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. 
  DYV04-01 
   
   
   
   
   
   
   
   
  Legacy of  
  Elemental Evil 
  A One Round D&D LIVING GREYHAWK
  ®  
  Dyvers Regional Adventure 
   
   
  by Mason Mines 
  Triad Edit: Matt Maddy 
  Circle Edit: David Christ 
  Maps: David Rudaitis & Eric Paul Price 
  . 
  Pri Tiu-cxi Lingvo... The Mandragore has its eye upon Dyvers.  Will you be able to root out the source of an old evil 
  thought long vanquished?  An adventure for APLs 4-12. 
  
  Legacy of Elemental Evil 
   
  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 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 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. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out it 
  should be given to the senior DM.  
   
  Living Greyhawk 
   
   
   
   
  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 on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  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. 
  
  Legacy of Elemental Evil 
   
  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 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL.  
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs will face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based 
  on their choice, 
  use either the 
  higher or the 
  lower adjacent 
  APL. 
   
  APL also affects 
  the 
  amount 
  of 
  experience 
  you 
  may gain at the 
  end 
  of 
  the 
  adventure. If your 
  character is three 
  character levels or 
  more 
  either 
  higher or lower 
  than the APL this 
  adventure is being played at, that character will receive 
  only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-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 1
  st-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 1-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers pay one Time Unit 
  per round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12gp per round. 
  Rich Upkeep costs 50gp per round.  Luxury Upkeep costs 
  100gp per round. 
   
  The Current Effect of the Dock Fire on the 
  Populace of the Free and Independent City 
  of Dyvers 
   
  At this point in time, the Free and Independent City of 
  Dyvers is continues to from the massive fire in the dock 
  district. Although the Magister and Gentry have tried 
  their best to aid the displaced and shore up the economy, 
  prices have begun to rise. (Any item purchased in this 
  scenario is 20% above normal value. The poor are present 
  almost everywhere except the Gentry District, and will 
  possibly ask the players for aid. Use this to add flavor 
  during the adventure, but don’t let it bog down the event. 
  Players paying Rich and Luxury lifestyles receive reverse 
  the normal charisma modifiers from both the poor and 
  the gentry, unless they have aided the poor (Donated at 
  least 3 GP per APL each) in Dyvers hour of need. 
   
  The newly created homeless have been unruly and angry 
  about their situation, but at this point are beginning to 
  feel hopeful, and will only attack if provoked. 
   
   
  Using Divination Spells in This Module 
   
  Due to the priesthood receiving numerous requests for 
  aid from the victims of the Dock District fire, they are 
  unable and unwilling to waste spell slots for divination 
  spells, since more readily useful ones can be cast. This is 
  because they feel the homeless are more worthy of their 
  efforts, and are to some extent afraid of the negative 
  publicity coming from helping the Gentry over the 
  common soul. 
   
  
  Legacy of Elemental Evil 
   
  Page 4 
  Adventure Summary and 
  Background 
   
  Introduction: The players witness the constabulary 
  chasing a young scholar named Erec of Pol, a pressman at 
  the Cartographers Guild. 
   
  Encounter One: A Gentleman’s Packet: Erec has stolen 
  some books from the guild.  The books were shipped to 
  the guild by mistake and were intended for agents of the 
  Mandragore Gentleman’s Club in Caltaran.  When the 
  agents traced the books to the Cartographer's guild, they 
  threatened Erec's family in order to make him comply 
  with the theft.  Erec has been placed under a curse that 
  immolates him and those nearby if he dares to speak of 
  the Mandragore Club.  The players have the opportunity 
  to recover the three books that Erec took.  The first book 
  is a historical summary of the Emridy Meadow battle 
  between the Knights of the Hart and the Temple of 
  Elemental Evil.  The second is a fragment of a book, the 
  second fragment of the Ring of Steel Niadeen Codex.  
  The third book is a treatise on the Ring of Steel.  
  Guildmaster Lassimer offers to provide the address that 
  the books were intended for.  
   
  Encounter Two: Drinks at the Half-Pint with Jerrad 
  Garrick: The players go to the Half Pint pub to await 
  Guildmaster Lassimer and instead run into Jerrad 
  Garrick, an apparent drunken prankster and messenger 
  from Lassimer.  Garrick points the players toward 
  Caltaran and the Mandragore Club.  The players have the 
  opportunity to return overdue library books to the Tower 
  of Pentacles for a reward... and a fine. 
   
  Encounter Three: Gathering Information: The players 
  have the opportunity to ask around town for more 
  information on the task presented to them. 
   
  Encounter Four: The Door Man: The players make 
  their way into the warehouse of Reinhold Neibur: Seller 
  of Fine Antiquities.  This can be done either by getting 
  past the doorman, or climbing to the third floor and 
  breaking in through a window. 
   
  Encounter Five: Gambling Inside the Club: The 
  players have an opportunity to mingle with the rich and 
  decadent members of the club, gambling, drinking, and 
  gathering information. Eventually, the players are found 
  out and must decide between facing the four matches or 
  fighting their way out of the club. 
   
  Encounter Six: Resisting The Challenge: If the players 
  resist the challenge put to them, they must fight their 
  way out of the Mandragore Gentleman’s Club. 
   
  Encounter Seven: The Four Matches: The players are 
  forced to combat 4 summoned elemental challengers.  
   
  Conclusion: The players are asked several questions 
  about their dealings with the club from a mysterious 
  source, who may or may not reveal his true allegiances. 
   
   
  Introduction 
  As you travel through Dyvers this evening, you see an 
  odd spectacle.  A man dressed in blue scholarly robes 
  with a three-pointed cap is running up the street 
  some distance ahead.  He races around a corner 
  toward a side street, catching his satchel on the 
  handle of a cart.  The satchel is torn and a few books 
  spill out onto the street.  He pauses for an instant to 
  pick up a single book.  He then darts into the 
  alleyway, leaving the satchel contents upon the 
  ground.  An instant later, two officers of the 
  constabulary round the corner, pausing at the spilled 
  contents.  They look around, having evidently lost 
  something or someone... 
   
  • 
  Identifying the scholarly man:  Allow the players a 
  Spot check [DC 10+APL] to notice he had a specific 
  insignia on his clothes.  A Knowledge (local –
  Metaregion 2) [DC 10+APL] will allow the players to 
  know that the man wore the badge and regalia of the 
  Cartographers Guild. 
   
  • 
  If the players pick up the books:  They acquire 
  three volumes described in Encounter One.   
   
  • 
  He went that-a-way:  If the players tell the 
  constabulary which way the scholar went, both of 
  the officers will give chase.  If the players say that 
  the scholar dropped the items (several books) one of 
  the constables will give chase while the other stops 
  to collect the spilled items.  The officer(s) that give 
  chase will attempt to deputize the players on the 
  spot to assist them in finding the man. 
   
  • 
  If the Constables pick up the books: If the players 
  do not pick up the books, the constabulary will.  The 
  constables will give the books to the players, asking 
  them if they can provide any further information.  
  The players keep the books. 
   
  
  Legacy of Elemental Evil 
   
  Page 5 
  • 
  We let them chase the scholar: If only the 
  constabulary chases him down, the scholar will 
  cause the death of the deputy when he immolates. 
   
  • 
  We chase the scholar: If the players decide to chase 
  down the scholar, they will corner him in an 
  alleyway.  Continue to Encounter One: A 
  Gentleman’s Packet. 
   
   
  Encounter One: A Gentleman’s 
  Packet  
  The Mandragore agents has placed a curse upon the 
  Scholar that activates when he attempts to inform the 
  players about his predicament (the word "Mandragore" 
  triggers the trap).  The scholar will not panic unless he is 
  trapped by players or the constabulary (i.e. they are 
  within the range of the spell).   
   
  Note: You should ask each player to state explicitly 
  where he is standing in proximity to the scholar within 
  the confines of the alley.  Let them get as close to the 
  scholar as they like.  If you are using a battle-mat, make 
  sure they are set up in the alley before the immolation 
  trap is triggered. This insures that the unanimous cry of 
  "I never said I got within 5 feet" does not sound forth 
  from every player at the table. 
   
