TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in 
  any form without permission of the author. To learn more about the Open Gaming License and the 
  d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network. 
   
  NAEI5-01 
    
   
   
   
   
   
   
   
  In the Docks 
   
  A One-Round D&D LIVING GREYHAWK®  
  Principality of Naerie Introduction Adventure 
  Version 1.3 
   
  Round 1 
   
  by Nick Silverstone 
  Triad Reviewer: Paul Bendall 
   
   
  Playtesters: David Howard, Joe Partlow, Anne Sidell, Luke Partlow, 
   
   
   
   
   
  Kathy Frye, Cassie Frye, Maria C, Ben Sutton 
   
   
   
   
   
  Thanks to: Mike Rizzo & Sampo Haarlaa 
   
  It promises to be an easy job – stay awake one night to guard a warehouse for a pocketful of coin.  In 
  Naerie, however, things are never that straightforward...  A one-round introduction scenario for 1st 
  level characters. 
   
   
   
   
   
   
   
   
  
  NAEI5-01 In the Docks 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A five-hour time 
  block has been allocated for each round of this 
  scenario. The rest of the time is spent in 
  preparation before game play, and scoring after 
  the game. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully 
  so that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario.  
   
  This is a LIVING GREYHAWK Adventure. 
  As a LIVING adventure it is expected that 
  players bring their own characters with them. If 
  players do not have a LIVING GREYHAWK 
  character generated, get a copy of the current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your 
  convention coordinator or the RPGA Website, 
  and then have any players without a character 
  create on. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it 
  is also recommended that you have a copy of 
  the LIVING GREYHAWK Gazetteer. 
   
  Preparation 
  First you should print this scenario. This 
  scenario was created to support double-sided 
  printing, but printing it single sided will work as 
  well. There is enough room along the inside 
  margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once 
  before you run your game. Be sure to familiarize 
  yourself with any special rules, spells, or 
  equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We 
  also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and 
  your sense of fun. It is also a good idea to have 
  a way to track movement during combat. This 
  can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, 
  or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of 
  the scenario as described in the introduction.  
   
  Keep in mind that you must have at least 
  four players (not counting the DM), for the game 
  session to be a sanctioned RPGA event. As 
  well, you cannot have more than six players 
  participating in the game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front 
  of him or her. The tag should have the player’s 
  name at the bottom, and the character’s name, 
  race, and gender at the top. This makes it easier 
  for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules 
  to learn about equipment and weapons their 
  characters are carrying. That said, you as the 
  DM can bar the use of even core rulebooks 
  during certain times of play. For example, the 
  players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or 
  hazard, or the Monster Manual when confronted 
  with a monster.  
   
  Some of the text in this scenario is written 
  so that you may present it as written to the 
  players, while other text is for your eyes only. 
  Text for the players will be in gray boxes. It’s 
  strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of 
  this text is general and must be adapted to the 
  specific situation or to actions of the player 
  characters. 
   
  Scoring 
  After the players have completed the scenario 
  or the time allotted to run the scenario has run 
  out, the players and DM score the game. 
  Complete the RPGA scoring grid with names 
  and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses 
  voting for any reported results. Give the Scoring 
  Packet to your event coordinator along with any 
  event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party 
  Level (APL): 
   
  1. Determine the character level for each of 
  the PCs participating in the adventure. 
  2. If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts, etc) use the sidebar chart to 
  determine the number of levels you add to 
  the sum above. Add each character’s 
  animals separately. A single PC may only 
  bring four or fewer animals of this type, and 
  
  NAEI5-01 In the Docks 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
  animals with different CRs are added 
  separately. 
  3. Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add 
  one to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs 
  will face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder 
  or easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  you may gain at the end of the adventure. If 
  your character is three character levels or more 
  either higher or lower than the APL this 
  adventure is being played at, that character will 
  receive only half of the experience points 
  awarded for the adventure. This simulates the 
  face that either your character was not as 
  challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four, or 
  sometimes even five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help 
  even the score. 
   
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed 
  at a DC 10 Handle Animal or Charisma 
  check. Failure indicates that the animal will 
  not attack that round. This is a free action 
  (spoken command) that may be attempted 
  each round. If an animal loses half or more 
  hp in a single round it flees, unless another 
  check is successful. 
   
  Time Units and Upkeep 
  This is a standard 1-round Regional adventure, 
  set in Principality of Naerie. Characters native to 
  the Principality of Naerie pay one Time Unit per 
  round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time 
  Unit.Adventure. 
   
  Background 
  Since the Greyhawk wars, trade has greatly 
  increased along the Azure sea. In the docks of 
  Naerie city there has been a spate of thefts of 
  precious 
  metals, 
  the 
  thieves 
  somehow 
  managing to get in and out of warehouses 
  without leaving a trace.  The harbour master has 
  promised a reward of 300gp for anyone who can 
  identify the thieves and 600gp for their capture.   
   
  One merchant to have suffered from these 
  crimes is Captain Eryn Ostren, a cleric of Xerbo.  
  Eryn is worried that the success of the thieves 
  may be due to corruption within the local guard.  
  He therefore intends to hire a group of fresh 
  faces to help him lay a trap to catch the thieves. 
    
  Adventure Summary  
  Introduction: The PCs are hired by Rinnac (on 
  behalf of Captain Eryn) to guard a warehouse. 
   
  Encounter 1 Planning the night’s work: The 
  party must plan how they will guard the 
  warehouse. 
   
  Encounter 2 Meeting Captain Eryn: The 
  captain may come to the party’s rescue if 
  needed.   
   
  Encounter 3 The warehouse: The party may 
  investigate Eryn’s warehouse. 
   
  Encounter 4 The evening stroll: At 7pm a 
  couple of commoners pass the warehouse. 
   
  Encounter 5 Drinking in the Silver Eel: The 
  party may gather useful information in the local 
  inn. 
  . 
  
  NAEI5-01 In the Docks 
   
  Page 4 
  Encounter 6 Disposing of the bodies: At 
  various points in this adventure the party may 
  need to dispose of corpses. 
   
  Encounter 7 The thugs: At 11pm three half-orc 
  thugs raid the warehouse 
   
  Encounter 8 The thieves: At midnight three 
  thieves try to break into the warehouse 
   
  Encounter 9 The flock of stirges: This 
  encounter arises when someone opens a crate 
  in the warehouse containing a nasty surprise. 
   
  Encounter 10 The real thief: The real thief, a 
  juvenile Xorn, appears and tries to eat the 
  electrum. 
   
  Conclusion: Having survived the night, the 
  party is rewarded by Captain Eryn. 
   
  NOTE: When going around the docks, players 
  might be something remotely illegal such as 
  climbing into the roof of other warehouses, 
  moving crates through the streets, etc. In that 
  case, you can have Embric’s patrol (see 
  appendix 1) walk by and tell PCs to stop 
  messing around with private property. Of course 
  if they hide when doing it, everything should be 
  ok and such minor activities should not bring 
  extra trouble to players. 
   
  Embric’s Patrol (EL 6) 
  Sertern Embric: Male human (Oeridian) War3; 
  Hp 22; Appendix 1 
  Appearance: Relative ly short (5ft 8inch) for a 
  soldier but strongly built. Clean-shaven. 
   
  Personality: I will do my job and keep the 
  peace in this city, even if it kills you, but that is 
  sacrifice I am willing to make. 
  Nasranite watch (5): Male/Female human 
  (Oeridian-Suel) War2; Hp 15, Appendix 1 
   
  Introduction 
  It is assumed that the characters do not know 
  each other at the start of this adventure. The 
  introduction is intended to bring the party 
  together. 
   
  “Ports are centres of trade, gossip and 
  opportunities, both legal and not so legal.  It 
  is for these reasons that you have made your 
  way to the bustling docks of Naerie City, the 
  capital of the Principality of Naerie.  It is 
  drawing towards dusk and for the past hour 
  you have been listening to news from both 
  local ports and places that you have never 
  heard of before. Amongst the gossip are 
  tales that some warehouses in Naerie have 
  been broken into recently. As the hour 
  passes, ships glide in and out of the 
  harbour, 
  each 
  arrival 
  and 
  departure 
  prompting a frenzy of activity along the 
  quay.   
   
  ‘Excuse me’ Your thoughts are disturbed 
  by a plainly dressed human with a flushed 
  face. He is armed only with a dagger.  ‘I am 
  Rinnac, first mate on the White Lady. If you 
  fancy earning some money sitting around for 
  a few hours then I have a job for you.  My 
  captain, a merchant called Eryn, needs 
  guards for his warehouse, which contains 
  his cargo of electrum ingots.  If you want to 
  earn 20 pieces of gold, all you have to do is 
  make sure nothing is stolen from it during 
  the night. If you want the job, follow me to 
  the warehouse.’ 
   
  Rinnac does not detect as evil (if anyone should 
  cast detect evil) and a successful DC 11 Sense 
  Motive check reveals that he needs to hire 
  someone quickly.  Rinnac’s statistics can be 
  found in appendix 1. 
   
  Characters follow Rinnac 
  Read the following for those players that have 
  agreed to follow Rinnac. 
   
   “Rinnac takes you along the quay then past 
  an inn called the Silver Eel into a square 
  bordered with warehouses. He stops outside 
  one of them where several individuals are 
  already gathered. 
  ‘Here we all are’ says Rinnac.” 
   
  The people gathered here are the PCs. Give 
  players encounter map 2 and ask them to 
  introduce their characters to each other.   
     
  “‘I can’t let you in because Captain Eryn has 
  the key to the padlock. The Captain doesn’t 
  want to lose his good reputation so don’t go 
  exploring 
  the 
  other 
  warehouses. 
  If 
  everything is in order when I return at dawn, 
  you’ll be paid 20 gold pieces.  Any questions 
  before I go?’” 
      
