TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  DYV8-01 
   
   
   
   
   
  A Small Problem 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Dyvers Regional Adventure 
  Version 1.0 
   
   
  by Andrew VanHooreweghe 
  Circle Reviewers: Tim Sech 
  Triad Reviewers: Michael Mockus 
  Playtesters:LeDon Sweeney, Jim Farmer, Steve Schirm, Jimmy Schirm, Hans House, David Willis, Todd Morgan 
   
   
   
  What a nice, quiet night.  Then you hear the scream and grab your gear, because somehow you know this is going to 
  ruin your evening. A one-round Dyvers Regional adventure set in the Free Lands of Dyvers, in the City of Dyvers for 
  characters level 1-15 (APLs 2-12). 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker] and Races of 
  Stone [Jesse Decker, Michelle Lyons, David Noonan].
  
  DYV8-01 A Small Problem 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Dyvers adventure. As of 
  September 1, 2007, there is no Time Unit cost to play 
  the adventure portion of this adventure; however, 
  standard Time Unit costs still apply to crafting, magic 
  item creation, performing or other non-adventure 
  related activities or penalties. The cost for Standard 
  Upkeep is 12 gp for PCs whose home region is in 
  Dyvers, or 24 gp for out-of-region PCs. Both Rich 
  Upkeep and Luxury Upkeep cost 75 gp regardless of 
  home region.  
   
  PCs that fail to pay at least Standard Upkeep will 
  retain temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s kits, 
  and may suffer other in-game penalties (or possibly gain 
  in-game benefits) as may be detailed in this adventure. 
   
  A PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC will heal temporary ability damage as if he or she paid 
  for Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the PC has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The City of Dyvers is on edge.  Well, that’s an 
  understatement.  The City is near panic due to the 
  looming threat of Turrosh Mak and his horde.  Mak has 
  brazenly flaunted his might in the Gnarley and even up to 
  the borders of the City itself.  His army threatens to take 
  the City very soon if Dyvers is unable to obtain aid. 
   
  This has the City’s population panicked.  Crime is up, 
  especially theft, and many are frantically packing what 
  they can for evacuation while selling the remainder of 
  their possessions.  Refugees entering the City from the 
  surrounding countryside number almost as many as who 
  are attempting to leave.  The Dyvers Constabulary is 
  stretched very thin while trying to complete everyday 
  tasks, oversee the City gates yet also deal with the crime 
  wave. 
   
  It is rumored that Mak’s forces are obtaining 
  assistance from within the City, from supply shipments, 
  to weapons, to maps and information about defenses.  
  Paranoia is very healthy as Dyvers residents are unsure of 
  in whom they can place their trust.  The need for 
  adventurers is greatest in this time. 
   
  It is at this time that some of Dyvers’ residents have 
  decided to take matters into their own small hands.  The 
  Dyvers Short Persons Party (DSPP) has had enough of 
  rumored spies and traitors within the City walls and has 
  taken steps to remove them – permanently. 
   
  Debris (pronounce the “is”), a local dwarven 
  toolsmith, came by information that a half-orc named 
  Rath (pronounced “rat”) has been running an illegal 
  gambling operation in an empty building.  This wouldn’t 
  normally be unusual, except Rath is also rumored to be 
  dealing information to forces outside the City walls.  Rath 
  invites local guild members, constabulary, and members 
  of the Free Army to his games in the hopes of garnering 
  information that can be sold to the enemy.  Debris has 
  earned an invitation to one of the games, and planned 
  Rath’s murder immediately following.  Debris not only 
  has Rath killed, but leaves a note which reads “GUILTY!” 
  in common.  He also takes the liberty of having his thugs 
  steal the take from the game. 
   
  Two other local proprietors have also been aiding 
  Mak’s infiltration of Dyvers.  T’thak, a kobold mapmaker 
  has been selling building and sewer plans to Mak’s agents 
  in addition to discussing guard schedules.  Garoc, a 
  centaur trader, has been “losing” dry goods and supplies 
  to orcish raids recently, but Garoc always seems to make 
  it back for another run.  Debris wants these two 
  eliminated, as well.  He has enlisted the help of the DSPP 
  for these tasks. 
   
  The Dyvers Constabulary will enlist the PCs’ help in 
  this matter as they will be unable to deal with “such an 
  insignificant problem” (in comparison to an invasion).  
  Prison space is already overcrowded and these 
  individuals, if proven guilty, will likely just be banished 
  from the City.  There is simply not enough time to mete 
  justice given the current threat.  Normally, the 
  Constabulary could conveniently “look the other way” for 
  such matters (i.e. let the DSPP take care of it), but with 
  the arrival of their new Colonel, former Caltaran Sheriff 
  Krembo Schift (LE follower of Hextor), Constables have 
  been ordered to bring all to justice by the law, i.e. no 
  killing.  That includes the treatment of the vigilantes 
  AND their victims. 
   
  ADVENTURE SUMMARY 
  Introduction:  The PCs are out enjoying the evening at a 
  local tavern when it is discovered that a murder has taken 
  DYV8-01 A Small Problem 
   
  Page 2 
  
  place in the alleyway outside the establishment.  PCs will 
  discover there is no constabulary presence and are on 
  their own to begin an investigation. 
   
  Encounter 1: The PCs head to the local constabulary 
  post, but on the way are interrogated by a seemingly 
  drunken dwarf in the street. 
   
  Encounter 2: The PCs are able to inform the constable on 
  duty of the murder, and ascertain why there was no 
  response.  They also are asked to help solve the crime. 
   
  Encounter 3: Gathering Information – The PCs may opt 
  to investigate the area further by questioning the local 
  patrons and businesspersons.  They learn that the murder 
  is most likely racially motivated, and that there are other 
  possible targets in the area. 
   
  Encounter 4: The Underground Casino – PCs investigate 
  one of three “businesses” operated by non-PC race 
  individuals, 
  the 
  half-orc 
  conman 
  killed 
  in 
  the 
  Introduction. 
   
  Encounter 5: Obligatory Ambush – The PCs have 
  attracted the attention of the murderers and are accosted 
  on their way to Encounter 6 or Encounter 7 (either, after 
  investigating one location).  Regardless of the outcome of 
  the battle, the PCs are given an offer they might not 
  refuse. 
   
  Encounter 6: The Mapmaker – The PCs investigate the 
  dwelling/business of a kobold mapmaker, and discover a 
  clue. 
   
  Encounter 7: The Trader – The PCs visit a centaur trader 
  and discover the “dwarf” from Encounter 1, and that he is 
  a member of the organization responsible for the 
  murders.  Again, an offer is made to the PCs.  The dwarf 
  will either be captured or flee if the offer is not accepted. 
   
  Encounter 8 (optional): Tunnel fighting – If the PCs do 
  not accept the dwarf’s offer, they discover an 
  underground lair connected to the building and the 
  sewers.  They are also be greeted by some pets of the 
  DSPP. 
   
  Encounter 9: Hideout – The vigilantes’ lair is discovered, 
  along with evidence that those murdered really were 
  guilty of crimes against Dyvers.  PCs have to choose 
  whether to abide by their instructions or join the 
  vigilantes.   
   
  Encounter 10: The Raid – Whether they joined the 
  vigilantes or discovered their plans in their lair, the PCs 
  either join in the raid or attempt to disrupt it. 
   
  Conclusion: Depending upon the PCs actions, their 
  reward will be gold, items, or both. 
   
  PREPARATION FOR PLAY 
  DM Note: It is important to note if anyone in the party is 
  of a Dyvers regional meta-org. In particular you need to 
  know about members in: 
   
  • 
  The Constabulary 
   
  PCs who are members of the Constabulary may choose a 
  different path than most in this adventure.  Constabulary 
  PCs should play the event.  Just be aware of the possibility 
  for some party strife. 
   
  INTRODUCTION 
  The City is quiet.  Far too quiet for an evening out.  
  These days many folks don’t venture out after dark.  
  The sun set a couple hours ago, and while just weeks 
  ago a beautiful, clear night like this would be rife with 
  the sounds of merriment, this night tension hovers in 
  the air like electricity before a storm.  There is a storm 
  coming; just not from the sky.   
   
  Turrosh Mak has taken the Gnarley and threatens 
  ever closer to the City with each passing day.  Many 
  shops have closed and their owners have left for safer 
  environs.  Their patrons have done the same.  All the 
  while, refugees from the surrounding countryside 
  seek the relative safety of the City, if not for long.  
  This night, many of the faces of your drinking 
  companions are new to your eyes. 
   
  You are seated at the Tri-Tower Tavern, a place 
  that normally wouldn’t cater to adventuring types.  
  These days, however, any business is good business. 
   
  Allow the PCs to introduce themselves if they do not yet 
  know each other.    
   
  Outside the rear of the establishment you hear a 
  woman scream.  Immediately, some of the tavern-
  goers begin to crowd the doorways to see what has 
  happened. 
   
  One of the barmaids has discovered a corpse in the 
  alleyway behind the Tavern while doing chores 
  (dumping trash and waste water).  Once this murder is 
  known, most of the bar patrons are ready to leave if not 
  prevented from doing so. This leaves the PCs to deal with 
  the situation. 
   
  The proprietor of the Tavern, a large, swarthy 
  Oeridian gentleman, asks for someone to summon the 
  Constabulary.  One of the patrons that is leaving 
  volunteers to send them, and hurries off down the street.  
  Strangely, after several minutes, no help arrives. 
   
  When the PCs investigate the scene, they discover 
  the following: 
   
  The body of a nicely-dressed half-orc male sits 
  propped up against the back wall of an adjacent 
  building.  The apparent cause of death is unknown, 
  though there are several small cuts and scrapes on the 
  DYV8-01 A Small Problem 
   
  Page 3 
  
  body.  None of these at first glance look to be fatal.  
  Closer examination reveals discoloration around 
  several of the small cuts. 
   
  “It’s Rath!”[RAT] exclaims the barmaid.  “He was 
  just here this afternoon.” 
   
  The PCs may try to investigate the situation and victim. 
  Use the appropriate skill checks below. 
   
  Gather Information among the remaining patrons 
  reveals the following: 
  DC 10 – Rath (pronounced “rat”) makes his living as a 
  gambler 
  DC 15 – He doesn’t always play “sanctioned” games 
  DC 20 – Rath has been responsible for organizing illegal 
  games in abandoned buildings – one of them is near here 
  – at least one of the patrons can point the place out to 
  you. 
  DC 25 – These illegal games attract business owners, 
  constabulary members, and members of the Free Army 
  and Navy 
  DC 30 – Rath is under suspicion of dealing with enemies 
  of Dyvers both inside and outside the City 
   
  Heal checks on the body: 
  DC 15 – Several of the small cuts on the body are 
  discolored 
  DC 20 – Discoloration is most likely some sort of poison 
  DC 25 – The poison drained CON to the point of death 
   
  Search checks of the body and scene 
  DC 5 – There is a note left with the body that reads 
  “GUILTY ORC!” in common 
  DC 10 – No weapons were left at the scene 
  DC 15 – All of the small cuts are made at waist level or 
  below 
  DC 20 – The small cuts appear to be from a size S slashing 
  weapon 
  DC 25 - There are no tracks to be found other than Rath’s 
  and the current traffic. 
   
  Speak with dead: Rath can impart that a puny (very 
  short) humanoid dressed in a black hood attacked him 
  with a knife.  He at first laughed at the prospect of such a 
  small threat, until the poison kicked in.   
   
  Rath does not discuss the specifics of his gaming or 
  those present at the games.  No one really matches the 
  description that he knows, anyway. (The assassin used a 
  potion of reduce person before the attack).  If detect lie is 
  used in conjunction with speak with dead he reveals (if 
  directly asked) that he invites members of the 
  Constabulary and Free Army as well as other business 
  owners.  He has been trading information about military 
  forces and constabulary guard schedules he has learned 
  for gold.  He does not give names. 
   
  Development: If the PCs head to the Constabulary, 
  proceed to Encounter 1, then Encounter 2.  If they wish 
  to gather information here before leaving, proceed to 
  Encounter 3.  If they wish to investigate the site of the 
  games, go to Encounter 1, then Encounter 4. 
   
  1: SOME VAGRANT 
  The PCs likely eventually seek assistance from the 
  Constabulary, or if they don’t come up with this on their 
  own, have some other bar patrons mention that they 
  should head to the post as part of their (inevitable) 
  investigation.  Should they head in another direction, run 
  this encounter wherever they should decide to go. 
   
  As you head up the street, traffic thins and you are 
  left to your own company.  Passing several closed 
  buildings, you notice a lone humanoid figure sitting 
  seemingly propped against a wall.  As the thought 
  crosses your mind that perhaps you have another 
  victim, the figure speaks.  “Why do you bother?” you 
  hear from the figure, which does not rise from its 
  position. “Can’t trust his kind anyway! We gotta worry 
  about our own right now.” 
   
  The figure is that of an old dwarf who seems to have had 
  one too many.  If the PCs approach, they notice that he 
  has an empty bottle sitting next to him and that he reeks 
  of liquor.  The dwarf is actually Debris, who is taking this 
  opportunity to find out if the PCs will be pursuing the 
  murder investigation.  He is also conveniently stalling 
  the party while his agents rub out the next two victims. 
   
   
  Debris the Dwarf: male dwarf rogue 3/fighter 
  2/barbarian 1; hp 56; Appendix 2.  
   
  If the PCs ignore Debris, he continues to shout similar 
  questions at them from his position, but does not follow 
  them.  He assumes they are taking the case and continues 
  with his plans.  If the PCs cast any spells around him (or 
  take any aggressive actions or attempt obvious 
  diplomacy) he asks them to leave him alone and suggest 
  that they should be spending their resources elsewhere.  
  He does not speak further with any PCs who might look 
  like they are considering him to be a threat in any way.  If 
  the PCs continue to harass him, he blows a whistle as if 
  summoning the Constabulary. 
   
  If the PCs stop to talk to Debris, he asks them what 
  their intentions are.  He is able to share the following 
  information with the PCs if asked about the following 
  topics.  He has consumed a potion (from the bottle) that 
  allows him a +30 to his Bluff checks, for a total of bonus 
  of 40+APL.  Almost all of the information below is true 
  from his perspective, anyway. 
   
  If any PCs are wearing the Vile Belt of Turrosh Mak, 
  Debris does not speak to them – the same goes with the 
  belt made of halfling skulls. 
   
  • 
  “You know why Rath was killed, right?  He’s the 
  enemy!  All of “them” are anymore.  They all 
  want to see Dyvers under new management, if 
  you know what I mean.” 
   
  DYV8-01 A Small Problem 
   
  Page 4 
  
  • 
  “Who’s ‘them?’ The half-breed orcs, the dragon 
  rats (kobolds), the centaurs – all of them that 
  aren’t ‘normal’ types.  You watch who you 
  associate with!” 
   
  • 
  “How do I know what’s going on?  I’ve been 
  listening to folks headed the same way you’re 
  going.  What are you… stupid?” 
   
