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 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 and the adventure author or authors. 
   
  Details and maps of the town of Pest’s Crossing are excerpted from: Against the Giants: The Liberation of Geoff by Gary Gygax and Sean K. Reynolds. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your metaregion please e-mail your metaregional point of contact (POC) at scon40@aol.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  SHE5-04 
   
   
   
   
   
  A Cup O’erturned 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Sheldomar Valley Metaregional Adventure 
  Version 1.0 
   
  by Will Dover 
  Reviewers: Michael D. Moore, Sheldomar Valley Triads 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Harold Austin, Bobby Howell, Tad Kilgore, Tad Savell, Jan Kuhlmann, James Burkett, and the Concillators. 
   
   
   
  Merchants are heading to Hochoch, the future home of the Knights of the Watch and Dispatch, coming from different 
  lands and bringing all sorts of different problems. Can you help them out?  A Sheldomar Valley metaregional adventure 
  for APLs 6-12 and Part One of the Turf Wars series. 
   
  
  SHE5-04 A Cup O’erturned 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player 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, 2006.  
   
  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 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. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  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).  
  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 up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  SHE5-04 A Cup O’erturned 
   
  Page 2 
   
  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 Metaregional adventure, set 
  in the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp 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 who 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 Survival 
  check (DC 20), 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 
  Followers of Vecna who call themselves the Triumvirate 
  have learned of a secret ritual that might give the 
  Whispered One greater influence on Oerth, and possibly 
  even return him to the Prime Material Plane. The 
  Triumvirate needs three items to bring this together: the 
  complete text of the ritual for which they have only a 
  fragment (albeit a large one), a preserved portion of 
  Vecna’s undead flesh, and the Cup Insidious, a minor evil 
  artifact used as a magical container for mixing liquid 
  components together during certain evil rituals. The 
  artifact was buried deep in the Sea of Dust after the fall of 
  Vecna. 
   
  A Yeomanry Dustdigger named Blake Ovan, a man 
  somewhat fallen from the ideals of that institution, found 
  the Cup in the Sea of Dust in a dig sponsored by Trevor 
  ap Tryvan, the public face of the Triumvirate. Unaware of 
  the true nature of either ap Tryvan or the artifact, he was 
  to take the Cup to Hochoch, which recently came under 
  control of the Knights of the Watch and the Knights of 
  Dispatch. Ap Tryvan hired Ghant and Vilya, twin 
  members of The Corporation, the organization behind 
  the Gran March underworld (the twins managed to 
  escape the purges of that organization), to act as his 
  agents in picking up the Cup. By using the twins, he does 
  not have to pay Ovan and hides his involvement further. 
   
  Ovan decided that, being so close to an area 
  recovering from a war, he will pose as a merchant named 
  Blake Sampleson and hire some bodyguards (the PCs) to 
  protect him until the deal is complete. Unfortunately, 
  members of the Midnight Ravens, a Geoff’s thieves guild 
  still operating secretly in Hochoch, got wind that this 
  “merchant” was being lightly guarded and promptly stole 
  the Cup. Ovan then asks the PCs to find the Cup. 
   
  A “turf war” is developing between the Midnight 
  Ravens, who still treat Hochoch as Geoff, and thus their 
  territory, and the Corporation, who are just beginning to 
  establish rackets there when the Commandant ceded the 
  area to the Knights. In trying to find the Cup, the PCs 
  become targets of both groups. 
  THE MIDNIGHT RAVENS 
   
  Very little is known about the Midnight Ravens 
  except that which has been reported by a few brave 
  adventurers. The Midnight Ravens seem to be a thieves 
  guild of some sort, but suspicions are that their influence 
  goes beyond that of a simple thieves’ guild. The few 
  reported contacts with the guild indicate that they have a 
  great deal of information, and they demand gold or favors 
  in exchange for sharing it. The leader of the guild is 
  unknown, but reports indicate dealings with someone 
  # 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 
  
  SHE5-04 A Cup O’erturned 
   
  Page 3 
  using a female voice and identifying herself as the Aspect 
  of Knowledge. 
   
  The Midnight Ravens claim to be interested in 
  knowledge, apparently to use for future power grabs. 
  When asked, they do not admit to committing the 
  normal nefarious acts of a thieves’ guild, but they do not 
  deny those acts either. The only thing that the Midnight 
  Ravens vehemently denied is being engaged with murder 
  or other violent activities. As a result, many suspect that 
  they are mainly into smuggling, protection rackets, and 
  burglary. Unfortunately, no concrete evidence has ever 
  surfaced regarding the group’s involvement in a crime. 
   
  Their base of operations is rumored to be in 
  Hochoch. If this is indeed the case, then the changes in 
  city governance no doubt affect them as well. Any 
  perceived weakness on their position will no doubt be 
  exploited by the neighboring criminal elements. 
  THE CORPORATION 
   
  The Corporation is a group of rogues and other like 
  individuals working inside Gran March. Because of the 
  lawful 
  and militaristic nature of their nation’s 
  government, The Corporation takes great pains to keep 
  their existence the subject of superstition and legend. 
  The group is itself a lawful organization with numerous 
  different tiers. At the lower levels are (in ascending 
  importance) associates, members, and senior members. 
  PCs who are members of the Corporation are typically 
  from these lower ranks. 
   
  Recently, a faction of the Corporation, led by their 
  head of security, engaged in risky and public ventures, 
  such as trying to assassinate Commandant Vrianian, 
  which brought light to the organization. The main body 
  subsequently allowed that arm to be discovered and to 
  take the fall for all of their activities. Thus, the authorities 
  believe that they destroyed the Corporation, while the 
  majority of the organization remained secretly intact. 
  Members (but not associate members) should know this 
  operation as the Second Divestiture. 
   
  The Corporation has since gone back to its behind-
  the-scenes illicit activities. While Hochoch has changed 
  hands yet again, they see the changes as an opportunity 
  for them to gain some territory that would free them 
  from Gran March interference. They are thus interested 
  in taking over most, if not all, of the Hochoch 
  underworld. 
  SITUATION IN HOCHOCH (LATE CY 595) 
   
  In CY 594, Commandant Magnus Vrianian claimed 
  the Gyri city of Hochoch and the rest of the region 
  known as “the Cup” by right of conquest from the giants. 
  The Cup consists of the Gyric cantrev of Arweth and half 
  of the cantrev of Rhwng yr Coed. Vrianian reasoned that 
  the giants took the city and the land from Geoff and that 
  Gran March forces subsequently liberated the area from 
  them. Geoff’s Regent, Sierra Blackblade, at the time 
  reluctantly agreed to Vrianian’s terms and, due to the 
  chaos in the Keoish court, this action went unchallenged. 
   
  In early CY 595, however, Hugo of Geoff, Grand 
  Imperial Wyvern and head of the Knights of the Watch 
  and the Knights of Dispatch, asked Commandant 
  Vrianian to turn over the Cup to the Knights for their 
  use. Vrianian, himself a Watcher and by oath subordinate 
  to Hugo, had little choice but to grant Hugo his wish. 
  While the new Regent of Keoland voiced her displeasure, 
  there was little that the Court of the Land could do until 
  the previously recognized noble that ruled the area, 
  Padrig ap Bedwin, provides a timely challenge to the 
  change. This change in leadership thus has stood so far. 
   
  Gaining a city, however, is not the same as helping it 
  to grow and flourish. Thus, Hugo and his Knights are 
  working towards establishing Hochoch as a strong trade 
  and defensive center. To this end, the Knights have 
  invited many merchants from all over the Sheldomar 
  Valley to establish businesses and commercial traffic in 
  Hochoch. Hugo knows, however, that the economic 
  future of Hochoch and the Cup depend on his Knights 
  establishing law and order in a region only recently freed 
  from the threat of attack from the war and full of 
  freedom-loving Gyri. Whether or not the lawful Knights 
  can succeed in helping Hochoch to flourish, while 
  keeping their own agendas and frayed reputations afloat, 
  is the question. 
  ADVENTURE SUMMARY 
  Introduction 
   
  The PCs start out at the River Gate in the city of 
  Hochoch, awaiting entry. This is an opportunity for the 
  characters to introduce themselves and to learn more 
  about the changes in the city since the Knights have 
  taken it over. 
  Encounter 1 
   
  At the River Gate, the PCs notice a human male and 
  an elven male in traveler’s clothing. They are separately 
  looking for adventurers to help them with a simple task. 
  The human is a Yeoman merchant named Blake 
  Sampleson. He pushes his way past the elf to get to the 
  party to offer them a guard job. The elf, Parwyn 
  Amastacia, interrupts with a counteroffer. The two 
  merchants argue, but eventually (either on their own or 
  with the PCs help) agree that the PCs could be shared, 
  with Amastacia hiring them in the morning and 
  Sampleson getting them in the evening. If the PCs agree, 
  Sampleson wants them to meet him at the Boar’s Other 
  Knuckle Tavern this evening. 
  Encounter 2 
   
  Amastacia quickly gets the party through the River 
  Gate and leads them to the Market Quarter where they 
  must disarm a series of simple and nonlethal prank traps 
  
  SHE5-04 A Cup O’erturned 
   
  Page 4 
  placed by an elven wizard from the Duchy of Ulek who 
  thinks he is funnier than he really is.  
  Encounter 3 
   
  The PCs have the afternoon to try to find out more 
  about Sampleson and his patron. Observant PCs notice 
  that an attractive woman is showing up in a lot of the 
  same places they are during their information gathering. 
  She is Bethany Grenda, a member of the Corporation.  
  Encounter 4 
   
  The PCs head back to the tavern, only to find 
  Sampleson was mugged. He tells the PCs who he really 
  is, as the point of subterfuge is done now. The PCs may 
  think to detect evil on him now once he mentions an 
  artifact and find a trail created by the lingering evil aura 
  of the Cup. 
  Encounter 5 
   
  On the trail of the artifact, the party meets Bethany 
  Grenda, a member of The Corporation. If there is at least 
  one lawful character in the party, Bethany poses as a bard 
  negotiator for another buyer interested in the artifact. 
  Otherwise, she identifies herself as a member of a rival 
  gang. Either way, she informs the party that the artifact 
  was stolen by the Midnight Ravens, identifying them by 
  name, and that two other ex-members of her organization 
  are trying to steal it back for an unknown client. The 
  party, of course, can choose to ignore her and go on, but 
  they will not understand what is happening.  
  Encounter 6 
   
  The party, either from directions from Grenda or by 
  following the artifact’s aura trail, reaches a small alleyway 
  with a taxidermist’s shop. There is apparently only one 
  entrance to the shop: a front door with a pit trap just on 
  the other side that dumps the targets into a compacting 
  room trap where the wall eventually blocks access from 
  those above. The secret door to the next encounter is at 
  the bottom of this trap so the party must deal with it. 
  Encounter 7 
   
  After getting past the trap, the party finds a large 
  room with a set of double doors on the opposite side. 
  They can hear snarling and snapping sounds behind the 
  doors, wherein four to six watchdog creatures attack 
  them. 
  Encounter 8 
   
  Past the watchdog creatures, the party finds another 
  double door. Behind it is a small meeting room with a 
  single halfling male inside. He is Xavier Riverbend, a 
  mid-level associate of the Midnight Ravens. He calmly 
  states that his companions are in hidden chambers 
  surrounding the room and armed with all sorts of nasty 
  weapons and spells and that the party should forget about 
  the item in question. His group acquired it in honest 
  thievery and no upstart bunch of rogues is going to take 
  it from them. If the party thinks to try to negotiate with 
  him and mention the fact that the Ravens have a minor 
  evil artifact, Riverbend will eventually come around to 
  their way of thinking and yell out for one of his associates 
  to bring the item.  
  Encounter 9 
   
  Riverbend’s associate returns and says the item is 
  gone. However, the aura is still leaving its trail and the 
  party can follow it to the final encounter. If they do not 
  have a detect evil available, there will be other clues to lead 
  them in the same direction. 
  Encounter 10 
   
  The PCs find their way to the clearing where the ex-
  Corporation members Ghant and Vilya have just 
  delivered the Cup to their patron and are sitting around 
  counting their money. In frustration for being attacked 
  after getting paid, they attack the party at the first 
  opportunity. Their animal companions are on watch so 
  the chance for surprise is slight.  
  Conclusion 
   
  The PCs learn from evidence found on Ghant and 
  Vilya that there is someone in or around Hochoch 
  wanting evil artifacts. Now, that someone has one. 
  PREPARATION FOR PLAY 
  In preparation for playing this adventure, you may want 
  to give additional background information to give each 
  group an experience more appropriate to their region. 
  These regional and organizational hooks are listed below: 
  BISSEL 
   
  The Bissel Free Companies, as well as a small 
  company of Bissel regulars, are still operating in Geoff 
  and will be there for a while to assist in security and 
  reconstruction. Given that Hochoch has served as a rear 
  area for the conflict with the giants, it is reasonable for 
  PCs in these armed forces to find rest and recreation in 
  the city. This would be considered as part of the 
  mandatory military service for those PCs.  
   
  PCs who are members of the Thieves Guild of 
  Dountham may want to report to their guild about what 
  they find out about the changes in the Hochoch 
  underworld. The Guild is too involved in Dountham 
  affairs to expand their operations into Hochoch. This 
  should be noted on the Critical Event Summary, if these 
  PCs do make such a report. 
   
  During the course of the adventure, PCs who are 
  Mist Chameleons may find out about the strong evil 
  nature of the Cup. Knowing that this might be of interest 
  to Evard the Necromancer and, subsequently, to Regent 
  Saralind, they may want to make a report to a Bissel noble 
  on these events. This should be noted on the Critical 
  Event Summary. 
  
  SHE5-04 A Cup O’erturned 
   
  Page 5 
  GEOFF 
   
  As Hochoch was, until recently, Gyri territory, many 
  Geoff PCs will have various reactions to the city’s new 
  government. Many soldiers will be here on leave from 
  the front. This adventure thus counts for any service 
  obligation that Geoff military PCs have. 
   
  PCs who are members of the Midnight Ravens have 
  an all-together different interest in this situation once 
  they discover that their organization is involved. It is 
  generally understood within the group that unnecessary 
  conflict is bad for business. Thus, Midnight Ravens PCs 
  should expect that the group is planning to leave 
  Hochoch. What they find in Hochoch, however, will 
  appear to contradict this. If they choose to report what 
  they find out, this should be noted on the Critical Event 
  Summary. 
  GRAN MARCH 
   
  There are many military PCs from the Armies of 
  Judgment and Retribution that come to Hochoch for rest 
  and recreation. The war front has been far away from the 
  Cup for some time now, and the city serves as a rear area 
  for planning new strikes against the giants. The Gran 
  March military would have little interest in any of the 
  events in this adventure at this time; Commandant 
  Vrianian has instructed all military commanders that 
  Hochoch’s problems are now Watcher and Dispatcher 
  problems. Also, as the front pushes further west, 
  members of the School of Hard Knocks are heading out 
  to see if there are any giant items that would be worth 
  displaying in their Great Hall in Shiboleth. 
   
