TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  VEL7-02 
   
   
   
   
   
  Idle Hands 
   
  A One-Round Dungeons & Dragons
  ®  
  Living Greyhawk™ Veluna Regional Adventure  
   
   
   
  By David Kerscher 
  Triad Review: Brian Gilkison 
  Circle Review: Tim Sech  
  Playtesters: Bruce Hall, Michael Hebert, Beth Oliver, John Olszewski 
   
   
  Helping a lady in distress. Escorting travelers. Delivering a package. All parts of many adventures, but can they be an 
  adventure unto themselves?  Either a very simple or a very complex one-round Regional adventure set in the 
  Archclericy of Veluna for characters level 1-10 (APLs 2-8). Parties that include PCs subject to "Enmity of the Nobility" 
  (from VEL6-08) will not be able to experience this entire adventure. 
   
   
  Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins, David Noonan, 
  and Ed Stark], Miniatures Handbook [Michael Donais, Skaff Elias, Rob Heinsoo, and Jonathan Tweet], Player’s 
  Handbook II [David Noonan], Savage Species [David Eckelberry, Rich Redman, and Jennifer Clarke Wilkes], and Spell 
  Compendium [compiled by Matthew Sernett, Jeff Grubb, and Mike McArtor]; as well as many previous Veluna 
  adventures. 
    
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  VEL7-02 Idle Hands 
   
  Page 1 
  
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are 
  playing this adventure in 2008, check the current version 
  of the LGCS and follow any updated rules presented 
  within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Veluna Regional adventure 
  set in the Archclericy of Veluna.  All Veluna region 
  characters pay 1 Time Units per round, all non-Veluna 
  region characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
   
   
  The action and maneuvering in the back rooms of 
  politics sometimes spill over into the public eye, and 
  when they do it is usually not pretty.  This adventure 
  deals with the lead-up and aftermath of a political 
  assassination driven by diabolic influences, and the PCs’ 
  involvement therein.  To understand the motivations of 
  some of those involved, one must know (a) how the 
  Velunan political situation currently sits, and (b) the 
  history of one Lady Briella d’Fera. 
    
  Politics in Veluna Today: 
   
  The Celestial Order of the Moons is a council of 
  representatives from the seven noble families that are the 
  secular rulers of the diocese of Veluna.  The COotM 
  advises the Canon, who, as leader of the Church of Rao, is 
  also the ultimate head of Veluna.  Currently, there is 
  rising sentiment among certain factions that the power of 
  the Church has grown too strong, and that the nobles 
  must have a greater voice in running the country.   
   
  This disagreement on the council is the subtext for 
  the current debate, the question of who should be named 
  Plar of Veluna, and they have been unable to come to 
  terms and agree on a candidate.  The Plar is an honorary 
  title normally granted to the most powerful noble of the 
  Vale.  Because of recent events, the title is up for grabs, 
  and there are a few aspirants for it.  Whoever gains the 
  title should be able to set the tone for the COotM in the 
  near future.  
   
  To be selected the new Plar, a candidate must get a 
  2/3 vote in the seven-seat COotM.  (A sitting Plar could 
  be reconfirmed with a simple majority, but that is 
  impossible to reach since the “sitting” Plar, Redin 
  Sarneth, has disappeared from public view.  His father 
  Eldried has tried to reclaim the position for himself, but 
  his plans were foiled by adventurers.)  The council is 
  hung up right now – the representatives of Westin Mori 
  (Devarnish), Peter Basalle (Kempton) and Marcus Randis 
  (the new head of Whitehale diocese, as of VEL6-07) are 
  pro-noble to varying degrees and represent one side of 
  the debate, whereas those of Corbin Jamorrie (Lorrish) 
  and Darneath Grinish (Falsridge) are very pro-Church.  
  House Sarneth (Grayington) is temporarily out of the 
  picture with Redin in a monastery and Eldried divested 
  and forced to the sidelines.  That puts the count at 3-2 
  with Grayington unable to vote, and one diocese 
  unaccounted for.  
   
  That diocese is Valkurl, and its reigning noble, 
  Stephon Nital.  His true opinion is unknown, but it has 
  been thought that he most likely leans toward the 
  Church, as he was (until recently) engaged to Rachel 
  Landis, of the very pro-Church family who were (until 
  recently) rulers of Whitehale.  On the other hand, having 
  been 'outed' as a philanderer and dumped by Rachel, that 
  may not be the case anymore, if it ever was in the first 
  place.  Whatever his true position, Stephon Nital now 
  finds himself with the power of the swing vote that could 
  decide who is the next Plar, whether the nobles increase 
  their power – basically the future of Veluna.   
   
  Unfortunately for Nital, his past is about to come 
  back to haunt him, as the consequences of a spurned 
  lover’s misguided schemes are about to come crashing 
  down on him.  The realm of politics is fertile soil for 
  sowing evil and treachery, and a devil has come to plant 
  those seeds and reap the harvest.   
   
   
  VEL7-02 Idle Hands 
   
  Page 2 
  
  Lady Briella d’Fera: 
   
   A long time ago, the person known as Briella d’Fera 
  was a beautiful, ambitious young woman.  Now, that 
  person has been replaced by a devil, literally.  This is her 
  story.  [The sections in brackets illuminate the devil’s 
  twists and affectations regarding the truth, for use in 
  interacting with the PCs.] 
   
  Briella was born the daughter of a maid in CY572, in 
  the court of Westin Mori’s father in Devarnish. Her 
  father was never identified, but her mother intimated it 
  was a groom that passed through with a visiting 
  merchant.  [Briella the devil often exaggerates the plight 
  of the mother, or ‘admits’ to ‘fantasizing as a young girl’ 
  about her father being rich and powerful.]  
   
  As a young girl, she was allowed to play with the 
  Mori boys, though they couldn’t be called friends.  As 
  they grew older, Trisen Mori became infatuated with the 
  girl – a fact she was very aware of and able to take 
  advantage of to better her situation a bit.  [The current 
  Briella downplays this, but admits that Trisen did have a 
  schoolboy crush of sorts on her.]   
   
  In her young teens, she herself became a 
  handmaiden to one of the court’s lesser ladies.  A few 
  years later, while accompanying her mistress on a trip to 
  Veluna City, she met Stephon Nital at a party.  At that 
  time, Nital was not yet Baron – he was serving as 
  Valkurl’s representative on the Celestial Order.   Nital, 
  rake that he was, pursued and won the young woman.   
   
  Shortly after that (587), she left the Devarnish court 
  for good, to go to Veluna City and pursue a further 
  relationship with Nital. [The devil will play up ‘how 
  much in love’ she was, though in reality, the real Briella 
  was more in love with the potential wealth and status 
  involved with wedding Nital.]   
   
  She was successful in her pursuit to a point, 
  parlaying her affair into a position in Nital’s father’s 
  court.  This lasted a few months, until mid 588, when it 
  was discovered that she was carrying his child.  At that 
  time, he was about to assume the position of Duke, so his 
  family gave her a decent sum of money to get out of his 
  life in an attempt to prevent a scandal (and thus keep 
  open the possibility of a more socially advantageous 
  marriage).  The young woman was crushed.  [The devil 
  only plays this up if she plans on revealing her ‘change of 
  heart through Rao’ – see below] 
   
  She gave birth to Gurith in 589 in the town of Fera 
  in Furyondy, and has stayed there ever since, bitter and 
  plotting.  Her plots eventually led her into contact with a 
  harvester devil, who found her an easy target, and quickly 
  swayed her to evil by, among other things, allowing the 
  devil to ‘take her place’ in a plot against Nital.  [Of course 
  the devil will never reveal this.  Instead, she tells the tale 
  of how, with the help of a local priest, her anger and pain 
  were replaced by the peace and serenity of Rao.  The real 
  Briella is now dead, her soul fueling the fires of Baator.] 
   
  When she heard that many of Nital’s past affairs had 
  become public knowledge [something that the devil had 
  a hand in bringing about], “Briella”, now 25, has returned 
  to Veluna to seek a better life for her son.  While she “no 
  longer loves Nital, she is willing to marry him if it means 
  a better life for her son”.  [In reality, the devil sees the 
  situation as one rife with diabolic possibilities and the 
  boy (who does not realize a switch has occurred) as a 
  valuable piece in the game.] 
   
  See the Character Notes in the entry in Appendix 1 
  for personality, appearance, etc. 
   
  ADVENTURE SUMMARY 
  Part 1 – Grayington 
   
  The PCs find themselves in Grayington, a city 
  currently in the throes of unrest.  Here the PCs get a bit 
  of background on the political situation in Veluna, as well 
  as a look at what hasty decisions have wrought in the 
  past.   
  Encounter 1 – Sloth 
   
  PCs have a chance to help out Arnya, a lady in 
  distress and handmaiden to Lady Briella d’Fera. Helping 
  her out can lead them into an adventure.  Failing to do so 
  (being slothful) ends this adventure. 
  Encounter 2 - Pride 
   
  The PCs go to meet their potential employer at the 
  Golden Goose.  The proprietor there is a proud man, and 
  if the PCs’ pride gets the better of them, they may lose 
  their chance at adventure.   
   
  They meet Lady Briella d’Fera, who has been visiting 
  Eldried Sarneth.  Her advances repulsed, she now desires 
  escort to Valkurl by way of Devarnish – she had 
  previously sent her son back to Furyondy because of the 
  unrest in Grayington. 
  Part 2 – On the Road 
   
  The PCs, Briella, Arnya and Brote (the carriage 
  driver) travel to Devarnish.   
  Encounter 3 - Envy 
   
  Along the road, the PCs will get a chance to learn 
  more about the wealthy and potentially powerful Briella.  
  PCs are free to be envious without ending the adventure.  
  Encounter 4 – Gluttony 
   
  Somewhere along the road, the wagon is ambushed 
  by gluttonous water trolls.  
  Encounter 5 – Lust 
   
  If any PCs meet certain ‘criteria’ that she has for 
  potential lovers, Briella will make some overtures to 
  them.  The carriage driver, who has already fallen victim 
  to her ‘charms’, gets very jealous and attacks a PC – score 
  one soul for Briella. 
  Part 3 – Devarnish 
  VEL7-02 Idle Hands 
   
  Page 3 
  
   
  Once in Devarnish, Briella goes to meet with Duke 
  Westin Mori, and the PCs are told to be ready to leave 
  within a day or two, but otherwise left to their own 
  devices.  If they wish to, they may speak with members of 
  the Mori household staff, possibly getting more 
  information about Veluna politics, Westin Mori, and 
  Briella.   
   
  On the second day, Briella informs the PCs that their 
  departure will be delayed again.  Though her meeting 
  with Westin did not go well, Briella did manage to catch 
  the eye of his younger brother Trisen, and she has 
  accepted an invitation to spend some time with him.  
   
  NOTE THAT FROM THIS POINT ON, the 
  adventure can get very non-linear, and it is very possible 
  that the DM may be faced with an unforeseen set of 
  circumstances and/or possible PC actions.    
  Part 4 – A Side Trip 
   
  After a couple days, if no PCs in the party have 
  proved untrustworthy to the nobility in the past, the 
  party is summoned to take a mysterious package to 
  Valkurl on Trisen’s behalf. 
   
  (Trisen has decided to eliminate Stephon Nital, 
  thinking that Briella will be named regent of the diocese 
  in lieu of her young son, and that he will be able to marry 
  her and step into the throne.  Briella is, of course, not 
  dissuading these notions at all, ‘pushing’ Trisen towards 
  evil so as to reap his soul.)  
   
  Assuming the PCs agree to deliver the package, the 
  travel to Valkurl is easy and without incident. 
  Encounter 6A – Greed I 
   
  If the PCs give into their greed, and decide to see 
  what’s in the package, they’re in for a challenge.  
  Encounter 6B – Greed II 
   
  If they take the package as instructed, they will need 
  to locate the package’s destination, avoid/survive a 
  mugging, and deliver the package.  Part 5 – Valkurl  
   
  After returning to Devarnish, the PCs escort Briella 
  to Valkurl.  Later in the week, Stephon Nital gives a 
  public speech (rumored to address both his position on 
  the Church’s increasing power and his social situation) at 
  which the PCs might be present.  
   
  Depending on what the PCs did with the package in 
  Part 3, Stephon Nital or Trisen Mori may be assassinated. 
  Encounter 7 – Wrath 
   
   
  If Nital was assassinated: the law shows up to arrest 
  Briella, who hangs the PCs out to dry.   
   
  If Trisen was assassinated:  The assassins come after 
  the PCs for cheating them. 
  Conclusion  
   
  Depending on what the PCs have accomplished (or 
  not), they may be attacked by assassins sent by Trisen, 
  rewarded for stopping a murder plot, or be left 
  wondering what just happened. 
   
   
  PREPARATION FOR PLAY 
  • 
  Be very familiar with the overall plot, including all 
  possibilities and ramifications of various actions.  In some 
  ways this is a very fluid adventure, and you may need to 
  adjudicate on the fly. 
  • 
  Get the race, class and charisma of each PC.  This will 
  come into play in Encounter 5. 
  • 
  Find out if any PCs have “Enmity of the Nobility” 
  from VEL6-08 “Heart’s Lament”.  If any PCs have this 
  enmity, the party will not be entrusted with the mission 
  in Part 4.  PCs with “Enmity” that also have the “Favor of a 
  Noble” from VEL6-05 “Fox and Hounds” can avoid this 
  problem by crossing out “Favor of a Noble”.  Be sure 
  others at the table are aware of why they are being 
  excluded from part of the adventure. 
  • 
  Figure the Spot and Listen DCs for the PCs to sense 
  the invisible assassins in Encounter 7B (in case the PCs 
  have that pleasure).  You may also want to have the PCs 
  roll Spot and Listen checks in advance of the game, and 
  use one for this or similar checks. 
  • 
  Note that there are more potential encounters and 
  experience than a standard adventure.  The adventure 
  assumes that PCs do not choose or trigger every possible 
  option.  If they do (intentionally or not), they are still 
  subject to the experience and/or gold cap. 
   
  PART 1: GRAYINGTON 
   
  Grayington – once the most pious of Veluna’s 
  cities, she now sits on the brink of turmoil.  Her civic 
  leaders abdicated or missing and her religious leader 
  ineffective.  Factions are jockeying for position in the 
  game of politics, and that game is about to spill into 
  the streets.  Perhaps that is why many have fled the 
  city – then again, perhaps that is why you have come. 
   
  For now, daily life goes on – albeit without the 
  sense of calm and order that characterized Grayington 
  in years past.  Citizens go about their business with 
  purpose, and with a wary eye turned to possible 
  threats.  They are not used to this lack of security. 
   
  Each of you find yourselves in the street near the 
  marketplace – perhaps looking in a merchant’s 
  window, perhaps heading to the church, perhaps just 
  strolling along. 
   
   
  PCs have not come together as a group yet (unless 
  they normally travel together).  If they wish to Gather 
  Information individually, they may.  Any success gets the 
  DC 5 information as well as that of the DC achieved.  
  Other information is not cumulative.  When they are 
  finished talking, or if they don’t talk at all, proceed to 
  Encounter 1. 
  VEL7-02 Idle Hands 
   
  Page 4 
  
   
  Gather Information: 
  • 
  DC 5 – “Grayington isn’t what it used to be.  Been 
  going downhill ever since Eldried Sarneth stepped down. 
   No one really taking charge.  Bishop Harkin’s nice and 
  all, but he’s not good for much outside of church.” 
  • 
  DC 10 – “Eldried hasn’t been seen much lately. Stays 
  all holed up in the estate.  Prob’ly planning how to get his 
  position back.  That or how to get rid of Bishop Harkin.  
  Or maybe some other plot that some adventurers are sure 
  to mess up for him – he sure doesn’t like them folk – 
  maybe you oughta watch your back.”  
  • 
  DC 13 – “Rumor has it that Redin Sarneth has 
  become a priest, and is going to donate his family lands to 
  the Church.  I wouldn’t want to be near Eldried if that 
  happens!  Mark my words – if that happens, there’s gonna 
  be trouble.” 
  • 
  DC 16 – “I told you that Sarneth/Mori wedding was 
  only a political thing.  The old dog’s already auditioning 
  new ‘betrothed’s.  I hear there was one there yesterday 
  that was pretty as sin.  No idea what family she’s from 
  though.” 
  • 
  DC 20 –  “There’s no way that the Celestial Order 
  would allow the Church to become the civil authority in 
  Grayington as well as the secular – sets a bad precedent.  
  Even the nobles on the Church’s side right now would be 
  upset if that happened.  Still something’s got to be settled, 
  or the whole diocese is gonna be up for grabs.” 
  • 
  DC 25 – “Haven’t seen Brother Wood around for 
  ages – wasn’t he all order and law?  Sure could use some 
  of that around here.  Wonder what happened to him?  
  You hear that some minor noble’s kid was going around 
  stirring things up?  Just because – no reason.  Never 
  caught him, either.” 
   
  ENCOUNTER 1: SLOTH 
   
  Three rough-looking youths round a corner and 
  run down the street, laughing at some unknown joke, 
  quickly passing by where you stand.  Hardly any of 
  the other people on the street take any notice, and 
  those that do disinterestedly return to what they were 
  doing. 
   
  Shortly thereafter, from around the same corner, 
  comes an slightly older woman, running as best she 
  can in her simple blue dress, crying, “Stop!  Thieves!”  
  There doesn’t seem to be much intention among the 
  bystanders to offer any help. 
   
  APL 2 (EL 2) 
   
  Ruffians (3): human warrior 2; hp 16 each; see 
  Appendix 1. 
   
  APL 4 (EL 2) 
   
  Ruffians (3): human warrior 2; hp 16 each; see 
  Appendix 1. 
   
  APL 6 (EL 4) 
   
  Ruffians (3): human warrior 3; hp 22 each; see 
  Appendix 1. 
   
  APL 8 (EL 6) 
   
  Ruffians (3): human warrior 4; hp 30 each; see 
  Appendix 1. 
   
   
  (Note that each of these ELs has been reduced by 
  one due to the NPCs’ lack of level-appropriate 
  equipment.) 
   
   
  Tactics:  The ruffians do not fight to the death, and 
  in fact will attempt to flee when half of them have been 
  hurt or when one drops. 
   
  The bystanders will flee the area at the outbreak of 
  violence.  Some Grayington guards will eventually arrive, 
  but because of the situation in town, they are not notified 
  as promptly as usual, assume 5 minutes for them to arrive. 
   They will take the ruffians into custody if told what 
  happened, though no promise will be made of how long 
  they will remain there. 
   
   
  Treasure:  The PCs can get the following treasure off 
  of the ruffians.  (Note that the ‘coin’ is actually gems 
  which Arnya was to use to hire escorts.) 
   
  APL 2: Loot 1 gp; Coin 10 gp; Total 11 gp. 
   
  APL 4: Loot 1 gp; Coin 20 gp; Total 21 gp. 
   
  APL 6: Loot 1 gp; Coin 30 gp; Total 31 gp. 
   
  APL 8: Loot 1 gp; Coin 40 gp; Total 41 gp. 
   
   
  Development:  The lady in distress is Arnya, the 
  handmaiden of Lady Briella d’Fera (detailed in Encounter 
  2).  Arnya thanks the PCs for helping her, and inquires if 
  they might be willing to help her out even more.   
   
  Arnya tells them that she has been tasked with 
  hiring escorts for her mistress’ journey to Valkurl, and 
  apparently did not choose well.  The ruffians feigned 
  interest then stole the pouch her mistress had entrusted 
  to her.  Any other questions (like why they need escorts) 
  need to be asked of the Lady herself. 
   
  If the PCs decline, they are done with the adventure. 
   If they accept, Arnya will tell them to meet her at the 
  Golden Goose Inn, and to dress well.  If asked about this, 
  she explains that it’s a fancy place and the proprietor is 
  rather picky.  She can make wardrobe suggestions if need 
  be.   
   
  (PCs paying for Rich or Luxury upkeep will have no 
  problems, those paying Standard upkeep will need to 
  specify they are making an effort to ‘clean up’ or ‘make 
  VEL7-02 Idle Hands 
   
  Page 5 
  
  themselves presentable’.  Any PCs living off the land will 
  have problems at the Goose.)   
   
  When the PCs go to the Golden Goose, proceed to 
  Encounter 2.  If at any time, they wish to Gather 
  Information in Grayington, use the points mentioned 
  above.  
   
  ENCOUNTER 2: PRIDE 
   
  Even from the street, the Golden Goose has an 
  aura of luxury about it.  The stone and wood facade is 
  meticulously clean; there are colorful draperies in the 
  windows, and silver lanterns burn brightly on either 
  side of the green-painted door.  The place seems like 
  an island of civility within the sea of disorder that 
  Grayington has become. 
   
  A small plaque at one side of the door reads:  "The 
  Golden Goose - No weapons, no magic, no disturbing 
  your rest."  Tacked under the plaque is a hand-written 
  sign:  “Guards on premises.  Violence will not be 
  tolerated,” and, in a different hand, “No half-orcs.”   
   
