TEXT: VEL1-03
  PPPPooooaaaacccchhhheeeerrrrssss    W
  W
  W
  Wiiiillllllll    BBBBeeee    SSSShhhhooootttt
  AAAA    OOOOnnnneeee----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
  W
  W
  WKKKK®
  ®
  ®
  ®
  VVVVeeeelllluuuunnnnaaaa    RRRReeeeggggiiiioooonnnnaaaallll    AAAAddddvvvveeeennnnttttuuuurrrreeee
  Version 1
  bbbbyyyy    CCCC....EEEE....    CCCCaaaallllddddwwwweeeellllllll
  The Festival of Growfest is here and the streets of Valkurl are packed. Merchants from all over Veluna
  cram the streets as farmers sing praises to Beory and Merikka for a bountiful season. Wealth and
  goodwill are all around you but something dark lurks in the cracks. Someone is not what they seem but
  can the party find out who in time to save the town and themselves. A dangerous adventure for
  character levels 1-4. Border Run, Part I.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  Poachers Will be S h o t
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is  sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e.  The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se g m e nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nar io
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia riz e y our se lf 
  w it h a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa r ti cula rl y im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re s in
  dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a ye r ’s na m e 
  a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e , a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd w e ap ons  
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ront e d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in g ra y bo xe s . It ’s  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  1. 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong st t he g ro up, or 
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs  a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or .
  
  Poachers Will be S h o t
  Page 3
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  bring their own characters with them. If players
  do not 
  have 
  a LIVING 
  GREYHAWK character
  generated, 
  get a copy of the current 
  LIVING
  GREYHAWK character 
  generation 
  guidelines, 
  a
  character sheet, and a LIVING GREYHAWK log sheet
  from your convention coordinator or the RPGA
  Web site, and then have any players without a
  character create one. Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along with the other materials 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 G REYHAWK Gazetteer.
  LLLL                IIIIVVVVIIIINNN
  NGGGG                        
  GGGG                    
                                            RRRREEEEYYYYHHHHAAAAW
  W
  W
  WKKKK                TTTTiiiieeeerrrr    SSSSttttrrrruuuuccccttttuuuurrrreeee
                                                                  
  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
  M
  M
  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  5 sp
  -2
  Poor
  14 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  Adventure Summary and
  Background
  Judge       Guidelines
  This is a regional scenario for the Veluna Region.
  The judge should also familiarize 
  himself with
  the Veluna Gazetteer, which is also available on
  the Veluna Triad website at www.veluna.com The
  gazetteer gives vital information on how certain
  classes and races are viewed in Veluna, especially
  pay attention 
  to the banned 
  religions. 
  This
  adventure takes place in the mining town of
  Valkurl.
  Adventure        Background    
  The festival of Growfest is in full swing and the
  town of Valkurl is bursting at the seams with
  
  Poachers Will be S h o t
  Page 4
  merchants, 
  farmers, and revelers. 
   The party
  heading into town to see what sort of adventure
  or work they can find. The party is stopped
  outside of town by a patrol of town guard.  They
  are asked a few quick questions and told to keep
  their noses clean and allowed to continue. One of
  the guardsmen is an Inquisitor of Heironeous,
  which the party might recognize later on.
  The guardsmen 
  belong to a new cell of
  inquisitors of Heironeous that have made a n
  understandable but unfortunate mistake. While
  they have successfully determined 
  that Fakim,
  the horse trader, is an operative of Iuz, they have
  classified him as a spy. So instead of arresting
  him they are keeping him under observation so
  they can hopefully identify other spies. Only
  problem is Fakim is an assassin/saboteur and his
  mission is to locate minor people or items vital to
  the security of Veluna and either subvert them or
  eliminate them.
  Fakim is naturally paranoid and senses the
  forces of Veluna closing in on him. To complete
  his mission, 
  he 
  feels 
  that 
  the 
  removal 
  of
  Andreyev Rockhammer will drive a split between
  the human community and the dwarves. It also
  prevents superior weapons from coming into the
  hands of Veluna’s heroes. The night before the
  party arrives, Fakim used a scroll of fireball on
  The Bear and Bellows while Andreyev sleeps.
  Problem is it did not work (or so Fakim thinks).
  He made a mistake when reading 
  the scroll
  (failed caster level check) and the spell did not
  work right. The spell will go off 2 hours after the
  party arrives in town during the busiest part of
  the day. Several deaths occur and the party can do
  what they can to help those injured 
  in the
  explosion. Fakim then performs a long series of
  other crimes 
  while appearing 
  to be various
  strangers 
  in 
  town. 
  The 
  players 
  will find
  themselves 
  falsely 
  accused 
  after 
  one 
  day 
  of
  investigating 
  and 
  thrown 
  in jail. 
  The town
  guardsmen are at wits end about what to do and
  are taking no chances with anybody.
  The players are released by the guardsmen
  who is secretly an Inquisitor 
  to prove their
  innocence. After questioning their “victims”, the
  heroes should finally track down and confront
  Fakim.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    W
  W
  W
  Whhhhaaaatttt    aaaarrrreeee    yyyyoooouuuu
  ddddooooiiiinnnngggg    iiiinnnn    tttthhhheeeesssseeee    nnnneeeecccckkkkssss    ooooffff    tttthhhheeee
  wwwwooooooooddddssss    ????
  Finally, you have arrived at the mining town of
  Valkurl.  While you are not sure if you will find
  danger and excitement, you hope that at least a
  little of Veluna’s prosperity will rub off on you. 
  Even from this distance you can tell that a lot is
  going on down in town. Merchants camps are
  setup outside the city and a steady influx of
  people seem to be heading into town.  Up ahead
  you can see a mounted patrol riding your
  direction.
  The patrol is lead by Kernt Redbeard (Clr 3/Ftr 4).
