticed the PCs talking to 
  the serving wench at the Bard’s Rest. The young 
  one, Craigor, is quite animated as he describes the 
  serving wench in great detail. Jealous looks cross 
  his face, aimed at the object of Alise’s attention at 
  the Bard’s Rest. The adventurers start raising a fuss 
  and crying things like “Fakes! You aren’t real 
  bards!” and “You stole my woman!” PCs with Sense 
  Motive (DC 11) can tell they don’t really want to 
  fight, just to cause trouble. 
  Creatures: 
  Jenny: Female dwarf Commoner (Sense Motive 
  +12).  An amiable lass, she’s always willing to 
  have cheap entertainment. 
  APL 2 (EL 4) 
  Craigor: Male Oeridian War1 (see Appendix One) 
  Maylorn: Male Oeridian War1 (see Appendix 
  One) 
  Grolnek: Female Gnome Clr1, Kurrell (see 
  Appendix One) 
  Auphelius (oh-fee-lee-us): Female Elf Sor1 (see 
  Appendix One) 
  Tactics: If a fight erupts, Craigor and Maylorn, 
  father and son, fight as a unit, trying to flank an 
  opponent. The others act as individuals out for 
  themselves. The Sorcerer in particular casts 
  protective spells first, then offensive. 
   
  Just as things start to heat up, Jenny indicates 
  that it’s time for some entertainment. Alise performs 
  with the PCs if that was the entertainment format 
  decided in Encounter One.  
   
  When the performance begins, the group 
  should roll Perform checks to see how they do. A 
  Tumble check is allowed for PCs doing acrobatics 
  (at player choice). A Dex check is allowed for PCs 
  doing juggling (at player choice). Refer to Appendix 
  Three for modifiers. Total the perform rolls for the 
  PCs and consult the following table, using the total 
  number of PCs (not including NPCs) at the table, 
  regardless of how many are performing. If a PC 
  elects not to perform, the non-performing PC has a 
  Perform check of zero.  
  No. 
  in 
  Party 
  4 
  5 
  6 
  Use 
  Outcome  
  Roll 
  totals 
  60 
  75 
  90 
  A 
  Roll  
  between 
  40 
  & 
  59 
  50 
  & 
  74 
  60 & 
  89 
  B 
  Roll less 
  than 
  40 
  50 
  60 
  C 
  A:  The crowd likes the performance. The group 
  leaves with five silver in tips.  
  B:  They receive lukewarm, polite applause 
  C: They are booed and have non-perishable items 
  thrown. If the group is in the last category and 
  someone rolls a natural 1, they are hustled out of 
  the inn and their belongings are thrown out with 
  them. 
  If the PCs are not thrown out of town, they spend an 
  uneventful night and continue on. 
  Encounter Three: Castle 
  Greylode 
  When they reach Castle Greylode, the PCs find the 
  surrounding town in an uproar. Apparently some 
  prisoners have escaped with the aid of a traveling 
  bard troupe. The locals greet the group with 
  suspicion for the most part, except for a jolly cleric 
  of Kord that welcomes them with open arms if 
  approached. Most people shun the group as they 
  appear to be bards. 
   
  If the PCs approach the cleric of Kord, they see 
  a middle aged man, a former fighter from the stance 
  he takes. He talks their ears off about Greylode, 
  Furyondy, Iuz and anything else that he thinks 
  might interest the widely traveled adventurers. He 
  gives some description of the town, mainly that the 
  keep is still under construction meaning lots of 
  transient workers and lots of brawls for a good cleric 
  to break up. He also tells them that this is where all 
  the lycanthropes in Furyondy are sent. 
  The gates of Castle Greylode lie just ahead. It is 
  not a pretty town as it stands over a penal 
  colony that holds some of the most evil and 
  hardened criminals in the kingdom. There are 
  guards all around and the citizenry looks wary 
  as they go about their business. The local 
  guards are roaming around with determined 
  looks on their faces. Citizens are staying close 
  to home. Strangers are observed much more 
  closely than normal. Alise excuses herself as 
  soon as you enter the town surrounding the 
  castle, mumbling something about seeing an 
  
  Baffle ‘Em With Bards 
   
  Page 8 
  old friend that might know of a possible place to 
  play this evening. 
  A Gather Information check (DC 10) tells the PCs 
  there has been a prison break and the guards are 
  looking for the escaped prisoners. A Gather 
  Information (DC 15) tells them it was a bardic troupe 
  that helped with the escape. The PCs can try to 
  disguise the fact that they are a traveling troupe if 
  they 
  wish 
  – 
  Disguise 
  check 
  (DC 
  18). 
  If 
  unsuccessful, they are spotted as a bard troupe by 
  a group of prison guards. If the PCs decide to try 
  and Hide (DC 26), skip to Encounter Four (They 
  lose all gold and experience for Encounter Three). 
   
  If the PCs try to stop Alise or ask her further 
  about her friend, she says her friend has had 
  occasional trouble with the guards and bringing the 
  group would cast further suspicion on him. She 
  does not allow them to know where she is going or 
  to follow her. A Track check (DC 20) would be 
  needed to follow her and would need to be repeated 
  every two rounds as she loses the PCs in the city. 
   
  Hialeia Street (see Map #3) is fifteen feet wide. 
  Belvor Avenue is ten feet wide. The various alleys 
  are five feet wide. There are the usual shops, inns, 
  taverns, etc. around though few people are on the 
  street. 
  A group of prison guards is stopping everyone 
  on Hialeia Street. There are seven of them, 
  between thirty-five and forty-five years of age. 
  All look to have been fighters in their time, but 
  they are past their prime and out of shape. Their 
  leader approaches with a no-nonsense look on 
  his face.  
  APL 2 (EL 2) 
  Artenial: Male half-elf Ftr1 (See Appendix One) 
  Fighters (5): 3 male/2 female Ftr 1 (See 
  Appendix One) 
  Wizard: Female half-orc Wiz1 (see Appendix 
  One) 
  The guards are lazy and looking for someone to 
  blame quickly so they can go back to their card 
  games. 
   
