TEXT: BDKA6−02 
   
   
   
   
   
  Two Sides to Every Story 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Bandit Kingdoms Adventure 
  Version 1.2 
   
   
  by Joe Aker 
  Reviewers: Patrick Walsh, Robert Watson 
  Triad Reviewers: Theo Judd & Susan Threadgill 
   
   
  A lieutenant of the Rookroost guard requests you to hunt down a renegade cult of Iuzian heretics. It 
  seems the perfect task; fight followers of the Lord of Pain while contributing to in-fighting. But is the task 
  really that simple? Your story could be one to tell fellow adventurers around a camp fire, or it may be 
  one only fit to speak of at inns with ones you can trust. Which tale will you be telling? A Bandit 
  Kingdoms Introductory adventure set in Rookroost for 1st level heroes only. 
   
  Resources for this adventure [and the authors of those works] include Spell Compendium [Matthew 
  Sernett, Jeff Grubb, Mike McArtor].
  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 Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how 
  you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at 
  www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the 
  US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of 
  fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 
  Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  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, 2007.  
   
  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.  
  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. 
  BDKA6-02 Two Sides to Every Story 
   
  Page 2 
  
  # 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 
   
  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 one-round Introductory 
  adventure, set in the Bandit Kingdoms. Characters 
  native to the Bandit Kingdoms pay 1 Time Unit 
  per round; all other characters pay 2 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. 
  Characters 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 character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character 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 character 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 
  A cell of the Rookroost Thieves’ Guild has recently 
  stolen a collection of papers from a lieutenant of 
  the Rookroost guard. These papers give the names 
  of people who are not loyal to the Northern 
  Alliance. Despite the fact that these papers were 
  supplied by an unknown source, the lieutenant 
  has reason to believe they are authentic; however, 
  he was unable to decipher them as they are 
  written in code. The papers are hot, and the Guild 
  is trying to get them out of town for decoding. 
  There are elements of the Guild who are unhappy 
  with the status quo and wish to make nice with 
  the enemy of their enemy. 
   
  There is also a new sheriff in town. Sheriff 
  Flaknor was promoted from within the Rookroost 
  guard to replace Org’la, the hill giant who served 
  in the post before being slain. Flaknor is a brutally 
  efficient man and has put a lot of pressure on the 
  city guards to find out who is responsible for the 
  theft. The ruler of Rookroost, High Lord 
  BDKA6-02 Two Sides to Every Story 
   
  Page 3 
  
  Tadurinal, is also putting pressure on Flaknor to 
  root out noncompliant cells of the Guild, as 
  Tadurinal suspects that certain Guild members are 
  directly responsible for the Ritual of Raven 
  Binding which has galvanized many people 
  against him and the Empire of Iuz (see BDKI6-04 
  Master of the Rooks). 
   
  The Guild cell in possession of the papers was 
  based in an old run-down tavern and inn called 
  the Wayfarer Tavern. However, not knowing if 
  their cover is blown, they have moved their base 
  of operations to the sewers. In the rush to vacate 
  the Wayfarer Tavern, they accidentally left a map 
  and a list naming some of the bribed guards, 
  information that could lead back to the cell. 
   
  ADVENTURE SUMMARY 
  The PCs are walking a busy street in Rookroost 
  when they witness two rather large half-orc 
  guards point out a random individual. The guards 
  then start beating the unfortunate victim, telling 
  him to confess to his theft, while a crowd of 
  people stand around watching. At this point, the 
  PCs can do one of two things: they can be heroic 
  and attack/bribe the guards to help the man 
  (Encounter 3) or they may simply sit back and 
  watch (Encounter 2). Their decision determines 
  how the story unfolds.  
   
  Path 1: Help the Northern Alliance 
  PCs that do not get involved see that a lieutenant 
  shows up and slaps the guards around, belittling 
  them in front of everyone. Afterwards, he gets the 
  attention of PCs who are obviously mercenaries 
  and asks if he may speak with them. The 
  lieutenant offers to buy the PCs lunch and 
  discusses the need for a strong arm to work 
  “under the table” without connection to Sheriff 
  Flaknor. If the PCs seem amenable, he flashes a 
  holy symbol of Trithereon. 
   
  If the PCs accept his offer, the lieutenant tells 
  them of an Iuzian cult that is pretending to 
  worship Olidammara in order to enlist the help of 
  any neutral citizens who care to become involved. 
  This allows the forces of Iuz to identify potential 
  enemies and get them to work against each other. 
  Also, the members of this false cult are causing 
  havoc with numerous acts of larceny about town, 
  driving the guards crazy; events like the PCs just 
  witnessed are becoming more frequent as the 
  guards’ frustration overcomes their judgment. The 
  lieutenant offers to put in a good word for the PCs 
  with the new sheriff and mentions that the 
  Northern Alliance will look fondly on them if they 
  eliminate the cult. 
   
  If the PCs offer to help, they can check out a 
  previous base of the “cult” at the Wayfarer Tavern 
  (Encounter 4). If the PCs follow a map found there 
  or follow rumors about a group operating out of 
  the sewer, they can get to the “cult” and destroy it, 
  capture the members, or let them go, assuming 
  they reach it in time (Encounter 5). 
   
  After the PCs have defeated the “cult,” they 
  can meet with the lieutenant at the guard house 
  (Encounter 7). 
   
  Path 2: Help the Guild 
  PCs that step in and stop the guards are called 
  away from the crowded streets by a rather nasty 
  looking half-orc named Snarlen. Since the PCs 
  have already shown their anti-Northern Alliance 
  leanings by defying the guards, he explains that 
  those guards are actually looking for some of his 
  friends. He asks PCs to distract the city guard so 
  his friends can get out of town with some sensitive 
  information. In exchange, his friends could help 
  the PCs get out of town as well (Encounter 5). 
   
  If the PCs offer to help, they have several 
  options, one of which must include destroying 
  evidence left behind at the previous base of 
  Snarlen’s “friends” (Encounter 4). Either before or 
  after that, they may choose to spread rumors to 
  slow down the guard or gather useful tips on the 
  street (Encounter 6). If the PCs are diplomatic, they 
  may try to reason with the new sheriff (Encounter 
  7), Or they could choose to distract the guards by 
  attacking them (Encounter 8). 
   
  After the PCs have bought the cell some time, 
  they can meet up with Snarlen’s friends in the 
  sewer and get out of town (Encounter 5). 
   
  If they PCs wish to escape immediately after 
  they attacked the guards in Encounter 3, they 
  should proceed to Encounter 8 and then climb the 
  wall. 
   
  PREPARATION FOR PLAY 
  It is necessary to find out a few things from the 
  PCs before you get started. 
  • 
  Is anyone in the party a member of the 
  Northern Alliance and living in Rookroost? If 
  so, give them Player Handout 1. The PC must 
  be a certified member of the Northern 
  BDKA6-02 Two Sides to Every Story 
   
  Page 4 
  
  Alliance. 
  The 
  documentation 
  can 
  be 
  downloaded at www.bandit-kingdoms.net, 
  but the PC must be a member before the 
  adventure takes place for this to apply. 
  • 
  Have everyone roll a Spot check and keep 
  track of the result. It will be used if the PCs 
  talk to the lieutenant later or when they 
  encounter Snarlen. 
   
  REGIONAL WARNING 
  If your players are unfamiliar with the Bandit 
  Kingdoms region, read the following aloud before 
  running this event: 
   
  It is important to realize at all times that the 
  Bandit Kingdoms are under the control of Iuz, the 
  Old One, a chaotic, evil deity who revels in 
  torture, depravity and trickery. Government 
  officials tend to imitate many of the attributes of 
  their dread lord. Things that you might take for 
  granted in other lands, such as freedom of worship 
  and the rule of law, are not valued by the rulers of 
  the Combination of Free Lords. You may be able 
  to strike at Iuz, but seldom can you strike at him 
  overtly without paying the final price. Be warned, 
  life is short for those who openly defy Old 
  Wicked. 
   
  INTRODUCTION 
  Waking up and having a mediocre breakfast in the 
  Drunken Dragon Tavern and Inn, you think it is 
  time to take a look around Rookroost and see 
  what is happening in the southern capital of the 
  Northern Alliance. Going out into the busy city 
  streets, you are caught a little off guard. The 
  citizens seem downtrodden and look on you very 
  suspiciously. No doubt they suspect you are 
  mercenary enforcers hired to keep down the 
  resistance that is alleged to be plaguing the city’s 
  current 
  ruler, 
  High 
  Lord 
  Tadurinal. While 
  tromping about the town, you meet a few others 
  that look like they might be up for a little 
  adventure like yourself. 
   