  • 
  “Whaddaya mean ‘why this guy?’  He’s the 
  enemy!”  (he means anyone of an abnormal or 
  non-PC race)  “Like I said, you watch who you 
  keep your company with!” 
   
  • 
  “Whattaya mean, who are the killers?  The 
  heroes!  The ones that are getting rid of the 
  traitors – don’t know what it is they call 
  themselves” (Only partially true: In truth, he 
  knows who the killers are as he hired them – 
  that’s what the potion was for.) 
   
  • 
  “You do the right thing, now.  You know that 
  the “law” can’t handle this right now and they 
  won’t lock these guys up.  They’ll just ask ‘em to 
  leave the City and call it good, but you know 
  there’s no justice there!” 
   
  • 
  “The LAW? (laughs mockingly)  Ha!  The law 
  and justice be rarely the same thing, son!” 
   
  • 
  “Who am I?  I’m Debris the toolsmith.  I run a 
  reputable business.  My shop is right over there. 
  (half-hearted gesture in the direction the PCs 
  came from) 
   
  • 
  “You all best just leave well enough alone.  The 
  walls will be coming down soon enough.  No 
  sense worrying about townsfolk defending their 
  homes.  Go fight the REAL threat!” (referring to 
  the imminent invasion) 
   
  If the PCs have any kobolds, centaurs, or half-orcs, snow 
  elves, dark template PCs, asheratis, or anyone of unusual 
  appearance in the party, Debris calls them “traitors” and 
  refuses to talk to them, while chastising the other PCs for 
  allowing them into their presence. 
   
  After 
  either 
  this 
  encounter 
  or 
  “Gathering 
  Information” it should be clear to the PCs that time is 
  short.  There are other potential targets. 
   
  Development: If the PCs head to the Constabulary, 
  proceed to Encounter 2.  If they wish to gather 
  information here before leaving, proceed to Encounter 3.  
  If they wish to investigate the site of the games, go to 
  Encounter 4. 
   
  2: THE LOCAL, UH, 
  CONSTABULARY? 
  Arriving at the nearest guard post, you notice a 
  relative lack of activity.  No one is about, and only a 
  dim light shines from the window. 
   
  As the PCs enter, they notice that:  
   
  No one is about save for a very young-looking human 
  male wearing ill-fitting armor emblazoned with the 
  Dyvers crest.  He looks up, rather startled at your 
  entrance.  There are large piles of paperwork 
  surrounding the small table at which he works.  The 
  small lamp he is using barely illuminates the desk, 
  much less the room. 
   
  “Oh. . .Can I help you?” 
   
  This young private is obviously very new to his service.  
  He wishes to help the PCs but is simply overwhelmed by 
  the amount of work he has to do.  He can offer the 
  following information: 
   
   
  Private Jerob Aldun: male human warrior 1; hp 5.  
   
  • 
  His name is Private Aldun, Jerob Aldun. 
  • 
  Someone did stop by from the Tri-Tower Tavern 
  and informed him of the murder, but he is the 
  only one here and cannot leave his post.  He 
  shows the PCs the report he made and that it is 
  in the out box for the next pickup, (acts proud at 
  having done this already) which he expects will 
  be tomorrow morning.  It is well after dark, after 
  all! 
  • 
  There have been increased reports of crimes 
  such as muggings, lootings, other thefts as 
  people pack up and leave, but the Constabulary 
  does not have enough manpower to follow up 
  on each report as they must increasingly bolster 
  watches at the City walls with the increased 
  traffic in and out of the City. 
  • 
  Adventurers are being hired to fill in for smaller 
  investigations (“smaller” meaning “almost 
  everything inside the City”) and can be paid a 
  sum (100 gp per  APL) for the successful capture 
  (with evidence or confession) of local criminals 
  depending on the crime. The PCs are offered 
  such a contract, but they are out of forms 
  needed to establish written identity for the PCs 
  as official deputies. 
  • 
  If the PCs accept, they will be asked to  
  o 
  Stop the murders 
  o 
  Find out who is responsible 
  o 
  Bring them to justice 
  • 
  Regulations are now stricter with a change in 
  Constabulary leadership.  No killing of 
  criminals is allowed within the City walls.  They 
  must be brought in to local watch posts alive if 
  DYV8-01 A Small Problem 
   
  Page 5 
  
  at all possible.  Failure to do so can result in loss 
  of fee and/or criminal charges for murder.  
  These orders come directly from the new 
  Colonel of the Constabulary. 
  • 
  This officer is so green, he does not yet know 
  the new Colonel’s real name.  There’s paperwork 
  to be done! 
  • 
  Yes, prison space is limited but that does not 
  change the law. We are doing the best we can. 
  • 
  He has not heard of Rath, Debris, or any of the 
  other NPCs mentioned to this point.  He has, 
  however, heard of the Tri-Tower Tavern (like 
  that helps). 
  • 
  If the PCs brought the body with them, he asks 
  them to fill out a form (for the pickup) on bright 
  yellow parchment and tack it to the outside of 
  the door.  He says they can leave the body 
  outside, as well. 
   
  Development: Whether the PCs accept the mission or 
  not, he immediately goes back to his work.  From here 
  the PCs can go to Encounter 3, or to the site of Rath’s 
  games (Encounter 4), or if they have information on the 
  other possible victims, they can proceed there as well. 
   
  3: GATHERING 
  INFORMATION 
  The PCs may wish to investigate on their own a bit before 
  proceeding to the watch station, or they may do this after 
  Encounter 2.  They can learn the following from the 
  surrounding bar patrons or those that are about at this 
  time of night. The PCs may perform a Gather 
  Information check regarding any of the following topic: 
   
  About Rath 
  DC 10 – Rath (pronounced “rat”) makes his living as a 
  gambler 
  DC 15 – He doesn’t always play legal games 
  DC 20 – Rath has been responsible for organizing illegal 
  games in abandoned buildings in this area 
  DC 25 – These illegal games attract business owners, 
  constabulary members, and members of the Free Army 
  and Navy 
  DC 35 – Rath is under suspicion of dealing with enemies 
  of Dyvers both inside and outside the City 
   
  About Debris 
  DC 5 – Debris runs a tool shop in this area.  It is a 
  legitimate business and several here have bought simple 
  tools from him. 
  DC 10 – Debris has been overheard making racial 
  comments against several uncommon humanoid races – 
  kobolds, half orcs, centaurs, etc.. 
  DC 15 – His clientele is varied but he has several regulars, 
  most notably halflings and gnomes. 
  DC 20 – His shop has been closed more often of late, 
  even during normal daytime hours.  Some suspect that he 
  is depressed about the possibility of having to close like 
  many shops have recently. 
   
  About motive/possible targets 
  DC 10 – It may be a racial killing.  People are paranoid 
  about anyone who is not of a “civilized” race - especially 
  newcomers to the City.   
  DC 15 – Other possible targets are most likely T’thak, a 
  kobold who took up residence in Dyvers just under a year 
  ago, and a centaur trader named Garoc who has lived here 
  for two years and makes many trips to the lands south of 
  Dyvers.  Locations of their two businesses are nearby and 
  easy to find. 
  DC 20 – Garoc has lost some shipments lately to roving 
  orc hordes.  T’thak makes maps of the City and 
  surrounding areas to sell to visitors. 
  DC 25 – T’thak is rumored to have been seen coming out 
  of the sewers late at night recently.  Despite Garoc’s 
  losses, he always seems to return unhurt.   
  DC 30 – “I swear that’s the same wagon Garoc says he lost 
  in the last raid.” “T’thak sold my cousin a map, and he 
  opened it and found a map of the sewers with access 
  points from outside the City.  T’thak apologized for the 
  mistake and gave him a 50% discount on the exchange.” 
   
  About the local residents and the murder/Constabulary 
  DC 10 – “Good riddance!  I didn’t really like that Rath guy 
  anyway.  Couldn’t get into his game because I wasn’t 
  important enough.” 
  DC 15 – It’s about time someone stepped up and made 
  our City safer.  The Constabulary certainly can’t. 
  DC 20 – You know those cells are already overcrowded.  
  They don’t have anywhere to put the criminals anyway, 
  and it’s not like you can just kill ‘em.  Looks like someone 
  finally got past that problem. 
  DC 25 – With that new Colonel – what’s his name? – 
  seems running stuff his way is more important than 
  actually keeping criminals off the streets. 
  DC 30 – Oh yeah, Schift.  That’s him – that guy from 
  Caltaran. 
   
  About possible suspects 
  Nothing is known here, though many are suspicious of 
  newcomers and those of “not normal” races. 
   
  Development:  From here the PCs can go to the site of 
  Rath’s games (Encounter 4), or if they have information 
  on the other possible victims, they can proceed there as 
  well (Encounter 6 or Encuonter 7).  Encounter 5 will 
  occur after the first site is investigated. 
   
  4: RATH’S CASINO 
  As you begin your investigation of Rath’s hideout, 
  Dyversians who are still about this evening seem very 
  interested in your activities.  Those turning in for the 
  evening watch you carefully as you pass.  Doors and 
  shutters close, while eyes peer at you from windows 
  as it is obvious that you have become the center of 
  attention. 
  DYV8-01 A Small Problem 
   
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  The PCs are not only being watched by those leaving the 
  area, they are also being watched by the assassins.  A DC 
  10 Sense Motive reveals a general feeling of uneasiness 
  directed toward the PCs, while DC 15 reveals that not 
  everyone about is happy with the PCs meddling about.  
  No one takes any aggressive action nor do they speak to 
  the PCs.  If the PCs interact with anyone along the street, 
  they will be left with a response of “I’m not who you are 
  looking for!  Leave me alone!” and similar comments.   
   
  If the PCs have any centaurs, kobolds, or unusual 
  races (or appearances) and are not well-established (have 
  influence points in Dyvers or famous deeds) then the 
  feeling that they are not wanted here is palpable. 
   
  If the PCs stop to interview everyone along the street 
  (knocking on doors, etc.) they eventually reach the site 
  that assassins plan to use for the ambush in encounter 5, 
  in which case they bypass the ambush and the assassins 
  wait until a later time, perhaps after visiting the 
  mapmaker or the centaur trader’s locations.  Simply insert 
  the ambush where necessary. 
   
  As the PCs reach the end of the street where Rath’s 
  empty building awaits, continue: 
   
  Your investigation has led you to one of several 
  abandoned buildings in the area.  There is no one 
  about and no light can be seen from the windows of 
  this single-story structure.  It appears the many 
  squatters which flood the City lately have not yet 
  found this place. 
   
  The door is locked (DC 20 Open Locks) and there is a 
  wire attached to the latch (DC 20+APL, Search, DC 15 to 
  disable) that will sound an alarm bell if tripped.  There is 
  no trap here – it is merely to serve as a warning for any 
  unwanted guests during the games here (and the bell will 
  also let the assassins know where the PCs are should it be 
  tripped). 
   
  If the PCs investigate the rear of the building or roof, 
  they find that there is no visible entrance/exit present. 
   
  Inside is a 5’x5’ entryway with cloak hooks along 
  either side wall, leading to another door.  This door also is 
  closed and appears to be locked (Open Locks DC 
  20+APL) but again, no traps.  The door leads to a narrow, 
  10’x20’ long room which appears to be empty.  There are 
  scraps of parchment about as well as some scratches in 
  the floor and on the walls – evidence of wagers that were 
  made.  There is writing in mostly common, but also some 
  gnomish and halfling, as well. 
   
  If the PCs make a DC 20 Spot check, they also notice 
  one scrap of parchment that has writing in gnomish 
  which seems unrelated to wagers.  It does have numbers 
  on it but they do not appear to be monetary amounts.  
  The numbers are actually map coordinates to the location 
  of Garoc’s stable.  A DC 15 Knowledge: Local, Geography, 
  or Bardic Knowledge check can be made to ascertain this.  
  Alternatively, the PCs can take this to T’thak or any other 
  mapmaker.  They can also use other local contacts to learn 
  this, but that will cost them time investigating. 
   
  Development: After the PCs finish in this area, proceed 
  to Encounter 5 unless they have already investigated the 
  ambush site.  In that case, they will likely seek out 
  T’thak’s (Encounter 6), or Garoc’s (Encounter 7). 
   
  5: OBLIGATORY AMBUSH 
  There are many calculations for items and abilities in this 
  combat.  Please prepare it thoroughly! (especially at 
  higher APLs) 
   
  Please refer to DM Map #1 for this encounter. 
   
  PCs nosing around have attracted the attention of the 
  assassins themselves.  They have been keeping tabs on 
  the PCs activities and waiting to see if the party would 
  investigate any of the victims’ businesses.  The assassins 
  have been waiting for the PCs to return down the same 
  street that they passed to visit Rath’s, as it is the most 
  logical route.  They are here to delay the investigation in 
  order to give their colleagues time to finish with the 
  other two “traitors.” 
   
  If the PCs make substantial efforts to investigate 
  Rath’s without being seen or heard (and also do not set off 
  the alarm bell there), the assassins do not have all 
  preparatory spells cast (such as the illusion) and it will 
  require some adjudication on the part of the DM to 
  determine how ready they are for the combat.  Gauge 
  how long they spent investigating Rath’s and adjust 
  accordingly. 
   
  Allow the PCs a DC 36+APL Spot check to notice the 
  assassins waiting for them in the building windows and 
  doorways.  Once the illusion drops, the DC 18+APL Spot 
  check is including modifiers.  The PCs may also make a 
  DC 20+APL Listen check against including all modifiers 
  to hear noises in their direction while they wait. 
   
  As the party travels down the street, they are 
  attacked from both sides.  See DM Map #1 for details.  
  There is an illusion spell (shaded area) covering the street 
  area between the buildings, which hides the tripwire to 
  the tanglefoot bag trap.  The illusion spell is simply a 
  reproduction of the same street and terrain (sans trap of 
  course).  When the first PC crosses the line shown on the 
  map, tanglefoot bags burst in all squares marked with an 
  X.  (Note: The illusion does not provoke a saving throw 
  unless the PCs stop to study the area or touch the illusion, 
  i.e. enter the square.  The save DC for the illusion is given 
  in Appendix 1: Encounters). 
   
  If the PCs have some way of seeing through 
  illusions, such as true seeing or similar ability, the trap is 
  visible with a Search check. 
   
  ALL APLs 
   
  Tanglefoot Bag Trap (4): Appendix 1 
   
  Alchemists’ Fire Trap (2): Appendix 1 
   
  APL 2 (EL 4) 
   
  Halfling Rogues (2): male halfling rogue 1; hp 6 
  each; Appendix 1.  
  DYV8-01 A Small Problem 
   
  Page 7 
  
   
  Gnome Fighter: male gnome barbarian 1; hp 9; 
  Appendix 1 
   
  Gnome Illusionist: male gnome sorcerer 1; hp 6; 
  Appendix 1 
   
  APL 4 (EL 6) 
   
  Halfling Rogues (2): male halfling rogue 3; hp 16 
  each; Appendix 1.  
   
