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.
  KET3-06
  Burned Flour in High
  Dough
  A One-Round D&D LIVING GREYHAWK®
  Ket Regional Adventure
  Version 1.0
  by Jean-Philipe “JP” Chapleau
  Triad Editor: Chris Chesher
  In Molvar City, a man disappears without a trace. Has he gone on another drinking spree as he often does, or is
  something more sinister afoot? It’s probably nothing, but have you got anything better to do? I thought not.
  An adventure for APL 2-6.
  
  Burned flour in Highdough
  Page 2
  Introduction
  This is an RPGA® Network scenario for the Dungeons
  & Dragons® game. A four-hour time block has been
  allocated for each round of this scenario, but the actual
  playing time will be closer to three and a half hours. 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 characters 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 characters 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 characters
  (not counting the DM), for the game session to be a
  sanctioned RPGA event. As well, you cannot have more
  than six characters 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 characters (and the DM) to keep track of
  who is playing which character.
  The characters 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 characters 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 characters, while other
  text is for your eyes only. Text for the characters will be
  in gray boxes. It’s strongly recommended that you
  paraphrase the player text instead of reading it aloud.
  Some of this text is general and must be adapted to the
  specific situation or to actions of the player characters.
  Scoring                                                     
  After the characters have completed the scenario or the
  time allotted to run the scenario has run out, the
  characters and DM score the game. The RPGA has three
  ways to score its games. Consult your convention
  coordinator to determine which method to use for this
  scenario:
  • 
  No-vote scoring: The characters write their
  names and RPGA numbers on the scoring
  packet grid. You fill in the top of the grid.
  That is all. No one is rated. This method is
  used for people who are just playing for
  fun.
  • 
  Partial scoring: The characters rate the
  game master and the scenario on their
  player voting sheet, and provide personal
  information, but don’t vote for other
  characters. The game master rates the
  scenario and completes personal and
  event information, but does not rate the
  characters as a team or vote for
  characters. This method is used when
  there is no competition, but the event
  coordinator wants information on how the
  game masters are performing, or the
  game master wants feedback on his or her
  own performance.
  • 
  Voting: Characters and game masters
  complete the entire packet, including
  voting for best player. If this method is
  used, be sure to allow about 15-20
  minutes for the characters to briefly
  describe their characters to the other
  characters, and about 5-10 minutes for
  voting. This method is used when the
  characters want to know who played the
  “best” amongst the group, or when the
  adventure is run in tournament format with
  winners and prizes.
  When using voting, rank the characters in order of your
  voting choice while they are completing their forms, so
  that you are not influenced by their comments on your
  abilities. It’s a good idea to have the characters vote
  
  Burned flour in Highdough
  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
  while you determine treasure and experience awards for
  the scenario.
  After voting, give the Scoring Packet to your event
  coordinator.
  This is a LIVING GREYHAWK Adventure.  As a
  LIVING adventure it is expected that characters bring
  their own characters with them.  If characters 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 characters without a character create on.
  Once all characters 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 characters bring their own characters to
  LIVING GREYHAWK games, this adventure’s
  challenges are proportioned to the average character
  level of the Characters participating in the
  adventure. To determine the Average Party Level
  (APL):
  1. Determine the character level for each of the
  Characters participating in the adventure.
  • 
  If Characters 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.
  • 
  Sum the results of 1 and 2, and divide by
  the number of characters playing in the
  adventure.  Round to the nearest whole
  number.
  • 
  If you are running a table of six
  Characters, 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 Characters 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 three things that you can
  do to help even the score.
  2. Attempt to create a table of six 1st-level
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level
  characters to play at that table.
  • 
  Advise characters to buy riding dogs to
  help protect them, and fight for them. All
  riding dogs are considered trained to
  attack. Characters 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
  Ket.  Characters native to the Ket 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.
  
  Burned flour in Highdough
  Page 4
  Adventure Background
  Some shadowy figure in Ket has decided to take action
  against the number of arcane spellcasters in Ket. The
  discovery of that person’s identity is for a later
  adventure, so you the Judge have to be kept in the dark
  for now.
  To this end, he has researched intensively into
  lost books of arcana until he found what he was looking
  for, the Dedicari flower, a flower that can only be found
  in some of the most isolated jungles of the Abyss. The
  flower, when ground, makes a potent poison and easily
  induces abnormal behaviour in arcane spell-caster.
  Using a local mill, the villains would grind the
  Dedicari flower into flour. In turn, they would then mix
  their flour with the regular flour. Thus making the
  product’s side effects less noticeable but with the
  addictiveness still present. The tainted flour would be
  sold exclusively (and without the buyer’s knowledge)
  to the pantries of the Chapter Houses of the
  Brotherhood of Sorcerers, until the long arm of the law
  would take actions against the Chapter Houses.
   With the Sorcerers going around the town
  acting up, then the evil plan will come to fruition as the
  local authorities are left with little choice but to take
  action against the Brotherhood.
  The man hired to supervise the operation, a
  cleric of the Pyremious named Pruno Benemi, has
  prepared everything, and he released a small quantity of
  the tainted flour at the local chapter of the Brotherhood
  of Sorcery training house by sneaking sacks of tainted
  flour into their food supply.
  One of the resident teachers, named Barik
  Haroom noticed the effect and started investigating.
  When he didn’t return, a fellow Brother contacted Bey
  Pomoran, a man with some ties to the Brotherhood in
  Molvar. Barik, it turns out is the Bey’ half-brother.
  However, the characters are not told of this until the
  end of the adventure.
  The whole affair has been progressing quite
  nicely, but the plan did not take into account the
  evocation nature of the extraplanar plant. The mixture
  of the natural flour-dust in the air and the tainted flour
  reacted to a magical spark and the whole the windmill
  exploded.
  The agent sent by the Bey to the city started to
  investigate things, but much to his chagrin, he found
  himself being poisoned in his food. His poking around
  and asking questions brought Pruno’s attention. By pure
  grace and an anti-toxin in his pocket, the agent didn’t
  suffer the full effects of all the different poisons that
  had been slipped into his food. He is now quite
  bedridden (and staying in the same Inn as the
  characters).
   Due to his master’ connections, a very junior
  member of the Thieves Guild is acting as his gopher.
  This gopher is the one who recruits the characters in the
  Inn. The poisoned man does not want to bring any
  attention to himself or his master by going to the
  authorities or churches. He also fears that he is out of
  his league since he only just barely survived the
  assassination attempt.
  The Thieves guild is going to take him to a
  safe house later in the day. But for now, he wants to
  hire the adventurers to discreetly check into things
  where he failed. 
  City of Molvar
  The city has several Districts, sometimes referred to as
  Quarters. Though Threshers have jurisdiction over all
  of the land, the day-to-day policing of most of the city
  Districts are left up to the Molvar Lower Watch. Each
  District has a Captain. These men enforce the laws and
  handle the more minor issues, before there is a need for
  higher involvement. When there is a need for
  judgement, the Lower Watch take prisoners to (or call
  forth Thresher to them) to Thresher Square and hand
  them over for judgement there. From there, they are
  taken into the courthouse and a Jurat (appointed Judge
  who is a Mullah) sits in judgement of the accused. For
  higher crimes, this involves three or more Jurats (or two
  sub-jurats aiding the Jurat) all casting Zone of Truth.
  Magical or otherworldly crimes always demand the
  involvement of the Threshers.
  The Highdough District is set on a high elevation part
  of the city. The district takes its name from the
  infamous ten windmills (spread out around the district).
  They were originally crafted by the Keo’ish governor
  during his fifteen year reign over the city back in the
  mid-400cy. During the said fifteen years of Keoland
  occupation, the Keo'ish governor had ten windmills
  installed on the higher section of the city to process the
  grain that is shipped in daily to feed the population.
  Before that, water (and beast) powered mills outside the
  city processed the flour, but these were vulnerable to
  sabotage by rebel forces.
  Now a days, the population has become quite
  dependent on the wheat and other grains that are
  shipped in daily from granaries all through out Molvar
  District (and from the city granaries) to keep the city
  fed.
  A note about the sewers of Molvar, many small rivers
  flow down from the mountains. One such river is
  partially diverted to flow into the sewer works at the
  north west part of the city. The water exits on the south
  side of the city and rejoins with the its parent river. The
  