  The PCs may introduce themselves now as they 
  mix with the crowd on the streets. Go to Encounter 
  1 once they have done so. 
   
  ENCOUNTER 1: OUT OF THE 
  CROWD 
  A crowd has quickly gathered around four large 
  half-orcs who are pushing around a rather 
  pathetic looking halfling. 
   
  “You! Little man, you a thief! Lieutenant 
  looking for you!” shouts the biggest of the half-
  orcs, who is wearing some type of uniform. The 
  halfling cowers up against the wall and tries to 
  plead his case to no avail as the half-orc guard 
  back-hands him. An audible “ewww” is heard 
  among the crowd after the blow. Then the half-orc 
  says, “No lie to me, you one of those ‘Gone 
  Again’-folk that live on Cheap Street.” 
   
  Allow the PCs to make the Sense Motive or 
  Knowledge (local: Iuz’s Border States) checks if 
  they wish, using the following as a guideline. 
   
  • 
  A DC 20 Sense Motive check indicates that the 
  halfling is being honest and has no idea what 
  the half-orcs are talking about. It is also 
  apparent that the guards seem more interested 
  in evoking a reaction (not necessarily from the 
  halfling) than they are in finding a culprit for 
  the alleged crime. 
  • 
  A DC 25 Sense Motive indicates that this is 
  some kind of set up; the half-orcs seem to be 
  looking about as if expecting someone to 
  intervene. 
  • 
  A DC 10 Knowledge (local: Iuz’s Border 
  States) check or a DC 15 Knowledge (nobility 
  & royalty) check indicates that the uniform is 
  that of the guards of Rookroost and that the 
  biggest half-orc is a sergeant. 
  • 
  A DC 15 Knowledge (local: Iuz’s Border 
  States) check indicates that the half-orc is 
  making reference to the Gonagin clan that 
  lives not too far from here. This clan of 
  halflings is known for having no love for 
  humans or Iuz, yet somehow manages to live 
  unmolested in Rookroost. The halfling is 
  probably not one of them. 
   
  At this point, find out if the PCs are going to step 
  up and help the halfling or let the guards have 
  their way with him. If they don’t want to get 
  involved, go to Encounter 2. If they jump in with 
  swords drawn, read the following and run the 
  combat. 
  BDKA6-02 Two Sides to Every Story 
   
  Page 5 
  
   
  Deciding to intervene on behalf of the halfling, 
  you step forward. The half-orcs laugh at your 
  bravado and make for their weapons. 
   
  APL 1 (EL 3) 
  Half-Orc Sergeant: half-orc Ftr2; hp 19; see 
  Appendix 1. 
  Half-Orc Guards (3): half-orc Ftr1; hp 12; see 
  Appendix 1. 
   
  Tactics: The half-orcs are not too bright. They use 
  straightforward tactics, attacking the nearest or 
  most threatening PCs first before dealing with 
  others. They are fairly cowardly and flee if half of 
  their number falls. 
   
  If the PCs decide to try negotiation, read the 
  following: 
   
  Leaving your weapons sheathed, you make your 
  way through the onlookers and call out to the 
  half-orc toughs. 
   
  The guards are Unfriendly but can be persuaded 
  to back off if the PCs succeed on a DC 15 
  Diplomacy check and offer a small monetary bribe 
  (about 5 gp per PC will be sufficient). A DC 25+ 
  Diplomacy check obviates the need for a bribe and 
  the half-orcs back down. PCs who approach with 
  coin ready to offer may receive a bonus on their 
  check as you see fit. 
   
  Creatures: Each half-orc wears leather armor 
  covered by a black tabard with a blood-red “N” 
  on it. They are armed with daggers and light 
  maces. Their reddish eyes seem to have more 
  focus than normal and they all look tough, each 
  being easily over 6 feet tall and weighing at least 
  210 pounds. 
   
  The 
  half-orcs 
  are 
  determined 
  to 
  make 
  someone fess up to stealing whatever it is that was 
  stolen from the sheriff and are willing to beat 
  someone into “confessing” they did it. However, 
  they are also Rookroost guards, which means that 
  a little gold may convince them to go and do 
  something else or look the other way rather than 
  doing their jobs. 
   
  Treasure: If the PCs attack and defeat the guards, 
  they have only one round worth of time to loot 
  them before more guards arrive. Grabbing the 
  guards’ weapons and coin purses is probably 
  allowable, but it is unlikely PCs will have time to 
  take armor or shields. 
   
  APL 1: Loot (guard) 2 gp x 3; Loot (sergeant) 2 
  gp; Total 8 gp. 
   
  Development: Depending on how belligerent the 
  PCs are towards the guards, they might deserve 
  an “asking for trouble” WCI point. Use your 
  discretion. 
   
  If the PCs interfere with the interrogation, go 
  to Encounter 3, the path where they will be able to 
  help the Guild. If the PCs allow the guards to 
  berate the halfling without interference, go to 
  Encounter 2, the path where they will be able to 
  help the Northern Alliance. 
   
  ENCOUNTER 2: FREE LUNCH, 
  NICE COMPANY 
  Skip this encounter and go to Encounter 3 if the 
  PCs helped the halfling out. 
   
  As the half-orc goes to kick the halfling in the ribs 
  again, a tall human in a fine cloak steps up and 
  kicks the half-orc’s leg out from under him. 
   
   “What do you think you’re doing, you 
  imbecile? This halfling is a citizen of the Northern 
  Alliance and as such should be treated better than 
  this.” 
   
   He stands with his fists on his hips, his cloak 
  opening to reveal that he is wearing a nicer 
  uniform than the biggest half-orc. The half-orcs 
  give way as the human bends over and helps the 
  poor halfling to his feet. The tall, almost regal-
  looking human then reaches into his coin purse, 
  hands the halfling a silver coin, and says, “I am 
  sorry for your treatment. Have lunch on me.” 
   
  At this point, it seems he glances directly at 
  you, gives the slightest of nods, and winks. 
   
  The man is using innuendo to suggest he would 
  like the PCs to follow him. Inform the PCs of this. 
   
  The uniformed human pushes the half-orcs out of 
  the way and tells them, “Go find the real thief and 
  leave the innocent people of this town alone, or 
  you’ll get a real beating by me and the sheriff!” 
   
  “Yes, Lieutenant!” the guards shout, looking 
  very scared. They run off like whipped puppies. 
  The lieutenant glances at your group once again 
  BDKA6-02 Two Sides to Every Story 
   
  Page 6 
  
  as he mounts his horse, lifting his chin as he turns 
  to ride away. 
   
  If the PCs follow the man, continue. Otherwise, 
  the adventure is over. 
   
  Following the man through the streets, you notice 
  he makes his way towards the Peak, stopping 
  briefly to speak with guards as he passes through 
  two of the city’s inner walls along the way. He 
  dismounts at the Palace Guard Inn, a fine-looking 
  establishment, and heads inside. 
   
  The guards at the inner walls will wave PCs 
  through without a word, since the lieutenant told 
  them to do so. A DC 15 Knowledge (local: Iuz’s 
  Border States) check indicates that the Palace 
  Guard Inn is reserved only for those who serve in 
  the High Lord’s palace guard. As such, the PCs 
  would not normally be welcome inside. However, 
  the man they are following glances back and gives 
  them a nod if they seem to be having reservations. 
   
  As you enter after him, you see that it is pretty 
  empty inside. This place is clearly an exclusive 
  club for officials of the city, as the few patrons 
  here are all in uniform. The man nods to the 
  bouncer and whispers something, while smiling in 
  your direction. 
   
  A DC 25 Listen check allows the PCs to hear the 
  man say, “They are with me.” 
   
  The man sits down at a back table. He seems to be 
  glad you have followed him. All pretenses are 
  then dropped as he waves you over to his table. 
  As you head over, he stands and introduces 
  himself. “Hello good folk, my name is Volin 
  Mishandor, and I am a lieutenant of the guard 
  here in Rookroost.” 
   
