TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  PERIS4-04 
   
   
   
   
   
   
   
  Cooper Versus Cobbler 
   
  A One Round D&D LIVING GREYHAWK®  
  Perrenland Regional Introductory Adventure 
   
   
   
  by Joseph Ireland 
  Edited by Perrenland Triad POC, Bruce Paris 
   
   
  With tension simmering for years, will the brother's animosity finally be resolved in the ancient and highly 
  respected tradition of The Schwartzenbrook Warrior’s Duel?  An introductory adventure for Level 1 
  characters set in Laufgen for low level PC's, highlighting several aspects of Perrenland Culture. 
   
   
   
   
  
  <Title> 
  [Round #] 
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A two-hour time block 
  has been allocated for each round of this scenario. 
  The rest of the time is spent in preparation before 
  game play, and scoring after the game. The following 
  guidelines are here to help you with both the 
  preparation and voting segment of the game. Read 
  this page carefully so that you know and can 
  communicate to your players the special aspects of 
  playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly important 
  passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: 
  the Player’s Handbook, the Dungeon Master’s Guide, 
  and the Monster Manual. We also assume that you 
  have a set of dice (at least one d4, d6, d8, d10, d12, 
  and d20), some scrap paper, a pencil, an RPGA 
  scoring packet, and your sense of fun. It is also a good 
  idea to have a way to track movement during combat. 
  This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. 
  The tag should have the player’s name at the bottom, 
  and the character’s name, race, and gender at the top. 
  This makes it easier for the players (and the DM) to 
  keep track of who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a trap 
  or hazard, or the Monster Manual when confronted with 
  a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  personalize the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM score the game. Complete the RPGA 
  scoring grid with names and RPGA numbers only, 
  and the event information at the top. RPGA no longer 
  uses voting for any reported results. Give the Scoring 
  Packet to your event coordinator.  
   
  
  <Title> 
  [Round #] 
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web site, 
  ant then have any players without a character create 
  one. Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the 
  PCs participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the sidebar 
  chart to determine the number of levels you add 
  to the sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  3. S
  u
  m 
  th
  e 
  re
  s
  ul
  ts 
  of 
  1 
  a
  n
  d 
  2, 
  a
  n
  d 
  di
  vi
  de by the number of characters playing in the 
  adventure. Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLs are given in even-numbered increments. If 
  the APL of your group falls on an odd number, ask 
  them before the adventure begins whether they would 
  like to play a harder or easier adventure. Based on 
  their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is being 
  played at, that character will receive only half of the 
  experience points awarded for the adventure. This 
  simulates the face that either your character was not 
  as challenged as normal, or relied on help by higher-
  level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level characters 
  to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that round. 
  This is a free action (spoken command) that may 
  be attempted each round. If an animal loses half 
  or more hp in a single round it flees, unless 
  another check is successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set 
  in the Perrenland - Quagfludt canton.  Characters 
  native to Perrenland 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. 
   
  Adventure Background 
   
  A Brief History Of Laufgen 
   
  
  <Title> 
  [Round #] 
  Page 4 
        Laufgen is an out of the way hamlet suffering from 
  many of the tribulations of isolated, frontier human 
  communities.  Comprising around 500 residents, most 
  of whom are human, the main industries are trapping, 
  alluvial mining and some forestry.  It is ruled by the 
  aging Landgraf, Yenjanna.  Once a prime example of 
  strong Roodberg leadership, the Landgraf is a broken 
  man, who hasn't been seen outside his mansion since 
  his wife’s brutal and mysterious murder a decade ago. 
   Laufgen was officially founded nearly 40 years ago 
  from farmsteads and a small gnome outpost, but has 
  been around far, far longer.  The Landgraf is the first 
  ruler, awarded his title due to exemplary military 
  service in the Auszug.  While the town was at first 
  prosperous, it has been slowly degenerating since its 
  ruler went into seclusion.  It has a standing militia of a 
  dozen lazy guards, who mostly keep up a public 
  presence, shoo away Kobold raiders or wild animals, 
  and keep the Highfolk tax collectors at bay. 
   
  This adventure, however, focuses on one of main 
  Vosser families in town, the Höndvoet, and the 
  schism that has been setting them at each others 
  throats for nearly two years.  It is lead by the two 
  Vosser brothers Ari "Cooper" and Dirk "Cobbler" 
  Höndvoet.  The conflict between these two men is 
  legendary in these parts, but it has never come to 
  bloodshed… at least, not as yet. 
   
  Adventure Summary 
   
        The adventure begins as the neverending search 
  for fame, fortune and adventure brings the characters 
  towards the frontier village of Laufgen. During a 
  spontaneous archery contest, some Kobolds beset 
  nearby travelers.  The PCs rush to their aid and meet 
  Ari ‘Cooper’ Höndvoet and his daughter Pixie, who 
  invite them to travel with them and insist they attend 
  as guests of honor at a family feast in three days time. 
  Along the way the group serendipitously meets 
  with Cooper’s estranged brother, ‘Cobbler’. Cobbler 
  has sent his youngest son Gefflaud down a well, and 
  needs the party's help to get him out.  (Truly, this is a 
  lucky day for those in need of heroes.) 
  Cobbler also invites the PC's to the feast to be 
  held in three days time.  PC's can use this time to 
  explore Laufgen and some of the interesting sites it 
  has to offer.  This includes rescuing the local village 
  idiot from thugs, a trial of strength with a priest of 
  Kord, dodging thieves, freeing slaves, and discovering 
  what really goes on in the town barracks – not to 
  mention tangling with a fearsome arch-villain! 
  Eventually they arrive at the feast, where the 
  simmering rivalry between the two brothers boils over 
  into the martial challenge used to settle minor feuds 
  known as The Schwartzenbrook Warrior’s Duel.  The 
  characters 
  are 
  invited 
  to 
  display 
  their 
  true 
  Perrenlandiness1 to adjudicate this contest: That is, to 
  see it is run fairly.  The brothers' mother, the Vosser 
  Graf Anika, instructs them on the finer details. 
  The battle is run, with just about everyone trying 
  to tilt the battle in their favor except the brothers 
  themselves.  Characters need to be highly alert to 
  keep things honest. 
  In the end, one brother is the victor, and 
  everyone rushes off to get inebriated at the local 
  tavern to celebrate the end of the feud.  However, 
  before celebrations can begin a local girl is 
  discovered missing; kidnapped by a sinister being and 
  must be first saved from certain doom. 
  Following this, the PCs are rewarded by the 
  winning brother depending on how well they did at 
  keeping it a fair fight. It is recommended that the DM 
  review the PHB and DMG rules for unarmed combat, 
  climbing and Shame Criers (DM Aid #1 in the 
  Appendix) before beginning this adventure. 
  This introductory module is intended to be a little 
  ‘lighter’, with well spaced combats and some light 
  hearted narrative. We hope your players will find it 
  memorable.  Also, to assist DM's new and old, extra 
  detail and rule reminders have been added to this 
  scenario.  
  Having done this, the scenario can be fairly 
  narrative intensive, and narration should only be used 
  to add flavor.  Excessive narrative is provided to give 
  a clearer view of what the DM is free to adlib on.  Do 
  not feel you must read every block text if it is taking 
  away from the player's experience. Remember, the 
  first rule of the game is to have fun. The writer of this 
  scenario is especially indebted to Warren for his 
  masterful proof reading and Patrick as always for his 
  advice and encouragement. Please forward any 
  comments regarding your experience, positive and 
  negative, to apprenticeangel@hotmail.com.  I'd love 
  to know how the PC's went. 
   
  I hope you will enjoy this scenario. 
   
  Introduction 
   
   The endless search for fame and adventure has 
  brought you to the Quagfludt, Perrenland's most 
  southern and most infamous region.  Yet the past 
  few days have been unbearably quiet.  Idleness 
  and boredom soon take their toll on your party, 
                                              
   
  1 The ability to adjudicate Schwarzenbrook impartially. 
   Also, the love of a good fight that has characterized 
  Perrenlanders over the centuries. 
  
  <Title> 
  [Round #] 
  Page 5 
  and someone has suggested that you hold a 
  broken arrow archery contest.  In this contest, 
  one character gets to hold a target (in this case, a 
  frying pan) aloft at 100 paces (120 feet), while the 
  others take turns firing arrows without their heads 
  (hence the ‘broken’) at said target.  The best of 
  three shots will be allowed the choicest portions 
  of the bush turkey you caught this morning.  
  Adventurers, take your marks … 
   
  Unless there is a volunteer, roll to determine who 
  is the lucky “fry pan holder” (or even better, cut some 
  real straws to determine a ‘short’ one). However, as 
  soon as the PC reaches the hill top where he/she is to 
  stand, a scream comes from down the far side. Give 
  Player Handout #1 to the lucky fry-pan holding player 
  … 
   
  Encounter One 
  Kobolds! 
   
  The other PCs can see nothing from their vantage 
  point 135 feet away and over the other side of the hill. 
   Appendix C has the map. 
  Only the PC with the frying pan may act during 
  the surprise round. This PC may choose to alert the 
  other PCs (free action), then run down the hill to meet 
  the kobolds (move action); or fire a single ranged 
  attack/spell at the kobolds from where he/she is. The 
  other PC's will not be able to see what is going on 
  until they are at the top of the hill. It is 60 feet to the 
  top of the hill, and 60 feet down the other side to meet 
  the kobold attack.  
   
  NPC: Pixie Höndvoet. Female Human Com1.  
  Possessions: None (traveller’s outfit; red dress). 
   
  APL 2 (EL 2) 
  Kobolds (6): hp 4 each; see Monster Manual 3.5 
  Ed. page 161. 
   
