TEXT: DEN OF THIEVES 
  
  2 
  Den of Thieves 
  Dungart Dukes 
  “Jester” (5½ ft blonde, left leg limp, never 
  without a knife somewhere on her person) 
  leader of the Dungart Dukes, a small but 
  expanding cutpurse gang in Port Brax, needs 
  help. Her gang of miscreants has crossed knives 
  with the Sumptown Rats (the largest and most 
  proliferate gang in the city, controlled by Udan 
  the Slip, Rogue 6, inhumanly agile Dex 19) one 
  too many times, and now Udan wants her dead. 
  In recent weeks, twelve of Jester’s gangers have 
  been murdered; stabbed in back alleys, strangled 
  in steam baths, tossed off rooftops, etc – grizzly, 
  public 
  deaths 
  meant 
  to 
  intimidate 
  and 
  undermine Jester’s leadership. 
  And the strategy has been successful; more than 
  half of the dukes have gone into hiding or intend 
  to depart the port on the next ship out. Those 
  that remain believe in Jester’s leadership, and 
  will fight with her (expecting to be made trusted 
  lieutenants, should the gang survive), but all 
  agree more swords are needed if the dukes are 
  to endure. 
  For his part, Udan has decided enough “brother 
  thieves” have died, and now means to target 
  Jester and her top lieutenants directly. To this 
  end, he has hired a highly secretive and 
  successful trio of cold blooded killers – identical 
  triplets that masquerade as a single person - 
  going by the name Belor.   
  At the start of the adventure, two of Jester’s 
  most trusted henchmen (Griego and Morgara) 
  have been killed in the last four days (Griego 
  thrown from a rooftop, Morgara cut down in a 
  back alley). Word on the street is that both were 
  killed by a lone warrior. 
  Jester is offering 1,000 gp to hire competent 
  mercenaries with a range of skills to (i) protect 
  her and her remaining lieutenants (Corben, Lucia 
  and Brohk), (ii) identify and locate the assassin, 
  and (iii) kill him with extreme prejudice.  
  Rumours & Hooks 
  Jester, the charismatic boss of a gang of Port 
  Brax thieves down by Dungart Way, is 
  seeking fierce warriors to respond to recent 
  attacks on her crew.  
  Udan the Slip, guild boss of the Sumptown 
  Rats, has declared war on their criminal rivals 
  the Dungart Dukes. Rumour has it the dukes 
  are looking to recruit extra muscle to bolster 
  their forces.  
  
   
  3 
   
  The guild boss is convinced that Udan’s assassin 
  knows all of the dukes, and that the only way to 
  get close to the hitman is via (expendable) third 
  parties.  
   
  Jester, AC 13 (leather), HD 5, Knife 1d6+2, 19: 
  special, S10 D16 C10 I14 P15 W15 Ch15, L8, Mv 
  30 ft. 2 knives, 1d3 doses of Ghoulsheen 
  Admixture (LFG p.33), caltrops. Jester causes 
  critical hits on a 19-20 attack roll. Backstab, 
  Skirmisher and Finisher abilities like a 5th level 
  Rogue, may choose from the following tricks 
  three times per combat: Blinding Powder, Hidden 
  Blade, Quick Reflexes, Smoke Bomb, Rapid Dose. 
   
  Lieutenants, AC 12, HD 2+2, Shortsword 1d6+1 
  19: disarm, S13 D15 C10 I11 P13 W9 Ch10 L4, Mv 
  30 ft.  1d2 firepots (LFG p.102). 
   
  Where to Begin?  
  The nature of this adventure is open ended. PCs 
  might approach their task in a number of ways, 
  some of which are outlined below. The Belor 
  assassins have a plan and intended timetable 
  (see p.10), but like all plans, it won’t survive 
  beyond first contact with the PCs. 
   