  At this point. consult the Spot checks that the PCs 
  rolled at the beginning of the adventure. Any PCs 
  who succeed at DC 15 notice that the man is 
  wearing a medallion with the rune of pursuit 
  underneath 
  his 
  garments. 
  PCs 
  who 
  are 
  worshippers 
  of 
  Trithereon 
  automatically 
  recognize this as his holy symbol. Other PCs may 
  realize this with a DC 15 Knowledge (religion) 
  check. 
   
  “Forgive my manners and all the secrecy. Please 
  have a seat. I know you have all probably eaten, 
  but feel free to order whatever you want – I will 
  pick up the tab. The drinks and food here are the 
  best in the city.” 
   
  Volin waits until you are all settled before he 
  returns to his chair. “I am sorry you had to 
  witness such an act of cruelty today. It seems that 
  a rival cult of the Old One has gone around 
  stirring up trouble, and the people of the city are 
  the ones that are getting the brunt of it.” 
   
  You see, the Northern Alliance may be run by 
  the forces of Old Wicked but – if you can believe it 
  - they are more civilized and make life better for 
  the people than the old rulers. They might be 
  ruling with an iron fist, but they are letting the 
  people lead almost normal lives. They have even 
  started allowing magical practice again.” He 
  takes a sip of wine before he continues. 
   
  “I bring this up because I need help, and the 
  members of the normal guard seem incapable of 
  doing the task at hand. Your group seems to be a 
  little more capable then the rest of the crowd back 
  there. You see, it’s the rival cult I mentioned 
  earlier. 
  They 
  are 
  pretending 
  to 
  worship 
  Olidammara and tricking people in the city into 
  helping them. By doing this, they are collecting 
  the names of good people in the city and also 
  causing problems for the sheriff.” 
   
  He leans in a little closer before continuing, 
  “They recently stole something from the sheriff 
  and he sent the half-orcs out to find the thief at 
  all costs. If you can find this cult of the Old One 
  and return to me what they stole, I could see 
  what’s so important and put in a good word with 
  the sheriff on your behalf. I can also keep the half-
  orcs from berating more innocent people.”  
   
  With that, he takes another sip of his wine 
  and says, “I know it is unwise to blindly trust 
  folks in this land. I will go to the bar and let you 
  talk things over. Wave me over when you’re 
  ready.” 
   
  If the PCs are suspicious of this man at any point 
  in the conversation, they may roll a DC 31 Sense 
  Motive check to see through his duplicity. The DC 
  assumes he takes 10 on his Bluff check and uses 
  his divine insight spell. This is intentionally high, as 
  the PCs must use their wits to determine the 
  veracity of the man’s words without depending 
  on high skill bonuses. 
   
  In truth, Volin is only feigning an interest in 
  protecting the innocent and the holy symbol of 
  BDKA6-02 Two Sides to Every Story 
   
  Page 7 
  
  Trithereon is designed to aid him in this ruse. He 
  wants credit for recruiting the group that smashes 
  the cult because it would aid him in his prospects 
  for promotion, and he knows the guard is too 
  inept to handle such a task. A small tactical group 
  such as the PCs is better suited to the job. 
   
  The PCs may choose to trust him and ask him 
  some questions, they may choose to reject his 
  pitch and leave, or they may (foolishly) choose to 
  attack him. 
   
  Below are the answers to questions the PCs 
  might ask. 
   
  • 
  Where should we start looking for the cult? 
  “My informants have told me that the group 
  may have used an inn called the Wayfarer 
  Tavern as a hideout.” 
  • 
  Why not have your own men do it? “I’m not 
  sure who’s been bribed or who can still be 
  trusted, and if what was stolen is so 
  important, I’d like to get a look at it myself, 
  and maybe get the item to ‘better’ hands.” 
  • 
  What was stolen? “To be honest, I’m not quite 
  sure. I believe it is a tome or some type of 
  ledger.” 
  • 
  Why should we help? “Well, I cannot offer 
  you much in the way of coin, but I can scrape 
  something together. More importantly, I have 
  the ear of the new sheriff of Rookroost and 
  some others here in the Northern Alliance that 
  will be glad you helped.” 
  • 
  Are you sure the cult of Olidamarra really 
  worships of the Old One? “Well, I will be 
  honest. When it comes to trickery, the 
  followers of both gods are masters of 
  deception. However, with the trouble and 
  death that have been happening in the city 
  lately, and from what I have been able to find 
  out from connections with the seedier 
  elements of the city [he means the Guild], they 
  are most likely worshippers of the Old One.” 
  • 
  Who do you really work for? Lieutenant Volin 
  does not answer verbally, but merely flashes a 
  symbol from underneath his cloak. A rune of 
  pursuit. Followers of Trithereon automatically 
  recognize the rune of pursuit as his holy 
  symbol. A DC 15 Knowledge (religion) check 
  gives the same information. 
  • 
  Should we be in a hurry? “Yes, the sooner this 
  cult is eliminated, the better things will be for 
  the innocent folks here in Rookroost. And 
  with the guards questioning everyone and 
  anyone, they might be trying to sneak out of 
  town.” [The PCs have 48 hours to accomplish 
  this task.] 
  • 
  What else can you tell us? “If you aren’t 
  satisfied with what I can tell you, the streets 
  are always full of information.” 
   
  Creatures: Volin will go out of his way to be polite 
  and kind to the PCs. He will also go on and on 
  about how the Northern Alliance is the best thing 
  for the people of the Bandit Lands at the current 
  time (which may betray his true loyalties if the 
  PCs have seen his fake holy symbol). He is 
  basically looking to get his hands on the missing 
  papers to find out what’s so important and is not 
  comfortable with combat. 
   
  APL 1 (EL 3) 
   
  Lieutenant Volin Mishandor: Male human 
  Clr3; hp 17; see Appendix 1. 
   
  Tactics: If the PCs are looking for a fight, they get 
  one. The tavern includes a number of guards and 
  several sergeants who immediately rush to defend 
  Volin (use the statistics of the half-orc guards and 
  sergeant in Appendix 1). Use enough of them to 
  give the PCs a fight and convince them to flee, but 
  not enough to overwhelm them without a chance 
  to escape. In cowardice, Volin will make his way 
  to the door and call for help, casting spells to 
  shore up his retreat if necessary. 
   
  Development: The PCs can go to the Wayfarer 
  Tavern and check it out (Encounter 4-A), or go 
  around the streets and gather some information 
  (Encounter 6-A). If the PCs attacked Volin and ran, 
  they need to make a run for the walls and try and 
  get out of the city (Encounter 8). If the PCs walk 
  away without helping, give them their ARs 
  (Conclusion B). 
   
  If the PCs openly attack Volin out on the city 
  streets, they receive a +1 WCI (Dissenter) point. 
   
  ENCOUNTER 3: WHY ARE WE 
  FOLLOWING HIM? 
  Skip this encounter if the PCs did not help the 
  halfling from Encounter 1. 
   
  Read the following once the guards leave the 
  halfing. Alter the text if the PCs are fleeing after 
  BDKA6-02 Two Sides to Every Story 
   
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  having killed members of the Rookroost city 
  guards. 
   
  Having protected the poor citizen from the 
  obviously out-of-line guards, you all turn to go 
  about your day in Rookroost. As you push 
  through the crowd that gathered to watch the 
  altercation, you spot a rather dirty-looking male 
  half-orc in the shadows of an alley, waving you 
  over. 
   
  The PCs may talk to the half-orc (whose name is 
  Snarlen), or they may go about their business. If 
  the PCs attacked the guards and are now fleeing, 
  not stopping to talk to the half-orc, go to Encounter 
  8. If the PCs bribed the guards and do not go to 
  talk to the half-orc go to Conclusion A and give 
  them their ARs. If the PCs go to see what the half-
  orc wants, continue below. 
   
  As you start to walk over, the half-orc backs 
  further into the shadows, leading you away from 
  the busy city streets. Once out of direct sight of 
  the street, this rough-looking wretch steps out 
  from the shadows and says, “It appears that you 
  are not afraid of standing up to the rulers of this 
  town or their flunkies. If you are willing to help 
  the person that the guards are really looking for, 
  follow me.” With that, he steps around the corner 
  into another alley. He looks back to see if you 
  follow him. 
   
  The PCs can attempt to capture Snarlen and turn 
  him into the guards. If they attack him, consult 
  Tactics, below. If they follow Snarlen further back 
  into the alleys, continue with the text below. 
   