  He asks the party some basic questions about
  their activities and what they are up to and then
  lets them pass.  Kernt is secretly an Inquisitor of
  Heironeous and makes a mental note of the
  characters for later.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    W
  W
  W
  Whhhheeeerrrreeee    ddddoooo    yyyyoooouuuu
  wwwwaaaannnntttt    ttttoooo    ggggoooo    TTTTooooddddaaaayyyy????
  Arriving in the city 
  with several 
  traveling
  companions, you can see the streets packed with
  merchants opening their shops to greet the day.
  The streets are still fairly open but you can see
  already the festivities starting back up again.
  There are a number of shops the players can visit.
  This section is available within reason during
  most of the adventure. One shop owner, the
  smith, will have his shop burned down when the
  fireball goes off 2 hours after the party arrives. So
  if the party does not stop there first thing change
  the description accordingly. Also fugitives from
  justice will probably not want to shop. Otherwise
  players 
  can 
  investigate, 
  sell 
  their 
  stuff,
  investigate as needed, or go shopping during the
  first day of this adventure.
  List of shops:
  The Beard and Bellows (Weapon shop)
  Annabelle’s Fine Clothing
  Overton’s Bakery
  Fakim the horse trader
  Elareelo’s Explosives
  The Chug-n-Lug (Bar)
  Leuko’s General Store
  The clang of hammer on metal rings from one
  shop (Beard and Bellows), while the smell of
  baking bread leads 
  from another 
  (Overton’s).
  Between the two, a figure stands motionless in a
  glass window (Annabelle’s). At the end of the
  street a crowd gathers around a man selling
  horses (Fakim). And off by itself, a sturdy brick
  building with a large chimney sits mainly ignored
  (Elareelo’s).
  AAAA....    BBBBeeeeaaaarrrrdddd    aaaannnndddd    BBBBeeeelllllllloooowwwwssss
  Inside this stone building you see a grimy dwarf
  pounding a red glowing short sword on an anvil. 
  He does not appear to hear you when you enter
  and continue with his work.  You see several fine
  looking weapons hanging up on the wall behind
  the front counter.
  • 
  Anyone with craft weapon skill can make a
  check at DC 14 to realize the dwarf is at a
  
  Poachers Will be S h o t
  Page 5
  critical moment in forging this weapon. The
  dwarf is focused on his work.
  • 
  Andreyev Rockhammer, the dwarven smith, is
  a bit deaf from working the forge.  He will
  not hear anyone speaking to him at first.
  Anyone physically touching him will throw
  him off and ruin what he is working on. In
  anger, he will throw the hot short sword at
  the wall near the person who touched him.
  • 
  Attacking 
  Andreyev 
  in 
  response 
  to 
  his
  throwing the glowing short sword is not a
  good idea. He will shout for the guards
  quickly. 
  The 
  short 
  sword 
  was 
  for 
  the
  commander of the guard and he will be a bit
  upset about the aborted attempt to craft his
  specially ordered weapon. For dropping any
  charges against the dwarf, the commander
  will not fine the hero for destruction 
  of
  property.
  • 
  Andreyev is gruff 
  with a nasty 
  sense of
  humor. He will offer his soot-blackened hand
  to shake. He also jacks up his prices for the
  following: Not shaking hands—15 gp. Being
  offended by the dirt—10 gp. Being rude or
  insulting his craft—20 GP. Interrupting his
  work—Double prices. A 10% Discount can be
  earned with a Bluff (DC20)
  • 
  The Dwarf has for sale: 1 silver dagger (10 gp),
  1 silver warhammer (60 gp), 1 masterwork
  battle-axe 
  (310 
  gp), 1 masterwork 
  light
  crossbow (335 gp), 10 silver Crossbow Bolts (5
  gp each).
  • 
  If the dwarf wasn’t interrupted on the short
  sword, a masterwork silver short sword is
  made for the captain of the town 
  guard.
  Alternatively, a damaged masterwork silver
  short sword (50 GP) is “given” to a person who
  interrupts the dwarf. Since it was not forged
  correctly its appearance is that of a broken
  weapon. It is +1 to hit but –1 to damage. The
  tip of the blade broke off and is stuck in the
  wall. This weapon can not be fixed with a
  mend spell and retain its masterwork status.
  Andreyev Rockhammer (Fig 2/Exp 4)
  Information he has about the explosion:
  • 
  He has no clue of the identity of any who bear
  him any ill-will and would want to burn his
  business down.
  • 
  He heard some noise 
  outside 
  early 
  this
  morning but nobody was there when he went
  and looking.
  • 
  A lot of people believe that it was an accident
  and he caused it. He has nothing in his shop
  that would cause an explosion of that size.
  • 
  He was visited yesterday by Fakim the horse
  trader, Kernt of the city guard, and Leuko.
  Other then that he had his normal customers.
  BBBB....    AAAAnnnnnnnnaaaabbbbeeeelllllllleeee’’’’ssss    FFFFiiiinnnneeee    CCCCllllooootttthhhhiiiinnnngggg
  This shop seems 
  to 
  bring 
  fashion 
  to 
  the
  adventurer. Yes, over in the corner you see silk
  shirts any swashbuckler would be proud to wear.
  • 
  Annabelle is pert, cheerful, and glad someone
  stopped by.
  • 
  Most of her items will have to be made to fit.
  She 
  offers 
  a 
  combination
  explorers/entertainers outfit (15 gp, 9lb).
  • 
  She can include hidden small sheaths and
  pockets that evade detection (Search, DC 16).
  Adds 20 gp to cost of garment.
  • 
  She has enough time to take on only one
  more alteration job.
  • 
  Annabelle 
  knows 
  nothing 
  of any import
  about the explosion or Fakim.
