TEXT: LKoK-3  
   
   
   
   
   
   
  Hurry Up and Wait 
   
   
  A One Round Living™ Kingdoms of Kalamar  Adventure 
  for characters of 1st and 2nd level only 
   
   
  A playful scavenger hunt through the halls of Bet Rogala's College of Magic turns into a 
  frantic scramble to help a wizard fix an evocation spell gone awry. 
   
  by Daniel S. Donnelly 
   
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 1 
  Hurry Up and Wait, ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Living Kingdoms of Kalamar, the 
  Living Kingdoms of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and Company.  Kingdoms of Kalamar 
  and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company.  © Copyright 2002, Kenzer and 
  Company, Inc.  All rights reserved.  Dungeons & Dragons, Dungeon Master, D&D, RPGA, Living, the d20 system logo 
  and the Wizards of the Coast logo are all trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. 
  and are used by Kenzer & Company under license. © 2002 Wizards of the Coast, Inc. 
  
  Introduction 
   
   
  This is the third scenario in the new Living™ Kingdoms of Kalamar Campaign setting.  
  Characters should be 1st or 2nd level only.  This tournament is a continuation of the mini-
  adventures that the players may already have played.  It can easily be adapted to any on-going 
  home campaign.  Sample characters are also included at the end of the adventures that are 
  suitable for the adventure and the Living™ Kingdoms of Kalamar campaign. 
   
  You, the Dungeon Master® (DM), will need a copy of the Dungeons & Dragons® 3rd 
  Edition Player's Handbook, Dungeon Master's Guide, and Monster Manual for these events.  All 
  the adventures take place in the Kingdoms of Kalamar® setting in the Principality of Pekal.  
  Therefore, the DM should also have the Kingdoms of Kalamar Core Sourcebook. 
   
  If you are planning on using the adventure as part of an ongoing campaign, note the 
  Scaling the Adventure section at the start of the adventure and the special Rewards section at the 
  conclusion of the scenario. 
   
  Text that appears in shaded boxes is player information, that you may read aloud or 
  paraphrase as appropriate.  Each encounter includes abbreviated monster and Non-Player 
  Characters (NPCs) statistics.  Specific statistics for key NPCs, as well as monsters and other 
  material are included in an Appendix at the back of the book.  Certificates that may be 
  photocopied and Living Kalamar record sheets and character sheets are also included. 
   
  The DM should read this adventure entirely at least once before playing in order to 
  ensure smooth play, as there are many aspects relating to flavor and culture important to this 
  adventure.  It is suggested that you have the characters roll a number of d20 rolls before the 
  beginning of play.  These rolls can be utilized for Listen, Spot, and Knowledge checks so that you 
  do not need to show your hand regarding a possible encounter. 
   
  Background 
   
   
  Some scenarios in the Living Kalamar campaign will be complicated and wrought with 
  danger and political intrigue.  This is not one of them.  In many of the first scenarios, different 
  aspects of Pekal will be introduced to the players.  This is one of those scenarios.  This module is 
  designed to introduce the players to the city of Bet Rogala and the College of Magic.  It 
  represents the first time that the characters get to see the busy city and most likely it will be their 
  first interaction with the College of Magic. 
   
  This event will be role-playing intensive.  The characters will be judged by how they 
  interact and perform in front of the many important wizards that they will be speaking to.  Flawless 
  performances can lead to great rewards and future missions of importance.  Having a patron in 
  the College of Magic is one of the top honors that an adventurer can boast of in the Principality of 
  Pekal. 
   
   
   
  Adventure Synopsis 
   
   
  This adventure takes place in the City of Bet Rogala.  A summary of the major buildings 
  can also be located in the Appendix of this module.  The heroes will have a chance to explore the 
  city a little, experience what it is like to live in Bet Rogala.  They will also quickly discover the 
  three major hiring locations in the city.  These are the Merchant's Guild House, the board at 
  Independence Square and the GateKeeper at the College of Magic. 
   
  If the PCs go to each location they will discover that the only location that has a current 
  need is the College of Magic.  The only other posting current is for caravan guards.  That job will 
  be looking for people in two days at one of the taverns in town. 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 2 
   
  The GateKeeper at the college is a gnarled old man.  He is not very respectful to anyone, 
  including the wizards of the College.  However, the wizards all put up with him and he is 
  considered to be part of the heritage of the College.  He will direct the PCs to the offices of Sutilla 
  Vuria.  Sutilla is one of the wizards in the College of Magic and he specializes in the area of 
  
  Chaos.  He has also studied the other aspects of magic but his love is the unexpected and the 
  utter power of Chaos.  He is currently planning an experiment with Chaos.  He plans to attempt to 
  enchant a weapon whose essence channels the power of Chaos.  He does not know exactly what 
  this will mean precisely; however the experiment will allow him to further his knowledge of the 
  subject. 
   
  It is important to note that Sutilla is one of the instructors at the College of Magic and is 
  well respected by the other wizards.  He is not crazy, deranged or mad, he simply is intrigued by 
  area of magic not often studied by other wizards and he takes care to learn more. 
   
  IMPORTANT NOTE: It should be understood that attempting to leave the College with any of the 
  magical items that are lent to the PCs is not acceptable.  The PCs will be quickly apprehended 
  and deposited directly in jail. 
   
   
  It is important to note that many of the NPC wizards listed in this tournament do not have 
  spellbooks or spell components listed.  Since most are within the confines of their offices at the 
  College of Magic they do not currently have their spellbooks available to them.  They are 
  assumed to have components necessary for the casting of all remaining spells.  Also, they may 
  have limited magical items upon them.  This is also due to their relative safety at the College of 
  Magic.  They are prepared to assist students and instruct apprentices not battle or explore 
  dangerous creatures or locations. 
   
   
  Introduction: 
  The event begins at the gates of Bet Rogala.  There is a gate fee for all entering the city.  This 
  gate fee is based on goods, animals and wagons.  It is also used to supplement the city's coffers 
  so that the government does not have to tax the people of the Principality nearly as heavily.  The 
  gate guards can give the PCs a great deal of information regarding the city and direct them to a 
  number of locations.  If the PCs do not know each other, the guards will keep them together 
  telling them that they should find a place to stay and some work. 
   
  Encounter One: Exploring the City 
  The Heroes will have a chance to explore the city.  In particular they will need to locate a place to 
  stay, eat and most likely discover work.  A couple of highlights are listed here as well as the 
  locations and details of the Merchant's Guild and Independence Square.  The events in 
  Encounter Two occur as the PCs are traveling through the city. 
   
  Encounter Two-A: Man selling Maps 
  A man close to the gates of the city is selling maps to the grand city of Bet Rogala.  He sells them 
  drastically less than those for sale by the cartographer, of course they don't have the kind of 
  detail that the other maps contain. 
   
  Encounter Two-B: Crime in the Streets 
  The PCs will have a chance to notice and possibly stop a pickpocket while they are traveling 
  through the city.  They will have a short opportunity to interact with the victim and the thief before 
  the city guard arrives.  What they may not discover is that the crime is being staged for their 
  benefit.  The Gray Legion keeps track of who is new to the city and a group of adventurers are 
  always carefully watched.   A member of the Legion is watching to discover how the PCs react to 
  the crime.  The thief is also a member of the Gray Legion and will attempt to bribe the PCs to get 
  away.  The PCs will not get into any trouble in this encounter. However, being watched by the 
  Gray Legion of Pekal should not give anyone a warm feeling. 
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 3 
  Encounter Two-C: The Inside Gate 
  
  PCs will need to travel through the interior gates of the city to gain access to the College of 
  Magic.  They will discover what is necessary to pass through the gates as well as the charges 
  that can apply.   
   
  Encounter Three: At the College of Magic 
  The description of the magnificent exterior and entrance of the College of Magic is given here.  
  The different styles of buildings and the grandeur that is the College of Magic.  They will also get 
  to speak to the GateKeeper.  Once he has tested their mettle he will give them directions to 
  Sutilla's offices. 
   
  Encounter Four: Meeting Sutilla 
  The PCs will be given directions to the offices of Sutilla, professor of Chaos Magic.  Despite his 
  love of Chaos, his office shows structure and great organization.  He will explain in small details 
  what he is attempting to create.  The problem is that he requires a magical item to assist him in 
  his experiment.  He petitioned to be able to create one, however, the Cathedral of Enchantment 
  felt that magic would be better served to utilize the one that already was created by another 
  member of the College of Magic.  Thus begins a series of errands within the college by the PCs.  
   
  Encounter Five: The Errands 
  The PCs travel through this encounter for the first five locations in the College of Magic.  They 
  can role-play and meet with a number of instructors and deans of the College.  All will require 
  something from the PCs to get what they need for the experiment. 
   
  Encounter Six: The Necromancer 
  The journey of the PCs will lead them to the home of Hugrid, a dwarven necromancer.  He is 
  associated with the College of Magic, however he does not instruct students here.  He is actually 
  a very accomplished necromancer and he is attempting to learn more about Dwarven undead.  
  He gives the PCs one last task to accomplish.  Once they complete his task then he will start the 
  heroes back along their chain to Sutilla.  
   
  Encounter Seven: Returning down the Chain 
  With the completion of their errands in sight, the PCs will find themselves in the middle of a 
  summoning gone wrong.  Somehow they end up stuck inside a magical circle while the outsiders 
  are summoned outside the circle with the wizard.  Quick thinking may allow the PCs the chance 
  to save a student of the school, and gain his gratitude. 
   
  Conclusion: 
  Finally back to Sutilla with the magical jug, he rewards the heroes and offers to allow them to 
  observe his experiment.  He could actually use the help of a warrior type or two.  He normally 
  would use an elemental but he would prefer not to mix magics in this experiment. 
   
  Scaling the Adventure: The adventure is designed for characters of levels one or two.  If you want 
  to play the adventure with characters of higher level then utilize one of the following options. 
   
  Encounter Six 
   
  - 
  If the majority of your players have 2nd level characters change the skeletons to zombies and 
  decrease the number to 8. 
   
  Encounter Seven 
   
  - 
  If the majority of your players have 2nd level characters change the outsider from a Lemure 
  to an Osyluth and decrease the number to two. 
  - 
  If there is at least one 3rd level character in the group use three Osyluths. 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 4 
   
  
  Adventure Hooks 
   
  This is where the adventurers enter the story.  The story begins on the 2nd of Sowing, the second 
  month of the year. The winter months are still upon Tellene however, the unusual bitter cold of 
  the last month has finally waned.  Below are several ways to draw the PCs into the plot: 
   
  - 
  If playing as part of The Living Kalamar campaign the characters should be on their way to 
  Bet Rogala to make a name for themselves.  The capital has much to offer adventurers.  
  - 
  If the characters have played The Rounds, the module ends with the PCs at the docks of Bet 
  Rogala. 
   
  Setting the Scene 
   
  Regardless of what adventure hook the DM uses to bring the PCs into the plot, the DM should 
  note several other plot devices that can bring more atmosphere and sense of campaign into the 
  story. 
   
  1) Blood on the Hood. 
  The Hood is a rotating group of stars, which forms a dagger.  It is visible in the north sky 
  during the winter months.  The Hood initially appears blade down, but slowly rotates and 
  reaches its zenith on the winter solstice.  It then declines and disappears with its blade down.  
  During the last week of extreme cold temperatures two shooting stars left red trails down the 
  blade of the Hood.  These red trails are gone now, however the rumors and talk in the towns 
  and villages still speak this as a great evil omen. 
   
  2) Calendar and climate. 
  Tellene has its own calendar (see the Kingdoms of Kalamar Core Sourcebook p233.)  This 
  adventure takes place during the Sowing (the 2nd month of Tellene's 13-month calendar).  
  This will mean that the average daily temperature should be 55 +2d6 degrees Fahrenheit, 
  dropping by 15-25 degrees at night.  The adventure begins on the 2nd of Sowing, almost 24 
  hours since the end of the scenario The Rounds.  The winter has been harsher than most 
  and the people of Pekal are extremely happy to see more normal temperatures. 
   
  3) The War. 
  The city will be a buzz with news of a raid near the Village of Kerenit on the Northeast border.  
  Riders wearing the symbols of Tokis robbed all the villagers as well as a supply caravan 
  heading to the forts in the Eastern District. 
   
  Players Introduction 
   
  You stand in line with a number of other merchants and adventurers to go through the 
  gates of the City of Bet Rogala, the capital of the Principality of Pekal and home to the 
  College of Magic.  The city walls are stone made of almost silver granite.  Their sides are 
  smooth and reflect the sunlight shining down upon them.  Rising up over the walls are a 
  number of guard towers and the grand spires of the College of Magic.  The College must 
  reside in the eastern portion of the city, as its spires tower behind the closer western 
  buildings.  To the North, the city gains height, following the contours of the earth.  At the 
  highest point in the city, the grand keep of Prince Kafen can be seen over the walls of the 
  city. 
   
  The line moves quickly and you realize that each person is paying the gate guards 
  for entrance into the city.  When you get up to the front you realize that the others with you 
  might also be new to the city, the same look of wonderment etched on their faces. 
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 5 
  Allow the PCs to take time to introduce themselves and describe each other.  Once they do, they 
  can continue into the city.  The guards at the gate are polite but they also can easily identify new 
  
  adventurers.  A great number of adventurers come to Pekal to make their fortunes and the guards 
  have seen both the good, the lucky and the soon to be dead. 
   
