TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PER4−02 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mind Games 
   
  A One-Round D&D LIVING GREYHAWK
  ® 
  Perrenland Regional Adventure 
  Version 1.0 
   
   
   
   
  by Bruce Paris 
  With thanks to James Dempsey (playtesting & feedback) 
  Reviewed by Jason Bulmahn 
   
   
   
  You have been invited to the Resting Anchor Tavern in Traft City to sample Rolf Heiniker’s latest entry in the annual 
  Brewer’s Competition. It is your chance to rub shoulders with the city aristocracy, as well as other notable personages. 
  Let the drinking begin! Suitable for a 4.5 to 5 hour timeslot and APLs 2-12. 
   
   
   
   
   
  
   
   
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and scoring 
  after the game. The following guidelines are here to help 
  you with both the preparation and voting segment of the 
  game. Read this page carefully so that you know and can 
  communicate to your players the special aspects of 
  playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly important 
  passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track movement 
  during combat. This can be as simple as a pad of graph 
  paper and a pencil, as handy as a vinyl grid map and chits, 
  or as elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, while 
  other text is for your eyes only. Text for the players will 
  be in gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  PER4-02 Mind Games 
   
  Page 2 
  
   
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower than 
  the APL this adventure is being played at, that character 
  will receive only half of the experience points awarded 
  for the adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free action 
  (spoken command) that may be attempted each 
  round. If an animal loses half or more hp in a single 
  round it flees, unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
  PER4-02 Mind Games 
   
  Page 3 
  
   
   
  Adventure Background 
  In the winter of 592 CY, a criminal syndicate called The 
  Dark Wave attempted to help Panshazek (an Iuzian 
  Bonehart) smuggle tainted clerical artifacts out of Iuz’s 
  Lands, through Traft City (in Perrenland), and then out 
  into the wider world. The plan was put an end to when 
  one such artifact was activated as a trial in Traft City – and 
  the entire ruse was discovered and brought down by a 
  clever group of adventurers (PER2-08 Dark Waves). 
  The artifacts were being smuggled through a 
  beautiful new range of furniture, called Riverview. 
  Nobody knew it, but Riverview was a logging company 
  owned by the Dark Wave crime syndicate. The syndicate 
  made hundreds of pieces of furniture through which the 
  artifacts could be smuggled; but when the ruse was 
  discovered and the Dark Wave was stuck with a heap of 
  furniture (and no one wanting to buy “tainted” stock). On 
  a brighter note, the Dark Wave was able to spirit away 
  many of the clerical artifacts discovered by the 
  adventurers, and hide them from the local authorities. 
  But now they were not only stuck with furniture they 
  couldn’t sell, but a whole stack of stupid clerical stuff 
  which bad guys hate to even have to look at (and certainly 
  nobody wanted to buy knowing it was cursed). 
  So, The Syndicate re-contacted Panshazek to try to 
  cut a deal. After murdering the first two delegations just 
  for fun, Panshazek decided to help the Dark Wave get rid 
  of both the furniture and the artifacts. After all, he 
  needed to find a legitimate job for one of his adopted 
  “sons” – an evil arcanist varrangoin affectionately named 
  Chi Chi.  
  Chi Chi secretly arrived in Traft City in the summer 
  of 593. He brought with him a contingent of lesser 
  varrangoins, as well as a few demons as a back-up. Chi Chi 
  helped the Dark Wave infiltrate a local timber company, 
  and supplant the Riverview label with a “trusted” label 
  (such as the Northwood Timber Company). The 
  syndicate was able to do this because they discovered an 
  ancient tree in the forest, filled with tiny slugs called 
  Sypillips. When exposed to the air outside of the ancient 
  tree, the Sypillips became hungry for human brains, and 
  conveniently sought to burrow into the nearest person. 
  This is what they did to the owners of the Northwood 
  Timber Company. But the Dark Wave discovered that the 
  Sypillips were intelligent and grateful to the Dark Wave 
  for releasing them. They struck a deal which allowed the 
  Syndicate to control the minds of those humans infected 
  by a Sypillip and, in return, the Dark Wave would deliver 
  the Sypillips a rare feast : the brains of every councillor on 
  the Council Of Traft.  
  Meanwhile, Chi Chi and his varrangoin were 
  arranging to ship the remaining clerical artifacts via a 
  sailing boat, The Witch’s Son, under the cover of the 
  annual Traft City Sailing Regatta. Their plan was to enter 
  the race, then quietly slip away across Lake Quag to a 
  secret destination in Tiger Nomad territory. From there, 
  the artifacts would be re-enchanted and used for other 
  evil purposes. But just before the race, an intrepid group 
  of adventurers  (PER3INT-03 Darker Waves) found Chi 
  Chi in a grotto beneath the Traft Cruising Yacht 
  Squadron. He was slain mercilessly, along with his 
  cronies. Thus, the last of the missing clerical artifacts 
  were recovered and finally returned to their proper 
  owners. 
  At the same time, upstairs in the Yacht Squadron, a 
  demon dedicated to Iuz tried to lead a coup with several 
  Sypillip-infected councillors. Fortunately, the coup failed 
  and the demon was destroyed. So too were the infected 
  councillors; all except one … 
  Fearing that the coup would fail due to the meddling 
  presence of adventurers, a secretly-placed member of the 
  Dark Wave (Krell Matzskursky), held back one single 
  infected councillor: Councillor Tannock – his own uncle. 
  Matzskursky had Tannock slaughter his own family and 
  leave evidence to suggest that he had fled the city in a fit 
  of madness and drowned himself somewhere in Lake 
  Quag. But Krell had secret plans of his own for 
  Tannnock, along with the Traftian aristocracy. So, 
  unbeknownst to Traftian authorities, Councillor Tannock 
  (no longer infected by Sypillips, but still insane) has been 
  given secret refuge in the basement ruins of his old home 
  (which Traftians now declare “haunted”).  
  Ten years ago, Matzskursky (a distantly related von 
  Malachian aristocrat) fell in love with Suzzianna von 
  Oostmeeren (the only girl in the important von 
  Oostmeeren family). He was already a low ranking officer 
  in the Zee Auszug. But Suzzianna was headstrong and, 
  whilst she secretly betrothed herself to Matzskursky and 
  gave him her Ring Of Pledging, she really did not want 
  marriage just yet. Instead, she had herself placed as 
  quickly as possible as an officer (3rd Lieutenant) in the 1
  st 
  Auszug. She then declared that she would marry 
  Matzskursky when they had both reached respectable 
  levels in the Auszug. But two years later, Suzzianna heard 
  that Matzskursky’s ship had sunk with all hands lost; and 
  so she pined for a while, then looked elsewhere. But 
  Matzskursky, half-dead and with amnesia, was rescued by 
  a Rhenee barge and taken to safety. For 7 years, he lived 
  with the Rhenee, and during this time also came to work 
  for the Dark Wave crime syndicate. Eight months ago, he 
  was struck a blow to the head during a fight, and his 
  memory returned. He was Krell Matzskursky – and he 
  went looking for Suzzianna! 
  But he was too late. Suzzianna’s father had already 
  promised her to Broger von Kuursen, a 58 year old 
  captain in the 1
  st Auszug. It seems that von Kuursen “cut a 
  deal” with the von Kordanis and von Rickentropf families 
  in order to get old man von Oostmeeren to approve the 
  marriage. 
  Matzskursky was furious. His anger turned to rage. 
  And his rage turned into revenge. Now, joined with the 
  Dark Wave crime organisation he is using the insane 
  Councillor Tannock (now a trained insane monk) to carry 
  out attacks on von Kuursen aristocrats, and leave clues 
  which implicate another family in the murder. Even if 
  Tannock is discovered, there will be no clear link back to 
  Matzskursky, as all of Traft knows about Tannock and his 
  supposed infection and subsequent madness. With von 
  PER4-02 Mind Games 
   
  Page 4 
  
   
   
  Kuursen out of the way … he will have a second chance 
  at Suzzianna. 
   
  Adventure Summary  
  This adventure is designed to be played over a 4 to 4.5 
  hour session (depending on how much role-playing the 
  PCs choose to do). It is, therefore, not suitable for game 
  sessions less than 4.5 hours in total. The DM should refer 
  to the timeline in the summary below and in the text of 
  the adventure as a guide to help move players on when 
  necessary. 
  In the Introduction (45 mins), the players have 
  gathered in the Resting Anchor Tavern as guests of Rolf 
  Heiniker. Rolf has brewed a new beer which he claims 
  will win this year’s Brewer’s Competition. There are also 
  several young aristocrats present, plus one or two other 
  notable personages of Traft City. It is not long before an 
  argument breaks out between the two aristocratic 
  factions. As they are taken away to spend the night in jail 
  for unruly behaviour, the young aristocrats (and Rolf 
  Heiniker) ask the party to visit their family estates and 
  inform their parents of their plight. 
  The PCs can question the other tavern patrons, and 
  gather information which will lead them to Encounter 
  One – the von Kuursen Estate (30 mins); and Encounter 
  Two – the von Rickentropf Estate (30  mins); or 
  Encounter Three – the von Oostmeeren Estate (optional 
  30 mins) respectively.  
  Once the PCs have visited both (or three) estates (in 
  any order), they will be interrupted in the streets of Traft 
  by a messenger who announces that von Rickentropf’s 
  son, Connor, has now been found murdered in an 
  alleyway behind the Shimmering Seagull. On their way 
  to the scene of the murder, they are intercepted in an 
  alleyway by some Black Marks (Encounter Four). The 
  Black Marks have heard that the PCs have been asking 
  too many questions around town, and decide to rough 
  them up (30 mins). If searched, the PCs will find a 
  message on the body of one of the Black Marks. It seems 
  that the PCs have been marked for death due to their 
  interference in the aristocratic feuding – but they’ve been 
  hired by someone called “Matzskursky”, who is not an 
  aristocrat. They should then proceed on to Encounter 
  Five. 
  In Encounter Five (30 mins), the PCs discover a 
  ring which appears to have been dropped near the body 
  of the victim (who has had his neck cleanly broken). The 
  ring turns out to be a ring of betrothal, and has the family 
  von Oostmeeren markings on it. The ring was (actually) 
  given 
  by 
  Suzzianna 
  von 
  Oostmeeren 
  to 
  Krell 
  Matzskursky many years ago. Recently, Suzzianna gave 
  another such ring to Broger von Kuursen in recognition 
  of her newly betrothed. The PCs might want to interview 
  the von Oostmeerens, now – so go to Encounter Six. 
  In Encounter Six (30 mins), the PCs interview the 
  von Oostmeeren family (including Suzzianna). Suzzianna 
  identifies the ring as a ring of betrothal but she 
  recognises it as an old ring she gave to Krell Matzskursky. 
  Krell has gotten Tannock to plant the ring after the 
  murder to place suspicion on the von Kuursen family. He 
  does not realise that Broger von Kuursen has not yet had 
  time to have the new ring resized … 
  At this point it is getting on late afternoon, and 
  Suzzianna wants to go to the old Tannock Estate where 
  she thinks she might find Krell, or some clue as to what is 
  going on. She asks the PCs to accompany her. 
  In Encounter Seven (30 mins), the PCs enter the 
  Tannock residence to discover it is being used as a Dark 
  Wave base of operations. The insane Councillor Tannock 
  hears the PCs enter the house upstairs, and breaks free of 
  the basement. He runs up and does martial arts on the 
  party. 
  In Encounter Eight (30 mins), Matzskursky and 
  two wizard friends arrive home to the Tannock residence 
  to find the PCs as intruders.  
  In The Conclusion (10 mins) the PCs have to keep 
  Suzzianna’s past “liaison” secret, and make up a good yarn 
  to convince her the other aristocrats that everything is 
  now under control … 
   
  Introduction 
  The Resting Anchor Tavern 
  This encounter should go no more than 45 minutes in 
  length. Don’t let players get so involved with the NPCs 
  that you rush the beer tasting. Ensure you allow at least 
  20 mins to resolve “the scuffle” and set the PCs on their 
  way to the various Estates. 
   
  Before any play actually starts, it is imperative that the 
  DM enquire of the players about their clan affiliations 
  and fill in the form found in Appendix I. Have this form 
  pinned prominently to your DM screen (or kept handy) – 
  because you will be referring to it quite a bit during this 
  adventure. It should also be noted that there is not much 
  “read aloud text” in this adventure. The DM should be 
  familiar enough with the plots and subplots to keep 
  things moving whilst letting PCs investigate at their own 
  pace (and in their own way). 
  Although not absolutely necessary, the DM might 
  also DOWNLOAD a copy of the “Traft City Visitor’s 
  Guide” (TCVG) from the Towns Page on the Perrenland 
  Website  http://perrenland.lythia.com/  . This is an 
  updated Word document of the one first found in PER2-
  08, Dark Waves. It does, however, correct some errors 
  from that document, and helps position players for events 
  in Traft during 594 CY. You may wish to allow players to 
  see the Maps in this document (so they know their way 
  around); and PCs who have played “Dark Waves” or 
  “Darker Waves” will generally have some idea of where 
  the main taverns, goods stores, and churches are, etc. The 
  DM might like to refer to the TCVG at various times 
  during this adventure, though it is not imperative. 
  Now, familiarise yourself with Rolf Heiniker and 
  The Resting Anchor Tavern. More information about 
  Rolf can be found in the TCVG on Map 3, Sect.2.  
  When ready, read or paraphrase to the players: 
   
  PER4-02 Mind Games 
   
  Page 5 
  
   
   
  It has been tough in recent times. Almost too tough. 
  So, in an attempt to put adventuring aside for a while, 
  you have returned to Traft City in order to attend a 
  beer sampling session with the happy-go-lucky 
  proprietor of The Resting Anchor Tavern, Rolf 
  Heiniker. You have stayed overnight at this tavern, 
  and it is coming on lunch ime the next day. Rolf tells 
  you that the sampling session is for a new beer that he 
  intends to enter in the annual Traft City Brewer’s 
  Competition. He has named the new brew, “Lake-
  Thunder”. He has called it this after the well-known 
  storms found on the great Perrenese lake. There is so 
  much interest in the new drop, that quite a few 
  Traftian dignitaries and aristocrats have also arrived 
  to participate in the sampling and good-natured 
  competition (the first prize of which is dinner for two
  at the prestigious “Desnier’s By The Sea”). And so the 
  crowd has gathered, and it is nearly time for the 
  festivities to begin … 
  t
   
   
   
  The DM should now refer to DM Map 1: The Resting 
  Anchor Tavern (which can be found in the Appendix). 
  Either sketch it out on a battle map, or prepare a template 
  ahead of time. Whatever the case, ask players to tell you 
  where they are positioned in the tavern at this time. You 
  should also place Rolf behind the bar on top of his 
  nameplate. You should also place the various dignitaries 
  and aristocrats (listed below) on the battle mat. Describe 
  each one as you place them, but make sure you keep 
  Lendrach von Kuursen separate from Vladamir von 
  Rickentropf (but not so far away as they can’t get to each 
  other quickly when “the scuffle” breaks out). Then, get 
  PCs to place themselves in relation to everyone else. Let 
  them sit and talk with dignitaries and aristocrats from the 
  start if they wish. 
   
  The Dignitaries 
  Basic stats for each dignitary and aristocrat (unless listed) 
  can be found in the TCVG.  
   
  Councillor Cesarea Aaronfar.  Councillor Aaronfar is a 
  charismatic and intelligent woman aged about 35 years 
  old. She is currently the Head Minister (Hetmunistre) of 
  Traft Canton, and leads the Cantonal Council here in 
  Traft City. She is cheeky and outgoing, and admits to 
  liking beer to anyone who asks. She attends most beer 
  tasting, and sees it as a diversion in these difficult times. 
  A Gather Information or Diplomacy check (DC 10+APL) 
  will have her mood become more serious, and reveal that 
  since the events of “Darker Waves” (see Adventure 
  Background) she has been far more cautious. She says 
  that she suspects that the Dark Wave Crime Syndicate 
  has penetrated deep into Traft society – and it is no 
  longer safe to assume that all those we call “friends” are 
  safe from its influence. Councillor Aaronfar will explain 
  what happened during the events of Darker Waves (for 
  those PCs who had not played it). She does not know 
  about Matzskursky, however; and she thinks that 
  Councillor Tannock fled the city and now is dead 
  (drowned himself). The DM should be familiar with the 
  Adventure Background as written earlier. PCs who ask 
  about the Dark Wave Syndicate can be told the 
  information found in the TCVG. 
   
  Captain Damien Attkirg.  The Captain is a crusty old 
  “sea-dog” of a man (aged about 62 years). He is the 
  “caretaker” of the Taft Cruising Yacht Squadron. He has a 
  grizzled white beard, white hair,  and piercing blue eyes 
  which dart about as he talks. He also talks with a “pirate-
  type” accent, and talks so fast, he constantly foams at the 
  mouth in a most disgusting way. He will already be drunk 
  when he arrives, and talks nonsense to PCs if they 
  approach him (ie. Arrr! Arrr! Where’s me ship, eh?) 
   
  Nanalia Thilfritt.  Nanalia is 22 years old and is 
  extremely charismatic and intelligent. She owns the most 
  popular fashion boutique in Traft City (called “The 
  Nereid’s Shawl”). It is almost expected that any society 
  function will include Nanalia. She is graceful, humble, 
  sweetly flirtatious, and pretty. Dozens of men (mostly 
  aristocrats) fall at her feet and show off whenever she is 
  around. She smiles nicely, then tries to let them all down 
  gently (as she’s more interested in her business than men, 
  right now).  
  A Sense Motive check (DC 6+APL) will sense that 
  Nanalia is worried about something else (which is on her 
  mind). A Gather Information or Diplomacy check (DC 
  8+APL) will have her reveal that she is worried about the 
  upcoming 
  marriage 
  between 
  two 
  (usually) 
  rival 
  aristocratic families – the von Kuursens and the von 
  Oostmeerens. The patriarch, Broger von Kuursen (58 
  years) is due to marry Suzzianna von Oostmeeren (28 
  years). He has three sons from a previous marriage (his 
  first wife died 10 years ago). Normally, such a marriage 
  would not take place – and things have been going far too 
  congenially. Nanalia is worried that this will not last; and 
  some kind of conflict is long overdue – particularly 
  between the sons of the various factions. If PCs ask about 
  the factions, Nanalia will tell them. Refer to Appendix I. 
   
  The Reverend Ichel Inzel.  This guy is really eccentric. 
  He absolutely can’t take his mind off money . All of his 
  conversation revolves around money . He is very 
  annoying and never shuts up. He talks drivel after drivel 
  after drivel. If PCs talk with him, he will ask them stupid 
  questions about their wealth, whether they have 
  “investments for the future”, and whether or not they 
  have visited a shrine of Zilchus, recently, and donated. 
  He will be so annoying that no PC will want to talk to 
  him for very long. 
   
  The Aristocrats 
   
  Lendrach von Kuursen.  Aristocrat. Youngest son of 
  Broger von Kuursen (the old fellow betrothed to 
  Suzzianna von Oostmeeren). He will be friendly towards 
  Rolf and other dignitaries; but will give dirty looks to the 
  other aristocrat (until the scuffle). He will suffer PCs of 
  his own clan faction, and snob other PCs if they approach 
  PER4-02 Mind Games 
   
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  (until after the scuffle) by pretending there is someone 
  more interesting in the tavern that he must speak with. 
   
  Vladamir von Rickentropf.  This is one quite unfriendly 
  chappy. It is clear from the moment he arrives that this 
  young one is only here to “sink grog and get drunk”. He 
  also makes some lewd (but PG rated) remarks in the 
  direction of Nanalia Thilfrit on various occasions. She 
  politely ignores them. When he gets bored with the beer 
  and Nanalia – he switches his angst to Lendrach von 
  Kuursen, who he ribs and heckles periodically until a 
  scuffle breaks out (see below).  
   
  He periodically shouts things at Lendrach, and Lendrach 
  retorts in kind : 
   
  VLADAMIR: “Your father can’t marry a von 
  Oostmeeren! Everyone knows he’s lost his … sea 
  legs!!” 
   
  l
   
   
   
  VLADAMIR: 
  “Hey 
  Lendrach! 
  Did 
  ya 
  know? 
  Somebody wearing Hussen colours tried to rough-up 
  me brother Mack (Mack von Rickentropf) this 
  morning on his way home from the pub. The bloke 
  knew martial arts! Luckily, Mack got away. Me other 
  brother Connor is out looking for the vagabond at the 
  moment. I wonder if he’l  find YOUR brother 
  Willard?? Heh???” 
  LENDRACH: Jealous knave! My father has found 
  happiness in his old age! Suzzianna von Oostmeeren 
  is a beautiful woman, and if he does not die on the 
  battlefield; then let him die in her arms!”
  VLADAMIR [to Lendrach]: “Hey, Lendrach! You an’ 
  your dad are corrupt, you know that! Everyone knows 
  your father did a deal with my father to get in with 
  old von Oostmeeren – and we intend to find out 
  why!” [The DM should emphasise heavily the “deal” part 
  of this sentence). 
   
  LENDRACH [replying]: “The Deal! The Deal! None of 
  us know what it was about! Only our fathers know! I 
  wish you would keep me (and yourselves) out of our 
  father’s business!” 
   
  If any PC tries to talk to Vladamir, he will be semi-rude 
  (ie. “who are YOU”? and ask them to “leave him be”). He 
  are here to specifically bother Lendrach, and the PCs look 
  like getting in his way. If any PC tries to intervene, Rolf 
  Heiniker steps in and announces it’s time for the Beer 
  Tasting (see below). 
   