  Burned flour in Highdough
  Page 5
  actually river entrances to the city are gated and
  watched over.
  Small docks for boats and rafts dot the entire
  network of tunnels. These serve as stations for work
  crews, city authorities, privileged individuals seeking
  an alternative transport and the criminal element.
  Though there are plenty of docks, the actual rafts and
  boats are lightweight and hauled out of the water and
  kept in secure area’s near the locked connections to
  certain buildings above. It’s not advisable to steal such
  a boat, but with the use of most kinds of Influence
  relevant to Molvar City, a raft can be made available.
  Captains of the Lower Watch
  Lower Watch Captain Omar of the Foreign Quarter has
  retired with his daughter to a rural setting. In his place
  is now Captain Cyrus, a much more stern (but fair)
  man.
  Captain Cyrus: Male Human (Bakluni) Ftr3; LN;
  Diplomacy +2, Sense Motive +2.
  In the Highdough district, the Captain of the Lower
  Watch is Captain Atabak, a seasoned veteran. He’s a
  little bit more willing than his peers to be more helpful
  and lenient to solve a problem, rather than going right
  for the heavy stuff.
  Captain Atabak: Make Human (Bakluni-Oeridean)
  Ftr4/Exp2;N. Diplomacy +4, Sense Motive +5.
  Favor with the Lower City Watch
  Some of the characters may have earned themselves
  points of Influence with the Molvar Lower Watch. It
  does not matter which Captain they earned that
  influence with, it is good for the entire city.
  The influence is of limited value. Watch Captains have
  a small amount of discretion (both officially and
  unofficially) on how to handle the most minor of cases.
  Once in a while, a Watch Captain throws back a fish
  when its just a minor offence. This is not the case
  (unless specified in the Adventure text) for any serious
  crime (assault, major theft, murder, etc). And even then,
  the Watch Captain needs a good reason to help out, or
  it’s off to Threshers Square.
  Some things a point of Influence is good for;
  • 
  After paying the influence point, the payer makes
  an Opposed Diplomacy check with the Watch
  Captain. If successful,  one character of the payers
  choice is ‘thrown back’ and a MINOR crime is
  forgiven (never processed). Such crimes include,
  disorderly conduct, brawling (but not assault),
  break and enter (if the victim is not pressing
  charges), Theft under 50gp (but have to give back
  the items stolen), or similar level of crime. If the
  Threshers have already become involved, the cost
  in influence is doubled. This does not mean the
  character is not guilty of the crime and if caught for
  a later crime, he can be prosecuted for the
  ‘forgiven’ offence. The payer can be the accused.
  • 
  After paying 4 Influence points (that can be
  pooled), the payer makes an Opposed Diplomacy
  check with the Watch Captain. If successful, one
  character of the payer’s choice is ‘thrown back’
  and a Moderate crime is forgiven (never
  processed). Anything below manslaughter can be
  forgiven. This includes, assault (only if the
  assaulted is not higher in social status than the
  character), Theft under 1000gp (but have to give
  back the items stolen) or similar level of crime. If
  the Threshers have already become involved, the
  cost in influence is doubled. This does not mean
  the character is not guilty of the crime and if
  caught for a later crime, he can be prosecuted for
  the ‘forgiven’ offence. The payer can be the
  accused.
  • 
  If the characters want to legally obtain a raft
  suitable for the sewers, one point of influence can
  obtain this (and street access to a sewer dock). This
  is good for 24 hours.
  • 
  By paying one influence point, the payer gains a +5
  competency bonus to all Knowledge Local and
  Gather Information rolls and a +2 competency
  bonus on Survival rolls for 24 hours. This
  represents that character being able to stop and ask
  for directions and ask questions from members of
  the Lower Watch, but after a day, it becomes
  pestering, unless the payer pulls in another favor
  for another 24 hours.
  • 
  For two points of Influence, the Watch Captain
  arranges for a special guide to help you in the
  sewers. He’s a mangy looking trash picker and at
  first glance doesn’t seem the most reliable, but the
  Watch Captain assures the payer that he knows a
  thing or two about the sewers.
  Darek: Male Human (Bakluni) Exp2; CN; Track;
  Survial +11. Non Combatant.
  
  Burned flour in Highdough
  Page 6
  Cast of Characters
  Bey Nivan Pomoran: A Bey with a very bad
  reputation. 
  He 
  is 
  rumored 
  to 
  deal 
  with
  “undesirables” and foreigners in matters other than
  trade. He is the one who hires the characters
  through his agent.
  Barik Haroom: The Bey’ half-brother and the one
  whose disappearance causes the story to unfold.
  Barik 
  teaches 
  at 
  a 
  Chapterhouse 
  of 
  the
  Brotherhood of Sorcery in the Highdough District
  of Molvar City.
  Brumi Ariami: The Bey’s agent. He approaches
  the characters and “feels them out”. He is the
  characters only contact with the Bey.
  Pruno Benemi: Pruno is the villain of the
  adventure, a priest of Pyremious, The Demon of
  Venom, Lord of poison and treachery. Pruno has
  developed the plan and setup the whole affair with
  a little help from his off stage master.
  Adventure Summary
  Introduction: The characters are approached while
  they are trying to find respite from the rain. They hear
  the rumours about a mill that blew up in HighDough.
  The characters are approached by a member of the
  thieves’ guild looking for some people to hire. He puts
  them in contact with a sick man looking for help.
  Encounter 1: The man who works for Bey Pomoran, a
  man of dubious reputation, asks the PCs to find the
  brother of the Bey. The characters can accept or refuse,
  but if they do accept, they will be informed of the
  missing brother, and his disappearance.
  Encounter 2: The adventure then becomes a bit
  freeform, as the characters follow up on the clues.
  Characters who have not taken the Bey’s offer at the
  start, have a chance of hooking into the adventure here.
  Encounter 3: The characters enter the underground lair
  of the villains and must face their “pets”.
  Encounter 4: Further exploring the lair, the characters
  face the guards.
  Encounter 5: The characters reach the inner sanctum
  and finally face Pruno and free Barik and a few other
  sorcerers.
  Conclusion:  The characters are faced with a choice.
  They can go to the authorities or return Barik to the
  Bey.
  Reminder to the Judge
  A general note on representing the in-game word usage
  for NPCs when referring to the names of gods. Due to
  the reverence (and sometimes fear) of these most divine
  and powerful beings, the NPCs do not use the true
  name of the god in vain during idle conversation. Only
  when the god’s power is truly being invoked (though
  not necessarily by a spell) is the true name used. It’s a
  firm believe that to use the gods’ true name invokes that
  being’s attention. The descriptive name used can also
  sometimes refer to which sect or view the worshipers
  have of their god, but this is not always the case. For
  instance, when the NPCs in this scenario wish to refer
  to Nerull, they say, “The Reaper”, in an attempt to
  avoid his attention. Also, the NPCs in this Scenario
  refer to Zilchus as “The Money Changer”, for the sect
  that is being referenced dealt with that aspect of the god
  more so, than those who would refer to him as “The
  Great Guildmaster”. To say, “Fharlanghn Rules the
  Roads” is a blessing, invoking the god’s power. To say
  “Zilchus be poor” is profanity.
  Judges and Players of the
  Ket Region
  Like many regions in the Living Greyhawk campaign,
  the region of Ket has some rather unique flavouring. It
  is your responsibility as a Judge to keep yourself
  briefed with all the latest Regional information. The
  primary source for this is http://ket.living-
  greyhawk.com. It is frequently being updated, so be
  sure to check before running an Adventure. It is also
  your responsibility as a Judge to follow and enforce the
  material presented by the Ket Triad and the Living
  Greyhawk Campaign.
  -Chris Chesher, Scenario Coordinator, Ket Triad
  Introduction
  The characters are sitting in the Tied Sheep Inn in the
  Foreign Quarter of Molvar, trying to escape from the
  freezing rain of the last few days. News all around town
  is of the spectacular explosion of a mill High Dough.
  The Tied Sheep, or so says the sign above the
  door offers some respite from the freezing rain
  of the outside. Taking a nice warm spot near
  
