TEXT: YEO1-04
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  AAAA    OOOOnnnneeee----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
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  maaaannnnrrrryyyy    RRRReeeeggggiiiioooonnnnaaaallll    AAAAddddvvvveeeennnnttttuuuurrrreeee
  Version 2
  bbbbyyyy    KKKKeeeevvvviiiinnnn    FFFFrrrreeeeeeeem
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  maaaannnn
  A criminal mastermind is seeking political asylum in the Yeomanry from the Hold of the Sea Princes.
  The Grosspokeswoman of the city of Newick has asked you to meet her at the border and escort her to
  the city in hopes that she will have valuable information at her disposal. Is her quest for asylum
  legitimate, or merely a ruse?
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k. Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  
  Rogue Rescue 
  2
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is  sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e.  The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se g m e nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nar io
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf 
  w it h a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa rt ic ula rly im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re s in
  dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a ye r ’s na m e 
  a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e,  a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd w e ap ons  
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ront e d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in g ra y bo xe s . It ’s  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  • 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  • 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  • 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong t he g ro up, or 
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or.
  
  Rogue Rescue 
  3
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  bring their own characters with them. If players
  do not 
  have 
  a LIVING 
  GREYHAWK character
  generated, 
  get a copy of the current 
  LIVING
  GREYHAWK character 
  generation 
  guidelines, 
  a
  character sheet, and a LIVING GREYHAWK log sheet
  from your convention coordinator or the RPGA
  Web site, and then have any players without a
  character create one. Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING G REYHAWK Gazetteer.
  LLLL                IIIIVVVVIIIINNN
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  WKKKK                TTTTiiiieeeerrrr    SSSSttttrrrruuuuccccttttuuuurrrreeee
                                                                  
  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
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  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  AAAAbbbboooouuuutttt    tttthhhheeee    YYYYeeeeoooom
  m
  m
  maaaannnnrrrryyyy
  The Yeomanry is situated in a valley between the
  Jotens and the Tors in the southwest corner of
  the Sheldomar Valley.  The moderate-size realm
  is nearly surrounded by the Crystalmists and its
  spurs, though its eastern border with Keoland is
  generally regarded as the eastern bank of the
  Javan across from the county of Cryllor.  Its
  border continues south to where the great river
  enters the Hool marshes and the lands of the Sea
  Princes.  The climate is hot nearly year-round in
  the 
  central-valley, 
  though 
  the 
  temperature
  moderates 
  as 
  one 
  approaches 
  the 
  foothills,
  particularly 
  in late 
  fall 
  and 
  winter. 
    The
  Yeomanry 
  is a land 
  populated 
  primarily 
  by
  freemen Farmers, who are mostly a Suel-Flan
  mix.
  
  Rogue Rescue 
  4
  The Yeomanry is one of the few representative
  democracies in the Flanaess. 
   Any citizen of
  majority who has carried a spear for the nation,
  either now or in the past, is eligible to elect
  spokesmen on his behalf from his community
  that 
  serve 
  in 
  the 
  Council 
  of 
  Common
  Grosspokesmen in Loftwick. 
  The people of the Yeomanry are rural, cloistered
  folk with little exposure to either foreigners or
  magic.  They are religious and superstitious, yet
  reservedly friendly to travelers.
  TTTThhhheeee    HHHHoooooooollll    M
  M
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  Maaaarrrrsssshhhheeeessss
  The 
  Hool 
  Marshes 
  is 
  dreary, 
  foreboding
  marshlands 
  filled 
  with 
  quaking 
  mires 
  and
  bottomless pools.  It serves as a natural boundary
  between the Yeomanry and the Hold of the Sea
  Princes to the southeast.  It is a wild land that is
  claimed by neither, and travelers 
  through its
  murky waters are a rarity.  The Hool is home to
  countless humanoids and monsters, including a
  number of renegade cults.
  DDDDM
  M
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  M’’’’ssss    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  Della, “the Rogue-Queen of Monmurg,” is well
  known among people familiar with the seedy
  underbelly of the Hold of the Sea Princes. For
  years, Della was in control of a large black market
  and criminal network in Monmurg. 
  She had
  dozens of rogues, thieves, and mercenaries in her
  employ, who would steal, spy, and even kill for
  her. Her operation had been quite successful, and
  she had become a very wealthy woman as a result.
  However, in 584 CY, the Scarlet 
  Brotherhood
  invaded the Hold and assassinated a number of
  nobles who lived therein. The remaining nobles
  surrendered almost immediately, and in effect,
  the Hold was completely under the control of
  those loyal to the Scarlet Sign. While much of the
  land 
  has 
  been 
  reclaimed 
  from 
  the 
  Scarlet
  Brotherhood in recent years, Monmurg remains
  under its firm control. Della’s operation, while
  evil in its intent, was considered to be a threat to
  the control that the Scarlet Brotherhood had over
  the city. As such, they desired to oust Della and
  her network and take over her operations for
  themselves. Della refused to allow the Scarlet
  Brotherhood 
  access to her operation, 
  and a n
  “underground war” of sorts flared up between her
  people and Agents of the Scarlet Sign. 
  Between
  585 and 590 CY, dozens of lives were lost on both
  sides. 
  Unfortunately, 
  the 
  manpower 
  of 
  the
  Scarlet Brotherhood was too much for Della and
  her followers to resist. Outmatched and sensing
  imminent 
  defeat, 
  Della 
  decided to flee. She
  packed her personal 
  belongings, 
  readied 
  her
  mount, requested one personal escort, and exited
  the city walls under cover of darkness. Her
  headquarters 
  were discovered and raided mere
  hours after her departure. Her partners were
  killed or captured and her operation destroyed.
  Fearing for her life, she fled northward, along
  with her most trusted man, toward the Yeomanry
  in hopes that that country 
  would 
  grant 
  her
  asylum. Scarlet 
  Brotherhood 
  Agents 
  followed
  close behind in an attempt to catch her before she
  reached the border.
  Freeholder 
  Marius 
  Lindon 
  has 
  learned
  through Yeoman spies in the Hold of the Sea
  Princes that the Rogue-Queen was fleeing to the
  northwest 
  toward 
  Newick, 
  a 
  medium-sized
  Yeoman city near the southeastern border. He
  contacted 
  the 
  Grosspokeswoman 
  of 
  Newick,
  Melinda Wendolene, and told her to gather a n
  adventuring 
  group loyal to the Yeomanry 
  to
  rendezvous with Della at a designated meeting
  point 
  near 
  the border. 
  A 
  representative 
  of
  Melinda contacts the PCs in hopes that they
  accept the task.
  Unknown to the PCs, the Grosspokeswoman,
  and even the Freeholder himself is that Della, the
  “Rogue-Queen of Monmurg,” is, in fact, a medusa.
  Only a select few people in Monmurg, primarily
  those closest to her, knew this fact as well. Della
  usually doesn’t contact her followers personally.
  Instead, she uses her most trusted advisers to
  give directions to her people personally. She also
  is a master of disguise; thus when she does go out
  in public, people have no idea what she really is
  when they gaze upon her visage. With this said,
  the PCs should have no clue as to her true nature
  before their rendezvous.
  The DM should make the players aware of the
  political nature of the region. Parts of the Hold of
  the Sea Princes, including the city of Monmurg,
  are under the control of the Scarlet Brotherhood
  and many of its citizens, including its soldiery,
  have 
  been 
  pressed 
  into 
  service 
  by 
  this
  organization.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSyyyynnnnooooppppssssiiiissss
  This adventure begins in the city of Newick, in
  the Southeastern Yeomanry. The city rests in a
  fertile stretch of land at the confluence of the
  Javan and Burn Rivers. It is the home to about
  1,400 people, mostly 
  of human 
  descent. 
  The
  specific layout of the town is unimportant for the
  purposes of this adventure. It merely serves as a
  backdrop for the adventure's beginning. In
  Newick, the PCs are approached by Kiers, a n
  envoy who represents Newick Grosspokeswoman
  Melinda Wendolene. He recognizes the PCs as
  adventurers 
  and 
  tells 
  them 
  that 
  their
  Grosspokeswoman has need for them. He tells
  them that Della, the “Rogue-Queen of Monmurg,”
  is defecting from the Hold of the Sea Princes and
  seeks asylum in the Yeomanry. The PCs are to
  meet her in neutral territory close to the Hold’s
  border and escort her to Newick, the closest
  sizable 
  city. He can 
  give 
  the PCs 
  a little
  background about Della, and tells them that the
  