  CCCC....    OOOOvvvveeeerrrrttttoooonnnn’’’’ssss    BBBBaaaakkkkeeeerrrryyyy
  Inside the shop, a large balding man is pulling
  loaves of fresh baked bread out of the oven with a
  large wooden paddle. A gentleman at the counter
  finishes his purchase and you recognize him as
  one of the guards you met when you entered the
  city. He nods his head slightly at you as he exits
  the store.
  Prices: 1 load (1 sp), Beggar’s bread (1 cp), 12
  cookies (1 sp), 1 cake (3 sp)
  Overton 
  secretly 
  supplies 
  the Inquisitors 
  of
  Heironeous with supplies and information. He
  has just informed Kernt of Fakim’s whereabouts
  and Kernt is on his way to see him. Characters
  can roll a Sense Motive check (DC 18) to realize
  something just happened between the two but he
  will not divulge what under any circumstance.
  What Overton knows:
  • 
  Andreyev is a good man and though grumpy
  and hard to deal with sometimes, his work is
  well know in the area.
  • 
  He is worried 
  about Leuko. 
  He has not
  seemed himself lately and has had some
  shady people hanging around his store.
  • 
  Fakim has to be a con-artist or something.
  Only somebody doing something shady could
  charge what he does for his horses and get
  away with it.
  DDDD....    FFFFaaaakkkkiiiim
  m
  m
  m    tttthhhheeee    hhhhoooorrrrsssseeee    ttttrrrraaaaddddeeeerrrr
  Crowds of people are bidding on horses a foreign
  merchant has penned on the outskirts of town.
  His tent is in the middle of the corralled herd of
  horses. “And now a cheaper horse… Once owned
  by the outlaws of Bramblewood, this poor sack of
  bones has surely seen better days. Let’s start the
  bidding at 50 gold and the promise of a good
  home…” The horse in question shows 
  the
  
  Poachers Will be S h o t
  Page 6
  majority of its ribs through its sides. Its coat is
  patchy and its mane and tail appear to be
  bleached out.
  • 
  Healing or wilderness lore DC 10 will reveal
  the horse is diseased.
  • 
  The horse requires a cure disease for full
  recovery or a cure light w o u n d s every other
  day or it will die.
  • 
  Fakim is only selling heavy horses and there
  is great demand for them here.  He is also
  using a contact, Gorm, to bid up the price.
  • 
  Gorm bids the price up to about 300 gp leaves
  town for a day and brings the horses out of
  the town to wait for Fakim to move on. DC 18
  Sense Motive: He isn’t worried about money.
  • 
  Morvan Poston, the cousin of Guildmaster
  Markei Poston, is here to purchase for the
  guild. He is amazed at the prices and is
  unable to spend excessively.
  • 
  Guildmaster 
  Norken 
  Bonnel 
  is 
  here 
  to
  investigate why he can’t get heavy horses for
  a reasonable rate. He will buy the horses for
  the higher rate. (Sense Motive DC 25: He is
  quietly furious, but will get even.)
  What Fakim’s knows and says:
  • 
  He is just here for the festival to sell some
  horses then he plans to move on (false)
  • 
  He has no clue who would want to kill
  Andreyev. (false)
  • 
  Yes he went and saw Andreyev 
  yesterday
  about some horseshoes but he was told that
  he did not do that kind of work. (true)
  • 
  Elareelo is the one you want to talk to about
  explosions. He is a bit odd but they say he is
  good at what he does. (true)
  • 
  Fakim makes mental notes of what the PC’s
  look like to later use in his disguise to frame
  them.
  EEEE....                          
  EEEEllllaaaarrrreeeeeeeelllloooo’’’’ssss    EEEExxxxpppplllloooossssiiiivvvveeeessss
  You enter a shop cluttered with glassware. A
  large variety of colored fluids are carefully stored
  in glass vial on the shelves. A nearly bald man
  with one hand sits before the oversized fireplace
  reading a book. A chain loop opens the flue for
  the chimney. Several odds and ends are displayed
  in a glass cabinet on the far wall. A small
  bookshelf contains a small collection of dusty
  books.
  • 
  Elareelo has 15 tinder twigs (5 gp each).
  • 
  Elareelo 
  will apologize 
  about the limited
  selection and explain that he had an accident
  in his lab. He was working, he goofed, he
  woke up, and the lab was pretty much gone.
  • 
  The door to the lab is buried under the ashes
  in the fireplace. Search DC 25 for room 15 for
  fireplace. Normally, Elareelo uses his hook in
  a small hole in the door to open it up.
  • 
  On his stump, Elareelo 
  wears 
  a gnomish
  device with several snap-on tools: a hook, a
  knife, a fork, and a spring-loaded flask holder.
  • 
  Elareelo is a fugitive from the Shield Lands.
  While 
  there, 
  he 
  developed 
  alchemical
  weapons under the supervision of fiendish
  creatures. 
  He was tortured 
  and 
  once he
  escaped he stopped making weapons. He is
  adapting his craft for mining uses. He is
  developing a large-scale thunderstone with a
  mechanical timed impact device.
  What Elareelo knows:
  • 
  He had nothing to do with the explosion. Nor
  has he sold any ingredients to anyone since
  he has came to town. He does not want to
  help with anything that could hurt somebody
  anymore.
  • 
  He has seen some odd dressed men hanging
  about the sewer grates and once he saw them
  duck down into one quickly and close it after
  themselves.
  • 
  “The people are blaming me for the explosion
  aren’t they? Ever since my lab exploded they
  have been looking at me different. I tell you I
  was doing nothing that I had not done a
  thousand times before and next thing you
  know I am waking up and my lab is gone.”
  FFFF....                                
  TTTThhhheeee    CCCChhhhuuuugggg----nnnn----LLLLuuuugggg
  The Chug-n-Lug is a large three-story Inn that has
  a well-known reputation of catering to rowdy
  work hands and adventurers. Sturdy furniture,
  cheap beer, tough bouncers, and even a corkboard
  for leaving messages to other travelers. A half-orc
  sits in the corner of the room looking puzzled at
  a piece of parchment. Perhaps a three dozen other
  patrons sit around in small groups but only the
  half-orc sticks out as odd.