  Corporation PCs, on the other hand, may be here 
  looking for new territory for Corporate interest. The shift 
  in leadership from Gran March to the Knights has caused 
  only a small wrinkle in their plans to control the criminal 
  rackets in Hochoch. Corporation PCs can make a 
  Knowledge (local – Sheldomar Valley metaregion) check 
  at a DC equal to the APL to know this (this is more 
  difficult for higher level PCs as they are more than likely 
  off adventuring and less involved in regional affairs). If 
  the PCs make the check by 10 or more, they get the name 
  of Bethany Grenda as one of the point-takers in the 
  various operations to gain control of the underworld. 
  KEOLAND 
   
  Those PCs with strong ties with the Keoish nobility 
  (and, in particular, ties with the new Regent Jessa Skotti) 
  are in Hochoch to observe the transition of power to the 
  Watchers and Dispatchers. It is no secret that the Regent 
  does not like them being in control of Hochoch and 
  would be very interested in anything that would 
  undermine the Knights' claim on the city. Evidence of 
  strong underworld activity and evil influences would be 
  very useful at court. This should be noted on the Critical 
  Event Summary. 
   
  Also, Regent Jessa recently sent 15,000 soldiers into 
  Geoff to defeat the giants and make the nation stable. PCs 
  who are in the Royal Army would likely find their way to 
  Hochoch for rest and relaxation like the other foreign 
  soldiers assisting Geoff. 
   
  If the PCs discover that the Cup is a magical artifact, 
  they may want to inform the Silent Ones of its existence. 
  The Silent Ones will not take immediate action, but will 
  start doing research. This should be noted on the Critical 
  Event Summary, if the PCs make reports. 
   
  The Niole Dra Thieves Guild, being information 
  brokers, are very interested in what’s going on in 
  Hochoch. Even if they do not act on it directly, they 
  could sell the intelligence to someone else. This should 
  be noted on the Critical Event Summary, if any PC sends 
  word to this organization on the Critical Event Summary. 
  KNIGHTS OF THE WATCH/DISPATCH 
   
  This 
  group 
  is 
  taking 
  over 
  Hochoch 
  after 
  Commandant Vrianian gave it to them earlier in CY 595. 
  Thus, Knight PCs may be here on business related to the 
  establishment of a new city government or out looking 
  for a new home (particularly if these PCs are from Bissel 
  or Keoland). There is plenty of work to be done, 
  especially tasks befitting a Squire or Senior Squire. They 
  can stay at the Knights of the Watch Chapterhouse 
  located in the Old City located at O3 on the players’ map 
  of Hochoch (see Player Handout #1). If any Knight PCs 
  choose to report what they find during the course of this 
  adventure to their superiors, this should be noted on the 
  Critical Event Summary. 
  THE PRINCIPALITY OF ULEK 
   
  While Hochoch is far from the Principality, there is 
  at least one group who is paying attention to the 
  situation. PCs who are members of the Society of 
  Shadows are contacted by Allinel Nightshade, Matron of 
  the Thunderstrike Shadows. Nightshade tells these PCs 
  that the Society is very interested in information about 
  the new government and any criminal groups operating 
  within Hochoch. They cannot pay anything at this time, 
  but will not forget PCs who provide that information. A 
  Sense Motive check against Nightshade (DC 35) 
  indicates that she is interested more for her own interests 
  than the best interests of the Society as a whole. 
  THE YEOMANRY 
   
  Once Blake Ovan reveals himself to be a Dustdigger, 
  PCs from that organization should be on their guard as 
  this might have some negative impact. They, at a 
  minimum, will want to report Ovan’s activities to the 
  Academy. This should be noted on the Critical Event 
  Summary.  
   
  The Rascals have more than enough to do in the 
  Yeomanry than to work to acquire more criminal 
  
  SHE5-04 A Cup O’erturned 
   
  Page 6 
  territory. However, they would be interested in any 
  intelligence concerning who controls the Hochoch 
  underworld. This should be noted on the Critical Event 
  Summary, whether or not PCs contact the Rascals. 
  PCS OUTSIDE OF THE METAREGION 
   
  Most PCs from other regions are in Hochoch just 
  passing through. If a PC is a member of a thieves’ guild 
  organization, they may choose to report the state of 
  affairs in Hochoch. If they do, this should be noted on 
  the Critical Event Summary. 
   
  For PCs that do not fit in with one of these hooks, 
  just find some explanation that makes sense for the 
  character, even if it is only just vacationing away from 
  their home region. 
  INTRODUCTION 
  The PCs have arrived in Hochoch for whatever reasons 
  found in the Preparation for Play section above. They are 
  at the River Gate, a major entrance to the city. 
  ENCOUNTER 1: SIMPLE TASKS 
  At the River Gate, the PCs meet two merchants trying to 
  get the attention of adventurers entering the city: 
   
  The River Gate is busy this late fall morning 
  with various groups trying to enter the city. The line 
  to get past the city guard is especially long and 
  noisy. To make matters worse, a strong wind blows 
  the refugee smells from the group of shanties and 
  hovels known as Lean-to-Town. Somehow, above the 
  din, you hear two male voices shouting.  
   
  The first voice belongs to a bronze-skinned 
  human male with dark hair bleached by many hours 
  under a hot sun. He is a lean man, but not 
  emaciated. His face, marked by overexposure to the 
  elements, does not betray his actual age. He could be 
  in his late twenties, his early forties, or any age in 
  between. From the look of his traveling clothes, he 
  appears to be a well-traveled man with many miles 
  past  his feet. 
   
  The second voice is that of a male elf of 
  impressive stature, stockier than most of his kind. It 
  is clear from the cut of his fine clothes to the slight 
  paunch of his waistline that life has been very good 
  to him. Even while he is shouting, he still maintains 
  the air of one rich, noble-born, or both. 
   
  The human, spotting you in the crowd, pushes 
  his way past the elf to get to you. “Good morning, 
  travelers! My name is Blake Sampleson from the 
  Yeomanry and new to this city. You appear to be 
  adventurers. If so, you and I might have some 
  business together if you would but listen.”  
   
  At this, the elf shouts, “Now, why would they 
  want to work for a dusty bag of bones as yourself 
  when they can be in the gainful employment of me, 
  Parwyn 
  Amastacia, 
  trader 
  and 
  broker 
  extraordinaire?” Amastacia’s grin is wide and 
  confident. 
   
  Both men need the help of the party and are willing 
  to go for hard negotiations to gain it.  Be prepared to ad-
  lib and adjust the following: 
   
  Sampleson: “Mine is a simple task. I need 
  someone to guard me and an important package that 
  I have this evening. I am going to be meeting with 
  other clients during the day in pretty secure 
  quarters so I am not worried for either the package 
  or me during the day. However, I have only been 
  able to get lodging at the Boar’s Other Knuckle and 
  it does not appear to me to be the most secure of 
  establishments. If you can  watch over my room 
  while I sleep, I shall reward you handsomely for 
  your trouble.” 
   
  If pressed for details, Sampleson says that he is about 
  to make a sale to a collector named Trevor ap Tryvan 
  tomorrow and only needs the party’s services for one 
  evening. The item is an old goblet that ap Tryvan wanted 
  Sampleson to acquire while in the Yeomanry. It is 
  valuable for the collectors of antique goblets, but has little 
  street value otherwise. 
   
  “Sampleson” is really Blake Ovan, a Dustdigger from 
  the Yeomanry who typically obeys the letter instead of 
  the spirit of that organization’s doctrines. Most of what 
  he says to the party is true, as Ovan really does not know 
  what he has. He thinks it is some old Suel goblet he 
  found in the Sea of Dust, although he is somewhat 
  disturbed by the number of evil runes found on the cup. 
  PCs may want to use the Sense Motive skill on him. If so, 
  the check is DC 19 + APL (though his skill level does not 
  change, he gets luckier at higher APLs). If successful, the 
  PCs get an idea that he is not being completely honest, 
  but not certain where the dishonesty is. 
   
  Amastacia: “Come now, my job is simpler, but 
  more immediate. I am not only paying for skill, but 
  quick response. I have a problem with a shipment 
  brought in from Keoland through the Duchy of 
  Ulek. I am to deliver this to another merchant in the 
  Market Square, but cannot complete the delivery 
  while this problem is around. I need someone with 
  skills in either the arcane arts or in trap detection. 
  Please, we need to get these goods on the market 
  soon, and I can certainly reward you better than this 
  dirty one.”   
   
  Amastacia is who he says he is. A Knowledge (local – 
  Sheldomar Valley metaregion) check or an appropriate 
  Profession (Merchant, Teamster, etc.) check, as long as 
  the PC has at least one rank in it, at DC 12 verifies his 
  reputation as a leading merchant. Elves and half-elves get 
  a +5 circumstance bonus to the check due to his 
  
  SHE5-04 A Cup O’erturned 
   
  Page 7 
  extensive connections in the elven communities in the 
  Valley. He is also being truthful, but not complete, about 
  his task; all Sense Motive checks indicate his honesty. If 
  pressed for more details, he says his problems with the 
  shipment are more annoying than destructive, but he 
  cannot get the goods to market in their current state. 
   
  Both men are willing to pay 20 x APL in gp to each 
  party member, but start out negotiations at half that 
  number. Diplomacy, Appraise, or Sense Motive checks 
  against their Bluff checks indicates that both men are 
  generally underbidding for their services and can also 
  indicate when they are at their maximum bid. Amastacia 
  also has the ability to get items for the PCs, but he only 
  uses this as a bonus for success. He does not mention this 
  during the negotiations. 
   
  Clever PCs notice that the two jobs do not appear to 
  overlap, and Amastacia confirms that they should be 
  done by late afternoon. Thus, the PCs should be able to 
  do both tasks without any trouble. If the PCs don’t come 
  up with it on their own, have “Sampleson” come up with 
  the idea. 
   
  If PCs make a successful DC 15 Spot check, they 
  notice an attractive auburn-haired woman waving from 
  the walkway on the wall of Hochoch.  If PCs try to 
  interact with her at this point (by waving back or trying 
  to signal with her), she waves her hands in disgust in 
  their direction and leaves the wall.  This is Bethany 
  Grenda, whose purpose is to get a good look at whoever 
  Amastacia is hiring to assess how they resolve Amastacia’s 
  problem. 
   
  Creatures: All of the NPCs in this encounter are 
  described in Appendix 5. 
  � Blake Ovan a.k.a. Blake Sampleson: male 
  human Exp8/Rog2; hp 60; see Appendix 5.  
  � Parwyn Amastacia: male elf Brd15; hp 68; see 
  Appendix 5.  
  � Bethany Grenda: female human Rog10; hp 60; 
  see Appendix 5.  
   
  Development: Given that Amastacia’s task is more 
  immediate and does not interfere with the Sampleson 
  contract, the PCs should go with Amastacia to Encounter 
  2. “Sampleson” expects the party at the Boar’s Other 
  Knuckle by eight in the evening. A Knowledge (local – 
  Sheldomar 
  Valley 
  metaregion) 
  or 
  Knowledge 
  (geography) check at DC 10 indicates that the Boar’s 
  Other Knuckle is in the area of the city known as The 
  Commons, a short distance from the Market Quarter 
  where Amastacia will lead them. 
   
  PCs lose track of the woman as soon as she leaves the 
  wall, so approaching her without breaking into Hochoch, 
  is going to be difficult.  Amastacia informs the characters 
  that his business comes first and chasing after some 
  woman isn’t what he is paying the characters for. 
  ENCOUNTER 2: BOXES, 
  BOXES, AND MORE BOXES 
  Having successfully negotiated two contracts for work in 
  Hochoch, the PCs go with their first patron, Parwyn 
  Amastacia, to the Market Quarter. 
   
  After you agree to work for Amastacia, he 
  quickly pulls you out of the line and guides you to 
  the gate. He says to the guards, “These are the 
  helpers I was waiting for. Can we pass now?” The 
  guards nod, and Amastacia smiles and nods as well. 
  You all quickly pass through the gate, much to the 
  consternation of those remaining in line. 
   
  Amastacia quickly leads you through Hochoch’s 
  Low Quarter and into the city’s inner wall. After a 
  few minutes, you reach a bustling marketplace that 
  could only be the Market Square. He takes you over 
  to one stall with a sign labeled “Alan’s Exotic Goods 
  and Trinkets.” The storekeeper is a medium-sized 
  human male of Flan descent wearing a motley 
  colored robe consisting of various shades of red and 
  green patches. He says to Amastacia, “You need to 
  hurry and fix this problem. I want these toys out for 
  sale today as we agreed.” Amastacia responds “Don’t 
  worry, Alan. I have the situation in hand.” With that, 
  Alan goes back to setting up his stall for the day’s 
  business. 
   
  Amastacia then turns to the party, “Okay, here is 
  what I need you to do. I got these magical toys in 
  from a merchant in Keoland, but I wanted one of my 
  contacts to check them out to see if they were 
  working. Unfortunately, the only one available was 
  Welby of Tringlee in the Duchy of Ulek. Welby and I 
  have a long relationship and occasionally he likes to 
  play little tricks on me and leaves me a little note 
  telling me that so I won’t get into serious trouble. 
  Well, he picks this cargo to pull a little stunt. Here is 
  his letter: 
   
  “’Dear Parwyn, It is time once again for us to 
  match wits and wizardry. I surely would like to see 
  the color of your cheeks when you open your little 
  toys. Have fun, Welby. P.S. The toys work fine, and 
  my little surprise will not stop them from working.’ 
   
  “I know he has put some sort of prank on the 
  boxes, but I have neither the time nor the skill to 
  solve this particular puzzle. I need someone who 
  can deal with this problem quickly. Can you do 
  this?”  
   
  While they are waiting, have the PCs make Spot 
  checks (DC 25). If successful, they notice the same 
  attractive auburn-haired woman from the city wall taking 
  notice of their handiwork. This is Bethany Grenda, an 
  operative 
  of 
  the 
  Corporation, 
  who 
  is 
  doing 
  reconnaissance work in Hochoch. The fact the PCs are 
  about to deal with a bunch of traps is enough to warrant 
  
  SHE5-04 A Cup O’erturned 
   
  Page 8 
  her attention, albeit discreetly. If PCs approach Bethany, 
  she chats with them but leaves shortly after they disarm 
  or set-off one of the boxes.  She is posing as a bard 
  negotiator for a merchant interested in investigating 
  potential business ventures in the City of Hochoch. If 
  pressed, Bethany will say that her employer resides 
  outside of Hochoch, but wishes to remain anonymous at 
  this time so as not to jeopardize any future dealings. 
   
  Members of the Corporation may want to try to 
  establish contact with Bethany. She does not respond to 
  any overt and clumsy attempt at contact. If the player of a 
  Corporate PC thinks to make a Bluff check to 
  communicate with her by delivering a secret message as 
  described in the Bluff skill description in the Player’s 
  Handbook, she identifies herself as a member who is 
  conducting an intelligence assessment of the Hochoch 
  underworld so that the Corporation can expand its 
  operations here. 
   