  Rogue Rescue 
  5
  information that she has at her disposal could be
  very useful to the Yeoman government. He offers
  them no monetary reward; instead he says that
  the PCs should perform 
  this service 
  to the
  Yeomanry because of duty and loyalty. To assist
  them in their mission, he provides the PCs with
  official 
  documentation 
  marked 
  with
  Grosspokeswoman Wendolene’s seal.
  The rendezvous point is located inside a n
  abandoned guard station a day’s ride south of the
  hamlet of Trevorton. This requires the PCs to
  pass through a portion of the Hool Marshes,
  although no actual encounters come as a result.
  Shortly after the PCs arrive, two horsed figures
  approach, one male and one female. The female
  keeps her face covered. 
  The male 
  identifies
  himself 
  as 
  Cal, 
  the 
  Rogue-Queen’s 
  primary
  advisor. The Rogue-Queen does not speak, and if
  asked why she keeps her face covered, Cal breaks
  in to claim that she does not wish to be identified
  by those who may know her. PCs remove her veil
  at their own risk! Cal officially asks the PCs for
  asylum in the Yeomanry, and they indicate their
  wish for the PCs to escort them there. He says
  that the Rogue-Queen offers them a sizeable sum
  to see her through safe passage to Newick.
  Unbeknownst to the Rogue-Queen, the two
  have been pursued closely by a group of Hold of
  the Sea Princes guardsmen, working under the
  auspices of the Scarlet Brotherhood, set out to
  prevent them from entering the Yeomanry. In
  recent weeks, Cal had been debating whether or
  not to betray the Rogue-Queen for a pardon and a
  sizeable sum of money. Before her flight, he
  made up his mind and agreed to their terms. He
  tells the Scarlet 
  Brotherhood 
  when they are
  leaving and where the rendezvous point is. The
  agents approach the ruined tower just as the PCs
  are exiting and attack without warning. Knowing
  that 
  Della 
  will 
  fight 
  the 
  agents 
  with 
  the
  assistance of the PCs, Cal pleads for her to flee.
  When she does not, he spurs his horse 
  and
  gallops away, supposedly for his life. In fact, Cal
  circles back to spy on the combat, and assuming
  the PCs defeat the agents, he heads back into the
  Hold.  Under no circumstances will Della reveal
  her true nature in this encounter. She will defend
  herself with her crossbow and dagger.
  After this encounter, the PCs begin their
  escort of the Rogue-Queen to Newick. She does
  not talk much, but when she does, she tends to be
  rude 
  and 
  somewhat 
  hostile—certainly
  unappreciative of what the PCs are doing for her.
  They eventually approach the Yeoman border and
  an occupied guard post. The soldiers therein have
  not seen action in some time, and are quite bored.
  They proceed 
  to harass the adventurers 
  by
  insulting them, telling them to "get real jobs," and
  the like. One of them makes off-color comments
  to Della. 
  She rides toward the guard 
  while
  pretending 
  to 
  be 
  appreciative 
  of 
  his
  “compliments.”  She asks if she may kiss such a
  handsome 
  man, and 
  he happily 
  agrees. 
  She
  proceeds to remove her veil and turn him to
  stone. The remaining guards cower in fear and
  flee to the north. Della only laughs and covers
  her face. This event provides considerable role-
  playing opportunities.
  The PCs continue to escort 
  Della 
  toward
  Newick. The next day they are approached by a
  mounted, armored man, his standard bearer, and
  a number of escorts.  He identifies himself as
  Emory Durell, a Yeoman Freeknight. He says he
  has 
  received 
  reports 
  about 
  the PCs 
  earlier
  encounter with the patrol, and would like to find
  out for himself what is happening. He is quite
  direct and very concerned about the death of the
  guardsman, and the PCs have to do their best to
  keep Della from lashing out at him. The PCs must
  convince Durell of their mission in order for him
  to let them pass. Anything less could result in the
  Rogue-Queen 
  attempting 
  to 
  petrify 
  the
  Freeknight, which would either ruin the PCs'
  mission or would require further explanation
  once the PCs reach their goal in Newick.
  Another 
  day 
  into 
  their 
  journey 
  toward
  Newick, Cal sets his last-ditch plan into motion.
  He, along with a group of mercenaries (primarily
  Amedian savages), approaches the PCs as they
  make camp, when they are least prepared. He
  tells her that he had been well paid to follow and
  eventually 
  destroy 
  her, 
  and 
  when 
  the 
  first
  attempt failed he retreated to get reinforcements
  for a second attempt. His cowardice was merely a
  ruse. When his first encounter 
  with the PCs
  failed, the Scarlet Brotherhood powers-that-be
  told him not to fail again. If Della were not
  captured or killed, he certainly would take her
  place! 
  Cal attempts to convince the PCs to stand
  aside—he tells them that Della would be nothing
  but a menace to the people of the Yeomanry. He
  is 
  very 
  charismatic, 
  and 
  should 
  be 
  quite
  convincing. If Cal and his escort are allowed to
  capture or kill the Rogue-Queen, the PCs will not
  be attacked, and Cal offers them a sizeable sum in
  gold. The final outcome depends upon the PC’s
  own decisions about what would be better in the
  long run. If the PCs defend Della and defeat Cal
  and his cohorts, she is truly grateful, and she
  gives them a reward of her own once they safely
  reach Newick.
  In Newick, Della and the PCs are brought
  before the Grosspokeswoman. 
  Her reaction to
  the Rogue-Queen depends upon how many people
  (including a PCs) she has turned to stone during
  the course of the journey. The more people she
  petrified, the more of a danger she is considered
  to be. Della is courteous, albeit reserved, to the
  Grosspokeswoman, and assuming the casualties
  are relatively low she is given ownership of a n
  abandoned tower near the Javan River to begin
  her life anew. As payment, Della is to provide the
  Yeomanry with occasional service—probably in
  the form of information about the underworld of
  the Hold of the Sea Princes and the Scarlet
  Brotherhood. 
  The PCs are thanked for their
  
  Rogue Rescue 
  6
  service to the spear and are sent on their way. So
  ends “Rogue Rescue.”
  PPPPllllaaaayyyyeeeerrrrssss’’’’    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  The pleasures offered by the city of Newick are a
  welcome break from the trials and tribulations of
  adventuring. For the last few days you have slept
  in real beds, have eaten hot meals, and have
  drunk an ample supply of cool ale at the friendly
  Jumping Monkey, an inn and tavern near the
  mighty Javan 
  River. However, 
  despite 
  your
  relative comfort, the thrill of adventure beckons,
  and it is only a matter of time before you set out
  to seek glory once again.
  In preparation for heading out of town, you
  find yourselves at the market to resupply for the
  long journey ahead. The market is quite crowded
  as hundreds of 
  townsfolk 
  gather 
  to 
  make
  purchases of all sorts. You cling to your coin
  pouches and valuables in an effort to ward off the
  ubiquitous pickpockets.
  At this point, allow the PCs to buy and sell any
  items they might need.  As Newick is a fairly
  active port city, all items, with the exception of
  those forbidden by Living Greyhawk guidelines,
  are available 
  at standard 
  Players’ 
  Handbook
  prices.  When the PCs have concluded their
  shopping, continue.
  Through the crowd you see a pair of Yeoman
  soldiers accompanying a man dressed in fine
  robes.He is talking to a street vendor that you
  had just been haggling with, and the group turns
  in your direction as the vendor points you out to
  the man.  Seeing you, the well-dressed man smiles
  and walks toward you, guards by his side.
  Give the players a chance to react - if they are
  feeling especially guilty and flee immediately
  from the trio, they might miss the adventure
  entirely.  Asking around 
  in the marketplace
  (Gather Information check DC 5) will indicate
  that 
  the 
  man 
  is 
  the 
  assistant 
  of 
  the
  Grosspokeswoman and was looking for a group of
  adventurers to hire.
  “Friends!  Champions of the Spear! It is good to
  find you,” he says. “My name is Kiers, steward for
  the 
  Grosspokeswoman 
  of 
  Newick, 
  Melinda
  Wendolene. We have an important matter of
  state that requires the assistance of a group such
  as yours.  If you are interested, please, come with
  me.”  He motions for you to walk with him and
  his guards.
  If the PCs ask for more specific information
  about the mission, Kiers says that he happily will
  accommodate them once they reach the relative
  quiet of more private environs, as the mission is
  of a sensitive 
  nature. 
  If the PCs refuse 
  to
  accompany him without more information, he
  mutters that he expected more from adventurers.
  If the PCs do not relent, Kiers wanders off to find
  different 
  volunteers, 
  and 
  the 
  adventure
  essentially is over. Assuming the PCs accompany
  Kiers, continue reading or paraphrasing.
  The steward leads you through the crowded
  market to a waiting carriage pulled by two
  elegant horses. A third guard, dressed similarly to
  the first two opens the carriage door for you. 
  When you are securely inside, the carriage
  lurches forward.
  Kiers conducts small talk with the PCs - asking
  them their names, where they are from, what
  their specialty is, et cetera.  He will not discuss
  the mission, saying that their mission "requires
  extreme discretion" and should not be spoken of
  in public.
  After a few moments, you find yourself at the
  steps of the Office of the Grosspokeswoman.
  Kiers leads you up the stairs, through the double
  doors, and into an elegantly furnished sitting
  room. He sits nearby, motions for a servant to
  bring refreshments, and speaks.
  “As you may know, friends, relations between
  us and the Hold of the Sea Princes are far from
  civil, especially since the Scarlet Brotherhood’s
  agents have been involved in their politics. For
  the last few years countless numbers of citizens
  of the Hold have fled their homes to the
  Yeomanry, where we unconditionally offer them
  the freedom that they so sorely lack, provided
  that they are productive citizens.”  
   “Most of
  the people crossing the border into the Yeomanry
  are farmers and merchants, 
  along with the
  occasional soldier or minor government official. 
  There are many undesirables we have to turn
  back at the border.  Escaped savages which the
  Brotherhood used as shock troops abound, and
  people bearing both plague and new religious
  cults have made their way into the Hool Marsh
  from the Hold of the Sea Princes and now dwell
  there.  The Hool Marsh is fifty miles wide, made
  of quaking bogs and bottomless pools, filled with
  monsters and lizard men, and is a politically
  neutral territory between our two countries. ” 
  “We have learned that a citizen of great
  importance in the Hold seeks asylum in the
  Yeomanry. She goes by the name Della, but she is
  better known as the Rogue-Queen of Monmurg.
  Supposedly, 
  she 
  was in charge 
  of 
  a 
  vast
  underground criminal network in that city that
  had ties to the government, the thieves’ guild, and
  other spheres of influence. As such, she surely
  has 
  access 
  to 
  an 
  incredible 
  amount 
  of
  information that the Grosspokeswoman 
  and
  Freeholder would find incredibly useful.” 
  “Despite its criminal nature, her organization has
  been at odds with the Scarlet Brotherhood, and
  has been working toward the liberation 
  of
  Monmurg. 
   