  Under no circumstances would a bard troupe be 
  able to avoid the encounter. They are either spotted 
  as a bard troupe or (if they are disguised 
  successfully) approached as strangers in town. 
  Development: If the PCs are spotted as a bardic 
  troupe, they are confronted in a none-too-polite 
  manner by a group of guards. Have the PCs roll a 
  Diplomacy, Intimidate or Bluff check. At least half 
  the group must make the DC to fall into the 
  designated outcome. 
  • 
  DC 10 or less – PCs are attacked by the 
  guards – Encounter 3C 
  • 
  DC 11 – PCs are arrested by the guards – 
  Encounter 3A. 
  • 
  DC 15 – PCs are hauled before a magistrate 
  immediately – Encounter 3B 
   
  If they are successful in their Disguise rolls, 
  they are still questioned, but more politely and with 
  much less suspicion. Have the PCs roll a 
  Diplomacy, Intimidate or Bluff check. The lowest roll 
  determines the outcome. At least half the group 
  must make the DC to fall into the designated 
  outcome. 
  • 
  DC 9 or less – PCs are arrested by the guards 
  – Encounter 3A 
  • 
  DC 10 – PCs are escorted out of town – 
  Encounter 3E 
  • 
  DC 16 – PCs are let go – Encounter 3D 
  Encounter 3A: Arrested 
  If the PCs are arrested, they spend one night in jail 
  and are brought up before a magistrate. They have 
  to convince the magistrate to let them go. A Bluff or 
  Diplomacy (DC 15) is required to get free. 
  Artenial and his men circle, weapons drawn. 
  “That’s about enough. I’ve heard tall tales in my 
  time, but you people are ridiculous! Drop your 
  weapons – you’re under arrest. You’ll have to 
  talk to the Magistrate in the morning and he’s 
  no push over. Used to be a prison guard himself 
  you know.”  
  If the PCs resist, the guards immediately attempt to 
  subdue them. They do not inflict lethal damage 
  unless pressed. Although they are somewhat out of 
  shape, they are used to working together and 
  mount a very efficient operation, subduing the best 
  fighters first. 
  The evening in jail is quiet other than the 
  whisperings of fellow inmates. Fellow prisoners 
  are heard talking about the magistrate. “Tough 
  but fair,” “Wants to find the truth,” “Hate him 
  but respect him” are the gist of their comments. 
  
  Baffle ‘Em With Bards 
   
  Page 9 
  Development: In this situation, PCs spend an 
  additional 1 TU in jail due to fighting with the 
  guards. Go to Encounter 3B.  
  Encounter 3B: The Magistrate 
  The court room in the town hall is a cavernous 
  space that echoes wildly. Before you sits 
  Magistrate Dythern.  
  If the PCs look around, a Spot check (DC 5) locates 
  Alise in the audience. 
  Creatures: 
  Magistrate 
  Dythern: 
  Male 
  elf 
  Justicator 
  4/Aristocrat 1/Expert 1 (Sense Motive +12) 
  Dythern is middle-aged elf with a serious 
  demeanor that is somewhat ruined by the turned 
  up corners of his mouth. “Well now, what have 
  we here? Sergeant Artenial, what have these 
  fine folks done?” 
  Artenial explains the trumped up charges. 
  “Well now, sounds like the man has a point. I’ll 
  let you have, oh, five minutes to tell me why I 
  should believe you and not him. Go on – start 
  talking!” he says with a friendly drawl. 
  PCs who lie get a Bluff check versus the 
  magistrate’s Sense Motive. Failure gives a – 2 
  circumstance penalty to their Diplomacy check. 
  The Diplomacy check (DC 15) is one roll for the 
  group (maximum of two assists). If PCs are 
  successful at the Diplomacy check, they are 
  released to the sounds of Dythern giving Artenial 
  what-for over false arrests. If they don’t make the 
  DC, they are put back in jail after a stern lecture. 
  Repeat until they make the DC – abbreviated 
  version the second time around. PCs spend one 
  additional TU in jail for each four checks needed to 
  succeed.  
   
  Alise rejoins the PCs as they head out of town, 
  just before the town gate. The PCs receive five gp to 
  make up for the false arrest, paid by Sergeant 
  Artenial. 
  Encounter 3B: Attack by 
  Guards 
  “I’ve had about all of this nonsense I can 
  stomach!” Sergeant Artenial says. “Take ‘em – 
  alive if possible!” 
  Battle ensues. See Encounter Three for statistics. 
  Continue with Encounter 3A after the PCs are 
  arrested. If the PCs beat the guards, another guard 
  unit follows just at the end of the fight to arrest 
  them. There is a -5 circumstance penalty against 
  Diplomacy during the meeting with the magistrate if 
  the PCs fought the guards. 
  Encounter 3D: Let Go 
  “Well, I guess that’s a good alibi.” He sighs.  
   
  “If I were you folks, I’d either get out of town 
  or lie low until we catch the prisoners and their 
  helpers. Good luck to you,” the sergeant says 
  amiably, as he and his group turn in search of 
  their quarry. 
  Alise rejoins the group with word of a small inn that 
  has agreed to allow them to perform in exchange for 
  room and board. There is no need to run through 
  another performance. The next morning PCs head 
  out. They received ten silver, a hunk of cheese, a 
  solicitous note, and an offer for a music lesson 
  given them by the patrons of the inn at which they 
  performed. 
  Encounter 3E: Out of Town 
  “Since it doesn’t sound like you were involved, 
  we’ll just escort you out of town, for your own 
  safety 
  of 
  course. 
  Strangers 
  aren’t 
  exactly 
  welcome right now, so it’s better all around.” 
  Alise rejoins the group about this time and they are 
  all escorted out the opposite town gate, headed 
  toward Chendl. 
  Encounter Four: Attack of the 
  Fake Bards 
  The road out of Castle Greylode is sparsely 
  populated. The day starts out fine and gradually 
  the weather turns worse. It looks like a 
  thunderstorm is brewing. It slowly starts raining, 
  with the rain coming down harder and harder. 
  There is a shelter ahead in a garden-like area: a 
  basic roof and pole structure. Then the hail 
  begins, leaving you no choice but to enter the 
  shelter. 
  The shelter is 10 x 15 – nothing fancy and just 
  enough room for the PCs and perhaps small 
  animals – not horses. Just after they are all in, the 
  hail stops and a fog descends allowing the fake 
  
  Baffle ‘Em With Bards 
   
  Page 10 
  bardic party to surround them. No map is provided 
  as there are no distinguishing terrain features – 
  basic woodlands and the shelter and road – no hills 
  or other buildings. 
  The hail slows as a thick fog appears out of 
  nowhere, obscuring vision outside the shelter. 
  There are figures appearing out of the mist, 
  surrounding the shelter as the fog begins to lift. 
  The weather returns to normal very quickly. The 
  view is now of an unsavory Sueloise group that 
  appear to be bards, weapons at the ready.  
  The PCs may realize that this is the fake bard 
  troupe they heard about in Greylode. The fake 
  troupe consists of an actual bard, a rogue, a fighter 
  and a ranger. They look desperate and in fighting 
  trim. The one that was in prison was the rogue. PCs 
  who succeed at a Spot check (DC 6) notice that the 
  bandits are all wearing or carrying something with a 
  forked tongue. A Knowledge – Religion (DC 10) tells 
  them that this is the holy symbol of Syrul, Lesser 
  Deity of Lies, Deceit, Trickery, and False Promises. 
  APL 2 (EL 5) 
  Thug Leader: Male Suel Bbn1 (see Appendix 
  One) 
  Rogue: Male gnome Rog1 (see Appendix One) 
  Bard: Female dwarf Brd1 (see Appendix One) 
  Scout: Female Half-Elf Rgr1 (see Appendix One) 
  “Well, look what we have here – some gen-u-ine 
  songbirds. I think we could use some of their, er 
  our, property to be more convincing at the next 
  town. What do the rest of you think?” 
  A Sense Motive or Wisdom (DC 10) allows the PCs 
  to discover that the fake bards are trying to travel a 
  bard circuit so they can steal from both the inn and 
  the patrons. They attacked the PCs to take over 
  their bard circuit and get the outfits and instruments 
  to make their act more realistic as their equipment 
  is in poor shape. 
   