  Random Encounters 
  As the PCs navigate the city, there is a 30% 
  chance of a random encounter every 12 hours (or 
  other interval of the GM’s choosing). If an 
  encounter occurs, roll 1d20:  
   
  1d20 
  PORT BRAX ENCOUNTERS 
  1 
  A body crashes to the ground in front 
  of the travellers with a horrendous 
  thud! Looking up, 1d3 humanoid 
  shadows can be seen making a quick 
  getaway across the rooftops. 
  2 
  6d10 gangers (a mix of Red Hooks, 
  Sumptown 
  Rats 
  and 
  Dockside 
  Valkyries) have broken into a massive 
  fisticuff, turning the street to chaos. 
  No-one has drawn steel yet, but things 
  are escalating quickly. 
  3 
  A blustering wind is blowing today, 
  swaying the elderly and tipping objects 
  off tables. Leaves and dust whirl 
  across the ground. 
  4 
  Raised voices, followed by ringing 
  steel, can be heard from around the 
  corner of a narrow side alley. 
  5 
  A motley assortment of 2d6 pirates 
  are swaying down the street, rum 
  bottles in hand. They are all crew of 
  the Dreadnought, an infamous and 
  feared raiding galleon. 
  6 
  Muffled voices can be heard from a 
  very dark, sheltered alleyway. Shining 
  a torch inside reveals two men 
  lowering the body of a third into a 
  sewer manhole. They look to be in a 
  hurry. Any onlookers receive a curt 
  “Get outta here, scob” along with an 
  angry gaze. 
  7 
  Eddie “Two Shanks”, a ganger with 
  the Red Hooks, sidles up to one of 
  the party. He introduces himself, 
  hands the character a white fishing 
  hook, and says “Message from the 
  boss. He wants a word. Don’t go 
  leavin’ town without droppin’ by”, 
  and departs.  
  8 
  Storm clouds are rolling in fast. The 
  wind has picked up dramatically, and 
  great peals of thunder begin to echo 
  off Lake Argos.  
  9 
  3d6 Dockside Valkyries are lounging 
  about outside the Moontide Inn, “No 
  room at the inn today” one remarks, 
  giving the party a wink and a “move 
  along” thumb motion.  
  10 
  1d6 
  priests 
  of Shennog 
  (night 
  goddess) are moving slowly down the 
  road, followed by 4d10 members of 
  the Sunless with a coffin on a small 
  wagon. They are humming a sombre 
  dirge. 
  11 
  2d4 Warriors of the Unbroken are on 
  patrol, slowly moving down the road. 
  Passers by either nod at them with a 
  smile, or shrink away down side 
  alleys.   
  