  Burned flour in Highdough
  Page 7
  the roaring fire, you notice others who are
  gathering nearby as well.
  Give the Characters a few moments to introduce their
  characters to each other.
  All the conversation in town these days are
  about the spectacular explosion of one of the
  cities’ ten infamous windmills, some two days
  ago.
  Some point to the mill’s old age, calling it a
  relic, for the cause of the explosions. Others
  talk 
  about 
  lazy 
  workers 
  or 
  overzealous
  foremen as to the cause of the explosion.
  Everyone thanks the Lady of Fate and the
  Restorer of Righteousness that no lives were
  lost, even if the explosion was heard across
  town.  Some say that the investigation has
  been closed quickly, chalking it all up to an
  accident as sometimes happens.
  A man, red and sweating profusely, walks onto
  the terrace.
  The gaunt man walks in. His hair flat across
  his head walks in. He takes off his coat, and
  briskly walks to the fire, trying to enjoy of the
  comforting heat. The stranger, a young
  Baklunish man dressed in a tasteful manner,
  has a quick look around the room. Then he
  moves in to speak to you, as if he were about
  to share a secret with you.
  “You looking for a job?” Seeing you nodding,
  he continues. “You don’t seem like your from
  here…You looking for a job?”
  He seems to wait for an answer as he eyes the
  room once again, as if expecting trouble.
  Encounter One
  Bed Ridden
  The young man winks at you and motions for
  you to follow him. Walking up the stairs, he
  heads for room number four. “Be gentle, he’s
  quite frail.”
  Entering the room, you immediately focus on a
  very sick looking man sitting on the bed,
  reclining 
  on 
  a 
  few 
  cushions. 
  His 
  pale
  complexion and the lines on his face make it
  obvious that this man is very sick.
  The man, whose name is Brumi Ariami, works for the
  Bey, however during his own investigation, he was
  poisoned via his food. His investigation was pretty
  much leading nowhere. Unknown to him, he was very
  close, too close, to the truth. He just barely survived.
  Not wanting to fail his Master, he used some
  of his Masters contacts amongst the local thieves’ guild
  to find employment. He is to be moved to a safehouse
  later in the day, so he doesn’t mind showing himself
  briefly now.
   In a low, almost whispering voice, he
  breathlessly asks: “You are looking for…
  work? Tell me your… qualifications…”
  As long as the characters sound convincing, he’ll take
  them.
  “My name is Brumi Ariami, I am at the employ
  of a powerful man in Ket. My master is a man
  who has received much unwanted attention
  from his political enemies. My master has a
  problem. His half-brother has gone missing
  here in Molvar. Now, since he doesn’t know if
  anything has actually happened, he doesn’t
  wish to bother the Authorities. If something
  has gone wrong, then he wishes to be
  informed first, so he can use whatever
  connections he has, to obtain as much help as
  needed. However, since so far, his half-brother
  has simply not returned from Molvar, he’s
  willing to pay you to find him.”
  “Do you think you could find him for my
  Master?”.
  When the characters accept read the following. If
  they refuse, move on to Encounter 2.
  The Stranger looks relieved. “Lady of Fate
  smiles upon me! I had a good feeling about
  you. His brother’s name is Barik Haroom, a
  teacher at the local Brotherhood of Sorcery.
  However, he hasn’t reported back to the
  school for almost two weeks.
  Barik is a man who has left without reasons in
  the past and has always returned. He has a few
  times…huh… he enjoys Tusman Galda spirits
  and Celene wine perhaps a bit too much.
  However, his pupil, Tero, told me that he
  went looking for “something odd” he had
  found, but wouldn’t share what it was with his
  student.
  I know none of you want to bother the
  authorities uselessly and prevent them from
  
  Burned flour in Highdough
  Page 8
  working on more important affairs, than mere
  suspicions. It would be good to know
  whenever you have found him. Remember, this
  affair is delicate, so if you could avoid
  spreading my Master’s name around Molvar.”
  Pointing to the young man who accosted you
  earlier in the common room.
  “My assistant here, will be returning here
  everyday around midday. If you haven’t found
  anything in a week, then I will have the
  Threshers look into the matter.”
  Brumi is ready to answer any questions the
  characters 
  have. 
  He 
  provides 
  a 
  physical
  description of Barik.
  If asked, he can also provide directions to Tero’s
  house, not too faraway in the Highdough district.
  He can also provide the directions to the local
  chapter house of the Brotherhood.
  If the PCs refuse Brumi’s offer, do not despair, they can
  still continue the adventure, but they need to look for
  the adventure hook by themselves.
  Encounter Two
  This section is broken up into a number of short
  encounters and clues follow-up. Make sure you
  keep track of the time spent.
  Asking around  : Going around town looking for
  rumours requires a Gather Information roll.
  DC10: Accidents of the kind that happened in
  Highdough usually happen in the summer, but even
  then, not too often, maybe once every ten years.
  DC12: Explosions can happen at anytime and there is
  an orgainzed water brigade in the Highdough district,
  with access to the sewer river at the low point of the
  district.
  DC 15: The owner of the defunct mill is a Halfling
  named Harissa Homus.
  DC17: The sewers have been bothersome of late to the
  city authorities. Work crews have reported an increase
  in strange activity and several lower watchmen and
  some soldiers have been hurt battling frightening sewer
  beasts.
  DC20: The streets of the Highdough district have been
  very dangerous the past few weeks. Stories of crazed
  beings in the form of half-men stalking the dark
  alleyways using all sorts of magical energies to harass
  their victims. No one has been killed yet and details on
  the attacks are sketchy, but the authorities are taking it
  seriously.
  DC23: Word on the street is that ultra-orthodox
  members of the city authority destroyed the windmill
  and are using their influence to wrap the case up so that
  work can go ahead to build something new there. They
  oppose these ‘eastern’ windmills and see them as
  reminders of the city’s occupation by forces from
  Keoland, so long ago.
  DC25: The political and philosophical rivalry has been
  heating up between the Archons and the Brotherhood of
  Sorcery over the last four months. There seems to be
  countless side issues, such as Consortium contracts (and
  infringements) on magical goods and services,
  expanding of many small Brotherhood chapter houses
  in the city, lack of accountability (and irresponsibility)
  to the government over its members, fashion apparel,
  and personal conflicts and scuffles between members of
  the two organisations, etc. But at the heart of it all,
  seems to be an order verse chaos tiff.
  DC30: A sewer works crew was assaulted by a mass of
  creatures later identified as dretches. The authorities
  have been trying to keep the incident quiet, as it harks
  back to the time of Ket’s alliance with The Old One,
  when his priests and sometimes their fiends, would be
  encounter in the city.
  All of the workers escaped but only lived due
  to their strong health from years of hard work.
  Reluctantly, 
  soldiers 
  accompanied 
  four
  mullahs into the sewers in search of the foul
  demons. Under the Highdough district, the group
  met up with the crowd of dretches (14 in all) and
  slew them. Several soldiers were drowned in the
  battle.
  Finding Tero: The Characters can get to Tero’s
  apartment quite easily.
  Reaching Highdough, you quickly find Tero’s
  apartment. His apartment has a nice view of
  the windmills. Tero is a small man, but whose
  slight built and thick glasses clearly identify as
  a scholar.
  Tero opens the door and ask the characters what they
  want. He lets them in only after the characters mention
  the name of Barik. He isn’t supposed to have this
  apartment, but he uses it for personal study and to get
  away from the constant training. The apartment is
  known to most of the other students who believe that’s
  