  The Beer Tasting 
  This is a very simple affair. At an appropriate moment 
  (about 15 minutes after the start of the scenario), Rolf 
  Heiniker asks everyone to sit at a table. PCs can mix with 
  dignitaries and aristocrats if they wish. The winner of the 
  brew sampling will receive a romantic dinner for two at 
  Desnier’s By The Sea (TCVG Map 3, Sec. 9). Any PC who 
  does not wish to participate in the sampling may opt out. 
  All up, the beer tasting should go no more than 10 
  minutes in length. 
  Rolf lines up 6 beers in front of each participant in 
  the tasting. The beers are: Ket’s Pess (an awful brew from 
  Ket), Pemlos Lambic (from Keoland), Scarlet Belch (from 
  the Thrillonrian Peninsula), Black Ether (from Tenh), 
  Goodbye Ivid (from the Great Kingdom), and Lake 
  Thunder (the new brew). Each PC who participates must 
  make six d20 dice rolls. Those who make an INT check 
  (DC 14) correctly guess which brew is Lake Thunder. All 
  the dignitaries fail to guess (and Cesarea Aaronfar looks 
  sick from drinking). Only Lendrach von Kuursen guesses 
  correctly (out of the two aristocrats).  
  All PCs who participated in the competition (ie. 
  drank all six beers) need to make a CON check DC 10. A 
  failed roll means they get slightly annebriated and 
  temporarily lose one STR point and one DEX point for 
  the next 24 hours. The DM should tell the PC that the 
  alcohol has impared they judgement slightly – but not 
  enough for them to be “rolling drunk” and acting the 
  goat. 
   
  The Scuffle 
  Vladamir is a sore loser. As soon as Rolf has given prizes, 
  Vladamir heckles Lendrach von Kuursen again : 
   
  l
   
   
   
   
  VLADAMIR: “Wel , Bruno, we shouldn’t be too 
  worried about old von Kuursen! He can probably give
  young Suzzianna more than his limp son Lendrach 
  ever could! Ha ha ha ha ha!!!”
  This last heckle is the final straw for Lendrach, who 
  launches across the room to beat up on Vladamir. A 
  scuffle breaks out, with the participants using fists 
  (unarmed combat)  to try to subdue each other (non-
  lethal combat).  
   
  � Lendrach: Male hu, Ari4, hp30. See Appendix II for 
  statistics. 
   
  � Vladamir: Male hu, Ari2, hp15. See Appendix II for 
  statistics. 
   
  It is quite possible that the PCs will stand and watch the 
  aristocrats beat up on each other and do not attempt to 
  intervene. If this is the case, then Lendrach von Kuursen 
  wins (just) by K.O.ing Vladamir in Round 2 (regardless). 
  If the PCs intervene, then roll for initiative and let 
  them go for it. If the PCs try to grapple or fisticuff either 
  of the aristocrats they will fight back with their fists (or 
  grapple in return). Only if they are pinned or knocked 
  unconscious (subdued) will they give in. At NO STAGE 
  will any aristocrat draw a weapon (they don’t have one) or 
  do actual damage to any other aristocrat or PC. Simply 
  shouting for them to stop fighting might work 
  (Diplomacy check DC 20+APL) – but not before a fist 
  from one one aristocrat is smashed into another 
  aristocrat’s face! Blood from his mouth flies everywhere! 
   
  PER4-02 Mind Games 
   
  Page 7 
  
   
   
  If any PC does actual damage to one of the aristocrats, 
  then he/she will be dealt with by Lord Boone when he 
  arrives on the scene (see below). 
  There are heavy penalties for non-aristocracy 
  injuring aristocracy in Perrenland. During the fist fight, 
  the Reverend Ichel Inzel will cast sending in order to 
  send a short message to Lord Boone, the City Constable : 
  “Lord Boone! Help! Come to the Resting Anchor 
  quickly!”. PCs not involved in the fight can make a Spot 
  or Listen check (DC 12) to notice him do this. It will take 
  Lord Boone only 1 minute to get there (as he’s nearby 
  anyhow). 
   
  After The Scuffle 
  It doesn’t really matter how  the scuffle ends (and it 
  might end in all sorts of ways depending on the PCs and 
  the DM’s reactions to the PC’s actions). Regardless, the 
  PCs will now want to do some serious questioning of the 
  aristocrats (and why they are acting so unruly and 
  ungratefully). The DM should allow the PCs time to ask 
  questions and Gather Information (DC 5+APL) before 
  Lord Boone arrives. Remember to apply bonuses and 
  penalties according to affiliations! 
   
  Q. (To Vladamir): Why are you so angry with Lendrach? 
  A.  His father, old Broger von Kuursen, has been 
  promised to wed a girl I have been courting for some 
  time. She is young (and some would say beautiful). He is 
  old and past his performance. It is not fair.  
   
  Q. (To Vladamir): What has this got to do with 
  Lendrach? 
  A.  The von Rickentropf boys object to this marriage  - 
  and we have been quite vocal. Lendrach’s brother, 
  Willard, has (apparently) threatened to shut us up if he 
  “ever encounters us”. We thought we’d get to Lendrach 
  seeing as we knew where he was (and Willard wasn’t 
  around). 
   
  Q. (To Vladamir): What happened this morning to your 
  brother, Mack von Rickentropf? 
  A.  He was beaten-up on his way home from the 
  Shimmering Seagull, this morning. He’d had an all-
  nighter (as he is wont to do) and he was a bit under the 
  weather. He was jumped, and the vagabond did martial 
  arts on him! Lucky, he fought the devil off and he ran for 
  his life. He came home. He swore the man was wearing a 
  tattered cloak with Hussen colours – well, that means 
  Willard von Kuursen, of course! 
   
  Q. (Any): Who is this girl? 
  A.  She is Suzzianna von Oostmeeren. She is the daughter 
  of Kavorkis von Oostmeeren – patron of the Oostmeer 
  Cruising Yacht Squadron, over yonder (points towards 
  huge building nearby).  
   
  Q. (Any): Might there be any other reason for animosity 
  between your families? 
  A.  There is traditional animosity between our clans. That 
  is nothing new. Normally, a Hussen would not join in 
  matrimony with an Oostmeer. [The DM may explain the 
  factions found in Appendix I at this point]. 
   
  Q. (To Lendrach): Why are you so approving of this 
  marriage? 
  A.  The von Kuursen family have long been aristocratic 
  pariahs here in Traft City – particularly since our mother 
  died some 10 years ago. It was she who had the money 
  when my father married her. Since then, the other 
  aristocrats have snubbed their noses at the von Kuursens. 
  Now my father has been able to re-marry and save our 
  name! 
   
  Q. (Any): What was this “deal” von Kuursen is said to 
  have done with the von Oostmeeren and von Rickentropf 
  patriarchs? 
  A.  Neither aristocrat knows. They only figure a deal must 
  have been done, because it takes two families of the same 
  alliance to approve a cross-alliance marriage (and that 
  doesn’t come cheaply). 
   
  The Arrival Of Lord Boone 
  At an appropriate point, Lord Boone will arrive with his 
  offsider, Constable Durka Bingle (Male hu, Ftr4, hp23). 
  Lord Boone does not do any actual talking. Durka does. 
  Lord Boone just scowls a lot, grunts menacingly, and 
  looks imposing (like this is just another “rich boy” scuffle 
  and is a total utter waste of his precious time). Durka is 
  patient, keen, and talkative – but takes no nonsense. If 
  the PCs broke up the scuffle, Durka says: 
   
  “Worthy adventurers. Lord Boone and I thank you for 
  helping to break up this unfortunate scuffle. We are 
  in your debt. Lord Boone and I will take these two 
  rapscallions to our jail for questioning. They can 
  spend the night thinking about their duty to 
  themselves and to this city. Rolf, would you please see 
  to it that these two boys’ families are informed about 
  what they have done and where they are. They can see 
  them in court tomorrow morning. Good afternoon.”
   
   
   
   
  f
  i
   
  Boone (and Durka) will arrest each of the young 
  aristocrats (no matter who won) for “disturbing the 
  peace”. They will remove them from the Resting Anchor 
  and take them to their office (TCVG Map 8, Sect.11) to be 
  locked up until a rechter (judge) can hear their case the 
  next morning. 
  As they are taken away, all three aristocrats yell out 
  to the PCs : 
   
  “Help us! Go and see our families! Tell them what has 
  happened to us! I fear we will rot in prison!” Lendrach
  von Kuursen is particularly pleading for your help. 
   
  After they leave, Rolf turns to you, the 
  adventurers, and says: 
   
  “I’m running another beer competition for some 
  of the out-of-towners at 2pm. I would see it as a favor 
  to me if YOU would go and see the aristocratic 
  families, and inform them o  what has happened to 
  their sons. I will give you several n ghts free 
  PER4-02 Mind Games 
   
  Page 8 
  
   
   
  accommodation in return, and as much beer as you 
  can drink? Please?” 
   
  By agreeing, and questioning Rolf Heiniker and the other 
  dignitaries further, the location of each of the family 
  mansions can be ascertained (see TCVG p.7). They are: 
   
  � Aristocratic Mansion :  Family von Kuursen 
  � Aristocratic Mansion :  Family von Rickentropf 
   
  and only if a PC directly asks for it : 
  � Aristocratic Mansion :  Family von Oostmeeren 
   
  What If A PC Injures An Aristocrat? 
  If a PC injures an aristocrat with lethal damage, then 
  Durka Bingle (watched over by Boone) will demand that 
  the PC pay a koppri s. This is a legal monetary value 
  which is paid to a rechter or constable as restitute for a 
  crime. The crime here is “grievous assault upon a known 
  aristocrat”. The money is passed on to the family of the 
  injured aristocrat. Calculating the kopprijs is simple. The 
  kopprijs is paid by every PC who dealt actual damage to 
  any aristocrat. It is (for each injured aristocrat) 200gp + 
  20gp per PC level. If an aristocrat was killed (gods forbid) 
  then the kopprijs paid (by each PC who did damage) is 
  2000gp + 200gp per PC level. If any PC can’t pay the 
  kopprijs (or refuses), then Lord Boone will speak (at last) : 
  j
   
   
  BOONE: “I will give you 24 hours to make 
  restitution. After that, I will hunt you down like a dog 
  and take you to the darkest of places … for the 
  longest of times …” 
  This means that at the end of this scenario, if the PC has 
  not paid the kopprijs, then Boone will find him/her and 
  lock them up in the Traft City Prison. The offending PC 
  will lose every item he/she possesses (except GP), and 
  will be charged an extra 3 TU for this scenario due to 
  time spent in prison. The PC should also receive The Ire 
  Of Boone (tick box on AR). This is nothing but a –4 on all 
  CHA based checks when dealing with Lord Boone in the 
  future. Such Ire can also be gained if any PC acts in an 
  overtly unlawful or rude way towards Boone throughout 
  the rest of this scenario. 
   
  Which Way? 
  It is now about 1pm in the afternoon. Visiting all the 
  mansions will take the PCs about 3 hours Traft time (until 
  4pm). If the PCs visit the von Kuursen mansion, go to 
  Encounter One (30 mins). If the PCs visit the von 
  Rickentropf mansion, go to Encounter Two (30 mins). 
  Some PCs might even decide to go and question the von 
  Oostmeeren family at this stage, in which case go to 
  Encounter Three (optional 30 mins).  
  Some PCs might even (gods forbid again) try to 
  rescue the aristocrats by breaking them out of Boone’s 
  holding cells (see below). As DM, you should let them 
  know that doing this means that they are not fulfilling 
  what the young aristocrats (or Rolf) asked them to do, and 
  means their parents won’t know where they are. Those 
  PCs who insist on trying a prison break will not have time 
  to visit the von Rickentropf mansion (and definitely not 
  the von Oostmeerens). 
   
  Prison Break? 
  The aristocrats are placed in a cell in the middle of 
  Boone’s office building. There is no way of getting the 
  prisoners out via any physical means (ie. barging in, 
  destroying a wall, etc) without bringing Boone, Durka, 
  and 10d4 City Militia down upon the party. Some spell 
  casters might have the power to use magic to get them 
  out (somehow). If this occurs, then the DM is free to play 
  this as he/she thinks fit. As soon as Boone believes the 
  prisoners have escaped, he will launch a city-wide search. 
  Eventually (at the end of the scenario) he will recapture 
  the prisoners. They will squeal on the party (they’re afraid 
  of Boone and they’re wimps anyway). Boone will find the 
  party – accompanied by Durka and 30 City Militia. Those 
  who participated in the breakout will be arrested. A 
  kopprijs of 750gp per PC level will be demanded from 
  each participating PC. If this is paid, then they can go 
  free. If not, the offending PCs are imprisoned and will 
  pay an extra 3 TU for this scenario. They will also gain 
  The Ire Of Boone which must be noted on the Play Notes 
  of the AR. 
   
  Encounter One 
  The von Kuursen Estate 
  This encounter should go no more than 30 minutes 
  maximum (preferably less). 
   
  The von Kuursen Estate is a smaller estate right next door 
  to the von Kordanis mansion. The PCs will, however, 
  have to leave one estate, walk down the road, and then 
  enter through another gate (which is strangely ajar, 
  untended and in need of oiling). A Hussen clan coat of 
  arms dangles from a pole lopsided. There is a path leading 
  up to a mansion of sorts – although it is poorly tended, 
  like the general grounds. About half way up the path, the 
  party are surprised by a growling, snarling dog – about 
  the size and build of an Earth-style Rottweiller. It jumps 
  out in front of the party (about 15 feet in front) and snarls 
  menacingly. 
   
  � Tinkers The Dog: hp6, See Monster Manual 3.5 p.271. 
   
  Tinkers is not a guard dog and will never fight. He has 
  been trained to growl and look fierce when strangers 
  approach. If the PCs approach him, he stands his ground 
  until they get within 5 feet – upon which he stops 
  growling and rolls over to have his tummy tickled. Other 
  PCs might throw him some food or trail rations. This will 
  distract him long enough to get past and into the 
  mansion. Some PCs might over-react a bit and try to 
  charm him or put him to sleep using magic. This is OK – 
  just so long as they don’t hurt him (either lethally or non-
  lethally). Any party who hits or hurts Tinker (either 
  lethally or non-lethally) will take a –4 penalty to all 
  PER4-02 Mind Games 
   
  Page 9 
  
   
   
  Diplomacy checks from Broger von Kuursen (who is 
  watching the PCs approach from inside). If the PCs kill 
  Tinkers, then von Kuursen won’t see them at all. Thus 
  ends the encounter. 
  At the door of the mansion, the PCs are greeted by 
  Broger von Kuursen. He is a large man of tanned 
  complexion; with long, snow-white hair tied back in a 
  neat ponytail. He is definitely in his late 50’s. When he 
  speaks, he speaks in a commanding voice – as you might 
  expect from a captain of the distinguished 1
  st Auszugen. 
  Broger von Kuursen will ask the PCs to come inside, 
  and make themselves comfortable. Also sitting in the 
  room at a table is his other son, Willard. He is building a 
  miniature sailing ship out of small strips of wood. When 
  the PCs tell Broger about Lendrach, he is very surprised. 
  He says that Lendrach is generally the quieter of his two 
  sons. Get the party to make a Spot check (DC 8+APL) to 
  notice Willard frowning and shaking his head during the 
  initial conversation.  
  If asked, Willard will simply state that Vladamir von 
  Rickentropf “had it coming to them”. Ever since his 
  father became betrothed to Suzzianna, he has done 
  nothing but heckle the von Kuursens and try to cause 
  problems. Willard says it’s because Vladamir loved 
  Suzzianna and hoped to court and marry her. Vladamir is 
  jealous of his father. He admits (if asked) that he has 
  threatened Vladamir before, but was not (if questioned) 
  responsible for jumping Mack von Rickentropf this 
  morning – though he does laugh at the thought of Mack 
  being beaten up, and whispers “Bloody great!” under his 
  breath (Listen check DC 12). Willard is happy for his 
  father, and thinks the marriage to Suzzianna will bring 
  them better fortune in Traftian society. 
  What about The Deal? Well, in order to find out 
  about “the deal”, PCs are going to have to make one of two 
  checks : 
   
  � Either a Gather Information check (DC 10+APL); 
  or 
  � A Diplomacy check (DC 10+APL). 
   
  Only allow two players at most try to persuade him to 
  talk. After this, he feels intimidated and locks up a bit. 
  Remember to take into account player clan affiliations 
  here! 
   
  The Deal 
  This is “the deal” as told by Broger von Kuursen. Read 
  (but preferably paraphrase) as you wish, but this should 
  be more of a “conversation” with PCs, rather than a 
  “lecture” : 
   
  “Well, you see my friends, I’m getting old and even 
  though I may walk a little slower these days, there’s 
  still some puff in these old bellows! He, he, he! 
  [laughs in a naughty way] I have had my eye on young 
  Suzzianna for a few years now. She is 28, and ripe for 
  a mature man such as myself to show her much in the
  ways of … love. I recently acquired some land in 
  Vesbergen as a gift of my good service record with the 
  Auszugen. It is not worth much, but old von 
  Oostmeeren has graciously accepted it as my gift to 
  him and his clan cronies. You see, he knows that 
  Suzzianna will not be … satisfied … by these young 
  men who chase after her. Old von Oostmeeren knew 
  that even though this cross-clan marriage is unusual, 
  it is for the best if Suzzianna’s headstrong nature is 
  curbed, and she is brought into society life in order to 
  birth me more strong children to help us fight the 
  Old One! Long Live Perrenland!” 
   
  During this time, get the PCs to make a Spot check (DC 
  10) to notice that he is playing with a loose ring on his 
  finger whilst he talks. Eventually, he takes it off and 
  signals Willard : 
   
  “Son, take this to my bed chamber. I’ve yet to have it 
  adjusted. It keeps falling off, blasted thing …” 
   
  He tells the PCs that this is the Ring Of Pledging which 
  Suzzianna gave him. Willard takes it from his father and 
  leaves the room. The PCs hear his footsteps echoing away 
  down the corridors. He does not return. 
  If the PCs try to tell Broger von Kuursen “the truth” 
  about The Deal, then he will laugh at them and say that 
  they are talking nonsense. He knows that Suzzianna loves 
  him, and that Old von Rickentropf is only trying to cover 
  up the fact that his son has failed to court Suzzianna 
  completely – and that is an embarrassment to any 
  aristocratic family!  
  Eventually, Broger thanks the PCs for coming and 
  telling him about young Lendrach. He says he will go and 
  attend to him soon enough. He reminds the PCs of their 
  duty to visit the other estate if they have not already done 
  so. 
   
  Encounter Two 
  The von Rickentropf Estate 
  This encounter should go no more than 30 minutes 
  maximum (preferably less). 
   
  The von Rickentropf Estate is in Staathoff (Map 4, Sect. 
  15). It is a sprawling estate, much larger in size than the 
  von Kuursen estate. It is surrounded by a high wall (30 
  feet) with a huge, thick black gate. There are two family 
  guardsmen stationed outside the gate wearing Oostmeer 
  colours. There is another man sitting in a small tower 
  overlooking the entrance. He appears to be dressed in 
  robes. They will look the PCs up and down as they 
  approach. If the PCs are silver of tongue, and are cordial 
  and honest (Diplomacy check DC 8+APL); the guards will 
  signal the robed man in the tower. The man chants and 
  relays that he has sent The Master a message that visitors 
  are on their way up to the man house. If the PCs try to 
  Bluff or lie their way inside, the guards will be harder to 
  convince (Diplomacy or Bluff check DC 13+APL). 
  Inside the estate, the PCs will find that von 
  Rickentropf clearly has a fetish for the Sepia Uplands 
  (Vesbergen). The entire grounds is a replica of the 
   
  PER4-02 Mind Games 
   
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  Uplands, complete with gnome and halfling burrows 
  (minus any inhabitants); miniature hills and mountains; 
  half-size caves with stone carvings of wild animals, giants, 
  chimeras, wyverns, medusas, and the odd tribe or two of 
  rampaging Wolf Nomads (from eons past). Those PCs 
  who have played the 592 CY Perrenland adventure 
  “Watering Hole” even see a miniature replica of that very 
  watering hole – along with the nearby hut, sinkhole, and 
  giant’s lair. This estate is a little bit spooky to say the least. 
  Eventually, the PCs arrive at the huge main house. 
  They are met by Silveryshine, the young half-elven maid, 
  and are strangely ushered upstairs to a large bedroom. 
  Inside the bedroom is a well dressed older man with 
  wavy, long blonde hair, sitting on the edge of a bed. Lying 
  in the large bed is a young man about 21 years old who is 
  asleep. The older man rises and looks at the PCs. He says: 
   
  “My name is Arky von Rickentropf. This is my second
  youngest son, Mack. This morning he was attacked 
  and nearly killed by Willard von Kuursen in an alley 
  behind The Shimmering Seagull. My eldest son, 
  Connor, is out looking for him now. I hear you have 
  some news about my youngest son, Vladamir?” 
   
   
   
   
   
  Let the PCs tell Arky about Vladamir and the events at 
  the tavern. Arky will not be surprised, but will appear 
  more concerned (for now) about Mack. It is clear that 
  Mack has been badly beaten. A Heal check (DC 12) will 
  reveal that he was beaten with “intent to kill” by 
  somebody trained in martial arts. If the PCs ask how 
  Mack was so sure it was Willard, Arky explains that Mack 
  said that although the culprit had his face concealed, he 
  was about the same size and build as Willard, and was 
  wearing a tattered cloak with Hussen colours. Willard has 
  also  threatened the von Rickentropf boys before. It 
  seems he has finally caught up with them.  
  If the PCs have already visited the von Kuursen 
  estate, they might relay that Willard has been with his 
  father all morning, and that he said he wasn’t involved in 
  this affair. Arky will become furious and say that this is a 
  lie. He will curse himself for “making the stupid deal in 
  the first place”. If asked about “the deal”, PCs are going to 
  have to make one of two checks : 
   
  � Either a Gather Information check (DC 10+APL); 
  or 
  � A Diplomacy check (DC 10+APL). 
   
  Only allow two players at most try to persuade him to 
  talk. After this, he feels intimidated and locks up a bit. 
  Remember to take into account player clan affiliations 
  here! 
   