  We 
  have 
  learned 
  that 
  the
  Brotherhood has cracked down on her and
  crushed her entire organization.  As we speak, she
  
  Rogue Rescue 
  7
  is fleeing to the north, into the Hool Marsh, with
  a small entourage.”
  “This is a neutral region
  and we cannot afford to send in regular troops to
  ensure 
  the 
  Rogue-Queen's 
  safe 
  journey. 
  Furthermore, we cannot put out word to the
  Border Guard to expect her arrival, because spies
  of the Brotherhood are everywhere.  We need a
  group such as yours to meet her once she crosses
  the border into neutral territory and escort her
  back to Newick. Undoubtedly the Brotherhood
  will have forces dedicated to her capture, so be
  wary of that. Horses are being prepared for you as
  I speak. I wish you luck!”
  PCs who ask about payment for this job are given
  cold stares by Kiers. He says "your government
  needs you," and mentions 
  that 
  Yeoman 
  PCs'
  loyalty to their state should be more important
  than any material gains that they might desire. 
  For out-of-region PCs, he says that he hopes they
  will take on this task as a gesture of cooperation
  between their country and the Yeomanry.  If the
  PCs refuse the mission, Kiers reluctantly accepts
  their decision but asks that they mention this
  information to no one.  He makes it clear that
  sharing the details of this conversation 
  with
  anyone else would be considered treason 
  (for
  Yeomen) or espionage (for foreigners) and would
  result in their arrest and trial.  From there, the
  adventure is over. If the PCs accept, Kiers tells
  them that the arranged 
  meeting place is a n
  abandoned guard tower, a legacy of a time when
  the Yeomanry's borders stretched farther to the
  south and east.  It lies approximately a day’s ride
  southeast of the Yeoman hamlet of Trevorton
  through the fringes of the Hool Marshes. They
  are given a map to help them find their way, as
  well as an official 
  proclamation 
  from 
  Kiers
  stating that the PCs are on official 
  Yeoman
  business.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    RRRReeeennnnddddeeeezzzzvvvvoooouuuussss    PPPPooooiiiinnnntttt
  The journey from Newick to Trevorton takes two
  days - one day from Newick to Thurmaster and
  one day from Thurmaster to Trevorton, and is
  uneventful.
  After the first day of uneventful travel through
  the Haranshire, you travel south along the edge
  of the Tors, skirting the western edge of the
  swamp as you make your way down to Trevorton.
   The imposing mesas that loom on your right are
  known to be the dwelling place for tyrgs and
  worse, 
  but 
  none 
  of 
  these 
  threats 
  make
  themselves evident.
   Trevorton is a sleepy town supporting an area of
  approximately 300 citizens who make their living
  through fishing, gathering, hunting, and a little
  farming. There is one decent inn, the Cypress
  Grove, in which the PCs can rest. The PCs should
  not spend too much time tarrying in town.
  Trevorton (hamlet): conventional; AL NG; 100gp
  limit; Assets 1,500gp; population 
  296; isolated
  (96% human, 2% halfling, 1% elf, 1% other).
  Authority Figure: Mayor Offa Parnell, male
  human Ari2.
  Important 
  Characters: 
  constable 
  Mervin,
  male human War3; Innkeeper Jake Tidrow, male
  human Com2.
  From Trevorton, the PCs enter the Hool Marshes
  and 
  make 
  their 
  way 
  southeast 
  toward 
  the
  rendezvous point. While there are no encounters
  in this area, the DM should hint that the PCs
  have left the relative safety of the Yeomanry and
  have entered neutral, untamed lands. The DM
  also should describe the swamp 
  in haunting
  detail, including the constant stinging of insects,
  the smell of rotting vegetation, strange noises in
  the distance, and the like. All Yeomen know that
  the swamp is inhabited by lizard men and all
  manner of foul creatures. 
  Trevorton disappears behind you, the last outpost
  of civilization before the untracked land of the
  Hool.  Quaking mires and seemingly bottomless
  pools stud the landscape.  Mist and rushes limit
  your visibility considerably.  The stench of the
  swamp clings to you, as buzzing insects of all
  sorts torment you and your mounts.  Your map
  claims to show a dry enough path to the old guard
  tower that your horses can navigate, but you
  begin to wonder while mud covers your mounts'
  flanks as you struggle through the mire. 
  The locals in Trevorton were quite explicit
  about the lizardfolk and other creatures that live
  all around the area.  Odd noises in the distance
  make their way to you through the heat; you find
  it hard to tell what direction they come from or
  how far away they are.  The occasional snake or
  crocodile 
  slithers 
  away 
  at 
  your 
  approach,
  watching you balefully from a distance.
   Once the PCs are suitably paranoid, read the
  following:
  After hours of sloshing through stagnant water,
  you approach a small hill that appears free of
  water. You push yourselves up the hill toward its
  crest. As you walk, you see a ruined tower peeking
  through the foliage. While the lowest level of the
  tower remains somewhat intact, the upper levels
  are gone, their remnants scattered about the hill.
  Sunlight penetrates the trees and peers through
  the gaping holes in the walls and ceiling of the
  tower. Surely this is the meeting point of which
  you were told.
  The PCs wait for some time. Once the group has
  had 
  time 
  to 
  make 
  preparations, 
  read 
  the
  following:
  After a significant wait, you hear the telltale
  sound of horses clomping through the shallow
  water. You watch as two horsed figures reach the
  