  Rinnac can give the following answers:   
  ��What is in the warehouse? The warehouse 
  contains a cargo of electrum that was 
  brought by wagon from Sunndi to Naerie 
  and will be taken in the morning by ship to 
  Poelitz.  
  ��Should we expect any trouble? There 
  have recently been some thefts of precious 
  metals from nearby warehouses. There is a 
  reward for the identification or capture of the 
  thieves.  Rinnac does not know any other 
  details. 
  ��Where will you be? Rinnac and Captain 
  Eryn will be spending the evening aboard 
  
  NAEI5-01 In the Docks 
   
  Page 5 
  the White Lady. Rinnac will return in the 
  morning. 
  ��How should we guard the warehouse?  
  Rinnac does not particularly care how the 
  characters perform their guard duty, as long 
  as nothing is stolen and none of the 
  surrounding warehouses are broken into. If 
  situation so requires, PCs can enter the 
  Eryn’s warehouse (for example, to pursue a 
  thief) 
   
  Once the characters stop asking questions, 
  Rinnac walks off towards the docks and goes 
  back to the ship. 
   
  Characters did not follow Rinnac 
  If any characters did not originally follow Rinnac 
  read the following: 
   
  “You quickly realize that you will have to 
  find some place to settle for the night.  The 
  nearest inn is the Silver Eel, a comfortable 
  establishment built over three floors. You are 
  given a room at the rear of the inn.”   
   
  The cost for this accommodation is included in 
  the upkeep costs for the adventure. The 
  characters should be asked whether they spend 
  the evening in their rooms or the common room. 
  They may be brought into the adventure later by 
  the sounds of combat.   
   
  Development:  The plot moves onto encounter 
  1. 
   
  Encounter 1:  
  Planning the night’s work 
  The characters arrive at this encounter after the 
  introduction.  Read the following: 
   
  “Dusk is settling over Naerie. It is a balmy 
  night and a waning moon does a poor effort 
  of lighting the city. On the quayside, the 
  large warehouses strangle what little natural 
  illumination there is.  However, the patrons 
  of The Silver Eel Inn ensure that both light, 
  music and noise are cast out into the 
  darkness.” 
   
  To plan how they will guard the warehouse, the 
  characters are likely to follow one or several of 
  five possible courses of action: 
  ��Wait outside the warehouse – move to 
  encounter 4. 
  ��Watch the warehouse from concealment – 
  see below. 
  ��Investigate Eryn’s warehouse – move to 
  encounter 3. 
  ��Break into another warehouse – see below. 
  ��Drinking in the Silver Eel – move to 
  encounter 5. 
   
  Watch the warehouse from concealment 
  There are several hiding places: 
  ��Four bedrooms at the rear of the inn 
  overlook the warehouse. Only one of these 
  is occupied (by Captain Eryn – see 
  encounter 2). 
  ��There is a 10 foot wide, litter-filled side alley 
  running 
  next 
  to 
  the 
  warehouse 
  (see 
  encounter map 2); 
  ��There is the entrance to another side alley 
  across the road, 30 ft. to the south east of 
  the warehouse doors (see encounter map 
  1).   
   
  Break into another warehouse 
  This should be discouraged by reminding 
  players of the harsh punishments mentioned by 
  Rinnac and his warning to the characters. If the 
  characters persist then Captain Eryn, who is 
  watching the party (see encounter 2), will see 
  them in the act and alert Embric and his guards. 
  This will end the adventure as PCs either spend 
  few 2Tus in Nasranite Watch cell or run away 
  from town if they kill Embric. 
   
  Encounter 2: 
  Meeting Captain Eryn 
  The party may meet Captain Eryn during 
  encounters 1, 5, 6, 7 or 8 and in the conclusion. 
   
  Captain Eryn is a human in his late 30’s.  He 
  stands 6 feet tall and is quite a broad and 
  imposing figure.  His shoulder length, dark hair 
  is flecked with grey, but otherwise he is 
  pureblooded Suel. The image of a dragon turtle 
  is engraved upon the chest of his studded 
  leather armor. A successful DC 11 Knowledge 
  (religion) check identifies this as a holy symbol 
  of Xerbo, lesser deity (True Neutral) of sea, 
  sailing, Money & Business.  Eryn’s details can 
  be found in appendix 1.   
   
   
  The captain’s plan 
  Captain Eryn decided to hire the party for a 
  variety of reasons. He suspects that the recent 
  success of the thieves may be due to assistance 
  by corrupt, local dock workers, so he wants to 
  hire fresh faces. The captain also wants some 
  reliable guards for a sea journey to Poelitz, and 
  is using this job to measure up the party. Finally, 
  he hopes that the rather public display of hiring 
  guards may actually attract the thieves to his 
  warehouse so that he can catch them and claim 
  the reward. The captain has laid some nasty 
  surprises for the thieves (see encounter 3).  
  Captain Eryn has rented a room on the first floor 
  
  NAEI5-01 In the Docks 
   
  Page 6 
  at the rear of the Silver Eel Inn from which he 
  can keep watch over his warehouse.   
   
  Tactics 
  Captain Eryn may leave the inn and help the 
  party in the following circumstances; 
  ��If the party is unable to decide what to do 
  during or after any of the encounters, 
  Captain Eryn will wander over, pretending to 
  be a passing cleric (naming himself Nyren), 
  and offer them advice. 
  ��When the first character is disabled or 
  dying, Captain Eryn casts spiritual weapon 
  from his room and directs it to attack the 
  nearest, visible enemy; 
  ��If the party has no healer, and a character is 
  disabled or dying, the captain will rush out 
  and give up bane to spontaneously cast 
  cure light wounds on them (healing 1d8+3 
  points of damage). If necessary he can also 
  cast cure light wounds from the scroll he 
  carries. From his room, Eryn can reach the 
  doors of the warehouse in four full rounds. 
  ��If the party are badly outclassed, Eryn will 
  rush into the fray, and will cast sanctuary to 
  give himself three rounds in which to first 
  summon a celestial giant bombardier beetle 
  (see MM 284) to attack the enemy, and then 
  cast cure spells.   
   
  Captain Eryn will reveal his true identity in the 
  morning (see conclusion). 
   
  Development:  After assisting the party, 
  Captain Eryn will return to the Silver Eel.  The 
  adventure should continue as if he had never 
  appeared. 
   
  Encounter 3: 
  The Warehouse 
  The characters arrive here from encounters 1, 5, 
  6, 7, 8. They may decide to investigate the 
  warehouse as part of their preparations to guard 
  it or following an encounter. Note that once the 
  characters are inside, they should be asked to 
  describe clearly where there characters are 
  moving due to the trap at location 11. 
   
  1.  The doors 
  “Entrance to the warehouse is via a pair of 
  double doors at the front of the building. A 
  padlock hangs upon the chain that is 
  wrapped around the handles, securing the 
  doors shut. There is a large, glazed window 
  to the left of the doorway, the ledge is 15 feet 
  above the street.” 
  The following information will be pertinent if 
  anyone tries to break in through these doors. 
  Wooden doors: Hardness 5, hit points 15, 
  break DC 18 
  Padlock:  Hardness 10, hit points 10, break DC 
  26, Open Lock DC 20 
  Chain:  Hardness 10, hit points 5, burst DC 26 
  Iron door handles:  Hardness 10, hit points 10, 
  break DC (to wrench them off the door) 18.   
   
  2.  The warehouse 
  Once dusk falls it is pitch black inside the 
  warehouse.  A light source or darkvision is 
  required to see the following: 
  “Inside, this stone warehouse is some 35 feet 
  wide and 30 feet deep. The floor is packed 
  dirt. Stored against the back and side-walls 
  are chests and crates of all different shapes 
  and sizes. What they all have in common, 
  though, is a coating of dust and cobwebs. In 
  the far, left hand corner of the warehouse, a 
  steep flight of wooden steps leads up to a 
  platform that stands beneath the rear 
  window of the building, giving access to the 
  wooden shutters. In the centre of the 
  building are six crates, measuring five feet 
  long and three-and-a-half feet in both width 
  and height. These are not covered in dust 
  and cobwebs. Two sets of cargo netting lie 
  on the gound next to them.”   
  The crates piled along the walls are empty. Five 
  crates in the centre of the warehouse are filled 
  with nothing but fresh dirt. Cargo nettings could 
  be used as nets if needed (see PHB for 
  statistics). The crate marked as location 10 
  contains a surprise for any person opening it. 
   
  3.  Entrance point 
  This location is relevant in encounters 5, 7 and 8 
  as NPCs enter at this point. 
   
  4.  Side alley   
  “The 10 foot wide alley running along the 
  side of the warehouse is choked with debris 
  and a few overturned barrels, large enough 
  for someone to shelter behind. You find 
  movement along here quite difficult, as you 
  have to pick your way with some care. This 
  whole alleyway will be in near total darkness 
  during the night making it even more 
  treacherous.”   
  The highlighted squares on the DMs map count 
  as difficult terrain (creatures pay double the 
  amount of movement to enter such a square). 
  Also, at night these squares are in near total 
  darkness, providing 40% concealment and +10 
  to hide checks. Without light or darkvision the 
  movement cost is quadrupled (i.e. a character 
  would pay four square of movement to move 
  into one of the highlighted squares). 
   