  When the players have stated where they are, and/or set 
  up their miniatures in relation to the scholar in the alley, 
  read the following: 
   
  You corner the scholarly man at the end of an alley.  
  A look of terror comes over his face as he leaps 
  around, looking for a way to escape.  "You don't 
  understand," he says, "my wife and daughter are in 
  danger.  I had to take the book or the Mandragore 
  League will..." 
   
  Roll for initiative.  Give the Cartographer's Apprentice 
  Erec an Initiative of 10+APL.  On Erec's initiative, read 
  the following: 
   
  The man suddenly screams in terror as his body is 
  immolated by fire.  He leaps toward you, yelling: 
  "Help me!" 
   
  The intensity of the immolation quickly builds into an 
  explosion, slaying the scholar instantly.  Any one who is 
  within five feet of the scholar will take damage from this. 
   
  �Immolation Curse: CR 4; spell; spell trigger; no reset; 
  spell effect (burning hands, 5
  th-level caster, 5d4 fire, 
  Reflex save (DC 14) half damage) 
   
  �Erec: male human Exp1: hp 7; see Appendix One. 
   
  If the party manages to save Erec, raise him from the 
  dead, or speak with dead, Erec knows very little.  His 
  family was threatened with death if he refused to steal 
  the books and take them to Reinhold Neibur, an 
  Antiquities dealer in Caltaran. 
   
  If one of the constabulary officers is present, he will 
  see the scholar burst into flames and promptly turn and 
  flee back down the alley yelling: "Hold 'em here, I'll get 
  help."  He will return after the chaos is over and lead the 
  players back to the street to: "answer some questions." 
   
  What did the Scholar drop:  If the players picked up the 
  dropped books, give them Player’s Handouts 1-3. They 
  will discover a folio fragment and two books, described 
  below.   
   
  • 
  Battle of Emridy Meadow: A Concise History 
  by the sage Burroe.  This is a leather-bound 
  quarto sized journal of about 100 pages.  It 
  details the routing of the forces of Elemental 
  Evil at Emridy field.  It has lots of maps. 
   
  • 
  A Folio fragment: A torn section from a large 
  folio sized book of some expense.  The pages are 
  thick vellum and have thin golden cornerlets 
  studded with purple gems to separate several 
  chapters.  (GM note: this is the second codex 
  fragment of the RoS codex.  It is detailed in the 
  treasure section.) 
   
  • 
  The 
  Ring 
  of 
  Steel: 
  Conflict 
  in 
  the 
  Shieldlands: by the sage Burroe. This quarto is 
  likewise bound in leather similar to the first 
  book.  It too has lots of maps. This book 
  concerns itself with the history of the Kinslayer 
  wars that occured after Iuz sacked the city of 
  Molag.  It details the destruction of the Horned 
  Society and the migration of companies of Ring 
  of Steel mercenaries to various parts of Oerth 
  following the Greyhawk wars.  The book 
  mentions a mighty warrior named Sethtun who 
  was mortally wounded at the sack of Molag and 
  left for dead, only to be brought across into 
  undeath by the vampire Ivaine, progeny of 
  Gulthias. 
   
  
  Legacy of Elemental Evil 
   
  Page 6 
  After the players have either dealt with or ignored the 
  fleeing 
  scholar 
  and 
  have 
  role-played 
  with 
  the 
  constabulary a bit (unless the constables went the wrong 
  way), read the following: 
   
  A man dressed in soft wine colored trousers and a vest 
  rounds the corner, huffing with the effort of 
  infrequent exercise.  He wears a three pointed cap 
  similar to the one the other scholar wore.  He 
  addresses the party (and the constabulary):  Ahh 
  greetings, I am Guildmaster Lassimer of the Dyvers 
  Cartography guild.  I see you have collected my 
  books.  Many thanks.  I don't know what got into 
  Erec.  He is usually such a quiet and well-mannered 
  scribe.  Ah well.  I trust you have sorted the problem 
  out and recovered the guild's possessions? 
   
  Allow Guildmaster Lassimer to roleplay with the party, 
  asking questions and interacting with the party 
  concerning the book theft.  Lassimer isn’t always honest, 
  but does have a high bluff.  His Bluff skill bonus is + 
  (10+APL) 
   
  • 
  He doesn't know why Erec stole the books and 
  doesn't know that they have any particular 
  extraordinary value.  (Lie) 
   
  • 
  Erec worked for him only a short time and his 
  former master was a printer in Greyhawk.  He 
  was quiet and kept to himself.  His work was of 
  high caliber and he met his deadlines. (Truth) 
   
  • 
  Lassimer got the three books a month ago on a 
  consignment 
  from 
  Greyhawk 
  that 
  was 
  mistakenly delivered to the Cartographers 
  guild. (Truth) 
   
  • 
  He had been meaning to return the books to the 
  bonding house but hadn't gotten around to it 
  yet. (Lie) 
   
  • 
  Erec came to work shortly after the books 
  arrived.  (Truth) 
   
  • 
  If the players wish to know the address the 
  books were supposed to be sent to, Lassimer 
  believes that the Dyvers harbor bonding house 
  has the address.  If the party asks Guildmaster 
  Lassimer will tell the party that if they will meet 
  him at 8 bells for drinks at the half-pint pub, he 
  will speak with the bond master and retrieve the 
  address for them. (Truth) 
   
   
  Once the party has finished asking questions of 
  Lassimer, he will ask them to meet him at 8 bells at the 
  half-pint pub for drinks (unless he has already invited 
  them.)  He wishes to reward them for their aid and speak 
  more with people of such benevolence.  As a guildmaster 
  of a fairly significant guild, players should feel this is a 
  fairly impressive invitation. 
   
   
  Encounter Two:  
  Drinks at the Half- Pint with 
  Jerrad Garrick 
   
  This encounter occurs when the players reach the half 
  pint pub at 8 bells.  A gnome at a table calls to them as 
  they enter the bar. 
   
  A voice calls from the tables, "You there, over there, 
  yes, you!  Greetings, won't you please join me for a 
  mug of this fine Mead...or was it ale?  My name is 
  Jerrad Garrick, and I may be of some use to you."   
   
  The gnome is short, short even for a gnome.  
   
  He is seated upon a stack of books with a cup of mead 
  in hand. He drinks deeply, spilling the mead over the 
  front of his shirt.  "Ahhh hill giant sacks!  I'd just 
  laundered this shirt."  Jerrad fumbles with his 
  doublet, as if to smooth away the fresh stain, one stain 
  amongst many from prior drinking boughts.   
   
  "You see, I have a message for you, from Lassimer.  A 
  message and a package... yes that was it." 
   
  The following section can be ad libbed or read verbatim. 
  The idea is that Jerrad will annoy the party and squeeze 
  them for as many drinks as he feels he can get out of 
  them.  One of his common ploys is to distract people or 
  change the subject by conversing with an imaginary 
  friend.  Jerrad’s Bluff check bonus is + (10+APL).  The 
  following are some examples of things Jerrad would say 
  to stall for time and acquire more rounds of the Half 
  Pint's finest: 
   
  Jerrad looks off into the air, as if conversing with an 
  imaginary friend: "What's that?  Ahh.  Brigands.  
  Sordid business.  I am afraid I don't know anything 
  about that."   
   
  The Gnome summons over a large halfling woman.  
  "Mother, would you be so good as to return with 
  another round for myself and my friends?" 
  
  Legacy of Elemental Evil 
   
  Page 7 
  "These are the most wonderful silk doublets.  Gnarley 
  spider silk!  Only the best!  A seamstress here in 
  Dyvers makes them you see.  Had some trouble in her 
  basement, but that's all sorted out now." 
   
  Jerrad will make small talk and continue to wax 
  drunkenly and to be mildly annoying, lapsing into 
  discussions with his "imaginary friend."   
   
  Have Jerrad do his best to squeeze the party for more 
  drinks.   He won't give out much in the way of 
  information, and definitely won't talk about Sethtun or 
  the Mandragore club agents.  Do your best to make the 
  party frustrated with him.   
   
  When the players tire of Jerrad and demand the package 
  from Guildmaster Lassimer, read the following: 
   
  Jerrad slips a folded packet of papers across the table 
  toward the party.  "Good luck just the same friends." 
   