  There is a straightforward fee system for entering the city.  There is no fee for exiting the 
  city.  The guards will explain the system to the PCs.  They will joke about a fee per weapon that 
  the mercenary guild refused to accept since it would cost them the most. 
   
  • 
  Adventurer's Tax - 1 gp 
  • 
  Mercenary Tax - 8 sp (must be with a caravan and most caravan masters will pay this fee) 
  • 
  Wizard's Tax - 5 sp (must have identification from College of Magic) 
  • 
  Citizen's Tax - 2 sp - the guards can usually tell who is a peasant type and who is an 
  adventurer.  The city does not charge the normal people nearly as much. 
  • 
  Horse Tax - 5 sp - Horse covers any type of riding beast and the charge is per beast. 
  • 
  Wagon Tax - 1 gp - per wagon or cart.  Some of the Merchant Houses have discounts. 
  • 
  Animal Tax - 1 sp - per animal covers anything larger than a rabbit but not a riding beast. 
   
  If the PCs question the fee, the guards can tell them that the Prince decided to charge entrance 
  into the Principality's two major cities instead of taxing other items in the kingdom.  It helps keep 
  the prices in the city down and most merchants do not mind the fees since they are very low. 
   
  The guards can inform the PCs of a number of other important pieces of information.  They can 
  give any spellcasters the guidelines for spellcasting as dictated by the College of Magic and the 
  Prince, see the College of Magic Code of Conduct in the Appendix.  They can recommend a 
  number of places that the PCs could stay in the city. Specifically: The Copper Pheasant (8 
  sp/night), The Fiend and Fowl (9 sp/night), The Laughing Bed near the Eastern Gate (15 
  sp/night), The Mystic Quiver (7 sp/night), The Oyster Bed (5 sp/night), The Sorcerer's Swan (1 
  gp/night), The Dwarf's Beard (8 sp/night), The Ashen Boar (9 sp/night), The Black Quill in the 
  Eastern section of the city (1 gp/night), and the Journeyman Inn (6 sp/night). 
   
   
  They will be able to inform the PCs that there are three major hiring locations for work in the city.  
  The first is the House of Scales.  The home of the Merchant's Guild is one of the tallest buildings 
  in the western section of the city.  Often lesser merchants or agents for the major houses will post 
  notices or hire agents.  The Gatekeeper of the College of Magic knows if any of the faculty of the 
  College is looking for help.  He can be found at the southern entrance to the College.  If you 
  inform the guards at the Inner Wall that you are going to look for work at the College they will not 
  charge you to pass through.   However you should make sure to tell them if you acquire a job, or 
  they will charge you upon your return (2 sp is the Inner Gate charge - each way).  The final 
  location is a general help wanted board that is in Independence Square.  Regular shopkeepers, 
  craftsmen and anyone else wishing to post notices and news use this board.  The city does 
  charge a 1 gp fee to post anything on the General board. 
   
  The other location that employers can sometimes be found is in the many taverns of the 
  city.  The guards will suggest trying the other three first since the jobs acquired in the taverns are 
  usually more dangerous and are sometimes illegal. 
   
  The guards will recommend that the PCs try to stay together, especially if they are all 
  looking for work.  As much as they attempt to keep the peace, a city can harbor dangerous and 
  larcenous people.  Also, employers like to hire groups not lots of individuals since it saves them 
  time in most cases. 
   
  Irolin and Gef, Kalamaran Male, Ftr6: CR 6; Medium Humanoid (5 ft. 8-in tall); HD 6d10+12; hp 
  52; Init +1 (+1 Dex); Spd 30 ft.; AC 15 (Dex +1, +4 chain shirt); Attack +9/+4 melee (halberd), or 
  +7/+2 ranged (heavy crossbow); AL LG; SV Fort +7, Ref +3, Will +1; Str 14, Dex 13, Con 15, Int 
  12, Wis 9, Cha 14. 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 6 
  Skills and Feats: Climb +5, Craft +5, Diplomacy +3, Listen +1, Knowledge (Fighting Styles) +3; 
  Knowledge (Military Tactics) +2; Knowledge (Military Training) +4; Profession (guard) +3, Spot 
  +1; Alertness, Blind-Fighting, Cleave, Combat Reflexes, Dodge, Power Attack, Weapon Focus 
  (halberd), Improved Unarmed Combat 
  
  Possessions: halberd, chain shirt, 46 gp , 62 sp, 17 cp. (in money box). 
  Languages Spoken: Dwarven, Gnomish, Kalamaran, Dejy and Merchant's Tongue 
  Sub-Race: Kalamaran 
  Personality Traits: The majority of guards at this post are very experienced and have fought in the 
  war with Tokis for at least 5 years.  They are friendly but very serious about their jobs, they look 
  for Tokis spies in everyone that enters the gates. 
   
  NOTE: The two guards are actually much higher level than the normal city guards.  This is due to 
  the army presence outside the city.  A number of military warriors recently transferred from their 
  military units to the city guard.  Prince Kafen approved this movement of personnel, in order to 
  better provide experienced watchmen on the outside gates of the city.  There are only 16 army 
  sergeants who transferred to the guard and they take shifts at the city gates and training the more 
  experienced city watchmen. 
   
  Once the PCs have spoken to the guards and moved past them into the city you will need to 
  continue with encounter one.  If the PCs know where they want to stay, they can go directly to 
  that location.  If they want to look for work, that information is contained in Encounter One.  A little 
  information regarding each location in the city is contained in the building key to Bet Rogala found 
  in the Appendix.  Also in the Appendix is a sample of names and professions of various people in 
  the city.  Feel free to use any of these names for anyone that the PCs decide to speak with who 
  are not directly covered in the tournament. 
   
   
   
  Encounter One 
  Exploring the City 
   
  Use the details from the Bet Rogala map and the Building Key found in the Appendix to walk the 
  PCs from the Southwest Gate to their destination.  The people of Bet Rogala are extremely hard 
  working but very friendly.  They are comfortable with visitors to the city, after all the College of 
  Magic has drawn wizards and their retainers from around Tellene for hundreds of years.  
  Directions are easy to get, assuming the PCs ask for directions. 
   
  Obviously a lot will depend on where the PCs decide to stay in the city.  There are many inns and 
  they could stay at any of them.  Eventually they should decide to make their way to the various 
  hiring locations within the city.  Two of the posting sites are detailed below. 
   
  Independence Square: 
   
  Independence Square is not the official name of this area of the city, however, it is the name that 
  almost all the residents use to describe the junction of Merchant Way and the Grand Way.  The 
  Square is almost always busy with merchants, shoppers and sometimes even government 
  officials making their way through the area.  The centerpiece of the square is a large black 
  monolith magically inscribed with the names of the fallen from the war against the Empire.   
   
  The city posts a 24 hour guard at the monolith to prevent vandalism.  This was instituted 
  after people were discovered "adding" heroes to the names upon the monolith.  Many of the 
  newborn children of Bet Rogala are named at the monolith.  This naming ceremony has become 
  very popular among the city dwellers and often names of the fallen are given to the children.  It is 
  also rumored that the College of Magic is discussing whether to permanently enchant the 
  monolith, protecting it from natural and unnatural damage. 
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 7 
  The voices of merchants and shoppers slowly fades as you make your way out of the 
  Merchant District of the city and toward the center of the Western Districts.  A large plaza 
  has been built around a dark black stone monolith in the center of the square.  It is not 
  difficult to notice that even the rushed passerby offers some type of symbolic offering 
  toward the monolith. 
  
   
  The PCs can question anyone in the area.  You should use any of the random named people in 
  Appendix B if the PCs stop someone in the area.  The posting board is on the opposite side of the 
  monolith from the PCs location.  The monolith was donated by the College of Magic and was 
  inscribed with the names of all known casualties of the war.  If the PCs get closer they will see 
  many names inscribed on the monolith.  
   
  Currently the hiring board has the following notices upon it: 
   
  - 
  Lost Familiar: Retin Ar'Forilar offers 10 gp reward for the recovery of his familiar Jex.  Jex is a 
  large black cat with one white paw.  Jex does not like mice and will not come to his name.  
  Retin can be found at The Sorcerer's Swan. 
  - 
  Wanted: Young mares to be bred to military stallions.  Payment for healthy foals. 
   
   
  The Merchants Hall 
   
  As described in the appendix, the House of Scales towers over the western portion of the city.  
  The three story huge building has a number of towers rising above the main building.  It is home 
  to the most powerful merchants in the Principality of Pekal. The influence of the large merchant 
  companies extends well into Tellene.  There are a number of private entrances to the House of 
  Scales, however only one double door public entrance is available to the PCs.  A single 
  mercenary guard guards all the private entrances.  The guard is wearing a tabard with a set of 
  scales.  These guards are extremely loyal to the guild but will direct the PCs to the public 
  entrance if the PCs go to one of the private entrances. 
   
  Mercenary Guards, Kalamaran Male, War 4 / Exp 2: CR 6; Medium Humanoid (5 ft. 8-in tall); 
  HD 4d8+ 2d6 +12; hp 43; Init +1 (+1 Dex); Spd 30 ft.; AC 15 (Dex +1, +4 chain shirt); Attack +8 
  melee (halberd), or +6 ranged (heavy crossbow); AL LG; SV Fort +7, Ref +3, Will +1; Str 14, Dex 
  13, Con 15, Int 10, Wis 9, Cha 11. 
  Skills and Feats: Appraise +3, Climb +5, Craft +5, Diplomacy +5, Listen +2, Profession (guard) 
  +4, Spot +8; Alertness, Blind-Fighting, Cleave, Combat Reflexes, Dodge, Power Attack, Weapon 
  Focus (halberd), Improved Unarmed Combat 
  Possessions: halberd, chain shirt. 
  Languages Spoken: Dwarven, Gnomish, Kalamaran, Dejy and Merchant's Tongue 
  Sub-Race: Kalamaran 
  Personality Traits: The guards have the highest paying position in Bet Rogala for a warrior and 
  they know it.  Their livelihood depends on the merchants not being bothered by any of the citizens 
  of the city, unless the merchants wish to meet with people.  They are very aloof and distant.  They 
  want to deal with people and then get rid of them as soon as possible. 
   
  The House of Scales is a grand stone building whose towers rise high into the sky.  A 
  carved stone ring encircles the building.  The ring has numerous heraldic devices carved 
  upon it.  The doors are made of a dark wood reinforced with metallic bands.  As you enter 
  you are immediately struck by the wealth and grandeur of the building.  The foyer is three 
  stories high and ends in a guarded marble staircase leading to the upper floors.  To the 
  right is an open archway decorated with the carved stone title of "Minister of Hiring". 
   
  The guards inside the merchant house will restrict the PCs to the Hiring Office.  The inside of the 
  Minister's office is also extremely plush.  Three administrators sit behind a large counter working 
  on various pieces of parchment.  There are ample chairs for warriors and adventurers to utilize.  
  There is also a weapons rack on the left side. 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 8 
   
  As the PCs enter they will find they are the only ones here currently and can thus 
  immediately speak to one of the clerks.  The clerk that will come to speak to the PCs is found 
  
  below.  The three clerks are Oakheart (half-elven male), Lomburd Stoneax (dwarven male) and 
  Vulansa (gnomish female).  Between them they speak just about every civilized language. 
   
   
  Oakheart, male, half-elf, Brd5: CR 5; Medium Humanoid (5 ft. 7-in tall); HD 5d6; hp 18; Init +3 
  (+2 Dex); Spd 30 ft.; AC 15 (+3 Dex, leather armor); Attack +6 melee (rapier), or +2 ranged 
  (thrown dagger); AL N; SV Fort +1, Ref +6, Will +4; Str 10, Dex 16, Con 11, Int 16, Wis 10, Cha 
  17. 
  Skills and Feats: Profession (Administrator) +8, Escape Artist +10, Hide +10, Move Silently +10, 
  Perform (Instrument, Flute) +10, Perform (Instrument, Lute) +9, Perform (Sing) +10, Use Magical 
  Device +5, Tumble +7, Spellcraft +5; Bardic Knowledge (+8), Countersong, Dodge, Fascinate, 
  Inspire Competence, Inspire Courage, Weapon Finesse. 
  Possessions: masterwork rapier (stored in closet), 3 daggers/throwing knives, pouch with 16 gp 
  and 6 cp. 
  Spells Prepared (3/4/2): 0th- daze, mage hand, prestidigitation; 1st - charm person, cure light 
  wounds, expeditious retreat identify; 2nd - cat's grace, sound burst, Tasha's hideous laughter. 
  Spells Known: 0th - daze, detect magic, light, mage hand, prestidigitation, read magic; 1st - 
  charm person, cure light wounds, expeditious retreat, identify; 2nd - cat's grace, sound burst, 
  Tasha's hideous laughter. 
  Languages Spoken: Elven, Kalamaran, Brandobian, Ancient Kalamaran and Merchant's Tongue 
  Sub-Race: Kalamaran/ Wood Elf. 
  Personality Traits: Oakheart is a little bit effeminate.  He does prefer women over men, but he just 
  has that slight frame and speech pattern that leaves a little to doubt. 
   
   
  Oakheart can inform the PCs that the House of Scales currently has no requests for mercenaries 
  or tasks that require outside assistance.  However, they can tell the PCs about a merchant who 
  has informed them that he plans on hiring additional caravan guards in three days.  He plans on 
  doing the hiring himself but will post the opportunity here in two days. 
   