  Burned flour in Highdough
  Page 9
  where Tero and Barik share a bed. But they don’t, there
  just good friends.
  Hearing the name of Barik Haroom, Tero’s
  eyes open up. Motioning you to come in, you
  discover his sanctum. The room is quite a
  mess where books, half-completed alchemical
  experiments, clothes and even old scraps of
  food fill all available surfaces. Pushing some
  of the debris, Tero makes room for all of you to
  sit. “Sorry for the mess. You’ve caught me at a
  bad time.”
  “Master Haroom is my teacher and my mentor.
  He has shown me a number of avenues of
  study, and we are very close.”
  “I don’t know much about this, but I know
  Master Haroom didn’t go out for a drink this
  time. Because whenever he’d go out for one of
  these nights, he would always ask for some of
  his pupils to go with him. But this time he
  didn’t.”
  “One morning, when all the students were
  hungover from one of the wildest evenings I’ve
  ever attended. Mind you we didn’t do anything
  against the law, but it was pretty wild. He told
  me that he had found something odd. That he
  believed it had to do with what we ate the night
  before. I can tell you we ate SO much, and
  drank even more. I didn’t notice anything. But
  he mentioned something about the flour.
  Though I asked him to tell me more, he
  refused.”
  Tero doesn’t know much more than that. Though it
  might be hinted through the characters’ investigation
  that Tero and Barik are not lovers nor involved in any
  other ways than Master and Pupil of the Brotherhood.
  The Chapterhouse: The Characters can head for the
  local Chapter House of the Brotherhood of Sorcery.
  Located in the Foreign Quarter, you look a little
  before finding the Chapter House.
  Unlike what one might expect, the Chapter
  House is an elaborate manor built over a
  century ago in traditional Keo’ish style.
  Currently, houses of this type are snobbed
  by the Ketite elite in favour of the more
  fashionable Baklunish mansions. With walls,
  the 
  Chapterhouse 
  is 
  isolated 
  from 
  its
  neighbours by the large estate grounds. You
  can see young men and women are practising
  their art, with poor to moderate results.
  Its not long before an older man greets
  you, dressed in a scholar’s outfit. “Greetings, I
  am Taran, Chapter Master and head teacher of
  this training facility. How may I help you?”
  Taran doesn’t know much about the incident as he was
  out the night that Barik noticed the students eating the
  tainted floured food.  On a Bluff or Diplomacy DC20 or
  if one of the characters is a member of the Brotherhood,
  he says that he has been having a lot of discipline
  problems recently, but won’t go into details. He says
  that some students have complained about stomach
  problems, but nothing spectacular. He tells the
  characters that though he is concerned about the
  disappearance of Barik, he dismisses this to his love for
  Tusman liquor. He hints that Barik and his pupil, Tero
  are “close” but no closer, than say, a man and his
  familiar. Taran can give the characters directions to
  Tero’ apartment.
  If the characters want to investigate and ask questions
  to other members of the school, you can give them one
  of the following rumours Roll D6.
  1- Tero is missing, no one has seen him in a few days
  (false, he is just at his apartment)
  2- A few nights ago, there was a huge party where
  things got a bit out of hand. (true)
  3- The Archons have kidnapped Barik. (false)
  4- Professor Barik is out of the town, drinking in some
  tavern. (false)
  5- Professor Barik and Tero have fled town to live their
  love. (false)
  6- Professor Barik was attacked by some creature from
  the sewers. (Technically True, but just a wild guess on
  the tellers part)
  Barik’ apartment : Taran does not let the characters
  into the apartments of his private lab. So let the
  characters come up with their solution to come in. If it
  makes sense, allow them in. The students and teachers
  aren’t too worried anyways.
  Barik’s apartment is quite tidy. Books are
  neatly stacked in a shelf, the bed is well made
  and a small plant sits in the corner. A small
  oak desk rests just under a small, dirty
  window. An open door leads to the professor’s
  personal lab.
  On a Search check, DC20, the characters find a loose
  plank on the wall in the lab. Under the board is a small
  
  Burned flour in Highdough
  Page 10
  bag of flour and note. That is tainted flour, though at
  first it will seem like normal flour.
  A detect poison spell reveals the content of the bag to
  be poisonous. A Craft (Alchemy) roll DC20 tells the
  characters that mixed into this normal flour is a
  substance of extraplanar origin. With Knowledge (the
  planes) DC30, tell them that this flour has been ground
  from a plant native to the Abyss. In order to make the
  second roll, the alchemy roll or a detect poison spell
  cast upon it has to be made first.
  The note reads:
  Tero,
  If you find this it means that my suspicions
  were right, something is amiss. I can’t say
  what yet, but it has to do with the flour. It has
  to do with the flour we’ve all been eating. I
  know you are not responsible for anything, so
  don’t worry too much over the whole affair.
  Barik
  The group could walk over to the authorities with these
  clues, if they do, go to the conclusion. If they return to
  see Brumi, he’ll just remind the characters are doing
  good but that they haven’t found Barik yet.
  The Homus Mill: The characters are very likely to
  want to go and investigate the burned mill. There is
  little left of the Homus Mill but charred remains. There
  are 2 ways of finding out things. They can ask people
  around about the mill, or they can look through the
  debris.
  Characters asking about the mill get to make a Gather
  Information roll.
  DC15 the mill was operated day and night, yet the
  output of the mill wasn’t anything extraordinary.
  DC18 the owner of the mill let a man called Pruno
  Benemi handle the day-to-day operation.
  DC20 one of the locals mentions seeing a scholar,
  perhaps a wizard who kept sneaking around the mill.
  DC25 there was a angry shouting and possible a short
  fight the evening before last.
  Characters can make search rolls by looking into the
  charred remains.
  DC15 a half-ground flower. If they have succeeded at
  identifying the Dedicari flower, tell them what it is.
  You can allow them a Knowledge the Planes (DC25) to
  identify the flower, but not the details of its properties.
  DC18 A spell components pouch with the initials BH
  on it.
  DC20 under a large piece of charred wood, a trapdoor
  leads down to a hidden room. The room is severely
  burned. Looking around they can make out this used to
  be a laboratory. On a Search roll DC18, a secret door
  can be found. The door leads into the sewers.
  The Middleman: If the characters want to try and
  locate the merchant who sold the Chapterhouse their
  flour. The Chapterhouse’s books are quite in order,
  thanks to the servants. They don’t mind giving the
  information to characters who ask them.
  The merchant, a Baklunish man named Tibrin, lives in
  his backstore. He is often away during the day, making
  deliveries and conducting business all around town.
  However, he comes back before sundown, and doesn’t
  leave until morning.
  Tibrin has two weaknesses: money and fear. If the
  characters offer him 10*APL gps, he tells them where
  he meets with Pruno. The above ground meeting
  location is just a few blocks away from the hideout. It is
  an old rundown hovel owned by no one. It is located in
  the Highdough District.
   If they threaten him, and roll an Intimidate DC
  10+APL, he spills the beans. The characters only have
  one chance at this.
  Tibrin says that his contact once mentioned (in regards
  to Tibrins story) that ‘he lives behind a dump too, but it
  smells worse’.
  The Sewers: If the characters wander around the
  sewers aimlessly, expecting something to just reveal
  itself to them, they won’t find anything.
  If they are looking for a lair, and they have found a clue
  it was in the sewer or have convinced themselves of it,
  allow them a Survival DC 30 each hour they are in the
  sewers. The secret door looks like all the other walls in
  the many-passage sewers. All of the sewer smells bad,
  but certain sections smell worse. There are many places
  where chute drop wastes from the city, and collect
  against the sides of the water passage. During rain and
  spring, these near-stagnate piles of trash are cleared by
  the increased river level.
  The characters are NOT looking for such a
  place, though the clue hints at it. What the characters
  are looking for (even if they don’t know it till they see
  experience it) is the same bad smell in a small area, but
  