  Trap: Each of the ten boxes is trapped with 
  heightened prestidigitation spells. The effect of the spell is 
  that the opener and all of the opener’s possessions 
  (including the box and what is inside) get completely 
  colored bright, nearly nauseating, pink from head to foot. 
  All the boxes radiate magic so detect magic can gain some 
  idea of what the spell is. A rogue of sufficient skill can 
  detect and disable them. If the party does not have a 
  rogue capable of the task, a readied counterspell (either 
  dispel magic or prestidigitation) can deal with the problem 
  when a box is opened. If the party does not have enough 
  spells to do this, they can buy prestidigitation scrolls to use 
  in cleaning up the cargo. They can find scrolls at the 
  appropriate caster level for counterspelling. 
  APL 6 (EL 4) 
  � Heightened Prestidigitation Trap: CR 4; magic 
  device; proximity trigger (alarm); automatic reset; 
  spell effect (prestidigitation (heightened to 3rd level), 
  5th-level wizard); Search DC 28; Disable Device DC 
  28. 
  APL 8 (EL 6) 
  � Heightened Prestidigitation Trap: CR 6; magic 
  device; proximity trigger (alarm); automatic reset; 
  spell effect (prestidigitation (heightened to 5th level), 
  9th-level wizard); Search DC 30; Disable Device DC 
  30. 
  APL 10 (EL 8) 
  � Heightened Prestidigitation Trap: CR 8; magic 
  device; proximity trigger (alarm); automatic reset; 
  spell effect (prestidigitation (heightened to 7th level), 
  13th-level wizard); Search DC 32; Disable Device DC 
  32. 
  APL 12 (EL 10) 
  � Heightened Prestidigitation Trap: CR 10; 
  magic device; proximity trigger (alarm); automatic 
  reset; spell effect (prestidigitation (heightened to 9th 
  level), 17th-level wizard); Search DC 34; Disable 
  Device DC 34. 
   
  If the first one is disabled, the others should go very 
  quickly. It takes about two hours to disable each of the 
  other boxes without having to roll for the check. If the 
  party uses counterspelling, it will take time to find scrolls 
  once they decide to use them. 
   
  Creatures: The merchant is Alan the Fair. A 
  Knowledge (local – Sheldomar Valley metaregion) check 
  (DC 10) indicates that he is a respected businessman 
  specializing in novelty items.  He wears brightly colored 
  attire, mainly in red and green, that goes with the 
  novelties that he sells. 
  � Alan the Fair: Male human Exp5; hp 22; 
  Appraise +10, Bluff +10, Diplomacy +10, Sense 
  Motive +8. 
   
  Treasure: Each box contains one flag with the 
  symbol of the Knights of the Watch and Dispatch. It is a 
  finely made flag with small gems sewn in at points on the 
  emblem. Because of the gems and the craftsmanship, 
  each flag costs 500 gp each.  As a side note, the flags turn 
  out to be a huge success and Alan the Fair will have sold 
  out of them by nightfall. Thus, the flags are not available 
  on the AR. 
   
  If the PCs are successful in disabling the traps or 
  cleaning off the merchandise before the end of the day, 
  Amastacia will pay them the agreed price. As the traps are 
  not damaging, however, defeating them does not give 
  any xp. Finally, Amastacia reimburses the party for any 
  dispel magic or prestidigitation scrolls they bought as long 
  he gets to keep any they do not use; those who bought 
  them will not have to pay for them unless they keep 
  them for themselves. 
   
  Development: Once Amastacia’s task is complete, 
  the party should have some time before meeting 
  “Sampleson” at the Boar’s Other Knuckle. They may want 
  to go to Encounter 3 to find out more about Hochoch, 
  “Sampleson”, or Trevor ap Tryvan. Otherwise, skip ahead 
  to the evening and Encounter 4. 
  ENCOUNTER 3: WHO ARE WE 
  WORKING FOR AGAIN? 
  With Amastacia’s task behind them, the PCs have some 
  time to find out more about their next client. Each PC 
  can buy any gear to which they have either access from 
  the LGCS, Regional Access, Any Access, or Adventure 
  access within three adventures. They may also cast spells 
  or do anything else they choose with their two hours. 
  Once they decide to either get dinner (often known as 
  casting heroes feast) or go to meet “Sampleson”, go to 
  Encounter 4. 
   
  The PCs may want to make Gather Information 
  checks or Knowledge (local – Sheldomar Valley 
  metaregion). Gather Information checks can be assisted 
  
  SHE5-04 A Cup O’erturned 
   
  Page 9 
  by other PCs; Knowledge (local – Sheldomar Valley 
  metaregion) checks can only be assisted by PCs having 
  ranks in that skill. Use the information below in giving 
  answers: 
  BLAKE SAMPLESON 
   
  Members of the Yeomanry Academy of Lore have a 
  +5 circumstance bonus to these checks (Gather 
  Information DC/Knowledge (local – Sheldomar Valley 
  metaregion) DC): 
  DC 25/DC 20: No one has ever heard of Sampleson, 
  but his description matches that of a Dustdigger 
  from the Yeomanry named Blake Ovan. He is 
  supposed to be some sort of expert on the Suel and 
  the Sea of Dust. 
  DC 20/DC 25: Ovan is not well respected in the 
  Academy. There have been rumors that he has 
  engaged in smuggling artifacts, though nothing has 
  been proven. 
  TREVOR AP TRYVAN 
   
  Geoff PCs, Gran March active-duty military PCs, and 
  Yeomanry Militia PCs have a +5 circumstance bonus to 
  these checks (Gather Information DC/Knowledge (local 
  – Sheldomar Valley metaregion) DC): 
  DC 10/DC 10: Trevor ap Tryvan is a bard who is 
  quite wealthy from his profession. He has been in 
  retirement for years and is a recluse. No one knows 
  where he lives. 
  DC 15/DC 15:  He is known to be a collector of 
  antiques and typically uses an intermediary to 
  handle negotiations. 
  DC 20/DC 20: He is willing to engage smugglers 
  and rogues to obtain pieces he wants for his 
  collection, though he has never been known to kill 
  anyone in the process. 
  THE SITUATION IN HOCHOCH 
   
  Members 
  of 
  any 
  Sheldomar 
  Valley 
  thieves’ 
  organization have a +5 circumstance bonus to these 
  checks (Gather Information DC/Knowledge (local – 
  Sheldomar Valley metaregion) DC): 
  DC 10/DC 10: The transition of government 
  appears to be going very smoothly. The Knights have 
  not taken full control over the city, but will in a few 
  months. They have started assisting in patrolling the 
  streets. 
  DC 15/DC 15: There are tensions within the 
  Hochoch underworld. Many rogues and ruffians are 
  thinking of moving to greener pastures.  
  DC 25/DC 25: Their concern is not over the 
  Knights’ lawful governance, but over the power 
  vacuum in the city. Right now, several criminal 
  organizations are looking to gain territory in the city 
  during the power transition, following the idea that 
  chaos brings opportunity. 
  KNIGHTS OF THE WATCH/ DISPATCH 
   
  This information is only available to PCs who are 
  members of either organization and only if they choose 
  to check in at the Knights Barracks in Hochoch. Knights 
  (not Squires or Senior Squires) get a +5 circumstance 
  bonus 
  to 
  these 
  checks 
  (Gather 
  Information 
  DC/Knowledge (local – Sheldomar Valley metaregion) 
  DC): 
  DC 10/DC 10: The transition of government 
  appears to be going smoothly. Hugo has already 
  arrived and is taking residence in Caer Dwr Gwyldy 
  (known in Common as Waterwatch Castle).  
  DC 15/DC 15: Preparations are being made both for 
  the final transition of Hochoch and for the purges 
  that Hugo spoke of earlier.  
  DC 20/DC 20: The Knights are aware of the 
  potential shift in the Hochoch underworld, but lack 
  intelligence on the actual structure of the various 
  factions. Anything that the Knights can find out 
  about the current situation would be greatly 
  rewarded. 
  BETHANY GRENDA 
   
  Members 
  of 
  any 
  Sheldomar 
  Valley 
  thieves’ 
  organization have a +5 circumstance bonus to these 
  checks (Gather Information checks only): 
  DC 15: The woman is here to investigate potential 
  business ventures in the City of Hochoch.  She has 
  talked to several merchants already. 
  DC 20: She is from Gran March. Rumor has it that 
  she is a licensed member of the Keoland Guilds and 
  is capable of acting on behalf of the Keoland Guilds. 
  DC 25: She is very curious about the changes in 
  Hochoch and the potential of using Hochoch as a 
  trade city.  
   
  While the party is doing their research, have the PCs 
  make Spot checks (DC 25). If successful, they notice 
  Grenda again checking them out. Their success in 
  Encounter 2 has convinced her that they need to be 
  followed and observed. 
   
  Development: Again, once they decide to either get 
  dinner or go to meet “Sampleson”, go to Encounter 4. 
  
  SHE5-04 A Cup O’erturned 
   
  Page 10 
  ENCOUNTER 4: THE HUNT IS 
  ON 
  The party may or may not be in the Boar’s Other Knuckle 
  when this encounter starts. If they are on their way close 
  to the time of their meeting with “Sampleson”, read the 
  following: 
   
  As you work your way through The Commons 
  and close in on the Boar’s Other Knuckle, you hear a 
  loud moan from a nearby alley.  
   
  If the PCs turn towards the moan, read the 
  following: 
   
  In the alley you find the prone and beaten form 
  of Blake Sampleson.  
   
  If the party is already at the Boar’s Other Knuckle or 
  some other inn eating dinner such as a heroes feast, read 
  the following (and yes, this interrupts the heroes feast): 
   
  As you are enjoying your meal, a man enters the 
  establishment and staggers toward your table. He 
  collapses across the table, spoiling your meal. The 
  severely-beaten man is Blake Sampleson. 
   
  In either case, “Sampleson” is down to 1 hp and is 
  struggling to remain conscious. He tells his story to the 
  party in a very melodramatic fashion. 
   
  “I was on my way to meet you when two men 
  attacked me. They beat me down, opened the box, 
  and took the cup. I should have known better than 
  to deal with that cursed cup once I saw the evil Suel 
  and Flan symbols on it. That’s why I used the 
  Sampleson name; my real name is Blake Ovan, and I 
  am a member of the Yeomanry Academy of Lore. 
  Still, I need food on the table, and a gold piece is still 
  a gold piece.” 
   
  Ovan knows that the cup is magical and only 
  suspects that it might be evil. He is more than willing to 
  lead the party to the alley where he was ambushed if they 
  are not already there. Anyone who has detect magic or 
  detect evil notices that there is a distinctive aura both on 
  Ovan and on the area where he was attacked. The aura is 
  rated as Strong and lingers in an area for 60 minutes 
  (maximum duration), though don’t reveal the exact 
  duration time to the players. Allow players to refer to the 
  Player’s Handbook and use the spell description to aid in 
  their decision making process. Regardless of how they 
  get to the scene of the crime, they can estimate that the 
  cup has been out in the open for at least thirty minutes. 
   
  Ovan remembers the appearance of the two men 
  who attacked him. He can give their description to the 
  party if they ask.  Give the party the physical descriptions 
  of Ghant and Vilya as shown in their stat blocks. 
   
  There is nothing Ovan can really be charged with in 
  Hochoch for bringing the Cup Insidious to town. 
  However, to smooth his departure, Ovan will honor his 
  original agreement whether or not the PCs follow the 
  aura trail to the Cup. He will have their money to them 
  the next morning. 
   
  Finally, allow the PCs a Spot check (DC 27). If they 
  make it, they notice Bethany Grenda following them. 
   
  Development: The party now must decide whether 
  or not to follow the trail. If they choose not to do 
  anything or do something that takes longer than thirty 
  minutes, such as contact the Knights, they will not have 
  the trail to follow and will have to go to Encounter 5 to 
  follow the trail. Otherwise, they can follow the trail 
  directly to Encounter 6, unless they choose to confront 
  Grenda, who is following them. 
  ENCOUNTER 5: EYES IN THE 
  SHADOWS 
  This encounter is a result of either the party noticing 
  Grenda and confronting her after the theft of the Cup 
  Insidious in Encounter 4 or because the party has no way 
  of tracking the Cup to Encounter 6. 
   
  Bethany has shown up again, at this auspicious 
  moment.  She smiles and waves you down in her 
  dirty dress.  “I saw a couple of men running off 
  towards the merchant quarter. They had a goblet in 
  their hands and felt creepy when they knocked me 
  down.  I followed them for a ways to get reimbursed 
  for the damage they did to my dress, but when I saw 
  them enter the Taxidermist’s shop, I got scared and 
  came to find you.  Perhaps, you could help me out?”  
   
  If PCs ask, she describes the cup exactly. She 
  continues to act in a benevolent way in the hopes to get 
  the PCs to deal with the two rogue members of the 
  Corporation.  Ideally, she does not want to get her hands 
  dirty with any of this and has no intentions to blow her 
  cover in a city controlled by the Midnight Ravens. 
   
  If the party contains at least one lawful character, 
  Bethany will maintain her ruse that she is a negotiator for 
  a merchant outside of Hochoch, but she will say that one 
  of the items she was investigating for her employer was 
  the possible purchase of the Cup. Otherwise, she 
  apparently comes cleans as she identifies herself as a 
  member of a rival gang interested in stealing the Cup for 
  themselves. Either way, she informs the party that the 
  artifact was stolen by local thieves and that two other ex-
  members of her organization are trying to steal it back for 
  an unknown client. She believes that the thieves have 
  taken it to a taxidermist shop in the Market Quarter and 
  gives the party directions if asked.  
   
  If asked about getting the Town Watch to help, she 
  can say that the thieves are getting away and, while the 
  city is still transitioning the authority, the Town Watch is 
  really slow. They lost some people when the Geoff 
  government left, and the Knights have not been able to 
  refill those positions. As for the Cup itself, Bethany only 
  
  SHE5-04 A Cup O’erturned 
   
  Page 11 
  knows that it is old, that it is valuable to some collectors, 
  and that it was stolen from the man from the Yeomanry 
  (she does not even know his true name). Unless there is a 
  member of the Corporation in the party, this is all she 
  reveals.  
   
  Members of the Corporation may want to try to 
  establish contact with her. Again, she does not respond to 
  any overt and clumsy attempt at contact. If the player of a 
  Corporate PC thinks to make a Bluff check to 
  communicate with her by delivering a secret message as 
  described in the Bluff skill description in the Player’s 
  Handbook, she can give three pieces of information. First, 
  she acknowledges her membership if the Corporation 
  PCs had not previously confirmed this in a prior 
  conversation. Second, she tells them that she believes the 
  thieves were members of the Midnight Ravens. Finally, 
  she says that the two thieves who are trying to steal it 
  from the Midnight Ravens are members who escaped the 
  Second Divestiture. She does not give them any direction 
  as to what the Corporation wants done with them, but it 
  is obvious that they should be silenced. 
   