  Tactics.  The Kobolds concentrate exclusively on 
  the PCs once they know they are present, hoping to 
  kill everyone then make off with the cart.  Due to the 
  darkness in this part of the forest canopy, they are not 
  penalized with regard to sunlight. Pixie will not leave 
  her father to pursue the kobolds, but will fight valiantly 
  over him with her weapon for as long as she is 
  conscious.  Cooper, her father, is on 0 hp. 
  When victory is secured, the young woman bends 
  down to help her father. Read or paraphrase: 
   
  “Oh!  Thank all the gods and all their in-laws that 
  you good heroes came by when you did!  My 
  father and I were beset without warning!  I don’t 
  think I could have fought them off alone without 
  your strength and might!  I am Pixie, and this is 
  my father… Oh please, is there any aid you can 
  offer Old Man Cooper and his daughter?” 
   
  Assuming the characters do something (like 
  magical healing or even a Heal check DC 8), Cooper 
  sits up and thanks them.  If they do nothing, he 
  recovers on his own in a moment, then says to the 
  PCs: 
   
  “Well!  (cough, wheeze) Heroes!  Yer better than 
  the Ober-Constible for yer timin! (smile, grimace)  
  Old man Cooper's the name, and I thank you fer 
  savin' me life an' property from that cursed kobold 
  plague.  Hate to think what they might'a done to 
  my sweet little maiden princess here! (Which 
  brings a blush from his daughter)  Seems I owe 
  you all the hospitality of me home.  Would you 
  care to be treated as guests of honour at a feast 
  my mother, Matron Anika, will be holding in a day 
  or two?” 
   
  If the PCs say YES please : 
   
  “Then let us share the road together until we 
  arrive in Laufgen, a nearby hamlet (and my home). 
  It should be interestin' hearin’ the tales of some 
  real adventurers! Come good folks!” 
   
  If the PCs say NO thanks : 
   
        “That saddens me, but no matter. Let us share 
  the road together until we arrive in Laufgen, a 
  nearby hamlet (and my home). It should be 
  interestin' 
  hearin’ 
  the 
  tales 
  of 
  some 
  real 
  adventurers! Come good folks!” 
   
  Cooper is a chatty fellow, in spite of his head 
  wound.  He is about 55 years old. Pixie is barely 15 
  and not really interested in boys just yet. 
   
   
  Encounter Two 
  The Boy in the Well 
   
  Cooper is a friendly fellow, but a little too talkative 
  when not unconscious.  He relishes his own 
  sense 
  of 
  humour, 
  which 
  Pixie 
  seems 
  to 
  appreciate. After a while, you come upon a quaint 
  clearing in the woods where a strange sight 
  greets you.  A man around Cooper's age, and a 
  younger man of similar build are holding tight a 
  
  <Title> 
  [Round #] 
  Page 6 
  rope which begins around the trunk of a tall tree 
  and ends somewhere out of sight in the depths of 
  an old well near the center of the clearing.  A 
  young female of around 12 years old with long 
  brown hair is peering down the well. 
   “Hoist it up!  Gefflaud!  Hoist it up!” The man 
  Copper’s age says. 
  “But I can’t, I'm stuck!” A young voice wails out 
  from deep down within the well. 
  “Son of a jackal!  Pull harder you…"  
  He stops suddenly as he notices your group 
  approaching "Cooper!  Brother!  I thought you 
  were out of town today?” 
  “Half your luck you double crossin' bandit!  These 
  here ‘ventureres saved your niece and I from a 
  horde of boot lick’n Kobold bandits!  Now you 
  owe us an explanation as well as … well, you 
  know what …” 
  Copper previously mentioned to you that he has a 
  disreputable brother named Dirk, but known by all 
  as ‘Cobbler’ as he wastes his time making shoes 
  instead of working at an honourable trade … like 
  making barrels! 
  Cobbler looks from the well to his brother beside 
  you, a thin brown moustache curled up on his lip 
  like a squirming caterpillar.  He approaches your 
  party as the younger man begins to struggle 
  visibly with the rope that dangles down into the 
  well. 
  “Well, since you must know.  I put ‘it’ down 
  ‘there’; for safe keeping, after what you let happen 
  last time.  Well, you said you needed it, and I was 
  going to get it.  Seems that Gefflaud got himself 
  stuck down there, and now we can't get him or ‘it’ 
  out.  Now if you would like to lend a hand on this 
  rope, maybe ‘we’ can do something about ‘it’!”  He 
  shouts in anger at this brother. 
  “Pah!”  Scoffs Cooper “You got yourself into it, 
  you get yer self out!” 
  “Why you…” Cobbler's hands clutch at the air, 
  when suddenly a voice cries out from the well. 
  “Dad!  I think I just saw a spider down here!  Dad, 
  Dad, get me out!”   
  Copper simply laughs as Cobbler finally assists 
  his suffering aide at the rope.  Pixie goes and 
  comforts the little girl, possibly her cousin.  
  Things seem to be at an impasse.   
   
        If the characters don’t offer to help, Cobbler kindly 
  asks them to send one of their own down to see what 
  the boy is caught on.  Pixie then asks if they refuse.  
  Failing even that, the little girl bursts into tears and 
  begs them to help if they still refuse.  Should the cold 
  hearted (or very confused) adventurers still refuse to 
  risk their lives for unknown strangers, the boy 
  suddenly gets loose and comes out all on his own 
  (and the PC's get no XP for this encounter). 
  The well is big enough for medium-sized 
  creatures to fit down, albeit even with a bracing wall it 
  is a little damp and slippery and nearly 30 feet deep 
  (Climb DC 15 = 1/2 base movement rate down rope). 
   PC's can lower the DC by 5 by using their own rope, 
  and another 5 by knotting the rope.  Should they 
  somehow fail by five or more, it causes them to fall, 
  taking 1d6 damage per 10 feet fallen (maximum 2d6). 
  Once a PC manages the distance, he/she sees the 
  boy, Gefflaud, has caught his shoe lace on a stone 
  (DC 12 DEX check to remove). Pulling on the boy’s 
  rope is not an option, as it will cause damage to 
  Gefflaud and may cause Cobbler to refuse to have 
  anything else to do with the PC's unless they heal him 
  or pay for it. 
  Unfortunately, the stones at the top of the well 
  have just been loosened.  The boy is safe under a 
  natural stone wall, but any PC attempting to climb 
  down without deliberately checking, will set off this 
  'trap' about 10 feet from the bottom of the well.  PC's 
  must say they are “examining the well carefully” to be 
  allowed a Search check to find this “trap”. 
   
  APL 2 (EL 1) 
        Rickety Well Trap: CR 1; mechanical; location 
  trigger; no reset; DC 20 Reflex save avoids; 10 ft 
  deep (1d8 fall and falling rubble); Search (DC 20); 
  Disable Device (DC 20). 
   
  Once the boy is loose, he can be hauled up.  His 
  father asks him if he has ‘it’ and he will reply “yes”.  
  The brothers are unwilling to discuss this family 
  heirloom and haven't found a way to divide its benefits 
  equally either. They will dismiss questions with 
  comments like: "Sorry, this little problem is best kept 
  in the family." 
  After the success of the rescue, both brothers 
  insist the PC's come to lunch with them.  In two days 
  time their mother, the local Vosser Graf (clan chief) is 
  hosting a lunch for family and friends, and the PC's 
  are now expected to be there.  (Hey, it’s a free lunch!) 
  Cooper 
  and 
  Cobbler 
  bear 
  unresolved tension 
  between them, which their children do their best to 
  ignore.  Both of them seem at fault.  The DM may 
  even like to ham it up, but they do not come to 
  blows… yet. 
   
  Encounter Three  
  Welcome to Laufgen 
   
  
  <Title> 
  [Round #] 
  Page 7 
        As PCs are moving into the town with the two 
  brothers and their children, run the following 
  encounter. 
   
        Laufgen is a sad, sorry sight.  Rustic has given 
  way to “run down”, and quaint to “corrupted”.  
  Vendors openly sell contraband goods, and 
  thieves stumble drunkenly down the main street 
  at midday.  The street is covered in mud, since no 
  one has bothered to unplug the town cistern in 
  many many months.  You are passing a small dark 
  alley, when you suddenly hear a frightened squeal 
  : 
   
  "Aaah!  No! Help! Politzei! Politzei!" (1) 
   
  A burly human voice replies, "We knows ya 
  got some, pip sqeek!" 
   
  The frightened voice continues, probably a 
  gnome, "Not Pip squeak, Billy, Small Billy… 
  Aargh!” 
   
  A smooth, dangerous halfling voice cuts him 
  off. "Oh, but we know you do have gold, worm 
  bait…" 
   
  "Not worm bait!  Billy, Small Billy Twitchi…” 
   
  "We knows ya name Winky!"  And this is 
  followed by the sounds of several sturdy thumps 
  and punches … 
   
  (1) politzei = police 
   
   
  The PCs don’t have to intervene, but anyone with 
  them encourages it. 
   
  The characters in the alley are two thugs, 
  Lightfoot (Hu) and Parplad (Half), from the thieves’ 
  guild. They are attempting to extort money from the 
  village idiot: Small Billy Twitchieye (a mentally 
  deficient individual charged with organizing boxes, 
  sorting beans, and occasionally the unofficial night 
  watchman).  Most people ignore him, or throw him 
  some scraps of food if he is useful or entertaining.  
  Rarely does the guild bother him, but these thugs 
  decided they needed some grog money, and Billy was 
  just in the wrong place at the wrong time. 
   
  APL 2 (EL 1) 
        Lightfoot and Parplad, Rogue Thugs (2): hp 7 
  each. See Appendix A for further statistics. 
   
   
  The thugs will both surrender once both of them 
  are first injured.  If one is killed, the other will fight to 
  the death. 
   
  As soon as the battle ceases, the Mayor and his 
  entourage will arrive.  He will insist the PC's heal or 
  stabilize the thugs (to placate the thieves’ guild) since 
  neither he nor they will want any trouble.  A lesson is 
  adequate with blood drawn, and he needs them alive 
  to question them.  PC's don’t have to obey the Mayor, 
  but they gain the ire of the thieves guild of Laufgen if 
  they allow a thug to die -even thugs have relatives in 
  Laufgen.  PCs are cleared of any guilt by the account 
  of witnesses, which include a townie watching the 
  whole sorry affair from a second story window 
  overlooking the alley. 
   
  Cooper and Cobbler then take you straight to the 
  more renowned inn in town: The Adventurer's Rest. 
   