  4 
  12 
  A desperate fight between 5d6 
  Sumptown Rats and Red Hooks has 
  broken out at this cross road. Knives 
  are 
  flashing 
  and 
  iron 
  cudgels 
  smashing. Locals are running for 
  cover! 
  13 
  A large number of temporary market 
  stalls have been erected along this 
  street. Along with clothing and spices, 
  some vendors also offer a range of 
  illegal goods (hidden blade sheathes, 
  poisons, etc). 
  14 
  Two commoners, Rabby and Wilcott,  
  are arguing over a cage of chickens. 
  Rabby says the chickens are his and 
  were stolen from him. Wilcott says he 
  bought them fair and square. 
  15 
  While walking the street, the sound of 
  laughing voices can be heard from a 
  sewer grill nearby.  
  16 
  5d6 Red Hooks make a beeline for 
  the party. Guska (Rogue 3), the 
  leader, has decided the party should 
  pay a “weapons tax” for crossing their 
  turf (5 gp per weapon). 
  17 
  This street is a bottleneck for two 
  major 
  roads 
  and 
  is 
  especially 
  crowded, with travellers having to 
  squeeze past each other. There is a 
  50% chance of pickpockets.   
  18 
  3d6 Grey Skulls (minor thieves’ guild) 
  are running a high stakes dice table in 
  a sheltered alcove. The leader, Addar 
  (Rogue 4, patchy bleached blonde 
  hair) welcomes anyone with gold. 
  19 
  A street urchin, Narfex (Nydissian, 8 
  yrs old, Dex 15) approaches the party 
  and asks them to lean in close. If they 
  do, he whispers that a man in beggar’s 
  clothes is following them. He then 
  looks at them expectantly (hoping for 
  a coin).  
  20 
  Highlord Ipsgrave (city ruler) is in this 
  square with 4d10 city watch (Fighter 1-
  2) and 2d4 Unbroken (Fighter 3-4). A
  small crowd has gathered. Ipsgrave is
  opening a new gallows, building
  goodwill with plenty of amicable chit
  chat, hand shaking and baby kissing.
  Gathering Information 
  If the PCs wish to seek out information about the 
  assassin, there are at least three ways of going 
  about it:  
  1.
  Tavern Rumour Mill. The PCs visit various
  watering holes, primarily but not
  exclusively in the murder districts
  (labourer and residential quarters),
  piecing together information from titbits
  and second hand accounts. One or more
  Cha (Information Gathering) checks, and
  2d6 gp, may be required for each
  attempt at the GM’s discretion.
  2.
  Inquiries with Contacts. Certain contacts
  might 
  be 
  canvassed 
  for 
  relevant
  information (eg: members or associates
  of the Sumptown Rats [or even their
  rivals, the Red Hooks and Dockside
  Valkyries], city watch, beggars and other
  street folk with their ear to the ground,
  etc. One or more Cha (Persuasion) or Str
  (Intimidate) checks, and/or 1d6 gp,
  might be required for each attempt.
  3.
  Inquiries with Eye Witnesses. If the PCs
  visit the vicinity of the murders to speak
  with potential eye witnesses, they may
  make checks similar to (2) above.
  If the information gathering process is a success, 
  the party learns one useful piece of information 
  (or two on a great success). Roll 1d4:  
  1.
  The murderer is a clean shaven, olive
  skinned Midlander/Argosan (or other
  culture fitting the GM’s world), with light
  brown hair.
  2.
  The murderer is approx 6 ft tall, medium
  build, with a scar on his forehead (Belor
  
  5 
  2 & 3 have replicated the scar that Belor 
  1 suffered years earlier).  
  3.
  The murderer fought with twin swords,
  and wore leather armour with steel
  shoulder pauldrons.
  4.
  The murderer defeated his mark with
  little 
  trouble. 
  The 
  victim 
  grew
  increasingly unco-ordinated as the fight
  progressed.
  If the party searches for physical clues at either 
  of the lieutenants’ murder sites (in an alley off 
  Warbrin Way, and thrown off the roof of the 
  Gilded Goat tavern), some useful details might 
  be revealed. Dried blood of the victim, as well as 
  the murderer, is present at one scene. If the 
  blood is tested (Int (Apothecary) test with the 
  proper gear and 2d6 hours), the character learns 
  that one blood splatter was poisoned (the 
  victim’s; Elderberry Toxin, LFG p.33), and the 
  other blood (Belor 3) shows residual traces of an 
  old retrovirus linked to respiratory disease 
  (Greybeard’s Huff, which Belor 3 suffered when 
  young, the other triplets did not contract the 
  disease). 
  Tipping off the Assassins 
  At the GM’s option, each time a PC makes 
  inquiries about the assassin, there is a 30% 
  chance word gets back to the Belors (who have 
  informants, including members of the rats, 
  keeping an ear to the ground about potential 
  reprisals from the dukes). On a terrible failure, 
  the chance increases to 60%. Roll 1d6: 
  1.
  Attacked. 4d6 Sumptown Rats are sent to
  kill or injure the PCs, led by Miscra
  (shaved head Varnori female with
  thievery brands, 4 HD, 1d2 doses of
  Ghoulsheen Admixture LFG p.33).
  Sumptown Rat, AC 12, HD 1, Shortsword 1d6 
  19: disarm, S10 D13 C10 I11 P13 W9 Ch10 L4, Mv 
  30 ft.  Sumptown Rats have a 40% chance of 
  carrying 1d2 firepots (LFG p.102). 
  