  The Gnome clambers down from the pile of books 
  stacked upon his chair and exits toward the tavern 
  door.  "By the by," he shouts from the door, "You'd 
  best get some finer clothes... go tromping in there 
  like that and you won't get far."    
   
  "Another word of advice... take a bath.  You smelly big 
  people think you own the town... Believe me the 
  smell is awful from down here.... I don't know why I 
  put up with it sometimes.... Carpentry is beautiful 
  work you know, it was good enough for me dad, but 
  noo... join the messengers guild Jebedo said... see a bit 
  of the world.... one hand washes the other and all that 
  rubbish..." Jerrad’s complaints taper off as he leaves. 
   
  The pile of Books that Jerrad was sitting on consist of 
  "You Too Can Brew": a three volume set containing 
  several recipes for brewing and "Tastes Like Chicken!": a 
  treatise on the ranching of axebeaks.  Further inquiry will 
  reveal that these books are overdue at the Tower of 
  Pentacles (Which is the Dyvers college of Heralds) by 
  several years.  Attempting to return these books to the 
  Tower of Pentacles will result in a reward of (APL x 10) 
  gp followed immediately by a fine to the bearer of (APL x 
  5) gp. 
   
  If pressed as to why the fine is being levied against the 
  party members who didn't even check out the books, the 
  answer will be that the fine is not for the lateness of the 
  books, but for the damage that they have recently 
  sustained from "what appears to be a dousing in alcohol." 
   This damage, the clerk concludes, must have come from 
  the negligence of the current bearers. 
  Attempts to argue with the clerk will be met with a 
  comment of "One moment please" and the placement of a 
  large sign at the library return cue window that reads 
  "Back in a bell."  Needless to say, the clerk will not return 
  while the party remains. 
   
  When the players open Jerrad’s envelope, they find it to 
  be a letter, maps, and a playing card. (Give them Players 
  Handouts 4 & 5.) Jerrad’s letter contains a request to 
  deliver the books to Caltarn, and gives an address for Mr. 
  Reinhold Neibur: Fine Antiquites.  The address places 
  the establishment in bookseller's alley, a section of 
  Caltaran.  Being a cartographer, Guildmaster Lassimer 
  included a map for the party of the location. It is a 
  warehouse according to some Caltaran maps and indices 
  that are included with the address. 
   
  One side of the heavy stock playing card has an open 
  hand surrounded by a snake consuming its tail.  The 
  number 6 is printed neatly in diametrically opposed 
  corners. The other side has the following written on it: 
  Mi volas brakumi tiun sciuron. 
   
  When the party gets up to leave, Mother, the waitress of 
  the Half Pint pub, shouts:  "That will be (APL x 1) 
  wheatsheaves (gp) for the Gnome's drinks, plus 
  whatever you had..." 
   
  Note: Guildmaster Lassimer will be conveniently "away 
  from Dyvers on business" if the party should try to call on 
  him again.  No reason will be given as to where he went, 
  why he went, or when he will return.  If the party 
  attempts to be belligerent with the members of the 
  Cartographer’s Guild, the guild will call the constabulary 
  to deal with the players. 
   
  If the players wish to ask around the city to find out more 
  information, 
  go 
  to 
  Encounter 
  Three: 
  Gathering 
  Information.  As soon as they’re ready to leave for 
  Caltaran, continue to Encounter Four. 
   
  Treasure: 
   
  APL 4: C: 40 gp; M: 0 gp 
   
  APL 6: C: 60 gp; M: 0 gp 
   
  APL 8: C: 80 gp; M: 0 gp 
   
  APL 10: M: C: 100 gp; M: 0 gp 
   
  APL 12: M: C: 120 gp; M: 0 gp 
   
   
   
   
   
   
  
  Legacy of Elemental Evil 
   
  Page 8 
  Encounter Three: Gathering 
  Information 
  The players can ask around various guilds for more 
  information on The Mandragore Gentleman’s Club, 
  Caltaran, any of the book subjects, or the Ring of Steel.  
  Below are sections for what various guilds know: 
   
  • 
  Just Asking Around – The players can make a 
  Gather Information check [DC 10+APL] to learn 
  that the Mandragore Gentleman’s Club is a very 
  dangerous and mysterious organization. 
  • 
  The Sorcerers Guild, the Dweomercrafters 
  Guild, the Bardic Hegemony, the Association 
  of Performing Artists, the Halfling Society – 
  If the player is a member one of these 
  organizations, or spends an influence point with 
  them, one of the members will tell them that 
  the Mandragore Gentleman’s Club is a very ritzy 
  establishment, and he will recommend they 
  wear expensive clothing.  
  • 
  The Army, the Navy, the Marines, the 
  constabulary, 
  the 
  Dyvers 
  Anti-Slavery 
  League, the Gnarley Rangers, the Gnarley 
  Druids, the Chaos League, most of the 
  temples – If the player is a member of these 
  organizations, or uses an influence point with 
  one of them, they still won’t learn anything 
  about the Mandragore Gentleman’s Club. 
  • 
  The Alliance – If a player is a member of the 
  alliance, or a player spends an influence point 
  with the alliance, they will be told that it is an 
  expensive and dangerous establishment.  They 
  will also be warned not to expect any help from 
  the Caltaran sheriff. 
  • 
  The Pit Fighter’s Guild, The Temple of 
  Norebo – If the player is a member of one of 
  these organizations, or expends an influence 
  point with them, they will find out that the 
  mysterious Mandragore Gentleman’s Club 
  occasionally hosts private gladiatorial events. 
  • 
  The Circle of Crimson Stone – If the player is 
  a member of the Circle of Crimson Stone, they 
  will be able to find out that the Mandragore 
  Gentleman’s club is a high society club that has 
  dangerous individuals in charge.  They hold 
  private gladiatorial events that fight to the 
  death, and powerful circle members are 
  commonly invited to fight in these events. 
   
  Once the players are ready to leave for Caltaran, continue 
  to encounter four: The Door Man. 
  Encounter Four:  
  Lazarus Ludwid Zamenhof, 
  the Door Man 
  The following occurs after the players have finished all 
  the business they need to take care of in Dyvers in 
  preparation for a trip to Caltaran. 
   
  The journey from Dyvers to Caltaran proves 
  uneventful.  The directions provided by Jerrad lead 
  you to what is apparently a warehouse near the river's 
  edge.  A lone sign above a single door reads "Mr. 
  Reinhold Neibur: Fine Antiquities."  
   
  This warehouse is three stories tall and has windows on 
  the third floor. (See map).  There is a massive double door 
  that is locked with chains and padlocks.  A smaller door 
  within the larger double doors has a sliding bolthole that 
  is closed and barred over. 
   
  If the players knock on the door, the bolthole will open 
  at eye level (for a human).  The face of a half-orc can be 
  seen inside.  The half orc will speak the following: 
   
  Bonan Nokton, Kion Vi... Ah, Gentlemen.  This is a 
  private residence, please state your business... 
   
  Lazarus Ludwig Zamenhof is the half-orc doorman for 
  the Mandragore Gentleman's club.  He initially begins to 
  speak League Cant to the players before he suspects that 
  they are not members of the Mandragore Club, and 
  switches to common.  
   
  League Cant: Everyone within the Mandragore club will 
  speak league cant.  It is essentially Esperanto, if you want 
  to make up some conversations. (What, you don't speak 
  Esperanto?) 
   
  Putting on the Ritz:  Everyone within the Mandragore 
  club is dressed in courtly clothing.  If the players come 
  without courtly clothes, or if they insist on bringing 
  obvious weapons and armor into the club, they will stick 
  out!  Zhamenhof will know that they are not members of 
  the Mandragore Club and will inform Arcite. 
   
  Zamenhof will not answer any questions, nor will he 
  respond to anything except the phrase: "Mi volas 
  brakumi tiun sciuron."  Zamenhof will laugh and reply: 
  "Mi ne scias pri kio vi parolas."   
   