        Considered (and self confessed, at his most 
  inebriated) a puppet of the thieves guild, Hetmann 
  Flaarmun makes his decisions based on their 
  instructions.  A fat, proud man of many words and 
  little courage, he is the perfect front man for the 
  operations of the guild. Read more about him in 
  Appendix A. 
   
        Small Billy Twitchieye . Gnome Commoner (1) 
  Int 6, Wis 3.  Little Bill was born with severe mental 
  and physical deficits.  This gnome often plays the 
  village fool, being unable to discriminate between 
  important information (such as which way to hold a 
  sword) and unimportant (such as the number of 
  pebbles on each step of the town hall each day).  A 
  friendly person, with a twitch in his left eye - his 
  greatest claim to fame is that someone gave him an 
  ever burning lamp, and sometimes he takes it into his 
  small head to run around the town after dusk, 
  ensuring all the children are tucked up in bed to 
  protect them from ghosties and chills.  Being the 
  obsessive compulsive that he is, this often involves 
  running up and down available staircases until evicted 
  from the premises, as well as tapping on windows 
  (which tends to wake the kids up) and yelling through 
  keyholes “Are all the children now in bed!  It’s now 
  past-even!!” 
   
  
  Cooper V's Cobbler 
   
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  Encounter Four  
  Trouble at the Inn 
   
       The following encounter occurs as PCs are 
  relaxing inside The Adventurer’s Rest.  It is not 
  intended to be dangerous, but is an important role-
  playing opportunity to set the scene for later on. 
   
  Campaign Villain : the brilliant and loathsome 
  Eugene Raticus Maximus, arrives to make trouble. 
  The conflict ends with his eviction from the inn, 
  and the PC's laughing at his futile attempts at 
  ruling all humanoidery.  Perhaps the following 
  block text might help. 
   
        The Adventurer’s Rest is a good inn, you 
  have to admit.  The hearth is full of fire, and 
  slow roasting meat fills the inn with its savor.  
  Whatever chill the night afforded in this 
  mountain village is kept at bay by the inn’s 
  bright, comfortable light.  A pair of bards 
  entertain the small, but appreciative crowd this 
  evening. 
   
  Suddenly, the door swings violently open 
  as if by a rude giant’s hand, and in sweeps a 
  volley of cold, unwelcome air.  The bards 
  cease singing as you all turn to look at this 
  rude interruption, when in flies a large bat. 
   
  It flutters clumsily until it lands on the bar.  
  Raising a clawed fist to the barkeep it yells 
  loud enough for everyone to hear. 
   
  "Barkeepman, Filth!  Bring me a subtle 
  elven brew (on the house, of course), or I shall 
  level your inn as I did the living-trees of 
  Gnomewold!" 
   
  Now, in the light, you see that it is not a bat 
  at all, but a small rat-like creature with 
  oversized fangs, red glowing eyes and the 
  cutest little devil horn on his head.  His back is 
  draped with a cape, and he wears a tiny rapier 
  belted to his waist.   
   
  "What are you staring at, dwarf scum?"  He 
  leers at you all … 
   
  "Come now." The barkeep calmly says.  
  "No need for that kind of language in here.  
  This inn is always welcome to weary travelers, 
  of all kinds."   
   
   
  This is the awakened dire half-black-dragon- 
  mouse wizard named Eugene Raticus Maximus.  
  He is intelligent, proud, and thoroughly obnoxious. 
  He considers himself the racial superior of every 
  other intelligent species, and cannot end a 
  sentence without a derogative comment about 
  someone. 
   
  Raticus will proceed to insult every character 
  that attempts to engage him with conversation.  
  He has come into town “to rule” all the lesser 
  humanoid races and demands respect, even 
  obeisance, of all he sees.  Eventually, the bar 
  keeper will insist the PC's (or someone) throw the 
  ratty thing out (but fighting is illegal in the bar, 
  even if Raticus deserves it).  Raticus will even go 
  so far as to demand Pixie (or one of the PC's) 
  polish his claws with their hair.  If he hasn't got 
  himself evicted by this time, it is pertinent for him 
  to start lobbing gobules of green spit into patron’s 
  beer glasses … 
   
  The Barkeep insists, and has the muscle to 
  back it up, that there are no fights in the inn.  He 
  demands Raticus’ eviction, offering a free drink to 
  any who can.  Raticus is best grappled and thrown 
  out. 
   
  APL 2 (EL 1) 
   
  Eugene Raticus Maximus (1): hp 12. See 
  Appendix A for more statistics. 
   
   
  Once evicted, Maximus will turn and roar at 
  the top of his mouse-like voice: 
   
   
   
  "You will rue the day you ever heard the 
  name Eugene Raticus Maximus!" 
   
   
  Make sure you (as DM) find out who is taking 
  first and second watches that night… 
   
   
  Encounter Five  
  Intruders In The Barracks! 
   
   
        DM’s Note: If you need to shorten read-aloud-
  text, this is a good encounter to do it in. 
   
        The next morning, after breakfast, you are 
  greeted enthusiastically by Cooper’s eldest 
  son Stefan, whom you met at the well 
  yesterday.  He is busy explaining something to 
  you that sounds as if he'll burst if he doesn't 
  get it out soon. 
   
  "Oh yes, a great way to find adventure and 
  opportunity!  You see, there's lots of different 
  organizations you can join in Perrenland.  
  There's the Den Zauber guild for wizards, or 
  the Hobniz society for halflings.  Just look 
  around, you'll find one that might suit you!  I'm 
  going to join the Landwehr.  That's the army!  
  Perrenland has the best armies in the whole of 
  Oerth, don't ya know?  We even hire them out 
  
  Cooper V's Cobbler 
   
  Page 9 
  to other nations we're so good.  So I'm going 
  to the barracks to see about joining up." 
   
  "Oh no yer not!"  The barkeep replies.  "I'm 
  sure 
  most 
  barracks 
  in 
  every 
  town 
  of 
  Perrenland are filed with decent soldierly 
  types, but you know that place in not fit fer 
  man nor beast in Laufgen!  'Tis a den of 
  criminal and low life's, they says.  Best travel 
  up to the capital Schwartzenbrun if yer serious 
  about joining the Landwehr.  Aargh!  What 'm I 
  sayin'?  Yer father needs yer in the workshop 
  young man!  Yer too young to be joining the 
  army.  He’d flay me alive if 'e 'erd talk like this!" 
    
   
        "Aw, come on everybody," Stefan pleads.  
  "I only want to find out what I needs to do!  I 
  wanna serve my country like all you did.  
  Besides, with Old Wicked not asleep, you 
  never know when the Hetmann will have to call 
  the landgraff to arms!  Besides, I'll have these 
  ‘ere adventurer sorts with me." 
   
  The barkeep thinks for a moment, and then 
  says to you.  "Well, you tak'en 'im, or not?" 
   
   
  The barkeep does subtly encourage this. 
  Stephan could get himself into serious trouble 
  without some allies there with him, and Pixie 
  intends to come along too.  If the PCs refuse to 
  take him, Stefan murmurs something disparaging 
  under his breath and leaves, while the PC's can 
  finish their drinks in peace (and no XP or favors). 
   
  If the PCs agree to take him, his face 
  brightens considerably, and the PC's all make it 
  through the unhappy town towards the lowest 
  point : the barracks.  They must pass through 
  some mud in the unkempt road to get there.  Once 
  they arrive, read the following: 
   
        This dilapidated rectangular building is 
  patched with old and mismatched logs, making 
  use of local mud to plug the gaps.  Several 
  dozen wine bottles lie scattered around the 
  building.  Stefan nervously squares his 
  shoulders, and knocks on the door. 
   
  No answer. 
   
   
  PC's might try to sneak in, or sneak around.  If 
  a PC knocks heartily, then the door swings open.  
  The barracks consist of a 40 by 40 front room with 
  two 20 by 20 back rooms.  There is no one in the 
  front room, which contains several recently used 
  beds and a lot of mess.  Someone has been 
  having a good time: quite a few good times by the 
  amount of wine, dice and lace about. 
   
  The first back room contains legitimate arms 
  and armor belonging to the people of Laufgen. (7 
  guisarm, 14 longswords, 2 suits of banded mail).  
  The second back room is occupied at the moment. 
   If PC's listen at the door or shuttered windows 
  (DC 10) they can hear a sale being made.  DC 20 
  reveals that it is the sale of a slave: an illegal act in 
  Perrenland. 
   
  If PCs make excess noise or knock loudly on 
  the door, or searching carelessly, the thugs (who 
  are ransacking the barracks) are forewarned and 
  will try to surprise the PCs as they enter.   
        Due to of the mess the common room is 
  treated as rough terrain (each square as 10 feet), 
  but PC's can throw tables around etc.   
   
        The thugs fight to death or incapacitation: 
  they're deadly serious about not being caught for 
  slave trading. 
   
  APL 2 (EL 2) 
        Lokee and Larrabie (Slavers) (2): hp 6 each; 
  see Appendix A for more statistics. 
   
   
   
  Pixie and Stefan stay together, not joining in 
  unless commanded.  If things are going well, 
  Stefan may try to gain some heroics by changing 
  into battle with his longsword.  He could well die if 
  he does this, but then, that's what -10 hit points 
  are for anyway. 
   
  Once defeated, the disreputable mayor rocks 
  up with a pair of guards in tow.  He looks 
  suspiciously unhappy about the deaths in the 
  barracks. Then he brightens suddenly and thanks 
  the PC's profusely, insisting that they have done a 
  good thing for Laufgen and demands the release 
  of the slave (giving him 3 cp for his troubles).  He 
  orders the thugs buried or imprisoned.  He then 
  surreptitiously warns the PC's to watch their 
  backs. 
   
  The object of their sale was a thin human 
  male: a Rhenee. The Rhenee are barge-people 
  who live most of their lives on the water.  They are 
  not native to Oerth and are looked down upon or 
  ignored by most other races: they are considered 
  gypsies.  Topaz (1st level commoner) is grateful for 
  his freedom and promises to reward the PC's any 
  way he can in the future.  PC's gain the gratitude 
  of the Rhenee favor. 
   