  Development: Grenda wants to find out more about 
  the theft and is willing to help the party find its way to 
  the safe house in Encounter 6. 
  ENCOUNTER 6: FINDING THE 
  NEST 
  Refer to DM Aid: Map #1 for Encounters 6 to 8. 
   
  The party eventually comes to the taxidermist shop 
  in the Market Quarter, either by following the aura trail 
  of the Cup Insidious or by following Grenda’s directions 
  from Encounter 5. Once the party begins to move, read 
  the following: 
   
  Your quest for the missing cup has led you to 
  the Market Quarter. Before you stands a simple 
  storefront with a brown awning, a dire boar’s head 
  on the front door, and a sign saying in Flan and 
  Common “The Taxidermist House of Wedros the 
  Skillful.” The street is quiet with no observable 
  traffic, as it is well past the time for legal business. 
  The shop is obviously closed. 
   
  The front door has an average lock on it: 
  � Locked Wooden Door: 1 in. thick; hardness 5; 
  hp 10; Break DC 18; Open Lock DC 25 (steel lock: 1 
  in. thick; hardness 10; hp 10; Break DC 24). 
   
  Those using detect evil or detect magic to track the aura 
  find that it stops just inside the doorway. There is enough 
  wood in the trapdoor of the pit trap to block the rest of 
  the aura. 
   
  Trap: Stepping on either of the two five foot squares 
  at the front door indicated on DM Aid: Map #1 sets off the 
  100-ft. spiked pit trap. The impact of the fall triggers a 
  hidden switch that retracts the spikes and engages the 
  compacting/crushing room trap. The spikes’ retraction 
  does no additional damage to those already impaled on 
  them. The trap door stays open until the wall in the room 
  trap retracts to its original position. The wall stays in 
  position for the same amount of time as its onset delay 
  and then retracts in the same amount of time as its onset 
  delay. 
   
  Each trap has one point where PCs can use Disable 
  Device. The pit trap can be disabled at the trap door; this 
  both disables the trap door and retracts the spikes. The 
  room trap can be disabled at the bottom of the pit trap by 
  disabling the floor panels. 
   
  If your party does not have someone who can use 
  Disable Device, they can search for the hidden switch. 
  This switch is on a knothole on the frame of the front 
  door. It disables both traps. There is a ladder in the pit 
  trap for climbing out, but PCs must jump to it before the 
  second round of closure. Feather fall obviously negates the 
  falling damage and allows the victim to miss the spikes, 
  but causes the room trap to work once the weight is 
  reestablished on the pressure plate. 
   
  Spellcasters also have the option of using magical 
  transportation such as teleport, dimension door, or rope trick. 
  They should be able to see anyone in the room trap for 
  the first two rounds of the onset delay and thus be able to 
  target them or their location. 
   
  Fighter types and damage-dealing spellcasters can 
  try to destroy the wall in the compacting/crushing room 
  trap. Doing so disables both traps. Remember that only 
  acid and sonic energy do full damage to objects while 
  ignoring hardness, fire and electricity do half damage 
  before applying hardness, and cold does quarter damage 
  before applying hardness. Adamantine weapons wielded 
  by someone capable of doing massive damage are also 
  very useful in this situation. 
  � Stone Wall: 12 in. thick; hardness 8; hp 180; 
  Break DC 50. 
   
  If PCs try to destroy the secret exit door, they must 
  first find it with a Search check, which takes one round. 
  It is a wooden door with a stone facade and can be easily 
  breached; anyone trapped has until the end of the cycle 
  to break it. Breaking the door takes those in the trap into 
  Encounter 7, which would be a bad thing, since they 
  would not have the other party members in support. 
  � Secret Wooden Door: 1 in. thick; hardness 5; hp 
  10; Break DC 18; Search DC 10 + APL. 
  APL 6 (EL 8) 
  � Spiked Pit Trap (100 ft. Deep): CR 7; 
  mechanical; location trigger, manual reset; hidden 
  switch bypass (Search DC 25); multiple targets (first 
  target in each of two adjacent 5-ft. squares); DC 20 
  Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes 
  (Atk +10 melee, 1d4 spikes per target for 1d4+5 
  each); Search DC 20; Disable Device DC 18. 
  
  SHE5-04 A Cup O’erturned 
   
  Page 12 
  � Compacting Room: CR 6; mechanical; timed 
  trigger; automatic reset; hidden switch bypass 
  (Search DC 25); walls move together (12d6, crush); 
  multiple targets (all targets in a 10-ft.-by- 10-ft. 
  room); never miss; onset delay (4 rounds); Search DC 
  20; Disable Device DC 25. 
  APL 8 (EL 10) 
  � Spiked Pit Trap (100 ft. Deep): CR 9; 
  mechanical; location trigger, manual reset; hidden 
  switch bypass (Search DC 25); multiple targets (first 
  target in each of two adjacent 5-ft. squares); DC 25 
  Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes 
  (Atk +10 melee, 1d4 spikes per target for 1d4+5 
  each); Search DC 25; Disable Device DC 18. 
  � Compacting Room: CR 8; mechanical; timed 
  trigger; automatic reset; hidden switch bypass 
  (Search DC 25); walls move together (12d6, crush); 
  multiple targets (all targets in a 10-ft.-by- 10-ft. 
  room); never miss; onset delay (4 rounds); Search DC 
  25; Disable Device DC 30. 
  APL 10 (EL 12) 
  � Spiked Pit Trap (100 ft. Deep): CR 11; 
  mechanical; location trigger, manual reset; hidden 
  switch bypass (Search DC 25); multiple targets (first 
  target in each of two adjacent 5-ft. squares); DC 25 
  Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes 
  (Atk +10 melee, 1d4 spikes per target for 1d4+5 
  each); Search DC 30; Disable Device DC 25. 
  � Crushing Room: CR 10; mechanical; location 
  trigger; automatic reset; hidden switch bypass 
  (Search DC 25); walls move together (16d6, crush); 
  multiple targets (all targets in a 10-ft.-by-10-ft. room); 
  never miss; onset delay (4 rounds); Search DC 25; 
  Disable Device DC 30. 
  APL 12 (EL 14) 
  � Spiked Pit Trap (100 ft. Deep): CR 13; 
  mechanical; location trigger, manual reset; hidden 
  switch bypass (Search DC 25); multiple targets (first 
  target in each of two adjacent 5-ft. squares); DC 30 
  Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes 
  (Atk +10 melee, 1d4 spikes per target for 1d4+5 
  each); Search DC 30; Disable Device DC 30. 
  � Crushing Room: CR 12; mechanical; location 
  trigger; automatic reset; hidden switch bypass 
  (Search DC 25); walls move together (16d6, crush); 
  multiple targets (all targets in a 10-ft.-by-10-ft. room); 
  never miss; onset delay (3 rounds); Search DC 25; 
  Disable Device DC 30. 
   
  Development: Using the secret door here takes the 
  party to Encounter 7. They can take 20 on the Search 
  check once the room trap has been disabled. 
  ENCOUNTER 7: WATCHDOGS 
  Refer to DM Aid: Map #1 for Encounters 6 to 8. 
   
  After dealing with the trap in Encounter 6, the party 
  gets to deal with the Midnight Ravens’ guardian 
  creatures in the foyer: 
   
  The secret door from the room trap leads to a 
  large entryway thirty feet wide by sixty feet long by 
  ten feet high. The double doors at the end of the 
  room are open. 
   
  Give all PCs in the room or just outside the secret 
  door a Listen check (DC 15). Those who make the check 
  are not surprised when the creatures make their surprise 
  attack. 
   
  Powerful dogs with coal-black coats the size of 
  draft horses snarl menacingly at you.  Vile-looking 
  chainmail barding with unwholesome designs 
  engraved upon them gleams over their bodies. 
   
  Creatures: As their second line of defense, the 
  Midnight Ravens have a number of creatures acting as 
  guardians. They have released the creatures in 
  anticipation 
  of those who may follow behind. 
  Unfortunately for the PCs, one of the ex-Corporation 
  members decided to sprinkle a little dust of illusion upon 
  the creatures to make them look like Nessian warhounds. 
   Lawful citizens and members of the Midnight Ravens 
  realize that possession of such evil creatures is illegal in 
  Hochoch (DC 11 Will save to realize the creatures are 
  under an illusion). 
  APL 6 (EL 6) 
  � Wolverines (4): hp 30 each; see Monster Manual, 
  page 283. 
  APL 8 (EL 8) 
  � Dire Wolverines (4): hp 48 each; see Monster 
  Manual, page 66. 
  APL 10 (EL 10) 
  � Girallons (4): hp 68 each; see Monster Manual, 
  page 126. 
  APL 12 (EL 12) 
  � Dire Tigers (4): hp 132 each; see Monster Manual, 
  page 65. 
   
  Tactics: The creatures use any surprise they have to 
  close with the party to set up for their first attacks. All 
  combatants use pack tactics when possible, ganging up 
  on the closest target and attacking it mercilessly. They 
  will maneuver to flank where possible. 
   
  Treasure: In the next room, hidden in one of the 
  piles of animal dung in the pens for the guard creatures, 
  is a set of six small, marble-sized gems, which was in a 
  now-digested bag consumed by one of the guard 
  creatures’ previous victims. The gems are of increasing 
  
  SHE5-04 A Cup O’erturned 
   
  Page 13 
  value and various types; they are listed in the Treasure 
  Summary. This can be found with a Search check at DC 
  20; the party can take 20 on this check. 
   
  Development: Defeating the creatures allows the 
  party to proceed past the creatures’ pens to Encounter 8. 
  The aura does go on past the pens if anyone is checking 
  for this. 
  ENCOUNTER 8: THE RAVEN’S 
  NEST 
  Refer to DM Aid: Map #1 for Encounters 6 to 8. 
  Past the creatures’ pens is a set of double doors. As 
  you search the area, the doors open wide. Through 
  the doorway you see a twenty-foot square room with 
  ten-foot high stone walls, a stone floor, and stone 
  ceiling. A male halfling with a scowl on his face sits 
  behind a metal desk on the opposite end of the 
  room.  He tells you calmly, “You have trespassed 
  here. State your business before I decide that we 
  need to kill you.” 
   
  The halfling is Xavier Riverbend, a mid-level 
  associate of the Midnight Ravens. He is unwilling to part 
  with the cup as he sees it as major swag. If the party asks 
  for the cup, Riverbend calmly states that his companions 
  are in hidden chambers surrounding the room and armed 
  with all sorts of nasty weapons and spells and that the 
  party should forget about the item in question. His group 
  acquired it in honest thievery, and no upstart bunch of 
  rogues is going to take it from them.  
   
  Riverbend knows who is running the show for the 
  Midnight Ravens here in Hochoch. If Midnight Raven 
  PCs tell him that they are supposed to be withdrawing 
  from Hochoch, he simply shrugs and says that there are 
  other plans at work. If the PCs try to force him to talk 
  about those plans or if any Midnight Ravens try to get 
  him to talk by any means, he sets off the traps as noted 
  below. 
   
  In terms of Diplomacy checks, Riverbend is 
  Indifferent at APLs 6 and 8 and Unfriendly at APLs 10 
  and 12. If the party thinks to try to negotiate with him 
  and mention the fact that the Ravens have a minor evil 
  artifact, this adds a +5 circumstance bonus on the 
  Diplomacy check. The party must get him to Friendly 
  before he will help them by trying to give them the Cup. 
  If he detects that they are lying to him in any way (an 
  opposed Sense Motive check versus the PC’s Bluff 
  check), this confers a -5 penalty. The party is allowed one 
  retry on Diplomacy. After that, his position is fixed. 
   
  One character with influence with the Midnight 
  Ravens may use it to automatically succeed on the 
  Diplomacy check with Riverbend. Any member of the 
  Midnight Raven who identifies himself/herself to 
  Riverbend may automatically succeed on the Diplomacy 
  check with Riverbend. 
   
  Trap: If Riverbend feels threatened, he triggers the 
  trap for this room as he was only lying about the nature 
  of the danger, not that the room is dangerous. He triggers 
  the trap by a control at his feet. When he does this, the 
  floor beneath his chair opens and closes, dropping 
  Riverbend out of sight. The magic devices in the desk 
  then start throwing out nonlethal fireballs on the party. 
  These devices pop up from the desktop and act like 
  turrets. As the attacks are nonlethal, all objects (such as 
  the desk or the door) are unaffected. Although each trap 
  has automatic reset, each trap can only go off three times.  
   
  Device-disablers have a chance to defeat the traps as 
  long as they are conscious as the magic devices throwing 
  the spells are easily accessible. They can also try to pick 
  the lock on the front door. The lock is complex with an 
  Open Lock check at DC 20 + APL required for opening it. 
   
  If the party has no one that can defeat the traps, 
  there are alternative exits.  Spellcasters can attempt to 
  counterspell the spells being cast by the traps. Magical 
  means of exit such as dimension door and teleport are also 
  appropriate.  
   
  Fighter types and others who can do massive 
  amounts of damage may want to try to destroy the door, 
  the trap, or the trap door in the floor. The door and the 
  lock have the following stats: 
  � Locked Strong Wooden Door: 1 in. thick; 
  hardness 5; hp 20; Break DC 18; Open Lock DC 25 
  (steel lock: 1 in. thick; hardness 10; hp 10; Break DC 
  24). 
   
  The trap devices are surrounded by adamantine 
  cases. These cases do not interfere with Disable Device 
  checks against the traps, but do add to the hardness of the 
  trap: 
  � Magic Device with Adamantine Case: 1 in. 
  thick; hardness 20; hp 40; Break DC 18. 
   
  Finally, the trap door appears to be stone, but is 
  actually adamantine. It takes much longer to breach this 
  door: 
  � Adamantine Reinforced Trap Door: 3 in. thick; 
  hardness 20; hp 120; Break DC 28. 
  APL 6 (EL 10) 
  � Nonlethal Delayed Blast Fireball Trap (1): CR 
  10; magic device; proximity trigger (alarm); 
  automatic reset; hidden switch bypass (Search DC 
  25); spell effect (nonlethal substitution delayed blast 
  fireball, 17th level wizard, DC 22 Reflex save, 17d6 
  nonlethal); Search DC 33; Disable Device DC 33. 
  APL 8 (EL 12) 
  � Nonlethal Delayed Blast Fireball Traps (2): 
  CR 10; magic device; proximity trigger (alarm); 
  automatic reset; hidden switch bypass (Search DC 
  25); spell effect (nonlethal substitution delayed blast 
  
  SHE5-04 A Cup O’erturned 
   
  Page 14 
  fireball, 17th level wizard, DC 22 Reflex save, 17d6 
  nonlethal); Search DC 33; Disable Device DC 33. 
  APL 10 (EL 14) 
  � Nonlethal Maximized Empowered Fireball 
  Trap (1): CR 14; magic device; proximity trigger 
  (alarm); automatic reset; hidden switch bypass 
  (Search DC 25); spell effect (nonlethal substitution 
  maximized empowered fireball, 17th level wizard, DC 
  23 Reflex save, 90 nonlethal); Search DC 34; Disable 
  Device DC 34. 
  APL 12 (EL 16) 
  � Nonlethal Maximized Empowered Fireball 
  Traps (2): CR 14; magic device; proximity trigger 
  (alarm); automatic reset; hidden switch bypass 
  (Search DC 25); spell effect (nonlethal substitution 
  maximized empowered fireball, 17th level wizard, DC 
  23 Reflex save, 90 nonlethal); Search DC 34; Disable 
  Device DC 34. 
   
