TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  Dine and Dash
  Dine and Dash
  Dine and Dash
  Dine and Dash    
   
  A One
  A One
  A One
  A One----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
   
  by Eric Price
  by Eric Price
  by Eric Price
  by Eric Price    
   
   
   
   
   
   
  Vicious murdering robbers plague the roads outside Dyvers. Are the murderers just wild animals as some priests suggest 
  or is something more sinister involved? A scenario for characters levels 1-6. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  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. Scenario detail 
  copyright 2000 by 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.  
  
   
  Dine and Dash 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag 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 to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  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
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Luxury
  Luxury
  Luxury
  Luxury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute 
  14 sp 
  -2 
  Poor 
  43 sp 
  -1 
  Common 
  12 gp 
   0 
  High 
  250 gp 
  +1 
  Luxury 
  500 gp 
  +2 
  
   
  Dine and Dash 
   
  Page 3 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  This scenario was designed to be as open-ended as 
  possible. As a result, it is much harder to judge and 
  requires more work from you, the DM, to make 
  everything flow together. I have tried to use a format that 
  makes your job as easy as possible. The end goal is not to 
  defeat the bandits but to have a good time. Because 
  everyone comes to the table for different reasons, I tried 
  to think of several different motivations when creating 
  this scenario. As a result, there are a lot of potential 
  "encounters". In a typical game round, most of them will 
  never be used. They are included to fill in blanks for 
  players who think outside of the box.  
   
  It is entirely possible that a table full of role-players 
  could become so fixated that they do not have time to 
  finish the round. Similarly, if the players are greedy and 
  try to get agreements from several groups in the city (to 
  maximize their profit), they will not have time to 
  complete the scenario. Only a party that strikes a balance 
  between roleplaying and combat has a chance of finishing 
  the round and capturing the bad guys. An alternate 
  conclusion is given for players that run out of time. 
   
  To account for the differing tiers that might come to 
  the table to enjoy this scenario, various changes in the 
  plot are presented, while trying to keep a plausible story 
  line going. Tier One leaves the lair virtually empty and 
  the majority of the brigands out on another foray. Each 
  subsequent tier adds more and more of the brigand force 
  to the lair and awaiting the PCs. Tier Two introduces 
  Kaphas, an insane thief and the leader of this local band of 
  brigands. Tier Three introduces Kaphas' two jackalwere 
  companions and a visiting emissary from higher up in the 
  criminal organization. Tier Four introduces an entire 
  NPC party from higher up in the criminal organization. 
      
  Magic weapons for at least part of the PC party are assumed 
  Magic weapons for at least part of the PC party are assumed 
  Magic weapons for at least part of the PC party are assumed 
  Magic weapons for at least part of the PC party are assumed 
  for t
  for t
  for t
  for tier three and above.
  ier three and above.
  ier three and above.
  ier three and above.    
   
  Events Leading up to the Scenario
  Events Leading up to the Scenario
  Events Leading up to the Scenario
  Events Leading up to the Scenario    
  The city of Dyvers and the surrounding area has 
  witnessed a dramatic increase in violent criminal activity 
  over the past two months. Merchants and common 
  travelers alike have been found dead in the city and along 
  the roads leading to and from it, the apparent victims of 
  murder and robbery. The southern roads have been hit 
  the worst. Reports of the deaths are conflicting. Many 
  experts think wild animals are responsible for the deaths 
  and that the robbery is post-mortem. Several High Priests 
  from the city have been asked to inquire about the nature 
  of the attacks, but every priest seems to bring slightly 
  different information back regarding the murders. The 
  High Priest of St. Cuthbert believes that wild animals are 
  responsible for the carnage. Other priests have divined 
  that brigands are behind the attacks. While the Magister 
  has taken both sides under advisement, she feels the 
  violence is part of some sinister trade war between 
  merchant groups who operate in the city. Still, the 
  possibility of animal attacks, particularly in light of the 
  evidence, can't be overlooked. With that in mind, the 
  Magister called on the constabulary force to step up 
  patrols and try to curb the violence, whatever the cause. 
   
  The failure of these efforts was dramatically marked 
  however with the destruction of a military patrol on the 
  southern road outside the city. Twenty warriors were 
  killed and robbed. As with many of the other incidents, 
  most of the victims showed no evidence of resisting their 
  attackers. Following that incident, the city erupted with 
  rumors and speculation. 
   
  Everything from harpies to green dragons to wizards 
  and brigands have been blamed, although no proof exists 
  to back any of those claims. The constabulary’s leader is 
  outraged by the incident and has turned his company's 
  attention away from the road and toward the Alliance. He 
  and his lieutenants are convinced the Alliance is behind it 
  all, trying to stiffen the protection fees in an otherwise 
  already high market. They have taken to punishing crime 
  in the city quicker and more severely than the population 
  is used to. Many of the merchant guilds are offering what 
  bounties they can afford for the slaughter of wild animals 
  around the city. As a result, large heavily armed hunter 
  groups have taken to the surrounding wilderness in 
  search of the elusive killers. Several of those groups have 
  not returned. The majority of trade has not been 
  disrupted, but the savagery and brutality of the crimes has 
  not been without its price.  
   
  The group behind these brutal robberies and 
  murders is known as the Jackals. Their guild leader, 
  Kaphas, is a 7th-level human thief. A completely sadistic 
  yet cowardly assassin, Kaphas suffers from delusions of 
  grandeur. He unknowingly donned a cursed ring of 
  mammal control (jackals) and now believes he is a 
  jackalwere. With the jackals at his command, Kaphas has 
  prospered. At first, Kaphas and his jackals attacked small 
  groups of commoners, killing them and taking their 
  meager possessions to support his lifestyle. After a few 
  seasons, Kaphas went looking for more jackals to use in 
  his conquests. That’s when he met Marnis. Marnis is a 
  true jackalwere and believes Kaphas is too, despite never 
  having seen him change into any other form. Marnis has 
  a mate, Erdlo, who is also a true jackalwere. Erdlo is far 
  more skeptical of Kaphas but admits that Kaphas seems 
  the most bloodthirsty of the three. That aside, neither 
  jackalwere would argue that his tactics are far shrewder 
  than their own and that they have prospered greatly 
  under his command. 
   
  Realizing his desire to expand his guild, Kaphas has 
  recently made contact with another more powerful bandit 
  force with operatives in the area. As mentioned before, 
  emissaries from that group may be in the lair when the 
  PCs attack. 
   
  Kaphas is highly intelligent, often changing the 
  approach and method of executing the highway 
  robberies. Early attacks began with Marnis and Erdlo 
  appearing as common travelers. Once inside the traveling 
  party, they would wait until the group stopped for the 
  evening, using their gaze attack to put their victims to 
  
   
  Dine and Dash 
   
  Page 4 
  sleep. As news of the brutal slayings spread, the trio found 
  that travelers were too nervous for the scheme to work. 
  They quickly changed their attack, often appearing as 
  wounded men-at-arms or a woodsman's family run from 
  the woods by wild animals. In time Marnis took a 
  position in the Alliance so that the group would have 
  inside information about guild activities. Erdlo and 
  Kaphas frequently take up jobs acting as men-at-arms in 
  merchant caravans heading out of the city. Their most 
  recent attack on the military patrol came from the skillful 
  replacement of warriors. Marnis infiltrated the camp by 
  replacing a guard before the elite group left the city. 
  Using his blowgun Kaphas put another guard to sleep. 
  Erdlo quickly assumed the guard's form and went about 
  assisting Marnis in putting the rest of the camp to sleep. 
  Once the men were sleeping the brigands came in and 
  took the loot and weapons away from the sleeping 
  victims. The brigands used gauntlet claw weapons to 
  simulate animal attacks as they killed their victims. 
  Before leaving, the jackals and their jackalwere masters 
  feasted, leaving a mess of carnage and bloodshed and 
  disguising the true cause of death.  
   
  All three of the bandit leaders have gone to the city at 
  some time or another to provide misinformation about 
  the exact cause of the deaths. They are largely the source 
  of the rumors about dragons and harpies. They once set 
  an entire caravan on fire to make commoners believe that 
  a dragon or powerful spellcaster was behind the attacks. 
  The jackal gang rarely takes more than they can carry, 
  preferring to leave large bulky items and wagons where 
  they lie. Occasionally, Kaphas and Marnis drive the 
  wagons away from the original attack point to confuse 
  would-be investigators of the true location of the gang's 
  lair. 
   
  Lately one of Marnis' favorite methods of infiltrating 
  is to pick up a young man at a tavern in the city and lure 
  him away from the others. Once alone, she kills him and 
  dumps his body in the Nyr Dyv to cover her tracks. She 
  then assumes his form and takes his place in the ranks of 
  the unsuspecting men-at-arms. She is likely to appear as a 
  female hostage if the lair is attacked and things are going 
  badly for the trio. 
   
  Erdlo, Marnis' mate and the other jackalwere, is even 
  more brutal, attacking with weapons and his ferocious 
  bite while in hybrid form. He does not believe that 
  Kaphas is a jackalwere and has shared that sentiment with 
  Marnis. He accepts Kaphas' rule only because it serves 
  him and his mate well. He can't understand why the 
  jackals do Kaphas' bidding and it infuriates him greatly. 
   
  Kaphas and the gang spared the life of a young mage 
  who had been traveling with a merchant caravan a few 
  months ago. The young man's name is Fagan. Kaphas 
  keeps Fagan around to cast spells beneficial to his pack 
  and to assist in guarding the entrance. The young mage 
  tried to get away once but was quickly caught. Not 
  wanting to waste a valuable resource, Kaphas let the 
  jackals maim him by gnawing off his left foot, effectively 
  preventing him from fleeing but not preventing 
  spellcasting. While he will not directly attack the PCs if 
  he is alone, he fears his masters far more than anyone 
  invading the lair. 
   
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis    
  The scenario begins as the characters first enter the city of 
  Dyvers. There is a noticeable decline in the trading 
  population outside the city and prices have increased in 
  the wake of vicious bandit attacks. The PCs investigate, 
  leaving them free to roam the city and surrounding 
  countryside in search of the attackers.  
   
  The scenario details many NPC encounters the party 
  may wish to question, and provides several optional 
  encounters where struggling or observant PCs may learn 
  valuable information. With any luck the PCs discover the 
  tracks leading back to the bandit lair. The party enters 
  through one of the three entrances, depending on how 
  thorough they search, and confront the jackals and their 
  masters.  
   
   
  Chapter 1: The City
  Chapter 1: The City
  Chapter 1: The City
  Chapter 1: The City    
  Encounters one through seven occur within the city of 
  Dyvers. The encounters can be played in any order but 
  encounters one and two should not be played once the 
  PCs begin to investigate unless they become stalled for 
  some reason. The players may very well want to split up 
  during this phase of the scenario. Make an attempt to 
  discourage the players from doing so. If they insist, run 
  each encounter one at a time with the players present. 
  Don’t 
  allow 
  “absent” 
  players 
  to 
  contribute 
  any 
  communications to the players present in the encounter 
  (i.e. no table talk). 
   
   
  Player Introduction
  Player Introduction
  Player Introduction
  Player Introduction    
  As a large and free city on a major trade route, you had 
  As a large and free city on a major trade route, you had 
  As a large and free city on a major trade route, you had 
  As a large and free city on a major trade route, you had 
  expected to see caravans camped out around Dyvers for miles. 
  expected to see caravans camped out around Dyvers for miles. 
  expected to see caravans camped out around Dyvers for miles. 
  expected to see caravans camped out around Dyvers for miles. 
  Instead, the famous tent town that usually squats on the 
  Instead, the famous tent town that usually squats on the 
  Instead, the famous tent town that usually squats on the 
  Instead, the famous tent town that usually squats on the 
  eastern wall is nearly deserted. Many of the caravans 
  eastern wall is nearly deserted. Many of the caravans 
  eastern wall is nearly deserted. Many of the caravans 
  eastern wall is nearly deserted. Many of the caravans you do 
  you do 
  you do 
  you do 
  see have been pulled into town, their masters apparently eager 
  see have been pulled into town, their masters apparently eager 
  see have been pulled into town, their masters apparently eager 
  see have been pulled into town, their masters apparently eager 
  to pay the extra tax to conduct business within the city walls. 
  to pay the extra tax to conduct business within the city walls. 
  to pay the extra tax to conduct business within the city walls. 
  to pay the extra tax to conduct business within the city walls. 
  The streets of the city are crammed with the extra people of the 
  The streets of the city are crammed with the extra people of the 
  The streets of the city are crammed with the extra people of the 
  The streets of the city are crammed with the extra people of the 
  tent town, and moving anywhere takes twice as long. 
  tent town, and moving anywhere takes twice as long. 
  tent town, and moving anywhere takes twice as long. 
  tent town, and moving anywhere takes twice as long.     
      
  Wal
  Wal
  Wal
  Walking through the city streets, rumors of dragons and 
  king through the city streets, rumors of dragons and 
  king through the city streets, rumors of dragons and 
  king through the city streets, rumors of dragons and 
  harpies fly from the tongues of strangers to your ears. 
  harpies fly from the tongues of strangers to your ears. 
  harpies fly from the tongues of strangers to your ears. 
  harpies fly from the tongues of strangers to your ears. 
  Whatever the cause, the citizens and foreigners of Dyvers have 
  Whatever the cause, the citizens and foreigners of Dyvers have 
  Whatever the cause, the citizens and foreigners of Dyvers have 
  Whatever the cause, the citizens and foreigners of Dyvers have 
  a very real fear of something outside the city.
  a very real fear of something outside the city.
  a very real fear of something outside the city.
  a very real fear of something outside the city.    
   
  Inundate the PCs with rumors about the mysterious 
  slayings. The judge is encouraged to roleplay anyone the 
  PCs might stop on the street, creating whatever rumors 
  he or she sees fit, regardless of how fanciful they seem. 
  Nothing should key the PCs in to the presence of a 
  jackalwere. 
   
  Dyvers is a large city, so PCs can find anything the 
  DM wants to allow in the city. Should the PCs ask around 
  a bit without clearly heading off to investigate the matter 
  on their own, they should be directed to the palace with a 
  well placed comment from a local (proceed to encounter 
  1 - the setup). 
  
   
  Dine and Dash 
   
  Page 5 
   
   
  Encounter 1: The Setup
  Encounter 1: The Setup
  Encounter 1: The Setup
  Encounter 1: The Setup    
  It is not necessary for the party to be hired by the city if 
  they adopt the murder case on their own. Use this 
  encounter to give the PCs a push if they are struggling to 
  get started. If the PCs willingly go to the palace use 
  encounter 1a: the Palace. If they don’t seem to get the 
  hint they need to talk to someone important, use 
  encounter 1b: the messenger. This encounter is a setup 
  for Encounter 2 and shouldn’t be a roleplaying exercise.  
   
  Encoun
  Encoun
  Encoun
  Encounter 1a: The Palace
  ter 1a: The Palace
  ter 1a: The Palace
  ter 1a: The Palace    
  After wandering the streets of Dyvers for a while you finally 
  After wandering the streets of Dyvers for a while you finally 
  After wandering the streets of Dyvers for a while you finally 
  After wandering the streets of Dyvers for a while you finally 
  make your way up a set of grand marble steps and into the 
  make your way up a set of grand marble steps and into the 
  make your way up a set of grand marble steps and into the 
  make your way up a set of grand marble steps and into the 
  Royal District. Passing guards and servants eye you warily, 
  Royal District. Passing guards and servants eye you warily, 
  Royal District. Passing guards and servants eye you warily, 
  Royal District. Passing guards and servants eye you warily, 
  but say nothing as you pass. Eventually, you find yoursel
  but say nothing as you pass. Eventually, you find yoursel
  but say nothing as you pass. Eventually, you find yoursel
  but say nothing as you pass. Eventually, you find yourselves at 
  ves at 
  ves at 
  ves at 
  the front gates of the old palace. Several large proclamations 
  the front gates of the old palace. Several large proclamations 
  the front gates of the old palace. Several large proclamations 
  the front gates of the old palace. Several large proclamations 
  and edicts are posted on the guardtowers that flank the 
  and edicts are posted on the guardtowers that flank the 
  and edicts are posted on the guardtowers that flank the 
  and edicts are posted on the guardtowers that flank the 
  entrance to the palace beyond. A quick check reveals that 
  entrance to the palace beyond. A quick check reveals that 
  entrance to the palace beyond. A quick check reveals that 
  entrance to the palace beyond. A quick check reveals that 
  almost all of the notes have something to do with the slayings. 
  almost all of the notes have something to do with the slayings. 
  almost all of the notes have something to do with the slayings. 
  almost all of the notes have something to do with the slayings. 
  A large 
  A large 
  A large 
  A large crowd of people is gathered here, and many are angrily 
  crowd of people is gathered here, and many are angrily 
  crowd of people is gathered here, and many are angrily 
  crowd of people is gathered here, and many are angrily 
  calling for the Magister to come out of hiding. All who 
  calling for the Magister to come out of hiding. All who 
  calling for the Magister to come out of hiding. All who 
  calling for the Magister to come out of hiding. All who 
  approach too closely to the main entrance are turned away by 
  approach too closely to the main entrance are turned away by 
  approach too closely to the main entrance are turned away by 
  approach too closely to the main entrance are turned away by 
  members of the city guard stationed there.
  members of the city guard stationed there.
  members of the city guard stationed there.
  members of the city guard stationed there.    
   
  Any explanations or requests given to the city guard fall 
  on deaf ears. The guards have been instructed to allow no 
  one entry into the palace without proper authorization. 
   
  PCs become belligerent:
  PCs become belligerent:
  PCs become belligerent:
  PCs become belligerent: Have the guards threaten to 
  call reinforcements to detain the PCs if they do not leave. 
  While this is a lovely roleplaying opportunity, detaining 
  the PCs should be avoided at all costs. 
   
  PCs attempt to leave:
  PCs attempt to leave:
  PCs attempt to leave:
  PCs attempt to leave: Tell the PCs a merchant just 
  stood up and began walking south along the palace wall. 
  You think he is motioning for you to follow him. The 
  merchant walks to the far end of the palace wall, then 
  crosses a wide opening to an entranceway in a nearby 
  house before motioning again. If the PCs follow the 
  "merchant" they are ushered into the nearby house. 
  Proceed to Encounter 2: Meeting Darmon. If the players 
  say nothing or for some reason do not follow the 
  merchant, proceed to encounter 1b. 
   
  Encounter 1b: The Messenger
  Encounter 1b: The Messenger
  Encounter 1b: The Messenger
  Encounter 1b: The Messenger    
  As you continue to wander the streets of Dyvers, a small boy 
  As you continue to wander the streets of Dyvers, a small boy 
  As you continue to wander the streets of Dyvers, a small boy 
  As you continue to wander the streets of Dyvers, a small boy 
  runs up to one of you, tugging at the hem in (insert PC's 
  runs up to one of you, tugging at the hem in (insert PC's 
  runs up to one of you, tugging at the hem in (insert PC's 
  runs up to one of you, tugging at the hem in (insert PC's 
  name) clothes. Having 
  name) clothes. Having 
  name) clothes. Having 
  name) clothes. Having gotten your attention, he hands you a 
  gotten your attention, he hands you a 
  gotten your attention, he hands you a 
  gotten your attention, he hands you a 
  rolled up parchment, then raises his outstretched hand, palm 
  rolled up parchment, then raises his outstretched hand, palm 
  rolled up parchment, then raises his outstretched hand, palm 
  rolled up parchment, then raises his outstretched hand, palm 
  up 
  up 
  up 
  up ---- clearly waiting for a reward.
   clearly waiting for a reward.
   clearly waiting for a reward.
   clearly waiting for a reward.    
   
  Wait for the PCs to react. Once the players indicate they 
  want to read the letter, read the following aloud: 
   
  Fellow Adve
  Fellow Adve
  Fellow Adve
  Fellow Adventurers, As you no doubt have noticed the city rests 
  nturers, As you no doubt have noticed the city rests 
  nturers, As you no doubt have noticed the city rests 
  nturers, As you no doubt have noticed the city rests 
  in dark days. Violent murders plague our caravans outside the 
  in dark days. Violent murders plague our caravans outside the 
  in dark days. Violent murders plague our caravans outside the 
  in dark days. Violent murders plague our caravans outside the 
  city. Please come to the Temple of Rao in the Old Town to 
  city. Please come to the Temple of Rao in the Old Town to 
  city. Please come to the Temple of Rao in the Old Town to 
  city. Please come to the Temple of Rao in the Old Town to 
  discuss an opportunity I have for you to do this city and 
  discuss an opportunity I have for you to do this city and 
  discuss an opportunity I have for you to do this city and 
  discuss an opportunity I have for you to do this city and 
  yourselves a great favor.
  yourselves a great favor.
  yourselves a great favor.
  yourselves a great favor. I eagerly await your arrival, Darmon.
   I eagerly await your arrival, Darmon.
   I eagerly await your arrival, Darmon.
   I eagerly await your arrival, Darmon.    
   
  PCs ask who Darmon is
  PCs ask who Darmon is
  PCs ask who Darmon is
  PCs ask who Darmon is—
  —
  —
  —He is known as a city 
  official although in what specific capacity the PCs can't 
  recall at the moment. 
   
  PCs go to temple of Rao:
  PCs go to temple of Rao:
  PCs go to temple of Rao:
  PCs go to temple of Rao: Proceed to Encounter 2: 
  Meeting Darmon 
   
  PCs ignore letter: 
  PCs ignore letter: 
  PCs ignore letter: 
  PCs ignore letter: Try to lead them toward one of the 
  encounters that will give them enough information to get 
  on the road – Encounter 3 (High Priest) or Encounter 4a 
  (Caravan HQ). If the PCs go to encounter 3 or 4 and then 
  later try to find Darmon he is not at the temple. 
   
   
  Encoun
  Encoun
  Encoun
  Encounter 2: Meeting Darmon
  ter 2: Meeting Darmon
  ter 2: Meeting Darmon
  ter 2: Meeting Darmon    
  The player text that follows is wordy. Experienced judges 
  may want to familiarize themselves with the diatribe and 
  just wing the encounter in a less formal manner. 
   
  If the PCs read the letter and came to the temple of 
  Rao, read the following, else skip to the next block of 
  player text. 
   
  Having traveled south to the Old Town, you find yourself in 
  Having traveled south to the Old Town, you find yourself in 
  Having traveled south to the Old Town, you find yourself in 
  Having traveled south to the Old Town, you find yourself in 
  the shadows of the Royal District before you finally locate the 
  the shadows of the Royal District before you finally locate the 
  the shadows of the Royal District before you finally locate the 
  the shadows of the Royal District before you finally locate the 
  temple of Rao. Placating the nearby beggars with a few 
  temple of Rao. Placating the nearby beggars with a few 
  temple of Rao. Placating the nearby beggars with a few 
  temple of Rao. Placating the nearby beggars with a few 
  coppers, you enter the 
  coppers, you enter the 
  coppers, you enter the 
  coppers, you enter the temple and look for your mysterious 
  temple and look for your mysterious 
  temple and look for your mysterious 
  temple and look for your mysterious 
  contact. 
  contact. 
  contact. 
  contact.     
   
  Start or continue reading here, depending on whether the 
  PCs followed Darmon at the palace or went to the temple. 
   