  After he leads you through the alleys to a dead 
  end, the half-orc looks around and stops, saying, 
  “It will be safe to talk here for a few minutes. 
  Some of my friends have stolen something of 
  value from the Rookroost sheriff’s office. They 
  need to get this item out of the city as soon as 
  possible, and due to its nature, they need to get it 
  to an expert to study it. Such is not to be found 
  around here these days. Would you be willing to 
  help my friends out? I could arrange for you to get 
  out of the city safely afterwards.” 
   
  Pause as if he is waiting to see what the PCs are 
  thinking. The PCs can say yes or no at this point, 
  but Snarlen will not answer any questions. 
   
  If the PCs answer “no,” read the following. 
   
  He looks a little upset and rudely says, “Well, I’m 
  sorry you feel that way. I must be going now!” He 
  grabs a rope that was hidden behind a drain pipe 
  and starts to quickly climb the wall. Glancing 
  upward, you see another person on the roof set 
  down his bow and start pulling the half-orc up. 
   
  The PCs can attempt to capture this half-orc and 
  turn him into the guards. If they attack him, 
  consult Tactics, below. 
   
  If the PCs answer “yes,” then read the 
  following: 
   
   “Well, I’m glad I decided to trust the lot of you. 
  All my friends need is a couple of distractions to 
  keep the city guards busy while they sneak out of 
  town. Once you have bought them some time, 
  meet back here. You can move this stone I am 
  standing on,” the filthy half-orc points out a 
  particular flagstone. “This stone hides an entrance 
  to the city sewers, and one of my associates will 
  be there to lead you safely to the other side of the 
  walls of this city. 
   
  “Now I need to know what skills you all have 
  in order to decide the best way you can keep the 
  guards hopping.” 
   
  Snarlen needs the PCs to accomplish at least two 
  tasks, one of which is burning down the Wayfarer 
  Tavern. The other will be dependent on the 
  abilities the PCs possess. Read each section of 
  Read Aloud Text to the PCs, starting with Burn 
  Down the Wayfarer Tavern, and add a task 
  appropriate to their abilities. If the party doesn’t 
  like the second task, Snarlen will give them 
  another, but the party must burn down the 
  Wayfarer 
  Tavern. 
  These 
  tasks 
  must 
  be 
  accomplished within 48 hours. 
   
  Burn Down the Wayfarer Tavern 
  Snarlen wants all parties to do this task. 
   
  “The Iuzians have lots of magical ways to find 
  out who’s been working against them in 
  Rookroost. All the priests need is a hint to know 
  the right questions to ask Old Wicked. Burning 
  down our old haunt, the Wayfarer Tavern, will 
  get rid of any evidence that might lead to us. Here 
  are two oil flasks that’ll help make sure the fire 
  spreads fast enough.” 
   
  BDKA6-02 Two Sides to Every Story 
   
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  Talk to the Sheriff 
  Snarlen asks parties with good diplomatic skills to 
  talk to the new sheriff and report the misbehavior 
  of the guards. 
   
  “It seems that a few of you are more social and 
  skilled than I am. If you are brave enough to go up 
  to the new sheriff’s office and talk to him 
  yourself, you might stir up a hornet’s nest by 
  telling him how his guards are bringing in 
  innocent people and letting the real criminals get 
  away. Of course, we’d prefer it if you didn’t 
  actually tell him about us. Send him on a wild 
  goose chase if you can.” 
   
  Attack the Guards 
  Snarlen will ask combat-orientated parties to 
  attack some of the guards, distracting the rest 
  from the search. 
   
  “Well, it seems like you people are brutes after my 
  own heart. If you have the gumption to take the 
  fight to the people that run this city, I know a 
  spot where you can jump some guards, although 
  word might get around about it if you aren’t 
  careful.” 
   
  Spread Rumors or Gather Information 
  Snarlen will ask parties that are neither combat-
  orientated nor heavily diplomatic to spread 
  rumors or gather useful bits of intelligence. 
   
  “The guards get their information the same way 
  we do – rumors. Spreading some false rumors 
  around town might keep the sheriff’s men 
  following false leads long enough for us to 
  disappear. Or you might be able to learn of some 
  interesting things going on around town that 
  could help us too.” 
   
  Creature: Snarlen is not social or trusting in any 
  way. He will not answer questions nor give any 
  information beyond what he has already told the 
  party. 
   
  APL 1 (EL 4) 
   
  Snarlen: Male half-orc fighter 1/rogue 2; hp 
  18; see Appendix 1. 
   
  Elf Snipers (2): male elf warrior 1; hp 4 each; 
  see Monster Manual page 108. 
   
  Tactics: The alleyway is 10 feet wide and 40 feet 
  long. There are various barrels, crates, and rubbish 
  around that make most of the area difficult 
  terrain. If it comes to blows for some reason, 
  Snarlen is covered by a pair of elf snipers 20 feet 
  above the alley. The PCs might notice them if they 
  make a DC 11 Spot check (remember distance 
  penalties, however). In a fight, the elves will give 
  cover fire as Snarlen tries to make it up the rope. If 
  forced, the elves will come down to give Snarlen a 
  flanking bonus. 
   
  Treasure: If the PCs defeat Snarlen and the elf 
  snipers, they may loot them unmolested. 
   
  APL 1: Loot (Snarlen) 80 gp; Loot (elves) 9 gp 
  x 2; Magic (Snarlen) potion of cat’s grace (3 @ 25 gp 
  each), potion of cure moderate wounds (2 @ 25 gp 
  each); Total 223 gp. 
   
  Development: If the PCs go to the Wayfarer 
  Tavern from here, go to Encounter 4. If they go to 
  spread rumors, go to Encounter 6. If they go to 
  speak with the sheriff, go to Encounter 7. If they go 
  to fight some guards, go to Encounter 8. 
   
  ENCOUNTER 4: THE 
  WAYFARER TAVERN 
  As you arrive at the destination indicated by your 
  directions to the Wayfarer Tavern, all you can see 
  is a two-story building that is falling apart and 
  completely covered by monstrous crows and some 
  carrion they are feeding on. The windows are all 
  boarded up, making it impossible to see what is 
  inside. 
   
  The PCs may be paranoid; encourage this by 
  asking them for a marching order. If they decide 
  to go through the door, read below. 
   
  Pushing open the door, you expect it to fall in. 
  Instead, you’re caught off-guard by the sight of 
  the remains of a posh, if empty, tavern. All items 
  of value seem to have been taken long ago, but 
  there still might be hidden items or those whose 
  value is not measured by their worth to a 
  merchant. 
   
  If the PCs go upstairs, continue below. 
   
  Having 
  searched 
  the 
  ground 
  floor 
  of 
  the 
  abandoned inn, you head up the stairs. There, you 
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  see that the doors of two rooms are closed. The air 
  of the upper floor is pervaded by the scent of 
  death. 
   
  Empty Bedroom 
  This room looks like that of many inns in which 
  you have stayed. It has a bunk bed and a chest. 
  Quickly tossing the room, you find nothing. 
   
  Study 
  This small room has a bookshelf in one corner and 
  a desk in another. Giving the shelf a once over, it 
  appears to have nothing much of value. The desk 
  may be another story… 
   
  Wooden Desk: 1 in. thick; hardness 5; hp 10; AC 
  5; Break DC 18. 
   
  Trap: The door to the desk drawer is trapped. If 
  the desk drawer is forced open, a vial of acid will 
  break and destroy the papers inside and the 
  offender will be struck by a poison needle. The 
  papers have a map showing a sewer entrance. PCs 
  working for the lieutenant cannot find the “cult” 
  without these papers. 
   
  Poisoned Needle Trap: CR 3; mechanical; 
  touch trigger; Repair reset; lock bypass (Open lock 
  DC 30); Atk +17 melee (1 plus poison); poison 
  (medium spider venom, DC 14 Fortitude save 
  resists, 1d4 Str/1d4 Str); Search DC 22; Disable 
  Device DC 17. 
   
  Room with a Body 
  The smell of death comes from a third room with 
  its door left slightly ajar. Easing the door open, 
  you find another sleeping room with a dead body 
  in the middle of the floor. 
   
  The corpse is that of a human male killed by a trap 
  on the chest. If the PCs are working for the 
  lieutenant, this man is a Guild member; if they are 
  working for Snarlen, he is a member of the guard. 
  The trap has been set off, but the chest still has 
  treasure inside (a magic ring). 
   
  Burn It 
  Read the following once the PCs torch the joint. 
   