  The Deal 
  This is “the deal” as told by Arky von Rickentropf. Read 
  (but preferably paraphrase) as you wish, but this should 
  be more of a “conversation” with PCs, rather than a 
  “lecture” : 
   
  Arky von Rickentropf clenches his fist and scowls. 
  “My eldest son, Connor, was to be betrothed to 
  Suzzianna von Oostmeeren next Reaping. She is a 
  feisty girl with a horrible battle-scar, who had few 
  suitors even by the age of 28. My son  Connor is no oil 
  painting h mself. But he is brave, and is in the 1
  ,
  i
   
   
  i
   
  st
  Auszugen (though he is currently on a short leave like 
  many of the 1
  st at present). All he wanted to do, was 
  rise up the ranks, and hold his aristocratic head high. 
  But that mangled hussy thinks herself too good for 
  him … 
  “… And General Broger von Kuursen had other ideas. 
  He heard that Connor was to be betrothed to 
  Suzzianna von Oostmeeren; and immediately set in 
  motion plans to keep him from her (and to take 
  Suzzianna for himself)! He summoned me to a 
  meeting. At that meeting, he threatened to never 
  promote my son unless I persuaded old von 
  Oostmeeren to relinquish Suzzianna to him. He also 
  promised to pass in, as an incentive, a large area of 
  land in the Sep a Uplands which he owned. I was 
  outraged, but we set up an audience with von 
  Oostmeeren. Oostmeeren, eager to get his defective 
  daughter off his hands either way, told me to return 
  to von Kuursen and make “the deal”. I was now not 
  only angry with von Kuursen, but also von 
  Oostmeeren 
  for 
  betraying 
  our 
  usual 
  family 
  allegiances! To make marriage with a Hussen is to 
  afront the gods!  
  “My sons know of my anger. They have sworn 
  vengeance (though not death) on von Kuursen a little 
  too loudly. It would not surprise me that Willard or 
  Lendrach von Kuursen have taken matters into their 
  own hands first … I think they would possibly kill, 
  rather than see their father humiliated again, and 
  have their family name buried further beneath the 
  dust of Traft City!” 
   
  A Sense Motive (DC 12+APL) reveals that Arky is telling 
  some truth – but perhaps not the “whole truth”. If 
  questioned further, he does not budge from his position, 
  and becomes quite angry if pushed on any matters other 
  than what he has been prepared to reveal already. He 
  does not know where Connor actually is, but figures that 
  he is probably somewhere near The Shimmering Seagull 
  – a favorite drinking hole of Willard von Kuursen. He 
  asks the PCs if they will visit The Shimmering Seagull 
  once they are done visiting the various estates with the 
  news about the arrested youngsters. Arky says he will 
  visit the Rechter in the morning and “settle the kopprijs 
  for Vladamir”. He grins (for the first time) and says it 
  won’t hurt “hot headed Vladamir” to cool off in one of 
  Boone’s cells overnight. 
   
  What Next? 
  If the PCs have not finished delivering their news about 
  the arrested youngsters, then they might continue that 
  errand (Encounter One). They might even wish to 
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  return and question von Kuursen again (but they will be 
  interrupted by a messenger – see below). They might also 
  (now) decide to visit the von Oostmeeren Estate. Let 
  them. Go to Encounter Three. They might also decide to 
  venture by way of The Shimmering Seagull in the hope of 
  finding either Connor or Willard. Go to Encounter Five 
  (via Encounter Four).  
  They might even decide to check up on the arrested 
  youngsters at Boone’s Headquarters in Traftstaat. That’s 
  OK, but about halfway there, a messenger (out of breath) 
  hurries up to the party and tells them that there’s been a 
  murder near The Shimmering Seagull, and they are to 
  come immediately! Go to Encounter Five (via 
  Encounter Four). If they don’t, but continue on to 
  Boone’s, then they will find that the youngsters are OK 
  (from Durka Bingle), and that Boone has gone to 
  investigate a crime at The Shimmering Seagull 
  (Encounter Five – via Encounter Four). If they go 
  someplace else (god forbid), then essentially they are 
  “giving up”, and the adventure can be declared over at 
  some point by the DM.  
   
  Encounter Three 
  The von Oostmeeren Estate 
  Use this encounter if the PCs visit this estate 
  BEFORE Encounter Five. 
   
  This encounter at this stage is OPTIONAL, and should go 
  no more than 30 minutes maximum (preferably less). 
  Doing this encounter will cause this scenario to run 
  longer. If your players are already behind time, they will 
  not be able to enter this residence until Encounter S x. 
  i
   
  The von Oostmeeren Estate can be located in the 
  Quagshoff District of Traft City (TCVG, Map 3, Sect. 20). 
  This is one of the most prestigious estates in all of Traft 
  Canton. It has a 30ft high perimeter fence, and has a 
  constant guard patrol of private family militia (3 per APL 
  – stats the same as general City Militia found in the 
  TCVG). It will be difficult for PCs to get past the guards, 
  and inside to speak with Kavorkis or Suzzianna, unless 
  they give one of the following reasons : 
   
  EITHER: 
  a) “Tell Kavorkis von Oostmeeren that we are a group 
  of adventurers who would like to speak with him 
  about “The Deal” he did with a few of the local 
  aristocrats – regarding his daughter.” A variation of this 
  is acceptable. 
  OR 
  b) “We 
  wish 
  to 
  speak 
  with 
  Suzzianna 
  von 
  Oostmeeren. The son of her newly betrothed is being 
  blaming for beating another on her account. She may 
  be able to help us with our enquiries as to the real 
  culprit.”  A variation of this is acceptable. 
   
  If the PCs mention neither “The Deal” nor the “Beating”, 
  then they will be refused entry at this time. They are told 
  to “Come back at a more appropriate time.” If the PCs try 
  to break in to the von Oostmeeren Estate (during broad 
  daylight), then the guards will eventually surround them 
  and they will be arrested. They will have 12 hours to pay a 
  100gp per PC level kopprijs (each) or be jailed for 2 TU at 
  the end of the scenario. This is negated if the PCs actually 
  save Suzzianna’s life by defeating the enemies in 
  Encounters Seven, Eight, and Nine. 
  Upon (legally) entering the von Oostmeeren Estate, 
  the PCs are ushered by way of a private, covered, visitor’s 
  carriage from the gate up to the grandiose mahogany 
  doors signifying the entrance to the family mansion. The 
  doorman, Schtarker (Male, hu, Exp7, hp20) opens the 
  carriage doors for the PCS and ushers them inside. Once 
  inside, the PCs are first greeted (warmly) by Kavorkis von 
  Oostmeeren. 
   
  Speaking With Kavorkis  
  Even PCs wishing to speak with Suzzianna must go 
  through her father, first. Kavorkis von Oostmeeren is an 
  imposing man. He wears a ceremonial outfit, bedecked in 
  vibrant Oostmeeren colours. He is an older man (about 
  68 years old), with shoulder-length white hair, and a well-
  trimmed white goatee. He stands about 6ft, 3”. He wears a 
  beautifully embossed rapier at his side at all times, and 
  looks like he knows how to use it. 
  Kavorkis will suffer a little small-talk (he loves yachts 
  and sailing, and considers himself an expert on Lake 
  Quag. Eventually he will ask the PCs what they know 
  about “The Deal” – or ask the PCs why they are linking 
  his daughter, Suzzianna, with thuggery involving von 
  Kuursen’s son. 
  The players will say whatever it is they want to say – 
  but regardless, the PC who seems to be the “most vocal” 
  (DM choice) must make a Diplomacy check (DC 15+APL) 
  in order to convince Kavorkis to tell his side of “The 
  Deal”. Another check (same DC) must be made if the PCs 
  also ask to speak with Suzzianna as well. Failure simply 
  sees Kavorkis be polite and thank the PCs for their visit, 
  but that he cannot help them with their inquiries at this 
  time. He says that they should come back if they have 
  something “more substantial” to talk about. This means 
  Encounter Six. 
  It may be that some PCs will try to bluff Kavorkis in 
  some way or other. He is no fool, and can only be bluffed 
  on a Bluff check DC 20+APL. A further Sense Motive 
  check (at +2 per APL) Vs original PC Bluff check will 
  have Kavorkis believe that he is being hoodwinked. At 
  this point he will terminate all courtesy and have his 
  private guards see the party to the door. 
   
  The Deal 
  This is “the deal” as told by Kavorkis von Oostmeeren. 
  Read (but preferably paraphrase) as you wish, but this 
  should be more of a “conversation” with PCs, rather than 
  a “lecture” : 
   
  “Let me first of all state that I do not do deals as a 
  general rule. But I made an exception in this case. I 
  need my daughter to marry. I need my daughter to 
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  marry well. She is also a 3rd Lieutenant in the 1
  st 
   
  f
   
   
  t
  i
  t
  “
   
  Auszugen, and protocol states that she cannot marry 
  either beneath her station or beneath her position. 
  This leaves very few suitors. None of the sons of my 
  fellow aristocrats have high enough positions in the 
  Auszug. They are mostly fat, spoiled cats with yellow 
  underbellies. None o  them are good enough for 
  Suzzianna (though they believe they are more than 
  enough for her! – such arrogance!). Even Arky von 
  Rickentropf believed that his son Connor was to be 
  betrothed to Suzzianna next Reaping! This was never 
  the case. I love Arky dearly, but he’s an idiot. 
  “And so, an opportunity arose. Old von Kuursen – 
  a Hussen, blast him; took a fancy to Suzzianna when 
  she was posted under him at Kottsmort (in 
  Vesbergen) on a recent tour of duty. Last month, 
  whilst they were both on leave, von Kuursen 
  approached me to ask for her hand in marriage. I told
  him that I could not immediately accept his gracious 
  offer. Such a cross-clan marriage needed the approval 
  of ano her family who were affiliated under the same 
  philosophy. And so I was forced to approach von 
  Rickentropf. He was, understandably, outraged. He 
  still thought that h s own son had a chance for 
  Suzzianna’s hand – and he was angry when I trumped 
  his fury with the news that nei her of his sons were 
  suitable.  
   
  “Von Rickentropf’s fury turned to greed. He 
  learned that von Kuursen had recently come into 
  some land in the Sepia as a result of the Vesbergen 
  annexure. He plotted to only give his consent if von 
  Kuursen passed that land on to me as a kind of 
  “dowry” (and I then passed a large portion of it on to 
  HIM). He was trumped when von Kuursen offered it 
  anyway. Regardless, von Rickentropf has his land and 
  has given his consent. 
   
   So, there you have it. Suzzianna is not entirely 
  happy, but she understands. Such is the politics of the 
  aristocracy.” 
   
  A Sense Motive check (DC 10+APL) will reveal that 
  Kavorkis is telling his version of “the truth” – though he 
  has not completely told “everything”. Any attempt, 
  however, to elicit more from him will be fruitless.  
  If the PCs ask nicely to speak with Suzzianna, then 
  Kavorkis will see them through, introduce them, then 
  leave. 
   
  Speaking With Suzzianna 
  Suzzianna is in the parlor playing toy battles with her 
  youngest brother, Vance. As the PCs enter, she is giggling 
  and moving a band of trolls in to attack a large army 
  decked out in the colours of the 1
  st Auszug. As she sees 
  the PCs, she smiles and looks up.  
  She is about 5ft 7”, has long wavy blonde hair which 
  falls softly about her face. Her figure is neat and fit (with 
  an ample bust). However, it is soon clear that she has a 
  nasty scar on the right side of her face. Although now 
  healed, it appears to have been made by a mace which 
  literally smashed in her skull. It is a wonder she is still 
  alive. PCs with a Charisma 16+ will find her decidedly 
  unattractive. PCs with a Charisma between 10 and 15 will 
  think that she is attractive except for the scar. Those PCs 
  with a Charisma of 9 or less will probably find her 
  extremely attractive (as the scar has healed, and she is 
  quite beautiful besides this).  
  Suzzianna will excuse herself from her brother and 
  come on over to the PCs and introduce herself. She 
  speaks well and appears to have a strong sense of herself. 
  If asked about her scar she reveals that she got it just over 
  a year ago, when  she was fighting orcs in pockets of the 
  Sepia. She is proud of her scar, and does not take kindly 
  to anyone fussing over her.  
  But she is a realist. If asked why she is marrying von 
  Kuursen, she will be very philosophical. She actually 
  thinks he’s a “kind man” and a “great leader”. If pushed, 
  she reveals that she is not “completely” happy about the 
  marriage – but knows it is her duty to her father and to 
  her city. She sees it as a minor inconvenience because her 
  true place is on the battlefield. She tells the PCs that she 
  always wanted to marry a man above her in position – and 
  her dream has come true.  
  If asked if she knows who might have injured Mack 
  von Rickentropf, she has no idea (Sense Motive DC 10 – 
  it’s the truth at this stage). She is tired of those young 
  boys chasing her and pretending their love. She knows 
  they only want to marry her because of family alliances. 
  They have not proved themselves worthy – so why 
  should they? Let them fight between themselves. They’ll 
  get over it once she marries. As for Mack von 
  Rickentropf, he is a drunkard, and she tells the PCs that 
  they should go question people at The Shimmering 
  Seagull if they want more light shed on this situation. 
  The DM should feel free to carry on any further 
  conversation here, just so long as it conveys similar 
  feelings/information as above. Eventually, Suzzianna will 
  ask to be excused of the PCs and says it has been nice to 
  meet heroes of the city, etc. 
   
  Encounter Four 
  The Black Marks 
  This encounter should go no more than 30 minutes 
  maximum (preferably less). 
   
  It is now about 4pm in the afternoon. The PCs arrive at 
  this encounter either via Arky von Rickentropf 
  (Encounter Two), Suzzianna von Oostmeeren (Encounter 
  Three), or via a messenger (if the PCs wander off track). 
  The DM should note that at APL 2, there is only one 
  Monk (not two) who stops the party with the wizard. 
  Change the wording and numbers in the box-text 
  accordingly. Read or paraphrase the following: 
   
  As you head towards the Shimmering Seagull, you 
  decide to take a short-cut down a ten-foot-wide 
  alleyway. About half-way down, [two] figures step out 
  from a doorway about 40 feet in front of you. Another 
  figure steps out of another doorway a further ten feet 
  PER4-02 Mind Games 
   
  Page 13 
  
   
   
  behind the original two. All [three] figures are 
  dressed in black clothing and balaclavas, though the 
  two in front have their chests and arms bared, 
  revealing ev -looking tatoos of unknown orig n. 
  il
  i
   
  “You’s ‘ave been askin’ too many questions! 
  Stickin’ yer nose where it don’t belong! But them 
  aristocrats ‘ave got no idea. They think they can 
  control their own destinies cause they got money! Ha! 
  Everyone knows that The Dark Wave controls this 
  town. And we is the ones in control of this job! An’ 
  that includes rubbin’ youse all … out!” 
   
  Roll for initiative. The Black Marks attack the PCs 
  without prejudice. They have been following the PCs for 
  about one hour, so Magar has buffed his mates as best he 
  can in preparation for this encounter. The DM should see 
  his spells and work out what he has done before this 
  encounter. Traga and Bram (the monks) will immadiately 
  move up on the PCs, blocking the alleyway off from 
  anyone trying to get the Magar (the wizard). This means 
  that Magar will at least get a couple of rounds of good 
  spells off before anyone physically gets to him (unless 
  someone has dimension door).  
  Only PCs who specifically state that they are 
  “looking behind them” will see Agler (the rogue) sneak 
  up from out of another doorway behind the party (and get 
  in a possible sneak attack on a rear PC). Otherwise, give 
  PCs at the very rear a Listen check Vs. Agler’s Move 
  Silently check (with the PCs at –2 due to being outdoors). 
  If any PCs tries to “run around the block” in order to get 
  behind Magar, it will take that PC four rounds to do so. 
  DM’s Note: These antagonists are elite members of 
  the Dark Wave Crime Syndicate. They are helping Krell 
  Matzskursky carry out his revenge on Traftian aristocracy 
  – using the insane Councillor Tannock as their fall guy. 
  They will fight to the death. As soon as they reach zero hit 
  points, they commit suicide by biting down on poison 
  capsules which they have secreted in their mouths. The 
  poison melts their brains and innards, so nothing short of 
  True Resurrection can bring them back; and speak with 
  dead is impossible. If anybody tries to do non-lethal 
  damage, they twist and writhe so that it becomes lethal 
  (on purpose). 
   
  APL 2 (EL 4) 
  � Agler: Male hu, Rog1, hp 7; See Appendix II. 
  Traga: Male hu, Mnk1, hp 14; See Appendix II. 
  Magar: Male hu, Wiz1, hp 6; See Appendix II. 
   
  APL 4 (EL 6) 
  � Agler: Male hu, Rog2, hp12; See Appendix II. 
  � Traga, Bram: Male hu, Mnks2, hp17, 22; See Appendix 
  II. 
  � Magar: Male hu, Wiz2, hp11; See Appendix II. 
   
  APL 6 (EL 8) 
  � Agler: Male hu, Rog4, hp22; See Appendix II. 
  � Traga, Bram: Male hu, Mnks4, hp31, 38; See Appendix 
  II. 
  � Magar: Male hu, Wiz4, hp21; See Appendix II. 
   
  APL 8 (EL 10) 
  � Agler: Male hu, Rog6, hp26; See Appendix II. 
  � Traga, Bram: Male hu, Mnks6, hp41, 53; See Appendix 
  II. 
  � Magar: Male hu, Wiz6, hp32; See Appendix II. 
   
  APL 10 (EL 12) 
  � Agler: Male hu, Rog8, hp29; See Appendix II. 
  � Traga, Bram: Male hu, Mnks8, hp52, 71; See Appendix 
  II. 
  � Magar: Male hu, Wiz8, hp48; See Appendix II. 
   
  APL 12 (EL 14) 
  � Agler: Male hu, Rog10, hp40; See Appendix II. 
  � Traga, Bram: Male hu, Mnks10, hp68, 105; See 
  Appendix II. 
  � Magar: Male hu, Wiz10, hp56; See Appendix II. 
   
  Treasure: See the Treasure Summary (Encounter Five) at 
  the end of this adventure. The PCs also find a scrunched-
  up note on the body of Agler. It reads: 
   
  “Follow the adventurers. They must not reach The 
  Seagull before our assassin, my uncle, strikes! Soon, 
  Suzzianna will be mine, once again. May the Dark 
  Wave wash over us all!” – K.M. 
   
  INT checks (DC 14) will allow PCs to consider that 
  “Suzzianna” must be referring to Suzzianna von 
  Oostmeeren. A divination spell will reveal that the 
  “uncle” refers to a councillor who was thought to be dead: 
  Councillor Tannock. He murdered his family and fled the 
  city six months ago. It was believed that he drowned. He 
  was apparently infected with a parasite given to him by 
  the Dark Wave. It was this which drove him insane and 
  led to his apparent suicide (though no body has ever been 
  found). He has a residence in Mittelstaat which has been 
  deserted (thought haunted) since his dissapearance. 
  The PCs can now proceed on to The Shimmering 
  Seagull, and Encounter Five. Some PCs might find out 
  where the Tannock residence is and go there. If so, 
  proceed to Encounter Seven. The PCs will finish the 
  scenario without really knowing all the background, 
  that’s all. But they will, however, find Suzzianna slumped 
  under a tree (and she will tell them her story). See 
  Encounter Seven. 
   
  Encounter Five 
  Murder Most Foul 
  This encounter should go no more than 30 minutes 
  maximum (preferably less). 
   
  Read or paraphrase the following as the PCs now 
  approach The Shimmering Seagull (TCVG Map 3, Sect. 
  5): 
  PER4-02 Mind Games 
   
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  As you approach The Shimmering Seagull, you notice 
  that a crowd has gathered at the entrance to the 
  alleyway which runs down beside the tavern. 
  Although dark and narrow, it is frequen ly used as a 
  short-cut by inebriated aristocrats who wish to return 
  to their homes via a more discreet route. As you push 
  through the crowd, you see the bruised, battered, and 
  very dead body of a young man lying face-down on 
  the hard cold stone. Kneeling next to him, taking his 
  pulse, is Constable Durka Bingle. He looks up at you 
  all and says: “This is Connor von Rickentropf. I hear 
  you have been visiting the aristocratic estates. Do you 
  know anything about this foul murder, who who may 
  have done such a thing?”
  t
   
   
   
   
  Let the PCs answer Durka accordingly. If they try to lie to 
  him (ie. Bluff), then give him a Sense Motive check (+24) 
  to recognise the PC is lying to him (or trying to bluff him 
  for some reason). If he discovers this, he will scowl at the 
  PC and tell him/her that “Lord Boone and I do not have 
  time to be decieved”, and then talk to someone more 
  honest. If the whole party lie, then Durka may become 
  jack of the lot of them, and order the City Militia to take 
  the body away and for the PCs to move on. As the body 
  gets moved, get the PCs to make a Spot check (DC 
  5+APL) to notice a ring fall from the clenched fist of the 
  victim (see below). Durka does not see this.  
  If the party are helpful, and tell Durka what they 
  know, and about being attacked by Black Marks 
  (including the note), then Durka will be pleased with the 
  PCs. Although he knows nothing about “The Councillor”, 
  or “The Ring”, he clearly needs help in his investigation. 
  He says to the PCs: 
   
  “I must report your welcome involvement in this case 
  to Lord Boone. He and I will spend the afternoon 
  finding 
  Willard 
  von 
  Kuursen. If you might 
  investigate some of your own leads, maybe we can 
  piece this all together before more aristocrats are 
  killed?” 
   
  Also, get any PC who makes a Heal check of the body to 
  make a Spot check (DC 10) to notice the victim is 
  clenching something in his fist. It is a ring. If the PC 
  never tells Durka, then he will not see it. A PC making a 
  Heal check of the body (DC 5+APL) will discover that 
  Connor von Rickentropf was beaten to death by 
  somebody with excellent skills in martial arts (unarmed 
  combat) – most probably a Monk of some kind, as the 
  blows are well-placed and were quickly delivered for 
  maximum impact.  
   