  A Spot check (DC 12) lets the PCs notice that 
  Alise is wiggling her hands at the thieves for some 
  reason. Anyone in the Twilight Hunters that who 
  succeeded at the Spot check knows that it’s the 
  guild recognition sign. If she is confronted about 
  giving a Twilight Hunters sign, she’ll Bluff (+9), 
  saying something like she learned it from a friend 
  as a sign of friendship. 
  Tactics: The PCs can either negotiate or fight their 
  way out. The fake bardic group would rather take 
  their things and run, but fight if necessary to get 
  what they want. They fight as individuals, not as a 
  group, but each is a well seasoned opponent on 
  their own. They try to subdue the PCs efficiently 
  and quickly, not bothering to kill once they are 
  down. They want to grab the loot and run. 
   
  Development: 
  If 
  questioned 
  with 
  a  
  successful Intimidate check (DC 17), they admit 
  they were hired by someone to waylay any bardic 
  troupes containing women that were obviously not 
  dancers, although they do not know by whom. The 
  person that hired them was cloaked and blurred. 
  The only hint of their identity was a slight northern 
  accent.  
  Encounter Five: Surprise in 
  Worlende 
  The group arrives in Worlende. Alise uses a signal 
  of some sort to find the Twilight Hunters. She meets 
  with them and gets more information that the PCs 
  don’t hear. She does not allow the PCs to follow, 
  and a Track check (DC 20) would be necessary 
  every round to following her. She waits until she is 
  sure she is alone before exchanging information. 
  Worlende at dusk is a busy town in the 
  Viscounty of the Marsh, located on the Att River, 
  due south of Chendl. The town has a recently 
  walled keep complex and a permanent garrison 
  of about two hundred soldiers.  
   
  While walking through town, Alise looks 
  around then says she’ll be at the Finale (fin-ah-
  lee) in the evening, a local inn favored by bards. 
  She says she is going to meet with another 
  friend. Arrangements have been made for the 
  group at the inn. 
   
  The 
  streets 
  approaching 
  the 
  inn 
  are 
  plastered with a number of signs declaring a 
  contest – a bardic contest sponsored by the 
  Furyondy Players. 
  Player Handout #2 contains the posters the PCs 
  see all over town. The poster says the entry fee is 
  five gp, which should be covered by the twenty five 
  gp given each PC by Rafendyl. 
  Dinner at the inn is typical fare. As promised, 
  Alise arrives in time for dinner, reporting a 
  successful 
  rendezvous. 
  She 
  mentions 
  the 
  contest. In fact, the babble at the inn has been 
  all about the contest and the grand prize – 
  waiving the audition needed to join the 
  
  Baffle ‘Em With Bards 
   
  Page 11 
  Furyondy Players, the bardic guild that is 
  sponsoring the contest. It seems everyone at the 
  inn will be in the contest. 
  Alise strongly encourages the PCs to participate to 
  keep their cover intact. She also tells them that an 
  important informant of Rafendyl’s is not due in town 
  until the day of the contest, so they are staying 
  regardless.  
   
  If they decide to enter the contest, the PCs 
  must think of a troupe name to use in the contest. 
  They must also send a messenger from the inn to 
  register them in the contest with their entry fee and 
  troupe name. 
   
  Development: If the PCs decide not to enter 
  the contest, they spend three days in the city being 
  harassed. Go to the Conclusion. 
  Alise’s friend told her of an inn that does not already 
  have a bardic troupe performing so the group can 
  get extra performances in for practice before the 
  contest. Since the town is full of contestants, this is 
  not easy. For the next two nights, The Hole in the 
  Wall tavern, an appropriate name indeed, has the 
  opportunity to have live entertainment. 
  The Hole in the Wall is just that – a hole cut 
  through one of the outer walls of the old keep 
  building. Inside is a very small tavern, holding 
  twenty seated people at the most. There is no 
  stage, just a cleared area in front of the 
  fireplace. The patrons are a much rougher 
  crowd than you’ve been playing to, manual 
  laborers, 
  teamsters, 
  sailors 
  and 
  the 
  like. 
  Entertainment is the last thing on their mind. 
  Unless all the PCs make a DC 19 Perform check 
  (or Tumble or Dex, if appropriate), the inn patrons 
  start asking questions – are they real bards if 
  they’re so bad, making bets as to their place in the 
  contest, etc. Repeat for second night depending on 
  time, but the Perform Check (DC 15) is more easily 
  made. Remember to use modifiers as outlined in 
  Appendix Three.  
  Encounter Six: The Bardic 
  Contest 
  The morning of the contest arrives. Because 
  there are so many contestants the first round, 
  there are several areas in the city hosting 
  contests. Your first venue is in the main market 
  square. The normal market carts have been 
  replaced with typical festival fair – meat pie 
  carts, fruit carts, etc. Bunting hangs from the 
  makeshift stage to make it look more festive. 
  Despite the hours left before the contest begins, 
  a throng of townspeople are waiting in the area, 
  most dressed in their best outfits.  
   
  The crowd is reluctant to relinquish their 
  staked out spots. Comments like “Hey, don’t 
  push – wait, you’re in the contest, aren’t you! 
  Come on – I’ll let you through!” are heard. A 
  little girl with a basket of flowers smiles shyly, 
  handing one to each contestant as they pass. A 
  pair of teenage girls approach, giggling, and 
  ask for autographs. People in the crowd call out 
  promises to the eventual winners, everything 
  from offers of employment to much more earthy 
  offers. 
   
  At nine am sharp, a man steps onto the 
  stage. “Welcome! Welcome all to the first 
  annual Furyondy Players Bardic Contest! Our 
  judges for this venue are seated in the platform 
  to my right,” as he stops for applause. “Our first 
  contestants are…” as he drones on introducing 
  the first act. The acts are lining up behind the 
  stage, a stage manager putting groups in the 
  proper order.  
  The master of ceremonies introduces the PCs by 
  their chosen name and waxes eloquent about their 
  talents, fabricating as need be to keep the crowd 
  enthusiastic. 
   