  5.  Feffer the gnome 
  If the party makes a thorough search of the side 
  alley ask for Search checks (DC 11).  If they 
  simply walk through the area, ask for Spot and 
  
  NAEI5-01 In the Docks 
   
  Page 7 
  Listen checks (DC 16) when they pass location 
  5. Success allows the characters to notice the 
  following: 
  “Tucked away in a large overturned barrel, 
  concealed beneath a mass of tattered 
  blankets, is a disheveled male gnome who is 
  gently snoring.” 
  This location should be marked on encounter 
  map 2.  This is Feffer, the gnome ‘beggar’ 
  (appendix 1). He is part of the gang who plan to 
  break into Eryn’s warehouse. If he is disturbed 
  read the following in a grumpy, sleepy voice. 
  “Can’t a fellow get no sleep? Bad enough 
  that I got no job and nowhere nice to stay. 
  Go away!” 
  With that the gnome pulls a blanket over his 
  head and starts snoring again. 
  Feffer will depart if he is threatened with force 
  but will defend himself with magic if attacked. If 
  he is ‘evicted’, Feffer will accompany Tucmor in 
  Encounter 8. If the PCs want to give him money 
  (to let him sleep in proper inn or get himself a 
  good meal), then mark that money as ‘other coin 
  spent’ on the AR. 1 or 2 gp should suffice. 
  A successful DC 13 Sense motive check 
  reveals that Feffer is actually nervous rather 
  than angry. A successful opposed Intimidate 
  check forces the truth from Feffer if prevented 
  from leaving (PCs gain circumstance bonus +2 
  to their roll because they outnumber Feffer) 
   
  “I was forced to do it…a bad man said he 
  would kill me if I didn’t help him raid this 
  place at midnight’ the gnome points at 
  Eryn’s warehouse.  ‘All I had to do was keep 
  watch until after the raid.’” 
  If Feffer is allowed to leave after questioning he 
  will return with Tucmor in encounter 8. If he is 
  reported to the Nasranite Watch, they thank the 
  PCs and lock him away for the night but release 
  him in the morning.  
  See encounter 8 for more details of Feffer’s 
  tactics.  
   
  6.  Entrance point 
  This location is relevant in encounter 8 as 
  Tucmor, a thief, enters at this point. 
   
  7.  The rear window 
  The party automatically spots the following: 
  “At the rear of the warehouse you find more 
  barrels and notice a window, a couple of feet 
  wide, some 12 feet above the street. A stout, 
  two 
  foot 
  high 
  barrel 
  is 
  positioned 
  immediately beneath the window. There are 
  wooden shutters on the inside of the window 
  frame.” 
  This window should be marked on encounter 
  map 2.  A successful DC 10 survival check done 
  by someone with track feat reveals that 
  someone appears to have moved the barrel in 
  the last half hour.    
  It is possible to climb up to the window ledge.  
  This requires the characters to either: 
  ��Climb the wall:  DC 25 Climb check 
  ��Jump up to the ledge:  DC 16 Jump 
  check, for a medium sized character, and a 
  DC 15 Climb check.   
  ��Climb onto the barrel then jump to the 
  ledge:   DC 0 climb check, then a DC 8 
  Jump check (DC12 for small creatures) and 
  a DC 15 Climb check (Tucmor will use this 
  way to enter) 
  ��Use crates and other stuff to build a 
  platform. This will only take some time and 
  the PCs get to the shutters without trouble. 
  However, there is 25% change that Embrics' 
  patrol passes and orders the PCs to stop. 
  A successful DC 18 Search check reveals that 
  the shutters are secured on the inside with a 
  simple latch. They can be opened relatively 
  easily: 
  Shutters:  Hardness 5, hit points 10, break DC 
  13. 
  Latch:  DC 10 Open Locks check. 
    
  8.  Platform 
  This simple wooden platform stands 8 ft. off the 
  ground and is accessed by a steep wooden 
  staircase. The platform gives access to the 
  wooden shutters. 
   
  9.  Treasure Crate 
  This crate contains 8 stirges and 12 electrum 
  ingots. Eryn captured the stirges when he was 
  docked 
  near 
  Quay 
  house 
  in 
  Barony 
  of 
  Schwente. The stirges were causing trouble 
  nearby so he threw a goat into an open crate 
  and slashed it with a dagger. The bleats of 
  distress and smell of blood attracted the stirges 
  who dived upon the goat. He closed the crate, 
  trapping the stirges. Holes were drilled in the 
  crate as the plan was initially to dump it out at 
  sea to drown the creatures. However, he 
  decided to keep them as a nasty surprise for a 
  thief. See encounter 9.    
   
  A successful DC 5 Search check on the 
  crate reveals a number of small holes drilled in 
  the top and a rotting smell coming from within. A 
  character who wants to look into the crate must 
  peer through a hole.  For his trouble, he will get 
  a stirge’s beak stuck in his eye. Treat this is as a 
  touch attack (+7) against a flat-footed character. 
  A successful hit deals 1d6 points of subdual 
  damage from the sheer pain and 1 point of real 
  damage. The character must also make a 
  successful DC12 fortitude save to avoid being 
  sickened (-2 to every roll) for the next 10 
  minutes because of sudden loss of vision and 
  sense of balance. Safest way of dealing with the 
  stirges is to pour oil over the crate and set fire to 
  
  NAEI5-01 In the Docks 
   
  Page 8 
  it or get enough water to fill it up so stirges 
  drown. Both ways will kill the stirges without 
  harming the electrum and PCs get maximum 
  experience from the encounter. 
   
  Each electrum ingot weighs 1 lb and is worth 25 
  gp. If the characters steal any, however, Captain 
  Eryn will report them to the town guard (see the 
  conclusion). 
   
  Treasure: 
  APL2: Loot: (0gp); Coin: (50 gp); Magic: (0 gp). 
   
  11.  Pit Trap 
  Captain Eryn had this rather simple trap hastily 
  built to catch intruders.  The dirt from the 
  excavation has been hidden in some of the 
  crates to prevent raising suspicions. 
   
  APL 2 (EL 1) 
  Camouflaged Pit Trap: CR 1; mechanical; 
  location trigger; manual reset; DC 20 Reflex 
  save avoids; 10 ft. deep (1d6, fall); Search DC 
  24; Disable Device DC 20. 
   
  Development: 
   
  The 
  characters 
  could 
  investigate the warehouse at any point in the 
  adventure. The plot should progress onto 
  encounter 4, 7, 8 or 10 as appropriate. If the 
  characters release the stirges, the adventure 
  first moves onto encounter 9 before progressing 
  further. 
   
  Encounter 4: 
  The evening stroll 
  The party arrives at this encounter from 
  encounters 1 or 3. If it is necessary, decide the 
  order in which the characters are standing watch 
  at the warehouse to assess who may be 
  involved 
  at 
  the 
  start 
  of this encounter. 
  Characters waiting near the warehouse making 
  successful DC 8 Listen checks hear footsteps 
  before two individuals arrive at location 3.  
  These are commoners on their way home at 
  7pm – they walk up the quay then past the 
  warehouses, heading for Cold Fin alley. The 
  scene, as it appears from Eryn’s warehouse, is 
  as follows: 
   
  “It is a few hours after dusk when you see a 
  light, and hear footsteps, approaching from 
  the direction of the quay.” 
   
  The party should be asked what preparations 
  they are making.  They have the equivalent of 
  one full round before they see the following: 
   
  “A male half elf and a female human come 
  into view.  The half elf is dressed in blue 
  robes, the woman in padded armor. Both 
  have daggers in scabbards on their belts.” 
   
  If the pair can see any guards they will stop 
  walking, 
  clearly 
  surprised, 
  otherwise 
  they 
  continue towards Cold Fin Alley. 
   
  The party can take an action in the surprise 
  round.  Hopefully, they will not attack these two 
  innocent commoners.  Their statistics are in 
  appendix 1. If the pair are challenged they will 
  say they are returning home after an evening in 
  a tavern and will continue their journey, unless 
  intimidated (DC 5), towards Cold Fin alley. Note 
  that the party receive experience in this 
  encounter for not killing the commoners. Killing 
  the commoners will result in PCs being 
  apprehended by the guards (see encounter 6) 
   
   
  APL 2 (EL 1) 
  Commoners (2):  Appendix 1. 
   
  Treasure: The only items of any value on the 
  commoners are their daggers and this does not 
  grant any treasure to PCs. 
   
  Development: If the party kill the commoners 
  move to encounter 6 before progressing to 
  encounter 7. 
   
  Encounter 5: 
  Drinking in the Silver Eel 
   
  Following encounter 1, characters who spend 
  the evening drinking in the inn will participate in 
  this encounter. They have the opportunity to 
  pick up two pieces of helpful information: 
  information 
  about 
  the 
  recent 
  thefts 
  and 
  forewarning of a raid. They may also learn more 
  about a human called Brenandon. 
   
  Information about the recent thefts 
  Any characters drinking in the inn making 
  successful DC 10 Gather Information checks 
  find out more about the local warehouses or the 
  recent thefts. Success gives the following 
  information: 
   
  “I 
  did 
  hear 
  stories 
  about 
  raids 
  on 
  warehouses recently.  The thieves somehow 
  managed to get in and out without leaving a 
  trace. They’ve gone straight for crates 
  holding 
  precious 
  metals 
  and 
  ignored 
  everything else.  All seems a bit fishy like 
  they’ve been tipped off which crates to go 
  for and helped to get inside, or else the 
  thieves really can walk through walls. 
  
  NAEI5-01 In the Docks 
   
  Page 9 
  Apparently there’s some reward for catching 
  them.” 
   
   
  Learning about the half-orc raid 
  Characters who are drinking in the inn around 
  10pm making successful DC 20 Listen checks 
  overhear snatches of words spoken in orc by a 
  human to three drunk half-orcs: 
   
  “You…electrum…warehouse…easy.” 
   
  If the characters make an effort to see these 
  individuals, they may recognize them in 
  encounters 7 and 8.  
   
  “One of the half-orcs, who appears unarmed, 
  is dressed in leather armor. The other two 
  wear studded leather. One of these has a 
  table leg across his lap. The other has a 
  quarterstaff 
  resting 
  against 
  the 
  wall. 
  Although the human is also dressed in 
  battered 
  chainshirt, 
  he 
  appears 
  well 
  groomed, quite handsome in fact, and has a 
  longsword at his side.” 
   