  The PCs could attempt to visit many of the places on the Building Guide to Bet Rogala that is 
  contained in the index.  You should attempt to limit the amount of exploring that they do so that 
  they can still play the rest of the adventure.  Other events in the coming months will continue to 
  explore the various detailed locations in the city itself. 
   
  Once the PCs decide which Inn they will be using and make off to explore the city continue with 
  Encounter Two. 
   
  Encounter Two-A 
   Man Selling Maps 
   
  You should utilize this portion of encounter two as the PCs leave the city gates, the inn, or the 
  Merchant Guild.  Coruren is not attempting to swindle the PCs in any way.  Nor does he attempt 
  to steal from them.  He knows that the maps that he sells are not professional in any way, 
  however, the professional Mapmaker sells his maps for 100 gp each and that is a lot more than 
  Coruren charges.  The only "untruth" he tells is when he uses Coruren as his name.  That was 
  not his birth name but he has never used his birth name in the city and will not use it. 
   
  As you come to one of the many elaborate street corners of the city, the two and three-
  story buildings throw perfect shadows across the busy street.  A commonly dressed man 
  with dark brown hair walks up to you, "You look new to town.  Don't worry, I have been 
  helping newcomers to the city for so long that I can see them a mile away.  My name is 
  Coruren and I am a guide.  I sell both maps to the city and my own services.  Just let me 
  know if you are interested, maps are 1 sp and my services are of course negotiable." 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 9 
   
  
  Coruren, male, human, Rog3: CR 3; Medium Humanoid (5 ft. 6-in tall); HD 3d6+3; hp 17; Init +2 
  (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 armor); Attack +3 melee, or +4 ranged; AL LN; SA +2d6 
  sneak attack; SQ: Evasion, Uncanny Dodge; SV Fort +2, Ref +5, Will +1; Str 12, Dex 14, Con 13, 
  Int 14, Wis 11, Cha 15. 
  Skills and Feats: Balance +12, Bluff +6; Climb +12, Diplomacy +5, Disguise +5, Escape Artist +5, 
  Gather Information +4, Hide +7, Intuit Direction +5, Knowledge (Bet Rogala) +5, Listen +6, Move 
  Silently +8, Profession (guide) +5, Search +6, Sense Motive +5, Spot +5, Tumble +5; Cat Burglar, 
  Dragon Blood, Dodge 
  Possessions: leather armor, short sword, throwing daggers (2), pouch with 11 gp. 
  Languages Spoken: Dejy, Kalamaran and Merchant's Tongue 
  Sub-Race: Dejy 
  Deity: Risk 
  Personality Traits: Coruren lives life to the fullest and loves Bet Rogala.  He has discovered that 
  he can make money while not really breaking the law at all.  He bubbles with happiness at almost 
  all times whether they be good times or bad. 
   
  The maps that Coruren has are contained in the Appendix.  Obviously it is not a very detailed 
  map of the city, however it has many of the highlights and is probably worth 1 sp given the 
  knowledge of the city that is used to create the maps.  He may also be able to inform the PCs of 
  the various pieces of information that are included on the Building Key to Bet Rogala.  His target 
  to know information is DC 10 (common), DC 15 (uncommon). Prices for his services are listed in 
  the sidebar. 
   
  Coruren Guide Prices 
   
  Guiding to one particular location in the city:  
   
   
   
  1 sp 
  One Hour Tour of the Merchant Quarters or the Artisan District:   
  1 sp 
  Two Hour Tour of the Merchant Quarter or the Artisan District: 
   
   2 sp 
  Three-Hour Tour of the City:  
   
   
   
  1 gp (includes his Inner Gate toll) 
   
   
  Encounter Two-B 
  Crime in the Streets 
   
  You should utilize this encounter in the Merchant Quarter of the city either before or after the PCs 
  have gone to their inn, independence Square or the Merchant's Guild.  NOTE: as this drama is 
  starting to unfold Coruren will try not to get involved and stay out of sight.  You should begin by 
  utilizing one of the Spot rolls that you should have had the characters make at the beginning of 
  the adventure.  Ideally at least one character has succeeded in a DC 10 Spot check.  All that 
  make the Spot notice the following: 
   
  The street is fairly crowded up ahead of you as a cart has spilled a number of melons onto 
  the street.  As you move forward to get a better look you notice that a scar-faced man is 
  gently cutting the purse strings of a merchant ahead of him.  Looking about quickly you 
  nes who notice this. Display IQ Illustration #1  
   
  realize that you seem to be the only o
   lot will depend of the actions of the PCs however here 
  . The PCs attack the Cutpurse: In this case Banilor will 
  A
  is a short list of anticipated actions and the resolution.  
  The statistics for Captain Banilor are given below.  If 
  asked his name he will use the cover name of Keradin. 
   
  1
  weather the first round of blows and attempt to 
  surrender.  If the PCs accept his surrender he will 
  apologize and offer to pay both the PCs and the 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 10 
  
  merchant 10 gp each. 
  2. The PCs grapple or attempt to subdue the Cutpurse: In this case Banilor will go with the 
  attack and allow himself to be "subdued".  He will then attempt to bribe the PCs into letting 
  him go.  He offers each of the PCs 10 gp (1 pp each). 
  3. The PCs scream for the guards or make a scene of some type: Banilor will attempt to get 
  them to become quiet and might possibly attempt to bribe the PCs. 
  4. The PCs hold the Cutpurse until the Watch arrives: The watch arrives in about five minutes.  
  They will take a statement from the PCs and will not question the PCs about any lies that 
  they might have said at this time.   
   
  It will be important to note a couple of things.  First, whether the PCs stop the theft. Second, 
  whether they accept the bribe to let the cutpurse go.  Third, whether they let the cutpurse go. 
   
  Captain Banilor, male, human, Inf 7/Spymaster 2 (Song & Silence): CR 9; Medium Humanoid 
  (5 ft. 8-in tall); HD 7d6+14 / 2d8+4; hp 58; Init +3 (+3 Dex); Spd 40 ft.; AC 15 (+3 Dex, +2 armor); 
  Attack +8 / +3 melee ((sap) 1d4+2 subdual damage); SA Sneak attack +4d6; SQ Uncanny 
  Dodge, Woodland Stride, Trackless Step, Woodcraft, Internal Compass, Undetectable Alignment; 
  AL CG; SV Fort +4, Ref +11, Will +5; Str 14, Dex 17, Con 15, Int 12, Wis 10, Cha 13. 
  Skills and Feats: Appraise +4, Balance +7, Bluff +15, Climb +7, Decipher Script +8, Disable 
  Device +10, Diplomacy +9, Disguise +12, Escape Artist +8, Forgery +9, Gather Information +12, 
  Hide +10, Innuendo +10,  Listen +10, Move Silently +10, Open Locks +7, Pick Pocket +10, 
  Profession (cutpurse) +7, Read Lips +11, Sense Motive +13, Spot +9, Wilderness Lore +9; Skill 
  Focus (Bluff), Unerring Strike, Dodge, Mobility. 
  Possessions: leather armor, short sword, sap, pouch with 7 pp. 
  Languages Spoken: Elven,  Dejy, and Merchant's Tongue 
  Sub-Race: Dejy 
  Deity: Yendaj (The Coddler) 
  Personality Traits: There are two personalities at play here.  The first is that of Keradin.  Keradin 
  is oily and many people feel the need to wash after speaking to him.  He smiles out the right side 
  of his mouth and always acts the co-conspirator with anyone he is speaking with.  A true slimy 
  personality.  The second personality is that of Captain Banilor.  The Captain is a well respected 
  and wonderfully personable officer in the Gray Legion.  He is articulate and direct, almost 
  completely different from Keradin. 
   
  Typical City Guards, Kalamaran Male, War1: CR 1; Medium Humanoid; HD 1d8+5; hp 13; Init 
  +1 (+1 Dex); Spd 30 ft.; AC 15 (Dex +1, +4 chain shirt); Attack +4 melee (shortspear), or +2 
  ranged (light crossbow); AL LG; SV Fort +4, Ref +1, Will +0; Str 14, Dex 13, Con 15, Int 10, Wis 
  10, Cha 10. 
  Skills and Feats: Diplomacy +2, Listen +2, Profession (guard) +4, Spot +2; Weapon Focus 
  (shortspear), Toughness 
  Possessions: halberd, chain shirt. 
  Languages Spoken: Dwarven, Kalamaran and Merchant's Tongue 
  Sub-Race: Kalamaran (65%) or other 
   
  When the guards arrive they will come in a squad of four guardsmen.  They are aware of what is 
  going on but will listen and take copious notes.  They will arrest the cutpurse and return the stolen 
  purse to the merchant.  One important note: If the PCs utilized magic (visible) in any way to 
  apprehend the cutpurse, the guards will ask to see the caster's registration.  If they do not have it 
  one the guards will explain the requirements.  The guard will state that the caster appears new to 
  the city, and while they will offer a stern warning the guard will allow the PCs to leave.  However, 
  the guard will inform the caster that they should immediately get to the College of Magic and 
  register his or her ability.  It does not cost anything but it is against the law not to be registered 
  and utilize magical abilities in the Principality. 
   
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 11 
   
  
  Encounter Two-C 
  The Inner Gate 
   
  Unlike some cities that rely on taxation of the citizens to support the city finaces, Bet Rogala 
  taxes the merchants and adventurers that call the city their home.  The tolls at the outside gates 
  are one example as is the toll at the Inner Gate.  This toll is designed not only to raise money for 
  the city, but it also keeps the division between city sectors distinct.  Almost everything that people 
  need can be found in the western districts of the city.  The Eastern districts contain shops for 
  adventurers, the College of Magic, courthouse and the army and guard headquarters.   
   
  There are many, many exceptions for the Inner Gate toll, unfortunately the PCs do not yet qualify 
  for most of these exceptions. However remember that in the introduction, the guards at the gate 
  informed the PCs that there is a 2 sp charge to pass through the Inner Gate of Bet Rogala.  The 
  guards also told the PCs that if they tell the guard at the Inner Gate that they are just going to 
  check on a job, that they will be allowed to pass without paying the fee. But, they will owe the fee 
  if they are hired by the College of Magic.  This is the only exception that the PCs qualify for 
  currently. 
   
  A secondary defensive wall separates the city into eastern and western regions.  The wall 
  is fortified and appears to be very well maintained.  The Inner Gates control the flow of 
  people and material between the two halves of the city.  The gates are a tall structure 
  easily 20 feet in height.  Two guards stand on either side of the gate with a small wooden 
  coin box set on the right side of the road. 
   
  If Coruren is escorting the PCs he can tell them about the toll here.  If they have the toll they just 
  drop it in the box on the right side.  The PCs can also see a number of richly dressed merchants 
  doing just that.  Of course, they may have been told about deferring their payment until they know 
  if they have a job at the College of Magic.  If they wish to do this (or remember to do this) then 
  they must speak to one of the four guards at the gate.   
   
  Jesadur, Ar'Lan, and Wesilav, human male, Exp 4: CR 6; Medium Humanoid (5 ft. 8-in tall); 
  HD 4d10+8; hp 38; Init +1 (+1 Dex); Spd 30 ft.; AC 15 (Dex +1, +4 chain shirt); Attack +6 melee 
  (halberd), or +4 ranged (heavy crossbow); AL LN; SV Fort +2, Ref +2, Will +4; Str 14, Dex 13, 
  Con 15, Int 10, Wis 9, Cha 11. 
  Skills and Feats: Climb +5, Craft +5, Diplomacy +4, Listen +6, Profession (guard) +6, Spot +6; 
  Alertness, Dodge, Weapon Focus (halberd). 
  Possessions: halberd, chain shirt. 
  Languages Spoken: Kalamaran, Brandobian and Merchant's Tongue 
  Sub-Race: Kalamaran 
   
  Batela, human female, Exp 4: CR 4; Medium Humanoid (5 ft. 8-in tall); HD 4d6+8; hp 29; Init +1 
  (+1 Dex); Spd 30 ft.; AC 15 (Dex +1, +4 chain shirt); Attack +6 melee (halberd), or +5 ranged 
  (heavy crossbow); AL LN; SV Fort +5, Ref +2, Will +1; Str 14, Dex 13, Con 15, Int 10, Wis 9, Cha 
  11. 
  Skills and Feats:  Climb +3, Jump +5, Craft +5, Diplomacy +1, Listen +8, Profession (guard) +4, 
  Spot +8; Alertness, Combat Reflexes,  Weapon Focus (halberd). 
  Possessions: halberd, chain shirt. 
  Languages Spoken: Kalamaran, Brandobian, Reanaarian and Merchant's Tongue 
  Sub-Race: Kalamaran 
   
  This encounter is designed to give the PCs the feel for the city and the Inner Wall, plus explain 
  some of the costs of living and working in Bet Rogala.  Once they have passed the Inner Gates 
  continue with Encounter Three. 
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 12 
   
  
  Encounter Three  
  At the College of Magic 
   
  The College of Magic 
   
   
  Passing through the Inner Gates of Bet Rogala the dense 
  packed buildings of the Merchant's Quarter are replaced 
  by a greener open city.  The Grand Way continues toward 
  the eastern gates of the city.  As you come into view of 
  the College of Magic the first distinct characteristic is the 
  colors.  Each of the high towers and buildings are made 
  of colored marble or stone with brilliantly colored roofs.   
   
