TEXT: CALL OF 
  THE CROW
  BY DAVE OLSON
  ADVENTURE FIVE
  REALITY BLURS 
  
  aDventure five
  call of the crow
  writing
  Dave olSon 
  eDiting & Proofing
  Jeff Scifert & toM caDorette
  layout & graPhic DeSign
  Sean PreSton
  This product is compatible with the Fantasy Craft Roleplaying Game and requires the Fantasy Craft 
  Rulebook to play. Fantasy Craft and all related text, marks, and graphics are ™ and © 2009 Crafty 
  Games LLC, and used with permission. All rights reserved. Fantasy Craft, the Fantasy Craft logo, 
  and Fantasy Craft branding elements are trademarks are Crafty Games LLC, and are used with 
  permission.
  Old School Fantasy, Slave Pens of  Moss Stone, Reality Blurs, and all unique characters, creatures, 
  and locations are copyright 2009-2011 Reality Blurs.
  Visit our website at www.realityblurs.com for freebies, downloads, and updates.
  
  3
  call of the crow
  introDuction
  In the harbor city of Steelport, many secrets lurk down darkened 
  alleys and behind shadowy storefronts. It is a city known for its 
  seedy inhabitants and shady dealings, but rarely do the affairs 
  of the underworld spill out onto the streets. Recently, however, 
  an upstart gang of thieves calling themselves the Blades of the 
  Crow have begun making a name for themselves, killing off their 
  competition, and peddling dangerous drugs to the poorest of 
  the poor. A bedraggled innkeeper, his wife recently kidnapped, 
  needs a group of stalwart heroes to stem this deadly new tide of 
  corruption.
  Call of the Crow is the next installment in Reality Blurs' Old 
  School Fantasy line of adventure modules. The scenario can 
  be easily scaled for more experienced groups and can serve as 
  an interesting sidequest in a port city the heroes happen to be 
  passing through. In this adventure, the heroes track down a group 
  of thieves, bust up a drug deal, and scour the streets looking for 
  the thieves' den before learning that their leader, an ogre wizard 
  named Crowbeard, has plans to bargain with a powerful outside 
  force.
   
  
  4 
  overview
  The heroes arrive in Steelport. Crime and corruption is rampant, 
  and the city guards are notoriously unreliable. The heroes enter 
  Steelport with their own goals, but soon learn that the real player 
  on the scene, both above world and underworld, is a thieves' guild 
  called the Blades of the Crow. After dealing with some random 
  city encounters, the heroes have a chance to rescue an innkeeper 
  and his shop, the Tarnished Goblet, from being burned to the 
  ground by the Blades.
  Hagrim Trumble implores the heroes to help him. Not only do 
  the Blades of the Crow want to burn down his establishment, they 
  kidnapped his wife a week ago. He needs help to get her back as 
  he is in no shape to track down a gang of thieves.
  Hitting the streets of Steelport gets the heroes some information 
  about the gang's activities, including a rundown of its leaders, 
  but a solid lead brings the heroes to a warehouse on the docks. 
  Unfortunately, it's an ambush and the Blades of the Crow have 
  summoned elementals to destroy the heroes. After dealing with 
  them, the heroes learn about a drug deal behind the Golden Boar 
  Tavern: a new shipment of witch weed is about to be delivered to 
  Master Fingers, one of the guild leaders. Arriving at the Golden 
  Boar, the heroes have a chance to disrupt the meet and learn 
  that the location of the gang's guildhouse is in the sewers below 
  Steelport.
  The entrance to the Crow's Nest (as the guildhouse is called) is at 
  an abandoned bell tower on the north side of Steelport, but how 
  they approach it is up to them. Do they try to enter steathily, or go 
  in with swords swinging and spells blazing?
  Regardless of how they deal with the Crow's Nest, the heroes 
  find Hagrim's wife in the cells, but discover that Crowbeard and 
  his most trusted associates are not present. The trail leads back 
  to the Golden Boar Tavern where the owner, Jakk "One-Eye" 
  Brin, knows more than he let on before. Brin tells the heroes that 
  Crowbeard was meeting some orc warlord outside of town at a 
  place called the Moon Rock at midnight.
  
  5
  Crowbeard is indeed meeting with an orc commander named 
  Krank who commands a force of notorious Iron Legion orcs. 
  Depending on how the heroes react, the meeting can end in a 
  free-for-all combat spree, with the Iron Legion orcs suspecting 
  treachery and Crowbeard and his thieves fighting for their lives.
  an aDventure unto itSelf
  This scenario works very well as a jumping off point for 
  a new group of heroes, but if you’ve played through the 
  previous installments in the Old School Fantasy series - 
  particularly Old School Fantasy #4 Slave Pens of 
  Moss Stone - there are several ways you can entice 
  your players to take the fight to the Blades of the Crow 
  thieves.
  The easiest way is to plant documents in Moss Stone 
  Keep indicating that the gnoll slavers were harvesting 
  the witch weed for shipment to the coastal city of 
  Steelport. Not much more information will be needed 
  to entice an enterprising group of heroes, which leads 
  them directly to Scene 1 of this adventure.
  If your heroes have continued through the first three 
  installments of the Old School Fantasy series, you 
  can add connections between the powerful lich Lord 
  Gravespawn and Crowbeard. Perhaps the witch weed is 
  being spread amongst the populace of Steelport in order 
  to make them ready for some terrible ritual that even 
  Crowbeard has no knowledge of. Laying the clues for 
  such a conspiracy can give your players a glimpse into 
  the much larger fantasy world that exists around them, 
  serving as its own springboard for future adventures.
  
  6 
  lore
  iron legion
  Far to the west, in a land of unrelenting heat and sand, the orcs 
  of the Iron Legion have organized themselves into a well-oiled 
  military machine. They are well trained, well armed, and ruthless 
  in combat. Though their numbers are currently few they have 
  big dreams of conquest. The Iron Legion is led by an inner circle 
  of orc commanders called the Iron Band, and they have given 
  orders to their powerful subordinates to go out into the world and 
  conquer in the name of the Legion.
  SteelPort
  Steelport is a large coastal city that has fallen into crime and 
  corruption. The magistrate knows all about the illegal activities, 
  and even in on a good portion of it, but keeps a lid on the worst 
  activity from boiling up to the surface.
  Or at least he did until recently. A new player on the board arrived 
  several months ago. Led by an ambitious ogre wizard named 
  Crowbeard, he calls his organization the Blades of the Crow, and 
  they have been strong-arming and bullying the powers-that-be to 
  create a niche all their own. They are not afraid to murder those 
  who get in their way, as dispatching a prominent guard captain 
  a month ago proved, and their deeds are only getting worse. 
  Recently, they started dealing in powerful drugs both magical and 
  mundane, spreading them out to the poorest neighborhoods of 
  Steelport.
  
  7
  PlaceS of intereSt
  crow’S neSt
  Below the streets of Steelport is a network of sewers dating back 
  several hundred years to when the city was occupied by a larger 
  empire. The sewers are still in use, though in poor repair, and 
  some sections have collapsed over time, revealing larger caverns. 
  One such section of caves is located below the old bell tower on 
  the north side of town, which now serves as the guildhouse for the 
  Blades of the Crow. 
  golDen boar tavern
  There are many taverns and places to get some ale in Steelport, 
  and the Golden Boar was at one point one of the nicest. The 
  tavernkeeper is Jakk “One-Eye” Brin, a jovial man who seems 
  to know everyone—including Crowbeard, the guildmaster of 
  the Blades of the Crow. Brin is notoriously shrewd, however, and 
  doesn’t reveal secrets easily. 
  Moon rock
  North of Steelport, along the treacherous bluffs and cliffs that face 
  the ocean, is a large flat white rock of unusual color. The locals 
  call it Moon Rock because the light from the moon makes it glow 
  eerily at night. Long ago, a group of druids and shamans would 
  offer blood sacrifices on the rock to pagan gods, but these cults 
  have long since died out.
  tarniSheD goblet inn
  The Tarnished Goblet is a fine two-story inn located in Steelport. 
  Its owner is Hagrim Trumble, an innkeeper whose wife was 
  kidnapped several days before the scenario begins. The inn itself 
  is a comfortable place, if a bit lonely, as the Blades of the Crow 
  keep business away every chance they get.
  
  8 
  the aDventure ProPer
  Scene one: 
  SteelPort, city of SecretS
  In this scene the heroes are introduced to Steelport, City of Secrets, 
  and have a chance to interact with some random elements of the 
  city. Some of these encounters can lead to easier information 
  gathering in later scenes, but they are all optional. Use them as 
  you see fit to get the heroes acclimated to a city rife with crime 
  and corruption.
  Scene two: 
  fire at the tarniSheD goblet
  Having likely seen some of the worst parts of Steelport, the heroes 
  are ready to take a break and find an inn to rest their weary bodies. 
  They are directed to the Tarnished Goblet Inn, and upon arrival 
  they pass by some Blades of the Crow thieves leaving the inn. As 
  the heroes speak with the innkeeper, the smell of burning wood 
  fills the air along with curling black smoke. The Tarnished Goblet 
  is on fire, and if the heroes don't help, it certainly burns to the 
  ground.
  Scene three: 
  an innkeePer’S Plea
  Either the Tarnished Goblet was saved through the valiant acts of 
  the heroes or it burned down. In either case, Hagrim breaks down 
  and pleads with the heroes to help him, and in doing so, help all of 
  Steelport. He provides some information about the Blades of the 
  Crow, though he admits to not knowing much, and asks them to 
  rescue his kidnapped wife and stop the nefarious thieves' guild.
  