  Characters who overhear the conversation could 
  make Gather Information checks in the inn to 
  identify the group. Check results of 10 or over 
  identify the half-orcs as Darak, Irkis and Vendic 
  - dock hands who are bullies. Results of 15 or 
  better also identifies the human as Brenandon, a 
  young Sunndian noble who arrived in Naerie a 
  few weeks ago after running into some sort of 
  trouble in Sunndi.  No one knows where these 
  individuals live. 
   
  The half-orcs stagger out of the back 
  door of the Inn an hour before midnight.  
  Brenandon waits half an hour before going into a 
  back room for half a minute to speak to the bard 
  (Nelsia, N Brd2) of the Silver Eel in private. He 
  then leaves by the front door.  If the bard is 
  confronted by the party, she will say that 
  Brenandon wished to thank her for her 
  performance. 
  If the half-orcs are confronted by the party in the 
  inn, a brawl is likely to break out. See encounter 
  7 for details of the Half Orc’s EL, treasure and 
  tactics.  
  If Brenandon is confronted he will deny 
  involvement in any mischief but will defend 
  himself if attacked.   
   
  The truth about Brenandon 
  Brenandon was a minor Sunndian noble who 
  once governed an estate close to the Hollow 
  Highlands.  He allowed a group of smugglers to 
  establish a base of operations on his land and 
  provided them with useful information in return 
  for a share of their profits.  Brenandon fell from 
  grace just one month ago after one of the 
  smugglers was caught and revealed the noble’s 
  duplicity. As the Sunndian guards rode into 
  Brenandon’s estate to arrest him and the other 
  smugglers, the young noble fled and crossed the 
  Hollow Highlands into Naerie. The news from 
  Sunndi suggests that most of the smugglers 
  escaped as well. Brenandon now plans to steal 
  sufficient wealth to buy himself a comfortable 
  life. 
  See encounter 8 for more details about 
  Brenandon. 
   
  Development:  The plot moves onto encounter 
  7. 
   
  Encounter 6: 
  Disposing of the bodies 
  Characters may need to deal with the aftermath 
  of a combat as they could have a few corpses or 
  captives to deal with. Options include: 
  ��Leaving the bodies in plain sight 
  ��Hiding the bodies 
  ��Informing the local guard 
   
  Leaving the bodies in plain sight 
  Captain Eryn (see encounter 2) will appear, 
  saying that he was awoken by the sound of 
  combat. He will advise the party to tell the local 
  guard what happened if the party acted in self-
  defense, otherwise he recommends hiding the 
  bodies in the side alley (crates, barrels and piles 
  of trash will do nicely). He will arrange for the 
  bodies to be collected in the morning by his 
  crew then dumped out at sea (Captain Eryn 
  knows that he could be held accountable for the 
  crimes of his employees). 
   
  Hiding the bodies 
  Bodies could be dumped down a side alley or 
  over the quay side into the sea. This should be 
  allowed to happen without too much problem.  
  Maybe give them a bit of a scare by having 
  three or four Nasranite Watch members (See 
  appendix 1) stopping nearby to catch up on 
  some rumors or news such as, 
   
  “I’ve heard some people tried to set fire to 
  the military barracks in Gornor’s Cove’ or ‘I 
  spent last week escorting new labor force to 
  Adderstone castle. Damn boring I tell you!” 
   
  Informing the local guard 
  If the party involves the local guard they can 
  find a patrol of five guards and one sertern 
  (sergeant) on the quayside.  The guards attend 
  the scene immediately, ask for the characters’ 
  names and pick the most charismatic character 
  to give a statement of what happened.   
  The 
  characters 
  killed 
  the 
  commoners 
  (encounter 4): The characters are arrested as 
  
  NAEI5-01 In the Docks 
   
  Page 10 
  murderers and must spend 26 TU doing forced 
  labour, unless the party spokesperson can make 
  a successful opposed Bluff-Sense motive check 
  against Embric to convince the guards that the 
  party was attacked by these two people. Embric 
  receives +15 modifier to his roll (for a total of 
  +17) if PCs have not disguised commoners and 
  planted weapons near them as two commoners 
  armed with daggers rarely attack armed 
  adventurers.  
  The 
  characters 
  killed 
  the 
  half-orcs 
  (encounter 7): The guards recognize the half-
  orcs as trouble makers and scoundrels. The 
  sertern of the patrol, Embric (LE), will be 
  unconcerned about their deaths if he believes 
  that the half-orcs started the fight. If the 
  character is lying that the half-orcs started the 
  fight, an opposed Bluff - Sense motive check 
  against Embric. The characters are allowed to 
  keep any equipment on the bodies and the 
  corpses are dragged onto the quay to be 
  collected by a wagon later. If the guards believe 
  that the party made an unprovoked attack on the 
  half-orcs then they are arrested as murderers 
  and must spend 26 TU doing forced labour.   
  The characters killed the thieves (encounter 
  8):   
  If all thieves are killed, it will be easy enough to 
  dispose of them either by throwing them off the 
  pier, into the trapdoor, or putting them into one 
  of the boxes which currently has gravel inside. 
  Any thief who escapes will not bother PCs in the 
  future. The only problem comes if guards 
  somehow find Brenandon’s corpse. He is after 
  all a minor noble and PCs must make 
  successful DC 15 Diplomacy checks to convince 
  them (or opposed Bluff – Sense motive with 
  guards receiving +5 bonus) they were attacked 
  first. If they fail, read the following: 
  The guards appear ready to put you in 
  manacles when two people appear around a 
  nearby corner. One is a woman with red hair 
  with an imposing figure and other is an older 
  man with short black hair and beard. Both 
  are wearing Nasranite Watch uniforms. 
  “Greetings Embric, what you caught this 
  night?” Embric quickly turns towards the 
  woman who asked the question. 
   
  These are Captain Belva (LN woman Ftr10) and 
  lieutenant Damar Rocharion (LN Ftr6/Rng2) of 
  Nasranite Watch.  
  Embric will give out a short report and 
  point out that Brenandon was a noble. Belva 
  seems intrigued until Damar interrupts her and 
  says he remembers that the man is actually 
  wanted in Sunndi - a message about him was 
  received from New Keep a while ago. The watch 
  collects the body and leaves the PCs alone, 
  bidding them good night. It is up to DN how you 
  roleplay this encounter. 
   
  Attacking the local guard 
  If the characters decide to attack the local guard 
  then changes are they will all be killed here as 
  Embrics patrol outclasses a typical group of 1st 
  level characters quite significantly. Nonetheless, 
  even if they win, alarm will be raised and PCs 
  are forced to flee unless they want to face Belva 
  or Damar in combat (this should not be rolled, 
  they defeat PCs easily) Players need to learn 
  some restraint if they are to successfully 
  adventure in Naerie.  
   
  Development:  As long as the characters 
  remain on guard, the adventure progresses to 
  the next encounter that the party has to face. 
   
  Encounter 7: 
  The thugs 
  The party arrives here following Encounter 1. 
  This encounter uses encounter maps 1 and 2.   
  An hour before midnight, three half-orc 
  thugs stagger out of the Silver Eel Inn via the 
  back door.  They have been encouraged by 
  Brenandon to raid the warehouse.  Brenandon 
  hopes to use them to weaken the characters on 
  guard. The thugs are not trying to hide. 
  Successful DC 8 Listen checks allow anyone 
  standing by the warehouse to hear the thugs 
  before Darak appears at location 3 on the DMs 
  map. This is the scene, as it appears from the 
  warehouse: 
  “The sound of uneven footsteps precedes 
  the appearance of three half orcs who 
  stagger into view. One carries what looks 
  like a table leg, the second one leans upon a 
  quarterstaff for support, and the last one 
  holds a small, leather sack in his hand. All of 
  them wear varieties of dirty, leather armor.”  
   
  APL 2 (EL 3) 
  Darak:  Male Half-orc Bbn1; hp 13; Appendix 1 
  Irkis:  Male Half-orc Rog1; hp 10; Appendix 1 
  Vendic:  Male Half-orc Ftr1; hp 11; Appendix 1 
   
  Treasure:  The only items of any value on the 
  thugs are their paltry equipment and each few 
  gold coins in their purses (as mixture of copper, 
  silver and gold) 
  APL2: Loot: (6 gp); Coin: (6 gp); Magic: (0 gp). 
   
  Tactics:  Characters who were aware of 
  the half-orcs’ approach can act in the surprise 
  round. The thugs cannot act in the surprise 
  round.  The half-orcs arrive in the following 
  order:  Darak (Barbarian), Vendic (Fighter) and 
  Irkis (Rogue).  Irkis also carries a crowbar with 
  which to break open the warehouse doors.   
  In the first full round of combat Darak 
  will use his faster movement to move to the far 
  
  NAEI5-01 In the Docks 
   
  Page 11 
  side of the closest guard, allowing Irkis to move 
  into a flanking position and make a sneak 
  attack.  Initially all the thugs try to deal subdual 
  damage (this has not been taken into account in 
  their statblocks).  Darak and Vendic therefore 
  suffer -4 to their attack rolls (Irkis uses a sap). 
  They start dealing lethal damage once any one 
  of them suffers lethal damage. Darak will also 
  rage if he personally suffers lethal damage. If 
  Darak is defeated his accomplices flee. Though 
  half-orcs appear a bit ragged, they are still not 
  yet in state where their combat powers would be 
  reduced because of alcohol. 
   
