TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NYR 4-02 
   
   
   
   
  In the Streets of 
  Oldred 
   
  A ONE-Round D&D LIVING GREYHAWK®  
  Nyrond Regional Adventure 
  Version 5.0 
   
  by Robert Moon 
   
   
  Claireen could see her own reflection in the tarnished mirror, but her vision was quickly blurring with the tears that 
  filled her eyes.  Tears tinted blue-black from the excessive eye make-up upon her pained visage.  Weakened and 
  immobilized against the wall, she could only turn her head to the side with gritted teeth as the end came.  
  “In the Streets of Oldred” is a dangerous, roleplaying-intensive, city-based adventure for APLs 6–12. 
  
  In the Streets of Oldred 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at 
  least one d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense of fun. 
  It is also a good idea to have a way to track movement 
  during combat. This can be as simple as a pad of graph 
  paper and a pencil, as handy as a vinyl grid map and chits, 
  or as elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. 
  Consult 
  your 
  convention 
  coordinator 
  to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA 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 event coordinator wants information on 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 the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  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. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  
  In the Streets of Oldred 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  
  Once all players have a LIVING 
  GREYHAWK character, play can 
  begin. 
  Along with the other materials that 
  you are assumed to have in order to 
  run a D&D game, it is also 
  recommended that you have a copy of 
  the LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of 
  Play 
   
   
   
   
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, this adventure’s challenges are 
  proportioned to the average character 
  level of the PCs participating in the 
  adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Three or 
  four, or sometimes even five 
  1st-level characters may find 
  difficulty with the challenges 
  in a LIVING GREYHAWK 
  adventure. If your group is APL 
  1 there are three things that 
  you can do to help even the 
  score. 
  5. 
  Attempt to create a table of 
  six 1st-level characters, or 
  try to enlist higher-level 
  characters to play at that 
  table. 
  6. 
  Advise characters to buy 
  riding dogs to help protect 
  them, and fight for them. 
  All 
  riding 
  dogs 
  are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Nyrond.  Characters native to Nyrond pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
   Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Adventure Background 
  The following is a summary of the political forces at work 
  in the city of Oldred, the setting for this scenario.  This 
  section is a compilation of common knowledge taken 
  from the Nyrond website and the Living Greyhawk 
  Gazetteer and plays a notable role in the adventure. 
  Duchy of Korenflass  
   
   
   
  Governed by Duke Regurd Korenflass, the Duchy of 
  Korenflass is geographically split into two regions: the 
  Coast and the Northern Hills. The Coastal region 
  composes the remainder of the original Duchy of 
  Korenflass. The soil is chalky, brittle and stony, and is not 
  easily farmed, being used mostly for grazing and animal 
  husbandry. The Northern Hills region was added by the 
  King during the Provincial reorganization, giving 
  
  In the Streets of Oldred 
   
  Page 4 
  Korenflass both the Anodan Hills and arable farmland 
  beyond the hills.  
   
  The Coastal region is notorious for its criminal 
  element, with the capital Oldred being a haven of 
  organized criminal elements delicately balanced through 
  the manipulations of the Duke. The size of the illegal 
  economy in the Duchy of Korenflass is largely 
  guesswork, but smuggling is a way of life and definitely 
  large. Reports of piracy and slavery are common too, and 
  definitely happen, though the actual number of incidents 
  varies widely depending on whom you talk to. Those 
  honest able bodied men who neither shepherd nor fish 
  are generally either members of Nyrond's navy, work in 
  the Oldred shipyards, or are in some way involved with 
  supporting the various naval stations.  
   
  Along the coast, the locals are moderately friendly, at 
  least by the standards of the hard-pressed. Most are also 
  smugglers, have been smugglers in the past, or have 
  friends or kin who are smugglers. Because of this, 
  questions are often answered indirectly. Deception and 
  dishonestly are ways of life. The criminal element of 
  course prefers to prey on outsiders. In the coastal regions 
  the storm god Procan is widely worshiped, to the point 
  where those worshipping others are sometimes put 
  under some pressure.  
   
  Duke Regurd Korenflass is kept under careful watch 
  by King Lynwerd. During the reign of Lynwerd's Father, 
  King Archbold, the Duke was openly critical of the 
  crown's failings, and frustrated by the problems these 
  caused him. In one of the more notable instances, the 
  Duke was forced to pay the Royal Navy stationed in 
  Oldred, and subsequently refused to pay taxes to the 
  Crown because of the costs he incurred. This was the 
  start of a number of minor disputes between the Duke 
  and Archbold, and in the end the Duke paid very little to 
  no taxes. The King was furious and threatened military 
  action to collect taxes, while the Duke insinuated similar 
  threats in kind.  
   
  On top of all this, the Duke was also a friend and 
  supporter of the younger Prince Sewarndt, who later 
  attempted and failed to seize the throne from his father.  
   
  With the two leaders posturing and distracted, there 
  was an increase in criminal activities. All sorts of 
  smugglers and criminal elements have gained a foothold 
  throughout the Coastal Region, mostly centered in 
  Oldred where they play a careful game of cat and mouse 
  to avoid the Duke and to increase their own power. The 
  Duke does his best to balance the various power groups, 
  but sometimes fears he has lost complete control of 
  Oldred. Unfounded rumors off the street claim this has 
  caused him to seek other sources to bolster his power.  
   
  The Duke is quite politically adept, and upon 
  learning the full situation of Sewarndt's coup he 
  immediately set forth to Rel Mord where he presented 
  the new King Lynwerd with a respectable down-payment 
  on back taxes, and his sworn word of fealty. While the 
  new King was critical of the Duke, this act was sufficient 
  to allow him to retain the central portion of his lands. In 
  the end he lost most of the coastline which was placed 
  into the Eventide County and the northern portions of 
  his land beyond the point of Mithat bay, but was given 
  additional arable land to the north and northwest of his 
  original province.  
   
  Since then, the Duke has been striving to regain 
  control where he can. Soon after Lynwerd took the 
  crown, he married the Princess Lehiidi Coriner from the 
  Duchy of Urnst. Unfortunately, in the years since the 
  marriage no heirs have been forthcoming, although there 
  have been a few miscarriages. Much to the dismay of his 
  wife, the Duke has also not stopped his carousing ways. 
  When one of his children by other women is found, the 
  Duke usually has it sent outside his lands for fostering. 
  Oldred 
   
   
   
   
   
  Few cities in the civilized Flanaess are as corrupt as 
  Oldred.  It is without a doubt a den of iniquity of the 
  highest order.  Dominating the political landscape of this 
  port city are three crime families:  the Vardushis, 
  Caerizars, and Bayfields.  Together, they run nearly all the 
  major “businesses” of the city.  Each family is described in 
  more detail below. 
  Vardushi Family 
   
   
   
   
  The Vardushi Family is one of the most respected 
  families in Oldred, bearing a lesser noble title and a 
  knighthood for its head, Sir Elmain.  The family fortune 
  officially comes from shipping and receiving, and they 
  will ship almost anything.  Their interests now include 
  ownership of several gaming establishments, an 
  extensive bookmaking operation, management of several 
  ‘recreational’ houses, and of course, ‘street operations.’  
  The Vardushis are the largest of “the Three Families” and 
  by far the most benign; for the last two generations the 
  family has been moving towards total legitimacy, and 
  toward that end, have cut back street operations, 
  shutdown or sold many of their more extreme gambling 
  and pleasure houses, and have become far more selective 
  of their cargo.  Sir Elmain spent time in the Military early 
  in the war and later was tapped for service in the Royal 
  Intelligence Services, and his son, Margus, has followed 
  suit.  Both father and son are absolutely loyal to King 
  Lynwerd.  This loyalty has not endeared the family to 
  Duke Korenflass, but has helped immensely in their 
  move toward legitimacy. 
   
  The family is still involved in smuggling and will 
  ship cargos to just about any location with very few 
  questions.  However the primary ‘illegal’ cargos being 
  shipped by the family recently are weapons to the rebels 
  in Onnwal.  King Lynwerd is aware of, and even involved 
  in these efforts to arm the rebels, and due to their aid 
  with Onnwal, he and his tax collectors look the other way 
  in relation to their other shipments.     
  
  In the Streets of Oldred 
   
  Page 5 
   
  The heir apparent of the Vardushi family is 
  carousing first-born son, Margus.  The twenty-six year-old 
  is starting to receive pressure from both his parents and 
  his uncles to end his dalliances with employees and to 
  find a wife.  Thus he is now looking for a respectable 
  woman who would be an appropriate mistress of a great 
  house. 
  Caerizar Family 
   
   
   
   
  Led by Kolir Caerizar, the Caerizar family is the most 
  malicious of “the Three”.  Almost completely Suloise, 
  they claim to be descended from an ancient noble house, 
  but there is little evidence of the truth of such a claim.  
  The Caerizars have avoided political entanglements in an 
  effort to avoid making enemies.  The Caerizar family 
  controls several land-based shipping companies that have 
  regular commerce with the Duchy and County of Urnst.  
  They prefer to deal with Suel families, but are willing to 
  sell and trade with anyone.  Despite the profitable nature 
  of their shipping business, most of their money comes 
  from their activities in and around Oldred.  The Caerizar 
  family makes most of its money from the protection 
  rackets run by Ardrin Uhase, a young man who walked 
  away from the Scarlet Brotherhood. 
   
  The Caerizars own several small and discrete ‘houses’ 
  that specialize in unconventional carnal requests.  One of 
  the women of the family manages these houses and 
  personally takes care of several of the more important 
  customers. 
   
  The Caerizar family is most likely to deal with 
  opposition by means of quiet assassination rather than by 
  direct confrontation.  Opponents of the family have been 
  known to either have a night-time meeting with A’mic 
  Tael, the family’s head of security, or to be invited to a 
  dinner meeting that has been carefully catered by Lady 
  Athary.  Don Kolir Caerizar has fallen into public 
  disfavor, and has started to allow his son, Ivor, to assume 
  much control of the family’s affairs and public relations.  
  Iana, who is Ivor’s twin sister, became disenchanted with 
  the family and left Oldred at an early age to train at a 
  temple to Lydia in the Duchy.  She has recently returned 
  to Oldred as the manager of a small theater and a member 
  of the staff at the Temple to Lydia.  The youngest child, a 
  daughter, Salia, has taken to the family business and is 
  being trained by their mother, Lady Athary. 
   
  The Manilae Shipping Company is a partially owned 
  subsidiary of the Caerizar family, and Obo Toradan, a 
  cousin to the late Lady Amalthea Manilae, the current 
  manager of Manilae Shipping has recently taken over the 
  management of all of the Caerizar’s shipping business. 
  Bayfield Family 
   
   
   
   
  Led by Natania Bayfield and her husband, Arton—he 
  took the Bayfield name when he married into the 
  family—the Bayfields oversee almost all of the street 
  crime in Oldred and manage most of the general purpose 
  brothels.  They also exclusively market some special 
  gnomish liquors, which have a very loyal customer base. 
   
  For several generations, the Bayfields have held 
  control in several legitimate trades traditionally overseen 
  by guilds.  This guild mentality has also extended to how 
  the family is perceived and structured.  Natania and 
  Arton took over from her parents several years ago. 
   
  Despite 
  the 
  large 
  membership 
  and 
  diverse 
  operations of the family, the Bayfields are by far the most 
  vulnerable of the families.  Most of their ‘family 
  members’ are not much more than children or entry-level 
  thieves.  They have relatively few political ties and no real 
  muscle to defend their turf.  The Vardushi family has in 
  the past protected them, but that support has been drying 
  up.  Because of the quality of their entertainment 
  establishments, the Royal Navy has also protected them 
  from time-to-time.  The Bayfields maintain clean brothels 
  and girls, a fact that is appreciated by senior navy officers.  
   
  Additionally, the family has numerous important 
  and influential contacts that frequently can be relied 
  upon to provide notice of impending danger.  This 
  network of contacts and informants has helped them to 
  avoid direct confrontation with any of the major power 
  factions and has allowed them to survive and even 
  flourish. 
   
  The Bayfields have a better knowledge of the City of 
  Oldred than anyone else around.  They continue to be on 
  the move, with only the Bayfield Manor as a permanent 
  base of operations (which they keep absolutely free of 
  incriminating evidence.)  Their offices and safe houses 
  move frequently.  When official raids occur, the materials 
  are moved hours—even minutes—before authorities 
  arrive, with no evidence of how or to where they moved. 
  Torbaas Family 
   
   
   
   
  Unbeknownst to the big three crime families, there is a 
  new kid in town, and the power structure in Oldred is 
  about to change. The Scarlet Brotherhood has arrived, 
  and they have brought with them a new family to take 
  over the entire city. This is the Torbaas family, and as 
  malicious as the Caerizars are, they pale in comparison to 
  this house of brutality.  The plan at this stage is to quietly 
  get settled in Oldred and begin pitting the families 
  against each other.  Once they are all weakened taking 
  each other down, the Torbaases will make their decisive 
  strike to outright seize all power and eliminate the 
  Bayfields, Caerizars, and Vardushis once and for all. 
   
  To this end they have begun several insidious plots.  
  First, they have begun spreading rumors throughout the 
  city that the Vardushis have decided to oust the weaker 
  Bayfields in order to take over their businesses and gain 
  enough power to then take out the Caerizars.  Second, to 
  give credence to these rumors, they have poisoned 
  batches of the gnomish liquors the Bayfields sell in order 
  to make it appear the Vardushis are trying to destroy 
  consumer confidence in Bayfield products. Third, and 
  
  In the Streets of Oldred 
   
  Page 6 
  most disturbing, the Torbaases have brought in an 
  assassin of the Scarlet Brotherhood—a doppelganger 
  known as Nar who is posing as Vaccor, a former 
  mercenary of the Vardushis.   
   
  This creature has been killing prostitutes and some 
  of their johns, using Vaccor’s signature weapon:  a punch 
  dagger.  Again, this is done with the intent of driving 
  customers away from the Bayfields, as well as striking 
  terror into the hearts of the residents.  All of this should, 
  if the plan is successful, pit the Bayfields and Caerizars 
  against the Vardushis, destroy two of the Bayfield’s main 
  businesses, and divert attention away from the fact a new 
  family is in town, quietly insinuating itself into the city. 
  Scarlet Brotherhood  
   
   
  The Scarlet Brotherhood was—until recently—a secret, 
  apparently isolated power in the Flanaess. It came into its 
  own during the Greyhawk Wars, toppling governments 
  in a campaign of espionage, blackmail, and assassination.  
  Prior to revealing itself, the Brotherhood had planted 
  agents in the courts of rulers throughout the Flanaess.  
  The revelation of the order has caused much paranoia and 
  (often undeserved) exiles and assassinations within 
  circles of rulership. 
   
  It is believed the Scarlet Brotherhood controls the 
  whole of the vast Tilvanot Peninsula, from the 
  confluence of the Vast Swamp and Spine Ridge to the 
  immense tropical island of Lof Bosok, off the northeast 
  coast of the mainland. 
   
  The nation’s capital, Hesuel Ilshar, is said to be a 
  marvelous, walled city seldom seen by foreign eyes.  It is 
  hidden somewhere on the massive Okalasna Plateau and 
  ruled by one known only as His Peerless Serenity, the 
  Father of Obedience. 
   
  Prior to the last decade, few paid much attention to 
  the inhabitants of the Tilvanot Peninsula, save the folk of 
  Sunndi.  In 573 CY, however, red-robed ambassadors 
  from the south appeared in the courts of the Iron League. 
   Speaking in whispers, they offered their services to the 
  merchant lords, announcing themselves as peaceful 
  envoys of the Scarlet Brotherhood, representatives of the 
  kingdom of Shar, an Ancient Suloise word meaning 
  “purity.”  At the time, few connected the appearance of 
  these sagely, monastic advisers to the disappearance of 
  Prince Thrommel of Furyondy, or to any number of 
  political developments throughout the Flanaess. 
   
  As the Greyhawk Wars erupted in the north, the 
  agents of the Scarlet Brotherhood sent aid, advisers, and 
  weapons to the states of the Iron League, disguised as 
  succor from friendly nations. After buttressing Irongate 
  and Sunndi from the attacks of South Province, the 
  Brotherhood struck in the Lordship of the Isles, 
  replacing the reigning sovereign with his cousin, the 
  corrupted Frolmar Ingerskatti, who declared for the 
  Brotherhood, ceding the nation and its powerful navy to 
  the Scarlet Sign.  After assassinating twenty-seven of the 
  thirty Sea Princes in a single night, the Brotherhood 
  ensured its hold on the southern seaways. 
   
  Having gained enormous wealth, destroyed and 
  destabilized many of its enemies, and conquered Scant, 
  the capital of Onwal, the Brotherhood as a political entity 
  is now much, much more powerful than at any time 
  during its long history.  
   
  It is currently an enemy of Nyrond, as well as nearly 
  every other country in the Flanaess. 
   
  Followers of a philosophy established before the 
  Twin Cataclysms, the goal of the Brotherhood is clear:  
  espouse the cause of the Suloise race as rightful rulers of 
  the Flanaess.  Other races will serve as little more than 
  slaves on whose broken backs will be built an empire to 
  rival that of the ancient Suel. 
   
  The organization of the Brotherhood is divided into 
  three tiers, with monks at the pinnacle of the order, 
  followed in rank by assassins and thieves.  The leader of 
  the thieves is called “Elder Cousin,” that of the assassins is 
  known as “Foster Uncle.”  Lesser members of each order 
  are, respectively, cousins and nephews.  Conquered lands 
  are administered by a singular “shepherd,” usually a 
  monk, who enjoys nearly unassailable sovereignty but is 
  ultimately subservient to the Father of Obedience. 
  Adventure Summary  
  This scenario pertains to the rise of the Torbaas merchant 
  house in Oldred—the first step of the Scarlet 
  Brotherhood in their plans to take over the local 
  government.  Backed by the Scarlet Sign, House Torbaas 
  seeks to oust the Three Families, starting in this 
  adventure with the Bayfields.  Killing prostitutes and 
  their customers and poisoning the gnomish liquors, the 
  Torbaases initiate a two-pronged attack in order to usurp 
  control over these trades from the Bayfield family.  By 
  the end of the scenario, the Bayfields lose an enormous 
  amount of business influence in Oldred while the 
  Vardushis are painted as the power-playing villains. 
   
  Encounter Zero: Pick a Hook, Any Hook—PCs, 
  depending upon their background, receive notice of the 
  adventure.  Each will have different starting information 
  and goals based upon their guild affiliations.   
   
  Encounter One: The Orange Sky—PCs witness an 
  explosion in the Merchant District and try to put out a 
  fire. 
   
  Encounter Two: Sifting Through the Rubble—
  PCs examine the blast site and gather clues as to who or 
  what caused this explosion. 
   
  Encounter Three: Obligation—PCs draw the 
  attention of the escorts who were to ensure the bomb was 
  delivered to Drucilia’s and attack. 
  
  In the Streets of Oldred 
   
  Page 7 
   
  Encounter Four: Dead Ends—Not really an 
  encounter but a catch-all for stuff the PCs may want to do 
  but are dead ends. 
   
  Encounter Five:  Drucilia’s During the Day—
  PCs may wish to warn Drucilia that the bomb was 
  intended for her.  If so, here’s the encounter. 
   
  Encounter Six:  Red-light Districts—Gathering 
  information in these sections of town yields some useful 
  information. 
   
  Encounter Seven: Bayfield Manor—Like warning 
  Drucilia, the PCs may wish to talk with the rest of the 
  Bayfields. 
   
  Encounter Eight: Vardushi Manor—With all the 
  framing going on against the Vardushis, the PCs may also 
  pay a visit to the local knight. 
   
  Encounter Nine: Drucilia’s–the Dance—Tonight, 
  Drucilia hosts a big party and dance competition. 
   
  Encounter Ten: The Inevitable—A big bash is 
  happening, therefore some evil force must come and 
  attack everyone there.  This time, it’s bugbears. 
   
  Encounter Eleven: Sewer Crawl—If the PCs track 
  the main bad guy through the secret door in the kitchen 
  of Drucilia’s, they can find him in his secret lair with his 
  monk associates for the final fight. 
  DM Notes 
  Preparing for the Game 
   
   
   
  You will want to prepare for the game by reading this 
  scenario at least twice.  It is a complicated, non-linear 
  adventure that can get bogged down if you don’t know 
  what is going on.  Also, you will want to make sure you 
  have three copies of Player Handout #1: Preliminary 
  Information for each table you plan on running, as well 
  as multiple copies of the dance handouts. 
  Special Thanks 
   
   
   
   
  The author would like to give special thanks to Nyrond 
  resident Shannon Greene, whose tireless efforts in 
  keeping the Hero Forge Excel spreadsheet current and 
  Nyrond-compliant has made creating NPCs for all APLs a 
  breeze!  Thank you, Shannon!!! 
  Encounter Zero: 
  Pick a Hook, Any Hook 
  There are multiple beginnings to this scenario based on 
  meta-org affiliations individual PCs may have, and they 
  include His Majesty’s Secret Service, the Thieves’ Guild, 
  the Nyrond Navy, and residents of Oldred. There is a 
  handout for each. 
   
  The first thing you need to do is determine which 
  starting handout, if any, each player receives.  Due to the 
  sensitive roleplaying nature of the Thieves’ Guild and 
  HMSS, some players may wish to keep their affiliations 
  in these groups private—even in an out-of-character 
  context.  To facilitate gathering this information in a 
  manner that allows players to enjoy this privacy, follow 
  these steps: 
   
  Step 1:  Pass out Player Handout #1: Preliminary 
  Information, which allows the PCs to privately indicate 
  the various meta-orgs to which they belong. 
   
  Step 2:  After the players have filled out their 
  respective forms, collect them.  If the PCs indicate an 
  affiliation with any meta-org, verify the information in a 
  manner that doesn’t reveal anyone’s answers.  For 
  example, don’t just blurt out, “Show me the AR where 
  you qualified to become a Guild Thief.”  Use your best 
  judgment based on your personal knowledge of the 
  players, whether or not you should pull each aide 
  privately to review their documentation.  As special 
  benefits will be granted to PCs of certain meta-orgs at the 
  completion of this scenario, it is important to verify all 
  PCs are, indeed, actual members of these organizations.  
  Don’t let players cheat, either knowing or unknowingly.  
  It should be noted there has been confusion in the past 
  with players improperly claiming their PCs belonged to 
  HMSS when they, in fact, did not.  PCs belonging to 
  HMSS must have been authorized to join by the Triad 
  after a recommendation from an existing member—PCs 
  merely cannot ‘pay’ the required noble favors to instantly 
  belong to the meta-org. 
   
  Step 3:  Pass out Player Handouts 2–5 as necessary. 
  Handout No. 2 is for members of HMSS; No.3 is for 
  members of the Thieves’ Guild; No. 4 is for the Nyrond 
  Navy; and No. 5 is for anyone who considers Oldred their 
  character’s hometown.  If a PC qualifies for more than 
  one meta-org (e.g., she is a member of the Oldred 
  Thieves’’ Guild, HMSS, and a resident of Oldred), issue 
  that player all starting information sheets that apply. 
   
  Step 4:  Allow the PCs time to read their starting 
  information before proceeding to Encounter One.  Some 
  players may want to immediately find out additional 
  information on Oldred via bardic lore or Knowledge 
  (Local-Nyrond & Environs).  If so, go ahead and 
  adjudicate those rolls at this time.  Characters with the 
  bardic lore ability or the Knowledge (Local-Nyrond & 
  Environs) skill may make respective checks against a DC 
  of 15 (if they have both skills, they may make two rolls).  
  If either roll is successful, give the PC Player Handout #5 
  – Starting Information for Residents of Oldred.  Do not 
  allow characters to start the game already having cast 
  divination or similar spells, since all such things must be 
  done during the game, consuming spell slots of the 
  current day’s allotment. 
  
  In the Streets of Oldred 
   
  Page 8 
  Encounter One: 
  The Orange Sky 
  If you are running this scenario blind and jumped 
  straight to Encounter One to begin, go back to Encounter 
  Zero immediately preceding this entry and distribute the 
  Player Handouts as indicated. 
   
  Before proceeding with Encounter One, inform the 
  players that this adventure starts in the city of Oldred 
  about an hour after sunrise and have those players who 
  prepare spells select the spells they will have had 
  memorized at that particular time of day.  Also inform 
  casters they may begin the game with long-term spells, 
  such as mage armor and detect scrying, active, as if they had 
  just cast them a few minutes ago (presumably after 
  getting up and praying or studying their spellbooks for 
  an hour).  The only spells that may be so pre-cast are 
  those that have a duration of 1 hour per level or longer.  
  No other spells or non-permanent effects may be active 
  when Encounter One begins. 
   