  If all the PCs roll a successful Perform check 
  (DC 13), they proceed to the second round. Refer to 
  Appendix Three for modifiers. If PCs fail this check, 
  they hang around town until the contest is over, and 
  then move to the Conclusion. Regardless, they hear 
  other rumors about Iuz, how the people feel about 
  the King, the darkness in Chendl, the weather, etc. 
  – general knowledge only. 
  The second round of the contest for contestants 
  from the main market square is located at St. 
  Cuthbert’s temple. The contest stage is erected 
  on the front steps of the temple. The head of the 
  temple, Father Coralius, introduces the acts here 
  in much the same manner. 
  If all the PCs succeed at their Perform check (DC 
  16), they proceed to the third round. If not, they 
  hang about town until the contest is over. 
  Regardless, they hear more rumors about Iuz, how 
  the people feel about the King, the darkness in 
  Chendl, the weather, etc. – general knowledge only. 
  Move to the Conclusion.  
  
  Baffle ‘Em With Bards 
   
  Page 12 
  The final contest takes place at the main stage in 
  front of paladin Hymend, administrator here in 
  Worlende. The stage and surrounding bleachers 
  have been built up just for this contest just 
  outside the keep. The nobles have seats inside 
  the main building, peering out of windows or 
  from balconies. There is a very good sound 
  shell at the back of the stage to project the 
  sound to all the listeners.  
  There are only 
  four groups in this final round, so all are 
  guaranteed prizes.  
  Note that anyone in the group that wins the 
  Furyondy Players memberships must meet all other 
  criteria for entry into the Guild. Only the audition 
  and the entrance fee is being waived. 
   
  If the PCs all roll Perform Checks (DC 18), they 
  place in the top three. In that case, use the 
  following table to determine which place they 
  received.  
  No. in Party 
  4 
  5 
  6 
  Place 
  Roll exceeds 
  (DC25+) 
  101+ 
  126+ 
  151+ 
  1 
  Roll  between 
  (DC20-DC25) 
  100 & 
  81 
  125 & 
  101 
  150 & 
  121 
  2 
  Roll less than 
  (DC20) 
  80 
  100 
  120 
  3 
   
  The prizes are: 4th place 50 gp purse, 3rd place 
  new instruments and a 100 gp purse, 2nd place 
  masterwork instruments plus an audition for guild 
  membership (a rarity in itself) and 1st place 
  masterwork instruments and the membership into 
  the guild (assuming all other membership criteria 
  are met). 
   
  Other groups to use when announcing the 
  winners: 
  • 
  The Rolling Gnomes – an all gnome troupe of 
  wind instrument players 
  • 
  Sherry and Son – a half-orc female and her 
  quarter orc son. She plays harpsichord and 
  accompanies his incredible tenor voice 
  • 
  50 Copper – an all male troupe of rough looking 
  humans who use percussion and a rough sing 
  song style 
  • 
  Roadman – 4 older men that sing incredible 
  harmony, accompanied by stringed instruments 
  After all the groups perform their best, Hymend 
  stands up, strolls to the stage, and is handed a 
  piece of parchment. “I have in my hand, the list 
  of winners. Starting with the 3rd runner-up, 
  (etc.).”  
   
  After the winners are announced, the town 
  stays 
  alive 
  with 
  celebration 
  and 
  bardic 
  entertainment for most of the night. In the 
  morning, the last leg of the journey for Chendl 
  can finally begin. 
  Conclusion 
  The PCs arrive in Chendl just before curfew. They 
  meet with Rafendyl’s contact, the Bard Carwend 
  Braceworth at the Singing Kettle Inn, to turn over 
  the information.  
  The royal capital of Furyondy, Chendl, lies 
  within the Farwain Province. It is one of the 
  most beautiful provinces in Furyondy and 
  Chendl is the gem at its center, a gem now 
  covered in perpetual twilight. It’s is a walled city 
  still recovering from the Greyhawk war. A 
  curfew is now being imposed due to the undead 
  that walk the streets at night. Just before the 
  curfew hour, people scurry to their final 
  destinations for the night. 
  1) If Alise survives the mission and arrives with the 
  PCs. 
  Alise quickly heads to the Singing Kettle Inn to 
  meet with her contact. A man of Oeridian 
  descent is seated in the Inn. He has a short, 
  black, well-trimmed beard and is dressed in 
  bright patch marked clothes. “Friends, please, 
  won’t you join me for a drink?” he asks 
  boisterously. Alise introduces him as Carwend 
  Braceworth, a fellow bard and longtime friend of 
  Rafendyl. 
  Carwend is an Oeridian man with a short, black, 
  well-trimmed beard dressed in bright patch marked 
  clothes. 
  After being some time visiting, Alise and 
  Carwend disappear for a while. When they 
  return, Alise and Carwend both look satisfied 
  with the exchange. Alise tells the group, “It 
  would have been impossible for me to travel all 
  this way alone without something untoward 
  happening. The information we carried is vital 
  to the safety and future of the kingdom. 
  Carwend will make sure the king hears of your 
  
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  role in providing this information. It’s nice to 
  know some people are still willing to do 
  something for their country.” With that, they 
  leave, heading in opposite directions, leaving 
  the table with an adequate amount of ale... 
  2) If Alise doesn’t survive the mission, the PCs 
  must ask around to discover where Carwend might 
  be. Search, Spot, Gather Info, Knowledge – Local 
  [Iuz Border States] (DC 7) would get them the name 
  and directions to the Singing Kettle Inn. 
  Carwend 
  Braceworth, 
  a 
  man 
  of 
  Oeridian 
  descent, is seated in the Inn. He has a short, 
  black, well-trimmed beard and is dressed in 
  bright patch marked clothes. “Yes, my friends, 
  how may I serve?”  
   
  After being told of Alise’s misfortune, and 
  the resulting lack of information, he sighs 
  deeply. “I hope Rafendyl has others that can 
  bring the information. It’s a shame she never 
  chose to share any of it with you. The king will 
  be sorely disappointed, not in you my friends, 
  but that he will continue to operate without 
  adequate information.” 
   
  “It was a difficult mission that Rafendyl set 
  your feet upon. It’s no wonder that it came to 
  ruin. I’m sure you did all you could, but in the 
  end, a young lady with a bright future has had 
  her light snuffed, and our king will remain 
  under a cloud. (Sigh) I wish it were otherwise. I 
  thank you for your time and trouble. It could not 
  have been easy for you either. Good luck to you 
  all, and I hope next time we meet it is under 
  happier circumstances.” He rises and leaves, 
  shoulders slumped slightly. 
   