   
  Characters staying in the Silver Eel inn 
  After the opening round of combat, characters 
  sleeping in a rear room at the Silver Eel making 
  successful DC 1 Listen checks are woken by the 
  sound of the fight. They should roll initiative to 
  determine when they can act in the second 
  round. 
  Characters in the common room require 
  successful DC 6 Listen checks to hear the 
  combat.  Few patrons appear to notice but 
  simply shrug and say: 
   
  “It sounds like them half-orcs are scrapping 
  on their way home again.” 
   
  Development:   
  There are 3 possible paths in which the 
  adventure can now go: 
  ��Assuming the characters remain on guard, 
  they may need to deal with the bodies 
  (encounter 6) and then the adventure moves 
  to encounter 8.   
  ��If 
  the 
  half-orcs 
  gain 
  access 
  to 
  the 
  warehouse (e.g. by defeating the party or 
  the party remain in hiding) then they break 
  open the doors in one round and rush in. 
  Either randomly decide which half-orc 
  automatically falls in the trap (see location 
  11 in encounter 3), or, if the trap has already 
  been activated, after another 3 full rounds 
  the half-orcs open a crate and find it is full 
  of dirt.  Believing they have been tricked, 
  the remaining half-orcs run away before the 
  guards arrive. The plot progresses onto 
  encounter 8.   
  ��If the characters are badly injured, Captain 
  Eryn may come to their assistance (see 
  encounter 2) and then the adventure moves 
  to encounter 8. 
   
  Encounter 8: 
  The thieves 
  The party arrives here after Encounter 6.   
  Three thieves, led by Brenandon, plan to break 
  into the warehouse. They would prefer to break 
  in without drawing blood, but are prepared to kill 
  if necessary.  Events begin when it is close to 
  midnight. The planned sequence is as follows, 
  although the actions and locations of the party 
  may determine a different course of action: 
  Rounds 1 and 2: 
  ��Tucmor moves silently along the back of the 
  warehouses, 
  keeping 
  to 
  the 
  shadows, 
  intending to arrive at location 7 on the DMs 
  map. Feffer will be with him if he was 
  evicted from the barrel in encounter 2. 
  ��Brenandon walks along the quay, past the 
  Silver Eel Inn and arrives at location 3 on 
  the DMs map.  Read the following for any 
  characters waiting near the warehouse: 
  “You hear footsteps and the sound of 
  someone whistling a tune. A human 
  male, dressed in a chain shirt and 
  carrying a flaming torch appears around 
  the corner of a nearby warehouse. A 
  longsword swings in a scabbard upon 
  his belt.” 
  Location 3 should be marked on encounter 
  map 2 for the benefit of the players.  The 
  party should be asked what they are doing. 
  Party members with ranks in Perform (Sing) 
  can make a DC 15 Perform (Sing) check to 
  identify the tune as a Sunndian lullaby. 
  Rounds 3 to 5: 
  ��If the characters are not visible when 
  Brenandon arrives, he simply stands outside 
  the warehouse doors. He pretends to be on 
  guard but in reality is keeping watch. 
  ��If the party are visible when Brenandon 
  arrives, he addresses them: 
  [Read this in a loud, confident voice – 
  Brenandon wants to distract the party and 
  alert Tucmor to take up his position]. 
   
  “‘Good!  Rinnac said you looked reliable.  
  I’m Othwal one of the crew of the White 
  Lady. I just got released from the cells 
  and Captain Eryn said I had to take over 
  from you as my punishment. Here is a 
  platinum piece each, half your payment.  
  Rinnac says you can call it a night and 
  get the rest from him at the White Lady in 
  the morning.” 
   
   
  The man reaches into his pocket and 
  holds out [X] platinum pieces. 
  X = the number of visible characters.   
  ��The platinum pieces are actually copper 
  coins that were changed to a platinum 
  colour by the Silver Eel bard half an hour 
  before this encounter using a prestidigitation 
  spell. The coins detect as magical (of the 
  universal school) and characters who check 
  the coins that make a successful DC 15 
  Appraise check realise that they actually 
  have the markings of Sunndian copper 
  
  NAEI5-01 In the Docks 
   
  Page 12 
  coins.  Brenandon has a total of 10 such 
  coins in his pocket. A detect magic spell will 
  also reveal that the torch is magical and 
  there is a potion bottle (of the conjuration 
  school) in Brenandon’s belt pouch.   
  ��A successful DC 18 Sense Motive check 
  reveals that Brenandon is far too confident 
  for someone who is serving a punishment 
  and it seems suspicious that prisoners 
  should be released at this time of night. If 
  PCs ask about Eryn to comfirm he is a crew 
  member, he can answer almost any 
  question about him. However, he does not 
  know that Eryn serves Xerbo, so he answers 
  Zilchus instead. 
  ��Some 
  party 
  members 
  may 
  recognize 
  Brenandon from encounter 5 – this may 
  immediately lead to combat. 
  ��If PCs want to go to Eryn to comfirm things, 
  Brenandon readily agrees but will stab PCs 
  at the back at first opportunity. 
  Round 4: Tucmor (with or without Feffer) takes 
  up a position at location 7 and glances over the 
  alleyway.  If characters are hiding in the alley 
  then opposed Hide and Spot checks by Tucmor 
  and the party will be required to decide whether 
  the characters can see Tucmor and vice versa.  
  The DC to Spot Tucmor is 18 (as he is taking 
  10). Anyone paying attention to the conversation 
  with Brenandon suffers a -5 penalty to their Spot 
  check and every character suffers a further -1 
  for every 10 feet of distance between them and 
  location 6. 
  Round 5: Tucmor moves silently to position 8, 
  beneath the rear window ledge on the DMs map.  
  Listen checks should be called for from the party 
  (DC 17). The DC is increased by 5 for party 
  members involved in the conversation with 
  Brenandon and a further 1 for every 10 feet the 
  listener is away from Tucmor. 
  Round 6:   
  ��Tucmor climbs up to the ledge and 
  examines the window. 
  ��If Brenandon is challenged about his story or 
  the characters refuse to leave, then his 
  likely response is: 
  �� 
  “There are some of the other crew 
  keeping watch on me from a back room in 
  the Silver Eel inn’ he gestures towards the 
  rear of the inn ‘so I know I’ll be alright. If I 
  mess up again I’m off the ship so I got to 
  prove myself by doing this punishment by 
  myself.” 
   
  ��A successful DC 18 Sense Motive check 
  reveals that the man is unusually keen for 
  the characters to go away, seems overly 
  eager to draw their attention to the rear of 
  the inn and does not believe he is being 
  watched by crewmates.   
  Round 7-9:   
  Tucmor enters the warehouse and pries open 
  the first crate he encounters.   
  Round 10:  Tucmor opens the lid and is 
  attacked by the Stirges (see encounter 9). 
  Round 11:  Tucmor runs to and opens the 
  window then dies screaming. The party will 
  automatically hear this and know that it comes 
  from the back of the warehouse. Assume each 
  Stirge has sucked 2 points of Constitution if 
  Tucmor is killed.  
  Round 12:   
  ��Roll for initiative 
  ��Feffer, who is either at location 5 or 6 casts 
  reduce person on himself. 
  ��The stirges fly out the open window 
  searching for more blood – they will find the 
  characters. 
   
  APL 2 (EL 2) 
  Tucmor: Male Dwarf Exp1; hp 7; Appendix 1. 
  Feffer: Male Gnome Sor1; hp 9; Appendix 1. 
  Brenandon: Male Human Ari1; hp 8; Appendix 
  1. 
   
   
  Treasure: 
  As well as their equipment, the thieves each 
  carry gems and jewelry that they have stolen in 
  the past few days as well as bracers of armor 
  and other valuable gear. 
  APL2: Loot: (56gp); Coin: (50 gp); Magic: . 
  Potion of cure light wounds (4 gp), bracers of 
  armor +1 (83gp) 
  Detect magic results: Potion of cure light 
  wounds (faint conjuration), bracers of armor 
  (faint abjuration) 
   
  Tactics 
  The plan is for Brenandon to distract the guards 
  while Tucmor breaks in to the warehouse. They 
  will meet up later to share the treasure. Feffer 
  stands by to blast any interfering guards with 
  color spray. The thieves are selfish and feel little 
  loyalty towards each other, so will withdraw and 
  escape if they lose more than 50% of their hit 
  points. They would also prefer to make off with 
  the treasure rather than aiding each other in a 
  fight. All of them know, however, that they will 
  be harshly treated if handed over to the guards 
  and will fight to the death if they are unable to 
  escape. They will not coup de grace PCs but 
  might kick them for more subdual damage to 
  make sure they stay unconscious, but if they 
  take down all PCs, they won’t hesitate to rob all 
  their stuff. 
   
  Development: The characters may need to deal 
  with the bodies of the thieves, in which case the 
  adventure 
  moves 
  to 
  encounter 
  6 
  before 
  progressing to encounter 10. If any thieves are 
  
  NAEI5-01 In the Docks 
   
  Page 13 
  handed over to guards, they will be sentenced to 
  forced labor for years. 
   
  Encounter 9: 
  The flock of stirges 
  There are four possibilities about who will 
  release the stirges and when: 
  ��The party during encounter 3 
  ��Tucmor during encounter 8 
  ��The Xorn during encounter 10 
   
  Tactics: The hungry stirges are waiting quietly 
  in the crate. They use Listen checks (+4) to 
  notice anyone approaching the crate. If it is 
  opened they will act in the surprise round, taking 
  5 foot ‘hops’ to attach themselves to anyone 
  nearby.   
   
  APL 2 (EL 3) 
  Stirges (6):  hp 5; Monster Manual p. 237 or 
  Appendix 1. 
   
  Encounter 10: 
  The real thief 
  The party arrives at this encounter following 
  encounter 7.  Read the following to the party: 
   
  “The sky is slowly lightening.  Dawn is 
  approaching and your job is nearly at an 
  end.  Suddenly you hear a crunching noise, 
  like wood being shredded, coming from the 
  centre of Eryn’s warehouse.” 
   