   Only if someone has played Noble Ambitions:
  Your entrance has also attracted the attention of
  a young priest bearing the symbol of Rao.
  If 
  players 
  have played 
  Noble Ambitions 
  in
  Verbobonc (Indiana), there is a chance they did a
  great service for the temple of Rao. A fortune the
  temple sent to the elven queen could have been
  returned. The reward for this good deed was a f i g
  of healing.
  If they players still have or once had this
  item, they receive a potion of limited duration.
  For this module only, the heroes can chose to
  combine their fig with a temporary potion of cure
  light wounds cast at 1st-level to improve the
  potion to a potion of cure moderate wounds cast
  at 3rd-level. If they have used the fig, they receive
  a temporary potion of cure light wounds cast at
  1st-level and an apology for a “clerical” error. It
  will be explained that the fig was meant to be
  part of the healing potions. It was given out by
  
  Poachers Will be S h o t
  Page 7
  accident. This is the reason these potions lose
  their effectiveness. Any fig used in this manner
  and any potion not used during will go bad at the
  end of this module.      
  No       certificate        
  will       be      given
  out    for     this    item(s)    in      any     event. 
  • 
  Gruk, the half-orc, doesn’t have a prayer of
  solving the coded message (Players’ Handout
  #1). Any offer to help is greeted with thanks.
  He will explain that he doesn’t know why it’s
  coded.
  • 
  Earlier, another half-orc named Grok took the
  wrong message that was meant to lead Gruk
  to Whitehale. He crumpled it up and tossed it
  on the floor. Spot DC 15 to find it in the bar.
  • 
  Also in the bar, a group of drunken men are
  playing a game. Rule: Drop a silver, take a
  drink of a very fortified, but foul-tasting,
  wine, take a dart, and throw. Play until
  someone fails a fortitude 
  check DC 10 +1
  drink, cumulative. Record Armor values hit.
  Sum values and winner has highest total.
  There is a—1 penalty per round played. The
  three drunken men are Atk +2 ranged (dart)
  and Fortitude +2.
  • 
  The drunks are easy pickpocket marks (DC
  10). The bartender has +2 spot to notice this as
  well as the players spotting ability. However
  their coins are marked to help entrap thieves.
  At the end of the game, 
  the bartender
  converts the marked silver for unmarked gold
  for the winner. DC 15 to spot that the symbol
  of Rao on the coins have been marred.
  A waitress leads you over to a vacant table and
  takes your drink orders.
  • 
  Cider—2 cp.
  • 
  Mead—6 cp.
  • 
  Ale—4  cp.
  • 
  Beer—3 cp.
  • 
  Wine—8 cp.
  • 
  Meal and Drink—1 sp.
  • 
  Meal is stew. Beef, Potatoes, Carrots.
  After your meal, the bartender, Marcel, makes a n
  announcement:
  "Well, it’s been a slow day. I’ll let anyone new in
  town stay here for half price (5 sp) ‘til tomorrow.
  Just hope you remember the Keg when you get
  rich and famous.”
  • 
  Bars always have rumors. Time to use Gather
  information skills.
  • 
  DC 
  20—Oddly 
  enough, 
  some 
  priests 
  of
  Heironeous were seen entering the sewers
  with a cloaked humanoid at night.
  • 
  DC 15—Some yells were heard from the
  sewers, but stopped quickly.
  • 
  Bards 
  may 
  perform. 
  DC 
  grants 
  reward.
  DC15—d10 sp, DC 20—2d10 sp, DC 25—Earns
  a patron 
  to 
  Veluna’s 
  Bards 
  Guild 
  for
  Velunites only or 3d10 sp.
  FFFF....                                
  LLLLeeeeuuuukkkkoooo’’’’ssss    GGGGeeeennnneeeerrrraaaallll    SSSSttttoooorrrreeee
  You enter a large general store with an attached
  shipping yard. An average height human male is
  just wrapping up a sale and walks over to you.
  “Welcome, Welcome, what can Leuko do for you
  today?”
  Any PC succeeding at a Spot check (DC 16) will
  notice the High Roads Trading Company stamp
  on several unopened crates. Leuko has for sale all
  basic equipment out of the PHB for sale under
  200 gp cost at standard 
  costs. 
  After 
  a few
  questions, or about 10 minutes after the PCs
  enter the store, an elven gentleman walks in.
  Leuko yells over to him calling him by the name
  Rhoule and says he will be with him in just a
  minute. He then excuses himself from the PCs.
  What Leuko knows:
  • 
  Fakim has been very interested in perhaps
  buying Lueko’s place. He has no idea why
  Fakim would want the place but he is not
  selling anyways so it’s a moot point.
  • 
  He is renting space out in the shipping yard
  to Fakim though. He does not see him use it
  much but does know he is storing stuff there.
  He will not let the PC’s into that area and will
  call the guards if they are caught trying to
  break in.
  • 
  A lot of priests of Heironeous have been
  shopping here lately and its beginning to give
  him the creeps.
  • 
  He knows of nobody bearing Andreyev any ill
  will though competition can be pretty fierce
  in town somedays.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    AAAAllllllll    GGGGoooooooodddd    TTTThhhhiiiinnnnggggssss
  ggggoooo    BBBBoooooooom
  m
  m
  m
  This encounter happens two hours after the party
  arrives 
  in town. Please 
  adjust 
  the following
  accordingly to where the party is at when it
  happens.  The fireball scroll that Fakim used the
  night before finally goes off. It blows the forge
  into pieces and kills 6 people who happened to be
  in front of the store at the time. Thankfully
  Andreyev makes his save but he is still knocked
  down to 3 hit points.