  Burned flour in Highdough
  Page 11
  no chute. This is the air wafting out from the otyugh’s
  den, through the minuet cracks in the wall. Hidden
  away behind the secret door, the otyugh has such a
  chute dropping into his den. Its less than a foot in
  diameter and its 10 feet long to the surface, where its in
  a back alley, with no markers.
  Once the characters have succeeded at the
  Survival check, they have either tracked down clues
  (such as scuff-marks) or noticed the unusual presence
  of the scented air.
  If they found the secret door in the lab under the mill,
  give them a +3 circumstance bonus.
  If they obtained the information out of Tibrin, give
  them another +3 circumstance bonus.
  If they confine their search to underneath the
  Highdough district, give them a +3 circumstance bonus.
  For every Hour that they continuously search, lower the
  Survival check DC by One.
  Every character in the party may roll a check, but they
  can not ‘take twenty’ nor can they ‘aid another’ in this
  particular circumstance.
  Every Hour that they fail, roll a 1d6 on the random
  sewer encounter table below.
  (1) False clue. After an hour of wild goose chase, the
  characters have confused the situation some.
  Increase the DC  by 1.
  (2) Nothing.
  (3) Sewer Work crew. They don’t want to get
  involved but give some tips on this section of the
  sewer, lowering the Survival DC by an extra point.
  (4) Spider Swarm: 9 hp each; see Monster Manual
  page 239-40
  (5) Rat Swarm: 13 hp each; see Monster Manual page
  239
  (6) Spider Swarm (2): 9 hp each; see Monster Manual
  page 239-40
   When they succeed, move on to encounter three.
  If combat breaks out with a swarm, see the Tactics
  section of Encounter Three for the special rules for
  fighting on the sewer ledges.
  Map Notes:
  The tunnels around the layer are typical of the sewers.
  The small docks are shown sticking out from the
  ledges. In the upper right corner is a large open space
  with flotsam floating in the middle. This is a trash chute
  leading up to a street or alley. Its 1ft in diameter.
  Encounter Three
  Pets
  [Map Location #1]
  The characters have found the hidden base in the
  sewers.
  Stone door: 4 in. thick; hardness 8; hp 60; Lock DC
  24, Break DC 28.
  Beyond the door lies a rather large room,
  covered in filth and where large fungi has
  begun to grow on top of the heaps of trash.
  The smell is awful. But that is nothing
  compared to what just made the trash moved!
  As soon as the door is opened, the trained “pets” of the
  inhabitants inside attack the characters. The room is a
  30x30 with a door on one side and one facing it, on the
  opposite wall.
  APL2 (EL3):
  Spider Swarm (3): 9 hp each; see Monster Manual
  page 239-40
  APL4 (EL5):
  Otyugh: 36hp; see Monster Manual page 204.
  Spider Swarm (2): 9 hp each; see Monster Manual
  page 239-40
  APL6 (EL7):
  Half-Fiend Otyugh: 36hp; see appendix.
  Spider Swarm (4): 9 hp each; see Monster Manual
  page 239-40
  Tactics: The swarms swarm out of the door and
  through cracks in the walls, attacking any characters
  near the door. The spiders have been treated with an
  abyssal pheromone (grown in the garden) that makes
  them respond to the basic orders of the fiends (and the
  otyugh).
  If the characters close the door, the critters still
  swarm out through cracks and minuscule passages in
  the walls on either side of the door. The characters have
  to face the critters on the narrow walkway if they don’t
  
  Burned flour in Highdough
  Page 12
  make their way inside. Unlike the otyugh, the swarms
  do chase the characters through the sewers.
  The Otyugh has placed itself rather well and
  can attack the characters with his tentacles from where
  he is. Closing the door prevents attacks from the
  Otyugh, but the intelligent creature has access to a lever
  on the wall beside the door, that opens (but not closes)
  the door, and can do so as a move equivalent action
  with on tentacle. Otherwise opening and closing the
  door is a manual process of rolling it side ways into a
  slot. The otyugh stays nearby the opening of the hide
  out, not pursuing any fleeing adventurers. It is well-fed
  and intelligent enough to understand its orders and
  common spoken by the characters. It does not
  negotiate.
  With the door open, the otyugh can squeeze it
  self out the door, into the sewers (should it need to), but
  this requires two full round actions.
  Sewer Fighting: The walkway is 4ft. wide. The surface
  is both angled in towards the water and slippery,
  requiring a Balance (DC 10) check when taking
  anything other than a normal move (not a double move
  or a move and an action) in a round. Characters failing
  the balance check make a Reflex (DC 15) save to
  prevent themselves from actually rolling over the edge
  and into the water.
   The water’s surface is about a 2ft. drop from
  the edge. The water itself is 10ft. deep. For reference,
  drowning rules are on page 304 of the Dungeon
  Masters Guide. The water is calm (DC 10 when not
  fighting a monster, but DC 13 when fighting
  underwater). Unless the character has a magical light
  source with them, they are considered blind when
  underwater. The otyugh is native to this particular
  environment so doesn’t have this same difficulties
  should it choose to enter the sewers.
  [Map Location #2]
  This is a pool of relatively clean drinking water for use
  of the cultists. It has no threat value, nor treasure. It is 3
  feet deep.
  Encounter Four
  The Guards
  [Map Location #3]
  The room here has been cleaned and is
  obviously a guardroom or barrack of some
  sort. The guards here smile as they draw their
  weapons.
  The room here is 40x40 and has a door leading to the
  main room.
  APL2 (EL4):
  Garin: Rog2, hp12; see Appendix 1
  Thugs(4): War1, hp 9 (each); see Appendix 1
  APL4 (EL6):
  Garin: Rog3, hp17; see Appendix 1
  Aral: Ftr3, hp28; see Appendix 1
  Thugs(6): War1, hp 9 (each); see Appendix 1
  APL6 (EL8):
  Garin: Rog5, hp26 see Appendix 1
  Aral: Ftr5, hp44; see Appendix 1
  Thugs(6): War2, hp 15 (each); see Appendix 1
  Tactics: The warriors try to engage the party as soon as
  possible. Garin tries to take position so he can flank and
  sneak attack the characters. If present, Aral tries to
  grapple one of the weak-looking party members and
  have Garin move in to sneak attack the helpless
  character. After this, he targeted lightly armoured
  characters and tries to use his cleave to maximum
  effect. Garin always tries to finish off already wounded
  characters with killing blows if doing so does not
  provoke an immediate AoO. They take no prisoners.
  Treasure:
  APL 2: L: 40 gp; C: 0 gp; M: 0 gp
  APL 4: L: 128 gp; C: 0 gp; M: 0 gp
  APL 6: L: 140 gp; C: 0 gp; M: 0 gp
             Encounter Five
  The Mad Hatter
  [Map Location #4]
  Passing the door, you enter a huge weird
  jungle-like sweltering room. Thick growth
  covers the floor and walls. Even the pillars
  holding the ceiling are covered with thick vine-
  like plants. A myriad of colourful red flowers
  bloom in all directions. The scene is made
  even more unreal by the bizarre red glow of the
  flowers. The air has an electric quality and has
  a strange almost wet quality to it that makes it
  most unpleasant. The place feels as hot as a
  steambath. This underground hothouse can
  not be good news.
  This room is large (45x110x10ft) with pillars in two
  rows about evenly apart. (so that makes 2 rows of 3
  