  Zamenhof will open the door and allow entry into the 
  Mandragore Gentleman's club *ONLY* if the card from 
  "Drinks at the half pint with Jerrad" is handed to him 
  
  Legacy of Elemental Evil 
   
  Page 9 
  through the bolt hole.  If the players do not display the 
  card, he will be polite and firm, dodging all questions, 
  providing no information, and insisting that the players 
  have made a mistake in coming to this residence. 
   
  Jerrad added the phrase "Mi volas brakumi tiun sciuron" 
  to the card after he opened and re-wrote a large portion of 
  Guildmaster Lassimer's letter.  It is a joke on the players 
  in the League Cant. It translates roughly to "Would you 
  like to pet my squirrel?"   
   
  Jerrad was at one time employed by the club as a barkeep. 
   As former employees usually leave the Mandragore Club 
  feet first, Jerrad is not overly eager to provide anything 
  but the minimum information.  Being a gnome, however, 
  he could not resist the practical joke. 
   
  Zamenhof will be amused if the players recite Jerrad's 
  phrase, but will not open the door to them until they give 
  him the card.  If the players attempt to combat 
  Zamenhof, give him the same statistics as the Orc Elite in 
  encounter six.  Zamenhof's actions will be to attempt to 
  close the door and to have the Caltaran city watch 
  summoned.   The players will have only 1 round to attack 
  him through the bolt hole, which provides 90% cover and 
  concealment. 
   
  The idea is that the players have to bluff and finesse their 
  way into the Mandragore Gentlemen's Club or stealthily 
  break in, as opposed to using brute force and ignorance 
  (frontal charge on the door).  Using brute force and 
  ignorance to get in will cause the watch to be summoned. 
   
  The Watch:  The Sheriff of Caltaran is not only lawful 
  evil, but is also a regular patron of the Mandragore Club 
  events.   If Zamenhof summons the watch they will 
  arrive in d20+10 rounds.   They will have sufficient 
  numbers and skill to subdue the party if they resist arrest. 
   It is a forgone conclusion. 
   
  • 
  The First time the watch is called: They will 
  insist that the party "clear off" and will arrest 
  anyone who refuses to leave, holding them for 1 
  time unit. The module is over for characters 
  who do not comply. The players can of course, 
  come back after the watch leaves...  
   
  • 
  The Second time the watch is called: They 
  will arrest the party and hold them for 1 time 
  unit.  The module is essentially over at that 
  point. 
   
   
  Encounter Five: Gambling Inside 
  the Club 
  The inside of the warehouse is decorated in high 
  luxury.  Polished hardwood floors cover the length of 
  the building, with the exception of a massive sunken 
  sand pit in the center.  There are tables inlaid with 
  silver scattered throughout the room, where people 
  seem to be participating in various games of chance.  
  The patrons of the Madragore Club include both men 
  and women.  All seem to be exceedingly wealthy and 
  are dressed in courtly style.  The pit is 80' in diameter 
  and 10' below the club floor level.  The sands are 
  stained with blood.  Combatants enter the pit from 
  concealed doorways below.  A large chalkboard 
  overhanging the pit bears the name "Brasheas" in one 
  box and the word "challenger" in another.  Odds of 6 
  to 1 are listed.  Several paired matches are listed 
  below the main, larger entry. 
   
  Nature of the Mandragore Club.  If you have seen 
  Stanley Kubrick’s movie "Eyes Wide Shut" you will get 
  the idea of the Mandragore Club members.  These are the 
  ultra-rich, the people to whom most laws don't apply.  
  They are decadent hedonists - ruthless, treacherous, 
  bored and evil to the core.   
   
  Gambling at the Mandragore Club:  As a large portion 
  of the treasure available is generated from wagers, the 
  players are encouraged to gamble.  The patrons of the 
  Mandragore are very wealthy and will bet on anything.  
  You are encouraged to supplement the gambling stations 
  listed below with any of your own games of chance that 
  are appropriate.  The players will be allowed to bet until 
  their winnings reach the gambling treasure cap for their 
  APL (see the treasure section at the end of the 
  encounter).  At the point when they can win no more, 
  Arcite will show up (see the end of this encounter.) 
   
  The Mandragore Club at a glance: 
  • 
  A large theatre in the round dominates one end 
  of the club. 
   
  • 
  The Circle of Crimson Stone organizes the 
  matches in the Mandragore Club. 
   
  • 
  A bar in the center is lit with magical lights that 
  play over the endless rows of fine alcohol 
  stacked in tiers along the wall.   
   
  • 
  Gambling dominates the club in various forms. 
   
  
  Legacy of Elemental Evil 
   
  Page 10 
  • 
  The Theatre in the round is a shooting range 
  set up with low tables on one end.  Upon the 
  table are placed three crossbows.  The buy-in to 
  become a shooter is 50 gold.  A player who hits 
  the mark will double their money.  Side bets 
  dominate the floor surrounding the stage.   
   
  • 
  The mark is a poor unfortunate who volunteers 
  to be strapped into a device that looks like 
  headgear connected to a counterweighted 
  clothes-line. The mark has a large cowbell hung 
  around his neck. The shooters take up positions 
  at a distance of 30 feet behind the low tables and 
  are blindfolded.  The counter-weight is loosed 
  whereupon the mark is dragged across the stage 
  at high speed by the straps affixed to his head, 
  cowbell a-ringing.  The mark gains a +4 dodge 
  bonus that replaces and negates the mark's 
  normal dodge bonus.  A miss will award the 
  mark 100 gold wheatsheaves, a hit will award 
  the mark nothing.  Box town indigents are 
  usually imported to Caltaran for this position, 
  trusting to luck to earn them a fortune and a 
  ticket out of Box Town. 
   
  • 
  The Bones Table: Bones is a game of chance 
  that involves dice shooters attempting to roll 
  the highest set of doubles with 2d6.  Wagers are 
  placed and the returns on the bets are doubled if 
  doubles are rolled.  The return for the shooter is 
  based on the double rolled.  The event of non-
  doubles pays the house.    
   
  Liadon, an ex-Ring of Steel master and criminal at large, 
  is seated near the Bones table.  Ring of Steel members 
  will automatically recognize him.  A Knowledge (local  - 
  Metaregion 2) [DC 12+APL] ill allow other players to 
  recognize him right away.  Liadon wears a tabard with a 
  white lion rampant upon a black field.  A gather 
  information check DC 15 reveals that this is the symbol 
  of the Dyvers Chapterhouse of the Ring of Steel.  Liadon 
  will recognize any Ring of Steel members who enter the 
  club.   They will also recognize him in turn. 
   
  �Liadon: male human Ftr2/Rog3: hp 32; see Appendix 
  One. 
   
  Liadon is a profiteer.  He is willing to do anything short 
  of committing an overtly evil act for the sake of profit.  
  Allow the players to question Liadon concerning the 
  nature of the Mandragore Gentlemen's Club.  Liadon will 
  answer the players’ questions in an attempt to stall for the 
  time it takes for the orcs to warn Arcite to prepare an 
  attack.  If the players seriously threaten Liadon, he will 
  make any deal necessary to spare his life for while he is 
  loyal to Arcite, he will make personal survival his first 
  priority.  Liadon will attack the party as soon as the Orcs 
  on the balcony begin to fire.  Liadon will not attack 
  Ring of Steel members unless they attack him first.  
  As soon as a fight breaks out, the patrons of the 
  Mandragore Gentlemen's club will run for the exit.  
    
  Zamenhof will move to alert and assist Arcite in the 
  event of a disturbance. 
   
  Some answers to the incidents involved with the 
  Mandragore Club that Liadon can tell the party about 
  (note Liadon will only part with this information to save 
  his life or for APLx10 gold per bit of information): 
   
  Liadon's Information about the Mandragore Club: 
   
  • 
  The Mandragore Club is a front for bloodsports 
  and gambling orchestrated by the Horned 
  Society. 
   
  • 
  The Ring of Steel has a vested interest in the 
  Mandragore Club. 
   
  • 
  Sethtun and Arcite, both high ranking members 
  in the Horned Society, seek the deaths of all the 
  Dyvers chapterhouse who follow the path of 
  good set down by ex-Hierarch Rion Ganus.  
  Arcite is bound by the Codex and will not attack 
  RoS members unless he is attacked first.  
  Sethtun is a vampire, but is not a member of the 
  RoS and enjoys slaying heretical members of 
  the Dyvers chapterhouse... slowly. 
   