  9
  Scene four: aSking arounD
  With the goal of rescuing an innkeeper's wife and a city filled 
  with crime and corruption, the heroes hit the streets looking for 
  information. Here is where the seemingly random encounters from 
  Scene 1 can provide a benefit, as each resident has a different 
  view into the Blades of the Crow operation. The information, 
  unfortunately, leads the heroes into an ambush in Scene 5.
  Scene five: warehouSe woeS
  The only reliable piece of information gleaned from the residents 
  of Steelport leads the heroes to an abandoned warehouse on the 
  docks. Unfortunately, the warehouse is not only abandoned, but 
  magically booby-trapped by Crowbeard. Anyone that steps inside 
  without the tattoo of the Blades of the Crow triggers a summoning 
  trap, pulling a group of water elementals from the nearby sea! 
  After dealing with the creatures, the heroes catch a thief assigned 
  to watch over the warehouse, and from him can learn about the 
  meeting at the Golden Boar (Scene 6).
  Scene Six: 
  ruMble at the golDen boar
  The heroes know where to find Master Fingers, the second-in-
  command of the Blades of the Crow, and have a real chance to 
  make a dent in the thieves' guild's operations. Behind the Golden 
  Boar Tavern, the heroes see Master Fingers and a group of thieves 
  taking delivery of a witch weed shipment from a shady-looking 
  fellow. Busting up the meeting results is a free-for-all combat 
  against a well-trained team of thieves.
  
  10 
  Scene Seven: the crow’S neSt
  With the information from Master Fingers, the heroes head out 
  to the old bell tower on the north side of town. Descending down 
  into the Crow's Nest, they will likely have to fight their way to the 
  prison cells to rescue Ingrid, but they also discover Crowbeard is 
  not there. Ingrid tells them the ogre wizard left to meet up with 
  the owner of the Golden Boar Tavern to discuss a "meeting of 
  extreme importance.".
  Scene eight: 
  return to the golDen boar
  With the lead provided by Ingrid and Crowbeard still at large 
  doing who knows what, the heroes head to the Golden Boar to 
  pry out information from its proprietor, Jakk "One-Eye" Brin. 
  Unfortunately, the Iron Legion orcs learned of Jakk's involvement 
  with Crowbeard and sent a squad to kill the tavern keeper, as part 
  of the orcs’ arrangement with Crowbeard was complete silence. 
  By sharing information, which Krank found out through well-
  placed orc spies in the city, the Iron Legion warlord sees no other 
  option but to silence Jakk. The Iron Legion orcs have a twisted 
  sort of honor and loyalty, one that is not fully understandable to 
  non-orcs. The heroes arrive just as the orcs do and it's up to the 
  characters to decide how the scene goes down.
  Scene nine: 
  MiDnight Meeting at Moon 
  rock
  Crowbeard and a band of his thieves are meeting with an orc 
  commander of the Iron Legion named Krank. A meeting of 
  this kind cannot be good, and indeed it is not: the Iron Legion 
  is planning to assault Steelport and control the valuable harbor 
  city with the aid of the Blades of the Crow! Hundreds, if not 
  thousands of people, would die at the hands of the Iron Legion, 
  so it's up to the heroes to put a stop to it. 
  
  11
  Scene ten: ePilogue
  There are several ways for the scenario to end. The best way is 
  for the heroes to have cleaned out the Crow's Nest below the city 
  (which serve as the Blades of the Crow's primary guildhouse), 
  defeated or driven off Crowbeard and Master Fingers to leave 
  the guild leaderless, and to have killed or driven off Krank and 
  his Iron Legion orcs. Crowbeard has several means of escape 
  available to him, however, and if he can get away he can prove to 
  be a recurring villain bent on vengeance upon the heroes in the 
  future.
  Krank and the Iron Legion also do not forget their encounter 
  with the heroes, assuming they survive. Krank is a bit of a rogue 
  warlord amongst the Iron Legion, so there are no reinforcements 
  from the powerful western orc band if he is defeated. However, 
  he bears grudges to his grave, so if Krank finds a way to escape 
  being killed, he'll devote his life to hunting down the heroes and 
  making them pay.
  Menace
  Call of the Crow assumes a Menace of II (Routine) or III 
  (Challenging), though you can easily adjust that if you like. Keep 
  in mind that a higher or lower Menace will adjust the number of 
  Dramatic scenes. 
  SliDing DcS
  To allow for play at any Threat Level, this adventure features 
  sliding DCs (see Fantasy Craft, page 370).
  
  12 
  DraMatiS PerSonae
  Blade of the Crow Thief: The thieves who make up the 
  membership in the Blades of the Crow guild come from all walks 
  of life, but they are predominently human (male and female). They 
  carry their short swords openly and walk around Steelport secure 
  in the knowledge that no authority figure can touch them. They 
  are universally mean, uncouth, and dangerous. They identify each 
  other with a distinctive tattoo of a black bird clutching a sword in 
  its claws, normally found on the shoulder.
  Crowbeard, Blade of the Crow Guildmaster: Crowbeard 
  stands nearly 10' tall, wearing deep purple robes adorned with 
  symbols of the moon and stars. He keeps his coal-black beard 
  well groomed, his general appearance almost gentlemanly. He is, 
  however, still an ogre, so his tusks and protruding lower jaw do not 
  add to his lordly presence.
  Dire Wolf: These large, feral wolves have shaggy black fur and 
  glowing red eyes. They are kept on leashes by the Iron Legion 
  soldiers, but let loose at the first sign of trouble.
  Hagrim Trumble, Innkeeper of the Tarnished 
  Goblet: Hagrim is an older human man in his late fifties, with 
  a receding hair line made gray by his advancing years and a 
  wrinkled face. He keeps himself in shape by performing all of the 
  physical duties of managing the Tarnished Goblet so he is healthy. 
  Since the kidnapping of his wife, Ingrid, Hagrim has slumped 
  into a deep depression that shows in his eyes.
  Iron Legion Assassin: These orcs wear black cloaks with heavy 
  cowls to cover their faces, moving with a grace and fluidity not 
  normally seen among their kind. Their movements are silent and 
  their blades deadly.
  
  13
  Iron Legion Soldier: Orcs of the Legion carry themselves with 
  an authority unusual among orc-kind and are very muscular and 
  foreboding. They are well disciplined and well armed.
  Jakk "One-Eye" Brin, Golden Boar Proprietor: Jakk 
  is an obese man with perpetual grease and ale stains on his shirt 
  from many years slinging suds at the Golden Boar. He wears an 
  eyepatch to cover his missing eye, hence the nickname, and seems 
  like a jovial and friendly sort of bartender.
  Krank, Iron Legion Orc Commander: A bulky, imposing 
  sight, Krank is a veteran of many battles. He growls when he talks, 
  treating all non-orcs as if they were the dirt beneath his feet.
  Master Fingers, Blade of the Crow Lieutenant: Few people 
  are as coldly calculating as the soulless killer Master Fingers. 
  Although tall and lanky, he's quite agile, moving gracefully in the 
  shadows as if he was a part of them. He has pale gray eyes, and a 
  jagged scar running down his left cheek.
  Steelport City Guard: The city guard that supposedly protect 
  Steelport are a varied lot, some old and some young, all human, 
  but they are all trained to use their blades, shields, and armor in 
  combat. Most of them have seen a fight at some point in their 
  lives so very few of them are green.
  Steelport Pickpocket: Most of the Steelport youths engage in 
  the larcenous profession of the pickpocket, hoping to catch the 
  eye of the Blades of the Crow recruiters. They make a living off 
  of the merchants and travelers who occupy Steelport.
  Water Elemental: Each of these summoned creatures appears 
  as a man-sized, vaguely humanoid shaped column of water, 
  constantly fluid and always in motion, with forward movements 
  reminiscent of crashing waves on a surf.
  
  14 
  the aDventure ProPer
  Scene 1: 
  SteelPort, city of SecretS
  Inside Steelport
  obJectiveS
  There are many reasons an adventuring band might want to visit 
  Steelport. Perhaps they have some exotic goods to sell, such as rare 
  art pieces, and the smaller trading posts and towns they've passed 
  through couldn't offer reasonable coin for them. Or perhaps they 
  come seeking a ship to carry them to some other distant land.
  challengeS
  Getting to know the city of Steelport.
  SynoPSiS
  Scene Type: Standard
  GM Briefing: Introduce the heroes to Steelport, showing them 
  that even in civilization danger lurks around every corner. Also, to 
  provide them with contacts and clues hinting at the larger threat 
  just below the city streets.
  Gear: The heroes are traveling with all adventuring gear on their 
  persons.
  location
  Sitting at the mouth of Night Fish Bay where the Greenbone River 
  meets the sea, Steelport is a city like few others. Ships sail to and 
  from the docks, indicating that the city still has some commerce 
  and life, but rumors speak of rampant crime and corruption up 
  and down its streets. The gates of Steelport stand wide open, 
  unguarded, beckoning you on into its shadowy embrace where 
  the secrets you carry are your greatest treasure.
  
  15
  Ambiance: Alternating between eerie, fog-covered alleys 
  that threaten danger and lively, festive taverns that promiose 
  entertainment, the city streets and establishments are typical of 
  large urban establishements.
  Terrain: Indoors/settled
  Cultural Interests: GM Preference 
  action
  A dozen taverns and inns line the streets, along with merchants of 
  all sorts, with a market where every manner of good imaginable 
  can be bought and sold... or so the merchants will tell you. Below 
  are six random encounters you can use to spruce up whatever 
  goals the heroes are pursuing when they enter Steelport. Feel free 
  to pick and choose as appropriate, or let the dice fall where they 
  may.
  1-Pickpocket: Street urchins are common in Steelport and seem 
  to outnumber even the rats. Pick a hero to be the target of one of 
  these sticky-fingered thieves, but have all of the characters make 
  Notice rolls opposed by the thief's Prestidigitation; heroes keeping 
  a close eye on their coin pouch receive a +2 discretionary bonus to 
  the roll. Anyone that beats the Pickpocket can make an opposed 
  Dexterity check against him, and if they beat him they can catch 
  him before he runs away. Otherwise the Pickpocket dashes off 
  into the crowd initiating a chase. If caught, the boy—surrenders 
  and begs for his life.
  2-Beggar: Near the docks, beggars of all sorts roam the streets 
  of Steelport. Many families have lost their homes to ruffians and 
  thugs, and one such individual approaches the heroes as they walk 
  by. He's an older man in his mid-fifties named Ronald, and he 
  explains his woes in a pitiful voice: he worked in a fish market by 
  the docks but the owner couldn't pay the "protection" fees of the 
  local thieves’ guild, and so the market was burned to the ground. 
  If pressed, he remembers the name of the gang as the Blades of 
  the Crow but didn't have any dealings with them on his own.
  