  Likely, the PCs are suspicious of the mayor by 
  now.  He will remind the PC's that the thieves 
  must be alive in order to be questioned, and 
  resents thoroughly any suggestion that he is 
  working for them.  Remember to roll the PC's 
  Sense Motive checks (DC 12) for them, so that 
  they cannot tell who knows he is lying or not. 
  
  Cooper V's Cobbler 
   
  Page 10 
   
  Encounter Six 
  A Stab in the Dark 
   
  On the second night in Laufgen, during the first 
  watch, a local criminal decides to take revenge on 
  the PC's.  The local thieves’ guild has found out 
  that the PCs have interrupted two “business deals” 
  so far, and will not risk a third. Choose a PC victim 
  as the “target” of the assassin. Make it a dwarf or 
  a fighter PC (in that order).  The assassin will 
  sneak into the inn (and the PC’s room) during the 
  first watch, and attempt to assassinate the chosen 
  PC.  
   
  APL 2 (EL 1) 
       Assasin, Rogue (1): hp 7. See Appendix A 
  for more statistics. 
   
   
  This person hates dwarves, and considers all 
  his foes dwarven.  After his demise, the noble 
  barkeep spends the rest of the night wide awake 
  on guard downstairs, heavy mace across his 
  knees. 
        Remember, spell casters that cast spells do 
  not get enough sleep to memorize spells in the 
  morning unless the party works together to make 
  sure they sleep in. Of course, if the “chosen PC” 
  survives the initial attack (roll Listen Vs Move 
  Silently checks to see if the assassin gets in 
  unnoticed, etc) then the PC can shout out and 
  alert the other party members (who can then come 
  to his/her aid). Each room at the inn sleeps 1 
  person. It will take 1 full round of movement at full 
  speed to get to the “chosen PC’s” room in order to 
  help. 
   
  Encounter Seven 
  Kord's Hill 
   
        In the morning of the next day (Day 3 in 
  Laufgen), Stefan and Pixie invite the PCs on the 
  more peaceable objective to visit Kord’s Hill with 
  them (perhaps they're trying to make it up to the 
  them for yesterday).  They explain that many 
  years ago a small gathering of worshippers of 
  Kord made a final, and successful, stand against a 
  Hobgoblin troop and their allies.  Now the hill, 
  topped with a large flat stone and surrounded by 
  sharpened log spikes serves as a way station for 
  travelers and the occasional wandering priest of 
  Kord.  Today, a new priest of Kord has arrived, 
  and that priest is “Pel-Seth”. 
   
  Pel-Seth is a friendly, practical man of 
  Oeridian descent.  He is of average height and 
  broad build, with kind brown eyes that have seen 
  too much sorrow in one lifetime.  He does not 
  speak about his past, and today, he is engaged in 
  maintaining the shrine.  He has been praying for 
  visitors to make his worship of Kord compete. 
   
  The characters are challenged by this friendly, 
  practical man to two competitions, with pride the 
  only reward.   
   
  The first is a feat of strength.   
        The hill has several boulders or hefting over 
  the head.  PC's must make Strength checks to see 
  who may lift the heaviest boulder.  Boulder lifting 
  DC begins at 8 and goes up in increments of 12, 
  16, and 20. The final stone atop Kord’s Hill can be 
  rent from the earth at a humbling DC 22.  Pel-Seth 
  will use his strength domain ability to hoist up the 
  biggest boulder, but not till all the PC's have tried. 
  If one PC (at any point) beats Pel-Seth, then the 
  party wins this contest. 
   
  The second contest is a one-on-one wrestling 
  competition.   
        The winner beats their opponent’s grapple 
  check three times in a row.  Pel-Seth may not be a 
  guaranteed winner in this contest, and each PC 
  must challenge Pel-Seth in turn. If one PC (at any 
  point) beats Pel-Seth, then the party wins this 
  contest. 
   
  Only PC parties that have at least one person 
  accept each challenge (and at least one person 
  beats Pel-Seth) receive both the XP and favour 
  (admiration) of Pel-Seth. It is also likely that Pixie 
  and Stefan will show overwealming admiration 
  (puppy-love) for such winning PC/s. 
   
   
  Pel-Seth, Cleric of Kord 3; Medium-size 
  human; HD 3d8 + 3; hp 20; Init + 1 ; Spd 30 ft.; AC 
  11 (11 touch, 10 flat footed, +1 dex); BA/G +2/+5; 
  Atks +5 melee (1d3 + 3 subdual punch/ crit x2) ; 
  SQ Divine spellcaster SD none AL CG ; SV Fort + 
  4, Ref + 2, Will + 5, Str 16 (+3), Dex 12 Con 12 Int 
  8 Wis 14 Cha 12. 
  Skills and Feats: Concentration (+7) K 
  (religion) (+5). Feats: Endurance, Power attack. 
  Possessions: None. 
  Spells Prepared (4 / 2+1 / 1+1) ; base DC = 12 + 
  spell 
  level): 
  0—[Mending, 
  Guidance]; 
  1st—
  [Protection from law, bless, endure elements;] 
  2nd—[Bulls Strength*, Bear's endurance]. 
        *Domain spell. Domains: Strength. You can 
  perform a feat of strength as a supernatural ability 
  .  You gain an enchantment bonus to Strength 
  equal to your cleric level (which for Pel-Seth is 
  +6).  Activating the power is a free action, the 
  
  Cooper V's Cobbler 
   
  Page 11 
  power lasts one round, and it is usable once per 
  day. Chaos. See PHB. 
   
   
  Encounter Eight 
  The Feast of Honour! 
   
  At lunch-time on the third day, the PC's visit 
  The Silver Mansion (belonging to Cooper and 
  Cobber’s mother) for her celebration.  The 
  following is a possible description of how the lunch 
  with two feuding brothers progresses.  It is given 
  as an example, but you are free to improvise … 
   
        After your visit to Kord’s Hill, Pixie and 
  Stefan escort you all to your invited luch 
  appointment at The Silver Mansion – home to 
  their grandmother (and the mother of both 
  Cooper and Cobber). Lunch is pleasant, apart 
  from the two old men who refuse to speak to 
  each other the whole time.  It seems that they 
  are part of a large extended family, which 
  works under the Clan Graf of the local 
  Vossers: Anika Höndvoet.  She is a composed 
  and witty old woman, bent over and entering 
  her 80’s and still watching over her family 
  which now consists of over 50 individuals and 
  in-laws, and a sizeable proportion of the town's 
  population.  She bears the son's mutual 
  animosity with practiced poise.  In spite of her 
  influence, the mutual animosity apparently 
  spreads somewhat to each son’s respective 
  families, as they tend to work separately and 
  children are encouraged to play with their own 
  during lunch. Around cheese and biscuit time, 
  Cooper approaches your table and bangs on a 
  table to get everyone’s attention … 
   
        “Brothers and Sisters, I'd like to take this 
  opportunity to publicly thank these brave 
  adventurers! I truly thank you for helping me 
  out with the Kobolds, you did us a good turn... 
        “You couldn’t turn a pumpkin in a pie, 
  Cooper!”  Cobbler shouts, which brings 
  derisive laughs from his clan.  Cooper turns, 
  red faced and angry. 
        “You couldn’t harvest wheat in springtime, 
  Furry!”  
         More jeers, though the Graf winces at the 
  depth 
  of 
  that 
  personally 
  tailored 
  insult.  
  Cooper was apparently holding that back for a 
  special occasion such as this.  The children 
  still laugh, but the adults smile uncomfortably 
  as they can see it’s getting nasty.  Cobbler 
  turns white, and for a moment his next witty 
  insult is held back by the lack of air as the 
  unexpected attack momentarily winds him. 
        "Well…” He breathes venomously “If you 
  hadda helped out Dad would’nta gone to an 
  early grave.”   
        The 
  children’s 
  scattered 
  applause 
  is 
  suddenly hushed as the adults stand stunned 
  at the brutal attack. Graf Anika's usually placid 
  expression changes to one of unmitigated 
  surprise.  Pixie drops her cutlery.  Somewhere 
  in the distance, a dog howls.  The silence is 
  deafening till at last, Cooper speaks in a cool, 
  measured tone while shaking in rage. 
        “Schwartzenbrook”  Cooper hisses. 
        Cobbler’s eyes grow wide, then narrow in 
  calculated spite.  Everyone watches for his 
  reply; even the wind seems to stand still in 
  anticipation. 
        “Sundown, back of the inn.”  He says.  
        “Judges?”  Cooper asks. 
        “Why don’t you ask your adventurer 
  buddies, they should be neutral.” 
        “Agreed.”   
        Children are hurried away as the mood 
  turns from tension to a war like excitement.  
  The two families separate, leaving you alone in 
  the middle of whatever it was that just 
  happened. 
        “Thank the gods!”  mutters Old Graf Anika. 
  “It’s about time…” 
   
  The Old Graf then explains the Perrenland 
  tradition known as the 'Warriors Duel'.  In the 
  tradition of the 'blood feud', argument not sort out 
  by diplomacy are not left to fester.  No, often 
  Perrenders will resort to the time honored tradition 
  of the Schwarzenbrook to break the deadlock.  
  The winner is legally considered to be in the right, 
  but, more often than not, the whole event is 
  forgiven and forgotten.  She offers the characters 
  the position of judges for the contest.  If they 
  refuse, they can still watch but gain no Xp unless 
  they help.  If they refuse two stocky Vossers, 
  mutual friends of the combatants, will stand in (call 
  them butcher and baker?) 
  Give the PCs Players Handout # 2. 
   
        And those are the rules.   Not many.  Oh, 
  and no weapons at all.  You heard the boys.  
  Just a clean fight to determine things.  Keep 
  your eyes and wits about you adventurers, and 
  hold your actions 'till you see something 
  move.  This battle has been brewing nearly two 
  years now.  If it goes off cleanly, things can get 
  
  Cooper V's Cobbler 
   
  Page 12 
  back to normal.  If things go nasty, or if 
  someone wins because of a cheat, then I’d 
  hate to be around this town for another two 
  years.  Keep it clean for us, will you?”  
   