  Gnome Fighter: male gnome barbarian 1; hp 31; 
  Appendix 1 
   
  Gnome Illusionist: male gnome sorcerer 1; hp 18; 
  Appendix 1 
   
  APL 6 (EL 8) 
   
  Halfling Rogues (2): male halfling rogue 5; hp 29 
  each; Appendix 1.  
   
  Gnome Fighter: male gnome barbarian 5; hp 44; 
  Appendix 1 
   
  Gnome Illusionist: male gnome wizard 5; hp 30; 
  Appendix 1 
   
  APL 8 (EL 10) 
   
  Halfling Rogues (2): male halfling rogue 7; hp 38 
  each; Appendix 1.  
   
  Gnome Fighter: male gnome barbarian 7; hp 74; 
  Appendix 1 
   
  Gnome Illusionist: male gnome wizard 7; hp 42; 
  Appendix 1 
   
  APL 10 (EL 12) 
   
  Halfling 
  Rogues 
  (2): 
  male 
  halfling 
  rogue 
  7/nightsong enforcer 2; hp 61 each; Appendix 1.  
   
  Gnome Fighter: male gnome barbarian 1/fighter 8; 
  hp 106; Appendix 1 
   
  Gnome 
  Illusionist: 
  male 
  gnome 
  wizard 
  7/shadowcraft mage 1; hp 48; Appendix 1 
   
  APL 12 (EL 14) 
   
  Halfling 
  Rogues 
  (2): 
  male 
  halfling 
  rogue 
  7/nightsong enforcer 4; hp 73 each; Appendix 1.  
   
  Gnome Fighter: male gnome barbarian 1/fighter 10; 
  hp 139; Appendix 1 
   
  Gnome 
  Illusionist: 
  male 
  gnome 
  wizard 
  7/shadowcraft mage 3; hp 49; Appendix 1 
   
  Tactics: The two rogues and fighter act in the same round 
  the trap goes off (surprise round).  The illusionist 
  maintains concentration on the illusion until the trap 
  goes off or someone in the party begins to ignore it (i.e. 
  makes the save / obviously sees through it).  Then he uses 
  his other spells (sleep at low APLs).  At APL 12 he almost 
  exclusively uses heightened major image spells – see 
  special note on tactics in Appendix 1.  As a last resort, he 
  uses his wand of magic missiles.  Each rogue will target a 
  PC within 30’.  The fighter team up and attack the same 
  target as one of the rogues.  The assassins attempt to hit as 
  many PCs as possible in this combat in order to force 
  poison saves for the whole party. 
   
  Kobold and centaur PCs are targeted first if they are 
  present and in range. 
   
  The assassins maintain position at range and attempt 
  to get the PCs to enter the building(s) so that they make 
  use of terrain, cover, and the other traps they have set.  
  Once the PCs enter the building(s), the assassins retreat 
  (using their potions of expeditious retreat) if they have 
  not dropped at least half the party.  The assassins are 
  fighting to subdue and capture the PCs, not kill them. 
   
  In each doorway, there is another tripwire attached 
  to an alchemists’ fire trap.  Give each PC approaching 
  each doorway a spot check.  If the PC is in combat at the 
  time, they take a -5 to the check for being distracted.  
  They can avoid the trap by taking a separate move action 
  to step over the wire (not as part of normal move).  If the 
  trap is sprung, the square with the tripwire is doused with 
  alchemists’ fire.  The wooden building is will begin to 
  catch fire – one more thing for the PCs to deal with. 
   
  If the PCs breach either building without half of 
  their number being dropped or knocked unconscious by 
  oison, the assassins will flee.   
  p 
  What they Know: If the PCs are able to capture any of the 
  assassins, they can offer the following with a successful 
  Intimidate Check or a bribe equal to APL x 25 gp. The 
  will insinuate they will accept money (DC 10 + APL 
  Sense Motive) and assert they cannot be intimidated (not 
  true). 
   
  • 
  They are working for the DSPP (Dyvers Short 
  People’s Party) 
  • 
  Yes, they are responsible for Rath’s murder, and 
  he is not the last. They are also after T’thak and 
  Garoc for the same reasons. 
  • 
  Why?  He is a traitor.  He has been selling 
  information to Mak’s forces outside the City.  
  They have proof of this in the form of a captured 
  operative in Mak’s intelligence network. (lie) 
  • 
  If asked why they attacked rather than just 
  negotiate with the PCs, they weren’t sure if the 
  PCs would arrest them.  It’s better to bargain 
  from a position of strength. 
  • 
  The Constabulary won’t do anything to the 
  traitors.  They don’t have the time OR the 
  manpower.  You can turn us in.  We will escape 
  or be released outside the City, too. 
  • 
  They will ask the PCs to join them in disrupting 
  a supply drop to Mak’s forces outside the city 
  walls.  They offer all the proof of which they 
  have spoken and a meeting with their leader. 
   
  If the assassins are forced to flee and all of them get away, 
  the PCs find a note inside one if the buildings that reads 
  “More of the same awaits those who defend traitors!” in 
  common. 
   
  If the PCs are subdued, they are bound (use rope skill 
  see Appendix 1) and the assassins make them an offer 
  using the same information as above.  If the PCs agree, 
  the assassins take them to their hideout in Encounter 9.  
  If the PCs refuse, the assassins warn them not to interfere 
  lest they be killed.  They state that they could kill the PCs, 
  but will not because “they aren’t the bad guys here.”  They 
  DYV8-01 A Small Problem 
   
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  then leave and continue to plan the raid on Mak’s agents 
  outside the City.  The PCs have to find their own way 
  there and to the DSPP hideout. 
   
  Treasure: The PCs can gain the following treasure here: 
  APL 2: Loot 50 gp; Coin 5 gp; Magic: wand of 
  magic missiles 1
  st/5 charges (6 gp), potions of expeditious 
  retreat (16 gp); Total 77 gp.  
    
  APL 4: Loot 50 gp; Coin 15 gp; Magic: wand of 
  magic missiles 3
  rd/5 charges (19 gp), potions of 
  expeditious retreat (16 gp), gloves of dexterity+2  (333 gp), 
  gauntlets of ogre power (333 gp); Total  766 gp.  
  APL 6: Loot 50 gp; Coin 45 gp; Magic: wand of 
  magic missiles 5
  th/5 charges (31 gp), potions of 
  expeditious retreat (16 gp), potions of invisibility (25 gp), 
  potion of heroism (62 gp), gauntlets of ogre power (333 
  gp), armbands of might (342 gp), gloves of dexterity+2 
  (333 gp), headband of intellect +2 (333 gp); Total  1,570 
  gp.  
  APL 8: Loot 50 gp; Coin 75 gp; Magic: wand of 
  magic missiles 7
  th/5 charges (44 gp), potions of 
  expeditious retreat (16 gp), potions of invisibility (25 gp), 
  potion of heroism (62 gp), vest of resistance +2 (333 gp), 
  potion of enlarge person (21 gp), belt of giant strength +4 
  (1,333 gp), armbands of might (342 gp), gloves of 
  dexterity+2 (333 gp), headband of intellect +4 (1,333 gp); 
  Total  3,967 gp. 
  APL 10: Loot 50 gp; Coin 75 gp; Magic: wand of 
  magic missiles 9
  th/5 charges (56 gp), potions of 
  expeditious retreat (16 gp), potions of invisibility (25 gp), 
  potion of heroism (62 gp), vest of resistance +2 (333 gp), 
  potion of enlarge person (21 gp), belt of giant strength +4 
  (1,333 gp), armbands of might (342 gp), gloves 
  dexterity+2 (333 gp), headband of intellect +4 (1,333 gp), 
  +1 mighty comp. short bow of deadly precision (706 gp), 
  wand of invisibility, greater 5 charges (105 gp); Total  
  4,970 gp. 
  APL 12: Loot 50 gp; Coin 75 gp; Magic: wand of 
  magic missiles 9
  th/5 charges (56 gp), potions of 
  expeditious retreat (16 gp), potions of invisibility (25 gp), 
  potion of heroism (62 gp), vest of resistance +2 (333 gp), 
  potion of enlarge person (21 gp), belt of giant strength +4 
  (1,333 gp), armbands of might (342 gp), gloves of 
  dexterity+2 (333 gp), headband of intellect +4 (1,333 gp), 
  +1 mighty comp. short bow of deadly precision, spell 
  storing (1,540 gp), wand of invisibility, greater 5 charges 
  (105 gp), +1 shocking returning darts (1,525 gp), dust of 
  disappearance (292 gp); Total  7,621 gp. 
    
  Development: From here the PCs may proceed to the 
  Mapmaker’s shop (Encounter 6), the Trader’s stable 
  (Encounter 7), or the DSPP hideout in Encounter 9 (if 
  they know where it is or are led by the assassins). 
   
  6: THE MAPMAKER 
  Your investigation has led you to the location of 
  another possible target…or victim.  A small window 
  is curtained and no light emanates from within.   
   
  The PCs either arrived here by their own gathering 
  information, or they forced captured assassins to bring 
  them here.  Either way, they are too late.  In this case, 
  however, the assassins did not have as much time to 
  conceal their tracks. 
   
  The door is both unlocked and not trapped.  A DC 20 
  Survival check identifies several footprints leading into 
  the establishment as halfling footprints.  The tracks are 
  almost hopelessly lost in the street, but if someone can 
  make a DC 35 Track check, they lead to Garoc’s stable and 
  eventually the sewer entrance. 
   
  Inside the small 10’x15’ shop, you quickly realize that 
  you are too late.  Upon passing the threshold you are 
  startled by the small, lizard like head staring at you 
  with a rather surprised look from its perch on the 
  pike erected next to the doorway.  Hanging from the 
  jaw of who used to be T’thak is a scribbled sign which 
  reads “I chose the wrong friends.” 
   
  The room is a mess.  Maps are scattered everywhere along 
  with the remains of their creator.  There would be several 
  very useful maps here were it not for the assassins who 
  visited previously.  However, there is one useful bit of 
  information to be found.  If the PCs spend enough time 
  looking (succeed on a Search check of DC 25) they find a 
  map which is mostly ruined, but also has a note scrawled 
  in the margin.  The map is of the area beyond the 
  southern City wall with a specific marked location and a 
  time.  The time is tomorrow night just after dark and the 
  location is approximately 2 hours from the south gate.  
  The map was for T’thak and the others to make another 
  contact/drop for Mak’s agents who are gathering 
  intelligence and supplies from Dyvers. 
   
  7: THE TRADER 
  Garoc is a known trader of supplies and dry goods 
  from Dyvers to Greyhawk, the Wild Coast, and the 
  Gnarley Road.  He makes his home is what was once a 
  stable, as there are not many dwellings in Dyvers of 
  which a centaur can make good use.  Well, and he 
  travels quite a bit, making lavish accommodations a 
  waste of resources.  It is still late evening when you 
  reach the large, wooden door. 
   
  The door is locked, though it is a simple lock (DC 20) as 
  Garoc has little to steal here in town.  Have the PCs make 
  a DC 20 Listen check once they reach the door.  If 
  successful, they hear some shuffling around (through the 
  door) in the rear of the building. 
   
  If the PCs look for a rear entrance, there is a normal 
  humanoid-sized door in the rear of the stable.  It is 
  slightly ajar, and the same shuffling sounds can be heard 
  from within. 
   
  When the PCs enter, read the following: 
   
  Entering the old stable, you see a short, stocky 
  humanoid rummaging through some shelves against 
  DYV8-01 A Small Problem 
   
  Page 9 
  
  one side wall.  He appears to not notice your 
  presence.  Just as you are about to either approach 
  him or speak, you hear him exclaim “THERE, finally!”  
  He looks around at you and says “What took you so 
  long?”   
   
  The dwarf you met earlier, Debris, waits for your 
  reply. 
   
  Debris and his vigilantes have again beaten the PCs to 
  this location.  They have subdued and taken Garoc away, 
  as is apparent from the large drag marks you see on the 
  floor and through the doorway.  They loaded him into his 
  own wagon and drove away just minutes ago. 
   
  Debris does not intend to fight the PCs.  If they 
  attack, he either tries to reason with them (at low APLs) 
  or flee using his potion of gaseous form at higher APLs.  
  If he gets away, the PCs have to track him to the DSPP 
  lair in the sewers (they can follow him to the sewer 
  entrance where he can float through the cracks, but the 
  PCs will have to stop and open the grate). 
   
  • 
  He has proof that the three “victims” are guilty 
  of collaborating with the enemy.  He just found 
  log entries on Garoc’s shelves that show the 
  same exact shipment has been lost four times in 
  successive trips.  (OK it’s not really proof, but it’s 
  good enough for him!) 
  • 
  He knows that T’thak has been meeting with 
  Mak’s forces and selling them design 
  information regarding the City walls, sewers, 
  defenses, and patrols.  Being a mapmaker is a 
  pretty convenient job and this activity has gone 
  unnoticed by the now-absent-for-the-most-part 
  Constabulary.  He offers the PCs a look at the 
  maps he took from T’thak’s shop.  They do show 
  access points from the sewers to outside the city, 
  as well as guard schedules and posting points.  
  (Of course, again, not proof as he could have 
  planted them there or made them himself.) 
  • 
  Rath sold information about numbers of 
  soldiers and where they were being deployed.  
  He learned this information at his card and dice 
  games.  He certainly couldn’t afford those nice 
  things being as bad a gambler as he was! (Could 
  be conjecture.) 
  • 
  If the PCs are unwilling to believe him, he will 
  offer to take them to a raid the DSPP is planning 
  on the contacts these three traitors were 
  planning to meet tomorrow night.  He asks the 
  PCs to meet him here tomorrow after supper 
  • 
  Where’s Garoc?  Oh, he’s alive, for now.  
  Depending on what happens tomorrow night, 
  he may or may not stay that way. 
  • 
  I’m not turning myself in.  I’m doing this City a 
  favor – one that apparently no one else is willing 
  to do.  The DSPP sees these traitors for what 
  they are and if that means we have to break 
  some “laws,” then so be it!  Laws shouldn’t 
  protect criminals! 
   
  There is little concrete proof for the PCs to go on and it is 
  unlikely the PCs accept this deal, though it may seem 
  likely.  If the PCs have detect lie or some other means of 
  confirming his story, he grudgingly accepts the spell (he 
  is telling the truth from his perspective and doesn’t 
  understand why the PCs don’t see things the way he does 
  – it’s so obvious!).  Otherwise, Debris makes ready to 
  leave, assuming the PCs meet him here as planned. 
   
  If the PCs choose to accept his offer, they can find an 
  inn and rest or try to follow Debris without his knowing.  
  If they don’t, they can try to capture Debris.  If they 
  follow Debris into the sewers, proceed to Encounter 8.  If 
  they wait to meet Debris here tomorrow night, proceed to 
  Encounter 10. 
   