  16 
  3- Victim: The heroes come across a young woman of once fair looks 
  lying bloody and half-beaten in an alleyway. Other folks give her a width 
  berth or pretend they don’t notice her weeping groans.  If approached, 
  she explains she worked for Master Fingers until recently and he was 
  upset because she was not giving him his rightful percentage. With a 
  successful Persuasion roll, she offers up a tidbit about his habits.
  4-Unlucky Merchant: On the cobbled street in front of them 
  the heroes see a lonely merchant, portly and mustachioed, standing 
  next to a wagon that has just recently tipped over. He proclaims 
  himself "Feltus Koneller, merchant of Steelport," and explains to 
  anyone willing to listen that a group of "thugs and ruffians" came 
  out of nowhere, robbed him and then pushed over his wagon full 
  of goods. He's been in Steelport for quite a few years and knows 
  most of the other merchants in town. If helped, he can give advice 
  if the heroes are seeking something, pointing them towards the 
  Tarnished Goblet Inn for a good night's sleep.
  5-Guard Payoff: Guards are not an altogether uncommon sight 
  in Steelport, but they are loath to do naught but slouch in one 
  place and argue with one another. On a street corner, the heroes 
  see a guard engaging in their other favorite activities—namely, 
  accepting a bribe. A heavily cloaked figure passes a pouch full 
  of coins to a guard, who looks around to make sure no one is 
  watching (though he fails to see the heroes). The two exchange a 
  few whispered words before the cloaked figure ducks down an alley, 
  while the guard goes back to standing watch. What the heroes do 
  with this information is up to them, and the exact nature of the 
  payoff is left up to the GM (perhaps it was simply the designated 
  monthly bribe for the guards).
  6-Dealer: Most illicit deals are conducted behind closed doors, but not 
  all of them. Down by the docks, some less reputable merchants have 
  begun selling drugs to customers in broad daylight. The heroes come 
  upon one such dirty merchant. A small crowd of roughs, each with  a 
  sallow, gaunt look to their faces, clamor to buy his addictive merchandise. 
  He is a reseller of the witch weed and works through a complex network 
  of connections, so doesn’t deal directly with the Blades of the Crow.
  
  17
  caSt
  SteelPort PickPocket (StanDarD nPc)
  "Excuse me, sir, didn't me to bump into you!"
  Description: Most of the Steelport youths engage in the larcenous 
  profession of the pickpocket, hoping to catch the eye of the Blades 
  of the Crow recruiters. They make a living off of the merchants 
  and travelers who occupy Steelport. There are few ways for a poor 
  youth in Steelport to make it in the city outside of turning to a life 
  of crime. Some of them come from families of pickpockets who 
  usually operate under the noses of the larger guilds, of which the 
  Blades of the Crow is the most powerful.
  Motivations: The pickpockets of Steelport are not bloodthirsty 
  monsters, and most of them are simply poverty-ridden children 
  who have no other means to survive, so they should not come 
  across as threatening. Inconvenient, but not threatening, so 
  engaging in combat with them is certainly NOT heroic. Use 
  them to keep the heroes alert and ready.
  Steelport Pickpocket (Medium Folk Walker — 41 XP): Str 
  10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 
  1); Spd 30 ft. ground (Run 150 ft.); Init IV; Atk III; Def V; Res II; 
  Health II; Comp II; Skills: Blend VII, Disguise IV, Prestidigitation 
  VII; Qualities: Class ability (Assassin: quick on your feet 1/session; 
  Burglar: stash it), superior runner I
  Attacks/Weapons: Dagger (dmg 1d6 lethal; threat 19–20; qualities: 
  bleed, hurl)
  Gear: Partial leather armor (DR 1; Resist Fire 3; DP –1, ACP –0, 
  Spd +0 ft., Disguise +0), Thieves’ tools
  Treasure: 2C
  next StePS
  The heroes decide to rest and are directed to the Tarnished 
  Goblin Inn.
  
  18 
  Scene 2: 
  fire at the tarniSheD goblet
  Inside the Tarnished Goblet Inn
  obJectiveS
  The Tarnished Goblet is a good if somewhat rundown inn with a 
  friendly innkeeper and cozy atmosphere. Benevolent and kind-
  hearted heroes need no reason to help, but if pressed Hagrim 
  can offer a reward for their assistance, though such mercenary 
  actions are hardly befitting a hero!
  challengeS
  Deciding to assist Hagrim in his moment of need to save the 
  Tarnished Goblet Inn from arson!
  SynoPSiS
  Scene Type: Standard
  GM Briefing: Hagrim Trumble is a good man who has lost hope 
  in the residents of Steelport. He doesn't know who to turn to, so 
  he doesn't lay his burdens down on the heroes at first. Of course, 
  once the fire starts, he's in a desperate panic and pleads for help, 
  but none of the residents lift a finger. It's up to the heroes to pick 
  up the slack.
  Gear: The heroes are traveling with all adventuring gear on 
  their persons.
  location
  The sun is hanging low over the horizon, which means it's time 
  to find a place to stay for the night. Asking around the consensus 
  seems to be that the best and most affordable inn in Steelport is 
  the Tarnished Goblet located near the docks. Arriving, you find 
  it’s a simple two story wooden building with a faded sign hanging 
  over the door depicting a silver goblet overflowing with wine. A 
  
  19
  pair of darkly clad men exits the building just as you arrive, where 
  inside you see the innkeeper smiling at your arrival.
  Ambiance: Typical tavern atmosphere, warm and inviting, 
  but with signs that the inn has seen better days, both from the 
  standpoints of appearance and clientele volume.
  Terrain: Indoors/settled
  Cultural Interests: GM Preference 
  action
  Hagrim Trumble introduces himself and welcomes the heroes to 
  the Tarnished Goblet Inn. The prices are only 3 silver pieces a 
  night for a room, and he explains business has been slow of late so 
  he has no other guests. But a room rental comes with a dinner of 
  stew and a breakfast of porridge at no extra charge, so he builds 
  upon that as a solid selling point.
  As the heroes converse with him, have them make an Awareness 
  check (Easy DC). Success reveals the smell of burning wood from 
  the front of the inn. Anyone approaching the front door must 
  make a Dexterity check (Average DC) to avoid 1d6 points of fire 
  damage from the explosion.
  The two thieves who passed the heroes, along with a group 
  of their fellows nearby, are responsible, having thrown several 
  flaming oil flasks into the building to start the fire. They are long 
  gone by the time the heroes discover the fire.. Luckily, several 
  nearby barrels filled with rainwater can serve to put the fire out 
  but Hagrim cannot do it on his own.
  The inn burns down in 8 rounds unless the heroes can achieve 
  5 successes within that time. Throwing water from the barrels is 
  a good idea, but you should allow the heroes to help in whatever 
  imaginative way they can. The first and second Challenges are 
  DC 10, the third and fourth Challenges are DC 15, and the fifth 
  Challenge is DC 20. Keep track of the number of successes and 
  the number of rounds it takes (and assume Hagrim effectively fails 
  at his checks); once they reach 5 successes total between them the 
  fire is put out. Failure results in the inn burning to the ground.
  
  20 
  CAST
  blaDe of the crow thief (StanDarD nPc, 
  aDverSary)
  “You don't know who you're messing with, friend”
  Description: The thieves who make up the membership in the 
  Blades of the Crow guild come from all walks of life, but they are 
  predominently human (male and female). They carry their short 
  swords openly and walk around Steelport secure in the knowledge 
  that no authority figure can touch them. They are universally 
  mean, uncouth, and dangerous. They identify each other with a 
  distinctive tattoo of a black bird clutching a sword in its claws, 
  normally found on the shoulder. Membership in the Blades of the 
  Crow is a mark of honor amongst the thieves and cutthroats of 
  Steelport, and those accepted work to make a name for themselves. 
  Crowbeard and Master Fingers value tenacity, ruthlessness, and 
  ingenuity in their members, so the thieves who belong to the guild 
  are eager to prove their worth. 
  Motivations: Unlike the pickpockets, a thief inducted into the 
  Blades of the Crow is a merciless killer, entirely willing to slit a 
  throat to make a point.
  
  21
  Blade of the Crow Thief (Medium Folk Walker—54 XP): 
  Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, 
  Reach 1); Spd 30 ft. ground (Run 150 ft.); Init V; Atk IV; Def IV; 
  Res III; Health III; Comp II; Skills: Blend VII, Intimidate IV, 
  Prestidigitation VII; Qualities: Class ability (Assassin: quick on your feet 
  1/session; Burglar: I’ll cut you! I, stash it), menacing threat, superior runner 
  I, tricky (Cheap Shot)
  Attacks/Weapons: Short Sword (dmg 1d8 lethal; threat 19-20; 
  qualities: keen 4, poisonous), Dagger (dmg 1d6 lethal; threat 19–20; 
  qualities: bleed, hurl)
  Gear: Partial leather armor (DR 1; Resist Fire 3; DP –1, ACP –0, 
  Spd +0 ft., Disguise +0), Thieves’ tools
  Treasure: 2C
  hagriM truMble, innkeePer of the tarniSheD 
  goblet (StanDarD nPc)
  "I just can't do it anymore", "Please, can you find my wife?"
  Description: Hagrim is an older man in his late fifties, with a 
  receding hair line made gray by his advancing years and a wrinkled 
  face. He keeps himself in shape by performing all of the physical 
  duties of managing the Tarnished Goblet so he is healthy. Since 
  the kidnapping of his wife, Ingrid, Hagrim has slumped into a 
  deep depression that shows in his eyes. Hagrim was born and 
  raised in Steelport to a family of innkeepers. His father owned 
  the Tarnished Goblet, and his father before that. The inn doesn't 
  need a large staff to serve its customers, as Hagrim's wife Ingrid 
  was both cook and maid, but lately things in Steelport have gone 
  so far downhill that the Tarnished Goblet is more often empty 
  than occupied.
  Motivations: Hagrim should be used to keep the plot moving 
  forward; he is a wretched old man with no one to turn to in a city 
  filled with criminals and thieves.
  