  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 
  For defeating the enemy group: 
   
  APL2 120 xp 
  For playing well at the inn 
   
  APL2 15 xp 
  Encounter Three 
  Convincing the guards to let them go (D) 
   
  APL2 30 xp 
  Encounter Four 
  Negotiate or Fight Fake Bards successfully 
   
  APL2 150 xp 
  Encounter Six 
  Bardic Contest Participation 
   
  APL2 60 xp 
  Win 1st round 
   
  APL2 15 xp 
  Win 2nd round 
   
  APL 15 xp 
  Story Award 
  Objective(s) met (information delivered and Alise 
  alive): 
   
  APL2 15 xp 
  Discretionary roleplaying award 
   
  APL2 50 xp 
   Total possible experience: 
   
  APL2 450 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  
  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s 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 
  
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  Page 14 
  return to retrieve loot.  If the characters do not loot 
  the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
   A normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use 
  the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is 
  used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One:   
   
  APL 2: L: 0 gp; C: 25 gp; M: 0 gp 
  Encounter Two:   
  Defeated the enemy by fighting  
   
  APL 2: L: 82 gp; C: 5 gp; M: 166 gp – ring of 
  protection +1 (166 gp each) 
  OR  
  Defeated by negotiation (paid by the innkeeper for 
  keeping her inn in one piece) 
   
  APL 2: L: 0 gp; C: 20 gp; M: 0 gp 
  AND 
   
  If they played well at the inn: 
   
  APL 2: L: 0 gp; C: 15 gp; M: 0 gp 
  Encounter Three:   
  A or B arrested by the guards and brought before 
  the magistrate 
   
  APL 2: L: 0 gp; C: 5 gp; M: 0  
  Encounter Four:   
  If party prevailed over fake bard troupe: 
   
  APL 2: L: 42 gp; C: 10 gp; M: 83 gp – cloak of 
  resistance +1 (83 gp each).  
  Encounter Five:   
  Tips at the Hole in the Wall: 
   
  APL 2: L: 0 gp; C: 5 gp; M: 0 gp 
  Encounter Six:   
  Fourth place: 
   
  APL 2: L: 0 gp; C: 10 gp; M: 0 gp 
  Third place: 
   
  APL 2: L: 2 gp; C: 20 gp; M: 0 gp 
  Second and First place: 
   
  APL 2: L: 50 gp; C: 0 gp; M: 0 gp 
  Total Possible Treasure 
  APL 2: L: 174 gp; C: 65 gp; M: 249 gp - Total: 488 
  gp (maximum 400 gp) 
  Special 
   
  Items for the Adventure 
  Record 
   
  As this is an intro mod, PCs receive a blank 
  adventure record. No treasure or access is given in 
  an intro scenario. Sorry! 
  However, for tables that win first or second 
  prize in the final round of the contest, please 
  add the following note: 
  “This PC has one year from the date of play on 
  this AR to join the Furyondy Players without 
  additional costs, if all other requirements for 
  membership are met. 
  
  Baffle ‘Em With Bards 
   
  Page 15 
  Appendix One – Minor NPCs
  Encounter Two 
   
   
   
   
  Craigor: Male human War1; CR ½; Medium 
  humanoid (human); HD 1d8+1; hp 9; Init +2, Spd 
  30ft; AC 16,  touch 14, flatfooted 12; BAB/Grp 
  +1/+4; Atk +6 melee (2d4+4/x4, mw scythe), +3 
  ranged (1d8/x3, longbow); Full Atk +6 melee 
  (2d4+4/x4, mw scythe); AL CN; SV Fort +3, Ref 
  +2, Will –1; Str 16, Dex 14, Con 12, Int 10, Wis 
  8, Cha 14.  
  Skills and Feats: Balance +1, Climb +3, 
  Intimidate +6, Sense Motive -1, Spot +1; Power 
  Attack, Weapon Focus (Scythe) 
  Possessions: 
  Chain 
  Shirt, 
  Masterwork 
  Scythe, Longbow 
  Maylorn: Male human War1; CR ½; Medium 
  humanoid (human); HD 1d8+1; hp 9; Init +2, Spd 
  30; AC 16,  touch 14, flatfooted 13; BAB/Grp 
  +1/+4; Atk +6 melee (2d4+4/x4, mw scythe), +3 
  ranged (1d8/x3, longbow); Full Atk +6 melee 
  (2d4+4/x4, mw scythe); AL CN; SV Fort +3, Ref 
  +2, Will –1; Str 16, Dex 14, Con 12, Int 10, Wis 
  8, Cha 14.  
  Skills and Feats: Balance +1, Climb +3, 
  Intimidate +6, Sense Motive -1, Spot +1; Power 
  Attack, Weapon Focus (Scythe) 
  Possessions: 
  Studded 
  Leather 
  Armor, 
  Ocarina, Masterwork Scythe, Longbow, ring of 
  protection +1 
   
  Grolnek: Female Gnome Clr1 (Kurell); CR 1; 
  Small humanoid (gnome); hp 10; HD 1d8+2; Init -
  1, Spd 20ft; AC 13, touch 13, flatfooted 10; 
  BAB/Grp 
  0/-3; 
  Atk 
  +3 
  melee 
  (1d6+1, 
  morningstar), 
  +0 
  ranged 
  (1d6/19-20, 
  Light 
  crossbow); 
  Full 
  Atk 
  +3 
  melee 
  (1d6+1, 
  morningstar); AL CE; SV Fort +4, Ref -1, Will +5; 
  Str 13, Dex 8, Con  14, Int 8, Wis 16, Cha 14. 
  Skills and Feats: Concentration +8, Craft – 
  alchemy +4, Heal +5, Hide +3, Listen +5, Move 
  Silently +0, Spellcraft +1; Combat Casting 
  Possessions: 
  Studded 
  Leather 
  Armor, 
  Morningstar, Light Crossbow 
  Spells Prepared (3/2+1; base DC = 13 + spell 
  level): 0—[cure minor wounds, inflict minor 
  wounds, read magic]; 1st—[disguise self*, magic 
  weapon, summon monster I] 
  *Domain spell. Domains: [Trickery – Adds Bluff, 
  Disguise and Hide as class skills  (disguise self – 
  1d8+2, p.215); Chaos – Cast Chaos spells at +1 
  caster level (protection from law). 
  Auphelius (oh-fee-lee-us): Female elf Sor1; CR 
  1; Medium humanoid (elf); HD 1d4+1; hp 5; Init 
  +2; Spd 30ft, AC 16, touch 16, flatfooted 14; 
  BAB/Grp 
  0/+1; 
  Atk 
  +1 
  melee 
   