  A tall man with a swarthy complexion and black hair steps 
  A tall man with a swarthy complexion and black hair steps 
  A tall man with a swarthy complexion and black hair steps 
  A tall man with a swarthy complexion and black hair steps 
  from the shadows and raises his hand
  from the shadows and raises his hand
  from the shadows and raises his hand
  from the shadows and raises his hand in greetings. Well met, 
   in greetings. Well met, 
   in greetings. Well met, 
   in greetings. Well met, 
  brave adventurers! My name is Darmon. I am a 
  brave adventurers! My name is Darmon. I am a 
  brave adventurers! My name is Darmon. I am a 
  brave adventurers! My name is Darmon. I am a 
  representative of the city. Our prosperous city of trade has been 
  representative of the city. Our prosperous city of trade has been 
  representative of the city. Our prosperous city of trade has been 
  representative of the city. Our prosperous city of trade has been 
  plagued with violence and thievery of late. Merchants and 
  plagued with violence and thievery of late. Merchants and 
  plagued with violence and thievery of late. Merchants and 
  plagued with violence and thievery of late. Merchants and 
  commoners alike are being brutally robbed and killed, often 
  commoners alike are being brutally robbed and killed, often 
  commoners alike are being brutally robbed and killed, often 
  commoners alike are being brutally robbed and killed, often 
  wi
  wi
  wi
  with very little sign of resistance but with a great deal of gore. 
  th very little sign of resistance but with a great deal of gore. 
  th very little sign of resistance but with a great deal of gore. 
  th very little sign of resistance but with a great deal of gore. 
  Even merchants who have paid protection money to the so
  Even merchants who have paid protection money to the so
  Even merchants who have paid protection money to the so
  Even merchants who have paid protection money to the so----
  called "Alliance" are being plundered and killed. The 
  called "Alliance" are being plundered and killed. The 
  called "Alliance" are being plundered and killed. The 
  called "Alliance" are being plundered and killed. The 
  Magister, under pressure from the merchants, has chosen the 
  Magister, under pressure from the merchants, has chosen the 
  Magister, under pressure from the merchants, has chosen the 
  Magister, under pressure from the merchants, has chosen the 
  "Alliance" as the lik
  "Alliance" as the lik
  "Alliance" as the lik
  "Alliance" as the likely perpetrator of the attacks, despite the 
  ely perpetrator of the attacks, despite the 
  ely perpetrator of the attacks, despite the 
  ely perpetrator of the attacks, despite the 
  lack of evidence that such an Alliance even exists or that they 
  lack of evidence that such an Alliance even exists or that they 
  lack of evidence that such an Alliance even exists or that they 
  lack of evidence that such an Alliance even exists or that they 
  are guilty of any wrong doing. I have spoken directly and in 
  are guilty of any wrong doing. I have spoken directly and in 
  are guilty of any wrong doing. I have spoken directly and in 
  are guilty of any wrong doing. I have spoken directly and in 
  great secrecy with the Alliance guildmaster, who assures me 
  great secrecy with the Alliance guildmaster, who assures me 
  great secrecy with the Alliance guildmaster, who assures me 
  great secrecy with the Alliance guildmaster, who assures me 
  his guilds have nothing to 
  his guilds have nothing to 
  his guilds have nothing to 
  his guilds have nothing to do with the villainous activities. 
  do with the villainous activities. 
  do with the villainous activities. 
  do with the villainous activities. 
  Furthermore, they have suffered significant financial setbacks 
  Furthermore, they have suffered significant financial setbacks 
  Furthermore, they have suffered significant financial setbacks 
  Furthermore, they have suffered significant financial setbacks 
  as a result of the murders. Despite this confidence I have not 
  as a result of the murders. Despite this confidence I have not 
  as a result of the murders. Despite this confidence I have not 
  as a result of the murders. Despite this confidence I have not 
  been able to sway the Magister to look for a new source of the 
  been able to sway the Magister to look for a new source of the 
  been able to sway the Magister to look for a new source of the 
  been able to sway the Magister to look for a new source of the 
  mayhem. The Alliance and I are e
  mayhem. The Alliance and I are e
  mayhem. The Alliance and I are e
  mayhem. The Alliance and I are eager to learn what 
  ager to learn what 
  ager to learn what 
  ager to learn what 
  villainous murderers or rival faction is behind the slash
  villainous murderers or rival faction is behind the slash
  villainous murderers or rival faction is behind the slash
  villainous murderers or rival faction is behind the slash----and
  and
  and
  and----
  steal tactics. They are quickly depleting everyone's coffers. I 
  steal tactics. They are quickly depleting everyone's coffers. I 
  steal tactics. They are quickly depleting everyone's coffers. I 
  steal tactics. They are quickly depleting everyone's coffers. I 
  have much to gain if you are successful in finding the killers. 
  have much to gain if you are successful in finding the killers. 
  have much to gain if you are successful in finding the killers. 
  have much to gain if you are successful in finding the killers. 
  As such, I propose the following agreement. 
  As such, I propose the following agreement. 
  As such, I propose the following agreement. 
  As such, I propose the following agreement.     
  
   
  Dine and Dash 
   
  Page 6 
      
  AAAAs you no doubt have heard by now a great many 
  s you no doubt have heard by now a great many 
  s you no doubt have heard by now a great many 
  s you no doubt have heard by now a great many 
  theories to the attackers identity are rebounding around the 
  theories to the attackers identity are rebounding around the 
  theories to the attackers identity are rebounding around the 
  theories to the attackers identity are rebounding around the 
  city. The priests have been uncommonly vague on the issue 
  city. The priests have been uncommonly vague on the issue 
  city. The priests have been uncommonly vague on the issue 
  city. The priests have been uncommonly vague on the issue 
  and the diviners have been of no real value either. The 
  and the diviners have been of no real value either. The 
  and the diviners have been of no real value either. The 
  and the diviners have been of no real value either. The 
  attackers have struck on all three 
  attackers have struck on all three 
  attackers have struck on all three 
  attackers have struck on all three of the major roads leading 
  of the major roads leading 
  of the major roads leading 
  of the major roads leading 
  into Dyvers. Despite having our constabulary and a bunch of 
  into Dyvers. Despite having our constabulary and a bunch of 
  into Dyvers. Despite having our constabulary and a bunch of 
  into Dyvers. Despite having our constabulary and a bunch of 
  overzealous hunters searching high and low for the 
  overzealous hunters searching high and low for the 
  overzealous hunters searching high and low for the 
  overzealous hunters searching high and low for the 
  perpetrators, we have been unsuccessful in finding them. I 
  perpetrators, we have been unsuccessful in finding them. I 
  perpetrators, we have been unsuccessful in finding them. I 
  perpetrators, we have been unsuccessful in finding them. I 
  have recently asked others to search the east and west road
  have recently asked others to search the east and west road
  have recently asked others to search the east and west road
  have recently asked others to search the east and west roads s s s 
  leading into Dyvers. I would like you to assist our great city in 
  leading into Dyvers. I would like you to assist our great city in 
  leading into Dyvers. I would like you to assist our great city in 
  leading into Dyvers. I would like you to assist our great city in 
  this matter by searching the roads and forest south of the city.
  this matter by searching the roads and forest south of the city.
  this matter by searching the roads and forest south of the city.
  this matter by searching the roads and forest south of the city.    
      
  The merchants are resigned to never seeing their goods 
  The merchants are resigned to never seeing their goods 
  The merchants are resigned to never seeing their goods 
  The merchants are resigned to never seeing their goods 
  and wares again. If the villains are indeed brigands, you may 
  and wares again. If the villains are indeed brigands, you may 
  and wares again. If the villains are indeed brigands, you may 
  and wares again. If the villains are indeed brigands, you may 
  bring
  bring
  bring
  bring anything you find in their lair back to the city as your 
   anything you find in their lair back to the city as your 
   anything you find in their lair back to the city as your 
   anything you find in their lair back to the city as your 
  own. Furthermore, the city is prepared to wave all taxes of any 
  own. Furthermore, the city is prepared to wave all taxes of any 
  own. Furthermore, the city is prepared to wave all taxes of any 
  own. Furthermore, the city is prepared to wave all taxes of any 
  kind surrounding your efforts to bring these murderers to 
  kind surrounding your efforts to bring these murderers to 
  kind surrounding your efforts to bring these murderers to 
  kind surrounding your efforts to bring these murderers to 
  justice. All contraband you seize will be tax and duty
  justice. All contraband you seize will be tax and duty
  justice. All contraband you seize will be tax and duty
  justice. All contraband you seize will be tax and duty---- free. 
   free. 
   free. 
   free. 
  Should the mur
  Should the mur
  Should the mur
  Should the murderers prove to be animals and NOT brigands, 
  derers prove to be animals and NOT brigands, 
  derers prove to be animals and NOT brigands, 
  derers prove to be animals and NOT brigands, 
  bring back their carcasses to the city for examination. If, after 
  bring back their carcasses to the city for examination. If, after 
  bring back their carcasses to the city for examination. If, after 
  bring back their carcasses to the city for examination. If, after 
  a period of one month it is found the attacks have ceased, the 
  a period of one month it is found the attacks have ceased, the 
  a period of one month it is found the attacks have ceased, the 
  a period of one month it is found the attacks have ceased, the 
  city is prepared to pay 600 pieces of gold to split among you. 
  city is prepared to pay 600 pieces of gold to split among you. 
  city is prepared to pay 600 pieces of gold to split among you. 
  city is prepared to pay 600 pieces of gold to split among you. 
  Obviously, if the f
  Obviously, if the f
  Obviously, if the f
  Obviously, if the forces you encounter are more significant 
  orces you encounter are more significant 
  orces you encounter are more significant 
  orces you encounter are more significant 
  than we believe them to be we would be willing to adjust the 
  than we believe them to be we would be willing to adjust the 
  than we believe them to be we would be willing to adjust the 
  than we believe them to be we would be willing to adjust the 
  reward to compensate you more appropriately. Similarly, if 
  reward to compensate you more appropriately. Similarly, if 
  reward to compensate you more appropriately. Similarly, if 
  reward to compensate you more appropriately. Similarly, if 
  you succeed in disrupting what amounts to bandits but their 
  you succeed in disrupting what amounts to bandits but their 
  you succeed in disrupting what amounts to bandits but their 
  you succeed in disrupting what amounts to bandits but their 
  leaders are able to escape, we coul
  leaders are able to escape, we coul
  leaders are able to escape, we coul
  leaders are able to escape, we could hardly be justified in 
  d hardly be justified in 
  d hardly be justified in 
  d hardly be justified in 
  paying you a full bounty. 
  paying you a full bounty. 
  paying you a full bounty. 
  paying you a full bounty.     
      
  In the interest of justice, it would be better if you brought 
  In the interest of justice, it would be better if you brought 
  In the interest of justice, it would be better if you brought 
  In the interest of justice, it would be better if you brought 
  back the murderers to stand trial, but men of this sort rarely 
  back the murderers to stand trial, but men of this sort rarely 
  back the murderers to stand trial, but men of this sort rarely 
  back the murderers to stand trial, but men of this sort rarely 
  come willingly. The city would not look unfavorably on you if 
  come willingly. The city would not look unfavorably on you if 
  come willingly. The city would not look unfavorably on you if 
  come willingly. The city would not look unfavorably on you if 
  you were to kill
  you were to kill
  you were to kill
  you were to kill the villains in honorable combat. In either 
   the villains in honorable combat. In either 
   the villains in honorable combat. In either 
   the villains in honorable combat. In either 
  regard, be prepared to show some kind of evidence that these 
  regard, be prepared to show some kind of evidence that these 
  regard, be prepared to show some kind of evidence that these 
  regard, be prepared to show some kind of evidence that these 
  villains are indeed the source of the killings. As you may well 
  villains are indeed the source of the killings. As you may well 
  villains are indeed the source of the killings. As you may well 
  villains are indeed the source of the killings. As you may well 
  know merchants here are a skeptical lot. Is my offer agreeable?
  know merchants here are a skeptical lot. Is my offer agreeable?
  know merchants here are a skeptical lot. Is my offer agreeable?
  know merchants here are a skeptical lot. Is my offer agreeable?    
   
  Darmon, male human Ro
  Darmon, male human Ro
  Darmon, male human Ro
  Darmon, male human Rog6
  g6
  g6
  g6: CR 6; Medium-size 
  humanoid (5 ft. 8 in. tall); HD 6d6; hp 26; Init +3 (Dex); 
  Spd 30; AC 17 (+4 leather armor, +3 Dex); Atks +4 melee 
  (1d6 (crit 19-20), shortsword), SA Rog sneak attack; SA 
  Rog evasion; AL LE; SV Fort +2, Ref +8, Will +2 
   
  Str 10, Dex 17, Con 10, Int 14, Wis 10, Cha 14 
   
  Skills: Appraise +7, Bluff +9, Climb +5, Decipher 
  Script +7, Diplomacy +7, DiSAble Device +7, Disguise +7, 
  Escape Artist +8, Gather Info +9, Hide +8, Intuit Danger 
  +5, Listen +5, Move Silent +8, Open Lock +8, Pick Pocket 
  +8, Read Lips +7, Search +7, Spot +5. Feats: Combat 
  Reflexes, Improved Unarmed Strike, Weapon Finesse - 
  Dagger, Deflect Arrows 
   
  SA: Sneak Attack—Any time target is denied Dex 
  bonus, Rogue adds +3d6 to damage. 
   
  SA: Evasion—If allowed a Reflex SAve, success 
  indicates no damage. 
   
  Equipment: dagger, short sword, ring of invisibility, + 2 
  leather armor 
   
  Darmon can answer many questions the PCs will have. 
  The judge should use the first two paragraphs of the 
  "Events Leading up to the Scenario" section as a guideline 
  for what Darmon knows. 
   
  PCs try to bargain up:
  PCs try to bargain up:
  PCs try to bargain up:
  PCs try to bargain up: he agrees to pay for a month's 
  room and board at a local inn and possibly increase the 
  reward to 900 gp. Since the city has already arranged for a 
  military investigation, Darmon doesn't feel it necessary to 
  offer any higher reward. 
   
  PCs ask how much has been stolen:
  PCs ask how much has been stolen:
  PCs ask how much has been stolen:
  PCs ask how much has been stolen: Darmon does 
  not know the specific answer to this. Based on reports he 
  has, cargo worth several thousand pieces of gold have 
  been stolen, and there was undoubtedly more taken from 
  the bodies of the dead. 
   
  The DM should familiarize him or herself with the table 
  below for potential encounters to run based on common 
  PC actions. 
   
  PC Action
  PC Action
  PC Action
  PC Action    
  Encounter
  Encounter
  Encounter
  Encounter    
  PCs want to speak to a priest 
  3 
  PCs want to speak to caravan leaders 
  4 
  PCs ask about caravans not affected 
  4b 
  PCs want to hire a Diviner 
  5 
  PCs want to look at recently dead 
  6 
  PCs want to find an apothecary 
  7 
  PCs head out of the city 
  8 
      
      
  Encounter 3: High Priest of 
  Encounter 3: High Priest of 
  Encounter 3: High Priest of 
  Encounter 3: High Priest of 
  Pelor
  Pelor
  Pelor
  Pelor    
  No specific encounter leads to this one. Darmon alludes 
  to potential extra knowledge of the priests in encounter 2. 
  This is also a natural encounter for players inquiring on 
  their own. To add Dyvers' flavor, which priest the PCs get 
  to speak to, how much information can be obtained, and 
  the amount of magic given to help the party is based on 
  how much they donate to the temple here. 
   
  A young man, clad in a simple white robe greets you as you 
  A young man, clad in a simple white robe greets you as you 
  A young man, clad in a simple white robe greets you as you 
  A young man, clad in a simple white robe greets you as you 
  enter the magnificent temple of Pelor. "Greetings and welcome 
  enter the magnificent temple of Pelor. "Greetings and welcome 
  enter the magnificent temple of Pelor. "Greetings and welcome 
  enter the magnificent temple of Pelor. "Greetings and welcome 
  to the sacred temple of Pelor. All who seek the light are 
  to the sacred temple of Pelor. All who seek the light are 
  to the sacred temple of Pelor. All who seek the light are 
  to the sacred temple of Pelor. All who seek the light are 
  welcome here. Have you come to worshi
  welcome here. Have you come to worshi
  welcome here. Have you come to worshi
  welcome here. Have you come to worship today, do you seek 
  p today, do you seek 
  p today, do you seek 
  p today, do you seek 
  assistance, or perhaps you have come to make a donation to 
  assistance, or perhaps you have come to make a donation to 
  assistance, or perhaps you have come to make a donation to 
  assistance, or perhaps you have come to make a donation to 
  our worthy cause?" You notice the young priest accentuates his 
  our worthy cause?" You notice the young priest accentuates his 
  our worthy cause?" You notice the young priest accentuates his 
  our worthy cause?" You notice the young priest accentuates his 
  last comment about making a donation, looking expectantly 
  last comment about making a donation, looking expectantly 
  last comment about making a donation, looking expectantly 
  last comment about making a donation, looking expectantly 
  towards a nearby coffer as he gestures to it with the w
  towards a nearby coffer as he gestures to it with the w
  towards a nearby coffer as he gestures to it with the w
  towards a nearby coffer as he gestures to it with the wave of his 
  ave of his 
  ave of his 
  ave of his 
  hand.
  hand.
  hand.
  hand.    
   
  Saphos Agnarius, male half elf Clr2
  Saphos Agnarius, male half elf Clr2
  Saphos Agnarius, male half elf Clr2
  Saphos Agnarius, male half elf Clr2: CR 2 Medium-size 
  humanoid (5 ft. 5 in. tall); HD 2d8; hp 12; Init +4 
  (Improved Initiative); Spd 30; AC 10; Atks +2 melee 
  (1d8+1, heavy mace); AL LN; SV Fort +3, Ref +0, Will +4  
   
  Str 13, Dex 10, Con 10, Int 13, Wis 13, Cha 13 
   
  Skills: Diplomacy +5, Heal +6, Knowledge- Religion 
  +3, Spellcraft 3, Swim +2. Feats: Turn Undead, Improved 
  Initiative, Scribe Scroll 
   
  Spells (4/3): 0 lvl—create water, detect magic, purify 
  food/drink, read magic; 1st lvl—bless, comprehend languages, 
  sanctuary  
   
  Equipment: heavy mace, wooden sun disk of Pelor, 
  cleric's vestments 
  
   
  Dine and Dash 
   
  Page 7 
   
  Roleplay the encounter with Saphos Agnarius. If the PCs 
  do not give a donation of 10 gp (per tier level) between 
  them, Saphos point blank asks if the PCs wouldn’t like to 
  provide some (more) gold to the temple's mission. 
  Otherwise, ask the PCs why they wish to see the High 
  Priest and why the High Priest would wish to see them. 
  Feel free to ask clarifying questions and be inquisitive, as 
  if you are screening them. Make the PCs work for it, and 
  note any attempt at deception. When you are done, 
  suggest that they take a seat while you check and see if 
  the high priest wishes to speak with them. Give the 
  players a couple of minutes to talk while they wait, then 
  continue with the following: 
   
  The constant chanting in the background threatens to lull you 
  The constant chanting in the background threatens to lull you 
  The constant chanting in the background threatens to lull you 
  The constant chanting in the background threatens to lull you 
  to sleep as you sit in the warm confines of the temple. Just as 
  to sleep as you sit in the warm confines of the temple. Just as 
  to sleep as you sit in the warm confines of the temple. Just as 
  to sleep as you sit in the warm confines of the temple. Just as 
  you are about to stand to fight your sleepiness, a single man 
  you are about to stand to fight your sleepiness, a single man 
  you are about to stand to fight your sleepiness, a single man 
  you are about to stand to fight your sleepiness, a single man 
  approaches your small party. 
  approaches your small party. 
  approaches your small party. 
  approaches your small party.     
   
  Depending on how much the party donated to the temple 
  read the following: 
   
  0 gp 
  0 gp 
  0 gp 
  0 gp ---- 9 gp per tier level:
   9 gp per tier level:
   9 gp per tier level:
   9 gp per tier level:    
  It is the same young half elf with whom you spoke earlier. 
  It is the same young half elf with whom you spoke earlier. 
  It is the same young half elf with whom you spoke earlier. 
  It is the same young half elf with whom you spoke earlier. 
  "I'm sorry to have kept you waiting. As it were, the High 
  "I'm sorry to have kept you waiting. As it were, the High 
  "I'm sorry to have kept you waiting. As it were, the High 
  "I'm sorry to have kept you waiting. As it were, the High 
  Priest is once again trying to gain some infor
  Priest is once again trying to gain some infor
  Priest is once again trying to gain some infor
  Priest is once again trying to gain some information about 
  mation about 
  mation about 
  mation about 
  these savage murders. It seems obvious to me, the temple is far 
  these savage murders. It seems obvious to me, the temple is far 
  these savage murders. It seems obvious to me, the temple is far 
  these savage murders. It seems obvious to me, the temple is far 
  too busy to make a donation of his time to those who have 
  too busy to make a donation of his time to those who have 
  too busy to make a donation of his time to those who have 
  too busy to make a donation of his time to those who have 
  failed to make a reasonable donation of their own. 
  failed to make a reasonable donation of their own. 
  failed to make a reasonable donation of their own. 
  failed to make a reasonable donation of their own.     
   
  Saphos returns to the party to inform them of this 
  decision. If the PCs make an additional donation, he will 
  go and fetch Kasban. Regardless of how much they 
  donate now they will NOT see the High Priest. If 
  questioned without getting any additional donations, 
  Saphos is somewhat standoffish, but answers questions to 
  the best of his knowledge. He tells the PCs the same type 
  of rumors they are likely to have already heard on the 
  street. He does know it is his temple that said the 
  perpetrators of the vicious attacks laired south of the city. 
   
  Neither the temple nor Saphos offers any magical 
  assistance to the party for such a paltry donation. 
   
  10 
  10 
  10 
  10 ---- 49 gp x tier level:
   49 gp x tier level:
   49 gp x tier level:
   49 gp x tier level:    
  He hasn’t reached middle age yet, but its clear that time isn't 
  He hasn’t reached middle age yet, but its clear that time isn't 
  He hasn’t reached middle age yet, but its clear that time isn't 
  He hasn’t reached middle age yet, but its clear that time isn't 
  too many years off. "Good afternoon, I'm sorry to have kept 
  too many years off. "Good afternoon, I'm sorry to have kept 
  too many years off. "Good afternoon, I'm sorry to have kept 
  too many years off. "Good afternoon, I'm sorry to have kept 
  you waiting. I had heard perhaps that yo
  you waiting. I had heard perhaps that yo
  you waiting. I had heard perhaps that yo
  you waiting. I had heard perhaps that you wished to speak 
  u wished to speak 
  u wished to speak 
  u wished to speak 
  with the High Priest regarding this problem with the murders 
  with the High Priest regarding this problem with the murders 
  with the High Priest regarding this problem with the murders 
  with the High Priest regarding this problem with the murders 
  outside of the city." He glances wistfully at the donation urn 
  outside of the city." He glances wistfully at the donation urn 
  outside of the city." He glances wistfully at the donation urn 
  outside of the city." He glances wistfully at the donation urn 
  where you put your donation a short time ago, then turns back 
  where you put your donation a short time ago, then turns back 
  where you put your donation a short time ago, then turns back 
  where you put your donation a short time ago, then turns back 
  to face you once again. "Alas, that will not be poss
  to face you once again. "Alas, that will not be poss
  to face you once again. "Alas, that will not be poss
  to face you once again. "Alas, that will not be possible today. 
  ible today. 
  ible today. 
  ible today. 
  The High Priest is of course, a very busy man. We at the 
  The High Priest is of course, a very busy man. We at the 
  The High Priest is of course, a very busy man. We at the 
  The High Priest is of course, a very busy man. We at the 
  temple of course appreciate your interest in the matter and 
  temple of course appreciate your interest in the matter and 
  temple of course appreciate your interest in the matter and 
  temple of course appreciate your interest in the matter and 
  your donation. The High Priest has instructed me to assist you 
  your donation. The High Priest has instructed me to assist you 
  your donation. The High Priest has instructed me to assist you 
  your donation. The High Priest has instructed me to assist you 
  in whatever way I can and to answer any questions you may 
  in whatever way I can and to answer any questions you may 
  in whatever way I can and to answer any questions you may 
  in whatever way I can and to answer any questions you may 
  have."
  have."
  have."
  have."        
   
  Kasban the Bright, male human Clr5
  Kasban the Bright, male human Clr5
  Kasban the Bright, male human Clr5
  Kasban the Bright, male human Clr5: CR 5 Medium-size 
  humanoid (5 ft. 10 in. tall); HD 5d8+5; hp 30; Init +4 
  (Improved Initiative); Spd 30; AC 9; Atks +4 melee 
  (1d8+2, +1 heavy mace); AL LN; SV Fort +4, Ref +1, Will 
  +4.  
   
  Str 13, Dex 9, Con 13, Int 10, Wis 15, Cha 12 
   
  Skills: Concentration +4, Diplomacy +5, Gather 
  Information +2, Heal +8, Knowledge - Religion +3, 
  Spellcraft +3. Feats: Turn Undead, Scribe Scroll, 
  Improved Initiative, Power Attack. 
   
  Spells (5/4/3/1): 0 lvl—create water, detect magic, purify 
  food/drink, read magic, resistance; 1st lvl—bless, comprehend 
  languages, cure light wounds (x2), sanctuary 2nd lvl—aid, 
  augury, calm emotions, cure moderate wounds 3rd lvl—prayer, 
  cure serious wounds 
   
  Equipment: +1 heavy mace, wooden sun disk of Pelor, 
  cleric's vestments 
   
   
  Kasban knows all the information that the High 
  Priest Barmanos has. See the entry below. You may want 
  to paraphrase the read-aloud text for Barmanos' speech 
  that appears below.  
   
  Like Barmanos below, Kasban donates magic items 
  depending on the tier the scenario is being played. 
   
  Tier 1 - scroll of cure light wounds 
  Tier 2 - scroll of cure moderate wounds 
  Tier 3 – scroll of cure serious wounds 
   
  50 gp x tier level:
  50 gp x tier level:
  50 gp x tier level:
  50 gp x tier level:    
  He’s older, well past middle age now, but maintains a thick 
  He’s older, well past middle age now, but maintains a thick 
  He’s older, well past middle age now, but maintains a thick 
  He’s older, well past middle age now, but maintains a thick 
  head of white ha
  head of white ha
  head of white ha
  head of white hair. "Good afternoon, I'm sorry to have kept 
  ir. "Good afternoon, I'm sorry to have kept 
  ir. "Good afternoon, I'm sorry to have kept 
  ir. "Good afternoon, I'm sorry to have kept 
  you waiting. I was once again seeking some divine counsel on 
  you waiting. I was once again seeking some divine counsel on 
  you waiting. I was once again seeking some divine counsel on 
  you waiting. I was once again seeking some divine counsel on 
  this problem with the bandit murders. My attendants told me 
  this problem with the bandit murders. My attendants told me 
  this problem with the bandit murders. My attendants told me 
  this problem with the bandit murders. My attendants told me 
  you wished to speak to me on that matter. I hope that I have 
  you wished to speak to me on that matter. I hope that I have 
  you wished to speak to me on that matter. I hope that I have 
  you wished to speak to me on that matter. I hope that I have 
  not inconvenienced you or dela
  not inconvenienced you or dela
  not inconvenienced you or dela
  not inconvenienced you or delayed something of any 
  yed something of any 
  yed something of any 
  yed something of any 
  importance with my actions. How can I help you today?"
  importance with my actions. How can I help you today?"
  importance with my actions. How can I help you today?"
  importance with my actions. How can I help you today?"    
   