  22 
  Hagrim Trumble, Innkeeper of the Tarnished Goblet 
  (Medium Folk Walker — 32 XP): Str 10, Dex 10, Con 12, Int 
  10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init 
  II; Atk IV; Def III; Res IV; Health III; Comp I; Skills: Athletics 
  III, Notice III, Sleight of Hand III; Qualities: Grappler
  Attacks/Weapons: Club (dmg 1d8 subdual; threat 20)
  Gear: Booze (6 uses), Spirits (3 uses)
  Treasure: 2C
  next StePS
  The heroes confront Hagrim about his recent difficulties and 
  must decide on a course of action.
  
  23
  Scene 3: an innkeePer’S Plea
  Inside the Tarnished Goblet Inn
  obJectiveS
  A man in trouble needs their help. What is a hero for if not to 
  answer the plea of the helpless?
  challengeS
  Deciding to assist Hagrim further with his difficulties and 
  deciding a course of action.
  SynoPSiS
  Scene Type: Standard
  GM Briefing: Hagrim should be a sympathetic character, 
  so try playing on the heroes' good and noble sides. He's just an 
  innkeeper in the big city, and the problems he's been facing are 
  simply beyond his ability to deal with. Hagrim needs the heroes, 
  and at this point he's not afraid to express that
  Gear: The heroes are traveling with all adventuring gear on 
  their persons. 
  location
  The Tarnished Goblet Inn is a simple two story wooden building 
  with a faded sign hanging over the door depicting a silver goblet 
  overflowing with wine.
  Ambiance: Typical tavern atmosphere, warm and inviting, 
  but with signs that the inn has seen better days, both from the 
  standpoints of appearance and clientele volume.
  Terrain: Indoors/settled
  Cultural Interests: GM Preference 
  
  24 
  action
  Hagrim Trumble has been having problems, and at this point he 
  unloads on the heroes with all of his burdens. He first explains that 
  the men who left just as the heroes were arriving were members 
  of a thieves' guild called the Blades of the Crow. They control 
  almost all of the activity in Steelport and certainly all of it on the 
  docks, and businesses here must pay a "protection" fee to them to 
  avoid any "accidents." Lately, the Tarnished Goblet has not been 
  pulling in many customers so he simply didn't have the coins to 
  pay. The result was the fire.
  But this is only the most recent attempt by the Blades of the 
  Crow to strong-arm Hagrim. A week ago they kidnapped his wife, 
  a crime for which he has received no help from the guards, who 
  simply shrug and muse that maybe she simply left him. He spends 
  his days tending to the inn and his nights wandering the streets 
  searching for his beloved Ingrid, but his searching has been in 
  vain so far. Hagrim is a good man, but he's at the end of his rope, 
  and this should be clear to the heroes.
  The beleaguered innkeeper pleads with the heroes to rescue his 
  wife and put a stop to the Blades of the Crow. Hagrim knows that 
  their leader is some ogre wizard named Crowbeard but little else 
  beyond that; they come and go with the shadows, and the few 
  times he tried to follow them ended in failure. He also tells them 
  the troubles of Steelport, while deep, have only recently begun to 
  get worse. Stop the nefarious gang of thieves and Steelport should 
  return to its normal state of squalor and decay.
  Hagrim has no coin to offer, but assuming the Tarnished Goblet 
  still stands, he offers free room and board for as long as they stay 
  in Steelport. For now it's the best offer he has to give.
  caSt
  See Hagrim’s statistics in Scene 2.
  next StePS
  The heroes must decide on a course of action to pursue to rescue 
  Hagrim’s wife.
  
  25
  Scene 4: aSking arounD
  City of Steelport
  obJectiveS
  Someone in this crazy, mixed-up city knows about the Blades of 
  the Crow, and now it's time to hit the cobblestones and start asking 
  questions. Some questions might be asked a bit more forcefully 
  than others, of course!
  challengeS
  Convincing the local populace to divulge information regarding 
  the Blades of the Crow and their whereabouts and activities.
  SynoPSiS
  Scene Type: Standard
  GM Briefing: This is a great opportunity to revisit the places 
  the heroes visited in Scene 1 to make Steelport feel like a living, 
  breathing city. It's also a chance to let urban-oriented characters, 
  such as rogues and thieves, to earn their keep.
  Gear: The heroes are traveling with all adventuring gear on their 
  persons. 
  location
  Steelport is known as the City of Secrets, and it's becoming 
  clear why that is. Everyone here has a story to tell, and many 
  of those stories involve the Blades of the Crow and Hagrim's 
  missing wife Ingrid. Now to find the right storytellers and get that 
  information.
  Ambiance: Your average urban city, filled with a myriad of 
  dark alleys, cobblestone streets, inns and brothels, and plenty of 
  intrigue, danger, and mystery.
  Terrain: Indoors/settled
  Cultural Interests: GM Preference 
  
  26 
  action
  The direction this scene can go is entirely up to the players. They 
  may seek out a specific acquaintance that they met before or they 
  may simply head out into the streets and start asking questions. 
  The bulk of the action is handled by various Canvass checks. If 
  the heroes approach one of the characters they met in Scene 1, 
  give them a +2 bonus to that Canvass check.
  Below is a list of information that can be gleaned by asking 
  around. Some of it is true, and some of it is false. Each tidbit 
  of information is followed by either a [True] or [False] tag to 
  determine the truth of the rumor and should be given out with 
  each successful Canvass check. You can roll randomly or choose 
  which one is found. Each Canvass check requires 1d4 hours of 
  snooping, waiting, and interrogating and has a check modifier 
  of +10. See Table 2.13: Canvaassing in the Fantasy Craft core 
  rulebook.
  The important clue to gain from this scene is #1 listed below. 
  The informant who provides the information really believes that 
  it is accurate, but unfortunately it's a trap. 
  1. The Blades meet at an old warehouse on the docks. Everyone knows where 
  it is, but no one does anything about it. [True, leads to Scene 5]
  2. The Blades of the Crow are led by an ogre wizard named Crowbeard who 
  eats people alive! [True]
  3. The magistrate of Steelport is in debt to Crowbeard which is why they are 
  left alone. [True]
  4. Members of the Blades can walk through walls and jump from shadow to 
  shadow at night. [False]
  5. Master Fingers is second-in-command of the Blades of the Crow. [True]
  6. If you say the name "Crowbeard" five times in front of a mirror the ogre 
  wizard instantly knows where you are! [False]
  7. A recent shipment of witch weed, a potent drug, hit the streets in the past 
  week and came in from some place inland rather by sea. [True]
  8. Each Blade of the Crow is marked with a tattoo on their arm, that of a black 
  bird clutching a sword in its claws. [True]
  9. The guards of Steelport receive generous "donations" from the Blades of 
  the Crow in exchange for information and a license to do whatever they want. 
  [True]
  10.  Crowbeard keeps the bodies of dead thieves, and has formed a huge monster 
  made of the dead bodies that he uses to guard his guildhouse! [False]
  
  27
  caSt
  Various city dwellers, depending upon the avenue of the heroe’s 
  interrogation. See the NPC’s presented in this adventure and 
  use the ones listed in the Rogue’s Gallery in the Fantasy Craft 
  core rulebook as guides for the types of people the heroes may 
  interrogate.
  next StePS
  Based on the rumors, the heroes eventually make their way to 
  the abandoned warehouse on the docks, where they encounter 
  some of the Blades of the Crow gang that has laid a trap for the 
  heroes! 
  
  28 
  Scene 5: warehouSe woeS
  An abandoned warehouse in Steelport
  obJectiveS
  After a day of asking around this warehouse is the only lead 
  uncovered. So it's either investigate this building or go back to 
  Hagrim and tell him they failed. 
  challengeS
  Surviving the trap!!
  SynoPSiS
  Scene Type: Standard
  GM Briefing: Trigger the trap, of course! Since there's no one 
  here at the moment, luring the heroes into the warehouse shouldn't 
  be terribly difficult. That's when the real fun begins.
  Gear: The heroes are traveling with all adventuring gear on their 
  persons. 
  location
  The only solid lead from your asking around has lead you to the 
  docks of Steelport, and specifically a rundown but still standing 
  warehouse. The building is made of wood and is identical to the 
  other dozen just like it along the docks, where the sea water laps 
  up against the boards. The windows are boarded up and there 
  seems to be two entrances, a rear door and a loading door leading 
  out to sea where the adjoining dock has washed away.
  Ambiance: Rundown section of the docks, with filth and squalor 
  evident in every corner of the streets.
  Terrain: Indoors/settled
  Cultural Interests: GM Preference 
  
  29
  action
  The door to the warehouse is locked with a decent lock (it can 
  be opened with a successful Disable check (Tricky DC; treat as 
  a padlock for purposes of Disabling the lock)), though the air 
  around the docks has turned the wood moist so breaking it open 
  may be easier (Strength check (Average DC)). The other entrance, 
  the one facing the harbor, has no adjoining dock and so requires 
  a successful Swim check to navigate to.
  Inside is a fairly barren and abandoned warehouse. Have the 
  heroes make Notice checks (Tricky DC) just to get them thinking 
  there's something for them to find. If anyone can detect magical 
  auras they detect something faint on the floor, though it seems to 
  be fading—Crowbeard's magical summoning trap activates upon 
  contact with the floor.
  After a few rounds, a mob of water elementals bursts up from 
  the floor! Heroes can make Notice checks opposed by the water 
  elementals' team Sneak check to avoid being surprised. Being 
  mindless summoned elementals, the creatures fight to the death.
  Once the water elementals are dealt with, the heroes hear a thud 
  from outside followed by a cry of pain. Investigating discovers a 
  Blade of the Crow thief who fell off the roof in his haste to get 
  away, a painful fall that resulted in a broken leg. The thief explains 
  that no one has ever defeated Crowbeard's water elementals before, 
  and he was about to run off and tell Master Fingers. Getting the 
  thief to talk requires a successful Coerce check (Average DC), and 
  when he cracks he tells them that Master Fingers is at the Golden 
  Boar Tavern overseeing the delivery of a witch weed shipment. 
  Unfortunately, he's still a novitiate thief and he doesn't know 
  where the Crow's Nest is (the guildhouse for the Blades of the 
  Crow).
  caSt
  blaDe of the crow thief 
  (StanDarD nPc, aDverSary)
  See Blade of the Crow Thief’s statistics in Scene 2.
  