  (1d6+1, 
  quarterstaff), +2 ranged (1d4+1, sling w/ mw sling 
  bullets) or +2 ranged (1d4+3/19-20, dagger); Full 
  Atk +3 melee  (1d6+1, quarterstaff), +2 ranged 
  (1d4+1, sling w/ mw sling bullets) or (1d4+3/19-20 
  dagger); AL N; SV Fort +1, Ref +2, Will +2; Str 
  12, Dex 14, Con  12, Int 10, Wis 10, Cha 16. 
  Skills and Feats: Bluff +5, Concentration +5, 
  Spellcraft +2; Point Blank Shot 
   
  Possessions: Quarterstaff, Sling, Masterwork 
  Sling Bullets, 2 daggers 
   
  Spells Prepared (5/4-1; base DC = 14 + spell 
  level): 
  0—[acid 
  splash, 
  detect 
  magic, 
  prestidigitation, resistance]; 1st—[mage armor, 
  magic missile];  
  Encounter Three  
   
   
  Artenial: Male half-elf Ftr1; CR 1; Medium 
  humanoid (elf), hp 12; HD 1d10+2; Init +2; Spd 
  30ft, AC 16, touch 14, flatfooted 12; BAB/Grp 
  +1/+4; Atk +5 melee  (1d12+4/X3, greataxe), +3 
  ranged (1d8/x3, composite longbow); Full Atk +5 
  melee  (1d12+4/X3, greataxe), AL CN; SV Fort 
  +4, Ref +2, Will +0; Str 16, Dex 14, Con  14, Int 
  12, Wis 10, Cha 8. 
  Skills and Feats:  Diplomacy +1, Intimidate +2, 
  Search +2; Power Attack, Weapon Focus 
  (Greataxe).  
  Possessions: 
  Chain 
  Shirt, 
  Greataxe, 
  Composite Longbow 
  Fighters (5): 3 male/2 female humans Ftr1; CR 1; 
  Medium humanoid (human); hp 12; HD 1d10+2; 
  Init +2; Spd 30ft, AC 15, touch 12, flatfooted 13; 
  BAB/Grp +1/+5; Atk +6 melee  (1d6+4, light 
  mace), +3 ranged (1d8/X3, composite longbow); 
  Full Atk +6 melee  (1d6+4, light mace);  AL CN; 
  SV Fort +4, Ref +2, Will -1; Str 18, Dex 14, Con  
  14, Int 8, Wis 8, Cha 8. 
  
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  Page 16 
  Skills and Feats: Climb +5, Intimidate +1, Jump 
  +5; Power Attack, Weapon Focus (Light Mace) 
  Possessions: Studded Leather Armor, Light 
  Mace, Composite Longbow 
  Wizard: Female half-orc Wiz1 (illusionist);  CR1; 
  Medium humanoid (orc); hp 6; HD 1d4+2; Init +2, 
  Spd 30ft, AC 12, touch 12, flatfooted 10; BAB/Grp 
  +0/+0; Atk +1 melee  (1d6 mw quarterstaff); Full 
  Atk +1 melee  (1d6, mw quarterstaff); AL N; SV 
  Fort +2, Ref +2, Will +1; Str 10, Dex 14, Con  14, 
  Int 16, Wis 8, Cha 6. 
  Skills and Feats: Concentration +6, Decipher 
  script +5, Knowledge - Arcana +7, Knowledge - 
  Local [Iuz Border States] +7, Knowledge - The 
  Planes +5, Spellcraft +7; Scribe Scroll, Enlarge 
  Spell 
  Possessions: 
  Faded, 
  hand-me-down 
  stereotypical purple wizards robes sized for a 
  half-orc, Masterwork Quarterstaff 
  Languages: Common, Orc, Draconic, Goblin, 
  Giant  
  Spells Prepared (3+1/2+1; base DC = 13 + spell 
  level): 0—[daze, detect magic, ray of frost, 
  resistance]; 1st—[color spray, mage armor, 
  magic missile] 
  Encounter Four 
   
   
   
   
  Thug Leader: Male human Bbn1; CR1; Medium 
  humanoid (human); hp 14; HD 1d12+2; Init +6; 
  Spd 40ft, AC 16, touch 12, flatfooted 16; BAB/Grp 
  +1/+4; Atk +5 melee  (1d10+4/X3, glaive), +3 
  ranged (1d8/X3, composite longbow); Full Atk +5 
  melee  (1d10+4/X3, glaive), Space/Reach 5 ft./10 
  ft. (with glaive); SQ fast movement, illiteracy, rage 
  1/day; AL CE; SV Fort +5, Ref +3, Will +1; Str 
  16, Dex 14, Con  14, Int 10, Wis 10, Cha 10. 
  Skills 
  and 
  Feats: 
  Diplomacy 
  +1, 
  Gather 
  Information +1, Intimidate +3, Listen +3, Sense 
  Motive +2, Survival +2; Improved Initiative, 
  Weapon Focus (Glaive) 
  Possessions: Helmut of Genius (metal foil 
  helmet with no special properties), Glaive, 
  Composite Longbow, Chain shirt, longsword, 
  cloak of resistance +1. 
  Rogue: Male gnome Rog1; CR 1; Small 
  humanoid (gnome); hp 7; HD 1d6+1; Init +4; Spd 
  20ft, AC 18, touch 15, flatfooted 14; BAB/Grp 0/-
  5; Atk +0 melee  (1d4-1/19-20 shortsword) or +5 
  ranged (1d6/19-20 light crossbow); Full Atk +0 
  melee  (1d4-1/19-20, shortsword) or +5 ranged 
  (1d6/19-20 light crossbow); SQ sneak attack 
  +1d6, trapfinding; AL CN; SV Fort +1, Ref +6, 
  Will 0; Str 8, Dex 18, Con  12, Int 14, Wis 10, 
  Cha 8. 
  Skills and Feats: Appraise +4, Balance +6, Bluff 
  +1, Climb +3, Decipher Script +3, Disable Device 
  +9, Hide +11, Knowledge – Local [Iuz Border 
  States] +3, Listen +5, Move Silently +8, Search 
  +4, Sense Motive +4, Sleight of Hand +5, Spot 
  +8, Tumble +7, Use Rope +6; Dodge 
  Possessions: Masterwork Thieves’ Tools, 
  Rope 50 ft, Shortsword, Light Crossbow, studded 
  leather armor. 
  Bard: Female dwarf Brd1; CR 1; Medium 
  humanoid (dwarf); hp 6; HD 1d6; Init +2, Spd 20 
  ft., AC 14, touch 12, flatfooted 12; BAB/Grp 
  +0/+0; Atk +0 melee  (1d6, light mace) or +2 
  ranged (1d8/19-20, light crossbow); Full Atk +0 
  melee  (1d6, light mace) or +2 ranged (1d8/19-20, 
  light crossbow); SQ bardic knowledge +2, bardic 
  music, countersong, fascinate, inspire courage 
  +1; AL CN; SV Fort +0, Ref +4, Will +1; Str 10, 
  Dex 14, Con  10, Int 12, Wis 8, Cha 16. 
  Skills and Feats: Bluff +8, Concentration +3, 
  Diplomacy +5, Disguise +5, Escape Artist +5, 
  Gather Information +5, Intimidate +5, Knowledge - 
  Architecture & Engineering +2, Knowledge - 
  Geography 
  +2, 
  Knowledge 
  - 
  History 
  +2, 
  Knowledge – Local [Local Iuz Border States] +2, 
  Knowledge - Local [Nyrond & Environ] +2, 
  Knowledge - Local [Velverdyva] +2, Knowledge -  
  Nature +2, Knowledge - Nobility & Royalty +2, 
  Knowledge 
  - 
  Religion 
  +2, Perform (String 
  Instrument) +6, Sense Motive +1, Spellcraft +3; 
  Persuasive. 
  Possessions: Lap harp, Light Mace, Light 
  Crossbow, leather armor. 
  Languages: Common, Draconic, Dwarven, 
  Elven, Ancient Baklunish, Ancient Suloise 
  Spells Known (Cast 3; base DC = 13 + spell 
  level): 
  0—[daze, 
  detect 
  magic, 
  resistance, 
  summon instrument] 
  Scout: 
  Female 
  Half-Elf 
  Scout 1; Medium 
  humanoid (elf); hp 8; HD 1d8; Init +4, Spd 30ft.; 
  AC 16, touch 14, flatfooted 12; BAB/Grp +0/-1; 
  Atk -1 melee  (1d6-1/19-20, shortsword) or +4 
  ranged (1d6-1/X3, shortbow); Full Atk -1 melee  
  (1d6-1/19-20, shortsword) or +4 ranged (1d6-1/X3, 
  