  Creatures: Riverbend is a shrewd and observant 
  negotiator. He uses Sense Motive checks to try to detect 
  any duplicity by the party. If he senses trouble, he sets off 
  the trap and bails. 
  � Xavier Riverbend: male halfling Rog10; hp 60; 
  see Appendix 5. 
   
  Development: If the party succeeds in winning 
  Riverbend’s trust, he calls for one of the other Ravens to 
  bring the Cup to them. This leads to the discovery of the 
  Cup’s disappearance in Encounter 9. 
   
  If the party decides to leave Riverbend and look for 
  another way into the complex to steal the item, they can 
  pick the trail after about five minutes of using detect evil or 
  detect magic. If they are able to pick it up in this manner, 
  they can follow it to Encounter 10. 
   
  If the party manages to survive the trap, they can try 
  to regain the trail by some other means. Use of detect evil 
  or detect magic to regain the trail succeeds after about ten 
  minutes and leads them to the grove in Encounter 10, but 
  Ghant, Vilya, and Servilyn will have already done their 
  business and left the area. The trap slowed down the 
  party just enough for the villains to leave the scene. They 
  therefore have no clue as to what was really going on. Go 
  to Conclusion: Too Late for the wrap-up. 
   
  If the whole party is incapacitated by the traps or 
  leaving any unconscious party members behind, the 
  victims awaken to find themselves in rooms in the Boar’s 
  Other Knuckle. Upon a search of their belongings, they 
  notice that their most valuable item has been stolen (this 
  will more than likely be their most valuable magic item). 
  However, they have been bathed, their regular garments 
  cleaned, and their bill at the Boars’ Other Knuckle paid 
  for the week. No one at the inn knows who brought 
  them in or who paid for their accommodations. All 
  anyone recalls is that the party was brought in 
  unconscious and rooms were paid for them. If the party 
  tries to regain the trail, it will have been too long, and the 
  aura will have faded. Do NOT strikethrough the Loss of 
  Valued Goods section on the Adventure Record. Go to 
  Conclusion: Too Late for the wrap-up. 
  ENCOUNTER 9: WHAT ITEM? 
  Having gained the trust of the Midnight Raven member 
  Xavier Riverbend in Encounter 8, the party awaits the 
  return of the Cup to them. As always, however, there is a 
  complication. Read the following: 
   
  Riverbend moves his chair and knocks on the 
  floor. A section of the stone floor opens up, and he 
  yells down, “Bring up the swag; it looks like it’s 
  something we really don’t want.” After a moment, a 
  voice yells back, “It’s gone! Someone snuck in here 
  and got it!” 
   
  At first, Riverbend is suspicious of the party, but a 
  Diplomacy check (DC 10) calms him down. Riverbend 
  then yells down the trap door to have his people search 
  the premises; under no circumstances does he allow the 
  party access to the lower level. After about two minutes, 
  someone yells back that they left through the South 
  entrance. Riverbend then escorts the party through the 
  traps, frowning at the ineffectiveness of his guard 
  animals, and leads the party to the southern part of the 
  city block where he says the thieves trail should be 
  around in this area. He also suggests that, if this is an evil 
  item, then it may possess a strong aura so that detect magic 
  or detect evil should be able to follow it. They will be able 
  to pick up the aura in this case, and it will lead them 
  through the Market Quarter to the North Gate and out 
  towards the grove in Encounter 10. 
   
  If the party does not have the magical means to track 
  the rogues, a Gather Information check (DC 10) reveals 
  that two men and a woman were seen running from the 
  block in the direction of the North Gate and in fact heard 
  one of them mention heading for that gate. The two men 
  match the description that Ovan gave the party in 
  Encounter 4. If the party does not have anyone skilled in 
  Gather Information, they can ask Riverbend to ask 
  around the block, and he quickly comes up with the same 
  answer. The guards at the North Gate also mention the 
  same two men and a woman passed through the gate 
  shortly before the party got here. From there, tracking 
  with a Survival check (DC 10) finds their trail to 
  Encounter 10. 
   
  If all else fails, Bethany shows up and tells the party 
  that she saw the ruffians leave through the North Gate.  
  She does not join in the pursuit – since she has a feeling 
  that the party will be able to handle the group. From the 
  North Gate, proceed with the conversation with the 
  guards and continue on as noted above. 
   
  Development: If the party has gotten this far, they 
  should have no problem getting to Encounter 10. 
  
  SHE5-04 A Cup O’erturned 
   
  Page 15 
  ENCOUNTER 10: THE END OF 
  THE TRAIL 
  Refer to DM Aid: Map #2 for this encounter. 
   
  By whatever means available to them, the party 
  should reach this encounter from Encounter 9. 
   
  The trail you follow leads you into a dense grove 
  of oak trees. You eventually work your way through 
  the trees to a small meadow. A tall, thin, woman is 
  standing in its center, counting gold pieces back 
  into a small bag on the ground. She has the look of 
  one whose avarice is temporarily sated. 
   
  The woman is Servilyn, a displaced Sterich noble 
  who was an ally of the now-dispatched rogue faction of 
  the Corporation. She is the brains and support for this 
  crew. The money she is counting is their payment for 
  getting the Cup from the Midnight Ravens. The 
  transaction has already occurred; the Cup has already 
  been teleported away from the meadow to parts now 
  unknown. 
   
  Also with her are two ex-Corporation members 
  named Ghant and Vilya. While they are fraternal twins, 
  they could not be more different in appearance. They are 
  in the woods on either side of Servilyn and watching her 
  count the gold. 
   
  Their ability to be hidden varies at each APL. At APL 
  6, they are using elixirs of hiding and sneaking. These are 
  already accounted for in the stat blocks; each twin has 
  three more vials of each elixir left. At APLs 8 and 10, they 
  are using invisibility as cast from a wand by Servilyn in 
  addition to the elixirs. At APL 12, along with the elixirs, 
  the twins are currently greater invisible thanks to a wand 
  in Servilyn’s possession. In all cases, they will have five 
  rounds left of whatever magic they are using. 
   
  At this point, you should make Spot and Listen 
  checks for Ghant, Vilya, and Servilyn. If they spot the 
  party, they launch a surprise round with Servilyn casting 
  the first spells on her list below (see Tactics section) and 
  the twins moving into flank on any target they see, 
  preferably spellcasters.  
   
  Creatures: The three are professional thieves and 
  killers with little mercy. 
  APL 6 (EL 10) 
  � Ghant and Vilya (2): male human Rog7; hp 42 
  each; see Appendix 1. 
  � Servilyn: female human Rog1/Sor6; hp 28; see 
  Appendix 1. 
  APL 8 (EL 12) 
  � Ghant and Vilya (2): male human Rog9; hp 54 
  each; see Appendix 2. 
  � Servilyn: female human Rog1/Sor8; hp 36; see 
  Appendix 2. 
  APL 10 (EL 14) 
  � Ghant and Vilya (2): male human Rog11; hp 66 
  each; see Appendix 3. 
  � Servilyn: female human Rog1/Sor10; hp 43; see 
  Appendix 3. 
  APL 12 (EL 16) 
  � Ghant and Vilya (2): male human Rog13; hp 78 
  each; see Appendix 4. 
  � Servilyn: female human Rog1/Sor12; hp 51; see 
  Appendix 4. 
   
  Tactics: Ghant and Vilya have five rounds left on 
  their elixirs (or invisibility or greater invisibility depending 
  on APL). They use that time to flank a PC spellcaster and 
  sneak attack him or her before anyone casts glitterdust, see 
  invisibility, or the like. Afterward, they try to catch 
  opponents in sneak attacks, either by flanking or by 
  using Improved Feint to deny targets their Dexterity 
  bonus to AC. 
   
  Servilyn already has mage armor up (as a use of the 
  metamagic rod – lesser extend) and freedom of movement cast 
  from a scroll at APLs 10 and higher. Her sequence of 
  attacks varies by APL: 
  • 
  APL 6: fireball, fireball, ray of enfeeblement, ray of 
  enfeeblement. 
  • 
  APL 8: Evard’s black tentacles, fireball, fireball, ray of 
  enfeeblement. 
  • 
  APL 10: Evard’s black tentacles, cloudkill, fireball, fireball, 
  ray of enfeeblement. 
  • 
  APL 12: Evard’s black tentacles along with quickened 
  ray of enfeeblement, fireball along with quickened ray of 
  enfeeblement, fireball along with optional quickened 
  glitterdust, ray of enfeeblement. 
   
  She, of course, changes her spellcasting as needed. 
  For example, she casts glitterdust if she is aware of 
  invisible opponents or expeditious retreat if she needs 
  mobility on the field. 
   
  All three of them suspect that the Corporation sent 
  the PCs to wipe them out. Thus, they give and take no 
  quarter. They fight as if their lives depend on it. If they 
  see an opportunity to escape, they will take it. 
   
  Treasure: In addition to the equipment found on 
  them, Servilyn has the payment made for the Cup 
  Insidious. They were paid such that each PC’s split will 
  equal 50 gp x APL. This payment and their gear are listed 
  in the Treasure Summary. 
   
  Development: If the party is successful, they will 
  have up to three dead bodies to return to authorities in 
  
  SHE5-04 A Cup O’erturned 
   
  Page 16 
  Hochoch. Either the city watch or the Knights will take 
  custody of the bodies for further investigation and thank 
  the party for their efforts. If the party loses the final fight, 
  they wake up in the grove with all of their gear intact as 
  the villains will escape rather than try to loot the bodies 
  of the PCs. Go to Conclusion: On Time. 
  CONCLUSION 
  ON TIME 
   
  This assumes that the party came out of Encounter 
  10, successful or not. Read the following: 
   
  The battle at the grove was intense, but this evil 
  cup still escaped your grasp. You know that someone 
  wanted it bad enough to send someone to kill for it. 
  The search for now is at a dead end. Perhaps you will 
  have a chance to get it back in the future. 
   
  PCs may want to report to various parties about what 
  happened. They have enough information that would be 
  valuable to certain parties as noted on the Adventure 
  Record. Also, Ovan honors his word and pays the PCs; 
  this is noted in the Treasure Summary. 
  TOO LATE 
   
  This conclusion is for those parties who have 
  managed to fail in their negotiations with Xavier 
  Riverbend in Encounter 9 and get attacked by the magic 
  traps in that encounter. 
   
  You lost the trail, and the cup has escaped your 
  grasp! Such evil should not remain intact; however, 
  the search is at a dead end for now. Perhaps you will 
  have a chance to redeem yourselves in the future. 
   
  Anyone in the party who was not left behind in the 
  Ravens’ lair should have the Loss of Valued Goods 
  section on the Adventure Record struck through. In 
  addition, if the party tries to tell the authorities, they will 
  be told that what they have is insufficient for further 
  investigation; strikethrough all sections of the Adventure 
  Record that reward information with item access, etc. 
  Finally, Ovan will honor his word and pay the PCs; this is 
  noted in the Treasure Summary. 
   
   
  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 6 
  Survive or disarm the trap. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 7 
  Defeat the guardian creatures. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
  Encounter 8 OR 10 
  Defeat or survive the trap OR defeat the ex-Corporation 
  members. 
   
  APL 6: 300 xp. 
   
  APL 8: 360 xp. 
   
  APL 10: 420 xp. 
   
  APL 12: 480 xp. 
  Discretionary roleplaying award 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  
  SHE5-04 A Cup O’erturned 
   
  Page 17 
  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 adventure, 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. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 2: 
  APL 6: L: 0 gp, C: 120 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 160 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 200 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 240 gp, M: 0 gp. 
  Encounter 6: 
  APL 6: L: 0 gp, C: 60 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 80 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 100 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 120 gp, M: 0 gp. 
  Encounter 10: 
  APL 6: L: 63 gp, C: 300 gp, M: 2 mithral bucklers (85 gp 
  each), 2 mithral chain shirts (92 gp each), 6 elixirs of 
  hiding (21 gp each), 6 elixirs of sneaking (21 gp each), 2 
  tools of disarming and opening (425 gp each), +1 mithral 
  buckler (168 gp), +1 rapier (194 gp), metamagic rod – 
  lesser extend (250 gp). 
  APL 8: L: 10 gp, C: 400 gp, M: 3 +1 mithral bucklers 
  (168 gp each), 2 +1 mithral chain shirts (175 gp each), 6 
  elixirs of hiding (21 gp each), 6 elixirs of sneaking (21 gp 
  each), 2 tools of disarming and opening (425 gp each), 3 
  +1 rapiers (194 gp each), metamagic rod – lesser extend 
  (250 gp), cloak of charisma +2 (333 gp), wand of 
  invisibility (CL 3rd, 10 charges) (75 gp). 
  APL 10: L: 10 gp, C: 500 gp, M: 3 +1 mithral bucklers 
  (168 gp each), 2 +1 mithral chain shirts (175 gp each), 6 
  elixirs of hiding (21 gp each), 6 elixirs of sneaking (21 gp 
  each), 2 tools of disarming and opening (425 gp each), 3 
  +1 rapiers (194 gp each), metamagic rod – lesser extend 
  (250 gp), cloak of charisma +2 (333 gp), wand of 
  invisibility (CL 3rd, 10 charges) (75 gp), 2 rings of release 
  (667 gp each), ring of protection +2 (667 gp). 
  APL 12: L: 10 gp, C: 600 gp, M: 3 +1 mithral bucklers 
  (168 gp each), 2 +1 mithral chain shirts (175 gp each), 6 
  elixirs of hiding (21 gp each), 6 elixirs of sneaking (21 gp 
  each), 2 tools of disarming and opening (425 gp each), 3 
  +1 rapiers (194 gp each), metamagic rod – lesser extend 
  (250 gp), cloak of charisma +4 (1,333 gp), wand of 
  invisibility (CL 3rd, 10 charges) (75 gp), 2 rings of release 
  (667 gp each), 2 amulets of natural armor +2 (667 gp 
  each), 2 boots of striding and springing (458 gp each), 
  ring of protection +2 (667 gp), wand of greater invisibility 
  (CL 7th, 5 charges) (175 gp). 
  Conclusion: 
  APL 6: L: 0 gp, C: 120 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 160 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 200 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 240 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 63 gp, C: 600 gp, M: 2,068 gp – Total: 2,731 
  gp (900 gp). 
  APL 8: L: 10 gp, C: 800 gp, M: 3,196 gp – Total: 4,006 
  gp (1,300 gp). 
  APL 10: L: 10 gp, C: 1,000 gp, M: 5,197 gp – Total: 
  6,207 gp (2,300 gp). 
  APL 12: L: 10 gp, C: 1,200 gp, M: 8,622 gp – Total: 
  9,832 gp (3,300 gp). 
  