  Barmanos Sarnfar, male human Clr13
  Barmanos Sarnfar, male human Clr13
  Barmanos Sarnfar, male human Clr13
  Barmanos Sarnfar, male human Clr13: CR 13 Medium-
  size humanoid (5 ft. 6 in. tall); HD 13d8; hp 72; Init +0; 
  Spd 30; AC 16 (+6 Breastplate +1); Atks +9/+4 melee (1d8, 
  heavy mace), SA spells; SD spells; AL NG; SV Fort +8, Ref 
  +4, Will +12.  
   
  Str 10, Dex 10, Con 10, Int 13, Wis 18, Cha 15 
   
  Skills: Concentration +7, Diplomacy +11, Heal +11, 
  Knowledge- Arcana +6, Knowledge- Religion +7, Scry +4, 
  Spellcraft +11, Ride +3. Feats: Brew Potion, Scribe Scroll, 
  Combat Casting, Expertise, Mounted Combat, Ride By 
  Attack. 
   
  Spells (6/6/6/5/5/3/2/1): 0 lvl—detect magic, virtue, 
  resistance, detect poison (x2), create water 1st lvl—bless (x2), 
  cure light wounds (x2), guiding hand, protection from evil, 
  sanctuary 2nd lvl—augury, consecrate, cure moderate wounds 
  (x2), silence (x2), shield other, slow poison 3rd lvl—continual 
  flame, create food and water, cure serious wounds (x2), 
  invisibility purge, magic circle vs. evil(x2) 4th lvl—cure critical 
  wounds, detect lie, tongues, spell immunity, divination*, death 
  ward 5th lvl—commune*, atonement, break enchantment, scry 
  6th lvl—heal, find the path, forbiddance 7th lvl—regenerate, 
  resurrection 
  
   
  Dine and Dash 
   
  Page 8 
   
  Equipment: cleric's vestments, +1 breastplate, helm of 
  brilliance, staff of striking, holy symbol 
   
   
  If the PCs ask what Barmanos learned, read the 
  following: 
   
  I am as perplexed at the end of my prayers as I was when I 
  I am as perplexed at the end of my prayers as I was when I 
  I am as perplexed at the end of my prayers as I was when I 
  I am as perplexed at the end of my prayers as I was when I 
  began. I entered into a sacred bond with my master, asking for 
  began. I entered into a sacred bond with my master, asking for 
  began. I entered into a sacred bond with my master, asking for 
  began. I entered into a sacred bond with my master, asking for 
  information that he could possibly give m
  information that he could possibly give m
  information that he could possibly give m
  information that he could possibly give me. Alas, my fragile 
  e. Alas, my fragile 
  e. Alas, my fragile 
  e. Alas, my fragile 
  tongue was not accurate enough or my mind not keen enough 
  tongue was not accurate enough or my mind not keen enough 
  tongue was not accurate enough or my mind not keen enough 
  tongue was not accurate enough or my mind not keen enough 
  to get much information beyond what we already knew. I fear 
  to get much information beyond what we already knew. I fear 
  to get much information beyond what we already knew. I fear 
  to get much information beyond what we already knew. I fear 
  the questions I ask are beyond my master's realm of influence 
  the questions I ask are beyond my master's realm of influence 
  the questions I ask are beyond my master's realm of influence 
  the questions I ask are beyond my master's realm of influence 
  and knowledge. My Lord's answers were unclear about the 
  and knowledge. My Lord's answers were unclear about the 
  and knowledge. My Lord's answers were unclear about the 
  and knowledge. My Lord's answers were unclear about the 
  villains behind the attack, confirming first that animals were 
  villains behind the attack, confirming first that animals were 
  villains behind the attack, confirming first that animals were 
  villains behind the attack, confirming first that animals were 
  the murderers and then confirming that humans were the 
  the murderers and then confirming that humans were the 
  the murderers and then confirming that humans were the 
  the murderers and then confirming that humans were the 
  behind the murders. Based on what I asked today and in days 
  behind the murders. Based on what I asked today and in days 
  behind the murders. Based on what I asked today and in days 
  behind the murders. Based on what I asked today and in days 
  past, I think a monster, perhaps a lycanthrope or some other 
  past, I think a monster, perhaps a lycanthrope or some other 
  past, I think a monster, perhaps a lycanthrope or some other 
  past, I think a monster, perhaps a lycanthrope or some other 
  magical creature 
  magical creature 
  magical creature 
  magical creature capable of appearing as a man, is responsible 
  capable of appearing as a man, is responsible 
  capable of appearing as a man, is responsible 
  capable of appearing as a man, is responsible 
  for the robberies and the murders. Knowing of your presence 
  for the robberies and the murders. Knowing of your presence 
  for the robberies and the murders. Knowing of your presence 
  for the robberies and the murders. Knowing of your presence 
  here I have asked on your behalf whether you will be successful 
  here I have asked on your behalf whether you will be successful 
  here I have asked on your behalf whether you will be successful 
  here I have asked on your behalf whether you will be successful 
  in your endeavor. I was told that in order to be so I must arm 
  in your endeavor. I was told that in order to be so I must arm 
  in your endeavor. I was told that in order to be so I must arm 
  in your endeavor. I was told that in order to be so I must arm 
  you with magic.
  you with magic.
  you with magic.
  you with magic.    
   
  Barmanos awards magic items depending on the tier the 
  scenario is being played and the donation they gave at the 
  front. 
   
  Tier 1 – scroll of cure moderate wounds 
  Tier 2 – scroll of cure serious wounds 
  Tier 3 – scroll of cure critical wounds 
   
   
  As with Darmon in encounter 2, Barmanos is familiar 
  with the history of the murders around Dyvers. Use the 
  first two paragraphs of the "Events Leading up to the 
  Scenario " section as a guideline for what Barmanos 
  knows. 
   
   
  Encounter 4: The Caravans
  Encounter 4: The Caravans
  Encounter 4: The Caravans
  Encounter 4: The Caravans    
  There are two types of Caravan encounters. Encounter 4a 
  is a generic merchant headquarters in the city. 
  Theoretically the PCs could visit more than one. If they 
  do, they will likely run out of time to finish the scenario. 
  Should PCs try to maximize their reward by moving from 
  caravan to caravan (or from Darmon or Barmanos to the 
  caravan) the judge should not cut corners to save time. 
  Roleplay each encounter to its fullest, bartering and 
  making the players work for the reward they will never 
  collect.  
   
  Encounter 4a: Caravan HQ
  Encounter 4a: Caravan HQ
  Encounter 4a: Caravan HQ
  Encounter 4a: Caravan HQ 
  No specific encounter leads to this one. This is also a 
  natural encounter for players inquiring on their own. 
   
  Avoiding the trading companies who conduct business near 
  Avoiding the trading companies who conduct business near 
  Avoiding the trading companies who conduct business near 
  Avoiding the trading companies who conduct business near 
  the docks, you head south into the part of the Trade District 
  the docks, you head south into the part of the Trade District 
  the docks, you head south into the part of the Trade District 
  the docks, you head south into the part of the Trade District 
  where the overland caravans make t
  where the overland caravans make t
  where the overland caravans make t
  where the overland caravans make their headquarters. In no 
  heir headquarters. In no 
  heir headquarters. In no 
  heir headquarters. In no 
  time the large warehouses and bright banners of the caravan 
  time the large warehouses and bright banners of the caravan 
  time the large warehouses and bright banners of the caravan 
  time the large warehouses and bright banners of the caravan 
  headquarters begin to appear among the buildings. 
  headquarters begin to appear among the buildings. 
  headquarters begin to appear among the buildings. 
  headquarters begin to appear among the buildings. 
  Eventually, you come upon a large brightly colored warehouse. 
  Eventually, you come upon a large brightly colored warehouse. 
  Eventually, you come upon a large brightly colored warehouse. 
  Eventually, you come upon a large brightly colored warehouse. 
  The sign above the stout wooden door announces your arrival
  The sign above the stout wooden door announces your arrival
  The sign above the stout wooden door announces your arrival
  The sign above the stout wooden door announces your arrival    
  at the Far Winds Trading Company.
  at the Far Winds Trading Company.
  at the Far Winds Trading Company.
  at the Far Winds Trading Company.    
   
  Gregos Vestarn, male human Ftr3
  Gregos Vestarn, male human Ftr3
  Gregos Vestarn, male human Ftr3
  Gregos Vestarn, male human Ftr3: CR 3 Medium-size 
  humanoid (6 ft. 1 in. tall); HD 3d10+6; hp 29; Init +4 
  (Improved Initiative); Spd 30; AC 16 (+5 chainmail, +1 
  shield); Atks +5 melee (2d10+3 [crit 19-20/x2], +1 bastard 
  sword), AL LN; SV Fort +5, Ref +1, Will +1.  
   
  Str 15, Dex 10, Con 15, Int 10, Wis 10, Cha 14 
   
  Skills: Ride +6, Swim +6, Diplomacy +3, Climb +6. 
  Feats: Improved Initiative, Exotic Weapon Proficiency 
  (bastard sword), Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword).  
   
  Equipment: chainmail, small shield, +1 bastard sword 
   
  Gregos is angry and upset about his recent losses. If the 
  PCs come looking to hire themselves out to stop the 
  murderers, Gregos accuses them of being in cahoots with 
  the villains, with being part of the Alliance, and with 
  extorting money from honest, law-abiding merchants. 
   
  Make the players work to convince Gregos of their 
  noble intentions. Once they have done that to your 
  satisfaction, Gregos offers the same deal that Darmon 
  has—duty and tax free trade of any items recovered from 
  the murdering thieves. If pressured for more money 
  Gregos offers an additional 120 gp but can go no higher, 
  saying that he has lost too much money to pay anymore 
  and that what little he does have must go to the widows of 
  his former employees.  
   
  If the DM doesn’t think the players have enough 
  information or inclination to journey outside the city, he 
  can always have Gregos suggest the PCs talk with Filanda 
  of Courwood, saying she alone from the city's merchants 
  has been left unscathed by the vicious attacks. If they do, 
  proceed to encounter 4b below. 
   
  Encounter 4b: Four Legs are Better
  Encounter 4b: Four Legs are Better
  Encounter 4b: Four Legs are Better
  Encounter 4b: Four Legs are Better 
  No specific encounter leads to this one. PCs who ask if 
  any of the caravans within the city have not been 
  significantly affected end up here. 
      
  DM Note:
  DM Note:
  DM Note:
  DM Note: The concept of “Four Legs are Better” and its 
  owner were originally presented in The Slavers adventure.  
   
  You are determined to find the trading company that has had 
  You are determined to find the trading company that has had 
  You are determined to find the trading company that has had 
  You are determined to find the trading company that has had 
  such wonderful success (or luck) at avoiding the violent 
  such wonderful success (or luck) at avoiding the violent 
  such wonderful success (or luck) at avoiding the violent 
  such wonderful success (or luck) at avoiding the violent deaths 
  deaths 
  deaths 
  deaths 
  that have plagued everyone else. Taking directions from 
  that have plagued everyone else. Taking directions from 
  that have plagued everyone else. Taking directions from 
  that have plagued everyone else. Taking directions from 
  passing commoners and merchants, you quickly find yourself 
  passing commoners and merchants, you quickly find yourself 
  passing commoners and merchants, you quickly find yourself 
  passing commoners and merchants, you quickly find yourself 
  heading south along Crooked Street. As you make your way 
  heading south along Crooked Street. As you make your way 
  heading south along Crooked Street. As you make your way 
  heading south along Crooked Street. As you make your way 
  through town you ponder the rumors you've heard that 
  through town you ponder the rumors you've heard that 
  through town you ponder the rumors you've heard that 
  through town you ponder the rumors you've heard that 
  Filandra's caravan crew 
  Filandra's caravan crew 
  Filandra's caravan crew 
  Filandra's caravan crew is somehow behind the vicious 
  is somehow behind the vicious 
  is somehow behind the vicious 
  is somehow behind the vicious 
  attacks. Just before you reach the great southern gate you see a 
  attacks. Just before you reach the great southern gate you see a 
  attacks. Just before you reach the great southern gate you see a 
  attacks. Just before you reach the great southern gate you see a 
  large wooden sign with a centaur painted on it. Painted over 
  large wooden sign with a centaur painted on it. Painted over 
  large wooden sign with a centaur painted on it. Painted over 
  large wooden sign with a centaur painted on it. Painted over 
  the centaur in plain script are the words
  the centaur in plain script are the words
  the centaur in plain script are the words
  the centaur in plain script are the words—
  —
  —
  —Four Legs are 
  Four Legs are 
  Four Legs are 
  Four Legs are 
  Better…. You seem to have reached your desti
  Better…. You seem to have reached your desti
  Better…. You seem to have reached your desti
  Better…. You seem to have reached your destination. 
  nation. 
  nation. 
  nation.     
   
  Filanda of Courwood, female elf Rgr7:
  Filanda of Courwood, female elf Rgr7:
  Filanda of Courwood, female elf Rgr7:
  Filanda of Courwood, female elf Rgr7: CR 7 Medium-
  size humanoid (5 ft. 1 in. tall); HD 7d10; hp 44; Init +1; 
  Spd 30; AC 14 (+3 leather armor, +1 Dex); Atks +5/+0/+0 
  
   
  Dine and Dash 
   
  Page 9 
  melee (1d8+1 [crit 19-20x2], longsword, 1d6+1, [crit 19-
  20/x2] shortsword); AL NG; SV Fort +6, Ref +3, Will +4.  
   
  Str 13, Dex 13, Con 14, Int 10, Wis 14, Cha 10 
   
  Skills: Animal Empathy +5, Handle Animal +4, Heal 
  +6, Listen +8, Ride +5, Spot +7, Profession +6, Track +8, 
  Wilderness 
  Lore 
  +8. 
  Feats: 
  Point 
  Blank 
  Shot, 
  Ambidexterity*, Two Weapon Fighting*, Brew Potion, 
  Precise Shot. 
   
  Spells (2): 1st lvl—pass without trace, summon natural 
  creature I 
   
  Equipment: longsword, shortsword, longbow, 24 
  arrows, +1 leather armor, traveler's outfit 
   
  Surprisingly Filanda's transportation services have not 
  been disrupted by the vicious attacks. Quite the contrary, 
  her business has prospered. Her four legged employees 
  are the reason. No one knows it, but the centaurs are 
  immune to the mesmerizing effects of the jackalweres. As 
  such the bandits have avoided attacking any of her 
  shipments. Filanda has been quick to capitalize on her 
  recent success but has not put the fact her employees are 
  centaurs together with her apparent immunity to the 
  deadly attacks. 
   
  Kaphas has decided to use the centaurs to his 
  advantage, planting rumors that Filandra and the centaurs 
  are the ones behind the killing. How else would it be they 
  prosper while others perish? Amusingly, such an 
  explanation does seem to mesh with the seemingly 
  disparate information provided by the priests and 
  diviners in the city. Filandra’s quick thinking (and a 
  healthy dose of truth-magic) has prevented this from 
  becoming a public relations nightmare. Instead Filandra 
  and her centaurs are turning a very tidy profit and are 
  looking to expand much sooner than they originally 
  planned. 
   
  Filandra is not interested in hiring the PCs but might 
  be able to help. The judge can use this angle if the PCs 
  come here and don’t have any one in the group who is a 
  ranger or who has the tracking skill. During one of her 
  trips south of the city, Filanda spotted some movement 
  off the side of the road. She spurred the caravan up to 
  speed and quickly left whatever was in the woods behind. 
  She would gladly show the PCs where that was. If the PCs 
  accept her offer, skip encounter 8 and proceed 
  immediately to encounter 9. 
   
   
  Encounter 5: Diviner
  Encounter 5: Diviner
  Encounter 5: Diviner
  Encounter 5: Diviner    
  No specific encounter leads to this one. Darmon could 
  potentially allude to extra knowledge of a diviner during 
  encounter 2. This is also a natural encounter for players 
  inquiring on their own. 
   
  AAAAfter quite a bit of questioning and having lost precious time 
  fter quite a bit of questioning and having lost precious time 
  fter quite a bit of questioning and having lost precious time 
  fter quite a bit of questioning and having lost precious time 
  with a couple of obvious fakes, you have finally found your 
  with a couple of obvious fakes, you have finally found your 
  with a couple of obvious fakes, you have finally found your 
  with a couple of obvious fakes, you have finally found your 
  way to this back alley in the old town. A simple wooden sign 
  way to this back alley in the old town. A simple wooden sign 
  way to this back alley in the old town. A simple wooden sign 
  way to this back alley in the old town. A simple wooden sign 
  proclaims, in several languages, that Mandescent the Diviner, 
  proclaims, in several languages, that Mandescent the Diviner, 
  proclaims, in several languages, that Mandescent the Diviner, 
  proclaims, in several languages, that Mandescent the Diviner, 
  waits in th
  waits in th
  waits in th
  waits in the small shop beyond the door. The door is locked. As 
  e small shop beyond the door. The door is locked. As 
  e small shop beyond the door. The door is locked. As 
  e small shop beyond the door. The door is locked. As 
  one of you raps on the door, the rest of you stand around in 
  one of you raps on the door, the rest of you stand around in 
  one of you raps on the door, the rest of you stand around in 
  one of you raps on the door, the rest of you stand around in 
  disbelief that a Diviner should be so hard to find in a city so 
  disbelief that a Diviner should be so hard to find in a city so 
  disbelief that a Diviner should be so hard to find in a city so 
  disbelief that a Diviner should be so hard to find in a city so 
  large. After a few moments, the door swings open, revealing a 
  large. After a few moments, the door swings open, revealing a 
  large. After a few moments, the door swings open, revealing a 
  large. After a few moments, the door swings open, revealing a 
  middle
  middle
  middle
  middle----aged man 
  aged man 
  aged man 
  aged man with a rather well kept appearance. Calling 
  with a rather well kept appearance. Calling 
  with a rather well kept appearance. Calling 
  with a rather well kept appearance. Calling 
  you by name, he invites you inside.
  you by name, he invites you inside.
  you by name, he invites you inside.
  you by name, he invites you inside.    
   
  Mandescent male human Wiz(D)5
  Mandescent male human Wiz(D)5
  Mandescent male human Wiz(D)5
  Mandescent male human Wiz(D)5: CR5 Medium-size 
  humanoid (5 ft. 6 in. tall); HD 5d4+5; hp 15; Init +0; Spd 
  30; AC 10; Atks +2 melee (1d6/1d6, quarterstaff +1) or +1 
  melee (1d4-1 [crit 19-20/x2], dagger); AL NE; SV Fort +2, 
  Ref +1, Will +6.  
   
  Str 8, Dex 10, Con 12, Int 15, Wis 14, Cha 14 
   
  Skills: Spellcraft +8, Knowledge- Arcana +8, Scry +8, 
  Concentration +6, Sense Motive +8, Perform +8. Feats: 
  Create Scroll, Brew Potion, Spell Focus (Divination), 
  Expertise, Silent Spell. 
   
  Spells (4/5/4/2): 0 lvl—daze, detect magic, detect poison, 
  mage hand, read magic 1st lvl—comprehend languages, 
  identify, mage armor, sleep, true strike 2nd lvl—detect thoughts, 
  locate object, misdirection, see invisibility 3rd lvl—clairaudience, 
  tongues. 
   
  Equipment: entertainer's outfit, dagger (x2), belt 
  pouch, 12 gp, 24 sp, quarterstaff +1, spellbook. 
      
  PCs attempting to listen at the door (DC 20) hear faint 
  mutterings but won't necessarily know what they are. PCs 
  who roll successfully for a listen check and who have the 
  Spellcraft proficiency can attempt to discern what the 
  spell being cast is (DC 20). 
   
  Mandescent casts detect thoughts before opening the 
  door and scans the minds of the people waiting. Thus he 
  knows the names and the basic reason the PCs have come 
  to his door (unless the PCs specifically think about other 
  things). Mandescent isn't a complete charlatan, but he is a 
  con man of sorts. He attempts to give vague answers to 
  what the PCs might be looking for. The DM is 
  encouraged to play the Diviner with whatever personality 
  seems to engage the PCs the most. In reality, Mandescent 
  is not likely to be able to help the PCs, given his limited 
  spell selection. Low level PCs will likely not be able to 
  afford him. He will attempt to bilk PCs out of whatever 
  gold coin they have. His fee for casting identify is 1000 gp, 
  detect magic 200 gp, read magic 100 gp, locate object 1500 
  gp plus expenses. If the PCs become agitated or become 
  aware of his tactics, Mandescent suggests the PCs track 
  down the druid, Corvus RedOak (encounter 10). 
  Mandescent tells the PCs Corvus RedOak can be found in 
  the woods south of town.    
   
   
  Encounter 6: The Bodies
  Encounter 6: The Bodies
  Encounter 6: The Bodies
  Encounter 6: The Bodies    
  No specific encounter leads to this one. Players may wish 
  to come here after talking to Darmon or Barmanos or 
  they may come inquiring on their own. 
   
  Read or paraphrase the following, depending on how 
  the players get to the encounter. The text assumes the 
  PCs ask to come here after speaking to Darmon or 
  Barmanos. 
   
  With the help of your
  With the help of your
  With the help of your
  With the help of your benefactor you have gotten your request 
   benefactor you have gotten your request 
   benefactor you have gotten your request 
   benefactor you have gotten your request 
  to see the bodies of some of the recently attacked. Escorted by 
  to see the bodies of some of the recently attacked. Escorted by 
  to see the bodies of some of the recently attacked. Escorted by 
  to see the bodies of some of the recently attacked. Escorted by 
  two armed guards down from the (Royal District/Temple of 
  two armed guards down from the (Royal District/Temple of 
  two armed guards down from the (Royal District/Temple of 
  two armed guards down from the (Royal District/Temple of 
  
   
  Dine and Dash 
   
  Page 10 
  Rao) into Old Town, you quickly find yourselves entering a 
  Rao) into Old Town, you quickly find yourselves entering a 
  Rao) into Old Town, you quickly find yourselves entering a 
  Rao) into Old Town, you quickly find yourselves entering a 
  rather good
  rather good
  rather good
  rather good----sized building through 
  sized building through 
  sized building through 
  sized building through a back door. One of the 
  a back door. One of the 
  a back door. One of the 
  a back door. One of the 
  guards hands a worker in the building a piece of parchment 
  guards hands a worker in the building a piece of parchment 
  guards hands a worker in the building a piece of parchment 
  guards hands a worker in the building a piece of parchment 
  then turns to leave, saying nothing as he does. Motioning for 
  then turns to leave, saying nothing as he does. Motioning for 
  then turns to leave, saying nothing as he does. Motioning for 
  then turns to leave, saying nothing as he does. Motioning for 
  you to wait, the worker walks quickly and quietly through a 
  you to wait, the worker walks quickly and quietly through a 
  you to wait, the worker walks quickly and quietly through a 
  you to wait, the worker walks quickly and quietly through a 
  set of double doors set in the far wall. 
  set of double doors set in the far wall. 
  set of double doors set in the far wall. 
  set of double doors set in the far wall.     
      
  Left in 
  Left in 
  Left in 
  Left in silence, you look nervously about the room for the 
  silence, you look nervously about the room for the 
  silence, you look nervously about the room for the 
  silence, you look nervously about the room for the 
  first time and discover yourselves amid several simple pine 
  first time and discover yourselves amid several simple pine 
  first time and discover yourselves amid several simple pine 
  first time and discover yourselves amid several simple pine 
  boxes. The lids are off, and the white shapes inside tell you 
  boxes. The lids are off, and the white shapes inside tell you 
  boxes. The lids are off, and the white shapes inside tell you 
  boxes. The lids are off, and the white shapes inside tell you 
  stand amidst the dead.
  stand amidst the dead.
  stand amidst the dead.
  stand amidst the dead.    
   
  Give the players some time to decide what they will do. 
  Whenever the PCs should attempt to do anything 
  Corenious enters the room, clearing his voice if the PCs 
  are poking around the boxes or casting spells. Corenious 
  is a rather stern but compassionate half elf. He openly 
  asks for donations to the family for any corpse the PCs 
  wish to examine or use speak with dead on. Assume 3 gp 
  per tier level for the former, 10 gp per tier level for the 
  latter as a reasonable donation.  
   
  Corenious male half elf Exp3
  Corenious male half elf Exp3
  Corenious male half elf Exp3
  Corenious male half elf Exp3: CR 2; Medium-size 
  humanoid (5 ft. 4 in. tall); HD 3d6; hp 13; Init +0; Spd 30; 
  AC 10; Atks +2 melee (1d4 [crit 19-20], dagger), AL LN; 
  SV Fort +1, Ref +1, Will +3  
   
  Str 11, Dex 10, Con 10, Int 13, Wis 10, Cha 14 
   
  Skills: Appraise +5, Craft- Carpentry +7, Diplomacy 
  +6, Knowledge- Religion +7, Profession- Undertaker +6, 
  Read Lips +7, Search +7, Spellcraft +5, Spot +6. Feats: 
  Improved Unarmed Strike 
   
  Equipment: cleric's vestments, dagger 
      
  If the PCs cast speak with dead, the caster can ask 1 
  question per 2 levels of the caster. Some questions are 
  detailed below. The DM is encouraged to use the 
  information given under “Events Leading up to the 
  Scenario” to make a vague answer to any additional 
  questions the PCs might think up. There are 3 corpses the 
  PCs may interrogate. All other victims are either 
  somewhere else, already buried, or already subjected to 
  speak with dead. 
   