  ALL APLS (EL 6) 
   
  Debris the Dwarf: male dwarf rogue 3/fighter 
  2/barbarian 1; hp 56; Appendix 2.  
   
  Treasure:  
  ALL APLs: Loot 12 gp; Coin 5 gp; Magic: +1 
  hand axe (192 gp), +1 glamered mithral chain shirt (317 
  gp), potion of gaseous form (63 gp), vest of resistance +2 
  (333 gp); Total  922 gp. 
   
  Development:  From here the PCs can either tail Debris 
  or investigate the sewer entrance (Encounter 8) or they 
  may agree to meet Debris at the aforementioned meeting 
  (Encounter 9) 
   
  8: TUNNEL FIGHTING 
  For Encounters 8 and 9, please refer to DM Map #2. 
   
  You follow the dwarf into the sewer.  After several 
  twists and turns off the beaten path, you notice that 
  the passageways you find continually get smaller, and 
  smaller.  And smaller.  After what could only be a few 
  minutes, you see Debris enter a small room, the 
  entrance of which is no more than 4’ square.  The 
  room is dark. 
   
  NOTE: All sewer and tunnel passages are to be treated as 
  rough terrain.  The PCs are in areas that have neither 
  been developed nor used in some time. 
   
  Allow the PCs to decide if they wish to follow Debris 
  immediately or to wait.  If they are attempting to not be 
  seen, it is advisable to wait and listen.  If they are in 
  pursuit, they may wish to charge right in.  The terrain 
  makes it difficult in any event.  Only one person may 
  enter the room at a time, regardless of size.  Medium PCs 
  are squeezed.  Small PCs are OK but still can only proceed 
  single file.  Large PCs have trouble entering the room at 
  all (DC 20 Escape Artist). 
   
  When approaching the entrance, have the PCs make 
  a DC 20+APL Listen check.  If they succeed, they hear 
  what sounds like a bell being rung in the distance; 
  perhaps behind a wall. 
  DYV8-01 A Small Problem 
   
  Page 10 
  
   
  There is no light in the chamber.  PCs with 
  darkvision can be read the description, but PCs with even 
  low-light vision need a light source.  
   
  As you awkwardly clamber into the small chamber, 
  you are not met with the sight you expect.  There is 
  no dwarf – he seems to have disappeared.  What you 
  do see are several small, roundish passages, no more 
  than about 2 foot in diameter, carved directly into the 
  rock.  On the floor of this small 5x10 room is a chest 
  in one corner.  In the other corner is a tray which 
  seems to slide into the wall itself (tray is currently in 
  the wall). 
   
  The tray is like those used in prisons where an item can 
  be placed in one side when open, and slid under a 
  partition to the other side so that neither person can 
  reach the other side. 
   
  A DC 20 Spot check or DC 15 Survival check will 
  note the footprints of what was probably Debris, leading 
  from the chamber opening to the tray, and then to the 
  chest, at which point they disappear. 
   
  The chest is small, about 1’ square and wooden.  It is 
  locked, but not trapped (DC 25 Open Locks).  Inside are a 
  number of vials.  There is a label on each vial which reads, 
  in gnomish, “Drink Me.”  There will be enough vials for 
  every PC in the party who is size Medium or larger but no 
  more.  The vials are potions of reduce person and are used 
  to navigate the smaller passageways.  A DC 25 Spellcraft 
  identifies them. Debris drank one and jumped into the 
  nearest opening. 
   
  The tray can be slid outward from the wall.  It is 
  empty but smells of rotting meat or flesh.  If the tray is 
  slid back into the wall a second time, the PCs faintly hear 
  a bell ring behind the wall somewhere.  A DC 25 Listen 
  check notes something moving around behind the same 
  wall.  The tray is used to feed the tunnel resident(s) (see 
  Appendix 1).  Debris fed the “pets” and is allowed to pass.  
  If the PCs rang the bell but did not include something for 
  the “pets” to eat (like a kobold or something meat-like), 
  OR didn’t ring the bell at all, they will have to fight 
  it/them. 
   
  If the PCs each drink a potion, they are able to 
  navigate the tunnels, but their time is limited as reduce 
  person in this case has a maximum duration of 5 minutes 
  (potion created at 5
  th caster level).  A medium creature 
  that is in the tunnel when the duration expires could be 
  stuck for a very long time.  A small PC is able to navigate 
  the tunnel by squeezing.  For effects of reduce person, see 
  PHB p.269. 
   
  When the PCs reach the area marked “8” proceed 
  with the combat encounter appropriate to the APL.  See 
  Appendix 1.  Each creature is hiding in wait for the PCs 
  and is in its natural environment (i.e. if APL 10/Roper 
  there are other stalagmites around which it may hide, 
  etc.)  If there are two creatures, they are hiding at 
  opposite sides of the entrance.  The area is dark, so the 
  PCs need a light source for even low-light vision to work. 
   
  Note: For this combat, unless they dispelled or cancelled 
  the reduce person the PCs will be a size category smaller.  
  This matters for grapple checks. If the PCs retreat to the 
  tunnels during combat, remember the rules for squeezing 
  (DMG p.29) 
   
  APL 2 (EL 3) 
   
  Darkmantle, clutch (3): hp 6; Monster Manual 38.  
   
  APL 4 (EL 5) 
   
  Cloaker: hp 45; Monster Manual 36.  
   
  APL 6 (EL 7) 
   
  Umber Hulk: hp 71; Monster Manual 248.  
   
  APL 8 (EL 9) 
   
  Black Pudding (2): hp 115; Monster Manual 201.  
   
  APL 10 (EL 12) 
   
  Roper: hp 85; Monster Manual 215.  
   
  APL 12 (EL 14) 
   
  Truly Horrid Umber Hulk: hp 270; Monster 
  Manual 248.  
   
  Treasure: The PCs can gain the following treasure here if 
  they search the area: 
  ALL APLs: Coin 50 gp; Magic: vest of freedom 
  (1,000 gp); Total 1050gp.  
   
  Development: Once the PCs have dealt with the “pets,” 
  proceed to Encounter 9A unless they choose to leave at 
  this point. 
   
  9: HIDEOUT 
  If the PCs are led here by Debris (Encounter 7) or the 
  assassins (Encounter 5), read the following bold text.  If 
  the PCs discovered it on their own, skip the following 
  text and go to Encounter 9A, below. 
   
  Led into the sewer tunnels by the DSPP, you appear to 
  wander off the normal passageways into ever smaller 
  tunnels.  Things become cramped, and then they get 
  worse.  Finally, you stand outside an opening that 
  cannot be more than 4’ in diameter.  
  Ducking inside, your host leads you to a very 
  cramped 5’x10’ room which cannot hold more than 3 
  people with any degree of comfort.  There are several 
  round-ish openings in the far wall, none of which is 
  larger than about 2’ wide.  You see your host open a 
  satchel and place a large hunk of meat in a tray next to 
  the wall.  Then he slides the tray into the wall, at 
  which point you hear a distant bell ring – perhaps 
  behind the wall. 
   
  A DC 20 Listen check hears movement behind the wall at 
  this point.  If the PCs ask about it, the reply is “gotta keep 
  things fed.” 
   
  DYV8-01 A Small Problem 
   
  Page 11 
  
  Your host then approaches a small wooden chest 
  which sits on the ground near the opposite wall.  He 
  crouches down and opens it, turns to look at your 
  party appraisingly, and begins to hand you a series of 
  small bottles.  “Here, drink these.”  They only last a 
  few minutes, so don’t go off sightseeing.”  Then, he 
  drinks from his own vial, begins to shrink, and jumps 
  into the nearest small opening. 
   
  The bottles are potions of reduce person which last for 5 
  minutes.  Each PC who is not a kobold or centaur is given 
  one.  Kobolds are on their own.  Centaurs are not able to 
  enter the opening without some way to become smaller 
  and reduce person will not work on them. 
   
  In the smaller passages, size Small PCs (either size 
  Medium reduced or normal size Small) will be squeezed.  
  Size Small PCs who are reduced will be able to act 
  normally.  (The best hideout for small folks is to 
  physically not allow large ones . . .) 
   
  If the PCs ask why in the world they would require 
  potions (which cost money) for every entrance and exit to 
  their lair, they reply that for Small creatures they aren’t 
  required, it’s just easier, and the potions “didn’t cost 
  anything.”  They do not elaborate. 
   
  Squeezing into the small passage, you can only 
  wonder what would have happened had you had to 
  deal with the creature behind the wall while at this 
  small size.  Your host takes you approximately 60’ 
  downward at an angle to a large chamber.  There are 
  other passages which intersect this one, but it is 
  relatively easy to remember your way out should you 
  need to. 
   
  Arriving in a roughly hewn 30’x20’ room, you 
  note a complete lack of furnishings, save some bags 
  and small boxes piled near the far wall.  There is a 
  larger opening in the east wall.  You are directed to 
  “not go there.” 
   
  The host (either an assassin from Encounter 5 or Debris 
  himself) walks over to the piles along the wall.  He picks 
  up three things – a book, a vial, and a token.  He uses 
  Sleight of Hand to try to palm the latter two items.  If the 
  PCs did not follow him to the wall, he receives a +5 bonus 
  for distance and cover.  Have the PCs make an opposed 
  Spot check to ascertain if they see him palming the items.  
  If he is discovered, he simply states that the items are his 
  and he doesn’t want them stolen. 
   
  The items are:  
  • 
  A log of the evidence they have gathered about 
  Rath, T’thak, and Garoc, taken from a captured 
  (and killed) agent of Turrosh Mak. (This is a 
  different and more complete account than what 
  was found in Garoc’s stable.)  Basically this log 
  shows that these three have been sending aid to 
  the enemy outside the walls (without being too 
  specific or needing a handout, this confirms 
  what Debris and the DSPP have maintained).  
  The log also contains names of several members 
  of the Constabulary and Free Army who have 
  attended Rath’s games in recent weeks, as well 
  as what information they are suspected of 
  selling to Rath. 
  • 
  A potion of gaseous form 
  • 
  A token of dispel magic (APL 2-8) or greater 
  dispel magic (APL 10-12) 
   
  The latter two are for his protection.  He would first toss 
  the token at the PCs in the hopes of dispelling the reduce 
  person and then use gaseous form to escape, hopefully.  
  The token automatically dispels the reduce person as it 
  has the same caster.  If the PCs are still persistent that he 
  be arrested, he attempts to flee. 
   
  He is hoping the PCs are satisfied with the log of 
  evidence and that they accompany the DSPP on the raid 
  outside the city tomorrow.  If not, he asks them to stay 
  out of the way and let justice be done.  He reminds the 
  PCs once again that law and justice can mean different 
  things. 
   
  Should the PCs search the room, they find some 
  normal supplies and rations, as well as some more potions 
  of reduce person and some Drow poison used in 
  Encounter 5 (DC 25 Craft: Alchemy to identify).  If asked 
  about the origin of the poison, Debris or the assassin will 
  respond “They are using it, so why can’t we?” (“They” 
  meaning Mak’s operatives, which is where they acquired 
  it). 
   
  Treasure; 
  ALL APLs: Loot 65 gp; Coin 10 gp; Total 75 gp.  
   
  Development: If the PCs visited T’thak’s shop, they 
  should have a general location of where this supply 
  drop/raid is taking place, as well as the time.  The DSPP 
  does not know this unless the PCs tell them. 
   
  If the PCs agree to go with the DSPP on the raid, 
  proceed to Encounter 10.  If they should not agree to 
  assist, but wish to go separately, also proceed to 
  Encounter 10 but do not include the bold text about 
  collaboration. 
   
  9A: DSPP LAIR 
  Use the following description if the PCs have arrived in 
  Encounter 9 on their own or from Encounter 8. 
   
  After dealing with the underground nasties, you see 
  another 
  large 
  chamber, 
  roughly-hewn 
  and 
  approximately 30’x20’.  No one appears to be about 
  and you find neither trap nor travail in this case. 
   
  Use the description from Encounter 9 (above) without 
  the references to Debris or the DSPP if they are not 
  present.  The PCs are able to find the log book which 
  explains what Debris has maintained is true. 
   
  DYV8-01 A Small Problem 
   
  Page 12 
  
  10: THE RAID 
  Read the first description if the PCs arrive here with 
  Debris or the DSPP.  If they are alone, read the second 
  description. 
   
  You meet back at Garoc’s stable expecting to find 
  Debris waiting for you.  What you find is a sight to 
  behold.  No fewer than one dozen gnomes and 
  halflings accompany Debris, as well as two loaded 
  covered wagons with two horses each.  The gnomes 
  and halflings are dressed all in form-fitting black 
  uniforms with hoods that even cover their faces.  On 
  each uniform there is a grey logo of a hand with the 
  thumb and forefinger outstretched to the side, with a 
  small stick figure placed between them.  The DSPP 
  are hurriedly sharpening knives, securing darts to 
  bandoliers, and packing belt pouches with what look 
  like alchemical items.  Debris asks “Ready, then?”  He 
  does not wait for an answer and climbs into the 
  wagon, motioning for you to do the same.  
  Surprisingly, all of the DSPP climb into the second 
  wagon 
   
  Your journey takes nearly two hours once you 
  reach the south gate, but eventually the wagon pulls 
  to the side of the road.  Debris asks you to remain 
  quiet until everyone is in position.  You look at the 
  other wagon and it is already empty. 
   
  If the PC reach this location without Debris read the 
  second description. 
   
  Rejecting Debris’ proposal, you follow T’thak’s ruined 
  map in an attempt to locate the drop point mentioned 
  by the DSPP.  You travel almost two hours outside the 
  city to the coordinates given on the map.  As you 
  approach the clearing, you see the light from a large 
  fire pit.  Several figures and a covered wagon sit 
  adjacent to the clearing. 
   
  The PCs fight unaided in this encounter unless they 
  should start to lose badly (see below).  No City forces aid 
  them nor interact with the DSPP combat. 
   
  The DSPP is setting up the ambush of the enemy 
  contacts.  The PCs can of course join in the ambush.  For 
  this encounter, the PCs discover their own opponents 
  (for the sake of balance) are separate from the DSPP 
  opponents. Allow the PCs to make whatever preparations 
  they like, for they have approximately 100 yards to cover 
  between here and the meeting/drop point.   
   
  As the PCs prepare, draw a clearing of approximately 
  50’x50’ with a fire pit in the center.  There are trees 
  around the perimeter to be used as cover.  The orcs/ogres 
  are patrolling the area, so make opposed Hide/Spot 
  checks for the party as they approach.  The remainder of 
  the enemy group is lounging around the fire, taking no 
  notice of the surrounding area. 
   
  During the combat, feel free to describe the combat 
  between the DSPP and the Orcs/Ogres to the PCs (lots of 
  flips, spectacular moves and precise sniping from trees, 
  etc.).  The DSPP finishes off their opponents at the same 
  time the PCs do, of course.  If the PCs for some reason are 
  having a hard time of it, you can rescue them with a 
  halfling rogue from encounter 5, or even a gnome fighter 
  if you should choose.  After the difficulty of the previous 
  two combats the PCs should be allowed to unload on 
  some Ogres. 
   