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  Page 17 
  shortbow); SQ skirmish, trapfinding; AL CN; SV 
  Fort +0, Ref +6, Will +3; Str 8, Dex 18, Con  10, 
  Int 8, Wis 16, Cha 8. 
  Skills and Feats: Climb  +1, Hide +8, Knowledge 
  - Dungeoneering +1, Knowledge - Geography +1, 
   
  Knowledge -  Nature +1, Listen +7, Move 
  Silently +8, Search +1, Spot +7, Survival +6; 
  Track. 
   
  Skirmish (Ex): A scout relies on mobility to 
  deal extra damage. She deals an extra 1d6 points 
  of damage on all attacks made during any round 
  in which she moves at least 10 feet. This applies 
  only to attacks made in the scouts turn. 
  Possessions: Leather Armor, shortsword, 
  short bow.
  
  Baffle ‘Em With Bards 
   
  Page 18 
  Appendix Two – Major NPCs 
   
  Alise Viavaté: Female human Brd4; Medium 
  humanoid (human); hp 18, HD 4d6; Init +2; Spd 
  30 ft.; AC 16, touch 12, flat-footed 14; BAB/Grp: 
  +3/+3;  Atk: +4 melee (1d8+1/19-20, longsword 
  +1) or +5 ranged (1d6/X3 composite shortbow); 
  Full Atk: +4 melee (1d8+1/19-20, longsword +1) 
  or +5 ranged (1d6/X3 composite shortbow); SQ 
  bardic music, bardic knowledge +6, countersong, 
  fascinate, 
  inspire 
  courage 
  +1, 
  inspire 
  competence; AL NG; SV Fort +1, Ref +6, Will 
  +4; Str 10, Dex 14, Con 11, Int 14, Wis 10, Cha 
  17.  
  Skills and Feats: Bluff +9, Concentration +2, 
  Diplomacy +10, Disguise +9, Gather Information 
  +8, Intimidate +5, Knowledge  - Geography +4, 
  Knowledge - History +4, Knowledge - Nobility and 
  Royalty +4, Listen +2, Move Silently +6, Perform 
  (Sing) +8, Perform (Wind Instrument) +10, Search 
  +4, Sense Motive +2, Sleight of Hand +11, 
  Spellcraft +3, Spot +2; Investigator, Point Blank 
  Shot, Precise Shot 
  Possessions: Masterwork Flute, Chain Shirt, 
  Longsword +1, Composite Shortbow, Masterwork 
  Thieves Tools, Torch, Traveling, performing, 
  peasant, etc. clothing – an assortment. 
  Physical Description: She's 19, dressed in 
  traveling clothes with flute case in hand. She is a 
  Flan woman, with dark, wavy hair, hazel eyes, 
  pretty but not overly so, 5’4” and 125 lbs. Overall, 
  she does not have a memorable appearance - 
  after passing her on the street she would be soon 
  forgotten as she reminds everyone of others. 
  While she generally dresses very practically, her 
  clothing tends toward the feminine side – a 
  flowered blouse rather than plain or stripes, a skirt 
  where pants or a skirt would both be appropriate. 
  Motivation: Her parents are Flan, but also 
  members of the Furyondy Players. Alise traveled 
  through all of Furyondy and much of the rest of 
  Oerth. While she is fiercely loyal to Furyondy, 
  she considers herself a world citizen too. Her 
  parents still travel, though not quite so much, so 
  she only sees them when their paths intersect. 
  She like the espionage aspect of being a bard 
  quite as much as the performing. Her discovery of 
  Rafendyl’s network was just the ticket. As she 
  does have such a non-descript look about her, 
  she can often find out information whether others 
  cannot. Over the years, she’s also developed a 
  slight crush on Rafendyl, though he considers her 
  far too young as he knew her parents. She 
  considers her work for Furyondy highly important 
  and has dreams of helping Rafendyl run his 
  network, perhaps taking it over when he no longer 
  wishes to do that sort of work. 
  Spells Known (6/3/2; Per Day 3/3/1; base DC = 
  13 + spell level): 0—[know direction, light,  
  prestidigitation, read magic, resistance, summon 
  instrument]; 1st—[comprehend languages, cure 
  light 
  wounds, 
  disguise 
  self]; 
  2nd—[eagle’s 
  splendor, 
  glitterdust].
  