  30 
  water eleMental (StanDarD nPc, aDverSary)
  *gurgling noises reminiscent of  a growling dog*
  Description: Each of these summoned creatures appears as a 
  man-sized, vaguely humanoid shaped column of water, constantly 
  fluid and always in motion, with forward movements reminiscent 
  of crashing waves on a surf. 
  Motivations: Summoned by Crowbeard as a trap for the 
  too-curious. They are bound servants with no will of their own.
  The trap laid by Crowbeard in Scene 5 that triggers the water 
  elementals is pretty typical for the ogre wizard, so if the heroes get 
  too nosy in other areas the setup and scene can be used again.
  Water Elemental (Medium Elemental Walker — 116 XP): 
  Str 16, Dex 12, Con 16, Int 6, Wis 10, Cha 10; SZ M (1×1, Reach 
  1); Spd 20 ft. ground; Init IV; Atk IV; Def IV; Res III; Health 
  V; Comp I; Skills: Athletics VII, Search IV; Qualities: Achilles heel 
  (cold, heat), blindsight, class ability (Burglar: evasion II), contagion immunity, 
  damage immunity (bows, edged), everlasting, fearless II, feat (Ferocity Basics), 
  grappler, improved stability, knockback, natural spell (Mass Water Walk, 
  Move Water), never outnumbered, superior swimmer X, tough I
  Attacks/Weapons: Slam II (dmg 1d6+3 subdual; threat 19– 20; 
  upgrades: grab, reach 1), Drown (Swallow II: dmg 1d10+3 lethal; 
  notes: Grapple benefit — Tiny and smaller only), Riptide 
  (stunning attack I: 30 ft. beam; Will DC 10 or become stunned for 
  1d6 rounds)
  Treasure: None
  next StePS
  A solid lead finally leads them to one of the Blades of the Crow 
  commanders, Master Fingers, and a known meeting with other 
  members of the guild.
  
  31
  Scene 6: ruMble at 
  the golDen boar
  Inside the Golden Boar Tavern
  obJectiveS
  Stopping the exchange is certainly within a hero's duty, but 
  Hagrim's wife isn't going to be rescued by just stopping this one 
  drug deal. The heroes need to find out where the Blade of the 
  Crow gang’s lair is, and if anyone's going to know, it's going to be 
  Master Fingers.
  challengeS
  Defeating the thieves and getting Master Fingers to talk is not 
  going to be easy!
  SynoPSiS
  Scene Type: Dramatic
  GM Briefing: This scene should have a sense of urgency to it, 
  so try to keep the players moving towards the rear of the tavern. 
  The tavern keeper of the Golden Boar can be introduced after 
  the scene though he should appear as an innocent.
  You can also use this scene to sow another future adventure 
  seed, as the mysterious person delivering the witch weed can be 
  whomever you want him to be. Perhaps a gnoll from Moss Stone 
  who doesn't realize that his masters were defeated, perhaps an 
  agent of Lord Gravespawn, or perhaps someone entirely new.
  Gear: The heroes are traveling with all adventuring gear on their 
  persons. 
  
  32 
  location
  The Golden Boar Tavern.
  Ambiance: Typical tavern atmosphere, warm and inviting, with 
  average appearance and clientele volume.
  Terrain: Indoors/settled
  Cultural Interests: GM Preference 
  action
  The meeting is indeed happening behind the Golden Boar Tavern. 
  By the time the heroes arrive, Master Fingers and two mobs of 
  thieves are about to take possession of the witch weed, which 
  comes in several large bags, from a mysterious cloaked figure. The 
  figure disappears into a back alley as soon as trouble begins.
  Sneaking up on the thieves is difficult at best (any Sneak checks 
  must beat a Hard DC) as they are well-trained in detecting such 
  subterfuge, but they didn't bother posting any guards since this is 
  just a routine witch weed delivery (and who's going to stop them 
  in Steelport?). There is a back door to the Golden Boar and a few 
  narrow alleys, but otherwise the area behind the tavern is just an 
  open lot. Rooftops can provide heroes with ranged attacks a good 
  vantage point, assuming someone can make a successful Climb 
  check to get up to the roofs.
  The oncoming dark of night means that all attacks and actions 
  suffer a -1 discretionary modifier to those without darkvision.
  When alerted, the thieves fight until death, except for Master 
  Fingers. If he is the only survivor, or is reduced to 1 wound, he 
  drops his weapons and surrenders. Getting him to talk still requires 
  at least three successful Coercion checks (his Attitude starts out as 
  Hostile), but once he cracks, he can tell the heroes how to get to 
  the Crow's Nest. Access is through an abandoned bell tower on 
  the north side of town leading down into the sewers.
  
  33
  caSt
  blaDe of the crow thief (StanDarD 
  nPc, aDverSary)
  See Blade of the Crow Thief’s statistics in Scene 2.
  MaSter fingerS, blaDe of the crow 
  lieutenant (SPecial nPc, aDverSary)
  “Looks like someone's looking for a bloody smile across their throat”
  Description: Few people are as coldly calculating as the soulless 
  killer Master Fingers. Although a tall and lanky human, he's quite 
  agile, moving gracefully in the shadows as if he was a part of 
  them. He has pale gray eyes, and a jagged scar running down his 
  left cheek. 
  Motivations: Master Fingers arrived in Steelport with 
  Crowbeard, helping to establish the Blades of the Crow guild 
  from the very beginning. He was a long-standing member of an 
  order of assassins called the Brotherhood of Knives in a city in 
  the far south, but something happened that forced him to flee. 
  Whatever it was he doesn't talk about it, but rumors persist that 
  the Brotherhood of Knives have a standing bounty for his head on 
  a stick. Master Fingers is a smart and tough opponent, so he does 
  his best to avoid capture. However, his overconfidence often puts 
  him into situations where he can't get out of easily, so if the heroes 
  are having a tough time, have Master Fingers make a blunder 
  where he arrogantly overestimates his own abilities.
  what if MaSter fingerS DieS?
  If Master Fingers dies before the heroes have a chance to 
  interrogate him, all is not lost. A straggler thief could arrive 
  on the scene too late and try to run, giving the heroes a night 
  time chase through the Steelport streets. Upon catching 
  him, the thief can be forced to give up the location of the 
  Crow’s Nest.
  
  34 
  Master Fingers, Blade of the Crow Lieutenant (Medium 
  Folk Walker— 89 XP): Str 10, Dex 18, Con 10, Int 14, Wis 14, 
  Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground (Run 150 ft.); 
  Init VI; Atk III; Def V; Res III; Health III; Comp V; Skills: Haggle 
  X, Impress VII, Intimidate VII, Prestidigitation VIII; Qualities: 
  Class ability (Assassin: offer they can’t refuse; Courtier: never 
  outdone; Sage: best of the best I), condition immunity (Baffled), 
  superior runner I
  Attacks/Weapons: Longsword (dmg 1d12 lethal; threat 20; qualities: 
  poisonous), Dagger (dmg 1d6 lethal; threat 19–20; qualities: bleed, 
  hurl), light crossbow of speed + 30 standard bolts (dmg 1d6 lethal; 
  threat 19–20; range 50 ft. × 6; qualities: AP 2, load 5, poisonous; 
  notes: See Prizes section for details)
  Gear: Moderate leather armor (DR 2; Resist Fire 5; DP –1; ACP 
  –0; Spd –5 ft.; Disguise +0)
  Treasure: 2A, 2C, 2L
  next StePS
  With the information obtained from Master Fingers, the heroes 
  likely head out to the old bell tower on the north side of town.
  
  35
  Scene 7: the crow’S neSt
  Inside the Crow’s Nest
  obJectiveS
  The primary goal should be to rescue Hagrim's wife Ingrid, and 
  a secondary goal should be to stop Crowbeard and try to put an 
  end to the Blades of the Crow guild altogether (or at least cripple 
  their operation). Striking at their base of operations seems like a 
  good idea!
  challengeS
  Vary, depending upon the location accessed by the heroes.
  SynoPSiS
  Scene Type: Standard
  GM Briefing: The Crow's Nest is an active thief guildhouse, so 
  feel free to play around with the locations of the thieves. If the 
  heroes are having a tough time of it so far, consider putting less 
  thieves in the rooms to give them a break. On the other hand, if 
  things have gone very smoothly so far, a few more of the residents 
  can be at home during the heroes' visit.
  Gear: The heroes are traveling with all adventuring gear on their 
  persons. 
  location
  Varies by area
  Ambiance: Varies by area, but typical of the inside of most 
  buildings of the day.
  Terrain: Indoors/settled
  Cultural Interests: GM Preference 
  
  36 
  action
  area 1-bell tower entrance
  DeScriPtion
  The iron rungs of the ladder lead you down roughly thirty feet or 
  so. It ends in a small cave, lit only by a hung lantern on the wall. 
  There is writing on the walls, and a ten foot-wide roughly hewn 
  tunnel exits the cavern into the dark.
  DetailS
  The writing on the wall are the bragging points for the thieves 
  of the Blades of the Crow, and include such phrases as "easy 
  mark on the corner of Yellow and Bradford", "try the lady at the 
  fourth stall, lots of gems for the having!", and most recently, "the 
  Tarnished Goblet burns."
  area 2-checkPoint & gathering
  DeScriPtion
  After several winding yards, the roughly hewn tunnel opens into a 
  large cavern lined with flickering torches. A burly man dressed in 
  a black, sleeveless leather jerkin stands at the entrance.
  DetailS
  There are many members of the Blades of the Crow and it's hard 
  for any one person to know them all. That is why they use tattoos 
  to identify members, and this Blade of the Crow thief is ordered 
  to check everyone who comes by for their tattoo. There is one 
  mob of thieves milling about the room as well, and if the heroes 
  don't produce a tattoo they are attacked by the mob of them.
  