  Should the PCs wish to then turn on the DSPP, you 
  can use stats from Encounter 5 (one APL lower), but at 
  this point they do not put up much of a fight. 
   
  APL 2 (EL 4) 
   
  Ogre: hp 23; Monster Manual 198.  
   
  Orcs (2): hp 3,3 each; Monster Manual 203.  
   
  APL 4 (EL 6) 
   
  Ogres (2): hp 29 each; Monster Manual 198.  
   
  Orcs (4): hp 5 each; Monster Manual 203.  
   
  APL 6 (EL 8) 
   
  Ogre Barbarian: hp 79; Monster Manual 198.  
   
  Ogres (2): hp 29 each; Monster Manual 198.  
   
  APL 8 (EL 10) 
   
  Ogre Mage: hp 37; Monster Manual 200.  
   
  Ogre Barbarian: hp 79; Monster Manual 198.  
   
  Ogres (2): hp 29 each; Monster Manual 198.  
   
  APL 10 (EL 12) 
   
  Ogre Mage (2): hp 37 each; Monster Manual 200.  
   
  Ogre Barbarian (3): hp 79 each; Monster Manual 
  198.  
   
  APL 12 (EL 14) 
   
  Ogre Mage (4): hp 37 each; Monster Manual 200.  
   
  Ogre Barbarian (6): hp 79 each; Monster Manual 
  198.  
   
  Treasure: If the PCs should search the area they find the 
  following loot. 
  ALL APLs: Loot 30 gp; Coin 10 gp; Total 40 gp.  
   
  CONCLUSION 
  As the battle ends in victory, you are left with the 
  same choice you had in the beginning – what is to 
  become of the DSPP vigilantes?  Debris looks at you 
  questioningly. 
   
  Once again, if the DSPP are attacked, they use their 
  potions of invisibility and/or gaseous form in an attempt 
  to escape.  Assume that if the PCs capture Debris, they 
  can also capture the Halfling ninjas. 
   
  The PCs had several choices.  They could capture 
  Debris and as many DSPP members as possible and turn 
  them in (as they were hired to do by the Constabulary), 
  OR 
   
  They can turn a blind eye, failing to capture the 
  murderers as instructed to by the Constabulary.  
  DYV8-01 A Small Problem 
   
  Page 13 
  
   
  If they let the DSPP go, Debris promises them he 
  will repay their service to the City, but they do not 
  receive the gold reward from the Constabulary. 
   
  There is also the matter of Garoc the Centaur.  The 
  PCs can convince Debris to release him to the 
  Constabulary, or they can leave him with the DSPP, this 
  choice will likely result in his death.  Debris’ disposition 
  depends upon how the PCs have interacted with him. 
  This is only an option if they side with the DSPP. If they 
  captured or killed the DSPP, they do not reveal the 
  location of the centaur. If they agree to release the DSPP, 
  a DC 30 Diplomacy check convinces them to release 
  Garoc to the PCs. 
   
  Allow the PCs to make their choices and role-play 
  out the interactions if time allows. The Constabulary does 
  accept and prosecute Garoc if turned over to them, but 
  there is no reward, as there was no contract in place. 
   
  Treasure:  
  ONLY If the PCs turn in the DSPP  
   
  APL 2: Coin 200 gp. 
   
  APL 4: Coin 400 gp. 
   
  APL 6: Coin 600 gp. 
   
  APL 8: Coin 800 gp. 
   
  APL 10: Coin 1000 gp. 
   
  APL 12: Coin 1200 gp. 
    
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  5: Obligatory Ambush 
  Experience objective 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  8: Tunnel Fighting 
  Experience objective 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  10: The Raid 
  Experience objective 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  Discretionary roleplaying award 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
  DYV8-01 A Small Problem 
   
  Page 14 
  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  5: Obligatory Ambush 
  APL 2: Loot 50 gp; Coin 5 gp; Magic: wand of magic 
  missiles 1
  st/5 charges (6 gp), potions of expeditious retreat 
  (16 gp); Total 77 gp.  
  APL 4: Loot 50 gp; Coin 15 gp; Magic: wand of 
  magic missiles 3
  rd/5 charges (19 gp), potions of 
  expeditious retreat (16 gp), gloves of dexterity+2  (333 gp), 
  gauntlets of ogre power (333 gp); Total  766 gp.  
  APL 6: Loot 50 gp; Coin 45 gp; Magic: wand of 
  magic missiles 5
  th/5 charges (31 gp), potions of 
  expeditious retreat (16 gp), potions of invisibility (25 gp), 
  potion of heroism (62 gp), gauntlets of ogre power (333 
  gp), armbands of might (342 gp), gloves of dexterity+2 
  (333 gp), headband of intellect +2 (333 gp); Total  1,570 
  gp.  
  APL 8: Loot 50 gp; Coin 75 gp; Magic: wand of 
  magic missiles 7
  th/5 charges (44 gp), potions of 
  expeditious retreat (16 gp), potions of invisibility (25 gp), 
  potion of heroism (62 gp), vest of resistance +2 (333 gp), 
  potion of enlarge person (21 gp), belt of giant strength +4 
  (1,333 gp), armbands of might (342 gp), gloves of 
  dexterity+2 (333 gp), headband of intellect +4 (1,333 gp); 
  Total  3,967 gp. 
  APL 10: Loot 50 gp; Coin 75 gp; Magic: wand of 
  magic missiles 9
  th/5 charges (56 gp), potions of 
  expeditious retreat (16 gp), potions of invisibility (25 gp), 
  potion of heroism (62 gp), vest of resistance +2 (333 gp), 
  potion of enlarge person (21 gp), belt of giant strength +4 
  (1,333 gp), armbands of might (342 gp), gloves 
  dexterity+2 (333 gp), headband of intellect +4 (1,333 gp), 
  +1 mighty comp. short bow of deadly precision (706 gp), 
  wand of invisibility, greater 5 charges (105 gp); Total  
  4,970 gp. 
  APL 12: Loot 50 gp; Coin 75 gp; Magic: wand of 
  magic missiles 9
  th/5 charges (56 gp), potions of 
  expeditious retreat (16 gp), potions of invisibility (25 gp), 
  potion of heroism (62 gp), vest of resistance +2 (333 gp), 
  potion of enlarge person (21 gp), belt of giant strength +4 
  (1,333 gp), armbands of might (342 gp), gloves of 
  dexterity+2 (333 gp), headband of intellect +4 (1,333 gp), 
  +1 mighty comp. short bow of deadly precision, spell 
  storing (1,540 gp), wand of invisibility, greater 5 charges 
  (105 gp), +1 shocking returning darts (1,525 gp), dust of 
  disappearance (292 gp); Total  7,621 gp. 
   
  7: The Centaur Trader 
  ALL APLs: Loot 12 gp; Coin 5 gp; Magic: +1 hand axe 
  (192 gp), +1 glamered mithral chain shirt (317 gp), potion 
  of gaseous form (63 gp), vest of resistance +2 (333 gp); 
  Total  922 gp.  
   
  8: Tunnel Fighting 
  ALL APLs: Coin 50 gp; Magic: vest of freedom (1,000 gp); 
  Total 1050gp.  
   
  9: Hideout 
  ALL APLs: Loot 65 gp; Coin 10 gp; Total 75 gp.  
   
  10: The Raid 
  ALL APLs: Loot 30 gp; Coin 10 gp; Total 40 gp.  
   
  Conclusion 
  If the PCs turn in the DSPP  
  APL 2: Coin 200 gp. 
   
  APL 4: Coin 400 gp. 
   
  APL 6: Coin 600 gp. 
   
  APL 8: Coin 800 gp. 
   
  APL 10: Coin 1000 gp. 
   
  APL 12: Coin 1200 gp. 
    
  Treasure Cap 
  APL 2  
  450 gp 
  APL 4  
  650 gp 
  APL 6  
  900 gp 
  APL 8  
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
   
   
  ADVENTURE RECORD ITEMS 
  Debris’ Favor: For aiding Debris and the DSPP, you are 
  granted Access Regional to items marked with a *. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Boots of striding and springing* (Adventure; DMG) 
  • 
  +1 glamered mithral chain shirt* (Adventure; DMG) 
  • 
  Vest of free movement (Adventure, MIC, 12,000 gp) 
  • 
  Drow poison (Adventure, DMG) 
  • 
  Wand of magic missiles (1
  st) 5 charges (Adventure; 
  DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Wand of magic missiles (3
  rd) 5 charges  (Adventure; 
  DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Wand of magic missiles (5th) 5 charges  (Adventure; 
  DMG) 
  • 
  Armbands of might (Adventure; CL 9th; MIC; 4,100 
  gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Wand of magic missiles (7th) 5 charges  (Adventure; 
  DMG) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Wand of magic missiles (9th) 5 charges  (Adventure; 
  DMG) 
  • 
  +1 mighty composite short bow of deadly precision 
  (Adventure; CL 5th; MIC; 8,475 gp) 
  • 
  Wand of invisibility, greater (5 charges) (Adventure; 
  DMG) 
   
  DYV8-01 A Small Problem 
   
  Page 15 
  
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  +1 mighty composite short bow of deadly precision, 
  spell storing (Adventure; CL 5th; MIC; 18,475 gp) 
  • 
  Dust of disappearance (Adventure; DMG) 
  • 
  +1 dart of shock, returning (Adventure; DMG) 
   
  Items with a * given access: ANY to PCs who joined the 
  DSPP raid and did not turn them in. 
  DYV8-01 A Small Problem 
   
  Page 16 
  
  DYV8-01 A Small Problem 
   
  Page 17 
  APPENDIX 1: ALL APLS
  7: THE CENTAUR 
   
   
   
  D E B R I S  T H E  D W AR F 
  CR  
  6  
  ( U N T I E R E D) 
  Male Dwarf Rogue 3 / Fighter 2 / Barbarian 1 
  CN Small humanoid 
  Init +3; Senses Listen +5, Spot +5 
  Languages Common, Dwarven 
  AC 19 touch 12 flat-footed 17 (chain shirt and shield) 
  (+1 dodge, +4 mobility) 
  hp 56 (68) (6 HD) 
  Fort +11 (+13 raging) (+13 against poison), Ref +7 
  Will +3 (also +2 vs. all magical spells and effects) 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 20 ft., boots of striding and springing  30 
  ft.; 
  Melee +1 hand axe +6 (d6+2) 
  Ranged throwing axe +7(d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Special Actions sneak attack +2d6, evasion, rage, 
  trap sense +1 
  Combat Gear potion of gaseous form 
  Abilities Str 12 (16), Dex 14 Con 14 (18), Int 12, Wis 
  10, Cha 12 
  SQ  
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Mobility, Quick Reconnoiter*  
  Skills Bluff +5, Climb +5, Decipher Script +3 
  Diplomacy +10, Disable Device +7, Forgery +3, 
  Gather Information +6, Hide +8, Jump +5 (+10), 
  KN: Dungeoneering +3, KN: Local +4, Listen +6, 
  Move Silently +6, Open Lock +7, Search +8, Sense 
  Motive +6, Sleight of Hand +5, Spot +8, Tumble 
  +6, Use Magic Device +5 
  Possessions combat gear plus boots of striding and 
  springing, +1 glamered mithral chain shirt, vest of 
  resistance +2 
  * see Appendix 2: New Rules Items 
  
  APPENDIX 1: APL 2
  5: OBLIGATORY AMBUSH  
   
   
  Tanglefoot Bag Trap: CR 1; mechanical/alchemical; 
  touch trigger; no reset; Atk +10 ranged touch 
  (entanglement means creature -2 to attack rolls and -
  4 to DEX); DC 15 Reflex or be stuck and unable to 
  move – on successful save may only move at half 
  speed; DC 12 Search if illusion disbelieved; Disable 
  Device DC 15.  PHB p.128-129for tanglefoot bag 
  rules 
   
  Alchemists’ Fire Trap: CR 1; mechanical/alchemical; 
  touch trigger; no reset; Atk +10 ranged touch, 1d6 fire 
  damage + 1d6 additional following round if direct hit; 
  splash damage of one point to adjacent squares; DC 
  15 Reflex save and full round action to extinguish 
  flames before second round of damage; Search DC 
  15 (-5 to check if PC in combat/distracted); DC 15 
  Disable Device or move action to avoid.  PHB p.128 
  for alchemists’ fire rules. 
   
   
   
  H AL F LI NG  R O G U E  (2) 
  CR  1 
  Male Halfling Rogue 1 
  CN Small humanoid 
  Init +3; Senses Listen +3, Spot +3 
  Languages Common, Halfling  
  AC 17, touch 13, flat-footed 14 
  hp 6 (1 HD);  
  Fort +1, Ref +2, Will +0 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 20 ft., expeditious retreat 50 ft.; 
  Melee short sword +2 (1d4+1 plus poison) 
  Ranged thrown dart +6 (d3+1 plus poison; range 20’) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +2 
  Atk Options sneak attack +1d6, Poison – Drow 
  Poison 
  type: 
  Injury 
  DC13 
  Unconscious/Unconscious for 2d4 hours.   
  Combat Gear potion of expeditious retreat 
  Abilities Str 12, Dex 17, Con 13, Int 12, Wis 10, Cha 
  8 
  Feats Point Blank Shot  
  Skills Balance +3, Disable Device +5, Escape Artist 
  +6, Hide +5, Move Silently +5, Open Lock +5, 
  Search +5, Tumble +3, Use Rope +5 
  Possessions combat gear 
   
  G N O M E  F I G HTE R 
  CR  1 
  Male Gnome Fighter 1 
  CN Small humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Gnome  
  AC 18 (chain shirt/heavy shield), touch 12, flat-footed 
  16 (-2 while raging) 
  hp 9 (1 HD);  
  Fort +5 (+7 while raging), Ref +2, Will -1 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 20 ft., expeditious retreat 50 ft.; 
  Melee short sword +4 (1d4+2 plus poison) 
  Ranged thrown dart +4 or +2/+2 (1d3+2 plus poison; 
  range 20’) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Combat Gear potion of expeditious retreat 
  Abilities Str 14, Dex 14, Con 16, Int 10, Wis 8, Cha 8 
  Feats Point Blank Shot, Rapid Shot 
  Skills Climb +2, Jump +3 
  Possessions combat gear 
  Special Attack Poison – Drow Poison type: Injury 
  DC13/Unconsciouos/Unconscious for 2d4 hours  
   
  G N O M E  I L L U S I O NI S T                    CR  1 
  Male Gnome Sorcerer (Illusionist) 1st  
  CN Small humanoid 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Gnome  
  AC 12, touch 12, flat-footed 12 
  hp 6 (1 HD)  
  Fort +3, Ref +1, Will +2 
  Speed 20 ft. (4 squares), base movement 20 ft., 
  expeditious retreat 50 ft.; 
  Melee dagger +1 (1d3 plus poison) 
  Ranged dagger +2 (1d3 plus poison; range 10’) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Atk Options Poison – Drow Poison type: Injury DC 
  13 Unconscious/Unconscious for 2d4 hours.   
  Sorcerer Spells Known (CL 1st ): 
   1st— sleep, silent image DC 13 or 15 if illusion 
   0—detect magic, ghost sound, mage hand, 
  message, daze 
  �Already cast: silent image 
  Combat Gear potion of expeditious retreat, wand of 
  magic missiles (1st level), 5 charges 
  Abilities Str 10, Dex 12, Con 16, Int 8, Wis 10, Cha 
  15 
  Feats Spell Focus: Illusion 
  Skills Craft (Alchemy) +3, Concentration +4 
  Possessions Combat gear 
  DYV8-01 A Small Problem 
   
  Page 18 
  
  APL 4 
  5: OBLIGATORY AMBUSH  
   
   
  Tanglefoot Bag Trap: CR 3; mechanical/alchemical; 
  touch trigger; no reset; Atk +12 ranged touch 
  (entanglement means creature -2 to attack rolls and -
  4 to DEX); DC 15 Reflex or be stuck and unable to 
  move – on successful save may only move at half 
  speed; DC 15 Search if illusion disbelieved; DC 
  17Disable Device.  PHB p.128-129for tanglefoot bag 
  rules 
   
  Alchemists’ Fire Trap: CR 3; mechanical/alchemical; 
  touch trigger; no reset; Atk +12 ranged touch, 2d6 fire 
  damage + 2d6 additional following round if direct hit; 
  splash damage of one point to adjacent squares; DC 
  15 Reflex save and full round action to extinguish 
  flames before second round of damage; Search DC 
  17 (-5 to check if PC in combat/distracted); DC 18 
  Disable Device or move action to avoid.  PHB p.128 
  for alchemists’ fire rules. 
   