  6 
  2.
  Followed. Belor 3 locates and shadows
  the party for half a day (or night),
  observing their activities and attempting
  to gauge their threat level before
  reporting back to his brothers. Note
  Belor 3 is an expert infiltrator and gains
  adv on hiding related checks (see p.11).
  If discovered, he flees.
  3.
  Poisoned. A cook, bar wench, etc on
  Udan’s payroll and working at the inn
  where the PCs are staying, attempts to
  poison one of the PCs (Golden Scorpion
  toxin in food/drink; ingested, 1d4 hours,
  reduces target to zero hp and causes 1d4
  Str loss. (Luck (Con) save to negate hp
  loss). The toxin admixture manifests as
  stroke like symptoms. An apothecary
  examining the victim might determine
  the real cause (blood test, 2d6 hours, Int
  (Apothecary) test at disad unless familiar
  with the remote Suurat Jungle scorpion
  or rare poisons).
  4.
  Warning. The cook referred to in entry 3
  leaves a message in the PC’s room, a
  scrawled parchment note (Belor 2’s
  handwriting): “Leave the city by dawn or
  we’ll bury you in the sewer.”
  5.
  Meeting. 
  The 
  assassins 
  send 
  a
  messenger 
  to 
  the 
  party, 
  making
  arrangements to meet at Morrigan’s Den
  (Midlands p.66, a tavern considered
  “neutral ground” that rivals gangs meet
  at, run by Morrigan, a female of
  breathtaking beauty, Bard 6).
  Belor 2 goes to meet with the party to 
  personally attempt to persuade them to 
  ditch their assignment with Jester. Under 
  no circumstances will Belor attack. When 
  it is time to leave, a stablehand appears 
  with a swift horse for Belor to depart on 
  (if the party pursues him and he needs to 
  escape, you might adapt the Rooftop 
  Rumble encounter on p.8).  
  6.
  Pre-emptive Strike. The Belors decide the
  best strategy is to kill the PCs ASAP. They
  launch an ambush as the PCs are
  travelling the streets, Belor 1  from the
  rooftops, Belor 2 surges out of a sewer
  grate, and Belor 3 in disguise as an old
  lady. The triplets strike to kill, but will
  flee if clearly outclassed or if any of them
  are slain.
  Setting a Trap 
  The PCs might try to draw the assassin into a 
  trap, perhaps by parading one or more of the 
  lieutenants (and/or Jester) in public, hoping to 
  bait him into attacking. The various dukes are 
  reluctant to play bait however, and understand 
  that being herded together increases the risk of 
  attack. They will take some convincing to co-
  operate with such a plan (Cha (Persuasion) check 
  at disad vs Will). 
  If this strategy is adopted, Belor 1 attempts to kill 
  one or more of the targets at whatever public 
  venue the PCs lure him to (per timeline p.10).  
  
  7 
  Belor 1 may or may not suspect a setup, 
  depending on how conspicuous the PCs are, and 
  whether the Belors have obtained any intel on 
  them (eg: due to the PCs making inquires, etc). If 
  he suspects a trap he brings back up (3d6 
  Sumptown Rats). Either way, Belor 1 prefers to 
  attack the target with a heavy crossbow and 
  poisoned bolt (1d3 doses of Purple Worm 
  venom, Luck (Con) save or dead), shooting from 
  a rooftop at 300 – 400 ft range. 
  After taking his poisoned shots, Belor 1 flees. The 
  GM might transition this to the Rooftop Rumble 
  (p.8).  
  Hole Up 
  If 
  the 
  PCs 
  decide 
  to 
  hole 
  up 
  with 
  Jester/Lieutenants and wait for the assassins to 
  come to them, Jester can offer a little used 
  safehouse as the site; an empty merchant’s 
  home on Butterwood Lane in the market quarter. 
  The rats recently took ownership of the building 
  but have rarely used it, except to stash the 
  occasional piece of stolen property. Alternatively 
  the PCs might arrange their own bolthole. 
  If the PCs use the Butterwood site, they are free 
  to make changes to the interior of the house 
  (including setting traps, etc), but are not 
  permitted to change the exterior (which must 
  continue to blend into the neighbouring homes, 
  hiding in plain sight).  
  The house is half brick, half wood, similar to early 
  Tudor houses. The front and back doors are 
  reinforced oak, with master locks (disad on 
  picking attempts) and may be barred (5 x Str 
  checks at disad to break). Entry is via the front or 
  back door, the many windows with wooden 
  shutters, or by removing roof tiles to enter the 
  roof cavity.  
  Doors and windows are not marked on the map, 
  excepting the front and back doors. Every room 
  or hallway with an external wall will have one or 
  more windows. 
  Room key: 
  (1) Entry Hall (grand entry chamber,
  appointed with painting and vases on
  alabaster plinths).
  (2) Sitting 
  Room 
  (some 
  comfortable
  reclining couches and tea table)
   