  37
  area 3-training rooM
  DeScriPtion
  Inside this large rough hewn chamber lies the various equipment 
  used for thievely training purposes. To the left is a wide bench 
  upon which rest a half-dozen chests of various sizes and quality. In 
  the middle are three worn leather mats upon the floor, each faded 
  to a dull gray. To the right are a dozen or so makeshift wooden 
  dummies, adorned with a varying number of small bells attached 
  to the dummies' clothing.
  DetailS
  This is the chamber where the members of the Blades of the Crow 
  practice their larcenous duties. The chests test lockpicking skills, 
  the mats are used for combat training, and the dummies are for 
  pickpocketing. There is a 50% chance of finding a group of 1d6 
  unarmed thieves practicing their skills here. Due to the volatile 
  nature of the guild members, fights – even deadly ones – are not 
  uncommon, so these thieves do not automatically come to aid 
  their fellows if combat breaks out in nearby caves.
  area 4-SleePing QuarterS
  DeScriPtion
  The overwhelming stench of stale sweat assails you as you come 
  upon what appears to be a sleeping chamber. Ragged bedrolls 
  in varying states of disarray lie strewn about the floor. You spot 
  the slumbering bodies of six people amongst the blankets and 
  bedrolls.
  DetailS
  This is indeed where many members of the Blades of the Crow 
  sleep, though just as often a thief spends the night in one of a 
  dozen safe houses located throughout Steelport. At any point 
  during the day or night there are six thieves sleeping here. They 
  are unarmed and unarmored.
  
  38 
  area 5-PriSon cellS
  DeScriPtion
  This broad cavern is divided into eight uneven cells with iron bars 
  and rough wooden walls. Each of the eight cells is locked with 
  an iron lock of questionable quality. The cells are empty, save for 
  the farthest right corner, where the flickering torchlight of the 
  chamber illuminates a woman huddled in little more than dirty 
  rags.
  DetailS
  The huddled woman is Ingrid, Hagrim's kidnapped wife. She is 
  extremely grateful to the heroes for rescuing her, and tells them 
  that she overheard Crowbeard talking to someone else about 
  meeting the owner of the Golden Boar Tavern about a special 
  "meeting" outside of Steelport. Of similar age and demeanor as 
  Hagrim, Ingrid is also weak and in no condition to fight, but can 
  make her own way out if the passages are clear. Ingrid knows 
  nothing about the secret cache (Area 6), though she did notice 
  something odd about the wall where it is located, if asked.
  area 6-Secret cache
  DeScriPtion
  The secret panel slides away to reveal a cobweb-filled cave. The 
  skeleton of a man sits against the far wall, his body slumped over 
  a dusty locked chest.
  DetailS
  The skeleton is not an undead monster, but simply the remains of 
  a thief who hid himself and his treasure a little too well. None of 
  the Blades of the Crow thieves know this chamber exists, not even 
  Crowbeard. Finding the secret chamber requires a Search check 
  at a -2 discretionary penalty. Elves and those with Elven blood can 
  spot something strange about the wall with an unmodified Search 
  roll.
  
  39
  The treasure is that of a long-lost thief whose greed was his 
  undoing. The chest is locked but not trapped (it can be opened 
  with a successful Disable check (Tricky DC; treat as a padlock for 
  purposes of Disabling the lock)), and inside is a treasure cache 
  (2A, 2C, 2M – roll randomly from the Fantasy Craft core rulebook to 
  determine the contents).
  area 7-Meeting hall
  DeScriPtion
  This impressive chamber is different in several aspects, most 
  notably because of its workmanship. Unlike the rest of the Crow's 
  Nest so far, this room is of worked stone. It is also the largest 
  seen so far, at least thirty feet wide and twice as long. Though 
  it is largely barren, at the far end there is a raised platform with 
  a wooden podium. Two banners hang on the wall behind it. 
  The largest bears the symbol of the Blades of the Crow, a black 
  crow clutching a sword on a pale gray background. The second 
  is smaller, depicting the head of a red-eyed iron gray wolf on a 
  black background.
  DetailS
  This is the main meeting room for the Blades of the Crow, 
  where the thieves gather to hear announcements from Master 
  Fingers or Crowbeard. The smaller banner is that of the Iron 
  Legion, a ruthless band of orcs from the west who seek conquest 
  and bloodshed. Heroes with a background in fighting orcs can 
  make a Knowledge check (DC 15) to recall most of the general 
  information outlined in Lore: Iron Legion.
  There is usually a mob of thieves lounging in this area, armed 
  and armored but not expecting any trouble.
  
  40 
  area 8-MaSter fingerS' chaMber
  DeScriPtion
  This rather spartan chamber contains little more than a plain bed 
  and an exotic, colored rug from some far away land.
  DetailS
  Master Fingers is a simple man when it comes to his sleeping. He 
  keeps his valuable possessions with him at all times, but underneath 
  his bed is an unlocked chest containing spare clothes.
  The door to his room is locked with an exceptional lock and it 
  can be opened with a successful Disable check (Tricky DC; treat 
  as a combination lock with the complex mechanism upgrade for 
  purposes of Disabling the lock); it is not trapped.
  area 9-crowbearD'S chaMber
  DeScriPtion
  The first thing noticed as this door is approached is the smell, 
  reminding one of fresh garden herbs. The chamber beyond the 
  door is lavishly decorated. A fine silk rug rests on the floor, and 
  against the far wall is a large bed, its blankets folded neatly. Next to 
  the bed is a desk with various writing utensils in proper containers. 
  A book shelf next to the desk seems sparsely occupied but well 
  kept. Everything in here is neat and ordered.
  DetailS
  Despite his ogre nature, Crowbeard keeps his chamber ordered 
  and meticulately clean. He may be a ruthless wizard and master of 
  a guild of thieves but that doesn't mean he has to live in squalor!
  The door to Crowbeard's chamber is locked and trapped with 
  a magical trap. A hero can make a Search check opposed by the 
  trap’s Stash check. With a success, he finds the trap after a few 
  rounds of searching, with a failure he finds nothing, and with a 
  critical failure the trap is triggered. Disarming it is tricky, as it 
  is magical, but it can be done with three successful cooperative 
  Disable checks opposed by the trap’s Difficulty. Failure with even 
  one Disable attempt triggers the trap, as does failing to disarm 
  
  41
  the trap. Anyone trying to simply open the lock triggers the trap 
  automatically, preventing it from being picked. Once the trap is 
  triggered, it does not reset.
  Lightning Trap (55 XP):  Mechanism: tripwire; Difficulty: 
  Sophisticated; Concealment: Average; Target: Entire party; 
  Effect: Electrical damage (1d6 electrical damage per 2 TL, Ref 
  DC 15 for 1/2 damage)
  Inside, the bookshelf contains titles on a variety of mundane 
  topics, including general herbalism and alchemy. The desk 
  contains a locked drawer with a magical trap. A hero can make a 
  Search check opposed by the trap’s Stash check. With a success, 
  he finds the trap after a few rounds of searching, with a failure 
  he finds nothing, and with a critical failure the trap is triggered. 
  Disarming it is tricky, as it is magical, but it can be done with 
  two successful cooperative Disable checks opposed by the trap’s 
  Difficulty. Failure with even one Disable attempt triggers the trap, 
  as does failing to disarm the trap. Anyone trying to simply open 
  the lock triggers the trap automatically, preventing it from being 
  picked. Once the trap is triggered, it does not reset. Inside is a 
  pouch containing a treasure cache (2C, 2L).
  Fire Trap (60 XP):  Mechanism: tripwire; Difficulty: Intricate; 
  Concealment: Average; Target: Entire party; Effect: Fire damage 
  (1d6 fire damage per 2 TL, Ref DC 15 for 1/2 damage)
  next StePS
  Ingrid is safe, for now, but Steelport won't be until the Blades of 
  the Crow are dealt with. And that means dealing with its leader, 
  the ogre wizard Crowbeard, and finding out what this secret 
  meeting is all about. Your only lead is back to the Golden Boar 
  Tavern where it seems as though the proprietor is more than what 
  he seems.
  
  Scene 8: return to 
  the golDen boar
  Inside the Golden Boar Tavern
  obJectiveS
  Find out what's going on. Whether that involves rescuing the 
  Golden Boar tavern keeper from the orcs or interrogating the orcs 
  is up to the heroes.
  challengeS
  Either rescuing the Golden Boar tavern keeper from the orcs or 
  successfully defeating and interrogating the orcs.
  SynoPSiS
  Scene Type: Standard
  GM Briefing: Force the heroes to make a decision in this scene. 
  Do they fight to save the proprietor of the Golden Boar even 
  though they know he's in league with Crowbeard, at least on some 
  level? Or do they deal with the Iron Legion orcs first and leave 
  Jakk alive?
  Gear: The heroes are traveling with all adventuring gear on their 
  persons. 
  location
  This room was designed to be home to the lord and lady of the 
  keep, and it's one of the few chambers that still bears resemblance 
  to its original purpose. 
  
  43
  Ambiance: Tapestries depicting random acts of violence in a 
  slipshod artistically poor manner hang on the stone walls. Furs 
  and rugs in clashing colors and motifs that make one’s head spin 
  line the floor. The two beds have been pulled together in one 
  corner to form one giant bed. Silver and gold coins lay scattered 
  all about.
  Terrain: Indoors/settled
  Cultural Interests: GM Preference 
  action
  Upon arriving at the Golden Boar the heroes find that the owner, 
  Jakk "One-Eye" Brin, is not alone. A mob of Iron Legion assassins 
  stand with their blades drawn approaching the tavern keeper 
  menacingly! For the moment the orcs don't notice the heroes so 
  they have an opportunity to gain the upper hand (the hereos gain 
  a free surprise round). Do they seize the moment or do they let 
  them run Jakk through?
  The Iron Legion assassins fight until death, but one or more of 
  them can be knocked unconscious if a hero so chooses. If Jakk 
  lives, he spills his guts to the characters and tells them Crowbeard 
  and the Blades of the Crow use the Golden Boar Tavern as one 
  of their puppet businesses for dealing drugs and controlling 
  prostitution in Steelport. Tonight, Crowbeard was meeting an orc 
  warlord named Krank out at a point called Moon Rock outside of 
  town; Jakk is happy to show them exactly where it is. The meeting 
  is supposed to take place at midnight, so that doesn't leave a lot 
  of time.
  If Jakk doesn't survive, the heroes can learn the same information 
  by interrogating one of the Iron Legion assassins. If all of the 
  assassins and Jakk are dead, Crowbeard could have left a physical 
  note with Jakk that he has in his pocket explaining the meeting 
  location.
  