  Rogue Rescue 
  8
  crest of the hill. One is a dark-haired man in black
  leathers on a large brown horse. He looks around
  suspiciously. The other is a shapely woman in
  riding leathers riding sidesaddle on a beautiful
  tan gelding. She wears a deep cloak that is pulled
  over her head and face. An elegant crossbow rests
  in her lap. She does not look up as they approach.
  These two riders are, in fact, Della, the Rogue-
  Queen of Monmurg, and her escort, Cal. They
  have ridden hard for hours and are tired and
  hungry. If the PCs do not make themselves
  apparent (and Cal fails his Spot check versus
  their Hide) the pair will ride up and rest near the
  tower, concealing their mounts behind the ruins.
  In the first meeting between the two parties,
  Cal does all of the talking. He makes it clear early
  on that he trusts 
  neither 
  the PCs nor the
  Yeomanry, and he agreed to this merely to save
  the life of Della. Della remains hooded and quiet,
  and if she is asked direct questions, Cal rudely
  interrupts. If asked why she covers her face, Cal
  answers that Della is in hiding and does not wish
  to make her identity known until she is safely
  within the Yeomanry. He demands to see proof
  that the PCs are who they say they are. Once he is
  satisfied with their documentation, Cal claims
  that the PCs will be well rewarded for their effort
  to bring the two to safety. He does not tell them
  of what the reward consists.
  Allow the PCs a few minutes to role-play this
  situation. Cal should continue to be somewhat
  rude to the PCs during negotiations, and Della
  remains 
  quiet. 
  Once 
  the 
  conversation 
  has
  concluded, read or paraphrase 
  the following,
  modifying 
  it if the PCs have taken 
  special
  precautions 
  against 
  ambush. 
   Cal 
  will 
  do
  everything in his power to delay here until the
  riders appear, even if warned of approaching
  riders 
  by the PCs, with 
  excuses 
  about 
  the
  tiredness of their horses.
  Your conversation is interrupted by the sounds of
  galloping horses splashing through the mire. 
  Before you can ready yourselves, several mounted
  figures crest the hill, their swords menacingly
  brandished. As they approach, you clearly see the
  symbol 
  of 
  the 
  Hold 
  of 
  the 
  Sea 
  Princes
  emblazoned on their tunics. They threateningly
  move to encircle your group.
  Seeing the approaching riders, Cal yells to
  Della. “We are discovered! Mistress, we must flee!
  We shall have a fate worse than death if we are
  captured!”  He spurs his horse away down the
  hill.
  The Rogue-Queen turns her head toward Cal
  and speaks through her hood for the first time.
  “Cowardly fool!” she yells, her voice full of stern
  disappointment. “I’ll turn my dagger on myself
  before I let myself be captured.” With this, she
  grabs her crossbow and aims it toward the
  nearest horsed figure. With this, they charge!
  Unbeknownst to Della and the PCs, Cal has
  carefully coordinated 
  this encounter 
  with the
  attackers. His feigned cowardice is merely a way
  to get him away from the combat. Although he
  was paid handsomely to betray Della, he has no
  desire to see her slaughtered. He rides a safe
  distance away and views the combat from afar.
  Assuming the PCs are victorious, he returns to
  the Hold of the Sea Princes for reinforcements in
  order to make a second attempt on Della’s life.
  Only in the direst of circumstances will Della
  reveal her true nature at this point. She will
  assist the PCs with her crossbow as necessary.
  The encounter 
  is powered such that the PCs
  should have little trouble dealing with the Sea
  Princes thugs sent after the group by the Scarlet
  Brotherhood.  Nevertheless, 
  should things go
  quite poorly for the PCs, Della will attempt to
  petrify any enemy that closes with her in melee
  combat.
  The DM should note that the ELs of these
  encounters are higher than typical for the Tier
  given the assistance the PCs will be given by
  Della.  The group's leader, Myrdin, is a monk of
  the Scarlet Brotherhood himself and will direct
  the assault intelligently.  He knows Della's true
  nature and will not expose himself to her gaze
  attack.  He has not seen fit to inform his thugs,
  however, of this "need to know" information.
  Della, the Rogue-Queen of Monmurg, medusa:
  CR 7; Medium-size Humanoid; HD 6d8+6; hp 33;
  Init +3 (Dex); Spd 30 ft.; AC 17 (+3 Dex, +3 natural
  +1 ring); 
  Atks: +9 ranged 
  (1d8/19-20, 
  light
  crossbow) or +2 melee (1d4/19-20, dagger) and +2
  melee (1d4+poison, snakes); SA petrifying gaze,
  poison; AL LE; SV Fort +3, Ref +7, Will +6.
  Str 10, Dex 16, Con 12, Int 14, Wis 13, Cha 15.
  Skills: Bluff +11, Disguise +11, Move Silently
  +10, Spot +10; Feats: Point Blank Shot, Precise
  Shot, Quick Shot.
  SA: 
  Petrifying 
  Gaze 
  (Su)—30 
  ft. 
  range,
  Fortitude Save (DC 15) to avoid; Poison (Ex)—1d6
  Str initially, 2d4 Str secondary; Fortitude Save
  (DC 15) to avoid.
  Equipment: dagger, ring of 
  protection 
  +1,
  light crossbow, 10 bolts, 10 keen b o l t s.
  Note: see “Running Della” at the end of this
  adventure for tips on how to role-play Della to
  maximum effect.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Myrdin, male human Mnk3: CR 3; Medium-size
  Humanoid; 
  HD 3d8+3; hp 21; Init 
  +6 (Dex,
  improved initiative); Spd 40 ft.; AC 15 (+2 Dex, +3
  Wis); Atks +2 melee (1d6+2, hand); SA stunning
  attack; SQ still mind; AL LE; SV Fort +4, Ref +5,
  Will +8.
  Str 14 Dex 14 Con 12 Int 10 Wis 16 Cha 9.
  Skills: Balance +8, Climb +5, Hide +6, Jump +5,
  Move Silently +8, Swim +4, Tumble +8; Feats:
  
  Rogue Rescue 
  9
  Deflect 
  Arrows, 
  Dodge, Improved 
  Initiative,
  Improved Unarmed Strike, Iron Will.
  SA: Stunning Attack (Ex)—once per round,
  four 
  times 
  per 
  day, 
  opponent 
  must 
  make
  successful Fortitude save (DC 16) or be stunned
  for one round.
  SQ Still 
  Mind 
  (Ex)—+2 to saves 
  versus
  enchantment spells or spell-effects.
  Equipment: riding horse, pouch containing
  12gp and 19sp.
  Sea Princes Thugs, human War1 (6): CR 1/2;
  Medium-size Humanoid; HD 1d8; hp 8 each; Init
  0; Spd 30 ft.; AC 15 (chain shirt); Atks +4 melee
  (1d8+2/19-20, longsword) or +1 ranged (1d8/19-20,
  light crossbow); AL LE; SV Fort +2, Ref 0, Will 0.
  Str 15, Dex 11, Con 11, Int 11, Wis 10, Cha 10.
  Skills: Climb +3, Intimidate +1, Jump +3, Ride
  +1, Swim +3; Feats: Endurance, Weapon Focus
  (longsword).
  Equipment: chain shirts, longswords, 
  light
  crossbows with 10 bolts each.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Myrdin, male human Mnk4: CR 4; Medium-size
  Humanoid; 
  HD 4d8+4; hp 26; Init 
  +6 (Dex,
  improved initiative); Spd 40 ft.; AC 15 (+2 Dex, +3
  Wis); Atks +3 melee (1d8+2, hand); SA stunning
  attack; SQ still mind; AL LE; SV Fort +5, Ref +6,
  Will +9.
  Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 9.
  Skills: Balance +9, Climb +6, Hide +7, Jump +5,
  Move Silently +9, Swim +4, Tumble +9; Feats:
  Deflect 
  Arrows, 
  Dodge, 
  Improved 
  Initiative,
  Improved Unarmed Strike, Iron Will.
  SA: Stunning Attack (Ex)—once per round,
  four 
  times 
  per 
  day, 
  opponent 
  must 
  make
  successful Fortitude save (DC 16) or be stunned
  for one round.
  SQ Still 
  Mind 
  (Ex)—+2 to saves 
  versus
  enchantment spells or spell-effects.
  Equipment: riding horse, pouch containing
  12gp and 19sp
  Sea Princes Thugs, human War1 (8): uses stats
  above.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Myrdin, male human Mnk4: use stats above (Tier
  2)
  Sea Princes Thugs, human War2 (6): CR 1;
  Medium-size Humanoid; HD 2d8; hp 9 each; Init
  +0; Spd 30 ft.; AC 15 (chain shirt); Atks +6 melee
  (1d8+2/19-20 longsword) or +2 ranged (1d8/19-20,
  light crossbow); AL LE; SV Fort +3, Ref 0, Will 0.
  Str 15, Dex 11, Con 11, Int 11, Wis 10, Cha 10.
  Skills: Climb +4, Intimidate +2, Jump +4, Ride
  +2, Swim +4; Feats: Endurance, Weapon Focus
  (longsword).
  Equipment: chain shirts, longswords, 
  light
  crossbows with 10 bolts each.
  Cal is as disloyal and greedy as he is evil. He has
  served as Della’s chief advisor and information
  gatherer for nearly three years. However, when
  Della’s 
  operation 
  was discovered, 
  he quickly
  changed sides after being offered a considerable
  amount of money to betray her. He has no regrets
  doing what he doing, as he never personally liked
  the Rogue- Queen.  He will do what he has to in
  order to survive.
  The attackers will fight until half of their
  numbers are killed, when Myrdin calls for the
  retreat. If Myrdin is killed, the remaining Thugs
  must make a Willpower save (DC 12) to continue
  fighting. Otherwise 
  they flee into the swamp
  back toward the Hold of the Sea Princes.
  Once the thugs are defeated, Della thanks the
  PCs for their effort, and then quickly changes the
  subject to Cal’s cowardice. She goes on about this
  for some time, much to the chagrin of the PCs.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    BBBBoooorrrrddddeeeerrrr    PPPPaaaattttrrrroooollll
  After a hard day’s ride, Della and the PCs reach
  the Yeoman border on their way toward Newick.
  There is no demarcation for the border, as the
  PCs are not traveling along any recognized road.
  If the PCs decide to rest here, they may do so
  without incident. Another hour into the journey,
  the PCs come across a minor road heading in a
  northerly direction. Another hour later, a guard
  tower, not unlike the one encountered earlier
  (but in much better condition) is seen on the
  horizon. When the PCs approach the tower, read
  or paraphrase the following:
  Following the recently discovered road, you come
  across a guard tower, similar to the one where
  you met Della, but newer. A Yeoman flag flaps in
  the wind on a high pole atop the tower. Several
  men, probably Yeoman soldiers, mill about on
  and near the tower. Some watch you intently
  from the roof, while others peer at you from the
  ground. They lean on their spears and murmur to
  one another as you approach.
  Upon reaching the tower, two of the soldiers,
  both men, move toward you. They look dirty and
  unshaven. One of the soldiers, a tall man with
  curly, dark hair lowers his spear and speaks.
  “Halt, friends, and state your business,” he
  says in a low, gravelly voice.
  Eight soldiers are stationed in this guard tower.
  Each of them is armed with spear, dagger, and
  light crossbow and wears leather armor and a
  small metal shield emblazoned with the three-
  spear motif of the Yeomanry. The soldiers have
  been here for several weeks. Due to the remote
  location of this post, the men have seen very few
  travelers and are quite bored. Seeing that the PCs
  obviously 
  are adventurers 
  of some sort, 
  the
  guards decide to have a little fun with them. If, by
  chance, the PCs have disguised themselves as
  