  You pass the headquarters buildings for many of 
  the military forces of the Principality as you approached 
  the "gate" of the College.  As you get closer you discover that there is no formal gate, 
  however, a large stone arch extends across the wide road.  Mystical symbols adorn the 
  archway.  A scraggly-appearing man stands firmly under the arch watching your 
  approach. Display IQ Illustrations #2 & #3 
   
  Q'Ranen, Male Half-Elf, Nob3/Wiz 7/Ran3: CR 13; Medium 
  Humanoid (5 ft. 10 in tall); HD 3d8+3, 7d4+7, 3d8+3; hp 68; Init +5 (+1 
  Dex, Improved initiative); Spd 30 ft.; AC 19 (+1 Dex, +4 mage armor, 
  +4 ring of protection); Attack +8 / +3 melee, or +9 / +4 ranged; AL LG; 
  SV Fort +7, Ref +5, Will +11; Str 11, Dex 13, Con 12, Int 19, Wis 14, 
  Cha 11. 
  Skills and Feats: Alchemy +7, Appraise +5, Bluff +8, Concentration 
  +12, Gather Information +8, Handle Animal +4, Knowledge (arcana) 
  +10, Knowledge (history) +10, Knowledge (monsters) +10, Knowledge 
  (nobility) +10, Knowledge (races) +10, Listen +10, Ride +8, Sense 
  Motive +10, Spellcraft +10, Spot +8, Wilderness Lore +12; Track, 
  Improved Initiative, Combat Casting, Expert Timing, Linguist, Skeptic. 
  Possessions: (at her inn) Shortspear, light crossbow, scroll of magic missile, scroll of shield, (with 
  her) 5 gp, 16 sp and 6 cp. 
  Languages Spoken: Elven, Hobgoblin, Brandobian, Kalamaran, Dejy, High Elven, High 
  Kalamaran, Svimohzish, Reanaarese and Merchant's Tongue 
  Wizard Spells Remaining (4/5/4/3/2): 0 - mage hand, spot invisible, detect magic, detect poison; 
  1st - shield, spellscatter, comprehend languages, sleep, message; 2nd - glitterdust, detect 
  thoughts, see invisible, chromatic rod; 3rd - dispel magic, tongues, slow; 4th - stoneskin, fear. 
  Sub-Race: Kalamaran / High Elf 
  Personality Traits: Grumpy, eccentric, protective 
   
  The Honorable Q'Ranen is a member of the College of Magic and the Warriors of the Emerald 
  Wave.  For many years he was the magical trainer for the Warriors of the Emerald Wave.  He is 
  currently 107 years old.  Part of Q'Ranen's fame is that he was born in Bet Rogala as the news of 
  its independence was announced to the city.  He has served the Principality and the Prince since 
  he was 25 years old when he was a messenger for the Prince's household. Instead of retiring and 
  gaining lands as fitting a member of the Honorable, he took the post as Gatekeeper of the 
  College of Magic.  Traditionally the Gatekeeper has been a retired member of the city guard, 
  however Q'Ranen has been holding the post now for sixteen years.  He loves the work and the 
  interaction with the citizens of Bet Rogala.  Not many in the College or the city itself know of 
  Q'Ranen's background or his position as an Honorable of the Principality and he likes it that way.  
  He is honored that the Prince has recognized his service but he is just not ready to stop serving 
  yet. 
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 13 
  
  Q'Ranen tends to adopt most of the likable adventurers in the city.  He is very relaxed and laid 
  back, however, he puts on the airs of being gruff and disagreeable.  This is especially true to 
  anyone that has too big of an ego. The rule of thumb is if you are relaxed, laid back and friendly 
  Q'Ranen will like you and be a good friend.  Q'Ranen tends to refer to younger adventurers as 
  "buddy" (male) or "honey" (female). There are just a few rules for visiting the College of Magic 
  and he is glad to let the PCs know that unless they are enrolled in a class, they are not allowed to 
  interrupt or explore the various halls of the College.  The only "public" building is the 
  administrative building. 
   
  Presumably the PCs will ask Q'Ranen if there are any open positions or faculty looking for 
  assistance.  When they do you should continue with the following text. 
   
   
  The Gatekeeper looks at each of you kind of sideways, "Well buddy I guess you look like 
  you have a bit of a spine.  I definitely have one request and it seemed kind of urgent.  Not 
  sure what it pays but I can give you each a token to allow you to enter the Hall of Illusion 
  so to speak to Professor Sutilla Vuria.  He is currently looking for some assistance.  Now 
  he is a strange one our Sutilla,  said he conjures demons and such, you sure you want to 
  go?" 
   
  Q'Ranen is just attempting to test the PCs a little and trying to scare them.  It is a half-hearted 
  attempt but Q'Ranen also knows that Sutilla is just looking for some people to run some errands 
  for him so he is not testing them that much.  Once they agree Q'Ranen will give each of the PCs 
  a small yellow token.  He will tell them that this will function for today so that they can get into the 
  Hall of Illusion.  Normally all the Halls are magically locked to prevent anyone from accidentally 
  getting hurt by any of the experiments or students. 
   
  Encounter Four 
  Meeting Sutilla 
   
  The Hall of Enchantment and Illusion is a long rectangular shaped building just inside the 
  gates of the College on the left.  It is brightly lit by many different magical phantasms that 
  walk its three-story roof.  The entrance of the white marbled building is a high open 
  archway.   
   
  It is assumed that each PC kept their token from Q'Ranen, if one of them tries to enter the 
  building without the token they will find that they can not pass through the archway as some 
  invisible force prevents their entry. 
   
  Inside the archway is a listing of many names with what appears to be locations listed next 
  to the name.  Sutilla's name is listed with the words "Basement West". 
   
  Sutilla's office is in the western portion of the basement of the Hall.  If the PCs can not figure that 
  out then there will be a number of strangely dressed wizards coming out of the hall in a few 
  minutes.  The wizards have just been taking instruction in change self and alter self spells.  It 
  seems a small competition was held to see who could make themselves the most "striking".  Any 
  of the students can give the PCs directions to Sutilla's office. 
   
  The dark black wooden door was marked with the name Sutilla Vuria, Master of Chaos in 
  silver letters.  The hallways in this section of the Hall are all dark and poorly lit. 
   
  When the PCs knock on the door, a deep voice will bid them to enter.   
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 14 
  The inside of the 40-ft x 40-ft office is lit better than the outside hallway. Bookcases stand 
  against three walls with many tomes and figures gracing the shelves in an orderly and 
  scholarly manner.  A husky Reanaarian man stands on the other side of the desk, small 
  
  patterns of light dancing randomly in the air behind him.  "I am Sutilla Vuria", he growls, 
  "Can I assume that you are here to assist me?" Display IQ Illustration #4 
   
  Sutilla Vuria, Male Human, Wiz 11 (Conjurer): CR 11; Medium 
  Humanoid (5 ft. 11 in tall); HD 11d4+11; hp 48; Init +9 (+5 Dex, Improved 
  initiative); Spd 30 ft.; AC 19 (+5 Dex, +4 mage armor); Attack +5 melee, or 
  +10 ranged; AL CN; SV Fort +6, Ref +10, Will +11; Str 11, Dex 17 
  (currently 21 due to cat's grace), Con 12, Int 19, Wis 13, Cha 11. 
  Skills and Feats: Alchemy +12, Appraise +6, Bluff +5, Concentration +15, 
  Knowledge (arcana) +15, Knowledge (abyss) +10, Knowledge (monsters) 
  +6, Listen +7, Scry +10, Spellcraft +15, Spot +8; Combat Casting, 
  Improved Familiar, Enhance Familiar (speak), Miser with Magic, Scholar, 
  Brew Potion, Spell Mastery. 
  Possessions:. Scroll of comprehend languages, cloak of resistance +2, 251 pp. 
  Languages Spoken: Elven, Hobgoblin, Brandobian, Kalamaran, Dejy, Reanaarese and 
  Merchant's Tongue 
  Wizard Spells Remaining (4/5/5/5/4/2/1): 0 - mage hand, mage hand, detect magic, detect magic; 
  1st - shield, hold portal, message, mage armor, silent image; 2nd - glitterdust, summon monster II 
  x2, blur, mirror image; 3rd - dispel magic, major image, flame arrow, hold person, summon 
  monster III; 4th - stoneskin, summon monster IV, shadow conjuration; 5th - dismissal, lesser 
  planar binding; 6th - summon monster VI. 
  Sub-Race: Reanaarian 
  Personality Traits: Sutilla is currently grumpy however in general he is a very happy light 
  personality.  Only the current working conditions have him down.  He is extremely inquisitive and 
  will ask the PCs many questions and loves to talk about his work. 
   
  NOTE: Those spells marked through have already been cast today. 
   
  Sutilla is not as bad as he sounds.  He has not been happy for the last six months since his office 
  was moved down here into the basement.  He loves the outdoors and seeing the sun and he 
  spends far too much time in his "cave" now.  If there are any wizards in the group he will gladly 
  speak to them in at least a more civilized manner.  He does have the following pieces of 
  information to tell / inform the PCs. 
   
  • 
  He is currently experimenting with creatures from the abyss. 
  • 
  The abyss is another plane of existence where evil abominations live and breed. 
  • 
  He wants to be able to detect and bind these creatures when they are summoned to Tellene. 
  • 
  They are usually very dangerous and very bloodthirsty. 
  • 
  Word is that Tokis may soon resort to utilizing these creatures against Pekal. 
  • 
  He needs to acquire a number of items in order to create his rod of the abyss.   
  • 
  He has most of his ingredients.  He only needs the PCs to acquire two additional pieces. 
  • 
  A package of petals called the Ruby-spined crab from Professor Evle. 
  • 
  A magical jug from Altamir Dorguld one of the Masters of Transmutation. 
  • 
  He will give them 50 pp for their trouble although they will have to make the purchase of the 
  flower petals and any other expenses from that money. 
  • 
  He would like to perform the enchantment ritual tonight if they can get the jug and petals by 
  then and they are welcome to stay during the initial portions of the ritual. 
  • 
  He will be giving them a token to allow them access to the necessary Halls of the College.   
  • 
  He can tell them that Professor Evle's office is in the Administrative Building. 
  • 
  He can tell them that Altamir Dorguld can usually be found either in his office at the Hall of 
  Transformation or at the Vr'Mindrel House. 
  • 
  He will be busy preparing for the ritual thus he needed to hire others to accomplish his 
  errands.  (Partially true, that and he just dislikes Altamir - Sense Motive DC 15 to determine 
  that he is not being completely truthful.) 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 15 
   
  
  If the PCs ask Sutilla about the jug he will tell them that it is used to keep a liquid at a constant 
  temperature.  He actually petitioned to create one, but was told at the Cathedral of Enchantment 
  that one such jug in the College was sufficient.  He really does not understand the absolute 
  control that the Cathedral has over the creation of magical items, however he knows how 
  valuable the College is to his studies and will not jeopardize that over a stupid magical jug. 
   
  As for the lights dancing behind him.  This is a form of will-o-wisp that he discovered on the outer 
  planes.  They are similar to the material world's will-o-wisp however they are not as evil.  Sutilla 
  summoned the creature as his familiar and is very pleased by the looks and questions from his 
  fellow professors.  It also has the ability to speak, its colors fluctuating as it speaks. 
   
  Anarchic Wisp, CR 4; Small Magical Creature; HD 4d8; hp 24; Init +13 (+9 Dex, +4 Improved 
  Initiative); Spd Fly 50 ft. (perfect); AC 25 (+1 size, +9 Dex, +5 deflection); Atk Shock +8 melee 
  (1d8 damage); SQ Spell immunity, acid, cold, electricity, fire and sonic resistance 5, immune to 
  polymorph and petrifiction, fast healing 1, natural invisibility; AL CN; SV Fort +2, Ref +11, Will +3; 
  Str --, Dex 28, Con 10, Int 13, Wis 13, Cha 10; 
  Skills and Feats: Bluff +6, Listen +9, Search +7, Spot +9; Blind-Fight, Improved Initiative 
   
  Encounter Five 
  The Errands 
   
  There are many sub-encounters within this encounter.  The PCs have their choice at the 
  beginning of the encounter whether to acquire the flower petals or the jug first.  The flower petals 
  are very simple it is just an excuse to allow the characters entrance into the administrative 
  building where any spellcasters are able to register with the College. 
   
  The quest for the jug is a little more difficult.  The PCs will be able to locate Altamir fairly 
  easily, he is currently in his office in the Hall of Transmutation.  However, there is a slight 
  problem.  He will not give up the jug and he is not interested in money for the jug.  He does 
  however need to "borrow" a few items from other professors in the College, in particular, a set of 
  enchanted gloves and a hood currently being used by Wherahzni Vezdor in the Hall of 
  Enchantment and Illusion.   
   
  The errand goes on like this for a while with each professor requiring something 
  additional.  Finally the PCs should be on their way to the necromancer P'Hiloran to acquire bone 
  wands. This is found in Encounter Six.  The breakdown of the various errands along the way is 
  found in the sidebar. 
   