         With that, she pats you on the cheek, and 
  then leaves to finish off her taxidermy before the 
  sun gets low and the contestants draw near to the 
  judgement grounds. 
   
   
  Encounter Nine  
  Cooper Versus Cobbler 
   
        The location for most Warrior's Duels is the 
  flattened earth beside the main inn in town: 
  The Adventurers Rest.  The field is large 
  enough to fit combatants and onlookers as 
  well.  The ring is a 15 foot square scratched 
  roughly in the dirt, but confounding your 
  judiciary efforts will be the fact that no formal 
  ring is required: onlookers simply tend to stay 
  outside swing distance as soon as the battle 
  begins.  There are no children permitted, but 
  several of the older ones have snuck into the 
  arena in spite of the best efforts to restrain 
  them.  By the time you arrive,  both 
  combatants are ready: Cooper in red and 
  Cobbler in blue.  Neither is willing to begin 
  until the Graf arrives in the tent that has been 
  set up on the hill, with a chair for their 
  mother's convenience."   
   
        Space is left at each corner of the ring for a 
  judge to stand, though not all places need to 
  be filled.  In case they are needed, the judges 
  are provided with a dozen subdual arrows 
  (dealing subdual damage instead of normal 
  damage, at a –2 to attack) as well as a lightly 
  padded pole arm for disturbances requiring 
  over 10 feet of reach. 
   
        Even before the contest begins, it is 
  obvious that the families intend to sway the 
  combat through any (non lethal) means 
  possible.  The young man who held the rope at 
  the well now sports a black eye for trying to 
  offer his uncle soured wine for the contest. 
  Pixie and two of her friends come dressed in 
  low cut dresses with splits that travel well into 
  the thighs.  If it is an attempt to distract 
  anyone, It is lost in their uncle as he air 
  punches his imaginary brother into the dirt for 
  the hundredth time.   The Skâmtèguler, already 
  warming up, are at opposite ends of the ring. 
   
  Make sure PC's know what Skâmtèguler are. 
  Refer to DM’s Aid #1 if you are unsure and you 
  need to give them some information. 
   
        Almost an hour passes, and the sun is low 
  in the sky.  Soon the Clan Graf arrives to 
  cheers, and the contestants begin circling in 
  the ring.  At your signal, they will begin. 
    
  PC's must hold a readied action: either to 
  shoot, to grapple, or to trip with the poll.  Other 
  readied actions are permitted (daze spells) but 
  must be standard actions able to be executed in a 
  confusing mess of martial combat. 
  PC's may not mark out a battle area.  The 
  crowd leaves the two brawlers enough room to 
  swing (5 feet) and PC's need to stand out at that 
  distance as well.  Movement through the crowd is 
  hampered (half movement - cannot charge.) 
  There are four illegal attempts to sway the 
  battle.  Roll d4 to randomly determine which side 
  the attempts will be made at, although you may 
  choose to alternate with between PC's to give 
  everyone a go. 
  Roll initiative and begin the battle.  It is not 
  necessary to actually run Cooper vs Cobbler, flip a 
  coin if it helps speed things up, but you can if you 
  are curious… (See NPC section Appendix A). 
   
  Cooper is going to power attack as much as 
  possible to do as much damage as possible when 
  he finally connects to his nimbler, quicker brother, 
  who will be dodging and using expertise to keep 
  out of his stronger brother's way as much as 
  possible (already factored in). 
   
        It is important to remember the effect of the 
  Skâmtèguler on the combat.  Both are semi 
  experienced shame cries that give their sides a +1 
  morale bonus to attack and damage rolls (already 
  factored in). 
   
  Bottle Hefter 
        By Round 2, an overexcited crowd member 
  will attempt to throw a bottle into the fray, aiming 
  for  Cooper.   
   
  Bottle throwing man (Com1):  
  To hit +2.  Damage 1d3 subdual damage. AC: 
  10. Grapple +1, 4hp. 
   
  Roll hit and damage rolls.  If a character is in a 
  position near enough to take their readied action, 
  
  Cooper V's Cobbler 
   
  Page 13 
  they can either shoot the bottle (AC 23), to much 
  “oohing” by the crowd, or the bottle hefter, equally 
  to their delight.  Of course, it wouldn’t be a 
  Laufgen contest without the traditional dunking of 
  the trouble maker in the stream next to the inn. 
  Not much can be done if Cooper is hit, as any 
  healing also fixes subdual damage.  PC's just miss 
  out on the Xp for this attempt.  
   
  A Drunken Dwarf 
  In Round 3, a drunken dwarf tries to push his way 
  in to take a swing at Cobbler.  He starts 15 feet 
  and progressed 5 feet a round.  Characters can 
  grapple him or subdue him, but it might take more 
  than one round to subdue this threat, tying up a 
  character.  Either way, the expectation is that he 
  ends up in the water.   
   
  Smuggo the dwarf (See Monster Manual p. 
  91). 
   
  Tactics: Smuggo attempts to punch Cobbler, 
  or failing that, the nearest available PC till he is 
  subdued or soaked.  There is a good chance that 
  only one or two characters will be able to take him 
  as the fight resumes the minute he is out of the 
  way, even if he’s still swinging.  
   
  Disparaging Bard 
  Characters need to be alert for this one, for they 
  will notice Cooper's own older sister begin 
  shouting skin flaying insults his way.  Memorize 
  these lines so it's not too obvious that it is a plot 
  hook; PC's must know their Perrenland History. 
   
  “You couldn’t hit a stunned grease fish with a 
  left hook like that!  Keep movin’ you slow bellied 
  Orc!  Give up now looser, He’s got a right swing 
  like the east wind boy!”  
   
        Coopers sister. Bard 1.  (See DMG p. 114, 
  unarmed). 
   
  In actuality, she is pouring her supernatural 
  ability as a Skâmtèguler to tip the battle in favor of 
  her younger brother through inspiring and insulting 
  him.  Unless the characters realize, Roll a 
  spellcraft check (DC: 15) to see if they detect the 
  presence of magic emanating from her words.  
  Any attempt to silence her once she knows the 
  players are aware of her ‘cheating’ will work: from 
  telling her to stop the calling, to picking her up and 
  moistening her song in the mill stream. 
  Clever characters will note that her shame 
  crying does not stack with the other woman’s, in 
  that it has no additional affect.  However, it still 
  counts as cheating. 
   
  Slippery Apple 
  Cobbler clan is at it again.  Young Gefflaud 
  intends to roll a rotten apple, an innocent enough 
  item around these parts, under the boot of his 
  uncle (Cooper) to help tip the balance.   
   
        Gefflaud Small human.  AC 13, 4 hp, escape 
  artist check of 6. To hit +2  
   
  Roll spot checks for available characters 
  against a DC of the apple roller's hide of 12.  If 
  they succeed, they spot him taking aim with the 
  apple and can act before him.  Lower the DC by 4 
  if any PC specifically mentions they are watching 
  the children, watching the ground or peoples feet, 
  or keeping an eye out for fruit (?!). 
  If the young boy manages to launch the apple, 
  his uncle may tread on it and is unable to act this 
  round (dazed).  Furthermore, the uncle must make 
  a reflex save DC 15 to avoid falling prone.  
  Whether or not they see the offending apple 
  tosser, they do see the apple once Cooper steps 
  on it. 
  Unaware of his own family's trickery, Cobbler 
  will attempt to take full advantage of this, and ‘kick 
  him while he’s down’.  The players who know 
  about the apple should try and stop it by holding 
  the fight till Cooper is up and on fair ground again. 
    
  
  Cooper V's Cobbler 
   
  Page 14 
  Encounter Ten 
  The Abduction 
   
  The following occurs just as the combat is 
  ended.  If you like, you can swap Pixie and 
  Stefan's roles in the following encounter if it makes 
  a more interesting roll play.  See Appendix C for 
  an outlay of the map. 
   
  “After a frenzied melee, one man stands 
  victorious over his battered opponent.  With a 
  flourish, [insert winner’s name] winds up a 
  staggering blow, leaving his brother dreaming 
  in the dirt.  The victorious man smiles, and 
  then falls to his knees in exhaustion.  “That'll 
  learn ya’ he says."  The crowd presses in to 
  haul the victor to his feet, and pour cold wine 
  on the face of the loser.  A moment later, 
  [insert loser] comes over to his brother and 
  offers him his hand. 
        "Well fought brother.  You’ve a punch like a 
  chimera." 
        The fallen wipes the blood from his lip. “As 
  do you, brother.” 
        They 
  laugh 
  heartily 
  as 
  they 
  stand 
  unsteadily, leaning on each other for support.  
  The crowd cheers and you all begin to make 
  your way off to the biggest after bash party 
  this side of the Quagflut in over two years. 
   
        Suddenly, Stefen shouts in alarm: "Hey! 
  where's Pixie?" 
   
  Momentary concern soon turns to genuine 
  fear. 
   
  "It was weird."  Pixie’s best friend explains. 
   "This strange man just said 'come here girl' 
  and she did, just like they were old friends." 
   
  "Who!?" you ask … 
   
  "That stupid little flying rat.  We saw him 
  the other day at the inn." 
   
  "Well, where'd they go! Cooper screams in 
  frustration." 
   
  "The old mill!" is the daunting reply … 
        “Adventurers! Will you help us save Pixie 
  from that devil-rat?” 
   
  Hopefully they agree.  
   
   
  The old mill has a 40 foot room section at its 
  base, and has not been used much in the past 
  year.  As soon as PC's open the front door (walls 
  are hewn stone 1 foot thick) the following occurs.  
  Note that Raticus has filled the room with magical 
  darkness, and the mill has no windows. 
   
   
  "Aha!"  A familiar rodent’s voice cries in 
  triumph as you enter the Old Mill.  "Fools!  I 
  knew you would come.  Now witness the 
  awesome 
  power 
  of 
  my 
  Contrabulous 
  Fantraption!" 
   
