TEXT: URD1-03
  RRRRaaaacccceeee    ttttoooo    SSSSeeeetttteeee
  AAAA    OOOOnnnneeee----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
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  WKKKK®
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  Version 1
  bbbbyyyy    SSSSeeeetttthhhh    JJJJoooohhhhnnnnssssoooonnnn
  You need to get to Sete as quickly as you can. The future of Lord Bylan Grek rests in your hands. Heroes
  with a spirit for adventure, danger, risk and fast paced action need apply. An adventure for characters
  level 1-6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  Race to S e t e
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is  sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e.  The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se g m e nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nar io
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf 
  w it h a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa r ti cula rl y im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re s in
  dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a ye r ’s na m e 
  a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e,  a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd w e ap ons  
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ront e d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in g ra y bo xe s . It ’s  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra se t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  1. 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc or ing pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong st t he g ro up, or 
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or .
  
  Race to S e t e
  Page 3
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  bring their own characters with them. If players
  do not 
  have 
  a LIVING 
  GREYHAWK character
  generated, 
  get a copy of the current 
  LIVING
  GREYHAWK character 
  generation 
  guidelines, 
  a
  character sheet, and a LIVING GREYHAWK log sheet
  from your convention coordinator or the RPGA
  Web site, and then have any players without a
  character create one. Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING G REYHAWK Gazetteer.
  LLLL                IIIIVVVVIIIINNN
  NGGGG                        
  GGGG                    
                                            RRRREEEEYYYYHHHHAAAAW
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  WKKKK                TTTTiiiieeeerrrr    SSSSttttrrrruuuuccccttttuuuurrrreeee
                                                                  
  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
  M
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  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Wild: You are living in the wild, either as a
  nomad, or perhaps in a cave. You hunt and gather
  your own food and your clothes consist of furs
  and/or hand-woven items. At times, food is scarce
  and you go hungry. But you survive. You must
  have an effective Wilderness Lore of 6 (including
  modifiers) or higher to avoid being Destitute.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Rough: You live in the wilderness, 
  roaming a
  specific territory or living in a rude shack or tent.
  Your meals come from hunting and foraging,
  though you may cultivate a few small crops or
  herd some animals. You get by well enough to
  barter for equipment or to gather coins to pay for
  necessary repairs. You must have an effective
  Wilderness Lore of 4(including modifiers) or you
  are Poor.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle 
  Cost 
  Skill Modifier
  Destitute 
  14 sp 
  -2
  Wild
  14 sp 
  -2 (-1 rural)
  Poor 
  43 sp
   -I
  Rough 
  43 sp
   -I (0 rural)
  Common 
  12 gp 
   0
  
  Race to S e t e
  Page 4
  High 
  250 gp +1
  Luxury 
  500 gp +2
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy    aaaannnndddd
  BBBBaaaacccckkkkggggrrrroooouuuunnnndddd
  DMs need to keep in mind this module main
  theme is a chase. The PCs are hired to get a
  message to Furel Grek the Lord of Sete as quickly
  as possible. Overwhelming odds are pursuing the
  PCs in an effort to keep them from delivering a
  scroll tube. Other obstacles arise as the PCs race
  south.
  The PCs begin the adventure by the stumbling
  across a wounded man who is being harassed and
  injured by a group of hired thugs. The man,
  clearly at the end of his endurance, gives a blood
  crusted scroll tube to the PCs along with a bag of
  200 gold pieces to help finance the trip south.
  The dying man, Rollon, is in the employ of
  Lord Bylan Grek, a noble who is currently under
  investigation for a crime he may or may not have
  committed. Lord Bylan needs a message delivered
  to his brother and a possible group of allies based
  in Sete. Without the support of these men and
  women, Lord Bylan will probably be imprisoned
  and/or possibly executed.
  Another noble house, House Tanebech, is
  doing everything in its power to keep word from
  reaching Sete. Covert and overt strike teams have
  been put in place along the road to Sete to stop
  the messengers. Events pull the PCs to Sander’s
  Blacksmith Shop where they gain horses and
  tack. Sander is expecting someone else when the
  PCs arrive and only reluctantly does he supply
  the PCs with horses. He also helps the PCs make a
  break out of town.
  Late that evening, the PCs arrive at an inn
  along the road to Sete. They have reason 
  to
  believe this inn is a safe location from a map
  found in Rollon’s saddlebags. During the evening,
  a strike team will attack by torching the inn. PCs
  will need to escape from their rooms and a fight
  will occur in the stables as the PCs try to gain
  their horses.
  An optional 
  encounter, 
  depending on the
  time left in the round, will take place along the
  roadway with “The Black Crone.” She is an NPC
  oracle of sorts who will fill the PCs in on a bit of
  Sete history. The next encounter will deal with a
  professional duelist who will call one PC out and
  will allow the PC to choose the weapon and the
  terms of combat for the scroll case.
  The final encounter will be a large group of
  riders catching up with the PCs and final dash to
  Sete ensues. Before the PCs are overwhelmed, the
  Sete Roughriders will arrive to help the PCs turn
  the tide of the fight, but only after the PCs engage
  in combat a final time. Afterwards, the PCs hand
  over the scroll case to Lord Furel Grek of Sete
  and the PCs are given lodging and stabling for
  their tired selves and mounts.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    TTTThhhheeee    W
  W
  W
  Wrrrroooonnnngggg    PPPPllllaaaacccceeee
  aaaatttt    tttthhhheeee    RRRRiiiigggghhhhtttt    TTTTiiiim
  m
  m
  meeee
  Start this adventure off at breakneck speed. The
  PCs need to be swept up before they know it.
  Keep the action fast and furious. There will be
  time 
  for 
  introductions 
  later, 
  although 
  brief
  descriptions of the PC are encouraged. The PCs
  will need to depend on each other right off the
  bat and not break the action.
  Choose the largest PCs and have Rollon, man-
  at-arms to Lord Bylan stumble into him or her.
  Taking a walk down the sidewalk in the small
  town of Simton is a great way to begin an early
  morning. You find you aren’t alone in enjoying
  the sunshine and warm mid-summer breezes. In
  fact, a number of other people are close at hand.
  All of them, like you, must have some reason to
  be out this time of the morning. Looking at their
  faces, it could be anything from breakfast to
  breaking some noses. Some faces may look
  familiar, but others you may not have seen
  before. Simton is about four days ride South of
  Seltaren in the center of the duchy.
  Before you can speak kind, or unkind, words
  to the fellows near you, your peace of mind is
  shattered. From an around a nearby building
  stumbles a single man. He is wearing a full suit of
  banded mail armor, the metal colored in black
  and tan. He carries a shield with a gold unicorn
  on a green field displayed on the front and carries
  a naked longsword dripping thickening blood. As
  he rounds the corner, he pauses to lean heavily
  against the building and catches his panting
  breath.