  SHE5-04 A Cup O’erturned 
   
  Page 18 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Tools of Disarming and Opening: This set of tools 
  appears indistinguishable from a masterwork set of 
  thieves’ tools.  Once in use, however, they grant the user 
  a +5 competence bonus on Disable Device and Open 
  Lock checks, in addition to the standard +2 circumstance 
  bonus masterwork thieves’ tools normally offer.  The 
  tools, however, do not grant the ability to disarm magical 
  traps. 
   
  Faint transmutation; CL: 5th; Prerequisites: Craft 
  Wondrous item, cat’s grace, fox’s cunning; Market Price: 5,100 
  gp; Weight: 2 lbs. 
  � Ring of Release: This silver ring allows the wearer to 
  act as if under the effect of a freedom of movement spell, 
  once a day, if attacked by any magic that restricts 
  movement. Once activated, the wearer can move and 
  attack normally for 70 minutes. The ring must be worn 
  for 24 hours before the wearer gains the benefit of the 
  ring. Going underwater does not activate the ring; it only 
  activates when the wearer is attacked as noted above. 
   
  Moderate abjuration; CL: 7th; Prerequisites: Forge Ring, 
  freedom of movement; Market Price: 8,000 gp; Weight: 0 lbs. 
  � Favor of Parwyn Amastacia: You have performed a 
  valuable service for the elven merchant Parwyn 
  Amastacia, who has connections with every elven noble 
  house and enclave in the Sheldomar Valley. Through his 
  connections, he can grant you access (Frequency: 
  Adventure) to one of the following items immediately 
  (circle the item selected): boots of elvenkind, cloak of 
  elvenkind, elven chain. If this PC is an elf or half-elf and 
  belongs to a regional elven metaorganization, this access 
  is upgraded to Frequency: Metaregional. 
   
  Name of Organization: _________________________________ 
  � Favor of the Knights of the Watch/Dispatch: By 
  reporting the events of this adventure to the Knights, you 
  have gained their favor. If you are not a member and are a 
  human, dwarf, or half-elf, the Knights will grant a 
  recommendation for membership into their ranks and 
  grant you access (Frequency: Adventure) to purchase the 
  following item immediately: wand of cure light wounds (CL 
  1st). In addition, members of the metaorganization gain 
  these additional (cumulative) benefits: 
   
  If this PC is a Squire, this access is upgraded to 
  Frequency: Metaregional.  If this PC is a Senior Squire, 
  you gain access (Frequency: Metaregional) to eyes of the 
  eagle as well.  If you are a full Knight, you get access 
  (Frequency: Metaregional) to ring of sustenance as well. 
  � Thick as Thieves: For reporting the events of this 
  adventure to a thieves’ guild metaorganization to which 
  you are a member, you gain one Influence Point with 
  that organization. Furthermore, if you provide that 
  organization with a set of tools of disarming and opening 
  (found in this adventure), you gain access (Frequency: 
  Metaregional), after 3 TUs have passed, to purchase those 
  tools.  If you instead buy the tools via the Frequency: 
  Adventure access below, you do not gain the Frequency: 
  Metaregional access. 
   
  Name of Organization: _________________________________ 
  � Loss of Valued Goods: By falling victim to the 
  Midnight Ravens, you have had your most valuable item 
  on your person stolen. An anonymous note then appears, 
  offering to return your item for the item’s sale price 
  providing you send them the money some time between 
  this AR and the AR three adventures hence. Alternately, 
  you can agree to work for the Midnight Ravens doing 
  menial tasks at the rate of 1 TU per 1,000 gp of the item’s 
  sale price (round all fractions up).  A combination of TUs 
  and gp is allowed.  If you don’t pay the TUs/gps in time, 
  the item is forever lost. 
   
  Item stolen: __________________________________________________ 
   
  TUs Spent: _____________   
  GP Spent:_____________ 
  Item Access 
  APL 6: 
  • 
  +1 Mithral Buckler (Adventure; Dungeon Master’s Guide) 
  • 
  Elixir of Hiding (Adventure; Dungeon Master’s Guide) 
  • 
  Elixir of Sneaking (Adventure; Dungeon Master’s Guide) 
  • 
  Metamagic Rod, Lesser Extend (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Mithral Buckler (Adventure; Dungeon Master’s Guide) 
  • 
  Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Tools of Disarming and Opening (Adventure; See Above) 
  APL 8 (all of APL 6 plus the following): 
  • 
  +1 Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Wand of Invisibility (CL 3rd; Adventure; Dungeon 
  Master’s Guide) 
  APL 10 (all of APLs 6, 8 plus the following): 
  • 
  Ring of Protection +2 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Release (Adventure; See Above) 
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  Amulet of Natural Armor +2 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Boots of Striding and Springing (Adventure; Dungeon 
  Master’s Guide) 
  
  SHE5-04 A Cup O’erturned 
   
  Page 19 
  • 
  Cloak of Charisma +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Wand of Greater Invisibility (CL 7th; Adventure; Dungeon 
  Master’s Guide) 
   
   
  
  SHE5-04 A Cup O’erturned 
   
  Page 20 
  APPENDIX 1 – APL 6 
   
  ENCOUNTER 10 
   
   
   
   
  Ghant and Vilya: male human Rog7; CR 7; Medium 
  humanoid; HD 7d6+14; hp 42; Init +7; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 18 (+3 Dex, +4 armor, +1 shield); 
  BAB/Grp: 
  +5/+5; 
  Atk: 
  +8 
  melee 
  (1d6+2/18-20, 
  masterwork rapier); Full Atk: +8 melee (1d6+2/18-20, 
  masterwork rapier); SA Sneak Attack +4d6; SQ Evasion 
  (Ex), Trap Sense (Ex) +2 bonus to Reflex save and +2 
  Dodge bonus to AC vs. Traps, Trapfinding, Uncanny 
  Dodge (Dex bonus to AC); AL NE; SV Fort +4, Ref +8, 
  Will +2; Str 12, Dex 17, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +15, Bluff +9, Diplomacy +1, 
  Disable Device +17, Disguise +11, Escape Artist +5, Hide 
  +13, Intimidate +1, Jump +3, Knowledge (local – 
  Sheldomar Valley metaregion) +4, Listen +2, Move 
  Silently +13, Open Lock +18, Profession (criminal) +2, 
  Search +12, Speak Language +1, Spot +10, Tumble +13; 
  Combat Expertise, Improved Feint, Improved Initiative, 
  Light Armor Proficiency, Simple Weapon Proficiency, 
  Weapon Finesse.  
   
  Possessions: mithral buckler, mithral chain shirt, 43 elixirs 
  of hiding, 43 elixirs of sneaking, masterwork rapier, tools of 
  disarming and opening, traveler's outfit. 
   
  Physical Description: Ghant and Vilya are of Oeridian 
  descent and fraternal twins. While they have similar 
  abilities, they have completely different descriptions. 
  Ghant is a tall and obese male with dark, curly hair and 
  brown eyes. Vilya is short with average build. His brown 
  hair is balding, and he has brown eyes. Ghant is calm and 
  quiet, giving people the impression that he is a simple 
  oaf. Vilya has the darting eyes of a hunted rat, always 
  looking for danger.  
  Servilyn: female human Rog1/Sor6; CR 7; Medium 
  humanoid; HD 1d6+6d4+7; hp 28; Init +6; Spd 30 ft.; AC 
  14, touch 12, flat-footed 12 (+2 Dex, +2 shield); BAB/Grp: 
  +3/+1; Atk: +2 melee (1d6/18-20, +1 rapier); Full Atk: +2 
  melee (1d6/18-20, +1 rapier); SA Sneak Attack +1d6; SQ 
  +4 to Concentration to use spell or spell-like ability on 
  the defensive, Summon Familiar, Trapfinding; AL NE; 
  SV Fort +3, Ref +6, Will +5; Str 8, Dex 14, Con 12, Int 14, 
  Wis 10, Cha 17. 
   
  Skills and Feats: Balance +6, Bluff +12, Concentration 
  +11, Decipher Script +4, Diplomacy +5, Disguise +5, Hide 
  +6, Intimidate +9, Knowledge (arcana) +7, Knowledge 
  (local – Sheldomar Valley metaregion) +4, Listen +4, 
  Move Silently +6, Search +6, Spellcraft +14, Spot +4, 
  Tumble +6, Use Magic Device +7; Combat Casting, 
  Combat Expertise, Improved Initiative, Light Armor 
  Proficiency, Practiced Spellcaster*, Simple Weapon 
  Proficiency. *Complete Arcane.  
   
  Sorcerer Spells Known: (6/6/6/4; base DC = 13 + spell 
  level): 0 - acid splash, dancing lights, detect magic, 
  prestidigitation, ray of frost, read magic, touch of fatigue; 1st - 
  critical strike*, expeditious retreat, mage armor, ray of 
  enfeeblement; 2nd - darkness, invisibility; 3rd – fireball. (one use 
  of mage armor already accounted for). *Complete 
  Adventurer. 
   
  Possessions: +1 mithral buckler, +1 rapier, noble's outfit, 
  spell component pouch, metamagic rod - lesser extend, 
  thieves tools. 
   
  Physical Description: Servilyn is a tall, slim, pale 
  Oeridian woman. Her black hair is very short, cut like a 
  young boy. Her gray eyes are piercing and haughty, as if 
  she always expects to get what she wants.   
   
  
  SHE5-04 A Cup O’erturned 
   
  Page 21 
  APPENDIX 2 – APL 8 
   
  ENCOUNTER 10 
   
   
   
   
  Ghant and Vilya: male human Rog9; CR 9; Medium 
  humanoid; HD 9d6+18; hp 54; Init +8; Spd 30 ft.; AC 21, 
  touch 14, flat-footed 21 (+4 Dex, +5 armor, +2 shield); 
  BAB/Grp: +6/+6; Atk: +10 melee (1d6+2/18-20, +1 rapier); 
  Full Atk: +10/+5 melee (1d6+2/18-20, +1 rapier); SA Sneak 
  Attack +5d6; SQ Evasion (Ex), Improved Uncanny Dodge 
  (can't be flanked except by a rogue of 13 level), Trap 
  Sense (Ex) +3 bonus to Reflex save and +3 Dodge bonus 
  to AC vs. Traps, Trapfinding; AL NE; SV Fort +5, Ref +10, 
  Will +3; Str 12, Dex 18, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +18, Bluff +11, Diplomacy +1, 
  Disable Device +19, Disguise +13, Escape Artist +8, Hide 
  +16, Intimidate +1, Jump +3, Knowledge (local – 
  Sheldomar Valley metaregion) +4, Listen +2, Move 
  Silently +16, Open Lock +21, Profession (criminal) +2, 
  Search +14, Speak Language +1, Spot +12, Tumble +16; 
  Combat Expertise, Combat Reflexes, Improved Feint, 
  Improved Initiative, Light Armor Proficiency, Simple 
  Weapon Proficiency, Weapon Finesse.  
   
  Possessions: +1 mithral buckler, +1 mithral chain shirt, +1 
  rapier, 43 elixirs of hiding, 43 elixirs of sneaking, tools of 
  disarming and opening, traveler's outfit. 
   
  Physical Description: Ghant and Vilya are of Oeridian 
  descent and fraternal twins. While they have similar 
  abilities, they have completely different descriptions. 
  Ghant is a tall and obese male with dark, curly hair and 
  brown eyes. Vilya is short with average build. His brown 
  hair is balding, and he has brown eyes. Ghant is calm and 
  quiet, giving people the impression that he is a simple 
  oaf. Vilya has the darting eyes of a hunted rat, always 
  looking for danger.  
  Servilyn: female human Rog1/Sor8; CR 9; Medium 
  humanoid; HD 1d6+8d4+9; hp 36; Init +6; Spd 30 ft.; AC 
  14, touch 12, flat-footed 12 (+2 Dex, +2 shield); BAB/Grp: 
  +4/+2; Atk: +3 melee (1d6/18-20, +1 rapier); Full Atk: +3 
  melee (1d6/18-20, +1 rapier); SA Sneak Attack +1d6; SQ 
  +4 to Concentration to use spell or spelllike ability on the 
  defensive, Summon Familiar, Trapfinding; AL NE; SV 
  Fort +3, Ref +6, Will +6; Str 8, Dex 14, Con 12, Int 14, Wis 
  10, Cha 20. 
   
  Skills and Feats: Balance +6, Bluff +17, Concentration 
  +13, Decipher Script +4, Diplomacy +7, Disguise +7, Hide 
  +6, Intimidate +11, Knowledge (arcana) +8, Knowledge 
  (local – Sheldomar Valley metaregion) +4, Listen +4, 
  Move Silently +6, Profession (criminal) +2, Search +6, 
  Spellcraft +16, Spot +4, Tumble +6, Use Magic Device +9; 
  Arcane Preparation*, Combat Casting, Combat Expertise, 
  Improved Initiative, Light Armor Proficiency, Practiced 
  Spellcaster*, Simple Weapon Proficiency. *Complete 
  Arcane. 
   
  Sorcerer Spells Known: (6/6/7/6/4; base DC = 15 + spell 
  level): 0 - acid splash, dancing lights, detect magic, disrupt 
  undead, prestidigitation, ray of frost, read magic, touch of fatigue; 
  1st - critical strike*, expeditious retreat, mage armor, ray of 
  enfeeblement, shield; 2nd - darkness, glitterdust, invisibility; 3rd - 
  fireball, gaseous form; 4th - Evard's black tentacles. (one use of 
  mage armor already accounted for). *Complete Adventurer. 
   
  Possessions: +1 mithral buckler, wand of invisibility (CL 
  3rd, 10 charges), cloak of charisma +2, +1 rapier, noble's outfit, 
  metamagic rod - lesser extend, spell component pouch, 
  thieves tools. 
   
  Physical Description: Servilyn is a tall, slim, pale 
  Oeridian woman. Her black hair is very short, cut like a 
  young boy. Her gray eyes are piercing and haughty, as if 
  she always expects to get what she wants. 
   