  Traveling together:  Have the players indicate 
  which of their PCs are specifically traveling together at 
  the start of the game. 
   
  Animals:  The streets of this busy port city are 
  narrow and winding, and therefore animals larger than 
  Medium size are not allowed to wander about. PCs with 
  animal companions and other pets of that size must have 
  them stabled at either the docks or near the city gates, the 
  cost of which is considered to have been paid with 
  upkeep.  If PCs are insistent on keeping their animal 
  with them, they must have it caged.  Wheeled cages for 
  Large animals can be rented for 1 gp a day, and it takes a 
  move action to open the latched door.  No cages for Huge 
  or larger animals are available, and such creatures must be 
  stabled.  Only titled nobles and naval officers of rank 
  Leftenant/Master Chief or higher may legally defy these 
  city laws. 
   
  When everyone is ready to officially start, read or 
  paraphrase the following: 
  The City of Oldred attracts people from far and 
  wide.  On the one hand, it is a bustling port that is 
  home to one of Nyrond’s three naval fleets.  On the 
  other hand, it is a dark and almost sinister place, its 
  narrow, winding streets perpetually cloaked in 
  shadows.  They say a lot goes on in Oldred—a lot 
  that occurs out of the sight of most.  The reasons 
  people come here vary. 
   
  Indeed, you have found your way to Oldred for 
  one reason or another.  Maybe you arrived here last 
  night, intent on looking for work.  Maybe you are 
  just passing through to Rel Mord or Mithat.  Maybe 
  you just live here and are simply living out your life 
  amongst the salty, fog-laden air and cries of seagulls. 
   
  Whatever the reasons, this morning you are in 
  the city in the merchant quarter.  An hour has 
  passed since sunrise, and half the town has already 
  been hard at work for more than triple that time.  
   
  There is an excitement in the air, as the locals 
  buzz about tonight’s social event of the season.  
  Apparently, there is going to be a dance at one of the 
  finer brothels, Drucilia’s Darlings, and all townsfolk 
  are invited.  Word has it that Drucilia enjoys an 
  eclectic mix of guests for such events to keep them 
  interesting.  The notices posted about the town are 
  accompanied by criers, announcing the dance to the 
  illiterate. 
  [Pass out Player Handout #6: Posted Notice] 
  At about this moment, the deafening boom of a 
  massive explosion rips through the air, and a 
  billowing mass of orange fire mushrooms upward 
  from a few blocks away.  Shingles and thatching are 
  blasted off the rooftops of nearby buildings, as a 
  shockwave emanates outward in a circular pattern.  
  After a mere second of silence, a chorus of screams 
  issues forth from everywhere.  Chaos is beginning 
  its reign. 
  A bomb of sorts commissioned by the Torbaas family has 
  just detonated in the Merchant’s District. It was hidden 
  in a cart and on its way to Drucilia’s Darlings to be ignited 
  during tonight’s event, intended to kill most of the 
  Bayfield family and their guests.  The unstable alchemical 
  concoction, however, prematurely exploded when the 
  cart was jostled while passing over a pothole.  The blast 
  itself has just utterly destroyed the four buildings on 
  either side of the street and killed 52 people.   
   
  A fire now rages in the area, imperiling 25 more 
  people trapped in surrounding burning buildings who all 
  perish over the course of the next 5 minutes unless saved. 
   
  Getting to the blast site:  The PCs will most likely 
  all be clamoring to get to the blast site in order to help 
  put out the fire.  Getting there by foot will be difficult, as 
  the streets are filled with panicked townsfolk.  If the PCs 
  are in separate groups at the start of the game, presume 
  each group can get to the site in 4 rounds from their 
  respective locations.  To keep the math simple, spells that 
  enhance movement, such as expeditious retreat and haste 
  cut these times in half. 
   
  Refer to Appendix #C – Map of Explosion Site  
   
  If no PC bothers to show up after 5 minutes, the 
  town’s fire brigade arrives and puts out the fire. No 
  experience points are awarded for this encounter, and 
  good-aligned PCs should have a notation made on their 
  AR if their refusal to go to the blast site was willful. 
   
  The dying townsfolk:  Every round after the initial 
  blast occurs, one of the 25 townsfolk trapped in a burning 
  building dies.  This likely means a notable number of 
  these townsfolk will sadly perish, and this is not a 
  reflection on the PCs’ ability to react quickly.  Rather, 
  these townsfolk should be considered essentially goners 
  
  In the Streets of Oldred 
   
  Page 9 
  from the get-go, and parties who manage to save them are 
  actually quite exceptional. 
   
  Entering a burning building:  If the PCs suspect 
  there are trapped survivors in the burning buildings, they 
  may wish to run in to save them.  Each round a PC is in a 
  burning building, roll 1d10 and consult the table below 
  to determine what happens.  Adjudicate specifics as you 
  see fit.  For example, a flying character would not suffer 
  the effects of his foot breaking through the floor.  In such 
  circumstances, nothing specific happens that round.   
   
  Where it indicates in the table a survivor is 
  ‘encountered,’ it is considered to be at the PC’s feet.  
  Survivors weigh 100 +4d20 pounds and are of an age and 
  gender you determine.  They all must be carried or 
  dragged out to be saved.  None are able to walk on their 
  own.  A PC must travel a cumulative total of 30 feet up 
  and down stairs, through hallways, and around debris to 
  exit a burning building.  His movement rate determines 
  how many rounds it takes to get outside, and he must still 
  roll on the below table each round until then.  It is 
  possible to be carrying one survivor and encounter others 
  on the way out. 
   
  If a PC communicates to his party members the 
  location of a survivor he has encountered, the other party 
  members, on their respective turns, may add 4 to their 
  roll on the below table to save that specific survivor. 
   
  Unless he is holding his breath, each round a PC 
  begins his turn in a burning building, he suffers a die of 
  fire damage from the intense heat equal to the APL (1d6, 
  1d8, 1d10, or 1d12 points of fire damage, respectively).  
  Also, he must make a Fortitude save (DC 15 +1 per 
  previous check) or spend that round choking and 
  coughing.  Crawling on the floor grants a +4 
  circumstance bonus to the save.  A character who chokes 
  for 2 consecutive rounds takes 1d6 points of nonlethal 
  damage.   
  1d10 
  Result of Searching in Buildings 
  1 
  PC’s foot breaks through the weakened floor, 
  causing 1d2 point of damage and ensnaring 
  him unless he makes a Reflex save DC 12.  
  Each round thereafter, trapped PC may spend 
  his turn to attempt an Escape Artist or 
  Strength check DC 10 to free himself. 
  2 
  Falling timbers crash down on PC.  Reflex 
  save DC 14 or suffer 1d6 fire and 1d6 
  bludgeoning damage. 
  3 
  Path ahead is a narrow strip of floor with fire 
  raging on either side.  PC must make a 
  Balance check DC 15 to continue unscathed, 
  otherwise she suffers 2d6 fire damage.  
  Refusal to walk down path ends PC’s turn. 
  4—6 
  Nothing specific happens. 
  7 
  If PC fails a DC 11 Listen check, nothing 
  specific happens.  Otherwise, he hears 
  muffled coughing and can begin moving 
  toward survivor.  On his next turn, he 
  automatically encounters a survivor as if he 
  had rolled a 10. 
  8 
  If PC fails a DC 14 Spot check, nothing 
  specific happens.  Otherwise, she encounters 
  a survivor. 
  9 
  PC spots a coughing survivor a short distance 
  away and can begin moving closer.  On his 
  next turn, PC automatically encounters a 
  survivor as if he had rolled a 10. 
  10 
  PC encounters a survivor. 
   
   
  Putting out the fire:  For every cold- or water-based 
  spell the PCs cast with the intent to put out the fire, such 
  as create water, sleet storm, cone of cold, etc., they extinguish 
  part of the fire.  Each spell has a ‘fire index’ equal to the 
  spell’s level +1. When enough spells have been cast 
  whose aggregate fire index totals 20, the fire is 
  considered extinguished, and no more people perish in 
  the buildings.  A water elemental’s Drench ability has a 
  fire index of 3.  A quench spell or similar magic 
  specifically intended to extinguish fire cast in the center 
  of the burning area puts out all fires instantly and saves 
  all the remaining trapped townsfolk.  After 5 minutes, if 
  the PCs have not yet put out the fire, the town’s fire 
  brigade arrives and does the job. 
   
  Moving on:  Once the fire is out, proceed to 
  Encounter Two: Sifting through the Rubble. 
  Encounter Two: 
  Sifting Through the Rubble 
  The fire now extinguished, the air is filled with an 
  unbearable stench of burned flesh.  Smoldering 
  remains are everywhere, and various townsfolk tend 
  to the quietly sobbing survivors.  A shallow crater 
  taking up the entire width of the street seems to 
  indicate the epicenter of the explosion.  The 
  surrounding eight buildings have all been gutted—
  most likely from the initial blast as opposed to the 
  subsequent fire. 
  Should the PCs decide to search the area for clues, 
  consult the following, referencing the DM map of the 
  area as needed: 
   
  Corvos, the driver: 
    The driver of the cart was 
  Corvos Pennery, an innocent man who was hired to 
  deliver the bomb, which was contained in a 3’ x 3’ 
  wooden box.  Corvos’ hideously burned corpse is 
  indicated on the DM map of this area.  It is lying face 
  down against a building.  All his hair and the back of his 
  shirt have been burned away.  If the body is turned over, 
  the PCs notice the front of it is less charred, having not 
  taken the full brunt of the blast.  If the PCs search the 
  
  In the Streets of Oldred 
   
  Page 10 
  corpse, they find a coin pouch containing 12 sp and 20 
  cp, as well as a parchment on which is written, “Drucilia’s 
  Darlings, back entrance.  FRAGILE!!!” 
   
  If speak with dead is cast upon Corvos’ corpse, it gets a 
  Will save (Wil +3) if the caster is not True Neutral in 
  alignment.  The corpse  states he was a self-employed 
  delivery man and was hired by Valtont Vardushi to 
  deliver the crate to Drucilia’s Darlings, carefully placing 
  the crate at the rear entrance to the building and covering 
  it with a large piece of dirty canvas. 
   
  Valtont, however, was not Corvos’ employer in 
  actuality, but it is what the corpse believes to be true.  
  (Valtont is the brother of Sir Elmain, the leader of the 
  Vardushi family.)  What really happened was Nar, the 
  doppelganger agent of House Torbaas, assumed the form 
  of Valtont and approached Corvos to deliver the package, 
  but no one but Nar knows this. 
   
  If the PCs want to ask Corvos’ corpse about where he 
  lived, etc., and go on a side quest to comfort or 
  compensate his widow, adjudicate as time permits. 
   
  The Cart and Bomb:  The cart has been completely 
  destroyed, and its splintered remains consumed in the 
  fire.  The same goes for the crate containing the 
  explosive.  The stench of burned flesh is so 
  overwhelming in the air that other smells are obscured.  
  PCs with ranks in Craft (Alchemy), however, have a 
  heightened awareness of certain things.  Secretly make 
  Craft (Alchemy) checks for each applicable PC searching 
  the area against a DC of 10+APL (16, 18, 20, and 22, 
  respectively).  Those who succeed recognize the unique 
  odor of an accelerant, similar to alchemist’s fire, which is 
  derived from certain trees that grow only in the southern 
  reaches of the Flanaess.  (This is an obscure clue as to the 
  involvement of the Scarlet Brotherhood.) 
   
  Witnesses:  If the PCs question the survivors being 
  tended to by other townsfolk, they find two independent 
  witnesses.  One is Tourina Bavel, a middle-aged Oeridian 
  human seamstress who was emptying a chamber pot 
  from a second-storey window several buildings down.  
  The other witness is a now-deafened urchin boy by the 
  name of Adan who was walking down the street towards 
  the cart at the time of the incident.  
   
  Both state they saw the cart hit a pot hole, and how 
  the crate was tossed into the air slightly, detonating as it 
  came down.  The boy has been deafened by the blast, 
  however, and blood and soot cover his face. Until his 
  hearing can be restored with a remove blindness/deafness 
  spell, he is unable to provide any evidence. 
   
  The gutted buildings:  The PCs may draw the 
  conclusion one of the eight gutted buildings was the 
  intended target of the bomb.  This is, of course, not the 
  case.  Nevertheless, if the PCs inquire as to what sort of 
  businesses were here, the locals inform them this is the 
  garment area of the Merchant District, and the destroyed 
  buildings housed business catering thereto. 
   
  Moving on:  After the PCs finish searching this 
  area, proceed to Encounter Three: Obligation. 
  Encounter Three: 
  Obligation 
  This encounter occurs after the PCs have decided they’re 
  finished investigating the site of the explosion and are 
  preparing to leave.  If they never bothered to search 
  around for clues, then skip this encounter, as the thugs 
  do not consider the PCs threats to their master’s plans. 
  As would be expected, your investigation at the site 
  of the explosion has drawn the attention of dozens 
  of townsfolk who have been curiously looking on.  
  People both young and old look out from upper 
  storey windows, from doorways, and from around 
  corners. 
  If ever there was a place in the Flanaess for an obligatory 
  thug attack, the City of Oldred is it.  In this particular 
  instance, however, the thugs that have gathered at the 
  site of the explosion are not random encounters; they 
  were following the cart at a distance to make sure the 
  bomb was delivered to its destination, Drucilia’s Darlings. 
   The thugs were instructed to kill anyone interfering in 
  the delivery of the bomb and by extension decide to kill 
  the PCs for merely noseying around.  As street killings 
  are a way of life here, few eyebrows are raised. 
   
  When you decide combat should begin, have each 
  PC make a Sense Motive check.  This is an opposed roll 
  against the thug leader’s Bluff check, which you make at 
  this time, as he prepares to issue the surreptitious order 
  to attack.  The thug leader’s Bluff score is APL 6: +6, APL 
  8: +10, APL 10: +11, and APL 12: +12.  This roll is to 
  determine which PCs, if any, may act in the surprise 
  round. 
   
  This encounter is designed with the understanding 
  each thug will have his own initiative number.  Having 
  all the bad guys arbitrarily go on the same initiative 
  number makes the encounter more dangerous than it 
  was intended to be, as their devastating sneak attacks can 
  easily send conscious PCs to below –10 hps before others 
  can intercede with healing. 
   
  If any PC beats all the bad guys in imitative, he may 
  avert the combat altogether by making a rushed 
  Diplomacy check (a full-round action with a –10 penalty 
  on the check) with a DC of 35, shifting the thugs to 
  ‘friendly’ in attitude.  Anything less is insufficient to 
  prevent them from following their orders and denying 
  their vile nature.  Averting combat in this way is 
  considered to have beaten the encounter, and full XP 
  should be awarded.  Thugs beaten in this way do not 
  volunteer the information in “Development,” below, 
  however. 
  
  In the Streets of Oldred 
   
  Page 11 
  APL 6 (EL 9) 
  � Snatcher:  Male Human Rog-1/Ftr-4; hp 35.  See 
  Appendix Two 
  � Thugs (3):  Male Human Rog-5; hp 27 ea.  See 
  Appendix Two 
  APL 8 (EL 11) 
  � Snatcher:  Male Human Rog-3/Ftr-4; hp 45.  See 
  Appendix Two 
  � Thugs (3):  Male Human Rog-7; hp 37 ea.  See 
  Appendix Two 
  APL 10 (EL 13) 
  � Snatcher:  Male Human Rog-3/Ftr-6; hp 59.  See 
  Appendix Two 
  � Thugs (3):  Male Human Rog-9; hp 47 ea.  See 
  Appendix Two 
  APL 12 (EL 15) 
  � Snatcher:  Male Human Rog-3/Ftr-8; hp 73.  See 
  Appendix Two 
  � Thugs (3):  Male Human Rog-11; hp 57 ea.  See 
  Appendix Two 
  All APLs have the three thugs Tal, Zamar, and Beggar, 
  plus the leader, Snatcher.  Their respective stats are listed 
  in Appendix A—Stat Blocks. 
   
  Tactics:  All 4 villains have an arrow poisoned with 
  large scorpion venom (1d6 Strength damage, primary and 
  secondary).  In the first round of combat, the thugs shoot 
  these arrows, sneak attacking if within 30 feet, at the two 
  PCs whom they consider to have the highest Strength.   
   
  Their intent here is to cripple the tanks and deny 
  them the ability to Power Attack should the poison 
  reduce their strength below 13.  (This also wipes out all 
  other feats with Power Attack as a prerequisite.)  The 
  strength drain may also lead to sudden encumbrance, 
  thereby denying the ability to run and Tumble.  At APL 
  12 tables, the thugs also cause 2 points of Strength 
  damage with each sneak attack. 
   
  In the second and subsequent rounds of combat, the 
  three thugs—all of whom have worked as a team for 
  years—draw their short swords and rush up to take down 
  unarmored PCs, thinking them to be mages.  They are all 
  intelligent and use superior tactics in flanking and 
  feinting.  Indeed, as they can feint as a move action, they 
  do so every round if they lack a flank.  These thugs are 
  experienced and smart enough to avoid wasting flanks on 
  PCs who are obviously immune, such as barbarians and 
  other rogues. 
   
  The leader, Snatcher, on the other hand, does not 
  wade into melee specifically to sneak attack.  Rather, he 
  enters the fray in order to provide a flank for the thugs 
  and keep the tanks disarmed and/or tripped with his 
  trusty flail.  He gained his appellation “Snatcher” from his 
  ability to snatch disarmed weapons from the air and 
  whack their original owners with them.  In subsequent 
  rounds, he usually shoves snatched weapons into his belt 
  (a move action), so he can disarm and snatch another.   
   
  Snatcher and any thug flee to an unspecified safe 
  house if they are down to single-digit hit points (1–9) or 
  are themselves the last man standing.  Use the Evasion 
  and Pursuit rules in the DMG p. 20 to adjudicate their 
  escape.  If Snatcher has managed to snatch and retain any 
  PC weapons, he sells them on the black market later that 
  night unless he’s tracked down and defeated.  PCs with 
  locate person, locate object, exceptional tracking ability, etc. 
  are capable of finding where the bad guys flee to.  If the 
  PCs press the issue—as most missing an 18,000 gp 
  weapon will—run an additional encounter that occurs in 
  a nondescript building 15’ x 15’ in size somewhere in the 
  slums.  Adjudicate as necessary, but only include the 
  surviving bad guys from the initial encounter; do not add 
  more opponents. 
   
  Development:  The thugs and Snatcher are low-
  lives-for-hire who have preyed upon people all over the 
  coastal region for years.  They think they were hired by 
  an intermediary of the Vardushi family to follow Corvos’ 
  cart and make sure the bomb was delivered to Drucilia’s 
  Darlings.  In actuality, they were hired by Nar, the 
  doppelganger spymaster in one of his countless disguises. 
   
  If the thugs are caught and interrogated, they refuse 
  to provide any information unless the interrogator 
  succeeds in an Intimidate check against them.  (PCs 
  make an Intimidate check opposed by a thug’s level 
  check.)  If the thugs are interrogated together, PCs may 
  make only one check against the group, as the thugs feel 
  more confident together.  Since the thugs are all the same 
  level, it doesn’t matter which one makes the level check 
  for their group.  If the thugs are interrogated separately, 
  however, an intimidate check may be made against each 
  of them. 
   
  Even if the Intimidate check is successful, the thugs 
  are going to unknowingly provide false information (an 
  intermediary in the employ of the Vardushis hired them 
  to ensure the delivery of the cart to Drucilia’s Darlings), 
  but they believe it to be true.  This further paints the 
  Vardushis as the bad guys.  The thugs can visualize the 
  nameless intermediary and even help the PCs draw a 
  picture, but this is a waste of time, since Nar was using 
  the visage of some forgotten beggar he met in Rel Astra 
  decades ago. 
   
  Moving on:  After the fight with the thugs, the 
  scenario drops out of linear mode.  The PCs may decide 
  to go to any number of locations based on their own 
  starting information.  As this scenario takes place in a 
  city, and there is a lot to explore and consider, all the 
  
  In the Streets of Oldred 
   
  Page 12 
  irrelevant yet prominent places are handled in Encounter 
  Four: Dead Ends. All other locations with notable 
  information to add are Drucilia’s during the day 
  (Encounter Five), the red-light districts (Encounter Six), 
  and the manors of the Bayfields and Vardushis (Seven 
  and Eight, respectively).  Proceed to those respective 
  encounters as necessary.  At 9:00 pm, the dance at 
  Drucilia’s begins (Encounter Nine). 
   
  If the PCs have not discussed amongst themselves 
  the plan to specifically visit any of the red light districts, 
  run Encounter Six anyway at some point before the 
  dance, as they will invariably have to pass through at least 
  one such location to get to anywhere in Oldred.  
   
  PCs may also want to go to various establishments 
  and Gather Information.  If so, adjudicate as necessary, 
  without giving away information no one but the 
  Torbaases and/or Nar have. 
  Encounter Four: 
  Dead Ends 
  A non-linear scenario based in a city that is crawling with 
  suspicious people and places can easily get way off-track.  
  This encounter deals with the major yet irrelevant 
  locations PCs might want to investigate. 
   
  Duke Regurd Korenflass:  The Duke of Korenflass 
  lives in this impressive manor with his wife, Princess 
  Lehiidi Coriner from the Duchy of Urnst.  Both are out 
  of town, however, and their loyal staff refuses PCs entry 
  into their estate. 
   
  The City Watch:  PCs may wish to run to the City 
  Watch with evidence that the bomb was intended to be 
  delivered to Drucilia’s Darlings.  The lawkeepers, nearly 
  all of whom are themselves crooked, appear appreciative 
  of the information and indicate they will investigate the 
  matter further after they have finished with the dozens of 
  other murders, robberies, and similar crimes piled on 
  their desks. 
   
  Caerizar Estate:  If the PCs try to question the 
  members of the Caerizar estate, they are rebuffed. The 
  family is extremely guarded about their tenuous standing 
  in Oldred and do not want to give advantage to any other 
  family during this crisis.  
  Encounter Five: 
  Drucilia’s, During the Day 
  The building before you is clearly the largest and 
  nicest on the block.  It rises three stories and sports 
  full length picture windows on the ground floor.  
  Each window looks into a cozy room with a single 
  red velvet-upholstered chair, as if it were a display 
  case of sorts.  Entrance into these rooms is from 
  doors on the far, interior walls.  They are otherwise 
  empty.  Other windows on the building are visible 
  on the upper stories, but they are glazed in opaque, 
  colored glass. 
   
  A large merchant’s shingle hangs near the 
  ornate front door.  It bears the carved image  of a 
  woman coyly biting her lower lip.  Surrounding her 
  are smaller images of attractive woman, each in 
  various poses of merriment.  A notice posted on the 
  front door reads, ‘Closed until dance tonight, nine 
  o’clock. 
  The PCs may come to Drucilia’s during the day—
  especially if they recovered evidence that the bomb was 
  intended to be detonated there.  If so, they find the 
  establishment closed.  Knocking on the door yields no 
  response, as the workers inside purposefully ignore it. 
   
  If the PCs try to break in, the lock on the door is 
  ‘amazing’ with an Open Lock DC of 40.  The same goes 
  for the lock on the back entrance.  The doors are 
  considered ‘strong wooden’ and have hardness of 5, 20 
  hps, and break DC of 23.  If the PCs start bashing in the 
  door or windows, various workers rush to intercede.  
  Same holds true if the lock is picked and PCs enter the 
  establishment. 
   
  The workers encountered are prostitutes of 
  Drucilia’s.  They are busy decorating the place for the 
  dance tonight.  If the PCs succeed at either a DC 20 
  Diplomacy check or an Intimidate check versus an NPC 
  level of 4 with no Wisdom modifier, they convince the 
  staff to summon Drucilia Nailo, who is upstairs taking a 
  nap. 
   
  If the party informs Drucilia of the attempted attack, 
  she angrily explains how the Vardushi family used to 
  sometimes protect her own family, the Bayfields, but 
  now word on the street is that the Vardushis are trying to 
  wipe out her family and take over their businesses. 
   
  Unless somehow magically compelled otherwise, 
  she insists on continuing with her dance tonight.  It is 
  very important for her family to maintain business as 
  usual, so the Bayfield name can be upheld.  As soon as the 
  seedier side of the city smells fear, all respect will be lost, 
  and the Bayfields will be done for without any further 
  interference by the Vardushis.   
   