  Take a quick moment to judge the PCs reactions.
  It is likely that they will be eager to learn more
  about this man. A successful Knowledge: Nobility
  and Royalty check of DC 10 will indicate that this
  man’s shield bears the symbol of House Grek. A
  DC 15 check will also reveal that Lord Bylan Grek
  has been accused of a crime that he has pleaded
  innocent against.
  HHHHoooouuuusssseeee                                    
  GGGGrrrreeeekkkk
  An older Noble House easily tracing its roots
  back to House Maure and closely intermarried
  with the House Lorinar, this House is known not
  only for its great warriors, but for its connection
  with the common folk of the Duchy, by good
  works and sponsorship of schools for the young.
  The head of House Grek, Lord Sarkor, is one of
  Duke Karll's closest friends and advisors.
  As soon as one of the PCs indicates that they
  are going to interact with him, move on with the
  introduction. Rollon is in a terrible hurry at this
  time and is not interested in hesitating.
  
  Race to S e t e
  Page 5
  Unless all of the PCs hide from Rollon (his
  spot skill is +4), he will approach the PCs with his
  offer. If they do manage to all hide, then Rollon
  waits for Jathea and her minions to round the
  corner and will fight her without the benefit of
  the PCs help. Jathea will call Rollon a great fool
  and demand the message. At this point, true
  heroes would come to his aid. If the PCs refuse to
  intervene, 
  Rollon will flee the battle 
  before
  taking too many wounds and run to Sander’s
  Blacksmith Shop for his horse.
  The man’s blue eyes sharpen as he looks at you
  then he visibly relaxes. Blood streams down his
  neck from a hidden head wound in his matted
  black hair. His eyes wince shut from the pain and
  with a great effort he pulls himself up and stands
  proudly in front of you. He sheathes the blade,
  but you can’t help but notice drops of browning
  blood seeping from bottom of the scabbard.
  Pause for character reactions. PCs might
  consider helping or harming the stranger before
  he gets a chance to tell his tale. He will hold up
  his hand and demand to be heard. He makes his
  play in front of either the largest PC or the most
  “lawful” character type he can recognize. If
  anyone tries to interrupt him, he tries to talk
  over them, quickly getting to the point of his tale.
  “You are here with the timing of Heironeous’
  Lightning,” the man says, still a touch out of
  breath. “I am Rollon Rholken. I don’t have much
  time to explain, only to sum up. Take this.”
  The man thrusts a bloodied wax sealed scroll tube
  into (PC’s) hand followed a bag of coin. He nearly
  falls, but 
  steadies himself 
  with a look of
  determination.
  “Please listen to my plea and accept,” the man
  continues. “My pursuers will quickly find the
  trail of corpses I left in my wake. I’ve only
  managed 
  to 
  kill 
  five of 
  them before 
  the
  remaining four took off racing at all four
  compass points for reinforcements. You must
  take the message in this tube to Lord Furel Grek
  in the town of Sete, but be sure not to break the
  seal. 
  I 
  have 
  horses 
  available 
  at 
  Sander’s
  Blacksmith Shop down the block. They were for
  an adventuring party I hired in Seltaren, but I’m
  the only one still breathing. Please… my lord
  Grek’s honor depends upon you and the choice
  you must make quickly.”
  Pause and allow the PCs to react to this. The coin
  pouch contains a hefty sum of 200 gold pieces and
  the scroll tube is sealed in wax.
  TTTThhhheeee    SSSSccccrrrroooollllllll    CCCCaaaasssseeee
  The scroll tube is sealed intricately with wax and
  a careful search (DC 12) will reveal small holes in
  the scroll case that might contain needles. They
  don’t, in fact, contain any needles, but the inner
  layer of wax is coated with a contact poison.
  Anyone removing the wax must make a Fortitude
  save DC 20 or take 2d4 points of temporary
  Constitution 
  damage, 
  with another 
  Fortitude
  save 
  DC 20 and 
  1d4 
  points 
  of 
  temporary
  Constitution damage one minute later. The scroll
  case contains a rolled parchment imbued with a n
  Illusory Script spell, which an illusionist will
  immediately recognize. Any PC attempting 
  to
  read it must make a Will saving throw (DC 16) or
  be affected with a Suggestion spell instructing
  the PC to “Stop trying to read this message.”
  Successful saves still result in a temporary sense
  of mild disorientation.
  Keep in mind that Rollon is wounded, but not
  ready to give up. He will accept healing, but tries
  to hurry the PCs toward Sander’s Blacksmith
  Shop. Once either the PCs agree to help, the
  players start going into character introductions,
  or the discussion begins to slow down the pace of
  the game, read the following:
  Shouts, much nearer than you would expect,
  come from the west. Looking in that direction,
  you see a group of people running toward you
  with weapons drawn. They focus on the man who
  handed you the message tube. You see their
  weapons are coated with blood and a few of the
  armed men seem to be already injured. The
  woman in the lead wearing unadorned banded
  mail shouts for you to stop.
  At this point, Jathea and her group are 60 feet
  from the group. Find out what the PCs reactions
  are to this. Unless the PCs immediately flee,
  continue with the text below. If they do flee,
  Rollon will still engage them and hold them off.
  A successful Knowledge: Local History check
  DC 15 will indicate that this woman is Jathea, a
  local hired blade who, along with her sister, are
  both feared and respected among the mercenary
  community.
  A Detect Evil spell or special ability will
  indeed reveal that these are evil people, but only
  after Jathea has started talking (it takes three
  rounds to determine the location of the evil
  auras, after all).
  The woman smiles and holds up her hand. “Ah,
  you have stalled the criminal for us. The penalty
  for his crimes is death, but it is best if you stay
  out of this mess. Give me the scroll case and leave
  us now.” She steps forward with her weapon, a
  rapier of fine quality, sparkling in the morning
  light. Behind her and the fighters, a man with
  gray robes moves out to the left.
  Jathea is, of course, lying. A successful 
  Sense
  Motive countering her Bluff (+3) will reveal this.
  She is not lying about knowing which PC has the
  scroll case, however.
  “Please,” groans Rollon, struggling to take a
  fighting stance, “I’ll hold them off as long as I
  can. That slime Jathea isn’t to be trusted. If
  
  Race to S e t e
  Page 6
  there’s a criminal here, it’s her not me. Get
  moving!”
  “Rollon, you are a great fool,” Jathea spits out,
  biting off each word like she would a chunk of
  raw meat. Her pleasant demeanor has all but
  disappeared. “My men and I know that these
  worthless curs have your message. I have over
  fifty more riders approaching as we speak, there
  is nowhere for them to go. We will kill all of you
  and take the message for ourselves.”
  Rollon is visibly angered by her insults and
  growls in your direction, “I understand if you
  want to kill her. You all may help me slay these
  ruffians and assist my Lord Grek and yourselves
  as well.” At this point, any chance for discussion
  is over as the men move in to attack.