  
  SHE5-04 A Cup O’erturned 
   
  Page 22 
  APPENDIX 3 – APL 10 
   
  ENCOUNTER 10 
   
   
   
   
  Ghant and Vilya: male human Rog11; CR 11; Medium 
  humanoid; HD 11d6+22; hp 66; Init +8; Spd 30 ft.; AC 21, 
  touch 14, flat-footed 21 (+4 Dex, +5 armor, +2 shield); 
  BAB/Grp: +8/+8; Atk: +12 melee (1d6+2/18-20, +1 rapier); 
  Full Atk: +12/+7 melee (1d6+2/18-20, +1 rapier); SA Sneak 
  Attack +6d6; SQ Evasion (Ex), Improved Uncanny Dodge 
  (can't be flanked except by a rogue of 15 level), Slippery 
  Mind (Ex), Trap Sense (Ex) +3 bonus to Reflex save and 
  +3 Dodge bonus to AC vs. Traps, Trapfinding; AL NE; SV 
  Fort +5, Ref +11, Will +3; Str 12, Dex 18, Con 14, Int 14, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Balance +20, Bluff +13, Diplomacy +1, 
  Disable Device +21, Disguise +15, Escape Artist +10, Hide 
  +18, Intimidate +1, Jump +3, Knowledge (local – 
  Sheldomar Valley metaregion) +4, Listen +2, Move 
  Silently +18, Open Lock +23, Profession (criminal) +2, 
  Search +16, Speak Language +1, Spot +14, Tumble +18; 
  Combat Expertise, Combat Reflexes, Improved Feint, 
  Improved Initiative, Light Armor Proficiency, Simple 
  Weapon Proficiency, Weapon Finesse.  
   
  Possessions: +1 mithral buckler, ring of release, +1 mithral 
  chain shirt, +1 rapier, 43 elixirs of hiding, 43 elixirs of sneaking, 
  tools of disarming and opening, traveler's outfit. 
   
  Physical Description: Ghant and Vilya are fraternal 
  twins and, while they have similar abilities and are of 
  Oeridian descent, they have completely different 
  descriptions. Ghant is a tall and obese male with dark 
  curly hair and brown eyes. Vilya is short with average 
  build. His brown hair is balding and he has brown eyes. 
  Ghant is calm and quiet, giving people the impression 
  that he is a simple oaf. Vilya has the darting eyes of a 
  hunted rat, always looking for danger.  
  Servilyn: female human Rog1/Sor10; CR 11; Medium 
  humanoid; HD 1d6+10d4+11; hp 43; Init +6; Spd 30 ft.; 
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 shield, +2 
  deflection); BAB/Grp: +5/+3; Atk: +4 melee (1d6/18-20, 
  +1 rapier); Full Atk: +4 melee (1d6/18-20, +1 rapier); SA 
  Sneak Attack +1d6; SQ +4 to Concentration to use spell 
  or spelllike ability on the defensive, Summon Familiar, 
  Trapfinding; AL NE; SV Fort +4, Ref +7, Will +7; Str 8, 
  Dex 14, Con 12, Int 14, Wis 10, Cha 20. 
   
  Skills and Feats: Balance +6, Bluff +19, Concentration 
  +15, Decipher Script +4, Diplomacy +7, Disguise +7, Hide 
  +6, Intimidate +11, Knowledge (arcana) +12, Knowledge 
  (local – Sheldomar Valley metaregion) +4, Listen +4, 
  Move Silently +6, Profession (criminal) +2, Search +6, 
  Spellcraft +18, Spot +4, Tumble +6, Use Magic Device +9; 
  Arcane Preparation*, Combat Casting, Combat Expertise, 
  Improved Initiative, Light Armor Proficiency, Practiced 
  Spellcaster*, Simple Weapon Proficiency.  *Complete 
  Arcane. 
   
  Sorcerer Spells Known: (6/6/7/7/6/4; base DC = 15 + 
  spell level): 0 - acid splash, dancing lights, daze, detect magic, 
  disrupt undead, prestidigitation, ray of frost, read magic, touch of 
  fatigue; 1st - critical strike*, expeditious retreat, mage armor, ray 
  of enfeeblement, shield; 2nd - darkness, glitterdust, invisibility, 
  Melf's acid arrow; 3rd - legion's curse of impending blades**, 
  fireball, gaseous form; 4th - enervation, Evard's black tentacles; 
  5th – cloudkill. (one use of mage armor already accounted 
  for). *Complete Adventurer; **Miniatures Handbook. 
   
  Possessions: +1 mithral buckler, ring of protection +2, cloak 
  of charisma +2, +1 rapier, noble's outfit, metamagic rod - lesser 
  extend, spell component pouch, thieves tools, wand of 
  invisibility (CL 3rd, 10 charges). 
   
  Physical Description: Servilyn is a tall, slim, pale 
  Oeridian woman. Her black hair is very short, cut like a 
  young boy. Her gray eyes are piercing and haughty, as if 
  she always expects to get what she wants. 
   
  
  SHE5-04 A Cup O’erturned 
   
  Page 23 
  APPENDIX 4 – APL 12 
   
  ENCOUNTER 10 
   
   
   
   
  Ghant and Vilya: male human Rog13; CR 13; Medium 
  humanoid; HD 13d6+26; hp 78; Init +8; Spd 40 ft.; AC 23, 
  touch 14, flat-footed 23 (+4 Dex, +5 armor, +2 shield, +2 
  natural); BAB/Grp: +9/+9; Atk: +13 melee (1d6+2/18-20, 
  +1 rapier); Full Atk: +13/+8 melee (1d6+2/18-20, +1 
  rapier); SA Sneak Attack +7d6; SQ Improved Evasion 
  (Ex), Improved Uncanny Dodge (can't be flanked except 
  by a rogue of 17 level), Slippery Mind (Ex), Trap Sense 
  (Ex) +4 bonus to Reflex save and +4 Dodge bonus to AC 
  vs. Traps, Trapfinding; AL NE; SV Fort +6, Ref +12, Will 
  +6; Str 12, Dex 19, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +22, Bluff +15, Diplomacy +1, 
  Disable Device +23, Disguise +17, Escape Artist +12, Hide 
  +20, Intimidate +1, Jump +8, Knowledge (local – 
  Sheldomar Valley metaregion) +4, Listen +2, Move 
  Silently +20, Open Lock +25, Profession (criminal) +2, 
  Search +18, Speak Language +1, Spot +16, Tumble +20; 
  Combat Expertise, Combat Reflexes, Improved Feint, 
  Improved Initiative, Iron Will, Light Armor Proficiency, 
  Simple Weapon Proficiency, Weapon Finesse.  
   
  Possessions: +1 mithral buckler, amulet of natural armor 
  +2, +1 mithral chain shirt, +1 rapier, 43 elixirs of hiding, 43 
  elixirs of sneaking, ring of release, tools of disarming and 
  opening, traveler's outfit, boots of striding and springing. 
   
  Physical Description: Ghant and Vilya are of Oeridian 
  descent and fraternal twins. While they have similar 
  abilities, they have completely different descriptions. 
  Ghant is a tall and obese male with dark, curly hair and 
  brown eyes. Vilya is short with average build. His brown 
  hair is balding, and he has brown eyes. Ghant is calm and 
  quiet, giving people the impression that he is a simple 
  oaf. Vilya has the darting eyes of a hunted rat, always 
  looking for danger.  
  Servilyn: female human Rog1/Sor12; CR 13; Medium 
  humanoid; HD 1d6+12d4+13; hp 51; Init +6; Spd 30 ft.; 
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 shield, +2 
  deflection); BAB/Grp: +6/+4; Atk: +5 melee (1d6/18-20, 
  +1 rapier); Full Atk: +5/+0 melee (1d6/18-20, +1 rapier); SA 
  Sneak Attack +1d6; SQ +4 to Concentration to use spell 
  or spelllike ability on the defensive, Summon Familiar, 
  Trapfinding; AL NE; SV Fort +5, Ref +8, Will +8; Str 8, 
  Dex 14, Con 12, Int 14, Wis 10, Cha 23. 
   
  Skills and Feats: Balance +6, Bluff +22, Concentration 
  +17, Decipher Script +4, Diplomacy +8, Disguise +8, Hide 
  +6, Intimidate +12, Knowledge (arcana) +16, Knowledge 
  (local – Sheldomar Valley metaregion) +4, Listen +4, 
  Move Silently +6, Profession (criminal) +2, Search +6, 
  Spellcraft +20, Spot +4, Tumble +6, Use Magic Device 
  +10; Arcane Preparation*, Combat Casting, Combat 
  Expertise, Improved Initiative, Light Armor Proficiency, 
  Practiced Spellcaster*, Quicken Spell, Simple Weapon 
  Proficiency.  *Complete Arcane. 
   
  Sorcerer Spells Known: (6/6/7/7/7/4/3; base DC = 16 + 
  spell level): 0 - acid splash, dancing lights, daze, detect magic, 
  disrupt undead, prestidigitation, ray of frost, read magic, touch of 
  fatigue; 1st - critical strike*, expeditious retreat, mage armor, ray 
  of enfeeblement, shield; 2nd - blur, darkness, glitterdust, 
  invisibility, Melf's acid arrow; 3rd - legion's curse of impending 
  blades**, fireball, gaseous form, greater magic weapon; 4th - 
  enervation, Evard's black tentacles, wall of ice; 5th - cloudkill, 
  teleport; 6th - chain lightning. (one use of mage armor already 
  accounted 
  for). 
  *Complete 
  Adventurer; 
  **Miniatures 
  Handbook. 
   
  Arcane Spells Prepared: (0/0/0/0/0/2/1; base DC = 16 + 
  spell level): 5th – quickened ray of enfeeblement (x2); 6th – 
  quickened glitterdust. 
   
  Possessions: +1 mithral buckler, cloak of charisma +4, +1 
  rapier, noble's outfit, ring of protection +2, rod of metamagic - 
  lesser extend, spell component pouch, thieves tools, wand of 
  greater invisibility (CL 7th, 5 charges), wand of invisibility (CL 
  3rd, 10 charges). 
   
  Physical Description: Servilyn is a tall, slim, pale 
  Oeridian woman. Her black hair is very short, cut like a 
  young boy. Her gray eyes are piercing and haughty, as if 
  she always expects to get what she wants. 
   
  
  SHE5-04 A Cup O’erturned 
   
  Page 24 
  APPENDIX 5 – ALL APLS 
   
  ENCOUNTER 1 
   
   
   
   
  Blake Ovan a.k.a. Blake Sampleson: male human 
  Exp8/Rog2;  CR 5; Medium humanoid; HD 10d6 +20; hp 
  60; Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed 15 (+1 
  Dex, +4 armor, +1 shield); BAB/Grp: +7/+7; Atk: +8 melee 
  (1d6+1/18-20, masterwork rapier); Full Atk: +8/+3 melee 
  (1d6+1/18-20, masterwork rapier); SA Sneak Attack +1d6; 
  SQ Evasion (Ex), Trapfinding; AL N; SV Fort +4, Ref +6, 
  Will +6; Str 12, Dex 12, Con 14, Int 18, Wis 10, Cha 10. 
   
  Skills and Feats:  Appraise +17, Bluff +16, Diplomacy 
  +2, Disable Device +21, Disguise +2, Gather Information 
  +13, Hide +1, Intimidate +2, Knowledge (arcana) +10, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +9, 
  Knowledge (dungeoneering) +9, Knowledge (geography) 
  +15, Knowledge (history) +18, Knowledge (nature) +9, 
  Knowledge (local [Sheldomar Valley MR]) +9, Move 
  Silently +1, Open Lock +10, Search +14, Sense Motive +1, 
  Spot +1, Survival +2; Combat Expertise, Improved Feint, 
  Light Armor Proficiency, Nimble Fingers, Simple 
  Weapon 
  Proficiency, 
  Skill 
  Focus 
  (Bluff), 
  Skill 
  Focus(Knowledge (history)). 
   
  Possessions: chain shirt, goggles of night, masterwork 
  buckler, traveler's outfit, masterwork rapier, masterwork 
  thieves tools. 
   
  Physical Description: Blake Ovan is a bronze-skinned 
  man whose dark hair has been bleached by many hours 
  under a hot sun. He is a lean man, but not emaciated. His 
  face, marked by overexposure to the elements, does not 
  betray his actual age, which is actually 28 years old. Ovan 
  has always been guided by two things: his desire for 
  history and his innate laziness. Though very talented in 
  his knowledge of history and other cultures, he basically 
  coasted his way through the Academy of Lore, doing only 
  what he needed to do to graduate. Ovan does not concern 
  himself with moral issues of good vs. evil or law vs. chaos. 
  He has been known from time to time to fall in with the 
  wrong crowd and has at times smuggled artifacts and 
  other valuable items to desperate clients. Ovan is a very 
  risk-averse individual who only does brave things when 
  either his life or a large paycheck is on the line. He is 
  fluent in Common, Ancient Suloise, Draconic, and Flan. 
  Parwyn Amastacia: male elf Brd15; CR 15; Medium 
  humanoid; HD 15d6; hp 67; Init +2; Spd 30 ft.; AC 21, 
  touch 13, flat-footed 19 (+2 Dex, +5 armor, +2 shield, +1 
  natural, +1 deflection); BAB/Grp: +11/+10; Atk: +11 
  melee (1d6+1/18-20, +1 merciful defending rapier); Full Atk: 
  +11/+6/+1 melee (1d6+1/18-20, +1 merciful defending 
  rapier); SQ +2 racial saving throw bonus against 
  enchantment spells or effects., An elf who merely passes 
  within 5 feet of a secret or concealed door is entitled to a 
  Search check to notice it as if she were actively looking 
  for it., Bardic knowledge (+17), Bardic music 15/day, 
  Countersong (Su), Fascinate (Sp), Immunity to magic 
  sleep effects., Inspire Competence (Su), Inspire Courage 
  (Su) +3, Inspire Greatness (Su), Inspire Heroics (Su), 
  Suggestion (Sp); AL N; SV Fort +8, Ref +14, Will +12; Str 
  10, Dex 14, Con 10, Int 14, Wis 10, Cha 21. 
   
  Skills and Feats: Appraise +20, Balance +4, Bluff +28, 
  Diplomacy +34, Disguise +10, Gather Information +26, 
  Intimidate +12, Jump +2, Knowledge (arcana) +4, 
  Knowledge (local [Core]) +4, Knowledge (geography) +4, 
  Knowledge (history) +5, Knowledge (nobility and 
  royalty) +12, Knowledge (local [Sheldomar Valley MR]) 
  +13, Listen +2, Perform (oratory) +19, Search +4, Sense 
  Motive +20, Speak Language +5, Spellcraft +4, Spot +2, 
  Tumble +7, Use Magic Device +9; Combat Expertise, 
  Improved 
  Combat 
  Expertise, 
  Improved 
  Feint, 
  Leadership, 
  Light 
  Armor 
  Proficiency, 
  Negotiator, 
  Persuasive, 
  Shield 
  Proficiency, 
  Simple 
  Weapon 
  Proficiency.  
   
  Bard Spells Known: (4/5/4/4/4/3; base DC = 15 + spell 
  level): 0 - detect magic, ghost sound, mage hand, open/close, 
  prestidigitation, read magic; 1st - alarm, charm person, 
  comprehend languages, expeditious retreat; 2nd - blur, calm 
  emotions, detect thoughts, glitterdust; 3rd - charm monster, 
  daylight, gaseous form, see invisibility; 4th - dominate person, 
  freedom of movement, hold monster, greater invisibility; 5th - 
  greater blink (Complete Arcane), greater heroism, shadow 
  evocation.  
   