  Rogue Rescue 
  10
  commoners or something similar, the DM should
  improvise this encounter to fit the situation.
  The PCs may tell the question-asking guard
  whatever they like. So long as their explanation
  seems logical and honest, he lets them pass. As
  they walk past the guards, continue with the
  following:
  After you state your reasons for entering the
  Yeomanry, the spear-wielding guard lowers his
  weapon and lets you pass. The remaining tower
  guards eye you as you walk. Many of them grin
  ear-to-ear as you do. Then from atop the tower,
  one of them yells at you.
  “Hey! Slay any dragons today?” The rest of the
  troop cackles madly at the barb. He continues.
  “You know, we won’t tolerate you mercenary-
  types here in the Yeomanry. Ya better keep
  yourselves under control, lest ya get a beatin!”
  Again, mad laughter.
  Allow the heckling to continue for as long as you
  deem necessary. At some point, if there is a
  woman in the PCs’ group, the guards begin to
  make catcalls at all of them, including Della. If
  Della is the lone female, she is the recipient of all
  the guards’ attention.
  “Hey you! Sister! You’re quite the looker.” A guard
  near the tower door motions to Della. “What do
  ya say and come over here and give me a big kiss
  so’s I can see yer face. I bet it’s as nice as the rest
  of ya!”  The rest of the men laugh roughly, and
  the edge to their jesting sounds uncomfortably
  cruel.
  Della turns toward you and says “Don’t worry.
  I’ll handle this.” She spurs her horse and trots
  toward the guard. Near him she dismounts. In a
  sultry voice she purrs. “Do you like what you see,
  handsome? For someone as brave and strong as
  yourself, I’d happily give you a kiss.” She strokes
  his face with her delicate hands. With one hand
  she turns his head toward her, and with the other
  she removes her heavy cowl.
  Suddenly, he looks at Della in sheer horror.
  Where you expected to see an attractive human
  woman, you instead see a twisted, grotesque face
  and head. Her eyes, wide as saucers, peer deeply
  at the frightened guard. Atop her head slither
  perhaps a dozen small green snakes. Each snake
  hisses madly. The guard screams, his voice a pitch
  you’ve never heard come from a man before. As
  you watch, his skin color begins to fade. His
  movement stiffens, and his scream is interrupted
  by sickly, choking sounds. You hear strange
  cracking noises coming from the guard until
  suddenly both the screaming and the cracking
  stop. Della once again hides her face with her
  cloak and turns away, walking toward you.
  Behind her is the guard, every detail perfectly
  rendered in stone. His face is a mask of pure
  terror.
  Having just witnessed this, the remaining
  guards drop their weapons and flee, all the while
  screaming that an abomination is in their midst.
  Ignoring their cries, Della merely laughs, gets
  back on her horse, and continues to follow the
  road north.
  This encounter certainly should take the PCs off
  guard. Not only has she been discovered to be a
  medusa, but also she has killed a Yeoman soldier
  in cold blood. 
  This 
  should 
  create 
  a moral
  dilemma, especially to those of good alignment or
  those who are loyal to the Yeomanry.
  Allow the PCs to role-play this encounter in
  any direction they wish. If they attack Della, she
  defends 
  herself 
  to the best 
  of her 
  ability,
  probably killing some PCs in the process. Should
  Della be killed, the adventure essentially is over.
  Alter the encounter with the Grosspokeswoman
  in Newick to reflect this. If they wish to parley
  with her, she claims that the guard was a sexist
  idiot who deserved to be punished. The attack
  does not appear to affect her in the least, and she
  suggests that the PCs forget about it and continue
  along their way. If the PCs insist that they discuss
  the problem, Della agrees hesitantly and seems
  incredibly disinterested 
  throughout 
  the entire
  conversation.  If the PCs inform Della that she is
  in custody, she will shrug and say "Fine, take me
  to Newick," though she will not allow herself to
  be restrained in any way.  When both the PCs and
  Della are satisfied with whatever 
  agreements
  they create, continue 
  to the next encounter.
  Refer to “Playing Della” for clues as to how to
  role-play Della in this encounter.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    FFFFrrrreeeeeeeekkkknnnniiiigggghhhhtttt
  This encounter takes place a full day after the
  previous one. The soldiers at the tower who fled
  Della’s wrath ran toward the nearest 
  village,
  where they gave word to the local Freeknight,
  Emory Durell.  Angered at the death of one (or
  more) of his men-at-arms and with the discovery
  that a medusa and her cohorts are terrorizing the
  countryside, he gathers his standard bearer and a
  small entourage and sets out to confront the
  beast himself.
  The DM may have to alter this text a bit to
  reflect any important 
  conversations 
  that may
  have taken place between the PCs and Della.
  The day following the encounter at the guard
  tower has been tense, to say the least. Since the
  discovery that Della is a medusa, your mind has
  been troubled with the thoughts that your fate
  could be similar to that of the petrified soldier.
  Della, 
  on 
  the other 
  hand, has 
  given 
  few
  indications of regret. In fact, she occasionally has
  sung songs and laughed to herself, much to your
  disgust.
  Your ride toward Newick takes you through
  gently rolling hills, as you are near the Tors. The
  occasional farm or homestead rests on either side
  of the road, but the occupants pay little heed to
  