  If the PCs refuse to help Rollon and hand over
  the scroll case to Jathea 
  and her band, the
  adventure is over and Rollon will curse them and
  escape to try to gain the tube later.
  If the PCs all flee the scene, don’t bother with
  initiative, go to Encounter 2: Get On Your Horse
  And Ride! If the party splits up, Rollon will have
  no qualms about condemning those who remain
  for doing so. He will relentlessly order them to
  help defend their friends and insists that he is
  enough to slay these ruffians himself.
  If the PCs all wade in and fight, have the
  thugs engage by racing around Jathea giving her a
  chance to escape down the alleyway. She will not
  stand and fight, but will withdraw and allow the
  thugs and wizard to attempt to gain the scroll
  tube. 
  She is smart 
  enough 
  to realize 
  that
  someone on her side must survive the encounter
  with knowledge of who has the scroll case.
  The thugs will target the PC carrying the
  scroll case. Although it may be tactically best for
  them to attack Rollon, they will only do so if he
  has the scroll case or if he is attacking them. If
  the PC with the scroll case falls, the thugs will try
  to take the case from the fallen PC and run,
  rather than make sure the PC is dead.
  If she’s killed here, pay attention to what’s
  done with her body 
  and 
  send an email 
  to
  scrawnavant@hotmail.com if possible.
  Rollon Rholken, male Suel human Ftr7: Medium-
  size Humanoid (6 ft. tall); HD 7d10+28; hp 51(71
  max); Init +1 (+1 Dex); Spd 20 ft.; AC 19 (+1 Dex, +6
  Banded Mail, +2 shield); 
  Atks +10/+5 
  melee
  (1d8+4/ crit 19-20, x2, longsword); AL LG; SV Fort
  +9, Ref +3, Will+4; Str 15, Dex 12, Con 19, Int 10,
  Wis 11, Cha 13
  Skills: Diplomacy +4 (3 ranks), Handle Animal
  +7 (6 ranks), Ride +11 (10 ranks), Spot +4 (4 ranks).
  Feats: Iron Will, Endurance, Leadership, Weapon
  Focus 
  (Longsword), 
  Weapon 
  Specialization
  (Longsword), Mounted Combat, Ride By Attack,
  Spirited Charge
  Languages: Common
  Possessions: banded mail (colored in black
  and tan), broadsword, 
  punching 
  dagger, large
  steel shield, scroll case, potion of Cure Moderate
  Wounds, 200 gp.
  Jathea, female Suel human Ftr6: CR 6; Medium
  Humanoid (5 ft. 4 in. tall); HD 6d10+12; hp 50; Init
  +5 (Dex, Improved Initiative); Spd 20 ft.; AC 19 (+6
  from banded mail,+1 Dex, +2 shield); Atks +9/+4
  melee (1d6+4 (18-20 x2), rapier); AL NE; SV Fort +8,
  Ref +5, Will +2.
  Str 15, Dex 13, Con 15, Int 10, Wis 10, Cha 10.
  Skills: Bluff +3, Run +3, Gather Information
  +5, Escape Artist +6. Feats: Improved Initiative,
  Blind Fight, Weapon Focus: Rapier, Run.
  Possessions: 
  Rapier, 
  banded 
  mail, 
  pouch
  containing 20 gp and 16 cp.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Gerdharn, male half-elf, Wiz1: CR 1; Medium-size
  Humanoid (5 ft., 2 in. tall); HD 1d4+2, hp 6; Init +7
  (Dex, Improved Initiative); Spd. 30 ft.; AC 13
  (Dex); Atks –1 melee (1d6-1 (x2), Club); AL NE; SV
  Fort +2, Ref +3, Will +5; Str 8, Dex 16, Con 15, Int
  16, Wis 15, Cha 10.
  Skills: Hide +4. Feats: Improved Initiative.
  Possessions: Club, Scroll of Shocking 
  Grasp
  (level 1), pouch with 20 gp.
  Spells(3,1):O lvl-daze (DC 13), light, flare(DC 13);
  1st lvl-magic missile
  Thug Fighters, male human, Ftr1 (4): CR 1;
  Medium-size Humanoid (5 ft. 8 in. tall); HD
  1d10+5; hp 15; Init +0; Spd 20 ft.; AC 15 (+1 Dex, +4
  from Chain Shirts); Atks +2 melee (1d6+1 (x2),
  Club); AL NE; SV Fort +4, Ref +3, Will +0; Str 12,
  Dex 13, Con 13, Int 10, Wis 10, Cha 11.
  Skills: Climb +1, Listen +1, Rope Use +2; Feats:
  Toughness, Lightning Reflexes, Combat Reflexes
  Possessions: 
  Club, 
  chain 
  shirt, 
  pouch
  containing 4 sp and 16 cp.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    7777))))
  Gerdharn, male half-elf, Wiz3: CR 3; Medium
  Humanoid (5 ft., 2 in. tall); HD 3d4+6, hp 12; Init
  +7 (Dex, Improved Initiative); Spd. 30 ft.; AC 13
  (Dex); Atks –1 melee (1d6-1 (x2), Club); AL NE; SV
  Fort +0, Ref +4, Will +5.
  Str 8, Dex 16, Con 15, Int 16, Wis 15, Cha 10.
  Skills: Hide +4. Feats: Improved Initiative, Brew
  Potion.
  Possessions: Club, Scroll of Shocking Grasp (level
  3), pouch with 60 gp.
  Spells (4,2,1): O lvl-daze (DC 13), light, flarex2
  (DC 13); 1st lvl-magic missile x 2; 2nd lvl-Melf’s acid
  arrow.
  Thug Fighters, male human, Ftr2 (4): CR 2;
  Medium Humanoid (5 ft. 8 in. tall); HD 2d10+7; hp
  19; Init +0; Spd 20 ft.; AC 15 (+1 Dex, +4 from Chain
  Shirts); Atks +4 melee (1d6 (x2), Club); AL NE; SV
  Fort +5, Ref +3, Will +0; Str 15, Dex 13, Con 13, Int
  10, Wis 10, Cha 11.
  Skills: Climb +1, Listen +1, Rope Use +2; Feats:
  Toughness, Lightning Reflexes, Combat Reflexes.
  
  Race to S e t e
  Page 7
  Possessions: 
  Club, 
  chain 
  shirt, 
  pouch
  containing 10gp, 4 sp and 16 cp.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    9999))))
  Gerdharn, male half-elf, Wiz3: CR 3; Medium
  Humanoid (5 ft., 2 in. tall); HD 3d4+6, hp 12; Init
  +7 (Dex, Improved Initiative); Spd. 30 ft.; AC 13
  (Dex); Atks -1 melee (1d6-1 (x2), Club); AL NE; SV
  Fort +0, Ref +3, Will +5; Str 8, Dex 16, Con 15, Int
  16, Wiz 15, Cha 10.