  Encounter Five-A:  
   
  Professor Evle (ruby-spined crab) 
  Encounter Five-B:  
   
  Altamir Dorguld (magic jug) 
  Encounter Five-C:  
   
  Vr'Mindrel House (masterwork copper tubing) 
  Encounter Five-D:  
   
  Wherahzni Vezdor (enchanted hood and gloves) 
  Encounter Five-E:  
   
  Guild Stables (hippogriff egg) 
  Encounter Five-F:  
   
  Chada (incubator) 
  Encounter Five-G:  
   
  Morisato Het'Vex (bone wands) 
   
   
  Encounter Five-A 
   
   
   
   
   
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 16 
  In the center of the vast College of Magic is the tower that is called the Administration 
  Building.  This golden domed building appears to stand at least 80-feet high and has large 
  wide stairs leading up to the entrance.  Once inside it becomes clear that the offices of the 
  building are all along the outside walls of the tower with a spiral staircase leading up to 
  
  each floor.  The core of the building is open and a spectacular view of the inside of the 
  dome can be seen from any of the landings of the tower.  The entranceway has both an 
  information office and a registration office. 
   
  The two offices are on either side of the entrance.  The information office can give information 
  regarding the location of any of the faculty of the College.  They also have information regarding 
  class schedules and registering for classes at the school.  If asked they will inform the PCs that 
  classes are in mid-session and it will be a moon before the next classes begin.  Of course, the 
  College operates using a mystical calendar based on Diadolai so each moon is approximately 80 
  days apart. 
   
  If the PCs ask about Professor Evle, they will be told that the Professor has offices on the 
  third floor north and that she should be currently in.  A man named Gurali runs the information 
  office.  He seems to have a perfect memory for professors, students, classes and the office hours 
  for each professor. 
   
  If the PCs return here later to get more information regarding the location of the various 
  other professors that they will be searching for, Gurali will be able to point them in the right 
  direction. 
   
  The registration office may not be what the PCs are expecting.  It has nothing to do with 
  registration for classes. It is purely the office where all spellcasters in the Principality of Pekal 
  register their abilities.  There are additional offices in Baneta and the major towns of the 
  Principality as well.  There is no fee for registering.  It is simply an administrative task.  The only 
  questions on the form include the character's name, race, gender, magical source (natural, 
  learned or divine caster of magic) and length of time he or she has been aware of his or her skill.  
  Each caster is given a copy of the College of Magic's rules and asked to sign a statement that he 
  or she understands them.  The registration office has copies in all the major human and demi-
  human languages.  They are aware however that some casters of magic come upon the skill 
  unintentionally or naturally and may not have had the opportunity to learn to read before coming 
  to the College.  In this case the rules will be read to the spellcaster and a notation made upon the 
  statement.  There is a certificate for any caster of magic that registers with the College. 
   
  Professor Evle's Office:  
   
  Professor Evle's office is on the third floor.  The door is open and a young woman is 
  seated at a bench with a variety of flowerpots and flowers upon it.  She has her back to 
  you, as she is facing the flowers silently working.  The northern walls of the city and arena 
  are visible out the clear glass window of her office.  "Please come in." she says in a sultry 
  voice.  "Just have to get this one in soil and I will be right with you." 
   
  There are several chairs in her office but not enough for most parties of adventurers.  She only 
  has four chairs but there are other small tables that PCs might elect to sit upon.  
   
  Professor Evle will explain that she is working with a rare plant called the Jenhovali Tiger from the 
  lands of the Svimohzish.  Professor Anasnosham brought them back after her last trip home.  
  They are very aggressive plants whose roots can take nutrients directly from the roots of other 
  plants.  They do however produce pollen that is a potent healing agent. 
   
  When Professor Evle is finished explaining she will turn and shake hands with the PCs.  Her 
  hands are completely covered in dirt and fertilizer (natural) but she does not seem to notice.  If 
  she is asked about the Ruby-Spined Crab petals she will smile saying it is an amazing 
  coincidence.  She just collected some last night.  A bundle of the flower petals costs 50 gp (5 pp).  
  It is possible that the PCs might attempt to barter with her.  Have whichever PC is attempting to 
  barter make a Profession (merchant) or simple Charisma check against Evle's Charisma check.  
  For every point higher that the PC's result is over that of Evle she will reduce the price by 1 gp. 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 17 
   
  
  Professor Evle Toreldon, Female Human, Wiz 4 / Drd 4: CR 8; Medium Humanoid (5 ft. 3 in 
  tall); HD 4d4+12 + 4d8+12; hp 57; Init +1 (+1 Dex); Spd 30 ft.; AC 15 (+1 Dex, +4 mage armor); 
  Attack +5 melee, or +6 ranged; AL CN; SV Fort +5, Ref +2, Will +8; Str 11, Dex 13, Con 17, Int 
  18, Wis 15, Cha 17. 
  Skills and feats: Alchemy +8, Animal empathy +6, Craft (pottery) +8, Handle animal +8, Hide +3, 
  Intuit direction +8, Knowledge (arcana) +11, Knowledge (nature) +11, Listen +3, Move silently +3, 
  Profession (herbalist) +15, Scry +9, Spellcraft +9, Spot +5, Wilderness Lore +10; Blind-fight, Brew 
  potion, [Scribe scroll], Silent spell, Track. 
  Possessions:. potion of darkvision, 45 gp. 
  Languages Spoken: Brandobian, Elven, Draconic, Sylvan, Kalamaran, and Merchant's Tongue 
  Druid Spells Remaining (5/4/3): 0th -- create water, detect magic, mending; 1st -- entangle, 
  goodberry, obscuring mist, pass without trace; 2nd -- soften earth and stone, speak with animals, 
  tree shape. 
  Wizard Spells Remaining (4/4/2): 0th -- arcane mark, detect magic, mage hand, mending. 1st -- 
  mage armor x 2 (one remaining), magic missile x2. 2nd -- alter self, mirror image x2. 
  Sub-Race: Brandobian 
  Personality Traits: Evle is very motherly and loves her plants.  She is untidy in her appearance 
  however her greenhouse and office are immaculate. 
   
  Professor Evle being both a wizard and druid has concentrated on the natural properties of plants 
  and their uses in magical creations and potions.  She sometimes teaches at the College but more 
  often is brought into a class to explain a plant by another professor.  She was given the office in 
  the Administration building because so many of the professors utilize her knowledge and buy 
  ingredients from her. 
   
   
  Ruby-Spined Crab: This flower grows along the shores of Lake Eb'Sobet in the Principality of 
  Pekal.  The flower blooms only in the dark of night and retreats from even torch or lantern light 
  making it very difficult to properly harvest.  When in bloom the flower extends two pincher-like 
  petals, which absorb water from the air around the lake.  The flower petals are often used to 
  make Calaboran (DC 25 Market Price 75 gp).  Calaboran must be used very soon after creation 
  and is used as a dye in magical circles and inscriptions.  The use of Calaboran increases the 
  potency of the circle or inscription by +1 (DC). 
   
  Jenhovali Tiger: This flowering plant grows wild in the remote areas of the Vohven Jungle.  The 
  plant is extremely aggressive attacking other plants in the area.  The J-Tiger however produces a 
  valuable golden yellow pollen that herbalists are able to utilize to create Tiger powder (DC 30 
  Market Price 120 gp).  This powder when inhaled provides maximum healing from the next 1d3 
  clerical/druidical/shamantic healing spells. 
   
   
  Encounter Five-B (EL 2) 
   
  The largest building by far in the College of Magic is that of the Hall of Transmutation.  
  More aptly described as a large collection of smaller buildings that somehow connect to 
  each other, the Hall is a mixture of different architectural styles and designs.  The only 
  similar fact is that all the different levels, towers and wings of the building are all 
  constructed out of a gray marble stone.  
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 18 
   
  The Hall of Transmutation is on the right side of the entrance gate and is at least 
  three times larger than the Hall of Enchantment and Illusion.  There is one major 
  entranceway on the front face of the building although other entrances are probably not 
  visible.  As you enter the building the vastness of the outside seems dwarfed by the 
  vastness of the entrance.  Large marble archways lead off to the right and left every thirty 
  or forty feet down the entrance hall.  As you take in the hall, you notice that it is lined with 
  paintings of some of the more famous transformation students.  Suddenly the first 
  
  painting on the left blinks! "Oh sorry, feel asleep again." It says yawning within its frame.  
  "Anything I can help you with.  You obviously have the appropriate token for today?" 
   
  The painting is that of Retillian Bojardi a halfling wizard.  The young halfling spent too much time 
  talking to others in Altamir's class and too little time listening to the grandmaster.  He was turned 
  into a painting for the duration of the current class schedule and instructed to pay attention to 
  everyone entering the building and give passerbys whatever assistance they might request. 
   
  The young halfling did not realize this but this is a common punishment among the first 
  year students of Altamir.  There is a student at each of the entrances to the Hall of 
  Transformation.  If the PCs ask Retillian where they might find Altamir he will look quite 
  exasperated and will give the PCs the following information. 
   
  The halfling in the painting crosses his eyes.  "The old windbag is probably in his office.  I 
  know he has not left yet today because he has not walked past me ignoring my every 
  word.  How come I have to listen to him but he won't listen to me.  Just not fair!  Take the 
  first passage on the right and go to the very end of that corridor and go left.  His worship's 
  office is around there.  Be careful he is powerful and has been known to turn at least one 
  student into a painting." 
   
  The PCs can explore other areas of the Hall of Transformation although it is not suggested.  A 
  number of doors will not open to them and the doors that do open contain ongoing classes, 
  laboratories and sometimes summoning circles.  Retillian has made a mistake in giving his 
  direction and has lead the PCs into a trap.  When they arrive at the end of the corridor you can 
  have each one make a Spot DC 18 check.  A successful check can determine that the corridor 
  leading to the right is very ornate and something very bright can be seen at the end of the 
  corridor.  If the PCs follow Retillian's directions they will run into a trap set down the hallway to 
  prevent access to Altamir's private laboratory.   
   
  The trap consists of two iron gates that fall from the ceiling.  The gate leading further into the 
  hallway is also trapped, although the gate to return may be lifted normally.  The gates fall 15 feet 
  apart.  The trigger for the trap is in the central square.  Anyone in the square behind the trigger 
  may make a Reflex save (DC 15) to end up outside the bars.  Failure indicates that they too are 
  between the two bars. 
   
  Hallway Trap: CR 1; no attack roll required; Search (DC 20); Disable Device (DC 20). 
  Blade Trap: CR 2; +8 melee (1d8 x3 crit); Search (DC 21);  Disable Device (DC 25).  Again this 
  trap is on the bars furthest down the hallway. 
   
  Portculus, Iron: 1 in thick.  Hardness 8; Hit Points 30; DC to Lift 25. 
   
  If the PCs are trapped and unable to get out from between the bars, a guard will come around in 
  2d10 minutes to free them.  He will then escort them to Altamir's office. 
   
  When the PCs finally get down the corridor to Altamir's office you may continue with the following. 
   
  The long corridor to Altamir's office is at least 200 feet long.  The gray marble walls 
  glistening as if freshly cut from the quarry.  A reddish colored wooden door can be located 
  at the end of the hallway.  "Altamir Dorguld, Grandmaster of Transmutation" is painted on 
  the door.  Amazingly, the script seems to alter itself as you approach until it can be read in 
  your native language. 
   
  We give the PCs a chance to catch their breath and perhaps prepare for their encounter.  
  Knocking on the door is best, however, if one of the PCs simply attempts to open the door he or 
  she will find it open as well. 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 19 
   
  
  The inside of the huge 60-foot square office is definitely masculine in design.  Deep dark 
  wooden bookcases line both sidewalls and the blue marble desktop highlights the huge 
  dark desk in the center of the room.  Two pedestals stand behind the desk, both with blue 
  silk covers over their features.  Many leather-covered books grace the bookshelves and 
  one of the largest sits upon a bookstand on the desk.   
   
  Behind the desk is a small man no more than 4-ft 9-in. tall.  He is short and slender 
  but seems to command the room none the less.  "Good day, may I ask your business?  I 
  presume one of you wishes to get into my class, or do you need a book signed?  Come on, 
  spit it out.   I don't have all day you know." 
   
  Altamir Dorguld, Male Human, Wiz 17 (Transmuter): CR 17; Medium Humanoid (4 ft. 9 in tall); 
  HD 17d4+34; hp 86; Init +5 (+1 Dex, Improved initiative); Spd 30 ft.; AC 15 (+1 Dex, +4 bracers of 
  armor); Attack 9/+4 melee, or +9/+4 ranged; AL LN; SV Fort +7, Ref +6, Will +11; Str 11, Dex 13, 
  Con 15, Int 21, Wis 13, Cha 11. 
  Skills and Feats: Alchemy +25, Concentration +20, Knowledge (arcana) +25, Knowledge (nature) 
  +10, Knowledge (religion) +10, Listen +7, Profession (author) +10; Scry +21, Spellcraft +25, Spot 
  +8; Spell Focus (Transmutation), Miser with Magic, Scholar, Brew Potion, Spell Mastery, Craft 
  Wondrous Item, Empower Spell, Forge Ring, Quicken Spell, Scribe Scroll, Maximize Spell, Craft 
  Arms and Armor 
  Possessions:. Scroll of Speak with Animals,  cloak of resistance +2, 251 pp. 
  Languages Spoken: Draconic, Abyssal, Auran, Celestial, Drow, Elven, Gnome, Goblin, Halfling, 
  Hobgoblin, Brandobian, Kalamaran, Dejy, Terran, Reanaarese and Merchant's Tongue 
  Wizard Spells Remaining (4/6/5/5/5/5/4/3/2/1): 0th -- daze, detect magic, detect poison, mage 
  hand. 1st -- magic missile x4, protection from chaos, shield. 2nd -- blur, invisibility, knock, locate 
  object x2. 3rd -- dispel magic, fly, haste, lightning bolt x2. 4th -- dimension door, fire trap, 
  polymorphe other, polymorph self, scrying. 5th -- cone of cold, dismissal, dominate person, 
  fabricate, teleport. 6th -- analyze dweomer x3, true seeing. 7th - sequester, painting (similar to 
  statue but creates paintings), teleport without error. 8th - polymorph any object, mind blank. 9th - 
  time stop 
   Sub-Race: Brandobian 
  Personality Traits: Snobbish, Arrogant, Conceited and any other equivalent traits.  He speaks with 
  his nose almost up in the air and he considers very few in Tellene his equal. 
   