  The Ring 
  The ring is a Ring Of Pledging belonging to Suzzianna 
  von Oostmeeren. If drawn to Durka’s attention, he will 
  examine it and give it back to the PCs. He suggests they 
  might like to help him in his investigation by 
  interviewing Broger von Kuursen again, and even 
  Suzzianna von Oostmeeren. Meanwhile, he and Boone 
  will start scouting Traft City in search of Willard von 
  Kuursen (the most likely suspect). But, just for the 
  record, Willard has no training in martial arts and quite a 
  few people around Traft (ie. the crowd from The Seagull 
  or his father) can tell the PCs that. 
  If the PCs don’t show the ring to Durka, he and Lord 
  Boone will still go off in search of Willard, and the PCs 
  will still be left to do some investigations of their own. 
   
  Investigating The Crime 
  Another Heal check (DC 10+APL) will determine that 
  the time of death occurred at about the same time as the 
  PCs were visiting Broger von Kuursen! And Willard was 
  there (most of the time) – except for when he took his 
  father’s ring to his bedchamber and didn’t return … 
  There are no tracks left at the crime scene other than 
  those of the victim (and of course Durka and the PCs). 
  Clearly, the perpetrator has skills in Moving Silently and 
  in covering their tracks as they go. A Knowledge (Local) 
  check DC 8+APL will reveal that the only people in this 
  region who can perform such skills with such expertise 
  are the monks associated with the Dark Wave Crime 
  Syndicate. 
  If any of the gathered crowd are interviewed, get any 
  PC doing any questioning to make a Gather Information 
  check (DC 8+APL). A successful check brings forward a 
  woman who only wants to be known as “Mardie”. Mardie 
  says that she was having lunch in The Shimmering 
  Seagull and decided to leave early. Upon leaving, she saw 
  a tall, but hunched figure, dressed completely in a 
  tattered black cloak, lumbering away from the tavern 
  towards Mittelstaat. For a minute, she thought she 
  recognised the man … somebody who used to be 
  important here in Traft City … but she just can’t put her 
  finger on it. 
  It may be that some PCs might have access to Spells 
  (such as commune) which might help answer some of 
  their questions. As DM, you should allow PCs to get 
  answers for their efforts. All answers should direct the 
  PCs towards : a) the innocence of Willard von Kuursen 
  and the von Kuursen family in this murder; b) the ring 
  belonging to Suzzianna von Kuursen – but not to Broger 
  von Kuursen; c) the ring actually belonging to a man 
  called Matzskursky (whose whereabouts are cloudy);  d) 
  The Dark Wave Syndicate are (somehow) behind all of 
  this! 
  If any PC does speak with dead on Connor von 
  Rickentropf, he/she will have the corpse reveal aspects of 
  the following: 
   
   
   
  if
  l
  i  
  “On way home … jumped in alleyway … tried to fight 
  … stranger used kicks and well-placed punches on 
  me … I pulled the hood of his cloak back … saw his 
  face … I know this man … he used to be high up in 
  Traft City … but he did something bad and went away 
  … now he returns … his eyes are mad … he is being 
  controlled by someone else … I plead with him for 
  my l e … but his eyes rol  back n his head, and he 
  kills me … he runs towards Mittelstaat … tell my 
  PER4-02 Mind Games 
   
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  father I loved him …the ring was planted after my 
  death …” 
   
  The DM should feel free to extrapolate upon any other 
  questions/answers. Ultimately, the players should be 
  moved to investigate Suzzianna von Oostmeeren (for the 
  first time, or again). Any attempt to investigate a man 
  called Matzskursky will only reveal that Matzskursky is 
  quite a common name, and more information will be 
  needed to narrow any search.  
  The PCs may also return to Broger von Kuursen to 
  interrogate him. He is horrified at the murder of young 
  Connor; but does not know the whereabouts of young 
  Willard (Willard has actually sneaked off to go to a house 
  of ill-repute in the docks district). Broger has not seen 
  Willard since the PCs were there earlier. If asked, Broger 
  goes to his bedroom and returns with the Ring Of 
  Pledging which Suzzianna gave him. It is still too big for 
  his finger. The ring the PCs have is too small for his 
  finger … 
  The PCs may even want to investigate the place 
  where such rings are made (or resized). Upon general 
  inquiry (Gather Information DC 6+APL), the PCs learn 
  about Baggis Grit (a jeweler who owns The Family 
  Jewels  - a shop found on Map #6, Sect. 17 of the TCVG). 
  However, if they go there, Baggis Grit will examine the 
  ring and look very sheepish. A Sense Motive (DC 6+APL) 
  reveals that he is hiding a secret. A Diplomacy or 
  Intimidate check (DC 8+APL) will cause Baggis to spill 
  the beans and reveal that although this ring  is 
  Suzzianna’s Ring Of Pledging … it is not the ring she 
  asked him to secretly make one month ago in order to be 
  betrothed to Broger von Kuursen. Baggis claims that 
  Suzzianna told him that she lost her original ring and, 
  rather than tell her father and make him angry, she had 
  Baggis make her another (which, he pleads, is against the 
  law – but he doesn’t want to go to jail!!). He then breaks 
  down and cries … 
  Thus, it seems, Suzzianna von Oostmeeren has given 
  out TWO Rings OF Pledging … 
   
  What Next? 
  At this point, all roads lead to interviewing Suzzianna von 
  Oostmeeren (possibly for the second time). Go to 
  Encounter Seven. 
   
  Encounter Six 
  The von Oostmeeren Estate 
  Use this encounter if the PCs visit this estate AFTER 
  Encounter Five. 
   
  This encounter should go no more than 30 minutes 
  maximum (preferably less). 
   
  The PCs might now come to this estate for either the first 
  or second time. The DM may need to use information 
  presented in Encounter Three and meld it with this 
  encounter (depending on what the PCs have and haven’t 
  done). Regardless, this encounter focuses on what 
  happens if the PCs come to this estate to ask about “The 
  Ring Of Pledging” found on the corpse of Connor von 
  Rickentropf. 
   
  Speaking With Kavorkis 
  If shown the ring found on the murder victim, Kavorkis 
  will go white and have to sit down. He tells the PCs that it 
  is his daughter’s Ring Of Pledging – the one she gave to 
  Broger von Kuursen. If the PCs already know it is NOT 
  the same ring, then Kavorkis becomes confused. He tells 
  the PCs that that is impossible. There is only ONE Ring 
  Of Pledging for every daughter in every aristocratic 
  family. This is his daughter’s ring. It is the “one and only”. 
  Neither could it have been copied by somebody, as there 
  are secret markings inside the ring which are only known 
  to the von Oostmeeren family. Suzzianna would have to 
  have copied it herself, and that is forbidden and 
  punishable by permanent ostracism.  
  Regardless, if the PCs wish to speak with Suzzianna, 
  Kavorkis will NOT be present. THIS IS IMPORTANT, 
  because he MUST NOT know about Krell or the real 
  events surrounding “the ring”.  
   
  Speaking With Suzzianna 
  DM Note: Ensure that Suzzianna’s father is NOT present 
  during this conversation! 
  If shown the ring found on the murder victim, 
  Suzzianna will gasp and hold her handkerchief to her 
  mouth and sit down on a chair. She will ask to hold it, 
  then will fondle the ring over and over in the palm of her 
  hand and seem distracted. Once she has the ring, she will 
  not willingly relinquish it back to the PCs. 
  A Sense Motive check (DC 8+APL) will allow the 
  PCs to realise that Suzzianna is hiding some knowledge 
  about this ring. Only a Diplomacy check (DC 10+APL) 
  will cause her to tell “The Story Of The Ring” (see below). 
  Allow only two PCs to make this check, as she will 
  become nervous and ask for peace if she is bothered too 
  much.  
   
  The Story Of The Ring 
  This is the story Suzzianna tells if the PCs succeed in 
  being very diplomatic with her. Read (but preferably 
  paraphrase) as you wish, but this should be more of a 
  “conversation” with PCs, rather than a “lecture” : 
   
  “Th s ring is, indeed, a Ring Of Pledging. And it is 
  mine. But I gave it away so long ago, I had forgotten it 
  even existed anymore. You see, twelve years ago when 
  I was but a young girl, I met a boy called Krell 
  Matzskursky. He was a distant relation to the von 
  Malachians and someone whom my father would 
  never have approved of unless under better 
  circumstances. But we fell in love. Deeply. For a year 
  and a half we met secretly and made love together. 
  And it was beautiful – for it was the first time for both 
  of us.  
  i
   
   
  “But I knew my father would never let us pledge, 
  and so we devised a little plan. I was to join the 1
  st
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  Auszgen, and he was to join the Zee-Auszug. Then, 
  when he had reached the rank of Captain, he was to 
  come calling for my hand in marriage. Only then, 
  might my father agree to allow us to be together. I 
  gave him my Ring Of Pledging as proof of my love 
  and dedication. Then we parted. I never told my 
  father of this boy, or our secret plan. 
   
   
  i
   
   
  l
  l
   
  i
  i
   
   
  “When we joined our respective armed forces, we 
  never heard much of each other. Then, eight years 
  ago, I heard that Krell’s ship had been lost in a storm 
  whilst supporting a blockade of the Thrillonrian 
  Peninsula during the aftermath of the Greyhawk 
  Wars … 
  “I was told he was dead. And I was devastated. 
   
  “As I had never told my father about Krell, or 
  giv ng away my ring, I quickly had another secretly 
  made, even though I knew I risked permanent 
  ostracism should my father ever discover this. The 
  ring I gave to Broger von Kuursen was a replica. This 
  ring … is the one I gave Krell Matzskursky. Oh! The 
  gods may as well murder me! Either this is Krell 
  returned, or somebody is trying to punish me for 
  deserting a man I thought long dead – and now I am 
  to marry another! Oh!!! 
  “ I thank you for returning my property to me. I, 
  myself, have some questions in need of answering. 
  Krell had an uncle, Vrarna Tannock. He was a 
  councillor on the Traft City Council. Six months ago 
  he contracted some kind of parasitic infection which 
  caused him to go insane. He murdered his entire 
  family, then fled his house (and the city) – never to be 
  seen again. The house was boarded up and sealed. It is 
  said to be haunted …  
   
  “If there is an answer to the riddle of this ring, I 
  bet the o d Tannock residence will be a good p ace to
  start. If Krell is alive, we may well find h m there, or 
  find letters written to Tannock last year, proving that 
  he is still alive. I must go there immediately, ton ght!
  Perhaps whoever planted this ring is there, and I 
  must stop them before anyone else dies on my 
  account! 
   
  “I do not need bodyguards … but you are 
  welcome to come if you wish. Your efforts so far on 
  this day prove you are friends to both myself and the 
  aristocracy of Traft City …” 
  If the PCs were not successful in getting this story, they 
  will either see Suzzianna sneak out of her Estate at some 
  point and go to the old Tannock house (if they follow 
  her). If they don’t see her, then Suzzianna’s brother, 
  Vance, sees her sneak out. He follows her and sees her go 
  into the old Tannock house and not come out. He goes 
  searching for the PCs and tells them what happened. 
  Hopefully, the PCs will go after her. If the PCs hear 
  Suzzianna’s story, and they agree to go with her to the old 
  Tannock house, then so be it. If they hear the story, but 
  decline to accompany her, then young Vance will catch 
  up with them (as above).  
   
  Arriving At The Tannock Residence With 
  Suzzianna 
  The DM should describe to the players that darkness has 
  fallen, but Suzzianna is determined to investigate matters 
  tonight. She dons her armor, grabs her bastard sword, and 
  a backpack with various crowbars and other gear. She has 
  a grim determination about her, and she looks like she 
  could handle herself in battle.  
   
  � Suzzianna von Oostmeeren: Female hu Ari4/Ftr4, 
  hp59. See Appendix II for further stats. 
   
  Suzzianna leads the PCs into the Mittelstaat district (see 
  the TCVG), and to an old, boarded-up residence whose 
  yard is now woefully overgrown with thorns, weeds, and 
  discarded debris. Suzzianna suddenly looks dizzy and you 
  notice that she is holding her side! There is blood! She 
  says to the PCs : 
   
  “I have been foolish! I did not tell you about why I am 
  on leave from the 1
  st Auszug. I was wounded and, 
  although healed, it was an evil wound which I was 
  told might open up should I exert myself again. 
  Please … help me!” 
   
  Suzzianna will need at least ONE cure light wounds at 
  APL 2, ONE cure moderate wounds at APL 4, at least 
  ONE cure serious wounds at APL 6, two cure serious 
  wounds at APL 8, three cure serious wounds at APL 10, 
  and five cure serious wounds – or equivalent – at APL 12. 
  If the party do not heal her, or heal her enough, she will 
  not appear and hug Krell in Encounter Nine – nor will 
  she bestow her favour on the party in The Conclusion. 
  When cured, or not, she tells the party : 
   
  “I need to rest here for a few minutes! Place me under 
  yonder tree, in the shadows! I will join you and help 
  you if you get into trouble inside. You must find out if 
  Krell is in there! You must find out if it is h s uncle 
  behind these murders! Hurry!” 
  i
   
  Arriving At The Tannock Residence Without 
  Suzzianna 
  Then the PCs will find her there, already, slumped under 
  a tree. She will tell them the story relayed above (and they 
  will need to heal her, etc). See above entry. 
   
  Entering The Tannock Residence 
  Now the PCs are now ready to venture up the path into 
  the residence. The gate opens onto a weedy path. The 
  path goes 30 feet up to a set of 10ft long steps (50 feet 
  from the gate to door, in total). At the top of the steps is a 
  5ft wide portcullis. Then there are a set of old, but not 
  boarded-up double wooden doors. It appears they were 
  boarded up at one stage, but the wood has recently been 
  pulled away (Spot check DC 10+APL). There are windows 
  all around the two storey residence, but they are all 
  boarded up from the outside and the inside. It is dark, and 
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  the PCs must light a torch (or cast a light spell on 
  something).  
  As the PCs walk cautiously up to the doors, they find 
  they are unlocked. The PCs will see/hear the following : 
   
  You enter into what appears to be a greeting chamber 
  of what was once a quite palatial and respected 
  residence – including a wide set of stairs leading up to 
  a second storey. Even in the flickering torchlight, you 
  can see that a terrible murder took place here not too 
  long ago. Horrific blood stains soak the tiles and 
  carpet, and family items appear to have been dropped 
  where the murdered family first fell : a handkerchief, 
  a toy wooden soldier, a rag doll now black with blood
  … 
   
   
   
   
  Let the PCs explore. As soon as they get within 30 feet of 
  the door to the stairs, give the players a Listen check (DC 
  8+APL) to hear Tannock coming up the stairs. If anyone 
  hears, read : 
   
  You hear a sound coming from below. It is coming 
  from somewhere underneath the residence … below 
  you … perhaps even below the stairs … It is the 
  sound of a raging, insane howl; then chains breaking 
  free of their moorings … then the mad thud, thud, 
  thud of an enraged maniac running, screaming … up 
  towards you! 
   
  This is Councillor Tannock. He is kept chained up in the 
  basement of what was once his own house. He has gone 
  completely insane. When he hears the PCs upstairs, he 
  becomes extremely enraged, and he breaks free of his 
  chains and comes hurtling up the stairs to confront the 
  intruders – the party. 
  Go to Encounter Eight. 
   
   
  Encounter Seven 
  Councillor Tannock 
  Councillor Tannock bashes through the door in a 
  slobbering rage. If they do not make their checks, then 
  Tannock suddenly breaks down the door and gets one 
  partial action to surprise the party (which is probably just 
  to roll his eyes, growl, and look like he’s going to attack 
  someone without prejudice). Just for effect, he is filthy 
  dirty, and is completely naked except for a tattered open 
  cloak decorated in Hussen colours. Everyone rolls for 
  initiative … 
   
  APL 2 (EL 3) 
  � Councillor Tannock: Male hu, Mnk4, hp28. See 
  Appendix II for statistics. 
   
  APL 4 (EL 5) 
  � Councillor Tannock: Male hu, Mnk6, hp46. See 
  Appendix II for statistics. 
   
  APL 6 (EL 7) 
  � Councillor Tannock: Male hu, Mnk8, hp63. See 
  Appendix II for statistics. 
   
  APL 8 (EL 9) 
  � Councillor Tannock: Male hu, Mnk10, hp79. See 
  Appendix II for statistics. 
   
  APL 10 (EL 11) 
  � Councillor Tannock: Male hu, Mnk12, hp92. See 
  Appendix II for statistics. 
   
  APL 12 (EL 13) 
  � Councillor Tannock: Male hu, Mnk14, hp103. See 
  Appendix II for statistics. 
   
  DM Note: The EL of this encounter has been reduced by 
  one less than normal due to the fact that Tannock is 
  naked and only fights with the “bare essentials” (as 
  opposed to having rings, etc. to aid him – which regular 
  monks would have).  
  Councillor Tannock has been trained as a monk by 
  the Dark Wave Crime Syndicate. It has been hard work, 
  and the style he uses is a kind of “drunken master” 
  technique (though this should not be confused with the 
  Prestige Class of the same name). The DM can (and 
  should) have some fun with Tannock. He will scream 
  insane rants at the party as he fights them – none of 
  which should make any sense at all. He will use his 
  Tumble and Jump skills to good effect, as well as his feats. 
  Whilst he’s insane; he’s also well trained and disciplined 
  in terms of his ability to fight. It is the only thing he is 
  capable of, now. When he reaches zero hit points, he 
  collapses (but does not die unless the PCs coup de grace 
  him – which would be an evil act as he’s clearly insane 
  and can be taken into custody and possibly cured). 
  After Tannock collapses (or dies from massive 
  damage), the PCs may search the basement of the 
  residence, search upstairs, or do something else. Let each 
  PC do three actions each during this time: 
   
  Heal or Cure (1 action) 
  Search downstairs (3 actions) 
  Search upstairs (3 actions) 
  Cast one spell (1 action) 
  Use an item (1 action) 
  Attend to Councillor Tannock (2 actions) 
  Attend to Suzzianna (2 actions) 
   
  Meanwhile, Krell Matzskursky is on his way home with 
  some elite Black Marks as his personal bodyguard. He 
  will arrive shortly. PCs searching either upstairs or 
  downstairs will be in those positions when Matzskursky 
  arrives. Some PCs may even be diligently guarding the 
  front and back doors – so they get the drop on the 
  antagonists as they enter! It should be noted that Krell 
  will not find Suzzianna hidden in the shadows under the 
  tree outside … but SHE sees him enter the house, and 
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  slowly rallies herself so she can burst through the door 
  into his arms (dramatically) as he dies. 
   
  Searching The Basement 
  The stairs leading down to the basement go down 60 feet. 
  At the bottom is a dingy room used for storage. Here, PCs 
  find the place where Tannock was tied up, as well as lots 
  of half-eaten raw meat and vegetables which has been fed 
  to Tannock over time. The place stinks, as Tannock’s 
  faeces and urine is all over the floor. Anybody spending 
  more than 1 round down here would surely be sick (Fort 
  save DC 8+APL or be Dazed for 1d4 rounds).  
   
  Searching Upstairs 
  The stairs leading up to the first floor are 10ft wide and go 
  up 30 feet, then split left and right and go up a further 30 
  feet to a balcony. All of the doors to various rooms up 
  here are boarded up – except for the door leading to what 
  appears to be a Main Bedroom. It seems that this is the 
  room which Krell Matzskursky has taken up residence in 
  whilst he plots his revenge on the aristocracy. There are 
  men’s clothes and underwear (unwashed) in here, and a 
  Search check (DC 12+APL) reveals a diary. It is the diary 
  of Krell Matzskursky. If PCs say they are looking inside, 
  give them Player Handout #1. 
   
   
  Encounter Eight 
  Krell Matzsursky And Friends 
  Once each PC has taken three actions (or searched 
  appropriately), then the DM is at liberty to run this final 
  encounter. At this point, Krell Matzskursky and his 
  bodyguards return to the Tannock residence. They are 
  not expecting intruders, but if PCs have torches or lights 
  burning inside the house, then Krell and Co. will be 
  alerted. The wizards will do what they can to buff 
  themselves and Krell: DM’s choice – 3 spells/wizard. 
  Remember, also, at APL 8, Kazdun the wizard will 
  surround them all with a Lesser Globe Of Invulnerability 
  (which he has on a scroll). At APL 10 and 12, Kazdun uses 
  a Globe Of Invulnerability before they all enter.  Then 
  they will scout quietly and devise the best way to enter 
  and attack the party.  
  At some point, they will engage the party as best they 
  can. If the party are ready for them, then so be it (good on 
  da party!). Remember, party members searching upstairs 
  or in the basement may take at least 1 round (maybe 
  more) to move double speed to any occurring outbreak of 
  melee. Melee downstairs cannot be seen from the 
  balcony upstairs (nor from the stairs). 
   
  APL 2 (EL 4) 
  � Matzskursky: Male hu, Ftr2, hp15; See Appendix II. 
  � Wizards (2): Hu, Wiz1, hp8 each. See Appendix II. 
   
  APL 4 (EL 6) 
  � Matzskursky: Male hu, Ftr5, hp35; See Appendix II. 
  � Wizard (1): Male hu, Wiz3, hp15; See Appendix II. 
  � Wizard (1): Fem hu, Wiz1, hp8. See Appendix II. 
   
  APL 6 (EL 8) 
  � Matzskursky: Male hu, Ftr7, hp49; See Appendix II. 
  � Wizard (1): Male hu, Wiz5, hp22; See Appendix II. 
  � Wizard (1): Fem hu, Wiz3, hp15. See Appendix II. 
   