  What's the last thing you remember?
  What's the last thing you remember?
  What's the last thing you remember?
  What's the last thing you remember? Dying, being 
  stabbed / sliced 
   
  Who killed you?
  Who killed you?
  Who killed you?
  Who killed you?  
  Wild animals (50%) Brigands (50%) 
   
  What were you doing before you died?
  What were you doing before you died?
  What were you doing before you died?
  What were you doing before you died?    
  Sleeping 
   
  What do you remember before you went to
  What do you remember before you went to
  What do you remember before you went to
  What do you remember before you went to sleep? 
   sleep? 
   sleep? 
   sleep?     
  I listened to one of the guards tell a story 
   
  How far from the city were you? 
  How far from the city were you? 
  How far from the city were you? 
  How far from the city were you?     
  Just over a day's ride 
   
   
  Encounter 7: Drugs Anyone?
  Encounter 7: Drugs Anyone?
  Encounter 7: Drugs Anyone?
  Encounter 7: Drugs Anyone?    
  No specific encounter leads to this one. This is a natural 
  encounter for players inquiring on their own. 
   
  Acting on 
  Acting on 
  Acting on 
  Acting on a suggestion from one of your party members, you 
  a suggestion from one of your party members, you 
  a suggestion from one of your party members, you 
  a suggestion from one of your party members, you 
  have located an apothecary's shop across town. You are nearly 
  have located an apothecary's shop across town. You are nearly 
  have located an apothecary's shop across town. You are nearly 
  have located an apothecary's shop across town. You are nearly 
  to the west gate on Black Street before you see her small shop, 
  to the west gate on Black Street before you see her small shop, 
  to the west gate on Black Street before you see her small shop, 
  to the west gate on Black Street before you see her small shop, 
  tucked into a tall narrow building just off the main road. The 
  tucked into a tall narrow building just off the main road. The 
  tucked into a tall narrow building just off the main road. The 
  tucked into a tall narrow building just off the main road. The 
  shop is rather non
  shop is rather non
  shop is rather non
  shop is rather non----decrepit, decorated in washed out grays and 
  decrepit, decorated in washed out grays and 
  decrepit, decorated in washed out grays and 
  decrepit, decorated in washed out grays and 
  watered
  watered
  watered
  watered----down browns.
  down browns.
  down browns.
  down browns.    
   
  Gameria Westend female human Sor2/Rog2
  Gameria Westend female human Sor2/Rog2
  Gameria Westend female human Sor2/Rog2
  Gameria Westend female human Sor2/Rog2: Medium 
  Humanoid (5 ft. 3 in. tall); HD 2d4+2d6; hp 14; Init +2 
  (Dex); Spd 30; AC 13 (+3 Dex); Atks +2 melee (1d4 [crit 
  19-20/x2], dagger), or +4 missile (1d8, light crossbow), AL 
  LN; SV Fort +0, Ref +2, Will +3.  
   
  Str 9, Dex 16, Con 10, Int 14, Wis 10, Cha 16 
   
  Skills: 
  Alchemy 
  +5, 
  Appraise 
  +4, 
  Bluff 
  +6, 
  Concentration +2, Decipher Script +4, Disable Device +5, 
  Diplomacy +5, Hide +7, Intuit Danger +3, Jump +2, 
  Knowledge- Flora +5, Knowledge- Toxins +5, Listen +3, 
  Move Silent +7, Open Locks +7, Read Lips +4, Search +5, 
  Spot +3, Spellcraft +5, Swim +3, Tumble +5, Walk 
  Tightrope +5. Feats: Summon Familiar, Improved 
  Unarmed Strike, Deflect Arrows, Point Blank Shot. 
   
  Spells (6/4): 0 lvl—detect magic, light, mage hand, 
  open/close, read magic 1st lvl—jump, color spray 
   
  SA: Sneak Attack—any time target is denied Dex 
  bonus, Rogue adds +1d6 to damage. 
   
  SQ- Evasion—if allowed a Reflex save, success 
  indicates no damage.  
   
  Equipment: monk outfit, light crossbow, 18 bolts, 
  dagger (x2). 
   
  A young, average looking human female, Gameria took 
  over the family business here after her parents 
  succumbed to a strange plague that arrived with the 
  refugees. Gameria points undue responsibility on the 
  merchants and refugees who were flooding into the city 
  at that time. She doesn’t provide the sleep poison to 
  Kaphas but she would if he asked. She is in league with 
  various guilds within the Alliance and with the Slavers 
  operating in the area. Of course, Gameria doesn’t tell the 
  PCs any of this information. PCs employing detect 
  thoughts or similar magic while talking to Gameria may 
  pick up thoughts related to appropriate questions. 
  (Judge's determination) 
   
  Gameria is an apothecary. She is highly intelligent 
  however and realizes the PCs are adventurers when they 
  enter (unless, of course, they disguise themselves). As 
  such, she feigns ignorance of anything related to sleep 
  toxins, saying she does not dabble in such dark doings. 
  She tries to prove her innocence by selling the PCs 
  various herbs and spices. She moves up to love potions, 
  protections from vampires and were-creatures, and 
  similar useless peasant magic if pressed. The DM is 
  encouraged to milk the PCs for whatever he/she can get 
  from them if they decide to buy such trinkets. If the PCs 
  push her on the issue of sleep toxins she opens the door 
  and motions them out, telling them to come back after 
  
   
  Dine and Dash 
   
  Page 11 
  dark. If the PCs wait and come back after dark, the door is 
  locked. 
   
   
  Chapter 2: The Wilderne
  Chapter 2: The Wilderne
  Chapter 2: The Wilderne
  Chapter 2: The Wilderness
  ss
  ss
  ss    
  Encounters eight through thirteen occur on the roads and 
  in the forests south of the city of Dyvers. The encounters 
  are played in a specific order. The judge should 
  familiarize himself with the flowchart (DM Handout 1) 
  for proper play sequence. In setting the scene, remember 
  that the forest is nearly 30 miles from the city. As such, 
  one or two days will pass between the time the PCs leave 
  the city and when they reach the jackal lair. 
   
   
  Use the table below to find the next encounter 
   
  PC Action
  PC Action
  PC Action
  PC Action    
      
      
    Encount
    Encount
    Encount
    Encounter
  erer
  er    
  PCs stay on the main road   
  8 
  PCs enter the woods 
   
   
  10 
   
   
  Encounter 8: Merchant 
  Encounter 8: Merchant 
  Encounter 8: Merchant 
  Encounter 8: Merchant 
  Caravan, Heavy Guard
  Caravan, Heavy Guard
  Caravan, Heavy Guard
  Caravan, Heavy Guard 
  PCs get to this scenario by leaving the city and staying to 
  the road. It is the first encounter outside the city. 
   
  As you walk along the road south of Dy
  As you walk along the road south of Dy
  As you walk along the road south of Dy
  As you walk along the road south of Dyvers, you search for 
  vers, you search for 
  vers, you search for 
  vers, you search for 
  clues that might lead you to the murdering brigands. You have 
  clues that might lead you to the murdering brigands. You have 
  clues that might lead you to the murdering brigands. You have 
  clues that might lead you to the murdering brigands. You have 
  been on the road for half a day without passing a single soul. 
  been on the road for half a day without passing a single soul. 
  been on the road for half a day without passing a single soul. 
  been on the road for half a day without passing a single soul. 
  Suddenly, you realize a large group of people, perhaps a 
  Suddenly, you realize a large group of people, perhaps a 
  Suddenly, you realize a large group of people, perhaps a 
  Suddenly, you realize a large group of people, perhaps a 
  caravan, is approaching from the south. Whatever is c
  caravan, is approaching from the south. Whatever is c
  caravan, is approaching from the south. Whatever is c
  caravan, is approaching from the south. Whatever is coming, 
  oming, 
  oming, 
  oming, 
  it is still quite a ways off.
  it is still quite a ways off.
  it is still quite a ways off.
  it is still quite a ways off.    
   
  It is assumed the PCs will wait on the road or possibly in 
  the nearby forest to spy out the approaching group. Give 
  the PCs a few minutes to decide what they are going to 
  do. Then, read or adjust the following to fit their actions: 
   
  As the group approaches your position, you see a few men 
  As the group approaches your position, you see a few men 
  As the group approaches your position, you see a few men 
  As the group approaches your position, you see a few men 
  sitting atop two wagons. Men, armed with short swords, flank 
  sitting atop two wagons. Men, armed with short swords, flank 
  sitting atop two wagons. Men, armed with short swords, flank 
  sitting atop two wagons. Men, armed with short swords, flank 
  both sides of the wagon, looking intently out into the woods 
  both sides of the wagon, looking intently out into the woods 
  both sides of the wagon, looking intently out into the woods 
  both sides of the wagon, looking intently out into the woods 
  and to the road ahead. Suddenly one of the men gives up a 
  and to the road ahead. Suddenly one of the men gives up a 
  and to the road ahead. Suddenly one of the men gives up a 
  and to the road ahead. Suddenly one of the men gives up a 
  shou
  shou
  shou
  shout and points in your direction. The armed men 
  t and points in your direction. The armed men 
  t and points in your direction. The armed men 
  t and points in your direction. The armed men 
  immediately pull their swords from their scabbards and call 
  immediately pull their swords from their scabbards and call 
  immediately pull their swords from their scabbards and call 
  immediately pull their swords from their scabbards and call 
  for the wagons to come to a halt.
  for the wagons to come to a halt.
  for the wagons to come to a halt.
  for the wagons to come to a halt.    
   
  Caravan (EL 7)
  Caravan (EL 7)
  Caravan (EL 7)
  Caravan (EL 7)    
  Merchants, male human Exp2 (3)
  Merchants, male human Exp2 (3)
  Merchants, male human Exp2 (3)
  Merchants, male human Exp2 (3): CR 1; Medium 
  Humanoid (5 ft. 6 in. tall); HD 2d6; hp 8; Init +0; Spd 30; 
  AC 10; Atks +1 melee (1d6/1d6, quarterstaff), or +1 
  ranged (1d8 [crit 19-20/x2], light crossbow), AL LN; SV 
  Fort +0, Ref +0, Will +3.  
   
  Str 10, Dex 10, Con 10, Int 13, Wis 10, Cha 13 
   
  Skills: Appraise +5, bluff +4, diplomacy +4, Innuendo 
  +3, Knowledge (wares) +3, Profession (merchant0 +4, 
  Swim+2, Read Lips +3. Feats: Skill Focus – Appraise. 
   
  Equipment: merchant's outfit, quarterstaff, light 
  crossbow, 12 bolts, 13 gp, 23 sp, 2 pp. 
   
  1111stststst level warriors, male human War1 (12)
   level warriors, male human War1 (12)
   level warriors, male human War1 (12)
   level warriors, male human War1 (12): CR 1/2 
  Medium-size humanoid (5 ft. 6 in. tall); HD 1d8; hp 7; Init 
  +4; Spd 30; AC 13 (+3 studded leather); Atks +2 melee 
  (1d8 [crit 19-20/x2], longsword), or +1 ranged (1d8 [crit 
  19-20/x2], light crossbow), AL LN or NG; SV Fort +3, Ref 
  +0, Will +0.  
   
  Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 
   
  Skills: Ride +2, Handle Animal +2. Feats: Improved 
  Initiative 
   
  Equipment: studded leather armor, longsword, light 
  crossbow, 12 bolts, 12 cp, 10 sp, 10 gp 
   
  If the PCs hide in the woods or respond in a threatening 
  manner after the guards pull their swords the guards 
  attack, believing the PCs are brigands. The men are 
  extremely guarded and do not initiate or return 
  conversation easily. Roleplay the conversation or combat 
  that ensues.  
  If the PCs do manage to talk to them, the merchants 
  reveal that they have recently passed one of their own 
  caravan group’s wagons that left a week before they did. It 
  is perhaps three hours to the south. They are coming 
  from the southern town of Beltander. There was some 
  cargo still there but they did not stop for fear of being 
  ambushed.    
   
   
  Encounter 9: Battle Remains
  Encounter 9: Battle Remains
  Encounter 9: Battle Remains
  Encounter 9: Battle Remains    
  PCs get here by continuing on the road after completing 
  encounter 8 or by returning to the road after encounter 
  10.  
   
  From a distance you can see the thin curls of smoke wisp high 
  From a distance you can see the thin curls of smoke wisp high 
  From a distance you can see the thin curls of smoke wisp high 
  From a distance you can see the thin curls of smoke wisp high 
  into the air above. Someth
  into the air above. Someth
  into the air above. Someth
  into the air above. Something to the south is burning.
  ing to the south is burning.
  ing to the south is burning.
  ing to the south is burning.    
   
  Wait for the PCs actions. If they investigate, read the 
  following, altering it for their actions as necessary: 
   
  As you make your way to within sight of the source of the 
  As you make your way to within sight of the source of the 
  As you make your way to within sight of the source of the 
  As you make your way to within sight of the source of the 
  smoke, you see the remains of three wagons. Only embers,
  smoke, you see the remains of three wagons. Only embers,
  smoke, you see the remains of three wagons. Only embers,
  smoke, you see the remains of three wagons. Only embers, ash, 
   ash, 
   ash, 
   ash, 
  and a few pieces of steel remain now, the wagons and their 
  and a few pieces of steel remain now, the wagons and their 
  and a few pieces of steel remain now, the wagons and their 
  and a few pieces of steel remain now, the wagons and their 
  contents apparently consumed in the fire. Nearby, bodies litter 
  contents apparently consumed in the fire. Nearby, bodies litter 
  contents apparently consumed in the fire. Nearby, bodies litter 
  contents apparently consumed in the fire. Nearby, bodies litter 
  the ground from a great but obviously futile battle. There 
  the ground from a great but obviously futile battle. There 
  the ground from a great but obviously futile battle. There 
  the ground from a great but obviously futile battle. There 
  doesn’t appear to be any movement from those on the ground 
  doesn’t appear to be any movement from those on the ground 
  doesn’t appear to be any movement from those on the ground 
  doesn’t appear to be any movement from those on the ground 
  and pleas
  and pleas
  and pleas
  and pleas for help are eerily missing. The paw prints of an 
   for help are eerily missing. The paw prints of an 
   for help are eerily missing. The paw prints of an 
   for help are eerily missing. The paw prints of an 
  animal, possibly dogs, are mixed in among the remains.
  animal, possibly dogs, are mixed in among the remains.
  animal, possibly dogs, are mixed in among the remains.
  animal, possibly dogs, are mixed in among the remains.    
   
  PCs search the dead:
  PCs search the dead:
  PCs search the dead:
  PCs search the dead: torn clothes and a few common 
  items are all to be found on the bodies of the dead. The 
  bodies have been mauled beyond recognition. To the 
  uninformed, it appears the men were killed by wild 
  animals. PCs casting speak with dead or using similar 
  magic can learn the following: 
   
  What's the last thing you remember? 
  What's the last thing you remember? 
  What's the last thing you remember? 
  What's the last thing you remember?     
  Dying, being stabbed / sliced 
   
  
   
  Dine and Dash 
   
  Page 12 
  Who killed you? 
  Who killed you? 
  Who killed you? 
  Who killed you?     
  Wild animals (50%) Brigands (50%) 
   
  What were you doing before you died? 
  What were you doing before you died? 
  What were you doing before you died? 
  What were you doing before you died?     
  Walking along the road 
   
  What kind of animal attacked you? 
  What kind of animal attacked you? 
  What kind of animal attacked you? 
  What kind of animal attacked you?     
  Dog (50%) wolf (25%), jackal (25%) 
  • 
   
  Did your group kill any of the animals? 
  Did your group kill any of the animals? 
  Did your group kill any of the animals? 
  Did your group kill any of the animals?     
  Yes (20%) / Not to my knowledge (80%) 
   
  PCs search the wagons:
  PCs search the wagons:
  PCs search the wagons:
  PCs search the wagons: The contents of the wagons 
  have been reduced to ashes. Some iron bands and a 
  couple of half burnt bolts of cloth are all the PCs are able 
  to find. There is nothing of value. 
   
  PCs examine the paw prints:
  PCs examine the paw prints:
  PCs examine the paw prints:
  PCs examine the paw prints: Any PC with the 
  Tracking feat can attempt a Wilderness Lore check skill 
  (DC 16) to find out the tracks are those of jackals. 
  Everyone else knows only that they appear to be dog 
  tracks. The tracks come from both sides of the road but 
  lead away to the southwest before disappearing into the 
  woods. There are humanoid prints in the dirt, but they 
  could be those of the defenders. If the PCs wish to make 
  an attempt to follow the animal tracks they must make 
  two successful tracking skill rolls. The first roll is at DC 
  14, the second roll is DC 16 (to reflect the bandits attempt 
  to hide the tracks). If the PCs fail their rolls OR it is less 
  than 90 minutes into the slot, proceed to encounter 11, 
  else skip to encounter 12. 
   
   
  Encounter 10: Corvus Redoak
  Encounter 10: Corvus Redoak
  Encounter 10: Corvus Redoak
  Encounter 10: Corvus Redoak    
  PCs get here by leaving the city and heading into the 
  woods, probably after talking to the Diviner, Mandescent.  
   
  As you continue to make your way deeper into the Gnarley 
  As you continue to make your way deeper into the Gnarley 
  As you continue to make your way deeper into the Gnarley 
  As you continue to make your way deeper into the Gnarley 
  Forest, birds spring from their roosts and quickly fly away, 
  Forest, birds spring from their roosts and quickly fly away, 
  Forest, birds spring from their roosts and quickly fly away, 
  Forest, birds spring from their roosts and quickly fly away, 
  leaving the forest around you strangely quiet. Suddenly, a 
  leaving the forest around you strangely quiet. Suddenly, a 
  leaving the forest around you strangely quiet. Suddenly, a 
  leaving the forest around you strangely quiet. Suddenly, a 
  man, dressed in an odd mismatched set of a
  man, dressed in an odd mismatched set of a
  man, dressed in an odd mismatched set of a
  man, dressed in an odd mismatched set of armor made of bone 
  rmor made of bone 
  rmor made of bone 
  rmor made of bone 
  and wood, appears from behind a nearby tree. A wicked 
  and wood, appears from behind a nearby tree. A wicked 
  and wood, appears from behind a nearby tree. A wicked 
  and wood, appears from behind a nearby tree. A wicked 
  scimitar in one hand, he rests the other hand against the tree 
  scimitar in one hand, he rests the other hand against the tree 
  scimitar in one hand, he rests the other hand against the tree 
  scimitar in one hand, he rests the other hand against the tree 
  and calls out for you, asking your names and your intentions 
  and calls out for you, asking your names and your intentions 
  and calls out for you, asking your names and your intentions 
  and calls out for you, asking your names and your intentions 
  in the forest today.
  in the forest today.
  in the forest today.
  in the forest today.    
   
  Corvus RedOak human male Drd2
  Corvus RedOak human male Drd2
  Corvus RedOak human male Drd2
  Corvus RedOak human male Drd2: CR 2; Medium 
  Humanoid (5 ft. 7 in. tall); HD 2d8+4; hp 13; Init +1 
  (Dex); Spd 30; AC 13 (+2 Bone Armor, +1 Dex); Atks +1 
  melee (1d6 [18-20/x2], scimitar); AL N; SV Fort +3, Ref 
  +0, Will +3.  
   
  Str 9, Dex 12, Con 15, Int 10, Wis 14, Cha 10 
   
  Skills: Animal Empathy +4, Handle Animal +3, Heal 
  +3, Intuit Direction +3, Wilderness Lore+5, Spellcraft +3, 
  Swim+3. Feats: Combat Casting, Scribe Scroll, Nature 
  Sense, Animal Companion, Woodland Stride. 
   
  Spells (4/3): 0 lvl—cure minor wounds, create water, 
  detect magic, read magic 1st- lvl—entangle, faerie fire. 
   
  Equipment: bone armor, scimitar, backpack, 24 cp, 
  45 sp, 2 gp, 3 days rations. 
      
  The man is a druid named Corvus. He is a young slender 
  man with long black hair. He makes his home in a small 
  outcropping of rocks in the forest not far from where he 
  meets the PCs, but he wanders a 5-mile diameter area of 
  forest. He greets them with reservation. He initially 
  appears agitated at the PCs, believing them to be more 
  money hungry hunters invading the forest in some 
  "strange misguided notion" that killing the animals will 
  stop their problems. Once the PCs have given him their 
  assurances that they are not novice hunters traipsing 
  about in his wood destroying the forest and wildlife, he 
  becomes more open. If the PCs do not try to befriend the 
  druid or if they become hostile, he casts entangle. Then he 
  escapes using his woodland stride through a patch of 
  thick brambles. 
   
  PCs inquire about bandits:
  PCs inquire about bandits:
  PCs inquire about bandits:
  PCs inquire about bandits: He knows that, while 
  bandits frequent "his" forest, they certainly don’t live 
  there. He can relay that they almost always come from the 
  south. More typically attacks in the forest are made by 
  humanoids from the mysterious Blackthorn caverns. 
   
  PCs inquire about wild animals:
  PCs inquire about wild animals:
  PCs inquire about wild animals:
  PCs inquire about wild animals: Corvus tells them 
  about the slow disappearance of jackals from his area of 
  the woods as well as an increase in other kinds of animals. 
  While the area used to have several packs of jackals, now 
  only a few remain. He doesn't know where they went but 
  thinks humans might be killing them off or taking them 
  as pets. If they continue along this line of questioning, 
  Corvus suggests they go and see Gallonius, a ranger who 
  patrols more of the forest to the south. 
   
  If the PCs did not go to the priests in Dyvers and the 
  judge feels the party might need it, feel free to have a 
  befriended Corvus give the party a scroll of cure light 
  wounds. 
   
   
  Encounter 11: Gallonius 
  Encounter 11: Gallonius 
  Encounter 11: Gallonius 
  Encounter 11: Gallonius     
  PCs get here by entering the woods after encounter 9 or 
  after encounter 10 (Corvus RedOak). The judge should 
  play a little loose for a few minutes and try to describe the 
  wooded terrain before jumping right in to the read aloud 
  text that follows. 
   
  In the forest ahead a woodsman, perhaps a ranger, crouches 
  In the forest ahead a woodsman, perhaps a ranger, crouches 
  In the forest ahead a woodsman, perhaps a ranger, crouches 
  In the forest ahead a woodsman, perhaps a ranger, crouches 
  over something in the leaves. Sensing your approach, the man 
  over something in the leaves. Sensing your approach, the man 
  over something in the leaves. Sensing your approach, the man 
  over something in the leaves. Sensing your approach, the man 
  stands tall and places his hand on his sword hilt, eyeing you 
  stands tall and places his hand on his sword hilt, eyeing you 
  stands tall and places his hand on his sword hilt, eyeing you 
  stands tall and places his hand on his sword hilt, eyeing you 
  war
  war
  war
  warily. “Did you do this?” he calls out, pointing to the ground 
  ily. “Did you do this?” he calls out, pointing to the ground 
  ily. “Did you do this?” he calls out, pointing to the ground 
  ily. “Did you do this?” he calls out, pointing to the ground 
  by his feet. Looking to see what he is pointing at, you can 
  by his feet. Looking to see what he is pointing at, you can 
  by his feet. Looking to see what he is pointing at, you can 
  by his feet. Looking to see what he is pointing at, you can 
  clearly see the carcass of a large animal. “Are you the ones 
  clearly see the carcass of a large animal. “Are you the ones 
  clearly see the carcass of a large animal. “Are you the ones 
  clearly see the carcass of a large animal. “Are you the ones 
  responsible for killing the bear?” 
  responsible for killing the bear?” 
  responsible for killing the bear?” 
  responsible for killing the bear?”     
   
  Gallonius male half elf Rgr4
  Gallonius male half elf Rgr4
  Gallonius male half elf Rgr4
  Gallonius male half elf Rgr4: Medium Humanoid (5 ft. 2 
  in. tall); HD 4d10+8; hp 35; Init +3 (Dex); Spd 30; AC 16 
  (+3 studded leather, +3 Dex); Atks +2 melee (1d8+2 [crit 
  19-20/x2], longsword, 1d6+1 [crit 19-10/2x], shortsword); 
  AL NG; SV Fort +4, Ref +4, Will +1.  
  
   
  Dine and Dash 
   
  Page 13 
   
  Str 13, Dex 16, Con 14, Int 10, Wis 14, Cha 11 
   
  Skills: Animal Empathy +4, Heal +6, Hide +7, Spot +6, 
  Swim +5, Track +6, Wilderness Lore +6. Feats: 
  Ambidexterity*, Two Weapon Fighting*, Point Blank 
  Shot, Rapid Shot.  
   
  Spells (1): 1st lvl—summon natural creature I. 
   
  Equipment: 
  studded 
  leather, 
  +1 
  longsword, 
  shortsword, longbow, 12 flight arrows. 
   
  Gallonius is a ranger sworn to protect the Gnarley Forest. 
  He is concerned about two things. First, the more passive 
  animal life in the forest is flourishing, creating problems 
  and disrupting the natural balance. Second, the hunt for 
  wild animals sends armed humans deeper into the forest 
  every day. Humans and animals alike are suffering the 
  consequences.  
   