  
  8 
  (3) Music Room (collection of medieval
  instruments)
  (4) Study (walls and bookcases of books,
  secondary stairs in corner)
  (5) Kitchen (benchtops, pantry, chairs)
  (6) Dining Room (long table, chairs, crockery
  cupboard)
  (7) Games Room (card tables, darts)
  (8) Secondary 
  Bedroom 
  (small
  bed, 
  wardrobe, desk, door may be locked)
  (9) Master Bedroom (large bed, walk in
  robe, desk, chair, expensive rug and
  paintings (1d6 x 300 gp), door may be
  locked).
  If the PCs hole up here for long enough, 
  eventually the Belors come for them (Day 4+), 
  attempting to sneak in through the rooftop. They 
  bring 3d6 Sumptown Rats with them (who 
  remain atop nearby buildings) as backup, a 
  fighting rearguard, or to provide a distraction.  
  Disrupting the Next Attack 
  The PCs might wish to follow (secretly or 
  otherwise) one or more of Jester’s lieutenants, 
  or Jester herself, hoping to be on hand when an 
  assassination attempt is made.  
  Further to the Belors’ timetable (p.10), this 
  strategy is eventually successful, with Belors 1 & 
  3 attempting a quick kill and getaway. Subject to 
  the target being on the street at some point, the 
  attack comes from above, shooting poison bolts 
  at the victim until the PCs intervene.  
  The exact time and location of the attack is 
  flexible, but the default is at dusk below Korrin’s 
  Belltower in the residential quarter; a particularly 
  crowded district of winding alleys. The assassins 
  attack from the rooftop of the belltower and 
  nearby buildings, shooting at the target and PCs, 
  before eventually making their escape across the 
  rooftops of the city.   
  The belltower is 80 ft high and scaling it requires 
  a Str (Athletics) check (half movement, or at 
  disad for 2/3 movement). Failing a check results 
  in a fall from about halfway through the current 
  movement.  Alternatively, PCs might simply 
  return fire, scale nearby buildings, throw 
  grappling hooks or use the tower’s internal 
  stairwell (city clerks are inside the belltower, and 
  will protest adventurers barging in). 
  Rooftop Rumble 
  Assuming there is some kind of confrontation on 
  the rooftops, the map on p.9 depicts the streets 
  and buildings for the battle to range across.  
  Note many of the buildings are close enough 
  together that a PC can attempt to leap across (Str 
  (Athletics) or Dex (Acrobatics) check or fall, 
  buildings are 1d3 x 10 ft high). Additionally, the 
  map includes ladders/planks positioned across 
  gaps, sturdy eaves, and other outcroppings to 
  assist with movement (left by chimney sweeps, 
  burglars, etc).  
  If one or both of the Belors are slain, the 
  remainder flee, seeking to escape. The brothers 
  are experts in disengaging, and if not grabbed or 
  otherwise restrained, may make a Dex check at 
  the end of a round to transition into a Chase 
  scene.  
  For the purposes of a Chase (LFG p.83), the 
  following complications might ensue:  
  •
  Large Crowds
  o
  Street: 
  Funeral 
  procession,
  shepherd with herd of bison,
  packing up street stall.
  