  Knowing that this will cover the tracks of Snarlen 
  and his men and keep the guards busy, you light 
  the building on fire from the back alley and sneak 
  off, hoping you have not been noticed. 
   
  Treasure: The loot comes from the acid flask in the 
  desk. The PCs can only recover this if they pick 
  the lock or devise some other method of entry 
  other than forcing the drawer open. The ring is in 
  the chest near the corpse. The papers are 
  worthless, but will lead PCs working for the 
  lieutenant to the “cult”. 
   
  APL 1: Loot (acid flask) 1 gp; Magic (chest) 
  ring of protection +1 (166 gp); Total 167 gp. 
   
  Development: Once the PCs burn the place down, 
  they become wanted for arson, as there are plenty 
  of onlookers to witness the fact. The PCs will have 
  to deal with the consequences of this. Every hour 
  they are in the city or Outwall, there is a 5% 
  chance they stumble into a guard patrol that 
  recognizes them and tries to have them arrested. 
  Go to Encounter 8 for details of the patrol. The PCs 
  automatically encounter a patrol that recognizes 
  them if they try to pass through one of the main 
  gates. 
   
  ENCOUNTER 5: 
  INTRODUCTION TO THE 
  MUCK 
  Using the directions you have, you wind your way 
  through 
  the 
  back 
  alleys 
  of 
  Rookroost. 
  Occasionally a shadow plays upon your fears 
  that you are being watched, but you can find 
  nothing to show for it. 
   
  You finally reach the dead end where you 
  should be able to find some type of entrance that 
  leads below ground. 
   
  If the PCs are working for the Snarlen, they do not 
  have to search for the sewer entrance as he told 
  them exactly where it was. He hid a small key to 
  the locked and hidden grate under a nearby stone. 
   
  It takes a DC 25 Search check to find the 
  hidden grate if they have not been told its location 
  by Snarlen. If the PCs have the map, give them a 
  +2 circumstance bonus. Remember, if the PCs 
  break their way through the grate or the lock, the 
  “cult” will hear them and set up an ambush. The 
  “cultists” suspect an attack, even if the PCs are 
  helping the Guild, since PCs helping the Guild 
  should have used the key. If the PCs use acid to 
  eat away the lock, this does not count as breaking 
  BDKA6-02 Two Sides to Every Story 
   
  Page 11 
  
  it. One acid vial poured slowly on one spot will 
  eat through the lock. 
   
  Iron Grate: 1 in. thick; hardness 10; hp 30; AC 5; 
  Break DC 28; Open Lock DC 25. 
  Lock: hardness 15; hp 30; AC 8. 
   
  Having opened the grate, you head down a ladder 
  that is surprisingly clean. Once at the bottom, 
  you see that the tunnel to your left ends not ten 
  feet away, while the one on the right continues 
  into darkness. After going a little way in the filth-
  covered tunnel, you make it to an intersection. 
   
  If the PCs broke the grate open, have them make a 
  DC 14 Spot Check to see the halflings waiting to 
  ambush them. If they beat a DC 16, they also see 
  the human thieves. 
   
  This 
  encounter 
  plays 
  out 
  differently 
  depending on whether the PCs are here working 
  for Volin (to eliminate the cult) or trying to leave 
  the city after helping Snarlen. 
   
  If the PCs Are Working For Volin 
  Moving across the planks requires a DC 10 
  Balance check to move at normal speed, DC 5 to 
  move at half speed, and DC 15 to run or charge. 
  Failure causes the PC to fall prone in muck below. 
  Treat the muck as difficult terrain. 
   
  Creatures: One of the rogues, a man named 
  Greggor, is the leader and all of them are very 
  secretive and will not talk to the PCs easily. They 
  are Hostile towards the PCs if it seems like the 
  PCs are breaking in. Otherwise, they are 
  considered Unfriendly. They refuse to tell the PCs 
  anything unless their attitude is improved to 
  Friendly or better. 
   
  APL 1 (EL 3) 
   
  Halflings (2): hp 5 each; see Monster Manual 
  page 149. 
   
  Thieves (2): hp 7 each; see Appendix 1. 
   
  Tactics: The locations of the halflings and the 
  thieves (Greggor and Elan) are indicated on the 
  map. The thieves and halflings begin by using 
  ranged weapons and move out to flank the PCs 
  when the PCs move into melee. 
   
  Treasure: The PCs can loot the “cultists” if they 
  defeat them in combat. 
   
  APL 1: Loot (halflings) – 5 gp x 2; Loot 
  (thieves) – 70 gp x 2; Magic – 8 gp; potion of cure 
  light wounds (2 @ 4 gp each); Total 158 gp. 
   
  After taking out the cult, you start to go through 
  their belongings to see what you have gained for 
  your trouble. You find a few nice pieces of arms 
  and equipment you are sure will fetch a nice bit of 
  coin. As you were told to expect, you also find 
  symbols of Iuz and Olidammara on the cultists, 
  as well as a scattering of other assorted symbols. 
   
  Now it is time to get back to Volin and report 
  what you found and did. 
   
  Once the PCs have gathered up everything, go to 
  Encounter 7. 
   
  Development: In the event the PCs approach the 
  “cultists” diplomatically and succeed (which is 
  unlikely, especially if they are breaking in) or take 
  prisoners and interrogate them, the thieves will 
  inform the PCs that they have been duped. This is 
  a cell for the Guild, and if the PCs do not wish to 
  find themselves in disfavor with the Guild, they 
  should make themselves scarce. They explain the 
  symbols of Iuz as loot captured from raids on the 
  forces of Iuz as several branches of the Guild are 
  involved in the Resistance. 
   
  If the PCs Are Working for Snarlen 
  If the PCs broke in, they will need to make a fast 
  Diplomacy check (-10 penalty) to convince the 
  thieves that they are not enemies. This will require 
  improving their Hostile attitude to Indifferent or 
  better. Pointing out evidence that demonstrates 
  their cooperation (such as knowing things about 
  Snarlen) may grant a bonus to this check as you 
  see fit. Otherwise, the thieves attack. 
   
  If the PCs use the key and are expected, read 
  the following. 
   
  You see out of the corner of your eye a man who 
  waves you over. Behind him are another man and 
  two halflings, well-concealed by shadows. “We’re 
  not sure what you did,” he says, “but it distracted 
  the guards long enough to get the item out of 
  town. Follow me.” With that, he leads you 
  through the maze formed by the sewers of 
  Rookroost. 
   
  Development: Killing the thieves in a fight carries 
  consequences. The PCs are not able to find their 
  BDKA6-02 Two Sides to Every Story 
   
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  way out of the sewer and lose 1 TU wandering 
  around. They are also affected by filth fever and 
  begin their next adventure infected with it if they 
  fail a DC 11 Fortitude save. As if that were not 
  enough, each PC sustains 1d6 points of damage 
  from traps encountered in the sewer. Clerics may 
  heal this damage normally. If the PCs instead go 
  back to the surface, they are quickly taken into 
  custody by an overwhelming force of guards and 
  imprisoned for 12 TUs for dissidence before being 
  released. 
   
  ENCOUNTER 6: WORD 
  AROUND TOWN 
  The streets of Rookroost are rather busy. You need 
  to find a good place to spread disinformation or 
  Gather Information, and time is of the essence. 
   
  The PCs can either spread lies or Gather 
  Information in one of three areas of town: the Peak 
  (where the nobility live), Cheap Street (where 
  most business is done), or Outwall (where the 
  dregs dwell). Consult the appropriate location 
  below. Each attempt to spread lies or Gather 
  Information takes 1d4+1 hours. Traveling from 
  one district to another takes 1 hour of time. 
   
  If 
  the 
  PCs 
  are 
  attempting 
  to 
  Gather 
  Information, they will need to gather at least six 
  different rumors overall in order to succeed at this 
  task. If the PCs are attempting to spread lies, they 
  will need to earn at least 10 rumor points. Rumor 
  points may be earned with successful Bluff checks 
  made in various parts of the city. The higher the 
  Bluff check, the more rumor points are earned. 
  However, spreading false rumors could get the 
  PCs noticed by the guard, and they might find 
  themselves in trouble. Any time the PCs get a 
  result of “Caught!” a team of guards are 
  dispatched to arrest the PCs for dissidence (see 
  Encounter 8 for details). 
   