  Drucilia invites the PCs to attend the dance if they 
  want to keep an eye out for and help defend against any 
  further assassination attempts.  She also informs them a 
  prize will be awarded to the couple who wins the dance 
  competition.  If the PCs inquire as to what the 
  competition will entail, she politely declines to answer, 
  explaining it would be unfair to the other participants 
  not so informed. 
   
  PCs can discover the prize to be a case of exquisite 
  Gnomish liquors if they magically compel Drucilia to 
  reveal it or trick her via detect thoughts or other similar 
  means.  No Diplomacy check can convince her to reveal 
  the prize, though a successful Intimidate check (her 
  opposed roll would be 1d20+7), convinces the madam to 
  
  In the Streets of Oldred 
   
  Page 13 
  spill the beans.  Intimidating Drucilia, however, is an 
  aggressive action, and her behavior towards the party 
  reflects that later (see Intimidate, PHB).  Roleplay that 
  change as is appropriate. 
  � Drucilia’s Darlings (23):  Female Expert-4; hp 18 
  each; Wil +4.  19 Oeridian humans, 1 Flan human, 1 
  half-high elf/half-Oeridian human, 1 gnome 
  � Drucilia:  Female half-elf Brd-6; hp 32. 
  Encounter Six: 
  Red-light Districts 
  [If the PCs have not discussed amongst themselves the 
  plan to specifically visit any of the red light districts, run 
  Encounter Six anyway at some point before the dance, as 
  they will invariably have to pass through at least one such 
  location to get to anywhere in Oldred.] 
  The street lamps in this section of town burn with 
  continual flames tinted red.  The crimson hues 
  dancing off the surrounding buildings create an 
  ambiance that is unmistakably carnal in nature.  
  Painted ladies with tightly corseted waists walk 
  about with no apparent destination in mind.  Some 
  of them call out invitingly to male passers-by. 
  There is no single red-light district in Oldred.  Rather, 
  there are many such places within each area of town.  The 
  city has no laws against this activity, and, in fact, 
  encourages it as a source of tax revenue.   
   
  The ladies walking about today, however, are rather 
  nervous, although they try to hide it.  PCs may make 
  Sense Motive checks opposed by the street workers’ Bluff 
  checks (presume a Bluff score of +0) to recognize this 
  unease. 
   
  If interrogated, the prostitutes relate how a good 15 
  or so fellow harlots have been murdered in the past few 
  weeks—some at various Bayfield establishments, others 
  on the streets themselves.  Strangled and stabbed they 
  say.  If pressed for further information, they relate how it 
  is rumored a stocky man with a tattoo on his cheek of a 
  scimitar piercing a heart is the one who has been killing 
  the women.  (This is a description of Vaccor, the former 
  employee of the Vardushi family.  In reality, the evil 
  doppelganger Nar has been taking this identity and 
  murdering the women in it, though no one but he and 
  the leaders of House Torbaas know this.) 
   
  If pressed for information about the Bayfields, the 
  prostitutes indicate how the family is known to employ 
  the cleanest girls, which the navy appreciates—at least 
  until late.  Word on the street is that the navy has ordered 
  all seamen to no longer patronize the harlots after some 
  of their men were murdered along with the women. 
   
  The 
  Bayfield 
  prostitution 
  operations 
  include 
  everything from street-walkers to lavish whorehouses.  
  These particular street-walkers are not employed by the 
  Bayfields, though they’d like to be.  Drucilia’s Darlings is 
  the crown jewel of Bayfield brothels and is personally 
  run by Drucilia Nailo, a half-elf member of the family.  
  Tonight is a dance that is supposed to be the event of the 
  season. With all the killings of late, however, tensions are 
  high. 
  Encounter Seven: 
  Bayfield Manor 
  The graceful lines of a large manor’s rooftop soar 
  above the sturdy wall surrounding it.  A good 20 or 
  so well-armed men can be seen or heard patrolling 
  the grounds.  A massive gate leading into the 
  compound is currently closed and secured.” 
  The Bayfield manor is currently locked down, due to the 
  perceived threat from the Vardushi family.  They have 
  secured the services of some tough mercenaries to 
  defend their compound for the time being.  Should PCs 
  try to break in or infiltrate the compound, warn them 
  that the area looks to be heavily surveyed and patrolled, 
  and any attempt to sneak in would likely result in failure.  
   
  If they insist on sneaking in, 2d8 guards are in a 
  position to make Spot checks at any given time. The Spot 
  scores for the guards are +11.  If the PCs are spotted, the 
  guards raise an alarm and attack. See Appendix A – Stat 
  Blocks for the particulars of the guards.  No XP are award 
  as a result of this combat. 
   
  If the PCs approach the gate they notice a chain that 
  can be pulled to ring an attached bell.  Doing so brings an 
  attendant over named Phennus Lavery (“Master 
  Phennus”) who asks the PCs business.  If the PCs wish to 
  discuss the matter, Phennus politely turns them away.  
  (The Bayfields do not want to appear frightened or in 
  need of much help, as their street operation require a 
  certain level of toughness.)  Should the PCs press about 
  helping, the attendant advises them to attend Drucilia’s 
  dance, which will undoubtedly be a target of the killers. 
  � Phennus Lavery:  Male human Expert-3; hp 14; 
  Wil +4. 
  Encounter Eight: 
  Vardushi Manor 
  “An impressive bronze shield bearing the enameled 
  heraldry of a Nyrondese noble is mounted on the 
  gate leading into this beautiful compound.  Uniform 
  trees line a path that winds from the closed gate to 
  the manor proper.  An attendant can be seen on the 
  other side of the gate, as well as several others 
  patrolling the grounds.” 
  As the Vardushis are being framed for the murders of the 
  Bayfield prostitutes and the explosion in the Merchant 
  District, they are on alert for reprisal attacks.  By the same 
  
  In the Streets of Oldred 
   
  Page 14 
  token, they want to make it emphatically clear they have 
  had nothing to do with such things. 
   
  Should the PCs come to their compound and begin 
  inquiring as to the situation, Sir Elmain himself sees 
  them in his chambers, willing to plead his innocence.  He 
  explains he doesn’t know who is behind the attacks and 
  insists his family is being famed.  He has no proof to back 
  up his innocence, but he asks the PCs to go to Drucilia’s 
  dance and try to find out more information.  He explains 
  that a wide cross-section of the town will be there, from 
  dock workers to aristocrats.  Certainly someone will 
  know what is going on.  Also, there may be an attack at 
  the party to further ruin the Bayfields.  The PCs presence 
  may help protect the innocents. 
   
  Sir Elmain is a knight of the realm and therefore 
  enjoys status as a noble.  Only PCs with campaign 
  documentation establishing a higher rank of nobility can 
  order Sir Elmain to surrender to authorities.  Otherwise, 
  he does not comply to such demands, as he is innocent, 
  and he fears turning himself in would jeopardize the rest 
  of his family. 
   
  Should the PCs wish to attack him personally, have 
  them make a Diplomacy and/or Knowledge (Nobility) 
  check DC 15.  If either check succeeds, they know doing 
  so would be outside their authority unless they have 
  campaign documentation that allows them to attack 
  nobles with authority.  Any PC without such authority 
  who attacks Sir Elmain will be later tried for a Grievous 
  Crime.  Their character will be executed and 
  permanently removed from play.  This result is 
  appealable only by the Nyrond Triad directly. 
  Encounter Nine: 
  Drucilia’s – The Dance 
  The building before you is clearly the largest and 
  nicest on the block.  It rises three stories and sports 
  full length picture windows on the ground floor.  
  Each window looks into a cozy room with a single 
  red velvet-upholstered chair, as if it were a display 
  case of sorts.  Entrance into these rooms is from 
  doors on the far, interior walls.  They are otherwise 
  empty.  Other windows on the building are visible 
  on the upper stories, but they are glazed in opaque, 
  colored glass. 
   
  A large merchant’s shingle hangs near the 
  ornate front door.  It bears the carved image  of a 
  woman coyly biting her lower lip.  Surrounding her 
  are smaller images of attractive woman, each in 
  various poses of merriment.  The words ‘Drucilia’s 
  Darlings’ are carved in graceful letters across the 
  top. 
   
  Many people of varying economic backgrounds 
  mill about here, waiting to get in. Nobody seems to 
  be wearing armor heavier than leather, and no one 
  seems to have weapons larger than daggers at their 
  side.  An occasional guest has a rapier.  The sounds 
  of lively music can be heard from inside, 
  accompanied by laughter and talking. 
  There are about 100 people outside waiting to get in.  
  They range in age from teens to octogenarians and come 
  from every apparent economic background.  The 
  wealthier attendees seem to have no problems associating 
  with the scummier guests, freely conversing with all. 
   
  Roughly one third of the attendees detect as evil, all 
  of whom have an aura strength of ‘faint.’  Ten attendees 
  radiate good, also all faint.  None of the gathered is a bad 
  guy or has any knowledge of the impending attack.  
  They’re all here for the social event of the season and 
  can’t wait to find out what the grand prize is for the dance 
  competition.  (All the bad guys are hiding in the sewers 
  far below.) 
  The Doors Open 
   
   
   
   
  At exactly 9:00 pm, the doors open, and the guests are led 
  into the great hall, where they are allowed to mingle for a 
  few minutes before the dance starts.  Velvet ropes block 
  the hallways and stair cases to other areas of the brothel.  
  A female attendant stands at each such rope, directing 
  guests to the great hall.  No business elsewhere in the 
  brothel is being conducted until after the dance.  
   
  Drucilia is up and about, greeting guests like a 
  proper hostess.  She will be the one and only judge for 
  the competition. 
  � Drucilia Nailo:  Female half-elf Brd-6; hp 32. 
   
  If the party informs Drucilia of the attempted 
  bombing (if they haven’t already done so earlier today, 
  see Encounter Five), she angrily explains how the 
  Vardushi family used to sometimes protect her own 
  family, the Bayfields, but now word on the street is that 
  the Vardushis are trying to wipe out her family and take 
  over their businesses. 
   
  Unless somehow magically compelled otherwise, 
  she insists on continuing with her dance tonight.  It is 
  very important for her family to maintain business as 
  usual, so the Bayfield name can be upheld.  As soon as the 
  seedier side of the city smells fear, all respect for the 
  Bayfields will be lost, and the family will be done for.   
   
  There are no bad guys at the dance when the PCs 
  arrive.  Only during the middle of the dance, while the 
  PCs are presumably busy, does Nar the doppelganger 
  arrive from the sewers below, disguised as a Drucilia’s 
  cook, Jirrus.  Nar had killed Jirrus earlier in the day and 
  assumed his identity so he can infiltrate the whorehouse 
  via the secret sewer access in the kitchen, carrying with 
  him a case of poisoned gnomish liquors. 
   
  Nar learned about the secret sewer entrance via his 
  ever-present mind-reading ability.  In preparation for the 
  surprise attack after the dance, he has 6 bugbears waiting 
  in the sewers just beneath the kitchen. 
  
  In the Streets of Oldred 
   
  Page 15 
   
  PC’s Who Want to Prevent the Inevitable:  
  Having experienced countless attacks during events just 
  like this one, the PCs will invariably be extremely 
  cautious.  They may want to search and secure every 
  room of the brothel or otherwise ‘break the adventure.’  If 
  they do, let them, but don’t make it easy.  Nar, the 
  doppelganger villain now posing as Chef Jirrus, has a 
  massive Disguise check (see his stat block in the 
  appendix), and he can play the annoyed chef well, 
  shooing the PCs out the kitchen so he can prepare.  As 
  doppelgangers can always detect thoughts at will, Nar 
  knows when someone is hiding or invisible in the 
  kitchen. 
   
  Drucilia can also pester overly cautious PCs the calm 
  down, since they’re making guests nervous.  And frankly, 
  if she spent every day fretfully searching her house 
  before every event in this villainous city, she’d drive 
  herself nuts.  Should the PCs pierce Jirrus’ disguise 
  prematurely, such as via true seeing (don’t forget that 250 
  gp component), adjudicate as necessary. 
  The Night’s Timeline 
   
   
   
   
  8:00 pm:  Nar leaves his hidden sewer lair and comes 
  up through the secret trapdoor in the kitchen with the 
  poisoned bottles of gnomish liquor. 
   
  9:00 pm: Drucilia opens the doors to her brothel, 
  officially beginning the night’s festivities. 
   
  9:15 pm:  The dance competition begins with Round 
  1. 
   
  9:18 pm:  Round 2 of the dance begins. 
   
  9:21 pm:  Round 3 of the dance begins. 
   
  9:22 pm:  Klavik the sorceress leads her fellow 
  bugbears from Nar’s hidden sewer lair to just below the 
  kitchen’s secret trap door. 
   
  9:24 pm:  Round 4 of the dance begins. 
   
  9:25 pm:  Nar-disguised-as-Jirrus and the serving 
  girls begin setting the cocktail trays and pouring the 
  gnomish liquor into the complimentary cups to be served 
  at the end of the competition to all the guests.  
  Unbeknownst to the girls, the liquor has already been 
  poisoned at the bottling facility. 
   
  9:27 pm:  Round 5 of the dance begins. 
   
  9:30 pm:  Round 6 of the dance begins. 
   
  9:33 pm:  Round 7 of the dance begins. 
   
  9:34 pm:  All 150 cups have been poured, and the 
  serving girls each have a full tray ready to take out and 
  serve. 
   
  9:36 pm:  Drucilia announces the winner and heads 
  towards the kitchen where she retrieves the prize case of 
  gnomish liquor from Nar-disguised-as-Jirrus. 
   
  9:37 pm:  Drucilia bestows the prize on the winners 
  and then announces she has complimentary drinks for 
  everyone.  The serving girls then swarm out into the 
  great hall, passing out the drinks. 
   
  9:38 pm:  With the kitchen empty, Nar-disguised-as-
  Jirrus opens the secret trap door and lets in the 6 
  bugbears, who quickly take up hiding positions against 
  the wall in preparation for the ambush.  Nar escapes 
  through the trapdoor and goes to his lair in the sewers.   
   
  Note:  If there are any PCs here preventing him from 
  opening the secret trapdoor, he waits until the guests in 
  the great hall begin to scream from the poison before he 
  stomps on the trapdoor thrice.  That is the back-up signal 
  for the bugbears to come storming in through the 
  trapdoor which they do, attacking people in the kitchen.  
  If anyone engages Nar-disguised-as-Jirrus, he whips out a 
  punch dagger, hoping to create enough distraction to 
  escape through the trapdoor. 
   
  9:39 pm:  When everyone has their cup, Drucilia 
  makes her toast, and everyone drinks.  A few moments 
  later, the poison takes effect and the bugbears spell-up 
  and attack. 
  Mechanics of the Dance-off  
   
   
  The dance is a way to put the players into a false sense of 
  security.  The handouts are somewhat humorous and the 
  roleplaying experience should be fun for most hard-core 
  roleplayers.  What follows immediately thereafter, 
  though, is the poisoning of everyone at the event.  It is, 
  therefore, important not to skip over this part of the 
  scenario unless time has run out, lest the players be a 
  little too cautious for their own good   
   
  Here is how the dance-off works.   
  Step 0:  Pass out the Handouts 
   
  Pass out Player Handout #7A—Mechanics of the 
  Dance Competition and #7B—Available Wall Flowers to 
  the players.  These handouts contain the following 
  instructions with DM-only information edited out. 
  Step 1:  Pick a partner 
   
  Each PC participating in the dance-off must pair-up 
  with a partner.  PCs who are unable or unwilling to pair 
  up with fellow party members may approach a Wall 
  Flower and request his or her partnership.  Acceptance is 
  not guaranteed, however.  In order to secure the Wall 
  Flower as a dance partner, the PC must tie or beat the 
  Wall Flower in opposed Diplomacy checks.  The 
  Diplomacy scores for each Wall Flower are indicated 
  below in their individual stat blocks.  PCs are permitted 
  to take 10 on this check but may not take 20.  Wall 
  Flowers always roll a d20 + their Diplomacy score. 
   
  If a PC is successful in beating or tying the Wall 
  Flower’s opposed Diplomacy check, the Wall Flower 
  accepts the invitation and joins the PC on the dance 
  
  In the Streets of Oldred 
   
  Page 16 
  floor.  Once a PC successfully acquires a Wall Flower, 
  that Wall Flower is no longer available to other PCs.  If 
  more than one PC rushes up to the same Wall Flower, 
  vying for his or her partnership, the PCs make their 
  Diplomacy checks at the same time.  The PC who has the 
  highest Diplomacy result and ties or beats the Diplomacy 
  check of the Wall Flower wins.  If the PCs tie, the one 
  with the highest Charisma score wins.  If their Charisma 
  scores are the same, those PCs reroll their Diplomacy 
  checks and may not take 10.   
   
  PCs who fail in their opposed Diplomacy checks 
  with a Wall Flower may not retry with that particular 
  Wall Flower; only magic will convince a Wall Flower to 
  change his or her mind. PCs are always free to try other 
  Wall Flowers, albeit at a penalty (see below).  Therefore, 
  it’s risky going for the more attractive Wall Flowers if a 
  PC does not have a strong Diplomacy score.   
   
  The following cumulative modifiers apply to the 
  PCs’ Diplomacy checks when vying for a Wall Flower: 
  • 
  PC took Rich upkeep this scenario:  +2 
  • 
  PC took Luxury upkeep this scenario:  +4 
  • 
  PC is wearing a courtier’s outfit:  +2 
  • 
  PC is wearing a noble’s outfit:  +3 (with a signet 
  ring and at least 100 gp in non-magical jewelry:  
  +1 more) 
  • 
  PC is wearing a royal outfit or apparel created by 
  a rod of splendor:  –10 (this is considered too rich 
  and even suspicious) 
  • 
  PC is wearing visible armor and/or shield:  –6 (–
  20 more if spiked—who wants to dance with 
  that?!) 
  • 
  PC is carrying visible weapons other than a 
  single dagger and a longsword or rapier:  –1 per 
  additional weapon 
  • 
  PC and Wall Flower are of different race:  –2 
  (i.e., human vs elf; differing subraces do not 
  suffer this penalty, i.e., lightfoot vs tallfellow) 
  • 
  PC and Wall Flower are of different size:  –4 
  • 
  PC and Wall Flower are of the same gender:  –
  10 (not necessarily taboo but certainly out of the 
  ordinary) 
  • 
  PC has already asked another Wall Flower to 
  dance and failed:  –4 for each previous failure 
   
  Following are the Wall Flowers who are available for 
  PCs to partner with.  The commoners all have 7 hps and 
  Fort, Ref, and Will saves of +0.  Their Dance Modifier is 
  explained in Step Two. 
  Females: 
   
  Corissa:  Female Oeridian human Com-2; Cha 12, 
  age 43; Diplomacy +1, Dance Modifier +0; Fort –1; 
  serving wench at a dockside tavern, wearing a simple 
  yellow dress; SPECIAL: PCs with facial hair gain a +4 
  bonus to their Diplomacy check vs Corissa.  (She likes 
  ‘em hairy.) 
   
  Delagru:  Female dwarf Exp-4; hps 22; Cha 13, age 
  120 (young adult); Diplomacy +1, Dance Modifier +10; 
  Fort +2 (+4 vs poison), Will +4; journeyman dressmaker 
  wearing a pretty reddish orange dress that compliments 
  the curves of her dwarvish figure; SPECIAL: Any PCs—
  including fellow dwarves—who make spectacles of 
  themselves in pointing out she’s a female dwarf and how 
  rare that is, how relatively pretty she is etc., receive a –10 
  circumstance penalty to their Diplomacy check vs her, 
  since she is so sick and tired of hearing that.  
   
  Gamma Gadderly:  Female Oeridian human Com-
  2/Exp-1; hps 1 (she has a Constitution score of 4); Cha 14 
  (11 +3 for being venerable, so it’s more ‘force of 
  personality’ than good looks), age 81; Diplomacy N/A 
  (accepts anyone who asks), Dance Modifier –24; Fort –3, 
  Will +4; venerable widow and owner of a glassblowing 
  shop, wearing a frumpy olive green dress with a wilted 
  flower in her hair; SPECIAL:  This lonely widow gladly 
  and automatically accepts the first PC who asks her to 
  dance.  Gamma suffers from osteoporosis and has 
  difficulty moving, which is why her Dance Modifier is so 
  awful.  Should a PC cast cure disease on her, the 
  osteoporosis is cured, and her Dance Modifier rises from 
  –24 to just –4. Also, advanced dance moves can kill her.  
  Every attempt at a dance move with a DC of 20 or higher, 
  forces Gamma Gadderly to make a DC 15 Fort save or 
  suffer a massive heart attack, dying within 2 rounds 
  unless healed by a heal spell beforehand. 
   
  Olanne:  Female Oeridian human Com-2; Cha 9, age 
  17; Diplomacy +0, Dance Modifier –1; fisherman’s 
  daughter, wearing a casual lilac colored dress; SPECIAL: 
  PCs may add their Profession (Boater, Fisher, and/or 
  Sailor) score, if any, to their Diplomacy check vs Olanne.  
  (She subconsciously seeks suitors similar to her father.) 
   
  Rinna:  Female Suel human Ari-4; hps 20; Cha 16, 
  age 26; Diplomacy +10 (but note her auto-rejection, 
  below), Dance Modifier +4; Fort +1, Will +4; landed 
  knight’s widow, wearing a fashionable ruby colored 
  courtier’s outfit with accompanying jewelry (50 gp); 
  SPECIAL: Rinna automatically rejects non-human PCs.  
  Human PCs who are not Suloise have a –20 penalty to 
  their Diplomacy check vs her.  (She is a racist.) 
   
  Urgla:  Female half-orc (half-Oeridian) Com-2; Cha 
  6, age 22; Diplomacy –2 (but note her auto-rejection, 
  below), Dance Modifier –4; dock worker who smells like 
  fish, wearing a grungy brown dress; SPECIAL: Urgla 
  automatically rejects invitations from female PCs, as well 
  as any male PCs with less than a 10 Charisma.  (No prize 
  herself, she nevertheless likes to aim high.) 
  
  In the Streets of Oldred 
   
  Page 17 
   
  Zory:  Female half-elf (half-high elf/half-Rhennee); a 
  professional dance mistress who has been stood up by her 
  dance partner, wearing a fancy light blue dress 
  appropriate for dancing.  A notable NPC, her stats are 
  broken down by APL as follows: 
   
  Zory (APL 6):  Female half-elf Exp-9; hps 47; Cha 12, 
  age 33; Diplomacy +21, Dance Modifier +20; Fort +3, Will 
  +9; SPECIAL: (listed after all the APL stat blocks) 
   
  Zory (APL 8):  Female half-elf Exp-11; hps 57; Cha 
  12, age 33; Diplomacy +23, Dance Modifier +22; Fort +3, 
  Will +10; SPECIAL: (listed after all the APL stat blocks) 
   
  Zory (APL 10):  Female half-elf Exp-13; hps 67; Cha 
  12, age 33; Diplomacy +25, Dance Modifier +25; Fort +4, 
  Will +11; SPECIAL: (listed after all the APL stat blocks) 
   
  Zory (APL 12):  Female half-elf Exp-15; hps 77; Cha 
  12, age 33; Diplomacy +27, Dance Modifier +27; Fort +5, 
  Will +12; SPECIAL: (listed after all the APL stat blocks) 
   
  ZORY SPECIAL: (Applicable to all APLs)  Being a 
  professional dance mistress, Zory has a keen eye for such 
  talent.  PCs who have actual ranks in Perform (Dance) 
  may add those ranks to their Diplomacy check when 
  inviting her to dance.  She is by far the best Wall Flower 
  to get, but her high Diplomacy score prevents all but the 
  most skilled of characters from securing her as a partner. 
  Don’t fudge on this roll; she is here as a reward for those 
  PCs who have put decent ranks into skills not optimized 
  for combat. 
   
  Males: 
   
  Donnelor:  Male Oeridian human Com-2; Cha 9, 
  age 16; Diplomacy +0 (but note his auto-rejection, below), 
  Dance Modifier –1; wearing nondescript brown breeches 
  and tunic; SPECIAL: Donnelor automatically rejects any 
  PC with a Charisma of 12 or higher.  (He is an awkward 
  teen with low self-esteem, incapable of bringing himself 
  to dance with someone attractive.) 
   