  9 
  
   
  10 
   
  o Rooftop: 
  Chimney 
  sweeps 
  playing cards, meeting of star 
  gazers, flock of bats.  
   
  • 
  Dangerous Hazards  
  o Street: a boisterous bar fight 
  engulfing passers by, gang of 
  1d6+2 thugs, falling debris from 
  above, starving or rabid dog 
  pack, startled horse kick, glass 
  from a broken window. 
  o Rooftop: barbed wire, collapsed 
  chimney rumble, poison snake 
  nest in drain, Sumptown rat 
  rearguard take pot shots at the 
  PCs, 
  1d3 
  bear 
  traps 
  to 
  discourage break & enters). 
   
  • 
  Obstructions  
  o Street: horse and cart, chain link 
  fence, stack of barrels or crates, 
  slippery from overflowing drain 
  or other spill. 
  o Rooftop: faulty roof tiles, broken 
  lantern 
  oil 
  slick, 
  caltrops 
  dropped by the assassins/rats 
  derelict roof in danger of 
  collapse, 1d4+1 private sentries 
  on duty. 
   
  • 
  Third Parties 
  o Street: 1d4 beggars, 1d6 city 
  watch, 
  an 
  overly 
  amorous 
  drunkard, tired woman a with 
  broom trying to separate two 
  fighting cats.  
  o Rooftop: 
  depressed 
  money 
  lender, 1d3 rats fire crossbows at 
  the party, cranky old gent 
  smoking his pipe (“get off my 
  roof!”). 
   
  The Assassins 
  The Belors are in their early 20’s, identical 
  triplets, heralding from another city where they 
  trained as assassins during their teens, under the 
  auspices of a secret assassins’ guild. They take 
  great pains to masquerade as a single person and 
  conceal their individual identities. The Belors are 
  relatively unknown in Port Brax, except to high 
  ranking underworld figures such as Udan.  
   
  While on a mission, the triplets dress the same 
  or wear disguises as other people. They may or 
  may not carry the same weapons as their 
  brothers, depending on their need at the time. 
  On some occasions the brothers will carry 
  identical heavy crossbows, but at other times 
  will be armed with their favoured loadout.  
    
  The brothers are loyal to themselves, their guild, 
  and no-one else. Ruthless and methodical, they 
  mean to engage in sufficient murder for hire to 
  fill their coffers, then retire to a quiet life beyond 
  the sea. If all goes well, this will be their last job. 
   
  The triplets’ plan is straight forward, but like 
  most plans, wil change in response to their 
  opponents. In this case, the Belors strategy is as 
  follows:  
   
  1. On the day the PCs are hired, another 
  duke is slaughtered, ostensibly by a 
  single assassin. 
   
  2. On Day 2, the assassins seek out the 
  location of one or more lieutenants.  
   
  3. On Day 3, a lieutenant is attacked and 
  killed, unless prevented by the PCs. If 
  prevented by the PCs, they learn 1d4 
  hours later that  a different lieutenant (or 
  other duke) was killed at the same time, 
  elsewhere in the city (descriptions 
  suggest the same assassin that the PCs 
  
   
  11 
   
  foiled, but in truth another of the 
  triplets). 
   
  4. On Day 4 the assassins seek to locate 
  Jester (75% chance each day, modified 
  by actions taken by PCs to hide her, 
  assuming they can convince her to go 
  into hiding).  
   
  5. Assuming the Belors locate Jester, all 
  three assassins come for her the same 
  night.  
   
  Ambushing the Party 
  If the Belors are aware that the PCs are hunting 
  them, they might seek to lure the party into a 
  trap by using Belor 2 as bait, particularly if the 
  PCs appear oblivious to the fact that there are 
  three of them.  When the trap is sprung, all three 
  Belors attack, along with 3d6 Sumptown Rats.  
   