  One of the most famous wizards in all of Tellene, the good-looking Brandobian is cursed with his 
  personality.  He usually annoys people within a few minutes of meeting them and within days is 
  hated by most people he encounters.  He has authored over half the books on his shelves and he 
  has no compulsion against mentioning that he is the most published author of all the College's 
  professors, including the Archmage Zenith.  Luckily for him he has met very few of the many 
  people that have read his books.  He will offer to sell a copy of his latest book entitled "A Picture 
  in Time: A Study of Motion" each book is 50 gp.  You should try to get him to sell at least one 
  copy of the book before he stops talking enough to let the PCs ask him about the magical jug. 
   
  • 
  He does indeed have the magical jug that Sutilla requires but he is very hurt that Sutilla did 
  not come and retrieve the jug himself.  Of course, it could be that the conjurer is simply in 
  awe of the skills and the power of Altamir. 
  • 
  He was considering using the jug for an experiment in the coming week (false, Sense Motive 
  DC 15 will indicate this), however he might be convinced to perform a different experiment 
  instead. 
  • 
  He will be willing to lend Sutilla the magical jug if the PCs will acquire two items for him.  First, 
  he needs six feet of masterwork copper tubing from the Alchemists of the Vr'Mindrel House.  
  And secondly, he needs Professor Vezdor's enchanted hood and gloves.   
  • 
  Professor Wherahzni Vezdor is an enchanter in the Hall of Enchantment and Illusion. 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 20 
  • 
  If the PCs tell him of the boy in the painting and the bad directions they were given, he will 
  look a bit confused for a moment or two.  Finally he will say, "Which painting was this that 
  gave you the directions?  I will see too it that they are properly demoted, perhaps 
  another session on the wall." 
  
   
  If the PCs gather the two ingredients for Altamir he will lend Sutilla the magical jug.   
   
  Encounter Five-C 
   
  This encounter details the outside of the Vr'Mindrel House, the home for Alchemical studies 
  within the Principality of Pekal. 
   
  On the far western edge of the College of Magic squats a short square two-story building 
  made of what appears to be dark marble.  Upon closer inspection the gray marble is 
  simply darkened with dirt and soot.  What appears to be a huge pipe extends out of the flat 
  roof of the building and enters the ground near the rear of the building.  The only visible 
  entrance is on the front under an archway inscribed with the words, "Meilor Teilor 
  Binidora". 
   
  The words on the archway are in an ancient tongue of Kalamaran.  They read "Purity, Quantity 
  and Methodology".  Inside the archway the characters will immediately be hit by the smell of the 
  alchemist's laboratory.  Many foul smelly ingredients are being combined to make the various 
  compounds sold at the shop.  A small shop is open during the day to sell those extra goods that 
  the alchemists have at hand.  A dwarven woman runs the shop.  Her name is Fewaxa Goldbeard. 
   
  The inside of the Vr'Mindrel House is a calliope of smells, most of them horrid and 
  repulsive.  The entrance foyer is small with two doors exiting the foyer and a small 
  opening in the right wall.  A dwarven women sits behind the opening reading some type of 
  transcript.  "'ello.  Don't have much today but you are welcome to it.". 
   
   
   
   
  The table lists today's price for various compounds as 
  well as the amount of the compound that is available.  
  A different "menu" of items is usually available each 
  week.  Each tournament that has enough time built in 
  for the heroes to visit the Vr'Mindrel House will have 
  that weeks list of compounds. 
   
  The PCs may also acquire the masterwork copper 
  tubing for Altamir.  The tubing will cost them 310 gp (31 
  pp).  There is no haggling over this price as it is a set price for any member of the community or 
  the College of Magic. 
   
  Encounter Five-D 
   
  In this encounter the heroes go back into the Hall of Enchantment and Illusion looking for 
  Wherahzni Vezdor. The posting inside the door says that Professor Vezdor's office is on 2nd floor 
  central. 
   
  As you enter the Hall of Enchantment and Illusion for the second time this day you notice 
  that the interior roof of the building has changed from the last time you were here.  Instead 
  of the multitude of lights dancing along its surface, now a vast moving ocean of water 
  plies a path along the ceiling.   
   
  You are able to make your way up the central staircase to the second floor.  It 
  takes you a few minutes but you are able to find the simple door whose plaque reads 
  "Wherahzni Vezdor, Professor of Enchantment". 
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 21 
  Available Alchemical Compounds 
  Antitoxin (1) 
   
  60 gp 
  Azurtallan Salve (1) 
  120 gp 
  Greatsalt (2) 
   
  20 gp 
  Mooreta (2) 
   
  15 gp 
  Smotherblend (3) 
  22 gp 
  Smokestick (1)  
  20 gp 
  Thunderstone (1) 
  30 gp 
  
  Again it is more polite to knock than just to enter.  However, the door is again unlocked and the 
  wizard will not seem to mind either way. 
   
  You enter a very colorful office.  Paintings and statues upon pedestals decorate the office 
  and only a few books decorate a small bookcase behind the small desk.  A silver-robed, 
  dark-skinned man sits behind the desk peering through a huge piece of glass at a small 
  figure in his hands.  "May Ehnovam grant you knowledge.  I am Wherahzni." 
   
  Professor Wherahzni Vezdor, Male Human, Clr 4 / Sor 7: CR 11; Medium Humanoid (5 ft. 11 
  in tall); HD 4d8-4 + 7d4-7; hp 28; Init -3 (-3 Dex); Spd 30 ft.; AC 7 (-3 Dex); Attack +7/+2 melee, 
  or +3 / -2 ranged; AL NG; SV Fort +5, Ref +0, Will +12; Str 13, Dex 5, Con 8, Int 18, Wis 16, Cha 
  14. 
  Skills and feats: Alchemy +7, Concentration +8, Craft (glass) +8, Diplomacy +6, Hide -3, 
  Knowledge (arcana) +8, Knowledge (religion) +7, Listen +5, Move silently -3, Profession 
  (glassmaker) +9, Scry +10, Search +4, Spellcraft +6, Spot +5; Extra-Turning, Scribe Scroll, 
  Enlarge Spell, Spell Focus (enchantment), Dodge, [Expert Timing] 
  Possessions:. Scroll of fly, pearl of power (2nd level spells), 18 gp. 
  Languages Spoken: Brandobian, Kalamaran, Svimohzish and Merchant's Tongue. 
  Cleric Domains: Knowledge, Timing 
  Cleric Spells Remaining (5/4+1/3+1): 0 - create water, detect magic, detect poison, guidance x2. 
  1st - bless, comprehend languages, sanctuary, shield of faith, expeditious retreat. 2nd - augury, 
  endurance, speak with animals, slow. 
  Sorcerer Spells Known (6/7/7/4)): 0th -- Dancing Lights, Detect Magic, Mage Hand, Mending, Ray 
  of Frost, Read Magic. 1st -- Charm Person, Hypnotism,  Message, Shield, , Sleep. 2nd -- 
  Invisibility, Mirror Image, Summon Monster II. 3rd -- Dispel Magic, Hold Person  
  Sub-Race: Svimohzish 
  Personality Traits: Studious and Introspective.  Wherahzni almost always strokes his chin while 
  listening to others speak and will "digest" their words before speaking his mind. 
   
  The professor is a man of very few words, he tends to listen more and talk less.  He has been 
  teaching here for many years and although he is not a wizard he is able to easily create an 
  atmosphere of learning among his students.  He has suffered badly from a number of diseases 
  and his health, while currently stable, is not good. 
   
  He does have the hood and gloves that Altamir is looking to borrow.  He does not hate Altamir but 
  believes the wizard should listen more and talk less, of course, he believes that of many of the 
  professors at the College.   
   
  Professor Vezdor appears to be quietly thinking about your request for a second, "I do 
  have the items you request and you may borrow them in Professor Altamir's name.  I 
  would ask a favor of you though.  You may not have noticed but I am no longer in top 
  health.  The stablemaster has informed me that an item that I have been waiting for has 
  recently arrived.  If you could retrieve it for me I would be greatly appreciative.  You may 
  need to acquire a special container for it, the stablemaster would know. 
   
  It should not surprise the PCs that there are more tasks left to accomplish.  Important Note: When 
  the PCs return, Professor Vezdor will not only give them the hood and gloves for Altamir but he 
  will also reward them each with an Amulet of Resistance.  The amulet will provide a +1 to any 
  saving throw, however it only functions once. 
   
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 22 
  Amulet of Resistance: This amulet consists of a slender silver chain which holds a small dark 
  black stone.  The amulet grants a +1 resistance to the wearers next save.  After the amulet has 
  functioned the stone dulls becoming gray in appearance.  Caster Level: 3rd; Pre-requisites: 
  Create Wondrous Item, resistance; Market Value: 150 gp. 
  
   
   
  Encounter Five-E 
   
  The guild stables are back behind the Hall of Conjuration and Evocation.  They are fairly small 
  considering the number of faculty, but they cater more to the exotic than to the normal modes of 
  transportation. 
   
  You have to ask directions a few times but you find yourselves outside a drab solid stone 
  building.  A large iron-bound "barn door" and a regular sized iron-bound door seem to be 
  the only entrances to this structure.  Upon entering you notice a great number of regal 
  carriages but very few horses, in fact you only see one small team of four.  A scraggily-
  haired man seems to be working on one of the stalls hammering additional boards to the 
  back wall of the stall.  
   
  This is the stablemaster.  He is a very particular man and does not allow anyone else to work in 
  the stables unsupervised.  He also makes all repairs himself making sure that they are just the 
  way he wants them. 
   
  Kerik, male human Exp8/Rgr4: CR 11; Size M (5 ft., 10 in. tall); HD 9d6+18 + 3d10+6; hp 76; 
  Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack +10/+5 melee, or 
  +12/+7 ranged; SV Fort +8, Ref +7, Will +8; AL LN; Str 13, Dex 16, Con 14, Int 13, Wis 12, Cha 
  8. 
  Languages Spoken: Merchant's Tongue, Giant, Dejy, Kalamaran, Sylvan, Draconic, Orc, Goblin. 
  Skills and feats: Animal Empathy +10, Balance +5, Climb +10, Handle Animal +14,  Hide +8, 
  Innuendo +10, Listen +10, Move silently +10, Knowledge (monsters) +10, Spot +13, Swim +7, 
  Wilderness lore +13; Improved initiative, Power attack, Run, Animal Control,  Animal Defiance, 
  Exotic Steed, [Track]. 
  Possessions: ring of animal friendship, club +2 of stunning. 
  Ranger Spells Per Day: 1st - Speak with Animals. 
  Personality Traits: Kerik is a bit strange always talking to the animals as if they could talk to him 
  about people around him.  It is not strange to have a conversation with Kerik with him "relaying" 
  information by speaking to one of his horses or animals in his barn. 
   
  Kerik is a strange man, not only is he a perfectionist in the maintenance of his stable.  He actually 
  travels on occasion and does business with a number of giant clans.  These giants know what 
  type of creatures that Kerik is looking to have captured and they capture the creatures that Kerik  
  then brings back to the College of Magic.  Only the Archmage Zenith is aware of how Kerik gains 
  the creatures he supplies to the College and so far no one else has looked into the matter.  While 
  not officially illegal, it would certainly be frowned upon by many in the city and in the government. 
   
  Kerik does have the creature that Professor Vezdor is looking for, and it will need a special 
  container in order to be transported.  Luckily Kerik knows that the witch Chada of the Hall of 
  Conjuration and Evocation has a container and she has lent it to Professor Vezdor many times.   
  If the PCs ask Kerik what it is that they are transporting he can tell them that it is a hippogriff egg 
  that is almost ready to hatch.  Kerik has a stall that is enchanted to act as an incubator for eggs, 
  however, Professor Vezdor needs the egg ready to hatch and that will require a mobile incubator. 
   
  Encounter Five-F 
   
  In this encounter the PCs will get to experience the Hall of Conjuration and Evocation which is 
  very close to the Guild Stables.  They are once again going to be sent elsewhere in order to 
  complete their task.  However before they leave they will get a chance to meet with the Dejy 
  Wisewoman Chada. 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 23 
   
  
  Coming back into the main portion of the College of Magic from the stables you easily find 
  the Hall of Conjuration and Evocation, the second largest building in the college.  The 
  pristine white marble structure is rectangular and two stories in height.  A few small 
  towers rise over its roof.  The entrance is on the south edge of the building and consists of 
  a single story entranceway into an annex to the main building.  There is a desk in the 
  entrance foyer behind which sits a beautiful scantily clad woman.  "Well hello.  Please tell 
  me that there are at least five of you.  I need to help five more people before I can leave." 
   