   
  The following text assumes the PCs are “dressed 
  nice”, as Arnya suggested.  Adjust the text as needed if 
  they disregarded her request (the innkeep will ask they 
  leave – he doesn’t want ruffians and rabble-rousers in his 
  establishment). 
   
   
  A bell rings as you pass through the heavy 
  wooden door to find a sitting room full of overstuffed 
  chairs and sofas.  A warm fire roars in the fireplace, 
  and quiet music plays from an unseen source.   
   
  There are very few people here at the moment, 
  just an elderly couple seated by the fire, and a middle-
  aged man sitting near the manager’s desk.   All three 
  glance over at you as you enter, then go back to 
  whatever it was they were doing.   
   
  A door behind the main desk opens and closes – 
  seemingly of its own volition; then a portly halfling, 
  pipe in hand, an embroidered vest over his pressed 
  white shirt, pops up from behind the human-sized 
  desk.   
   
  “Greetings, friends,” the innkeep says, “Welcome 
  to the Golden Goose.  My name is Balto Inniskip.  
  How may we be of service?” 
   
   
  All APLs 
   
  Balto Inniskip: halfling Rog1/Exp4; Bluff +12, 
  Sense Motive +12. 
   
   
  Balto, the proprietor of the Golden Goose, tries to 
  affect 
  an 
  upper-crust 
  speaking 
  manner 
  – 
  like 
  pronouncing privacy with a short i – but will drop it if he 
  gets excited.)  He is normally a gregarious (if fairly 
  unctuous) innkeep who is cognizant of how well being 
  nice to the customer pays off.  However, he is VERY 
  image conscious, and wants to protect the high-class 
  reputation he has cultivated for the Goose.  He is also 
  very wary of adventurers and ruffians right now (with all 
  the violence and lawlessness right now).  The current 
  social turmoil is wreaking havoc on his bottom line, and 
  he would like to see it ended – as long as any fighting 
  doesn’t hurt his Inn. 
   
  As long as the PCs are dressed well and act in an 
  appropriate manner, Balto will send a page up to Lady 
  Briella’s room for them.  If not, he will ask them to leave 
  so as not to ‘disturb his clientele’.  Shortly afterward, the 
  page returns to lead them upstairs and into Briella’s room: 
   
   
  “Lady d’Fera awaits you,” says the page, who 
  knocks, then departs. 
   
  The door opens, and Arnya smiles when she sees 
  you.  “Thank you for coming –come in.  Come in.”  
   
  She steps aside to reveal a well-appointed but not 
  overly plush room.  “Lady Briella will be with you 
  shortly.” 
   
  She offers you seats – though there are not 
  enough for all of you – and wine.  As she is passing 
  out the drinks, the bedchamber door opens and a 
  beautiful young woman steps into view. 
   
  Her auburn hair is fixed up – a flounce of curls 
  tied in a green ribbon; though a few locks fall loose, 
  framing a perfect porcelain face highlighted by 
  blazing green eyes.  Her smile is demure but 
  confident, accented by a small freckle at the left 
  corner. 
   
  Still in the flush of youth, yet with the air of 
  sophistication and experience, she cuts a stunning 
  figure in a pine-green velvet bodice, a creamy white 
  silk peasant’s blouse, and a multi-colored skirt made 
  in the Rhennee style, but sewn from silk, satin and 
  other rich fabrics. 
   
  Emeralds flash from her ears, gold from her 
  neckline and fingers.  Even the small white lapdog 
  she carries sports a bejeweled collar. 
   
  “Thank you for waiting, I am so sorry I wasn’t 
  ready to welcome you in myself.  Arnya has made you 
  comfortable, yes?”  She pauses, realizing she has 
  nowhere for herself to sit.  
   
   
  Whoever offers her their seat will receive a polite 
  thank you, a shy smile and a nod.  She will gracefully sit, 
  and then continue.  If no one offers her their seat, she 
  will continue anyway (obviously without thanking 
  someone), but will add some flourishes and drama to her 
  tale, playing for sympathy in order to start the process of 
  putting the PCs under her influence. 
  VEL7-02 Idle Hands 
   
  Page 6 
  
   
  You see, Lady Briella d’Fera is in actuality a Falxugon 
  – a harvester devil – here on the material plane to corrupt 
  as many souls as possible.  She replaced the “real” Lady 
  d’Fera a long time ago, and has been harvesting ever 
  since. 
   
  As a diabolic seductress, she can be stunningly 
  beautiful and knows it.  However, she knows that being 
  too beautiful and acting vain and superior can turn off 
  many potential victims, whereas acting innocent and nice 
  will endear her to most, so that is the role she plays.  
  Arnya is clueless to her true identity.  See Appendix 1 for 
  a more detailed version of her ‘persona’. 
   
   
  “Thank Rao you were there to save Arnya from 
  those awful ruffians.  I remember Veluna as being a 
  much safer place,” she says, shaking her head 
  regretfully, “not so chaotic, so rough.  Luck was with 
  us she wasn’t hurt.”   
   
  “Dare I press our luck – that we might be 
  fortunate enough to have such mighty heroes escort 
  us on our travels?” 
   
   
  Below is some general information that will help the 
  DM in conversing with the PCs: 
   
  • 
  What’s the job?  Briella wants escorts to take her to 
  Valkurl by way of Devarnish, she is visiting old friends in 
  both places. 
  • 
  How much?  The rate she offers to pay is (10gp x 
  APL each), but she will allow the PCs to barter her up to 
  twice that.  Have them make DC 5 Diplomacy checks to 
  succeed, but tell them they just made it if they rolled 
  anything short of 20+.  She authorized Arnya to hire 
  escorts and gave her the base ‘up front half’ already (the 
  coin from Encounter 1), so the PCs may already have all 
  or part of their ‘down payment’.   
  • 
  Why does she need escorts?  She sent her normal 
  escorts home (Fera, a town in Furyondy) along with her 
  eight-year old son Gurith, and his nursemaid in her 
  private coach.  The situation here in Grayington made 
  her worried for his safety, and it seemed best to send him 
  home where he would be safe. 
  • 
  How is she traveling?  By carriage along the road that 
  runs next to the Velverdyva River.  She has sent her own 
  coach home (see above), but has hired another one for the 
  trip.  If the PCs ask about horses, she has no more money 
  than what she has already offered.  (If the PCs did not 
  barter her price up, she still has some money [10 gp per 
  APL per PC], but that is not enough to get everyone 
  horses except at APL 8.)  
  • 
  Why is she going to Valkurl?  She is going to see 
  Baron Stephon Nital, noble ruler of Valkurl, an old 
  acquaintance.  [Any attempt at a Sense Motive will reveal 
  she is ‘hiding’ something.  In actuality, she hopes the PCs 
  will push for more information on the relationship.] 
  • 
  If pushed on the matter, she will admit their 
  previous dalliance, and that Gurith is his.  She will 
  admit that now that his ‘philandering ways’ have 
  become public, that perhaps he will take in Gurith 
  and herself.  [If a PC beats her Bluff check (+18) with 
  a Sense Motive check, he can tell she is hiding 
  something else.  If pushed about that, she will admit 
  to hoping that she will be able to marry Nital (for 
  Gurith’s sake), though she will NOT admit to 
  planning on killing him.] 
  • 
  Does Nital know she is coming?  She hesitates, then 
  admits that he does not.  She hopes that she will be able 
  to get in to see him (or at least get him a message) once 
  she is there.  [She will play up her hope for sympathy.] 
  • 
  Why is she stopping in Devarnish?  Since it is on the 
  way, she thought she would visit the court there, as she 
  was a member of the court.  [She was actually the 
  daughter of a maid, but does not hide this Bluff too much 
  (a DC 10 Sense Motive check will tip the PCs off), as 
  ‘hiding her roots’ fits the image she is trying to project 
  (see Appendix 1).] 
  • 
  Do you know anyone there?  She doesn’t know who 
  is still there and who isn’t.  Her parents are long dead.  
  She assumes Westin, Trisen, Rymar or other members of 
  the Mori family would still be there.   
  • 
  What were you doing in Grayington?  She was just 
  passing through, but was worried about the unrest.  She 
  also stopped to pay respects to Eldried Sarneth.  He didn’t 
  seem to have time for social niceties, though.  (A DC 10 
  Sense Motive check (she’s not trying to hide this) gives 
  the PC a hunch that she’s not telling all – that she’s 
  nervous about something regarding Sarneth.  [She gave 
  seducing/corrupting him a shot, but he was too 
  distracted, and did not comply.  She did manage to plant 
  the seed of revenge against Harkin and maybe even 
  Redin, though.] 
  • 
  If asked more about Sarneth, she will (in the 
  manner of a court gossip) tell of his obvious 
  antipathy towards Harkin, the Church, and even his 
  son.  She will ‘admit’ to being a little scared of what 
  he might do. 
   
   
  Note that these questions and answers can also be 
  used (as-is or as a basis for further conversations) in 
  Encounter 3. 
   
  All APLs 
   
  Lady Briella d’Fera: female Falxugon devil (appears 
  as human); hp 75, see Appendix 1. 
   
  Sissy:  female lapdog; hp 1; (use Rat entry in 
  Monster Manual, pg 278). 
  VEL7-02 Idle Hands 
   
  Page 7 
  
   
  Arnya:  female human commoner 2.  
   
  Brote:  male human commoner 2. 
   
  Tactics:  If at any point, she sees an opportunity to ‘push’ 
  a PC into an evil act (in a way that wouldn’t blow her 
  cover, of course), Briella will attempt to do so.  That is her 
  job, after all, and she loves her job. 
   
  Briella does not want to fight PCs, and SHOULD BE 
  A NONCOMBATANT for this adventure.  She vastly 
  prefers to teleport away if discovered (though she might 
  toy with the PCs a bit first).  She will never attack first 
  (see her refuge of the damned special ability), though if 
  attacked she will reciprocate (except at APL 2, when she 
  will not fight at all).  If it does come to a fight, she prefers 
  to get others to do her fighting for her, and will never 
  fight to the death, vastly preferring to teleport away.   
   
  Remember that Briella will keep her disguise self 
  active at all times, and that any divinatory spells or 
  abilities focused on her will register as if they were 
  focused on her dog (per the misdirection spell) because 
  of her ring of misdirection.   
   
  Because of her refuge of the damned ability, her 
  expertise at telling enough of the truth to foil most 
  discern lies and zone of truth spells, and her constant 
  disguise self and misdirection spells, the only things she 
  really ‘fears’ during this adventure are antimagic, dispel 
  magic and the like. 
   
  Treasure: This entry represents the maximum remainder 
  of the up-front half of the agreed-upon fee, if the PCs 
  “bartered Briella up”.  Do not award this if they did not do 
  so, and reduce it appropriately if necessary. 
    
  APL 2: Coin 10 gp; Total 10 gp. 
   
  APL 4: Coin 20 gp; Total 20 gp. 
   
  APL 6: Coin 30 gp; Total 30 gp. 
   
  APL 8: Coin 40 gp; Total 40 gp.  
   
  PART 2: ON THE ROAD 
   
  This section is split into three subsections:  
  Encounter 3 deals with general interaction between 
  Briella, her handmaiden and the PCs while traveling; 
  Encounter 4 deals with a fight the group encounters 
  along the way; and Encounter 5 deals with Briella 
  possibly flirting with PCs.   
   
  Though it is advisable to have Encounter 5 occur 
  after Encounter 4, the DM may re-arrange these 
  subsections if necessary to fit the flow of the table, as 
  long as the fight occurs.  At tables with younger or less 
  mature players, it may be advisable to skip Encounter 5 
  altogether, avoiding Briella’s temptations. 
   
  ENCOUNTER 3: ENVY 
   
  During the trip to Devarnish, the PCs will have 
  ample time to talk to Briella, Arnya, and the carriage 
  driver, Brote.  They should get the impression that Briella 
  is wealthy, but also kind and friendly.  She will flirt a bit, 
  but nothing uncouth (yet – see Encounter 5). 
   
  Arnya and Brote have little to reveal other than that 
  Lady Briella is a fine employer, kind and generous.  Arnya 
  has been with her for nearly a year, Brote was just hired 
  in Grayington after she sent her regular carriage home.  
  (A PC that makes a DC 15 Sense Motive check can tell 
  Brote is a bit smitten with the lady.) 
   
  As far as Lady Briella herself, listed below are some 
  ‘highlights’ of what PCs can learn.  (She does not just blab 
  everything out – she is, after all, a ‘lady’ – PCs need to talk 
  and ‘cajole’ her.)  If you need to ad-lib an answer to an 
  unexpected question, see the Adventure Background for 
  more details, but remember that Briella is a gifted liar.  
  [And a big part of that skill is using as much of the truth 
  as you can without compromising what you want the 
  listener to hear. The notes in brackets can help the DM 
  lie convincingly.] 
   
  • 
  Briella grew up in Devarnish’s court, and had a 
  decent life. Her mother was a maid, her father a 
  groom.  She played with the Mori boys as a child. 
  • 
  She moved to Veluna City when she was a teen 
  (Nital was representing Valkurl on the Celestial 
  Order at the time), eventually securing a position in 
  Nital’s father’s court.  Events led to happenings, and 
  they had an affair – Gurith was the result.  When 
  Stephon found out, rather than marrying her, he 
  sent her away (with a sum of money), making her 
  promise to keep their affair a secret.   
  [Note that everything to this point is accurate 
  regarding the history of the ‘real’ Briella, which the 
  ‘new’ Briella regards as true since she ‘is’ Briella.] 
  • 
  At first she was very upset, but she came to 
  accept the circumstances, and eventually she no 
  longer felt the anger towards him.  [The first part is 
  absolutely true, as the ‘real’ Briella hated him.  The 
  second part is technically true, since the ‘new’ Briella 
  has no feeling towards him whatsoever – beyond a 
  potential soul.]  
  • 
  Since the affair has now become public 
  knowledge, she has decided to return.  She only 
  wants the best for Gurith, even if that means 
  marrying the man who sent her away once before.  
  [The only somewhat false statement here is her 
  desire for the best for Gurith.  She couldn’t care less 
  for him as a person – however, as a pawn she can use 
  VEL7-02 Idle Hands 
   
  Page 8 
  
  for political and soul-harvesting plots, she does want 
  him in the best position possible.] 
  • 
  If asked about Gurith’s inheritances and being 
  the heir to the barony, she will pause to think about 
  it, and then “realize” that he may very well be in such 
  a position.  She will not deny that becoming the wife 
  of a Baron would be nice, but tries to play it off as not 
  her main ambition.  [True – the diocese means 
  nothing to her; she wants to garner souls to improve 
  her status in Baator.] 
   
  ENCOUNTER 4: GLUTTONY 
   
  After getting a signal from the carriage, the 
  driver signals you that it’s time for a break. The 
  carriage pulls to the side of the road and stops in a 
  clearing, near some bushes and a pretty little apple 
  tree that leans over the river.  The door opens and the 
  ladies get out.   
   
  “Thank you, driver.  I think this is a wonderful 
  spot,” Briella says.  “Now, if you gentlemen will 
  excuse us...” She blushes a bit, and the two ladies 
  disappear behind the bushes. 
   
   
  The PCs can talk with the driver or among 
  themselves, but the ladies want a little privacy. If a female 
  PC wishes to go along, she may.  She gets a DC 17 Spot 
  check to notice the trolls before the attack. 
   
   
  Suddenly, screams! 
   
   
  Briella comes running back towards the party, 
  yelling to the PCs to save Arnya from the monster(s).  
  The driver will calm and secure the horses. 
   
  APL 2 (EL 4) 
   
  Young Scrag (2):  hp 33 each; see Appendix 1. 
   
  APL 4 (EL 7) 
   
  Scrag (2): hp 63 each; see Monster Manual, pg 247. 
   
  APL 6 (EL 9) 
   
  Classed Scrag (2): hp 90 each; see Appendix 1. 
   
  APL 8 (EL 11) 
   
  Classed Scrag (2): hp 114 each; see Appendix 1. 
   
  Tactics:  Note that the scrags do not attack Briella at first 
  (failing their saves against her refuge of the damned 
  ability).  If a PC is present at the attack, roll ‘randomly’ to 
  determine their targets – Arnya and the PC. 
   
  At APL 2, each young scrag will flee if it takes more 
  than 10 points of fire and/or acid damage.  If one is 
  dropped (by whatever means), then the other will flee. 
   
  At APL 4, one will flee when the other is dropped. 
   
  At APLs 6 and 8, the scrags fight to near death, each 
  individual fleeing only when dropped under 20 hp.  
   
  Development:  It is assumed that Arnya is not going to 
  survive this attack; but if she somehow does, then she 
  and Briella will thank the PCs profusely, with Briella 
  even kissing a high-Charisma human, half-elf or elf that 
  performed particularly heroically (assuming such a PC is 
  present). 
   
  Treasure:  At APL 2, there is no treasure.  At APLs 4 
  through 8, the scrags have some items on them. 
   
  APL 4: Loot 2 gp; Total 2 gp. 
   
  APL 6: Magic 708 gp; 2 x chain shirt +2 (354 gp 
  each); Total 708 gp. 
   
  APL 8: Magic 874 gp; 2 x chain shirt +2 (354 gp 
  each), 2 x cloak of elemental protection* (83 gp each); 
  Total 874 gp. 
    
  ENCOUNTER 5: LUST 
   
  Along the journey to Devarnish, Briella will get 
  bored and decide to ‘play’ with one (or more) of the PCs.  
  She will flirt with all of them (even the ugly), though she 
  will only ‘make a move’ on humans, half-elves or elves 
  with a Charisma of at least 14 (perhaps someone who was 
  ‘heroic’ in Encounter 4).  If there is a paladin or LG priest 
  in the party, she will focus her efforts on that PC. 
   
  She will not use any magic to get her way, but will 
  use all the feminine wiles she can muster (and that is 
  quite a lot).  She wants to tempt them, get them to do 
  something they might regret later, maybe get them to 
  come to her side of things later. 
   
  It is up to the DM to play this in a way that (a) is 
  appropriate to the maturity level of the table and (b) will 
  not cause time problems later.  It may be best to omit this 
  in a convention setting). 
   
  Whether or not Briella’s advances are fully played 
  out or not, make sure that at least one PC is targeted with 
  a subtle flirtation when Brote (the carriage driver) can see 
  it.  At an opportune moment (either during the flirtation 
  or shortly after), Brote will confront the PC over their 
  ‘inappropriate advances’ towards Briella.  (Brote is very 
  much under her ‘power, is very much in love with her, 
  and is very jealous.) 
   
  If the PC in question apologizes quickly and without 
  argument, Brote will let the matter die with a warning.  If 
  the PC accuses Briella of making the advances, Brote will 
  threaten to kill the PC (for besmirching her honor).  If it 
  seems likely to escalate to a fight at this point, Briella will 
  step in to stop it.  (If the PC insists on fighting, so be it – 
  Brote will start with non-lethal attacks.  If the PC is the 
  first to use lethal attacks that is an evil act.)   
  VEL7-02 Idle Hands 
   
  Page 9 
  
   
  If the fight was averted by Briella (or other PCs), or if 
  it still happened and Brote is not dead, then that night (or 
  the next), Brote goes to speak with Briella, and gets 
  rejected in a way that makes it seem that it’s the PC’s 
  fault.  He goes a little crazy and tries to club the PC to 
  death in their sleep.  (Easy to foil if there is anyone on 
  watch, and if there isn’t anyone, he comes close, but fails 
  at his coup de grace attempt.) 
   
  All APLs 
   
  Brote: male human Commoner 2; hp 4; see 
  Appendix 1. 
   
  Treasure: 
   
  All APLs: Coin 3 gp; Total 3 gp. 
   
  Development: 
   Should the PCs question Brote (or his 
  corpse) or Briella after the fact, they will not get much.  
  Briella did not tell him to do it, nor did she use magic to 
  force him, but she did play him very well – “hinted” him 
  into it – and therefore Brote will not blame her, and the 
  ‘truth’ (in regards to zone of truth and detect lies) is only 
  that she denied his advances.  She is of course, terribly 
  shocked and disappointed when she ‘finds out’ what 
  happened. 
   
   
  If Brote is alive after this, it is assumed that the PCs 
  are going to ‘turn him in’ Devarnish.  If, for some reason, 
  he is allowed to stay with the party (like if no one else 
  can/wants to drive the carriage), he still pines for Briella, 
  but has learned to keep his desires hidden, and also stay 
  away from the PCs.  He will try to drink his unrequited 
  love away in Devarnish, and end up in jail anyway. 
   
  PART 3: DEVARNISH 
   
  The city of Devarnish has a much more 
  sophisticated air about it than Grayington.  It is the 
  main trade city of Veluna, and as such reflects as 
  much of the ‘outside world’ as it does Velunan 
  culture. 
   
  The streets bustle with activity – porters bent 
  under their loads, street vendors hawking their wares 
  to passersby, entertainers seeking audiences, and 
  many others, their purposes unknown.  
   
  After a short, but interesting trip through the 
  streets, you arrive at a finely appointed inn, where 
  Briella has decided to stay. 
   