  Skills: Hide +4. Feats: Improved Initiative,
  Brew Potion.
  Possessions: Club, Scroll of Shocking 
  Grasp
  (level 3), pouch with 60 gp.
  Spells(4,2,1): O lvl-daze, light, flarex2; 1st lvl-magic
  missile x2; 2nd lvl-Melf’s acid arrow.
  Thug Fighters, male human, Ftr3 (6): CR 3;
  Medium Humanoid (5 ft. 8 in. tall); HD 3d10+7; hp
  22; Init +0; Spd 20 ft.; AC 15 (+1 Dex, +4 from Chain
  Shirt); Atks +6 melee (1d6+2 (x2), Club); AL NE; SV
  Fort +4, Ref +4, Will +1.
  Str 15, Dex 13, Con 13, Int 10, Wis 10, Cha 11.
  Skills: Climb +1, Listen +1, Rope Use +2; Feats:
  Toughness, Lightning Reflexes, Combat Reflexes,
  Weapon Focus (club).
  Possessions: 
  Club, 
  chain 
  shirt, 
  pouch
  containing 20gp, 4 sp and 16 cp.
  After 
  the fight, 
  Rollon 
  should 
  still 
  be
  standing, as the thugs were targeting the PC with
  the scroll case. When the battle is over, read the
  following:
  “Thank you. You are fighting on the side of good.
  In the saddlebags on my horse Onyx, you’ll find
  food, water and a map to Sete. You must move
  quickly. There is an Inn whose owner is loyal to
  Lord Grek marked on the map. He can tell you
  where to go from there.” He breathes deeply then
  continues, “If you treat Onyx well, he will guard
  you with his life. Go with speed!”
  If the PCs are reluctant to leave him, have Rollon
  continue with:
  “Go! Jathea will surely send more men here. Don’t
  worry about me, it takes a lot of steel to stop my
  breathing. 
  That 
  message 
  must 
  reach 
  Sete
  posthaste! Now, go! ”
  As the PCs move away, they see him pull a vial
  from inside a pocket concealed in his armor and
  drain the contents with one mighty gulp. Almost
  instantaneously, his posture straightens and he
  raises his sword in a salute. Sure, he was near
  death, but heroes do heroic things. If the PCs
  stand around, increase the tension by adding the
  sounds of running feet…many 
  running 
  feet,
  approaching 
  down the alleyway 
  toward their
  position. If rogues hide and watch, 30 men at
  arms arrive and survey the damage. Hopefully,
  the PCs are on their way to Sander’s Blacksmith
  Shop by then. Any PC who waits watches Rollon
  run directly into the fray and starts butchering. If
  the PCs start to return to help him, Rollon
  screams for them to move on and that more are
  approaching and that he can only last so long
  before he makes his escape.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    GGGGeeeetttt    OOOOnnnn    YYYYoooouuuurrrr
  HHHHoooorrrrsssseeee    AAAAnnnndddd    RRRRiiiiddddeeee!!!!
  Try to keep this moving. The DM should interrupt
  the characters if they start taking the time to
  introduce themselves at this time. Remind them
  they are currently comrades in arms and perhaps
  deeds and names aren’t necessary at this time.
  There will be time for that toward the end of this
  encounter. 
  Things 
  should 
  be happening 
  too
  quickly for pleasantries
  Sanders is a well-known blacksmith in Simton.
  He’s not only a utilitarian smith, but also he’s
  known for his decorative wrought iron work.
  Many nobles hire him to create 
  interesting
  portcullis 
  and 
  barred 
  window 
  lattices. 
  His
  workshop is attached to a small stable where
  horses are kept before 
  being shod. 
  He has
  procured horses for Rollon’ group in the past and
  he’ll be reluctant to let them go to people he
  hasn’t worked with before. His reluctance will
  show when a group of strangers burst into his
  forge demanding horses. If the PCs are concerned
  about the directions, any passing locals can point
  the way to Sander’s Blacksmith Shop. It’s about a
  six-block run.
  Ahead you hear the sound of hammers on iron. A
  large sign showing a burning coal held with metal
  tongs marks Sanders’s Blacksmith Shop. As you
  near, 
  the 
  door 
  opens 
  and 
  a 
  huge 
  dark
  complexioned figure fills the doorway. He puts
  both 
  hands 
  on 
  his 
  hips 
  and 
  leans 
  back
  ponderously. A crackle sounds as his muscles
  stretch and his backbone straightens.
  Give the PCs time to say what’s on their minds. It
  is probable that the PCs think this is Sanders. It’s
  not. Remind the PCs they can still make out the
  sound of combat over the hammering steel. Have
  this man, listen to what they say and tilt his head.
  Then read:
  “Uh, sorry. I’m not Sanders. I’m Jarmo. I can get
  Sanders for you, but he’s in the middle of
  pounding out an iron gate for Lord Regin so I
  don’t think he’d really like to be bothered right
  now. Gosh, that looks like a fight brewing up the
  street.” He makes a signal of rubbing a thumb and
  finger together. Could he really be asking for a
  bribe or tip?
  Up the street, Rollon is doing his best, fighting
  tooth and nail. A Spot or a Listen DC15 roll
  allows the PCs to hear Rollon wave and scream,
  
  Race to S e t e
  Page 8
  “Get moving!” The PCs do have a bag of gold at
  their discretion 
  with 500 gold pieces 
  inside.
  Jarmo isn’t greedy, but a few coins help him buy
  an extra leg of mutton and a few glasses of ale.
  The PCs can also Intimidate DC 15 or Diplomacy
  DC 15. The key here is to keep the PCs waiting a
  bit while the fight and noise increases up the
  street. After a moment or two, of haggling with
  Jarmo, have a man at arms wander nearby, spot
  the PCs and then take off running toward the
  fight Rollon is having up the street.
  Once the PCs convince Jarmo to get Sanders,
  read the following:
  A minute passes. Then another three minutes. Up
  the street the direction you came, you see a
  number of people milling around, but the sound
  of fighting still reaches your ears. In the distance
  you hear shouts and wait…was that “They’re at
  Sanders’s Blacksmith Shop, we must hurry” just
  yelled out?
  Suddenly, the door to the forge slams open
  and standing next to Jarmo is a smaller man with
  arms the size of three-gallon whiskey barrels. He
  looks at you closely and says, “You aren’t Rollon
  or his hired men either. What do you want?
  Where’s Rollon?”
  Let the PCs talk. Keep Sanders standing there
  with his arms crossed and a stern look on this
  face. Let the crowd get more vocal up the street as
  well. When the tension feels right and the PCs
  have explained their situation well enough, have
  Sanders say:
  “Ok, it sounds like you’re working for Rollon and
  I don’t want a bunch of ruffians messing up my
  forge. Come around back. The horses and tack are
  ready to go as Rollon requested. You’ll find three
  days worth of supplies in the saddlebags. Rollon
  always rode the black stallion Onyx. Best put
  your best rider on board him. He’s a bit spirited.”