  Happy Bognipper:  Male gnome Exp-3; hps 14; Cha 
  14, age 77 (young adult); Diplomacy +2, Dance Modifier –
  3; Fort +1, Will +3), street repairer, wearing a gaudy 
  orange outfit of gnomish design stained with and reeking 
  of booze; SPECIAL: Drunk off his bum, none of the 
  penalties listed above to the PCs’ Diplomacy checks apply 
  versus Happy Bognipper.  (He could care less if a PC is 
  dressed inappropriately or happens to be male, for 
  example.)  If a PC casts neutralize poison on him, however, 
  he instinctively tries to resist the spell (Will +3).  If he 
  fails, the alcohol in his bloodstream is neutralized, and he 
  snaps out of his drunken state, though he is quite pissed 
  about it.  Thereafter, all penalties listed above to the PCs’ 
  Diplomacy 
  checks 
  are 
  doubled, 
  and 
  [un]Happy 
  Bognipper automatically rejects the invitation of the PC 
  who “cured” him. 
   
  Irristal:  Male Oeridian human Com-2; Cha 12, age 
  38; Diplomacy +6, Dance Modifier +1; delivery man for a 
  scrivener, wearing a frayed, teal courtier’s outfit of 
  outdated style; SPECIAL: PCs wearing a courtier’s or 
  noble’s outfit gain double the bonus listed for such 
  modifiers to their Diplomacy check vs Irristal; those 
  wearing an entertainer’s outfit gain a +2 bonus.  (He is a 
  socialite wanna-be who wears his hand-me-down 
  courtier’s outfit wherever he goes.) 
   
  Mevis:  Male Oeridian human Com-2; Cha 13, age 
  22; Diplomacy +1 (but note his auto-acceptance, below), 
  Dance Modifier +2; storeroom stockman, wearing clean 
  off-white breeches and a grey tunic; SPECIAL: Mevis 
  automatically accepts dance invitations from PC females 
  with negative Charisma modifiers.  (He is just the nicest 
  guy in Oldred and wants to make sure even the ugly girls 
  get to dance.) 
   
  Odifin:  Male Oeridian human Com-2/Ari-6; hps 53; 
  Cha 7, age 30 (young adult); Diplomacy +11, Dance 
  Modifier +12; Fort +2, Will +5; former apprentice baker 
  of Rel Mord who inherited 33,000 gp from his 
  adventuring father, wearing a midnight blue courtier’s 
  outfit with accompanying jewelry; SPECIAL: PCs add (or 
  subtract) quadruple their Constitution and Strength 
  modifiers to their Diplomacy check vs Odifin.  (He is a 
  professional lay-about, content with living in a modest 
  house and never working another day in his life.  As 
  such, he is always looking for strong, stout folk to do all 
  the work.) 
   
  Tholessil:  Male high elf Exp-5; hps 24; Cha 10, age 
  151 (young adult); Diplomacy +0, Dance Modifier +2; 
  Fort +1, Will +4; high-end cobbler, wearing a nice 
  burgundy outfit and expensive dancing shoes; SPECIAL: 
  PCs wearing magical footwear add +4 to their Diplomacy 
  check vs Tholessil.  (He has an eye and appreciation of 
  such things.) 
   
  Yodler:  Male lightfoot halfling Com-2; Cha 11, age 
  59 (middle age); Diplomacy +0, Dance Modifier +1; 
  unemployed caller at a gambling house, wearing blue 
  breeches and a red doublet; SPECIAL: PCs with black 
  hair gain a +4 bonus to their Diplomacy check vs Yodler.  
  (He has a thing for black.)  
   
  Step 2:  Calculate Team’s Dance Modifier 
   
  Both members of each dance team add their 
  individual Dance Modifiers together to determine the 
  team’s Dance Modifier.  To calculate a PC’s individual 
  Dance Modifier, do the following: 
  • 
  take the PC’s Perform (Dance) score, which is 
  just his Charisma modifier if he has no ranks in 
  that skill; 
  • 
  apply the PC’s Dexterity modifier (if the PC is 
  considered Middle Age pursuant to table 6–5: 
  Aging Effects on p. 109 of the PHB, his effective 
  Dexterity score for the purposes of calculating 
  his Dance Modifier is 1 less than it actually is; if 
  
  In the Streets of Oldred 
   
  Page 18 
  the PC is considered Old, his effective Dexterity 
  is 3 less; and if he is Venerable, his effective 
  Dexterity is considered 6 less); 
  • 
  apply the PC’s armor check penalty; 
  • 
  apply the following encumbrance penalties: –4 
  for light load, –8 for medium load, or –12 for 
  heavy load; 
  • 
  add +1 for each prestige class level the PC has 
  that lists 1 or more ranks in Perform (Dance) as 
  a requirement (i.e., Shadow Dancer); 
  • 
  and add a +2 bonus for each of the following 
  skills in which the PC has 5 or more ranks: 
  Balance, Escape Artist, Jump, and Tumble. 
   
  NPCs have their Dance Modifiers pre-calculated in 
  their stat blocks.  
   
  Step 3:  Dance! 
   
  When each team has determined its own team’s 
  Dance Modifier by adding its individual members’ Dance 
  Modifiers together, pass out Player Handout 7B, which 
  lists the various dance moves available to them.  You 
  should also reference the same document for the NPCs, 
  who will be competing against the PCs. 
   
  The following unspecified NPCs are competing in 
  the competition: 
   
  Team A: Team Dance Modifier +3.  Always repeats 
  the Disrespect Tree. 
   
  Team B: Team Dance Modifier +8.  Always repeats 
  the Step Tree. 
   
  Team C: Team Dance Modifier +15.  Always repeats 
  the Twirl Tree. 
   
  Team D: Team Dance Modifier +17.  Always repeats 
  the Kick & Leap Tree. 
   
  Team E: Team Dance Modifier +25.  Always repeats 
  the Show-off Tree even though they lack the Dance 
  Modifier to hit the super combo. 
   
  Run 7 rounds.  A round represents 3 minutes of 
  game time and consists of each team rolling 1d20 and 
  adding their dance modifier.  Each team who succeeds in 
  their attempted dance move scores the indicated number 
  of points.  One minute passes between each dance round. 
   The team with the most points after the 7th round wins 
  the 
  competition. 
  The 
  entire 
  competition 
  lasts 
  approximately 30 minutes.  You roll for all five NPC 
  Teams (A through E) and keep track of their positions on 
  their respective progression trees.  You may want to write 
  directly on your own copy of the Exceuting Dance Moves 
  handout to keep track of the teams’ progress.  
   
  Step 4:  The Winner 
   
  Drucilia is the sole judge in this competition, and 
  she judges on merit and skill, as represented by the game 
  mechanics of the dance-off.  Only through magical 
  compulsion can she be forced to cheat or otherwise give 
  the dance to an unworthy couple.   
   
  After 7 rounds of the dance, whichever team has 
  scored the most points wins the award, which is a case of 
  Bayfield’s Own Exquisite Gnomish Liquors.  Read or 
  paraphrase the following: 
  Exiting an adjoining room is the proprietor of the 
  establishment, Drucilia.  She is carrying a 
  moderately large, beautifully lacquered box.  The 
  word “Bayfield” is engraved prominently on all 
  sides.  Drucilia approaches the winning team, 
  exclaiming, ‘It is with great pride that I bestow upon 
  this winning team a case of Bayfield’s very own 
  exquisite Gnomish liquors!  Twelve bottles of the 
  finest brews for your indulgence and pleasure.  And 
  what kind of hostess would I be if I did not have 
  enough to share with everyone else for a toast!?’  
  With that, a small army of Drucilia’s workers stream 
  out from the same adjoining room, carrying cocktail 
  trays filled with small ceramic cups.  The crowd 
  bursts into cheers and applause as they accept the 
  complimentary drinks.  Musicians begin a lively 
  tune, augmenting the joviality. 
  Moving on:  At this time Encounter Ten occurs.  It is 
  possible, however, PCs have snuck into the kitchen 
  during the dance and have somehow discovered the plot 
  of Nar.  While this is difficult with his constant detect 
  thoughts active, high level parties might pull this off.  If 
  so, PCs may wish to warn the party guests about the 
  poisoned drinks. If so, adjudicate as appropriate.  Keep in 
  mind if the crowd has begun to cheer at the sight of the 
  liquor on trays, few if any revelers hear or care about any 
  warnings.   
   
  If the PCs somehow stop the poisoned liquor from 
  being served, Nar decides to cancel the attack, and he 
  slips through the trapdoor to the sewer entrance, leading 
  the bugbears back to his lair.  There, they gather their 
  belongings and incriminating evidence within 20 
  minutes and flee the city for a week or two. 
   
  Otherwise, proceed to Encounter Ten. 
  Encounter Ten: 
   The Inevitable 
  Once the majority of the room has cup in hand, 
  Drucilia holds up her glass in toast to the winning 
  team, congratulating them on their prize.  The 
  crowd cheers even more merrily as they partake of 
  their drink. 
  At this point, ask the players if they, too, are going to 
  partake of the gnomish liquor.  If PCs want to detect for 
  
  In the Streets of Oldred 
   
  Page 19 
  poison before drinking, inform them that the action, 
  unless it is quickened, will cause them to miss the toast—
  not exactly the end of the world, but some PCs may 
  decide to forego the precaution.  For those who do drink, 
  describe how the smooth liquid glides tastily down their 
  throat, the perfect balance of aged oak and tangy spices. 
  Then read or paraphrase the following: 
  The joyous din of the room suddenly diminishes, as 
  people begin to stagger around, clutching their 
  throats.  Revelers drop their ceramic cups to the 
  floor, gasping for air, while about 20 of them 
  collapse outright to the floor in limp, lifeless heaps.  
  A raspy voice of someone exclaims, ‘POISON!’  
  Screams of despair and panic then echo deafeningly 
  through the great hall.” 
  Each PC who drank the gnomish liquor must make a 
  Fortitude save or suffer the effects of dark reaver powder 
  poison (2d6 Con primary / 1d6 Con + 1d6 Str secondary 
  damage).  The DC for the save is as follows:  APL 6: 15, 
  APL 8: 16, APL 10: 18, and APL 12: also 18. 
   
  There are by this time 125 NPCs in the great hall 
  who have consumed the complimentary cordials.  Unless 
  the PCs were somehow able to influence the NPCs’ 
  saving throws versus poison, 17 die outright from losing 
  10 or more points of Constitution, and 43 more are 
  staggered, having been brought to 0 hps from Con loss.  
  For each Wall Flower that partnered with a PC in the 
  dance competition, roll his or her saving throw at this 
  time to determine their fate. 
  The Attack 
   
   
   
   
   
  When the cries of “poison” erupt, the 6 bugbear slaves 
  spring into action.  Unless somehow prevented, the 
  following occurs in the kitchen while the guests are 
  wailing in the great hall: 
   
  APL 6 & 8:  Klavik casts shield on herself on the 1st 
  round after the chaos erupts, and the bugbears attack the 
  following round. 
   
  APL 10:  Klavik casts shield on the 1st round followed 
  by mirror image on the 2nd round.  The bugbears attack on 
  the 3rd. 
   
  APL 12:  Klavik casts shield on the 1st round, followed 
  by mirror image on the 2nd, and then haste on the 3rd, 
  hasting all the other bugbears, as well.  They all attack on 
  the 4th round. 
   
  The echoing screams and cries of the crowd in the 
  great hall mask Klavik’s spellcasting, but any PC who 
  makes a successful Listen check in any round in which 
  she casts versus a DC of 17 + APL (23, 25, 27, and 29, 
  respectively), modified by distance, recognizes the 
  sounds of incantation coming from the kitchen.  Those 
  who succeed can then make Spellcraft checks against a 
  DC of 27 + spell level to recognize that round’s spell 
  being cast. 
   
  When the 6 bugbears are ready to attack, they exit 
  the kitchen and immediately engage the closest people in 
  melee—be they PCs or NPCs. 
   
  See appendix for full stat blocks.  Note, these 
  bugbears only speak Suloise; they do not speak Common 
  or Goblinoid. 
  APL 6 (EL 8) 
  � Klavik, Bugbear Sorceress (1):  Female Half-
  Black Dragon/Half-Bugbear Sor-1; hp 41.  See 
  Appendix Three 
  � Bugbears (5):  hp 16 ea; see Monster Manual page 
  29. 
  APL 8 (EL 10) 
  � Klavik, Bugbear Sorceress (1):  Female Half-
  Black Dragon/Half-Bugbear Sor-3; hp 55.  See 
  Appendix Three 
  � Bugbears Rogues (5):  Male Rog-2; hp 36 ea.  See 
  Appendix Three 
  APL 10 (EL 12) 
  � Klavik, Bugbear Sorceress (1):  Female Half-
  Black Dragon/Half-Bugbear Sor-5; hp 69.  See 
  Appendix Three 
  � Bugbears Rogues (5):  Male Rog-4; hp 48 ea.  See 
  Appendix Three 
  APL 12 (EL 14) 
  � Klavik, Bugbear Sorceress (1):  Female Half-
  Black Dragon/Half-Bugbear Sor-7; hp 83.  See 
  Appendix Three 
  � Bugbears Rogues (5):  Male Rog-6; hp 69 ea.  See 
  Appendix Three 
   
   
  Tactics:  The bugbears are instructed to fight to the 
  death and kill everyone at the party, starting with the 
  ones nearest the kitchen.  They do not perform coups de 
  grace until all potential targets are down.  None of the 
  surviving NPCs fight back; rather, they flee if possible.  
  As soon as the PCs start attacking the bugbears or begin 
  casting any spells, the bugbears immediately rush to 
  engage. 
   
  Klavik is a half-black dragon/half-bugbear sorceress.  
  Like all bugbears, she utilizes tactics that are sound if not 
  brilliant.  Play these villains as effectively as possible. 
   
  Development:  If any of the bugbears are captured, 
  interrogation may be difficult, as they only speak Suloise.  
  Even if language is not a barrier, it takes a successful 
  Intimidate check to get them to reveal any information 
  
  In the Streets of Oldred 
   
  Page 20 
  unless the interrogator is of Suloise heritage and speaks 
  the language, in which case the bugbears freely speak 
  with their apparent superior.   
   
  The only information that can be gotten from the 
  bugbears is how they grew up in slave pens where the air 
  is always wet.  A successful DC 15 Knowledge (Nature) or 
  Knowledge (Geography) check indicates this to mean a 
  humid area, such as the jungles to the south.  They are, 
  indeed, referring to the Tilvanot Peninsula where the 
  Scarlet Brotherhood is based, although they have never 
  learned the name of their oppressors’ nation. 
   
  They were all raised from birth to unwaveringly 
  obey the orders of their masters, whom the bugbears call 
  the ‘yellow ones,’ based on the blond hair of the Suel.  
  Klavik was part of a special breeding group called the 
  Izali, which means ‘lesser filth’ in Suloise, though she 
  does not know its origins or purpose.  The sorceress does 
  recognize that she is stronger than the other bugbears, 
  however, and deems herself their superior.   
   
  The Izali are a group of half-dragons of many races, 
  sired by a black dragon named Xavnaklach through an 
  arrangement with the Scarlet Brotherhood in Hesuel 
  Ilshar.  This information is extremely obscure, though a 
  bard might know it with a DC 30 bardic lore check. 
   
  These six bugbears were shipped here with about 
  200 other goblinoid slaves in a large boat.  They do not 
  know where the others ended up at; they don’t even 
  know where they are.  Even if told, “Nyrond” has no 
  meaning to them.  Klavik and her gang were assigned to 
  guard and follow the orders of Nar, whom they know as 
  “Toponis”—one of Nar’s cover identities.  Toponis is a 
  poisoncrafter as far as the bugbears know.  They were 
  tasked with killing all the guests at the party, where after 
  they would retreat back to Nar’s secret lair in the sewers. 
   
  They know there are two ‘yellow ones’ back in their 
  lair, which is accessed through a tunnel via the kitchen.  
  They don’t think to volunteer this information, but they 
  also are aware of how to open the secret door in the 
  cistern into the inner lair. 
   
  Moving on:  After the battle with the bugbears, the 
  party will have to find the secret trapdoor in the kitchen 
  in order to track Nar back to his lair for the final fight.  
  That, or they’ll have to successfully scry him and teleport 
  directly to his lair.  If they don’t think to search the 
  kitchen, or if they are simply too depleted after the 
  preceding three encounters to pursue the villain, the 
  scenario may very well end here.  Adjudicate as 
  necessary. 
  The Secret Trapdoor  
   
   
  If the PCs search the kitchen, they can find the secret 
  door on the floor with Search DC of 10.  Because flour 
  has spilled on the floor, it makes the trapdoor easier to 
  see.  Opening the trapdoor reveals a 20’ iron rung ladder 
  descending to a tunnel below.  While slightly oxidized, 
  the ladder is sturdy. If the party decides to investigate the 
  sewers, proceed to Encounter Eleven. 
  Encounter Eleven: 
   Sewer Crawl 
  The air of this relatively clean sewer tunnel is heavy 
  and dank.  Clumps of grey-green moss cling to the 
  rounded ceiling, complimented by darker green 
  algae which courses down the center of the 
  passageway in a thin line.  The tunnel goes in two 
  directions:  north. 
  Characters 
  with 
  the 
  stonecunning 
  class 
  ability 
  immediately notice the passage way descends at a slight 
  angle.  Through his Scarlet Brotherhood connections, 
  Nar has had all other side passages sealed off with either 
  magic or real masonry.  Therefore, this tunnel only leads 
  to his lair, which lies 400’ to the north. 
   
  There is no source of light down here. 
   
  PCs with the Track feat who search for tracks spot 
  the ones made by the 6 bugbears walking towards 
  Drucilia’s with a DC 18 Track check.  (The bugbears 
  specifically avoided the algae.)  If the PCs’ Track check 
  also succeeds against a DC of 20, they notice Nar’s tracks 
  heading back to his lair. 
  The Cistern  
   
   
   
   
  As the PCs near the lair, read or paraphrase the following, 
  presuming they can see: 
  The passageway here spills into a large, square 
  cistern, maybe twenty feet deep, with iron rungs 
  leading down from where you stand.  The cistern is 
  currently empty, though dozens water deposit rings 
  mar the walls from top to bottom, indicating this 
  reservoir has previously held varying depths of 
  water.  It is obvious the three other passageways 
  leading to this juncture have been sealed off with 
  recent stonework.  Most notable, however, is the 
  circle of arcane runes five feet in diameter that has 
  been chalked onto the center of the cistern’s floor. 
  The way into Nar’s lair is down the ladder, into the 
  bottom of the pit, and through a secret door in the west 
  wall.  It takes a second Tracking check with the 
  previously indicated DCs to note the respective parties 
  used the ladder when coming or going, and a third Track 
  check to follow the tracks to the secret door. 
   
  The secret door is hidden well, and it takes a 
  successful Search check to locate it.  The Search DC is 
  15+APL (21, 23, 25, and 27, respectively).  The door 
  pushes inward, hinged on the right side.  Parties who fail 
  to find the door with a Search check can still stumble 
  upon it by pushing blindly on the wall in the square in 
  which it is located.   
  
  In the Streets of Oldred 
   
  Page 21 
   
  If a PC searches the door for traps, a successful 
  Search check using the same DC reveals some kind of 
  alarm mechanism.  (A thin cable leading into Nar’s 
  chamber softly rings some chimes, so that they cannot be 
  heard from the cistern.)  A successful Disable Device 
  check using the same DC disables the alarm. 
   
  PCs who view the arcane circle and who have the 
  skill may make a DC 15 Knowledge (Arcana) check.  
  Those who succeed recognize the runes as pertaining to 
  teleportation, though whether or not they could 
  empower such ability is unknown.  The same 
  information can be gleaned by casting read magic and 
  perusing the runes.  Nothing in the room detects as 
  magic.   
   
  This circle is here to throw of pursuers, making 
  them think it was used as a way of escape (instead of the 
  secret door), thereby explaining the sudden dead end 
  with no one in sight. 
  The Inner Lair 
   
   
   
   
  The secret door leads into the inner lair of Nar.  This is 
  where the final fight takes place and the majority of the 
  Scarlet Brotherhood evidence uncovered.  When the PCs 
  enter, read or paraphrase the following: 
  The secret door opens to reveal a narrow passage 
  fifteen feet long before it turns to the right.  
  Nothing else is evident from this perspective. 
  What happens next depends on whether or not Nar and 
  the monks are aware of the party’s presence.  If the party 
  pushed open the secret door without disabling the alarm, 
  or if they cast spells or spoke without whispering while 
  in the echoey cistern, Nar and his associates are not 
  surprised. Other loud noises, such as hammering a spike 
  or playing an instrument, also reveal the party’s presence. 
   
  If the bad guys are surprised, they are found in the 
  room marked “Hideout” on the map.  The monks are 
  meditating, though they snap out of it at the first sign of 
  trouble, and Nar is eating a ration of food. 
   
  If the bad guys are NOT surprised, then the monks 
  flank the entrance, hiding on either side of it with 
  readied actions to stun the first person who enters.  Nar is 
  also out of line of sight, waiting 10 feet to the right of the 
  entrance with punch dagger in hand. He has a readied 
  action to partially charge the first person entering in a 
  vicious sneak attack. 
   
  In either case, Nar has morphed from impersonating 
  Jirrus to one of his spymaster cover identities—that of 
  Toponis the poisoncrafter.  While in this state, Nar gains 
  the bonuses listed in his stat block to Disguise, Bluff, and 
  Gather Information. 
  APL 6 (EL 9) 
  � 
  Nar-Disguised-as-Toponis: 
   
  Asexual 
  Doppelganger (appears as an Oeridian Human male 
  wearing studded leather armor and a stained apron) 
  Rog-2/Spymaster-2; hp 65.  See Appendix Four 
  � Osolan & Ynar (2):  Male Suel Human Mnk-5; hp 
  33 ea; wearing red monk’s robes.  See Appendix Four 
  APL 8 (EL 11) 
  � 
  Nar-Disguised-as-Toponis: 
   
  Asexual 
  Doppelganger (appears as an Oeridian Human male 
  wearing studded leather armor and a stained apron) 
  Rog-2/Spymaster-4; hp 81.  See Appendix Four 
  � Osolan & Ynar (2):  Male Suel Human Mnk-7; hp 
  45 ea; wearing red monk’s robes.  See Appendix Four 
  APL 10 (EL 13) 
  � 
  Nar-Disguised-as-Toponis: 
   
  Asexual 
  Doppelganger (appears as an Oeridian Human male 
  wearing studded leather armor and a stained apron) 
  Rog-4/Spymaster-4; hp 95.  See Appendix Four 
  � Osolan & Ynar (2):  Male Suel Human Mnk-9; hp 
  57 ea; wearing red monk’s robes.  See Appendix Four 
  APL 12 (EL 15) 
  � 
  Nar-Disguised-as-Toponis: 
   
  Asexual 
  Doppelganger (appears as an Oeridian Human male 
  wearing studded leather armor and a stained apron) 
  Rog-6/Spymaster-4; hp 109.  See Appendix Four 
  � Osolan & Ynar (2):  Male Suel Human Mnk-11; 
  hp 69 ea; wearing red monk’s robes.  See Appendix 
  Four 
   
  Tactics:  The monks, with their low hit points, tend 
  to fight defensively and with Combat Expertise when 
  engaging powerful fighter-types.  While so doing, they 
  buy time for Nar to flank and sneak attack other party 
  members.  If they have the opportunity, the monks 
  attempt to take down mages, hoping their stunning 
  attacks or physical grappling can make short work of 
  them. 
   
  Nar has 5 punch daggers on him, and tries to stab as 
  many PCs as he can. sneak attacking anyone ‘grappled’ by 
  a monk. 
   
  The monks fight to the death; Nar, on the other 
  hand, attempts to flee if he is down to single-digit hit 
  points. 
   
  Development:  Nar, Osolan, and Ynar work for the 
  Scarlet Brotherhood.  They are here in Nyrond to oversee 
  the plan to ruin the Bayfield family.  If they are captured, 
  they utterly refuse to reveal any information, including 
  their own names—even if successfully intimidated.  
  They are also specially trained to blank their minds 
  during interrogation, so as to avoid unknowingly giving 
  information to someone using detect thoughts or other 
  
  In the Streets of Oldred 
   
  Page 22 
  forms of mind reading.  Only if they are magically 
  compelled will they reveal any information. 
   