   
  Briella gets a room for herself and two for the party.  
  She bids them wash up, and dispatches a messenger boy 
  to the Mori estate to inquire as to an invitation.  One for 
  dinner is sent for that evening.  If the PCs wish to skip 
  ahead to that, proceed with the read-aloud text below.   If 
  they wish to spend some time wandering the city, that is 
  fine too. 
   
  If the PCs wish to Gather Information, use the 
  following points. Information on Briella is ONLY 
  revealed if the PCs are specifically asking about her.  The 
  DCs given are for asking around the city, the DCs 
  decrease by 5 if the PCs are asking inside the manor or 
  with Mori staff.  Results are not cumulative, but PCs can 
  make multiple checks if they take the time. 
   
  • 
  DC 5 – “Trade’s gonna suffer if there’s a war in 
  the west.  Church oughta go kick some Kettite tail.” 
  • 
  No information about Briella.   
  • 
  DC 10 – “Crops and such are doing great in 
  Whitehale.  Just need more people moving back 
  there, and it’ll be good as new – maybe better.  Have 
  to wait and see what the new Baron – Randis, is it? – 
  what he’s like.  Sounds like Duke Mori likes him, 
  though.” 
  • 
  No information about Briella. 
  • 
  DC 15 – “The Duke and Bishop (Dorasie) are at 
  it again.  Dorasie’s been asking around here about the 
  Viscount of Verbobonc and missing Knights of 
  Veluna.  What’s Westin got to do with that?” 
  • 
  Re: Briella: “Name sounds familiar – one of 
  the Mori boys’ passing fancies?” 
  • 
  DC 20 – “Don’t tell anyone I told you this, but 
  Duke Westin’s setting himself up to be Plar.  He 
  almost had a line on controlling Grayington, but that 
  fool Sarneth couldn’t close the deal.  I’m sure he’s got 
  another plan or two – Westin’s too crafty not to.”  
  • 
  Re: Briella: “Seems to me she was a maid – 
  no, her mother was the maid.  She moved off 
  before she could get the Duke’s sons in too 
  much trouble.  Very tempting, that one.  Very 
  nice, but tempting.” 
  • 
  DC 25 – “Duke Westin is getting concerned 
  about (his younger brother) Trisen’s ambition.  I 
  don’t think he’s worried that Trisen would do 
  something to him, but that he might do something 
  that could ruin the family.” 
  • 
  Re: Briella: “Yeah, I remember her – real 
  pretty little girl, had the Duke’s boys eating out 
  of her hand.  Didn’t she have a kid by Baron 
  Nital?  I think I just heard that somewhere.” 
  • 
  DC 30 – “Trisen Mori’s been real anxious to get 
  himself more power.  I overheard him telling 
  someone that he almost had a piece of leverage 
  against the Canon himself – but apparently he lost it 
  or something.” 
  • 
  Re: Briella: “From what I’ve heard, that kid 
  of hers would be the closest thing to an heir 
  Nital’s got.  Not surprised she’s going back.” 
  VEL7-02 Idle Hands 
   
  Page 10 
  
   
   
  That evening, you escort Briella to the Mori 
  estate.  Passing through the gate, into the garden, 
  with the large manor house so brightly lit, servants 
  coming and going, and a bard playing a lovely tune in 
  a room somewhere nearby, it seems as if you have 
  been invited to a party of some sort.  Briella, however, 
  indicates that this is but an average evening for the 
  Moris, one of the wealthiest and most powerful 
  families in Veluna. 
   
  Briella and you are led to a sitting room, where 
  Westin and Trisen Mori sit, drinking a dark red wine 
  at a table set for three.  At your arrival, they rise and 
  greet Briella, bowing slightly.  There are hugs and 
  polite kisses, and you suddenly feel a bit out of place. 
   
   
  PCs can make a Sense Motive check here.  A DC 10 
  check notes that Trisen seems much happier with 
  Briella’s arrival than Westin.  A DC 13 check reveals that 
  Westin may feel a bit imposed upon, but is ‘doing the 
  right thing’.  A DC 17 check tells the viewer that Trisen 
  isn’t just glad to see an old playmate, and is probably 
  already plotting how to seduce Briella. 
   
   
   
  It is not too long before Briella apologizes for 
  being so rude and introduces you to the Mori’s.  They 
  nod and smile.   
   
  “Unfortunately, we were only expecting Breilla...” 
  begins the Duke, “Can I have the cooks fix you 
  something up in the kitchen?” 
   
  “Or perhaps I can recommend a restaurant?” 
  offers Trisen, sidling up to Briella. 
   
   
   
  Briella embarrassedly apologizes to the PCs for the 
  misunderstanding, and offers to pay for their dinner in 
  amends.  Westin apologizes as well, Trisen insists on 
  paying (instead of Briella).  Assuming the PCs accept the 
  offer, Trisen gives them directions to a fine restaurant 
  (the “Copper Cockatrice”) and some money.  Briella 
  apologizes again. 
   
  PCs that insist on staying will get rebuffed.  Any 
  trying to leverage their way into remaining by saying 
  they have Trisen’s “Favor of a Noble” (from VEL6-05 Fox 
  and Hounds) will be told by Trisen (with a ‘man on the 
  prowl’ wink) that if they want to retain that favor, they 
  should leave.  Any belligerence will result in them being 
  kicked out of the estate, possibly in chains.  (The Mori’s 
  are well protected in their own estate.) 
   
   
  The next day, over lunch, Briella tells you that 
  dinner was nice, but there is still much catching up to 
  do.  In fact, Trisen has invited her to take a carriage 
  ride today and accompany him to a dinner tomorrow. 
     
   
  “I think he might like me,” she confides, 
  blushing like a schoolgirl.  “I think we can spend a bit 
  more time here in Devarnish, don’t you?  You can stay 
  in the inn; I’ll bet Trisen would even pay.” 
   
   
  If Breilla’s statement about Trisen liking her gets one 
  of the PCs upset (like the one who was ‘targeted’ in 
  Encounter 5), she will apologize to him and say 
  something about destiny bringing her and Trisen 
  together again... and who can stop destiny?  She is trying 
  to get the PC angry enough to do something evil to 
  Trisen, but it is assumed here that nothing will be done 
  about it.   
   
  Assuming the PCs have no great objections, they are 
  free to roam about Devarnish for a bit.  Two days later, 
  Briella contacts the party: 
   
   
  “I apologize for this, but I wonder if I could 
  impose upon you to enjoy Devarnish just a bit 
  longer?”  She blushes more than a bit. 
   
  “It seems that Master Trisen wishes to escort me 
  to a ball tomorrow night, and perhaps a performance 
  at the theater the next.” 
   
   
  If the PCs decline, she will fret, but accept their 
  decision, even paying them the remainder of the agreed-
  upon fee (see below).  The adventure is then over for 
  them. 
   
  If they agree to wait, then she thanks them, and buys 
  them a luxury dinner at a fine restaurant (the “One-Eyed 
  Dragon”). 
   
  Treasure: If the PCs end their relationship with Briella 
  here, she pays them the other half of what was agreed 
  upon in Encounter 2.  Remember the coin total below is 
  the maximum they could have “bartered” her up to from 
  her original offer, and should be reduced as appropriate if 
  they didn’t do so.  (Obviously, the PCs cannot receive this 
  money and also receive it in Part 5.) 
   
  APL 2: Coin 20 gp; Total 20 gp. 
   
  APL 4: Coin 40 gp; Total 40 gp. 
   
  APL 6: Coin 60 gp; Total 60 gp. 
   
  APL 8: Coin 80 gp; Total 80 gp. 
   
  PART 4: A SIDE TRIP 
   
  If any PC at the table has “Enmity of the Nobility” 
  from VEL6-08 Heart’s Lament, the party as a whole will 
  NOT be asked to take on this mission.  Individual PCs 
  with “Enmity” that also have the “Favor of a Noble” from 
  VEL6-05 Fox and Hounds can remove this onus from 
  themselves (but only themselves) by crossing out “Favor 
  of a Noble”.   
  VEL7-02 Idle Hands 
   
  Page 11 
  
   
  As long as one PC has the “Enmity of the Nobles”, 
  the table cannot play this section.  Be sure others at the 
  table are aware of why they are being excluded from this 
  part of the adventure (someone is seen by the Velunan 
  nobility as untrustworthy/potentially turncoat).  Skip to 
  Part 5 (use Assassination A). 
   
  Trisen has hatched a plan – he plans to assassinate 
  Stephon Nital and marry Briella (his exact timing hasn’t 
  been settled yet).  Thus (he thinks), when Briella’s son is 
  named heir of Valkurl (which he should be), Trisen 
  would be in a position to rule Valkurl (through Briella as 
  regent).  Briella, however, is happily leading him on, 
  knowing that he is taking himself down the road to 
  damnation.  (Okay, she subtly planted a couple of seeds, 
  but his scheming is in full flower and his soul is soon to 
  be ripe for the picking.) 
   
  But all that is background for the mission the PCs 
  are about to be offered (assuming the nobles have no 
  enmity towards them): 
   
   
  Two mornings after learning of your delay, you 
  are called to the Mori estate.  Upon arrival, you are 
  met by Adalius, one of Trisen Mori’s ‘entourage’. 
   
  “Thank you for coming, I’ll get right to the point. 
   Lord Mori would like you to deliver a rather sensitive 
  package to Valkurl.  He was going to take it himself, 
  but as you well know, affairs of state have distracted 
  him of late...” he smiles slyly. 
   
  “Anyway, if you aren’t doing anything else – and 
  I suspect you aren’t,” he winks, “perhaps you would 
  be willing to do this?  I can promise the pay would be 
  well worth your time.”   
   
  Assuming the PCs have some questions: 
  • 
  How much would it pay?  Adalius is authorized to 
  offer the PCs up to (APL x 20 gp) each, though he 
  will start with a lower offer.  He can lend them 
  horses if they wish.  He can give them one-third of 
  their fee up front.   
  • 
  What about Briella?  If the PCs express concern that 
  they should stay around in case Lady Briella wants 
  them to do something, Adalius will say (with a wink 
  and a nod) that he would guess she would want them 
  to do this so that Trisen wouldn’t be distracted from 
  her. 
  • 
  Why don’t you do it?  Adalius explains that he must 
  stay with Trisen, that he did not bring any other 
  retainers, and that Trisen and Westin are having a bit 
  of a spat, so the Duke isn’t in the mood to help his 
  little brother.  Besides, this matter doesn’t concern 
  Westin. 
  • 
  Where do we take it?  A tavern called the “Siren’s 
  Song”.  Adalius has never been there himself, but he 
  thinks it’s on the south side of Valkurl, near the 
  dwarven quarter.  He thinks the proprietor’s name is 
  “Vilt” – ‘associates’ have used him before as a go-
  between/contact. 
  • 
  What if Imam Fazan isn’t there?  There’s a good 
  chance he won’t be – just leave the package with 
  Vilt.  He’s good at getting in contact with people. 
  • 
  What’s in the box?  Adalius doesn’t know specifics, 
  but thinks that it is valuable.  From the letter, he 
  guesses it is a ‘diplomatic gesture’ of some sort – 
  probably one of Trisen’s schemes to ‘move up the 
  ladder’.  (A DC 10 Sense Motive check translates 
  Adalius’ euphemisms as “a bribe”.  Adalius does not 
  know of his friend’s newly-hatched assassination 
  plot. 
   
   
  If the PCs decline the mission, see below. 
   
   
   
  If the PCs accept the mission, they are given a locked 
  metal strongbox, the instructions to deliver it to “Imam 
  Fazan” at the “Siren’s Song” in Valkurl and return here, 
  and a letter (Players Handout 1) that Adalius says 
  instructs the recipient to pay them the agreed-upon sum. 
   (Fill in the amount Vilt is supposed to pay and give the 
  PCs Players Handout 1, preferably folded and taped to 
  see if they sneak a peek).  This letter also tells the assassin 
  the password for opening the box – “islands” – via code 
  (“danger awaits if you ignore what comes first in the 
  writings...” – reading the first letter of each line in the 
  letter spells ‘islands’). 
   
   
  Development:  If there are any members of the Pack 
  at the table, they recognize the “Siren Song” as a Pack 
  establishment with a DC 20 Knowledge (Local-VTF) 
  check (this check can be made untrained), and know how 
  to get there – and the party does not need to Gather 
  Information in Valkurl to find it (see Encounter 6B).  
  When the PCs proceed to Valkurl, go to Encounter 6B.   
   
  Should the PCs decline this ‘mission’, Lady Briella 
  will pout (just a bit) and bat her eyes, asking them once if 
  they would do it as a favor for her (as a nice gesture for 
  Trisen).  If they refuse this request, she will accept their 
  decision without further ado.  Go to Part 5 (use 
  Assassination A).  Note that she suspects what Trisen is 
  planning, but doesn’t know for sure. 
   
  If at any time, the PCs try to get into the box, use 
  Encounter 6A. 
   
  If at any point the PCs go to the authorities with the 
  box, go to Interlude: Virtue Rears Its Ugly Head.  
   
  Treasure: 
  VEL7-02 Idle Hands 
   
  Page 12 
  
   
  Whether the PCs secure a third of their fee from 
  Adalius, or get it all upon delivery, the treasure is 
  ‘counted’ in Encounter 6B. 
   
  ENCOUNTER 6A: GREED I 
   
  Should the PCs at some point decide to investigate 
  the contents of the chest, here is the information needed: 
   
  Strongbox:  locked metal box with red wax dripped over 
  the seam between lid and main compartment. 
  • 
  Box: 1/2” thick; hardness 10; hp 15; AC 5; Break DC 
  25. 
  • 
  Lock: average at APL 2&4 (Open Lock DC 25) or 
  good at APL 6&8 (Open Lock DC 30). 
  • 
  Trap: If the box is opened without pressing the 
  hidden switch (and saying the password “islands” at 
  APL 4 and up), there is a miniature explosion – 
  needles and the gems go flying in all directions.  
  There is then a one round delay until the secondary 
  spell traps go off.  (Note that at APL 8, a Reflex save 
  avoids the contact poison on the gems, but if anyone 
  starts picking them up, they automatically come in 
  contact and must save.) 
   
  APL 2 (EL 3) 
   
  Hail of Needles Trap: CR 3; mechanical; action 
  trigger (opening box without bypass); manual reset; 
  hidden switch bypass (Search DC 25); Atk +15 ranged 
  (2d4); multiple targets (all in 10’ radius); Search DC 22; 
  Disable Device DC 22. 
   
   
   
   
  APL 4 (EL 6) 
   
  Hail of Poisoned Needles Trap: CR 4; mechanical; 
  action trigger (opening box without bypass); manual 
  reset; hidden switch bypass (Search DC 25); Atk +15 
  ranged (2d4 + poison); multiple targets (all in 10’ radius); 
  poison (Carrion crawler brain juice, DC 13 Fortitude save 
  negates, 2d4 rds paralysis/0); Search DC 22; Disable 
  Device DC 22. 
   
  Exploding Gems Trap:  CR 2; magical; action 
  trigger (opening strongbox without password); no reset; 
  spell effect (scatterspray, 1
  st-level wizard, 1d8 damage, 10’ 
  radius, DC 11 Reflex save half negates); Search DC 26; 
  Disable Device DC 26. 
   
  One round later... 
   
  Summon Swarm Trap:  CR 3; magical; action 
  trigger (opening strongbox without password); no reset; 
  spell effect (summon swarm, 3
  rd-level wizard, summons 
  bat swarm [see Monster Manual, pg 237], duration 3 
  rounds); Search DC 27; Disable Device DC 27. 
   
  APL 6 (EL8) 
   
  Hail of Poisoned Needles Trap: CR 4; mechanical; 
  action trigger (opening box without bypass); manual 
  reset; hidden switch bypass (Search DC 25); Atk +15 
  ranged (2d4 + poison); multiple targets (all in 10’ radius); 
  poison (Carrion crawler brain juice, DC 13 Fortitude save 
  negates, 2d4 rds paralysis/0); Search DC 22; Disable 
  Device DC 22. 
   
  Exploding Gems Trap:  CR 2; magical; action 
  trigger (opening strongbox without password); no reset; 
  spell effect (scatterspray, 1
  st-level wizard, 1d8 damage, 10’ 
  radius, DC 11 Reflex save half negates); Search DC 26; 
  Disable Device DC 26.  
   
  One round later... 
   
  Confusion Trap:  CR 5; magical; action trigger (one 
  round after opening strongbox without password); no 
  reset; spell effect (confusion, 7
  th-level cleric, see Player’s 
  Handbook [pg 212], 15’ radius, DC16 Will save negates); 
  Search DC 29; Disable Device DC29. 
   
  Summon Undead IV Trap:  CR 5; magical; action 
  trigger (opening strongbox without password); no reset; 
  spell effect (summon monster IV, 7
  th-level wizard, 
  summons 4 owlbear skeletons [see Monster Manual, pg 
  226], duration 7 rounds); Search DC 29; Disable Device 
  DC 29. 
   
  APL 8 (EL10) 
   
  Hail of Poisoned Needles Trap: CR 7; mechanical; 
  action trigger (one round after opening box without 
  bypass); manual reset; hidden switch bypass (Search DC 
  25); Atk +19 ranged (2d4 + poison); multiple targets (all in 
  5’ radius); poison (Purple worm poison, DC 25 Fortitude 
  save negates, 1d6 Str/2d6 Str); Search DC 22; Disable 
  Device DC 22. 
   
  Exploding Contact Poison-Covered Gems Trap:  
  CR 5; magical; action trigger (opening strongbox without 
  password); no reset; spell effect (scatterspray, 1
  st-level 
  wizard, 1d8 damage + poison, 10’ radius, DC 11 Reflex 
  save half negates); poison (Sassone leaf residue, DC16 
  Fortitude save negates, 2d12 hp/1d6 Con); Search DC 26; 
  Disable Device DC 26.  
   
  One round later... 
   
  Heightened Confusion Trap:  CR 6; magical; action 
  trigger (one round after opening strongbox without 
  password); no reset; spell effect (heightened confusion, 
  9
  th-level cleric, see Player’s Handbook [pg 212], 15’ radius, 
  DC 17 Will save negates); Search DC 30; Disable Device 
  DC 30.  
   
  Summon Undead V Trap:  CR 6; magical; action 
  trigger (one round after opening strongbox without 
  password); no reset; spell effect (summon monster V, 9
  th-
  level wizard, summons 4 troll skeletons [see Monster 
  Manual, pg 226], duration 9 rounds); Search DC 30; 
  Disable Device DC 30. 
   
  VEL7-02 Idle Hands 
   
  Page 13 
  
   
  Development:  If the PCs open the strongbox 
  without setting off the trap(s), or if they do set off the 
  trap(s) but also make a DC 15 Listen check, they hear the 
  name “Stephon Nital” whispered in a male voice.  (A 
  triggered message spell meant to give the assassin his 
  target.) 
   
  If at any point the PCs go to the authorities with the 
  box, go to Interlude: Virtue Rears Its Ugly Head. 
   
   
   
  Treasure:  Inside the strongbox (or all over the place 
  if the trap(s) were triggered) are about 150 gems (worth a 
  total of 3,000 gp) and a scroll case containing a scroll of 
  animate dead.  If the PCs keep the contents of the 
  strongbox, they do not get paid in Encounter 6B (if they 
  even do that encounter at all), but get the following:  
   
  All APLs: Coin 500 gp; Magic (52 gp); scroll of 
  animate dead (52 gp); Total 552 gp. 
   
  ENCOUNTER 6B: GREED II 
   
  The trip to Valkurl is a peaceful one, as you 
  encounter only friendly travelers on the way.  Valkurl 
  itself is a busy mining town nestled in the foothills of 
  the Lortmil Mountains.  It is cleaner than one might 
  expect from a mining town on the border of the wild 
  mountains, but still has that rough-around-the-edges 
  quality that differentiates it from Veluna’s other 
  cities. 
   
  Now you just have to find this “Siren’s Song”.  
   
   
  Unless one of the PCs makes a DC 20 Knowledge 
  (Local-VTF) check, they will need to ask around to locate 
  the tavern mentioned in the instructions.  (If a Pack 
  member recognized the Siren’s Song in Encounter 4, she 
  gets a +5 bonus on the Knowledge check, and can even 
  make this check if she has no ranks in the skill.)  Asking 
  around will net the following information, depending on 
  the PC’s Gather Information check(s).  Information on 
  Briella is ONLY revealed if the PCs are specifically asking 
  about her.  Results are cumulative. 
   