  APL 8 (EL 10) 
  � Matzskursky: Male hu, Ftr9, hp72; See Appendix II. 
  � Wizard (1): Male hu, Wiz7, hp26; See Appendix II. 
  � Wizard (1): Fem hu, Wiz5, hp22. See Appendix II. 
   
  APL 10 (EL 12) 
  � Matzskursky: Male hu, Ftr11, hp86; See Appendix II. 
  � Wizard (1): Male hu, Wiz9, hp33; See Appendix II. 
  � Wizard (1): Male hu, Wiz7, hp26. See Appendix II. 
   
  APL 12 (EL 14) 
  � Matzskursky: Male hu, Ftr13, hp101; See Appendix II. 
  � Wizard (1): Male hu, Wiz11, hp40; See Appendix II. 
  � Wizard (1): Male hu, Wiz9, hp33. See Appendix II. 
   
  As Krell and his bodyguards are all members of the Dark 
  Wave, they will all commit suicide in the appropriate way 
  (mentioned in Encounter Seven) when they reach zero 
  hit points (or before if appropriate). As Krell commits 
  suicide, Suzzianna (if nearby) cries out and crawls over to 
  his dying body and embraces him one last time … 
   
  “Why? Why Krell? Why’d you do all this?” she asks. 
   
   
  t
  He replies, “Because … I loved you … I thought I 
  could stop you from marrying the old man. You were 
  my first love, my darling. And my … last…” Then he
  dies. 
   
  A search of Krell’s body (and his bodyguards) reveals 
  some items : 
  Treasure: See the Treasure Summary (Encounter 9) 
  at the end of this adventure. 
   
  Conclusion 
  Back At The Resting Anchor 
  Read (or preferably paraphrase) the following: 
   
  And so it appears that this adven ure is nearly over. 
  Suzzianna von Oostmeeren is extremely grateful. 
  Even though Krell is dead, she is glad that her 
  marriage to Broger can now go ahead unhindered, and 
  she asks the party to keep her involvement with Krell 
  Matzskursky  a secret. 
   
  She escorts you back to the Resting Anchor 
  Tavern, and Rolf Heiniker sits you all down for a 
  beautiful meal and some great ale. But his wife, 
  unbeknownst to you all, saw you return with 
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  Page 19 
  
   
   
  Suzzianna – bloody and battered. She took it upon 
  herself to send a message to Suzzianna’s father (who 
  then sent a message to von Rickentropf), as well as 
  Broger von Kuursen, Suzzianna’s betrothed. It is not 
  long, before all 3 men arrive – confused, concerned 
  and angry – at the Resting Anchor … demanding to 
  know what has happened this night, and why 
  Suzzianna and yourselves are looking so battered and 
  bloody. Also … von Rickentropf wants to know f 
  you’ve found out who killed his son … or he swears 
  he will murder von Kuursen before this n ght is out! 
  All 4 men look at you, then each other … all of them 
  are contemplating a fight … 
  i
  i
   
  At this point it is up to the party to come up with a bloody 
  good explanation of everything – without betraying 
  Suzzianna. Should Suzzianna’s secret be betrayed, then 
  the PCs will receive her enmity (not her favour) at the 
  end of this scenario. They will also gain the enmity of 
  Broger von Kuursen (because the wedding will be called 
  of – at least for now).  
  Depending on how entertaining (and convincing) 
  the party’s explanations are, the DM should reward Role-
  Playing XP accordingly – taking into account other role-
  playing done throughout this adventure.  
  DMs should not simply award “full XP” to players 
  just for completing this scenario – particularly if they 
  have not played their roles effectively, or interacted with 
  the various aristocrats in a rightful, just, and purposeful 
  way. 
  Finally, read the following: 
   
  When all your explanations are done, the various 
  aristocrats yawn and take their leave. This day has 
  been far too exciting and troublesome for them all. As 
  you bid your farewells, Rolf Heiniker looks at you all 
  and says: “OK. Who wants to be the first to get 
  sloshed on Lake-Thunder? Isn’t that what you came 
  ‘ere for?” 
   
  The End 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  role-playing) to each character. 
   
  Encounter Four 
  Defeat The Black Marks 
   
  APL2 120 xp;  APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360xp; APL 12 420xp. 
   
  Encounter Seven 
  Defeat Councillor Tannock  
  APL2 90 xp;  APL4 150 xp; APL6 210 xp;  
  APL8 270 xp; APL10 330xp; APL 12 390xp. 
   
  Encounter Eight 
  Defeat Krell And His Friends 
   
  APL2 120 xp;  APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360xp; APL 12 420xp. 
   
  Discretionary role-playing award 
  APL2 90 xp;  APL4 135 xp; APL6 180 xp; 
  APL8 225 xp; APL10 270xp; APL 12 315xp. 
   
  Total possible experience:  
   
  APL2  420xp;  APL4 645 xp; APL6 870 xp; 
  APL8 1,095xp; APL10 1,320xp; APL 12 1,545xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  PER4-02 Mind Games 
   
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  Encounter Four : Searching The Black Marks 
        APL 2–loot(38 gp/PC), coin-(0 gp),magic items- (0 gp). 
        APL 4–loot(88 gp/PC), coin-(0 gp),magic items- (0 gp). 
        APL 6–loot(37 gp/PC), coin-(0 gp),magic items-+1 
  short sword (109 gp/PC). 
        APL 8–loot(37 gp/PC), coin-(0 gp),magic items-+2 
  short sword (667gp/PC); Amulet Of Natural Armor +2 
  (667gp/PC). 
        APL 10–loot(37 gp/PC), coin-(0 gp),magic items-+2 
  short sword (667gp/PC); Amulet Of Natural Armor +2 
  (667gp/PC); Ring Of Protection +2 (667gp/PC); Ring Of 
  Protection +2 (667gp/PC); Ring Of Protection +2 
  (667gp/PC). 
        APL 12–loot(37 gp/PC), coin-(0 gp),magic items-+2 
  short sword (667gp/PC); Amulet Of Natural Armor +2 
  (667gp/PC); Amulet Of Natural Armor +2 (667gp/PC); 
  Ring Of Protection +2 (667gp/PC); Ring Of Protection +2 
  (667gp/PC); Ring Of Protection +2 (667gp/PC); +2 Chain 
  Shirt (367gp/PC); +2 Large Heavy Shield (367gp/PC); 
  Amulet OF Health +4 (1,333gp/PC). 
   
  Encounter Eight : Searching Krell And Friends 
        APL 2–loot(109 gp/PC), coin-(0 gp),magic items- 
  Quaal’s Feather Token: Whip (42gp); Scroll: Dimension 
  Door (58gp); Potion: Barkskin +3 (50gp). 
        APL 4–loot(159 gp/PC), coin-(0 gp),magic items-+1 
  Cloak Of Resistance (83gp/PC); Wand: Ray Of 
  Enfeeblement –25 charges) (31gp/PC). 
        APL 6–loot(253 gp/PC), coin-(0 gp),magic items-+1 
  Cloak Of Resistance (83gp/PC); +1 Cloak Of Resistance 
  (83gp/PC); Wand: Ray Of Enfeeblement –25 charges) 
  (31gp/PC); +1 Sword, bastard (195gp/PC); Potion: Cure 
  Moderate Wounds (25gp/PC); Potion: Cure Serious 
  Wounds (63gp/PC); Bracers Of Armor +1 (83gp/PC). 
        APL 8–loot(5 gp/PC), coin-(0 gp),magic items-+1 
  Cloak Of Resistance (83gp/PC); +1 Cloak Of Resistance 
  (83gp/PC); +1 Cloak Of Resistance (83gp/PC); +1 Sword, 
  bastard (195gp/PC); Potion: Cure Moderate Wounds 
  (25gp/PC); Potion: Cure Serious Wounds (63gp/PC); 
  Bracers Of Armor +1 (83gp/PC); Bracers Of Armor +1 
  (83gp/PC); +1 Full Plate (233gp/PC); +1 Shield 
  (110gp/PC); Ring Of Protection +1 (83gp/PC). 
   
   
   
        APL 10–loot(5 gp/PC), coin-(0 gp),magic items-+2 
  Cloak Of Resistance (333gp/PC); +1 Cloak Of Resistance 
  (83gp/PC); +1 Cloak Of Resistance (83gp/PC); +2 Sword, 
  bastard
  (695gp/PC); Scroll Summon Monster IV 
  (58gp/PC); Wand OF Magic Missiles (9)-25 charges 
  (282gp/PC); Potion: Cure Serious Wounds (63gp/PC); 
  Bracers Of Armor +1 (83gp/PC); Bracers Of Armor +2 
  (333gp/PC); +2 Full Plate (542gp/PC); +1 Shield 
  (110gp/PC); Ring Of Protection +1 (83gp/PC); Bracers Of 
  Armor +1 (83gp/PC). 
         APL 12–loot(5 gp/PC), coin-(0 gp),magic items-+2 
  Cloak Of Resistance (333gp/PC); +1 Cloak Of Resistance 
  (83gp/PC); +1 Cloak Of Resistance (83gp/PC); +2 Sword, 
  bastard
  (695gp/PC); Scroll Summon Monster IV 
  (58gp/PC); Wand Of Magic Missiles (9)-25 charges 
  (282gp/PC); Wand Of Magic Missiles (9)-25 charges 
  (282gp/PC); Wand Of Fireball (9) –50 charges 
  (1,666gp/PC); Potion: Cure Serious Wounds (63gp/PC); 
  Potion: Cure Serious Wounds (63gp/PC); +2 Full Plate 
  (542gp/PC); +1 Shield (110gp/PC); Ring Of Protection +1 
  (83gp/PC); Bracers Of Armor +2 (333gp/PC); Bracers Of 
  Armor +2 (333gp/PC); Amulet Of Natural Armor +1 
  167gp/PC). 
   
  Total Possible Treasure 
  APL 2: L: 147gp/pc; C: 303gp/pc; M: 0 gp  - Total: 
  450gp/pc. 
  APL 4: L: 247gp/pc; C: 289gp/pc; M: 114gp/pc  - 
  Total: 650gp/pc. 
  APL 6: L: 290gp/pc; C: 0 gp; M: 672 gp  - Total: 
  900gp/pc max. 
  APL 8: L: 42gp/pc; C: 0 gp; M: 2,365gp/pc  - Total: 
  1,300gp/pc max. 
  APL 10: L: 42gp/pc; C: 0 gp; M: 5,422gp/pc  - Total: 
  2,300gp/pc max. 
  APL 12: L: 42gp/pc; C: 0 gp; M: 10,376gp/pc  - Total: 
  3,300gp/pc max. 
   
  Special 
   
  * The PC who won the beer tasting competition gets this 
  “prize” ☺ : 
   
  � A Very Romantic Dinner For Two At Desnier’s By-
  The-Sea (Traft City). Use of this voucher by the PC (in 
  tandem with a nominated NPC “of interest”) allows the 
  PC a +2 circumstance bonus to any “wooing” done via a 
  Diplomacy check (during or after dinner). 
   
  �  The Ire Of Boone. This person makes all Diplomacy 
  and Gather Information checks at –4 when dealing with 
  Lord Boone in the future. 
   
  Also, PCs receive one of the following at the end of the 
  adventure (cross out that which does not apply): 
   
  EITHER : 
   
  �  The Favour Of Suzzianna von Oostmeeren and 
  Broger von Kuursen. For helping out such an 
  aristocratic couple, every PC in a party who does not 
  betray Suzzianna’s secret receives a +2 circumstance 
  bonus to ONE Diplomacy check involving the von 
  Oostmeeren and von Kuursen families at one time in the 
  future. This is on top of any other ranks, or bonuses 
  already with the character. Once the favour is used, this 
  favour must be crossed off this AR. 
   
  OR : 
   
  �  The Enmity Of The von Oostmeeren and von 
  Kuursen Families. If anyone in your party betrays 
  Suzzianna’s secret, you all receive the enmity of these 
  families, as the shame her liasion brings is more than they 
  can bear. From this point on, all Diplomacy checks made 
  with any von Oostmeeren or von Kuursen is made at a –2 
  penalty (until further notice). 
  PER4-02 Mind Games 
   
  Page 21 
  
   
   
   
  Items for the Adventure Record 
   
  Item Access 
  APL 2: 
  Quaal’s Feather Token: Whip (Adventure, DMG) 
  Scroll of Dimension Door (Adventure, DMG) 
  Potion of Barkskin +3 (Adventure, DMG) 
   
  APL 4: (All of APL 2 plus the following) 
  Wand of Ray Of Enfeeblement (Adventure, 1st level 
  caster, DMG) 
   
  APL 6: (All of APLs 2-4 plus the following) 
  Potion of Cure Serious Wounds (Adventure, DMG) 
   
  APL 8: (All of APLs 4-6 plus the following) 
  +2 Short Sword  (Adventure, DMG) 
  Amulet Of Natural Armor +2 (Adventure, DMG) 
   
  APL 10: (All of APLs 4-8 plus the following) 
  +2 Cloak Of Resistance (Adventure, DMG) 
  +2 Bastard Sword (Adventure, DMG) 
  Wand Of Magic Missiles (Adventure, 9th level caster, 
  DMG) 
  Bracers Of Armor +2 (Adventure, DMG) 
  +2 Full Plate Armor (Adventure, DMG) 
   
  APL 12: (All of APLs 4-8 plus the following) 
  Wand Of Fireball (Adventure, 9th level caster, DMG) 
   
   
   
   
  PER4-02 Mind Games 
   
  Page 22 
  
   
   
  Appendix I 
  Aristocratic Alliances In Traft City, 594 CY 
   
   
  In this scenario, the players are likely to do lots of interaction with Aristocrats. As DM, you should take a moment at the 
  start of this scenario to determine how those Aristocrats will react/interact with the players during any encounter. To do 
  this, find out which clan each PC belongs to, and write their name underneath the Family Alliance Chart.  
   
  Those PCs who are of a clan aligned to that family get a +2 circumstance bonus when using Bluff, Diplomacy or Gather 
  Information checks against members of that family. Those PCs of another clan alliance receive a –2 circumstance 
  penalty for those same checks. Those PCs who are Councillors Of Traft City, Businesspersons Of Traft City, or 
  Defenders Of Traft City (via Special Certs) receive no penalty versus families of clans outside their own alliance. 
  Outlanders (those of no clan) will not be spoken to by any Aristocrat. If every PC in the party is non-aligned, then 
  Aristocrats will speak, but all checks will be at –4. 
   
  Hussen, Morganrood, Rosrijder 
  Clan 
  Weisspeer, Vestmeer, Vosser Clan 
  Roodberg, Oostmeer, Vuurzward 
  Clan 
  Family von Nurwolf (Rosr) 
  Family von Siff (Voss) 
  Family von Rickentropf  (Oost)  
  Family von Kuurssen (Huss) 
  Family von Bruegellian (Vest) 
  Family von Frillnius (Oost) 
  Family von Malachian (Morg) 
  Family von Vienerhauss (Vest) 
  Family von Kordanis (Rood) 
  Family von Girnhimuus (Morg) 
  Family von Fredrikkson (Weis) 
  Family von Roodgardt (Rood) 
   
  Family von Ayedder (Weis) 
  Family von Oostmeeren (Oost) 
   
   
  Family von Stoger (Vurz) 
   
   
  Family von Cheigrich (Rood) 
   
   
  Family von Lolveig (Oost) 
   
   
  Family von Urwiggen (Oost) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THESE PC’s ARE CONSIDERED “OUTLANDERS” AND RECEIVE A –4 PENALTY TO ALL CHECKS WITH 
  ALL ARISTOCRATS : 
   
  _____________________________________                 ____________________________________ 
   
  _____________________________________                 ____________________________________ 
   
  _____________________________________                 _____________________________________  
   
   
   
   
   
   
   
   
   
   
   
  PER4-02 Mind Games 
   
  Page 23 
   
  
   
   
  Appendix II 
  NPC Statistics 
   
  Encounter 1 
  � Lendrach: Male Human Ari4: Medium Humanoid ; 
  HD 4d8+4 ( Aristocrat) ; hp 30; Init + 4; Spd 30; AC 10 
  (Flatfooted: 10 Touch: 10); Atk +5 base melee, +3 base 
  ranged; AL N; SV Fort + 2, Ref + 1, Will + 6; STR 15, 
  DEX 11, CON 13, INT 9, WIS 15, CHA 10. 
        Skills and Feats: Appraise + 0, Bluff + 6, Diplomacy + 
  9, Gather Information + 2, Intimidate + 8, Listen + 3, 
  Ride + 6; Armor Proficiency: heavy, Armor Proficiency: 
  light, Armor Proficiency: medium, Improved Initiative, 
  Martial Weapon Proficiency; Shield Proficiency, 
  Simple Weapon Proficiency, Toughness, Weapon 
  Focus: Unarmed. 
   
  � Vladamir: Male Human Ari2: Medium Humanoid ; 
  HD 2d8+2 ( Aristocrat) ; hp 15; Init + 0; Spd 30; AC 10 
  (Flatfooted: 10 Touch: 10); BA/G: +3/+5; Attk -1 
  (Unarmed 1d3); AL N; SV Fort + 1, Ref + 0, Will + 5; 
  STR 15, DEX 11, CON 13, INT 8, WIS 15, CHA 10. 
        Skills and Feats: Bluff + 5, Diplomacy + 4, Intimidate 
  + 7, Ride + 4; Armor Proficiency: heavy, Armor 
  Proficiency: light, Armor Proficiency: medium, Martial 
  Weapon Proficiency; Shield Proficiency, Simple 
  Weapon Proficiency, Toughness, Weapon Focus: 
  Unarmed. 
   
  Encounter 3 & 6 
  � Suzzianna von Oostmeeren: Female Human 
  Ari4/Ftr4: Medium Humanoid ; HD 4d8+8 ( Aristocrat) 
  , 4d10+8 ( Fighter) ; hp 69; Init + 5; Spd 20; AC 16 
  (Flatfooted: 15 Touch: 11); BA/G: +5/+8; Atk +12 
  (1d10+5, Sword, bastard, Masterwork ); Full Atk +12/+7 
  (1d10+5, Sword, bastard, Masterwork ); AL LG; SV Fort 
  + 7, Ref + 5, Will + 6; STR 17, DEX 12, CON 14, INT 18, 
  WIS 12, CHA 10. 
        Skills and Feats: Diplomacy + 13, Intimidate + 10, 
  Knowledge (nature) + 10, Listen + 3, Ride + 12, Sense 
  Motive + 12, Spot + 2, Wilderness Lore + 12; Armor 
  Proficiency: heavy, Armor Proficiency: light, Armor 
  Proficiency: medium, Exotic Weapon Proficiency: 
  Sword, bastard, Leadership, Shield Proficiency, Simple 
  Weapon Proficiency, Weapon Focus: Sword, bastard, 
  Weapon Specialization: Sword, bastard; Improved 
  Initiative; Lightning Reflexes; Toughness. 
        Possessions: Weapons: Sword, bastard, Masterwork; 
  Armor: Chainmail, Masterwork. 
   
  Encounter 4 
   
  Note : All Monks have Flurry Of Blows as their Full 
  Attack. 
   
  APL 2 (EL 4) 
   
  � Agler: Male Human Rog1: Medium Humanoid ; 
  HD 1d6+1 ( Rogue) ; hp 7; Init + 3; Spd 20; AC 19 
  (Flatfooted: 16 Touch: 13)[Dex +3, Chain Shirt +4, 
  Shield +2]; BA/G: +0/+0; Atk +0 (1d6, Sword, short ); 
  Full Attk: +0 (1d6, Sword, short ); AL LE; SV Fort + 3, 
  Ref + 5, Will + 2; STR 10, DEX 17, CON 13, INT 10, 
  WIS 15, CHA 13. 
           Skills and Feats: Balance + 1, Bluff + 3, Climb -2, 
  Diplomacy + 3, Disable Device + 1, Disguise + 3, Escape 
  Artist + 1, Gather Information + 3, Hide + 3, Listen + 3, 
  Move Silently + 3, Open Lock + 6, Sense Motive + 4, 
  Spot + 6, Tumble + 2; Armor Proficiency: light, Great 
  Fortitude, Shield Proficiency. 
          Special Attacks: Sneak Attack +1d6. 
         Possessions: Pouch : 303gps; Weapons: Sword, 
  short; Armor: Chain shirt; Shields: Shield, heavy, steel. 
   
  � Traga: Male Human Mnk1: Medium Humanoid ; 
  HD 1d8+2 ( Monk) ; hp 10; Init + 6; Spd 30; AC 14 
  (Flatfooted: 12 Touch: 14)[+2 Dex, +2 Wis]; BA/G: 
  +0/+3; Atk +3 ( 1d6+3, Unarmed ); Full Attk +1/+1 ( 
  1d6+3, Unarmed );  AL LE; SV Fort + 4, Ref + 4, Will + 
  4; STR 16, DEX 15, CON 15, INT 13, WIS 15, CHA 11. 
          Skills and Feats: Balance + 4, Climb + 5, Escape 
  Artist + 6, Hide + 6, Jump + 5, Listen + 5, Move Silently 
  + 5, Tumble + 6; Dodge, Improved Initiative. 
           Special Attacks: Stunning Fist (1 x day) Fort save 
  DC 12 or be stunned for one round (can’t act, 
  flatfooted, and further –2 to AC). 
          Possessions: None. 
   