  Such secret information includes the fact they work 
  for the Scarlet Brotherhood, although the monks’ red 
  robes may have already given that away.  (A PC who 
  makes a successful DC 20 bardic lore check knows this.)  
  They might also be compelled to confess they are secretly 
  working to have the Torbaas family usurp control from 
  the big three currently in power, and that Nar is a 
  doppelganger who has been impersonating an old 
  employee of the Vardushis.  The plan of the Brotherhood 
  is to pit the families against each other, while at the same 
  time devaluing the Bayfield establishments.  The monks 
  also are aware of how Nar poisoned an entire stock of 
  gnomish liquors to spread fear and distrust of Bayfield 
  brands. 
   
  While being interrogated, the monks may try to use 
  their impressive Escape Artist abilities to break free of 
  any bonds in order to reinitiate combat, still trying to kill 
  or be killed. 
  Hideout 
   
   
   
   
  The hideout here in the inner lair has two mats the 
  monks sleep on and a simple bed for Nar.  A writing desk 
  against the wall is covered by pots of various inks, several 
  kinds of quills and styluses, parchments, sealing wax, and 
  a bronze seal of the Vardushi family.  Parchments of note 
  include the following: 
  • 
  A parchment upon which the signatures of “Sir 
  Elmain Vardushi” and “Valtont Vardushi” have 
  been repeatedly written, as if in practice. 
  • 
  A listing of members of the Bayfield family. 
  • 
  A comment written in Suloise, “Gnomish 
  liquors—most popular; distributed far and 
  wide.” 
  • 
  An advertising poster of Drucilia’s party. 
  • 
  A notation written in Suloise referencing a 
  person named Corvos Pennery, followed by the 
  words “independent delivery man” and today’s 
  date. 
  • 
  A rough map of Oldred with an apparent route 
  drawn through the streets leading to Drucilia’s.  
  Near the bottom, the word “incendiary” is 
  written in Suloise. 
  • 
  A leather case containing many empty bottles 
  labeled in Suloise “dark reaver.” 
  Conclusion 
  The objective of this scenario is to begin the Oldred 
  storyline, introducing the elements that will play out 
  over the course of Year 4.  It is specifically intended to 
  raise more questions than answer them. As such, there is 
  more of a “to be continued” feel than a clear-cut 
  conclusion.  
   
  At the beginning of the adventure, certain PCs may 
  have been given starting information that set for them 
  specific goals.  Members of HMSS were to remain 
  undercover at all times and acquire as much information 
  as possible, filing a report with the Crown thereafter.  
  Members of the Thieves’ Guild of Oldred were to find out 
  why the prostitutes were being killed and to maintain the 
  status quo of the power balance between the three 
  families, lest the guild suffer financially.  Members of the 
  Nyrond Navy were to investigate the murders of the 
  sailors and identify and bring the killer to naval 
  headquarters. 
   
  As the adventure winds down, allow the PCs with 
  these goals to roleplay their resolutions as time permits.  
  The Navy will be more than happy to claim jurisdiction 
  over Nar, since he murdered naval officers, should 
  anyone wish to turn him over to authorities.  Taking Nar 
  to Rel Mord rather than the somewhat corrupt local 
  magistrates is also a viable choice. 
   
  When everyone is finished, read or paraphrase the 
  following: 
  In the days since the explosion in Oldred, 
  incidences of poisoning throughout the region have 
  sprung up, and all signs point to the Bayfield’s 
  exquisite gnomish liquors.  Their entire stock had 
  apparently been poisoned before being shipped out 
  to taverns, temples, and connoisseurs across Nyrond 
  and beyond.  A number of people have died as a 
  result.   
   
  If that weren’t enough, the naval fleet 
  announced it was withdrawing its fleet from Oldred 
  effective immediately.  No word on where or how 
  the fleet will relocate, but the city is in upheaval at 
  the sudden loss of the income. 
   
  Indeed, while a temporary problem may have 
  recently been abated, the City of Oldred is seemingly 
  on the verge of unraveling.  Chaos has begun its 
  reign, and there doesn’t appear to be a near end in 
  sight. 
   
  “To be continued…” 
  The End 
  
  In the Streets of Oldred 
   
  Page 23 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished for each player.  
  Individual results for PCs in the same party may vary. 
   
  NOTE:  The total possible XP available in this 
  scenario exceed those permitted by the writing 
  guidelines.  As such, you must add up the XP for combat 
  and roleplaying separately, applying the maximum cap 
  for each as follows: 
  APL 
  Combat XP 
  Cap 
  Roleplay XP 
  Cap 
  Total 
  Possible 
  6 
  720 
  180 
  900 
  8 
  960 
  240 
  1200 
  10 
  1200 
  300 
  1500 
  12 
  1440 
  360 
  1800 
   
  Encounter One 
  Did either of the following:  (1) Entered a burning 
  burning to save survivors; or (2) helped put out the fire: 
  [Combat XP] APL6 210 xp; APL8 270 xp; APL10 330 xp; 
  APL12 390 xp. 
  Encounter Two 
  Did any of the following: 
   (1) Gained information from 
  Corvos’ corpse via speak with dead; (2) Made the Craft 
  (Alchemy) check to recognize the accelerant residue; or 
  (3) Questioned either witness Tourina Bavel or the 
  urchin Adan. 
  [Roleplaying XP] APL6 60 xp; APL8 80 xp; APL10 100 xp; 
  APL12 120 xp. 
  Encounter Three 
  Defeated Snatcher and his thugs: 
   
  [Combat XP] APL6 270 xp; APL8 330 xp; APL10 390 xp; 
  APL12 450 xp. 
  Encounters Five, Six, Seven, Eight 
  Did any of the following:  (1) Attempted to warn any 
  member of the Bayfield family of an impending attack by 
  visiting either Drucilia’s during the day (Encounter Five) 
  or the Bayfield manor (Encounter Seven)—even if 
  unsuccessful; (2) Gained information from the prostitutes 
  in any Red-light district (Encounter Six); or (3) Spoke to 
  Sir Elmain Vardushi at his manor (Encounter Eight):  
  [Roleplaying XP] APL6 60 xp; APL8 80 xp; APL10 100 xp; 
  APL12 120 xp. 
  Encounter Nine (part 1) 
  Participated as a contestant in the dance competition 
  (assign individually; PCs who did not dance gain no XP): 
  [Roleplaying XP] APL6 60 xp; APL8 80 xp; APL10 100 xp; 
  APL12 120 xp. 
  Encounter Nine (part 2) 
  A PC was on the team who won the dance competition 
  (assign these bonus points to all PCs regardless of who 
  danced): 
  [Roleplaying XP] APL6 60 xp; APL8 80 xp; APL10 100 xp; 
  APL12 120 xp. 
  Encounter Ten 
  Defeated the bugbears: 
   
  [Combat XP] APL6 240 xp; APL8 300 xp; APL10 360 xp; 
  APL12 420 xp. 
  Encounter Eleven (part 1) 
  Defeated Nar and the monks: 
   
  [Combat XP] APL6 270 xp; APL8 330 xp; APL10 390 xp; 
  APL12 450 xp. 
  Encounter Eleven (part 2) 
  Discovered the incriminating evidence on the desk in 
  the sleeping room of Nar’s lair: 
  [Roleplaying XP] APL6 60 xp; APL8 80 xp; APL10 100 xp; 
  APL12 120 xp. 
   
  Treasure Summary 
  Looting bodies takes at least 10 minutes per every 5 
  enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the bodies, 
  and those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  
  In the Streets of Oldred 
   
  Page 24 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L:  Looted gear from enemy (50% sell value) 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (75% sell value)  
  Encounter Three:   
   
  APL6: L: 1,648.5 gp; C: 151.04 gp; M: 0 gp 
   
  APL8: L: 1,648.5 gp; C: 151.04 gp; M: 0 gp 
   
  APL10: L: 1,973.5 gp; C: 151.04 gp; M: 937.5 gp 
   
  APL12: L: 1,973.5 gp; C: 151.04 gp; M: 937.5 gp 
  Encounter Ten:   
   
  APL6: L: 458.5 gp; C: 0 gp; M: 37.5 gp 
   
  APL8: L: 458.5 gp; C: 0 gp; M: 1,162.5 gp 
   
  APL10: L: 458.5 gp; C: 0 gp; M: 2,662.5 gp 
   
  APL12: L: 458.5 gp; C: 0 gp; M: 2,662.5 gp 
  Encounter Eleven:   
   
  APL6: L: 477.5 gp; C: 872.31 gp; M: 1,800 gp 
   
  APL8: L: 390 gp; C: 1,472.31 gp; M: 2,681.25 gp 
   
  APL10: L: 390 gp; C: 1,372.31 gp; M: 6,581.25 gp 
   
  APL12: L: 390 gp; C: 1,872.31 gp; M: 11,081.25 gp 
  Total Possible Treasure 
  APL6: L: 2,584.5 gp; C: 1,023.35 gp; M: 1,837.5 gp  - Total: 
  5,445.35 (÷ 6 = 907.56 gp per character, subject to cap of 
  800 gp) 
  APL8: L: 2,497 gp; C: 1,623.35 gp; M: 3,843.75 gp  - Total: 
  7,964.1 gp (÷ 6 = 1,327.35 gp per character, subject to cap 
  of 1,200 gp) 
  APL10: L: 2,822 gp; C: 1,523.35 gp; M: 10,181.25 gp  - 
  Total: 14,526.6 gp (÷ 6 = 2,421.1 gp per character, subject 
  to cap of 2,100 gp) 
  APL12: L: 2,822 gp; C: 2,023.35 gp; M: 14,681.25 gp  - 
  Total: 19,526.6 gp (÷ 6 = 3,254.43 gp per character, subject 
  to cap of 3,000 gp) 
   
  Items for the Adventure Record 
  Item Access 
  APL 6: 
  APL 8: 
   
  All of APL 6 plus the following: 
   
  Brooch of Shielding (Adventure, DMG) 
  APL 10: 
   
  All of APL 6 and 8 plus the following: 
   
  Vest of Escape (Adventure, DMG) 
  APL 12: 
   
  All of APL 6, 8, and 10 plus the following: 
   
   
   
   
  
  In the Streets of Oldred 
   
  Page 25 
  Appendix A: Stat Blocks 
   
  Encounter Three: 
  APL 6 (EL 9) 
  Snatcher, the thug leader: Male Human Rog-1/Ftr-4; 
  CR 5; Medium-sized Humanoid; HD 4d10+1d6+5; hp 
  35; Init +6; Spd 30 ft.; AC 16 (touch 12; flatfooted 14; +2 
  Dex, +4 armor); Bas Atk/Grapple +4/+7; Atks +8 melee 
  (1d8+3, mw flail) or +6 ranged (1d8+3 [crit x3], mty 
  comp longbow); SA sneak attack 1d6, disarm, poison; 
  AL NE; SV Fort +5, Ref +5, Wil +0. 
   
  Str 16, Dex 14, Con 12, Int 13, Wis 8, Cha 10. 
   
  Skills: Bluff +6, Intimidate +10, Knowledge (Local: 
  Nyrond Environs) +5, Listen +3, Search +5, Sense 
  Motive +3, Sleight of Hand +7, Spot +3, Swim +9, 
  Tumble +7; Feats: Combat Expertise, Combat Reflexes, 
  Improved Disarm, Improved Initiative, Improved Trip, 
  Snatch Weapon (see Appendix B). 
   
  SA: Disarm—Whenever Snatcher attempts to 
  disarm an opponent with his flail, he does not provoke 
  an attack of opportunity and has a +14 modifier to his 
  opposed roll (+8 attack, +4 Improved Disarm, +2 flail).  
  If he succeeds, he can also snatch the weapon from the 
  air and immediately make an off-hand attack with it at 
  either a –10 or –8 off-hand penalty depending on the 
  snatched weapon’s size.  Poison—Large scorpion 
  venom; injury delivery; dmg 1d6 Str/1d6 Str; Fort 
  resists (DC 18). 
   
  Equipment: Snatcher has the following items, the 
  listed gp amounts of which are their resale value:  
  masterwork chain shirt (125 gp), masterwork flail (154 
  gp), back-up flail (4 gp), short sword (5 gp), 4 daggers (1 
  gp ea), mighty composite long bow (+3 Str bonus) (200 
  gp), quiver of 19 arrows (.5 gp), 1 arrow poisoned with 
  large scorpion venom (100 gp), pouch with 73 gp, 4 sp, 
  13 cp. 
   
  Thugs (Tal, Zamar, and Beggar) (3): Male Human 
  Rog-5; CR 5; Medium-sized Humanoid (human); HD 
  5d6+5; hp 27, 27, 27; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 17 (touch 13, flatfooted 17; +3 
  Dex, +4 armor); Bas Atk/Grapple +3/+5; Atks +5 melee 
  (1d6+2, short sword) or +6 ranged (1d6+2 [crit x3], mty 
  comp short bow); SA sneak attack 3d6, poison; SQ 
  Uncanny dodge, evasion; AL NE; SV Fort +2, Ref +7, 
  Wil +1. 
   
  Str 14, Dex 16, Con 12, Int 13, Wis 10, Cha 8. 
   
  Skills: Balance +6, Bluff +7, Climb +2, Decipher 
  Script +2, Disable Device +6, Escape Artist +10, Forgery 
  +3, Gather Information +0, Hide +10, Intimidate +9, 
  Jump +4, Knowledge (Local: Nyrond Environs) +4, 
  Listen +3, Move Silently +10, Open Lock +4, Search +3, 
  Sense Motive +8, Spot +2, Tumble +10; Feats: Combat 
  Expertise, Improved Feint, Improved Initiative. 
   
  SA: 
  Poison—Large 
  scorpion 
  venom; 
  injury 
  delivery; dmg 1d6 Str/1d6 Str; Fort resists (DC 18). 
  Uncanny Dodge (Ex)—Retains Dex bonus to AC even if 
  flatfooted or unable to see opponent.  Evasion (Ex)—On 
  a successful Reflex save against an attack that deals half 
  damage on a successful save, thug takes no damage. 
   
  Equipment: Each thug has the following items, 
  the listed gp amounts of which are their resale value:  
  masterwork chain shirt (125 gp), 2 short swords (5 gp 
  ea), 4 daggers (1 gp ea), mighty composite short bow 
  (+2 Str bonus) (112.5 gp), quiver of 19 arrows (.5 gp), 1 
  arrow poisoned with large scorpion venom (100 gp), 
  pouch with 25 gp, 14 sp, 3 cp. 
  APL 8 (EL 11) 
  Snatcher, the thug leader: Male Human Rog-3/Ftr-4; 
  CR 7; Medium-sized Humanoid; HD 4d10+3d6+7; hp 
  45; Init +6; Spd 30 ft.; AC 16 (touch 12; flatfooted 14; +2 
  Dex, +4 armor); Bas Atk/Grapple +6/+9; Atks +10/+5 
  melee (1d8+3, mw flail) or +8/+3 ranged (1d8+3 [crit 
  x3], mty comp longbow); SA sneak attack 2d6, disarm, 
  poison; AL NE; SV Fort +6, Ref +6, Wil +3. 
   
  Str 16, Dex 14, Con 12, Int 13, Wis 8, Cha 10. 
   
  Skills: Bluff +10, Intimidate +12, Knowledge 
  (Local: Nyrond Environs) +6, Listen +4, Search +6, 
  Sense Motive +5, Sleight of Hand +9, Spot +4, Swim 
  +11, Tumble +11; Feats: Combat Expertise, Combat 
  Reflexes, Improved Disarm, Improved Initiative, 
  Improved Trip, Iron Will, Snatch Weapon (see 
  Appendix B). 
   
  SA: Disarm—Whenever Snatcher attempts to 
  disarm an opponent with his flail, he does not provoke 
  an attack of opportunity and has a +16 modifier to his 
  opposed roll (+10 attack, +4 Improved Disarm, +2 flail) 
  or +11 for the iterative attack.  If he succeeds, he can 
  also snatch the weapon from the air and immediately 
  make an off-hand attack with it at either a –4 or –2 off-
  hand penalty depending on the snatched weapon’s 
  size.  Poison—Large scorpion venom; injury delivery; 
  dmg 1d6 Str/1d6 Str; Fort resists (DC 18). 
   
  Equipment: Snatcher has the following items, the 
  listed gp amounts of which are their resale value:  
  masterwork chain shirt (125 gp), masterwork flail (154 
  gp), back-up flail (4 gp), short sword (5 gp), 4 daggers (1 
  gp ea), mighty composite long bow (+3 Str bonus) (200 
  gp), quiver of 19 arrows (.5 gp), 1 arrow poisoned with 
  
  In the Streets of Oldred 
   
  Page 26 
  large scorpion venom (100 gp), pouch with 73 gp, 4 sp, 
  13 cp. 
   
  Thugs (Tal, Zamar, and Beggar) (3): Male Human 
  Rog-7; CR 7; Medium-sized Humanoid (human); HD 
  7d6+7; hp 37, 37, 37; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 17 (touch 13, flatfooted 17; +3 
  Dex, +4 armor); Bas Atk/Grapple +5/+7; Atks +7 melee 
  (1d6+2, short sword) or +8 ranged (1d6+2 [crit x3], mty 
  comp short bow); SA sneak attack 4d6, poison; SQ 
  Uncanny dodge, evasion; AL NE; SV Fort +3, Ref +8, 
  Wil +2. 
   
  Str 14, Dex 16, Con 12, Int 13, Wis 10, Cha 8. 
   
  Skills: Balance +6, Bluff +9, Climb +2, Decipher 
  Script +2, Disable Device +8, Escape Artist +12, Forgery 
  +3, Gather Information +2, Hide +12, Intimidate +11, 
  Jump +4, Knowledge (Local: Nyrond Environs) +6, 
  Listen +4, Move Silently +12, Open Lock +4, Search +3, 
  Sense Motive +10, Spot +3, Tumble +12; Feats: Combat 
  Expertise, 
  Combat 
  Reflexes, 
  Improved 
  Feint, 
  Improved Initiative. 
   
  SA: 
  Poison—Large 
  scorpion 
  venom; 
  injury 
  delivery; dmg 1d6 Str/1d6 Str; Fort resists (DC 18). 
  Uncanny Dodge (Ex)—Retains Dex bonus to AC even if 
  flatfooted or unable to see opponent.  Evasion (Ex)—On 
  a successful Reflex save against an attack that deals half 
  damage on a successful save, thug takes no damage. 
   
  Equipment: Each thug has the following items, 
  the listed gp amounts of which are their resale value:  
  masterwork chain shirt (125 gp), 2 short swords (5 gp 
  ea), 4 daggers (1 gp ea), mighty composite short bow 
  (+2 Str bonus) (112.5 gp), quiver of 19 arrows (.5 gp), 1 
  arrow poisoned with large scorpion venom (100 gp), 
  pouch with 25 gp, 14 sp, 3 cp. 
  APL 10 (EL 13) 
  Snatcher, the thug leader: Male Human Rog-3/Ftr-6; 
  CR 9; Medium-sized Humanoid; HD 6d10+3d6+9; hp 
  59; Init +6; Spd 30 ft.; AC 17 (touch 12; flatfooted 15; +2 
  Dex, +5 armor); Bas Atk/Grapple +8/+11; Atks +13/+8 
  melee (1d8+3, single-wielded mw flail) or dual-wielded 
  mw flail plus snatched weapon (–4 or –2 to all attacks 
  based on size off snatched weapon) or +10/+5 ranged 
  (1d8+3 [crit x3], mty comp longbow); SA Sneak attack 
  2d6, disarm, poison; SQ Evasion; AL NE; SV Fort +7, 
  Ref +7, Wil +4. 
   
  Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 10. 
   
  Skills: Bluff +11, Intimidate +14, Knowledge 
  (Local: Nyrond Environs) +6, Listen +4, Search +6, 
  Sense Motive +5, Sleight of Hand +9, Spot +4, Swim 
  +13, Tumble +12; Feats: Combat Expertise, Combat 
  Reflexes, Improved Disarm, Improved Initiative, 
  Improved Trip, Iron Will, Snatch Weapon (see 
  Appendix B), Two Weapon Fighting, Weapon Focus 
  (Flail). 
   
  SA: Disarm—Whenever Snatcher attempts to 
  disarm an opponent with his flail, he does not provoke 
  an attack of opportunity and has a +19 modifier to his 
  opposed roll (+13 attack, +4 Improved Disarm, +2 flail) 
  or +14 for the iterative attack.  If he succeeds, he can 
  also snatch the weapon from the air and immediately 
  make an off-hand attack with it at either a –4 or –2 off-
  hand penalty depending on the snatched weapon’s 
  size.   Poison—Large scorpion venom; injury delivery; 
  dmg 1d6 Str/1d6 Str; Fort resists (DC 18).  Evasion 
  (Ex)—On a successful Reflex save against an attack that 
  deals half damage on a successful save, takes no 
  damage. 
   
  Equipment: Snatcher has the following items, the 
  listed gp amounts of which are their resale value:  +1 
  chain shirt (937.5 gp), masterwork flail (154 gp), back-up 
  flail (4 gp), short sword (5 gp), 4 daggers (1 gp ea), 
  mighty composite long bow (+3 Str bonus) (200 gp), 
  quiver of 19 arrows (.5 gp), 1 arrow poisoned with large 
  scorpion venom (100 gp), pouch with 73 gp, 4 sp, 13 cp. 
   
  Thugs (Tal, Zamar, and Beggar) (3): Male Human 
  Rog-9; CR 9; Medium-sized Humanoid (human); HD 
  9d6+9; hp 47, 47, 47; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 17 (touch 13, flatfooted 17; +3 
  Dex, +4 armor); Bas Atk/Grapple +6/+8; Atks +9/+4 
  melee (1d6+2, mw short sword) or +9/+4 ranged (1d6+2 
  [crit x3], mty comp short bow); SA sneak attack 5d6, 
  poison; SQ Improved uncanny dodge, evasion; AL NE; 
  SV Fort +4, Ref +9, Wil +5. 
   
  Str 14, Dex 17, Con 12, Int 13, Wis 10, Cha 8. 
   
  Skills: Balance +6, Bluff +11, Climb +2, Decipher 
  Script +2, Disable Device +10, Escape Artist +14, 
  Forgery +3, Gather Information +2, Hide +14, 
  Intimidate +13, Jump +4, Knowledge (Local: Nyrond 
  Environs) +6, Listen +5, Move Silently +12, Open Lock 
  +4, Search +3, Sense Motive +12, Spot +8, Tumble +14; 
  Feats: Combat Expertise, Combat Reflexes, Improved 
  Feint, Improved Initiative, Iron Will. 
   
  SA: 
  Poison—Large 
  scorpion 
  venom; 
  injury 
  delivery; dmg 1d6 Str/1d6 Str; Fort resists (DC 18). 
  Improved Uncanny Dodge (Ex)—Retains Dex bonus to 
  AC even if flatfooted or unable to see opponent; cannot 
  be flanked except by characters with 13 rogue levels.  
  Evasion (Ex)—On a successful Reflex save against an 
  attack that deals half damage on a successful save, thug 
  takes no damage. 
   
  Equipment: Each thug has the following items, 
  the listed gp amounts of which are their resale value:  
  masterwork chain shirt (125 gp), masterwork short 
  sword (155 gp), back-up short sword (5 gp), 4 daggers 
  (1 gp ea), mighty composite short bow (+2 Str bonus) 
  (112.5 gp), quiver of 19 arrows (.5 gp), 1 arrow poisoned 
  
  In the Streets of Oldred 
   
  Page 27 
  with large scorpion venom (100 gp), pouch with 25 gp, 
  14 sp, 3 cp. 
  APL 12 (EL 15) 
  Snatcher, the thug leader: Male Human Rog-3/Ftr-8; 
  CR 11; Medium-sized Humanoid; HD 8d10+3d6+11; 
  hp 73; Init +6; Spd 30 ft.; AC 17 (touch 12; flatfooted 15; 
  +2 Dex, +5 armor); Bas Atk/Grapple +10/+13; Atks 
  +16/+11 melee (1d8+3, single-wielded mw flail) or 
  dual-wielded mw flail plus snatched weapon (–4 or –2 
  to all attacks based on size off snatched weapon) or 
  +12/+7 ranged (1d8+3 [crit x3], mty comp longbow); 
  SA Sneak attack 2d6, disarm, poison; SQ Evasion; AL 
  NE; SV Fort +7, Ref +7, Wil +4. 
   
  Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 10. 
   