  PCs ask if thieves live in the woods
  PCs ask if thieves live in the woods
  PCs ask if thieves live in the woods
  PCs ask if thieves live in the woods: Gallonius 
  confirms that thieves have always walked the woods. 
  Often they use the forest valleys as hiding places. He 
  doesn’t know of any groups with permanent camps living 
  in the forest around here now, but acknowledges that 
  such a group might exist since he couldn’t tell the 
  difference between brigands and the armed thugs who 
  are currently carrying out the slaughter of animals in the 
  forest. 
   
  PCs ask about jackals
  PCs ask about jackals
  PCs ask about jackals
  PCs ask about jackals:::: Gallonius conveys that he has 
  found numerous abandoned jackal lairs but has not seen 
  any jackals in the woods for some time. He has found 
  human footprints intermingled with the jackals, and 
  thinks the humans may be hunting them as well. At that 
  time he pulls a broach from his belt pouch, stating that he 
  found it in an abandoned jackal lair to the south just a few 
  days ago. 
   
  PCs ask Gallonius to 
  PCs ask Gallonius to 
  PCs ask Gallonius to 
  PCs ask Gallonius to show where he found the 
  show where he found the 
  show where he found the 
  show where he found the 
  broach:
  broach:
  broach:
  broach: Gallonius points out some nearby jackal tracks, 
  telling the PCs that the tracks lead back to the lair. PCs 
  wanting to follow the tracks must have the Tracking feat 
  and make a successful Wilderness Lore skill check (DC: 
  15) 
   
  PCs ask for assistance:
  PCs ask for assistance:
  PCs ask for assistance:
  PCs ask for assistance: Gallonius refuses. If the PCs are 
  persistent, Gallonius says that he will let them know if he 
  sees anything suspicious on his rounds. His primary 
  concern continues to be working to protect the wildlife 
  from the scavenging hunters. 
   
  DM Note:
  DM Note:
  DM Note:
  DM Note: If for some reason the PCs should not inquire 
  about the jackals or dogs of any kind, Gallonius 
  "volunteers" the information about the jackals detailed 
  above and shows the PCs the tracks leading to the 
  abandoned lair (encounter 12).    
   
   
  Encounter 12:
  Encounter 12:
  Encounter 12:
  Encounter 12: Abandoned Lair
   Abandoned Lair
   Abandoned Lair
   Abandoned Lair    
  PCs get here by following the tracks from encounter 9 or 
  from having Gallonius show them some jackal tracks.  
      
  The tracks you have been following for a while now finally 
  The tracks you have been following for a while now finally 
  The tracks you have been following for a while now finally 
  The tracks you have been following for a while now finally 
  seem to come to and end. Perhaps 40 feet ahead, a small cave 
  seem to come to and end. Perhaps 40 feet ahead, a small cave 
  seem to come to and end. Perhaps 40 feet ahead, a small cave 
  seem to come to and end. Perhaps 40 feet ahead, a small cave 
  opens out
  opens out
  opens out
  opens out of the side of a low hill. From here it looks like the 
   of the side of a low hill. From here it looks like the 
   of the side of a low hill. From here it looks like the 
   of the side of a low hill. From here it looks like the 
  cave opening is no more than 4 feet high and 6 feet wide at the 
  cave opening is no more than 4 feet high and 6 feet wide at the 
  cave opening is no more than 4 feet high and 6 feet wide at the 
  cave opening is no more than 4 feet high and 6 feet wide at the 
  opening. You see no sign of activity from here.
  opening. You see no sign of activity from here.
  opening. You see no sign of activity from here.
  opening. You see no sign of activity from here.    
   
  PCs circle the cave or search for guards:
  PCs circle the cave or search for guards:
  PCs circle the cave or search for guards:
  PCs circle the cave or search for guards: Circling 
  around this low mound might allow the PCs to spot the 
  human footprints (Tracking feat and Wilderness Lore, or 
  Search check DC 10) or just to notice the jackal tracks 
  lead off to the south (Tracking feat and Wilderness Lore, 
  or Search check DC 5). There doesn’t appear to be any 
  guards, back exits, or anything else of note. 
   
  PCs enter/search the cave:
  PCs enter/search the cave:
  PCs enter/search the cave:
  PCs enter/search the cave: Once inside, the cave splits 
  to become several different small caves. Dwarves can 
  instantly tell (DC 5) the caves have been worked to some 
  degree by humanoid hands. Other than footprints, animal 
  droppings are the only indication anything has lived here 
  recently. If the players ask for a layout, the judge is 
  encouraged to make a small cave of his own design. 
   
  PCs specifically follow the tracks leading away 
  PCs specifically follow the tracks leading away 
  PCs specifically follow the tracks leading away 
  PCs specifically follow the tracks leading away 
  from the cave:
  from the cave:
  from the cave:
  from the cave: Anyone Searching, or Tracking (DC 10) 
  to notice human footprints intermingled with the jackal 
  prints here. If followed with a successful tracking skill 
  check (DC 16), the PCs can determine the tracks lead 
  away toward the hills further south in the forest. 
  Continue with encounter 13 (hobgoblins) as the party 
  heads south following the tracks. 
   
  PCs are unsuccessful in following tracks:
  PCs are unsuccessful in following tracks:
  PCs are unsuccessful in following tracks:
  PCs are unsuccessful in following tracks: Continue 
  with encounter 13 (hobgoblins). Be prepared to have one 
  of the hobgoblins live to make a death bed confession if 
  the party slaughters them without thinking to leave one 
  for interrogation.  
   
   
  Encounter 13: Hobgoblins
  Encounter 13: Hobgoblins
  Encounter 13: Hobgoblins
  Encounter 13: Hobgoblins    
  PCs encounter the hobgoblins here while following the 
  tracks leading away from encounter 12 (abandoned lair) 
  OR at the judge's discretion to get the party moving again 
  at any time it seems to have gotten off track. 
   
  If the PCs did not try to maximize their wealth by 
  hiring themselves out to multiple groups while in the city 
  and time is still running short, this scenario can be 
  omitted. Proceed directly to encounter 14 if you do so. 
   
  A rustling in the underbrush is the only warning you 
  get before hobgoblins (and their mounts) burst from the 
  nearby forest. As they swing their weapons high, your 
  eyes are drawn to the dark splotches of fresh wounds 
  covering their bodies. 
   
  The PCs have encountered a hobgoblin hunting 
  party. The judge can have the PCs make a Wisdom check 
  (DC 13) to deduce the hobgoblins are wounded and 
  fleeing from a recent battle. The hobgoblins attack 
  despite being wounded. If one or more of the hobgoblins 
  are captured for questioning, they begrudgingly admit 
  
   
  Dine and Dash 
   
  Page 14 
  that they were forced to run from a pack of wild jackals 
  and some bandits who attacked them. If asked where they 
  tell the PCs it was just south of the PCs current location 
  and near the foothills. The hobgoblins speak enough 
  common to facilitate this interrogation. 
   
  Tier 1 (EL 3)
  Tier 1 (EL 3)
  Tier 1 (EL 3)
  Tier 1 (EL 3)    
  Hobgoblins (4)
  Hobgoblins (4)
  Hobgoblins (4)
  Hobgoblins (4): CR1 Medium-size goblinoid (6 ft. 4 in.); 
  HD: 1d8+1; hp 4; Init: +1 (Dex); Spd 30; AC 14 (+1 Dex, +2 
  Leather, +1 small shield); Atks +0 melee (1d8 [crit 19-
  20/x2], longsword); AL LE; SV Fort +3, Ref +1, Will +0. 
   
  Str 11, Dex 13, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills: Hide +1, Listen +4, Spot +4. Feats: Alertness.  
   
  Equipment (each): leather armor, longsword, small 
  shield, 1 gp, 9 sp. 
   
  Tier 2: (EL 4)
  Tier 2: (EL 4)
  Tier 2: (EL 4)
  Tier 2: (EL 4) 
  Hobgoblins (8)
  Hobgoblins (8)
  Hobgoblins (8)
  Hobgoblins (8): CR1 Medium-size goblinoid (6 ft. 4 in.); 
  HD: 1d8+1; hp 6; Init: +1 (Dex); Spd 30; AC 15 (+1 Dex, +3 
  Studded leather, +1 small shield); Atks +0 melee (1d8 [crit 
  19-20/x2], longsword), or +1 ranged (1d6, javelin); AL LE; 
  SV Fort +3, Ref +1, Will +0. 
   
  Str 11, Dex 13, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills: Hide +1, Listen +4, Spot +4; Feats: Alertness.  
   
  Equipment 
  (each): 
  studded 
  leather 
  armor, 
  longsword, javelin, small shield, 2 gp, 10 sp. 
      
  Tier 3: (EL 5)
  Tier 3: (EL 5)
  Tier 3: (EL 5)
  Tier 3: (EL 5)    
  Male hobgoblin Ftr2 (3)
  Male hobgoblin Ftr2 (3)
  Male hobgoblin Ftr2 (3)
  Male hobgoblin Ftr2 (3): CR 2 Medium Goblinoid (6 ft. 4 
  in.); HD: 1d10+1; hp 13; Init: +1 (Dex); Spd 30; AC 15 (+1 
  Dex, +3 Studded leather, +1 small shield); Atks +2 melee 
  (1d8 [crit 19-20/x2], longsword), or +1 ranged (1d6, 
  javelin); AL LE; SV Fort +5, Ref +1, Will +0. 
   
  Str 11, Dex 13, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills: Hide +1, Listen +4, Spot +4; Feats: Alertness, 
  Power Attack. 
   
  Equipment 
  (each): 
  studded 
  leather 
  armor, 
  longsword, javelin, small shield, 5 gp, 20 sp. 
      
  hobgoblins (8)
  hobgoblins (8)
  hobgoblins (8)
  hobgoblins (8): CR 1 Medium Goblinoid (6 ft. 4 in.); HD: 
  1d8+1; hp 6; Init: +1 (Dex); Spd 30; AC 15 (+1 Dex, +3 
  Studded leather, +1 small shield); Atks +0 melee (1d8 [crit 
  19-20/x2], longsword), or +1 ranged (1d6, javelin); AL LE; 
  SV Fort +3, Ref +1, Will +0. 
   
  Str 11, Dex 13, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills: Hide +1, Listen +4, Spot +4; Feats: Alertness  
   
  Equipment 
  (each): 
  studded 
  leather 
  armor, 
  longsword, javelin, small shield, 3 gp, 10 sp. 
   
      
  Chapter 3: The Bandit Lair
  Chapter 3: The Bandit Lair
  Chapter 3: The Bandit Lair
  Chapter 3: The Bandit Lair    
  Encounters 14 through 28 occur around and inside the 
  lair of the bandits. The encounters can be played in 
  almost any order. Because of the close proximity of the 
  encounters, assume neighboring villains will come to the 
  aid of the enemy during any combat that occurs.  
   
   
  Encounter 14: The Lair
  Encounter 14: The Lair
  Encounter 14: The Lair
  Encounter 14: The Lair    
  PCs reach this encounter after interrogating the 
  hobgoblins in encounter 13 OR after following the tracks 
  back from the abandoned jackal den in encounter 12.  
   
  Having finally been able to follow the tracks of the jackals and 
  Having finally been able to follow the tracks of the jackals and 
  Having finally been able to follow the tracks of the jackals and 
  Having finally been able to follow the tracks of the jackals and 
  their human companions, you trek further south and deeper in 
  their human companions, you trek further south and deeper in 
  their human companions, you trek further south and deeper in 
  their human companions, you trek further south and deeper in 
  to the Gnarley Forest. The tracks become more and more 
  to the Gnarley Forest. The tracks become more and more 
  to the Gnarley Forest. The tracks become more and more 
  to the Gnarley Forest. The tracks become more and more 
  frequent he
  frequent he
  frequent he
  frequent here, and at last you find yourself at the edge of a 
  re, and at last you find yourself at the edge of a 
  re, and at last you find yourself at the edge of a 
  re, and at last you find yourself at the edge of a 
  small clearing. Ahead, a knoll topped with a large twisted tree 
  small clearing. Ahead, a knoll topped with a large twisted tree 
  small clearing. Ahead, a knoll topped with a large twisted tree 
  small clearing. Ahead, a knoll topped with a large twisted tree 
  rises up out of the ground. The rest of the small hill is devoid of 
  rises up out of the ground. The rest of the small hill is devoid of 
  rises up out of the ground. The rest of the small hill is devoid of 
  rises up out of the ground. The rest of the small hill is devoid of 
  any foliage. You can see several stumps from here, indicating 
  any foliage. You can see several stumps from here, indicating 
  any foliage. You can see several stumps from here, indicating 
  any foliage. You can see several stumps from here, indicating 
  that someon
  that someon
  that someon
  that someone has intentionally cleared the hill.
  e has intentionally cleared the hill.
  e has intentionally cleared the hill.
  e has intentionally cleared the hill.    
   
  There are three entrances to the lair and which the party 
  takes will alter the sequence of the encounters. The 
  jackals and their masters will not surrender to invading 
  forces. Weaker bandits might. 
   
  PCs examine the tr
  PCs examine the tr
  PCs examine the tr
  PCs examine the tracks:
  acks:
  acks:
  acks: Even PCs who don’t have the 
  tracking skill can find tracks all around the knoll area. 
  Those who do make a Search or Wilderness Lore check 
  (DC 10) will find tracks specifically leading to encounter 
  16 (front door) and encounter 18 (the Jackal Lair). There 
  is no way to judge the number of bandits who might be in 
  the lair. PCs who make their roll by at least 5 points also 
  find tracks leading to the secret door at encounter 17. 
   
  PCs head to the gnarley tree: 
  PCs head to the gnarley tree: 
  PCs head to the gnarley tree: 
  PCs head to the gnarley tree: proceed to Encounter 16 
  (The Front Door). 
   
  PCs 
  PCs 
  PCs 
  PCs search the area:
  search the area:
  search the area:
  search the area: There are obvious signs of human 
  influence in the area but no indication of an 
  encampment. The bandits have stripped much of the 
  lumber from the hill and the surrounding area but a few 
  trees have been left standing. If the PCs make a successful 
  search check (DC 20) they find a secret trap door there. 
  Give a +2 bonus (reducing the DC to 18) if the PC 
  specifically searches the stumps. Of course, elves who 
  pass within 5 ft of the stump get an automatic check (DC 
  18) to notice the door. If the PCs want to examine it 
  further, proceed to Encounter 17.  
   
  PCs use magic to gather information:
  PCs use magic to gather information:
  PCs use magic to gather information:
  PCs use magic to gather information: PCs who use 
  speak with animals, speak with plants, or similar magic can 
  learn that more than 12 and less than 30 brigands live in 
  the lair. Use of clairvoyance and clairaudience reveals 
  appropriate information as well. 
   
  PCs dally outside for more than 30 minutes:
  PCs dally outside for more than 30 minutes:
  PCs dally outside for more than 30 minutes:
  PCs dally outside for more than 30 minutes: feel 
  free to get them moving with Encounter 15 (optional). 
   
   
  Encounter 15: The Guards! 
  Encounter 15: The Guards! 
  Encounter 15: The Guards! 
  Encounter 15: The Guards!     
  Run this encounter to jump-start the PCs if they are 
  spending an inordinate amount of time outside of the lair. 
  Potential source of information if guards are captured 
  
   
  Dine and Dash 
   
  Page 15 
  alive. Reduce numbers from encounter 21 (the barracks) 
  if this encounter is run.    
   
  In scenarios besides tier one the bandits have dog 
  whistles. Two of the bandits blow the whistle the first 
  round of combat, alerting the bandits in the lair 
  eliminating all chances for a successful sneak attack. 
  Since they are dog whistles, the PCs will not necessarily 
  know they cannot surprise the bandits. Blowing the 
  whistle constitutes an action for the purpose of this 
  encounter. 
   
  Tier 1 (EL 2)
  Tier 1 (EL 2)
  Tier 1 (EL 2)
  Tier 1 (EL 2) 
  Bandit male human War1 (3)
  Bandit male human War1 (3)
  Bandit male human War1 (3)
  Bandit male human War1 (3): CR 1/2; Medium 
  Humanoid (5 ft. 6 in.); HD 1d8; hp 7; Init: +5 (+1 Dex, +4 
  Improved Init); Spd 30; AC 13 (+1 Dex, +2 leather); Atks 
  +1 melee (1d6 [crit 19-20/x2], shortsword); AL NE; SV 
  Fort +2, Ref +0, Will +0. 
   
  Str 11, Dex 12, Con 13, Int 9, Wis 10, Cha 10. 
   
  Skills: Handle Animal +2, Hide +1. Feats: Improved 
  Initiative.  
   
  Equipment: leather armor, shortsword, 2 gp, 14 sp, 
  10 cp. 
      
  Tier 2: (EL3)
  Tier 2: (EL3)
  Tier 2: (EL3)
  Tier 2: (EL3) 
  Bandit male h
  Bandit male h
  Bandit male h
  Bandit male human War1/Rog1 (3)
  uman War1/Rog1 (3)
  uman War1/Rog1 (3)
  uman War1/Rog1 (3): CR 1-1/2; Medium 
  Humanoid (5 ft. 6 in.); HD 1d8+1d6; hp 11; Init: +5 (+1 
  Dex, +4 Improved Init); Spd 30; AC 14 (+3 studded 
  leather, +1 Dex); Atks +1 melee (1d6, shortsword), or +1 
  ranged (1d6, shortbow); SA: Sneak Attack +1d6; AL NE; 
  SV Fort +2, Ref +2, Will +0. 
   
  Str 11, Dex 12, Con 13, Int 9, Wis 10, Cha 10. 
   
  Skills: Handle Animal +2, Hide +1, Move Silent +4, 
  Search +3, Open Lock +3. Feats: Improved Initiative. 
   
  Equipment: studded leather armor, shortsword, 4 gp, 
  14 sp, 10 cp, dog whistle. 
      
  Tier 3: (EL 4)
  Tier 3: (EL 4)
  Tier 3: (EL 4)
  Tier 3: (EL 4) 
  Bandit male human War1/Rog1 (5)
  Bandit male human War1/Rog1 (5)
  Bandit male human War1/Rog1 (5)
  Bandit male human War1/Rog1 (5): CR 1-1/2; Medium 
  Humanoid (5 ft. 6 in.); HD 1d8+1d6; hp 11; Init: +5 (+1 
  Dex, +4 Improved Init); Spd 30; AC 14 (+3 studded 
  leather, +1 Dex); Atks +1 melee (1d6, shortsword), or +1 
  ranged (1d6, shortbow); SA Sneak attack +1d6; AL NE; SV 
  Fort +2, Ref +2, Will +0. 
   
  Str 11, Dex 12, Con 13, Int 9, Wis 10, Cha 10. 
   
  Skills: Handle Animal +2, Ride +2, Move Silent +4, 
  Search +3, Open Lock +3. Feats: Improved Initiative. 
   
  Equipment: studded leather armor, shortsword, 
  shortbow, 12 arrows, 4 gp, 14 sp, 10 cp, dog whistle. 
   
   
  Encounter 16: The Front Door
  Encounter 16: The Front Door
  Encounter 16: The Front Door
  Encounter 16: The Front Door    
  PCs get to this encounter by examining the large twisted 
  tree at the top of the hill.  
   
  You find yourselves at the large gnarley tree at the top of the 
  You find yourselves at the large gnarley tree at the top of the 
  You find yourselves at the large gnarley tree at the top of the 
  You find yourselves at the large gnarley tree at the top of the 
  small knoll you j
  small knoll you j
  small knoll you j
  small knoll you just climbed. There, hidden in the side of the 
  ust climbed. There, hidden in the side of the 
  ust climbed. There, hidden in the side of the 
  ust climbed. There, hidden in the side of the 
  trunk, is a door. As tall as a man and nearly as wide, the door 
  trunk, is a door. As tall as a man and nearly as wide, the door 
  trunk, is a door. As tall as a man and nearly as wide, the door 
  trunk, is a door. As tall as a man and nearly as wide, the door 
  appears to be well made. A short length of knotted rope sits 
  appears to be well made. A short length of knotted rope sits 
  appears to be well made. A short length of knotted rope sits 
  appears to be well made. A short length of knotted rope sits 
  where a doorknob would normally be. There is no apparent 
  where a doorknob would normally be. There is no apparent 
  where a doorknob would normally be. There is no apparent 
  where a doorknob would normally be. There is no apparent 
  lock.
  lock.
  lock.
  lock.    
   
   
  The door opens inward on its hinges and is triple 
  barred from the inside. It is not otherwise trapped. The 
  door can withstand 45 points of damage before buckling.  
   
  Cast 
  Cast 
  Cast 
  Cast knock
  knock
  knock
  knock:::: The PCs must cast knock twice to release all 
  three bars.  
   
  Tear down the door with weapons:
  Tear down the door with weapons:
  Tear down the door with weapons:
  Tear down the door with weapons: For each 5 points 
  of damage taken, PCs get a +1 bonus to any subsequent 
  Open Doors check. 
   
  Bust down the door with their body:
  Bust down the door with their body:
  Bust down the door with their body:
  Bust down the door with their body: PC must make a 
  DC check to bust down the door outright. The door 
  originally has a DC of 24. The Difficulty of breaking down 
  the door changes depending on what actions, if any, the 
  PCs take beforehand. For each 5 hit points of damage the 
  door has taken, reduce the DC of the door by one. Thus, if 
  the PCs hack away at the door for 20 points of damage, 
  the DC becomes 20 (20/5 = 4, 24 - 4 = 20). If successful, 
  the door busts open, but the PC must then make a 
  successful Dexterity check (DC 13) or go tumbling down 
  the stairs, suffering 1d6 points of real damage and 1d6 
  points of subdual damage before arriving at encounter 20.  
   
  This could hurt the lower tiered PCs - fudge the die 
  roll if it would otherwise kill or incapacitate the clumsy 
  PC. Read the player text below once the door has been 
  bypassed, modifying it as necessary for the PC's actions. 
   
  Pushing (what's left of) the door into the darknes
  Pushing (what's left of) the door into the darknes
  Pushing (what's left of) the door into the darknes
  Pushing (what's left of) the door into the darkness beyond, you 
  s beyond, you 
  s beyond, you 
  s beyond, you 
  see a set of wooden spiral stairs leading down. The stairs, 
  see a set of wooden spiral stairs leading down. The stairs, 
  see a set of wooden spiral stairs leading down. The stairs, 
  see a set of wooden spiral stairs leading down. The stairs, 
  suspended on knotted ropes hung from the inside of the tree 
  suspended on knotted ropes hung from the inside of the tree 
  suspended on knotted ropes hung from the inside of the tree 
  suspended on knotted ropes hung from the inside of the tree 
  above, look fairly new. There is a faint light visible from 
  above, look fairly new. There is a faint light visible from 
  above, look fairly new. There is a faint light visible from 
  above, look fairly new. There is a faint light visible from 
  below.
  below.
  below.
  below.    
   
  Collapsing stair trap:
  Collapsing stair trap:
  Collapsing stair trap:
  Collapsing stair trap: 20 ft. deep (1d6 real, 1d6 subdual); 
  Reflex save (DC 20* see description); Search (DC 21); 
  Disable Device (DC 16* see description) 
   
   
  The stairs, suspended by ropes, support only 250 lbs 
  at a time. If more weight is applied to the stairs, the 
  securing points above break, sending any PCs that are 
  anywhere on the stairs falling to the floor of the 
  antechamber some 25 ft. below (go to encounter 20). The 
  damage is irrelevant to where the PCs were standing on 
  the stairs, since falling PCs and other debris will make up 
  for a lack of distance fallen by any PCs near the bottom. 
  The judge may want to rule that PCs near the bottom or at 
  the very top can make a Reflex save (DC 20) to jump clear 
  of the falling stairs. People in the middle of the stairs get 
  no save. 
   
  PCs search for traps:
  PCs search for traps:
  PCs search for traps:
  PCs search for traps: A Rogue with the search skill who 
  make successful difficulty check (DC 21) while looking 
  for traps spots the trap. Following up with a successful 
  Disable Device roll (DC 16) lets the Rogue know that 
  while it cannot be "disarmed", it can be circumvented by 
  going down the stairs one or two at a time, as weight 
  
   
  Dine and Dash 
   
  Page 16 
  permits. Beating the Disable Device roll by 5 or more 
  allows the Rogue to know how much weight the stairs 
  can hold. 
   
  PCs proceed down the stairs one at a time:
  PCs proceed down the stairs one at a time:
  PCs proceed down the stairs one at a time:
  PCs proceed down the stairs one at a time: PCs will 
  be safe from the collapsing stair trap, but the DM should 
  introduce the bandits from Encounter 20 to try and stir 
  the PCs into running to their companions aid. Once they 
  do, consider the trap triggered. Calculate its effects and 
  proceed to encounter 20. 
   
  PCs proceed down the stairs as a group:
  PCs proceed down the stairs as a group:
  PCs proceed down the stairs as a group:
  PCs proceed down the stairs as a group: the trap is 
  triggered. Calculate the effects and proceed to encounter 
  20. 
   
  Once the stairs have collapsed, the only way down the 
  shaft will be to secure a rope and climb down or use some 
  other form of magic. PCs foolish enough to jump take 
  regular damage as stated above.  
   
   
  Encounter 17: Hidden in the 
  Encounter 17: Hidden in the 
  Encounter 17: Hidden in the 
  Encounter 17: Hidden in the 
  Stump
  Stump
  Stump
  Stump    
  PCs get to this encounter by successfully using the search 
  skill to locate the secret door while searching the grassy 
  knoll.  
   