  • 
  Sethtun the vampire is here and will kill the 
  party before they can exit the club. (This is 
  untrue) 
   
  The party will be allowed to mingle, gamble, drink etc., 
  until they threaten violence, cause an open disturbance, 
  or seek to leave the main floor of the warehouse.  At that 
  point, the thirty Orc elite guard will quickly file out onto 
  the balcony from various alcoves.  Be sure the players 
  feel overwhelmingly endangered by the orcs.  After 
  all, their only chance is to accept whatever terms are 
  offered them. Arcite steps to the Balcony and speak to the 
  players: 
   
  "So! You dare to enter the Mandragore Club 
  unbidden.  Such an act shows either courage or 
  stupidity.  I have decided to give you a chance for life. 
  
  Legacy of Elemental Evil 
   
  Page 11 
   You will fight in the pit tonight in four matches.  I 
  will wager something that will be of interest to you, 
  an item of great value:  The Griffon Shield, heirloom 
  to the Knight-Commanders of Westguard.   If you can 
  best my four champions, I will let you leave in peace 
  with your prize.  Refuse my challenge, and I will have 
  100 Caltaran innocents slain in their beds tonight... 
  even if you should manage to defeat us here. 
   
  The Crowd cheers.  
   
  Do you have the stones to fight my four champions, 
  or shall I shoot you down where you stand? 
   
  If the players agree to fight the champions, they will be 
  led by Zamenhof into the sand pit.  He will explain that 
  they are to fight four consecutive champions in combat.  
  Continue to Encounter Seven: The Four Matches. 
   
  If the players do not agree to fight the champions, or 
  run for the door, a fight breaks out. Continue to 
  Encounter Six: Resisting the Challenge. 
   
  Treasure: 
   
  APL 4: C: 50 gp; M: 0 gp 
   
  APL 6: C: 75 gp; M: 0 gp 
   
  APL 8: C: 100 gp; M: 0 gp 
   
  APL 10: M: C: 300 gp; M: 0 gp 
   
  APL 12: M: C: 600 gp; M: 0 gp 
   
   
  Encounter Six: Resisting 
  the Challenge 
   
  This encounter only occurs if the players make a run for 
  the door after being challenged, or attempt to fight Arcite 
  and his forces. 
   
  Tactics: The orcs pour arrow fire into the players, 
  targeting spellcasters first.  Arcite will attack with his 
  retinue of spells.  Arcite is an ex-Master of the Ring of 
  Steel.  He still holds to the Code and will not attack any 
  Ring of Steel members until they attack him first.  He 
  will instead attempt to immobilize or contain RoS 
  members with slow or wall of ice.  The crowd will scatter 
  in the event of open melee. 
   
  If the players fight Arcite and the Orc guards, he is true 
  to his word.  One hundred Caltaran innocents will be 
  murdered later in the night as retribution for the players’ 
  attack. 
   
  The Balcony: The Balcony is accessed from a circular 
  stairwell that leads to a concealed door in the cellar below 
  the warehouse.  The balcony is 20' above the main floor 
  and circles the room, providing 360 degrees of missile 
  fire opportunity.  The balcony is manned by Orc Elite 
  who are provided cover from opponents on the floor 
  below. Also present on the balcony is the mage, Arcite. 
   
  We run out the front door: The heavy wooden doors are 
  of course blocked and barred by now, but the players can 
  attempt to force them or break them.  If they do, they 
  find the sheriff outside with a large group of deputies.  
  He will arrest the players which ends the adventure and 
  costs them an additional 1 time unit while they work 
  through the Dyvers legal system. 
   
  All APLs (EL 14) 
  �Orc Elite (30): male orc Ftr3: hp 35 each; see 
  Appendix One. 
  �Arcite: male human Sor8: hp 49; See Appendix One. 
   
   
  Encounter Seven: 
  The Four Matches. 
   
  Give the matches the air of a gladiatorial arena.  The 
  crowd will cheer, boo, throw things, and bet upon the 
  outcome.   
   
  A Spot check [DC 5+APL] will reveal that the walls are 
  studded with bits of rusty metal and broken glass.  Before 
  each match, read the following: 
   
  Arcite takes out a talisman shaped like a concentric 
  spiral.  "Elder elemental eye, I call upon your power!" 
   The talisman in hurled into the pit.   
   
  The Talismans are minor relics of elemental power that 
  act as a variant of Summon Elemental, calling forth the 
  denizens listed below: 
   
  Between each match Arcite will wait until all the bets 
  have been collected on.  This means that the players have 
  time to prepare for the next match.  If the players should 
  attempt to escape, Arcite will warn them to stop.  If they 
  persist, the orc elite will fire on them. 
   
  Match One: If the earth elemental uses its push ability 
  to push players into the walls, it will result in an extra 1d3 
  damage as the walls are embedded with shards of broken 
  glass and sharp metals. 
   
  
  Legacy of Elemental Evil 
   
  Page 12 
   
   
  APL4 (EL 3) 
  �Medium Earth Elemental: hp 30; see Monster 
  Manual. 
   
  APL6 (EL 5) 
  �Large Earth Elemental: hp 68; see Monster Manual. 
   
  APL8 (EL 7) 
  �Huge Earth Elemental: hp 152; see Monster Manual. 
   
  APL10 (EL 9) 
  �Greater Earth Elemental: hp 199; see Monster 
  Manual. 
   
  APL12 (EL 11) 
  �Elder Earth Elemental: hp 228; see Monster Manual. 
   
   
  Match Two: This match two involves an air elemental.  
  The air elemental will use their whirlwind ability on the 
  sandy floor to create dust storms, blinding their 
  opponents.  The whirlwind can also eject trapped 
  creatures into the wall for 1d3 damage. 
   
  APL4 (EL 3) 
  �Medium Air Elemental: hp 26; see Monster Manual. 
   
  APL6 (EL 5) 
  �Large Air Elemental: hp 60; see Monster Manual. 
   
  APL8 (EL 7) 
  �Huge Air Elemental: hp 136; see Monster Manual. 
   
  APL10 (EL 9) 
  �Greater Air Elemental: hp 178; see Monster Manual. 
   
  APL12 (EL 11) 
  �Elder Air Elemental: hp 204; see Monster Manual. 
   
   
  Match Three: This match three involves a fire 
  elemental. 
   
  APL4 (EL 3) 
  �Medium Fire Elemental: hp 26; see Monster Manual. 
   
  APL6 (EL 5) 
  �Large Fire Elemental: hp 60; see Monster Manual. 
   
  APL8 (EL 7) 
  �Huge Fire Elemental: hp 136; see Monster Manual. 
   
  APL10 (EL 9) 
  �Greater Fire Elemental: hp 178; see Monster Manual. 
   
  APL12 (EL 11) 
  �Elder Fire Elemental: hp 204; see Monster Manual. 
   
   
  Match Four: This match four involves a water 
  elemental.  At the start of match four, the pit is flooded 
  with water to a depth of 1 foot.   This allows the water 
  elemental to and gain the benefits of their water mastery. 
   
  APL4 (EL 3) 
  �Medium Water Elemental: hp 30; see Monster 
  Manual. 
   
  APL6 (EL 5) 
  �Large Water Elemental: hp 68; see Monster Manual. 
   
  APL8 (EL 7) 
  �Huge Water Elemental: hp 152; see Monster Manual. 
   
  APL10 (EL 9) 
  �Greater Water Elemental: hp 199; see Monster 
  Manual. 
   
  APL12 (EL 11) 
  �Elder Water Elemental: hp 228; see Monster Manual. 
   
  When the party has defeated the last of the Elemental 
  champions: 
   
  The crowd begins to chant "Live, live, live, live." A 
  rain of golden wheatsheaves showers the sand pit, 
  hurled by the appreciative audience.   
   
  The crowd grows silent as Arcite motions his hands to 
  speak: “I applaud you, none before you have faced the 
  four elements and lived.  The Griffon Shield is yours.  
  Go now before I change my mind and summon the 
  Sheriff to cart you off to prison...” 
   