  Skills: Bluff +12, Intimidate +16, Knowledge 
  (Local: Nyrond Environs) +6, Listen +4, Search +6, 
  Sense Motive +5, Sleight of Hand +9, Spot +4, Swim 
  +15, Tumble +13; Feats: Combat Expertise, Combat 
  Reflexes, Greater Weapon Focus (Flail), Improved 
  Disarm, Improved Initiative, Improved Trip, Iron Will, 
  Snatch Weapon (see Appendix B), Two Weapon 
  Fighting, Weapon Focus (Flail). 
   
  SA: Disarm—Whenever Snatcher attempts to 
  disarm an opponent with his flail, he does not provoke 
  an attack of opportunity and has a +22 modifier to his 
  opposed roll (+16 attack, +4 Improved Disarm, +2 flail) 
  or +17 for the iterative attack.  If he succeeds, he can 
  also snatch the weapon from the air and immediately 
  make an off-hand attack with it at either a –4 or –2 off-
  hand penalty depending on the snatched weapon’s 
  size.   Poison—Large scorpion venom; injury delivery; 
  dmg 1d6 Str/1d6 Str; Fort resists (DC 18).  Evasion 
  (Ex)—On a successful Reflex save against an attack that 
  deals half damage on a successful save, takes no 
  damage. 
   
  Equipment: Snatcher has the following items, the 
  listed gp amounts of which are their resale value:  +1 
  chain shirt (937.5 gp), masterwork flail (154 gp), back-up 
  flail (4 gp), short sword (5 gp), 4 daggers (1 gp ea), 
  mighty composite long bow (+3 Str bonus) (200 gp), 
  quiver of 19 arrows (.5 gp), 1 arrow poisoned with large 
  scorpion venom (100 gp), pouch with 73 gp, 4 sp, 13 cp. 
   
  Thugs (Tal, Zamar, and Beggar) (3): Male Human 
  Rog-11; CR 11; Medium-sized Humanoid (human); 
  HD 11d6+11; hp 57, 57, 57; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 17 (touch 13, 
  flatfooted 17; +3 Dex, +4 armor); Bas Atk/Grapple 
  +8/+10; Atks +11/+6 melee (1d6+2, mw short sword) or 
  +11/+6 ranged (1d6+2 [crit x3], mty comp short bow); 
  SA sneak attack 6d6 + Str drain, crippling strike, 
  poison; SQ Improved uncanny dodge, evasion; AL NE; 
  SV Fort +4, Ref +9, Wil +5. 
   
  Str 14, Dex 17, Con 12, Int 13, Wis 10, Cha 8. 
   
  Skills: Balance +6, Bluff +13, Climb +2, Decipher 
  Script +2, Disable Device +10, Escape Artist +16, 
  Forgery +3, Gather Information +2, Hide +16, 
  Intimidate +15, Jump +4, Knowledge (Local: Nyrond 
  Environs) +7, Listen +7, Move Silently +12, Open Lock 
  +4, Search +6, Sense Motive +14, Spot +10, Tumble +16; 
  Feats: Combat Expertise, Combat Reflexes, Improved 
  Feint, Improved Initiative, Iron Will. 
   
  SA: 
  Poison—Large 
  scorpion 
  venom; 
  injury 
  delivery; dmg 1d6 Str/1d6 Str; Fort resists (DC 18). 
  Crippling Strike—An opponent damaged by a rogue’s 
  sneak attack also takes 2 points of Strength damage.  
  Ability points lost to damage return at the rate of 1 per 
  day for each damaged ability.  Improved Uncanny Dodge 
  (Ex)—Retains Dex bonus to AC even if flatfooted or 
  unable to see opponent; cannot be flanked except by 
  characters with 15 rogue levels.  Evasion (Ex)—On a 
  successful Reflex save against an attack that deals half 
  damage on a successful save, thug takes no damage. 
   
  Equipment: Each thug has the following items, 
  the listed gp amounts of which are their resale value:  
  masterwork chain shirt (125 gp), masterwork short 
  sword (155 gp), back-up short sword (5 gp), 4 daggers 
  (1 gp ea), mighty composite short bow (+2 Str bonus) 
  (112.5 gp), quiver of 19 arrows (.5 gp), 1 arrow poisoned 
  with large scorpion venom (100 gp), pouch with 25 gp, 
  14 sp, 3 cp. 
   
  Encounter Seven: 
  APL 6–12 (EL Varies) 
  Bayfield Guards (1-20): Male human Rog-3/Ftr-3; CR 
  6; Medium-sized Humanoid; HD 3d6+3d10+6; hp 38 
  each; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 
  ft.; AC 17 (touch 12, flatfooted 15; +2 Dex, +4 armor, +1 
  shield); Bas Atk/Grapple +5/+8; Atks +8 melee (1d8+3 
  [crit 19-20], longsword) or +7 ranged (1d8+3 [crit x3], 
  mty comp longbow); SA Sneak attack 2d6; SQ Evasion; 
  AL N; SV Fort +5, Ref +6, Wil +2. 
   
  Str 16, Dex 14, Con 13, Int 12, Wis 10, Cha 8. 
   
  Skills: Balance +6, Climb +8, Escape Artist +4, 
  Handle Animal +2, Intimidate +8, Jump +5, Listen +11, 
  Search +6, Sense Motive +6, Spot +11, Tumble +4, Use 
  Rope +7; Feats: Alertness, Combat Reflexes, Improved 
  Initiative, Point Blank Shot, Precise Shot, Rapid Shot. 
   
  Equipment: Chain shirt, longsword, mighty 
  composite longbow (+3 Str bonus). 
   
  
  In the Streets of Oldred 
   
  Page 28 
  Encounter Ten: 
  APL 6 (EL 8) 
  Klavik, Bugbear Sorceress: Female Half-Black 
  Dragon/Half-Bugbear Sor-1; CR 5; Medium-sized 
  Dragon; HD 3d10+1d4+12; hp 41; Init +2; Spd 30 ft.; 
  AC 27 (touch 12; flatfooted 25; +7 natural, +2 Dex, +4 
  mage armor, +4 shield); Bas Atk/Grapple +2/+9; Atks +9 
  melee (1d8+10, morningstar 2-handedly) and +4 melee 
  (1d6+3, bite) or +9/+9 melee (1d4+7, 2 claws) and +4 
  melee (1d6+3, bite) or +4 ranged (1d6+7, javelin); SA 
  breath weapon, spells, scrolls, SQ Darkvision 60’, 
  lowlight vision, scent, immune to acid, sleep, and 
  paralysis effects; Languages Suloise only; AL CE; SV 
  Fort +5, Ref +5, Wil +2. 
   
  Str 24, Dex 15, Con 18, Int 12, Wis 8, Cha 16. 
   
  Skills: Concentration +10, Hide +8, Listen +5, 
  Move Silently +12, Search +7, Spellcraft +4, Spot +5; 
  Feats: Combat Casting, Eschew Materials. 
   
  SA:  Breath Weapon (Su)—A half-black dragon can 
  breathe a 60-foot line of acid once a day, causing 6d8 
  points of acid damage (DC 15 Reflex save for half). 
   
  Sorceress spells known:  0th (5 per day) acid splash, 
  detect magic, message, read magic.  1st (4 per day, 2 
  remaining) mage armor, shield. 
   
  Equipment: Klavik has the following items, the 
  listed gp amounts of which are their resale value:  
  morningstar (4 gp), back-up morningstar (4 gp), long 
  quiver of 3 javelins (.5 ea javelin), arcane scroll reduce 
  person (18.75 gp), arcane scroll grease (18.75 gp). 
   
  Bugbears (5): hp 16 ea; see Monster Manual page 29. 
   
  Equipment: The unclassed bugbears each have the 
  following items, the listed gp amounts of which are 
  their resale value:  leather armor (5 gp), masterwork 
  light wooden shield (76.5 gp), morningstar (4 gp), 
  back-up morningstar (4 gp), long quiver of 3 javelins (.5 
  ea javelin). 
  APL 8 (EL 10) 
  Klavik, Bugbear Sorceress: Female Half-Black 
  Dragon/Half-Bugbear Sor-3; CR 7; Medium-sized 
  Dragon; HD 3d10+3d4+20; hp 55; Init +2; Spd 30 ft.; 
  AC 27 or 19 if prevented from spelling up (touch 12; 
  flatfooted 25; +7 natural, +2 Dex, +4 mage armor, +4 
  shield); Bas Atk/Grapple +3/+10; Atks +10 melee 
  (1d8+10, morningstar 2-handedly) and +5 melee 
  (1d6+3, bite) or +10/+10 melee (1d4+7, 2 claws) and +5 
  melee (1d6+3, bite) or +5 ranged (1d6+7, javelin); SA 
  breath weapon, spells, scrolls, SQ Darkvision 60’, 
  lowlight vision, scent, immune to acid, sleep, and 
  paralysis effects, magic missile absorption; Languages 
  Suloise only; AL CE; SV Fort +6, Ref +6, Wil +3. 
   
  Str 24, Dex 15, Con 18, Int 12, Wis 8, Cha 16. 
   
  Skills: Concentration +14, Hide +8, Listen +5, 
  Move Silently +12, Search +7, Spellcraft +6, Spot +5; 
  Feats: Combat Casting, Eschew Materials, Point Blank 
  Shot. 
   
  SA:  Breath Weapon (Su)—A half-black dragon can 
  breathe a 60-foot line of acid once a day, causing 6d8 
  points of acid damage (DC 15 Reflex save for half). 
   
  Sorceress spells known:  0th (6 per day) acid splash, 
  detect magic, message, read magic, touch of fatigue (DC 13).  
  1st (6 per day, 4 remaining) mage armor, ray of 
  enfeeblement, shield. 
   
  Equipment: Klavik has the following items, the 
  listed gp amounts of which are their resale value:  
  morningstar (4 gp), back-up morningstar (4 gp), long 
  quiver of 3 javelins (.5 ea javelin), arcane scroll reduce 
  person (18.75 gp), arcane scroll grease (18.75 gp), brooch 
  of shielding (1,125 gp). 
   
  Bugbear Rogues (5): Male Bugbear Rog-2; CR 4; 
  Medium-sized 
  Humanoid 
  (Goblinoid); 
  HD 
  3d8+2d6+10; hp 36 ea; Init +3; Spd 30 ft.; AC 19 (touch 
  13; flatfooted 19; +3 natural, +3 Dex, +2 armor, +1 
  shield); Bas Atk/Grapple +3/+8; Atks +9 melee (1d8+5, 
  morningstar) or +6 ranged (1d6+5, javelin); SA sneak 
  attack 1d6; SQ Darkvision 60’, scent, evasion; 
  Languages Suloise only; AL CE; SV Fort +5, Ref +10, 
  Wil +2. 
   
  Str 20, Dex 16, Con 15, Int 12, Wis 10, Cha 6. 
   
  Skills: Climb +10, Escape Artist +5, Hide +6, 
  Intimidate +0, Jump +7, Listen +7, Move Silently +12, 
  Search +4, Sense Motive +2, Spot +7, Tumble +5; Feats: 
  Alertness, Scent, Weapon Focus (morningstar). 
   
   
  SA:  Evasion (Ex)—On a successful Reflex save 
  against an attack that deals half damage on a successful 
  save, these rogues take no damage. 
   
  Equipment: The bugbear rogues each have the 
  following items, the listed gp amounts of which are 
  their resale value:  leather armor (5 gp), masterwork 
  light wooden shield (76.5 gp), morningstar (4 gp), 
  back-up morningstar (4 gp), short sword (5 gp), long 
  quiver of 3 javelins (.5 ea javelin). 
  APL 10 (EL 12) 
  Klavik, Bugbear Sorceress: Female Half-Black 
  Dragon/Half-Bugbear Sor-5; CR 9; Medium-sized 
  Dragon; HD 3d10+5d4+34; hp 69; Init +2; Spd 30 ft.; 
  AC 28 or 20 if prevented from spelling up (touch 12; 
  flatfooted 26; +7 natural, +2 Dex, +4 mage armor, +4 
  shield, +1 ring of protection); Bas Atk/Grapple +4/+11; 
  Atks +11 melee (1d8+10, morningstar 2-handedly) and 
  +6 melee (1d6+3, bite) or +11/+11 melee (1d4+7, 2 
  claws) and +6 melee (1d6+3, bite) or +6 ranged (1d6+7, 
  
  In the Streets of Oldred 
   
  Page 29 
  javelin); SA breath weapon, spells, scrolls, SQ 
  Darkvision 60’, lowlight vision, scent, immune to acid, 
  sleep, and paralysis effects, magic missile absorption, 
  1d4+1 mirror images active when combat begins; 
  Languages Suloise only; AL CE; SV Fort +6, Ref +6, Wil 
  +4. 
   
  Str 24, Dex 15, Con 18, Int 12, Wis 8, Cha 17. 
   
  Skills: Concentration +16, Hide +8, Knowledge 
  (Arcana) +3, Listen +5, Move Silently +12, Search +7, 
  Spellcraft +8, Spot +5; Feats: Combat Casting, Eschew 
  Materials, Point Blank Shot. 
   
  SA:  Breath Weapon (Su)—A half-black dragon can 
  breathe a 60-foot line of acid once a day, causing 6d8 
  points of acid damage (DC 15 Reflex save for half). 
   
  Sorceress spells known:  0th (6 per day) acid splash, 
  detect magic, message, open/close, read magic, touch of fatigue 
  (DC 13).  1st (7 per day, 5 remaining) mage armor, magic 
  missile, ray of enfeeblement, shield.  2nd (5 per day, 4 
  remaining) mirror image, touch of idiocy. 
   
  Equipment: Klavik has the following items, the 
  listed gp amounts of which are their resale value:  
  morningstar (4 gp), back-up morningstar (4 gp), long 
  quiver of 3 javelins (.5 ea javelin), arcane scroll reduce 
  person (18.75 gp), arcane scroll grease (18.75 gp), brooch 
  of shielding (1,125 gp), +1 ring of protection (1,500 gp). 
   
  Bugbear Rogues (5): Male Bugbear Rog-4; CR 6; 
  Medium-sized 
  Humanoid 
  (Goblinoid); 
  HD 
  3d8+4d6+14; hp 48 ea; Init +3; Spd 30 ft.; AC 19 (touch 
  13; flatfooted 19; +3 natural, +3 Dex, +2 armor, +1 
  shield); Bas Atk/Grapple +5/+10; Atks +11 melee 
  (1d8+5, morningstar) or +8 ranged (1d6+5, javelin); SA 
  sneak attack 2d6; SQ Darkvision 60’, scent, evasion, 
  uncanny dodge; Languages Suloise only; AL CE; SV 
  Fort +4, Ref +10, Wil +2. 
   
  Str 20, Dex 16, Con 15, Int 12, Wis 10, Cha 6. 
   
  Skills: Climb +12, Diplomacy +0, Escape Artist +7, 
  Hide +6, Intimidate +2, Jump +11, Listen +9, Move 
  Silently +14, Search +4, Sense Motive +4, Spot +9, 
  Tumble +7; Feats: Alertness, Blind-Fight, Scent, 
  Weapon Focus (morningstar). 
   
   
  SA:  Evasion (Ex)—On a successful Reflex save 
  against an attack that deals half damage on a successful 
  save, these rogues take no damage.  Uncanny Dodge—
  Retains Dex bonus to AC even if flatfooted or unable to 
  see opponent. 
   
  Equipment: The bugbear rogues each have the 
  following items, the listed gp amounts of which are 
  their resale value:  leather armor (5 gp), masterwork 
  light wooden shield (76.5 gp), morningstar (4 gp), 
  back-up morningstar (4 gp), short sword (5 gp), long 
  quiver of 3 javelins (.5 ea javelin). 
  APL 12 (EL 14) 
  Klavik, Bugbear Sorceress, hasted: Female Half-
  Black Dragon/Half-Bugbear Sor-7; CR 11; Medium-
  sized Dragon; HD 3d10+7d4+48; hp 83; Init +2; Spd 60 
  ft.; AC 29 or 21 if prevented from spelling up (touch 12; 
  flatfooted 26; +7 natural, +2 Dex, +4 mage armor, +4 
  shield, +1 ring of protection, +1 haste); Bas Atk/Grapple 
  +5/+12; Atks +13/+13 melee (1d8+10, morningstar 2-
  handedly) and +8 melee (1d6+3, bite) or +13/+13/+13 
  melee (1d4+7, 2 claws plus haste action) and +8 melee 
  (1d6+3, bite) or +8 ranged (1d6+7, javelin); SA breath 
  weapon, spells, scrolls, SQ Darkvision 60’, lowlight 
  vision, scent, immune to acid, sleep, and paralysis 
  effects, magic missile absorption, 1d4+2 mirror images 
  active when combat begins, hasted for 7 rounds; 
  Languages Suloise only; AL CE; SV Fort +7, Ref +7 (+8 
  from haste), Wil +5. 
   
  Str 24, Dex 15, Con 18, Int 12, Wis 8, Cha 17. 
   
  Skills: Concentration +18, Hide +8, Knowledge 
  (Arcana) +5, Listen +5, Move Silently +12, Search +7, 
  Spellcraft +10, Spot +5; Feats: Combat Casting, Eschew 
  Materials, Point Blank Shot, Precise Shot. 
   
  SA:  Breath Weapon (Su)—A half-black dragon can 
  breathe a 60-foot line of acid once a day, causing 6d8 
  points of acid damage (DC 15 Reflex save for half). 
   
  Sorceress spells known:  0th (6 per day) acid splash, 
  detect magic, ghost sound, message, open/close, read magic, 
  touch of fatigue (DC 13).  1st (7 per day, 4 remaining) 
  mage armor, magic missile, ray of enfeeblement, shield, true 
  strike.  2nd (7 per day, 6 remaining) mirror image, 
  scorching ray, touch of idiocy.  3rd (5 per day, 4 remaining) 
  dispel magic, haste. 
   
  Equipment: Klavik has the following items, the 
  listed gp amounts of which are their resale value:  
  morningstar (4 gp), back-up morningstar (4 gp), long 
  quiver of 3 javelins (.5 ea javelin), arcane scroll reduce 
  person (18.75 gp), arcane scroll grease (18.75 gp), brooch 
  of shielding (1,125 gp), +1 ring of protection (1,500 gp). 
   
  Bugbear Rogues, hasted (5): Male Bugbear Rog-6; CR 
  8; 
  Medium-sized 
  Humanoid 
  (Goblinoid); 
  HD 
  3d8+6d6+27; hp 69 ea; Init +3; Spd 60 ft.; AC 20 (touch 
  13; flatfooted 20; +3 natural, +3 Dex, +2 armor, +1 
  shield, +1 haste); Bas Atk/Grapple +6/+11; Atks 
  +13/+13/+8 melee (1d8+5, morningstar) or +10 ranged 
  (1d6+5, javelin); SA sneak attack 3d6; SQ Darkvision 
  60’, scent, evasion, uncanny dodge, hasted for 7 rounds; 
  Languages Suloise only; AL CE; SV Fort +6, Ref +11 
  (+12 from haste), Wil +3. 
   
  Str 21, Dex 16, Con 16, Int 12, Wis 10, Cha 6. 
   
  Skills: Balance +5, Climb +14, Diplomacy +0, 
  Escape Artist +9, Hide +6, Intimidate +4, Jump +13, 
  Listen +11, Move Silently +16, Search +4, Sense Motive 
  +6, Spot +11, Tumble +11; Feats: Alertness, Blind-Fight, 
  
  In the Streets of Oldred 
   
  Page 30 
  Cleave, 
  Power 
  Attack, 
  Scent, 
  Weapon 
  Focus 
  (morningstar). 
   
   
  SA:  Evasion (Ex)—On a successful Reflex save 
  against an attack that deals half damage on a successful 
  save, these rogues take no damage.  Uncanny Dodge—
  Retains Dex bonus to AC even if flatfooted or unable to 
  see opponent. 
   
  Equipment: The bugbear rogues each have the 
  following items, the listed gp amounts of which are 
  their resale value:  leather armor (5 gp), masterwork 
  light wooden shield (76.5 gp), morningstar (4 gp), 
  back-up morningstar (4 gp), short sword (5 gp), long 
  quiver of 3 javelins (.5 ea javelin). 
   
  Encounter Eleven: 
  APL 6 (EL 9) 
  Nar:  Asexual Doppelganger Rog-2/Spymaster-2; CR 7; 
  Medium-sized Monstrous Humanoid (Shapechanger); 
  HD 6d8+2d6+24; hp 65; Init +4 (+4 Dex); Spd 30 ft.; AC 
  21 (touch 14, flatfooted 17; +4 Dex, +4 natural, +3 
  armor); Bas Atk/Grapple +6/+9; Atks +10/+5 Punch 
  dagger (1d4+5, +1 punch dagger) or +9/+4 melee (1d4+4, 
  standard punch dagger) or +9/+4 melee (1d6+3, short 
  sword) or +10/+5 ranged (1d6+3, mty comp shortbow); 
  SA sneak attack, 2d6; SQ Darkvision 60 ft., immunity 
  to sleep and charm effects, detect thoughts, change 
  shape, evasion, undetectable alignment; AL NE; SV 
  Fort +4, Ref +14, Wil +9. 
   
  Str 16, Dex 18, Con 16, Int 14, Wis 14, Cha 10. 
   
  Skills: Balance +6, Bluff +16 (+4 more if it can read 
  opponent’s mind, +2 more when using cover identity), 
  Craft (Poisonmaking) +10, Decipher Script +3, 
  Diplomacy +4, Disable Device +3, Disguise +23* (+2 
  more when ‘acting’, +4 more if it can read opponent’s 
  mind, +4 more when using cover identity), Forgery +7, 
  Gather Information +5 (+2 more when using cover 
  identity), Intimidate +2, Jump +5, Knowledge (Local: 
  Nyrond Environs) +3, Listen +6, Open Lock +5, Sense 
  Motive +9. Sleight of Hand +7, Spot +7, Tumble +13; 
  Feats: Exotic Weapon Proficiency (Punch dagger), 
  Improved Unarmed Strike, Skill Focus (Bluff). 
   
  * Disguise score includes the +10 circumstance 
  bonus doppelgangers receive when in an alternate 
  form. 
   
  SA: Detect Thoughts (Su)—A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates).  It can suppress or 
  resume this ability as a free action.  The save DC is 
  Charisma-based.  Change Shape (Su)—A doppelganger 
  can assume the shape of any Small or Medium 
  humanoid.  In humanoid form, the doppelganger loses 
  its natural attacks.  A doppelganger can remain in its 
  humanoid form until it chooses to assume a new one.  
  A change in form cannot be dispelled, but a 
  doppelganger reverts to its natural form when killed.  
  A true seeing spell or ability reveals its natural form.  
  Evasion (Ex)—On a successful Reflex save against an 
  attack that deals half damage on a successful save, Nar 
  takes no damage.  Cover Identity—When Nar is using 
  the cover identity of Toponis the Poisoncrafter, it gains 
  bonuses to skills as specified above.  Undetectable 
  Alignment (Ex)—This spymaster ability functions 
  exactly like an undetectable alignment spell, except that it 
  is always active.  Only divinations are confounded; 
  spells that function only against certain alignments, 
  such as protection from evil and holy smite, affect the 
  spymaster normally. 
   
  Equipment: masterwork studded leather armor 
  (87.5 gp), +1 punch dagger (1,800 gp), 4 back-up punch 
  daggers (50 gp ea), mighty composite shortbow (+3 Str 
  bonus) (150 gp), pouch of 90 gp, 34 sp, 11 cp. 
   
  Osolan & Ynar, Suel Monks (2):  Male Suel Human 
  Mnk-5; CR 5; Medium-sized Humanoid; HD 5d8+5; hp 
  33; Init +2 (+2 Dex); Spd 40 ft.; AC 16 (touch 16, 
  flatfooted 14; +2 Dex, +3 Wis, +1 mnk bonus); Bas 
  Atk/Grapple +3/+7; Atks +5 melee (1d8, unarmed 
  strike) or +4/+4 melee (1d8, unarmed flurry of blows) 
  or +5 ranged (1d8, light crossbow); SA Stunning fist; 
  SQ Evasion, +2 save vs Enchantment spells and effects, 
  fists are magic weapons, slow fall (negate 20’), 
  immunity to diseases except supernatural and magical; 
  AL LE; SV Fort +5, Ref +6, Wil +7. 
   
  Str 10, Dex 14, Con 12, Int 13, Wis 16, Cha 8. 
   