  Rogue Rescue 
  11
  your passing. Rounding a bend, you see a group of
  mounted soldiers 
  galloping along the 
  road
  toward you. One of the riders carries a colorful
  banner, but you are too far away to recognize it.
  There are few places where the PCs can hide, a
  small clump of trees being the best place. If the
  PCs attempt to escape, the riders give chase, and
  Emory’s disposition gets worse the longer the PCs
  delay the inevitable 
  encounter. Once the two
  groups meet, continue reading or paraphrasing.
  The group of riders approaches your group
  grimly. Before you are six Yeoman men-at-arms,
  their crossbows at the ready. Two other riders are
  in the center of the group. One is a young man,
  not more than fifteen or sixteen, carrying a blue
  banner emblazoned with a rampant griffon over
  two crossed spears. The griffon clutches a red
  arrow in its claw. The other is a large man in full
  plate and shield with the same heraldry, riding a
  huge warhorse, 
  and carrying 
  a 
  formidable-
  looking sword. He is middle aged, with a salt-and-
  pepper beard and deep, black eyes. He carries an
  air of honor and dignity about him, however, one
  that obviously garners him respect from the rest
  of his entourage.
  “I am Emory Durell, Yeoman Freeknight and
  protector of these parts. I have heard of the foul
  deed that precedes your group, and I have no
  choice but to place you all under arrest. I suggest
  that you come quietly.”
  Any PC with a heraldry-related skill (Diplomacy
  or an appropriate Knowledge skill) is able to
  identify Emory as a Freeknight from his banner
  or shield (DC 10). The DM should take great care
  during this encounter. Unlike the guards at the
  tower in the previous encounter, Emory is a firm,
  fair man who is willing to listen to the PCs. He
  should 
  not 
  be 
  played 
  as 
  unreasonable 
  or
  unwilling to listen. He is a protector knight who
  truly is concerned about the danger that Della
  and the PCs represent to the people he has
  pledged to protect. However, he believes that
  every man deserves to represent himself when a
  conflict of words is at hand. 
  Given this, Emory is willing to listen to the
  PCs’ story, as he has only heard what the fleeing
  guards have told him. If the PCs are convincing
  (allow a Diplomacy check with a DC of 15 if you
  so desire), 
  and if they produce 
  the official
  documentation 
  given 
  to 
  them 
  by 
  the
  Grosspokeswoman of Newick, Emory reluctantly
  allows the PCs to continue on their journey.
  However, he is quick to warn Della and the PCs
  that another incident such as the last will not be
  tolerated, 
  and 
  makes 
  it clear 
  that 
  he 
  will
  complain to the Grosspokeswoman 
  about the
  results of their mission.
  The DM should keep in mind, however, that
  Della 
  is still 
  worked 
  up enough 
  about 
  the
  previous 
  encounter 
  that 
  she 
  needs 
  little
  provocation to petrify Emory and his entourage,
  should the need arise.
  AAAAllllllll    TTTTiiiieeeerrrrssss
  Emory Durell, male human Ftr6/FrK4: CR 10;
  Medium-size Humanoid; HD 10d10+20; hp 84; Init
  +1 (Dex); Spd 20; AC 21 (+8 full plate, +2 large steel
  shield, +1 Dex); Atks: +14/+9 melee (1d8+5/19-20,
  longsword), +13/+8 melee (1d8+3/x3, heavy lance),
  or +11 ranged (1d8/19-20, light crossbow); AL LG;
  SV Fort +11, Ref +4, Will +7.
  Str 17, Dex 12, Con 15, Int 13, Wis 15, Cha 12.
  Skills: Diplomacy +8, Gather Information +7,
  Handle Animal +14, Jump +9, Knowledge (the
  Yeomanry) +6, Ride +14, Sense Motive +4, Spot +4,
  Wilderness 
  Lore +4; Feats: Cleave, 
  Expertise,
  Great Cleave, Iron Will, Mounted Combat, Power
  Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon
  Specialization (longsword),
  Equipment: 
  full plate, 
  large 
  steel 
  shield,
  longsword, heavy lance, dagger, heavy warhorse
  (see below)
  Timlin, male human Pal1: CR 1; Medium-size
  Humanoid; HD 1d10; hp 11; Init; Spd 20 ft.; AC 17
  (+5 breastplate, +2 Dex); Atks: +3 melee (1d8+1/19-
  20, longsword) 
  or +3 ranged (1d8/19-20, light
  crossbow); AL LG; SV Fort +6, Ref +5, Will +3.
  Str 13, Dex 15, Con 13, Int 11, Wis 10, Cha 15.
  Skills: Diplomacy +7, Handle Animal +5, Heal
  +3, Jump +2, Ride +2; Feats: Power Attack, Weapon
  Focus (longsword).
  Equipment: 
  riding 
  horse, 
  chain 
  shirt,
  longsword, light crossbow  with 10 bolts.
  Yeoman Men-at-Arms, male human War2 (6): CR
  1; Medium-size Humanoid; HD 2d8; hp 9 each;
  Init +0; Spd 30 ft.; AC 15 (chain shirt); Atks +5
  melee 
  (1d8+2/19-20, longspear) 
  or 
  +2 ranged
  (1d8/19-20, light crossbow); AL LG; SV Fort +3, Ref
  0, Will 0.
  Str 15, Dex 11, Con 11, Int 11, Wis 10, Cha 10.
  Skills: Climb +4, Intimidate +2, Jump +4, Ride
  +2, Swim +4; Feats: Endurance, Weapon Focus
  (longspear).
  Equipment: 
  riding 
  horses, 
  chain 
  shirts,
  longswords, light crossbows with 10 bolts each.
  The DM should 
  note 
  that 
  Emory 
  and 
  his
  entourage are not looking for a fight. However, if
  a fight is instigated, they are more than willing to
  defend 
  themselves. 
  Emory 
  is 
  a 
  formidable
  opponent, and if combat ensues, his first action is
  to charge Della with his lance.
  So long as Emory lives, his retainers fight
  to the death. Should he be slain or petrified, they
  flee, obviously outmatched. Slaying Emory or any
  of his entourage could have serious ramifications
  for the PCs if their deed is reported 
  to the
  authorities - most likely their trial by jury would
  result in a death sentence.
  
  Rogue Rescue 
  12
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    CCCCaaaallll’’’’ssss    FFFFiiiinnnnaaaallll    AAAAttttttttaaaacccckkkk
  Cal’s return to the Hold of the Sea Princes has
  not been productive. 
  In order to collect his
  payment, 
  he told his superiors 
  that he had
  dispatched 
  Della 
  and 
  the 
  PCs, 
  but 
  they
  immediately realized that he was lying. They told
  Cal that he will make another attempt, and this
  time failure will not be tolerated. Reluctantly,
  Cal agreed.
  He 
  gathered 
  a number 
  of 
  mercenaries,
  primarily 
  Amedio 
  savages, 
  and 
  planned 
  a n
  ambush at a bridge crossing a small tributary of
  the Javan River. His ultimate hope is to convince
  the PCs to give Della to him by convincing them
  of her evil nature and the trouble 
  that she
  ultimately 
  will 
  cause 
  both 
  them 
  and 
  the
  Yeomanry. As the PCs reach the ambush point,
  read or paraphrase the following to them:
  As the road approaches a small tributary of the
  Javan River, it takes a sharp turn through rolling,
  lightly wooded terrain. You climb a sloping hill.
  Upon reaching its summit, you see a circle of
  horsed riders waiting along the road. Among
  them is Cal, Della's escort 
  who 
  fled 
  your
  encounter with Sea Princes' assassins. Seeing you
  crest the hill, he and his four escorts spur their
  horses and head toward you. Their pace is not
  threatening. As they draw closer, you can see that
  Cal’s escorts are armed and dressed in the same
  manner as those you encountered before. Cal
  trots his horse forward a bit. You can see that he
  is sweating profusely.
  “We meet again, heroes,” he says.  He looks
  quickly 
  toward 
  Della. 
  “Congratulations 
  on
  reaching the Yeomanry, Della. It is a shame that
  your quest for freedom ends here.” With this said,
  Cal turns toward you and addresses your group.
  “Do you realize what you are doing? You are
  allowing an evil creature, one that already has
  caused destruction in your land, the freedom to
  come 
  and 
  go 
  as 
  she 
  pleases!Your
  Grosspokeswoman has promised her a place to
  live in your country!  You put the countrymen
  you so desire to protect at risk by granting her
  this asylum! Was she remorseful for what she did
  to those poor soldiers? Of course not! Why?
  Because she has no such feelings. Her heart is
  like her victims…cold as stone.” Again, he looks
  toward Della.
  “Who is to say what she will do in your land.“
  I can guarantee you, however, that she WILL kill
  again. It is in her nature.” With this he pauses for
  a moment, then continues.
  “If you truly consider yourselves vassals of
  the Yeomanry, if your mission is to make your
  land safe for all, then you know what you should
  do. Leave her here with me, and I promise you
  she will never terrorize your land.”
  PCs who successfully Sense Motive on Cal can
  determine 
  that 
  he 
  is 
  both 
  fearful 
  and
  apprehensive. 
  He 
  would 
  prefer 
  a 
  peaceful
  resolution to this problem, because he has seen
  first-hand the handiwork of the PCs. However,
  letting the PCs have Della is not an option either,
  since he fears his superiors in Monmurg more
  than the PCs. Allow the PCs to discuss things
  among themselves for a few moments. Given
  Della’s actions throughout the adventure, some
  PCs, especially those of good alignment and/or
  those 
  loyal 
  to 
  the 
  Yeomanry, 
  should have
  reservations 
  about 
  residency 
  within 
  the
  Yeomanry for Della. If the PCs agree to Cal’s
  terms, he gathers Della and heads southeast,
  toward the Hold of the Sea Princes. The PCs are
  free to go, and the adventure essentially ends
  here.
  During this time the Amedians are sneaking
  up to surround the PCs.  Make Spot checks for
  PCs declaring they are looking around - they need
  to hit DC 25 + the Amedians' Hide skill modifier
  to see them moving into position.
  If the PCs refuse Cal’s offer, continue with
  the following:
  Cal shakes his head in disgust. “I was afraid of
  this. You Yeomen have a poor idea of right and
  wrong, and that is why you will never amount to
  anything in this world.”
  With these words, he motions behind him,
  and a large group of men, dark-featured and
  savage, emerge from the brush, spears and bows
  brandished threateningly.
  “Kill them! Kill them all!” he screams. Cal
  then draws his sword and attacks!
  Cal is quite clever, and he has prepared for this
  combat for some time. Knowing that Della will
  attempt to turn he and his followers to stone, he
  purposefully attempts to maneuver the PCs into
  range of her gaze. He uses his Blind Fight feat
  when he knows that he may be within range of
  her gaze as well. He has promised the Amedians
  treasure from the PCs for their assistance in this
  endeavor.
  Despite the fact that he is formidable, Cal is
  no fool. If the battle goes poorly for him, he flees.
  Fearing what will happen to him if he returns to
  the Hold, Cal flees south, toward the free city of
  Melkot (assuming he isn’t caught beforehand by
  the PCs).
  The Sea Princes thugs close with the PCs,
  while the Amedian troops attempt to pick off any
  PCs 
  not 
  engaged 
  in 
  hand-to-hand
  combat—particularly spellcasters. If Cal is slain,
  or if half of their numbers are lost, the remaining
  Amedians flee into the woods.
  Again, the DM should keep in mind that the
  EL of this encounter is higher than a typical one
  for each Tier.
  