  <insert where the PCs are currently at here> the
  room shakes around you as a large rumble rolls
  through town.  You hear a lot of screaming
  coming from outside.
  Wait for the PCs’ reactions.
  You see a large plume of smoke rising from the
  general location of The Beard and Bellows. As you
  rush over you see the building looks to have
  exploded from within. Several bodies lying still
  
  Poachers Will be S h o t
  Page 8
  on the ground as well as some severely injured
  ones crying out for help.  A few seconds later you
  hear a large roar as a pile of rubble shifts and
  Andreyev stands up. He is singed and most of his
  clothing is in tatters but he looks like he will live.
  A Spellcraft check DC 18 will reveal that the
  explosion 
  was caused by a fireball 
  spell—a
  powerful one. The city guard shows up shortly
  after led by Kernt once again.  They question the
  party members as well as the survivors. 
  The
  priests of Rao show up shortly after that and
  begin taking the wounded back to the temple. The
  PC’s are thanked for their help if it was given and
  the crowd begins to break up.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    SSSSeeeewwwweeeerrrrssss    AAAAggggaaaaiiiinnnn????
  Investigating the sewers lead to an encounter
  with an aberration or 2. A sewer grate is easily
  found. An encounter in the 15-foot wide sewers
  under the city should interesting. The 5 feet in
  the center are covered in sewage. Two traps are
  set in the sewers. The aberration(s) can be heard
  with a successful Listen check (DC 15), 2 rounds
  before the encounter.
  The sewers under Valkurl are normally the
  territory of the Pack, a thieves’ guild in Veluna.
  They 
  have 
  been 
  displaced 
  slightly 
  by 
  the
  Inquisitors of Heironeous who are using parts of
  them as a base of operations.  Fakim learned of
  this practice and secreted some aberration eggs in
  the sewers. A small group of Inquisitors have
  been killed by the creature(s) so far. Several traps
  have been setup by the Pack to hopefully lead the
  creatures to the Inquisitors 
  so they can once
  again resume business as normal.
  The Traps consist of two tripwires (Search DC
  20. Disable Device DC 20). The first sends a small
  metal roller with loud bells bouncing down the
  corridor. The second drop three vials of perfume
  from the ceiling +10 missile. Setting off either
  trap will attract a monster(s). It decreases the
  encounter distance from 60 feet to 30 feet.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Carrion Crawler: CR 4; Large Aberration; HD
  3d8+6; hp 19; Init +2; (Dex), Spd 30 ft., climb 15 ft.;
  AC 17 (touch 11, flat-footed 15) [[+2 Dex, –1 size,
  +6 natural]]; Atk +3 melee (8 tentacles, paralysis), -
  2 melee (1d4+1, bite); SQ Scent, Paralysis; AL N; SV
  Fort +3, Ref +3, Will +5; Str 14, Dex 15, Con 14, Int
  1, Wis 15, Cha 6. Length 8 ft.
  Skills and Feats: Climb +10, Listen +6, Spot +6;
  Alertness.
  Paralysis (Ex): Those hit by a carrion crawler’s
  tentacle attack must succeed at a Fortitude save
  (DC 13) or be paralyzed for 2d6 minutes.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Gricks (3): CR 3, Medium Aberrations, HD 2D8;
  hp 9; Initiative +2 (Dex); Spd 30 feet, Climb 20
  feet; AC 16 (touch 11, flat-footed 14)(+2 Dex, +4
  natural); Atks +3 melee (1d4+1, 4 tentacles) 
  –2
  melee (1d3+1, bite); SQ: Scent, damage reduction
  15/+1; AL N; Sv Fort +0, Ref +2, Will +5; Str 14, Dex
  14, Con 11, Int 3, Wis 14, Chr 5
  Skills and Feats: Climb +10, Listen +7, Spot +7,
  Hide +4; Alertness.
  If the heroes did not attract the aberrations, then
  they are found in their lair busy eating 4 fresh
  corpses. If the party attracted them then it will
  require the Track feat and a Wilderness 
  Lore
  check DC 18 to track them back to their lair. The
  corpses have four daggers, two light maces, two
  composite short bows, four chain shirts, 
  two
  short 
  swords, 
  and 
  two 
  holy 
  symbols 
  of
  Heironeous. Success at a Healing check (DC 12)
  will have the PC notice that two of the bodies
  have slit throats. 
  Obviously not done by the
  aberrations. Succeeding a Search check (DC 20)
  reveals some horse manure on the shoes of the
  two men.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    JJJJaaaaiiiillllhhhhoooouuuusssseeee    RRRRoooocccckkkk
  During the night, Fakim, the spy from Iuz, will
  seize 
  an opportunity 
  to 
  worsen 
  Veluna-Ket
  relations, hurt Veluna, and get the party off his
  back for a while. While disguised as a PC, he will
  assault several merchants as well as attempting
  another failed attempt on Andreyev’s life. He will
  disguise himself as a Kettite, a wizard, a sorcerer,
  a bard, or a thief in that order of preference.
  The party is either arrested as they crawl out
  of the sewers or in their rooms during the night.
  Arrest During the Night (adjust for an arrest
  outside the sewers but essentially the same)
  After a partial night’s rest, many of you awaken
  to a gruff voice saying:
  “You’re under arrest.”
  • 
  Four well-armed men are present for each
  player. Numbers should daunt the players.
  The Innkeeper opened the locks for them.
  • 
  Randomly choose a hero for the guards to
  arrest first if the party is separated. The other
  players may chose to flee if they can take the
  following actions.
  • 
  Wake up. Listen check, DC 15.
  • 
  Listen to arrest. DC varies based on guard
  hero interaction.
  • 
  Escape from the inn in some plausible way.
  Hide, Climb, etc.
  • 
  Disguise themselves DC 15 or go invisible.