  The darkness suddenly dissipates, and 
  you find yourself face to face with the 
  strangest looking collection of ropes, planks 
  and pulleys you have ever seen.  Tied near the 
  center, suspended over a pit of slithering 
  snakes, is a gagged and terrified Pixie 
  Höndvoet. 
   
  "Behold, the doom of the maiden you seek! 
   This candle is burning through the rope, and 
  when it does, it will open the cage to this 
  hamster, who will begin to run along this 
  treadmill in order to get to this carrot.  The 
  treadmill will gradually lower this chain, 
  causing this bucket of fresh meal worm to spill 
  all over the floor.  These chickens will then 
  rush to the meal worms, and their constant 
  pecking and combined weight will then tip 
  these giant scales, knocking down this 
  carefully balanced axe, cutting the rope 
  holding the catapult, sending this large stone 
  through the air, breaking this vial of salt acid 
  and spilling it onto the rope that suspends 
  your friend over a pit of deadly Verdant 
  Vipers!!  Surrender your town to my vastly 
  superior intellect, or she dies within minutes!  
  Lackies, destroy them!" 
   
  Out of the shadows jumps another kobold 
  war party, clearly in league with Max The Rat.  
  They wait to see if you will surrender … 
   
  APL 2 (EL 4) 
   
  Kobolds (6): hp 4 each; see Monster Manual 
  3.5 Ed. page 161. 
        Eugene Raticus Maximus (1): hp 12. See 
  Appendix A for more statistics. 
   
   
  Tactics: The PC's must fight to save Pixie.  If 
  they surrender, Raticus orders them disarmed, 
  and he tells his Kobolds to kill them anyway (and 
  take their treasure) as a warning to the rest of the 
  town. 
   
  Pixie has 10 rounds, while the Contrabulous 
  Fantraption is slowly running, before she falls 
  screaming 20 feet into the pit.  The fall should not 
  kill her, but she might need healing pretty soon.  
  Fortunately, Raticus can't tell vipers from legless 
  lizards, and the 'vipers' will be more afraid of her 
  
  Cooper V's Cobbler 
   
  Page 15 
  than she of them (and she will be terrified).  They 
  try to hide and just want to go home. 
   
  Two of the kobolds will remain as archers, 
  making the fight more dangerous.  They will not 
  flee till all slain, as they fear Raticus and his father. 
   (actually, they think Raticus an idiot, but they will 
  not mess with his dad). 
   
  PC's may gain extra experience for messing 
  up the Fantraption in some kind of comical way, 
  such as swapping the carrot for something the 
  hamster dislikes, catching the three chickens first, 
  swapping the stone and bucket of worms etc etc. 
   
  Raticus will not involve himself in this combat, 
  unless the PC's manage to foil his Contrabulous 
  Fantraption.  Then he will attempt to keep it 
  running (in every play test, this meant jumping 
  repeatedly on the chickens platform) or at the last, 
  screw open the vial of acid (which he is too small 
  to accomplish).  He will turn invisible and flee 
  cursing through a small hole in the roof as soon as 
  the battle isn't going his way.  
   
   
  As the vile criminal takes to their air and 
  flies out of sight, you hear him cry:  "You have 
  not seen the last of me!!"  
   
   
  PC's who somehow manage to slay him 
  anyway may take his head as a trophy, a 
  Perrenland tradition dating back many centuries.  
  This trinket cost 25 gp to embalm. 
   
  Conclusion 
   
        Finally returning, as hero's twice, to the 
  after party where new wounds are celebrated 
  and old wounds are healed, the victor pulls 
  you aside.  Grinning through a split lip, which 
  he refuses to have healed tonight, he presents 
  you with a brass ring in a little black sack. 
   
  “There!” He says "Your reward for a good 
  fight well judged.  My brother and I fought too 
  long over that trinket, so I am glad to give it to 
  you to keep!  Now drink up, for at last my 
  brother and I are reconciled!” 
   
  It is a ring of protection +1. 
   
  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 One 
  Defeating the Kobolds     
  60Xp 
   
   
  Encounter Two 
  Getting Gefflaud out the Well 
   
  (Includes dealing with well trap)   30xp 
   
  Encounter Three 
  Detaining the thugs and helping Billi 
  30xp 
   
  Encounter Five 
  Defeating the thieves in the barracks 
  60xp 
   
  Encounter Six 
  Defeating the mad assassin  
   
  30xp 
   
  Encounter Seven 
  Competition with the Priest of Kord 
  20xp 
   
  Encounter Nine 
  Preventing the following in a manner to make the 
  warriors duel continue as a fair contest: 
  Bottle hefter 
   
   
  10 XP 
  Drunken dwarf 
   
   
  10 XP 
  Disparaging bard 
   
   
  20 XP 
  Slippery apple 
   
   
  20 XP 
   
  Encounter ten 
  Defeating Eugene’s Kobolds 
   
  120xp 
   
  Discretionary roleplaying award 
  Discretionary role playing award  
  40 XP 
   
  Total possible experience:   
  450 XP 
   
   
  Treasure Summary 
  The only treasure obtainable during this adventure 
  is given directly by the victor, as is already 
  calculated on a per character basis.  Because this is 
  a Regional scenario, characters may spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  
  Cooper V's Cobbler 
   
  Page 16 
  Adjudication rewards 
   
  The resale of the ring in this adventure depends of 
  the townsfold appraisal of the characters, based 
  on the number of incidents prevented in order to 
  keep the fight fair in encounter 4. 
   
  One prevented 
  - 
  300 gp each 
  Two prevented 
  - 
  350 gp each 
  Three prevented 
  - 
  375 gp each 
  All four prevented 
  - 
  400 gp each 
   
  The reason for the lucrative reward is because the 
  victor gives the PC's the little something Gefflaud 
  was stuck down a well for: A ring of Protection +1. 
   The brothers fought over it too long and are glad 
  to give it up.  Other equipment (such as the 
  assasins or the thugs) is claimed by the Mayor for 
  the town… 
   
   
  Special 
   
  If Cooper wins, characters may purchase normal 
  and masterwork (not magical) Barrels for 1/2 price 
  for the remainder of their lives. 
   
  If Cobbler wins, characters may purchase normal 
  and masterwork (not magical) Shoes for 1/2 price 
  for the remainder of their lives. 
   
  Favor of the Family Höndvoet.  This family has 
  many connections among the working class and 
  Landwehr military in Perrenland. 
   
  Furthermore, the adventurer is now considered a 
  trusted ally of the people of Laufgen, and can 
  claim up to 3, 1/2 price adventurer upkeep's while 
  in Laufgen from free meals and a place to sleep. 
  This may be used this module. 
   
  Items for the Adventure 
  Record 
   
  Favor of the Family Höndvoet.  This family has 
  many connections among the working class and 
  Landwehr military in Perrenland, and they speak 
  well of you to all who ask. 
   
  Favor of Topaz the Renee Bargeman.  Owing to 
  the fact that they saved one of their number from 
  slavery, PC's gain a +1 to charisma based checks 
  with Renee bargemen while in Perrenland. 
   
  Ire of the thieves guild of Laufgen.  For the slaying 
  of their friends and associates, the thieves guild of 
  Laufgen considers you their enemy. 
   
  Head of Eugene Raticus Maximus.  Upon his 
  defeat you claimed the head of this most vicious 
  and unrelenting of foes. (cost 25gp). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Cooper V's Cobbler 
   
  Page 17 
   
  DM Aid #1 : Skamtegulers (Shame Criers) In Perrenese Society 
   
  The Skâmtèguler: In the distant past, before the formation of the clans as they are known, the 
  folk that inhabit the region now known as Perrenland were a fierce and warlike people. So 
  fierce, in fact, that it was counted an honour to be considered the bravest warrior on the field of 
  battle. The women of the tribe were no less fierce, and would hover at the fringe of battle, urging 
  their men on. Over time, this habit developed into a tradition, one with a twist. The tribes would 
  select from the women the most vehement and foul-mouthed harridan to accompany them to 
  battle. This woman, called the Skâmtèguler - the Shame Crier - would hurl abuse ... at the men 
  of her own family. By calling into question their manhood and bringing their deficiencies to light, 
  she would shame them into a fiercer display of martial valour. By doing so, she would direct the 
  battle in her own unique fashion. Warriors would rather die than face ridicule from the 
  Skâmtèguler.  
   
  In time, the Skâmtèguler became a regular fixture at clan battles, and each side would have one 
  or two urging them on. The person of the Skâmtèguler became sacrosanct, and it was an act of 
  utter dishonour to harm one of these women. The position of Skâmtèguler earned these women 
  great renown and respect, which reflected also on their families. As the years rolled by and 
  society evolved, the role of the Skâmtèguler remained. In these more enlightened modern 
  times, a calm head and good discipline are also required of a warrior. Individual prowess, 
  though still highly regarded, is less important than the ability to fight well with one's fellow 
  warriors.  
   
  Yet the Skâmtèguler remains a fixture on the battlefield. They still cry abuse at unfortunate 
  fellows who raise their ire, and they are known to bestow glowing praise upon distinguished 
  enemies. But this serves an important purpose, for Skâmtègulers are important in directing the 
  flow of battle. The ability to scream abuse is now joined by the necessity of a keen tactical mind, 
  for a Skâmtèguler is one of the clan's best strategists. With her vituperations, she lets a warrior 
  know that he is weakening his clan's attack, and her golden words of encouragement to the 
  enemy identify dangerous threats to be countered. The Skâmtèguler usually has none, or at 
  best little, martial prowess of her own - for her own training is lengthy and intensive. But she is 
  highly respected nevertheless. It takes a clear, quick mind; steady nerves; an instinct for tactics; 
  and years of training to become a Skâmtèguler. To become the Skâmtèguler of a whole clan is 
  a great honour indeed. They number amongst a warleader's most valuable and trusted 
  assistants. Within the army they often act as adjuncts to officers of the field. Amonst the clans, 
  such women live like queens, fair reward for the dangers they face. For though they are safe 
  from harm from fellow Perrenlanders, their unique role identifies them as attractive targets for 
  foreign enemies.  
   