  � Magar: Male Human Wiz1: Medium Humanoid ; 
  HD 1d4+2 ( Wizard) ; hp 6; Init + 0; Spd 30; AC 14 
  (Flatfooted: 14 Touch: 10)[+4 Chain Shirt]; BA/G: 
  +0/+2; Atk +0 ( 1d6+3, Quarterstaff ); Full Attk +0 ( 
  1d6+3, Quarterstaff); AL LE; SV Fort + 2, Ref + 0, Will + 
  0; STR 14, DEX 11, CON 15, INT 17, WIS 7, CHA 11. 
          Skills 
  and 
  Feats: 
  Craft 
  (Alchemy) 
  + 
  7, 
  Concentration + 6, Hide -1, Knowledge (arcana) + 6, 
  Knowledge (religion) + 6, Listen + 0, Spellcraft + 7; 
  Combat Casting, Scribe Scroll , Spell Focus: 
  Enchantment. 
          Spells Prepared (Wiz 3/2) Save DC 14+Spell Level: 
  0 - Daze (s) (Save DC 14), Flare, Ray of Frost, 
  Resistance; 1st - Cause Fear, Magic Missile, Sleep (s) 
  (Save DC 15). 
           Possessions: Weapons: Quarterstaff; Armor: Chain 
  shirt (20% spell failure). 
   
  APL 4 (EL 6) 
   
  � Agler: Male Human Rog2: Medium Humanoid ; 
  HD 2d6+2 ( Rogue) ; hp 12; Init + 3; Spd 20; AC 19 
  (Flatfooted: 16 Touch: 13)[Dex +3, Chain Shirt +4, 
  Shield +2]; BA/G: +1/+1; Atk +1 (1d6, Sword, short ); 
  Full Attk: +1 (1d6, Sword, short ); AL LE; SV Fort + 3, 
  PER4-02 Mind Games 
   
  Page 24 
   
  
   
   
  Ref + 6, Will + 2; STR 10, DEX 17, CON 13, INT 10, 
  WIS 15, CHA 13. 
        Skills and Feats: Balance + 3, Bluff + 5, Climb -2, 
  Diplomacy + 3, Disable Device + 1, Disguise + 3, Escape 
  Artist + 1, Gather Information + 3, Hide + 4, Listen + 4, 
  Move Silently + 6, Open Lock + 6, Sense Motive + 4, 
  Spot + 6, Tumble + 4; Armor Proficiency: light, Great 
  Fortitude, Shield Proficiency. 
        Special Attacks: Sneak Attack +1d6. 
        Special Defences: Evasion. 
        Possessions: Pouch: 289gps; Weapons: Sword, short, 
  Masterwork; Armor: Chain shirt; Shield: Shield, heavy, 
  steel. 
   
  � Traga: Male Human Mnk2: Medium Humanoid ; 
  HD 2d8+4 ( Monk) ; hp 17; Init + 6; Spd 30; AC 14 
  (Flatfooted: 12 Touch: 14) )[+2 Dex, +2 Wis]; BA/G: 
  +1/+4; Atk +4 ( 1d6+3, Unarmed ); Full Attk +2/+2 ( 
  1d6+3, Unarmed );  AL LE; SV Fort + 5, Ref + 5, Will + 
  5; STR 16, DEX 15, CON 15, INT 13, WIS 15, CHA 11. 
         Skills and Feats: Balance + 6, Climb + 5, Escape 
  Artist + 7, Hide + 6, Jump + 7, Listen + 7, Move Silently 
  + 7, Tumble + 7; Combat Reflexes, Dodge, Improved 
  Initiative. 
          Special Attacks: Stunning Fist (2 x day) Fort save 
  DC 13 or be stunned for one round (can’t act, 
  flatfooted, and further –2 to AC) 
          Special Defences: Evasion. 
          Possessions: None 
   
  � Bram: Male Human Mnk2: Medium Humanoid ; 
  HD 2d8+6 ( Monk) ; hp 22; Init + 2; Spd 30; AC 15 
  (Flatfooted: 13 Touch: 15)[+2 Dex, +3 Wis]; BA/G: 
  +1/+2; Atk +2 ( 1d6+1, Unarmed ); Full Attk +1/+1 ( 
  1d6+1, Unarmed ); AL LE; SV Fort + 6, Ref + 5, Will + 6; 
  STR 13, DEX 15, CON 16, INT 7, WIS 16, CHA 15. 
          Skills and Feats: Balance + 4, Hide + 6, Jump + 3, 
  Listen + 8, Move Silently + 3, Tumble + 7; Deflect 
  Arrows, Dodge, Toughness. 
           Special Attacks: Stunning Fist (2 x day) Fort save 
  DC 14 or be stunned for one round (can’t act, 
  flatfooted, and further –2 to AC). 
          Special Defences: Evasion. 
          Possessions: None. 
   
  � Magar: Male Human Wiz2: Medium Humanoid ; 
  HD 2d4+4 ( Wizard) ; hp 11; Init + 0; Spd 30; AC 14 
  (Flatfooted: 14 Touch: 10)[+4 Chain Shirt]; BA/G: 
  +1/+3; Atk +1 ( 1d6+3, Quarterstaff ); Full Attk +1 ( 
  1d6+3, Quarterstaff); AL LE; SV Fort + 2, Ref + 0, Will + 
  1; STR 14, DEX 11, CON 15, INT 17, WIS 7, CHA 11. 
       Skills and Feats: Craft (Alchemy) + 7, Concentration 
  + 7, Hide -1, Knowledge (arcana) + 8, Knowledge 
  (religion) + 8, Listen + 0, Spellcraft + 10; Combat 
  Casting, Scribe Scroll , Spell Focus: Enchantment. 
       Spells Prepared (Wiz 4/3) Save DC 14+Spell Level: 0 
  - Daze (s) (Save DC 14), Flare, Light, Ray of Frost, 
  Resistance; 1st - Cause Fear, Grease, Magic Missile, 
  Sleep (s) (Save DC 15). 
       Possessions: Weapons: Quarterstaff; Armor: Chain 
  shirt (20% arcane spell failure). 
   
  APL 6 (EL 8) 
   
  � Agler: Male Human Rog4: Medium Humanoid ; 
  HD 4d6+4 ( Rogue) ; hp 22; Init + 4; Spd 20; AC 19 
  (Flatfooted: 16 Touch: 13)[Dex +3, Chain Shirt +4, 
  Shield +2]; BA/G: +3/+3; +7 ( 1d6+1, +1 Sword, short ); 
  AL LE; SV Fort + 4, Ref + 8, Will + 3; STR 10, DEX 18, 
  CON 13, INT 10, WIS 15, CHA 13. 
        Skills and Feats: Balance + 7, Bluff + 8, Climb -2, 
  Diplomacy + 5, Disable Device + 1, Disguise + 5, Escape 
  Artist + 4, Gather Information + 3, Hide + 7, Intimidate 
  + 3, Listen + 6, Move Silently + 9, Open Lock + 7, Sense 
  Motive + 4, Spot + 8, Tumble + 7; Armor Proficiency: 
  light, Great Fortitude, Shield Proficiency, Weapon 
  Finesse: Sword, short. 
        Special Attacks: Sneak Attack +2d6. 
        Special Defences: Evasion, Uncanny Dodge. 
        Possessions:  Weapons: +1 Sword, short; Armor: 
  Chain shirt; Shield: Shield, heavy, steel. 
   
  � Traga: Male Human Mnk4: Medium Humanoid ; 
  HD 4d8+8 ( Monk) ; hp 31; Init + 6; Spd 40; AC 15 
  (Flatfooted: 13 Touch: 15) )[+2 Dex, +3 Wis]; BA/G: 
  +3/+6; Atk +7 ( 1d8+3, Unarmed ); Full Attk +4/+4 ( 
  1d6+3, Unarmed ); AL LE; SV Fort + 6, Ref + 6, Will + 7; 
  STR 16, DEX 15, CON 15, INT 13, WIS 16, CHA 11. 
        Skills and Feats: Balance + 8, Climb + 6, Escape 
  Artist + 7, Hide + 9, Jump + 8, Listen + 11, Move 
  Silently + 9, Tumble + 9; Combat Reflexes, Dodge, 
  Improved Initiative, Weapon Focus: Unarmed. 
        Special Attacks: Stunning Fist (4 x day) Fort save DC 
  15 or be stunned for one round (can’t act, flatfooted, 
  and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells). 
        Possessions: None 
   
  � Bram: Male Human Mnk4: Medium Humanoid ; 
  HD 4d8+12 ( Monk) ; hp 38; Init + 3; Spd 40; AC 16 
  (Flatfooted: 13 Touch: 16)[Dex +3, Wis +3]; BA/G: 
  +3/+4; Atk +6 ( 1d8+1, Unarmed ); Full Attk +3/+3 ( 
  1d6+1, Unarmed ); AL LE; SV Fort + 7, Ref + 7, Will + 7; 
  STR 13, DEX 16, CON 16, INT 7, WIS 16, CHA 15. 
        Skills and Feats: Balance + 7, Hide + 7, Jump + 3, 
  Listen + 10, Move Silently + 4, Tumble + 10; Deflect 
  Arrows, Dodge, Toughness, Weapon Finesse. 
        Special Attacks: Stunning Fist (4 x day) Fort save DC 
  15 or be stunned for one round (can’t act, flatfooted, 
  and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells). 
        Possessions: None 
   
  � Magar: Male Human Wiz4: Medium Humanoid ; 
  HD 4d4+8 ( Wizard) ; hp 21; Init + 0; Spd 30; AC 14 
  (Flatfooted: 14 Touch: 10) )[+4 Chain Shirt]; BA/G: 
  +2/+4; Atk +2 ( 1d6+3, Quarterstaff ); Full Attk +2 ( 
  PER4-02 Mind Games 
   
  Page 25 
   
  
   
   
  1d6+3, Quarterstaff);  AL LE; SV Fort + 3, Ref + 3, Will + 
  2; STR 14, DEX 11, CON 15, INT 18, WIS 7, CHA 11. 
        Skills and Feats: Craft (Alchemy) + 9, Concentration 
  + 9, Gather Information + 1, Hide +0, Knowledge 
  (arcana) + 11, Knowledge (religion) + 11, Listen + 1, 
  Spellcraft + 13; Combat Casting, Lightning Reflexes, 
  Scribe Scroll , Spell Focus: Enchantment. 
        Spells Prepared (Wiz 4/4/3) Save DC 14+Spell level: 
  0 - Daze (s) (Save DC 14), Flare, Light, Ray of Frost, 
  Resistance; 1st - Cause Fear, Charm Person (Save DC 
  16), Grease, Magic Missile, Sleep (s) (Save DC 16); 2nd - 
  Bull's Strength, Flaming Sphere, Scare, Tasha's 
  Hideous Laughter (s) (Save DC 17). 
  Possessions: Weapons: Quarterstaff; Armor: Chain shirt 
  (20% arcane spell failure). 
   
  APL 8 (EL 10) 
   
  � Agler: Male Human Rog6: Medium Humanoid ; 
  HD 6d6+6 ( Rogue) ; hp 32; Init + 4; Spd 20; AC 19 
  (Flatfooted: 19 Touch: 13)[Dex +4, Chain Shirt +4, 
  Shield +2]; BA/G: +4/+4; Attk +10 (1d6+2 + Poison, +2 
  Sword, short ); Full Attk +10 (1d6+2 + Poison, +2 Sword, 
  short );  AL LE; SV Fort + 5, Ref + 9, Will + 4; STR 10, 
  DEX 18, CON 13, INT 10, WIS 15, CHA 13. 
        Skills and Feats: Balance + 11, Bluff + 8, Climb -2, 
  Diplomacy + 5, Disable Device + 1, Disguise + 5, Escape 
  Artist + 9, Gather Information + 3, Hide + 9, Intimidate 
  + 3, Listen + 6, Move Silently + 9, Open Lock + 7, Sense 
  Motive + 4, Spot + 11, Tumble + 9, Use Rope + 6; Armor 
  Proficiency: light, Great Fortitude, Shield Proficiency, 
  Weapon Finesse: Sword, short, Weapon Focus: Sword, 
  short. 
        Special Attacks: Sneak Attack +3d6; Poison on short 
  sword (Deathblade, DC 20, 1d6 Con/2d6 Con). 
        Special Defences: Evasion, Uncanny Dodge. 
        Possessions:  Weapons: +2 Sword, short; Armor: 
  Chain shirt; Shield: Shield, heavy, steel. 
   
  � Traga: Male Human Mnk6: Medium Humanoid ; 
  HD 6d8+12 ( Monk) ; hp 45; Init + 6; Spd 50; AC 16 
  (Flatfooted: 14 Touch: 16) )[+2 Dex, +3 Wis, +1 Bonus]; 
  BA/G: +4/+7; Attk +8 (1d8+3, Unarmed );Full Attk 
  +6/+6 (1d8+3, Unarmed ); AL LE; SV Fort + 7, Ref + 9, 
  Will + 8; STR 16, DEX 15, CON 15, INT 13, WIS 16, 
  CHA 11. 
        Skills and Feats: Balance + 10, Climb + 8, Escape 
  Artist + 11, Hide + 8, Jump + 8, Listen + 10, Move 
  Silently + 11, Tumble + 11; Combat Reflexes, Dodge, 
  Improved 
  Initiative, 
  Improved 
  Trip, 
  Lightning 
  Reflexes, Weapon Focus: Unarmed. 
        Special Attacks: Stunning Fist (6 x day) Fort save DC 
  16 or be stunned for one round (can’t act, flatfooted, 
  and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells); Purity Of Body. 
        Possessions: None 
   
  � Bram: Male Human Mnk6: Medium Humanoid ; 
  HD 6d8+18 ( Monk) ; hp 54; Init + 3; Spd 50; AC 19 
  (Flatfooted: 16 Touch: 17)[Dex +3, Wis +3, +2 Amulet, 
  +1 Bonus]; BA/G: +4/+5; Attk +8 (1d8+1, Unarmed 
  );Full Attk +5/+5 (1d8+1, Unarmed );  AL LE; SV Fort + 
  8, Ref + 8, Will + 8; STR 13, DEX 16, CON 16, INT 7, 
  WIS 16, CHA 15. 
        Skills and Feats: Balance + 7, Hide + 9, Jump + 3, 
  Listen + 10, Move Silently + 6, Tumble + 12; Deflect 
  Arrows, Dodge, Improved Trip, Toughness, Weapon 
  Finesse: Unarmed, Weapon Focus: Unarmed. 
        Special Attacks: Stunning Fist (6 x day) Fort save DC 
  16 or be stunned for one round (can’t act, flatfooted, 
  and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells). 
        Possessions: Magic: Wondrous: Amulet of natural 
  armor (+2). 
   
  � Magar: Male Human Wiz6: Medium Humanoid ; 
  HD 6d4+12 ( Wizard) ; hp 32; Init + 0; Spd 30; AC 14 
  (Flatfooted: 14 Touch: 10) )[+4 Chain Shirt]; BA/G: 
  +3/+5; Atk +3 ( 1d6+3, Quarterstaff ); Full Attk +3 ( 
  1d6+3, Quarterstaff); AL LE; SV Fort + 4, Ref + 4, Will + 
  5; STR 14, DEX 11, CON 15, INT 18, WIS 7, CHA 11. 
        Skills and Feats: Craft (Alchemy) + 9, Concentration 
  + 11, Gather Information + 1, Hide + 2, Knowledge 
  (arcana) + 13, Knowledge (religion) + 13, Listen + 2, 
  Spellcraft + 13; Combat Casting, Empower Spell, Iron 
  Will, Lightning Reflexes, Scribe Scroll , Spell Focus: 
  Enchantment. 
        Spells Prepared (Wiz 5/5/4/3) Save DC 14+Spell 
  level: 0 - Daze (s), Flare, Light, Ray of Frost, Resistance; 
  1st - Cause Fear, Charm Person (Save DC 16), Grease, 
  Magic Missile, Sleep (s) (Save DC 16); 2nd - Bull's 
  Strength x2, Flaming Sphere, Scare, Tasha's Hideous 
  Laughter (s) (Save DC 17); 3rd - Blink, Hold Person (s) 
  (Save DC 18), Lightning Bolt, Magic Missile 
  (Empowered : 3d4+3 x 1.5 dam). 
        Possessions: Weapons: Quarterstaff; Armor: Chain 
  shirt (20% arcane spell failure). 
   
  APL 10 (EL 12) 
   
  � Agler: Male Human Rog8: Medium Humanoid ; 
  HD 8d6+8 ( Rogue) ; hp 42; Init + 4; Spd 20; AC 20 
  (Flatfooted: 19 Touch: 13)[Dex +4, Chain Shirt +6, 
  Shield +2]; BA/G: +6/+1/+6; Attk +13 (1d6+2 + Poison, 
  +2 Sword, short ); Full Attk +13/+8 (1d6+2 + Poison, +2 
  Sword, short );  AL LE; SV Fort + 5, Ref + 10, Will + 4; 
  STR 10, DEX 19, CON 13, INT 10, WIS 15, CHA 13. 
        Skills and Feats: Balance + 14, Bluff + 11, Climb -1, 
  Diplomacy + 5, Disable Device + 0, Disguise + 3, Escape 
  Artist + 10, Gather Information + 3, Hide + 12, 
  Intimidate + 3, Jump + 2, Listen + 10, Move Silently + 
  10, Open Lock + 4, Sense Motive + 4, Spot + 13, Tumble 
  + 12, Use Rope + 6; Armor Proficiency: light, Great 
  Fortitude, Shield Proficiency, Weapon Finesse: Sword, 
  short, Weapon Focus: Sword, short. 
        Special Attacks: Sneak Attack +4d6; Poison on short 
  sword (Deathblade, DC 20, 1d6 Con/2d6 Con). 
        Special Defences: Evasion, Uncanny Dodge. 
  PER4-02 Mind Games 
   
  Page 26 
   
  
   
   
        Possessions:  Weapons: +2 Sword, short; Armor: 
  Chain shirt (masterwork); Shield: Shield, heavy, steel. 
   
  � Traga: Male Human Mnk8: Medium Humanoid ; 
  HD 8d8+16 ( Monk) ; hp 59; Init + 7; Spd 50; AC 19 
  (Flatfooted: 16 Touch: 19)[+3 Dex, +3 Wis, +2 Ring, +1 
  Bonus]; BA/G: +6/+1/+8; Attk +9 (1d10+3, Unarmed ); 
  Full Attk +8/+8/+3 (1d10+3, Unarmed );  AL LE; SV 
  Fort + 8, Ref + 11, Will + 9; STR 16, DEX 16, CON 15, 
  INT 13, WIS 16, CHA 11. 
        Skills and Feats: Balance + 16, Climb + 8, Escape 
  Artist + 12, Hide + 11, Jump + 8, Listen + 13, Move 
  Silently + 12, Tumble + 14; Combat reflexes, Dodge, 
  Improved 
  Initiative, 
  Improved 
  Trip, 
  Lightning 
  Reflexes, Weapon Focus: Unarmed. 
        Special Attacks: Stunning Fist (8 x day) Fort save DC 
  17 or be stunned for one round (can’t act, flatfooted, 
  and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells); Purity Of Body; 
  Wholeness Of Body (can cure self of 16hp of wounds 
  once/day). 
        Possessions: Magic: Ring: Protection +2. 
   
  � Bram: Male Human Mnk8: Medium Humanoid ; 
  HD 8d8+24 ( Monk) ; hp 70; Init + 3; Spd 50; AC 21 
  (Flatfooted: 18 Touch: 19) )[Dex +3, Wis +3, +2 Amulet, 
  +2 Ring, +1 Bonus]; BA/G: +6/+1/+8; Attk +9 (1d10+2, 
  Unarmed ); Full Attk +9/+9/+4 (1d10+2, Unarmed ); AL 
  LE; SV Fort + 9, Ref + 9, Will + 9; STR 14, DEX 16, CON 
  16, INT 7, WIS 16, CHA 15. 
        Skills and Feats: Balance + 7, Hide + 11, Jump + 4, 
  Listen + 12, Move Silently + 6, Tumble + 14; Deflect 
  Arrows, Dodge, Improved Trip, Toughness, Weapon 
  Finesse: Unarmed, Weapon Focus: Unarmed. 
        Special Attacks: Stunning Fist (8 x day) Fort save DC 
  17 or be stunned for one round (can’t act, flatfooted, 
  and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells); Purity Of Body; 
  Wholeness Of Body (can cure self of 16hp of wounds 
  once/day). 
        Possessions: Magic: Wondrous: Amulet of natural 
  armor (+2); Ring: Protection +2. 
   
  � Magar: Male Human Wiz8: Medium Humanoid ; 
  HD 8d4+24 ( Wizard) ; hp 49; Init + 0; Spd 30; AC 16 
  (Flatfooted: 14 Touch: 10) )[+4 Chain Shirt; Ring +2]; 
  BA/G: +4/+6; Atk +4 ( 1d6+4, Quarterstaff ); Full Attk 
  +4 ( 1d6+4, Quarterstaff); AL LE; SV Fort + 5, Ref + 4, 
  Will + 6; STR 14, DEX 11, CON 16, INT 18, WIS 7, 
  CHA 11. 
       Skills 
  and 
  Feats: 
  Craft 
  (Alchemy) 
  + 
  13, 
  Concentration + 15, Gather Information + 1, Hide + 3, 
  Knowledge (arcana) + 15, Knowledge (religion) + 15, 
  Listen + 1, Spellcraft + 15; Combat Casting, Empower 
  Spell, Iron Will, Lightning Reflexes, Scribe Scroll , 
  Spell Focus: Enchantment. 
        Spells Prepared (Wiz 4/5/4/4/3) Save DC 14+Spell 
  level: 0 - Daze (s), Flare, Light, Ray of Frost, Resistance; 
  1st - Cause Fear, Charm Person (Save DC 16), Grease, 
  Magic Missile x2, Sleep (s) (Save DC 16); 2nd - Bull's 
  Strength x2, Flaming Sphere, Scare, Tasha's Hideous 
  Laughter (s) (Save DC 17); 3rd - Blink, Hold Person (s), 
  Hold Person (Save DC 18), Lightning Bolt, Suggestion; 
  4th - Confusion (s) (Save DC 19), Otiluke's Resilient 
  Sphere, Stoneskin. 
        Possessions: Weapons: Quarterstaff; Armor: Chain 
  shirt (20% spell failure).; Magic: Ring: Protection +2. 
   