  Sanders leads the way around back of the forge.
  There you find a dead end that’s been converted
  into a stable. A young ironworker, little more
  than a boy pulls open the stable door. With a nod,
  Sanders ushers you inside. As your eyes adjust to
  the light, he whispers something to Jarmo. The
  huge man shakes his head, but returns to the
  forge looking a bit concerned. The young boy
  follows in Jarmo’s shadow. Sanders waves any
  stragglers in, shuts the door, but doesn’t latch it.
  Inside the gloomy building are seven riding
  horses. Each has saddlebags and bedrolls cinched
  on as well as quality saddles. There are three
  ponies ready to go too. One of the horses, jet
  black in color, seems better than the rest by far.
  “This is the best I could do under the time
  constraints Rollon gave me. I feel a bit strange
  letting Onyx out without talking to Rollon in
  person, but if what you say is true about what
  happened to him, you might need his horse.
  There’s few better in all the Duchy.”
  The door to the stable swings open a hand’s
  width crack and the young boy wiggles in, closing
  the door with his back. He blurts out, “Master
  Sanders, there’s men with drawn swords heading
  down the street. I think they’re looking for these
  people.”
  “Little 
  Daan,” 
  Sanders 
  replies, 
  “hustle
  yourself in through the backdoor of the forge and
  tell the rest to get ready.” Sander turns to you. “If
  Rollon hadn’t saved my life once, I wouldn’t be
  doing this. Damn my luck. Ok, listen, when you
  hear metal striking metal, hightail it out of here.
  Don’t slow down or look back. Take the South
  Gate and may Furtubo aid your race. Good luck!”
  With that, Sander opens the door and leaves
  it a hand span open.
  Let the PCs saddle up. Spell casters may have used
  most of their spells, but combat should be over
  for the most part. This next section is a race out
  of town and combat should be avoided to keep the
  event from slowing down.
   
  Remember someone will have to open the
  door and then remount when they make their
  break for it. Give the PCs a bit of time to plan, but
  if they start trying to introduce themselves, skip
  down to the ringing 
  metal 
  signal. 
  The PCs
  shouldn’t 
  have 
  enough 
  time 
  to 
  talk 
  about
  themselves yet. Ride checks (DC 10) will apply
  when the PCs make 
  their 
  dash 
  out. 
  Don’t
  instantly dump them off the horse. Let them flop
  around in the saddle nearly falling but let them
  regain their balance at the last moment, but not
  without some loss of pride. If the PCs try to do
  other things besides ride, the DM can make
  modifiers on their rolls to show the increased
  difficulty. If a PC thinks to look in the saddlebags
  on the black horse, they find the map to Sete.
  Before they have time to study the map closely,
  read the following:
  Suddenly the air is filled with the sound of metal
  clanging off metal and more than a few grunts of
  pain and surprise. It seems the blacksmiths are
  trying out some of their wares. That could be the
  signal Sander promised. What do you do?
  Let the PCs make their break. They will be racing
  out around the building into a swarm of 20-30
  milling, cursing fighting men. Five of the men are
  blacksmiths, three are apprentices and the others
  are thugs out for the blood of the PCs. Let the PCs
  feel the adventure of forcing horses though a
  crowd. Use the following complications to build
  tension. If the PCs fail a Ride check or don’t have
  the skill, don’t kill them off, but make the scene
  more cinematic, daring and dangerous. Describe
  them nearly tumbling off, dropping the reins,
  slamming into the saddle horn (ouch!) or any
  other number of near disasters. Keep a crowd of
  people in pursuit, but back far enough only to
  build tension. Bring in enemy riders like a good
  chase scene, but allow the PCs the chance to lose
  them in the crowded streets of Simton.
  
  Race to S e t e
  Page 9
  Describe the following events and let the PCs
  react:
  1. Around a blind corner there’s a group of six
  people crossing the street. As the PCs thunder
  past, people will be diving out to the way,
  crashing 
  into pottery 
  and falling into 
  other
  pedestrians. A Spot check (DC 10) lets the PCs
  notice the pottery in time to get safely past. A
  failed check means the PC is covered with flour.
  On the plus side, there is a large cloud of flour
  blocking sight from their pursuers.
  2. The horse of the PC furthest in back snorts and
  rears up as a group of dogs bark loudly and give
  chase. A Ride check (DC 5) keeps the rider on
  board. If the PC falls, require a ride check (DC 15)
  to perform a soft fall and avoid taking 1d6 points
  of falling damage. The dogs become frightened
  that 
  the 
  PC is 
  now 
  on 
  the 
  ground 
  and
  immediately dissipate. The PC will need to make a
  hasty scramble to get back on her horse, which
  doesn’t require any checks.
  3. That 
  “vegetable 
  stand 
  in a bad location”
  situation is next. The PCs zoom around a corner
  there’s a vegetable 
  stand right on the blind
  corner. The owners dive for cover and then leap
  up to curse and then toss rotting tomatoes and
  other veggies at the riders. If the PCs try to pull
  up the horses to apologize, have a few of Jathea’s
  thugs come racing around the corner to keep
  them moving toward the gate. Each PC gets
  targeted with a vegetable; treat it as a ranged
  touch attack with no modifiers. Failure results in
  a splat on the back with a rotten tomato, rotten
  zucchini, or a rotten eggplant.
  4. As they near the gate, a wagon laden with
  manure crosses their path forcing the PCs to
  swerve with a Ride check (DC 10). Failing the
  swerve, the PC’s mount will attempt to jump over
  the wagon. The horse is easily able to leap over
  the cart, but a Ride check (DC 15) is required to
  stay on the horse. This time, there is no falling
  damage, because the fresh manure in the wagon
  fortunately softens 
  the PC’s fall. Leaving 
  the
  manure and getting back on the horse requires no
  checks, but the PC is likely to suffer 
  some
  embarrassing moments as the driver of the cart
  laughs uproariously at her predicament.
  Once enough of this has occurred, have the PCs
  break out of the South Gate on the road to Sete.
  Those PCs who look back can’t see any pursuit but
  the journey 
  will 
  take 
  some 
  time 
  and 
  the
  mercenaries 
  seemed 
  pretty 
  serious 
  about
  stopping the messengers. Once they decide to
  slow 
  up, 
  allow 
  them 
  time 
  to 
  introduce
  themselves. For the first time, 
  it seems 
  safe
  enough to be civil and introduce each other.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    AAAA    BBBBrrrreeeeaaaakkkk    FFFFrrrroooom
  m
  m
  m
  SSSSaaaaddddddddlllleeee    SSSSoooorrrreeeessss
  Hopefully 
  the PCs will 
  think 
  to check 
  the
  saddlebags. If they don’t think to look, give them
  wisdom checks. When they start pawing around
  read the following:
  Opening up the saddlebags seems almost like
  opening birthday presents. Inside each pair on
  each horse you find a pouch with 50 gold pieces,
  some writing paper, pens and inkwell, iron
  rations for three days, a two wineskins and four
  hard green apples. In the saddlebag found on the
  black horse, there’s what appears to be a map.