  An oddity in a so-called civilised world, the Skâmtèguler is yet another tradition that makes 
  Perrenland such a unique place.  
   
   
   
   
   
   
   
   
   
  
  Cooper V's Cobbler 
   
  Page 18 
   
  Player Handout #1 
   
   
  Down the hill, the forest gradually thickens till the path is entirely covered in a 
  dark canopy of leaves. To your surprise, you see that a number of club wielding 
  kobolds have just beset two travellers just inside the dark canopy of the forest!  
  The first traveller is a middle aged man who the kobolds have just clubbed into 
  unconsciousness. The other is an attractive young human female screaming in 
  surprise and fright.  The horrible humanoids appear to be attempting to wrest a 
  handcart from the female, and seem prepared to use any means necessary to 
  acquire it. You must act swiftly! What do you do? 
   
  --------------------------------------------------------------------------------------------------------- 
   
  Player handout 2 
  Law of the Schwartzenbrook.  (Warrior's Duel) 
  As set down by Oodstock Riverwarden, acting Ober- Consible of Laufgen. 
   
  As per mandate 7 submandate 12 of Quagfludt law,  any individuals wishing to adjudicate 
  Schwartzenbrook must be considered of good standing and honest bearing by both combatants.  Doubts 
  of their integrity are to be brought to the presiding authority the morning after the combat.  Conflicts 
  unable to be settled by Schwartzenbrook must be brought before town council within the fortnight.  Read 
  well the following. 
  By Pelors light, Oodstock 
  1. 
  Schwartzenbrook is to be an unarmed conflict between the combatants ONLY.  No others 
  shall be permitted to enter the fray in ANY WAY.  This includes but is not exclusive to trippings, 
  pushings, throwings and third combatant entry.  Infringement requires the judges hold the match while the 
  interference is removed.  Since the majority of Schwartzenbrook are held on the open field down behind 
  the Inn, most interference or interferes may be removed into the nearby stream.  
  2. 
  Set an eagle's eye for magical interference. Schwartzenbrook are renowned for being 
  important to a community, and it’s often very important to both combatants and families that they win.  
  Subtle arcane or divine interference is not uncommon, but is forbidden in the law. 
  3. 
  Each side is allowed but one Skâmtèguler.  The influence of the ‘shame crier’ can bring 
  favour or misfortune in combat.  Thus during war a leading female of the house stands on the side and 
  yells insults at her allies.  These insults are calculated to enrage the men.  They point out weaknesses in 
  the enemies planning, and weaknesses in their own team's strategies. It has often been the deciding edge 
  in Perrenland war history.  Each side is permitted ONE Skâmtèguler. 
  4. 
  If, at any time, one fighter or another is given an unfair advantage due to someone else’s 
  action or a breach of the rules, the fight must be stopped until the situation is righted and combat fair 
  again.  In this lies the heart and soul of the Warriors Duel:  Keep it fair. 
  
  Cooper V's Cobbler 
   
  Page 19 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Cooper V's Cobbler 
   
  Page 20 
   
  DM APPENDIX A : STATISTICS 
   
  Encounter One 
   
  Cooper. Fighter 1, Expert 2 (3); Medium-size 
  human; HD 1d10 + 2, 2d6 + 4; hp 12; Init + 1 ; Spd 
  30 ft.; AC 11 (11 touch, 10 flat footed); BA / G +2 / 
  +2; Atks +3 melee (1d3 + 3 subdual punch/ crit x2) 
  ; SQ none SD none AL NG ; SV Fort + 4, Ref + 1, 
  Will + 5, Str 15, Dex 12 Con 14 Int 12 Wis 14 Cha 
  12. 
  Skills and Feats: Appraise (+6) Swim (+8). 
  Ride (+5). Sense motive (+5). Handle animal (+7)  
  Craft (Cooper) (+9).  Bluff (+6). Feats: Power 
  attack, 
  cleave, 
  Skill 
  focus: 
  craft 
  Cooper. 
  Possessions: None. 
   
  Encounter Two 
   
  Cobbler. Fighter 1, Expert 2 (3); Medium-size 
  human; HD 1d10 + 2, 2d6 + 4; hp 12; Init + 3 ; Spd 
  30 ft.; AC 16 (13 touch, 10 flat footed, +3 dex, +2 
  expertese, +1 dodge); BA/G +2 / +2; Atks +4 
  melee (1d3 + 2 subdual punch/ crit x2) ; SQ none 
  SD none AL NG ; SV Fort + 4, Ref + 2, Will + 5, 
  Str 12, Dex 16 Con 14 Int 13 Wis 14 Cha 12. 
  Skills and Feats: Appraise (+6) Swim (+8). 
  Jump (+7). Sense motive (+3). Handle animal (+8) 
   Craft (Cobbler) (+9).  Bluff (+4). Feats: Dodge, 
  combat expertise, Skill focus: craft (cobbler). 
  Possessions: None. 
   
  Encounter Three 
   
  Lightfoot, Human Rog 1; Medium-size human; 
  HD 1d6 + 1; hp 7; Init + 6 ; Spd 30 ft.; AC 15 (12 
  touch, 13 flat footed); BA/G +0 / +1; Atks +1 melee 
  (1d8 / 19-20 + long sword/ crit x2) ; SA Sneak 
  attack 1d6 SQ none AL NE ; SV Fort + 1, Ref + 4, 
  Will + 0, Str 12, Dex 15 Con 13 Int 14 Wis 10 Cha 
  8. 
  Skills and Feats: Move silently (+6) Tumble 
  (+6) . Feats: Improved initiative. 
   
  Possessions: Studded leather armor, long 
  sword. 
   
   
  Parplad, Halfing Rog 1; Small-size human; 
  HD 1d6 + 1; hp 7; Init + 7 ; Spd 30 ft.; AC 17 (14 
  touch, 13 flat footed); BA/G +0 / -3; Atks +2 melee 
  (1d6 / 19-20 + long sword/ crit x2) ; SA Sneak 
  attack 1d6 SQ none AL LE ; SV Fort + 1, Ref + 5, 
  Will + 0, Str 12, Dex 17 Con 13 Int 10 Wis 10 Cha 
  12. 
  Skills and Feats: Move silently (+6) Tumble 
  (+6), intimidate (+5), bluff (+5). Feats: Improved 
  initiative. 
   
  Possessions: 
  Studded 
  leather 
  armor, 
  small long sword 
   
   
  Flaarmun, 
  Hetmann 
  of 
  Laufgen: 
  Male 
  Human Exp3/Wiz1; Medium Humanoid; HD 3d6-3 
  (Expert), 1d4-1 (Wizard); hp 13; Init + 0; Spd 30; 
  AC 11 (Ring of Protection +1), Touch 11, FF 11; 
  Base Atk/Grapple +2/+2; Atk +3 melee (1d4, 
  Dagger, masterwork); AL N; SV Fort + 1, Ref + 2, 
  Will + 9; STR 11, DEX 10, CON 9, INT 14, WIS 
  13, CHA 14.  
   
   Skills: Appraise + 8, Bluff + 16, Decipher 
  Script + 6, Diplomacy + 10, Forgery + 8, Gather 
  Information + 7, Intimidate +7, Knowledge 
  (arcana) + 5, Knowledge (Iuz meta-region) + 7, 
  Listen 
  +3, 
  Profession 
  (Bookkeeper) 
  + 
  6, 
  Profession (Scribe) + 6, Sense Motive + 7, Spot 
  +3. Feats: Persuasive, Scribe Scroll, Skill Focus: 
  Bluff, Spell Focus: Enchantment.  
   
  Spells Known (Wiz 3/2): 0 - All; 1st - Charm 
  Person, Hypnotism, Mage Armor, Shield, Sleep. 
  Spells Prepared (Wiz 3/2): 0 - Daze (s), Detect 
  Poison, Mage Hand, Open/Close; 1st - Charm 
  Person (s), Hypnotism, Sleep.  
   
  Possessions: Weapons: Dagger, Masterwork; 
  Goods: Courtier's outfit, Gold chain of office inlaid 
  with precious stones (200gp); Magic: Ring of 
  Protection +1, Ring of Mind Shielding.  
   
  Description: Flaarmun is a 48-year old 
  human male of mixed Flan-Oeridian descent, 5’10’ 
  tall, with brown eyes, thinning dark hair, ruddy 
  complexion and a heavy, flabby build. He wears a 
  thin, neatly trimmed beard that follows his jaw line 
  and almost hides the first of his three chins. 
  Background: Flaarmun was elected Hetmann of 
  Laufgen in CY580 and has been re-elected 
  unopposed every two years since. He is regarded 
  by most villagers as a likeable man whose only 
  excess is his fondness for good food and drink, a 
  persona Flaarmun has taken great pains to create 
  and maintain.  
        He is in fact a front man for the Laufgen 
  Thieves’ Guild – smart, cunning, greedy and 
  conniving. 
  He 
  is 
  concerned 
  primarily 
  with 
  maintaining his privileged position in the village, 
  forwarding the goals of the Guild (particularly 
  where they coincide with his own) and otherwise 
  doing as little work as possible. Flaarmun is 
  inherently lazy, a trait that governs many of his 
  decisions. It was the reason that Flaarmun 
  discontinued the taxing study of the arcane arts 
  and found work as a scribe and book-keeper in 
  Schwartzenbruin over two decades ago. In CY578 
  
  Cooper V's Cobbler 
   
  Page 21 
   
  Flaarmun was forced to flee the city when he was 
  discovered embezzling an employer. He arrived in 
  Laufgen shortly thereafter, where he became a 
  founding member of the Thieves’ Guild. Not 
  interested in day to day Guild operations he 
  suggested the organization fund his campaign for 
  the mayoral election, and the rest is history.  
        Although not inherently malicious, Flaarmun is 
  ruthless when it comes to preserving his status 
  and 
  position. 
  He 
  takes 
  great 
  pleasure 
  in 
  manipulating others into doing his bidding and 
  enjoys out-maneuvering those who oppose his 
  will, whether they know it or not. He dislikes 
  violence but understands that sometimes you can 
  get more results using a sharp blade than any 
  number of kind words. Not particularly brave, 
  Flaarmun avoids getting personally involved in any 
  type of physical confrontation, he has underlings 
  with more muscle than brains for that type of work.  
   