  The players now have the opportunity to leave or fight.  If 
  they decide to leave, Zamenhof retrieves the Griffon 
  Shield for them before they leave. If they decide to fight, 
  they will be forced to battle Arcite, Liadon, Zamenhof, 
  and the orc elite (see Encounter Six: Resisting the 
  Challenge.)  
   
   
   
  
  Legacy of Elemental Evil 
   
  Page 13 
   
   
  Treasure: 
   
  APL 4: L: 0 gp; C: 30 gp; M: Griffon Shield (868 gp 
  per character). 
   
  APL 6: L: 0 gp; C: 60 gp; M: Griffon Shield (868 gp 
  per character). 
   
  APL 8: L: 0 gp; C: 102 gp; M: Griffon Shield (868 gp 
  per character). 
   
  APL 10: M: L: 0 gp; C: 532 gp; M: Griffon Shield (868 
  gp per character). 
   
  APL 12: M: L: 0 gp; C: 812 gp; M: Griffon Shield (868 
  gp per character). 
   
   
  Conclusion 
  Upon leaving, the players will be followed out by an 
  enthusiastic patron, who will insist on buying the party 
  ale at a nearby tavern.  He is wearing a holy symbol that 
  can be identified with a successful Knowledge (religion) 
  check [DC 15] as a symbol of Fharlanghn.  The stranger 
  will introduce himself as Graele, a traveler and 
  performer. 
   
  There, he will ask them how they managed to get inside 
  such an exclusive club.  If any of the players are members 
  of the Alliance, he will send them a secret message 
  informing that he is a member of the Alliance seeking 
  information.  Upon a successful Sense Motive check (DC 
  15+APL), the secret message can be noticed by any of the 
  other players. 
   
  Graele will gladly listen to any of the players stories, and 
  enthusiastically provide them with all the drink they 
  wish.  (The tavern is small, and no expensive vintages are 
  available.)   When the players have had enough, he will 
  wish them well and see them off to a nearby inn. 
   
  If the players visit the Cartographer’s Guild, they will be 
  paid for delivering the books (see treasure section below.) 
   
  Treasure: 
   
  APL 4: C: 50 gp; M: o gp 
   
  APL 6: C: 75 gp; M: o gp 
   
  APL 8: C: 100 gp; M: o gp 
   
  APL 10: M: C: 300 gp; M: o gp 
   
  APL 12: M: C: 600 gp; M: o gp 
  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: A Gentleman’s Packet 
  Surviving the Scholar immolation trap (EL 4) 
   
  APL 4: 
  120 xp 
   
  APL 6: 
  120 xp 
   
  APL 8: 
  120 xp 
   
  Encounter Two: Drinks at the Half-Pint with 
  Jerrad Garrick 
  Returning Jerrad's "booster chair" books to the Tower of 
  Pentacles or keeping them. 
   
  APL 4: 
  75 xp 
   
  APL 6: 
  90 xp 
   
  APL 8: 
  105 xp 
   
  APL 10: 
  120 xp 
   
  APL 12: 
  135 xp 
   
  Encounter Six: Resisting the Challenge 
  Defeating Arcite and his Orc Elite (EL 14) 
   
  APL 4-12: 
  360 xp 
   
  PLEASE NOTE: Players can only gain experience for 
  either Encounter Six OR Encounter Seven.  Under no 
  circumstances can the players gain more experience 
  than the maximum shown on the adventure record. 
   
  Encounter Seven: The Four Matches 
  Defeating the Earth Elemental 
   
  APL 4: 
  90 xp 
   
  APL 6: 
  150 xp 
   
  APL 8: 
  210 xp 
   
  APL 10: 
  270 xp 
   
  APL 12: 
  330 xp 
   
  Defeating the Air Elemental 
   
  APL 4: 
  90 xp 
   
  APL 6: 
  150 xp 
   
  APL 8: 
  210 xp 
   
  APL 10: 
  270 xp 
   
  APL 12: 
  330 xp 
   
  Defeating the Fire Elemental 
   
  APL 4: 
  90 xp 
   
  APL 6: 
  150 xp 
   
  APL 8: 
  210 xp 
   
  APL 10: 
  270 xp 
   
  APL 12: 
  330 xp 
  
  Legacy of Elemental Evil 
   
  Page 14 
  Defeating the Water Elemental 
   
  APL 4: 
  90 xp 
   
  APL 6: 
  150 xp 
   
  APL 8: 
  210 xp 
   
  APL 10: 
  270 xp 
   
  APL 12: 
  330 xp 
    
  Discretionary Roleplaying Experience 
   
  APL 4:  
  60 xp 
   
  APL 6: 
  90 xp 
   
  APL 8: 
  120 xp 
   
  APL 10: 
  150 xp 
   
  APL 12: 
  120 xp 
   
  Total Possible Experience  
   
  APL 4: 
  675 xp 
   
  APL 6: 
  900 xp 
   
  APL 8: 
  1,125 xp 
   
  APL 10: 
  1,350 xp 
   
  APL 12: 
  1,575 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
   
  Treasure Key: 
   
  L = Looted gear from the enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Two: Drinks at the Half-Pint with 
  Jerrad Garrick 
  Retrieving the reward for returning the books to the 
  Tower of Heralds. 
   
  APL 4: L: 0 gp; C: 40 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 60 gp; M: 0 gp 
   
  APL 8: L; 0 gp; C: 80 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 120 gp; M: 0 gp 
   
  Encounter Five: Gambling Inside the Club 
  Winning gold from betting at the Mandragore 
  Gentlemen's Club. 
   
  APL 4: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 75 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 600 gp; M: 0 gp 
   
  Encounter Seven: The Four Matches 
  The Crowd tosses coins into the sand pit in appreciation 
  of the players’ fighting prowess, and the players are 
  rewarded with the Griffon Shield. 
   
  APL 4: C: 200 gp; L: 0 gp; M: (Griffon Shield, 868 gp 
  per character.) 
   
  APL 6: C: 300 gp; L: 0 gp; M: (Griffon Shield, 868 gp 
  per character.) 
   
  APL 8: C: 400 gp; L: 0 gp; M: (Griffon Shield, 868 gp 
  per character.) 
   
  APL 10: C: 500 gp; L: 0 gp; M: (Griffon Shield, 868 gp 
  per character.) 
   
  APL 12: C: 600 gp; L: 0 gp; M: (Griffon Shield, 868 gp 
  per character.) 
  
  Legacy of Elemental Evil 
   
  Page 15 
  Conclusion 
  Payment from the Cartographers Guild. 
   
   
  APL 4: L: 0 gp; C: 50 gp; M: o gp 
   
  APL 6: L: 0 gp; C: 75 gp; M: o gp 
   
  APL 8: L: 0 gp; C: 100 gp; M: o gp 
   
  APL 10: L: 0 gp; C: 300 gp; M: o gp 
   
  APL 12: L: 0 gp; C: 600 gp; M: o gp 
   
  Total Possible Treasure:  
   
  APL4: 
  600 gp 
   
  APL6: 
  800 gp 
   
  APL8: 
  1,250 gp 
   
  APL10: 
  2,100 gp 
   
  APL 12: 
  3,000 gp 
   
  Adventure Record Information 
   
  �Influence with a Stranger: The players have 
  explained their actions to a stranger, and the stranger is 
  thankful… 
   
  �Enmity of the Mandragore Club:  If the players 
  attempted to infiltrate the Mandragore Gentlemen's Club 
  and failed, or if they declined the challenge of the four 
  elementals and instead fought Arcite and his Orc 
  bodyguard, they have earned the permanent enmity of 
  the members of the Mandragore Club. 
   