  Burned flour in Highdough
  Page 13
  pillars. There are plants everywhere. The characters
  came in through the narrow end. The room is under the
  effect of a daylight spell (CL 10) that covers the entire
  room.
  A Knowledge (Nature) DC15 tells the player these
  plants are unnatural. A Knowledge (the Planes) DC 25
  confirms that these are Dedicari flowers, from the
  Infinite Layers of the Abyss.
  The Map
  This chamber is filled with plants, both ferns and
  clumped trees. Snaking amongst them are narrow paths.
  The tree symbol takes up two squares. This represents a
  clump of ‘massive’ trees (as per page 87 of the
  Dungeon Master’s Guide) but with a total height of 10ft
  (the max height of the ceiling).
  The fern symbol represents ‘light’ undergrowth (as per
  page 87 of the Dungeon Master’s Guide) within one
  square of the fern symbol, with a total height of 5ft.
  The path represents terrain that is cleared of the ‘light’
  undergrowth. A character’s line of sight is not blocked
  by the underbrush as long as the path section does not
  bend.
  Line of sight through two or more squares of Ferns
  provides total concealment.
  Let the characters wander through the garden-like
  room, but once they cross the middle of the room, read
  the following to them.
  There is a clearing just ahead. In it you see a
  heavily robed man with a sickle in hand, gently
  cutting a flower. He places the bloom on an
  altar. On the altar rests a large white orb that
  seems to be made of stained glass.
  Chained and fighting against their bonds are
  four less-than-healthy looking men wearing
  nothing but rags. Standing near the altar is a
  foul-looking humanoid also draped in robes,
  obscuring its features.
  Ask the characters what they are doing. Do this quickly.
  If one hesitates too much, go to the next one. Once they
  tell you what they are doing, if they told you they were
  trying to be stealthy, have them make a Move Silently
  roll opposed to the Listen skills of the NPCs (remember
  the penalties listed listed on page 87 of the Dungeon
  Masters Guide for moving through undergrowth). If
  one fails, continue with the following. Otherwise, the
  characters surprise the cultists.
  “Intruders! Now we have more people to try
  the poison on!”
  The man in the heavy robe, is Pruno Benemi, the man
  who is handling the scheme. The Encounter level does
  take into account the presence of the tainted flour in the
  air.
  APL2(EL5):
  Pruno Benemi: Male Human Clr2; hp17; see
  Appendix 1
  Dretch(2): hp13(each); see Monster Manual
  APL4(EL7):
  Pruno Benemi: Male Human Clr4, hp31; see Appendix
  1
  Kan’el: Dretch Sor2/Rog2; hp35, see Appendix 1
  APL6 (EL9):
  Pruno Benemi: Clr6; hp45; see Appendix 1
  Kan’el: Babau; hp66, see Monster Manual
  Tactics: During the first round of combat, Pruno (as a
  free action) waves his arm and knocks over an orb on
  the altar. It hits the ground and breaks, sending out a
  screech vibration (that’s not stopped by the silence
  spell). This vibration immediately triggers all of the
  blossoms to spray their pollen into the air at once. The
  pollen envelopes the room and stays in the air for one
  hour.
  At the beginning of their turn, any arcane
  spellcaster (Sor,Wiz,Brd) must roll a Fort save (DC
  11+APL) every round or be affected by the pollen. Its
  effects are identical to a confusion, lesser spell (page
  212 in the Player’s Handbook).
  Pruno moves casts spells from behind the
  cover of the 3ft height altar, attempting to use his
  disabling spells to give his rogue minion a chance to
  sneak attack.
  The chained men stay where they are, spell-
  less and heavily under the influence of the flower.
  The Dretches moves to place themselves
  between the characters and Pruno. Kan’el moves the
  same way, but proceeds to boost itself with the shield
  spell, then use its colour spray and stinking cloud to
  make the characters more vulnerable to its sneak attack.
  The dretches attempt to summon more dretch
  and use their scare and stinking cloud to shake the
  character’s battle lines.
  .
  
  Burned flour in Highdough
  Page 14
  Treasure:
  APL 2: L: 101 gp; C: 14 gp; M: 0 gp
  APL 4: L: 27 gp; C: 0 gp; M: Philactery of faithfulness
  (83gp), cloak of charisma +2 (167gp).
  APL 6: L: 27 gp; C: 21 gp; M: cloak of charisma +2
  (167gp), philactery of faithfulness (83gp), ring of
  protection +1 (167gp).
  Development: After Pruno and his cultists have been
  defeated, the characters can talk to the chained men.
  One of the men is Barik, the man they were looking for.
  The others are travelling sorcerers who were just
  passing in town when Pruno’s men kidnapped them. All
  are heavily drugged and would need to rest to let the
  poison filter out of their system. The sorcerers, once
  they have recuperated a little, will tell the characters
  that there were a larger number of them, but that others
  have just “vanished”. One of them remembers
  stumbling outside but then things grabbed him. He
  suspects he was chaotically casting his spells on the city
  streets, but the thugs recovered him and brought him
  back.
  Conclusion
  If the characters bring Barik and the other men to
  Brumi, they will receive a point of influence with the
  local brotherhood of sorcery.
   The Bey and his men will have the Threshers
  look into the whole affair, while discreetly allowing the
  Characters to leave, before they get caught in the red
  tape.
  If the characters bring Barik to the Threshers, they
  come under heavy suspicion about the whole affair.
  They are held for questioning for an additional 1 TU,
  but are eventually released, and thanked for their efforts
  and awarded a point of influence with the Threshers
  (but this is granted only after the 1 TU is subtracted).
   The Bey does not help them and they do not
  get the influence point with the Brotherhood, so cross
  off both those rewards from the AR. They also do not
  get the Regional access item that is the gift from the
  Bey and the gift from the Brotherhood.
  Because the characters now know what the
  flower is, they will be able to recognise it should they
  encounter this cursed flower in the future. Characters
  get “Knowledge of the Dedicari flower” award. Arcane
  Spellcasters who were affected (failed their saving
  throws) also receive the “Curse of the Dedicari flower”.
  The End
  Experience Point Summary
  To award experience for this adventure, add up the
  values for the objectives accomplished. Then assign
  experience award.  Award the total value (objectives
  plus roleplaying) to each character.
  Encounter Two
  Surviving the sewers and finding the hideout.
  APL2 60 xp; APL4 55 xp; APL6 30 xp;
  Encounter Three
  Defeating the pets
  APL2 90 xp; APL4 150 xp; APL6 210 xp;
  Encounter Four
  Defeating the guards
  APL2 120 xp; APL4 180 xp; APL6 240 xp;
  Encounter Five
  Defeating the Pruno and his cultists
  APL2 150 xp; APL4 210 xp; APL6 270 xp;
  Story Award
  Bringing back Bramik to the Bey.
  APL2 10 xp; APL4 20 xp; APL6 30 xp;
  Discretionary roleplaying award
  APL2 20 xp; APL4 60xp; APL6 90 xp;
  Total possible experience: 
  APL2 450 xp; APL4 675 xp; APL6 900 xp;
  Treasure Summary
  During an adventure, characters encounter treasure,
  usually finding it in the possession of their foes.  Every
  encounter that features treasure has a “treasure” section
  within the encounter description, giving information
  about the loot, coins, and magic items that make up the
  encounter’s treasure.
  The loot total is the number of gold pieces each character
  gains if the foes are plundered of all their earthly
  possessions.  Looting the bodies takes at least 10 minutes
  per every 5 enemies, and if the characters cannot take the
  time to loot the bodies, they do not gain this gold.  If you
  feel it is reasonable that characters can go back to loot
  the bodies, and those bodies are there (i.e., not carted off
  by dungeon scavengers, removed from the scene by the
  local watch, and so on), characters may return to retrieve
  loot.  If the characters do not loot the body, the gold
  piece value for the loot is subtracted from the encounter
  totals given below.
  The coin total is the number of gold pieces each
  character gains if they take the coin available.  A normal
  adventuring party can usually gather this wealth in a
  round or so.  If for some reason, they pass up this
  treasure, the coin total is subtracted from the encounter
  totals given below.
  
  Burned flour in Highdough
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  Next, the magic items are listed.  Magic item treasure is
  the hardest to adjudicate, because they are varied and
  because characters may want to use them during the
  adventure.  Many times characters must cast identify,
  analyze dweomer or similar spell to determine what the
  item does and how to activate it.  Other times they may
  attempt to use the item blindly.  If the magic item is
  consumable (a potion, scroll, magic bolts, etc.) and the
  item is used before the end of the adventure, its total is
  subtracted from the adventure totals below.
  Once you have subtracted the value for unclaimed
  treasure from each encounter add it up and that is the
  number of gold pieces a characters total and coin value
  increase at the end of the adventure.  Write the total in
  the GP Gained field of the adventure certificate.  Because
  this is a Regional scenario, characters may spend
  additional Time Units to practice professions or create
  items immediately after the adventure so this total may
  be modified by other circumstances.
  Treasure Key:
  L = Looted gear from enemy; C = Coin, Gems, Jewelry,
  and other valuables; M = Magic Items
  Encounter Eight: The Guards
  APL 2: L: 40 gp; C: 0 gp; M: 0 gp
  APL 4: L: 128 gp; C: 0 gp; M: 0 gp
  APL 6: L: 140 gp; C: 0 gp; M: 0 gp
   
   Encounter Nine: The Mad Hatter
  APL 2: L: 101 gp; C: 14 gp; M: 0 gp
                APL 4: L: 27 gp; C: 0 gp; M: Philactery of
  faithfulness (83gp), cloak of charisma +2 (167gp).
        APL 6: L: 27 gp; C: 21 gp; M: cloak of
  charisma +2 (167gp), philactery of faithfulness
  (83gp), ring of protection +1 (167gp).
   