  Give the PCs handout number one.
  As you ride along, the afternoon passes without
  incident. Three hours, four hours, eight hours in
  the saddle passes. The shadows grow longer as
  you near what must be the first “X” on the map.
  You top a small rise and there ahead of you
  appears an inn nestled comfortably along a small
  grove of apple trees along the side the road. The
  smell of baked bread and roasting meat floats
  toward you. With growling tummies you near the
  sharply steep roofed building. The door to the inn
  opens and a young girl with blonde pigtails looks
  out as you approach and waves.
  (Pause for PC reactions)
  “Are you staying for the night?” she calls out,
  smiling. “The Tossing Troll is the last inn for
  miles and the Roughriders haven’t 
  made a
  cleansing run for weeks. You’d do right to stay
  here.”
  Looking over her head you see the sign of the
  place. It shows a troll throwing an orc across a
  brackish ditch. Again, wonderful smells of food
  tempt your stomachs and the saddle sores speak
  out their concerns with more than one or two
  painful aches.
  If the PCs move on, skip this encounter and move
  to Encounter Four. Tell the PCs they ride on until
  dark and they camp out under the stars. Let them
  set watches; but nothing happens during 
  the
  night, but roll dice anyway.
  If the PCs decide to stay at the inn, read the
  following:
  “I’m Nulane,” the little girl says. “Bring your
  horses here to the stable.” She steps down off the
  porch to lead the way. Suddenly, you hear the girl
  take a deep breath. “This isn’t your horse,” she
  says, frowning. “This horse is Mr. Rollon’s, she
  says, her eyes taking on a suspicious squint. “I’d
  recognize Onyx anywhere. What have you done
  with Lord Rollon?
  
  Race to S e t e
  Page 10
  Allow a few moments of PC speech, and then
  continue with what’s below:
  Before you can respond further, a huge mountain
  of a man blocks the doorway of the inn. “My little
  girl is right. I’m Golar, but most folks call me Side
  o’ Beef, the owner of The Tossing Troll. I sold that
  horse to Rollon. He came from my sister-in-law’s
  ranch down south in Sete. Onyx isn’t a horse he’d
  up and let someone borrow. What’s the story
  here?”
  Side o’ Beef looks like a solid slab of muscle with
  a head on it. Let the PCs tell their tale. When Side
  o’ Beef has heard enough, he’ll have Nulane take
  care of the animals and bring the PCs inside. If
  the PCs don’t say much or make Side o’ Beef feel
  comfortable with them having Rollon’s horse,
  he’ll take their gold, but he’ll be more gruff and
  short with them. He’d kick them out, but money’s
  been tight and he needs the business.
  “Dinner’s ready,” Side o’ Beef says, nodding
  toward the Inn, "go inside and take a seat. We
  don’t have many travelers these days so the place
  is basically yours. I’ve got a few rooms occupied,
  but I’ve got space to spare. For your group, 5 gold
  gets you food, drinks, a room and fodder for your
  animals.”
  If the PCs ask about any other traffic, Side o’ Beef
  will continue:
  “Yesterday, we had six or seven riders heading
  south, but they didn’t have much to say. I’ve got
  rooms available for a gold piece each, which
  includes dinner and breakfast in the morning. If
  you’re working for Rollon, I’m sure you can pay
  for it. He’s never been short with his cash when it
  comes to hiring help.”
  If the PCs ask about Rollon and the area to the
  south, Side o’ Beef is willing to share. If the PCs
  didn’t tell a convincing story to Side o Beef
  regarding where Rollon is, roll a d6 and only give
  one of these hints. If the PCs have told Side o
  Beef enough so he believes in them, give the PCs
  all the information. It’s best to have the PCs
  roleplay some here. Side o’ Beef will take any gold
  offered by the PCs, but he’ll still only tell one of
  these if he isn’t convinced of Rollon’s welfare.
  Here’s what Side o’ Beef knows:
  • 
  What do you know of Rollon? Rollon is as
  honest as the day is long. He seems a n
  excellent judge of character 
  and only
  works on the side of good.
  • 
  What do you know about Sete? Sete is a
  rough and tumble town. Lord Furel Grek
  runs the place. He is related to the man
  Rollon works for.
  • 
  Anything else about Sete? Don’t get into
  trouble in Sete or it might be “The Pit” for
  you. PCs notice that Side o’ Beef says “The
  Pit” with a shiver. He won’t tell any more
  about the place 
  except 
  only to stay
  upstairs if you know what’s best.
  • 
  What about the group of people heading
  South? The group of people that moved
  on south seemed to be an adventuring
  party with 
  at least 
  one 
  person 
  who
  appeared to be a cleric and one magic
  user.
  • 
  Who or what are the Roughriders? 
  The
  road to Sete is loosely patrolled 
  and
  dangerous at times. The Sete Roughriders
  try to keep the roads clear of danger, but
  the group is stretched pretty thin after
  the series of humanoid attacks further
  south. 
  Many 
  a good 
  Roughrider 
  fell
  protecting the innocent.
  • 
   Have 
  you 
  seen 
  anything 
  suspicious
  lately? Nulane has told him she’s seen
  shadowy figures moving around the inn
  during the last few evenings, but Side o’
  Beef says his daughter often sees more
  danger in her imagination than there is
  in reality.
  After simple but filling dinner, Side o’ Beef shows
  you upstairs. The rooms on the second floor are
  Spartan, but clean. The rooms have a solid door
  and latch. One room has a window that overlooks
  the stable. Each room could comfortably sleep
  four, and he has a number available. How do you
  plan to break up? With that finished, he wishes
  you good night and tells you breakfast will be
  shortly after sunrise.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    SSSSttttrrrraaaannnnggggeeeerrrrssss    iiiinnnn    tttthhhheeee
  NNN
  Niiiigggghhhhtttt
  Let the PCs bed down, sleep and regain spells
  during the night. If they set watches, the attack
  will come shortly before the false dawn. Unless
  the PCs have the ability to detect invisibility, they
  will first be warned of the attack by the smell of
  smoke coming from under their door. The group
  attacking them has sent an invisible foe into the
  ground floor of the inn and he has set the entire
  bottom floor on fire by pouring oil and lighting
  it. The PCs will need to go out the window or rush
  through the flames. Let the PCs determine how
  they get out. Give their plan a good chance to
  work.
  The quickest way is to go out the window.
  There are bushes under the window that will
  break a fall, resulting in only 1d4 points of falling
  damage unless a successful Climb check (DC 10)
  is made.