  APL 12 (EL 14) 
   
  � Agler: Male Human Rog10: Medium Humanoid ; 
  HD 10d6+10 ( Rogue) ; hp 52; Init + 4; Spd 20; AC 23 
  (Flatfooted: 19 Touch: 20) )[Dex +4, Chain Shirt +6, 
  Shield +4]; BA/G: +7/+2/+7; Attk +14 (1d6+2 + Poison, 
  +2 Sword, short ); Full Attk +14/+9 (1d6+2 + Poison, +2 
  Sword, short ); AL LE; SV Fort + 6, Ref + 11, Will + 5; 
  STR 10, DEX 19, CON 13, INT 10, WIS 15, CHA 13. 
        Skills and Feats: Balance + 16, Bluff + 11, Climb + 1, 
  Diplomacy + 5, Disable Device + 0, Disguise + 5, Escape 
  Artist + 13, Gather Information + 3, Hide + 12, 
  Intimidate + 3, Jump + 5, Listen + 12, Move Silently + 
  11, Open Lock + 7, Sense Motive + 4, Spot + 16, Tumble 
  + 15, Use Rope + 6; Armor Proficiency: light, Dodge, 
  Great 
  Fortitude, 
  Improved 
  Evasion 
  ®, 
  Shield 
  Proficiency, Weapon Finesse, Weapon Focus: Sword, 
  short. 
        Special Attacks: Sneak Attack +5d6; Poison on short 
  sword (Deathblade, DC 20, 1d6 Con/2d6 Con). 
        Special 
  Defences: 
  Evasion, Uncanny Dodge, 
  Improved Evasion. 
        Possessions: Weapons: +2 Sword, short; Armor: +2 
  Chain shirt; Shield: +2 Shield, heavy, steel. 
   
  � Traga: Male Human Mnk10: Medium Humanoid ; 
  HD 10d8+20 ( Monk) ; hp 73; Init + 7; Spd 60; AC 22 
  (Flatfooted: 19 Touch: 20)[+3 Dex, +3 Wis, +2 Ring, +2 
  Amulet, +2 Bonus]; BA/G: +7/+2/+10; Attk +11 
  (1d10+3, Unarmed ); Full Attk +11/+11/+6 (1d10+3, 
  Unarmed ) AL LE; SV Fort + 11, Ref + 12, Will + 10; 
  STR 16, DEX 16, CON 15, INT 13, WIS 16, CHA 11. 
        Skillsand Feats: Balance + 18, Climb + 8, Escape 
  Artist + 13, Hide + 16, Jump + 8, Listen + 13, Move 
  Silently + 14, Tumble + 16; Combat Reflexes, Deflect 
  Arrows, Dodge, Great Fortitude, Improved Initiative, 
  Improved Trip, Lightning Reflexes, Weapon Focus: 
  Unarmed. 
        Special Attacks: Stunning Fist (10 x day) Fort save 
  DC 18 or be stunned for one round (can’t act, 
  flatfooted, and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells); Purity Of Body; 
  Wholeness Of Body (can cure self of 20hp of wounds 
  once/day); Improved Evasion. 
        Possessions: Magic: Ring: Protection +2; Wondrous: 
  Amulet of natural armor (+2). 
   
  � Bram: Male Human Mnk10: Medium Humanoid ; 
  HD 10d8+30 ( Monk) ; hp 86; Init + 7; Spd 60; AC 22 
  PER4-02 Mind Games 
   
  Page 27 
   
  
   
   
  (Flatfooted: 19 Touch: 20)[Dex +3, Wis +3, +2 Amulet, 
  +2 Ring, +1 Bonus]; BA/G: +7/+2/+9; Attk +11 (1d10+2, 
  Unarmed ); Full Attk +11/+11/+6 (1d10+2, Unarmed ); 
  AL LE; SV Fort + 10, Ref + 10, Will + 10; STR 14, DEX 
  16, CON 16, INT 7, WIS 16, CHA 15. 
        Skills and Feats: Balance + 7, Hide + 15, Jump + 4, 
  Listen + 12, Move Silently + 6, Tumble + 16; Deflect 
  Arrows, Dodge, Improved Initiative, Improved Trip, 
  Toughness, Weapon Finesse: Unarmed, Weapon 
  Focus: Unarmed. 
        Special Attacks: Stunning Fist (10 x day) Fort save 
  DC 18 or be stunned for one round (can’t act, 
  flatfooted, and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells); Purity Of Body; 
  Wholeness Of Body (can cure self of 20hp of wounds 
  once/day); Improved Evasion. 
        Possessions: Magic: Wondrous: Amulet of natural 
  armor (+2); Ring: Protection +2. 
   
  � Magar: Male Human Wiz10: Medium Humanoid ; 
  HD 10d4+30 ( Wizard) ; hp 61; Init + 0; Spd 30; AC 16 
  (Flatfooted: 14 Touch: 10) )[+4 Chain Shirt; Ring +2]; 
  BA/G: +5/+7; Atk +5 ( 1d6+3, Quarterstaff ); Full Attk 
  +5 ( 1d6+3, Quarterstaff); AL LE; SV Fort + 6, Ref + 5, 
  Will + 7; STR 14, DEX 11, CON 16, INT 18, WIS 7, 
  CHA 11. 
        Skills 
  and 
  Feats: 
  Craft 
  (Alchemy) 
  + 
  15, 
  Concentration + 16, Gather Information + 1, Hide + 4, 
  Knowledge (arcana) + 17, Knowledge (religion) + 17, 
  Listen + 2, Spellcraft + 17, Spot –1; Combat Casting, 
  Empower Spell, Iron Will, Lightning Reflexes, 
  Maximize Spell, Quicken Spell, Scribe Scroll , Spell 
  Focus: Enchantment. 
        Spells Prepared (Wiz 4/5/5/4/4/2) Save DC 
  14+Spell level: 0 - Daze (s), Flare, Light, Ray of Frost, 
  Resistance; 1st - Cause Fear, Charm Person (Save DC 
  16), Grease, Magic Missile x2, Sleep (s) (Save DC 16); 
  2nd - Bull's Strength x2, Flaming Sphere x2, Scare, 
  Tasha's Hideous Laughter (s) (Save DC 17); 3rd - Blink, 
  Hold Person (s), Hold Person (Save DC 18), Lightning 
  Bolt, Suggestion (Save DC 18); 4th – Confusion x2 (s) 
  (Save DC 19), Fear, Otiluke's Resilient Sphere, 
  Stoneskin; 5th - Cone of Cold, Dominate Person (Save 
  DC 20), Feeblemind (s) (Save DC 20). 
        Possessions: Weapons: Quarterstaff; Armor: Chain 
  shirt (20% spell failure); Magic: Ring: Protection +2; 
  Rod: Cancellation. 
   
  Encounter 7 
   
  As Tannock is quite chaotic, he will not have the 
  presence of mind to use Flurry Of Blows. 
   
  APL 2 (EL 3) 
  � Tannock: Male Human Mnk4: Medium Humanoid 
  ; HD 4d8+12 ( Monk) ; hp 38; Init + 3; Spd 40; AC 16 
  (Flatfooted: 13 Touch: 16)[Dex +3, Wis +3]; BA/G: 
  +3/+4; Atk +6 ( 1d8+1, Unarmed ); Full Attk +6 ( 1d6+1, 
  Unarmed ); AL LE; SV Fort + 7, Ref + 7, Will + 7; STR 
  13, DEX 16, CON 16, INT 7, WIS 16, CHA 15. 
        Skills and Feats: Balance + 7, Hide + 7, Jump + 3, 
  Listen + 10, Move Silently + 4, Tumble + 10; Deflect 
  Arrows, Dodge, Toughness, Weapon Finesse. 
        Special Attacks: Stunning Fist (1 x day) Fort save DC 
  13 or be stunned for one round (can’t act, flatfooted, 
  and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells). 
        Possessions: None. 
   
  APL 4 (EL 5) 
   
  � Tannock: Male Human Mnk6: Medium Humanoid 
  ; HD 6d8+18 ( Monk) ; hp 54; Init + 3; Spd 50; AC 17 
  (Flatfooted: 16 Touch: 17)[Dex +3, Wis +3, +1 Bonus]; 
  BA/G: +4/+5; Attk +8 (1d8+1, Unarmed );Full Attk +8 
  (1d8+1, Unarmed );  AL LE; SV Fort + 8, Ref + 8, Will + 
  8; STR 13, DEX 16, CON 16, INT 7, WIS 16, CHA 15. 
        Skills and Feats: Balance + 7, Hide + 9, Jump + 3, 
  Listen + 10, Move Silently + 6, Tumble + 12; Deflect 
  Arrows, Dodge, Improved Trip, Toughness, Weapon 
  Finesse: Unarmed, Weapon Focus: Unarmed. 
        Special Attacks: Stunning Fist (2 x day) Fort save DC 
  13 or be stunned for one round (can’t act, flatfooted, 
  and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells). 
        Possessions: None. 
   
  APL 6 (EL 7) 
   
  � Tannock: Male Human Mnk8: Medium Humanoid 
  ; HD 8d8+24 ( Monk) ; hp 70; Init + 3; Spd 50; AC 17 
  (Flatfooted: 14 Touch: 17) )[Dex +3, Wis +3, +1 Bonus]; 
  BA/G: +6/+8; Attk +10 (1d10+2, Unarmed ); Full Attk 
  +10/+5 (1d10+2, Unarmed ); AL LE; SV Fort + 9, Ref + 
  9, Will + 9; STR 14, DEX 16, CON 16, INT 7, WIS 16, 
  CHA 15. 
        Skills and Feats: Balance + 7, Hide + 11, Jump + 4, 
  Listen + 12, Move Silently + 6, Tumble + 14; Deflect 
  Arrows, Dodge, Improved Trip, Toughness, Weapon 
  Finesse: Unarmed, Weapon Focus: Unarmed. 
        Special Attacks: Stunning Fist (8 x day) Fort save DC 
  17 or be stunned for one round (can’t act, flatfooted, 
  and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells); Purity Of Body 
  (Immune to disease); Wholeness Of Body (can cure self 
  of 16hp of wounds once/day). 
        Possessions: None. 
   
  APL 8 (EL 9) 
   
  � 
  Tannock: 
  Male 
  Human 
  Mnk10: 
  Medium 
  Humanoid ; HD 10d8+30 ( Monk) ; hp 86; Init + 7; Spd 
  60; AC 18 (Flatfooted: 15 Touch: 18) )[Dex +3, Wis +3, 
  +1 Bonus]; BA/G: +7/+2/+9; Attk +11 (1d10+2, 
  Unarmed ); Full Attk +11/+6 (1d10+2, Unarmed ); AL 
  PER4-02 Mind Games 
   
  Page 28 
   
  
   
   
  LE; SV Fort + 10, Ref + 10, Will + 10; STR 14, DEX 16, 
  CON 16, INT 7, WIS 16, CHA 15. 
        Skills and Feats: Balance + 7, Hide + 15, Jump + 4, 
  Listen + 12, Move Silently + 6, Tumble + 16; Deflect 
  Arrows, Dodge, Improved Initiative, Improved Trip, 
  Toughness, 
  Weapon 
  Finesse, 
  Weapon 
  Focus: 
  Unarmed. 
        Special Attacks: Stunning Fist (10 x day) Fort save 
  DC 18 or be stunned for one round (can’t act, 
  flatfooted, and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells); Purity Of Body 
  (Immune to disease); Wholeness Of Body (can cure self 
  of 20hp of wounds once/day); Improved Evasion. 
        Possessions: None. 
   
  APL 10 (EL 11) 
   
  � 
  Tannock: 
  Male 
  Human 
  Mnk12: 
  Medium 
  Humanoid ; HD 12d8+36 ( Monk) ; hp 102; Init + 7; 
  Spd 70; AC 18 (Flatfooted: 15 Touch: 18) )[Dex +3, Wis 
  +3, +2 Bonus]; BA/G: +9/+4/+11; Attk +13 (2d6+2, 
  Unarmed ); Full Attk +13/+8 (2d6+2, Unarmed ); AL 
  LE; SV Fort + 11, Ref + 11, Will + 11; STR 15, DEX 16, 
  CON 16, INT 7, WIS 16, CHA 15. 
        Skills and Feats: Balance + 7, Escape Artist + 5, Hide 
  + 15, Jump + 4, Listen + 14, Move Silently + 6, Tumble + 
  18; Deflect Arrows, Dodge, Improved Critical: 
  Unarmed, 
  Improved 
  Initiative, 
  Improved 
  Trip, 
  Toughness, 
  Weapon 
  Finesse, 
  Weapon 
  Focus: 
  Unarmed. 
        Special Attacks: Stunning Fist (10 x day) Fort save 
  DC 19 or be stunned for one round (can’t act, 
  flatfooted, and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells); Purity Of Body 
  (immune to disease); Wholeness Of Body (can cure self 
  of 24hp of wounds once/day); Improved Evasion; 
  Diamond Body (Immune to poison); Abundant Step 
  (use dimension door as per spell once/day). 
        Possessions: None. 
   
  APL 12 (EL 13) 
   
  � 
  Tannock: 
  Male 
  Human 
  Mnk14: 
  Medium 
  Humanoid ; HD 14d8+42 ( Monk) ; hp 118; Init + 7; 
  Spd 70; AC 18 (Flatfooted: 15 Touch: 18) )[Dex +3, Wis 
  +3, +2 Bonus]; BA/G: +10/+5/+12; Attk +14 (2d6+2, 
  Unarmed ); Full Attk +14/+9 (2d6+2, Unarmed ); AL 
  LE; SV Fort + 12, Ref + 12, Will + 12; STR 15, DEX 16, 
  CON 16, INT 7, WIS 16, CHA 15. 
        Skills and Feats: Balance + 7, Escape Artist + 7, Hide 
  + 15, Jump + 4, Listen + 16, Move Silently + 6, Tumble + 
  20; Deflect Arrows, Dodge, Improved Critical: 
  Unarmed, 
  Improved 
  Initiative, 
  Improved 
  Trip, 
  Toughness, Weapon Finesse: Unarmed, Weapon 
  Focus: Unarmed. 
        Special Attacks: Stunning Fist (14 x day) Fort save 
  DC 20 or be stunned for one round (can’t act, 
  flatfooted, and further –2 to AC); Ki Strike (magic). 
        Special Defences: Evasion, Still Mind (+2 bonus on 
  saves Vs Enchantment spells); Purity Of Body 
  (Immune to disease); Wholeness Of Body (can cure self 
  of 28hp of wounds once/day); Improved Evasion; 
  Diamond Body (Immune to poison); Abundant Step 
  (use dimension door as per spell once/day); Diamond 
  Soul (SR 24). 
        Possessions: None 
   
   
  Encounter 8 
   
  APL 2 (EL 4) 
   
  � Matzskursky:  Male Human Ftr2: Medium 
  Humanoid ; HD 2d10+4 (Fighter); hp 20; Init +5; Spd 
  20; AC 19 (Flatfooted:19,Touch:10)[+7 Half Plate, +2 
  Heavy shield); BA/G: +2/+4; Attk +5 (1d10+2, Sword, 
  bastard); Full Attk +5 (1d10+2, Sword, bastard);  AL LE; 
  SV Fort +5, Ref +3, Will +1; STR 15, DEX 13, CON 14, 
  INT 10, WIS 12, CHA 8. 
       Skills and Feats: Climb +4, Jump +4, Listen +3, Spot 
  +4; Armor Proficiency: heavy, Armor Proficiency: light, 
  Armor 
  Proficiency: 
  medium, 
  Exotic 
  Weapon 
  Proficiency: Sword, bastard, Improved Initiative, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Weapon Focus: Sword, bastard; Lightning Reflexes. 
        Possessions: Weapons: Sword, bastard; Armor: Half-
  plate; Shields: Shield, heavy, steel. 
   
  � Kazdun: Male Human Wiz1: Medium Humanoid ; 
  HD 1d4+1 (Wizard); hp 8; Init +2; Spd 30; AC 12 
  (Flatfooted:10Touch:12)[Dex +2]; BA/G: +0/+0; Attk +0 
  (1d6, Quarterstaff); Full Attk +0 (1d6, Quarterstaff); AL 
  LE; SV Fort +3, Ref +2, Will +3; STR 10, DEX 14, CON 
  13, INT 15, WIS 12, CHA 8. 
        Skills and Feats: Concentration +5, Knowledge 
  (arcana) +6, Knowledge (History) +6, Spellcraft +4, Spot 
  +4; Great Fortitude, Scribe Scroll , Toughness. 
        Spells Prepared (Wiz 3/2) Spell Save DC 12+Spell 
  Level: 0 - Dancing Lights, Daze, Light; 1st - Charm 
  Person, Magic Missile. 
        Possessions: Weapons: Quarterstaff. 
   
  � Chalice: Female Human Wiz1: Medium Humanoid 
  ; HD 1d4+1 (Wizard); hp 8; Init +2; Spd 30; AC 12 
  (Flatfooted:10Touch:12)[Dex +2]; BA/G: +0/+0; Attk +0 
  (1d6, Quarterstaff); Full Attk +0 (1d6, Quarterstaff); AL 
  LE; SV Fort +3, Ref +2, Will +3; STR 10, DEX 14, CON 
  13, INT 15, WIS 12, CHA 8. 
        Skills and Feats: Concentration +5, Knowledge 
  (arcana) +6, Knowledge (History) +6, Spellcraft +4, Spot 
  +4; Great Fortitude, Scribe Scroll , Toughness 
        Spells Prepared (Wiz 3/2) Spell Save DC 12+Spell 
  Level: 0 - Dancing Lights, Daze, Light; 1st - Charm 
  Person, Magic Missile. 
        Possessions: Weapons: Quarterstaff. 
   
   
  APL 4 (EL 6) 
  PER4-02 Mind Games 
   
  Page 29 
   
  
   
   
   
  � Matzskursky: Male Human Ftr5: Medium 
  Humanoid ; HD 5d10+10 (Fighter); hp 44; Init +5; Spd 
  20; AC 19 (Flatfooted:19Touch:10)[+7 Half Plate, +2 
  Heavy shield); BA/G: +5/+8; Attk +10 (1d10+5, Sword, 
  bastard, Masterwork); Full Attk +10 (1d10+5, Sword, 
  bastard, Masterwork);AL LE; SV Fort +7, Ref +5, Will 
  +3; STR 16, DEX 13, CON 14, INT 10, WIS 12, CHA 8. 
        Skills and Feats: Climb +3, Jump +3, Listen +3, Spot 
  +2; Armor Proficiency: heavy, Armor Proficiency: light, 
  Armor 
  Proficiency: 
  medium, 
  Exotic 
  Weapon 
  Proficiency: Sword, bastard, Improved Initiative, Power 
  Attack, 
  Shield 
  Proficiency, 
  Simple 
  Weapon 
  Proficiency, Weapon Focus: Sword, bastard, Weapon 
  Specialization: Sword, bastard, Lightning Reflexes. 
        Possessions: Weapons: Sword, bastard, Masterwork; 
  Armor: Half-plate; Shields: Shield, heavy, steel; Magic: 
  Wondrous: Cloak of resistance (+1). 
   
  � Kazdun: Male Human Wiz3: Medium Humanoid ; 
  HD 3d4+3 (Wizard); hp 16; Init +2; Spd 30; AC 12 
  (Flatfooted:10Touch:12) )[Dex +2]; BA/G: +1/+1; Attk 
  +1 (1d6, Quarterstaff); Full Attk +1 (1d6, Quarterstaff); 
  AL LE; SV Fort +4, Ref +3, Will +4; STR 10, DEX 14, 
  CON 13, INT 15, WIS 12, CHA 8. 
        Skills and Feats: Concentration +7, Knowledge 
  (arcana) +8, Knowledge (History) +8, Listen +4, 
  Spellcraft +8; Spot +4; Combat Casting, Scribe Scroll , 
  Toughness, Great Fortitude. 
        Spells Prepared (Wiz 4/3/2) Spell Save DC 12+Spell 
  Level: 0 - Dancing Lights, Daze, Detect Magic, Light; 
  1st - Charm Person, Mage Armor, Magic Missile; 2nd - 
  Blur, Invisibility. 
        Possessions: Weapons: Quarterstaff; Magic: Wand: 
  Ray of Enfeeblement (1) (Charges: 25). 
   
  � Chalice: Female Human Wiz1: Medium Humanoid 
  ; HD 1d4+1 (Wizard); hp 8; Init +2; Spd 30; AC 12 
  (Flatfooted:10Touch:12)[Dex +2]; BA/G: +0/+0; Attk +0 
  (1d6, Quarterstaff); Full Attk +0 (1d6, Quarterstaff); AL 
  LE; SV Fort +3, Ref +2, Will +3; STR 10, DEX 14, CON 
  13, INT 15, WIS 12, CHA 8. 
        Skills and Feats: Concentration +5, Knowledge 
  (arcana) +6, Knowledge (History) +6, Spellcraft +4, Spot 
  +4; Great Fortitude, Scribe Scroll , Toughness 
        Spells Prepared (Wiz 3/2) Spell Save DC 12+Spell 
  Level: 0 - Dancing Lights, Daze, Light; 1st - Charm 
  Person, Magic Missile. 
        Possessions: Weapons: Quarterstaff. 
   