  Possessions: +1 merciful defending rapier, circlet of 
  persuasion, +1 mithral buckler, +1 mithral chain shirt, amulet 
  of natural armor +1, cloak of charisma +2, helm of 
  comprehending languages and reading magic, noble's outfit, 
  ring of protection +1, ring of sustenance, vest of resistance +3 
  (Complete Arcane). 
   
  Physical Description: Amastacia is a male high elf 
  approaching middle-age. He stands 5’ 5” tall and weighs 
  165 pounds. He has brown hair and brown eyes. His 
  demeanor is both cheerful and confident. Amastacia 
  carries himself as one accustomed to getting what he 
  wants. He does not concern himself with religious issues; 
  he treats all of his customers equally. Amastacia has a 
  slightly lawful tendency as would be expected of one who 
  deals in contracts and has been known to attend temples 
  of Zilchus to further his business connections in the 
  human world. He is not a coward, but sees violence as 
  bad for business. Amastacia had ties with the Gran March 
  organization known as The Corporation, but left after he 
  heard that they were robbing military targets. He will 
  defend himself with his rapier, but will try not to kill 
  anyone as murder is also bad for business. Amastacia is 
  fluent in Common, Elven, Gnome, Orc, Dwarven, 
  CorporateSpeak, Flan, and Keoish. 
  Bethany Grenda: female human Rog10; CR 10; Medium 
  humanoid; HD 10d6+20; hp 60; Init +3; Spd 30 ft.; AC 21, 
  touch 14, flat-footed 21 (+3 Dex, +5 armor, +2 shield, +1 
  deflection); BAB/Grp: +7/+6; Atk: +7 melee (1d6+1/18-20, 
  +1 rapier) or +6 melee (1d6, sap); Full Atk: +7/+2 melee 
  
  SHE5-04 A Cup O’erturned 
   
  Page 25 
  (1d6+1/18-20, +1 rapier) or +6/+1 melee (1d6, sap); SA 
  Sneak Attack +5d6; SQ Evasion (Ex), Improved Uncanny 
  Dodge (can't be flanked except by a rogue of 14 level), 
  Slippery Mind (Ex), Trap Sense (Ex) +3 bonus to Reflex 
  save and +3 Dodge bonus to AC vs. Traps, Trapfinding; 
  AL LN; SV Fort +5, Ref +10, Will +5; Str 10, Dex 16, Con 
  14, Int 14, Wis 10, Cha 19. 
   
  Skills and Feats: Bluff +19, Diplomacy +21, Disable 
  Device +13, Disguise +12, Gather Information +19, Hide 
  +15, Intimidate +20, Knowledge (nobility and royalty) +6, 
  Knowledge (local [Sheldomar Valley MR]) +13, Move 
  Silently +15, Open Lock +3, Search +16, Sense Motive 
  +13, Speak Language +1, Spot +1; Combat Expertise, 
  Improved Feint, Investigator, Iron Will, Light Armor 
  Proficiency, Persuasive, Simple Weapon Proficiency.  
   
  Possessions: +1 mithral buckler, cloak of charisma +2, +1 
  mithral chain shirt, +1 rapier, amulet of health +2, gloves of 
  dexterity +2, hat of disguise, noble's outfit, ring of mind 
  shielding, ring of protection +1, sap. 
   
  Physical Description: Grenda is an attractive female 
  human of Flan descent. She is twenty-five years old, 
  stands 5’ 8” tall, and weighs about 125 pounds. She has 
  red hair naturally and green eyes, though she can appear 
  as anyone with her hat of disguise. Grenda is a mid-level 
  member 
  of 
  The 
  Corporation, 
  specializing 
  in 
  reconnaissance and infiltration. She is an expert on the 
  various organizations within the Sheldomar Valley and 
  can infiltrate any of them. Her more recent missions 
  have taken her to Hochoch to provide intelligence on the 
  city for possible Corporate acquisition. Grenda is fluent 
  in Common, CorporateSpeak, Flan, and Giant. 
  ENCOUNTER 8 
   
   
   
   
  Xavier Riverbend: male halfling Rog10; CR 10; Small 
  humanoid; HD 10d6+20; hp 60; Init +5; Spd 30 ft.; AC 24, 
  touch 16, flat-footed 24 (+1 size, +5 Dex, +5 armor, +2 
  shield, +1 natural); BAB/Grp: +7/+2; Atk: +11 melee 
  (1d6+1/18-20, +1 rapier) or +10 melee (1d6, sap); Full Atk: 
  +11/+6 melee (1d6+1/18-20, +1 rapier) or +10/+5 melee 
  (1d6, sap); SA Sneak Attack +5d6; SQ +1 racial bonus on 
  all saving throws, +2 morale bonus on saving throws 
  against fear, Improved Evasion (Ex), Improved Uncanny 
  Dodge (can't be flanked except by a rogue of 14 level), 
  Trap Sense (Ex) +3 bonus to Reflex save and +3 Dodge 
  bonus to AC vs. Traps, Trapfinding; AL N; SV Fort +6, Ref 
  +13, Will +4; Str 10, Dex 20, Con 14, Int 14, Wis 10, Cha 
  14. 
   
  Skills and Feats: Balance +20, Bluff +15, Climb +4, 
  Diplomacy +19, Disable Device +9, Disguise +17, Gather 
  Information +4, Hide +9, Intimidate +17, Jump +11, 
  Knowledge (local [Sheldomar Valley MR]) +4, Listen +2, 
  Move Silently +7, Open Lock +12, Sense Motive +13, 
  Sleight of Hand +20, Tumble +18; Combat Expertise, 
  Improved Feint, Light Armor Proficiency, Quick Draw, 
  Simple Weapon Proficiency, Weapon Finesse.  
   
  Possessions: +1 mithral buckler, gloves of dexterity +2, +1 
  mithral chain shirt, +1 rapier, amulet of natural armor +1, boots 
  of striding and springing, cloak of charisma +2, small peasant's 
  outfit, ring of mind shielding, ring of release, sap. 
   
  Physical Description: Riverbend is tall, slender, wiry 
  halfling with darkly blond hair and brown eyes. He 
  worked his way through the ranks of the Midnight 
  Ravens, starting out as a simple guttersnipe pickpocket. 
  He now leads enforcement teams who make sure that 
  those who owe the Ravens pay the Ravens. Riverbend is a 
  shrewd negotiator and has a keen sense for detecting lies 
  as well as spreading them. He speaks Common, Flan, 
  Giant, and Halfling. 
   
  
  SHE5-04 A Cup O’erturned 
   
  Page 26 
  DM AID: MAP #1 – MIDNIGHT RAVENS NEST 
   
   
  
  SHE5-04 A Cup O’erturned 
   
  Page 27 
  DM AID: MAP #2 – GROVE OUTSIDE OF HOCHOCH 
   
   
   
  
  SHE5-04 A Cup O’erturned 
   
  Page 28 
  DM AID – NEW RULES ITEMS 
  NEW FEATS 
  Arcane Preparation (Complete Arcane) 
   
  You can prepare an arcane spell ahead of time, just as a wizard does. 
   
  Prerequisite: Ability to cast arcane spells without preparation. 
   
  Benefit: Each day, you can use one or more of your spell slots to prepare spells you know, usually for the purpose 
  of applying a metamagic feat to the spell – but without an increase in its casting time. Preparing a spell uses a spell slot 
  of the appropriate level, and once prepared, that slot can’t be used for anything else until the prepared spell is cast. 
   
  Normal: Spellcasters who cast arcane spells without preparation (such as sorcerers and bards) who apply a 
  metamagic feat to a spell must cast it as a full-round action instead of a standard action. 
  Energy Substitution (Complete Arcane) 
   
  You can modify an energy-based spell to use another type of energy instead. 
   
  Prerequisites: Knowledge (arcana) 5 ranks, any metamagic feat. 
   
  Benefits: Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy 
  descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell’s normal 
  level. The spell’s descriptor changes to the new energy type – for example, a fireball spell composed of cold energy is an 
  evocation [cold] spell. 
   
  Special: You can gain this feat multiple times, choosing a different type of energy each time. 
  Nonlethal Substitution (Complete Arcane) 
   
  You can modify an energy spell to deal nonlethal damage. 
   
  Prerequisites: Knowledge (arcana) 5 ranks, any metamagic feat. 
   
  Benefits: Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with the chosen 
  descriptor to deal nonlethal damage instead of normal energy damage. The nonlethal spell works normally in all 
  respects except the type of damage dealt – for example, a nonlethal fireball has the same range and area, but since it 
  deals nonlethal damage instead of energy damage, it will not damage objects or set fire to combustibles in the area.  A 
  nonlethal spell uses a spell slot one level higher than the spell’s normal level. 
  Practiced Spellcaster (Complete Divine) 
   
  Choose a spellcasting class that you possess.  Your spells cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen spellcasting class increases by +4.  This can’t increase your caster level 
  beyond your HD.  However, even if you can’t benefit from the full bonus immediately, if you later gain noncaster-level 
  HD you may be able to apply the rest of the bonus. 
   
  For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level 
  from 5th to 8th (since he has 8 HD).  If he later gained a fighter level, he would gain the remainder of the bonus and his 
  cleric caster level would become 9th (since he now has 9 HD). 
   
  A character with two or more spellcasting classes (such as a bard/sorcerer or ranger/druid) must choose which class 
  gains the feat’s effect. 
   
  This does not affect your spells per day or spells known.  It only increases your caster level, which would help you 
  penetrate SR and increase the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times.  Each time you choose it, you must apply it to a different 
  spellcasting class.  For instance, a 4th-level cleric, 5th-level wizard who had selected this feat twice would cast cleric spells 
  as an 8th-level caster and wizard spells as a 9th-level caster. 
  NEW ITEMS 
  Vest of Resistance (Complete Arcane) 
   
  These garments offer magic protection in the form of a +1 to +5 bonus on all saving throws.  Faint abjuration; CL: 
  5th; Prerequisites: Craft Wondrous Item, resistance, creator’s CL must be at least three times the vest’s bonus; Market Price: 
  1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight: 1 lb. 
  NEW SPELLS 
  Blink, Greater (Complete Arcane) 
   
  Transmutation 
  
  SHE5-04 A Cup O’erturned 
   
  Page 29 
   
  Level: Brd 5, Sor/Wiz 5 
   
  Components: V, S 
   
  Casting Time: 1 standard action 
   
  Range: Personal 
   
  Target: You 
   
  Duration: 1 round/level (D) 
   
  This spell functions like blink, except you have control over the timing of your “blinking” back and forth between 
  the Ethereal Plane and the Material Plane.  You can also ready an action to blink away from any physical or magical 
  attack, with the attack missing automatically unless it also affects ethereal targets (as a force effect does).  While blinking, 
  you have no chance of interfering with your own attacks or your own spells.  When moving through solid objects, you 
  do not risk materializing inside one unless you actually end your movement there, in which case you materialize and are 
  shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner. 
  Critical Strike (Complete Adventurer) 
   
  Divination 
   
  Level: Assassin 1, Sor/Wiz 1 
   
  Components: V 
   
  Casting Time: 1 swift action 
   
  Range: Personal 
   
  Target: You 
   
  Duration: 1 round 
   
  While this spell is in effect, your melee attacks are more likely to strike a foe’s vital areas.  Whenever you make a 
  melee attacks against a flanked for or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, 
  your weapon’s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls 
  made to confirm critical hits.  The increased threat range granted by this spell doesn’t stack with any other effect that 
  increases your weapon’s threat range.  Creatures immune to sneak attacks are immune to the extra damage dealt by your 
  attacks. 
  Curse of Impending Blades, Legion’s (Miniatures Handbook) 
   
  Necromancy 
   
  Level: Brd 3, Rgr 3, Sor/Wiz 3 
   
  Components: V, S, M/DF 
   
  Casting Time: 1 standard action 
   
  Range: Medium (100 ft. + 10 ft./level) 
   
  Target: Enemies in a 20 ft. radius burst 
   
  Duration: 1 min./level 
   
  Saving Throw: None 
   
  Spell Resistance: Yes 
   
  The subjects of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm’s way.  
  The subjects of this spell take a -2 penalty to AC.  The curse cannot be dispelled, but it can be removed with a break 
  enchantment, limited wish, miracle, remove curse, or wish spell. 
   
  Arcane Material Component: A nail through a piece of leather. 
   
  
  SHE5-04 A Cup O’erturned 
   
  Page 30 
  PLAYER HANDOUT #1: MAP OF HOCHOCH 
  (Created by Jose Ortiz) 
   
   
  
  SHE5-04 A Cup O’erturned 
   
  Page 31 
  PLAYER HANDOUT #2: KEY TO THE MAP OF HOCHOCH 
   
  Gates: 
  G1 – River Gate 
  G2 – Shalm’s Gate 
  G3 – North Gate 
  G4 – Oyt Gate 
  Low Quarter: 
  L1 – The Broken Drum Inn 
  L2 – The Cracked Cup  
  The Commons: 
  C1 – Iowerth Square 
  C2 – The Boar’s Knuckle (condemned) 
  C3 – The Boar’s Other Knuckle 
  C4 – Company of Giant Slayers Hall 
  C5 – The White Stag Inn 
  Market Ward: 
  M1 – The Giant’s Hearth Inn 
  M2 – Market Square (“Broken Wall”) 
  Old City: 
  O1 – Old Oak Tavern 
  O2 – Bedwyn the Fat’s Estate 
  O3 – Knights of the Watch Chapterhouse 
  O4 – Sierra Blackblade’s Estate 
  Hilltop: 
  H1 – Caer Dwr Gwyldy (Waterwatch Castle) 
  H2 – Trevol Llys (Town Hall) 
  H3 – Temple of Pelor 
  H4 – Temple of St. Cuthbert 
  H5 – Temple of Allitur 
  H6 – Temple of Ehlonna 
  H7 – Wayfarer’s Union House 
  H8 – The Brenin’s Signet Inn 
   
  
  SHE5-04 A Cup O’erturned 
   
  Page 32 
  CRITICAL EVENTS SUMMARY 
  SHE5-04 A CUP O’ERTURNED 
   
  Please complete this form, for tables running before 11/15/2005, and return it to Will Dover at aeontrin@aol.com. 
  1. 
  Did the party get to the final encounter? 
   
   
  2. If they did not, did any of them lose all of their possessions? 
   
   
  3. Were they successful in helping out the elven merchant Parwyn Amastacia? 
   
   
  4. Did the party recover the tools of disarming and opening? 
   
   
  5. Did any in the party give the tools of disarming and opening to a rogues’ organization in the 
  Sheldomar Valley? 
   
   
  6. Did the party do anything with Blake Ovan, the wayward Dustdigger? 
   
   
  7. Did the party inform any organization of the events in this adventure? If so, list which organizations 
  were notified. 
   
   
  8. Did the party have fun with this adventure? 
   
   
  9. For players in Geoff and Gran March: were the city of Hochoch and its citizens represented 
  accurately and how can its descriptions be improved for future adventures? 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/595/Normal Scenarios/SHE5-04 - A Cup O'erturned (APL 6-12)/SHE5-04 - A Cup O'erturned.pdf