  Skills: Balance +4, Escape Artist +10, Hide +10, 
  Jump +6, Listen +8, Move Silently +10, Sense Motive 
  +7, Spot +10, Tumble +10; Feats: Combat Expertise, 
  Combat Reflexes, Improved Grapple, Stunning Fist, 
  Weapon Finesse. 
   
  SA: Stunning Fist—Five per day, DC 15.  Evasion 
  (Ex)—On a successful Reflex save against an attack that 
  deals half damage on a successful save, monks takes no 
  damage. 
   
  Equipment: Each monk has the following items, 
  the listed gp amounts of which are their resale value:  
  red monk’s robe (2 gp), light crossbow (17.5 gp), quiver 
  of 10 bolts (.5 gp), pouch of 389 gp, 4 sp. 
  APL 8 (EL 11) 
  Nar:  Asexual Doppelganger Rog-2/Spymaster-4; CR 9; 
  Medium-sized Monstrous Humanoid (Shapechanger); 
  HD 8d8+2d6+30; hp 81; Init +4 (+4 Dex); Spd 30 ft.; AC 
  22 (touch 14, flatfooted 18; +4 Dex, +4 natural, +4 
  armor); Bas Atk/Grapple +8/+15; Atks +12/+7 punch 
  dagger (1d4+5 & grapple, +1 punch dagger) or +11/+6 
  punch dagger (1d4+4 & grapple, standard punch 
  dagger) or +11/+6 melee (1d6+3, short sword) or 
  
  In the Streets of Oldred 
   
  Page 31 
  +12/+7 ranged (1d6+3, mty comp shortbow); SA sneak 
  attack, 3d6; SQ Darkvision 60 ft., immunity to sleep and 
  charm effects, detect thoughts, change shape, evasion, 
  undetectable alignment, quick change; AL NE; SV Fort 
  +5, Ref +15, Wil +10. 
   
  Str 16, Dex 18, Con 16, Int 14, Wis 14, Cha 10. 
   
  Skills: Balance +6, Bluff +20 (+4 more if it can read 
  opponent’s mind, +2 more when using cover identity), 
  Craft (Poisonmaking) +10, Decipher Script +3, 
  Diplomacy +4, Disable Device +3, Disguise +27* (+2 
  more when ‘acting’, +4 more if it can read opponent’s 
  mind, +4 more when using cover identity), Forgery +7, 
  Gather Information +5 (+2 more when using cover 
  identity), Intimidate +2, Jump +5, Knowledge (Local: 
  Nyrond Environs) +3, Listen +8, Open Lock +5, 
  Profession (Bookkeeper) +4, Sense Motive +13. Sleight 
  of Hand +7, Spot +9, Tumble +13; Feats: Exotic Weapon 
  Proficiency (Punch dagger), Improved Grapple, 
  Improved Unarmed Strike, Skill Focus (Bluff). 
   
  * Disguise score includes the +10 circumstance 
  bonus doppelgangers receive when in an alternate 
  form. 
   
  SA: Detect Thoughts (Su)—A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates).  It can suppress or 
  resume this ability as a free action.  The save DC is 
  Charisma-based.  Change Shape (Su)—A doppelganger 
  can assume the shape of any Small or Medium 
  humanoid.  In humanoid form, the doppelganger loses 
  its natural attacks.  A doppelganger can remain in its 
  humanoid form until it chooses to assume a new one.  
  A change in form cannot be dispelled, but a 
  doppelganger reverts to its natural form when killed.  
  A true seeing spell or ability reveals its natural form.  
  Evasion (Ex)—On a successful Reflex save against an 
  attack that deals half damage on a successful save, Nar 
  takes no damage.  Cover Identity—When Nar is using 
  the cover identity of Toponis the Poisoncrafter, it gains 
  bonuses to skills as specified above.  Undetectable 
  Alignment (Ex)—This spymaster ability functions 
  exactly like an undetectable alignment spell, except that it 
  is always active.  Only divinations are confounded; 
  spells that function only against certain alignments, 
  such as protection from evil and holy smite, affect the 
  spymaster normally.  Quick Change—Can don disguises 
  in one tenth the time (1d3 rounds) and put on or take 
  off armor in one-half the normal time. 
   
  Equipment: +1 studded leather armor (881.25 gp), +1 
  punch dagger (1,800 gp), 4 back-up punch daggers (50 gp 
  ea), mighty composite shortbow (+3 Str bonus) (150 
  gp), pouch of 60 pp, 90 gp, 34 sp, 11 cp. 
   
  Osolan & Ynar, Suel Monks (2):  Male Suel Human 
  Mnk-7; CR 7; Medium-sized Humanoid; HD 7d8+7; hp 
  45; Init +2 (+2 Dex); Spd 50 ft.; AC 16 or 17 if Dodging 
  (touch 16, flatfooted 14; +2 Dex, +3 Wis, +1 mnk 
  bonus); Bas Atk/Grapple +5/+9; Atks +7 melee (1d8, 
  unarmed strike) or +6/+6 melee (1d8, unarmed flurry 
  of blows) or +7 ranged (1d8, light crossbow); SA 
  Stunning fist; SQ Evasion, +2 save vs Enchantment 
  spells and effects, fists are magic weapons, slow fall 
  (negate 30’), immunity to diseases except supernatural 
  and magical, can self-heal up to 14 hps per day; AL LE; 
  SV Fort +6, Ref +7, Wil +8. 
   
  Str 10, Dex 14, Con 12, Int 13, Wis 16, Cha 8. 
   
  Skills: Balance +4, Escape Artist +12, Hide +12, 
  Jump +10, Listen +10, Move Silently +12, Sense Motive 
  +7, Spot +12, Tumble +12; Feats: Combat Expertise, 
  Combat Reflexes, Dodge, Improved Grapple, Improved 
  Trip, Stunning Fist, Weapon Finesse. 
   
  SA: Stunning Fist—Seven per day, DC 16.  Evasion 
  (Ex)—On a successful Reflex save against an attack that 
  deals half damage on a successful save, monks takes no 
  damage. 
   
  Equipment: Each monk has the following items, 
  the listed gp amounts of which are their resale value:  
  red monk’s robe (2 gp), light crossbow (17.5 gp), quiver 
  of 10 bolts (.5 gp), pouch of 389 gp, 4 sp. 
  APL 10 (EL 13) 
  Nar:  Asexual Doppelganger Rog-4/Spymaster-4; CR 
  11; 
  Medium-sized 
  Monstrous 
  Humanoid 
  (Shapechanger); HD 8d8+4d6+36; hp 95; Init +4 (+4 
  Dex); Spd 30 ft.; AC 22 (touch 14, flatfooted 18; +4 Dex, 
  +4 natural, +4 armor); Bas Atk/Grapple +10/+17; Atks 
  +15/+10 punch dagger (1d4+5 & grapple, +1 punch 
  dagger) or +14/+9 punch dagger (1d4+4, standard punch 
  dagger) or +14/+9 melee (1d6+3, short sword) or 
  +14/+9 ranged (1d6+3, mty comp shortbow); SA sneak 
  attack, 4d6; SQ Darkvision 60 ft., immunity to sleep and 
  charm effects, detect thoughts, change shape, evasion, 
  undetectable alignment, quick change, uncanny dodge; 
  AL NE; SV Fort +6, Ref +16, Wil +11. 
   
  Str 16, Dex 19, Con 16, Int 14, Wis 14, Cha 10. 
   
  Skills: Balance +6, Bluff +22 (+4 more if it can read 
  opponent’s mind, +2 more when using cover identity), 
  Craft (Poisonmaking) +11, Decipher Script +3, 
  Diplomacy +4, Disable Device +3, Disguise +29* (+2 
  more when ‘acting’, +4 more if it can read opponent’s 
  mind, +4 more when using cover identity), Escape 
  Artist +9, Forgery +7, Gather Information +5 (+2 more 
  when using cover identity), Intimidate +2, Jump +5, 
  Knowledge (Local: Nyrond Environs) +3, Listen +13, 
  Open Lock +9, Profession (Bookkeeper) +4, Sense 
  Motive +17. Sleight of Hand +7, Spot +13, Tumble +14; 
  Feats: Exotic Weapon Proficiency (Punch dagger), 
  Improved Grapple, Improved Unarmed Strike, Skill 
  Focus (Bluff), Weapon Finesse. 
   
  * Disguise score includes the +10 circumstance 
  bonus doppelgangers receive when in an alternate 
  form. 
  
  In the Streets of Oldred 
   
  Page 32 
   
  SA: Detect Thoughts (Su)—A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates).  It can suppress or 
  resume this ability as a free action.  The save DC is 
  Charisma-based.  Change Shape (Su)—A doppelganger 
  can assume the shape of any Small or Medium 
  humanoid.  In humanoid form, the doppelganger loses 
  its natural attacks.  A doppelganger can remain in its 
  humanoid form until it chooses to assume a new one.  
  A change in form cannot be dispelled, but a 
  doppelganger reverts to its natural form when killed.  
  A true seeing spell or ability reveals its natural form.  
  Evasion (Ex)—On a successful Reflex save against an 
  attack that deals half damage on a successful save, Nar 
  takes no damage.  Cover Identity—When Nar is using 
  the cover identity of Toponis the Poisoncrafter, it gains 
  bonuses to skills as specified above.  Undetectable 
  Alignment (Ex)—This spymaster ability functions 
  exactly like an undetectable alignment spell, except that it 
  is always active.  Only divinations are confounded; 
  spells that function only against certain alignments, 
  such as protection from evil and holy smite, affect the 
  spymaster normally.  Quick Change—Can don disguises 
  in one tenth the time (1d3 rounds) and put on or take 
  off armor in one-half the normal time.  Uncanny 
  Dodge—Retains Dex bonus to AC even if flatfooted or 
  unable to see opponent. 
   
  Equipment: +1 studded leather armor (881.25 gp), +1 
  punch dagger (1,800 gp), 4 back-up punch daggers (50 gp 
  ea), mighty composite shortbow (+3 Str bonus) (150 
  gp), vest of escape (3,900 gp), pouch of 590 gp, 34 sp, 11 
  cp. 
   
  Osolan & Ynar, Suel Monks (2):  Male Suel Human 
  Mnk-9; CR 9; Medium-sized Humanoid; HD 9d8+9; hp 
  57; Init +2 (+2 Dex); Spd 60 ft.; AC 16 or 17 if Dodging 
  (touch 16, flatfooted 14; +2 Dex, +3 Wis, +1 mnk 
  bonus); Bas Atk/Grapple +6/+10; Atks +8/+8/+3 melee 
  (1d8, unarmed strike) or +7 ranged (1d8, light 
  crossbow); SA Stunning fist; SQ Improved evasion, +2 
  save vs Enchantment spells and effects, fists are magic 
  weapons, slow fall (negate 40’), immunity to diseases 
  except supernatural and magical, can self-heal up to 18 
  hps per day; AL LE; SV Fort +7, Ref +8, Wil +9. 
   
  Str 10, Dex 14, Con 12, Int 13, Wis 17, Cha 8. 
   
  Skills: Balance +4, Escape Artist +14, Hide +14, 
  Jump +14, Listen +12, Move Silently +14, Sense Motive 
  +7, Spot +14, Tumble +14; Feats: Combat Expertise, 
  Combat Reflexes, Dodge, Improved Grapple, Improved 
  Trip, Mobility, Stunning Fist, Weapon Finesse. 
   
  SA: Stunning Fist—Nine per day, DC 17.  Improved 
  Evasion (Ex)—On a successful Reflex save against an 
  attack that deals half damage on a successful save, 
  monks takes no damage.  Even on a failed save, only 
  half damage is taken 
   
  Equipment: Each monk has the following items, 
  the listed gp amounts of which are their resale value:  
  red monk’s robe (2 gp), light crossbow (17.5 gp), quiver 
  of 10 bolts (.5 gp), pouch of 389 gp, 4 sp. 
  APL 12 (EL 15) 
  Nar:  Asexual Doppelganger Rog-6/Spymaster-4; CR 
  13; 
  Medium-sized 
  Monstrous 
  Humanoid 
  (Shapechanger); HD 8d8+6d6+42; hp 109; Init +4 (+4 
  Dex); Spd 30 ft.; AC 22 (touch 14, flatfooted 18; +4 Dex, 
  +4 natural, +4 armor); Bas Atk/Grapple +11/+18; Atks 
  +16/+11/+6 punch dagger attack (1d4+5 +2d6 vs 
  humans, +1 human bane punch dagger) or +15/+10/+5 
  punch dagger (1d4+4, standard punch dagger) or 
  +15/+10/+5 melee (1d6+3, short sword) or +15/+10/+5 
  ranged (1d6+3, mty comp shortbow); SA sneak attack, 
  5d6; SQ Darkvision 60 ft., immunity to sleep and charm 
  effects, detect thoughts, change shape, evasion, 
  undetectable alignment, quick change, improved 
  uncanny dodge; AL NE; SV Fort +7, Ref +17, Wil +12. 
   
  Str 16, Dex 19, Con 16, Int 14, Wis 14, Cha 10. 
   
  Skills: Balance +6, Bluff +24 (+4 more if it can read 
  opponent’s mind, +2 more when using cover identity), 
  Craft (Poisonmaking) +12, Decipher Script +3, 
  Diplomacy +4, Disable Device +3, Disguise +31* (+2 
  more when ‘acting’, +4 more if it can read opponent’s 
  mind, +4 more when using cover identity), Escape 
  Artist +9, Forgery +7, Gather Information +5 (+2 more 
  when using cover identity), Intimidate +2, Jump +5, 
  Knowledge (Local: Nyrond Environs) +3, Listen +17, 
  Open Lock +9, Profession (Bookkeeper) +4, Sense 
  Motive +19. Sleight of Hand +7, Spot +17, Tumble +14; 
  Feats: Exotic Weapon Proficiency (Punch dagger), 
  Improved Grapple, Improved Unarmed Strike, Skill 
  Focus (Bluff), Weapon Finesse. 
   
  * Disguise score includes the +10 circumstance 
  bonus doppelgangers receive when in an alternate 
  form. 
   
  SA: Detect Thoughts (Su)—A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates).  It can suppress or 
  resume this ability as a free action.  The save DC is 
  Charisma-based.  Change Shape (Su)—A doppelganger 
  can assume the shape of any Small or Medium 
  humanoid.  In humanoid form, the doppelganger loses 
  its natural attacks.  A doppelganger can remain in its 
  humanoid form until it chooses to assume a new one.  
  A change in form cannot be dispelled, but a 
  doppelganger reverts to its natural form when killed.  
  A true seeing spell or ability reveals its natural form.  
  Evasion (Ex)—On a successful Reflex save against an 
  attack that deals half damage on a successful save, Nar 
  takes no damage.  Cover Identity—When Nar is using 
  the cover identity of Toponis the Poisoncrafter, it gains 
  bonuses to skills as specified above.  Undetectable 
  Alignment (Ex)—This spymaster ability functions 
  
  In the Streets of Oldred 
   
  Page 33 
  exactly like an undetectable alignment spell, except that it 
  is always active.  Only divinations are confounded; 
  spells that function only against certain alignments, 
  such as protection from evil and holy smite, affect the 
  spymaster normally.  Quick Change—Can don disguises 
  in one tenth the time (1d3 rounds) and put on or take 
  off armor in one-half the normal time. Improved 
  Uncanny Dodge (Ex)—Retains Dex bonus to AC even if 
  flatfooted or unable to see opponent; cannot be flanked 
  except by characters with 14 rogue levels.   
   
  Equipment: +1 studded leather armor (881.25 gp), +1 
  human bane punch dagger (6,300 gp), 4 back-up punch 
  daggers (50 gp ea), mighty composite shortbow (+3 Str 
  bonus) (150 gp), vest of escape (3,900 gp), pouch of 1,090 
  gp, 34 sp, 11 cp. 
   
  Osolan & Ynar, Suel Monks (2):  Male Suel Human 
  Mnk-11; CR 11; Medium-sized Humanoid; HD 
  11d8+11; hp 69; Init +2 (+2 Dex); Spd 60 ft.; AC 17 or 18 
  if Dodging (touch 16, flatfooted 14; +2 Dex, +3 Wis, +2 
  mnk 
  bonus); 
  Bas 
  Atk/Grapple 
  +8/+12; 
  Atks 
  +10/+10/+10/+5 melee (1d8, unarmed strike) or +10 
  ranged (1d8, light crossbow); SA Stunning fist; SQ 
  Improved evasion, +2 save vs Enchantment spells and 
  effects, fists are lawful and magic weapons, slow fall 
  (negate 50’), immunity to diseases except supernatural 
  and magical, can self-heal up to 22 hps per day; AL LE; 
  SV Fort +8, Ref +9, Wil +10. 
   
  Str 10, Dex 14, Con 12, Int 13, Wis 17, Cha 8. 
   
  Skills: Balance +4, Escape Artist +16, Hide +16, 
  Jump +14, Listen +14, Move Silently +16, Sense Motive 
  +9, Spot +16, Tumble +14; Feats: Combat Expertise, 
  Combat Reflexes, Dodge, Improved Grapple, Improved 
  Trip, Mobility, Stunning Fist, Weapon Finesse. 
   
  SA: Stunning Fist—Eleven per day, DC 18.  
  Improved Evasion (Ex)—On a successful Reflex save 
  against an attack that deals half damage on a successful 
  save, monks takes no damage.  Even on a failed save, 
  only half damage is taken 
   
  Equipment: Each monk has the following items, 
  the listed gp amounts of which are their resale value:  
  red monk’s robe (2 gp), light crossbow (17.5 gp), quiver 
  of 10 bolts (.5 gp), pouch of 389 gp, 4 sp. 
  
  In the Streets of Oldred 
   
  Page 34 
  Appendix B:  New Rules and Items 
  New Feats 
  Snatch Weapon: 
  You can disarm an opponent, then pluck the weapon from midair. 
   
  Prerequisites:  Improved Disarm 
   
  Benefit:  If you succeed in disarming an opponent and you have a free hand, you can grab the weapon yourself 
  instead of letting it fall.  If you can wield that weapon in one hand, you can immediately make a single attack with it, 
  though you suffer the usual penalties for a second attack with an off-hand weapon. 
   
  Normal:  After a successful disarm attempt, the weapon winds up at the defender’s feet, unless you attempted the 
  disarm attack while unarmed. 
   
  Source:  Song & Silence 
   
  New Prestige Classes 
  Spymaster: 
   
  Hit die:  d8 
   
  Class Features:  (To conserve space, only relevant features are listed) 
   
  Weapon and Armor Proficiency:  A spymaster is proficient with light and medium armor and with all simple 
  and martial weapons. 
   
  Cover Identity:  A typical spymaster wishes to keep her true profession secret, so she pretends to be a simple 
  rogue, ranger, or the like.  In addition to allaying her companions’ suspicions, maintaining a cover identity also leads 
  opponents to underestimate the spymaster until it is too late.  At 1st level, a spymaster establishes one specific cover 
  identity (such as Murek the tailor from Sumberton).  While operating in that identity, she gains a +4 circumstance 
  bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks.  At 4th level and again 
  at 7th level, the spymaster can maintain one additional cover identity that provides the same circumstance bonuses as 
  the first. 
   
  Should a spymaster wish to “retire” a cover identity and develop a new one, she must spend one week rigorously 
  practicing subtle vocal intonations and body language before she earns the bonuses.  Cover identities do not in 
  themselves provide the spymaster with additional skills, proficiencies, or class features that others might expect of the 
  professions pretended, though required ranks (see below) can bolster skills in the chosen areas.  However, the 
  spymaster must be careful to choose identities that can withstand regular scrutiny. 
   
  Required Ranks:  A spymaster makes it a point to know what she’s doing while she’s pretending to be someone 
  else.  At every spymaster level, she must spend at least two skill points on a Craft, Profession, or Knowledge skill 
  relating to one of her chosen cover identities.  The usual maximum rank limit still applies to these skills. 
   
   
  Sneak Attack:  The spymaster gains the sneak attack ability (see the Rogue section in Chapter 3 of the PHB) at 1st 
  level if she does not already have it.  She gains +1d6 damage with this attack initially, but this rises to +2d6 at 4th level 
  and to +3d6 at 7th level.  If she already has the sneak attack ability from a previous class, the damage bonuses stack. 
  Class 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +0 
  +2 
  +2 
  Cover identity, required ranks, sneak attack +1d6 
  2nd 
  +1 
  +0 
  +3 
  +3 
  Required ranks, undetectable alignment 
  3rd 
  +2 
  +1 
  +3 
  +3 
  Quick change, required ranks, uncanny dodge (Dex bonus to AC) 
  4th 
  +3 
  +1 
  +4 
  +4 
  Cover identity, required ranks, sneak attack +2d6 
  
  In the Streets of Oldred 
   
  Page 35 
   
  Undetectable Alignment (Ex):  The web of different identities and agendas inside the spymaster’s mind makes it 
  impossible to detect her alignment via any form of divination once she reaches 2nd level.  The ability functions exactly 
  like an undetectable alignment spell, except that it is always active.  Only divinations are confounded; spells that function 
  only against certain alignments, such as protection from evil and holy smite, affect the spymaster normally. 
   
  Quick Change (Ex):  By 3rd level, the spymaster has become adept at quickly switching from one identity to 
  another.  She now can don a disguise in one-tenth the normal time (1d3 minutes) and put on or take off armor in one-
  half the normal time. 
   
  Uncanny Dodge (Ex):  Also at 3rd level, the spymaster gains the uncanny dodge ability (see the Rogue section in 
  Chapter 3 of the PHB) if she did not already have it.  If she already had uncanny dodge from previous classes, levels of 
  those classes stack with spymaster levels for the purpose of determining the benefits. 
  
  In the Streets of Oldred 
   
  Page 36 
  Appendix C – Map of Explosion 
   
  
  In the Streets of Oldred 
   
  Page 37 
  DM Aid 1: Bayfield Manor 
   
   
  
  In the Streets of Oldred 
   
  Page 38 
  DM Aid 2: Vardushi Villa 
   
   
  
  In the Streets of Oldred 
   
  Page 39 
  DM Aid 3: Drucilia’s 
   
   
  
  In the Streets of Oldred 
   
  Page 40 
  DM Aid 4: Sewer Chase Map 
   
   
   
  
  In the Streets of Oldred 
   
  Page 41 
   
  Player Handout #1 – Preliminary Information 
  Welcome to the Nyrond regional scenario NYR4-02 In the Streets of Oldred!  In order to determine your starting 
  information, among other things, place a check mark next any statement that is true for your character playing this 
  scenario.  The DM will review your campaign documentation to verify your answers. Due to the sensitive roleplaying 
  nature of the Thieves’ Guild and HMSS, some players may wish to keep their character’s affiliations in these groups 
  private—even in an out-of-character context.  Therefore, please do not share your answers with other players, as it will 
  draw undue attention to those who wish to keep their answers private. 
   
  Character Name:  ____________________________________________________  
   
  I am currently a member in good standing of His Majesty’s Secret Service. 
   
  I am currently a member in good standing of the Thieves’ Guild of Oldred. (Oldred is my “home city.”) 
   
  I am currently a member in good standing of the Nyrond Navy.  (Of any of the three Fleets) 
   
  I have a printed-out character history I wrote that establishes my character has at some time lived in Oldred.  Or I 
  am a member of the Oldred Thieves Guild (which I also checked above), the Navy Fleet based in Oldred, or 
  Legion IV of the Nyrond Army. 
   
  None of the above. 
   
   
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
   
   
  Welcome to the Nyrond regional scenario NYR4-02 In the Streets of Oldred!  In order to determine your starting 
  information, among other things, place a check mark next any statement that is true for your character playing this 
  scenario.  The DM will review your campaign documentation to verify your answers. Due to the sensitive roleplaying 
  nature of the Thieves’ Guild and HMSS, some players may wish to keep their character’s affiliations in these groups 
  private—even in an out-of-character context.  Therefore, please do not share your answers with other players, as it will 
  draw undue attention to those who wish to keep their answers private. 
   
  Character Name:  ____________________________________________________  
   
  I am currently a member in good standing of His Majesty’s Secret Service. 
   
  I am currently a member in good standing of the Thieves’ Guild of Oldred. (Oldred is my “home city.”) 
   
  I am currently a member in good standing of the Nyrond Navy.  (Of any Fleet) 
   
  I have a printed-out character history I wrote that establishes my character has at some time lived in Oldred.  Or I 
  am a member of the Oldred Thieves Guild (which I also checked above), the Navy Fleet based in Oldred, or 
  Legion IV of the Nyrond Army. 
   