  • 
  DC 5 – No information about the “Siren’s Song”. 
  • 
  “Too bad about the wedding being called 
  off – Baron Nital would have been a shoo-in for 
  Plar with the Landis’s clout behind him.  I 
  wonder if he’s gonna settle down or not, now, 
  have himself an heir?  Hmm?  Yeah – he’s got 
  some bastards out there, I suppose they would 
  be in line.” 
  • 
  No information about Briella. 
  • 
  DC 10 – The “Siren’s Song” is over on the south 
  side of town – somewhere. 
  • 
  “You hear about Shandalanar?  Apparently, 
  the Church is getting ready to move some 
  people there – start the town all over.  You’ll 
  never catch me there – too creepy.”  
  • 
  No information about Briella. 
  • 
  DC 15 – PCs get directions to “Siren’s Song”. 
  • 
  “That Landis girl shouldn’t have been 
  surprised Nital’s got a ‘history’, if you know 
  what I mean.  If I were in his position, I’d sure 
  have one!  I’m sure her family’s got plenty of 
  skeletons in their closet, too – a little too ‘high 
  and mighty’.  Know what I mean?” 
  • 
  Re: Briella: “I don’t know – I heard the 
  Baron had a lot of ‘lady friends’ around the 
  court, if you know what I mean?” 
  • 
  DC 20 – as well as directions, PCs are advised to 
  watch their pouches. 
  • 
  “So the Landises call off the wedding ‘cause 
  of Baron Nital’s youthful ‘escapades’ – I wonder 
  if he’ll side with Mori and Sarneth against the 
  Church just to spite them?  You know, teach ‘em 
  a lesson for bein’ so ‘superior’.” 
  • 
  Re: Briella: “I think I remember hearing 
  that name – I was seeing one of the maids from 
  court, she was jealous – she showed up and it 
  was like the other girls didn’t exist.  Worked out 
  well for me, though!”  
  • 
  DC 25 – as well as directions, PCs are advised to 
  not irk the owner – he’s a ‘nasty sort’.  
  • 
  “Nital’s sitting in the catbird seat right now. 
   Celestial Order’s all knotted up, split right 
  down the middle.  He’s sittin’ there, letting 
  them fight over him.  He might be the next 
  Plar.” 
  • 
  Re: Briella:  “I know a guy who knew a girl 
  who was at the court at the same time she was.  
  Might have looked all nice and innocent, but 
  my friend’s girl never really trusted her.  
  Probably just jealous though.” 
   
   
  Once the PCs have directions to the drop spot, 
  finding their way there is easy.  The location is in a rather 
  bad spot of town, however, and just before arriving, they 
  are accosted by one of Valkurl’s ne’er-do-wells. The half-
  orc mugger noticed the PCs heading in this general 
  direction and took a short cut to get a head of them.  
   
   
  You find your way easily enough through the 
  streets of Valkurl – it seems a friendly enough place, 
  though you do notice you seem to be heading for a 
  rougher part of the town.  
   
  VEL7-02 Idle Hands 
   
  Page 14 
  
   
  PCs get a Spot check to notice him peeking around 
  the corner of an alleyway before he steps out (DCs 
  including distance and cover modifiers: 23@APL 2, 
  25@APL 4, 27@APL 6, 28@APL 8.)  If the PCs Spot him 
  before they get within 40 feet, they are not surprised.  If 
  they do not spot him, and are thus surprised he uses the 
  surprise round to take a five foot step and ready an action 
  (see below) when they approach to 40 feet:  
   
   
  When you estimate you are but a couple blocks 
  from your destination, a large half-orc clad in leather 
  steps from an alley ahead.  In his left hand, he holds a 
  well-notched battle axe.  His right hand is clutching 
  some sort of golden, ball-shaped pendant – one of a 
  couple that hang from a golden chain draped around 
  his thick neck. 
   
  “Drop your weapons and give me your valuables, 
  or I’ll burn you all up!” he says in a deep, gravelly 
  voice. 
   
  APL 2 (EL 3) 
   
  Mugger: Half-orc Barbarian1/Rogue2; hp 23; see 
  Appendix 1. 
   
  APL 4 (EL 3) 
   
  Mugger: Half-orc Barbarian1/Rogue2; hp 23; see 
  Appendix 1. 
   
  APL 6 (EL 4) 
   
  Mugger: Half-orc Barbarian1/Rogue3; hp 29; see 
  Appendix 1. 
   
  APL 8 (EL 5) 
   
  Mugger: Half-orc Barbarian1/Rogue4; hp 35; see 
  Appendix 1. 
   
   
  Tactics:  At APL 2, he is bluffing (Bluff +3).  He 
  doesn’t actually have a necklace of fireballs, but will fight 
  back if attacked (responding in kind if the PCs use lethal 
  force).  At higher APLs, he is not bluffing, however, and 
  when he steps out, he readies an action to hurl the bead 
  from his necklace of fireballs at the slightest provocation 
  (casting, advancing, going for weapons, etc). 
   
   
  Treasure:  The PCs can get the following treasure off 
  the mugger.   
   
  APL 2: Loot 2 gp; Coin 5 gp; Total 2 gp. 
   
  APL 4: Loot 40 gp; Coin 5 gp; Magic 138 gp; 
  necklace of fireballs, type I (138 gp);Total 182 gp. 
   
  APL 6: Loot 40 gp; Coin 5 gp; Magic 225 gp; 
  necklace of fireballs, type II (225 gp);Total 270 gp. 
   
  APL 8: Loot 40 gp; Coin 5 gp; Magic 308 gp; studded 
  leather +1 (83 gp); necklace of fireballs, type II (225 gp); 
  Total 353 gp. 
   
   
  Development:  Once the PCs deal with the mugger, 
  they may proceed on to the tavern and make the delivery: 
   
   
  The Siren’s Song is not much to speak of – more 
  than a bit run down, it has obviously seen its best 
  times come and go.  The same with its patrons – most 
  of them have come and gone, as the main room is 
  empty except for someone sleeping in the corner 
  booth and a large, less-than-clean man behind the bar.  
   
  Despite its dilapidated exterior and questionable 
  hygiene of its proprietor, the interior of the Siren’s 
  Song is not that bad.  The furniture is old and not in 
  the best condition, but the place is somewhat clean.  
  The drunk in the corner isn’t even snoring too loudly. 
   
  “What’ll ya have?” snorts the hairy fat man 
  behind the bar, wiping out a mug with his apron.  He 
  spits, showing remarkable accuracy – assuming he 
  wanted to hit the wall next to the spittoon. 
   
   
  If the PCs wish to chat a bit, the bartender (Vilt) is 
  friendly enough, though he is a bit friendlier if the PCs 
  buy drinks.  Use Diplomacy checks and the rumors in 
  Part 4 as guidelines for what he talks about, unless a PC 
  identifies himself as a member of the Pack (if the PC is 
  lying, the bartender’s Sense Motive is +10).  In such a 
  case, the bartender can offer some more tidbits of 
  information, 
  depending 
  on 
  the 
  Pack 
  member’s 
  Diplomacy check: 
   
  • 
  DC 10 – That crackdown last year hurt, but 
  we’ll be okay.  Turns out only a few members were 
  nailed that night, but at least one of ‘em turned 
  stoolie hard.  If I could get my hands on that guy... 
  • 
  DC 15 – The Church and some of the nobles 
  are at odds right now.  Nobles are afraid the Church 
  is gettin’ too uppity.  Not sure what they can do 
  about it, though.  Not sure what they’d do if they 
  ‘won’, either.  Not sure who to ‘root’ for in that one. 
  • 
  DC 20 – You know anything about what’s 
  happening in Grayington?  Bosses are nervous about 
  what’s going on – attracting to many freelancers, 
  getting the MTG and such all riled up.  You 
  wouldn’t think so, but all that stuff ain’t good for 
  our business. 
   
   
  If the PCs say they have a delivery for “Imam Fazan”, 
  Vilt will nod, and say that the “Imam” isn’t here now, and 
  doesn’t come around too often, but entrusts him with 
  holding deliveries for him.  If the PCs ask about “Fazan”, 
  Vilt will describe a Baklunish religious man (Zilchus) 
  with some sort of ties to a nearby carpet shop. 
  VEL7-02 Idle Hands 
   
  Page 15 
  
   
  If the PCs just ask Vilt for payment, he will say he 
  shouldn’t have to pay them.  They should show him the 
  letter, upon which he grumps a bit, but pays them. 
   
  If for some reason the PCs do not want to leave the 
  package after letting Vilt know they have it, Vilt will 
  shrug and say “Suit yourself – no skin off my back”, then 
  smile knowingly.  He will inform the “Imam Fazan” (the 
  assassin) later, letting him know what happened, and 
  what he knows of the PCs.  
   
  If at any point the PCs go to the authorities with the 
  box, go to Interlude: Virtue Rears Its Ugly Head. 
   
   
  Treasure: If the PCs deliver the chest and contents 
  intact, Vilt will pay them the agreed-upon fee (they 
  cannot get this if they kept the chest for themselves).  
  These numbers represent the full amount of the fee: 
   
  APL 2: Coin 40 gp; Total 40 gp. 
   
  APL 4: Coin 80 gp; Total 80 gp. 
   
  APL 6: Coin 120 gp; Total 120 gp. 
   
  APL 8: Coin 160 gp; Total 160 gp. 
   
   
  Development:  Investigating the “Siren’s Song”, Vilt 
  and/or the “Imam” is beyond the scope of his adventure.  
  Discourage it via meeting (a) authorities that are already 
  investigating it, (b) Pack members suggesting the PCs 
  look elsewhere, or (c) some other ingenious DM device. 
   
  If the PCs successfully deliver the package intact, go 
  to Part 5 (use Assassination A).  If they deliver an 
  incomplete package (because they stole from it or 
  whatever), Mori and the assassins have been cheated, go 
  to Part 5 (use Assassination B).  If they fail to deliver the 
  package at all (whether they stole all of it or lost it), go to 
  Conclusion B.   If they take the box to the 
  authorities, go to the Interlude.  
   
  INTERLUDE: VIRTUE REARS 
  ITS UGLY HEAD 
  It is possible that the PCs might go to the authorities at 
  some point.  Possibly with mere suspicions, possibly with 
  some information or evidence they feel might help the 
  investigation.  All of the myriad variables (involving 
  timing, location, amount of information, who they 
  suspect, etc) of such a meeting make it impossible to 
  write up all the possibilities, so it is left up to the DM to 
  describe and adjudicate, with some guidelines.   
   
  The numbers in parentheses are to be used in the 
  calculation below, for the DM to get an idea of how the 
  PCs are doing.  Or, while it would be best to role play out 
  this meeting, if time is going to be a problem, the DM can 
  use this as more of a crutch to decide the success of the 
  PCs’ action. 
   
  1. 
  Recognize that the authorities are not going to 
  believe the adventurers just because they are 
  adventurers (or even just because someone is a priest 
  of Rao or member of some other meta-org).  PCs can 
  add any circumstance bonuses for dealing with 
  authority from membership in certain meta-orgs 
  (Church of Rao, Church of Cuthbert, Church of 
  Heironeous, Mitrik Temple Guard, Knights of 
  Salvation, Brotherhood of the Vale, Monastery of the 
  Unseen, Colleges of Divine and Arcane, including 
  Chancellors).  Using this influence here negates 
  them from using it for the Diplomacy roll later (#5), 
  though. 
  2. 
  Who the PCs accuse of the plot may also effect the 
  authorities’ reaction.  Accusing Westin Mori would 
  be the least likely to get anything ‘real’ done (-4).  
  Accusing Trisen Mori would be a bit more believable 
  to the authorities (-2).  Accusing Lady Briella would 
  bring the quickest response if the PCs can inform 
  the authorities who she is (not that she’s a devil, but 
  that her son is Nital’s heir). (+1)   If they just accuse 
  her without being able to explain the reason, the 
  authorities will be much less willing to listen. (-3) 
  3. 
  To whom the PCs make their accusations may affect 
  the outcome as well.   
  • 
  Accusing either Mori in Devarnish diocese is 
  likely to get the PCs a quick escort out of town (-
  6).  Accusing Briella here is fairly innocuous. 
  (+1) 
  (One exception to this is taking their accusation 
  of either Mori to Bishop Dorasie.  If the PCs can 
  gain audience (a DC 30 Diplomacy check for 
  PCs that are not members of the meta-orgs 
  mentioned above; a DC 20 check for PCs that 
  are members of those orgs), Bishop Dorasie will 
  immediately seize on the opportunity to 
  investigate a Mori if the PCs have any real 
  information (beyond ‘suspicions’). (+4)  
  • 
  Accusing any of the suspects in Valkurl diocese 
  will get the PCs a meeting with an interested 
  authority figure, but without any proof or facts, 
  they will quickly be disregarded. (+1) 
  • 
  Taking the accusations anywhere else (Veluna 
  City, etc) will produce at least a polite meeting 
  with someone in authority, but there will have 
  to be some facts/proof to really get anywhere. (-
  1) 
  4. 
  Having some proof can help the PCs’ cause: 
  • 
  If the PCs have nothing to present but hearsay 
  and suspicion. (-4) 
  • 
  Having the animate dead scroll (+3) and gems 
  (+1) from the box.  (The authorities keep these if 
  used as evidence.) 
  VEL7-02 Idle Hands 
   
  Page 16 
  
  • 
  Having heard the name “Stephon Nital” 
  whispered when the box was opened. (+2) 
  • 
  Having the letter and being able to indicate how 
  it contains the box’s password.  Authorities will 
  be able to identify the writing as Trisen Mori’s.  
  (+2, +4 if accusing Trisen.) 
  • 
  Knowing the name of the ‘recipient’. (+1) 
  • 
  Divinations:  Should the PCs successfully cast a 
  divination (or get an NPC priest to use one), 
  they will get the following message: “The devil 
  lures the snake with what he wants to hear; the 
  snake strikes at that which it desires. “ (+4)  A 
  carefully worded commune spell can also 
  unravel this quickly (+2 to +10, depending on 
  information). 
  5. 
  Diplomacy.  The party can make one DC 15 
  Diplomacy check to influence the authorities.  (+2) 
  • 
  PCs can assist the PC making the check ONLY 
  if they were participating in the discussions to 
  this point. 
  • 
  PCs (either the one making the check or ones 
  attempting to assist) can use a meta-org bonus 
  here ONLY if they did not use it for #1 above. 
  • 
  PCs that try to assist, but fail by 5 or more, 
  instead hurt the effort, apply a –2 penalty to the 
  Diplomacy roll per instance. 
   
   
  Remember, this is NOT meant to be a substitution 
  for role-playing.  If necessary, the numbers earned above 
  can be totaled to get the PCs’ ‘score’, which you can use 
  (but don’t have to) to get an idea of the authorities’ 
  reaction. 
   
  • 
  If the PCs can get the ‘score’ up to 21+, the plot is 
  foiled and Trisen arrested. PCs receive the 
  Rewarded by Stephon Nital reward on the AR.  If 
  the PCs return to Briella’s service after this, proceed 
  to the first part of Part 5 (getting the PCs to Valkurl), 
  then use Conclusion C.  If the PCs do not return to 
  her service, use Conclusion C, paraphrasing to 
  remove Briella from the equation. 
  • 
  If the PCs can get the ‘score’ up to 17 or higher, the 
  authorities are a bit more zealous and the plot is 
  foiled, though Trisen Mori is not arrested.  PCs 
  receive the Rewarded by Stephon Nital reward on 
  the AR.  If the PCs return to Briella’s service after 
  this, proceed to the first part of Part 5 (getting the 
  PCs to Valkurl), then use Conclusion B.  If the PCs 
  do not return to her service after this, use 
  Conclusion B, paraphrasing to remove Briella from 
  the equation. 
  • 
  If the PCs can get their ‘score’ between 10 and 16, the 
  authorities will definitely ‘look into the matter’, but 
  nothing will come of it.  Go to Conclusion B, as Mori 
  hires the assassin to go after those that stole from 
  him and ruined his plan. 
  • 
  Between 0 and 10, the authorities politely dismiss 
  the PCs.  (If pressed, they may Bluff (+2 x APL) or 
  just threaten them with arrest to get the PCs to 
  leave.)  Finish the adventure as if the PCs never went 
  to the authorities (most likely Conclusion B). 
  • 
  If the ‘score’ doesn’t get above 0, they are laughed out 
  of the precinct house. Finish the adventure as if the 
  PCs never went to the authorities (most likely 
  Conclusion B). 
    
   
   
  Note that all of the above scenarios assume the PCs 
  do not ever take the box and money to the assassin, either 
  giving it to the law as evidence, or keeping it for 
  themselves.  If they DO pay the assassin, then it is likely 
  the assassination of Nital would still happen (especially if 
  they delivered the money THEN went to the authorities). 
   The DM will have to use his best judgment in this case. 
   
  It is generally beyond the scope of this adventure for 
  the PCs to investigate with the authorities.  However, if 
  they absolutely insist, charge them an extra TU and have 
  them take part in a raid in which they fight the assassins 
  from Encounter 7B.  In this case, go to Conclusion C, 
  paraphrasing if Briella is not there. 
   
  PART 5: VALKURL 
   
  There are two versions of the assassination in this 
  section.  One (Assassination A) is for tables where the 
  PCs either completed the ‘mission’ in Part 4, declined it 
  entirely, or weren’t able to play it, and are still working 
  for Briella.  The second (Assassination B), is for tables 
  where the PCs delivered an incomplete package (because 
  they stole from it or whatever) and yet are still working 
  for Briella.   
   
  If, however, the PCs delivered nothing in Part 4 
  (either because they kept the contents of the box, because 
  they went to the authorities, or some other reason, but 
  NOT if they just refused the mission), but are somehow 
  still working for Briella, you should use the introductory 
  text below, then go directly to the appropriate 
  Conclusion (where you were directed in Part 4 or the 
  Interlude). 
   
   
  Regardless of which assassination is going to be used 
  (or if you’re going to skip to a Conclusion), use this 
  introductory text: 
   
   
  After another week of sitting around enjoying 
  good food, good drink, and a comfortable bed, Briella 
  finally summons you for the trip to Valkurl.   
   
  VEL7-02 Idle Hands 
   
  Page 17 
  
   
  The trip to Valkurl is a peaceful one, as you 
  encounter only friendly travelers on the road.  Along 
  the way, Briella seems quieter than before, often 
  staring out the window of her carriage, seemingly lost 
  in thought. 
   
   
  If any PCs ask politely, she will say she has 
  important decisions on her mind.  If pushed, she will 
  reveal that Trisen Mori has asked for her hand (NOT 
  revealing he assumes she will be inheriting Valkurl) and 
  she is thinking about it.  She wants to know what Nital 
  might be thinking regarding Gurith, however, so she 
  must talk to him before deciding anything. 
   
   
  If the PCs have been to Valkurl before (in Part 4), 
  skip this first paragraph.  If they have not been to Valkurl 
  in Part 4, continue here. 
   
   
  Valkurl itself is a busy mining town nestled in 
  the foothills of the Lortmil Mountains.  It is cleaner 
  than one might expect from a mining town on the 
  border of the wild mountains, but still has that rough-
  around-the-edges quality that differentiates it from 
  Veluna’s other cities. 
   
   
  Pick up here if the PCs have already been to Valkurl: 
   
   
  Briella directs the wagon to a fine inn near the 
  estate of the Nital family.  After getting settled in, she 
  pays you as agreed, and asks what you will be doing 
  now – she’s not sure what will come of her meeting 
  with Stephon Nital, and might be in need of another 
  escort, after all. 
   
   
  Briella will not invite (or allow) PCs to accompany 
  her to see Nital, as it is ‘a private matter’.  No matter the 
  PCs answer, continue below.  If the PCs wish to talk to 
  the authorities, see the Interlude.  If they wish to Gather 
  Information here in Valkurl, use the bullet points in 
  Encounter 6B, ignoring the Siren’s Song information. 
   
  Give the PCs a day or so of messing around before 
  resuming: 
   
   
  The 
  town 
  of 
  Valkurl 
  is 
  abuzz 
  with 
  announcements that Stephon Nital will be making a 
  speech that evening in the park.  No one is sure what 
  the speech is about – some rumors say he’s 
  announcing his continued support of the Church’s 
  efforts.  Others say quite the opposite, that he will 
  support the Sarneth/Mori initiative to increase the 
  authority of the nobility at the expense of the 
  Church.  A very few comment that it might have 
  something to do with a beautiful lady that recently 
  arrived, but others see that as no big deal. 
   
  Treasure: Briella pays the PCs the other half of the 
  agreed sum.  Remember the coin total below is the 
  maximum they could have “bartered” her up to from her 
  original offer, and should be reduced as appropriate if 
  they didn’t do so.  (Obviously, the PCs cannot receive this 
  money if they already received it in Part 4.) 
   
  APL 2: Coin 20 gp; Total 20 gp. 
   
  APL 4: Coin 40 gp; Total 40 gp. 
   
  APL 6: Coin 60 gp; Total 60 gp. 
   
  APL 8: Coin 80 gp; Total 80 gp. 
   