  Belor Stats 
  Belor #1, AC 13 (leather),  HD 6, Heavy crossbow 
  4d8+2, 19: special, S15 D15 C11 I14 P14 W13 
  Ch9, L12, Mv 30 ft. 1d3 doses of Fireblood poison 
  (LFG p.33), climbing gear, caltrops, hand axe, 
  shield slung over back. 
   
  Belor #1 is an expert sniper, ignoring long range 
  penalties and inflicting double damage dice (inc 
  above). On a Nat 19 the target must roll on the 
  Injuries & Setbacks table (players may choose to 
  make a Luck save to negate). Major Exploit 
  Protection, Backstab, Skirmisher and Finisher 
  abilities like a 6th level Rogue, may choose from 
  the following tricks three times per combat: 
  Choking Dust, Cat’s Grace, Blind Sense, Quick 
  Reflexes, Smoke Bomb, Rapid Dose.  
   
  Belor #2, AC 13 (leather),  HD 8+4, 2 x 
  Greatsword 1d12+3, 19: daze, S16 D15 C11 I14 
  P14 W13 Ch9, L10, Mv 30 ft. Dagger, climbing 
  gear, caltrops. 
   
  Belor #2 is a fearsome close combatant. He has 
  Major Exploit Protection and the Fighter 
  Adaptable ability, with the Two hander style. He 
  may change styles four times per combat. Gains 
  Off Turn Attacks when staggered. 
   
  Belor #3, AC 14 (leather),  HD 7, 2 x Scimitars 
  1d8+1, 19: disarm, S12 D17 C11 I14 P14 W13 
  Ch15, L12, Mv 30 ft. Dagger, climbing gear, 
  caltrops, disguise kit, 1d2 doses Whisperfog. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Belor 
  #3 
  is 
  an 
  expert 
  in 
  infiltration, 
  impersonation and disguise, gaining adv on 
  Deception and Stealth related abilities. Belor #3 
  has the Bard abilities Inspire Greatness and Rally, 
  which he may choose from up to 4 times per 
  
   
  12 
   
  combat. May parry missile weapons by making a 
  Luck (Dex) save. Major Exploit Protection.  
   
  If the brothers suspect they are walking into a 
  trap, they arrange for 3d6 Sumptown Rats to 
  accompany them as backup. 
   
  Aftermath 
  The Belors do not give up as long as they live. If 
  they are driven away, they retreat to safety, bind 
  their wounds, recruit more rats and/or other 
  mercenaries to aid them.  
   
  If all three are killed however (3 x Carry Loot and 
  3 x Valuables, LFG p.136, 147), Udan decides he 
  has expended enough energy (and funds) on the 
  dukes, and magnanimously allows them to be 
  (for now). Unless the PCs went out of their way 
  to kill rats, Udan considers them competent 
  mercenaries, no more, no less, and might even 
  offer them work in the future. If the PCs did 
  slaughter more rats than necessary, Udan takes 
  note and holds a long grudge.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  13 
   
  CREDITS 
   
  Author:   
  Stephen J. Grodzicki. Copyright © 2018. 
   
  Artwork: 
  Some artwork copyright 2017 Maciej Zagorski, The Forge Studios LLC, used with permission.  
  Some artwork copyright 2017 Daniel Comerci, used with permission.  
  Some artwork copyright 2007 Rick Hershey/Fat Goblin Games/Empty Game Studios, used with permission.  
  Some artwork copyright 2016 Jacob Blackmon, used with permission.  
  Some artwork copyright 2018 Bartek Blaszczec, used with permission.  
   
  Website: 
  Midlands Low Magic Sandbox Setting PDF: http://www.drivethrurpg.com/product/225936/Midlands-Low-Magic-
  Sandbox-Setting  
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG $7 USD Softcover or $22 USD Hardcover: http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #36 Den of Thieves [parchment] (LowFG).pdf