   
  H AL F LI NG  R O G U E  (2) 
  CR  3   
  Male Halfling Rogue 3rd  
  CN Small humanoid 
  Init +4; Senses Listen +5, Spot +5 
  Languages Common, Halfling  
  AC 18, touch 14, flat-footed 15 
  hp 16 (3 HD);  
  Fort +2, Ref +5, Will +1 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 20 ft., expeditious retreat 50 ft.; 
  Melee short sword +4 (1d4+1 plus poison) 
  Ranged thrown dart +7 or +5/+5 (1d3+1 plus poison; 
  range 20’) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Atk Options sneak attack +2d6, Poison – Drow 
  Poison 
  type: 
  Injury 
  DC13 
  Unconscious/Unconscious for 2d4 hours.   
  Combat Gear potion of expeditious retreat 
  Abilities Str 12, Dex 19, Con 13, Int 12, Wis 10, Cha 
  8 
  SQ evasion, trap sense +1 
  Feats Point Blank Shot, Rapid shot  
  Skills Balance +5, Disable Device +7, Escape Artist 
  +7, Hide +7, Move Silently +7, Open Lock +7, 
  Search +7, Tumble +5, Use Rope +7 
  Possessions combat gear plus gloves of dexterity +2 
   
  G N O M E  F I G HTE R 
  CR  3 
  Male Gnome Barbarian 1/Fighter 2 
  CN Small humanoid 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common, Gnome  
  AC 18 (chain shirt/heavy shield), touch 12, flat-footed 
  16 (-2 while raging) 
  hp 31 (37 raging)  (3 HD);  
  Fort +8 (+10 while raging), Ref +2, Will -1 (+1 while 
  raging) 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 30 ft., expeditious retreat 60 ft.; 
  Melee short sword +7 (+9 raging) 1d4+3 (1d4+5 
  raging, plus poison) 
  Ranged thrown dart +7 (+9) or +5/+5 (+7/+7 raging) 
  1d3+3 (1d3+5 raging) plus poison; range 20’ 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 (+6) (+8 raging) 
  Atk Options Poison – Drow Poison type: Injury DC13 
  Unconscious/Unconscious for 2d4 hours.   
  Special Actions Rage, Fast movement 
  Combat Gear potion of expeditious retreat 
  Abilities Str 16 (20 raging), Dex 14, Con 16 (20 
  raging), Int 10, Wis 8, Cha 8 
  Feats Point Blank Shot, Rapid Shot, Power attack, 
  Brutal Throw * 
  Skills Climb +4, Jump +5 
  Possessions combat gear plus gauntlets of ogre 
  power 
  * see Appendix 2: New Rules Items 
   
  G N O M E  I LLU S I O NI S T                                CR  3 
  Male Gnome Sorcerer (Illusionist) 3rd   
  CN Small humanoid 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Gnome 
  AC 12, touch 12, flat-footed 12 
  hp 18 (3 HD)  
  Fort +4, Ref +2, Will +3 
  Speed 20 ft. (4 squares), base movement 20 ft., 
  expeditious retreat 50 ft.; 
  Melee dagger +1 (1d3 plus poison) 
  Ranged dagger +1 (1d3 plus poison; range 10’) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0 
  Atk Options Poison – Drow Poison type: Injury DC13 
  Unconscious/Unconscious for 2d4 hours.   
  Sorcerer Spells Prepared/Known (CL 1st ): 
   1st— sleep, silent image, color spray DC 13 or 16 
  illusion 
   0—detect magic, ghost sound, mage hand, 
  message, daze 
  �Already cast: silent image 
  Combat Gear potion of expeditious retreat, wand of 
  magic missiles (3rd level), 5 charges 
  Abilities Str 10, Dex 12, Con 16, Int 8, Wis 10, Cha 
  15 
  Feats Spell Focus: Illusion, Greater Spell Focus: 
  Illusion (plus gnome ability make DC for illusion 
  spells +3)  
  Skills Craft (Alchemy) +5, Concentration +6 
  Possessions combat gear  
  DYV8-01 A Small Problem 
   
  Page 19 
  
  APL 6 
  5: OBLIGATORY AMBUSH  
   
   
  Tanglefoot Bag Trap: CR 5; mechanical/alchemical; 
  touch trigger; no reset; Atk +14 ranged touch 
  (entanglement means creature -2 to attack rolls and -
  4 to DEX); DC 15 Reflex or be stuck and unable to 
  move – on successful save may only move at half 
  speed; DC 17 Search if illusion disbelieved; DC 20 
  Disable Device.  PHB p.128-129for tanglefoot bag 
  rules 
   
  Alchemists’ Fire Trap: CR 5; mechanical/alchemical; 
  touch trigger; no reset; Atk +14 ranged touch, 3d6 fire 
  damage + 3d6 additional following round if direct hit; 
  splash damage of one point to adjacent squares; DC 
  15 Reflex save and full round action to extinguish 
  flames before second round of damage; Search DC 
  20 (-5 to check if PC in combat/distracted); DC 20 
  Disable Device or move action to avoid.  PHB p.128 
  for alchemists’ fire rules. 
   
   
   
  H AL F LI NG  R O G U E  (2) 
  CR  5   
  Male Halfling Rogue 5 
  CN Small humanoid 
  Init +5; Senses Listen +5, Spot +9 
  Languages Common, Halfling  
  AC 18, touch 14, flat-footed 15 
  hp 29 (5 HD);  
  Fort +2, Ref +9, Will +1 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 20 ft., expeditious retreat 50 ft.; 
  Melee short sword +5 (1d4+1 plus poison) 
  Ranged thrown dart +8 or +6/+6 (1d3+1 plus poison; 
  range 20’) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options sneak attack +3d6, Poison – Drow 
  Poison 
  type: 
  Injury 
  DC 
  13 
  Unconscious/Unconscious for 2d4 hours.   
  Combat Gear potion of expeditious retreat, potion of 
  invisibility 
  Abilities Str 12, Dex 20, Con 13, Int 12, Wis 10, Cha 
  8 
  SQ evasion, trap sense +1, uncanny dodge 
  Feats Point Blank Shot, Rapid Shot 
  Skills Balance +5, Disable Device +9, Escape Artist 
  +9, Hide +9, Move Silently +9, Open Lock +9, 
  Search +7, Tumble +5, Use Rope +9 
  Possessions combat gear plus gloves of dexterity 
  +2,  
   
  G N O M E  F I G HTE R 
  CR  5 
  Male Gnome Barbarian 1/Fighter 4 
  CN Small humanoid 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common, Gnome  
  AC 18 (chain shirt/heavy shield), touch 12, flat-footed 
  16 (-2 while raging) 
  hp 44 (54 raging) (5 HD);  
  Fort +11 (+13 while raging), Ref +5, Will +2 (+4 while 
  raging) [+2 heroism] 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 30 ft., expeditious retreat 60 ft.; 
  Melee greatsword +10 (+12 raging) (1d10+2 or 
  1d10+5 raging, plus poison) 
  Ranged Mwk thrown dart +10 (+12) or +8/+8 
  (+10/+10 raging) [1d3+2 (1d3+4 raging) plus 
  poison; range 20’] 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 (+9 raging) 
  Atk Options Poison – Drow Poison type: Injury DC13 
  Unconscious/Unconscious for 2d4 hours.   
  Special Actions Rage, Fast movement, when power 
  attacking add +2 damage for armbands of might, 
  also +2 to attack rolls, saves, and skill checks for 
  potion of heroism 
  Combat Gear potion of expeditious retreat, potion of 
  heroism 
  Abilities Str 15 (19 raging), Dex 14, Con 16 (20 
  raging), Int 10, Wis 8, Cha 8 
  Feats Point Blank Shot, Rapid Shot, Power Attack, 
  Brutal Throw*, Power Throw*  
  Skills Climb +5, Jump +7 
  Possessions combat gear plus armbands of might  
  * see Appendix 2: New Rules Items 
   
  G N O M E  W I Z ARD                                      CR  5 
  Male Gnome Wizard (Illusionist) 5th  
  CN Small humanoid 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Gnome 
  AC 18, touch 12, flat-footed 12 (mage armor and 
  shield) 
  hp 30 (5 HD) 
  Fort +4 (+4 against poison), Ref +2, Will +4 
  Speed 20 ft. (4 squares), base movement 20 ft., 
  expeditious retreat 50 ft.; 
  Melee dagger +2 (1d3 plus poison) 
  Ranged dagger +3 (1d3 plus poison; range 10’) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Wizard Spells Prepared (CL 5th): +3 to all illusion 
  DCs 
   
  3rd –slow, deep slumber 
   
  2nd –glitterdust, hypnotic pattern 
   1st— sleep, silent image, color spray   
   0—detect magic, ghost sound, mage hand, 
  message, daze 
  �Already cast: minor image, mage armor, shield, 
  invisibility 
  Combat Gear potion of expeditious retreat, wand of 
  magic missiles (5th level), 5 charges 
  Abilities Str 10, Dex 12, Con 16, Int 18, Wis 10, Cha 
  8 
  Feats Spell Focus: Illusion, Greater Spell Focus: 
  Illusion (plus gnome ability make DC for illusion 
  spells +3), Sudden Silent 
  DYV8-01 A Small Problem 
   
  Page 20 
  
  Skills Craft (Alchemy) +4, Concentration +3, Bluff +2, 
  Hide +2 
  Possessions combat gear plus headband of intellect 
  +2,  
  Spellbook: 0-detect magic, daze, ghost sound, mage 
  hand, message  1-sleep, silent image, color spray, 
  grease, mage armor, shield, ventriloquism  2-
  glitterdust, acid arrow, web, hypnotic pattern, minor 
  image, invisibility  3—slow, major image, deep 
  slumber
  DYV8-01 A Small Problem 
   
  Page 21 
  
  DYV8-01 A Small Problem 
   
  Page 22 
  APL 8 
  5: OBLIGATORY AMBUSH  
   
   
  Tanglefoot Bag Trap: CR 5; mechanical/alchemical; 
  touch trigger; no reset; Atk +17 ranged touch 
  (entanglement means creature -2 to attack rolls and -
  4 to DEX); DC 15 Reflex or be stuck and unable to 
  move – on successful save may only move at half 
  speed; DC 20 Search if illusion disbelieved; DC 
  22Disable Device.  PHB p.128-129for tanglefoot bag 
  rules 
   
  Alchemists’ Fire Trap: CR 7; mechanical/alchemical; 
  touch trigger; no reset; Atk +15 ranged touch, 5d6 fire 
  damage + 5d6 additional following round if direct hit; 
  splash damage of one point to adjacent squares; DC 
  15 Reflex save and full round action to extinguish 
  flames before second round of damage; Search DC 
  22 (-5 to check if PC in combat/distracted); DC 22 
  Disable Device or move action to avoid.  PHB p.128 
  for alchemists’ fire rules. 
   
   
   
  H AL F LI NG  R O G U E  (2) 
  CR  7   
  Male Halfling Rogue 7 
  CN Small humanoid 
  Init +5; Senses Listen +7, Spot +11 
  Languages Common, Halfling  
  AC 18, touch 15, flat-footed 15 
  hp 38 (7 HD);  
  Fort +5, Ref +12, Will +5 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 20 ft., expeditious retreat 50 ft.; 
  Melee short sword +7 (1d4+1 plus poison) 
  Ranged thrown dart +12 or +10/+10 (1d3+1 plus 
  poison; range 20’) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Atk Options sneak attack +4d6, Poison – Drow 
  Poison 
  type: 
  Injury 
  DC13 
  Unconscious/Unconscious for 2d4 hours.   
  Combat Gear potion of expeditious retreat, potion of 
  invisibility 
  Abilities Str 12, Dex 20, Con 13, Int 12, Wis 10, Cha 
  8 
  SQ evasion, trap sense +2, uncanny dodge 
  Feats Point Blank Shot, Rapid Shot, Far Shot 
  Skills Balance +5, Disable Device +9, Escape Artist 
  +9, Hide +9, Move Silently +9, Open Lock +9, 
  Search +7, Tumble +5, Use Rope +9 
  Possessions combat gear plus gloves of dexterity 
  +2, vest of resistance +2 
   
  G N O M E  F I G HTE R 
  CR  7 
  Male Gnome Barbarian 1/Fighter 6 
  CN Small humanoid 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common, Gnome  
  AC 18 (chain shirt/heavy shield), touch 12, flat-footed 
  16 (-2 while raging) 
  hp 74 (88 raging)  (7 HD);  
  Fort +12 (+14 raging), Ref +6, Will +3 (+5 raging) [+2 
  heroism] 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 30 ft., expeditious retreat 60 ft.; 
  Melee greatsword +14/+9 (+16 raging) (1d10+4 or 
  1d10+7 raging, plus poison) (+2 heroism) 
  Ranged Mwk thrown dart +14/+9 (+16) or +12/+12/+7 
  (+14/+14/+9 raging) [1d3+4 (1d3+6 raging) plus 
  poison; range 20’] (+2 heroism) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +11 (+13 raging) 
  Atk Options Poison – Drow Poison type: Injury DC13 
  Unconscious/Unconscious for 2d4 hours.   
  Special Actions Rage, Fast movement, when power 
  attacking add +2 damage for armbands of might,+2 
  to attack rolls, saves, and skill checks for potion of 
  heroism 
  Combat Gear potion of expeditious retreat, potion of 
  enlarge person, potion of heroism 
  Abilities Str 19 (23 raging), Dex 14, Con 16 (20 
  raging), Int 10, Wis 8, Cha 8 
  Feats Point Blank Shot, Rapid Shot, Power Attack, 
  Brutal Throw*, Power Throw*, Quick Draw, Far 
  Shot 
  Skills Climb +6, Jump +9 
  Possessions combat gear plus armbands of might, 
  belt of strength +4 
   