   
  From here, go to one of the following, depending on 
  the actions of the PCs to this point: 
  • 
  Assassination A – if the PCs either completed 
  the ‘mission’ in Part 4, declined it entirely, or 
  weren’t able to play it.  Trisen’s plan succeeds, 
  and Stephon Nital is assassinated. 
  • 
  Assassination B – if the PCs delivered an 
  incomplete package in Part 4 (because they stole 
  from it or whatever).  The assassins were only 
  partially paid, and go after Trisen and the PCs 
  for cheating them. 
  • 
  Conclusion B – if the PCs delivered no package; 
  and either did not go to the authorities at all, or 
  got the authorities involved (in the Interlude), 
  but not enough to foil the plot.  Trisen is not 
  arrested, and sends assassins after the PCs for 
  stealing from him.   
  • 
  Conclusion C – if the PCs delivered no package, 
  and got the authorities involved (in the 
  Interlude) enough to foil Trisen’s plot.  Trisen is 
  arrested. 
   
  Assassination A:  
   
  If the PCs do not attend the speech, they get a 
  message from Briella pleading for them to return to her – 
  she will relate what she has heard of the assassination, 
  and that she fears that some may blame her (see below).  
  If they are at the speech, they will be contacted by her 
  later – first proceed with this text: 
   
   
  You have a nice place to sit – by a tree, where you 
  can see the small stage, but aren’t in the middle of the 
  crowd.  The crowd has been receptive of the speech 
  so far, but then again there hasn’t been anything 
  exactly momentous said yet. 
   
  Stephon Nital starts to speak about the recent 
  events in Whitehale.  The crowd begins to listen a bit 
  more intently – will he address the Rachel Landis 
  situation?  Will he speak of his illegitimate children?  
  Will he... 
  VEL7-02 Idle Hands 
   
  Page 18 
  
   
  Suddenly, there is an arrow sticking from his 
  chest – he clutches at it and falls backward. 
  Attendants rush to his side as guards scan the area.  
  Looking around, you see nothing but a frightened, 
  upset crowd – some people are rushing towards the 
  stage, but most run away from it. 
   
   
  The assassin is invisible and flying, hovering over 
  the crowd. It is too noisy to detect her with a Listen 
  check, and she is too far from the PCs to detect with a 
  Spot check.  (If a PC can somehow nearly instantaneously 
  get a see invisibility up, or a dispel magic that somehow 
  catches the assassin, they might be able to see a female elf 
  teleport away.) 
   
   
  Your attention is drawn back to the stage, 
  though, as there seems to be some sort of commotion 
  there.   
   
   
  Have the PCs make a DC 10 Spot check – those that 
  make it see: 
   
   
  It looks like Stephon Nital is standing up again.  
  Except... there’s something wrong.  He seems to be 
  attacking the Raoan priest that is trying to heal him.  
  The priest is stunned for a moment, then slams his 
  open palm onto Nital’s chest.  The Baron seems to 
  writhe in pain and doubles over, collapsing once 
  again. 
   
   
   
  Nital was shot with a poisoned arrow that had an 
  additional curse upon it – the victim is animated as a 
  zombie.  The Raoan priest ‘killed’ him with the cure 
  serious wounds he was preparing to cast on Nital. 
   
  If the PCs wish to investigate the assassination, they 
  will be politely rebuffed by the local authorities, as well as 
  the Church (when they arrive on the scene).  If the PCs 
  insist/go behind the authorities backs, you can let them 
  fool around a bit, but they will NOT be allowed access to 
  the crime scene or the body if the law/Church can help it 
  (they may be able to discern what happened, but there 
  really isn’t enough evidence or information here to go 
  much beyond that).  If they return/go to the Siren’s Song, 
  Vilt is gone; no one there knows where he went.  Cut the 
  investigation short with the message from Briella below. 
   
  If the PCs delivered the package in Encounter 6B, 
  and  go to the authorities to reveal what they know (most 
  likely implicating themselves in the process), then the 
  adventure 
  is 
  over 
  for 
  them, 
  as 
  they 
  are 
  questioned/held/arrested while the investigation goes 
  on.  [If they were unwitting dupes, they ‘get away’ with 1 
  extra TU lost.  If they were aware something was going 
  on, they lose 3 TUs.]  Go to Conclusion A.  
   
  If the PCs decide to fight the authorities after 
  revealing their info (or any other reason) – use the stats 
  for the posse in Encounter 7A, feeling free to add more of 
  the NPCs (and maybe a cleric or two) depending on 
  where the PCs are starting this fight. 
   
  If the PCs are not with Briella an hour or so after the 
  assassination, but also not in custody, they receive a 
  message from Briella pleading for them to return to her, 
  as she fears she is to be arrested for the crime. 
   
  Assuming the PCs obey the summons, or if they are 
  with her in the evening after the assassination anyway, go 
  to Encounter 7A. 
   
  Assassination B: 
   
  If the PCs do not attend the speech, they get a 
  message from Briella pleading for them to return to her – 
  she will relate what she has heard of the assassination, 
  and that she fears that someone may come after her next. 
   If they are going to the speech, they will be contacted by 
  her later – first proceed with this text: 
   
   
  You have a nice place to sit – by a tree, where you 
  can see the small stage, but aren’t in the middle of the 
  crowd, a crowd that is growing more restless.  The 
  speech was supposed to have started.... 
   
  There – someone is approaching the podium, 
  trying to quiet the crowd.  It’s not Nital, though; he’s 
  not even wearing the Baron’s livery.  It appears to be a 
  priest of Rao, and he’s starting to speak. 
   
  “Gentlefolk, be calm, please.  I apologize, but the 
  Baron will not be speaking tonight – a general, 
  disappointed murmur runs through the crowd – I’m 
  afraid that it has been decided to err on the side of 
  caution in the light of the news that Trisen Mori has 
  been most wickedly murdered just today in 
  Devarnish.” 
   
  The crowd bursts into excited discussions about 
  the news at this point, and the priest tries to speak 
  some more, but no one is listening, and he returns 
  whence he came. 
   
   
  If the PCs wish to speak with the priest, they may:  
   
  “All I know for sure is that Trisen was dropped in 
  broad daylight with a single arrow, and then...,” he 
  struggles to regain his composure, “then he... well, his 
  body stood up and began attacking those that tried to 
  help him.  When the zombie was finally put down, 
  there was a note found tied to the arrow.  No one 
  knows what it meant – ‘Think not that any may cheat 
  Fazan’.” 
   
  Other than the fact that the arrow was poisoned, that 
  is all the priest can relate.  If the PCs return to Briella on 
  their own, she asks them to take her to Nital’s estate.  
  VEL7-02 Idle Hands 
   
  Page 19 
  
  Skip to Encounter 7B.  If they don’t, then they receive a 
  message from Briella, saying she fears for Nital and asks 
  the PCs to escort her to his estate.  As they prepare to go, 
  the assassin’s accomplices show up to ‘teach another 
  lesson’.  Go to Encounter 7B. 
   
  ENCOUNTER 7: WRATH 
  Encounter 7A: 
   
  Briella thanks you for coming so quickly, offers 
  you seats, and then sits down as well.  She seems a bit 
  anxious, not surprising seeing as how her son’s father 
  was just murdered. 
   
   
  A DC 20 Sense Motive check gives the PC a hunch 
  that she is either in shock or not as distraught as one 
  might be from the situation.  A Sense Motive check 
  against her Bluff check (+18), reveals that she is not 
  distraught at all. 
   
   
  “Stephon had agreed to marry me and name 
  Gurith as his heir.  I think he was going to announce 
  it at the speech – I wonder what will happen with 
  that now?  Alas, I suppose it doesn’t matter anymore.” 
   
  “I fear those jealous little girls in the court will 
  try to blame it on me?  I’m sure they have – after all, 
  Gurith should be the Baron now.  Perhaps I should 
  leave town for a while.  Perhaps I may still be in need 
  of some traveling companions...” 
   
  There is a knock at the door.  “Lady Briella 
  d’Fera?” a male voice asks. 
   
  “So soon?” Briella says surprisingly. 
   
   
  If at some point in the following scene, the PCs want 
  to jump in and defend Briella or ready for whatever is on 
  the other side, let them (she is readying a teleport).  The 
  DM will have to adjust the text on the fly, trying to stay 
  with the ‘flavor’ of what is written below (surprising the 
  PCs with what she really is, hopefully in a way that 
  implicates them and/or Trisen).     
   
  With no hope now of gaining power in Valkurl, 
  Briella‘s main goals at this point are (a) to get out without 
  being subject to police/church interrogation/inquisition, 
  (b) implicate someone else in the assassination (PCs 
  and/or Trisen), and/or (c) gather a couple more souls in 
  the process.  She will NOT join in the fight (though she 
  might try suggestion on a PC or a guard to turn the fight 
  lethal).  She is not above accusing the PCs of trying to kill 
  her, though this would be tough to pull off if she has 
  revealed herself.  
   
   
  She stands and pauses, then resignedly moves 
  towards the door.  “I thank you for all of your help –
  you have been very helpful.”  She pauses halfway to 
  the door, “and I hope to see all of you again very 
  soon.” 
   
  Suddenly, the door to the room bursts open even 
  as Briella’s visage becomes that of a beautiful, sultry 
  fiend, complete with small horns and a serpentine 
  tail. 
   
  “Surrender in the name of the law of Valkurl!!” 
   
  Briella smiles a fanged grin at you and says “Delay 
  them, my loves – I return to Trisen” loudly enough to 
  be heard – and then disappears in a cloud of 
  brimstone. 
   
  APL 2 (EL 4)  
  Posse 
  Leader: 
  Male 
  Human 
  Fighter1/ 
  Ranger2/Rogue1; hp 27; see Appendix 1.  
   
  APL 4 (EL 6) 
  Posse 
  Leader: 
  Male 
  Human 
  Fighter1/ 
  Ranger2/Rogue1; hp 27; see Appendix 1. 
  Posse Members (2): Male Human Ranger1/ 
  Rogue1; hp 12 each; see Appendix 1. 
   
  APL 6 (EL 8) 
  Posse 
  Leader: 
  Male 
  Human 
  Fighter2/ 
  Ranger2/Rogue2; hp 41; see Appendix 1. 
  Posse Members (2): Male Human Ranger1/ 
  Rogue3; hp 23 each; see Appendix 1. 
   
  APL 8 (EL 10) 
  Posse 
  Leader: 
  Male 
  Human 
  Fighter2/ 
  Ranger2/Rogue3/Justicar1; hp 54; see Appendix 1. 
  Posse Members (2): Male Human Fighter1/ 
  Ranger2/Rogue3 each; hp 38; see Appendix 1. 
   
  Tactics:  The posse is here to arrest Briella (and the PCs), 
  not kill them.  If the PCs resist, the posse will fight (using 
  nonlethal attacks, including the tanglefoot bags).  If the 
  PCs resist using lethal force (a potentially evil act), the 
  posse will respond in kind (though still using some 
  nonlethal force, so that prisoners can be captured).  At 
  APL 8, the posse leader always uses nonlethal force (as he 
  takes no penalty for doing so) unless it doesn’t seem to be 
  affecting his target.  
   
  Development:  Any PCs that surrender are held/ 
  questioned/arrested depending on their ability to prove 
  themselves to be unwitting dupes of Briella (1 TU of 
  questioning for being a total dupe, 3 TUs for knowing 
  something but doing nothing).  
   
  Any PCs that are captured after a nonlethal only 
  fight are arrested for resisting arrest/ assaulting an officer 
  of the law and spend time in jail (6 TUs if they were total 
  dupes, 8 TUs if they knew something but did nothing). 
  VEL7-02 Idle Hands 
   
  Page 20 
  
   
  Any PCs that are captured after a fight in which they 
  used lethal force, they are thrown in jail for a long time 
  (12 TU, +12 more per posse member killed) and must pay 
  a fine equal to the cost of hiring an NPC to cast the spell 
  needed to repair the damage dealt (a cure spell for hp 
  damage, restoration for ability damage, raise dead for 
  killing, etc).  Note that this fine may be used for the spell 
  in question, or may be used to compensate the victim or 
  his family, so ½ price spell purchase favors cannot be 
  applied. 
   
  Any PCs that resist arrest and/or escape the posse get 
  Wanted by the Law on the AR. 
   
  Treasure: 
   
  APL 2: Loot: 52 gp; Magic: 236 gp; chain shirt +1 
  (104 gp), buckler +1 (97 gp), potion of lesser vigor (4 gp), 
  potion of protection from chaos (4 gp), potion of discern 
  shapechanger (27 gp); Total: 288 gp 
   
  APL 4: Loot: 146 gp; Magic: 467 gp; chain shirt +1 
  (104 gp), 2 x studded leather +1 (98 gp each), buckler +1 
  (97 gp), 2 x potion of lesser vigor (4 gp each), 2 x potion of 
  protection from chaos (4 gp each), 2 x potion of discern 
  shapechanger (27 gp); Total: 613 gp 
   
  APL 6: Loot: 120 gp; Magic: 830 gp; 3 x chain shirt +1 
  (104 gp each), buckler +1 (97 gp), 2 x light wooden shield 
  +1 (96 gp each), cloak of resistance +1 (83 gp), 3 x potion 
  of lesser vigor (4 gp each), 3 x potion of protection from 
  chaos (4 gp each), potion of discern shapechanger (27 gp), 
  Quall’s feather token (whip) (42 gp); Total: 950 gp 
   
  APL 8: Loot: 146 gp; Magic: 1163 gp; 3 x chain shirt 
  +1 (104 gp each), 3 x buckler +1 (97 gp each), cloak of 
  resistance +1 (83 gp), gauntlets of dexterity +2 (333 gp), 3 
  x potion of lesser vigor (4 gp each), 3 x potion of 
  protection from chaos (4 gp each), potion of discern 
  shapechanger (27 gp), Quall’s feather token (whip) (42 
  gp); Total: 1309 gp 
   
  Encounter 7B  
   
  Briella thanks you for coming so quickly, and 
  hands you a bag. 
   
  “I must be away to Stephon’s estate,” she says 
  hurriedly, grabbing another, smaller bag, “I must see 
  if he is okay – can you escort me there please?” 
   
   
   
  If the PCs don’t know about Trisen’s assassination, 
  this would be a good time for her to tell them what she 
  heard happened. 
   
   
  On the way to the carriage, Briella says she is 
  distraught over losing Trisen, but thinks it may 
  actually be for the better since Stephon had agreed to 
  marry her – she thinks he was going to announce it at 
  the speech.   
   
   
   
  A DC 20 Sense Motive check gives the PC a hunch 
  that she is not as distraught over losing Mori as she says.  
  A DC 28 Sense Motive check reveals that she is not 
  distraught over him at all. 
   
  A separate Spot or Listen check may tip the PCs off 
  to the presence of some associates of the assassin that 
  killed Mori sent associates to get them.  (The DM will 
  have to set these Spot/Listen DCs in advance, but they 
  are waiting invisibly.) 
   
  The assassins attack the group in the carriage house, 
  as they get Briella in the carriage. The assassins say that 
  they are here to ‘collect a debt’ from those that would 
  cheat the assassin “Imam Fazan”. 
   
  APL 2 (EL 4)  
  Assassin: Male Human Fighter1/Ranger2/ Rogue1; 
  hp 27; see Appendix 1.  
   
  APL 4 (EL 6) 
  Assassins 
  (2): 
  Male 
  Human 
  Fighter1/ 
  Ranger2/Rogue1; hp 27 each; see Appendix 1. 
   
  APL 6 (EL 8) 
  Assassins 
  (2): 
  Male 
  Human 
  Fighter1/ 
  Ranger2/Rogue3; hp 38 each; see Appendix 1. 
   
  APL 8 (EL 10) 
  Assassins 
  (2): 
  Male 
  Human 
  Fighter2/ 
  Ranger2/Rogue3/Assassin1 
  each; 
  hp 
  51; 
  see 
  Appendix 1. 
   
  Tactics:  The assassins are out for blood, but would 
  optimally (a) escape with their lives, (b) leave at least one 
  PC alive to tell the tale of cheating an assassin. 
   
  Treasure: 
   
  APL 2: Loot: 27 gp; Magic: 290 gp; chain shirt +1 
  (104 gp), buckler +1 (97 gp), potion of lesser vigor (4 gp), 
  potion of protection from law  (4 gp), 2 x potion of 
  invisibility (27 gp each), potion of cure moderate wounds 
  (27 gp); Total: 317 gp 
   
  APL 4: Loot: 52 gp; Magic: 580 gp; 2 x chain shirt +1 
  (104 gp each), 2 x buckler +1 (97 gp each), 2 x potion of 
  lesser vigor (4 gp each), 2 x potion of protection from law 
  (4 gp each), 4 x potion of invisibility (27 gp each), 2 x 
  potion of cure moderate wounds (27 gp each); Total: 632 
  gp 
   
  APL 6: Loot: 52 gp; Magic: 830 gp; 2 x chain shirt +1 
  (104 gp each), 2 x buckler +1 (97 gp each), 2 x cloak of 
  resistance +1 (83 gp), 2 x potion of lesser vigor  (4 gp 
  each), 2 x potion of protection from law  (4 gp each), 4 x 
  potion of invisibility (27 gp each), 2 x potion of cure 
  VEL7-02 Idle Hands 
   
  Page 21 
  
  moderate wounds (27 gp each), 2 x Quall’s feather token 
  (whip) (42 gp); Total: 882 gp 
   
  APL 8: Loot: 52 gp; Magic: 1496 gp; 2 x chain shirt +1 
  (104 gp each), 2 x buckler +1 (97 gp each), 2 x cloak of 
  resistance +1 (83 gp), 2 x gauntlets of dexterity +2 (333 gp 
  each); 2 x potion of lesser vigor  (4 gp each), 2 x potion of 
  protection from law  (4 gp each), 4 x potion of invisibility 
  (27 gp each), 2 x potion of cure moderate wounds (27 gp 
  each), 2 x Quall’s feather token (whip) (42 gp); Total: 1548 
  gp 
   
  CONCLUSION 
  Conclusion A:   
  If Nital was assassinated: 
   
   
  You’re not sure how exactly you got to this point 
  – with a Stephon Nital dead, angry guardsmen 
  coming after you, and a devilish beauty saying she’ll 
  see you soon... but you are pretty sure it would be best 
  to clear the area and lay low for a while.   
   
   
  (Note that if Nital is assassinated it is very likely that 
  Trisen gets away with murder.  If the PCs had suspicions 
  and took them to the authorities, they should be on a 
  different conclusion.) 
   
  If Trisen was assassinated: 
   
   
  You’re not sure how exactly you got to this point 
  – with Trisen Mori dead and angry people coming 
  after you in some strange westerner’s name, but you 
  are pretty sure it would be best to clear the area and 
  come back to check on Briella some other time.   
   
  When you go to say your goodbyes, she thanks 
  you for all your help, wishes you well and says with a 
  smile that she’s sure she’ll see you again soon enough. 
   As nice as that seems, you are soon wondering why 
  the farewell is starting to sound more like a sentence 
  than an invitation...  
   
  Conclusion B:   
   
  Only read this first paragraph if the authorities/ 
  Nital were alerted to a plot that was stopped. 
   
   
  While the authorities were unable to prove 
  anything substantial about a plot, Stephon Nital is 
  very glad to be alive, and thanks you publicly, calling 
  you heroes of the diocese. 
   
   
  Continue if the authorities/Nital knew of a plot, or 
  start here if the PCs stole the whole package: 
   
   
  A very happy man, Nital announces his 
  intentions to wed Lady Briella d’Fera and name her 
  son Gurith his heir.  You are treated to a sumptuous 
  feast at the Nital estate and are invited to the wedding 
  as well.  Preparations are going along swimmingly, 
  and you are looking forward to a noble wedding feast, 
  when... 
   
   
   
  Unfortunately for the PCs, Trisen Mori suspects that 
  they cheated him somehow, and has sent assassins to get 
  them. 
   
  The assassins attack the group (when and where is 
  up to the DM), mentioning that they are here to ‘collect a 
  debt’.  If she is present, they ignore Briella (Trisen doesn’t 
  want her hurt and doubts she is involved), who flees the 
  immediate area to hide.  She does not assist the party in 
  any way.  (If forced to ‘help’, she will ‘run for help’ or 
  swing ineffectually with her dagger.) 
   
  All APLs 
   
  Use NPCs from Encounter 7B. 
   
  Tactics:  The assassins are here on a job, but do not 
  consider it worth their lives, so they do not fight to the 
  death. 
   
  Conclusion C:   
   
  Trisen Mori is arrested for conspiracy to commit 
  murder, and curses your names even as he calls on 
  Briella to say something on his behalf.  Stephon Nital 
  is very pleased to be alive, and announces his 
  intentions to wed Lady Briella d’Fera and name her 
  son Gurith his heir.  You are treated to a sumptuous 
  feast at the Nital estate and are invited to the 
  wedding. 
   
  No matter the accolades and praise, however, you 
  just can’t shake the feeling that something has gone 
  wrong... 
   
  The End 
   
  Official critical events results:  Any player interested in 
  downloading an official summary of events of this mod 
  that reflects the critical events of the first run of this 
  event should be given the following password.  The DM 
  should give this password to the players at the conclusion 
  of play.  They can then download the critical summary 
  and use the password to open the file: 
  Password:  devilindisguise 
  VEL7-02 Idle Hands 
   
  Page 22 
  
   
  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. 
   