  Rogue Rescue 
  13
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    6666))))
  Cal, male human Ftr2/Rog2: CR 4; Medium-size
  Humanoid; HD 2d10+2d6+4; hp 26; Init +3 (Dex);
  Spd 30 ft.; AC 16 (+3 studded leather armor, +3
  Dex); Atks +8 melee (1d6+3/18-20, masterwork
  rapier) or +6 ranged (1d8/19-20 light crossbow);
  AL LE; SV Fort +6, Ref +6, Will 0.
  Str 16, Dex 16, Con 12, Int 12, Wis 9, Cha 10.
  Skills: Bluff +6, Climb +7, Gather Information
  +6, Handle Animal +4, Intimidate +6 Jump +7,
  Ride +7, Swim +7; Feats: Blind Fight, Dodge,
  Mounted combat, Power Attack, Weapon Focus
  (rapier).
  Equipment: riding horse, 
  studded 
  leather
  armor, masterwork rapier, light crossbow with 20
  bolts, light war horse, 1 week’s rations, lantern, 3
  flasks oil, backpack, 33sp, 29gp.
  Sea Princes Thugs, human War1 (4): use the stats
  of the 1st-level warriors found in Encounter 1:
  the Rendezvous Point.
  Amedian Savages, human War1 (6): CR 1/2;
  Medium-size Humanoid; HD 1d8+1; hp 9 each;
  Init +2; Spd 30 ft.; AC 14 (+2 leather, +2 Dex); Atks
  +2 melee (1d6+1/x3, halfspear) 
  or +4 ranged
  (1d6/x3, shortbow); AL NE; SV Fort +3, Ref +2,
  Will -1.
  Str 12, Dex 15, Con 12, Int 10, Wis 9, Cha 10.
  Skills: Climb +2, Hide +4, Jump +3, Ride +1,
  Swim 
  +3; Feats: 
  Endurance, 
  Weapon 
  Focus
  (shortbow).
  Equipment: leather, halfspears, short bows 
  with 10 arrows each.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    7777))))
  Cal, male human Ftr3/Rog3: CR 6; Medium-size
  Humanoid; HD 3d10+3d6+6; hp 37; Init +3 (Dex);
  Spd 30 ft.; AC 17 (+3 studded leather armor, +3
  Dex); Atks +10 melee (1d6+3/18-20, masterwork
  rapier), or +8 ranged (1d8/19-20, light crossbow);
  AL LE; SV Fort +6, Ref +3, Will 0.
  Str 16, Dex 16, Con 12, Int 12, Wis 9, Cha 10.
  Skills: Bluff +8, Climb +8, Gather Information
  +7, Handle Animal +6, Intimidate +7, Jump +8,
  Ride +8, Swim +7, Tumble +7; Feats: Blind Fight,
  Dodge, Mounted Combat, 
  Quick Draw, Power
  Attack, Weapon Focus (rapier).
  Equipment: riding horse, 
  studded 
  leather
  armor, masterwork rapier, light crossbow with 20
  bolts, light war horse, 1 week’s rations, lantern, 3
  flasks oil, backpack, 33sp, 29gp.
  Sea Princes Thugs, human War1 (4): Statistics as
  those in Encounter 1: the Rendezvous point.
  Amedian Savages (10): statistics and equipment as
  those above.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    11110000))))
  Cal, male human Ftr3/Rog3: Use stats found in
  Tier 2.
  Sea Princes Thugs, human War2 (4): Statistics as
  those in Encounter 1: the Rendezvous point.
  Amedian Savages (10): statistics and equipment as
  those above.
  Grolt, male human (Amedian) 
  Adp3: 
  CR 
  2;
  Medium-size Humanoid; HD 3d6; hp 13; Init +5
  (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 12
  (+1 Dex, +1 natural); 
  Atks +1 melee (1d8/x3,
  shortspear) or +3 ranged (1d6/x3, shortbow); AL
  NE; SV Fort +1, Ref +5, Will +5.
  Str 11, Dex 15, Con 11, Int 10, Wis 15, Cha 11.
  Skills: Climb +3, Concentration +4, Hide +6,
  Move Silently +3, Spellcraft +5, Swim +2; Feats:
  Dodge, Improved Initiative, Lightning Reflexes.
  Equipment: shortspear, shortbow, 10 arrows.
  Spells Prepared: (4/3; Spell DC = 12 + spell
  level): 0-lvl—detect magic, light, resistance (x2);
  1st-lvl—bless, cure light wounds, doom.
  Once Cal and his followers 
  are defeated 
  or
  routed, 
  the PCs may continue 
  their 
  way 
  to
  Newick.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    NNN
  Neeeewwwwiiiicccckkkk
  By the time the PCs reach Newick, word has
  spread of their actions and their company. Many
  citizens are aware of Della’s monstrous nature,
  and that she has turned one (or more, depending
  on the flow of the adventure) Yeoman soldier
  into stone. When the PCs approach the city, read
  or paraphrase the following:
  At long last, signs of your final destination, the
  city of Newick, meet your approach. Occasional
  farms 
  give 
  way 
  to 
  more 
  densely-occupied
  neighborhoods, which in turn are replaced by the
  tall, gray walls of the city proper. You approach
  the city’s formidable gates and pass through. The
  guards on duty nod at your entourage but do or
  say nothing else.
  You feel uncomfortable as you ride through
  the streets of Newick. Guards, more than usual,
  stand in regular intervals along the entire path of
  your travels 
  through 
  the city’s 
  cobblestone
  streets. They eye you suspiciously when you pass.
  Citizens of the town peer at you through almost-
  shuttered windows, but they are sure not to meet
  your direct gaze lest something terrible happen.
  The neighborhoods are eerily quiet.
  Shortly, the Office of the Grosspokesman
  comes into view. Guards, afraid to meet your
  gaze, offer to take your mounts. Dismounting,
  you make your way up the stairs and through the
  