  The Peak 
  Once in the nicer part of town known as the Peak, 
  you notice the number of guards seems to grow 
  the closer you get to the High Lord’s palace. The 
  kinds of folk you see in the streets are not those 
  you think have loose lips, nor does it appear that 
  buying their attention will be cheap. 
   
  Gather Information 
  Each 10 gp spent gives the PCs a +1 to 
  circumstance bonus per check, to a maxiumum 
  bonus of +5. The PCs gain one random rumor 
  from the list below for each successful DC 20 
  check. However, rumors gathered in the Peak are 
  twice as valuable (worth two rumors each) for the 
  purposes of fulfilling six rumors. 
  • 
  The 
  watch schedule has recently been 
  changed to a system of twelve-hour shifts 
  instead of the usual eight-hour shifts. The 
  guards are going to be overworked, but more 
  guards can now patrol on each shift. 
  • 
  The 
  Rookroost 
  guard 
  seems 
  to 
  be 
  concentrating its efforts on the Marketplace in 
  the eastern Outwall district. A large group of 
  rebels was recently tracked there and the 
  guard is still trying to root them out. 
  • 
  The new Sheriff is a man named Flaknor. He 
  is utterly ruthless and devoid of compassion 
  of any kind. Word has it he is a personal 
  friend of High Lord Tadurinal. However, his 
  job pressure is high as Tadurinal wants the 
  Resistance eliminated quickly. 
  • 
  The outlaw known as Gaiyle Markhalla was 
  recently seen on the Serpentine. She is 
  suspected to be one of the leaders of the 
  Resistance, and if she is not captured by the 
  end of the week, the bounty on her head will 
  go up again… for the fourth time this month. 
  [This rumor is helpful because Gaiyle actually 
  is a leader of the Resistance and knowing that 
  she was seen on the Serpentine lets the Guild 
  give her fair warning.] 
   
  Spreading Lies 
  Those living in the Peak are a resilient bunch. It 
  takes a very glib speaker to get them to believe 
  anything. Consequently, sowing the seeds of 
  deception 
  here 
  is 
  more 
  difficult 
  and 
  the 
  consequences more dire. However, a successful 
  rumor planted earns three rumor points, more 
  than any other district. 
  • 
  DC 15 or lower: Caught! 
  • 
  DC 16 to 19: no result. 
  • 
  DC 20 or higher: Success! (3 rumor points) 
   
  Outwall 
  Getting into the Outwall district was a lot easier 
  then getting into the main city. Once in Outwall, 
  you are beset by mobs of beggars, scoundrels, and 
  ruffians. These people do not seem to know much, 
  BDKA6-02 Two Sides to Every Story 
   
  Page 13 
  
  nor does it seem like misinformation spread here 
  would have much of an effect on the city, but it 
  might not hurt to try. 
   
  Note that getting back into the main city of 
  Rookroost requires official documentation. If the 
  PCs want to purchase said documentation, they 
  must pay 20 gp each. If the PCs have the papers 
  from BDKA5-01 Voice in the Dark, this cost is 
  reduced to 5 gp. Alternately, the PCs can attempt 
  to use Forgery to forge papers. The guards at the 
  gate have a -1 to their Forgery check when looking 
  at such papers (this includes a +2 bonus for 
  familiarity and a -2 penalty because they do not 
  look very closely). Without proper papers, the PCs 
  cannot get back inside the main city. Of course, if 
  the PCs are already wanted for arson, the guards 
  are watching for them at the gates, so having 
  documentation is a moot point unless they have 
  good disguises and forged papers. 
   
  Gather Information 
  Rumors gathered in Outwall are surprisingly 
  useful; however, only two of the available rumors 
  are actually true (and, therefore, count towards 
  the total of six rumors necessary). Each 1 gp spent 
  gives the PCs a +1 to circumstance bonus per 
  check, up to a maximum bonus of +5. The PCs 
  gain one random rumor from the list below for 
  each successful DC 15 check. 
  • 
  The 
  guards 
  are 
  requiring 
  special 
  documentation to get into the city now. It’s 
  getting harder and harder for an honest thief 
  to make a dishonest day’s pay! (False) 
  • 
  One of the best hiding places in the city is in 
  the old temple to Gruumsh in the orcish part 
  of Outwall. The temple was damaged by a 
  large fire a couple of years ago and has not 
  been tended to since. Most people give it a 
  wide berth. (True) 
  • 
  More undead seem to be heading north 
  through the slums. Who knows where they’re 
  going? (False) 
  • 
  Someone been spreading some money around 
  in the slums to find out about the guards’ 
  movement on the wall. (True) 
   
  Spreading Lies 
  The people of Outwall are pliable and dumb for 
  the most part. But a few of them have enough 
  connections that false rumors will lead important 
  people astray. However, such rumors are of little 
  value. 
  • 
  DC 5 or lower: Caught! 
  • 
  DC 6 to 9: no result. 
  • 
  DC 10 or higher: Success! (1 rumor point) 
   
  Cheap Street 
  Heading to the business side of town, prospects 
  look good. 
   
  The taverns and stores are plenty in this part 
  of town and everyone is always talking, so 
  gathering information might be a good start.  
   
  It seems like everyone in this part of town has 
  their ear to the ground. So, acting like you have 
  loose lips might be a good way to make sure some 
  lies and false leads get back to the guards. 
   
  Gather Information 
  Each 5 gp spent gives the PCs a +1 circumstance 
  bonus per check, to a maximum bonus of +5. The 
  PCs gain one random rumor from the list below 
  for each successful DC 15 check. 
  • 
  Word has it that the new Sheriff is going to 
  start cracking down on magic-users using 
  magic in public, as they are to be considered 
  suspected rebels. 
  • 
  Burglary and theft have seen a steady drop 
  recently. It is allowing the guard to spend 
  more time hunting down rebels. 
  • 
  A number of independent merchants have 
  sprung up in the wake of the formation of the 
  Northern Alliance. Business is booming for 
  those who deal in weapons and specialty 
  equipment under the table, particularly to 
  those willing to supply rebels. 
  • 
  Some underground group not associated with 
  the Guild has been breaking into warehouses, 
  and some believe they are hiding somewhere 
  on Dead Man’s Passage (a street). 
   
  Spreading Lies 
  The people of Cheap Street are cunning merchants 
  and artisans for the most part. They are not 
  simpletons, but they like a good piece of gossip. 
  • 
  DC 10 or lower: Caught! 
  • 
  DC 11 to 14: no result. 
  • 
  DC 15 or higher: Success! (2 rumor points) 
   
  BDKA6-02 Two Sides to Every Story 
   
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  ENCOUNTER 7: WHAT ARE 
  WE DOING HERE? 
  Advancing to the city guard house, you see that 
  numerous skulls have been used to decorate the 
  building. Once inside, you are asked to wait. It 
  seems the Rookroost guard is being surprisingly 
  civil. 
   
  If the PCs are here to see Lt. Volin, they are taken 
  to him. If they wish to see the sheriff, they are 
  made to wait for two hours before being granted 
  an appointment. 
   
  Volin will listen to what the PCs have to say 
  and reward them for their help according to their 
  success. He begins the encounter Indifferent. If the 
  PCs improve his attitude to Friendly or better, he 
  adds 25 gold per character for each attitude shift. 
   
  The sheriff is not in a good mood (starting 
  attitude Unfriendly) when the PCs come in to see 
  him. Additionally, he is not a compassionate man 
  and Diplomacy checks based on pleas that appeal 
  to the common plight of the people suffer a -4 
  circumstance penalty. However, if the PCs can 
  come up with some angle that appeals to his sense 
  of cruelty and general misanthropy, give them a 
  +2 circumstance bonus. If they can improve his 
  attitude to Friendly or better, he agrees to listen to 
  their complaint/concern and take it seriously. If 
  they do this and point him and his guards down a 
  rabbit trail, they succeed in this task for Snarlen. 
  However, the sheriff will eventually realize their 
  duplicity, and this earns the PCs a +1 WCI 
  (Malconent) point. 
   
  Treasure: The lieutenant will pay a reward of 
  150 gp for the death of the “cultists” or the capture 
  of Snarlen (alive). He will not reward the PCs for 
  both. He adds 25 gp for each attitude shift. 
   
  APL 1: Coin 200 gp. 
   
  Development: If the PCs are disrespectful or 
  incredibly lacking in social etiquette, the situation 
  turns rough. The lieutenant or sheriff will have 
  them arrested and sent to prison for 12 TUs. 
   