  1: Sloth  
  Save the girl from the ruffians. 
  APL 2  
  60 XP 
  APL 4  
  60 XP 
  APL 6  
  120 XP 
  APL 8  
  180 XP 
   
  3: Envy 
  Interacting and role-playing with the NPCs 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
   
  4: Gluttony 
  Defeat or drive off the scrags. 
  APL 2  
  120 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  5: Lust 
  NOT killing Brote (defusing situation or subduing him) 
  APL 2   
  30 XP 
  APL 4    
  45 XP 
  APL 6    
  60 XP 
  APL 8 
  75 XP 
   
  6A: Greed I 
  Disarming or surviving the trap on the chest 
  APL 2   
  90 XP 
  APL 4    
  180 XP 
  APL 6    
  240 XP 
  APL 8 
  300 XP 
   
  6B: Greed II 
  Defeat the mugger. 
  APL 2  
  90 XP 
  APL 4  
  90 XP 
  APL 6 
  120 XP 
  APL 8  
  150 XP 
   
  7A or 7B: Wrath 
  Defeat those that are coming to get you. 
  APL 2   
  120 XP 
  APL 4    
  180 XP 
  APL 6    
  240 XP 
  APL 8 
  300 XP 
   
  Discretionary roleplaying award 
  Only to be awarded for good overall role-playing. 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 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 
  VEL7-02 Idle Hands 
   
  Page 23 
  
  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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  1: Sloth 
    
  APL 2: Loot 1 gp; Coin 10 gp; Total 11 gp. 
   
  APL 4: Loot 1 gp; Coin 20 gp; Total 21 gp. 
   
  APL 6: Loot 1 gp; Coin 30 gp; Total 31 gp. 
   
  APL 8: Loot 1 gp; Coin 40 gp; Total 41 gp. 
   
  2: Pride 
  This entry represents the maximum remainder of the up-
  front half of the agreed-upon fee, if the PCs “bartered 
  Briella up”.  Do not award this if they did not do so, and 
  reduce it appropriately if necessary. 
    
  APL 2: Coin 10 gp; Total 10 gp. 
   
  APL 4: Coin 20 gp; Total 20 gp. 
   
  APL 6: Coin 30 gp; Total 30 gp. 
   
  APL 8: Coin 40 gp; Total 40 gp. 
   
  4: Gluttony 
   
  APL 2: none 
   
  APL 4: Loot 2 gp; Total 2 gp. 
   
  APL 6: Magic 708 gp; 2 x chain shirt +2 (354 gp 
  each); Total 708 gp. 
   
  APL 8: Magic 874 gp; 2 x chain shirt +2 (354 gp 
  each), 2 x cloak of elemental protection (83 gp each); 
  Total 874 gp. 
   
   
  5:  Lust 
   
  All APLs: Coin 3 gp; Total 3 gp. 
   
  Part 4: Devarnish 
  The second half of the agreed-upon fee.  This money is 
  mutually exclusive of that in Part 5.  (It’s the same money, 
  PCs can’t get it twice.) Remember also that the coin total 
  below is the maximum they could have “bartered Briella 
  up to” from her original offer, and should be reduced 
  appropriately if they didn’t do so. 
   
  APL 2: Coin 20 gp; Total 20 gp. 
   
  APL 4: Coin 40 gp; Total 40 gp. 
   
  APL 6: Coin 60 gp; Total 60 gp. 
   
  APL 8: Coin 80 gp; Total 80 gp. 
   
  6A: Greed I 
  Only received if the PCs steal the chest.  Cannot get this 
  and treasure from 6B. 
   
  All APLs:  Coin 500 gp; Magic (52 gp); scroll of 
  animate dead (52 gp); Total 552 gp. 
   
  6B: Greed II 
  From the mugger: 
   
  APL 2: Loot 2 gp; Coin 5 gp; Total 7 gp. 
   
  APL 4: Loot 40 gp; Coin 5 gp; Magic 138 gp; 
  necklace of fireballs, type I (138 gp);Total 182 gp. 
   
  APL 6: Loot 40 gp; Coin 5 gp; Magic 225 gp; 
  necklace of fireballs, type II (225 gp);Total 270 gp. 
   
  APL 8: Loot 40 gp; Coin 5 gp; Magic 308 gp; studded 
  leather +1 (83 gp); necklace of fireballs, type II (225 gp); 
  Total 353 gp. 
   
   
  Payment for mission (Only received if the PCs deliver 
  the chest.  PCs cannot get both this and the treasure from 
  Encounter 6A):  
   
  APL 2: Coin 40 gp; Total 40 gp. 
   
  APL 4: Coin 80 gp; Total 80 gp. 
   
  APL 6: Coin 120 gp; Total 120 gp. 
   
  APL 8: Coin 160 gp; Total 160 gp. 
   
  Part 4: Valkurl 
  The second half of the agreed-upon fee.  This money is 
  mutually exclusive of that in Part 4.  (It’s the same money, 
  PCs can’t get it twice.) Remember also that the coin total 
  below is the maximum they could have “bartered” her up 
  to from her original offer, and should be reduced 
  appropriately if they didn’t do so. 
   
  APL 2: Coin 20 gp; Total 20 gp. 
   
  APL 4: Coin 40 gp; Total 40 gp. 
   
  APL 6: Coin 60 gp; Total 60 gp. 
   
  APL 8: Coin 80 gp; Total 80 gp. 
   
  7A: Wrath 
   
  APL 2: Loot: 52 gp; Magic: 236 gp; chain shirt +1 
  (104 gp), buckler +1 (97 gp), potion of lesser vigor (4 gp), 
  potion of protection from chaos (4 gp), potion of discern 
  shapechanger (27 gp); Total: 288 gp 
   
  APL 4: Loot: 146 gp; Magic: 467 gp; chain shirt +1 
  (104 gp), 2 x studded leather +1 (98 gp each), buckler +1 
  (97 gp), 2 x potion of lesser vigor (4 gp each), 2 x potion of 
  protection from chaos (4 gp each), 2 x potion of discern 
  shapechanger (27 gp); Total: 613 gp 
   
  APL 6: Loot: 120 gp; Magic: 830 gp; 3 x chain shirt +1 
  (104 gp each), buckler +1 (97 gp), 2 x light wooden shield 
  +1 (96 gp each), cloak of resistance +1 (83 gp), 3 x potion 
  of lesser vigor (4 gp each), 3 x potion of protection from 
  chaos (4 gp each), potion of discern shapechanger (27 gp), 
  Quall’s feather token (whip) (42 gp); Total: 950 gp 
  VEL7-02 Idle Hands 
   
  Page 24 
  
   
  APL 8: Loot: 146 gp; Magic: 1163 gp; 3 x chain shirt 
  +1 (104 gp each), 3 x buckler +1 (97 gp each), cloak of 
  resistance +1 (83 gp), gauntlets of dexterity +2 (333 gp), 3 
  x potion of lesser vigor (4 gp each), 3 x potion of 
  protection from chaos (4 gp each), potion of discern 
  shapechanger (27 gp), Quall’s feather token (whip) (42 
  gp); Total: 1309 gp 
   
  7B: Wrath 
   
  APL 2: Loot: 27 gp; Magic: 263 gp; chain shirt +1 
  (104 gp), buckler +1 (97 gp), potion of lesser vigor  (4 gp), 
  potion of protection from law  (4 gp), potion of 
  invisibility (27 gp), potion of cure moderate wounds (27 
  gp); Total: 290 gp 
   
  APL 4: Loot: 52 gp; Magic: 526 gp; 2 x chain shirt +1 
  (104 gp each), 2 x buckler +1 (97 gp each), 2 x potion of 
  lesser vigor (4 gp each), 2 x potion of protection from law 
  (4 gp each), 2 x potion of invisibility (27 gp each), 2 x 
  potion of cure moderate wounds (27 gp each); Total: 578 
  gp 
   
  APL 6: Loot: 52 gp; Magic: 776 gp; 2 x chain shirt +1 
  (104 gp each), 2 x buckler +1 (97 gp each), 2 x cloak of 
  resistance +1 (83 gp), 2 x potion of lesser vigor  (4 gp 
  each), 2 x potion of protection from law  (4 gp each), 2 x 
  potion of invisibility (27 gp each), 2 x potion of cure 
  moderate wounds (27 gp each), 2 x Quall’s feather token 
  (whip) (42 gp); Total: 838 gp 
   
  APL 8: Loot: 52 gp; Magic: 1439 gp; 2 x chain shirt +1 
  (104 gp each), 2 x buckler +1 (97 gp each), 2 x cloak of 
  resistance +1 (83 gp), 2 x gauntlets of dexterity +2 (333 gp 
  each); 2 x potion of lesser vigor  (4 gp each), 2 x potion of 
  protection from law  (4 gp each), 2 x potion of invisibility 
  (27 gp each), 2 x potion of cure moderate wounds (27 gp 
  each), 2 x Quall’s feather token (whip) (42 gp); Total: 1496 
  gp 
   
  Treasure Cap 
   
  APL 2: 
   
   
  450 gp 
   
  APL 4: 
   
   
  650 gp 
   
  APL 6: 
   
   
  900 gp 
   
  APL 8: 
   
   
  1300 gp 
   
   
   
  ADVENTURE RECORD ITEM 
  NOTES  
  Extra TUs:  Not an entry to itself, but it is possible to lose 
  TUs to the authorities – a few by helping, or more by 
  being arrested.  See the Interlude and Part 5, 
  Assassination A. 
   
  Kissed by an Angel:  Any and all PCs that succumbed to 
  Briella’s charms in Part 2 (or otherwise) get this reward. 
   
  Rewarded by Stephon Nital:  Only PCs that 
  successfully uncover the plot and get the authorities to 
  stop it (see Interlude) get this reward. 
   
  Wanted by a Devil:  PCs can receive more than one of 
  these entries. 
  • 
  Trisen – PCs receive this if Nital is not assassinated.  
  (They receive it even if Trisen is assassinated.)  If, 
  however, Trisen Mori is arrested, then cross off 
  everything except the Mori not hiring the PC line. 
  • 
  “Imam Fazan” – PCs receive this if they delivered a 
  partial payment to the Siren Song and defeated the 
  assassins sent after them.  If only one or two PCs 
  survived the assassins’ attack in Encounter 7B, 
  “Imam” assumes they got the message, and no PCs 
  receive this entry. 
  • 
  Other – PCs receive this entry if Briella is prevented 
  from marrying Nital, and/or if she is revealed as a 
  devil.  (Though not if she reveals herself, as might 
  happen in Encounter 7A.) 
   
  Wanted by the Law:  PCs that fight or run from the 
  authorities in Encounter 7A get this entry.  The number 
  to be filled in the blank is equal to the original penalty 
  (see Extra TUs above) plus 3.  If the PC used lethal force, 
  he must also pay a fine when arrested (see Encounter 7A) 
  – note this requirement on the AR as well. 
   
   
   
  VEL7-02 Idle Hands 
   
  Page 25 
  
  APPENDIX 1: ALL APLS 
  2:  PRIDE 
  LADY BRIELLA D'FERA 
  CR 7 
  Female Harvester Devil (Falxugon) (Fiendish Codex 
  II: Lords of the Nine Hells)  
  LE Medium Outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +9; Senses see in darkness; Listen +12, Spot 
  +12 
  Aura refuge of the damned 
  Languages Celestial, Common, Infernal; telepathy 
  100’ 
  AC 22, touch 15, flat-footed 17 
   (+5 Dex, +7 natural) 
  hp 75 (9 HD); DR 5/good or magic 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 17 
  Fort +9, Ref +11, Will +8 
  Speed 30 ft. (6 squares) 
  Melee dagger +14/+9 (1d4+2/19-20) 
  Ranged dagger +14/+9 (1d4+2/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +11  
  Special Actions summon baatezu 
  Spell-Like Abilities (CL 9th): 
   At will — disguise self, greater teleport (self plus 50 
  pounds of gear only) 
   1/day — mirror image 
   3/day — dispel magic, vampiric touch (melee touch 
  +14) 
  Abilities Str 14, Dex 20, Con 16, Int 14, Wis 14, Cha 
  22 
  SA  infernal debt, spell-like abilities 
  SQ alignment mask, refuge of the damned 
  Feats Ability Focus (refuge of the damned), Improved 
  Initiatve, Quick Draw, Weapon Finesse 
  Skills Balance +7, Bluff +18, Concentration, +13, 
  Decipher Script +12, Diplomacy +20, Disguise +16 
  (+18 acting), Escape Artist +10, Forgery +12, Hide 
  +15, Intimidate +16, Jump +4, Listen +12, Sense 
  Motive +7, Sleight of Hand +12, Spot +12, Tumble 
  +10, Use Rope +5 
  Possessions ring of misdirection*, dagger 
  Alignment Mask (Su) When it is exposed to any 
  effect that can determine alignment or sense an 
  alignment aura, a harvester devil can make a Bluff 
  check opposed by the detector’s Sense Motive 
  check.  If the harvester devil’s check succeeds, it 
  does not register as evil.  The harvester devil still 
  remains susceptible to other effects that target evil 
  creatures, such as smite evil. 
  Infernal Debt (Su) A harvester devil’s ichor-soaked 
  dagger places a powerful curse upon those struck 
  by it.  When struck by this weapon, a target must 
  make a successful DC 20 Will save or take a –2 
  penalty on attack rolls, checks and saves as 
  feelings of fatigue and sloth overcome him.  
  Multiple attacks with this venom do not stack.  This 
  penalty lasts for 24 hours or until the target willingly 
  strikes a good-aligned creature.  This attack must 
  deal its full normal damage, though the victim can 
  opt to make an unarmed strike or some other 
  similarly ineffectual blow.  In any case, he cannot 
  opt to deal less damage than normal, nor can he 
  accept the standard –4 penalty on the attack roll to 
  deal non-lethal damage.  The victim feels a strange 
  urge to strike eligible targets to break the curse, 
  and can feel soothing relief waiting for him if he 
  only gives in to the malevolent whispers that echo 
  in his mind.  A remove curse or heal spell rids a 
  victim of the penalties, as well as the urge to do a 
  companion harm.  This is a mind affecting ability, 
  and the save DC is Charisma-based. 
  Refuge of the Damned (Su) Through a bizarre 
  clause in the Pact Primeval, harvester devils are 
  magically warded to prevent attacks by all 
  nonoutsiders, at least until they strike first.  A 
  harvester devil continually gains the benefit of a 
  sanctuary spell; a DC 22 Will save is required to 
  overcome this effect.  Outsiders are unaffected by 
  this ability.  If a harvester devil attacks any 
  opponent, this ability ceases to function for 1 
  minute.  A nonoutsider that succeeds on its save 
  against refuge of the damned takes a –2 penalty on 
  all saves for 1 minute, the cosmic price for 
  breaking the ancient clause that protects harvester 
  devils.  The save DC is Charisma-based. 
   
  Character Notes Lady Briella d’Fera is a well-crafted 
  and long practiced persona for this particular devil. 
  She is beautiful and is well aware of that.  She also 
  realizes that many may be turned off by excessive 
  pride or ‘unchaste’ behavior, so she acts the part of 
  a proper lady.  She enjoys acting innocent and coy, 
  then moving on those that seem interested in the 
  ‘bait’.   
   
  Although the devil may change appearances, the 
  Briella persona appears to be an Oeridian/Suel 
  woman of 25.  She has auburn hair (usually piled in 
  curls on top of her head, though she sometimes 
  lets it down when heavily flirting), porcelain skin 
  with a single freckle at the left corner of her full, red 
  lips.  She usually wears simple (but expensive) 
  jewelry, and always carries Sissy, her fluffy white 
  lapdog. 
   If at some point, Briella sees an opportunity to 
  ‘push’ a PC into an evil act, she will attempt to do 
  so (in a way that wouldn’t blow her cover, of 
  course).  That is her job, after all, and she loves 
  her job. 
   
  See the Adventure Background for her history. 
  * see Appendix 2: New Rules Item 
   
  5:  LUST 
  BROTE 
  CR 1 
  Male Human Commoner 2   
  N Medium Humanoid (Human) 
  VEL7-02 Idle Hands 
   
  Page 26 
  
  Init +0; Senses Listen +0, Spot +0  
  Languages Common 
  AC 10, touch 10, flat-footed 10 
  hp 6 (2 HD) 
  Fort +0, Ref +0, Will +0 
  Speed 30 ft. (6 squares) 
  Melee club +2 (1d6+1)  
   
  or unarmed strike +2 (1d3+1 nonlethal)  
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2  
  Abilities Str 12, Dex 10, Con 12, Int 8, Wis 9, Cha 10 
  Feats Dodge, Toughness 
  Skills Climb +2, Handle Animal +4, Jump +2, Ride 
  +1, Use Rope +1 
  Possessions club, clothes, 18 gp
  VEL7-02 Idle Hands 
   
  Page 27 
  
  APL 2
  1:  SLOTH 
  RUFFIAN 
  CR 1 
  Male Human Warrior 2   
  N Medium Humanoid (Human) 
  Init +2; Senses Listen +0, Spot +0  
  Languages Common 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor)  Dodge 
  hp 16 (2 HD) 
  Fort +4, Ref +2, Will +0 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +4 (1d3+2 nonlethal)  
   
  or dagger +4 (1d4+2/19-20) 
  Ranged dagger +4 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4  
  Abilities Str 14, Dex 14, Con 12, Int 11, Wis 11, Cha 
  11 
  Feats Dodge, Toughness 
  Skills Handle Animal +5, Intimidate +5, Jump +7 
  Possessions dagger, leather armor 
   
  4. GLUTTONY 
  YOUNG SCRAG 
  CR 2 
  Male Scrag (Water Troll)   
  Reduced size/age/CR via Savage Species 
  CE Medium Giant (Aquatic) 
  Init +1; Senses Darkvision 90’, low-light vision, scent 
  10’;  Listen +4, Spot +4 
  Languages Common, Giant 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 natural) 
  hp 33 (3 HD); regeneration 1 (in water only) 
  Fort +5, Ref +2, Will +3 
  Weakness acid and fire do normal damage 
  Speed 20 ft. (4 squares), swim 40 ft.; 
  Melee 2 claws +5 (1d6+3) and bite +0 (1d6+1) 
  Ranged - 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5  
  Abilities Str 17, Dex 12, Con 15, Int 6, Wis 9, Cha 6 
  Feats Alertness, Iron Will 
  Skills Listen +4, Spot +4 
  Regeneration (Ex):  Fire and acid do normal damage 
  to a troll.  If a troll loses a limb or a body part, the 
  lost portion regrows in 3d6 minutes.  The creature 
  can reattach the severed member instantly by 
  holding it to the stump. 
   