  APL 6 (EL 8) 
   
  � Matzskursky: Male Human Ftr7: Medium 
  Humanoid ; HD 7d10+14 (Fighter); hp 60; Init +5; Spd 
  20; AC 21 (Flatfooted:20,Touch:11)[+8 Full Plate, +2 
  Shield]; BA/G: +7/+10; Attk +12 (1d10+6, +1 Sword, 
  bastard); Full Attk +12/+7 (1d10+6, +1 Sword, bastard); 
  AL LE; SV Fort +8, Ref +6, Will +6; STR 16, DEX 13, 
  CON 14, INT 10, WIS 12, CHA 8. 
        Skills and Feats: Climb +4, Jump +6, Listen +5, Spot 
  +5; Armor Proficiency: heavy, Armor Proficiency: light, 
  Armor Proficiency: medium, Cleave, Exotic Weapon 
  Proficiency: Sword, bastard, Improved Initiative, Iron 
  Will, Lightning Reflexes, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency, Weapon 
  Focus: Sword, bastard, Weapon Specialization: Sword, 
  bastard. 
        Possessions: Weapons: +1 Sword, bastard; Armor: 
  Full plate; Shields: Shield, heavy, steel; Magic: 
  Wondrous: Cloak of resistance (+1). 
   
  � Kazdun: Male Human Wiz5: Medium Humanoid ; 
  HD 5d4+5 (Wizard); hp 24; Init +2; Spd 30; AC 13 
  (Flatfooted:11Touch:12) )[Dex +2, +1 Bracers]; BA/G: 
  +2/+2; Attk +2 (1d6, Quarterstaff); Full Attk +2 (1d6, 
  Quarterstaff); AL LE; SV Fort +5, Ref +4, Will +6; STR 
  10, DEX 14, CON 13, INT 16, WIS 12, CHA 8. 
        Skills and Feats: Craft (Alchemy) +5, Concentration 
  +9, Knowledge (arcana) +11, Knowledge (History) +11, 
  Listen +3, Spellcraft +11, Spot +6; Brew Potion, Combat 
  Casting, Scribe Scroll , Toughness, Great Fortitude. 
        Spells Prepared (Wiz 4/4/3/2): 0 - Dancing Lights, 
  Daze, Detect Magic, Light; 1st - Charm Person, Mage 
  Armor, Magic Missile, Summon Monster I (Fiendish 
  Dire Rat, MM p.p.64); 2nd - Blur, Cat's Grace, 
  Invisibility; 3rd - Fireball, Flame Arrow. 
        Possessions: Weapons: Quarterstaff; Magic: Potion: 
  Cure Moderate Wounds (3); Potion: Cure Serious 
  Wounds (5); Wondrous: Bracers of armor (+1); 
  Wondrous: Cloak of resistance (+1). 
   
  � Chalice: Female Human Wiz3: Medium Humanoid 
  ; HD 3d4+3 (Wizard); hp 16; Init +2; Spd 30; AC 12 
  (Flatfooted:10Touch:12) )[Dex +2]; BA/G: +1/+1; Attk 
  +1 (1d6, Quarterstaff); Full Attk +1 (1d6, Quarterstaff); 
  AL LE; SV Fort +5, Ref +3, Will +4; STR 10, DEX 14, 
  CON 13, INT 15, WIS 12, CHA 8. 
        Skills and Feats: Concentration +7, Knowledge 
  (arcana) +8, Knowledge (War) +8, Listen, +4, Spellcraft 
  +8, Spot +4; Combat Casting, Great Fortitude, Scribe 
  Scroll , Toughness. 
        Spells Prepared (Wiz 4/3/2): 0 - Dancing Lights, 
  Daze, Detect Magic, Light; 1st - Charm Person, Mage 
  Armor, Magic Missile; 2nd - Blur, Invisibility. 
        Possessions: Weapons: Quarterstaff; Magic: Wand: 
  Ray of Enfeeblement (1) (Charges: 25). 
   
  APL 8 (EL 10) 
   
  � Matzskursky: Male Human Ftr9: Medium 
  Humanoid ; HD 9d10+18 (Fighter); hp 76; Init +5; Spd 
  20; AC 23 (Flatfooted:22,Touch:11)[+9 Full Plate, +3 
  Shield]; BA/G: +9/+4/+12; Attk +14 (1d10+6, +1 Sword, 
  bastard); Full Attk +14/+9 (1d10+6, +1 Sword, 
  bastard);AL LE; SV Fort +9, Ref +7, Will +7; STR 17, 
  DEX 13, CON 14, INT 10, WIS 12, CHA 8. 
        Skills and Feats: Climb +9, Jump +9; Armor 
  Proficiency: heavy, Armor Proficiency: light, Armor 
  Proficiency: 
  medium, 
  Cleave, 
  Exotic 
  Weapon 
  PER4-02 Mind Games 
   
  Page 30 
   
  
   
   
  Proficiency: Sword, bastard, Great Cleave, Improved 
  Critical: Sword, bastard, Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Shield Proficiency, 
  Simple Weapon Proficiency, Weapon Focus: Sword, 
  bastard, Weapon Specialization: Sword, bastard. 
        Possessions: Weapons: +1 Sword, bastard; Armor: +1 
  Full plate; Shields: +1 Shield, heavy, steel; Magic: 
  Wondrous: Cloak of resistance (+1). 
   
  � Kazdun: Male Human Wiz7: Medium Humanoid ; 
  HD 7d4+7 (Wizard); hp 26; Init +6; Spd 32; AC 14 
  (Flatfooted:12Touch:13) )[Dex +2, +1 Armor, +1 Ring, 
  +1 Bracers]; BA/G: +3/+3; Attk +3 (1d6, Quarterstaff); 
  Full Attk +3 (1d6, Quarterstaff); AL LE; SV Fort +4, Ref 
  +7, Will +7; STR 10, DEX 14, CON 13, INT 16, WIS 12, 
  CHA 8. 
        Skills 
  and 
  Feats: 
  Craft 
  (Alchemy) 
  +10, 
  Concentration 
  +14, 
  Knowledge 
  (arcana) 
  +13, 
  Knowledge (History) +13, Spellcraft +16; Brew Potion, 
  Combat Casting, Improved Initiative, Lightning 
  Reflexes, Scribe Scroll , Toughness. 
        Spells Prepared (Wiz 4/5/4/3/1) Save DC 13+Spell 
  Level: 0 - Dancing Lights, Daze, Detect Magic, Light; 
  1st - Charm Person, Feather Fall, Mage Armor, Magic 
  Missile, Summon Monster I (Fiendish Dire Rat, MM 
  p.p.64); 2nd - Blur, Cat's Grace, Flaming Sphere, 
  Invisibility; 3rd - Fireball, Flame Arrow, Fly; 4th - 
  Stoneskin. 
        Possessions: Weapons: Quarterstaff; Armor: Padded; 
  Magic: Ring: Protection +1; Wondrous: Bracers of 
  armor (+1); Wondrous: Cloak of resistance (+1); Scroll: 
  Lesser Globe Of Invulnerability (Used in Round Zero 
  of combat). 
   
  � Chalice: Female Human Wiz5: Medium Humanoid 
  ; HD 5d4+5 (Wizard); hp 24; Init +2; Spd 30; AC 13 
  (Flatfooted:11Touch:12) )[Dex +2, +1 Bracers]; BA/G: 
  +2/+2; Attk +2 (1d6, Quarterstaff); Full Attk +2 (1d6, 
  Quarterstaff); AL LE; SV Fort +3, Ref +6, Will +6; STR 
  10, DEX 14, CON 13, INT 16, WIS 12, CHA 8. 
        Skills and Feats: Craft (Alchemy) +7, Concentration 
  +11, Knowledge (arcana) +11, Knowledge (History) 
  +11, Spellcraft +13; Brew Potion, Combat Casting, 
  Lightning Reflexes, Scribe Scroll , Toughness. 
        Spells Prepared (Wiz 4/4/3/2) Save DC 13+Spell 
  Level: 0 - Dancing Lights, Daze, Detect Magic, Light; 
  1st - Charm Person, Mage Armor, Magic Missile, 
  Summon Monster I (Fiendish Dire Rat, MM p.p.64); 
  2nd - Blur, Cat's Grace, Invisibility; 3rd - Fireball, Flame 
  Arrow. 
        Possessions: Weapons: Quarterstaff; Magic: Potion: 
  Cure Moderate Wounds (3); Potion: Cure Serious 
  Wounds (5); Wondrous: Bracers of armor (+1); 
  Wondrous: Cloak of resistance (+1). 
   
  APL 10 (EL 12) 
   
  � Matzskursky: Male Human Ftr11: Medium 
  Humanoid ; HD 11d10+22 (Fighter); hp 92; Init +5; Spd 
  20; AC 25 (Flatfooted:24Touch:12) )[+11 Full Plate, +3 
  Shield, +1 Ring]; BA/G: +11/+6/+1/+14; Attk +17 
  (1d10+7, +1 Sword, bastard); Full Attk +17/+12/+7 
  (1d10+7, +1 Sword, bastard); AL LE; SV Fort +11, Ref 
  +8, Will +8; STR 17, DEX 13, CON 14, INT 10, WIS 12, 
  CHA 8. 
        Skills and Feats: Climb +14, Jump +14, Listen +8, 
  Spot 
  +10; 
  Armor 
  Proficiency: 
  heavy, 
  Armor 
  Proficiency: light, Armor Proficiency: medium, Cleave, 
  Dodge, Exotic Weapon Proficiency: Sword, bastard, 
  Great Cleave, Improved Critical: Sword, bastard, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Power Attack, Shield Proficiency, Simple Weapon 
  Proficiency, Weapon Focus: Sword, bastard, Weapon 
  Specialization: Sword, bastard. 
        Possessions: Weapons: +2 Sword, bastard; Armor: +2 
  Full plate; Shields: +1 Shield, heavy, steel; Magic: 
  Wondrous: Cloak of resistance (+2); Ring: Protection 
  +1. 
   
  � Kazdun: Male Human Wiz9: Medium Humanoid ; 
  HD 9d4+9 (Wizard); hp 40; Init +6; Spd 30; AC 16 
  (Flatfooted:13Touch:13)[Dex +2, +1 Armor, +1 Ring, +2 
  Bracers]; BA/G: +4/+4; Attk +4 (1d6, Quarterstaff); Full 
  Attk +4 (1d6, Quarterstaff); AL LE; SV Fort +5, Ref +8, 
  Will +10; STR 10, DEX 14, CON 13, INT 17, WIS 12, 
  CHA 8. 
        Skills and Feats: Craft (Alchemy) +9, Concentration 
  +13, Knowledge (arcana) +15, Knowledge (History) 
  +15, Listen +7, Spellcraft +15, Spot +8; Brew Potion, 
  Combat Casting, Improved Initiative, Iron Will, 
  Lightning Reflexes, Scribe Scroll , Toughness. 
        Spells Prepared (Wiz 4/5/5/4/2/1) Save DC 
  13+Spell Level: 0 - Dancing Lights, Daze, Detect Magic, 
  Light; 1st - Charm Person, Feather Fall, Mage Armor, 
  Magic Missile, Summon Monster I (Fiendish Dire Rat, 
  MM p.p.64); 2nd - Blur, Cat's Grace, Flaming Sphere x2, 
  Invisibility; 3rd - Fireball, Flame Arrow, Fly, Haste; 4th 
  - Stoneskin, Summon Monster IV (Yeth Hound, MM 
  p.260); 5th - Mordenkainen's Faithful Hound. 
        Possessions: Weapons: Quarterstaff; Magic: Ring: 
  Protection +1; Scroll: Summon Monster IV (8) (Yeth 
  Hound, MM p.260); Potion: Cure Serious Wounds (5); 
  Wand: Magic Missile (9) (Charges: 25); Wondrous: 
  Cloak of resistance (+1); Wondrous: Bracers of armor 
  (+2); Scroll: Globe Of Invulnerability (Used in Round 
  Zero of combat). 
   
  � Chalice: Female Human Wiz7: Medium Humanoid 
  ; HD 7d4+7 (Wizard); hp 32; Init +6; Spd 30; AC 14 
  (Flatfooted:12,Touch:13)[Dex +2, +1 Armor, +1 Ring, +1 
  Bracers]; BA/G: +3/+3; Attk +3 (1d6, Quarterstaff); Full 
  Attk +3 (1d6, Quarterstaff); AL LE; SV Fort +4, Ref +7, 
  Will +7; STR 10, DEX 14, CON 13, INT 16, WIS 12, 
  CHA 8. 
        Skills and Feats: Craft (Alchemy) +7, Concentration 
  +11, Knowledge (arcana) +13, Knowledge (History) 
  +13, Listen +6, Spellcraft +13, Spot +5; Brew Potion, 
  Combat Casting, Improved Initiative, Lightning 
  Reflexes, Scribe Scroll , Toughness. 
  PER4-02 Mind Games 
   
  Page 31 
   
  
   
   
        Spells Prepared (Wiz 4/5/4/3/1) Save DC 13+Spell 
  Level: 0 - Dancing Lights, Daze, Detect Magic, Light; 
  1st - Charm Person, Feather Fall, Mage Armor, Magic 
  Missile, Summon Monster I (Fiendish Dire Rat, MM 
  p.p.64); 2nd - Blur, Cat's Grace, Flaming Sphere, 
  Invisibility; 3rd - Fireball, Flame Arrow, Fly; 4th - 
  Stoneskin. 
        Possessions: Weapons: Quarterstaff; Magic: Ring: 
  Protection +1; Wondrous: Bracers of armor (+1); 
  Wondrous: Cloak of resistance (+1). 
   
  APL 12 (EL 14) 
   
  � Matzskursky: Male Human Ftr13: Medium 
  Humanoid ; HD 13d10+26 (Fighter); hp 108; Init +5; 
  Spd 20; AC 26 (Flatfooted:25Touch:12)[+11 Full Plate, 
  +3 Shield, +1 Ring, +1 Amulet]; BA/G: +13/+8/+3/+17; 
  Attk +20 (1d10+8, +2 Sword, bastard); Full Attk 
  +20/+15/+10 (1d10+8, +2 Sword, bastard); AL LE; SV 
  Fort +12, Ref +9, Will +9; STR 18, DEX 13, CON 14, 
  INT 10, WIS 12, CHA 8. 
        Skills and Feats: Climb +14, Jump +14, 
  Listen +6, Spot +7; Armor Proficiency: heavy, Armor 
  Proficiency: light, Armor Proficiency: medium, Cleave, 
  Dodge, Exotic Weapon Proficiency: Sword, bastard, 
  Great Cleave, Improved Critical: Sword, bastard, 
  Improved Initiative, Iron Will, Mobility, Power Attack, 
  Lightning 
  Reflexes, 
  Shield 
  Proficiency, 
  Simple 
  Weapon Proficiency, Weapon Focus: Longbow, 
  composite, Weapon Focus: Sword, bastard, Weapon 
  Specialization: Sword, bastard. 
        Possessions: Weapons: +2 Sword, bastard; Armor: +2 
  Full plate. 
  Shields: +1 Shield, heavy, steel; Magic: Wondrous: 
  Cloak of resistance (+2); Wondrous: Amulet Of Natural 
  Armor +1; Ring: Protection +1. 
   
  � Kazdun: Male Human Wiz11: Medium Humanoid ; 
  HD 11d4+11 (Wizard); hp 48; Init +6; Spd 30; AC 16 
  (Flatfooted:14Touch:13)[Dex +2, +1 Ring, +2 Bracers]; 
  BA/G: +5/+5; Attk +5 (1d6, Quarterstaff); Full Attk +5 
  (1d6, Quarterstaff); AL LE; SV Fort +5, Ref +8, Will +11; 
  STR 10, DEX 14, CON 13, INT 17, WIS 12, CHA 8. 
        Skills 
  and 
  Feats: 
  Craft 
  (Alchemy) 
  +11, 
  Concentration 
  +15, 
  Knowledge 
  (arcana) 
  +17, 
  Knowledge (History) +17, Listen +7, Spellcraft +17; 
  Spot +8, Brew Potion, Combat Casting, Improved 
  Initiative, Iron Will, Lightning Reflexes, Quicken 
  Spell, Scribe Scroll , Toughness. 
        Spells Prepared (Wiz 4/5/5/5/3/2/1) Save DC 
  13+Spell Level: 0 - Dancing Lights, Daze, Detect Magic, 
  Light; 1st - Charm Person, Feather Fall, Mage Armor, 
  Magic Missile, Summon Monster I (Fiendish Dire Rat, 
  MM p.p.64); 2nd - Blur, Cat's Grace, Flaming Sphere x2, 
  Invisibility; 3rd - Fireball x2, Flame Arrow, Fly, Haste; 
  4th - Polymorph (Young Black Dragon, MM p.70), 
  Stoneskin, Summon Monster IV (Yeth Hound, MM 
  p.260); 5th - Mordenkainen's Faithful Hound, Summon 
  Monster V (Shadow Mastiff, MM p.222); 6th -- Globe of 
  Invulnerability. 
         DM’s Note: Remember, if Kazdun changes into a 
  dragon, he does not gain any (Su) abilities like Breath 
  Weapon, etc. 
        Possessions:  
  Weapons: 
  Dagger; 
  Quarterstaff; 
  Magic: 
  Ring: 
  Protection +1; Wondrous: Amulet of natural armor 
  (+1); Wondrous: Cloak of resistance (+1); Wondrous: 
  Bracers of armor (+2); Wand: Fireball (9) (Charges: 25); 
  Scroll: Globe Of Invulnerability (Used in Round Zero 
  of combat). 
   
  � Chalice: Female Human Wiz9: Medium Humanoid 
  ; HD 9d4+9 (Wizard); hp 40; Init +6; Spd 30; AC 15 
  (Flatfooted:13Touch:13)[Dex +2, +1 Ring, +2 Bracers]; 
  BA/G: +4/+4; Attk +4 (1d6, Quarterstaff); Full Attk +4 
  (1d6, Quarterstaff); AL LE; SV Fort +5, Ref +8, Will +10; 
  STR 10, DEX 14, CON 13, INT 17, WIS 12, CHA 8. 
        Skills and Feats: Craft (Alchemy) +9, Concentration 
  +13, Knowledge (arcana) +15, Knowledge (History) 
  +15, Listen +6; Spellcraft +15; Spot +7; Brew Potion, 
  Combat Casting, Improved Initiative, Iron Will, 
  Lightning Reflexes, Scribe Scroll , Toughness. 
        Spells Prepared (Wiz 4/5/5/4/2/1) Save DC 
  13+Spell Level: 0 - Dancing Lights, Daze, Detect Magic, 
  Light; 1st - Charm Person, Feather Fall, Mage Armor, 
  Magic Missile, Summon Monster I (Fiendish Dire Rat, 
  MM p.p.64); 2nd - Blur, Cat's Grace, Flaming Sphere x2, 
  Invisibility; 3rd - Fireball, Flame Arrow, Fly, Haste; 4th 
  - Stoneskin, Summon Monster IV (Yeth Hound, MM 
  p.260); 5th - Mordenkainen's Faithful Hound. 
        Possessions: Weapons: Quarterstaff; Magic: Ring: 
  Protection +1; Scroll: Summon Monster IV (8); Potion: 
  Cure Serious Wounds (5); Wand: Magic Missile (9) 
  (Charges: 25); Wondrous: Cloak of resistance (+1); 
  Wondrous: Bracers of armor (+2). 
   
   
   
  PER4-02 Mind Games 
   
  Page 32 
   
  
   
   
  DM Map 1 : The Resting Anchor Tavern 
   
   
  Each square = 5 feet 
   
   
   
   
   
   
   
   
  PER4-02 Mind Games 
   
  Page 33 
   
  
   
   
  DM Map 2 : The Tannock Residence 
   
   
  Each square equals 5 feet 
   
  KEY TO THE TANNOCK HOUSE 
   
  1. Double-doors (Front Entrance);   2. Entry Lobby;   3. Stairs Up To First Floor;   4. Parlour;   5. Stairs Down To Basement 
  (Encounter Eight should take place in the hallway leading to this door);   6. Study (ransacked);   7. Storage (ransacked);   
  8. Kitchen (destroyed);   9. Formal Dining (destroyed);   10. Rear Entrance (door unlocked). Please note further that all 
  the windows have been boarded-up in this residence. The adventure writer has not included a map of upstairs, as it is not 
  really necessary. The DM should describe what PCs see via the text already provided in the module. 
  PER4-02 Mind Games 
   
  Page 34 
   
  
   
   
  Player Handout #1 
  The Diary Of Krell Matzskursky : Final Entry 
   
   
  To whoever reads this, 
   
  If it is not me reading this, then my plan to win back the love of Suzzianna has failed, and all my 
  treachery has been for naught.  
   
  Eight years ago, when I was but a sailor with the Zee, my ship sunk with all hands lost; but I, half-
  dead and with amnesia, was rescued by a Rhenee barge and taken to safety. For 7 years, I lived with 
  the Rhenee, and during this time I also came to work for the Dark Wave crime syndicate. Eight 
  months ago, I was struck a blow to the head during a bar-room fight, and my memory returned. I was 
  Krell Matzskursky – and I went looking for my long lost betrothed … Suzzianna von Oostmeeren! 
   
  But he was too late. Suzzianna’s father had already promised her to Broger von Kuursen, a 58 year 
  old captain in the 1st Auszug. It seems that von Kuursen “cut a deal” with the von Kordanis and von 
  Rickentropf families in order to get old man von Oostmeeren to approve the marriage. 
   
  When I heard that my dear uncle had gone insane, I nursed him with The Syndicate. They assured 
  me that there would be use for him yet – and they were right. They nursed him just like they nursed 
  me … after my own disappearance … 
   
  When I heard that my dear Suzzianna had pledged herself to old Broger von Kuursen, I knew that 
  she had forsaken me, and that there would never be any chance for her and me again … unless I could 
  force the families to withdraw their support for von Kuursen. To do this, I needed to take drastic 
  action. I needed them to believe that members of the von Kuursen family were endangering the lives of 
  their own sons. I would do this by using my mad, but loyal, uncle to attack those whom I chose.  
   
  Nobody looks for a man they think is already dead.  
   
  So nobody looks for me. And nobody looks for him. 
   
  K. M. 
  PER4-02 Mind Games 
   
  Page 35 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/594/Normal Scenarios/PER4-02 - Mind Games (APL 2-12)/PER4-02 Mind Games.pdf