  If they go downstairs, one round will get them to
  the lower level, which is in flames, and a second
  round will allow them to find a way out. Here the
  PCs can simply hold their breath to avoid the
  smoke, but a Reflex save (DC 15) is required to
  avoid catching on fire and taking 1d6 points of
  
  Race to S e t e
  Page 11
  fire damage each round until the fire on them is
  extinguished.
  Once the PCs have reached the outside of the
  building, they may notice (DC 10 Spot check) that
  the roof of the stable has caught on fire and they
  might hear (DC 10 Listen check) the baying of
  horses from within. Side ‘o Beef is also outside,
  making sure that everyone managed to escape the
  building safely and organizing a quick bucket
  brigade. If the PCs bring the burning stable to his
  attention, he instructs them to get the horses out
  of the stable.
  Inside 
  the 
  stable, 
  the 
  ambushers 
  are
  searching the horses for the scroll case. Once the
  PCs enter, the fight begins.
  Keep this fight moving. If the tide turns
  against the PCs, have Side o’ Beef come to their
  aid. Knowing his inn is going to be gutted, he
  wants whatever the NPCs are carrying to help
  him pay for rebuilding. If a PC horse is killed, the
  thugs’ horses can be seen tied to an apple tree
  down the road with Spot check (DC 16).
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Thug fighters, male human, Ftr1 (5): CR 0.5;
  Medium Humanoid (5 ft. 8 in. tall); HD 1d10+2; hp
  12; Init +0; Spd 20 ft.; AC 15 (+1 Dex, +4 from Chain
  Shirts); Atks +3 melee (1d8, Light Flail) or +2
  ranged (1d8 (crit x3), Longbow); AL NE; SV Fort
  +4, Ref +1, Will +0.
  Str 15, Dex 13, Con 13, Int 10, Wis 10, Cha 11.
  Skills: Climb +1, Listen +1, Rope Use +2; Feats:
  Simple Weapon Proficiency.
  Possessions: Light Flail, Longbow, Chain Shirt,
  pouch containing 3gp, 3sp and 9cp.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    7777))))
  Thug fighters, male human, Ftr2 (5): CR 0.5;
  Medium Humanoid (5 ft. 8 in. tall); HD 2d10+4; hp
  19; Init +0; Spd 20 ft.; AC 15 (+1 Dex, +4 from Chain
  Shirts); Atks +4 melee (1d8, Light Flail) or +3
  ranged (1d8 (crit x3), Longbow); AL NE; SV Fort
  +5, Ref +1, Will +0.
  Str 15, Dex 13, Con 13, Int 10, Wis 10, Cha 11.
  Skills: Climb +1, Listen +1, Rope Use +2; Feats:
  Simple Weapon Proficiency.
  Possessions: Light Flail, Longbow, Chain Shirt,
  pouch containing 15gp, 3sp and 9cp.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  Thug crossbow men fighters, male human, Ftr3
  (4): CR 0.5; Medium Humanoid (5 ft. 8 in. tall); HD
  3d10+3; hp 22; Init +0; Spd 20 ft.; AC 15 (+1 Dex, +4
  from Chain Shirt); Atks +5melee (1d8, Light Flail)
  or +3 ranged (1d8 (crit x3), Longbow); AL NE; SV
  Fort +4, Ref +2, Will +1.
  Str 15, Dex 13, Con 13, Int 10, Wis 10, Cha 11.
  Skills: Climb +1, Listen +1, Rope Use +2; Feats:
  Simple Weapon Proficiency.
  Possessions: Light Flail, Longbow, Chain Shirt,
  pouch containing 45gp, 3sp and 9cp.
  Cyndralla, female half-elf, Wiz4: CR 0.5; Medium
  Humanoid (5 ft., 2 in. tall); HD 4d4+8, hp 20; Init
  +7 (Dex, Improved Initiative); Spd. 30 ft.; AC 13
  (DEX); Atks +1 melee (1d6-1, Club); AL NE; SV Fort
  +0, Ref +4, Will +7.
  Str 8, Dex 16, Con 15, Int 16, Wiz 15, Cha 10.
  Skills: Hide +4. Feats: Improved Initiative.
  Possessions: Pouch with 60 gp.
  Spells(4,3,2):O lvl- daze, light, flare, ray of frost ;
  1st lvl-burning 
  hands 
  x2,charm 
  person;2 nd lvl-
  Melf’s acid arrow, web.
  After the combat, read the following:
  Splashing water can be heard as Side o’ Beef’s
  bucket bridage seems to finally have the blaze
  under control. From a patch of trees not too far
  away, you see Nulane leading a group of horses
  back to the Inn, apparently the ones used by the
  people who ambushed you. As the sun rises, the
  smoke 
  cloud 
  casts 
  eerie 
  shadows 
  on 
  the
  surrounding countryside. In the distance, back
  toward Simton, you can see a dust cloud forming.
  Riders, coming this way.
  “I have a feeling that that isn’t Rollon coming
  to the rescue,” Side o’ Beef mutters, as the fire
  dies out in the main floor of his inn. He shakes
  his head sadly side to side. “You’ve got a choice to
  make. Sete is straight down the road about a day
  or so ride away. The main road is quicker, but
  with those riders approaching, they may catch
  you, depending on how long I can keep them here.
  You see that hill over there,” Side o’ Beef says,
  pointing a meaty finger toward the south. “At the
  foot of that small rise is Sete. Most of the area
  around here is prairie and most folks can keep
  that one in sight. If any of you are skilled at going
  cross-country, I have a feeling you can find the
  town. Tell you what, I’d rather not know what
  you are doing, just in case. You best ride and make
  your decision when you are no longer in sight of
  the Tossing Troll. Damn, but you’ve set me back.”
  Nulane finally approaches Side o’ Beef with a
  terrific grin on her face. She hands a bulging sack
  to the unhappy innkeeper. He quickly unties the
  sack and similes widely. He looks up at you and
  says, “Luckily some of your attackers 
  were
  packing a tidy sum of gold. I’m not going to have
  to charge you triple for the damage. Well, have a
  good ride!” 
  With 
  that 
  he moves into the
  smoldering Inn to survey the damage. Nulane
  waves and ducks inside as well.
  Due to the nature of the chase, this event has
  been fairly linear in design. Now the PCs need to
  make a choice to either stick to the road or go
  across country. If the PCs stay on the road, go to
  Encounter 5A. If they take to the prairie, go to
  Encounter 5B.
  
  Race to S e t e
  Page 12
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555aaaa::::    DDDDuuuueeeelllliiiisssstttt    ooooffff    tttthhhheeee
  FFFFiiiirrrrsssstttt    HHHHoooouuuusssseeee
  This can be a tricky encounter. The PCs will face a
  duelist. She’s a professional killer with strong
  sense of honor. She will ride toward the camp
  with no weapons drawn. If allowed to approach,
  she will explain she was hired to return the scroll
  case. She will ask for a PC champion and fight
  only that PC for the ownership of the scroll case.