  6A:  GREED / ON THE WAY TO THE 
  SINGING SIREN 
  MUGGER 
  CR 3 
  Male Half-orc Barbarian 1/Rogue 2  
  N Medium Humanoid (Orc) 
  Init +6; Senses Listen +6, Spot +5 
  Languages Common, orc 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor) 
  hp 23 (3 HD)  
  Fort +4, Ref +5 (evasion), Will +0 
  Speed 40 ft. in light armor (8 squares) 
  Melee battle axe +5 (1d8+4/x3) 
  Ranged none 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5  
  Atk Options Power attack, rage 1/day, sneak attack 
  (+1d6)  
  Abilities Str 16, Dex 15, Con 14, Int 7, Wis 10, Cha 8 
  Feats Improved Initiative, Power Attack 
  Skills Bluff +4, Hide +7, Listen +6, Move Silently +7, 
  Spot +5, Survival +4 
  Possessions masterwork battle axe, studded leather, 
  30 gp 
  Rage suite:  AC: 13, hp: 29, Fort: +6, Will: +2, Melee: 
  battle axe +7 (1d8+7/x3), Grp: +7, Abilities: Str: 20, 
  Con: 18 
   
  7A:  WRATH 
  POSSE LEADER 
  CR 4 
  Male Human Fighter1/Ranger 2/Rogue 1  
  LN Medium Humanoid (Human) 
  Init +7; Senses Listen +5, Spot +5 
  Languages Common, Rhopan 
  AC 20, touch 13, flat-footed 17 
   (+3 Dex, +5 armor, +2 shield) 
  hp 27 (4 HD) 
  Fort +5, Ref +8 (+9 vs traps), Will +2  
  Speed 30 ft. (6 squares)  
  Melee  mwk scimitar +4 (1d6+2/18-20) and sap +3 
  (1d6+1 nonlethal) or 
   
  mwk scimitar +6 (1d6+2/18-20) or  
   
  sap +5 (1d6+2 nonlethal) 
  Ranged  dagger +6 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options Favored Enemy +2 (humans), Sneak 
  Attack (1d6) 
  Combat Gear potion of lesser vigor, potion of 
  protection from chaos, potion of discern 
  shapechanger* 
  Abilities Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 
  10 
  SQ Trapfinding, trapsense +1, wild empathy +2 
  Feats Improved Buckler Defense*, Improved Initiative, 
  Iron Will, TrackB, Two Weapon FightingB 
  Skills Climb +6, Gather Information +6, Hide +9, 
  Listen +6, Move Silently +9, Search +6, Spot +6, 
  Survival +5, Use Rope +8 
  Possessions combat gear plus chain shirt +1, 
  buckler +1, masterwork scimitar, 2 daggers, sap, 6 
  masterwork manacles 
  VEL7-02 Idle Hands 
   
  Page 28 
  
  * see Appendix 2: New Rules Item 
   
  7B:  WRATH 
  ASSASSIN 
  CR 4 
  Male Human Fighter1/Ranger 2/Rogue 1  
  LE Medium Humanoid (Human) 
  Init +7; Senses Listen +6, Spot +6 
  Languages Common, Rhopan 
  AC 20, touch 13, flat-footed 17 
   (+3 Dex, +5 armor, +2 shield) 
  hp 27 (4 HD) 
  Fort +5, Ref +5 (+6 vs traps), Will +2  
  Speed 30 ft. (6 squares)  
  Melee  mwk scimitar +4 (1d6+2/18-20) and kukri +3 
  (1d4+1/18-20) or 
   
  mwk scimitar +6 (1d6+2/18-20) or  
   
  kukri +5 (1d6+2 nonlethal) 
  Ranged  dagger +6 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options Favored Enemy +2 (humans), Sneak 
  Attack (1d6) 
  Combat Gear potion of lesser vigor, potion of 
  protection from law, 2 x potion of invisibility 
  (already used one), potion of cure moderate 
  wounds 
  Abilities Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 
  10 
  SQ Trapfinding, trapsense +1, wild empathy +2 
  Feats Improved Buckler Defense*, Improved Initiative, 
  Iron Will, TrackB, Two Weapon FightingB 
  Skills Climb +6, Gather Information +6, Hide +9, 
  Listen +6, Move Silently +9, Search +6, Spot +6, 
  Survival +5, Use Rope +8 
  Possessions combat gear plus chain shirt +1, 
  buckler +1, masterwork scimitar, kukri, dagger 
   
   
   
   
  VEL7-02 Idle Hands 
   
  Page 29 
  
  APL 4 
  1:  SLOTH 
  RUFFIAN 
  CR 1 
  Male Human Warrior 2   
  N Medium Humanoid (Human) 
  Init +2; Senses Listen +0, Spot +0  
  Languages Common 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor)  Dodge 
  hp 16 (2 HD) 
  Fort +4, Ref +2, Will +0 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +4 (1d3+2 nonlethal)  
   
  or dagger +4 (1d4+2/19-20) 
  Ranged dagger +4 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4  
  Abilities Str 14, Dex 14, Con 12, Int 11, Wis 11, Cha 
  11 
  Feats Dodge, Toughness 
  Skills Handle Animal +5, Intimidate +5, Jump +7 
  Possessions dagger, leather armor 
   
  4. GLUTTONY 
  SCRAG 
  CR 5 
  Male Scrag (Water Troll)   
  CE Large Giant (Aquatic) 
  Init +2; Senses Darkvision 90’, low-light vision, scent; 
  Listen +5, Spot +6 
  Languages Common, Giant 
  AC 19, touch 11, flat-footed 17 
   (-1 size, +2 Dex, +3 armor, +5 natural) 
  hp 63 (6 HD); regeneration 5 (in water only) 
  Fort +11, Ref +4, Will +3 
  Weakness acid and fire do normal damage 
  Speed 20 ft. (4 squares), swim 40 ft. 
  Melee 2 claws +9 (1d6+6) and bite +4 (1d6+3) 
  Ranged - 
  Space 10x10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +14  
  Atk Options Rend 
  Abilities Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 
  Feats Alertness, Iron Will, Track 
  Skills Listen +5, Spot +6 
  Possessions studded leather armor 
  Regeneration (Ex):  Fire and acid do normal damage 
  to a troll.  If a troll loses a limb or a body part, the 
  lost portion regrows in 3d6 minutes.  The creature 
  can reattach the severed member instantly by 
  holding it to the stump.  
  Rend (Ex):  If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the 
  flesh.  This attack automatically deals an additional 
  2d6+9 points of damage. 
   
  6A:  GREED / ON THE WAY TO THE 
  SINGING SIREN 
  MUGGER 
  CR 3 
  Male Half-orc Barbarian 1/Rogue 2  
  N Medium Humanoid (Orc) 
  Init +6; Senses Listen +6, Spot +5 
  Languages Common, orc 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor) 
  hp 23 (3 HD)  
  Fort +4, Ref +5 (evasion), Will +0 
  Speed 40 ft. in light armor (8 squares) 
  Melee battle axe +6 (1d8+4/x3) 
  Ranged none 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5  
  Atk Options Power attack, rage 1/day, sneak attack 
  (+1d6)  
  Combat Gear necklace of fireballs (type I) 
  Abilities Str 16, Dex 15, Con 14, Int 7, Wis 10, Cha 8 
  Feats Improved Initiative, Power Attack 
  Skills Bluff +4, Hide +7, Listen +6, Move Silently +7, 
  Spot +5, Survival +4 
  Possessions combat gear plus masterwork battle 
  axe, masterwork studded leather, 30 gp 
  Rage suite:  AC: 13, hp: 29, Fort: +6, Will: +2, Melee: 
  battle axe +8 (1d8+7/x3), Grp: +7, Abilities: Str: 20, 
  Con: 18 
   
  7A:  WRATH 
  POSSE LEADER 
  CR 4 
  Male Human Fighter1/Ranger 2/Rogue 1  
  LN Medium Humanoid (Human) 
  Init +7; Senses Listen +5, Spot +5 
  Languages Common, Rhopan 
  AC 20, touch 13, flat-footed 17 
   (+3 Dex, +5 armor, +2 shield) 
  hp 27 (4 HD) 
  Fort +4, Ref +8 (+9 vs traps), Will +2  
  Speed 30 ft. (6 squares)  
  Melee mwk scimitar +4 (1d6+2/18-20) and sap +3 
  (1d6+1 nonlethal) or 
   
  mwk scimitar +6 (1d6+2/18-20) or  
   
  sap +5 (1d6+2 nonlethal) 
  Ranged dagger +6 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options Favored Enemy +2 (humans), Sneak 
  Attack (1d6) 
  Combat Gear potion of lesser vigor, potion of 
  protection from chaos, potion of discern 
  shapechanger* 
  Abilities Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 
  10 
  SQ Trapfinding, trapsense +1, wild empathy +2 
  VEL7-02 Idle Hands 
   
  Page 30 
  
  Feats Improved Buckler Defense*, Improved Initiative, 
  Iron Will, TrackB, Two Weapon FightingB 
  Skills Climb +6, Gather Information +6, Hide +9, 
  Listen +6, Move Silently +9, Search +6, Spot +6, 
  Survival +5, Use Rope +8 
  Possessions combat gear plus chain shirt +1, 
  buckler +1, masterwork scimitar, 2 daggers, sap, 6 
  masterwork manacles 
  * see Appendix 2: New Rules Item 
   
  POSSE MEMBER 
  CR 2 
  Male Human Ranger 1/Rogue 1  
  LN Medium Humanoid (Human) 
  Init +2; Senses Listen +5, Spot +5 
  Languages Common, Elven 
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor, +1 shield) 
  hp 12 (2 HD) 
  Fort +2, Ref +4 (+5 vs traps), Will +0 
  Speed 30 ft. (6 squares) 
  Melee mwk flail +4 (1d8+2) or  
   
  sap +3 (1d6+2 nonlethal) 
  Ranged dagger +3 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3  
  Atk Options Combat Reflexes, Favored Enemy +2 
  (humans), Sneak Attack (1d6), Vexing Flanker 
  Combat Gear tanglefoot bags (2 each), potion of 
  lesser vigor, potion of protection from chaos 
  Abilities Str 14, Dex 15, Con 12, Int 13, Wis 10, Cha 
  8 
  SQ  Trapfinding, wild empathy +0 
  Feats Combat Reflexes, TrackB, Vexing Flanker* 
  Skills Bluff +3, Climb +7, Gather Information +3, Hide 
  +7, Listen +5, Move Silently +7, Search +6, Spot 
  +5, Tumble +6, Use Rope +7 
  Possessions combat gear plus studded leather +1, 
  masterwork light wooden shield, masterwork flail, 2 
  daggers, sap 
  * see Appendix 2: New Rules Item 
   
  7B:  WRATH 
  ASSASSIN 
  CR 4 
  Male Human Fighter1/Ranger 2/Rogue1  
  LE Medium Humanoid (Human) 
  Init +7; Senses Listen +6, Spot +6 
  Languages Common, Rhopan 
  AC 20, touch 13, flat-footed 17 
   (+3 Dex, +5 armor, +2 shield) 
  hp 27 (4 HD) 
  Fort +5, Ref +5 (+6 vs traps), Will +2  
  Speed 30 ft. (6 squares)  
  Melee mwk scimitar +4 (1d6+2/18-20) and mwk kukri 
  +4 (1d4+1/18-20) or 
   
  mwk scimitar +6 (1d6+2/18-20) or  
   
  kukri +6 (1d4+1/18-20) 
  Ranged dagger +6 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options Favored Enemy +2 (humans), Sneak 
  Attack (1d6) 
  Combat Gear potion of lesser vigor, potion of 
  protection from law, 2 x potion of invisibility 
  (already used one), potion of cure moderate 
  wounds 
  Abilities Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 
  10 
  SQ Trapfinding, trapsense +1, wild empathy +2 
  Feats Improved Buckler Defense*, Improved Initiative, 
  Iron Will, TrackB, Two Weapon FightingB 
  Skills Climb +6, Gather Information +6, Hide +9, 
  Listen +6, Move Silently +9, Search +6, Spot +6, 
  Survival +5, Use Rope +8 
  Possessions combat gear plus chain shirt +1, 
  buckler +1, masterwork scimitar, masterwork kukri, 
  dagger
  VEL7-02 Idle Hands 
   
  Page 31 
  
  APL 6 
  1:  SLOTH 
  RUFFIAN 
  CR 2 
  Male Human Warrior 3  
  N Medium Humanoid (Human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor)  Dodge  
  hp 22 (3 HD)  
  Fort +4, Ref +3, Will +1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +5 (1d3+2 nonlethal)  
   
  or dagger +6 (1d4+2/19-20) 
  Ranged dagger +6 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Abilities Str 14, Dex 14, Con 12, Int 11, Wis 11, Cha 
  11 
  Feats Dodge, Toughness, Weapon Focus (dagger) 
  Skills Handle Animal +6, Intimidate +6, Jump +8 
  Possessions dagger, leather armor 
   
  4.  GLUTTONY 
  CLASSED SCRAG 
  CR 7 
  Male Scrag (Water Troll) Barbarian 2  
  CE Large Giant (Aquatic) 
  Init +2; Senses Darkvision 90’, low-light vision, scent; 
  Listen +7, Spot +8 
  Languages Common, Giant 
  AC 22, touch 11, flat-footed 20 
   (-1 size, +2 Dex, +6 armor, +5 natural) 
  hp 90 (8 HD); regeneration 5  (in water only) 
  Fort +14, Ref +4, Will +3 
  Weakness acid and fire do normal damage 
  Speed 30 ft. (6 squares), swim 50 ft. 
  Melee 2 claws +11 (1d6+7) and bite +6 (1d6+3) 
  Ranged - 
  Space 10x10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +17  
  Atk Options Power attack, rend, rage 
  Abilities Str 24, Dex 14, Con 23, Int 6, Wis 9, Cha 6 
  Feats Alertness, Iron Will, Power Attack, Track 
  Skills Listen +7, Spot +8 
  Possessions chain shirt +2 
  Regeneration (Ex):  Fire and acid do normal damage 
  to a troll.  If a troll loses a limb or a body part, the 
  lost portion regrows in 3d6 minutes.  The creature 
  can reattach the severed member instantly by 
  holding it to the stump.  
  Rend (Ex):  If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the 
  flesh.  This attack automatically deals an additional 
  2d6+9 points of damage. 
    
  6A:  GREED / ON THE WAY TO THE 
  SINGING SIREN 
  MUGGER 
  CR 4 
  Male Half-orc Barbarian 1/Rogue 3   
  N Medium Humanoid (Orc) 
  Init +7; Senses Listen +4, Spot +4 
  Languages Common, orc 
  AC 15, touch 13, flat-footed 12 
   (+3 Dex, +2 armor) 
  hp 29 (4 HD) 
  Fort +5, Ref +6 (evasion), Will +1 
  Speed 40 ft. in light armor (8 squares) 
  Melee battle axe +7 (1d8+4/x3) 
  Ranged none 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6  
  Atk Options Power attack, rage 1/day, sneak attack 
  (+2d6) 
  Combat Gear necklace of fireballs (type II) 
  Abilities Str 16, Dex 16, Con 14, Int 7, Wis 10, Cha 8 
  SQ trapsense +1 
  Feats Improved Initiative, Power Attack 
  Skills  Bluff +5, Hide +9, Listen +7, Move Silently +9, 
  Spot +6, Survival +5 
  Possessions combat gear plus masterwork battle 
  axe, masterwork studded leather, 30 gp 
  Rage suite:  AC: 13, hp: 37, Fort: +7, Will: +3, Melee: 
  battle axe +9 (1d8+7/x3), Grp: +8, Abilities: Str: 20, 
  Con: 18 
   
  7A: WRATH 
  POSSE LEADER 
  CR 6 
  Male Human Fighter 2/Ranger 2/Rogue 2  
  LN Medium Humanoid (Human) 
  Init +7; Senses Listen +6, Spot +6 
  Languages Common, Rhopan 
  AC 20, touch 13, flat-footed 17 
   (+3 Dex, +5 armor, +2 shield) 
  hp 41 (6 HD)  
  Fort +7, Ref +9, evasion (+10 vs traps), Will +2 
  Speed 30 ft. (6 squares) 
  Melee mwk scimitar +6 (1d6+2/18-20) and sap +5 
  (1d6+1 nonlethal) or 
   
  mwk scimitar +8 (1d6+2/18-20) or  
   
  sap +6 (1d6+2 nonlethal) 
  Ranged dagger +8 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7  
  Atk Options Combat Reflexes, Favored Enemy +2 
  (humans), Sneak Attack (1d6), Two Weapon 
  Fighting 
  Combat Gear potion of lesser vigor, potion of 
  protection from chaos, potion of discern 
  shapechanger*, Quall’s feather token (whip) 
  VEL7-02 Idle Hands 
   
  Page 32 
  
  Abilities Str 14, Dex 16, Con 12, Int 12, Wis 12, Cha 
  10 
  SQ Trapfinding, trapsense +1, wild empathy +2 
  Feats Combat Reflexes, Improved Buckler Defense*, 
  Improved Initiative, Iron Will, Skill Focus (Gather 
  Information), Telling Blow*, TrackB, Two Weapon 
  FightingB 
  Skills Climb +7, Gather Information +9, Hide +11, 
  Listen +7, Move Silently +11, Search +7, Spot +7, 
  Survival +6, Use Rope +9 
  Possessions combat gear plus chain shirt +1, 
  buckler +1, cloak of resistance +1, masterwork 
  scimitar, 2 daggers, sap, 6 masterwork manacles 
  * see Appendix 2: New Rules Item 
   
  POSSE MEMBER 
  CR 4 
  Male Human Ranger1/Rogue 3  
  LN Medium Humanoid (Human) 
  Init +3; Senses Listen +7, Spot +7 
  Languages Common, Elven 
  AC 21, touch 13, flat-footed 18 
   (+3 Dex,  +5 armor, +3 shield) 
  hp 23 (4 HD) 
  Fort +3, Ref +5 evasion (+6 vs traps), Will +1 
  Speed 30 ft. (6 squares) 
  Melee mwk flail +6 (1d8+2) or 
   
  sap +5 (1d6+2 nonlethal) 
  Ranged dagger +6 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options Combat Reflexes, Favored Enemy +2 
  (humans), Sneak Attack (2d6), Vexing Flanker* 
  Combat Gear tanglefoot bags (2 each), potion of 
  lesser vigor, potion of protection from chaos 
  Abilities Str 14, Dex 16, Con 12, Int 13, Wis 10, Cha 
  8 
  SQ Trapfinding, trapsense +1, wild empathy +0 
  Feats Combat Reflexes, Shield Specialization, 
  TrackB, Vexing Flanker 
  Skills Bluff +6, Climb +8, Gather Information +5, Hide 
  +9, Listen +7, Move Silently +9, Search +8, Spot 
  +7, Tumble +8, Use Rope +10 
  Possessions combat gear plus chain shirt +1, light 
  wooden shield +1, masterwork flail, 2 daggers, sap 
  * see Appendix 2: New Rules Item 
   
  7B: WRATH 
  ASSASSIN 
  CR 6 
  Male Human Fighter 1/Ranger 2/Rogue 3  
  LE Medium Humanoid (Human) 
  Init +7; Senses Listen +8, Spot +8 
  Languages Common, Rhopan 
  AC 20, touch 13, flat-footed 17 
   (+3 Dex, +5 armor, +2 shield) 
  hp 38 (6 HD)  
  Fort +8, Ref +10, evasion (+11 vs traps), Will +4 
  Speed 30 ft. (6 squares) 
  Melee mwk scimitar +6 (1d6+2/18-20) and mwk kukri 
  +6 (1d4+1/18-20) or 
   
  mwk scimitar +8 (1d6+2/18-20) or  
   
  mwk kukri +8 (1d4+2/18-20) 
  Ranged dagger +8 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7  
  Atk Options Combat Reflexes, Favored Enemy +2 
  (humans), Sneak Attack (2d6), Two Weapon 
  Fighting 
  Combat Gear potion of lesser vigor, potion of 
  protection from law, 2 x potion of invisibility 
  (already used one), potion of cure moderate 
  wounds, Quall’s feather token (whip) 
  Abilities Str 14, Dex 16, Con 12, Int 12, Wis 12, Cha 
  10 
  SQ Trapfinding, trapsense +1, wild empathy +2 
  Feats Combat Reflexes, Improved Buckler Defense*, 
  Improved Initiative, Iron Will, Telling Blow, TrackB, 
  Two Weapon FightingB 
  Skills Climb +8, Gather Information +7, Hide +12, 
  Listen +8, Move Silently +12, Search +8, Spot +8, 
  Survival +7, Use Rope +10 
  Possessions combat gear plus chain shirt +1, 
  buckler +1, cloak of resistance +1, masterwork 
  scimitar, masterwork kukri, dagger
  VEL7-02 Idle Hands 
   
  Page 33 
  
  APL 8 
  1:  SLOTH 
  RUFFIAN 
  CR 3 
  Male Human Warrior 4   
  N Medium Humanoid (Human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor) Dodge 
  hp 30 (4 HD)  
  Fort +5, Ref +3, Will +2 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +6 (1d3+2 nonlethal)  
   
  or dagger +7 (1d4+2/19-20) 
  Ranged dagger +7 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6  
  Abilities Str 14, Dex 14, Con 12, Int 11, Wis 12, Cha 
  11 
  Feats Dodge, Toughness, Weapon Focus (dagger) 
  Skills Handle Animal +7, Intimidate +7, Jump +9 
  Possessions dagger, leather armor 
   
  4: GLUTTONY 
  CLASSED SCRAG 
  CR 9 
  Male Scrag (Water Troll) Barbarian2/Fighter2  
  CE Large Giant (Aquatic) 
  Init +2; Senses Darkvision 90’, low-light vision, scent; 
  Listen +8, Spot +9 
  Languages Common, Giant 
  AC 22, touch 11, flat-footed 20 
   (-1 size, +2 Dex, +6 armor, +5 natural) 
  hp 114 (10 HD); regeneration 5  (in water only) 
  Fort +17, Ref +4, Will +3 
  Weakness acid and fire do normal damage 
  Speed 30 ft. (6 squares), swim 50 ft. 
  Melee 2 claws +13 (1d6+7) and bite +8 (1d6+3) 
  Ranged - 
  Space 10x10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +23  
  Atk Options Power attack, rend, rage 
  Abilities Str 24, Dex 14, Con 23, Int 6, Wis 9, Cha 6 
  Feats Alertness, Improved Grapple, Iron Will, Power 
  Attack, Track 
  Skills Listen +8, Spot +9  
  Possessions chain shirt +2, cloak of elemental 
  protection 
  Regeneration (Ex):  Fire and acid do normal damage 
  to a troll.  If a troll loses a limb or a body part, the 
  lost portion regrows in 3d6 minutes.  The creature 
  can reattach the severed member instantly by 
  holding it to the stump.  
  Rend (Ex):  If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the 
  flesh.  This attack automatically deals an additional 
  2d6+9 points of damage. 
   