  Unbelievably, as you search the tall grass and stumps for clues 
  Unbelievably, as you search the tall grass and stumps for clues 
  Unbelievably, as you search the tall grass and stumps for clues 
  Unbelievably, as you search the tall grass and stumps for clues 
  to your adversaries’ w
  to your adversaries’ w
  to your adversaries’ w
  to your adversaries’ whereabouts, you discern a secret door 
  hereabouts, you discern a secret door 
  hereabouts, you discern a secret door 
  hereabouts, you discern a secret door 
  carved into the remains of a tree stump. While only two feet 
  carved into the remains of a tree stump. While only two feet 
  carved into the remains of a tree stump. While only two feet 
  carved into the remains of a tree stump. While only two feet 
  on a side and square you have no doubt it is a secret door.
  on a side and square you have no doubt it is a secret door.
  on a side and square you have no doubt it is a secret door.
  on a side and square you have no doubt it is a secret door.    
   
  The secret trapdoor is barred with four large wooden 
  posts and takes two knock spells or 35 points of damage to 
  circumvent. Once the PCs get the door open, proceed to 
  encounter 24 (the meat locker). PCs who set fire or 
  otherwise make a lot of noise attract attention from the 
  brigands in encounter 15. 
   
   
  Encounter 18: The Jackal Lair
  Encounter 18: The Jackal Lair
  Encounter 18: The Jackal Lair
  Encounter 18: The Jackal Lair    
  Read the following only if the PCs are entering from the 
  outside and have not yet encountered the jackals in the 
  lair. 
   
  Scurrying down the other side of the hill you can see a couple 
  Scurrying down the other side of the hill you can see a couple 
  Scurrying down the other side of the hill you can see a couple 
  Scurrying down the other side of the hill you can see a couple 
  of narrow canyons, perhaps 8 ft. wide, disappear into a cave 
  of narrow canyons, perhaps 8 ft. wide, disappear into a cave 
  of narrow canyons, perhaps 8 ft. wide, disappear into a cave 
  of narrow canyons, perhaps 8 ft. wide, disappear into a cave 
  beyond. A faint scuttling of an
  beyond. A faint scuttling of an
  beyond. A faint scuttling of an
  beyond. A faint scuttling of animals can be heard moving 
  imals can be heard moving 
  imals can be heard moving 
  imals can be heard moving 
  around in the darkness ahead.
  around in the darkness ahead.
  around in the darkness ahead.
  around in the darkness ahead.    
   
  If the PCs enter either of the canyons the jackals, half the 
  jackals will run out of the other entrance and attempt to 
  attack the PCs from behind. The jackals in the lair are 
  very aggressive and will attack anyone entering the lair. If 
  they are beaten badly they flee into the den or out into 
  the wilderness (depending on which provides the least 
  resistance). In either event, they cry out in a series of yaps 
  and yells as they leave, alerting the bandits that enemies 
  are around. After this encounter, assume all bandits in the 
  lair are fully prepared for combat. 
   
  Tier 1 (EL 2)
  Tier 1 (EL 2)
  Tier 1 (EL 2)
  Tier 1 (EL 2)    
  Jackal (4)
  Jackal (4)
  Jackal (4)
  Jackal (4): small-size animal; CR 1/3 HD 1d8+2; hp 6; Init: 
  +3 (Dex); Spd 40; AC 15 (+1 size,+3 Dex, +1 natural); Atks 
  +2 melee (1d4+1, bite); SQ Scent; AL N; SV Fort +4, Ref 
  +5, Will +1. 
   
  Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Listen +5, Spot +5, Swim +5 
   
  SQ: Scent (Ex)—this ability allows creatures to detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell (see D&D Monster Manual p. 10)  
   
  Tier 2 (EL 3)
  Tier 2 (EL 3)
  Tier 2 (EL 3)
  Tier 2 (EL 3)    
  Jackal (6)
  Jackal (6)
  Jackal (6)
  Jackal (6): small-size animal; CR 1/3 HD 1d8+2; hp 6; Init: 
  +3 (Dex); Spd 40; AC 15 (+1 size,+3 Dex, +1 natural); Atks 
  +2 melee (1d4+1, bite); SQ Scent; AL N; SV Fort +4, Ref 
  +5, Will +1. 
   
  Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Listen +5, Spot +5, Swim +5 
   
  SQ: Scent (Ex)—this ability allows creatures to detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell (see D&D Monster Manual p. 10) 
   
  Tier 3: (EL 5)
  Tier 3: (EL 5)
  Tier 3: (EL 5)
  Tier 3: (EL 5)    
  Jack
  Jack
  Jack
  Jackal (10)
  al (10)
  al (10)
  al (10): small-size animal; CR 1/3 HD 1d8+2; hp 6; 
  Init: +3 (Dex); Spd 40; AC 15 (+1 size,+3 Dex, +1 natural); 
  Atks +2 melee (1d4+1, bite); SQ Scent; AL N; SV Fort +4, 
  Ref +5, Will +1. 
   
  Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Listen +5, Spot +5, Swim +5 
   
  SQ: Scent (Ex)—this ability allows creatures to detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell (see D&D Monster Manual p. 10) 
      
  Male Jackalwere
  Male Jackalwere
  Male Jackalwere
  Male Jackalwere: CR 4; Medium-size shapechanger; HD 
  4d8; hp 26; Init: +1 (+1 Dex); Spd 30; AC 16 (+4 natural, +2 
  Dex); Atks +3 melee (1d6, bite) or +3 (1d4, claw); SA sleep 
  gaze; SQ damage reduction 5/iron or +1 AL CE; SV Fort 
  +4, Ref +4, Will +4. 
   
  Str 13, Dex 14, Con 10, Int 11, Wis 10, Cha 8. 
   
  Skills: Bluff +5, Spot +3; Feats: Scent, Improved 
  Initiative 
   
  SA: sleep gaze (Su)—gaze causes sleep as per spell of 
  the same name (cast as a 4th Level sorcerer) against 
  unsuspecting (successful Bluff) or flat-footed creatures. 
  Causes sleep in unsuspecting victims. 
   
  SQ: Alternate Form (Su): Jackalweres can shift from its 
  normal animal form to human form and a form that is a 
  hybrid two with prehensil hands and animalistic features. 
  Changing to or from human and hybrid is a standard 
  action. A slain jackalwere reverts to its jackal form.  
   
  Equipment: belt pouch with 5pp, 15 gp, 56 sp 
      
  The jackalwere is from encounter 25. If he is vanquished 
  here he does not reappear in encounter 25. He attacks 
  until hit by a weapon that causes damage, then flees while 
  the remaining jackals (if any) guard his retreat. 
   
  
   
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  PCs search the jackal lair:
  PCs search the jackal lair:
  PCs search the jackal lair:
  PCs search the jackal lair: they discover the gnawed 
  bones of various humanoids. A single lever on the north 
  wall activates the portcullis but drops a sack of dirt on to 
  the alarmed area at encounter 20. 
   
  PCs who defeat the jackals and proceed into the lair 
  end up at encounter 19. 
   
   
  Encounter 19 
  Encounter 19 
  Encounter 19 
  Encounter 19 ---- Jackal's Den
   Jackal's Den
   Jackal's Den
   Jackal's Den    
  PCs get to this encounter by defeating the jackals in 
  encounter 18 (jackal lair) or by being shot in here from 
  the trap in encounter 20. 
   
  This is the lair of Kaphas' pet. She viciously attacks 
  anyone in her lair, regardless of which direction they 
  came. PCs trapped here by the collapsing staircase trap 
  find escape back into the complex impossible since the 
  portcullis has since been lowered. PCs have two options 
  to open the portcullis. They can go to encounter 18 to 
  trigger the portcullis to raise and then run back to this 
  room or they can attempt to lift the gate with a strength 
  check (DC 25). Up to two PCs per side of the portcullis 
  can assist in the lifting, each additional person adding 1/2 
  their strength check to the final number. (example, 2 PCs 
  with Str of 14 and 11 move to the gate and attempt to lift. 
  They roll 14 and 12 respectively for a total of 22 (14 +2 
  +6=22). A third man on the other side moves to assist. He 
  rolls an 18, adding 9 to the result. The three lift the gate. 
  The jackals at Encounter 18 (jackal lair) respond to 
  combat from this room and vice versa, each arriving one 
  round after combat begins. The ceiling in this room is 
  only 4 feet high. Taller PCs fight at a disadvantage, losing 
  all Dexterity bonuses to AC and suffering a -2 penalty to 
  their attack rolls. Large weapons cannot be employed 
  here. Regardless of the tier level, there is only one enemy 
  here when the PCs first arrive. 
   
  EL 1
  EL 1
  EL 1
  EL 1    
  Jackal (1)
  Jackal (1)
  Jackal (1)
  Jackal (1): small-size animal; CR 1/3 HD 1d8+2; hp 6; Init: 
  +3 (Dex); Spd 40; AC 15 (+1 size,+3 Dex, +1 natural); Atks 
  +2 melee (1d4+1, bite); SQ Scent; AL N; SV Fort +4, Ref 
  +5, Will +1. 
   
  Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Listen +5, Spot +5, Swim +5 
   
  SQ: Scent (Ex)—this ability allows creatures to detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell (see D&D Monster Manual p. 10) 
   
  Most parties will dispatch the jackal in one round and 
  then turn themselves toward getting past the closed 
  portcullis. If the PCs did not enter through encounter 18 
  (Jackal Lair), remember that those jackals will investigate 
  the noise. They will arrive two rounds after the PCs first 
  start this encounter. If the PCs are suitably distracted 
  with the guards in Encounter 20 (anteroom) and the 
  portcullis, the judge may roll for surprise for the jackals. 
   
   
  Encounter 20:The Anteroom
  Encounter 20:The Anteroom
  Encounter 20:The Anteroom
  Encounter 20:The Anteroom    
  The judge is encouraged to study this room thoroughly. 
   
  How the PCs get to this room can bring a lot of 
  different possibilities. How they deal with the enemy in 
  this room can also have dramatic effects on the other 
  scenarios. 
   
  There is always an alarm spell cast on the floor at the 
  base of the stairs. It counts as one of Fagan's daily spells. If 
  the PCs make any noise opening the front door, the 
  bandit guards are waiting for them and Fagan will have 
  cast grease on the floor. If that happens and the PCs set off 
  the stair trap, everyone on the stairs falls down the shaft, 
  hits the greased area and is shot into the jackal den 
  (Encounter 19). The bandits will immediately close the 
  portcullis. If the PCs figure out how to bypass the stair 
  trap or just do so by blind luck, they arrive at the bottom 
  of the stairs, set off the alarm and enter melee with the 
  guards while Fagan casts grease on the floor. If the other 
  PCs run down the stairs (very likely), the trap is sprung 
  and again everyone on the stairs is shot into the jackal 
  den. In this scenario, Fagan closes the portcullis the 
  following round, using the cantrip close if he has to, 
  leaving the poor PCs to fight off the vicious jackals in 
  rather cramped quarters. Regardless of whether the PCs 
  avoid the trap, Fagan casts ray of enfeeblement on whoever 
  looks the strongest, giving precedence to someone not in 
  the trap over someone who is. After that Fagan will avoid 
  any combat but will defend himself, declaring his 
  innocence if pressed by a PC.  
   
  If a particular PC is doing badly and is being 
  attacked, the judge is encouraged to have a selfless 
  moment. Use either of his remaining spells to help defeat 
  the would-be attacker. 
   
  Fagan: 
  Fagan: 
  Fagan: 
  Fagan: Fagan is in fact an "innocent" victim in all of this. 
  He was captured during a raid and Kaphas kept him after 
  learning he was a mage. His left foot has been mauled, 
  making movement for him very difficult. If the PCs take 
  him with them, the DM should run him as an NPC. 
  Fagan's stats appear below and are the same for all tier 
  levels. 
   
  Fagan human male Wiz3
  Fagan human male Wiz3
  Fagan human male Wiz3
  Fagan human male Wiz3: CR 3 Medium-size humanoid 
  (5 ft. 6 in. tall); HD 3d4+3; hp 10; Init +0; Spd 8; AC 8; 
  Atks +1 melee (1d6-1, quarterstaff), AL NG; SV Fort +1, 
  Ref +1, Will +3.  
   
  Str 8, Dex 8, Con 12, Int 16, Wis 12, Cha 14 
   
  Skills: Concentration +6, Spellcraft +7, Scry +7, 
  Alchemy +4, Move Silently +2, Ride +2, Search +2; Feats: 
  Combat 
  Casting, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  – 
  Transmutation. 
   
  Spells (4/3/2): 0 lvl—detect magic, mage hand, 
  open/close, read magic 1st lvl—alarm*, grease, shocking grasp 
  2nd lvl—ray of enfeeblement, blindness. 
   
  Equipment: robes, quarterstaff, spellbook (above 
  spells only, several pages ripped out). 
   
  Tier 1 (EL 2)
  Tier 1 (EL 2)
  Tier 1 (EL 2)
  Tier 1 (EL 2)    
  Bandit, male human Ftr1 (2)
  Bandit, male human Ftr1 (2)
  Bandit, male human Ftr1 (2)
  Bandit, male human Ftr1 (2): CR1; Medium-size 
  humanoid (5 ft. 8 in.); HD 1d10; hp 8; Init: +5 ( +1 Dex, +4 
  
   
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  Page 18 
  Improved Initiative); Spd 30 ft; AC 13 (+2 leather armor, 
  +1 Dex); Atks +2 melee (1d6+1 [19-20x2], short sword), or 
  ranged +1 (1d8 [crit 19-20/x2], light crossbow); AL NE; 
  SV Fort +3, Ref +1, Will +2 
   
  Str 12, Dex 12, Con 13, Int 9, Wis 10, Cha 10. 
   
  Skills: Hide +2, Listen +2. Feats: Improved Initiative, 
  Iron Will, Weapon Focus (short sword)  
   
  Equipment: leather armor, short sword, light 
  crossbow, 6 bolts, 2 gp, 7 sp, 20 cp 
      
  Tier 2 (
  Tier 2 (
  Tier 2 (
  Tier 2 (EL3)
  EL3)
  EL3)
  EL3)    
  bandit male human Ftr1/Rog1 (2)
  bandit male human Ftr1/Rog1 (2)
  bandit male human Ftr1/Rog1 (2)
  bandit male human Ftr1/Rog1 (2): CR 2 Medium-size 
  humanoid (5 ft. 8 in.); HD 1d10+1d6; hp 13; Init: +5 (+1 
  Dex, +4 Improved Initiative); Spd 30 ft. ; AC 13 (+2 
  leather, +1 Dex); Atks +2 melee (1d6+1[crit 19-20/x2], 
  short sword), or ranged +1 (1d8 [crit 19-20/x2], light 
  crossbow); SA Sneak Attack +1d6; AL NE; SV Fort +3, Ref 
  +3, Will +2. 
   
  Str 12, Dex 10, Con 13, Int 9, Wis 10, Cha 10. 
   
  Skills: Hide +5, Listen +5, Move Silent +4. Feats: 
  Improved Initiative, Iron Will, Weapon Focus (short 
  sword). 
   
  Equipment: leather armor, short sword, light 
  crossbow, 6 bolts, 10 gp, 35 sp, 50 cp. 
      
  Tier 3 (EL 4)
  Tier 3 (EL 4)
  Tier 3 (EL 4)
  Tier 3 (EL 4)    
  Bandit, male human Ftr2/Rog1 (2)
  Bandit, male human Ftr2/Rog1 (2)
  Bandit, male human Ftr2/Rog1 (2)
  Bandit, male human Ftr2/Rog1 (2): CR 3 Medium-size 
  humanoid (5 ft. 8 in.); HD 2d10+1d6; hp 20; Init: +5 (+1 
  Dex. +4 Improved Initiative); Spd 30 ft.; AC 15 (+4 
  chainshirt, +1 Dex); Atks +3 melee (1d6+1 [crit 19-20/x2], 
  short sword), or +2 ranged (1d8 [crit 19-20/x2], light 
  crossbow); SA Sneak attack +1d6; AL NE; SV Fort +4, Ref 
  +5, Will +2. 
   
  Str 12, Dex 10, Con 13, Int 9, Wis 10, Cha 10. 
   
  Skills: Climb +2, Hide +5, Listen +5, Move Silent +4. 
  Feats: Iron Will, Lightning Reflexes, Shield Proficiency, 
  Weapon Focus (short sword), Point Blank Shot. 
   
  Equipment: chainshirt, small shield, light crossbow, 
  12 bolts, short sword, 1 pp, 35 gp, 52 sp, 50 cp. 
      
      
  Encounter 21: The Ba
  Encounter 21: The Ba
  Encounter 21: The Ba
  Encounter 21: The Barracks
  rracks
  rracks
  rracks    
  Before anything else the PCs will have to defeat the 
  enemies bunking there. If encounter 15 (the guards) was 
  run, deduct vanquished foes from the numbers here. 
   
  Tier 1 (EL 4)
  Tier 1 (EL 4)
  Tier 1 (EL 4)
  Tier 1 (EL 4)    
  Bandit male human War1 (4)
  Bandit male human War1 (4)
  Bandit male human War1 (4)
  Bandit male human War1 (4): CR 1; Medium-size 
  humanoid (5 ft. 6 in.); HD 1d8; hp 7; Init: +5 (+1 Dex, +4 
  Improved Initiative); Spd 30; AC 13 (+1 Dex, +2 leather); 
  Atks +1 melee (1d6 [crit 19-20/x2], shortsword); AL NE; 
  SV Fort +2, Ref +0, Will +0. 
   
  Str 11, Dex 12, Con 13, Int 9, Wis 10, Cha 10. 
   
  Skills: Handle Animal +2, Hide +1. Feats: Improved 
  Initiative.  
   
  Equipment: leather armor, short sword, 2 gp, 14 sp, 
  10 cp. 
      
  Bandit male human Rog1 (2): 
  Bandit male human Rog1 (2): 
  Bandit male human Rog1 (2): 
  Bandit male human Rog1 (2): CR 1;    Medium-size 
  humanoid (5 ft. 8 in.); HD 1d6; hp 5; Init: +7 (+3 Dex, +4 
  Improved Initative); Spd 30 ft.; AC 15 (+3 Dex, +2 
  leather); Atks +0 melee (1d6 [crit 19-20/x2], short sword); 
  SA Sneak attack +1d6; AL NE; SV Fort +0, Ref +2, Will +0. 
   
  Str 10, Dex 16, Con 11, Int 10, Wis 9, Cha 9 
   
  Skills: Climb +3, Disable Device +4, Escape Artist +6, 
  Hide +3, Innuendo +4, Intuit Danger +4, Listen +4, Move 
  Silent +6, Search +4, Tumble +6, Use Rope +6. Feats: 
  Improved Initiative, Dodge. 
   
  Equipment: leather armor, short sword, 1 gp, 24 sp 
      
  Tier 2: (EL 6)
  Tier 2: (EL 6)
  Tier 2: (EL 6)
  Tier 2: (EL 6)    
  Bandit male human War1/Rog1 (4)
  Bandit male human War1/Rog1 (4)
  Bandit male human War1/Rog1 (4)
  Bandit male human War1/Rog1 (4): CR 2 Medium-size 
  humanoid (5 ft. 6 in.); HD 1d8+1d6; hp 11; Init: +5 (+1 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+3 
  studded leather, +1 Dex); Atks +1 melee (1d6 [crit 19-
  20/x2], short sword), +1 ranged (1d6 [crit x3], shortbow); 
  SA Sneak attack +1d6; AL NE; SV Fort +2, Ref +2, Will +0. 
   
  Str 11, Dex 12, Con 13, Int 9, Wis 10, Cha 10. 
   
  Skills: Handle Animal +2, Hide +1, Move Silent +4, 
  Search +3, Open Lock +3. Feats: Improved Initiative. 
   
  Equipment: studded leather armor, short sword, 
  shortbow, 12 arrows, 4 gp, 14 sp, 10 cp, dog whistle 
      
  Bandit male human Rog2 
  Bandit male human Rog2 
  Bandit male human Rog2 
  Bandit male human Rog2 (2): 
  (2): 
  (2): 
  (2): CR 2 Medium-size 
  humanoid (5 ft. 8 in.); HD 2d6; hp 10; Init: +7 (+3 Dex, +4 
  feat); Spd 30 ft.; AC 15 (+3 Dex, +2 leather); Atks +0 melee 
  (1d6 [crit 19-20/x2], shortsword); SA Sneak attack +1d6; 
  AL NE; SV Fort +0, Ref +2, Will +0 
   
  Str 10, Dex 16, Con 11, Int 10, Wis 9, Cha 9 
   
  Skills: Climb +3, Disable Device +4, Escape Artist +6, 
  Hide +8, Innuendo +5, Intuit Danger +5, Listen +6, Move 
  Silent +7, Search +5, Tumble +6, Use Rope +6. Feats: 
  Improved Initiative, Dodge. 
   
  Equipment: leather armor, short sword, 5 gp, 2 ep, 24 
  sp. 
      
  Briuce human male Ftr2/Rog2
  Briuce human male Ftr2/Rog2
  Briuce human male Ftr2/Rog2
  Briuce human male Ftr2/Rog2: CR 4 Medium-size 
  humanoid (6 ft. 1 in. tall); HD 2d10+2d6; hp 27; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+4 
  chain shirt, +2 Dex); Atks +3 melee (1d8+2 [crit 19-20/x2], 
  longsword) or 1d6+1 [crit 19-20/x2], short sword), SA 
  Sneak attack +1d6; SQ Evasion; AL NE; SV Fort +3, Ref 
  +3, Will +0  
   
  Str 16, Dex 14, Con 13, Int 13, Wis 9, Cha 10. 
   
  Skills: Jump +4, Craft- Trapmaking +2, Handle 
  Animal +2, Ride +3, Climb +4, Appraise +5, Decipher 
  Script +5, Disguise +4, Hide +6, Intimidate +4, Listen +3, 
  Move Silent +6, Open Locks +6, Sense Motive +3, Spot +3, 
  Use Rope +6, Use Magical Device +4. Feats: Blind-fight, 
  Expertise, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Improved Trip  
   
  Equipment: chain shirt, heavy crossbow, 12 bolts, 10 
  daggers, 1 longsword, bag of coins (3 pp, 26 gp, 32 ep, and 
  2 agates worth 30 gp each). 
      
  Tier 3 (EL 8)
  Tier 3 (EL 8)
  Tier 3 (EL 8)
  Tier 3 (EL 8)    
  Bandit male human War1/Rog1 (3)
  Bandit male human War1/Rog1 (3)
  Bandit male human War1/Rog1 (3)
  Bandit male human War1/Rog1 (3): CR 2 Medium-size 
  humanoid (5 ft. 6 in.); HD 1d8+1d6; hp 11; Init: +5 (+1 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+3 
  
   
  Dine and Dash 
   
  Page 19 
  studded leather, +1 Dex); Atks +1 melee (1d6 [crit 19-
  20/x2], short sword), +1 ranged (1d6 [x3], shortbow); SA 
  Sneak attack +1d6; AL NE; SV Fort +2, Ref +2, Will +0 
   
  Str 11, Dex 12, Con 13, Int 9, Wis 10, Cha 10. 
   
  Skills: Handle Animal +2, Ride +2, Move Silent +4, 
  Search +3, Open Lock +3. Feats: Improved Initiative, 
  Dodge 
   
  Equipment: studded leather armor, shortsword, 
  shortbow, 12 arrows, 14 gp, 14 sp, 10 cp, dog whistle 
      
  Bandit male human War1/Rog2 (3)
  Bandit male human War1/Rog2 (3)
  Bandit male human War1/Rog2 (3)
  Bandit male human War1/Rog2 (3): CR 3 Medium-size 
  humanoid (5 ft. 6 in.); HD 1d8+1d6; hp 11; Init: +5 (+1 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+3 
  studded leather, +1 Dex); Atks +1 melee (1d6 [crit 19-
  20/x2], short sword), or +1 ranged (1d6 [x3], shortbow); 
  AL NE; SV Fort +2, Ref +2, Will +0. 
   
  Str 11, Dex 12, Con 13, Int 9, Wis 10, Cha 10. 
   
  Skills: Handle Animal +2, Ride +2, Move Silent +4, 
  Search +3, Open Lock +3. Feats: Improved Initiative, 
  Dodge. 
   
  Equipment: studded leather armor, short sword, 
  shortbow, 12 arrows, 14 gp, 14 sp, 10 cp, dog whistle. 
      
  Bandit male human Rog2 (3): 
  Bandit male human Rog2 (3): 
  Bandit male human Rog2 (3): 
  Bandit male human Rog2 (3): CR 2    Medium-size 
  humanoid (5 ft. 8 in.); HD 2d6; hp 10; Init: +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 15 (+3 Dex, +2 
  leather); Atks +0 melee (1d6 [crit 19-20/x2], short sword); 
  AL NE; SV Fort +0, Ref +2, Will +0. 
   
  Str 10, Dex 16, Con 11, Int 10, Wis 9, Cha 9 
   
  Skills: Climb +3, Disable Device +4, Escape Artist +6, 
  Hide +8, Innuendo +5, Intuit Danger +5, Listen +6, Move 
  Silent +7, Search +5, Tumble +6, Use Rope +6; Feats: 
  Improved Initiative, Dodge. 
   
  Equipment: leather armor, short sword, 5 gp, 6 ep, 24 
  sp, agate worth 10 gp. 
      