  �A Folio Fragment: A torn interior section from the 
  Niadeen Codex aka The Histories of the Ring aka the 
  Ring of Steel.  The pages are thick vellum and have thin 
  golden cornerlets studded with purple gems to separate 
  several chapters.  The Ring of Steel (RoS) codex is the 
  compilation of the Niadeen edicts and all the following 
  amendments that form the rule of law for the mercenary 
  organization (which later adopted the name: The Ring of 
  Steel.) The codex is very valuable to the RoS organization 
  as its transferal marks a ceremonial passage of leadership 
  between the chapter houses.  While the RoS (read 
  Horned Society) rule of law forbids the chapter houses 
  from direct conflict with each other, nothing prevents 
  hired agents of the Horned Society from doing bodily 
  harm to Dyvers Chapterhouse RoS brethren in order to 
  regain the Codex.  Absolutely nothing protects non-
  members of the RoS from Horned Society reprisals in an 
  effort to regain the Codex.  See RoS appendix and player 
  handouts. 
   
  Market Price: 1,200 gp; Frequency: Adventure. 
   
   
   
   
  �Permanent Influence point with the Westguard 
  Garrison:  Returning the shield to the Knights of 
  Westguard will grant a permanent influence point with 
  the Knight-Commander and garrison at Westguard.   
   
  �The Griffon Shield: This +3 mithral large shield is an 
  heirloom of the Knight-Commanders of Westguard.  The 
  shield device is Argent, a griffon rampant gold.  
  Retaining the shield grants a +2 circumstance bonus to 
  Diplomacy checks with denizens of Westguard. 
   
  Market Price: 10,420 gp; Frequency: Adventure. 
   
  �Imprisoned: You have been imprisoned for one time 
  unit for disturbing the peace. 
   
  �Responsible for innocent deaths: Your actions have 
  caused the death of a hundred innocent people in the city 
  of Caltaran.  As a result, you carry a certain burden of 
  guilt for this atrocity.
  
   
  Legacy of Elemental Evil 
   
  Page 16 
  Appendix One: NPCs 
   
  Encounter One: A Gentleman’s Packet 
   
  �Erec: Male Human Exp1; CR ½; medium-size 
  humanoid; HD 1d6+1; hp 7; Init +1; Spd 30 ft.; AC 11, 
  touch 11, flat-footed 10;  Base Atk +0; Grp +1; Atk +1 
  Melee (1d3+1, unarmed strike); AL LN; SV Fort +1, Ref 
  +1, Wil +3; Str 12 , Dex 12 , Con 12, Int 12, Wis 12 , Cha 
  12. 
    Skills and feats: Appraise +7, Concentration +5, 
  Decipher Script +7, Forgery +5, Knowledge (geography), 
  Knowledge (history) +5, Knowledge (local – Metaregion 
  2) +5, Profession (scribe) +5; Diligent. 
    Possessions: Books (see Encounter One), scholar’s outfit. 
   
   
  Encounter Four: The Door Man 
   
  �Lazarus Ludwig Zamenhof: Male Halforc Ftr8; CR 8; 
  medium-size humanoid; HD 8d10+24; hp 69; Init +0; Spd 
  30 ft; AC 14, touch 10, flat-footed 14; Base Atk +8; Grp 
  +10; Atk +10 melee (1d8 + 3/19-20, longsword); Full Atk 
  +10/+5 melee (1d8 + 3/19-20, longsword); AL NE; SV 
  Fort +9, Ref +2, Will +4; Str 14, Dex 10, Con 16, Int 13, 
  Wis 14, Cha 11. 
    Skills and Feats: Intimidate +11, Jump +11, Swim +9; 
  Cleave, Combat Expertise, Great Cleave, Improved Bull 
  Rush, Improved Disarm, Improved Grapple, Improved 
  Unarmed Strike, Power Attack. 
    Possessions: longsword, chain shirt. 
   
  �Liadon: Male Human Ftr2/Rog3; CR 5; Medium-size 
  humanoid; HD 2d10+3d6+5; HP 33; Init: +6; Spd 30ft.; 
  AC 16, touch 12, flat-footed 14; Base Atk +4; Grp +7; Atk 
  +7 melee (1d8+3/19-20, longsword) or +6 ranged (1d10, 
  heavy crossbow); SA Sneak attack +2d6; SQ Evasion, 
  Uncanny Dodge (dex bonus to AC); AL LE; SV Fort +5 
  Ref+5 Will+3; Str16, Dex14, Con12, Int12, Wis14, Cha14. 
    Skills and Feats: Climb+6, Hide+5, Intimidate +7, Jump 
  +6, Move Silently +5, Open Locks +7, Spot +7, Tumble +5, 
  Use Magic Device +7; Blind-fight, Combat Expertise, 
  Combat Reflexes, Improved Feint, Improved Initiative.  
    Equipment: 90 gp, Chain shirt, heavy crossbow, 
  longsword. 
  Encounter Six: Resisting the 
  Challenge 
   
  �Orc Elite: Male Orc Ftr3; CR 3; Medium-size 
  humanoid; HD 3d10+9; hp 31; Init +3; Spd 20 ft.; AC 18, 
  touch 13, flat-footed 15; Base Atk +3; Grp +5; Atk +5 
  melee (1d8+3/19-20, longsword) or +6 ranged (1d10/19-
  20, heavy crossbow); AL NE; SV Fort +6, Ref +3, Will -1; 
  Str 14, Dex 16, Con 16, Int 10, Wis 8, Cha 7. 
   
  Skills and Feats: Intimidate +0, Listen +0, Spot +0; 
  Point Blank Shot, Rapid Reload, Rapid Shot, Weapon 
  Focus (Heavy crossbow). 
   
  Possessions: 
  breastplate, 
  longsword, 
  Heavy 
  Crossbow, 60 bolts.   
   
  �Arcite: Male Human Sor8; CR 8; medium-size 
  humanoid; HD 8d4+16; hp 41; Init+5; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14; Base Atk +4; Grp +4; Atk +7 
  melee (1d6/18-20, rapier); Fort +4 Ref +4 Will +7; Str 10 
  Dex 14 Con 14 Int 12 Wis 12 Cha 16. 
    Skills and feats: Bluff + 14, Concentration +13, 
  Knowledge (arcana) +12, Spellcraft +12; Greater Spell 
  Focus (Evocation), Spell Focus (Conjuration), Spell Focus 
  (Evocation), Weapon Finesse: Rapier. 
    Sorcerer Spells Known (6/7/7/6/3; save DC 13 + spell 
  level): 0-acid splash, daze, detect magic, detect poison, 
  flare, message, ray of frost, read magic; 1
  st- burning hands, 
  color spray, mage armor, magic missile, shield; 2
  nd- false 
  life, glitterdust, scorching ray; 3
  rd-lightning bolt, slow; 4
  th-
  wall of ice. 
  Possessions: Noble’s outfit, rapier. 
   
  Description: Arcite is an ex-Master of the Ring of 
  Steel.  He still holds to the Code and will NOT attack any 
  Ring of Steel members until they attack him first.  He 
  will instead attempt to immobilize or contain RoS 
  members with Slow or Wall of Ice.  He will attack 
  invisible party members first. 
  
   
  Legacy of Elemental Evil 
   
  Page 17 
  Appendix Two: Brief History of the Ring of Steel 
   
  The ritual and regalia present within the ceremonies of 
  various chapter-houses hint that this mercenary group 
  dates back to the mid 5th century and the rise of the 
  Knights of the Holy Shielding.  The official foundation 
  of the Brotherhood of Niades, the precursory order of 
  what was to become the Ring of Steel, coincided with 
  the outbreak of hostilities between the Horned Society 
  and the Shield lands. This twenty-year series of 
  campaigns is referred to in the Histories of the Ring as 
  the Kin slayer wars due to the high incidence of 
  brother mercenaries employed by opposite sides to 
  fight against each other.  The Niadeen edicts that 
  followed were to a large extent a reaction to the 
  bloodshed that decimated the rolls of the Brotherhood. 
   Never again would the Brotherhood be divided against 
  itself.  These edicts formed the spirit of a text that 
  would come to be known as the Ring of Steel.  The 
  Ring of Steel is a series of laws that codifies the 
  Contract and the behavior of all mercenary chapter 
  houses that adhere to its tenets.  With the passage of 
  time the mercenary collective descended from the 
  Brotherhood of Niades took on the title of their code 
  of laws: The Ring of Steel.  
   