  6A:  GREED / ON THE WAY TO THE 
  SINGING SIREN 
  MUGGER 
  CR 5 
  Male Half-orc Barbarian 1/Rogue 4  
  N Medium Humanoid (Orc) 
  Init +7; Senses Listen +4, Spot +4 
  Languages Common, orc 
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor) 
  hp 35 (5 HD)  
  Fort +5, Ref +7 (evasion), Will +1 
  Speed 40 ft. in light armor (8 squares) 
  Melee battle axe +8 (1d8+4/x3) 
  Ranged none 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6  
  Atk Options Power attack, rage 1/day, sneak attack 
  (+2d6)  
  Combat Gear necklace of fireballs (type II) 
  Abilities Str 16, Dex 15, Con 14, Int 7, Wis 10, Cha 8 
  SQ trapsense +1, uncanny dodge 
  Feats Improved Initiative, Power Attack 
  Skills  Bluff +6, Hide +10, Listen +8, Move Silently 
  +10, Spot +7, Survival +5 
  Possessions combat gear plus masterwork battle 
  axe, studded leather armor +1, 30 gp 
  Rage suite:  AC: 13, hp: 45, Fort: +7, Will: +3, Melee: 
  battle axe +10 (1d8+7/x3), Grp: +8, Abilities: Str: 20, 
  Con: 18 
   
  7A: WRATH 
  POSSE LEADER 
  CR 8 
  Male Human Fighter 2/Ranger 2/Rogue 3/Justicar 1**  
  (** from Complete Warrior) 
  LN Medium Humanoid (Human) 
  Init +8; Senses Listen +8, Spot +8 
  Languages Common, Rhopan 
  AC 21, touch 14, flat-footed 17 
   (+4 Dex, +5 armor, +2 shield) 
  hp 54 (8 HD) 
  Fort +8, Ref +13 evasion (+14 vs traps), Will +4 
  Speed 30 ft. (6 squares) 
  Melee mwk scimitar +8/+3 (1d6+2/18-20) and mwk 
  kukri +8 (1d4+2/18-20) or 
   
  mwk scimitar +10/+5 (1d6+2/18-20) or  
   
  mwk kukri +10/+5 (1d6+2/18-20) 
  Ranged  dagger +11/+6 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +7/+2; Grp +9  
  Atk Options Bring 'Em Back Alive, Combat Reflexes, 
  Favored Enemy +2 (humans), Non-lethal Strike 
  (1d6), Sneak Attack (2d6), Two Weapon Fighting 
  Combat Gear potion of lesser vigor, potion of 
  protection from chaos, potion of discern 
  shapechanger*, Quall’s feather token (whip) 
  VEL7-02 Idle Hands 
   
  Page 34 
  
  Abilities Str 14, Dex 18, Con 12, Int 12, Wis 12, Cha 
  11 
  SQ Trapfinding, trapsense +1, wild empathy +2 
  Feats Combat Reflexes, Improved Buckler Defense*, 
  Improved Initiative, Iron Will, Skill Focus (Gather 
  Information), Telling Blow*, TrackB, Two Weapon 
  FightingB 
  Skills Climb +8, Gather Information +10, Hide +15, 
  Listen +9, Move Silently +15, Search +9, Spot +9, 
  Survival +9, Use Rope +11 
  Possessions combat gear plus chain shirt +1, 
  buckler +1, cloak of resistance +1, gauntlets of 
  dexterity +2, masterwork scimitar,  masterwork 
  kukri, dagger, 6 masterwork manacles  
  Bring ‘Em Back Alive (Ex): Whenever a justicar 
  attacks with a melee weapon, he can deal 
  nonlethal damage with the weapon instead of lethal 
  damage with no penalty on the attack roll.  
  Normally, attempting to do nonlethal damage with a 
  weapon in this way incurs a –4 penalty  on the 
  attack roll. 
  Nonlethal Strike (Ex): A justicar can make Nonlethal 
  Strikes.  Any time the character uses the Bring ‘Em 
  Back Alive ability and his target would be denied 
  her Dexterity bonus to Armor Class (whether she 
  actually has a Dexterity bonus or not), or when the 
  justicar flanks the target, the justicar’s attack deals 
  an extra 1d6 points of nonlethal damage.  Should a 
  justicar score a critical hit with a Nonlethal Strike, 
  this extra damage is not multiplied. 
   
  A justicar can use Nonlethal Strike only on a 
  living creature with discernible anatomy – undead, 
  constructs, oozes, plants, and incorporeal 
  creatures are not subject to this extra damage.  
  Also, creatures immune to nonlethal damage are 
  immune to Nonlethal Strike damage.  The justicar 
  cannot make a Nonlethal Strike against a creature 
  with concealment. 
  * see Appendix 2: New Rules Item 
   
  POSSE MEMBER 
  CR 6 
  Male Human Fighter 1/Ranger 2/Rogue 3  
  LN Medium Humanoid (Human) 
  Init +3; Senses Listen +8, Spot +8 
  Languages Common, Elven 
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +5 armor, +3 shield) 
  hp 38 (6 HD) 
  Fort +6, Ref +6 evasion, +7 vs traps, Will +1 
  Speed 30 ft. (6 squares) 
  Melee mwk flail +6 (1d8+2) and sap +5 (1d6+2) or 
   
  mwk flail +8 (1d8+2) or 
   
  sap +7 (1d6+2 nonlethal) 
  Ranged dagger +8 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7  
  Atk Options Combat Reflexes, Favored Enemy +2 
  (humans), Sneak Attack (2d6), Two Weapon 
  Fighting, Vexing Flanker 
  Combat Gear tanglefoot bags (2 each), potion of 
  lesser vigor, potion of protection from chaos 
  Abilities Str 14, Dex 16, Con 12, Int 13, Wis 10, Cha 
  8 
  SQ Trapfinding, trapsense +1 wild empathy +1 
  Feats Combat Reflexes, Improved Buckler Defense*, 
  Shield Specialization, TrackB, Two Weapon 
  FightingB, Vexing Flanker* 
  Skills Bluff +6, Climb +9, Gather Information +5, Hide 
  +10, Listen +8, Move Silently +10, Search +9, Spot 
  +8, Tumble +10, Use Rope +11 
  Possessions combat gear plus chain shirt +1, 
  buckler +1, masterwork flail, 2 daggers, sap 
  * see Appendix 2: New Rules Item 
   
  7B: WRATH 
  ASSASSIN 
  CR 8 
  Male Human Fighter 2/Ranger 2/Rogue 3/Assassin 1  
  LE Medium Humanoid (Human) 
  Init +8; Senses Listen +9, Spot +9 
  Languages Common, Rhopan 
  AC 21, touch 14, flat-footed 17 
   (+4 Dex, +5 armor, +2 shield) 
  hp 51 (8 HD) 
  Fort +8, Ref +13 evasion (+14 vs traps), Will +4 
  Speed 30 ft. (6 squares) 
  Melee mwk scimitar +8/+3 (1d6+2/18-20) and mwk 
  kukri +8 (1d4+2/18-20) or 
   
  mwk scimitar +10/+5 (1d6+2/18-20) or  
   
  mwk kukri +10/+5 (1d6+2/18-20) 
  Ranged  dagger +11/+6 (1d4+2/19-20) 
  Space 5x5 ft.; Reach 5 ft. 
  Base Atk +7/+2; Grp +9  
  Atk Options Combat Reflexes, Death Attack, 
  Favored Enemy +2 (humans), Sneak Attack (3d6), 
  Spells, Two Weapon Fighting 
  Combat Gear potion of lesser vigor, potion of 
  protection from law, 2 x potion of invisibility 
  (already used one), potion of cure moderate 
  wounds, Quall’s feather token (whip) 
  Assassin Spells Known (CL 1st): 
    1st (1/day) – critical strike, obscuring mist 
  Abilities Str 14, Dex 18, Con 12, Int 12, Wis 12, Cha 
  11 
  SQ Trapfinding, trapsense +1, poison use, wild 
  empathy +2 
  Feats Combat Reflexes, Improved Buckler Defense*, 
  Improved Initiative, Iron Will, Telling Blow*, TrackB, 
  Two Weapon FightingB 
  Skills Climb +8, Gather Information +10, Hide +15, 
  Listen +9, Move Silently +15, Search +9, Spot +9, 
  Survival +9, Use Rope +11 
  Possessions combat gear plus chain shirt +1,  
       buckler +1, cloak of resistance +1, gauntlets of 
  dexterity +2, masterwork scimitar, masterwork 
  kukri, dagger 
  * see Appendix 2: New Rules Item 
  VEL7-02 Idle Hands 
   
  Page 35 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Telling Blow 
  When you strike your opponent’s vital areas, you draw 
  on your ability to land crippling blows to make the 
  most of your attack. 
   
  Prerequisite: Base attack bonus +6 
   
  Benefit: When you score a critical hit against a 
  target, you deal your skirmish or sneak attack damage 
  in addition to the damage from your critical hit.  Your 
  critical multiplier applies only to your normal damage, 
  not your skirmish or sneak attack damage.  This benefit 
  affects both melee and ranged attacks. 
   
  Source: Player’s Handbook II, pg 83 
   
  Vexing Flanker 
  You excel at picking apart an opponent’s defenses 
  when your allies also threaten him. 
   
  Prerequisite: Combat Reflexes 
   
  Benefit: You gain a +4 bonus on your attack rolls 
  when flanking. 
   
  Normal: Flanking grants a +2 bonus on attack 
  rolls. 
   
  Special: A fighter can select Vexing Flanker as 
  one of his fighter bonus feats. 
   
  Source: Player’s Handbook II, pg 85 
   
  Improved Buckler Defense 
  You can attack with an off-hand weapon while 
  retaining a buckler’s shield bonus to your Armor Class. 
   
  Prerequisite: Shield Proficiency 
   
  Benefit: When you attack with a weapon in your 
  off hand, you may still apply your buckler’s shield 
  bonus to your Armor Class. 
   
  Normal: Without this feat, a character wielding a 
  buckler who attacks with an off-hand weapon loses the 
  buckler’s shield bonus to AC until his or her next turn. 
   
  Special: A fighter can select Improved Buckler 
  Defense as one of his fighter bonus feats. 
   
  Source: Complete Warrior, pg 100 
   
  MAGIC ITEMS 
  Cloak of Elemental Protection 
  This cloak, woven with threads of different colors, 
  protects the wearer from energy attacks. Once per day, 
  as a swift action, the wearer can activate the cloak and 
  gain resistance 10 against a type of energy of his choice 
  (acid, cold, electricity, fire or sonic).  The wearer can 
  activate the cloak when it is not his turn.  The wearer 
  therefore can respond to an energy attack by 
  immediately activating the cloak and choosing the 
  attack's energy type. 
   
  The cloak can be used only after being worn 
  continuously for 24 hours.  If it is taken off, it becomes 
  inactive until it is again donned and worn for a full 24 
  hours. 
   
  Faint abjuration; CL 3
  rd; Craft Wondrous Item, 
  resist energy; Price 1,000 gp. 
   
  Source:  Magic Item Compendium, pg 87 
   
  Ring of Misdirection 
  This ring is a great benefit to the less than scrupulous 
  in society. 
   
  Benefit:  The wearer of the ring is protected by a 
  misdirection spell.  The ‘target’ of the spell is chosen by 
  the wearer, and can be switched with a move-
  equivalent action that does not trigger an attack of 
  opportunity.  Because of the magic involved, his ring 
  does not detect as magical when worn. 
   
  Faint illusion; CL 3
  rd; Craft Ring, misdirection; 
  Price: 12,000 gp. 
   
  Source:  Special. 
   
  SPELLS 
  Critical Strike 
  Divination 
  Level:  Assassin 1, Bard 1, Sorcerer/Wizard 1 
  Components:  V 
  Casting Time:  1 swift action 
  Range:  Personal 
  Targets:  You 
  Duration:  1 round 
  Whenever you make a melee attack against a flanked 
  foe or against a foe denied its Dexterity bonus, you deal 
  an extra 1d6 points of damage, your weapon’s threat 
  range is doubled (as if under the effects of keen edge), 
  and you gain a +4 insight bonus on rolls made to 
  confirm critical threats.  The increased threat range 
  granted by this spell does not stack with any other 
  effect that increases your weapon’s threat range.  
  Creatures immune to extra damage from sneak attacks 
  are immune to the extra damage dealt by your attacks. 
   
  Source:  Spell Compendium, pg 56 
   
  Scatterspray 
  Transmutation 
  Level:  Sorcerer/Wizard 1 
  Components:  V, S 
  Casting Time:  1 standard action 
  Range:  Close (25 ft. + 5 ft/2 lvls) 
  Targets:  Six or more Diminutive or Fine objects, all 
  within 1 ft. of each other, whose total weight does not 
  exceed 25 lb. 
  VEL7-02 Idle Hands 
   
  Page 36 
  
  Duration:  Instantaneous 
  Saving Throw:  See text 
  Spell Resistance:  No 
  You can point to a collection of little, unsecured items 
  and cause them to fly off in all directions 
  simultaneously.  The spray of items creates a burst with 
  a 10’ radius.  If the items are fairly hard or sharp (such 
  as stones, sling bullets, coins or the like), creatures in 
  the burst take 1d8 points of damage.  A successful 
  Reflex save negates this damage.  Eggs, fruit, and other 
  soft objects can be used, but the damage then dealt is 
  nonlethal damage. 
   
  Source: Spell Compendium, pg 180 
  VEL7-02 Idle Hands 
   
  Page 37 
  
  DM MAPS & COMBAT SETUPS 
   
  The Archclericy of Veluna.  The adventure begins in Grayington, moves along the river road to Devarnish, then 
  goes to Valkurl (and possibly back to Devarnish and then back again to Valkurl). 
   
   
   
   
   
  Encounter Maps 
  Rather than make maps for each combat encounter in this adventure (as the areas the combats take place in a fairly 
  generic and simple), here are descriptions on which you can base your own battle maps:  
   
  • 
  Encounter 1: Sloth 
   
  This encounter takes place on a street in Grayington – the road itself is 20’ wide, with 5’ ‘sidewalks’ on either 
  side.  The storefronts on either side are unbroken for the most part, with one 10’ alley and one 5’ alley running off 
  each side of the main street (none across from each other).  At one ‘end’ of the battle map should be an intersection 
  with another street (similar in dimension to the first), from which the ruffians come.  The street the PCs start on 
  has about a dozen or so non-combatant commoners within the ‘battle area’.  The PCs start spread out, but no 
  farther than 80’ from the intersection. 
   
  • 
  Encounter 4: Gluttony 
  This encounter takes place in a glade along the banks of the Velverdyva River.  On one side of the battle map sits 
  the riverbank (be sure to leave 20’ or so of river for the scrag to play in).  About 60’ away runs a 20’ wide dirt road.  
  Between the river and the road are many bushes and small trees.  There is a decent sized clearing (maybe 40’ wide 
  VEL7-02 Idle Hands 
   
  Page 38 
  
  by 35’ deep) along the road, on the side of the river.  On the back edge of the clearing stands a good-sized apple 
  tree.  Brote will park the carriage just off the road, roughly centered in the clearing; the PCs are free to arrange 
  themselves in the vicinity.  The ladies go into the bushes behind the apple tree, and the scrag come out of the river 
  to attack them. 
   
  • 
  Encounter 6B: Greed II 
  This encounter takes place on a rough street in Valkurl, similar in set up to the street in Encounter 1, except it is 
  only 15’ wide, has no ‘sidewalks’, and all the alleys are 5’ wide. The mugger steps out from an alley 40’ ahead of the 
  PCs, who may arrange themselves however they want for walking along a city street. 
   
  • 
  Encounter 7A: Wrath 
  Briella’s private room at the inn is a first floor corner suite.  The main room is 20 x 20, with windows on two 
  adjoining walls, a door to the hallway in a third wall, and a door to a bedroom/bath in the other wall.  Furnishings 
  in the main room include two settees and three chairs, along two small tables.  The hallway outside the room is 5’ 
  wide, and the room’s door (along with one across the hall) is at the end of the hall. 
   
  • 
  Encounter 7B: Wrath 
  The carriage house at the inn is 35’ wide by 60’ deep.  The right 25’ of the front wall opens up (2 x 12.5’ wide 
  wooden doors).  The left side of the interior is lined with 10x10 stalls for horses (occupancy up to DM – there are 
  at least 2 horses here).  The right side is mostly the same, except for the first 20’, which is where Briella’s carriage 
  sits.  This leaves a 15’ wide passageway down the center.  In the center of the back wall is a normal-sized door 
  flanked by two ladders which lead up through square holes to the hay loft and storage area.  There are a couple 
  windows (on both floors) in the front of the carriage house, but none on the sides or back. 
  VEL7-02 Idle Hands 
   
  Page 39 
  
  DM AID:  FLOW CHART 
   
   
  CONCLUSION 
  B 
  CONCLUSION
  A 
  PART 5 
  ASSASSINATION A
  PART 5 
  ASSASSINATION B
  ENCOUNTER 7A 
  ENCOUNTER 7B 
  ENCOUNTER 6B 
  DO NOT 
  DELIVER 
   PACKAGE 
  ? 
  DECLINE 
  JOB
  NO
  YES 
  ANY PC 
  WITH 
  EMNITY OF 
  NOBLE? 
  PARTS 1 - 3 
  PART 4 
  ACCEPT 
  JOB
  DO 
  DELIVER 
   PACKAGE
  ?
  TOTAL 
  SUCCESS
  PARTIAL 
  SUCCESS
  INTERLUDE 
  FAIL 
  TAKE TO 
  AUTHORITIES
  ? 
  STEAL  
  PACKAGE 
  ? 
  DELIVER 
  ENTIRE 
   PACKAGE 
  ? 
  DELIVER 
  PARTIAL 
   PACKAGE
  ?
  CONCLUSION
  C 
  VEL7-02 Idle Hands 
   
  Page 40 
  
  PLAYER HANDOUT 1 
   
  The envelope holds a letter which reads.... 
   
  My Friend, 
   
  I send this offering of friendship to you as promised, and pray for your 
  safety and health.  Blessings and happiness upon you and yours.  The 
  last thing I want is to offend you, but I must advise you that danger 
  awaits if you ignore what comes first in the writings of your patron.  
  ‘Never forget what hides underneath the mask the enemy wears.’  By 
  doing these things, you will be able to continue along your travels with 
  safety. 
   
  Your Friend. 
   
  PS - I apologize for the crassness of this necessary evil, but the 
  promised compensation for delivery of the box was _____ crooks, or an 
  equal value of other coin and gems. 
  VEL7-02 Idle Hands 
   
  Page 41 
  
  CRITICAL EVENTS SUMMARY 
   
  1. 
   
  PC NAME 
  GENDER/RACE   CLASS/LVL 
             ALIGN 
   META-ORG AFFILIATION 
   
   
   
  (1)  ____________    
  _____  _____      
  ________________     
   
  ____     
   ____________________ 
   
   
  (2)  ____________     
  _____  _____      
  ________________      
   
  ____     
   ____________________ 
   
   
   
   
  (3)  ____________     
  _____  _____     
  ________________     
   
  ____      
   ____________________ 
   
   
   
   
   
  (4)  ____________     
  _____  _____     
  ________________      
   
  ____      
   ____________________ 
   
    
   
  (5)  ____________     
  _____  _____     
  ________________      
   
  ____      
   ____________________ 
   
   
   
  (6)  ____________     
  _____  _____      
  ________________     
   
  ____     
   ____________________ 
   
  2. 
  Were the ruffians killed or subdued?    Let go or taken to the authorities? 
   
  3. 
  Did the PCs “barter up” Lady Briella to get a higher fee? 
  NO 
  YES 
   
  4. 
  Briefly describe the scrag attack.
   
  _____________________________________________________________________________________________________________________________ 
   
  _____________________________________________________________________________ 
   
  5. 
  Did any PCs get ‘snared’ by Briella’s flirtations?  If so, who? NO 
  YES   _________________ 
   
  6. 
  What happened to Brote? 
   ______________________________________________________ 
   
  7. 
  Did the PCs Gather Information in Devarnish? 
   
  NO 
  YES 
   
   
   
   
    If so, about what or who?  
   
  ____________________________ 
   
  8. 
  (A) Did the PCs accept the ‘extra mission’? 
   
   
  NO 
  YES 
   
   
  (B) Were they suspicious? 
   
   
   
   
  NO 
  YES 
   
   
  (D) Did they attempt to open the strongbox? 
   
   
  NO 
  YES 
   
   
  (E) If so, what happened? 
   
   
   
   
  ____________________________ 
   
   
  _____________________________________________________________________________ 
   
   
  _____________________________________________________________________________ 
   
   
  (F) Did the PCs deliver the box?  If so, to whom?  
  NO 
  YES 
  _______________ 
   
  9. 
  Did the PCs finish escorting Briella to Valkurl? 
   
  NO 
  YES 
   
  10. Was anyone assassinated?  If so, who? 
   
   
  NO 
  YES 
  _______________ 
   
  11. Who (if anyone) attacked the PCs at the end? 
   
  ____________________________ 
   
  12. Was the true identity of Lady Briella d’Fera ever revealed? NO 
  YES  
  VEL7-02 Idle Hands 
   
  Page 42 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/597/Normal Scenarios/VEL7-02 - Idle Hands (APL 2-8)/VEL7-02 - Idle Hands.pdf