   
  * see Appendix 2: New Rules Items 
   
  G N O M E  W I Z ARD                                      CR  7 
  Male Gnome Wizard (Illusionist) 7  
  CN Small humanoid 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Gnome 
  AC 18, touch 12, flat-footed 12 (mage armor and 
  shield) 
  hp 42 (7 HD) 
  Fort +7 (+4 against poison), Ref +5, Will +7 
  Speed 20 ft. (4 squares), base movement 20 ft., 
  expeditious retreat 50 ft.; 
  Melee dagger +4 (1d3 plus poison) 
  Ranged dagger +5 (1d3 plus poison; range 10’) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Atk Options Poison – Drow Poison type: Injury DC13 
  Unconscious/Unconscious for 2d4 hours.   
  Wizard Spells Prepared (CL 7th): +3 to all illusion 
  DCs 
   
  4th—Evard’s black tentacles 
   
  3rd –slow, deep slumber 
   
  2nd –glitterdust, hypnotic pattern, web 
   1st— sleep, silent image, color spray, grease   
   0—detect magic, ghost sound, mage hand, 
  message, daze 
  �Already cast: minor image, mage armor, shield, 
  invisibility (greater), nondetection 
  Combat Gear potion of expeditious retreat, wand of 
  magic missiles (7th level), 5 charges 
  
  Abilities Str 10, Dex 12, Con 16, Int 20, Wis 10, Cha 
  8 
  Feats Spell Focus: Illusion, Greater Spell Focus: 
  Illusion, Sudden Silent*, Sudden Empower* 
  Skills Craft (Alchemy) +5, Concentration +4, Bluff +3, 
  Hide +5 
  Possessions combat gear plus headband of intellect 
  +4,  
  Spellbook: 0-detect magic, daze, ghost sound, mage 
  hand, message  1-sleep, silent image, color spray, 
  grease, mage armor, shield, ventriloquism  2-
  glitterdust, acid arrow, web, hypnotic pattern, minor 
  image, invisibility  3—slow, major image, deep 
  slumber, nondetection, blink, haste  4—Evard’s 
  black tentacles, invisibility, greater 
  * see Appendix 2: New Rules Items 
  DYV8-01 A Small Problem 
   
  Page 23 
  
  DYV8-01 A Small Problem 
   
  Page 24 
  APL 10 
  5: OBLIGATORY AMBUSH  
   
   
  Tanglefoot Bag Trap: CR 5; mechanical/alchemical; 
  touch trigger; no reset; Atk +17 ranged touch 
  (entanglement means creature -2 to attack rolls and -
  4 to DEX); DC 15 Reflex or be stuck and unable to 
  move – on successful save may only move at half 
  speed; DC 20 Search if illusion disbelieved; DC 
  22Disable Device.  PHB p.128-129for tanglefoot bag 
  rules 
   
  Alchemists’ Fire Trap: CR 8; mechanical/alchemical; 
  touch trigger; no reset; Atk +17 ranged touch, 6d6 fire 
  damage + 6d6 additional following round if direct hit; 
  splash damage of one point to adjacent squares; DC 
  15 Reflex save and full round action to extinguish 
  flames before second round of damage; Search DC 
  22 (-5 to check if PC in combat/distracted); DC 22 
  Disable Device or move action to avoid.  PHB p.128 
  for alchemists’ fire rules. 
   
   
   
  H AL F LI NG  R O G U E  (2) 
  CR  9   
  Male Halfling Rogue 7/ Nightsong Enforcer 2   
  CN Small humanoid 
  Init +9; Senses Listen +8, Spot +12 
  Languages Common, Halfling  
  AC 18, touch 15, flat-footed 15 
  hp 61 (9 HD);  
  Fort +5, Ref +15, Will +5 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 20 ft., expeditious retreat 50 ft.; 
  Melee short sword +9/+4 (1d4+1 plus poison) 
  Ranged Mighty composite short bow +1 deadly 
  precision* (CV) +14/+9 or +12/+12/+7 (1d6+1 plus 
  poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7 
  Atk Options sneak attack +5d6 (+7d6 with bow), 
  Poison 
  – 
  Drow 
  Poison 
  type: 
  Injury 
  DC17/Unconsciousness/Unconsciousness for 2d4 
  hours 
  Special Actions will be invisible, greater during this 
  combat and will use nightsong enforcer “hear/see 
  allies” ability while invisible 
  Combat Gear potion of invisibility, potion of 
  expeditious retreat, 
  Abilities Str 12, Dex 20, Con 14, Int 12, Wis 10, Cha 
  8 
  SQ evasion, trap sense +2, uncanny dodge, 
  teamwork, agility training 
  Feats Point Blank Shot, Rapid Shot, Improved 
  Initiative, Manyshot 
  Skills Balance +5, Disable Device +10, Escape Artist 
  +12, Hide +15, Move Silently +15, Open Lock +10, 
  Search +8, Tumble +5, Use Rope +10 
  Possessions combat gear plus gloves of dexterity 
  +2, vest of resistance +2, +1 mty. Comp short bow 
  of deadly precision (+1 STR bonus) 
  Teamwork (Ex): Nightsong enforcers are trained to 
  keep a close eye on teammates on a joint mission.  
  A nightsong enforcer gains a +20 circumstance 
  bonus on Listen and Spot checks to hear and see 
  allies. 
  Agility Training (Ex): Starting at 2nd level, a 
  nightsong enforcer reduces the armor check 
  penalty imposed on her by light armor by 2 (to a 
  minimum of 0). 
  * see Appendix 2: New Rules Items 
   
  G N O M E  F I G HTE R 
  CR  9 
  Male Gnome Barbarian 1/Fighter 8 
  CN Small humanoid 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common, Gnome  
  AC 18 (chain shirt/heavy shield), touch 12, flat-footed 
  16 (-4 raging) 
  hp 106 (133 raging)  (9 HD);  
  Fort +14 Ref +7, Will +4 [+2 heroism] 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 30 ft., expeditious retreat 60 ft.; 
  Melee Mwk greatsword +18/+13 (+21 raging) (1d10+5 
  or 1d10+9 raging, plus poison) (+2 heroism) 
  Ranged 
  Mwk 
  thrown 
  dart 
  +18/+13 
  (+21) 
  or 
  +16/+16/+11 (+19/+19/+15 raging) [1d3+5 (1d3+9 
  raging) plus poison; range 20’] 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +14 (+17 raging) 
  Atk Options Poison – Drow Poison type: Injury DC 
  17/Unconsciousness/Unconsciousness 
  for 
  2d4 
  hours 
  Special Actions Rage, Fast movement, when power 
  attacking add +2 damage for armbands of might, 
  +2 to all attacks, saves, skill checks for potion of 
  heroism 
  Combat Gear potion of expeditious retreat, potion of 
  heroism, potion of enlarge person 
  Abilities Str 20 (26 raging), Dex 14, Con 18 (24 
  raging), Int 10, Wis 8, Cha 8 
  Feats Point Blank Shot, Rapid Shot, Power Attack, 
  Brutal Throw*, Power Throw*, Quick Draw, Far 
  Shot, Reckless Rage*  
  Skills Climb +8, Jump +11 
  Possessions combat gear plus armbands of might, 
  belt of strength +4, amulet of health +2 
  * see Appendix 2: New Rules Items 
   
  G N O M E  W I Z ARD                                      CR  8 
  Male Gnome Wizard (Illusionist) 7 / Shadowcraft 
  Mage 1 
  CN Small humanoid 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Gnome 
  AC 18, touch 12, flat-footed 12 (mage armor and 
  shield) 
  hp 48 (8 HD) 
  Fort +7, Ref +5, Will +9 
  Speed 20 ft. (4 squares), base movement 20 ft., 
  expeditious retreat 50 ft.; 
  Melee dagger +4 (1d3 plus poison) 
  
  Ranged dagger +5 (1d3 plus poison; range 10’) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Combat Gear  
  Wizard Spells Prepared (CL 8th): +3 to all illusion 
  DCs 
   
  4th—Evard’s black tentacles, enervation 
   
  3rd –slow, deep slumber 
   
  2nd –glitterdust, hypnotic pattern, web 
   1st— sleep, silent image, color spray, grease   
   0—detect magic, ghost sound, mage hand, 
  message, daze 
  �Already cast: minor image, mage armor, shield, 
  invisibility (greater), nondetection 
  Combat Gear potion of expeditious retreat, wand of 
  magic missiles (7th level), 5 charges, wand of 
  invisibility, greater (3 charges) 
  Abilities Str 10, Dex 12, Con 16, Int 20, Wis 10, Cha 
  8 
  SA 
  Poison 
  – 
  Drow 
  Poison 
  type: 
  Injury 
  DC 
  17/Unconsciousness/Unconsciousness 
  for 
  2d4 
  hours 
  SQ cloak of shadow 
  Feats Spell Focus: Illusion, Greater Spell Focus: 
  Illusion, Sudden Silent*, Sudden Empower*  
  Skills Craft (Alchemy) +5, Concentration +4, Bluff +3, 
  Hide +5 
  Possessions combat gear plus headband of intellect 
  +4, cloak of resistance +2 
  Cloak of Shadow (Su):  A shadowcraft mage can 
  cloak herself in shifting shadows.  This ability 
  provides 
  her 
  with 
  a 
  variable 
  amount 
  of 
  concealment depending on her level.  While her 
  cloak of shadow is active, attacks against a 
  shadowcraft mage have a miss chance equal to 
  15% + 5% per class level (to a maximum of 40% at 
  5th level).  Darkvision and low light vision offer no 
  help in piercing the cloak of shadow, although any 
  creature that can see in magical darkness can 
  ignore the miss chance, as can a creature with true 
  seeing.  A shadowcraft mage can dismiss or 
  resume this effect as a free action.  While her cloak 
  of shadow is active, a shadowcraft mage can make 
  Hide checks as if she had concealment. 
   
  Cloak of shadow doesn’t function in daylight, and it 
  is the equivalent of a 3rd level darkness effect for 
  the purpose of interacting with light spells. 
  Spellbook: 0-detect magic, daze, ghost sound, mage 
  hand, message  1-sleep, silent image, color spray, 
  grease, mage armor, shield, ventriloquism  2-
  glitterdust, acid arrow, web, hypnotic pattern, minor 
  image, invisibility  3—slow, major image, deep 
  slumber, nondetection, blink, haste  4—Evard’s 
  black 
  tentacles, 
  invisibility, 
  greater, 
  shadow 
  conjuration, enervation 
  * see Appendix 2: New Rules Items 
  DYV8-01 A Small Problem 
   
  Page 25 
  
  DYV8-01 A Small Problem 
   
  Page 26 
  APL 12 
  5: OBLIGATORY AMBUSH  
   
   
  Tanglefoot Bag Trap: CR 5; mechanical/alchemical; 
  touch trigger; no reset; Atk +17 ranged touch 
  (entanglement means creature -2 to attack rolls and -
  4 to DEX); DC 15 Reflex or be stuck and unable to 
  move – on successful save may only move at half 
  speed; DC 20 Search if illusion disbelieved; DC 
  22Disable Device.  PHB p.128-129 for tanglefoot bag 
  rules 
   
  Alchemists’ Fire Trap: CR 8; mechanical/alchemical; 
  touch trigger; no reset; Atk +17 ranged touch, 6d6 fire 
  damage + 6d6 additional following round if direct hit; 
  splash damage of one point to adjacent squares; DC 
  15 Reflex save and full round action to extinguish 
  flames before second round of damage; Search DC 
  22 (-5 to check if PC in combat/distracted); Disable 
  Device DC 22 or move action to avoid.  PHB p.128 for 
  alchemists’ fire rules. 
   
   
   
  H AL F LI NG  R O G U E  (2) 
  CR  11   
  Male Halfling Rogue 7/ Nightsong Enforcer 4 
  CN Small humanoid 
  Init +9; Senses Listen +10, Spot +14 
  Languages Common, Halfling  
  AC 20, touch 17, flat-footed 15 
  hp 73 (11 HD);  
  Fort +6(+6against poison), Ref +17 Will +6 
  Speed 20 ft. in chain shirt+2 (4 squares), base 
  movement 20 ft., expeditious retreat 50 ft.; 
  Melee short sword +11/+6 (1d4+1 plus poison) 
  Ranged Mighty comp. +1 deadly precision* spell 
  storing short bow +16/+11 or +14/+14/+9 (d6+1 
  plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +9 
  Special Actions will be invisible as per dust of 
  disappearance during this combat and will use 
  nightsong enforcer “hear/see allies” ability while 
  invisible; 
  Combat Gear potion of expeditious retreat, potion of 
  invisibility 
  Abilities Str 12, Dex 20, Con 14, Int 12, Wis 10, Cha 
  8 
  SA sneak attack +6d6 (+8d6 with bow), Poison – 
  Drow 
  Poison 
  type: 
  Injury 
  DC 
  17/Unconsciouos/Unconscious for 2d4 hours 
  SQ evasion, trap sense +2, uncanny dodge, 
  teamwork 
  Feats Point Blank Shot, Rapid Shot, Improved 
  Initiative, Manyshot 
  Skills Balance +5, Disable Device +10, Escape Artist 
  +14, Hide +15, Move Silently +15, Open Lock +11, 
  Search +10, Tumble +8, Use Rope +12 
  Possessions combat gear plus gloves of dexterity 
  +4, vest of resistance +2, +1 spell storing mty. 
  Comp short bow of deadly precision* (+1 STR 
  bonus) 
  Teamwork (Ex): Nightsong enforcers are trained to 
  keep a close eye on teammates on a joint mission.  
  A nightsong enforcer gains a +20 circumstance 
  bonus on Listen and Spot checks to hear and see 
  allies. 
  Agility Training (Ex): Starting at 2nd level, a 
  nightsong enforcer reduces the armor check 
  penalty imposed on her by light armor by 2 (to a 
  minimum of 0. 
  * see Appendix 2: New Rules Items 
   