  Briuce human male Ftr2/Rog3
  Briuce human male Ftr2/Rog3
  Briuce human male Ftr2/Rog3
  Briuce human male Ftr2/Rog3: CR 5 Medium-size 
  humanoid (6 ft. 1 in. tall); HD 2d10+3d6; hp 32; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+4 
  chain shirt, +2 Dex); Atks +4 melee (1d8+2 [crit 19-20/x2], 
  longsword) or (1d6+1 [crit 19-20/x2], shortsword), ranged 
  (1d10 [crit 19-20/x2], heavy crossbow) or (1d4+2 crit 19-
  20/x2], dagger); SA Sneak Attack +1d6 SD Evaision; AL 
  NE; SV Fort +3, Ref +3, Will +0  
      
  Str 16, Dex 14, Con 13, Int 13, Wis 9, Cha 10. 
   
   
  Skills: Jump +4, Craft- Trapmaking +2, Handle 
  Animal +2, Ride +3, Climb +4, Appraise +5, Decipher 
  Script +5, Disguise +4, Hide +8, Intimidate +5, Listen +5, 
  Move Silent +8, Open Locks +7, Sense Motive +4, Spot +4, 
  Use Rope +6, Use Magical Device +4; Feats: Blind-Fight, 
  Expertise, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Improved Trip; 
   
  Equipment: chain shirt, heavy crossbow, 6 +1 bolts, 12 
  bolts, 10 daggers, 1 longsword, bag of coins (5 pp, 56 gp, 
  46 ep, and 2 agates worth 30 gp each). 
      
  If the PCs wait until the wee hours of the night to invade 
  the lair and manage to enter the lair without setting off 
  any alarms, the bandits will likely be sleeping. Once the 
  alarm spell goes off, figure that it takes all of them one 
  round to wake up, and five rounds to hastily put on their 
  armor and get to encounter 20. PCs who make it here 
  before the sixth round should meet foes whose armor 
  class is worse by a factor of one for each round before 
  round six.  
      
  Tactics: 
  Tactics: 
  Tactics: 
  Tactics:  
  The rogues in each of the tiers will wait in the shadows 
  and drapes near the entrance to the barracks, hoping to 
  gain sneak attacks against reckless PCs. In tiers 2 and 
  higher, the warriors may retreat to the back of the 
  barracks, tossing beds to provide cover and engaging the 
  PCs in missile fire to lure them into the room. Again, the 
  rogues will use this opportunity to sneak attack any PCs, 
  possibly running away down the hall after doing so to 
  avail themselves a chance to do so again later. 
   
   
  This long room is perhaps 30 ft. wide and 50 ft. long. 
  Three rows of crudely made beds line the walls and center 
  of the room. A few of the beds have chests under them; 
  most have only a pile of clothes peaking out from under 
  the side. Despite the crudeness of the bed itself, almost 
  every bed has fine linen sheets. Several candelabras are 
  scattered about the room, shedding additional light on 
  the room and its former occupants. 
   
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure:     
  • 
  12 sets of sheets the bandits were using for bedding. 
  While somewhat soiled, they could be cleaned up 
  and sold for 3 gp each. Each set of sheets weighs 2 
  lbs. 
  • 
  3 silver plated candelabras, each weighing 15 lbs. and 
  worth 30 gp each  
   
   
  Encounter 22 
  Encounter 22 
  Encounter 22 
  Encounter 22 ---- Dining Hall
   Dining Hall
   Dining Hall
   Dining Hall    
  PCs get to this encounter by moving north from 
  encounter 20 (the anteroom) or by coming from 
  encounter 23 (the kitchen). 
   
  The small irregular hallway suddenly opens to a much larger 
  The small irregular hallway suddenly opens to a much larger 
  The small irregular hallway suddenly opens to a much larger 
  The small irregular hallway suddenly opens to a much larger 
  room, perhaps 5
  room, perhaps 5
  room, perhaps 5
  room, perhaps 50 ft.
  0 ft.
  0 ft.
  0 ft. at its widest point. Several crudely made 
   at its widest point. Several crudely made 
   at its widest point. Several crudely made 
   at its widest point. Several crudely made 
  tables and benches litter the room and many scraps of food 
  tables and benches litter the room and many scraps of food 
  tables and benches litter the room and many scraps of food 
  tables and benches litter the room and many scraps of food 
  cover the floor. Throughout the room large tapestries hang 
  cover the floor. Throughout the room large tapestries hang 
  cover the floor. Throughout the room large tapestries hang 
  cover the floor. Throughout the room large tapestries hang 
  from the walls, 
  from the walls, 
  from the walls, 
  from the walls, hiding the rough
  hiding the rough
  hiding the rough
  hiding the rough----hewn walls underneath. The 
  hewn walls underneath. The 
  hewn walls underneath. The 
  hewn walls underneath. The 
  only visible exit is a small entrance directly across from you.
  only visible exit is a small entrance directly across from you.
  only visible exit is a small entrance directly across from you.
  only visible exit is a small entrance directly across from you. 
   
  Bandits who retreat to this area (either from encounter 20 
  or encounter 25) use the tables as protection, gaining +2 
  to their AC versus missile fire. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure:    
  • 
  The three tapestries are some of the larger items 
  the brigands have brought back. Each is worth 
  50 gp. The tapestries weigh 20 lbs. each. 
   
   
  
   
  Dine and Dash 
   
  Page 20 
  Encounter 23 
  Encounter 23 
  Encounter 23 
  Encounter 23 ---- The Kitchen
   The Kitchen
   The Kitchen
   The Kitchen    
  PCs get to this encounter by moving east from encounter 
  22 (dining hall) or north from encounter 24 (meat locker) 
   
  Read or paraphrase the following: 
   
  The aroma of cooking has mixed with the stench of what must 
  The aroma of cooking has mixed with the stench of what must 
  The aroma of cooking has mixed with the stench of what must 
  The aroma of cooking has mixed with the stench of what must 
  be rotten meat, threatening to overwhelm you if you stay. 
  be rotten meat, threatening to overwhelm you if you stay. 
  be rotten meat, threatening to overwhelm you if you stay. 
  be rotten meat, threatening to overwhelm you if you stay. 
  Several sharp kitchen utensils hang from pegs on the wall 
  Several sharp kitchen utensils hang from pegs on the wall 
  Several sharp kitchen utensils hang from pegs on the wall 
  Several sharp kitchen utensils hang from pegs on the wall 
  while
  while
  while
  while more lie on a nearby table. A large but crudely made 
   more lie on a nearby table. A large but crudely made 
   more lie on a nearby table. A large but crudely made 
   more lie on a nearby table. A large but crudely made 
  fireplace sits along the south wall, lying cold and dormant at 
  fireplace sits along the south wall, lying cold and dormant at 
  fireplace sits along the south wall, lying cold and dormant at 
  fireplace sits along the south wall, lying cold and dormant at 
  the moment. On the right wall, a small narrow door stands 
  the moment. On the right wall, a small narrow door stands 
  the moment. On the right wall, a small narrow door stands 
  the moment. On the right wall, a small narrow door stands 
  heavily barred against whatever lies beyond.
  heavily barred against whatever lies beyond.
  heavily barred against whatever lies beyond.
  heavily barred against whatever lies beyond. 
   
  PCs must make a successful saving throw vs. fortitude 
  (DC 12) to fight off nausea. Those who fail are forced to 
  leave the room. The small door leading to encounter 24 
  has three bars sealing it. They can be easily removed from 
  this side. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure:    
  • 
  The cutlery is worth 30 gp.  
   
   
  Encounter 24:
  Encounter 24:
  Encounter 24:
  Encounter 24: Meat Storage 
   Meat Storage 
   Meat Storage 
   Meat Storage 
  Area
  Area
  Area
  Area    
  PCs get to this encounter by coming through the secret 
  door (encounter 17) or from the door (encounter 23). 
   
  Pulling the door open, you peer into the room beyond. 
  Pulling the door open, you peer into the room beyond. 
  Pulling the door open, you peer into the room beyond. 
  Pulling the door open, you peer into the room beyond. 
  Instantly you are assaulted by the stench of raw and possibly 
  Instantly you are assaulted by the stench of raw and possibly 
  Instantly you are assaulted by the stench of raw and possibly 
  Instantly you are assaulted by the stench of raw and possibly 
  rotting fles
  rotting fles
  rotting fles
  rotting flesh. The room itself is perhaps 2
  h. The room itself is perhaps 2
  h. The room itself is perhaps 2
  h. The room itself is perhaps 20 ft.
  0 ft.
  0 ft.
  0 ft. square, hewn 
   square, hewn 
   square, hewn 
   square, hewn 
  from the surrounding rock. Other than a few pieces of lumber 
  from the surrounding rock. Other than a few pieces of lumber 
  from the surrounding rock. Other than a few pieces of lumber 
  from the surrounding rock. Other than a few pieces of lumber 
  (supporting a door in the ceiling / laying broken on the floor) 
  (supporting a door in the ceiling / laying broken on the floor) 
  (supporting a door in the ceiling / laying broken on the floor) 
  (supporting a door in the ceiling / laying broken on the floor) 
  there doesn’t appear to be anything but the rotting meat in the 
  there doesn’t appear to be anything but the rotting meat in the 
  there doesn’t appear to be anything but the rotting meat in the 
  there doesn’t appear to be anything but the rotting meat in the 
  room.
  room.
  room.
  room.    
   
  PCs must make a successful fortitude check (DC 20) to 
  fight off the nausea. Those who fail are forced to leave the 
  room. Consider anyone entering this room to be coated 
  with the smell of raw flesh. The jackalweres and their 
  jackal pets attack at +1 to hit and damage against anyone 
  so affected. 
   
  The jackal's masters keep extra meat here. Much of 
  the meat is rotting and the PCs should consider none of it 
  consumable. A small trapdoor in the ceiling leads to a 
  stump outside. PCs who find their way in through the 
  stump must still force their way through the barred door 
  leading to the kitchen.  
   
  If the players entered from the secret door in 
  encounter 17 (hidden in the stump) the small door 
  leading to encounter 23 is barred. It has three bars sealing 
  it. Anyone hoping to gain access to the den from here 
  must bust the door down, or cast knock twice (since there 
  are more than 2 bars). The door opens inward on its 
  hinges and is triple barred from the inside. It is not 
  otherwise trapped. The door can withstand 45 points of 
  damage before buckling.  
   
  Bust down the door with their body:
  Bust down the door with their body:
  Bust down the door with their body:
  Bust down the door with their body: PC must make a 
  DC check to bust down the door outright. The door 
  originally has a DC of 24. The Difficulty of breaking down 
  the door changes depending on what actions, if any, the 
  PCs take beforehand. For each 5 hit points of damage the 
  door has taken, reduce the DC of the door by 1. Thus, if 
  the PCs hack away at the door for 20 points of damage, 
  the DC becomes 20 (20/5=4, 24-4=20).  
   
  Cast knock:
  Cast knock:
  Cast knock:
  Cast knock: The PCs must cast knock twice to release all 
  three bars.  
   
  Tear down the door with weapons:
  Tear down the door with weapons:
  Tear down the door with weapons:
  Tear down the door with weapons: For each 5 points 
  of damage inflicted on the door, the DC check for busting 
  open the door is reduced by 1. 
   
   
  Encounter 25: The Guild Hall
  Encounter 25: The Guild Hall
  Encounter 25: The Guild Hall
  Encounter 25: The Guild Hall    
  You are standing in a large, somewhat circular room. Four 
  finely wrought silver sconces have been set into the 
  cavern walls, casting a dim light on this sparse room. A 
  crude throne squats along the far wall. Large piles of cloth 
  lay in two piles in the room.    
   
  Tier 1 (EL 3)
  Tier 1 (EL 3)
  Tier 1 (EL 3)
  Tier 1 (EL 3)    
  Kaphas human male Rog3
  Kaphas human male Rog3
  Kaphas human male Rog3
  Kaphas human male Rog3: CR 3; Medium-size 
  humanoid (5 ft. 10 in. tall); HD 3d6+3; hp 15; Init +7 (+3 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+2 leather 
  armor, +3 Dex); Atks +2 melee (1d6+1 [crit 19-20/x2], 
  shortsword), or +6 ranged (1d6 [crit x3], shortbow); SA 
  Sneak attack +2d6; SQ Evaision; AL CE; SV Fort +1, Ref 
  +3, Will +1.  
   
  Str 12, Dex 16, Con 12, Int 14, Wis 10, Cha 10. 
   
  Skills: Appraise +6, Climb +5, Craft (trapmaking) +6, 
  Decipher Script +6, Disable Device +6, Escape Artist +7, 
  Gather Information +4, Hide +7, Intuit Danger +4, Jump 
  +5, Listen +4, Move Silent +7, Open Locks +7, Spot +4, 
  Tumble +7, Use Magic Device +4. Feats: Dodge, Expertise, 
  Mobility  
   
  Equipment: leather armor, short bow, shortsword, 19 
  arrows, thieves' tools, pouch with 70 sp, 15 gp, 2 pp, cursed 
  ring of animal friendship (jackal only)  
      
  Tactics:
  Tactics:
  Tactics:
  Tactics:    
  Tier 1 
  Tier 1 
  Tier 1 
  Tier 1 ––––    Kaphas joins any combat nearby, attempting to 
  gain a sneak attack if possible. If his brigands are being 
  defeated, Kaphas uses his magic ring to call all 
  remaining jackals to his aid. Once more than 3/4 of all 
  brigands and jackals have been defeated, Kaphas flees 
  to the nearest exit.  
      
  Tier 2 (EL 5)
  Tier 2 (EL 5)
  Tier 2 (EL 5)
  Tier 2 (EL 5) 
  Kaphas human male Rog4/Rgr1
  Kaphas human male Rog4/Rgr1
  Kaphas human male Rog4/Rgr1
  Kaphas human male Rog4/Rgr1: CR 5; Medium-size 
  humanoid (5 ft. 10 in. tall); HD 4d6+1d10+5; hp 28; Init 
  +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+2 
  leather armor, +3 Dex); Atks +4/+4 melee (1d6+1 [crit 19-
  20/x2], short sword) and (1d4+1, claw), or +3 ranged (1d6 
  [crit x3], shortbow); SA Sneak attack +2d6; SQ Evaision, 
  Ranger Abilities; AL CE; SV Fort +4, Ref +7, Will +1  
  
   
  Dine and Dash 
   
  Page 21 
   
  Str 12, Dex 16, Con 12, Int 14, Wis 12, Cha 10. 
   
  Skills: Appraise +6, Climb +5, Craft - Trapmaking +6, 
  Decipher Script +6, Disable Device +6, Escape Artist +7, 
  Gather Information +4, Hide +7, Intuit Danger +4, Jump 
  +5, Listen +4, Move Silent +7, Open Locks +7, Spot +4, 
  Tumble +7, Use Magic +4. Feats: Dodge, Expertise, 
  Mobility, Ambidexterity*, Two-Weapon Fighting* 
   
  Ranger Abilities: favored enemy - +1 to listen, track 
  vs humans; +1 to hit and damage vs. humans 
   
  SQ: Ranger Abilities—favored enemy - +1 to listen, 
  track vs humans; +1 to hit and damage vs. humans 
   
  Equipment: short bow, shortsword, 19 arrows, 
  thieves' tools, pouch with 70 sp, 45 gp, 4 pp, 1 periodot 
  (50 gp) cursed ring of animal friendship (jackal only)  
      
  Tier 2 
  Tier 2 
  Tier 2 
  Tier 2 ––––    Kaphas calls all brigands to retreat to the Dining 
  Hall. He then sends half out the secret door in the meat 
  locker room to come around and flank the PCs by 
  entering through one of the other two entrances. Once 
  more than 3/4 of the brigands and jackals have been 
  defeated, Kaphas flees to the secret door in the meat 
  locker room. 
      
  Tier 3 (EL 9)
  Tier 3 (EL 9)
  Tier 3 (EL 9)
  Tier 3 (EL 9)    
  Kap
  Kap
  Kap
  Kaphas human male Rog5/Rgr2
  has human male Rog5/Rgr2
  has human male Rog5/Rgr2
  has human male Rog5/Rgr2: CR 7; Medium-size 
  humanoid (5 ft. 10 in. tall); HD 5d6+2d10+7; hp 24; Init 
  +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+2 
  leather armor, +3 Dex); Atks +5/+5 melee (1d6+1 [crit 19-
  20/x2], shortsword and 1d4, claw), or +8 ranged (1d6 [x3], 
  shortbow); SA Sneak Attack +3d6; SQ Evasion, Ranger 
  Abilities; AL CE; SV Fort +4, Ref +4, Will +1  
   
  Str 12, Dex 16, Con 12, Int 14, Wis 11, Cha 10. 
   
  Skills: Appraise +6, Climb +5, Craft - Trapmaking +7, 
  Decipher Script +6, Disable Device +8, Escape Artist +7, 
  Gather Information +6, Hide +9, Intuit Danger +7, Jump 
  +5, Listen +7, Move Silent +9, Open Locks +8, Spot +7, 
  Tumble +8, Use Magic +4, Wilderness Lore +4, Track +4, 
  Animal Empathy +4. Feats: Dodge, Expertise, Mobility, 
  Ambidexterity*, Two-Handed Fighting*, Exotic Weapon 
  – Claw. 
   
  SQ: Ranger Abilities—favored enemy - +1 to listen, 
  track vs humans; +1 to hit and damage vs. humans 
   
  Equipment: short bow, short sword, claw, 19 arrows, 
  thieves' tools, pouch with 70 sp, 65 gp, 4 pp, 1 peridot (50 
  gp) cursed ring of animal friendship (jackal only)  
      
  Erdlo, 
  male 
  jackalwere
  Erdlo, 
  male 
  jackalwere
  Erdlo, 
  male 
  jackalwere
  Erdlo, 
  male 
  jackalwere: 
  CR 
  4; 
  Medium-size 
  shapechanger; HD 4d8; hp 26; Init: +1 (+1 Dex); Spd 30; 
  AC 16 (+4 natural, +2 Dex); Atks +3 melee (1d6, bite) or +3 
  (1d4, claw); SA sleep gaze; SQ damage reduction 5/iron or 
  +1, alternate form AL CE; SV Fort +4, Ref +4, Will +4. 
   
  Str 13, Dex 14, Con 10, Int 11, Wis 10, Cha 8. 
   
  Skills: Bluff +5, Spot +3; Feats: Scent, Improved 
  Initiative 
   
  SA: sleep gaze (Su)—gaze causes sleep as per spell of 
  the same name (cast as a 4th Level sorcerer) against 
  unsuspecting (successful Bluff) or flat-footed creatures. 
  Causes sleep in unsuspecting victims 
   
  SQ: Alternate Form (Su): Jackalweres can shift from its 
  normal animal form to human form and a form that is a 
  hybrid two with prehensil hands and animalistic features. 
  Changing to or from human and hybrid is a standard 
  action. A slain jackalwere reverts to its jackal form.  
      
  Equipment:    longsword, belt pouch with 5pp, 15 gp, 
  56 sp 
   
  Marnis, female jackalwere Rog1
  Marnis, female jackalwere Rog1
  Marnis, female jackalwere Rog1
  Marnis, female jackalwere Rog1: CR 5; Medium-size 
  shapechanger; HD 4d8 +1d6; hp 28; Init: +1 (+1 Dex); Spd 
  30; AC 16 (+4 natural, +2 Dex); Atks +3 melee (1d6, bite) 
  or +3 (1d4, claw); SA sleep gaze, sneak attack +1d6; SQ 
  damage reduction 5/iron or +1 AL CE; SV Fort +4, Ref +4, 
  Will +4. 
   
  Str 13, Dex 14, Con 10, Int 11, Wis 10, Cha 8. 
   
  Skills: Bluff +5, Spot +3, Tumble +5, Hide +5, Move 
  Silent +5, Search +4, Balance +5, Climb +5, Intimidate +3, 
  Search +4; Feats: Scent, Improved Initiative, Dodge 
   
  SA: sleep gaze (Su)—gaze causes sleep as per spell of 
  the same name (cast as a 4th Level sorcerer) against 
  unsuspecting (successful Bluff) or flat-footed creatures. 
  Causes sleep in unsuspecting victims. 
   
  SQ: Alternate Form (Su): Jackalweres can shift from its 
  normal animal form to human form and a form that is a 
  hybrid two with prehensil hands and animalistic features. 
  Changing to or from human and hybrid is a standard 
  action. A slain jackalwere reverts to its jackal form.  
      
  Equipment:    longsword, belt pouch with 5pp, 15 gp, 
  56 sp. 
   
  Melanese f
  Melanese f
  Melanese f
  Melanese female elf Wiz3/Rog3
  emale elf Wiz3/Rog3
  emale elf Wiz3/Rog3
  emale elf Wiz3/Rog3: CR 6; Medium-size 
  humanoid (5 ft. 3 in.), HD 3d4+3d6+12, HP 28 (+3 
  Toughness); Init +8 (+4 Dex, +4 Improved Initiative); Spd 
  30; AC 14 (+4 Dex); Atks +0 melee (1d6 [crit 19-20/x2], 
  shortsword), or +4 ranged (1d4 [crit 19-20/x2], hand 
  crossbow); AL NE SV Fort +4, Ref +8, Will +4. 
      
  Str 9, Dex 16, Con 13, Int 14, Wis 11, Cha 14;  
  Skills- Appraise +6, Bluff +5, Concentration +5, Decipher 
  Script +7, Diplomacy +5, Disable Device +4, Escape Artist 
  +5, Forgery +4, Gather Info +4, Hide +5, Innuendo +6, 
  Intimidate +4, Knowledge- Arcana +5, Knowledge- 
  Religion +4, Listen +2, Move Silently +5, Open Lock +5, 
  Pick Pocket +7, Scry +4, Search +4, Sense Motive +2, 
  Spellcraft +6, Spot +6, Tumble +5. Feats: Improved 
  Initiative, Toughness. 
   
  Equipment: short sword, hand crossbow, 12 hand 
  quarrels, thieves’ tools, 
  Spells (4/4/2) 0 lvl—ray of frost 
  (x2), mage hand, read magic, 1stlvl—sleep, true strike, shield, 
  magic missile; 2nd lvl—minor image, invisibility 
   
  Tactics:
  Tactics:
  Tactics:
  Tactics:    
  Tier 3 
  Tier 3 
  Tier 3 
  Tier 3 –––– Melanese casts minor illusion of the NPCs waiting 
  for combat in the guild hall while the real NPCs wait in 
  encounter 28 (Kaphas’ Room). Once the PCs discover 
  the deception, the jackalweres switch to hybrid form 
  and attack. Kaphas joins them. Melanese casts spells to 
  aid her fellow NPCs (such as mirror image). If at risk or 
  after casting all of her spells, melanese goes invisible and 
  attempts to escape 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure:    
  • 
  4 silver wrought sconces mounted on the walls 
  worth 15 gp. They weigh 3 lbs. each.  
   
  
   
  Dine and Dash 
   
  Page 22 
   
  Encounter 26: Trapped 
  Encounter 26: Trapped 
  Encounter 26: Trapped 
  Encounter 26: Trapped 
  Hallway
  Hallway
  Hallway
  Hallway    
  PCs get to this encounter by coming back from encounter 
  25 (guildhall) or from encounter 20 (anteroom) or from 
  encounter 22 (dining hall). 
   
  The cavern walls have narrowed here 
  The cavern walls have narrowed here 
  The cavern walls have narrowed here 
  The cavern walls have narrowed here –––– no more than two 
   no more than two 
   no more than two 
   no more than two 
  people can walk abreast in the hallway. Your light shines 
  people can walk abreast in the hallway. Your light shines 
  people can walk abreast in the hallway. Your light shines 
  people can walk abreast in the hallway. Your light shines 
  down the sandy ha
  down the sandy ha
  down the sandy ha
  down the sandy hallway, casting shadows over the course rock 
  llway, casting shadows over the course rock 
  llway, casting shadows over the course rock 
  llway, casting shadows over the course rock 
  walls and playing tricks with your eyes. Ahead, perhaps 30 
  walls and playing tricks with your eyes. Ahead, perhaps 30 
  walls and playing tricks with your eyes. Ahead, perhaps 30 
  walls and playing tricks with your eyes. Ahead, perhaps 30 
  feet, a flickering light casts a dim glow from some unknown 
  feet, a flickering light casts a dim glow from some unknown 
  feet, a flickering light casts a dim glow from some unknown 
  feet, a flickering light casts a dim glow from some unknown 
  crevice out of sight.
  crevice out of sight.
  crevice out of sight.
  crevice out of sight.    
      
  PCs who think to ask about the sand:
  PCs who think to ask about the sand:
  PCs who think to ask about the sand:
  PCs who think to ask about the sand: The sand was 
  added by the thieves to help disguise the traps hidden in 
  the hallway. PCs can quickly determine that the sand is 
  only a surface coating and that sold rock is hidden just an 
  inch or so beneath the surface. Brushing away the sand 
  reduces the DC by four for locating the traps 1 and 2 
  while just knowing the sand is a thin coating reduces the 
  DC by 1. 
   
  Traps:
  Traps:
  Traps:
  Traps:  
  There are three traps in the hallway. As an overview, the 
  first trap is a pivoting spring pit trap, the second is a 
  spring-loaded spike trap, and the third is just Leomund's 
  trap cast on the lock mechanism of the door. 
   