  Hopefully, once the hiding hero sees his
  
  Poachers Will be S h o t
  Page 9
  companions freed he will choose to join them
  again.
  The guards will list the crimes the party members
  are accused of before they are taken to jail.
  Assign crimes to each player. Bold e n c o u n t e r s
  should be chosen first.
  • 
  Andreyev Rockhammer –attempted murder,
  disturbing the peace.
  • 
  Overton—assault and theft
  • 
  Chug-n-Lug - disturbing the peace
  • 
  Fakim—assault and theft (1 or 2 players)
  As the guards escort the players through the
  street, Andreyev will be waiting at the jail and
  will point out the lunatic in the party he believes
  attacked him and state what he saw. The player
  entered where he was staying, spoke some funny
  sounding words, and his room erupted in fire
  again.
  Guards, male human, War2 (3 per PC): CR 1; HD
  2d8 + 4, hp 20 each, Init +7, Spd 30 ft, AC 18 (Chain
  shirt, shield, Dex); Atks +5 melee (1d8+3/19-20,
  longsword), +4 ranged (1d8/x3, longbow); AL LG;
  SV Fort +5, Ref +2, Will +2; Str 16, Dex 14, Con 14,
  Int 12, Wis 10, Chr 12.
  Skills and Feats: 15 Intimidate +6, Jump +8,
  Ride +7 Improved Initiative, Iron Will.
  Equipment: Chain shirt, large wooden shield,
  longsword, longbow, 20 arrows.
  • 
  Resisting arrest with violence will lead to
  subdual and more problems latter. If they
  resist with lethal force the guards have no
  problem taking out party members to protect
  themselves.
  • 
  The guards will explain that this group is
  being taken in for questioning due to unusual
  circumstances. They were seen committing
  the crimes, but they didn’t flee. Odd. This
  matter is better left to priests.
  The PCs are then marched off to a stone building
  near the center of town. Their possessions are
  taken and searched. Then, they are locked inside
  cells while they await a judge who is set to arrive
  the next morning Later that night, a man with a
  cloak pulled up over his head enters the prison
  and begins moving from cell to cell handing out
  bread. He regards you and asks:
  “Are you strangers to the ways of the cell my
  friend?”
  • 
  Overton the baker has been sent to give the
  PC’s a key to get them out. Using innuendo,
  he is asking if they wish to be free or remain
  here.
  • 
  Yes –“ Moldy bread for you then”.  Inside the
  bread is hidden a key to the cell.
  • 
  No –“ Are you sure? A damp cell is not a place
  to find the answers you are looking for. Are
  you sure you are not a stranger to this cell?”
  • 
  Players who refuse his help may remain. Go
  to Encounter 7: Bring in the Judge.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    TTTThhhheeee    ((((nnnnooootttt    ssssoooo))))
  GGGGrrrreeeeaaaatttt    EEEEssssccccaaaappppeeee
  Escaping from the prison, you emerge into a dark
  alleyway. A man wearing a dark body suit waves
  his hand over a heavy sewer grate. It swivels up to
  allow access down below.
  Entering the grate leads to a meeting with Kernt
  and the Inquisitors. They are looking for some of
  their members how have gone missing. If the
  party relays what they may have found in the
  sewers earlier it goes a long way with proving to
  Kernt that they are innocent. Kernt thought that
  ‘poachers’ are responsible 
  but is glad for the
  truth. Poachers is a slang term for a foreign thief
  operating without local aid.
  Kernt tells the party of his suspicions about
  Fakim the horse trader but right now they cannot
  find him and they fear he has slipped out of town
  and is gone. If they party could find Fakim and
  turn him over to Kernt he would then make sure
  they were cleared of all charges.  Otherwise he
  has to make sure the PC’s are back in their cell for
  the judge in the morning.
  If they agree to help find Fakim then Kernt
  returns the PC’s gear to them and shows them
  another way out of the sewers near the market
  area.
  • 
  Fugitives from justice will be caught by patrol
  unless they are very sneaky. They must evade
  a Spot +10 and out run the mounted patrol
  that will track them. It is possible that clever
  people could evade this. If so note on their
  log sheets, 
  that 
  they are 
  wanted 
  for 
  a
  particular crime in Valkurl.
  • 
  Captured fugitives have that charge tacked
  onto their record and are thrown back into a
  cell. Only guilty people flee the Law.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    BBBBrrrriiiinnnngggg    iiiinnnn    tttthhhheeee
  JJJJuuuuddddggggeeee
  The next morning, a gray haired man enters the
  prison. He pulls a stool over to the cells and takes
  a seat. He regards you gravely. “Now what is your
  story? You stand accused of serious crimes, but
  something just doesn’t add up. In all my years of
  service, I have never seen a large group of
  criminals so flagrantly break the law then stick
  around to face justice.”
  
  Poachers Will be S h o t
  Page 10
  Father Jorme of Rao, Clr3: CR 3; Medium-size
  Humanoid, HD 3D8+2, hp 20, Init +4; AC 14; Atks
  +3 melee (1d6 +2, light mace) +2 ranged (1d4,
  sling); SV Fort +5 Ref +3 Will +6; Str 14, Dex 10,
  Con 14, Int 10, Wis 16, Chr 12.
  Skills and Feats: Sense Motive +8; Skill Focus
  (Sense Motive), Improved Initiative, 
  Lightning
  Reflexes.
  Spells Prepared (4/3+1/2+1; Spell DC = 13 +
  spell level): 0—detect magic, detect poison, light,
  mending, 1st—command, 
  detect 
  evil, protection
  from 
  chaos*, 
  sanctuary; 2nd—calm 
  emotions,
  detect thoughts*, zone of truth.
  * Domain Spells (Law: cast law spells at +1
  caster level; Knowledge: All knowledge skills are
  class skills, cast divinations at +1 caster level).
  • 
  As long as respect is given to him, he will be
  inclined to trust people who are telling the
  truth and not carrying contraband.