  Anyone inside the warehouse will see the 
  following: 
  “A peculiar, ugly creature emerges from the 
  ground.  It’s stout, one-and-a-half foot high 
  body is covered in skin that resembles 
  pebbles and is supported upon three legs. It 
  also has three arms and, between each of 
  them, an eye. In a voice that sounds like 
  rocks being ground together it utters a word 
  in a language that is as peculiar as the 
  creatures’ appearance. Creatures unnaturally 
  largemouth is filled with teeth.” 
  Any player making a successful DC 13 
  Knowledge (the planes) check, can identify the 
  creature as an juvenileXorn, a creature from the 
  plane of earth that has a taste for precious 
  metal. The word it uttered was ‘food’ in Terran 
  (the only language it currently understands). For 
  every 5 points that PCs score over 13, you can 
  reveal useful information about Xorns such as 
  their damage reduction, energy resistances and 
  so on.  
   
  Tactics: After reading the introduction, initiative 
  should be rolled. The Xorn has broken open the 
  crate marked as location 10 on the DMs map. 
  This  releases the stirges (see encounter 9) 
  unless they have already been released. If so, 
  the Xorn disappears into the earth and waits to 
  ambush the guards after they have dealt with 
  the stirges. If the stirges have already been 
  released then the Xorn devours one electrum 
  ingot a round until they are all gone. There are 
  12 in total. If there are guards already hiding in 
  the warehouse, the Xorn will detect them using 
  his Tremorsense ability and try to avoid their 
  line of sight. Should someone speak Terran, 
  they can convince the Xorn to leave by making 
  a successful DC 15 Diplomacy or Intimidate 
  check and offering it 2 pounds of precious metal 
  to eat (the Xorn may make an offer as well). If 
  the Xorn is reduced to 7 hp or less then it 
  withdraws into the ground and will not reappear. 
  The Xorn is not really looking for a fight but it’s 
  still eager to get a couple of tasty electrum 
  ingots as snack. 1st level characters may have 
  difficulties in actually hitting the Xorn because of 
  it’s high AC. Grappling or throwing nets might 
  are much better solution (two sets of cargo 
  netting could be used as improvised nets). If the 
  Xorn is ever succesfully grappled, it uses it’s bite 
  and tries to escape by disappearing into the 
  ground. Once it escapes, it does not return. If 
  actually captured (by net, tangletfoot bag, etc.), 
  the juvenile Xorn is actually quite a pathetic 
  creature, whimpering that it only wanted 
  something to eat. Eryn will take it as a pet if it is 
  alive.  
   
  APL 2:  (EL 2) 
  Lesser Xorn:  Hp 22; Appendix 1. 
  Conclusion: 
  The reward 
  The party arrives at the conclusion following 
  encounter 10.  
   
  “As dawn arrives, life starts to return to the 
  docks.  Seagulls circle the quay and greet 
  the day with their raucous cries. Yawning 
  workers pass you on their journey to work 
  and call greetings to one another. The sound 
  of clopping hooves and the squeaking of 
  wheels can soon be heard over the other 
  noises. 
  A 
  wagon 
  trundles 
  into 
  sight.  
  Walking beside the wagon is Rinnac and a 
  number of dockhands.  Sitting beside the 
  driver is a well dressed human.” 
   
  This ‘well dressed human’ is Captain Eryn.  The 
  party will recognize him if they encountered him 
  during the night (see encounter 2).   
   
  “As he clambers down from the wagon, the 
  smartly dressed individual smiles at you. 
  
  NAEI5-01 In the Docks 
   
  Page 14 
   
  ‘I am Captain Eryn.  Let me start by 
  congratulating you for surviving the night.  
  Now, tell me about your evening while I 
  check my wares.’ 
   
  Within minutes, Captain Eryn has 
  taken stock of the situation.” 
   
  Only 1 or 2 pieces of electrum were lost 
  “‘My wares are [almost] intact. You have 
  proven yourselves reliable and competent 
  individuals.  Here are the 20 pieces of gold 
  that was promised to each of you. I may have 
  another job that you would be interested 
  in.’” 
   
  Treasure: 
  APL2: Loot: (0gp); Coin: (20 gp); Magic: (0 gp). 
   
  In addition the character’s earn The Respect of 
  Captain Eryn to their Adventure Record. 
   
  3 or more pieces of electrum were lost 
  “‘I am disappointed that my goods are not 
  intact.  Nonetheless, you have proven that 
  you have some abilities that will be of use to 
  me so I am minded to pay you half of what 
  was promised.  I may have another job for 
  you in the future if you are interested.”   
   
  Treasure: 
  APL2: Loot: (0gp); Coin: (10 gp); Magic: (0 gp). 
   
  The characters identified the Xorn 
  ‘The news of that subterranean creature is 
  welcome indeed. My plan almost worked. I 
  will divide with you the reward that I have 
  earned for identifying this troublesome 
  thief.’ 
   
  Treasure: 
  APL2: Loot: (0gp); Coin: (25 gp); Magic: (0 gp). 
   
  The characters killed/captured the Xorn 
  “Congratulations on killing/capturing this 
  thief and fulfilling my plan. I shall divide with 
  you the reward that I have earned.” 
   
  Treasure: 
  APL2: Loot: (0gp); Coin: (50 gp); Magic: (0 gp). 
  In addition the character’s earn The Respect of 
  Captain Eryn to their adventure record.  
   
  The characters may be disgruntled about being 
  ‘set up’ by Eryn or having to share the reward for 
  the identification or killing of the Xorn. Captain 
  Eryn can explain his actions to the characters 
  but the authorities will side with Eryn in relation 
  to the payment: It was his plan and the 
  characters were his employees. They are lucky 
  to get a share at all. 
   
  If PCs have done silly things such as stealing 
  the ingots or attacked members of Nasranite 
  Watch, DM should give each of them a “Wanted 
  in Ahlissa AR” which is available from Naerie 
  website and mark the appropriate crime to it. 
   
  The End 
   
  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. 
   
  Encounter 3:  Eryn’s Warehouse 
  Surviving the trap 
  APL2  30 XP 
   
  Encounter 4:  The evening stroll 
  Letting the commoners pass unmolested 
  APL2  30 XP  
   
  Encounter 7:  The thugs 
  Defeating the three half-orc thugs  
  APL2  90 XP 
   
  Encounter 8:  The thieves 
  Defeating the three thieves 
  APL2  60 XP 
   
  Encounter 9:  The stirges 
  Defeating the stirges 
  APL2  90XP 
   
  
  NAEI5-01 In the Docks 
   
  Page 15 
  Encounter 10:  The real thief 
  Defeating the Xorn 
  APL2  60 XP 
   
   
   
  60 XP 
   
  Discretionary roleplaying award 
  Awarded by DM for good roleplaying to those 
  who play their characters and avoid meta-
  gaming.  
  APL 2 90 XP 
   
   
    
  30 XP 
   
  Total Possible Experience:  
   
  APL2  450 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. 
  Because this is a Regional scenario, characters 
  may spend additional Time Units to practice 
  professions or create items immediately after 
  the adventure so this total may be modified by 
  other circumstances.  
   
  Loot = Looted gear from enemy; Coin = 
  Coin, Gems, Jewelry, and other valuables; 
  Magic = Magic Items. 
  Encounter 3: The warehouse 
  APL2: Loot 0 gp; Coin: 50 gp; Magic: 0 gp 
   
    
  Encounter 7: The thugs 
  APL2: Loot: (6 gp); Coin: (6 gp); Magic: (0 gp). 
   
  Encounter 8: The thieves 
   
  APL2: Loot: (56gp); Coin: (50 gp); Magic: Potion 
  of cure light wounds (4 gp), bracers of armor +1 
  (83gp) 
   
  Conclusion: 
  Either: 1 or 2 pieces of electrum lost 
   
  APL 2:  Loot: 0 gp; Coin 20 gp; Magic 0 
  gp 
  Or: 3 or more pieces of electrum lost 
   
  APL 2:  Loot: 0 gp; Coin 10 gp; Magic 0 
  gp 
  And either: Xorn identified 
   
  APL 2:  Loot: 0 gp; Coin 25 gp; Magic 0 
  gp 
  Or: Xorn killed/captured 
   
  APL 2: Loot: 0 gp; Coin 50 gp; Magic 0 
  gp 
   
   
  Total Possible Treasure 
   
  APL 2: Loot: 62 gp ; Coin: 126 gp; 
  Magic: 87 gp - Total: 275 gp 
   
   
   
  Campaign  
  Consequences 
  1: Did the party kill Brenandon or did he 
  escape? 
   
  2: What happened to the Xorn? 
   
  Send answers to sampo@haarlaa.fi
  
  NAEI5-01 In the Docks 
   
  Page 16 
  Items for the Adventure 
  Record 
   
  The respect of Captain Eryn:  You impressed Captain 
  Eryn with your abilities while guarding his warehouse.  As 
  well as being keen to hire you again, Captain Eryn’s 
  enthusiastic praise of your abilities gives you a +2 bonus to 
  Gather Information and Diplomacy checks during your next 
  Naerie regional. 
  
  NAEI5-01 In the Docks  
   
  Page 17 
  Appendix 1: 
  Encounters 
   
  Introduction 
   
  Rinnac: 
  Human 
  Exp2; 
  CR 
  1; 
  medium 
  humanoid; HD 2d6+2; hp 10; Init +1; Spd 30 ft; 
  AC 13 ( touch 11, flat -footed 12) [+2 armor, +1 
  dex]; Base Atk +1; Grp +2; Atk: +3 melee 
  (1d4+2/19-20, 
  +1 
  dagger ) 
  or 
  +2 
  ranged 
  (1d4+1/19-20, dagger); Full Atk: +3 melee 
  (1d4+2/19-20, 
  +1 
  dagger ) 
  or 
  +2 
  ranged 
  (1d4+1/19-20, dagger);  AL N; SV Fort +1, Ref 
  +1, Will +3; Str 13, Dex 12, Con 12, Int 13, Wis 
  10, Cha 12.  
   