  Trapdoor pit:
  Trapdoor pit:
  Trapdoor pit:
  Trapdoor pit: 20 ft. deep (1d6 points of real, 1d6 points of 
  subdual); Reflex save to avoid (DC 20); Search (DC 
  23/19); Disable Device: N/A (DC 16) 
      
  Any PC with the search skill may attempt to find pit traps. 
  However, since the put is hidden beneath sand, only PCs 
  who brush away the sand on the floor as they go and 
  rogues have any chance to locate this trap. The difficulty 
  reduces to 19 if the sand is brushed away. Tell a successful 
  searcher he has found two rectangular shaped sets of lines 
  in the floor and that he suspects it is a collapsing pit trap. 
  If a PC makes his disable device skill on this trap he is 
  essentially setting off the trap and then using some 
  mechanism such as a 10 ft. pole or iron spikes to prevent 
  the doors from resetting. If a PC fails his disable device 
  skill check, have him roll a Reflex save as normal to avoid 
  falling into the pit.  
   
  PCs must still find some way to traverse the 10 ft. 
  wide and 15 ft. deep pit. They can use the jump skill 
  running DC 16, standing DC 24) or the climb skill (DC 
  20). 
   
  If the PCs miss the first trap, the PCs in the front row 
  are caught by surprise as the floor opens beneath them. 
  Each PC must make a Reflex saving throw (DC 20) to 
  avoid falling in. Running or reckless PCs do not get a 
  saving throw. Those who are unsuccessful drop into the 
  darkness below. Before anyone can react, the collapsing 
  floor springs back up and locks into place. 
   
  Do not verbally tell the trapped PCs their fate at this 
  time nor allude to anything that might be in the pit or 
  describe how deep the pit is. Hand them Player Handout 
  #2.    
   
  The pit is 15 ft. deep and 10 ft. wide. The collapsing 
  floor will take 40 points of damage from blunt weapons 
  before it will crack. The pit is not airtight, so suffocation is 
  not a concern. If the PCs bang on the stone (perhaps to 
  break it) any remaining bandits will come to investigate, 
  assuming at least some of the party is incapacitated and 
  that this would be a good time to attack. Thieves may 
  even try to hide and move silently to get sneak attacks on 
  party members otherwise occupied. If the PCs have 
  posted guard(s) while they work at extracting their 
  comrades, they may get opposing checks against the hide 
  and move silently. Impose a -10 penalty to the PCs listen 
  if the PCs are banging on the stone to break it open. 
  Impose a -10 penalty to the PCs spot if they are not 
  actively guarding while their fellow party members work 
  on the trap.    
   
  It should be fairly simple for the PCs to drop weight 
  on to the trap until it opens. Then use a 10 ft. pole or 
  spikes to quickly secure it open. If the PCs use this idea, 
  have PCs in the pit make a reflex save (DC 20) to avoid 
  being hit by falling debris. Once the doors are open, 
  assume a strength check (DC 15) for one of the lower PCs 
  to hold one side open or a strength check (DC 20) for 
  someone from above to hold it open. Of course, how one 
  of the lower PCs gets up 10 feet to grab a hold of the stone 
  plate still needs to be determined. 
      
  Spring
  Spring
  Spring
  Spring----loaded spike trap: 
  loaded spike trap: 
  loaded spike trap: 
  loaded spike trap: +5/+5 melee (1d4); Search (DC 
  22), Disable Device (DC 20). 
      
  Just beyond the first trap is the second. It is activated 
  from a pressure plate on the floor and can be disarmed by 
  tampering with the pressure plate. A faster way to bypass 
  the trap has the PCs set off the trap with a 10 ft. pole (or 
  long weapon), then break the spiked poles off to allow 
  safe passage.  
   
  If the PCs miss or fail to remove the second trap, six 
  slender poles with spikes attached spring from the walls, 
  striking anyone in the front row. PCs hit by this trap must 
  make Dexterity checks (DC 18) or risk falling backwards 
  into trapdoor pit.. The judge should use his judgement to 
  gauge the cascading effects of the falling PCs (i.e. any 
  domino effect) 
   
  Having survived two traps, you have arrived at the 
  end of the hallway only to be confronted by a large steel 
  door. A keyhole directly above the doorknob tells you the 
  door is probably locked. 
   
  Leomund's Trap: 
  Leomund's Trap: 
  Leomund's Trap: 
  Leomund's Trap: Search (DC21), Disable Device (N/A) 
   
  The door is locked. The key is one of those found on the 
  ring in Kaphas' room (encounter 28). If the PCs detect the 
  last trap, tell the rogue that he has found that a complex 
  trap appears to be integrated into the lock mechanism of 
  the door. If the PCs miss or fail to remove the last trap, go 
  on to encounter 27 (treasure room). 
   
   
  
   
  Dine and Dash 
   
  Page 23 
  Encounter 27: Tre
  Encounter 27: Tre
  Encounter 27: Tre
  Encounter 27: Treasure Room
  asure Room
  asure Room
  asure Room    
  PCs reach this encounter by getting past the three traps in 
  encounter 26. 
   
  The large metal door creaks loudly as it swings open into a 
  The large metal door creaks loudly as it swings open into a 
  The large metal door creaks loudly as it swings open into a 
  The large metal door creaks loudly as it swings open into a 
  room. Peering into the room beyond, the glow of your light 
  room. Peering into the room beyond, the glow of your light 
  room. Peering into the room beyond, the glow of your light 
  room. Peering into the room beyond, the glow of your light 
  reflects off several urns, chests, and other contai
  reflects off several urns, chests, and other contai
  reflects off several urns, chests, and other contai
  reflects off several urns, chests, and other containers.
  ners.
  ners.
  ners.    
      
  This is the treasure room for the bandits. Some of the 
  treasure is divvied up amongst the thieves. Another 
  portion is kept here. A third portion has been taken as a 
  tribute to the faction Kaphas’ is trying to join. 
   
  Most chests contain a variety of common items such 
  as coils of rope and hooded lanterns. 
   
  Any chest containing treasure is locked. The keys to 
  all of the chests are kept on the table in Kaphas’ room 
  (Encounter 28).  
   
  Treasure:
  Treasure:
  Treasure:
  Treasure:    
  All commodities are broken into 1lb. Blocks 
      
  • 
  200 silver pieces (in small sacks) 
  • 
  3 hooded lanterns 
  • 
  4 50 ft. coils of hemp rope 
  • 
  10 winter blankets 
  • 
  box full of candles (100 candles) 
  • 
  25 lbs l of tea leaves 
  • 
  10 lbs. of tobacco 
  • 
  5 lbs of cinnamon 
  • 
  1 saddle bags 
  • 
  10 sheets of parchment 
  • 
  1 50 ft. coils of silk rope 
   
   
  Encounter 28
  Encounter 28
  Encounter 28
  Encounter 28: Kaphas' Room
  : Kaphas' Room
  : Kaphas' Room
  : Kaphas' Room    
  PCs reach this encounter by getting past the NPCs in 
  encounter 25. 
   
  (insert PC's name) opens the door to reveal a larger, more 
   opens the door to reveal a larger, more 
   opens the door to reveal a larger, more 
   opens the door to reveal a larger, more 
  finished room than the one your standing in now. Perhaps 3
  finished room than the one your standing in now. Perhaps 3
  finished room than the one your standing in now. Perhaps 3
  finished room than the one your standing in now. Perhaps 30 0 0 0 
  ft.ft.ft.ft. wide and slightly longer, large decorative rugs cover
   wide and slightly longer, large decorative rugs cover
   wide and slightly longer, large decorative rugs cover
   wide and slightly longer, large decorative rugs cover much 
   much 
   much 
   much 
  of the floor. In the far corner, a large wooden bed layered with 
  of the floor. In the far corner, a large wooden bed layered with 
  of the floor. In the far corner, a large wooden bed layered with 
  of the floor. In the far corner, a large wooden bed layered with 
  fine sheets and pelts sits invitingly. Mirrors, positioned around 
  fine sheets and pelts sits invitingly. Mirrors, positioned around 
  fine sheets and pelts sits invitingly. Mirrors, positioned around 
  fine sheets and pelts sits invitingly. Mirrors, positioned around 
  the room, catch your light source and reflect it back into the 
  the room, catch your light source and reflect it back into the 
  the room, catch your light source and reflect it back into the 
  the room, catch your light source and reflect it back into the 
  room. A large table sits opposite of the bed and numerou
  room. A large table sits opposite of the bed and numerou
  room. A large table sits opposite of the bed and numerou
  room. A large table sits opposite of the bed and numerous loose 
  s loose 
  s loose 
  s loose 
  papers are strewn over its surface.
  papers are strewn over its surface.
  papers are strewn over its surface.
  papers are strewn over its surface.    
      
  PCs search the papers:
  PCs search the papers:
  PCs search the papers:
  PCs search the papers: The papers are mostly blank. A 
  few are maps and brief plan outlines for future and past 
  attacks. These papers should be considered excellent 
  evidence that the jackal bandits are behind the murders. 
   
  PCs search the room:
  PCs search the room:
  PCs search the room:
  PCs search the room: they find a giant ring of keys 
  hanging on a peg in the wall. The keys are unmarked. 
  While some open the locks in the treasure room, many 
  are worthless. 
   
  PCs examine the bed:
  PCs examine the bed:
  PCs examine the bed:
  PCs examine the bed: 1+1 per tier level (i.e. from 2-4) 
  sets of sheets worth 7 gps each and weighing 2 lbs. each, 
  one animal pelts per tier level (beaver, fox, bear) worth 25 
  gp * tier level and weighing 4 lbs * tier level each. 
   
  PCs examine the mirrors: 
  PCs examine the mirrors: 
  PCs examine the mirrors: 
  PCs examine the mirrors: 1+1 per tier level (i.e. from 
  2-4) small but inlaid with silver, are hung on the wall by a 
  wire. Each is worth 15 gp and weighs 5 lbs.; all are 
  trapped. If pulled from the wall, they release a cloud 5 ft. 
  in diameter or sleep poison. All PCs in the area must save 
  vs. fortitude (DC 20) or fall asleep for 1d4 * 10 minutes. 
  PCs who fall asleep are assumed to have dropped the 
  mirror, shattering it. 
   
  PCs examine the rugs:
  PCs examine the rugs:
  PCs examine the rugs:
  PCs examine the rugs: Two rugs, both splattered with 
  large dark stains. No apparent value. 
   
   
  Alternate Conclusion
  Alternate Conclusion
  Alternate Conclusion
  Alternate Conclusion    
  This conclusion is given in the event PCs spend too much 
  time in other encounters and don’t have time in the slot 
  to make their way into the lair and defeat the brigand 
  leaders. As the judge should make this determination 
  long before you get to encounter 14 (the lair). If you 
  haven't already done so, read the player text from 
  encounter 14, then immediately read the following: 
   
  Suddenly, a volley of arrows rains down on your party from 
  Suddenly, a volley of arrows rains down on your party from 
  Suddenly, a volley of arrows rains down on your party from 
  Suddenly, a volley of arrows rains down on your party from 
  near the top of the hill, a couple of hundred feet away. Looking 
  near the top of the hill, a couple of hundred feet away. Looking 
  near the top of the hill, a couple of hundred feet away. Looking 
  near the top of the hill, a couple of hundred feet away. Looking 
  for the source of the arrows, you see several men in armor 
  for the source of the arrows, you see several men in armor 
  for the source of the arrows, you see several men in armor 
  for the source of the arrows, you see several men in armor 
  massing near the large 
  massing near the large 
  massing near the large 
  massing near the large twisted tree at the top of the hill. As 
  twisted tree at the top of the hill. As 
  twisted tree at the top of the hill. As 
  twisted tree at the top of the hill. As 
  arrows continue to rain down on your position, other men 
  arrows continue to rain down on your position, other men 
  arrows continue to rain down on your position, other men 
  arrows continue to rain down on your position, other men 
  emerge, possibly from the tree itself, to join their comrades. A 
  emerge, possibly from the tree itself, to join their comrades. A 
  emerge, possibly from the tree itself, to join their comrades. A 
  emerge, possibly from the tree itself, to join their comrades. A 
  group of four stands out from the rest. A dwarf in full plate, a 
  group of four stands out from the rest. A dwarf in full plate, a 
  group of four stands out from the rest. A dwarf in full plate, a 
  group of four stands out from the rest. A dwarf in full plate, a 
  large human with a wicked 
  large human with a wicked 
  large human with a wicked 
  large human with a wicked great
  great
  great
  greatsword, a skinny runt human 
  sword, a skinny runt human 
  sword, a skinny runt human 
  sword, a skinny runt human 
  with greased black hair, and an elven sorceress peer intently 
  with greased black hair, and an elven sorceress peer intently 
  with greased black hair, and an elven sorceress peer intently 
  with greased black hair, and an elven sorceress peer intently 
  down at your position from the safety of their location. The 
  down at your position from the safety of their location. The 
  down at your position from the safety of their location. The 
  down at your position from the safety of their location. The 
  sorceress waves fingers and arms high, and in a puff of smoke, 
  sorceress waves fingers and arms high, and in a puff of smoke, 
  sorceress waves fingers and arms high, and in a puff of smoke, 
  sorceress waves fingers and arms high, and in a puff of smoke, 
  the four are gone.
  the four are gone.
  the four are gone.
  the four are gone.    
   
  The smoke is just a diversion. The brigand leaders enter 
  the lair again through the tree and then exit through the 
  jackal lair at the back of the hill. Consider them 
  completely gone in three minutes.  
   
  Use the brigands from encounter 20 and encounter 
  21 for the enemies. While the PCs are combating these 
  brigands, the leaders sneak out through the jackal 
  entrance. After the leaders have safely fled, the remaining 
  bandits break ranks and run for the cover of the woods. 
  From this point the PCs are welcome to search the bodies 
  of the dead or the lair. All of the tapestries and other large 
  items of value are still in the lair. Consider the treasure 
  room to be empty of everything but the tea leafs, couple 
  of lanterns, and a coil of rope. The papers implicating the 
  brigands by name in encounter 28 are gone. 
   
  When the PCs have searched the lair to their 
  satisfaction, roleplay their return to the city of Dyvers.  
  
   
  Dine and Dash 
   
  Page 24 
   
  Obviously, city officials and merchants are happy to 
  hear the attackers are merely brigands, but disappointed 
  at the PCs failure to catch the perpetrators. Without the 
  leaders or the letters there is little to substantiate the PCs’ 
  claims. Still, the judge should arrange for the PCs to keep 
  whatever they scavenged from the bodies of the fallen 
  brigands, whatever they find in the lair and a 75 x tier 
  level gp bounty for the information they provide (for the 
  entire party, not per PC). 
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  After the PCs have vanquished the villains there is the 
  small matter of getting the treasure back to the city. The 
  judge should add up all the loot the PCs have taken, both 
  by its gp value (listed on DM Handout #3) and its weight 
  (DM Handout #4). Obviously, if PCs made no plans to 
  bring their loot back to the city (i.e. brought no wagon, 
  horses, etc) they will be significantly limited in the 
  treasure the can take back. If the PCs had the presence of 
  mind to purchase a wagon and two horses, all of the 
  treasure listed can be put there. Otherwise, the PCs will 
  have to take other measures. Evaluate any plan submitted. 
  Assume any treasure left unguarded, even if buried or 
  hidden, to be gone when the PCs return for it later. 
   
  The read-aloud text that follows assumes that the PCs 
  vanquished the bandits for their tier, found the letters and 
  maps indicating the NPCs‘ guilt in the matter, and 
  recovered some of the cargo from the lair. Read or 
  paraphrase the following based on the party’s actual 
  accomplishments. 
   
  Having defeated the bandits and their leaders, you return 
  Having defeated the bandits and their leaders, you return 
  Having defeated the bandits and their leaders, you return 
  Having defeated the bandits and their leaders, you return 
  north to the city of Dyvers with the treasure you recovered. 
  north to the city of Dyvers with the treasure you recovered. 
  north to the city of Dyvers with the treasure you recovered. 
  north to the city of Dyvers with the treasure you recovered. 
  Once you reach the 
  Once you reach the 
  Once you reach the 
  Once you reach the south gate, news of your success spreads 
  south gate, news of your success spreads 
  south gate, news of your success spreads 
  south gate, news of your success spreads 
  quickly. The treasure and vast sums of gold you had hoped to 
  quickly. The treasure and vast sums of gold you had hoped to 
  quickly. The treasure and vast sums of gold you had hoped to 
  quickly. The treasure and vast sums of gold you had hoped to 
  find were no where to be found in the lair. Obviously, the 
  find were no where to be found in the lair. Obviously, the 
  find were no where to be found in the lair. Obviously, the 
  find were no where to be found in the lair. Obviously, the 
  bandits had another stash hidden somewhere or the 
  bandits had another stash hidden somewhere or the 
  bandits had another stash hidden somewhere or the 
  bandits had another stash hidden somewhere or the 
  contraband had already been spent. Some lette
  contraband had already been spent. Some lette
  contraband had already been spent. Some lette
  contraband had already been spent. Some letters you found 
  rs you found 
  rs you found 
  rs you found 
  indicated another bandit group in the Gnarley Forest was in 
  indicated another bandit group in the Gnarley Forest was in 
  indicated another bandit group in the Gnarley Forest was in 
  indicated another bandit group in the Gnarley Forest was in 
  cahoots with the savage murderers. Perhaps the treasure is 
  cahoots with the savage murderers. Perhaps the treasure is 
  cahoots with the savage murderers. Perhaps the treasure is 
  cahoots with the savage murderers. Perhaps the treasure is 
  there. 
  there. 
  there. 
  there.     
   
  Whoever met with the PCs in chapter one meets up with 
  the PCs again, congratulating them on their success and 
  providing whatever fee was agreed to. At first Darmon 
  does not wish to pay any ransom since the PCs were only 
  to be paid if the murderers ended up being animals. If the 
  PCs argue that the murderers were at least in part animals 
  or monsters, Darmon will reluctantly agree and suggest a 
  compromise of 20 gp each since the party did get to keep 
  the stolen merchandise tax and duty free. 
   
  The End
  The End
  The End
  The End    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter Two:
  Encounter Two:
  Encounter Two:
  Encounter Two:    
  If the party hits any encounter from 3 to 7 rather 
  than rushing out of the city 
  50 XP 
   
  Encounter Ten:
  Encounter Ten:
  Encounter Ten:
  Encounter Ten:    
  Gaining useful information from Corvus 
  50 XP 
   
  Encounter Eleven:
  Encounter Eleven:
  Encounter Eleven:
  Encounter Eleven:    
  Gaining useful information from Gallonious 
  50 XP 
   
  Encounter Sixteen:
  Encounter Sixteen:
  Encounter Sixteen:
  Encounter Sixteen:    
  Finding the front door trap 
  50 XP 
   
  Encounter 
  Encounter 
  Encounter 
  Encounter Twenty:
  Twenty:
  Twenty:
  Twenty:    
  Defeating Bad Guys 
  100 XP 
  Not Killing Fagan 
  50 XP 
   
  Encounter 
  Encounter 
  Encounter 
  Encounter Twenty
  Twenty
  Twenty
  Twenty----Five:
  Five:
  Five:
  Five:    
  Defeating Kaphas 
  50 XP 
   
  Total Experience for Objectives: 
  400 XP 
  Roleplaying Experience: 
      0-50 XP 
   
  Total possible experience
  Total possible experience
  Total possible experience
  Total possible experience    
  45
  45
  45
  450 xp
  0 xp
  0 xp
  0 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items worth more than 200 
  gp that are of personal significance to the owner 
  (including family heirlooms), and all magical items, 
  will be discovered in the possession of the character 
  by one means or another. The character must return 
  the item and pay a fine equal to three times the value 
  
   
  Dine and Dash 
   
  Page 25 
  of the item stolen. In addition, the PC caught 
  receives campaign-decided penalties for being 
  known as a thief, such as Infamy. For other stolen 
  items which meet the criteria in #1 above, use your 
  judgment and the circumstances within the game to 
  determine whether a PC thief gets away with the 
  theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter 3
  Encounter 3
  Encounter 3
  Encounter 3    
  10-49 gp x tier 
  • 
  Tier 1 - scroll of cure light wounds (Value 25 gp) 
  • 
  Tier 2 - scroll of cure moderate wounds (Value 150 gp) 
  • 
  Tier 3 – scroll of cure serious wounds (Value 375 gp) 
   
  50 gp x tier 
  • 
  Tier 1 – scroll of cure moderate wounds (Value 150 gp) 
  • 
  Tier 2 – scroll of cure serious wounds (Value 375 gp) 
  • 
  Tier 3 – scroll of cure critical wounds (Value 700 gp) 
   
  Encounter 21
  Encounter 21
  Encounter 21
  Encounter 21    
  • 
  12 sets of sheets (3 gp each after washed, 2 lbs. each, 
  cloth, common) 
  • 
  6 bolts +1 (47 gp each, ¼ lb, wood) 
  • 
  3 Silver-plated candelabras (30 gp each, 15 lbs, silver-
  plated iron) 
   
  Encounter 22
  Encounter 22
  Encounter 22
  Encounter 22    
  • 
  Set of cutlery (30 gp, 4 lbs, silver) 
   
  Encounter 23
  Encounter 23
  Encounter 23
  Encounter 23    
  • 
  Three Tapestries (30 gp, 20 lbs, cloth) 
   
  Encounter 25
  Encounter 25
  Encounter 25
  Encounter 25    
  • 
  Four silver-wrought sconces (15 gp, 3 lbs, silver) 
  • 
  Cursed ring of animal friendship (30 gp, silver, 
  common): This ring is a ring of animal friendship but 
  works only with jackals. As well the user believes he 
  is a jackalwere. The user may only be convinced 
  otherwise by way of a remove curse spell. If the curse is 
  removed, the power of the ring is lost. 
   
  Encounter 
  Encounter 
  Encounter 
  Encounter 27
  27
  27
  27    
  • 
  200 silver pieces  
  • 
  3 hooded lanterns (7 gp each, 2 lbs, iron) 
  • 
  4 50 ft. coils of hemp rope (1 gp each, 10 lbs., hemp) 
  • 
  10 winter blankets (5 sp, 3 lbs., cloth) 
  • 
  box full of candles (100 candles) (1 cp per candle, * 
  (entire box 7 lbs., wax) 
  • 
  25 lbs of tea leaves 
  • 
  10 lbs. of tobacco (5 gp, 10 lbs., tobacco) 
  • 
  5 lbs of cinnamon (5 gp, 5 lbs., cinnamon) 
  • 
  1 saddle bags (4 gp, 8 lbs, leather) 
  • 
  10 sheets of parchment (2 gp—2 sp each, parchment) 
  • 
  1 50 ft. coils of silk rope (10 gp, 5 lbs., silk) 
   
  
   
  Dine and Dash 
   
  Page 26 
  Player Handout #1
  Player Handout #1
  Player Handout #1
  Player Handout #1    
  A man, dressed like a merchant, just stood up and began walking south along the palace wall. You think he is motioning 
  for you to follow him.  
      
      
      
      
      
  Player Handout #1
  Player Handout #1
  Player Handout #1
  Player Handout #1    
  A man, dressed like a merchant, just stood up and began walking south along the palace wall. You think he is motioning 
  for you to follow him. 
   
   
   
   
   
  Player Handout #1
  Player Handout #1
  Player Handout #1
  Player Handout #1    
  A man, dressed like a merchant, just stood up and began walking south along the palace wall. You think he is motioning 
  for you to follow him. 
   
   
   
   
   
   
   
   
  Player Handout #2
  Player Handout #2
  Player Handout #2
  Player Handout #2    
  You have fallen into a pit, landing in sand and taking _____ points of real damage and ____ points of subdual damage. A thin 
  stream of light is visible above. Judging on the light, the pit is perhaps 15 ft. deep. 
   
   
   
   
   
   
   
  Player Handout #2
  Player Handout #2
  Player Handout #2
  Player Handout #2    
  You have fallen into a pit, landing in sand and taking _____ points of real damage and ____ points of subdual damage. A thin 
  stream of light is visible above. Judging on the light, the pit is perhaps 15 ft. deep. 
  
   
  Dine and Dash 
   
  Page 27 
  DM Handout #1 
  DM Handout #1 
  DM Handout #1 
  DM Handout #1 –––– Dine and Dash encounter flowchart
   Dine and Dash encounter flowchart
   Dine and Dash encounter flowchart
   Dine and Dash encounter flowchart    
   
      
  Begin Round 
  1 – The Setup
  2 – Meeting 
  Darmon
  3 – High Priest 
  4 - Caravans 
  5 - Diviner 
  6 – Bodies 
  7 - Drugs 
  8 - merchants 
  10 - Corvus 
  9 – attack site
   
   
  11 –Gallonius 
  12 – Abandon 
  Lair
  13 – Hbgbln 
  Attack
  14 – The Lair 
  15 - Guards 
  Alternate 
  Conclusion 
  16 
  – 
  Front 
  Door 
  18 – Jackal lair
  17 –
  Secret 
  Entrance
  Through the Lair of the ‘Jackals’ 
  conclusion 
  
   
  Dine and Dash 
   
  Page 28 
  DM Handout #2 
  DM Handout #2 
  DM Handout #2 
  DM Handout #2 –––– Map of the Bandit’s Lair
   Map of the Bandit’s Lair
   Map of the Bandit’s Lair
   Map of the Bandit’s Lair    
      
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/591/Normal Scenarios/DVY1-01 - Dine and Dash (APL 2-6)/DVY1-01 - Dine and Dash.pdf