  The Ring of Steel is founded on the maxim of never 
  breaking the Contract. The agreement between these 
  mercenaries and their patrons holds the power of an 
  oath. Once entered into, the Contract is seen through 
  to its completion or to the death.  Stories within the 
  Histories of the Ring abound concerning the patience 
  and endurance with which the Contract has been 
  carried out.  A legendary example involved a 
  mercenary bodyguard who stalked the assassin of his 
  Lord for nine years until he himself was slain, only to 
  come back from the grave to finish his vengeful task.   
   
  One of the few historic Contract exceptions involved 
  two opposing armies at the battle of Admundfort. Both 
  sides employed companies of the Ring of Steel. As the 
  two armies clashed together, the companies were 
  pitted, one against the other.  Upon meeting, the Ring 
  Hierarchs allied and fought clear of the battlefield, 
  much to the surprise of both the Shieldlanders and the 
  forces of Iuz.  With their employment in the 
  Shieldlands at an end, a large portion of the Ring of 
  Steel mingled with those who sought refuge in Dyvers, 
  a city renowned for its employment of mercenary 
  militia. 
   
   
   
   
  The mercenaries who form the Dyvers chapter house 
  of the Ring of Steel are composed largely of the 
  warriors and militant spell casters who immigrated to 
  the City of Sails following the Greyhawk Wars.  A 
  growing minority of Dyvers natives are joining the 
  Ring of Steel in order to benefit from the Ring's solid 
  reputation in securing employment both within the 
  city of Dyvers and with various private interests in the 
  area.  The Ring of Steel has ties with the City Watch as 
  well as Dyvers Military branches.  Many of the Ring of 
  Steel brethren have chosen careers in both.  Members 
  of the Dyvers chapter house serve as guards for 
  important personages, establishments, and goods 
  shipped.  Adventuring is also a commonplace 
  supplemental income. 
   
  The Ring of Steel exists for the purpose of making a 
  profitable career of armed conflict.  The nature of this 
  employment tends to enroll neutral and lawfully 
  aligned individuals into the ranks, although the Dyvers 
  chapter house is inclusive of any who can fulfill the 
  varied demands of Contract work.  Recruitment is by 
  word of mouth.  Application is by demonstration of 
  martial and magical prowess before the chapter 
  Hierarch or a panel of Masters.  If accepted, the 
  applicant undergoes a series of trials during a 
  probationary 
  period. 
   
  Affiliation 
  with 
  other 
  organizations is acceptable, although unswerving 
  adherence to the Contract is paramount to maintaining 
  the 
  mercenaries' 
  reputation.
  
   
  Legacy of Elemental Evil 
   
  Page 18 
   Judge’s Map 1: The Half-Pint Pub 
   
  
   
  Legacy of Elemental Evil 
   
  Page 19 
  Judge’s Map 2: The Warehouse (Main Floor) 
  
   
  Legacy of Elemental Evil 
   
  Page 20 
  Judge’s Map 3: The Warehouse (Second Floor) 
  
   
  Legacy of Elemental Evil 
   
  Page 21 
  Judge’s Map 4: Warehouse (Third Floor) 
  
   
  Legacy of Elemental Evil 
   
  Page 22 
  Player Handout 1: Dropped Folio Fragment 
   
  A damaged journal section describing the affairs of the Dyvers Chapterhouse of the Ring of Steel:  
   
  The room partially faded as a ghostly form appears, an old man wearing the tabard of the Dyvers Ring of Steel.  The 
  ghostly portion of the tower appears ruined, open to the daylight outside.  Evidence of fire and siege pockmark the 
  translucent remains of the room.  Outside, an insubstantial Dyvers lies before us, scorched by fire and magic.  Scarlet 
  Brotherhood monks supervised long lines of demi-human slaves as they sift through the rubble that was once Dyvers. 
   
  "It must be right," the old man says.  "I cannot see or hear you, but I know you are there.  The blood rite has shown you 
  to me, wallowing in the dim mud of history.  Clearchus bids me call to you, long dead though you are in my time.  
   
  The dark god seeks the Hierarch from the ashes... you must find him first.  Look for signs, portents.  Look to the fading 
  land, the Fey realm.  The worlds are still open in your time, though the door is closed to me."  The old man traces the 
  circuit of a concentric spiral upon the wall in blood.  "Go now, the door is opened to you." 
   
  Another damaged section of the Folio fragment reads: 
   
  The Final battle draws near.  I have caused the following inscription to be placed in the barasi point tower of the Savage 
  realm. 
   
  "Rion Ganus, in his wisdom, sundered the codex before his sacrifice to save the brotherhood.  The three fragments are 
  scattered, hidden from the dark one and his minions.  The first fragment lies in a corpse-less tomb of gold.  The second 
  is grasped in the clutches of the Mandragore.  The third is housed in the library of the Shadowmancer.  The codex 
  awaits the Hierarch from the ashes." 
   
   
   
   
   
  Players Handout 2: Dropped Book 
   
  This book is entitled “The Battle of Emridy Meadow: A Concise History”by the sage Burroe. 
   
      This is a leather-bound quarto sized journal of about 100 pages.  It details the routing of the forces of Elemental Evil at 
  Emridy field.  It has lots of maps. 
   
   
   
   
   
  Players Handout 3: Dropped Book 
  This book is entitled “The Ring of Steel: Conflict in the Shieldlands” by the sage Burroe. 
   
   This quarto is bound in leather similar to the other dropped book.  It has lots of maps. This book concerns itself with 
  the history of the Kinslayer wars that occured after Iuz sacked the city of Molag.  It details the destruction of the 
  Horned Society and the migration of companies of Ring of Steel mercenaries to various parts of Oerth following the 
  Greyhawk wars.  The book mentions a mighty warrior named Sethtun who was mortally wounded at the sack of Molag 
  and left for dead, only to be brought across into undeath by the vampire Ivaine, progeny of Gulthias. 
  
   
  Legacy of Elemental Evil 
   
  Page 23 
  Players Handout 4: Jerrad Garrick's letter 
   
  The following note is neatly scribed. 
   
  Greetings and well met.   
   
  Guildmaster Lassimer has been called away on important business matters and is unable to meet 
  with you concerning your recent assistance to the Cartographers guild.  The Cartographer's guild 
  would like you to deliver the books to their intended recipient, Reinhold Neibur's Fine Antiquities 
  in Caltaran.  The agents at the bonding house have graciously provided us with the address that is 
  enclosed within.  
   
  Once you have delivered the books, please return to the Cartographer’s Guild, and you will be paid 
  appropriately for making this delivery for the guild. 
   
  There is an address for Mr. Reinhold Neibur: Fine Antiquites.  The address places the establishment in bookseller's 
  alley, a section of Caltaran.  Being a cartographer, Guildmaster Lassimer included a map of the location. It is a 
  warehouse according to some Caltaran maps and indices that are included with the address.  The note has the mark of 
  Guildmaster Lassimer of the Cartographer’s Guild at the bottom. 
   
  In the margin is hand-scrawled another note, in a much sloppier script: 
  By the by, Reinhold Neibur's Fine Antiquities is a front for an organization called "The Mandragore Club."  Use the 
  playing card I included.  Speak the pass phrase at the door.  When you get inside, ask for Liadon.  He will be able to 
  point you in the direction you need to go. For gods' sakes, don't try to use brute force and ignorance to get in... you 
  won't like the results.  Ah there you are, I see you coming up the street now.  By the by, for future reference, though I 
  suppose it will be past reference when you read this... thank you for the mead.  I am a little bit short right now, but my 
  brother Jebedo will gladly repay you.  Look him up in Dyvers.  Leave a healthy tip for Mother... if you like drinking out 
  of clean glasses... or take your chances if you like.   -Jerrad Garrick 
   
   
   
  Player’s Handout 5: The Playing Card 
   
   
  This is a heavy stock playing card.  One side of the playing card displays an open hand 
  surrounded by a snake consuming its tail.  The number 6 is printed neatly in diametrically opposed 
  corners. 
   
   
  The other side of the playing card has writing on it: 
   
  Mi volas brakumi tiun sciuron. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/594/Normal Scenarios/DYV4-01 - Legacy of Elemental Evil (APL 4-12)/DYV4-01 - Legacy of Elemental Evil.pdf