  G N O M E  F I G HTE R 
  CR  11 
  Male Gnome Barbarian 1/Fighter 10 
  CN Small humanoid 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common, Gnome  
  AC 18 (chain shirt/heavy shield), touch 12, flat-footed 
  16 (-4 raging) 
  hp 139 (161 raging)  (11 HD);  
  Fort +15 (+18 raging), Ref +8, Will +5 (+8 raging) [+2 
  heroism] 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 30 ft., expeditious retreat 60 ft.; 
  Melee Mwk greatsword +20/+15 (+23 raging) (1d10+5 
  or 1d10+9 raging, plus poison) (+2 heroism) 
  Ranged +1 dart of shocking and returning +21/+16 
  (+24) 
  or 
  +19/+19/+14 
  (+20/+20/+16 
  raging) 
  (1d3+8+d6 electricity) (1d3+d6+11 raging) plus 
  poison; range 20’ 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +16 (+19 raging) 
  Atk Options Poison – Drow Poison type: Injury DC 
  17/Unconsciousness/Unconsciousness 
  for 
  2d4 
  hours 
  Special Actions Rage, Fast movement, when power 
  attacking add +2 damage for armbands of might, 
  +2 to all attacks, saves, skill checks for potion of 
  heroism 
  Combat Gear potion of expeditious retreat, potion of 
  enlarge person, potion of heroism 
  Abilities Str 20 (26 raging), Dex 14, Con 18 (24 
  raging), Int 10, Wis 8, Cha 8 
  SQ will be invisible as per dust of disappearance  
  Feats Point Blank Shot, Rapid Shot, Power Attack, 
  Brutal Throw*, Power Throw*, Quick Draw, Far 
  Shot, Reckless Rage*, Weapon Focus (thrown 
  dart), Weapon Specialization (thrown dart) 
  Skills Climb +9, Jump +12 
  Possessions combat gear plus armbands of might, 
  belt of strength +4, amulet of health +2, 3x +1 
  shocking returning dart 
  * see Appendix 2: New Rules Items 
   
  G N O M E  W I Z ARD                                    CR  10 
  Male Gnome Wizard (Illusionist) 7 / Shadowcraft 
  Mage 3 
  CN Small humanoid 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Gnome 
  
  AC 18, touch 12, flat-footed 12 (mage armor and 
  shield) 
  hp 49 (11 HD) 
  Fort +8, Ref +6, Will +10 
  Speed 20 ft. (4 squares), base movement 20 ft., 
  expeditious retreat 50 ft.; 
  Melee dagger +5 (1d3 plus poison) 
  Ranged dagger +6 (1d3 plus poison; range 10’) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Wizard Spells Prepared (CL 10th / 11th for illusion 
  spells): +2 to all illusion DCs 
   
  6th—heightened major image (mimic 5th level spell 
  or lower) 
   
  5th—heightened major imagex2 (mimic 4th level 
  spell or lower), teleport 
   
  4th—Evard’s 
  black 
  tentacles, 
  enervation, 
  heightened major image (mimic 3rd level spell or 
  lower) 
   
  3rd –slow, deep slumber, blink 
   
  2nd –glitterdust, hypnotic pattern, web, minor image 
   1st— sleep, silent image, color spray, grease   
   0—detect magic, ghost sound, mage hand, 
  message, daze 
  �Already cast: minor image, mage armor, shield, 
  nondetection 
  Combat Gear potion of expeditious retreat, wand of 
  magic missiles (9th level), 5 charges, dust of 
  disappearance (3 pinches) 
  Abilities Str 10, Dex 12, Con 14, Int 20, Wis 13, Cha 
  8 
  SA 
  Poison 
  – 
  Drow 
  Poison 
  type: 
  Injury 
  DC 
  17/Unconsciousness/Unconsciousness 
  for 
  2d4 
  hours 
  SQ cloak of shadow  
  Feats Spell Focus: Illusion, Illusion (plus gnome 
  ability make DC for illusion spells +2), Earth 
  Sense*, Earth Spell*, Heighten Spell 
  Skills Craft (Alchemy) +5, Concentration +4, Bluff +3, 
  Hide +5 
  Possessions combat gear plus headband of intellect 
  +4, cloak of resistance +2 
  Cloak of Shadow (Su):  A shadowcraft mage can 
  cloak herself in shifting shadows.  This ability 
  provides 
  her 
  with 
  a 
  variable 
  amount 
  of 
  concealment depending on her level.  While her 
  cloak of shadow is active, attacks against a 
  shadowcraft mage have a miss chance equal to 
  15% + 5% per class level (to a maximum of 40% at 
  5th level).  Darkvision and low light vision offer no 
  help in piercing the cloak of shadow, although any 
  creature that can see in magical darkness can 
  ignore the miss chance, as can a creature with true 
  seeing.  A shadowcraft mage can dismiss or 
  resume this effect as a free action.  While her cloak 
  of shadow is active, a shadowcraft mage can make 
  Hide checks as if she had concealment. 
   
  Cloak of shadow doesn’t function in daylight, and it 
  is the equivalent of a 3rd level darkness effect for 
  the purpose of interacting with light spells. 
  Silent Illusion (Ex): After a shadowcraft mage 
  reaches 2nd level, all spells from the Illusion  
  school that she casts no longer require a verbal 
  component, as if the Silent Spell feat had been 
  applied to them.  The levels and casting times of 
  these spells don’t change, however.  If a 
  shadowcraft mage casts illusion spells that can’t be 
  affected by the Silent Spell feat (for instance, if the 
  character casts bard spells) this ability has no 
  effect on those spells. 
  Shadow Illusion (Su):  Beginning at 3rd level, a 
  shadowcraft mage is able to infuse some of her 
  figments (see the list below) with material from the 
  Plane of Shadow, making them partially real.  The 
  subschool of these spells changes from figment to 
  shadow.  A shadowcraft mage can use the altered 
  spell to mimic any sorcerer or wizard conjuration 
  (summoning), conjuration (creation) or evocation 
  spell of at least one level lower than the illusion 
  spell.  The altered spell functions identically to the 
  shadow conjuration or shadow evocation spell, 
  except that the spell’s strength equals 10% per 
  level of the figment spell used.   
   
  For example, a shadowcraft mage who uses silent 
  image to create an acid splash would deal 10% of 
  the normal damage to a creature that succeeds on 
  its Will save to disbelieve the shadow.  If she used 
  programmed image to mimic summon monster V, 
  the creature would have 60% of the hit points of a 
  normal creature of its kind, and its damage would 
  be 60% of normal damage against a creature that 
  succeeds on its Will save to disbelieve. 
   
  A shadowcraft mage can apply shadow illusion to 
  any of the following figment spells:  silent image, 
  minor image, major image, and programmed 
  image.   
  Spellbook: 0-detect magic, daze, ghost sound, mage 
  hand, message  1-sleep, silent image, color spray, 
  grease, mage armor, shield, ventriloquism  2-
  glitterdust, acid arrow, web, hypnotic pattern, minor 
  image, invisibility  3—slow, major image, deep 
  slumber, nondetection, blink, haste  4—Evard’s 
  black 
  tentacles, 
  invisibility, 
  greater, 
  shadow 
  conjuration, enervation  5--teleport 
  Special Notes: Shadow Illusion AL: CN Size: S 
  humanoid: Using Heighten Spell and Earth Spell, 
  the shadowcraft mage can cast illusions that do 
  real damage of a higher percentage than they 
  would normally do.   
   
    
  Example 1:  An illusory/shadow summon 
  monster V would normally have 50% of the hit 
  points and do 50% of the damage a normal 
  monster would, if the target made his saving throw 
  (would treat as 100% hp and 100% damage if save 
  was failed).  Because of Earth Spell, treat shadow 
  spells as 10% more real, so the summon monster 
  V spell would be 100% “real” to anyone who failed 
  the save, and even 60% “real” to anyone who 
  made the save.  Any conjuration, evocation, or 
  summoning spell of 5th level or lower may be 
  imitated in this manner.  The imitated spell must be 
  one level lower than the illusion spell used. 
  DYV8-01 A Small Problem 
   
  Page 27 
  
   
    
  Example 2: An illusory heightened fireball, 
  using a 6th level spell slot (heightened major 
  image) would do 10d6 “real” damage to anyone 
  failing the save (use illusion DC with bonuses), and 
  also 10d6x0.6 to anyone making the save. 
   
   
   
  Since the goal is subdual, these 
  spells are perfect, as targets will believe they are 
  damaged/dead, but will be merely unconscious.  The 
  possibilities here are endless.  Remember the rule 
  that “you can’t create an adamantine cube in midair 
  and drop it on someone?”  Now you can . . .it’s an 
  illusion, not a conjuration.  Summoning monsters 
  doesn’t take a full round anymore, just an illusion 
  spell, etc..  Personally, I recommend fireballs that are 
  purple with yellow polka dots and make the noise 
  “WOOPWOOPWOOPWOOPWOOP!”  That, or a 
  cone of phlegm with accompanying hacking noises.  
  Why?  Because you CAN. 
  * see Appendix 2: New Rules Items 
   
   
   
   
   
   
  DYV8-01 A Small Problem 
   
  Page 28 
  
  DYV8-01 A Small Problem 
   
  Page 29 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Brutal Throw [General] 
  You have learned how to throw weapons to deadly 
  effect. 
   
  Benefit: You can add your Strength modifier 
  (instead of your Dexterity modifier) to attack rolls with 
  thrown weapons. 
   
  Normal: A character attacking with a ranged 
  weapon adds his Dexterity modifier to the attack roll.  
   
  Special: A fighter may select Brutal Throw as one 
  of his fighter bonus feats.  
   
  Source: Complete Adventurer 106. 
   
  Earth Sense [General] 
  You are in tune with the earth beneath you. 
   
  Prerequisite: Con 13, Wis 13. 
   
  Benefit: As long as you are touching the ground, 
  you can take a move action to sense the number of 
  creatures within 20 feet that are also touching the 
  ground and the direction to each one. You cannot 
  pinpoint the location of creature with this feat 
   
  Special: Creatures with the air or aquatic subtype 
  may not choose this feat 
   
  Source: Races of Stone 138. 
   
  Earth Spell [General] 
  You draw magical power from the earth beneath your 
  feat 
   
  Prerequisite: Con 13, Wis 13, Earth Sense, 
  Heighten Spell. 
   
  Benefit: As long as you are standing on stone or 
  unworked earth (including normal soil), you can use 
  the Heighten Spell feat to added effect. If you can cast a 
  spell using a spell slot one level higher than the spell’s 
  actual level, the spell is treated as a spell of two levels 
  higher and your effective caster level is increased by 
  one. If you use a spell slot two levels higher, the spell is 
  treated as three levels higher and your effective caster 
  level is increased by two, and so on. 
   
  You cannot gain the benefit of this feat when 
  casting a spell with the air, fire or water descriptor. 
   
  Source: Races of Stone 138. 
   
  Power Throw [General] 
  You have learned how to throw weapons to deadly 
  effect. 
   
  Prerequisites: Str 13, Brutal Throw, Power Attack. 
   
  Benefit: On your turn, before making any attack 
  roll, you can choose to subtract a number from all 
  thrown weapon attack rolls and add the same number 
  to all thrown weapon damage rolls. This number may 
  not exceed your base attack bonus. The penalty on 
  attack rolls and the bonus on damage rolls applies until 
  your next turn 
   
  Special: A fighter may select Power Throw as one 
  of his fighter bonus feats.  
   
  Source: Complete Adventurer 111. 
   
  Reckless Rage [General] 
  You are considered extreme even among other barbaric 
  warriors and you enter a deeper state of rage than 
  others. Goliath barbarians favor this feat. 
   
  Prerequisite: Con 13, rage ability. 
   
  Benefit: Whenever you activate your rage ability, 
  you take an additional -2 to Armor Class, but you gain 
  an additional +2 bonus to Strength and Constitution. 
  These bonuses and penalties stack with the effects of 
  rage, greater rage and mighty rage. 
   
  Source: Complete Adventurer 143. 
   
  MAGIC ITEMS 
  Deadly Precision 
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 5
  th  
  Aura: Faint (DC 17) transmutation 
  Activation: -- 
  The weapon looks more slender and elegant than 
  others of its type Its blade, point or head glitters with a 
  thousand tiny facets were reflecting the ambient light. 
  A deadly precision weapon deals an extra 1d6 
  damage whenever you make a successful sneak attack 
  or sudden strike (CAd 8) with it. The property grants 
  no benefit if you don’t already have one of these class 
  features, and its bonus doesn’t increase if you have 
  both. 
  Prerequisite: Craft Magic Arms and Armor, keen 
  edge. 
  Source:  Magic Item Compendium 32. 
   
  Sudden Empower [Metamagic] 
  You can cast a spell to greater effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat 
   
  Benefit: Once per day you can apply the effect of 
  the Empower feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. 
   
  Source: Complete Arcane 83. 
   
  Sudden Still [Metamagic] 
  You can cast a spell without gestures or special 
  preparation. 
   
   
  Benefit: Once per day you can apply the effect of 
  the Still Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Still Spell if you have it. 
   
  Source: Complete Arcane 83. 
  
  DM’S MAPS#1: AREA MAP 
   
  DYV8-01 A Small Problem 
   
  Page 30 
  
  DM’S MAPS#2: ENCOUNTER 5 AMBUSH 
   
    
    
    
    
    
    
    
    
    
    
    
   
   
   
   
   
   
   
    
    
    
    
    
    
    
    
    
    
    
   
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    3   
    
    
    
    
    
    
    
    
    
    
    1
    
    
    
    2   
    
    
    
    
    
    
    
    
    
    
    +
    
    
    
    +   
    
    
    
    
    
    
    
    
    
    
    
    X X X X
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
   Party begins at bottom of 
  map heading “up.” 
   
  1+2=Halfling Rogues 
  3=Gnome Fighter 
  4=Gnome Illusionist 
   
  X=Tanglefoot bag trap 
  +=Alchemists’ fire trap 
  AoE (each adjacent square 
  will have 1 pt. splash 
  damage per d6 of the trap. 
   
   
  The darker area of the 
  street is the illusion area, 
  and the tanglefoot bags 
  are marked in the first 4 
  squares (as well as the 
  triggers). 
   
  Each square=5’ (street is 
  20’ wide). 
   
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
  DYV8-01 A Small Problem 
   
  Page 31 
  
  DM’S MAP #3: DSPP LAIR AND TUNNELS 
   
    
  DYV8-01 A Small Problem 
   
  Page 32 
  
  DYV8-01 A Small Problem 
   
  Page 33 
  CRITICAL EVENTS SUMMARY 
   
  • 
  Did Debris survive the adventure? 
  YES 
  NO 
   
  • 
  Was Debris captured or turned over to the Constabulary? 
  YES 
  NO 
   
  • 
  Did the PCs capture any members of the DSPP? 
  YES 
  NO 
   
  • 
  Were the PCs able to convince the PCs to release Garoc? 
  YES 
  NO 
   
  • 
  Did the PCs complete the mission for the Constabulary? 
  YES 
  NO 
   
  • 
  Was the Constabulary made aware of the traitor’s behavior? 
  YES 
  NO 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/598/Normal Scenarios/DYV8-01 - A Small Problem (APL 2-12)/DYV8-01 - A Small Problem.pdf