   Conclusion: The Bey’s Reward
  APL 2: L: 0 gp; C: 175 gp; M: 0 gp
  APL 4: L: 0 gp; C: 175 gp; M: 0 gp
  APL 6: L: 0 gp; C: 175 gp; M: 0 gp
  Total Possible Treasure
  APL 2: 325 gp
  APL 4: 600 gp
  APL 6: 800 gp
  Adventure Record Text:
  Influence Point with the Brotherhood of Sorcery: In
  addition to it’s the one point of influence value; A
  member of the Brotherhood needs to pay only half his
  membership fee for the next year, or half the cost of the
  initial fee for a member yet to join. This benefit is lost
  if not used by the end of 594CY, though the Influence
  point portion remains.
  Knowledge of the Dedicari flower: The character is
  familiar with the Dedicari flower, extra-planar origin
  and potential use as an anti-wizard drug.
  Curse of the Dedicari flower: The character has been
  affected (failed saving throw) by the ground Dedicari
  flower, and suffered its effects. From now on, he is
  more vulnerable to the powder. Only a special antidote
  can cure this character.
  Influence Point with the Threshers of Ket: After
  being interrogated and helping the Threshers sort out
  whole incident (costing you 1 TU), the Threshers say
  that in the future, they may give you the benefit of the
  doubt once. ONCE!  In addition to possible special
  properties, this influence can be discarded for a +10
  bonus to a Diplomacy or Knowledge Local when facing
  a Thresher, or +5 when facing a Jurat, on an opposed
  roll to lesson the sentence. Cross off if used.
  Bey’s Favour: The Bey has access to a small vien of
  cold iron. He’s willing to grant you access to it. This
  character may upgrade a weapon to cold iron for +2000
  gp. This favor lasts as long as the Bey stays in power of
  his lands.  Access: Regional.
  Item Access
  APL 2:
  None
  APL 4:
  Cloak of Charisma +2 (Freq: Adventure)
  Phylactery of Faithfulness (Freq: Adventure)
  APL 6:
  Cloak of Charisma +2(Freq:Adventure)
  Phylactery of Faithfulness (Freq: Adventure)
  
  Burned flour in Highdough
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  Appendix 1
  Encounter Seven: Pets
  Half-Fiend Otyugh: Female otyugh; CR 6 ; Large
  Outsider (native); HD 6d8+15; hp 42 ; Init +2 ; Spd 20,
  Fly 20 (average) ft ; AC 120, touch11, flat-footed 18;
  [+2 dex,  -1 size, +9 natural] Base Atk +4 ; Grp +10 ;
  Atk +6 melee (1d8+2 tentacle) ; Full Atk +6/+6 melee
  (1d8+2 tentacle) and +0 melee (1d6+1 bite) ; SA
  constrict 1d8, disease, improved grab, smite good,
  spell-like abilities ; SQ   darkvision 60ft, scent,
  immunity to poison, resistance to acid10 – cold 10-
  electricity 10 – fire 10; DR 5/magic; SR 16; AL CE ;
  SV Fort +3, Ref +2, Will +6 ; Str 15, Dex 14, Con 15,
  Int 9, Wis 12, Cha 8.
  Skills and Feats : Hide +7*, Listen +12, Spot +12,
  Swim +11, Handle Animal +9,  Language: Abyssal;
  Alertness, Toughness, Weapon Focus (tentacle)
  Spell-like abilities: darkness 3/day, desecrate, unholy
  blight.
  Skills: * An otyugh has a +8 racial bonus on Hide
  checks when in its lair, due to its natural coloration.
  Constrict(Ex): An otyugh deals automatic tentacle
  damage with a successful grapple check.
  Disease (Ex): Filth fever—bite, Fortitude DC15,
  incubation period 1d3 days; damage 1d3 Dex and 1d3
  Con. The save DC is Constitution-based.
  Improved Grab (Ex): To use this ability, an otyugh
  must hit with a tentacle attack. It can then attempt to
  start a grapple as a free action without provoking an
  attack of opportunity. If it wins the grapple check, it
  establishes a hold and can constrict.
  Encounter Eight: The Guards
  APL 2:
  Garin: Male Human (suel); Rog2; CR2; medium
  humanoid (human); HD 2D6+2 hp 12; Init +7; Spd 30
  ft.; AC 15 (touch 13, flat-footed 12) [+3 Dex, +2
  leather]; Base Attack +1, Grp +2; Atk +5 melee (1d6+1,
  rapier); Full Atk +5 melee (1d6+1 rapier); SA sneak
  attack (+1D6), trapfinding; SQ Evasion; SR: -; AL CE;
  SV Fort +1, Ref +6, Will +0; Str 12, Dex 16, Con 12,
  Int 8, Wis 10, Cha 13.
  Skills and Feats: Move silently +8; Hide +8;
  Spot +4; Search +3; Listen +4; improved initiative;
  weapon finesse (rapier).
  Possessions: Masterwork rapier, dagger (x4) leather
  armour
  Thugs(4): Male Human; War1; CR1/2; medium
  humanoid (human); HD 1D8+1 hp 9; Init +0; Spd 30
  ft.; AC 13 (touch 10, flat-footed 13) [+3 studded
  leather]; Base Attack +1, Grp +2, Atk +3 melee (1d8+1,
  heavy mace); Full Atk +3 melee (1d8+1 heavy mace);
  SR: -; AL NE; SV Fort +3, Ref +0, Will -1; Str 13, Dex
  11, Con 13, Int 6, Wis 8, Cha 11.
  Skills and Feats: Listen +0, Spot +0; Weapon focus
  (heavy mace).
  Possessions: Heavy mace, dagger, studded leather
  armour
  APL 4:
  Garin: Human (Suel); Rog3; CR3; medium humanoid
  (human); HD 3D6+3; hp 17; Init +7; Spd 30 ft.; AC 15
  (touch 12, flat-footed 13)[+3 Dex, +2 leather]; Base
  Attack +2, Grp +3; Atk +6 melee (1d6+1, MW rapier);
  Full Atk +6 melee (1d6+1, MW rapier); SA sneak
  attack (+2D6), trapfinding, trap sense+1; SQ Evasion;
  SR: -; AL CE; SV Fort +2, Ref +6, Will +1; Str 12, Dex
  16, Con 12, Int 8, Wis 10, Cha 13.
  Skills and Feats: Hide +9, Listen +7, Move Silently +9,
  Search + 6, Spot +11; Alertness, Improved Initiative,
  Weapon Finesse (Rapier),.
  Possessions: Masterwork rapier dagger (x4), leather
  armour
  Aral: Male Human (Oeridian); Ftr3; CR3; medium
  humanoid; HD 3D10+6; hp 28; Init +1; Spd 30 ft.; AC
  15 (touch 11, flat-footed 15) [+1 Dex, +5 Breastplate];
  Base Attack +3, Grp +10; Atk +6 melee (1d8+3,
  Longsword) or +6 melee (1d4, unarmed strike); Full
  Atk +6 melee (1d8+3, Longsword) or +6 melee (1d4,
  unarmed strike); AL NE; SV Fort +5, Ref +2, Will +0;
  Str 16, Dex 13, Con 14, Int 8, Wis 8, Cha 10.
  Skills and Feats: Jump +7, Intimidate +4, Swim +7;
  Cleave, Deflect Arrows, Improved Grapple, Improved
  Unarmed Strike, Power Attack.
  Equipment: Breastplate, dagger (x4), longsword
  Thugs(6): Male Human; War1; CR1/2; medium
  humanoid (human); HD 1D8+1 hp 9; Init +0; Spd 30
  ft.; AC 13 (touch 10, flat-footed 13) [+3 studded
  leather]; Base Attack +1, Grp +2, Atk +3 melee (1d8+1,
  heavy mace); Full Atk +3 melee (1d8+1 heavy mace);
  SR: -; AL NE; SV Fort +3, Ref +0, Will -1; Str 13, Dex
  11, Con 13, Int 6, Wis 8, Cha 11.
  Skills and Feats: Listen +0, Spot +0; Weapon focus
  (heavy mace).
  Possessions: Heavy mace, dagger, studded leather
  armour
  APL 6:
  Garin: Male Human (suel); Rog5; medium humanoid
  (human); HD 5D6+5 hp 27; Init +7; Spd 30 ft.; AC 15
  