  44 
  caSt
  iron league aSSaSSin 
  (StanDarD nPc, aDverSary)
  “Right between the eyes”
  Description: These orcs wear black cloaks with heavy cowls to 
  cover their faces, moving with a grace and fluidity not normally 
  seen among their kind. Their movements are silent and their 
  blades deadly. Within the powerful and organized Iron Legion, a 
  sect of assassins exists to deal with problems that a soldier or even 
  an army might have difficulty with. They wear black cloaks with 
  heavy cowls covering their faces and their skill with the crossbow 
  is legendary.
  Motivations: The assassins of the Iron Legion are not as 
  bloodthirsty as the soldiers but they are every bit as nasty. They 
  prefer to hang back, using their crossbows to fire at opponents 
  from a distance, preferring to target spellcasters first.
  Iron League Assassin (Medium Folk Walker — 68 XP): 
  Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 10; SZ M (1×1, 
  Reach 1); Spd 30 ft. ground; Init III; Atk VII; Def III; Res IV; 
  Health IV; Comp II; Skills: Blend V, Bluff V, Disguise V; Qualities: 
  Always ready, class ability (Assassin: cold read I, convincing, fake it), expertise 
  (Disguise), feat (Basic Skill Mastery (Actor), Iron Will), grueling combatant, 
  light-sensitive
  Attacks/Weapons: Kukri (dmg 1d6 lethal; threat 19-20; qualities: 
  finesse, keen 4, poisonous), light crossbow + 30 standard bolts (dmg 
  1d6 lethal; threat 19–20; range 50 ft. × 6; qualities: AP 2, load 5, 
  poisonous)
  Gear: Moderate leather armor (DR 2; Resist Fire 5; DP –1; ACP 
  –0; Spd –5 ft.; Disguise +0)
  Treasure: 2G
  
  45
  Jakk ”one-eye” brin, 
  golDen bear ProPrietor (SPecial nPc)
   
  “Take a seat and tell your story to ol' One-Eye”
  Description: Jakk is an obese man with perpetual grease and ale 
  stains on his shirt from many years slinging suds at the Golden 
  Boar. He wears an eyepatch to cover his missing eye, hence the 
  nickname, and seems like a jovial and friendly sort of bartender. 
  Motivations: Jakk Brin didn't mean to end up as the primary 
  informant for the Blades of the Crow. It just sort of happened, 
  though at this point he doesn't complain: the steady influx of 
  coins, both from the business the thieves bring in and his generous 
  kickbacks, means he doesn't have to worry about customers. 
  Crowbeard has taken a liking to him, and often times the ogre 
  wizard can be found at odd hours enjoying a mug of the Golden 
  Boar ale and swapping stories with the otherwise affable Jakk 
  Brin. Jakk Brin is not a bad person, but is opportunistic and very 
  greedy. He loathes physical confrontations and does his best to 
  stay out of peoples' ways (especially people who look like they can 
  handle themselves in a scuffle). He should be portrayed as a jovial 
  fat man who is always missing when things go wrong. He gives up 
  any treasure he has if the heroes save him in Scene 8.
  Jakk “One-Eye” Brin, Golden Bear Proprietor (Medium 
  Folk Walker — 31 XP): Str 10, Dex 10, Con 12, Int 10, Wis 
  10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; 
  Atk III; Def III; Res IV; Health IV; Comp I; Skills: Investigate 
  IV, Notice IV, Prestidigitation III, Sleight of Hand III; Qualities: 
  Critical hesitation
  Attacks/Weapons: Dagger (dmg 1d6 lethal; threat 19–20; qualities: 
  bleed, hurl)
  Gear: Booze (6 uses), Spirits (3 uses)
  Treasure: 2C
  NEXT STEPS
  The heroes have defeated the Iron League assassins and learned 
  of the secret meeting, one way or another. They must now decide 
  how best to stop this meeting from happening!
  
  46 
  Scene 9: MiDnight Meeting 
  at Moon rock
  Outdoors around the formation of Moon Rock
  obJectiveS
  Find out what's going on should their primary goal. Crowbeard 
  is a wicked, evil ogre, despite his gentlemanly pretenses, and the 
  Iron Legion are ruthless conquerors from the west. A combination 
  of the two can lead to no good.
  challengeS
  Stopping Crowbeard and the forces of the Iron Legion and 
  preventing large scale bloodhed!
  SynoPSiS
  Scene Type: Dramatic
  GM Briefing: Now's the time to pull out all of the stops. The 
  orcs are naturally suspicious of the thieves, and Crowbeard has 
  not yet pledged the information or support he promised to Krank, 
  so tensions are high between them. The appearance of the heroes 
  in whatever fashion pushes the Iron Legion to the breaking point 
  and they attack, so things devolve quickly.
  Gear: The heroes are traveling with all adventuring gear on their 
  persons. 
  location
  Moon Rock is located north of Steelport by a mile or so, along 
  the seashore bluffs overlooking the sea. The moon hangs high 
  overhead and the midnight hour approaches quickly. Thankfully, 
  the spot is easy to find on a night like this, as the large white stone 
  that gives the site its name reflects the moon's glow intensely. 
  Around the Moon Rock stand an impressive ogre wizard, a group 
  of thieves, and a small contingent of well-armed orc soldiers. The 
  soldiers are led by a grizzled, scarred orc with a hateful gleam in 
  his red eyes. The orcs all bear the symbol of the Iron Legion on 
  their plate armor.
  
  47
  Ambiance: Moonlight shines brightly and reflect intensely off 
  the formation known as Moon Rock.
  Terrain: Forest/jungle
  Cultural Interests: GM Preference 
  action
  How the heroes approach and handle this scene determines how 
  everything unfolds. The clearing where Moon Rock sits is roughly 
  one hundred feet wide, with Crowbeard and his two mobs of 
  thieves on one end and Krank and his two mobs of Iron Legion 
  soldiers and one mob of dire wolves on the other. Both groups 
  posted single sentries, one on the north side and one on the south 
  side (the bluffs prevent access to Moon Rock from the east and 
  west), so the heroes need to deal with the sentry first.
  Krank is impatient and angry, and he already suspects Crowbeard 
  of treachery. Crowbeard knows the Iron Legion is too small right 
  now to take and hold Steelport without his guild's help, and 
  also knows the coffers of the orcs are deep, so he's holding out 
  for more coin. The situation is delicate to say the least, and the 
  appearance of the heroes should be the match that ignites the 
  whole situation.
  When combat does break out, Crowbeard does his best to attack 
  the heroes while Krank and the Iron Legion soldiers focus on the 
  thieves. If things go badly for the ogre wizard, he backs out and 
  tries to use the teleport spell to escape. Krank and the Iron Legion 
  have no such contingency and fight until all of their opponents, 
  heroes and thieves, are dead.
  
  48 
  caSt
  crowbearD, blaDe of the crow guilDMaSter 
  (SPecial nPc, aDverSary, villain)
  “Your presence here complicates matters considerably. I shall correct that 
  problem now.”
  Description: Crowbeard stands nearly 10' tall, wearing deep 
  purple robes adorned with symbols of the moon and stars. He 
  keeps his coal-black beard well groomed, his general appearance 
  almost gentlemanly. He is, however, still an ogre, so his tusks and 
  protruding lower jaw do not add to his lordly presence.
  Motivations: Crowbeard arrived in Steelport with Master Fingers 
  almost a year ago, traveling from some point in the south. The ogre 
  wizard learned his arcane craft from a cabal of sorcerers called 
  the Prismatic Order, a fraternity of arcane casters who owe their 
  loyalty to the seven governing wizards of the Prismatic Circle. 
  Crowbeard disagreed with them on several points, and eventually 
  his larcenous attempts to gain more knowledge from his fellow 
  sorcerers got him expelled from the Prismatic Order. He met up 
  with Master Fingers, a fugitive himself, and together they traveled 
  to Steelport to make a name for themselves. Crowbeard is a canny, 
  powerful wizard, a fact that his monstrous appearance belies. He 
  tries to always have an exit strategy from any situation and rarely 
  gets cornered, and he always keeps his magic ring on his finger 
  and his wand at his side. He also carries a small assortment of 
  treasure with him.
  Crowbeard, Blade of the Crow Guildmaster (Large Folk 
  Walker— 117 XP): Str 16, Dex 10, Con 16, Int 14, Wis 14, 
  Cha 10; SZ L (2×2, Reach 1); Spd 30 ft. ground; Init III; Atk 
  V; Def VII; Res VI; Health VI; Comp V; Skills: Intimidate IX, 
  Investigate VI, Spellcasting VI; Spells: Command II, Fireball I, 
  Fly I, Mage Armor, Magic Missile, Teleport I; Qualities: Class 
  ability (Assassin: offer they can’t refuse; Mage: arcane wellspring 
  I-II, master of magic), expertise (Resolve), feat (Casting Basics, 
  
  49
  Casting Mastery, Hidden Spells), interests (Arcane Lore), spell 
  defense II
  Attacks/Weapons: Quartertaff (dmg 1d8+3 subdual; threat 20; 
  qualities: double, trip), Wand of Sluggish Reflexes (slowing attack 
  II: 60 ft. ray; Will save DC 15 or become slowed for 2d6 rounds)
  Gear: Mage’s pouch, mana potion, ring of protection (see Prizes 
  section for details)
  Treasure: 2A, 2C, 2M
  Dire wolf (StanDarD nPc, aDverSary)
  *growling and snarling*
  Description: These large, feral wolves have shaggy black fur and 
  glowing red eyes. They are kept on leashes by the Iron Legion 
  soldiers, but let loose at the first sign of trouble.
  Motivations: The Iron Legion is proud of its horde of dire wolves, 
  which are used by the soldiers as shock troops and hunters. Dire 
  wolves obey the word of any Iron Legion orc without question, 
  allowing Krank and his orcs to use them for special tactical 
  maneuvers whenever possible.
  Wolf, Dire (Large Beast Walker — 76 XP): Str 17, Dex 12, 
  Con 13, Int 2, Wis 11, Cha 10; SZ L (1×2, Reach 1); Spd 50 ft. 
  ground (Run 250 ft.); Init IV; Atk VIII; Def II; Res X; Health IV; 
  Comp I; Skills: Notice V, Sneak II, Survival III; Qualities: Cagey 
  I, damage reduction 1, improved sense (scent), superior runner I, tough I, 
  treacherous
  Attacks/Weapons: Bite II (dmg 1d10+3 lethal; threat 17–20; 
  upgrades: trip)
  Treasure: None
  