  Flaarmun’s familiar: “Seska” – Animal, 
  Snake, Tiny Viper: None Animal, Snake, Tiny 
  Viper ; CR 1/3; Tiny Animal; HD 1/4d8; hp 6; Init + 
  3; Spd 15, Climb 15, Swim 15; AC 18 (+2 size, +3 
  Dex, +3 natural armour), T 15, FF 15; Base 
  Atk/Grapple: +0/-11; Atk Bite +5 (1 plus poison); 
  Full 
  Atk: 
  Bite 
  +5 
  (1 
  plus 
  poison); 
  Space/Reach:21/2’/0’; SA: Poison (Ex); SQ: Scent 
  (Ex), Improved evasion, Share spells, Empathic 
  link; AL N; SV Fort +2, Ref +5, Will +1; STR 8, 
  DEX 17, CON 11, INT 6, WIS 12, CHA 2. Skills: 
  Balance + 11, Climb + 11, Hide + 15, Listen + 6, 
  Spot + 6, Swim +5. Feats: Weapon Finesse.  
   
   
  Jedd, Ober-Constible of Laufgen: Male 
  Human Ftr4; Medium Humanoid; HD 4d10+8 
  (Fighter); hp 40; Init + 1; Spd 20; AC 18 (+1 Dex, 
  Half plate, masterwork, Ring of Protection +1); 
  Base Atk/Grapple: +4/+8; Atk: +8 melee (1d10+6, 
  Greatclub) or +9 (1d3+4, unarmed); AL N; SV Fort 
  + 6, Ref + 2, Will + 0; STR 18, DEX 13, CON 14, 
  INT 8, WIS 9, CHA 9.  
   
  Skills: Handle Animal +3, Intimidate +2, 
  Profession (Teamster) +0, Ride +5. Feats: Cleave, 
  Dirty Fighting, Improved Bull Rush, Improved 
  Unarmed Strike, Power Attack, Weapon focus: 
  Unarmed strike.  
  Possessions: 
  Weapons: 
  Greatclub; Armor: Half-plate, Masterwork; Magic: 
  Ring of Protection +1.  
   
  Description: Jedd doesn't talk much, which is 
  good, because he is an idiot.  He lets the mayor 
  talk for him, and agree's with everything he says, 
  even if it involves getting harsh and violent to do 
  so.  He doesn't care what goes on, as long as he 
  gets paid.  He is tall with a thick, overhanging 
  forehead and broad, intimidating shoulders.  
   
  Encounter Four 
   
   
  Eugene Raticus Maximus. Awakened Half 
  Black Dragon half Fiend Mouse Wizard 3.  CR -:  
  Fine augmented outsider dragon;  HD 3d2+6; hp 
  12; Init + 0 ; Spd 10 ft., climb 10ft., fly 10ft 
  (clumsy); AC 24, touch 18, flat footed 24 (size, 
  natural +6); BA/G +0 / -21; Atks +5 melee (1 bite 
  d1 x2) Full Atk (1 bite d1 x2); SA smite good (+6 
  damage) ; SQ Arcane spellcaster, Darkvision 60 ft, 
  Scent, immune to paralysis polymorph, poison and 
  acid.  Cold, electricity and fire resistance 10.; AL 
  NE ; SV Fort + 2, Ref + 2, Will + 1, Str 3, Dex 15 
  Con 14 Int 18 Wis 12 Cha 5. 
  Skills and Feats: Listen 7, Spot 10, search 10, 
  Concentration 8, Intimidate 5, Sense motive 7, 
  swim 8, : K (arcane) (+10), K (dungeoneering) 
  (+10), K (nature) (+10) K (local: Perrenland) (+10). 
  Feats: Skill focus: intimidate. Possessions: None. 
   
  Spells Prepared (4 / 3 / 2) ; base DC = 14 + 
  spell level): 0—[Light x2, Detect magic x2]; 1st—
  [Mage armour, shield, disguise self] 2nd—
  [invisability, Resist energy]. 
   
  Spell 
  like 
  abilities: 
  Darkness 
  3/day.  
  Desecrate. 
   
  Notes: He is too small to have an effective 
  breath weapon yet. 
   
  His father’s unlimited financial reserves means 
  Raticus always has a clone in storage. 
   
  Due to his size, a +12 modifier to strength was 
  deemed too much, and changed to +2 
   
   
  The druid, who in kindness and compassion, 
  awakened was horrified to see just what a cruel 
  and selfish being had been unleashed on the 
  world.   Raticus' father is a mature black dragon, 
  who hides deep in the wildness of Quagfludt.  He 
  keeps 
  Raticus 
  alive 
  out 
  of 
  sheer 
  morbid 
  fascination for his duplicitous schemes, and 
  clones him regularly. (even though it involves 
  almost as much flesh as Raticus has in his entire 
  body… lets not go into the details of how that is 
  accomplished.) 
   
  Encounter Five 
   
  Lokee (Slaver), Male Human Ftr1: Medium 
  Humanoid; HD 1d10+2(Fighter); hp 12; Init +5; 
  Spd 20; AC 18(Flatfooted:18, Touch:10); Atk +3 
  base melee, +2 base ranged; +1 (1d10+2, Sword, 
  bastard, Masterwork); -2 (1d10, Crossbow, 
  heavy); AL LE; SV Fort +4, Ref +1, Will +1; STR 
  15, DEX 13, CON 14, INT 10, WIS 12, CHA 8. 
        Skills and feats: Climb -5, Handle Animal +1, 
  Intimidate +1, Jump -5, Ride +3, Swim –19; Armor 
  
  Cooper V's Cobbler 
   
  Page 22 
   
  Proficiency: heavy, Armor Proficiency: light, Armor 
  Proficiency: medium, Dodge, Improved Initiative, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Weapon Focus: Sword, bastard. 
        Possessions: Weapons: Sword, bastard, 
  Masterwork (335 gp); Crossbow, heavy (50 gp). 
  Armor: Splint mail (200 gp); Shields: Shield, heavy 
  steel (20 gp). 
   
  Larrabie (Slaver), Male Halfling, Tallfellow Ftr1: 
  Small Humanoid (Halfling); HD 1d10+2(Fighter); 
  hp 12; Init +6; Spd 15; AC 19(Flatfooted:19, 
  Touch:11); Atk +3 base melee, +4 base ranged; 
  SQ: Keen Senses (Ex), Subtype: Halfling; RF: +2 
  Bonus on Saves vs. Fear, +1 attack bonus with 
  thrown weapons; AL LE; SV Fort +5, Ref +3, Will 
  +2; STR 13, DEX 15, CON 14, INT 10, WIS 12, 
  CHA 8. 
        Skills and feats: Climb -6, Handle Animal +1, 
  Hide +1, Intimidate +1, Jump -6, Listen +3, Ride 
  +4, Search +2, Spot +3, Swim –20; Armor 
  Proficiency: heavy, Armor Proficiency: light, Armor 
  Proficiency: medium, Dodge, Improved Initiative, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Weapon Focus: Sword, bastard. 
        Possessions: Weapons: Sword, bastard, 
  Masterwork (335 gp); Crossbow, heavy (50 gp). 
  Armor: Splint mail (200 gp); Shields: Shield, heavy 
  steel (20 gp). 
   
  Encounter Six 
   
  Assassin, 
  Male 
  Human 
  Rog1: 
  Medium 
  Humanoid ; HD 1d6+1(Rogue); hp 7; Init +6; Spd 
  30; AC 15(Flatfooted:13, Touch:12); Atk +1 base 
  melee, +2 base ranged; +2 (1d6+1+Poison, 
  Rapier, Masterwork) (+1d6 if victim caught flat-
  footed); AL LE; SV Fort +1, Ref +4, Will +0; STR 
  12, DEX 15, CON 13, INT 14, WIS 10, CHA 8. 
        Skills: Bluff +1, Climb +3, Disable Device +4, 
  Gather Information +3, Intimidate +3, Move 
  Silently +6, Open Lock +4, Sense Motive +4, Spot 
  +4, Tumble +6, Use Magic Device +3, Use Rope 
  +6.  
        Feats: 
  Armor 
  Proficiency: 
  light, 
  Dodge, 
  Improved Initiative, Simple Weapon Proficiency. 
        Possessions: Weapons: Rapier, Masterwork 
  (320 gp); Armor: Studded leather, Masterwork 
  (175 gp). 
        Poison: This rogue’s rapier is coated with one 
  dose of Small Centipede Poison (Fort Save DC 
  11, 1 Con/1d2 Con). 
   
   
   
  
  Cooper V's Cobbler 
   
  Page 23 
   
   Appendix B: Encounter 1 
   
   
   
  Kobolds attack! 
  Pixie 
   
  Cooper 
  (prone) 
   
   
   
  Hand 
  drawn 
  cart 
  Hilltop 
  
  Cooper V's Cobbler 
   
  Page 24 
   
  Appendix C: Encounter 10 
   
   
   
   
   
  Confrontation at the Old Mill. 
  Snake 
  Infested 
  Pit 
   
  Bucket o'
  worms 
  Hamster 
  Wheel 
  Kobold 
  Archer #1 
  Kobold 
  Archer #2 
  Rope 
  with 
  acid 
   
  Giant 
  scales 
  and Axe 
  River
  Candle 
  and rope 
  Mini 
  Catapult 
  
  Cooper V's Cobbler 
   
  Page 25 
   
   
   
  
  Cooper V's Cobbler 
   
  Page 26 
   
   
  Snake 
  Infested 
  Pit 
   
  Bucket o'
  worms 
  Hamster 
  Wheel 
  Kobold 
  Archer #1 
  Kobold 
  Archer #2 
  Rope 
  with 
  acid 
   
  Giant 
  scales 
  and Axe 
  River
  Candle 
  and rope 
  Mini 
  Catapult 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER4-A04 - Cooper Versus Cobbler.pdf