  Burned flour in Highdough
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  (touch 12, flat-footed 13)[+3 Dex, +2 leather]; Base
  Attack +3, Grp +4; Atk +7 melee (1d6+1, MW rapier);
  Full Atk +7 melee (1d6+1, MW rapier); SA sneak
  attack (+2D6), trapfinding, trap sense+1, uncanny
  dodge; SQ evasion; SR:- ; AL CE; SV Fort +2, Ref +7,
  Will +1; Str 12, Dex 16, Con 12, Int 9, Wis 10, Cha 13.
  Skills and Feats: Hide +11, Listen +9, Move silently
  +11, Search + 8, Spot +13; Alertness, improved
  initiative, weapon finesse (rapier).
  Equipment: Masterwork rapier, dagger (x4) leather
  armour
  Aral: Male Human (Oeridian); Ftr5; CR5; medium
  humanoid (human); HD: 5D10+10; hp 44; Init +7; Spd
  30 ft.; AC 15 (touch 11, flat-footed 17) [+1 Dex, +5
  Armour]; Base Attack +5, Grp +12; Atk +8 melee
  (1d8+3, Longsword) or +8 melee (1d4, unarmed strike);
  Full Atk +8 melee (1d8+3, Longsword) or +8 melee
  (1d4, unarmed strike); AL NE; SV Fort +5, Ref +2,
  Will 0; Str 16, Dex 13, Con 14, Int 8, Wis 8, Cha 10.
  Skills and Feats: Climb +3, Swim –1; Deflect Arrows ,
  Dodge, Improved Grapple, Improved Initiative,
  Improved Unarmed Strike, Power Attack.
  Equipment: Masterwork breastplate, dagger (x4)
  longsword
  Warriors (6): Male Human; War2; CR1; medium
  humanoid (human); HD 2D8+2 hp 15; Init -; Spd 30 ft.;
  AC 15 (touch 10, flat-footed 15) [+5 chainmail]; Base
  Attack +2, Grp +3, Atk +4 melee (1d8+1, heavy mace);
  Full Atk +4 melee (1d8+1 heavy mace); AL NE; SV
  Fort +4, Ref +0, Will -1; Str 13, Dex 11, Con 13, Int 6,
  Wis 8, Cha 11.
  Skills and Feats: Listen +0, Spot +0; Weapon Focus
  (Heavy Mace).
  Equipment: Heavy mace, dagger, chain mail
  Encounter Nine: The Mad Hatter
  APL2:
  Pruno Benemi: Male Human(flan); Clr2; CR2;
  medium humanoid (human); HD 2D8+4 hp 17; Init +1;
  Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+1 Dex,
  +6 Banded mail]; Base Attack +1, Grp +1; Atk +2
  melee (1d8, Longsword); Full Atk +2 melee (1d8,
  Longsword); SA; Smite; SR -; AL NE; SV Fort +5, Ref
  +1, Will +6; Str 10, Dex 12, Con 14, Int 14, Wis 16,
  Cha 10.
  Skills and Feats: Alchemy +7, Concentration +7, Heal
  +6, Knowledge (arcana) +7, Knowledge (religion) +4,
  Knowledge (planes) +7, Spellcraft +4; Martial weapon
  (longsword), Skill Focus (Alchemy).
  Equipment: Banded Mail, masterwork longsword, 14gp
  Spells Prepared (4/3+1; base DC = 13 + spell level):
  0—create water, cure minor wounds, detect poison;
  1st—bane, command, cure light wounds, protection
  from good*.
   *Domain spell. Domains: [Destruction, Evil].
  APL4:
  Pruno Benemi: Male Human (flan); Clr4; CR4
  medium humanoid (human); HD 4D8+8; hp 31; Init +1;
  Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+1 Dex,
  +6 Banded mail]; Base Attack +3, Grp +3; Atk +4
  melee (1d8, MW longsword); Full Atk +4 melee (1d8,
  MW longsword); SA; Smite; SR -; AL NE; SV Fort +6,
  Ref +2, Will +10; Str 11, Dex 12, Con 14, Int 14, Wis
  16, Cha 10.
  Skills and Feats: Alchemy +8, Concentration +9, Heal
  +7, Knowledge (arcana) +8, Knowledge (religion) +5,
  Knowledge (planes) +8, Spellcraft +6; Iron will, martial
  weapon (longsword), Skill Focus (alchemy).
  Equipment: Banded mail, masterwork Longsword,
  phylactery of faithfulness.
  Spells Prepared (4/4+1/3+1; base DC = 13 + spell
  level): 0—create water (2), cure minor wounds, detect
  poison; 1st—bane, command (2), cure light wounds,
  protection from good* 2nd—hold person (3), shatter*.
  *Domain spell. Domains: [Destruction,Evil].
  Kan’el: Dretch Sor2/Rog2; CR4; small outsider
  (chaotic, 
  extraplanar, 
  evil, 
  tanar’ri); 
  HD
  2D8+2D4+2d6+12; hp 35; Init +4; Spd 20ft.; AC 16
  (touch 11, flat-footed 16) [+1 size, +5 natural];
  Base Attack +3, Grp +0; Atk +4 melee (1d6+1,
  claw); Full Atk +4/+4 (1d6+1 claw) and +2 melee
  (1d4, bite); SA sneak attack +1d6, spells, spell-like
  abilities, summon tanar’ri; SQ DR 5/cold iron or
  good, darkvision 60ft, evasion, gift of speech,
  immunity to electricity and poison, resistance to
  acid 10, cold 10 and fire 10, telepathy, trap finding;
  AL CE; SV Fort +5, Ref +6, Will +6; Str 12, Dex
  10, Con 14, Int 6, Wis 11, Cha 14.
  Skills and Feats: Concentration +4, Hide +9,
  Listen +5, Move Silently +5, Spot +5, Search +3,
  Survival +0 (+2 following tracks), Sense Motive +5,
  Tumble +5; Improved initiative, multiattack.
  Equipment: spell component pouch (x2).
  Spells Known  (6/5; base DC = 12 + spell level): 0—
  daze, detect magic, ray of frost, read magic, touch of
  fatigue; 1st— colour spray, shield.
  Possessions: Cloak of Charisma+2
  Spell-like ability: 1/day—scare (DC 14), stinking
  cloud (DC15) caster level 2nd.
  Summun Tanar’ri (sp): Once per day a dretch can
  attempt to summon another dretch with a 35% chance
  of success. The summoned dretch lasts an hour. This
  ability is the equivalent of a 1st-level spell.
  
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  Telepathy(Su): Dretches can communicate
  telepathically with creatures within 100ft. that speak
  Abyssal.
  Gift of Speech(Su): This dretch has the ability to speak
  in any language it knows (common, abyssal).
  APL6:
  Pruno Benemi: Male Human (flan); Clr6; CR6
  medium humanoid (human); HD 6D8+12; hp 45; Init
  +1; Spd 20 ft.; AC 18 (touch 12, flat-footed 17) [+1
  Dex, +6 Banded Mail, +1 Deflection]; Base Attack +4,
  Grp +4; Atk +5 melee (1d8, MW longsword); Full Atk
  +5 melee (1d8, MW longsword); SA Smite; SR -; AL
  NE; SV Fort +8, Ref +4, Will +12; Str 11, Dex 12, Con
  14, Int 14, Wis 16, Cha 12.
  Skills and Feats: Alchemy +9, Concentration +11, Heal
  +8, Knowledge (arcana) +9, Knowledge (religion) +7,
  Knowledge (planes) +9, Spellcraft +8; Iron will,
  Martial Weapon (longsword), Weapon Focus
  (longsword), Skill Focus (Alchemy).
  Possessions: Banded mail, masterwork longsword,
  philactery of faithfulness, ring of protection+1, cloak of
  charisma +2,  21gp
  Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + spell
  level): 0—create water(2), cure minor wounds, detect
  poison; 1st—command (2), cure light wounds, doom,
  protection from good* 2nd—hold person (3), owl’s
  wisdom, shatter* 3rd— blindness(2), contagion*,
  invisibility purge.
  *Domain spell. Domains: [Destruction,Evil].
  
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  Appendix 2:  Maps
  
  Burned flour in Highdough
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Ket/KET3-06 - Burned Flour in High Dough.pdf