  APL 1 (EL varies) 
   
  Sheriff Flaknor: Male human fighter 10; AL 
  NE; Sense Motive +2. 
   
  Lieutenant Volin: Male human Clr3; hp 17; 
  see Appendix 1. 
   
  ENCOUNTER 8: BACKS TO 
  THE WALL 
  This encounter is to be used if the PCs run into 
  trouble with the guard at any point in the 
  adventure. It is also used if the PCs are told by 
  Snarlen to attack the guard in Encounter 3 or if 
  they have screwed up and are trying to skip town. 
   
  While traveling the city, you come across a few 
  guards and a dog. They do not appear very 
  friendly. 
   
  If the PCs have run into trouble with the law, 
  these guards carry a net and sap in addition to 
  their other equipment and try to take the PCs 
  alive. Otherwise, use them as normal. If the PCs 
  try to flee, use the rules for evasion and pursuit in 
  the Dungeon Master’s Guide (page 20). 
   
  APL 1 (EL 3) 
  Half-Orc Guards (3): half-orc Ftr1; hp 12; net -2 
  (entangle) or sap +3 (1d6+2 nonlethal); see 
  Appendix 1. 
  Riding Dog: hp 13; see Monster Manual page 272. 
   
  Treasure: If the PCs defeat the guards in combat, 
  they have one minute to loot them before more 
  guards are summoned to the scene by onlookers. 
   
  APL 1: Loot 2 gp x 3; Total 6 gp. 
   
  Development: If the PCs are here to get out of 
  town, they can just jump the wall after defeating 
  the guards. If they do, read Conclusion F. If the PCs 
  are attacking the guards for Snarlen, after the fight 
  they can follow the map Snarlen gave them and 
  meet their contact in the sewer. 
   
  CONCLUSION 
  Conclusion A: Halfling Helped, Good Day 
  Well, the day started off on a rather interesting 
  note. However, you feel a lot better knowing you 
  kept a halfling from being beaten or maybe worse. 
  Of course you know nothing about why the 
  guards were so intent on beating the halfling or 
  what that shifty half-orc in the alley wanted. 
  Well, it is safer sometimes to stay out of alleys. 
  You did a good deed and had a good day, even if 
  BDKA6-02 Two Sides to Every Story 
   
  Page 15 
  
  you have little to show for it. Perhaps next time 
  you will be bolder  and have a proper adventure. 
   
  Conclusion B: Pit in Your Stomach 
  Something did not seem right with Volin’s offer, 
  so you thanked him for the food and drink and left 
  to go about your day. What is so important, and 
  why is the city trying to recruit adventurers? Even 
  with a full belly, you have an ache from the day’s 
  events. 
   
  Conclusion C: Lost in the Muck 
  Having inadvertently dispatched your would-be 
  guides out of the city, you now have no friends 
  above or below Rookroost. With no other choices, 
  you decide to make your way through the muck 
  and find your own way out. After the first day, it 
  is obvious you are very lost and not happy at all. 
  You and your companions have plenty of time to 
  talk and get to know each other as you avoid one 
  danger after another. After what seems like 
  forever, you pop up above ground again in what 
  must be the Outwall district just surrounding 
  Rookroost. So covered in muck that even the 
  beggars look down on you, you move away from 
  the city, not sure if you ever want to go back.  
   
  Conclusion D: Snarlen “Pretty” Face 
  Being led through twists and turns you are sure 
  you will not be able to remember, you come to 
  what appears to be a dead end. However, the thief 
  walks straight through it and (with a little 
  coaxing) you do, too. On the other side is a ladder 
  that takes you up into a little shack. Sitting in the 
  shack is a smiling half-orc, Snarlen. You hear 
  some muttering coming from the tunnel you just 
  exited and the ground seems to close up, blocking 
  the hatch.  
   
  “You did well for some lowly, wet behind the 
  ear pups!” Snarlen proclaims. It seems high praise 
  considering the source. “My organization will 
  remember your help,” and he flips you each a 
  small bag. “Now, get going and don’t head back 
  here for a while if you know what’s good for 
  you,” Snarlen says as he motions you to exit to 
  the shack.  
   
  When you exit, you see you’re in the Outwall 
  district surrounding Rookroost. Heading on your 
  way, you hope you did the right thing. As you 
  open the coin purse, you see some gold and a 
  wooden coin with a dagger carved in it. 
   
  Conclusion E: Cult Rooted Out 
  You have done what you were asked and the city 
  is safer. At least as safe as it can be in the Bandit 
  Lands. You just hope your new-found friend in the 
  city guard does not get caught and that he is able 
  to repay his debt. 
   
  Conclusion F: Whew! 
  You just barely made it out of the city alive. But 
  you still have your head and that is what is 
  important. Perhaps one day you will return to the 
  political machinations of the city of ravens. For 
  now, it is off to other adventures. 
  BDKA6-02 Two Sides to Every Story 
   
  Page 16 
  
  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 1: Out of the Crowd 
  Defeat the guards in combat 
   
  APL1 90 xp 
  Help the halfling 
   
  APL1 60 xp 
   
  Encounter 2: Free Lunch, Nice Company 
  See through Volin’s lies 
   
  APL1 45 xp 
   
  Encounter 3: Why are We Following Him? 
  Defeat Snarlen in combat 
   
  APL1 90 xp 
   
  Encounter 4: The Wayfarer Tavern 
  Burn down the tavern 
   
  APL1 30 xp 
  Survive or disable the trap 
   
  APL1 90 xp 
   
  Encounter 5: Introduction to the Muck 
  Defeat the “cultists” in combat 
   
  APL1 90 xp 
   
  Encounter 6: Word Around Town 
  Collected six rumors or earned 10 spread rumor 
  points 
   
  APL1 90 xp 
   
  Encounter 7: What are we doing here! 
  Distract Sheriff Flaknor’s hunt for rebels 
   
  APL1 90 xp 
   
  Encounter 8: Backs to the Wall 
  Defeat the guards in combat 
   
  APL1 90 xp 
   
  Story Award 
  Defeat the “cult” or give the Guild enough time to 
  get the papers out of town 
   
  APL1 90 xp 
   
  Discretionary roleplaying award 
   
  APL1 45 xp 
   
  Total possible experience: 
   
  APL1 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 
  BDKA6-02 Two Sides to Every Story 
   
  Page 17 
  
  Units to practice professions or create items 
  immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter 1: Out of the Crowd 
   
  APL 1: Loot (guard) 2 gp x 3; Loot (sergeant) 2 
  gp; Total 8 gp. 
   
  Encounter 3: Why are We, Following Him? 
   
  APL 1: Loot (Snarlen) 80 gp; Loot (elves) 9 gp 
  x 2; Magic (Snarlen) potion of cat’s grace (3 @ 25 gp 
  each), potion of cure moderate wounds (2 @ 25 gp 
  each); Total 223 gp. 
   
   
  Encounter 4: The Wayfarer Tavern 
   
  APL 1: Loot (acid flask) 1 gp; Magic (chest) 
  ring of protection +1 (166 gp); Total 167 gp. 
   
  Encounter 5: Introduction to the Muck 
   
  APL 1: Loot (halflings) – 5 gp x 2; Loot 
  (thieves) – 70 gp x 2; Magic – 8 gp; potion of cure 
  light wounds (2 @ 4 gp each); Total 158 gp. 
   
  Encounter 7: What Are We Doing Here? 
   
  APL 1: Coin 200 gp. 
   
  Encounter 8: Backs to the Wall 
   
  APL 1: Loot 2 gp x 3; Total 6 gp. 
   
  Total Possible Treasure 
   
  APL 1: Loot 263; Coin 200 gp; Magic 299 gp; 
  Total 762 gp (450 gp cap). 
   
  ADVENTURE RECORD ITEMS 
  +1 WCI Dissenter 
   
  +1 WCI Malcontent 
   
  That’s Might Short of Ya! Word has gotten out 
  that you helped an innocent halfling of Rookroost. 
  Because of your kindness towards Hin, members 
  of the Gonagin clan will regard you one step 
  friendlier than normal. 
   
  Wooden Dagger Token: For your efforts in aiding 
  the Rookroost Thieves’ Guild with a pressing 
  problem, you have received this small token to 
  affirm your influence to other members of the 
  guild. This serves as one Influence Point (IP) with 
  the Rookroost Thieves’ Guild. 
   