  • 
  If 
  the PC’s can 
  convince 
  him 
  of 
  their
  innocence (Allow Jorme one Sense Motive
  roll, DC 15, he does not take 10, and feel free
  to give him up to a +2 bonus if the PCs have
  been respectful, or as much as a –2 penalty, if
  the PCs do not treat the priest with the
  proper respect) then he will release them
  under his supervision to see what they can
  find out. If he fails the rolls the PCs could get
  him to use his zone of truth spell, but only
  for a donation of 40 gp to the church of Rao.
  Otherwise the PCs remain in their cells until
  Fakim is long gone and they city watch has
  discovered his foul play and released the PC’s
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888::::    M
  M
  M
  Meeeeeeeetttt    tttthhhheeee    VVVViiiiccccttttiiiim
  m
  m
  m’’’’ssss
  The party can head straight to Fakim’s place right
  now if they think he is involved or they can travel
  to their accusers businesses and talk to them.
  Available Information:
  Andreyev    - Andreyev will be surly towards his
  “attacker.” If players try to calm him down, he
  will admit he didn’t get a very good look at his
  attacker. He heard some strange language and
  saw the player’s “twin” reading from a roll of
  paper. Then everything went up in flames. He did
  remember smelling an order of manure though.
  Overton    —didn’t hear anyone enter his shop, but
  saw a reflection off the oven. He felt a sharp pain
  and when he woke up his money was gone.
  Chug-n-Lug    - Marcel the bartender was amazed at
  the player’s behavior. He feels choice of religion
  should be up to the individual. He really doesn’t
  care if the player chooses to promote the worship
  of some person named Marduk while standing on
  one of the chairs. But leaving smelly muck on the
  chair was too much.
  Fakim    —This encounter only happens if Fakim is
  the first person visited. Otherwise he is not at the
  stables 
  when the party arrives 
  there. 
  He is
  already at Leuko’s packing his stuff.
  Fakim was assaulted and robbed by two masked
  members of the Pack in retaliation for inflating
  horse prices. They told him to get out of town
  before they came back and put him “out of
  business.” Taking advantage of the situation, he is
  falsely accusing the players. He will show off his
  bruises and some artfully added makeup. (Heal
  DC 22 to spot fakes.)
  Once the heroes have determined from the
  clues 
  that Fakim is guilty 
  or at least 
  had
  something to do with most of the crimes the
  heroes were accused of, they could hunt him
  down in Encounter 9. If they attempt to bring the
  guards 
  with them, they will see the guards
  available in the barracks have to put on their
  armor.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    9999::::    HHHHoooorrrrssssiiiinnnngggg    AAAArrrroooouuuunnnndddd
  Behind the scenes, Fakim has had a second visit
  from the Pack. This time they took all his money.
  The approach of the heroes worries him.
  As you approach Leuko’s you see the horses
  milling around the shipping yard. Fakim himself
  races out of his tent carrying a saddle. Seeing you,
  he turns ash white as he pulls a wand from his
  sleeve. “You’ll never stop me,” he shouts. He
  points the wand at the horses between you and
  him.
  The wand has one charge and most of the horses
  will fail their Reflex saves (DC 16 for the save).
  The horses will charge at the gate (and hence the
  party members) and attempt to escape out into
  the streets. The Horses will accidentally run over
  the heroes if they have not managed to move out
  of the way. The heroes must succeed at a Reflex
  save (DC 15) to avoid a charging attack by the
  horses. Fakim will let the players deal with the
  stampede while he saddles up and rides away. The
  shipping yard is 60 ft by 80 ft. The tent is directly
  in the middle. Dimensions are 15 feet x 15 feet.
  There are a number of horses in the coral.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Fakim, male human Rog3/Wiz2: CR 5; Medium-
  size Humanoid; HD 3d6+2d4; hp 20; Init +7; Spd 30
  ft.; AC 17 (Dex, mage armor); Atks +2 melee
  (1d6/19-20, short sword) +6 ranged (1d4/19-20,
  dagger); 
  SA Sneak 
  attack 
  +2d6; SQ Evaison,
  Uncanny dodge (Dex bonus to AC); AL NE; SV
  Fort +1, Ref +6, Will +3; Str 8, Dex 16, Con 10, Int
  16, Wis 8, Chr 16.
  Skills and Feats: Spellcraft +5, Concentration
  +5, Use Device +10, Decipher Script +5, Spot +7,
  Bluff +9, Profession (horse merchant) +5, Hide +9,
  
  Poachers Will be S h o t
  Page 11
  Disguise +11, Listen +7; Alertness, 
  Improved
  Initiative, Spell Focus (Enchantment).
  Equipment: short sword, 3 daggers, riding
  saddle, wand of fear (1 charge, DC 14), Note items
  used may not be kept.
  Spells Prepared (4/3): 0—daze 
  (x2), ray o f
  frost (x2); 1st—charm person, sleep, mage armor.
  Heavy Horses (2): hp 19 each, See 
  Monster
  Manual, page 197.
  Light Horses (3): hp 19 hp each, See Monster
  Manual, page 197.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    7777))))                
  Fakim, 
  male 
  human 
  Rog3/Wiz4: 
  Medium
  Humanoid; HD 3d6 +4d4; hp 30; Init +7; Spd 30 ft.;
  AC 17 (Dex, mage armor); Atks +3 melee (1d6/19-
  20, short sword) +7 ranged (1d4/19-20, dagger); SA
  Sneak Attack +2d6; SQ Evasion, uncanny dodge
  (Dex bonus to AC); AL NE; SV Fort +1, Ref +6, Will
  +4; Str 8, Dex 16, Con 10, Int 16, Wis 8, Chr 16.