  Rogue Rescue 
  14
  large, wooden doors of the formidable stone
  structure. You find yourselves in a plain room
  with a single desk and a number of small benches.
  The heraldry of both the Yeomanry and Newick
  decorate the room’s walls. An elderly gentleman
  smiles at you, opens another door, and asks you
  to enter. Beyond this door is a large, elaborate
  room 
  filled 
  with 
  expensive 
  furniture 
  and
  trinkets. A slim, middle-aged woman, clad in fine
  silks, beckons you forward, frowning all the
  while. Several spear-wielding soldiers eye you
  cautiously.
  This is the Council Room, a chamber used by
  Grosspokeswoman Melinda Wendolene to govern
  the district and listen to please and requests of
  its citizens. At this point, she is not pleased. She
  had no idea that Della 
  was a medusa. 
  Her
  advisors, not to mention her constituency, have
  expressed 
  their 
  displeasure 
  with 
  allowing 
  a
  medusa asylum in or near their land. Wendolene
  is equally 
  irritated 
  with 
  the petrifaction 
  of
  Yeoman citizens during the PC’s journey.
  This encounter with Wendolene is left open-
  ended on purpose. 
  Her disposition 
  will 
  be
  dependent upon how 
  destructive 
  Della 
  (and
  perhaps the PCs) has been during their journey.
  Della defends her actions as only she can—by
  being direct and brusque. This does little to ease
  the Grosspokeswoman’s mind. Allow the PCs the
  opportunity to defend (or scorn) the medusa as
  they see fit.
  Regardless 
  of 
  what 
  transpires 
  in 
  this
  conversation, and despite her feelings in this
  situation, Wendolene is a woman of law, and she
  keeps her promises. As such, she agrees to grant
  Della asylum in the Yeomanry and the promised
  pardon for her crimes 
  - unfortunately, 
  also
  covering the murder of the guardsman.  Della is
  granted a small cottage near the Javan River a
  half-day’s ride outside of Newick in a lightly
  wooded area. She is ordered to uphold the laws of
  the Yeomanry and is expected not to use her
  powers 
  on 
  law-abiding 
  Yeoman 
  citizens.
  Furthermore, 
  Della is expected to share her
  information about the Hold of the Sea Princes,
  the Scarlet Brotherhood, and any other facts
  deemed important or necessary with the Council
  of Grosspokesmen in Loftwick at an undisclosed
  time. Failure to perform these tasks will result in
  her expulsion and return to the Hold of the Sea
  Princes as a prisoner.
  When 
  this 
  encounter 
  winds 
  down, the
  Grosspokeswoman and her guards depart, leaving
  Della and the PCs in the room by themselves.
  Allow for a relatively long silence, and then read
  the following:
  After the Grosspokeswoman departs, Della turns
  toward you. Reaching out, she hands you a small
  leather pouch. Opening it reveals a number of
  small bloodstones, one for each of you. “Your
  payment,” exclaims Della behind her veil, her
  voice cold. She backs away and moves toward the
  door.
  When you turn to depart, Della suddenly calls
  out to you, her voice’s inflection surprisingly
  different, almost friendly. She steps toward you
  with surprising energy. She then speaks.
  “No. That’s not enough. I’ve underestimated
  you, adventurers. Despite what you know about
  me, and what you’ve seen, you saw your mission
  through. That certainly deserves more respect
  than what I’ve offered.  Here.”
  With these words, she approaches you, one at
  a time, and hands you a small, greenish stone.
  “Consider this a personal gift from me, to show
  my true thanks.” Through her wispy veil, you
  believe you see her smile compassionately. The
  then turns toward the door and leaves the room,
  obviously excited about beginning her new life.
  Congratulations on your Rogue Rescue!
  At this point, the DM should hand out the scoring
  sheets and allow the players to vote.
  TTTTHHHHEEEE    EEEENNN
  NDDDD
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter One
  Thwarting the Attack
  150 xp
  Encounter Three
  Avoiding Combat with the Freeknight
  25 xp
  Encounter Four
  Thwarting the Second Attack
  175 xp
  Encounter Five
  If Della survives the adventure
  100 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The item must be nonmagical and specifically
  listed in the text of the adventure (e.g armor
  
  Rogue Rescue 
  15
  on foes). If it is not listed in the text, the
  characters 
  cannot keep it. Items 
  of this
  nature can be sold for 50% of book value, or
  recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 250 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief.
  For other stolen 
  items 
  which 
  meet 
  the
  criteria in #1 above, use your judgment and
  the 
  circumstances 
  within 
  the 
  game 
  to
  determine whether a PC thief gets away with
  the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter 1
  • 
  riding horse (37gp), 12gp, 19sp, chain shirts
  (50gp), longswords 
  (8gp), light 
  crossbows
  (17gp)
  Encounter 4
  • 
  5 riding horses (37gp), chain shirts (50gp),
  longswords 
  (8gp), light 
  crossbows 
  (17gp),
  shortspears 
  (1gp), 
  leather 
  (5gp), 
  studded
  leather (13gp), 33gp, 29sp
  • 
  Masterwork 
  rapier 
  (320 gp; Medium-size;
  Tradable; Common; 3 lb): This elegant rapier
  is light for a weapon its size. The surface of
  the sword is exceptionally reflective, and the
  handguard is etched with eagles’ heads. This
  expertly crafted, nonmagical blade adds +1
  enhancement 
  bonus 
  to attacks 
  with 
  this
  weapon. This item was taken from a Scarlet
  Brotherhood 
  sympathizer 
  near the city of
  Newick.
  Encounter 5
  • 
  bloodstone (25gp),
  • 
  Medusa’s 
  Kiss 
  (250 
  gp; 
  Tiny; 
  Tradable;
  Unusual; 1 lb): This is an opaque stone of a
  greenish-yellow 
  hue about the size 
  of a
  hummingbird’s egg. Other than its polished
  smoothness, the stone is unimpressive. It is,
  though, heavy for its size. The stone grants a
  +10 competence bonus to the very next save
  the stone’s possessor is required 
  to make
  against a gaze attack. It will add the bonus to
  whatever type (i.e., Fortitude, Reflex, or Will)
  of 
  save 
  the 
  gaze 
  effects. 
  Once 
  that
  instantaneous 
  bonus 
  is given, 
  the stone
  magically burns to ash and is worthless.
  • 
  Influence Point with the Grosspokeswoman
  of Newick (0 gp; n/a; Not tradable; Common;
  n/a): You have performed a great service for
  Melinda Wendolene, the Grosspokeswoman
  of Newick. You may use this influence to call
  upon her, or one of her staff, for a possible
  favor in a future scenario.
  
  Rogue Rescue 
  16
  AAAAppppppppeeeennnnddddiiiixxxx::::    PPPPllllaaaayyyyiiiinnnngggg    DDDDeeeellllllllaaaa
  Proper depiction of Della the medusa is integral to the success and enjoyable play of this adventure. It
  is necessary to provide some guidelines for role-playing Della throughout the adventure. The DM
  should keep in mind that she is Lawful Evil to the core, and she and the PCs probably will not see eye-
  to-eye on a number of issues. PC reactions to Della should contribute to the experience points given to
  them for roleplaying.
  The DM is encouraged to play Della’s alignment to the fullest. She is a brazen, manipulative thief
  who has spent her entire life backstabbing and conniving to achieve her present status. She is not afraid
  of the PCs, and is more than willing to express her displeasure with them at any time. She considers
  them below her — mere mercenaries who care only about coin. Knowing this, she continually holds the
  PCs promised reward over their heads. In instances where PCs irritate or annoy her, phrases such as
  “Yeoman dog! That comment just cost you a few coin!” should be somewhat commonplace. However, she
  does understand that the PCs are a way for her to escape the Scarlet Brotherhood, and tries not to
  irritate them to the point of instigating combat. She has no compassion for her victims. In fact, she
  enjoys seeing the pain on their faces when they slowly petrify. She has no problem hurting or
  sacrificing others so long that her own ends are met.
  The intent is that the PCs should develop a true loathing for her by Encounter 4. The possibility of
  simply giving her to Cal, and a fate that she undoubtedly deserves, should be enticing to some of the
  PCs. Assuming they refuse Cal’s offer and continue to accompany her to Newick, she becomes truly
  appreciative of their actions.  She rewards them with more than she initially promised, revealing her
  lawful side. 
  It is key to the adventure that Della not reveal her true nature to the PCs until Encounter 2. Before
  this time, she remains quiet and evasive behind her veil. At this time, the DM should make sure that
  the PCs get no clue whatsoever that she is a medusa.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Yeomanry/YEO1-04 - Rogue Rescue.pdf