  Friend on the Force: For your aid in dispatching a 
  troublesome cult and returning lost papers, you 
  now have a friend on the inside of the Rookroost 
  guard. This serves as an Influence Point (IP) with 
  the Northern Alliance. This IP may only be used 
  in Rookroost and its immediate surroundings, not 
  in Groucester. 
  BDKA6-02 Two Sides to Every Story 
   
  Page 18 
  
  APPENDIX 1: NPCS
  1: OUT OF THE CROWD 
  H A L F−O R C  G U A R D 
  CR  1 
  Male half-orc fighter 1 
  CN Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3 
  Languages Common, Orc 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +2 armor, +1 shield) 
  hp 12 (1 HD) 
  Fort +4, Ref +1, Will +1 
  Speed 30 ft. (6 squares) 
  Melee light mace +5 (1d6+3) or dagger +4 (1d4+3/19-
  20) 
  Ranged dagger +2 (1d4+3/19-20) 
  Base Atk +1; Grp +4 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6  
  Feats Alertness, Weapon Focus (light mace) 
  Skills Handle Animal +2, Listen +3, Spot +3
  Possessions leather armor, light wooden shield, 
  dagger, light mace, 20 sp 
   
  H A L F−O R C  S E R G E A N T 
  CR  2 
  Male half-orc fighter 2 
  CN Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3 
  Languages Common, Orc 
  AC 14, touch 11, flat-footed 13; Dodge 
   (+1 Dex, +2 armor, +1 shield) 
  hp 19 (2 HD) 
  Fort +5, Ref +1, Will +1 
  Speed 30 ft. (6 squares) 
  Melee light mace +6 (1d6+3) or dagger +5 (1d4+3/19-
  20) 
  Ranged dagger +3 (1d4+3/19-20) 
  Base Atk +2; Grp +5 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6  
  Feats Alertness, Dodge, Weapon Focus (light mace) 
  Skills Handle Animal +3, Listen +3, Spot +3 
  Possessions leather armor, light wooden shield, 
  dagger, light mace, 60 sp 
   
  2: FREE LUNCH, NICE COMPANY 
  L I E U T E N A N T  V O L I N  M I S H A N D O R 
  CR  3 
  Male human cleric of Iuz 3  
  CE Medium humanoid (human) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common, Elven 
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield) 
  hp 17 (3 HD) 
  Fort +3, Ref +2, Will +5 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee mwk morningstar +2 (1d8-1) 
  Ranged sling +3 (1d4-1) 
  Base Atk +2; Grp +1 
  Special Actions rebuke undead 5/day 
  Combat Gear 2 scrolls of bull’s strength, 2 scrolls of 
  sound burst 
  Cleric Spells Prepared (CL 3rd): 
   2nd—divine 
  insight�, 
  invisibilityD, 
  undetectable 
  alignment� 
   1st—cure light wounds, disguise selfD, divine favor, 
  obscuring mist 
   0—cure minor wounds, detect magic, read magic, 
  resistance 
  D: Domain spell. Deity: Iuz. Domains: Evil, Trickery  
  �Already cast 
  Abilities Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 15 
  SQ spontaneous casting (inflict) 
  Feats Alertness, Persuasive, Skill Focus (Bluff) 
  Skills Bluff +13, Concentration +6, Disguise +8 (+10 
  acting in character), Listen +4, Spellcraft +7, Spot 
  +4 
  Possessions combat gear plus full plate, heavy steel 
  shield, masterwork morningstar, sling, 10 bullets, 
  holy symbol of Iuz 
   
  3: WHY ARE WE FOLLOWING HIM? 
  S N A R L E N  T H E  G R U F F 
  CR  3 
  Male half-orc fighter 1/rogue 2 
  CN Medium humanoid (orc) 
  Init +6; Senses darkvision 60 ft.; Listen +5, Spot +5 
  Languages Common, Goblin, Orc 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +3 armor, +1 shield) 
  hp 18 (3 HD) 
  Resist evasion 
  Fort +3, Ref +5, Will +0 
  Speed 30 ft. 
  Melee mwk rapier +6 (1d6+2/18-20) 
  Ranged sling +4 (1d4+2) 
  Base Atk +2; Grp +4 
  Atk Options sneak attack +1d6 
  Combat Gear 3 potions of cat’s grace, 2 potions of cure 
  moderate wounds 
  Abilities Str 15, Dex 14, Con 12, Int 13, Wis 10, Cha 6 
  SQ trapfinding 
  Feats Acrobatic, Improved Initiative, Weapon Focus 
  (rapier) 
  Skills Balance +9, Climb +8, Hide +7, Jump +11, 
  Knowledge (local: Iuz’s Border States) +7, Listen 
  +5, Move Silently +7, Spot +5, Tumble +11 
  Possessions combat gear plus masterwork studded 
  leather armor, masterwork buckler, masterwork 
  rapier, masterwork sling, 10 bullets 
   
  BDKA6-02 Two Sides to Every Story 
   
  Page 19 
  
  5: INTRODUCTION TO THE MUCK 
  T H I E F 
  CR  1 
  Male human rogue 1 
  CN Medium humanoid (human) 
  Init +6; Senses Listen +5, Spot +5 
  Languages Common, Halfling, Orc 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 7 (1 HD) 
  Resist evasion 
  Fort +1, Ref +4, Will +1 
  Speed 30 ft. 
  Melee mwk short sword +2 (1d6+1/19-20) 
  Ranged mwk shortbow +3 (1d6/x3) 
  Base Atk +0; Grp +1 
  Atk Options sneak attack +1d6 
  Combat Gear potion of cure light wounds 
  Abilities Str 12, Dex 15, Con 13, Int 14, Wis 12, Cha 8 
  SQ trapfinding 
  Feats Acrobatic, Improved Initiative 
  Skills Balance +8, Climb +5, Disable Device +6, Hide 
  +6, Jump +5, Listen +5, Move Silently +6, Open 
  Lock +6, Search +6, Spot +5, Tumble +8 
  Possessions combat gear plus masterwork studded 
  leather 
  armor, 
  masterwork 
  short 
  sword, 
  masterwork shortbow, 20 arrows, thieves’ tools 
  BDKA6-02 Two Sides to Every Story 
   
  Page 20 
  
  APPENDIX 2: NEW RULES ITEMS 
  SPELLS 
  Divine Insight 
  Divination 
  Level: Cleric 2, Paladin 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/ level or until discharged (D) 
   
  Clutching the focus of your spells to your chest, you 
  let your eyes flutter shut. As you complete the short 
  prayer you feel your deity’s presence fill you with 
  confidence. 
   
  Once during the spell’s duration, you can 
  choose to use its effect. This spell grants you an 
  insight bonus equal to 5 + your caster level 
  (maximum bonus of +15) on any single skill 
  check. 
  Activating 
  the 
  effect 
  requires 
  an 
  immediate action. You must choose to use the 
  insight bonus before you make the check you 
  want to modify. Once used, the spell ends. 
   
  You can’t have more then one divine insight 
  effect active on you at the same time. 
   
  Source: Spell Compendium 70 
  BDKA6-02 Two Sides to Every Story 
   
  Page 21 
  
  PLAYER HANDOUT 1 
   
  Recent news slipped under your door 
   
  Dear Citizen, 
   
  Be on the look out for a group pretending to worship Olidammara. They are causing trouble and 
  recently stole something of value. Only known member is a gruff and rude half-orc, known as Snarlen. 
  Information leading to his capture carries a reward of 25 gp. Capture of him alive will bring a reward of 
  150 gp. 
   
  Lieutenant Volin of the Rookroost Guard  
  BDKA6-02 Two Sides to Every Story 
   
  Page 22 
  
  MAP 1 –GENERAL AREA OF BANDIT KINGDOM 
   
  BDKA6-02 Two Sides to Every Story 
   
  Page 23 
  
   
  MAP 2 – THE WAYFARER TAVERN AND THE REGAL 
  ROOST 
   
  BDKA6-02 Two Sides to Every Story 
   
  Page 24 
  
  MAP 3 – THE WAYFARER TAVERN (SECOND FLOOR) 
   
  BDKA6-02 Two Sides to Every Story 
   
  Page 25 
  
  MAP 4 – SEWER INTERSECTION 
   
  BDKA6-02 Two Sides to Every Story 
   
  Page 26 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/596/Intro mods/BDKA6-02 - Two Sides to Every Story/BDKA6-02 - Two Sides to Every Story.pdf