  None of the above. 
  
  In the Streets of Oldred 
   
  Page 42 
   
  Player Handout #2 – Starting Information for Members of HMSS 
   
  As a member of His Majesty’s Secret service, you 
  received a missive, instructing you to travel to Oldred 
  to investigate that port city.  Your mission is to go 
  under cover and gather as much information as 
  possible, filing a report with the Crown upon your 
  completion.  Specifically, you need to discover why 
  there has been a sharp spike in murders in the streets 
  of Oldred.  Divinations and other investigatory 
  measures have revealed some kind of shift in power 
  occurring, and you must find out specifically what that 
  is.  There may be other groups also looking into this 
  matter.  You may want to team up with them to learn 
  any information they may possess. 
   
  You are authorized to defend yourself with deadly 
  force if necessary; however, you must take care to not 
  expose your identity, remaining under cover at all 
  times.  It is especially important you do not reveal your 
  affiliation with HMSS to Duke Regurd Korenflass or 
  any other governmental official in Oldred during this 
  mission, as the strained relationship between the Duke 
  and the King may deteriorate should the Duke 
  discover an agent of the Crown noseying around his 
  affairs.  While the King has every right to send agents 
  anywhere within his own kingdom, it is nevertheless 
  important His Majesty maintain good relations with 
  his greater nobles.  The unstable region can not afford 
  unnecessary confrontation. 
   
  Following is some background information on the 
  Duchy of Korenflass known to HMSS.  This coastal 
  region is notorious for its criminal element, with the 
  capital Oldred being a haven of organized criminal 
  elements 
  delicately 
  balanced 
  through 
  the 
  manipulations of the Duke. The size of the illegal 
  economy in the Duchy of Korenflass is largely 
  guesswork, but smuggling is a way of life and definitely 
  large. Reports of piracy and slavery are common too, 
  and definitely happen, though the actual number of 
  incidents varies widely depending on whom you talk 
  to. 
   
  Duke Regurd Korenflass is kept under careful 
  watch by King Lynwerd. During the reign of 
  Lynwerd's Father, King Archbold, the Duke was 
  openly critical of the crown's failings, and frustrated by 
  the problems these caused him. In one of the more 
  notable instances, the Duke was forced to pay the 
  Royal Navy stationed in Oldred, and subsequently 
  refused to pay taxes to the Crown because of the costs 
  he incurred. This was the start of a number of minor 
  disputes between the Duke and Archbold, and in the 
  end the Duke paid very little to no taxes. The King was 
  furious and threatened military action to collect taxes, 
  while the Duke insinuated similar threats in kind.  
   
  On top of all this, the Duke was also a friend and 
  supporter of the younger Prince Sewarndt, who later 
  attempted and failed to seize the throne from his 
  father.  
   
  With the two leaders posturing and distracted, 
  there was an increase in criminal activities. All sorts of 
  smugglers and criminal elements have gained a 
  foothold throughout the Coastal Region, mostly 
  centered in Oldred where they play a careful game of 
  cat and mouse to avoid the Duke and to increase their 
  own power. The Duke does his best to balance the 
  various power groups, but sometimes fears he has lost 
  complete control of Oldred. Unfounded rumors off the 
  street claim this has caused him to seek other sources 
  to bolster his power.  
   
  The Duke is quite politically adept, and upon 
  learning the full situation of Sewarndt's coup he 
  immediately set forth to Rel Mord where he presented 
  the new King Lynwerd with a respectable down-
  payment on back taxes, and his sworn word of fealty. 
  While the new King was critical of the Duke, this act 
  was sufficient to allow him to retain the central portion 
  of his lands. In the end he lost most of the coastline 
  which was placed into the Eventide County and the 
  northern portions of his land beyond the point of 
  Mithat bay, but was given additional arable land to the 
  north and northwest of his original province.  
   
  Since then, the Duke has been striving to regain 
  control where he can. Soon after Lynwerd took the 
  crown, he married the Princess Lehiidi Coriner from 
  the Duchy of Urnst. Unfortunately, in the years since 
  the marriage no heirs have been forthcoming, 
  although there have been a few miscarriages. Much to 
  the dismay of his wife, the Duke has also not stopped 
  his carousing ways. When one of his children by other 
  women is found, the Duke usually has it sent outside 
  his 
  lands 
  for 
  fostering.
  
  In the Streets of Oldred 
   
  Page 43 
   
  Player Handout #3 – Starting Information for Members the Oldred 
  Thieves’ Guild 
   
  As a member of the Thieves’ Guild in Oldred, you 
  have been ordered by your guild superiors to 
  investigate the recent rash of murders occurring in this 
  port city.  Someone has been killing the prostitutes 
  who work for the Bayfield family, as well as some of 
  their customers.  The dead bodies exhibit dagger-like 
  puncture wounds to vital organs.  These are the 
  hallmarks of a thug by the name of Vaccor, who was 
  employed by the Vardushi family until seven years ago. 
   Word on the street is that Vaccor, a human male of 
  middle age, now resides in Greyhawk, although none 
  in Oldred have heard from him in years. 
   
  Rumors have also begun to sprout up here and 
  there that divinations have revealed the Vardushi 
  family is moving to take down the Bayfields.  If that 
  were to occur, and the Vardushis took over all the 
  Bayfield operations, the Vardushis would then be 
  powerful enough to take out the third crime family in 
  Oldred:  the Caerizars.  Obviously, such maneuvering 
  has the entire criminal underworld on edge, and all 
  three factions are moving to be the ones to strike first.  
  As the Thieves’ Guild is affiliated with all three 
  families, 
  it 
  is 
  imperative 
  you 
  prevent 
  this 
  destabilization in the city, or else business for the 
  Guild will be irreparably harmed.  You must obtain 
  irrefutable proof of the identity of the killer and find 
  out to what extent the Vardushis are involved.  While 
  you should defend yourself by any means necessary, 
  you must not go out of your way to eliminate any 
  particular faction in the city.  Leave that up to the 
  Guild. 
   
  Others outside the Guild will undoubtedly be 
  looking into this issue as well.  If you happen across 
  them, consider joining up, as you may learn more 
  information from their sources.  Plus, you can blend in 
  with them and not appear an agent of the guild.  Do 
  not, however, share your inside information with these 
  outsiders unless it is necessary for the completion of 
  your task. 
   
  Following is some background information on 
  Oldred that you would know.   
  The 
  Vardushi 
  family fortune officially comes from shipping and 
  receiving, and they will ship almost anything.  Their 
  interests currently include ownership of several 
  gaming establishments, an extensive bookmaking 
  operation, management of several recreational houses, 
  and street operations.  The Vardushis are the largest of 
  the three crime families but are by far the most benign, 
  being led by minor noble, Sir Elmain.  For the last two 
  generations, they have cut back street operations, 
  shutdown or sold many of their more extreme 
  gambling and pleasure houses, and have restricted 
  their illegal cargo to arms for rebels in Onnwal. 
   
  The Caerizar family is the most malicious of the 
  three.  Almost completely Suloise, they are descended 
  from an ancient noble house.  The Caerizars, led by 
  Kolir Caerizar, control several land-based shipping 
  companies that have regular commerce with the 
  Duchy and County of Urnst.  They prefer to deal with 
  Suel families, but are willing to sell and trade with 
  anyone.  Despite the profitable nature of their shipping 
  business, most of their money comes from their 
  activities in and around Oldred:  specifically, 
  protection rackets.  The Caerizars own several small 
  and 
  discrete 
  whorehouses 
  that 
  specialize 
  in 
  unconventional carnal requests.  They are most likely 
  to deal with opposition by means of quiet assassination 
  rather than by direct confrontation.   
   
  The Bayfields are led by Natania Bayfield and her 
  husband, Arton—he took the Bayfield name when he 
  married into the family.  They oversee almost all of the 
  street crime in Oldred and manage most of the general 
  purpose brothels.  They also exclusively market some 
  special gnomish liquors, which have a very loyal 
  customer base.  Most of their ‘family members’ are not 
  much more than children or entry-level thieves.  They 
  have relatively few political ties and no real muscle to 
  defend their turf.  The Vardushi family has in the past 
  protected them, but that support has been drying up.  
  Because of the quality of their entertainment 
  establishments, the Royal Navy has also protected 
  them from time to time.  The Bayfields maintain clean 
  brothels and girls, a fact that is appreciated by senior 
  Navy officers. 
  
  In the Streets of Oldred 
   
  Page 44 
   
  Player Handout #4 – Starting Information for Members of the Navy 
  As a member of the Navy, you received a missive, 
  instructing you to investigate the murders of several 
  fellow seamen in Oldred.  Divinations, always cryptic, 
  have at least revealed the killer is in the employ of a 
  crime family in Oldred.  You must investigate and 
  discover the identity of the murderer, and if possible, 
  capture him alive.  He should be brought to naval 
  headquarters in Oldred if you are successful. 
   
  The following is known:  five seamen, all Oeridian 
  human males, have been slain while on shore leave in 
  Oldred.  It is believed they were killed while in the 
  company of harlots and their bodies dumped into the 
  bay.  The harlots themselves were also killed at the 
  same time and in the same manner as the seamen.  
  Since days passed from the time the men were 
  reported missing until their bluing, nibbled bodies 
  were discovered floating in the bay, post-mortem 
  examinations have been hampered. Obvious, however, 
  were puncture wounds to vital organs on the victims, 
  indicating specialized knowledge of roguish tactics, 
  which is to be expected in Oldred.  All the bodies have 
  been shipped to the sailors’ hometowns for burial. 
   
  It is believed all the harlots were employed by the 
  Bayfields—a family with many businesses in Oldred.  
  The Navy has long encouraged its sailors to patronize 
  the ladies of the Bayfield brothels due to the 
  cleanliness of the workers and facilities.  As such, the 
  Bayfields are on good terms with the Navy.  Rumors 
  are that a competing family, the Vardushis, are behind 
  the killings, and this is part of a larger scheme for the 
  Vardushis to gain greater political power in Oldred. 
   
  Victim # 1 was Horgas Bekken.  Victim #2 was 
  Reddy Vole.  Victim #3 was Wexal Lassan.  Victim #4 
  was Lorkos Dyal.  Victim #5 was Jarrus Quist.  Along 
  with these five seamen, 9 other men in Oldred and 16 
  harlots are believed to have been killed.  Naval 
  command does not believe the seamen were targeted 
  because of their affiliation with the Navy.  Below is a 
  timeline of events, although the specific dates probably 
  have no bearing on the matter. 
  Timeline: 
  • 
  17 days ago – Horgas and Reddy believed 
  killed. 
  • 
  15 days ago – Horgas reported missing; Wexal 
  believed killed. 
  • 
  14 days ago – Reddy and Wexal reported 
  missing. 
  • 
  13 days ago – Lorkos and Dyal believed killed. 
  • 
  12 days ago – Horgas’ body found floating in 
  the bay. 
  • 
  11 days ago – Reddy’s and Wexal’s bodies 
  found floating in the bay; Lorkos and Dyal 
  reported missing. 
  • 
  10 days ago – Navy suspends all shore leave. 
  • 
  8 days ago – Lorkos’ and Dyal’s bodies found 
  floating in the bay. 
  
  In the Streets of Oldred 
   
  Page 45 
   
  Player Handout #5 – Starting Information for Residents of Oldred 
  As either a resident of Oldred, a member of an 
  organization based specifically in Oldred, or someone 
  knowledgeable on such matters, you know the 
  following about this port city. 
   
  The coastal region of this area of Nyrond is 
  notorious for its criminal element, with Oldred being a 
  haven for organized crime.  It is the big secret 
  everyone knows.  For whatever reason, the Duke is 
  unable or unwilling to clean up this den of iniquity.  
  The size of the illegal economy in the Duchy of 
  Korenflass, of which Oldred is the capital, is largely 
  guesswork, but smuggling is a way of life and definitely 
  large. Reports of piracy and slavery are common too, 
  and definitely happen, though the actual number of 
  incidents varies widely depending on whom you talk 
  to.  Those honest, able bodied men who neither 
  shepherd nor fish are generally either members of 
  Nyrond's navy, work in the Oldred shipyards, or are in 
  some way involved with supporting the various naval 
  stations.  
   
  Along the coast, the locals are moderately friendly, 
  at least by the standards of the hard-pressed. Most are 
  also smugglers, have been smugglers in the past, or 
  have friends or kin who are smugglers. Because of this, 
  questions are often answered indirectly. Deception and 
  dishonestly are ways of life. The criminal element of 
  course prefers to prey on outsiders. In these coastal 
  regions, the storm god Procan is widely worshiped, to 
  the point where those worshipping others are 
  sometimes put under some pressure.  
   
  There are three major crime families who run 
  nearly all the major businesses in Oldred:  the 
  Vardushis, Caerizars, and Bayfields.  The Vardushi 
  family is considered the most upright as crime families 
  go, with its leader a minor noble, Sir Elmain.  On the 
  other end of the spectrum, the Caerizar family is the 
  most malicious of the three.  Almost completely 
  Suloise, most of their money comes from their 
  protection rackets.  The Bayfields are somewhere in 
  the middle, overseeing almost all of the street crime in 
  Oldred.  Most of their ‘family members,’ though, are 
  not much more than children or entry-level thieves. 
   
  Much has been happening in Oldred of late.  
  Taking a dramatic turn, the Vardushi family is rumored 
  to have begun a power play.  Word on the street is that 
  they have decided to destroy the Bayfield family and 
  take control of their businesses.  Once they accomplish 
  that, they will be able to easily oust the Caerizars from 
  Oldred, gaining complete control of the criminal 
  underground of the city.  Within the past three weeks 
  or so, harlots employed by the Bayfields, along with 
  many of their customers, have been murdered.  This 
  has turned Oldred on its ear, and the conditions in the 
  city are deteriorating rapidly with the three families 
  moving swiftly to defeat the others 
  
  In the Streets of Oldred 
   
  Page 46 
   
  Player Handout #6 – Posted Notice  
  Prominently posted about the town is the following notice: 
   
   
   
   
   
   
  
  In the Streets of Oldred 
   
  Page 47 
   
  Player Handout #7A – Mechanics of the Dance Competition 
   
  There is going to be a dance competition, and a mystery prize is going to be awarded to the couple who dances the 
  best.  Here are the game mechanics of how this will work: 
  Step 1:  Pick a partner 
   
  Each PC participating in the dance-off must pair-up 
  with a partner.  If you are unable or unwilling to pair up 
  with a fellow party member, may approach a Wall Flower 
  and request his or her partnership.  See Player Handout 
  #7B for details on the available Wall Flowers.  Acceptance 
  of your request to dance is not guaranteed, however. In 
  order to secure the Wall Flower as a dance partner, you 
  will have to tie or beat the Wall Flower in opposed 
  Diplomacy checks.  The Diplomacy score for each Wall 
  Flower is known only to the DM.  You are permitted to 
  take 10 on this check, but you may not take 20.  Wall 
  Flowers always roll a d20 + their Diplomacy score and 
  never take 10 or 20. 
   
  If you are successful in beating or tying the Wall 
  Flower’s opposed Diplomacy check, the Wall Flower 
  accepts your invitation and joins you on the dance floor.  
  Once a PC successfully acquires a Wall Flower, that Wall 
  Flower is no longer available to other PCs.  If more than 
  one PC rushes up to the same Wall Flower, vying for his 
  or her partnership, the PCs make their Diplomacy checks 
  at the same time.  The PC who has the highest Diplomacy 
  result and ties or beats the Diplomacy check of the Wall 
  Flower wins.  If the PCs tie, the one with the highest 
  Charisma score wins.  If their Charisma scores are the 
  same, those PCs reroll their Diplomacy checks and may 
  not take 10.   
   
  If you fail in your opposed Diplomacy checks with a 
  Wall Flower, you may not ask that particular Wall Flower 
  again.  (They will automatically refuse.)  You are free to 
  approach other Wall Flowers, however. 
   
  There are modifiers to your Diplomacy check based 
  upon certain criteria, known only to the DM.  He or she 
  will apply these modifiers secretly. 
   
  Step 2:  Determine Your Dance Modifier 
   
  How well you and your partner dance in this 
  competition is based upon a formula that determines 
  what is known as your Dance Modifier.  Your Dance 
  Modifier is calculated as follows: 
  • 
  take your Perform (Dance) score, which is just 
  your Charisma modifier if you have no ranks in 
  that skill; 
  • 
  apply your Dexterity modifier (if you are 
  considered Middle Age pursuant to table 6–5: 
  Aging Effects on p. 109 of the PHB, your 
  effective Dexterity score for the purposes of 
  calculating your Dance Modifier is 1 less than it 
  actually is; if you are considered Old, your 
  effective Dexterity is 3 less; and if you are 
  Venerable, 
  your 
  effective 
  Dexterity 
  is 
  considered 6 less); 
  • 
  apply your armor check penalty; 
  • 
  apply the following encumbrance penalties: –4 
  for light load, –8 for medium load, or –12 for 
  heavy load; 
  • 
  add +1 for each prestige class level you have that 
  lists 1 or more ranks in Perform (Dance) as a 
  requirement; 
  • 
  and add a +2 bonus for each of the following 
  skills in which you have 5 or more ranks: 
  Balance, Escape Artist, Jump, and Tumble. 
   
  Step 3:  Add Your Dance Modifiers Together 
   
  Add your own Dance Modifier with your partner’s.  
  The DM knows each Wall Flower’s own Dance Modifier.  
  He or she will now inform you what it is if you have such 
  a partner.  Once you know this information, you may not 
  change dance partners, as this is out-of-character 
  knowledge given to you merely to resolve the game 
  mechanics of the competition. 
   
  Your combined score is your Team Dance Modifier. 
   
  Step 4:  Dance! 
   
  See Player Handout 7C for how to execute those 
  snazzy moves you need to win! 
   
  
  In the Streets of Oldred 
   
  Page 48 
   
  Player Handout #7B – Available Wall Flowers 
   
  An assortment of men and women, young and old, are assembled in the area of the hall designated for prospective 
  dancers without partners.  You may approach these folks and ask them to dance if you desire. 
   
  Females: 
   
  Corissa:  Female Oeridian human; Cha 12; age 43; wearing a simple yellow dress. 
   
  Delagru:  Female dwarf; Cha 13; age 120 (young adult); wearing a pretty reddish orange dress that compliments the 
  curves of her dwarvish figure.  
   
  Gamma Gadderly:  Female Oeridian human; Cha 14; age 81; wearing a frumpy olive green dress with a wilted 
  flower in her hair. 
   
  Olanne:  Female Oeridian human; Cha 9; age 17; wearing a casual lilac colored dress. 
   
  Rinna:  Female Suel human Cha 16; age 26; wearing a fashionable ruby colored courtier’s outfit with 
  accompanying jewelry (50 gp worth). 
   
  Urgla:  Female half-orc (half-Oeridian); Cha 6; age 22; wearing a grungy brown dress and smelling strongly of fish. 
   
  Zory:  Female half-elf (half-high elf/half-Rhennee); Cha 12; age 33; wearing a fancy light blue dress appropriate for 
  dancing.   
   
   
  Males: 
   
  Donnelor:  Male Oeridian human; Cha 9; age 16; wearing nondescript brown breeches and tunic. 
   
  Happy Bognipper:  Male gnome; Cha 14; age 77 (young adult); wearing a gaudy orange outfit of gnomish design 
  stained with and reeking of booze. 
   
  Irristal:  Male Oeridian human Cha 12; age 38; wearing a frayed, teal courtier’s outfit of outdated style. 
   
  Mevis:  Male Oeridian human Cha 13; age 22; wearing clean off-white breeches and a grey tunic. 
   
  Odifin:  Male Oeridian human Cha 7; age 30; wearing a midnight blue courtier’s outfit with accompanying jewelry 
  (50 gp worth). 
   
  Tholessil:  Male high elf; Cha 10; age 151 (young adult); wearing a nice burgundy outfit and expensive dancing 
  shoes. 
   
  Yodler:  Male lightfoot halfling; Cha 11; age 59 (middle age); wearing blue breeches and a red doublet.  
  
  <Title> 
  [Round #] 
  Page 49 
   
  Player Handout #7C – Executing Dance Moves 
  To win the dance competition, your team must score the 
  most points after 7 rounds.  To score points, you need to 
  attempt and succeed at dance moves.  Below are the 
  various moves available, broken down by progression 
  trees.  You decide which progression tree you want to 
  attempt.  Your first move is the one at the top of the tree 
  with the [start] descriptor.  On your turn, you or your 
  partner rolls 1d20 and adds the Team Dance Modifier.  If 
  the result is equal to or greater than the DC of the dance 
  move, you team scores the number of points indicated, 
  and you proceed to the next move down the tree on the 
  following round.  If the check fails, your team scores no 
  points for this round, and you lose your spot in the 
  progression tree; you must begin anew at the starting 
  position of any tree of your choice (even the same tree) 
  the following round.  You must always progress down a 
  tree with each succeeding round.  If you make it to the 
  bottom of any tree, you score a super combo, and the 
  audience applauds! You then start anew at the starting 
  position of any tree of your choice (even the same tree) 
  the following round.   
  Easy Moves 
   
   
   
   
   
  Disrespect Tree: 
  When you lack real talent, sometimes it’s easier to mock 
  others to make yourself look good. 
  Disrespectful Look (Start) 
  DC:  5 
  Points Awarded:  1 
   
  Disrespectful Head-bob 
  DC:  6 
  Points Awarded:  2 
   
  Disrespectful Snap 
  DC:  7 
  Points Awarded:  4 
   
  Step Tree: 
  Even if you have two left feet, they should at least work 
  well enough to pull off the most basic of footwork: steps 
   
  Step-Step (Start) 
  DC:  7 
  Points Awarded:  2 
   
  Step-Hop 
  DC:  9 
  Points Awarded:  3 
   
  Step-Skip-Hop 
  DC:  11 
  Points Awarded:  4 
   
  Step-Turn About-Step-Hop 
  DC:  13 
  Points Awarded:  8 
   
  Moderate Moves 
   
   
   
   
  Twirl Tree: 
  A lady exposing her ankles in a quick twirl is always a 
  crowd pleaser.  If you want to be really scandalous, show 
  ‘em some knee! 
  Twirl (Start) 
  DC:  11 
  Points Awarded:  3 
   
  Twirl-Freeze-Dramatic Pose 
  DC:  14 
  Points Awarded:  5 
   
  Twirl-Reverse Twirl 
  DC:  17 
  Points Awarded:  7 
   
  Twirl Around your Partner 
  DC:  20 
  Points Awarded:  9 
   
  Twirl Across the Room 
  DC:  23 
  Points Awarded:  18 
  
  <Title> 
  [Round #] 
  Page 50 
   
   
   
  Kick & Leap Tree: 
  When it’s time for some real peek-a-boo action, nothing 
  beats high kicks. 
  Hitch Kick (Start) 
  DC:  17 
  Points Awarded:  6 
   
  Split Kick 
  DC:  21 
  Points Awarded:  8 
   
  Barrel Jump 
  DC:  25 
  Points Awarded:  10 
   
  Double Turning Jump 
  DC:  29 
  Points Awarded:  12 
   
  Running Grand Leap 
  DC:  33 
  Points Awarded:  14 
   
  Cancan Kicks, Exposing Drawers 
  DC:  37 
  Points Awarded:  28 
   
   
  Difficult Moves 
   
   
   
   
  Show-off Tree: 
  Lifting your partner into the air and tossing him or her 
  about is the epitome of showing-off and a sure-fire way to 
  win a dance competition. 
  Lift Partner (Start) 
  DC:  25 
  Points Awarded:  8 
   
  Lift-Toss- Catch Partner 
  DC:  30 
  Points Awarded:  11 
   
  Lift-Toss-Twirl Partner in Air 
  DC:  35 
  Points Awarded:  14 
   
  Lift-Rotate Partner Overhead 
  DC:  40 
  Points Awarded:  17 
   
  Lift-Toss-Triple Backflip-Catch 
  DC:  45 
  Points Awarded:  20 
   
  Lift-Contort Partner all Around Self 
  DC:  50 
  Points Awarded:  23 
   
  Lift-Toss Partner into Air-Go Get Something to 
  Drink-Come Back-Catch Partner 
  DC:  55 
  Points Awarded:  46 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/NYR (Nyrond)/NYR4-02 In the Streets of Oldred (3E).pdf