  The woman is a Djinni and she was released from imprisonment under the condition that she act 
  as secretary to the Hall of Conjuration until she had helped 1001 people.  She is currently at 996 
  as only a few people come to the hall that require assistance.  Her hope is that each of the PCs 
  asks for her help.  Even if they all come with the same request that would be sufficient to cause 
  her release.  If she is asked she will tell the PCs that her service here is not bad, she just misses 
  her home and her friends on the Elemental Plane of Air and is looking forward to returning.  Of 
  course she is able to tell the PCs where they can find Chada.  NOTE: There is also a board 
  similar to the one in the Hall of Enchantment and Illusion that lists Dean Chada, second floor 
  east.  
   
  It will be important to note whether or not the PCs all request the assistance from 
  Yuthalena (the Djinni).  If they have at least five members at the table and all request assistance 
  then Yuthalena is released and their encounter with Dean Chada will be slightly different. 
   
  Yuthalena, female Djinni: CR 5; Large Outsider (Air, Chaotic Good); HD 7d8+14; hp 45; Init +8 
  (+4 Dex, +4 Improved Initiative); Spd 20 ft., fly 60 ft. (perfect); AC 16 (-1 size, +4 Dex, +3 natural); 
  Atk Slam +10 /+5 melee (Damage 1d8+6); Face/Reach 5 ft. by 5 ft. / 10 ft.; SA Spell-like abilities, 
  air mastery, whirlwind; SQ Plane Shift, telepathy, acid immunity; SV Fort +7, Ref +9, Will +7; Str 
  18, Dex 19, Con 14, Int 14, Wis 15, Cha 15. 
  Skills and Feats: Appraise +9, Concentration +9, Craft (Gemcutting) +11, Escape Artist +11, 
  Move Silently +9, Sense Motive +9, Spellcraft +9, Spot +9; Combat Casting, Combat Reflexes, 
  Dodge, Improved Initiative. 
  Appearance: A beautiful 6 ft. 6 in. tall woman with blond hair and a very nice tan. 
  Spell-like Abilities: She is only allowed to utilize her spell-like abilities to escape attack or at the 
  leave of the Dean of the Hall.  
  Personality Traits: The djinni is fairly naïve about the ways of the world.  She has only known two 
  masters and the first was a foul cruel dark elf.  Then she was taken during a battle by a small 
  woman who has her working here.  She is intelligent but has yet to learn much of this world. 
   
  It becomes apparent quickly that the conjurer that Kerik refers to as the witch is actually 
  the Dean of the Hall of Conjuration and Evocation.   Her office is at the end of the eastern 
  hall on the second floor.  Many noises come from the various laboratories and summoning 
  chambers as you make your way to her office.  Suddenly the hallway is sprinkled with 
  glass as one of the doors explodes, a bestial head appears for a second before 
  disappearing in a cloud of black smoke.  An older wizard with a young apprentice come 
  out of the door.  "Is everyone alright?" the older wizard asks as the younger man begins to 
  clean up the shattered glass. 
   
  The master's name is Torinow and if asked he can inform the PCs that the creature they 
  witnessed was a barbazu that his apprentice was attempting to summon and control.  The 
  creature escaped his control and shattered the glass before Torinow returned it to its own plane. 
   
  It does not take a wizard to understand that the door at the end of the hallway is protected 
  magically, the multitude of symbols on the door glow with a steady light.  As you 
  approach, the door swings open as if by its own accord.  The office is plain although very 
  large, at least half the room has piles of pillows and animal hides while the other half 
  contains more civilized desks and shelves.  A rack of scrolls fills the far wall.   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 24 
   
  Sitting among the furs and pillows is an older Dejy woman, her once dark-hair is 
  streaked repeatedly with gray.  The lines around her eyes narrow as you enter the room. 
  
   
  IF THE PC's HAVE RELEASED THE DJINNI: "You have allowed her to go because you felt 
  sorry for her.  Do you realize what is bound to happen?  Someone who has visited here in 
  the past will realize that she is free and summon her once more.  Hopefully they will treat 
  her as well as she was treated here.  So why are you here?" 
   
  IF THE PC's DID NOT RELEASE THE DJINNI: "Such wisdom in so young a body.  I will see 
  to her safety, do not fear.  She will know her home while still being protected.  Why have 
  you come to see Chada?" 
   
  Chada, Female Human, Wiz 13 (Conjurer): CR 13; Size M (5 ft., 7 in. tall); HD 13d4+26; hp 62; 
  Init +0; Spd 30 ft.; AC 10; Attack +5/+0 melee, or +6/+1 ranged; SV Fort +6, Ref +4, Will +9; AL 
  LN; Str 9, Dex 10, Con 14, Int 18, Wis 12, Cha 13. 
  Languages Spoken: Aquan, Merchant's Tongue, Infernal, Celestial, Dejy, and Orc. 
  Skills and feats: Concentration +17, Craft +6, Hide +1, Knowledge (arcane) +10,  Knowledge 
  (abyss) +5, Knowledge (plane of air) +8, Knowledge (nature) +19, Knowledge (religion) +16, 
  Listen +2, Ride +6, Scry +10, Spellcraft +19, Spot +5; Combat casting, Craft magic arms and 
  armor, Craft rod, Craft wondrous item, Spell Focus (Conjuration), Forge ring, Run, [Scribe scroll], 
  Silent spell. 
  Possessions: robe of scintillating colors, potion of alter self, potion of detect thoughts, scroll with 
  shocking grasp, lightning bolt, levitate, wand of magic missiles (15 charges 5d4 per charge), 
  wand of charm person (10 charges - DC 14). 
  Wizard Spells Known (4/5/5/5/5/3/2/1): 0th -- arcane mark, dancing lights, daze, detect magic, 
  detect poison, disrupt undead, flare, ghost sound, lght, prestidigitation, ray of frost, read magic, 
  resistance. 1st -- cause fear, change self, charm person, identify, mage armor, magic missile, 
  shield, silent image, sleep, ventriloquism. 2nd -- blur, darkvision, ghoul touch, invisibility,  mirror 
  image, web. 3rd -- flame arrow, invisibility sphere, lightning bolt, phantom steed,  summon 
  monster III. 4th -- alaki's black tentacles, charm monster, fire trap, improved invisibility, summon 
  monster IV, wall of ice. 5th -- cloudkill, dorama's faithful hound, faotissun's secret chest, hold 
  monster, permanency, summon monster V, wall of iron. 6th -- antimagic field, contingency, planar 
  binding, summon monster VI. 7th -- delayed blast Fireball, hurra's instant summons, power word, 
  stun, summon monster VII.  
  Sub-Race: Dejy 
  Personality Traits: Chada has always tried to live her life as a tribeswoman would.  Thus she 
  prefers to be in furs and pelts and acts the role of a wise woman of a tribe of nomads might.  She 
  likes to make skin contact with those she speaks to.  She tends to stare into ones eyes as she 
  speaks with them, holding their hands in her palms. 
   
  Chada does have a slight gift of precognition.  The gift manifests itself in her daily preparations.  
  She always seems to have the best spells selected for that day.  Thus, you may select any of her 
  known spells that she would want to cast.  They are actually memorized but as a DM you can 
  react to the players actions and Chada's needs regarding her spells as if she had actually known 
  what she would be facing that day. 
   
  Chada will listen to the PCs and will grimace slightly when they ask for the incubator.  She does 
  not currently have it in her possession.  She lent it to another evoker in the Hall named Morisato 
  Het'Vex.  Morisato is in basement one west.  She will write a message to Morisato for the PCs to 
  give him. 
   
  Encounter Five-G 
   
  The PCs are almost at the end.  It is important now to take a look at how much time is left in the 
  round.  If the round is running long you should be prepared to skip the summoning gone wrong 
  and send the PCs back along the chain after they encounter the necromancer in the next 
  encounter. 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 25 
   
  
  Strangely you are getting used to the mapping of the College of Magic, although the 
  buildings are all different sizes, they tend to address each office and room in somewhat a 
  similar manner.  The door to Professor Het'vex's office is small and fairly plain.  Entering 
  you see the small office is crowded with many books all stacked high onto a plain desk.   
   
  Again it does not matter if the PCs knock first.  Morisato is dozing behind the stacks of books on 
  his desk.  He is trying to learn as much as he can. The only problem is that he is a bit absent 
  minded.  In fact when the PCs give him Chada's note and ask for the incubator, he won't even 
  remember why he borrowed it.  He never used it though, so that is not a problem. 
   
  If there is still time left in the round Morisato will get to talk with the PCs.  He wants to know what 
  they have been doing and will find it amazing that they are able to get from one place to another 
  in the College of Magic with such ease.  He always gets lost and can never even find his way 
  back to his office.  He will ask the PCs if they would be willing to run a quick errand for him.  He 
  needs a couple of bone wands and he has been told that there is a crafter of them here at the 
  College.  He can rummage through the piles of papers on his desk and find the address and 
  name of the crafter.  He is willing to give each of the PCs a small gem worth 15 gp each and he 
  can give the party an old magic item that he has no use for anymore (a ring of swimming if they 
  ask). 
   
  Morisato Het'Vex, male human Wiz8 (evoker): CR 8; Size M (5 ft., 8 in. tall); HD 8d4+16; hp 
  38; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 ring of protection); Attack +4 melee, or +6 
  ranged; SV Fort +4, Ref +4, Will +8; AL LG; Str 11, Dex 14, Con 15, Int 17, Wis 14, Cha 11. 
  Languages Spoken: Common, Elven, Kalamaran, and Halfling. 
  Skills and feats: Alchemy +14, Bluff +3.5, Concentration +13, Craft +5, Hide +2, Knowledge +14, 
  Knowledge (nature) +13, Listen +2, Move silently +2, Perform +3.5, Spot +2, Swim +1, Tumble 
  +4; Brew potion, Empower spell, Heighten spell, [Scribe scroll], Spell focus (evocation), Still spell. 
  Possessions: ring of protection +2. 
  Wizard Spells Known (4/5/4/4/2): 0th -- arcane mark, detect magic, detect poison, disrupt undead, 
  flare, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance. 
  1st -- burning hands, chill touch, lerasonul's floating disk, identify, mage armor, magic missile, 
  message, protection from evil, shield. 2nd -- alter self, darkness, daylight, flaming sphere, ghoul 
  touch, knock, locate object, see invisibility. 3rd -- freball, fly, gust of wind, lightning bolt, stinking 
  cloud. 4th -- fire shield, ice storm, remove curse, shout, wall of fire.  
  Sub-Race: Kalamaran 
  Personality Traits: Morisato is a friendly man.  He nods a great deal although it is usually just a 
  habit as he tries to remember something he has forgotten.  He is not a great conversationalist as 
  he always seems a bit distracted. 
   
  Encounter Six 
  The Necromancer (EL 4) 
   
  The directions given to you by Morisato lead you to 
  the outskirts of the College of Magic. Not officially 
  on the grounds of the College a number of private 
  homes ring the official College grounds.  The note 
  said that the bone wands could be gathered from 
  Hugrid who lived on 13 Lerasonul Way.  At that 
  address is a small cottage just inside the walls of a 
  small cemetery.  As you approach the home you 
  hear a bit of a commotion from in back of the 
  building. Display IQ Illustration #6 
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 26 
  The PCs will most likely investigate the sounds of commotion.  You should utilize the map found 
  in the appendix of the adventure and have each of the PCs roll for initiative.  Around the back of 
  
  the building a dwarf can be found taking a hammer to a smoking ceramic bottle.  From inside the 
  graveyard a number of creatures can be seen emerging from their graves. 
   
  What has happened is that Hugrid has recently moved into the building.  During his last 
  couple of weeks he has cleaned up a great deal and discovered a few mystical items.  One of 
  these items is the smoking bottle.  A necromancer that lived in the house previously left the bottle.  
  Hugrid was attempting to determine its effects when the curse on the bottle activated, summoning 
  undead to slay the opener.  The PCs have come at a very opportune time. 
   
  Skeletons (10), CR 1/3; Medium Undead; HD 1d12; hp 12; Init +5 (+1 Dex, Improved Initiative); 
  Spd 30 ft.; AC 13 (+2 natural, +1 Dex); Atk 2 claws +0 melee (Claw 1d4); SQ Undead,  
  immunities.; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con -, Int -, Wis 10, Cha 11 
  Skills and Feats: Improved Initiative 
   
  It will be up to the PCs to defeat the undead.  Hugrid will be attempting to clean the smoke off his 
  hands.  The residue of the curse has rendered his magical skills nullified until he is able to clean 
  the residue from him.  He will attempt to yell encouragement to the PCs and will give them hints 
  on how to battle skeletons.  In other words he will tell the PCs that they should NOT use cold 
  against the skeletons, nor should they use piercing or slashing weapons which do half damage.  
  Remember that swinging with the flat of the blade incurs a -4 penalty to strike.  Another possible 
  option for the PCs is to try to escape with Hugrid to the safety of one of the nearby buildings, such 
  as the Halls of Conjuration and Evocation. 
   
  Once the PCs have defeated the skeletons, Hugrid will thank them greatly and listen to what they 
  have to say.  Obviously he will be glad to offer them a pair of bone wands for Morisato. 
   