  Skills and Feats: Spellcraft +7, Concentration
  +7, Use Device +10, Decipher Script +5, Spot +7,
  Bluff +9, Profession (Horse merchant) +5, Hide +9,
  Disguise 
  +11, Listen 
  +7; Alertness, 
  Improved
  Initiative, Spell Focus (Enchantment);
  Equipment: short sword, 3 daggers, riding
  saddle, wand of fear (1 charge, DC 16).
  Spells prepared (4/4/3): 0—daze (x2), ray o f
  frost (x2); 1st—charm person 
  (x2), sleep, 
  mage
  armor, 2nd—Tasha’s hideous laughter, darkness,
  invisibility.
  Heavy Horses (2): hp 19 each, See 
  Monster
  Manual, page 197.
  Light Horses (3): hp 19 hp each, See Monster
  Manual, page 197.
  After beating Fakim and 
  the horses, 
  arcane
  scrolls of invisibility, fireball and change self are
  can be found in the tent, along with Fakim’s
  other magical treasure, 
  dust 
  of 
  tracelessness,
  which will be used if he escapes. There are four
  disguise kits and an additional 
  set of clothes
  similar to those worn by the PC’s that Fakim
  impersonated. 
  There 
  is 
  also 
  a 
  notebook
  containing 
  information 
  about 
  the 
  dwarven
  smith’s ability to construct masterwork weapons
  and Elareelo’s alchemy. It contains evidence that
  the explosion 
  at Elareelo’s 
  shop was not a n
  accident and that Fakim planned on returning to
  finish the job.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  You have cleared your names, and hopefully 
  managed to stop a spy of Iuz. Fakim’s horses are
  confiscated by the city to pay for the damages
  caused by his actions. The people of Valkurl seem
  to regard you with more trust than before, but
  swiftly get back to their business at hand.
  TTTThhhheeee    EEEEnnnndddd
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter Two
  Gathering information
       50 xp
  Decoding Player’s handout 1.
       50 xp
  Encounter Three
  Helping the wounded as able
  25 xp
  Encounter Four
  Defeating the Aberrations
  150 xp
  Encounter Six
  Picking up on clue and escaping
  25 xp
  Encounter Nine
  Killing Fakim 
  100 xp
  Or
  Capturing Fakim 
  150 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  
  Poachers Will be S h o t
  Page 12
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 250 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief.
  For other stolen 
  items 
  which 
  meet 
  the
  criteria in #1 above, use your judgment and
  the 
  circumstances 
  within 
  the 
  game 
  to
  determine whether a PC thief gets away with
  the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter Two
  Items for sale by Andreyev—
  • 
  Silver daggers (10 gp, 1 lb., steel and silver,
  common)
  • 
  Silver warhammer 
  (60 gp, 8 lb, steel 
  and
  silver, common)
  • 
  Masterwork 
  battleaxe (310 gp, 7 lb, steel,
  common)
  • 
  Masterwork light crossbow (335 gp, 6 lb, steel
  and wood, common)
  • 
  10 silver crossbow bolts (5 gp each, 1/2 lb [all],
  wood, steel, and feather, common)
  • 
  Marred masterwork short sword (50 gp, 5 lb,
  steel, unusual): This sword was not forged
  correctly, and the tip of the blade broke off,
  but still it retains some of its masterwork
  qualities. It is +1 to hit but –1 to damage. This
  weapon can not be fixed with a mend spell
  and retain its true masterwork status.
   
   Encounter Four
  • 
  4 chain shirts (100 gp each)
  • 
  2 composite short bows (75 gp each)
  • 
  2 short swords (10 gp each)
  • 
  2 light maces (5 gp each)
  • 
  3 daggers (2 gp each)
   Encounter Nine
  Arcane scroll of fireball (375 gp, 1 lb.,
  common). 5th-level caster. 
  • 
  Arcane scroll of invisibility (150 gp, 1 lb.,
  common): 3rd-level caster.
  • 
  Arcane scroll of change s e l f (1st level) (25 gp, 1
  lb., common): 1st-level caster.
  • 
  Dust 
  of 
  tracelessness 
  (250 
  gp, 
  1 
  lb,
  uncommon).
  
  Poachers Will be S h o t
  Page 13
  PPPPllllaaaayyyyeeeerrrrssss’’’’    HHHHaaaannnnddddoooouuuutttt    ####1111
  Coded Letter Posted in the Corked Keg
  7,18,15,11
  13,5,5,20 21,15 9,14 4,5,22,1,18,14,9,19,8.
  2,18,9,14,7 1,14,25 19,16,5,3,9,1,12 5,17,21,9,16,13,5,14,20
  25,15,21 14,5,5,4.  23,5 3,1,14 15,14,12,25 23,1,9,20
  20,23,15 4,1,25,19.  19,15 8,21,18,18,25!
  13,15,18,7,1,14 26,5,20,8,18,1,24
  JJJJuuuuddddggggeeeessss    SSSSoooolllluuuuttttiiiioooonnnn    ttttoooo    HHHHaaaannnnddddoooouuuutttt    ####1111....
  Separate before handing out.
  Grok,
  Meet us in Devarnish.
  Bring any special equipment you need.
  We can only wait two days so hurry!
  Morgan Zethrax
  
  Poachers Will be S h o t
  Page 14
  CCCCrrrriiiittttiiiiccccaaaallll    EEEEvvvveeeennnnttttssss    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  These events should be recorded and given to the event coordinator at the premier of this module. 
  Did the dwarven smith die? Yes ______  No _______
  Was the alchemist’s workshop found? Yes ______ No __________
  Did Gruk get the help he needs to find his group?  Where did he go? ________________________
  Aberrations killed in the sewers?  Yes _______  No  _______
  Did the spy from Iuz get captured, killed, or escape? ____________________
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/591/Normal Scenarios/VEL1-03 - Poachers Will Be Shot (APL 2-4)/VEL1-03 - Poachers Will Be Shot.pdf