  50 
  iron 
  legion 
  SolDier 
  (StanDarD 
  nPc, 
  aDverSary)
  “The Iron Legion is strongest of  all!”, “The blood of  the true orc runs in our 
  veins!”
  Description: Orcs are a strong race with green skin, but an Iron 
  Legion orc is different than others of their ilk. Their muscles are 
  thick and bulging, and they carry themselves with an authority 
  unusual among orc-kind. They are well disciplined and well 
  armed.
  Motivations: Soldiers of the Iron Legion undergo rigorous trials 
  to prove themselves to their superiors, a process which weeds out 
  the incompetent and weak. Those who survive are the best of 
  the best, sent forth in units to spread the influence and power 
  of the Iron Legion. Treated as the finest of all orcs, the soldiers 
  of the Iron Legion are fearless but not foolish. They follow the 
  commands of Krank without hesitation or question. 
  Iron Legion Soldier (Medium Folk Walker — 40 XP): Str 
  12, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 
  1); Spd 30 ft. ground; Init IV; Atk IV; Def III; Res II; Health IV; 
  Comp I; Skills: Athletics III, Intimidate III, Notice III, Tactics III; 
  Qualities: Always ready, class ability (Soldier: rugged weapons), feat (All-
  Out Attack, Combat Instincts), grueling combatant, light-sensitive
  Attacks/Weapons: Long sword (dmg 1d12+1 lethal; threat 20; 
  qualities: poisonous), long bow + 30 standard arrows (dmg 1d6 
  lethal; threat 19–20; range 40 ft. × 6; qualities: AP 2, poisonous), 
  metal shield (dmg 1d4+1 subdual; threat 20; qualities: guard +2)
  Gear: Partial chainmail with light fittings (DR 3, Resist Edged 2; 
  DP –1; ACP –1; Spd –5 ft.; Disguise –8)
  Treasure: 1C
  
  51
  krank, iron legion orc coMManDer (SPecial 
  nPc, aDverSary, villain)
  “The Iron Legion will crush all oppose us. This I vow.”
  Description: A bulky, imposing sight even for an Iron Legion orc, 
  Krank is a veteran of many battles. His chain mail is dirty but 
  serviceable, and he keeps his magical long sword close at all times. 
  He growls when he talks, treating all non-orcs as if they were the 
  dirt beneath his feet.
  Motivations: Krank is somewhat of a rogue warlord amongst the 
  Iron Legion. He commands a group of soldiers who owe fealty to 
  him first and the Iron Legion second, and he uses them to fulfill a 
  destiny only he sees for the Iron Legion: to take Steelport and use 
  it as a staging point for conquests further south, sailing out across 
  the ocean in a frothing wave of steel and blood. Krank is a tough 
  physical opponent but he fights straightforwardly, commanding 
  his soldiers to take up flanking positions, using tactics to get the 
  upper hand with fights against other strong physical opponents. 
  His zeal and distrust of non-orcs is what causes the breakdown of 
  his arrangement with Crowbeard, so you can play up that angle 
  as combat ensues.
  Krank, Iron Legion Orc Commander (Medium Folk 
  Walker — 82 XP): Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 
  10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init V; Atk IV; Def 
  IV; Res IV; Health IV; Comp III; Skills: Intimidate VIII, Resolve 
  IV, Tactics VIII; Qualities: Always ready, class ability (Captain: battle 
  planning I (crush them!, press on!), take heart), fearless II, feat (Battlefield 
  Trickery, Coordinated Attack, Coordinated Move), frenzy II, grueling 
  combatant, light-sensitive, menacing threat
  Attacks/Weapons: Sword of the Iron Legion (dmg 1d12+4 lethal; 
  threat 20; qualities: poisonous; notes: See Prizes section for details), 
  metal shield (dmg 1d4+4 subdual; threat 20; qualities: guard +2), 
  short bow + 30 standard arrows (dmg 1d6 lethal; threat 19–20; 
  range 20 ft. × 6; qualities: AP 2, cavalry, poisonous)
  Gear: Moderate chainmail with heavy fittings (DR 5; Resist Edged 
  3; DP –2; ACP –1; Spd –10 ft.; Disguise -12)
  Treasure: 1A, 2C, 1M
  
  52 
  Scene 10: ePilogue
  afterMath
  There are several ways for the scenario to end. The best way is 
  for the heroes to have cleaned out the Crow's Nest below the city 
  (which serve as the Blades of the Crow's primary guildhouse), 
  defeated or driven off Crowbeard and Master Fingers to leave 
  the guild leaderless, and to have killed or driven off Krank and 
  his Iron Legion orcs. Crowbeard has several means of escape 
  available to him, however, and if he can get away he can prove to 
  be a recurring villain bent on vengeance upon the heroes in the 
  future.
  Krank and the Iron Legion also do not forget their encounter 
  with the heroes, assuming they survive. Krank is a bit of a rogue 
  warlord amongst the Iron Legion, so there are no reinforcements 
  from the powerful western orc band if he is defeated. However, 
  he bears grudges to his grave, so if Krank finds a way to escape 
  being killed, he'll devote his life to hunting down the heroes and 
  making them pay.
  
  53
  aDventure hookS
  The Iron Legion are still out there, lurking on the fringes of 
  civilization. What greater plan was Krank and his orcs trying to 
  perpetuate?
   
  Who was the mysterious buyer in Scene 5? Perhaps an agent of 
  another power yet to be revealed?
   
  Who steps in to fill the power void left in Steelport? The Blades of 
  the Crow were simply the most recent larcenous organization to 
  take over from the shadows; without real change in the form of a 
  new magistrate or other radical upstart, things revert back to the 
  way they've always been. Perhaps a hero could step up and clean 
  up the streets of Steelport?
   
  Crowbeard belonged to a group of wizards called the Prismatic 
  Order. Perhaps the ogre stole something from them, and now that 
  the heroes possess it the powerful wizard order now hunts them 
  down to get it back?
   
  Likewise, Master Fingers was running away from his past in the 
  Brotherhood of Knives. Exactly what this assassin's guild's goals 
  are and what resources they have at their disposal is left up to you 
  to decide.
  
  54 
  rewarDS anD PenaltieS
  Don’t forget to add XP for adversaries (listed in their stat blocks).
   
  Scene 1: SteelPort, city of SecretS
  A. Helping the merchant and finding out about the Tarnished Goblet
  25 XP
  A. Finding out information about the Blade of the Crow
  25 XP
  Scene 2: fire at the tarniSheD goblet
  A. Successfully saving the Tarnished Goblet
  50 XP
  Scene 3: an innkeePer’S Plea
  A. Deciding to assist Hagrim in rescuing his wife, Ingrid
  50 XP
  Scene 4: aSking arounD
  A.Successfully determining the base of the Blade of the Crow thieves
  50 XP
  A. Finding out the role of Master Fingers
  50 XP
  A. Finding out the role of Crowbeard
  50 XP
  A. Finding out about the Blade of the Crow tattoos
  50 XP
  A. Finding out about the witch weed shipment
  50 XP
  A. Finding out about the corrupt guards and magistrate
  50 XP
  Scene 5: warehouSe woeS
  A. Successfully defeating the water elementals
  100 XP
  Scene 6: ruMble at the golDen boar
  A. Successfully defeating the Blade of the Crow thieves
  25 XP
  A. Defeating Master Fingers & taking him alive
  100 XP
  B. Defeating and killing Master Fingers
  50 XP
  Scene 7: the crow’S neSt
  A.Defeating the Blades of the Crow thieves & clearing hideout
  25 XP
  A. Rescuing Ingrid
  50 XP
  A. Finding the Secret Cache
  50 XP
  Scene 8: return to the golDen boar
  75 XP
  A. Saving Jakk “One-Eye” Brin
  75 XP
  A. Defeating the Iron League Assassins
  75 XP
  Scene 9: MiDnight Meeting at Moon rock
  A. Defeating Crowbeard and his forces
  75 XP
  B. Defeating Krank and his forces
  75 XP
  C. Defeating Both Crowbeard and Krank and their forces
  150 XP
  
  55
  PrizeS
  These are a few of Prizes the party may earn in this adventure. 
  This is, of course, just a limited example, as heroes with enough 
  ambitions might earn a Favor from Hagrim and Ingrid or from 
  Jakk “One-Eye” Brin. Heroes might also earn a Holding in the 
  form of the Tarnished Goblet.
  croSSbow of SPeeD
  Item: Light Crossbow (1-handed item)
  Essence: Feat (Surge of Speed)
  Reputation Value: 20
  Ring of Protection
  Item: Ring
  Charm: Greater Defense Bonus (+2 at Level 1–2, +3 at Level 
  3–6, +4 at Level 7–10, +5 at Level 11–14, +6 at Level 15–18, +7 
  at Level 19–20)
  Reputation Value: 16 (Level 1–2), 24 (Level 3–6), 32 (Level 
  7–10), 40 (Level 11–14), 48 (Level 15–18), 56 (Level 19–20)
  SworD of the iron legion
  Item: Long Sword (1-handed item)
  Essence: Feat (Rage Basics)
  Charm: Greater Accuracy Bonus (+2 at Level 1–2, +3 at Level 
  3–6, +4 at Level 7–10, +5 at Level 11–14, +6 at Level 15–18, +7 
  at Level 19–20)
  Reputation Value: 31 (Level 1–2), 39 (Level 3–6), 47 (Level 
  7–10), 55 (Level 11–14), 63 (Level 15–18), 71 (Level 19–20)
    
  
    
   
   
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  9. 
  To the Steelport 
  sewers 
  Scene 7: The Crow's Nest 
  5 ft 
  
  oPen gaMe licenSe
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  who have contributed Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and translations (including into other 
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  be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game 
  Content” means the game mechanic and includes the methods, procedures, processes 
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SOURCE: textdata/thevault/FantasyCraft/Adventure Modules/Fantasy Craft - Old School Fantasy - 5 - Call of the Crow.pdf