  Skills and Feats:   Climb +6, Diplomacy 
  +6, Intimidate +6, Jump +6, Knowledge (Nature) 
  +5, Profession (Sailor) +8, Spot +5, Swim +6; 
  Endurance, Skill Focus (Profession )  
   
  Possessions:  +1 dagger, 
  dagger, 
  leather armor,  potion of cure light wounds  
   
  Encounter 2:  Meeting Captain Eryn  
   
  Captain Eryn: Human Clr3 of Xerbo; CR 3; 
  medium humanoid; HD 3d8+3; hp 21; Init +1; 
  Spd 20 ft; AC 15 (touch 11, flat -footed 14) [+4 
  armor, +1 dex]; Base Atk +2; Grp +4; Atk:  +5 
  melee (1d8+3, masterwork trident) ; Full Atk +4 
  melee (1d8+3,masterwork trident);  AL N; SV 
  Fort +3, Ref +2, Will +5; Str 14, Dex 12, Con 
  12, Int 10, Wis 15, Cha 12.  
  Skills and Feats:   Concentration +10 
  (+14 when casting defensively), Profession 
  (Merchant) +8, Profession (Navigator) +8; 
  Combat Casting, Martial weapon prof. (Trident), 
  Skill Focus (Concentration).  
   
   
  Cleric Spells Prepared (4/4/3); (DC 12 + 
  spell level):  0 – detect magic, guidance, light  
  (2); 1
  st – bane, calm animals*, command, 
  sanctuary 2
  nd – f og cloud*, spiritual weapon, 
  summon monster II,  
   
   
  *Domain 
  spell. 
   
  Domains: 
  Animal 
  (Speak with animals  1/day),  Water (turn fire 
  creatures, rebuke water creatures).  
   
   
  Possessions: Masterwork trident, 
  +1 
  studded leather armor, quaal’s feather token 
  (fan), silver holy symbol, scroll of cure light 
  wounds.  
   
  Encounter 4 (EL 1):  The evening stroll  
  Rinswallis: Half-Elf Com1; CR ½; medium 
  humanoid (elf); HD 1d4; hp 3; Init +0; Spd 30 ft; 
  AC 10 (touch 10, flat -footed 10); Base Atk +0; 
  Grp -1; Atk: -1 melee (1d4-1/19-20, dagger) or 
  +0 ranged (1d4 -1/19-20, dagger); Full Atk -1 
  melee (1d4-1/19-20, dagger) or +0 ranged (1d4 -
  1/19-20, dagger);SQ Low -light vision; AL N; SV 
  Fort +0, Ref +0, Will +1; Str 9, Dex 11, Con 10, 
  Int 10, Wis 13, Cha 10.  
  Skills and Feats:   Profession (Scribe) 
  +7, Listen +6; Skill Focus (Profession)  
  Possessions:  Dagger, torch  
   
  Eleena: 
  Human 
  Com1; 
  CR 
  ½; 
  medium 
  humanoid (human); HD 1d4; hp 3; Init +0; Spd 
  30 ft; AC 11 , touch 10, flat -footed 11 [+1 
  armor]; Base Atk +0; Grp +0; Atk: +0 melee 
  (1d4/19-20, dagger) or +0 ranged (1d4/19 -20, 
  dagger); Full Atk +0 melee (1d4/19 -20, dagger) 
  or +0 ranged (1d4/19 -20, dagger); AL NG; SV 
  Fort +0, Ref +0, Will +2; Str 10, Dex 11, Con 
  10, Int 10, Wis 10, Cha 12.  
  Skills and Feats:   Handle Animal +7, 
  Ride +4, Profe ssion (Groom) +4; Iron Will, Skill 
  Focus (Handle animal)  
  Possessions:  Dagger, padded armor.  
   
  Encounter 6 (EL 6):  Disposing of the bodies  
   
  Sertern Embric:  Male human (Oeridian) War3; 
  CR 2; medium humanoid (human); HD 3d8+6; 
  hp 22; Init +1; Spd 30 ft; AC 1 6 (touch 11, flat -
  footed 15) [+4 armor, +1 shield, +1 dex] ; Base 
  Atk +3; Grp +5; Atk +7 melee (1d8+2/19 -20, 
  masterwork longsword) or +5 melee (1d6+2 
  subdual, sap) or +4 ranged (1d8/19 -20, light 
  crossbow); Full Atk +7 melee (1d8+2/19 -20, 
  masterwork longswor d) or +5 melee (1d6+2 
  subdual, sap) or +4 ranged (1d8/19 -20, light 
  crossbow); AL LE; SV Fort +4, Ref +2, Will +2; 
  Str 14, Dex 12, Con 13, Int 10, Wis 12, Cha 11.  
   
  Skills and Feats  : Climb +4 (+2 in armor), 
  Handle Animal +2, Intimidate +5, Jump +4 (+2 
  in armor), Listen +3, Profession (watchman) +2, 
  Ride+2, Spot +3, Sense Motive +2, Swim+4 (+0 
  in armor); Alertness, Toughness, Weapon focus 
  (Longsword) 
   
  Possessions : 
  Masterwork 
  longsword,, 
  dagger, spiked gauntlet, light crossbow, 10 
  bolts, sap, chainshirt, small  steel shield, signal 
  whistle, bull’s eye lantern.  
   
   
  Nasranite watch member (8):   Male/Female 
  human (Oeridian -Suel) War2; CR 1; medium 
  humanoid (human); HD 2d8+5; hp 15; Init +1; 
  Spd 30 ft; AC 16 (touch 11, flat -footed 15) [+4 
  armor, +1 shield, +1 dex] ; Base Atk +2; Grp +4; 
  Atk +5 melee (1d8+2/19 -20, longsword) or +4 
  melee (1d6+2 subdual, sap) or +3 ranged 
  (1d8/19-20, light crossbow); Full Atk +5 melee 
  
  NAEI5-01 In the Docks  
   
  Page 18 
  (1d8+2/19-20, longsword) or +4 melee (1d6+2 
  subdual, sap) +3 ranged (1d8/19 -20, light 
  crossbow); SA -; SQ human traits; AL LN; SV 
  Fort +4, Ref +1, Will +0; Str 14, Dex 12, Con 
  13, Int 10, Wis 11, Cha 11.  
   
  Skills and Feats  : Climb +4, Handle Animal 
  +2, 
  Intimidate 
  +4, 
  Jump 
  +3, 
  Profession 
  (watchman) +1, Ride+3, Swim+4 (+0 in armor); 
  Toughness, Weapon Focus (Longs word) 
   
  Possessions : Longsword, dagger, spiked 
  gauntlet, 
  light 
  crossbow, 
  10 
  bolts, 
  sap. 
  chainshirt, small steel shield, , signal whistle, 
  bull’s eye lantern.  
   
  Encounter 7 (EL 3):  The Raid  
   
  Darak: Male Half-orc Bbn1; CR 1; medium 
  humanoid (orc); HD 1d12+21 ; hp 13; Init +2; 
  Spd 40 ft; AC 16, touch 12, flat -footed 1 [+3 
  armor, +1 shield, +2 dex]; Base Atk +1; Grp +4; 
  Atk: +4 melee (1d6+3, club); Full Atk +4 melee 
  (1d6+36, club); SA Rage; SQ Darkvision 60 ft.; 
  AL NE; SV Fort +3, Ref +2, Will -2; Str 17, Dex 
  14, Con 13, Int 10, Wis 10, Cha 6.  
  Skills and Feats:  Climb +4, Initimidate 
  +2, 
  Profession 
  (dockhand), 
  Swim 
  +45; 
  Endurance 
  Possessions: Club, dagger, studded 
  leather armor, buckler.  
   
   
   
  Irkis: Male Half -orc Rog1; CR 1; medium 
  humanoid (orc); HD 1d6+4; hp 10; I nit +3; Spd 
  30 ft; AC 15 , (touch 13, flat -footed 12) [+2 
  armor, +2 dex]; Base Atk +0; Grp +3; Atk: +3 
  melee (1d6+3 subdual, sap) or +2 ranged 
  (1d4+2/19-20, dagger); Full Atk: +3 melee 
  (1d6+3 subdual, sap) or +2 ranged (1d4+2/19 -
  20, dagger);; SA Sneak Atta ck +1d6; SQ 
  Darkvision 60 ft.; AL CN; SV Fort +2, Ref +4, 
  Will --1; Str 16, Dex 15, Con 13, Int 10, Wis 8, 
  Cha 8. 
  Skills and Feats:   Appraise +2, Escape 
  Artist +4, Hide +4, Listen +1, Move Silently +4, 
  Sleight of Hand +4, Spot +1, Use Rope +4; 
  Toughness 
  Possessions: 
  sap, 
  dagger, 
  leather 
  armor, 
   
  Vendic: Half-Orc Ftr1; CR 1; medium humanoid 
  (orc); HD 1d10+1; hp 11; Init +2; Spd 30 ft; AC 
  16 (touch 12, flat -footed 1) [+3 armor, +1 two -
  weapon defense, +2 dex]; Base Atk +1; Grp +5; 
  Atk: +5 melee (1d6+4, quarters taff) Full Atk 
  +2/+2 melee (1d6+4/1d6+2, quarterstaff);  SQ 
  Darkvision 60 ft.; AL NE; SV Fort +3, Ref +2, 
  Will -1; Str 18, Dex 15, Con 13, Int 10, Wis 8, 
  Cha 6. 
  Skills and Feats:  Climb +6, Indimidate 
  +2, Swim +6; Two -Weapon Defense, Two -
  Weapon Fighting  
  Possessions:  , quarterstaff, dagger, 
  studded leather armor  
   