  Baffle ‘Em With Bards 
   
  Page 19 
  Dobyn Balderk: Male Dwarf Clr1 (Tritherion); 
  Medium humanoid (dwarf); hp 10; HD 1d8+2; Init -
  1; Spd 20 ft.; AC 12, touch 12, flat-footed 9; 
  BAB/Grp: 0/+1;  Atk: +1 melee (1d8, heavy 
  mace) or -1 ranged (1d8/19-20, light crossbow);  
  Full Atk: +1 melee (1d8, heavy mace) or -1 
  ranged (1d8/19-20, light crossbow); SQ turn 
  undead, spontaneous casting, AL NG; SV Fort 
  +4, Ref -1, Will +5; Str 12, Dex 9, Con 14, Int 9, 
  Wis 16, Cha 13.  
  Skills and Feats: Concentration +4, Heal +7; Skill 
  Focus (Heal) 
  Possessions: Masterwork Lute, Studded 
  Leather armor, Healer’s Kit, Silver Holy Symbol, 
  Oil (5 pts), Flint and Steel, Flask of Ale, Heavy 
  Mace, Light Crossbow 
  Motivation: He hails from Kalinstren where 
  his following of Tritherion is typical. He lived near 
  Crockport, helping people to rebuild the city as he 
  studied on and off with the queen’s advisor. He 
  got the impression from his prayers that he 
  needed to do more for people, for Furyondy. He 
  traveled with a bardic troupe for a while, then he 
  ran into Rafendyl in Chendl and was recruited for 
  the cause. 
  Spells Prepared (3/2+1; base DC = 13 + spell 
  level): 0—[inflict minor wounds, light, read magic]; 
  1st—[cure light wounds*, magic weapon, summon 
  monster I] 
  *Domain spell. Domains: [Healing – Cast Heal 
  spells at +1 caster level; Protection – Once per 
  day, can generate a protective ward granting 
  someone touched a resistance bonus of +1 on 
  saving throws for 1 hour. 
  Jessenia Vardo-mesdcro: Female Human 
  Rog1 (Dalt); Medium humanoid (human); hp 6; 
  HD 1d6; Init +3; Spd 30 ft.; AC 15, touch 13, flat-
  footed 12; BAB/Grp: +0/+0;  Atk +0 melee (1d6, 
  light mace) or +3 ranged (1d6/x3. composite 
  shortbow); Full Atk +0 melee (1d6, light mace) or 
  -2 (1d6 light mace) and -2 (1d6/18-20 rapier) or +3 
  ranged (1d6/x3. composite shortbow); SQ sneak 
  attack +1d6, trapfinding; AL NG; SV Fort +0, Ref 
  +5, Will +2; Str 10, Dex 16, Con 10, Int 14, Wis 
  14, Cha 10.  
  Skills and Feats: Appraise +3, Bluff +4, Disable 
  Device +6, Disguise +1, Gather Information +2, 
  Listen +3, Move Silently +7, Open Lock +7, 
  Perform (Percussion) +4, Search +6, Sense 
  Motive +6, Sleight of Hand +7, Spot +6, Tumble 
  +7;  
  Two-Weapon Fighting, Dodge 
  Possessions: 
  Drum, 
  Leather 
  Armor, 
  Thieve’s Tools, Light Mace, Composite Shortbow 
  Physical Description: Flan female, 29, 5’2”, 
  somewhat worn looking, faded from the usual 
  Flan flamboyance. Non-descript features, blends 
  in well in any room.  
  Motivation: Originally from Baranford in 
  Duchy of Reach, she is a member of the Twilight 
  Hunters. Jessenia is married, her family lives in 
  Baranford. She joined with Rafendyl as her former 
  line of work got too dangerous once she was 
  married and had children (2 girls). She maintains 
  her membership to help gather information. She 
  no longer does the more dangerous work of the 
  guild but will also not go against any of the guild 
  tenants. 
  
  Baffle ‘Em With Bards 
   
  Page 20 
  Appendix Three – Performance Bonus
   
  Note: Anywhere a Perform check is needed, if a PC is doing acrobatics, a Tumble check may be 
  substituted. Similarly, a Dex check can be used for juggling. 
  The following bonuses to perform checks will be given. Max total bonus is +15.  
  Action 
  Bonus 
  Singing, playing an instrument 
  +2 
  Tumbling, acrobatics, dance 
  +1 
  Comedy, storytelling, acting 
  0 
  Military type feats 
  -2 
  If the PCs come up with a unified act among them 
  +2 
  If the unified act includes Alise 
  +2 
  Judges Optional Bonus for good ideas, cooperation among PCs, etc. 
  +2 
   
   
  To reflect the benefits of practice, give the PCs a +1 circumstance bonus for each time they have performed 
  (or rehearsed) before.  Opportunities are laid out as shown below, but extra rehearsals would also yield the 
  +1 bonus. A party may decide to rehearse along the road or even perform in other small towns.  Their total 
  circumstance bonus will continue to grow as a result.  Regardless of how many times they do their act, this 
  circumstance bonus for practicing may not ever exceed +5. 
  
  Baffle ‘Em With Bards 
   
  Page 21 
  Map # 1 
   
  
  Baffle ‘Em With Bards 
   
  Page 22 
   
  
  Baffle ‘Em With Bards 
   
  Page 23 
  Map # 2 
   
   
   
  
  Baffle ‘Em With Bards 
   
  Page 24 
  Map # 3 
  Street corner in 
  Greyloade
  Hialeia Street 
  Belvor 
  Avenue 
  
  Baffle ‘Em With Bards 
   
  Page 25 
  Player Handout #1 
   
  A small piece of parchment tucked into your belt says: 
   
   
   
   
    
  Room 12.  Midnight.   
    
  Please be discreet.   
    
  Bring your friends. 
    
   
  
  Baffle ‘Em With Bards 
   
  Page 26 
  Player Handout #2 
    
   
   
   
   
   
   
   
  See Furyondy’s Finest! 
   
  Who will be the next  
  Great Bard? 
  You???? 
   
  Prize List 
  1st: Entry into the Guild!  
  2nd: Audition for the Guild 
            and Magic Instruments!  
  3rd: Magic Instrumnts!  
  4th: Masterwork Instruments!  
   
  Sign up at the Temple of Heironeous  
  Entrance Fee 5 gp per entrant 
   
  Sponsored by the Furyondy Player’s 
  See Furyondy’s Finest! 
   
  Who will be the next  
  Great Bard? 
  You???? 
   
  Prize List 
  1st: Entry into the Guild and 
  Masterwork Instruments!  
  2nd: Audition for the Guild and 
  Masterwork Instruments!  
  3rd: New Instruments and 100 
  Wheatsheafs!  
  4th: 50 Wheatsheafs!  
   
  Sign up at the Temple of Heironeous  
  Entrance Fee 5 gp per entrant 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/595/Intro mods/FURintro5-02 - Baffle 'Em With Bards/FURintro5-02 - Baffle 'Em With Bards.pdf