  The last of the skeletons shatters into dust as the dwarf continues to clean a gray slime 
  from his hands.  Finally the last of the slime is cleansed and he gathers up the pieces of 
  bottle and deposits them in a large can next to the back door of the house.  "Got to thank 
  you.  No proper introduction, I am Hugrid and I curse the name of the idiot who left cursed 
  items around for anyone to find.  It is terrible crime but one which luckily no one hurt too 
  badly. What call you?" Display IQ Illustration #5 
   
  Hugrid will tell the PCs, if they ask, that he has come to the College of Magic to study dwarven 
  undead.  Sometimes the clans have problems with evil dwarves and he wants to become the 
  expert in the subject. 
   
  Garic "Hugrid" Oresmelter, male dwarf (hill) Wiz6: CR 6; Size M (4 
  ft., 4 in. tall); HD 6d4+18; hp 31; Init -1 (-1 Dex); Spd 20 ft.; AC 9 (-1 
  Dex); Attack +2 melee, or +3 ranged; SV Fort +5, Ref +1, Will +5; AL N; 
  Str 9, Dex 9, Con 16, Int 17, Wis 10, Cha 7. 
  Languages Spoken: Merchant's Tongue, Dwarven, Giant, Goblin, 
  Terran. 
  Skills and feats: Appraise +5, Craft (bonecarving) +5, Hide +2.5, Jump 
  +0, Knowledge (undead) +5, Knowledge (arcana) +12, Knowledge 
  (dwarven undead) +11, Listen +0, Move silently -1, Profession 
  (mortician) +9, Scry +10, Spot +0, Tumble +1.5; Combat casting, 
  Enlarge spell, Heighten spell, Maximize spell, [Scribe scroll]. 
  Possessions: potion of intelligence, potion of invisibility, light crossbow +1. 
  Wizard Spells Remaining (4/4/4/3): 0th -- arcane mark, dancing lights, daze, detect magic, detect 
  poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, 
  prestidigitation, ray of frost, read magic, resistance. 1st -- animate rope, burning Hands, color 
  spray, magic missile, shocking grasp, silent image, sleep. 2nd -- mirror image, see invisibility, 
  spectral hand, summon monster II, web, whispering wind. 3rd -- fly, haste, secret page, tongues. 
  Sub-Race: Hill Dwarf 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 27 
  Deity: Lugad (The Riftmaster) 
  
  Personality Traits: Hugrid hated his given name of Garic and has left many places once it 
  becomes known.  He is a grumbler and this effects the way he speaks.  He has a good eye for 
  detail and generally does what is right.  His obsession with the dwarven undead has root in why 
  he has "left" the name Garic behind, although he will refuse to speak on his reasons no matter 
  what the argument. 
   
  Once the PCs have rescued Hugrid and recovered the bone wands they can retrace their steps 
  back to Sutilla in the Hall of Enchantment and Illusion.  Allow the PCs to return to Morisato with 
  the bone wands, take the incubator from Morisato and bring it to Kerik in the stables.  They 
  should then gather the hippogriff egg and return it to Professor Vezdor.  However, if there is still 
  at least 40 minutes left in the round something else happens before they can return to Altimar.  If 
  there is not 40 minutes remaining you should continue to Altimar and to the conclusion with 
  Sutilla. 
   
  Encounter Seven 
  Returning Down the Chain (EL 2) 
   
  Returning up the chain of errands is 
  much simpler than working to find and 
  acquire all the pieces needed.  You have 
  been able to satisfy Professor Vezdor's 
  request and have received a few items 
  as thanks from him and have brought 
  Morisato the items he has requested.  
  You are almost to the office of Altimar 
  Dorguld when a swirling purple mist 
  begins to encircle you.  Without warning 
  you feel pulled out from the world and 
  deposited in a damp dark room. 
   
  The room has a few torches 
  along the wall as well as a few candles 
  positioned around the floor.  The young student from the Hall of Conjuration and 
  Evocation is looking at you from the other side of the room.  "Hey I was not summoning 
  you! I could not have misread that scroll, it said in no uncertain terms that it would 
  summon an outsider." 
   
  The anger and confusion is evident on the face of the young wizard and it might be 
  humorous if not for the evil looking creatures approaching from behind the wizard. Display 
  IQ Illustration #7 
   
  A couple of important notes, unless the wizard breaks the magical circle, the PCs will be unable 
  to exit the magical circle.  To make sure that he has a chance to accomplish this the first round of 
  the battle is scripted.  You should see the map that is included in the appendix for the placement 
  of the creatures and the wizard. 
   
  Faysal, male human Wiz5: CR 5; Size M (6 ft., 4 in. tall); HD 5d4+10; hp 24 (currently 34); Init 
  +5 (+1 Dex, Improved Initiative); Spd 30 ft.; AC 15 (+1 Dex, +4 mage armor); Attack +4 melee, or 
  +3 ranged; SV Fort +5, Ref +2, Will +3; AL CG; Str 16, Dex 13, Con 15 (currently 18 due to 
  endurance), Int 13, Wis 8, Cha 10. 
  Languages Spoken: Auran, Merchant's Tongue, Kalamaran, Fhokki. 
  Skills and feats: Alchemy +7, Disguise +1, Forgery +5, Hide +1, Knowledge (arcana) +4, Listen -
  1, Move silently +1, Scry +7, Spellcraft +8, Spot -1; Improved Initiative, Great fortitude, Maximize 
  spell, [Scribe scroll], Spell Focus (conjuration). 
  Possessions: scroll of daylight, knife +1 
  Wizard Spells Remaining (4/4/2/1): 0th -- dancing lights, daze, disrupt undead, mage hand. 1st -- 
  mage armor, shield, shocking grasp x2. 2nd -- blur, endurance. 3rd -- dispel magic.  
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 28 
  Sub-Race: Fhokki 
  
  Personality Traits: The young man is trying very hard to learn the skills of the summoner.  He 
  actually is a straight wizard with no specialization although he wants to specialize in at least one 
  of the schools.  He has a number of rich relatives who noticed his skills and have paid for his 
  education at the College.  Note: He gets frustrated very quickly and is not used to the non-
  physical lifestyle of most non-Fhokki. 
   
  Lemure (Baatezu) (3): CR 1; Medium-Sized Outsider (Evil, Lawful); HD 2d8; hp 9; Init +0; Spd 
  20 ft.; AC 13 (+3 natural); Atk 2 claw +2 melee (Damage Claw 1d3); SQ Damage Reduction 
  5/silver, SR 5, baatezu qualities, mindless; AL LE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10, 
  Con 10, Int --, Wis 11, Cha 5  
  Baatezu Qualities: Immune to fire and poison.  Cold and acid resistance 20.   
  Mindless: Immune to all mind-effecting spells. 
   
  Assume the lemure have already gone during round one in which they are summoned.  It is thus 
  the PCs portion of the initiative.  Have each roll separately to determine order.  Once the PCs 
  have all gone, it will be Faysal's action then the lemure's. 
   
  It will require a DC 10 Spellcraft or Knowledge (arcana) roll to realize that they are stuck 
  within the circle and to know what Faysal needs to do.  Note: It may take a couple of PCs actions 
  before they realize this in-character and can communicate that information to Faysal. 
   
  If the PCs do nothing about the circle the lemure will battle Faysal and depart after 7 
  rounds.  If necessary, Faysal will do his best to defend himself with blur, shield and shocking 
  grasp. 
   
  Once the battle is complete Faysal will look distraught, he is not getting the hang of the 
  summoning types of magics and he just does not know what he is going to do.  He wants to stay 
  with the study of conjuration but he just does not seem to be good at it.  The PCs can offer him 
  whatever advice they might want to offer.  If one of them comes up with a really unique or 
  interesting plan please include it on the event summary sheet and mention the plan and the PC 
  and player that suggested it.  He will reward the PCs with his only remaining scroll for saving his 
  life if the PCs assisted in the defeat of the lemure. 
   
  Conclusion A 
  If they stay for the Experiment 
   
  Sutilla is pleased when you present the magical jug to him along with the flower petals.  
  He crushes the flower petals and places them into the jug.  "I must thank you for your 
  assistance, I assume there was sufficient change left from the platinum that I gave you 
  earlier.  My experiment is almost complete.  I was just wondering if I could get a couple of 
  the stronger of you to help with one last item?" 
   
  Continue if the PCs agree to assist further. 
   
  Sutilla brings forth a large iron pot.  "Please hang onto this pot, if the experiment is 
  successful, the liquid I pour into the container will boil violently, please try to keep the pot 
  steady as I will need to add additional ingredients." 
   
  As you steady the heavy iron pot, Sutilla carefully brings forth two vials of liquid.  
  He removes the seals as he inches them closer to the pot.  With his head half turned he 
  dumps the contents into the pot and reaches for the crushed flower petals.  Surprisingly, 
  the liquids mix in the iron pot without any effect at all.  Sutilla looks annoyed.  "Damn, that 
  was not the way it was supposed to happen.  It certainly is difficult to get quality 
  ingredients in this city. Well I thank you. Sorry for the big build up and the failed 
  experiment but that is why they call it experimentation."   
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 29 
  Conclusion B 
  
  If they leave immediately 
   
  Sutilla is pleased when you present the magical jug to him along with the flower petals.  
  He crushes the flower petals and places them into the jug.  "I must thank you for your 
  assistance, I assume there was sufficient change left from the platinum that I gave you 
  earlier.  My experiment is almost complete.  I was just wondering if I could get a couple of 
  the stronger of you to help with one last item?" 
   
  Continue if the PCs decline to assist further. 
   
   Sutilla does not look disappointed, "I understand, busy day and all.  Well be safe and I will 
  be sure to look for you if I have any other small errands that need to be accomplished." 
   
   
  This Ends 
  Hurry Up and Wait 
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 30 
            
       
  
   
  Experience Point Summary: 
   
  Player's Introduction: 
  • 
  10 xp for gathering information regarding the city from the guards at the city gates. 
     
  Encounter Two-B: 
  • 
  20 xp - for dealing with the cutpurse, the merchant, the bribe and the watch. 
   
  Encounter Two-C: 
  • 
  10 xp – for either paying the Inner Gate fee or remembering later to pay the fee. 
     
  Encounter Four: 
  • 
  10 xp for speaking with Sutilla regarding his experiment and his knowledge of the abyss 
   
  Encounter Five-A: 
  • 
  10 xp – for asking Evle about the different herbs and plants she is working with. 
   
  Encounter Five-B: 
  • 
  10 xp – for recognizing Altamir's ego and playing up to it. 
   
  Encounter Five-D: 
  • 
  10 xp – for agreeing to assist Professor Vezdor. 
   
  Encounter Five-F: 
  • 
  20 xp – for agreeing to release Yuthalena the Djinni from her service. 
  • 
  OR 40 xp - for speaking to Dean Chada before releasing Yuthalena. 
   
  Encounter Five-G: 
  • 
  10 xp – for agreeing to assist Morisato. 
   
  Encounter Six:  
  • 
  100 xp for defeating the skeletons in the graveyard. 
   
  Encounter Seven: 
  • 
  10 xp for recognizing the circle and instructing Faysal to break the circle. 
  • 
  60 xp for defeating the lemure. 
  OR 
  • 
  10 xp for remaining inside the circle until the lemure have departed. 
   
   
  Experience Point Maximum: 300 xp 
   
   
  Treasure Summary:  possible treasure only 
   
  • 
  10 gp each from Captain Banilor (if they accepted his bribe) - comes with certificate from the 
  Gray Legion 
  • 
  Up to a total of 150 gp from the change of Sutilla's 500 gp. 
  • 
  Amulet of Resistance - one for each PC. 
  • 
  15 gp gem each from Morisato Het'Vex. 
  • 
  Ring of Swimming from Morisato Het'Vex. 
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 31 
  • 
  Scroll of Daylight from Faysal if he survives - otherwise it is taken by the College. 
  
  • 
  REGISTRATION CERTIFICATE for Spellcasters from the College of Magic 
   
   
   
  If you are playing in the Living Kalamar campaign this adventure is worth a maximum of 
  300 xp to your character.  
   
   
  If you are playing this event as part of an on-going home 
  campaign, then you, the GM should award experience as you see fit 
  for the challenge level posed by the adventure. 
   
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 32 
   
  
    
   
   
   
   
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 33 
  Coruren’s Map of Bet Rogala
  Shrines 
  Prince Kafen’s House 
  Artisan’s District 
  Independence Square 
  Inner Gate 
  House of 
  Scales 
  College of Magic
  Courthouse
  Square of the 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 34 
  The ImageQuest™ Adventure Illustrator is designed for use by the DM during play.  
  The DM should display the appropriate graphic to the players as they reach each 
  encounter.  The adventure text prompts the DM as to the precise time that each picture 
  should be displayed.  The DM’s thumb should cover the picture number while the 
  players are viewing the illustration so the players do not gain any unearned clues.  DMs 
  should also fold the page so that only one image is visable when showing to the players.  
  Any maps, parchment or other items included in this book are for DM use ONLY, 
  unless labeled “Player Aid”.  We recommend each Player Aid be photocopied and given 
  to the players as circumstances dictate. 
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  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 35 
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  Hurry Up and Wait 
  Daniel S. Donnelly 
  Page 36 
  4 
  5 
  
   
   
   
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  Daniel S. Donnelly 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3rd Edition/RPGA/Living Kalamar Organised Play/Adventures/LKoK03_Hurry Up And Wait.pdf