  Encounter 8 (EL 2):  The thieves  
   
  Tucmor: Dwarf Exp1; CR ½; medium humanoid 
  (dwarf); HD 1d6+3; hp 7; Init +1; Spd 20 ft; AC 
  15  (touch 13, flat -footed 15) [+3 armor, +1 dex]; 
  Base Atk +0; Grp +0; At k: +0 melee (1d8, heavy 
  mace) or +1 ranged (1d4/19 -20, dagger); Full 
  Atk: +0 melee (1d8, heavy mace) or +1 ranged 
  (1d4/19-20, dagger);  SQ darkvision 60ft; AL N; 
  SV Fort +2, Ref +1, Will +1; Str 11, Dex 13, 
  Con 14, Int 10, Wis 9, Cha 6.  
  Skills and Feats:   Climb +4, Jump +4, 
  Open Locks +5, Disable Device +5, Move 
  Silently +7, Hide +7; Stealthy.  
  Possessions:  Heavy mace, dagger (2), 
  leather armor, masterwork thieves’ tools  
   
  Brenandon:  Human Ari1; CR ½; medium 
  humanoid; HD 1d6+2; hp 8; Init +1; Spd 30 ft; 
  AC 15, (touch 11, flat -footed 14) [+4 armor, +1 
  dex]; Base Atk +0; Grp +2; Atk: +3 melee 
  (1d8+2/19-20, masterwork longsword) or +1 
  ranged (1d4+2/19 -20, dagger); Full Atk: +3 
  melee (1d8+2/19 -20, masterwork longsword) or 
  +1 ranged (1d4+2/19 -20, dagger); ; AL NE ; SV 
  Fort +2, Ref +1, Will +1; Str 14, Dex 12, Con 
  14, Int 10, Wis 8, Cha 14.  
  Skills and Feats:   Appraise +4, Bluff +8, 
  Gather Information +4, Intimidate +8Spot +2; 
  Dodge, Persuasive  
  Possessions:  Masterwork longsword, 
  dagger, chain shirt, everburning torc h, potion of 
  cure light wounds   
   
  Feffer: Gnome Sor1; CR 1; small humanoid 
  (gnome); HD 1d4+5; hp 9; Init +2; Spd 20 ft; AC 
  14, (touch 13, flat -footed 12) [+1 size, +2 dex, 
  +1 bracers]; Base Atk +0; Grp -5; Atk: +0 melee 
  (1d6-1, small morningstar) or +3 rang ed (1d3-
  1/19-20, dagger); Full Atk: +0 melee (1d6 -1, 
  small morningstar) or +3 ranged (1d3 -1/19-20, 
  dagger);; ; SA spells; SQ low -light vision; AL 
  CN; SV Fort +3, Ref +2, Will +3 (+5 vs 
  illusions); Str 8, Dex 14, Con 15, Int 10, Wis 12, 
  Cha 15. 
  Skills and F eats:  Hide +11, Listen +4, 
  Spot +4; Skill focus (Hide).  
  
  NAEI5-01 In the Docks  
   
  Page 19 
  Toad Familiar:  Grants +3 hp, uses the 
  better of its own or its masters saves  
  Alertness:  The familiar grants Feffer 
  the Alertness feat when within arm’s reach.  
  Improved 
  evasion 
  (Ex): 
   
  When 
  subjected to an attack that allows a Reflex save 
  for half damage, the familiar takes no damage 
  on a successful save and half damage if it fails.    
  Sorcerer spells known  (6/5) (DC = 12 + 
  spell level): 0 – daze (DC 12), detect magic, 
  mage hand, open/close, read magic ; 1 – color 
  spray (DC 14), reduce person.  
   
   
  Gnome Spells (Ex): 1/day – dancing 
  lights, ghost sound, prestidigitation  
   
  Possessions: 
  Morningstar, 
  2 
  daggers, 
  bracers of armor +1  
   
  Feffer (after reduce person  spell): Gnome Sor 
  1; CR 1; tiny humanoid (gnome); HD  1d4+9; hp 
  13; Init +3; Spd 20 ft; AC 15, (touch 14, flat -
  footed 13) [+2 size, +2 dex, +1 bracers];  Base 
  Atk +0; Grp 
  -9; Atk: +1 melee (1d4 -2, 
  morningstar) 
  or 
  +4 
  ranged 
  (1d2 -2/19-20, 
  dagger); Atk: +1 melee (1d4 -2, morningstar) or 
  +4 ranged (1d2-2/19-20, dagger); Space/Reach 
  2½ ft./0 ft.; SA spells; SQlow -light vision; AL 
  CN; SV Fort +3, Ref +2, Will +3 (+5 vs 
  illusions); Str 6, Dex 16, Con 16, Int 10, Wis 10, 
  Cha 16. 
  Skills and Feats:   Hide +16, Listen +4, 
  Spot +4; Skill focus (Hide).  
   
  Toad Familiar (Ex): CR -; Diminutive magical 
  beast; HD ¼d8; hp 4; Init +1; Spd 5 ft; AC 15 
  (+4 size, +1 dex), (touch 15, flat -footed 14) [+4 
  size, +1 dex]; Base Atk +0; Grp -17; Atk: -; Full 
  Atk -; Space/Reach 1 ft./0 ft.; SQ Amphibious, 
  low-light vision; AL CN; SV Fort +3, R ef +3, Will 
  +2; Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4.  
   
  Encounter 9: Flock of Stirges  
   
  Stirge (6): CR 1/2; tiny magical beast: HD 1d10; 
  hp 5; Init +4; Spd 10 ft, fly 40ft (average); AC 
  16, (touch 16, flat -footed 12) [+2 size, +4 dex]; 
  Base Atk +1; Gr p –11 (+1 when attached); Atk: 
  Touch +7 melee (attach): Full Atk Touch +7 
  melee (attach); Space/Reach 2½ ft./0 ft.; SA 
  attach, blood drain; SQ Darkvision 60ft, low -light 
  vision; AL N; SV Fort +2, Ref +6, Will +1; Str 3, 
  Dex 19, Con 10, Int 1, Wis 12, Cha 6 . 
   
  Skills and Feats:   Hide +14, Listen +4, Spot 
  +4; Alertness, Weapon Finesse.  
   
  Attach (Ex) : If a stirge hits with a touch 
  attack, it uses its eight pincers to latch onto the 
  opponent’s 
  body. 
  An 
  attached 
  stirge 
  is 
  effectively grappling its prey. The stirge  loses its 
  Dexterity bonus to AC and has an AC of 12, but 
  holds on with great tenacity. Stirges have a +12 
  racial bonus on grapple checks (already figured 
  into the Base Attack/Grapple entry above). An 
  attached stirge can be struck with a weapon or 
  grappled itself. To remove an attached stirge 
  through grappling, the opponent must achieve a 
  pin against the stirge.  
   
  Blood Drain (Ex) : A stirge drains blood, 
  dealing 1d4 points of Constitution damage in 
  any round when it begins its turn attached to a 
  victim. Once it has dealt 4 points of Constitution 
  damage, it detaches and flies off to digest the 
  meal. If its victim dies before the stirge’s 
  appetite has been sated, the stirge detaches 
  and seeks a new target.  
   
  Encounter 10:  The real thief  
   
  Lesser Xorn:  CR 2; tiny outsider (Extraplanar, 
  Earth); HD 3d8+9; hp 22; Init +0; Spd 20 ft., 
  burrow 20 ft.; AC 25  (touch 13, flat -footed 24) 
  [+2 size, +12 natural, +1 dex]; Base Atk +3; Grp 
  –-4; Atk: +5 melee (1d10, bite); Full Atk +5 
  melee (1d10, bite) and –+2 melee (1d2, 3 
  claws); SQ: All -around vision, earth glide, 
  damage reduction 5/bludgeoning, darkvision 60 
  ft., immunity to cold and fire, resistance to 
  electricity, tremorsense 60 ft.; Space/Reach 
  2½ft./0ft.; AL N; SV Fort +4, Ref +0, Will +2; Str 
  11, Dex 12, Con 15, Int 1 0, Wis 11, Cha 10.  
  Skills and Feats:   Hide +11,  Intimidate 
  +3, Knowledge (dungeoneering) +6, Listen +6, 
  Move silently +4, Search +6, Spot +8, Survival 
  +6 (+8 when following tracks underground); 
  Multi-Attack, Toughness  
  Possessions:  None 
  Earth Glide (Ex):  Moves through earth, 
  soil and stone without leaving a tunnel or sign of 
  its passage.  
  All-Around Vision (Ex):  A Xorn cannot 
  be flanked. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  NAEI5-01 In the Docks  
   
  Page 20 
   
   DM Aid: 
  DM’s maps of Eryn’s Warehouse 
   
   
  One square = 5 feet  
   
   
  Difficult terrain (costing double movement to enter).  Also, at night this square is in near total 
  darkness.  Without darkvision or artificial light, this square provides 40% concealment and +1
  0 
  to hide checks and it costs double movement to enter this square:  i.e. four times normal 
  movement in total.  
  
  NAEI5-01 In the Docks  
   
  Page 21 
   
  Encounter Map 1: 
  The warehouse district 
   
   
  One square = 10 feet  
   
   
   
   
   
   
   
   
  
  NAEI5-01 In the Docks  
   
  Page 22 
   
  Encounter Map 2: 
  Eryn’s warehouse 
   
   
  One square = 5 feet  
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/595/Intro mods/NAEI5-01 - In the Docks/NAEI5-01 - In the Docks.pdf