  If the PC is bested, all is not lost, a group of NPCs
  looking for the PCs will fill the duelist with
  crossbow bolts which allows the PCs a chance to
  regain the case. Allow the PCs to regain spells.
  Yesterday’s ride was long and tiring. Finding a
  spot along the road to camp wasn’t a problem. The
  night passes uneventfully and dawn soon breaks
  brilliantly across the horizon. Sete should be only
  a full day’s ride from here. As you breakfast and
  prepare your horses, cool dew coats your blankets
  and equipment. The smell wafting from the land
  is fresh and wonderful. Looking around, it seems
  everyone should have gotten a good night’s rest.
  To those that love the land, there couldn’t be a
  prettier place than the Duchy of Urnst. For those
  you who call the city home, you feel wet, chilled
  and a bit sick of riding a horse!
  As you finish 
  breaking 
  camp, 
  a 
  rider
  approaches, sees you and waves a greeting. The
  rider slows the horse to a walk and moves
  cautiously in your direction. The rider doesn’t
  have any weapons drawn and seems to be
  completely non-aggressive.
  If the PCs leap and ride off, the rider will shake
  its head and let them race off, then have this
  encounter happen again a few hours later. The
  rider will then break cover directly in the PCs’
  path. When the PCs allow the rider to come near,
  read the following:
  It is obvious this rider’s horse is nearly the end of
  its stamina. As the figure nears, you see many
  types of weapons strapped on the steed and the
  rider. With a strong tug, the rider brings the
  foaming, winded animal to a shuddering stop. The
  rider reaches up to pull back a cloak coated with
  traveling dirt that effectively covers the rider’s
  face.
  If the PCs let the NPC speak before they draw
  weapons, 
  the rider 
  will 
  appear 
  calmed 
  and
  relaxed. If not, the rider makes a tsk-tsk noise,
  waves a slow finger at them.
  A face of once-great female beauty shines forth as
  the she pulls back her hood. Emerald eyes, fine
  nose, but what grabs your attention is vicious-
  looking bite shaped hole sealed with scar tissue
  within her right cheek. 
  Through the hole,
  beautiful white teeth can be seen. The teeth
  appear strongly attached to the upper and lower
  pink gums. The rider starts to speak, but pauses
  to wipe away a small sparkling stream of saliva
  leaking from the hole with a brown gauntlet
  worn on her left hand. The gauntlet shows long
  etched scars of water staining. Her chainmail
  armor is covered with dust. A variety of weapons
  hang from loops across her horse’s tack. On the
  woman’s hip rides a common looking greatsword.
  Let the PCs react. When the woman talks, she
  should sound very breathy, with sucking noises
  between breaths. A great deal of wind escapes her
  mouth through the hole as she forms words.
  Air hisses from the woman’s mouth as she
  struggles to speak. “I’ve tracked you for the last
  couple of days. You have something I am hired to
  return to Leukish. It's a scroll case to be exact. My
  sister Jathea has not been able to catch you, for
  that, I honor you. I will give you a chance to prove
  your valor. Choose your champion and fight me
  for it. I am a woman of honor, I hope you have
  honor yourselves.
  “Who will be the champion to face Esteh
  Acidcheek? What weapon shall we use and what
  are the conditions?”
  Esteh is packing the following weapons: a light
  mace, a halfspear, a handaxe, a short sword, a
  long sword, 
  a scimitar, 
  a battleaxe, 
  and 
  a
  greatsword. She prefers the greatsword, but will
  use whichever weapon she has that most closely
  matches the weapon of her opponent. She will
  raise the issue of shields, as she currently has
  none and will expect her opponent to likewise
  not use one. If the PC wants to fight to first
  blood, unconsciousness or death is fine by Esteh.
  Although she is truly evil, she is extremely
  lawful. Once the arrangement is made, she will
  stick to it to the letter. If the PCs win, she will
  sigh a slurpy sigh and ride off. The PCs are not
  necessarily bound by such morals, however, and
  can cheat as much as they wish.
  Another option is that the PCs can simply
  jump her where she stands. Esteh will defend
  herself as well as she is able, though she will
  likely fall if this happens. Note that this option
  might be the only one the PCs have if Esteh wins
  the challenge. It may not be a very honorable
  solution, but it will ensure that the message is
  safely delivered to Sete.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    2222))))
  Esteh Acidcheek, female human Ftr2: CR 2;
  Medium Humanoid (5 ft. 4 in. tall); HD 2d10+4; hp
  21; Init +6 (Dex, Improved Initiative); Spd 20 ft.;
  AC 17+1 (+5 from chainmail,+2 dex, +1 Dodge
  feat); 
  Atks 
  +5 melee 
  (2d6+2 
  (crit 
  19-20x2),
  Greatsword), +4 melee (all other weapons); AL LE;
  SV Fort +5, Ref +2, Will +0.
  Str 15, Dex 14, Con 15, Int 10, Wis 10, Cha 10.
  
  Race to S e t e
  Page 13
  Skills: Ride +5, Handle Animal +5, Climb +5.
  Feats: Improved Initiative, Quick Draw, Weapon
  Focus (greatsword), Dodge.
  Possessions: A light mace, a halfspear, 
  a
  handaxe, a short sword, a long sword, a scimitar, a
  battleaxe, a greatsword, chainmail, pouch with 24
  gp, 12 sp, masterwork riding saddle.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    3333))))
  Esteh Acidcheek, female human Ftr3: CR 3;
  Medium Humanoid (5 ft. 4 in. tall); HD 3d10+6; hp
  28; Init +6 (Dex, Improved Initiative); Spd 20 ft.;
  AC 17+1 (+5 from chainmail,+2 dex, +1 Dodge
  feat); 
  Atks 
  +5 melee 
  (2d6+2 
  (crit 
  19-20x2),
  Greatsword), +4 melee (all other weapons); AL LE;
  SV Fort +5, Ref +3, Will +1.
  Str 15, Dex 14, Con 15, Int 10, Wis 10, Cha 10.
  Skills: Ride +5, Handle Animal +5, Climb +5.
  Feats: Improved Initiative, Quick Draw, Weapon
  Focus (greatsword), Dodge, Mounted Combat.
  Possessions: A light mace, a halfspear, 
  a
  handaxe, a short sword, a long sword, a scimitar, a
  battleaxe, a greatsword, chainmail, pouch with 48
  gp, 12 sp, masterwork riding saddle.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    5555))))
  Esteh Acidcheek, female human Ftr5: CR 5;
  Medium Humanoid (5 ft. 4 in. tall); HD 2d10+15;
  hp 40; Init +6 (Dex, Improved Initiative); Spd 20
  ft.; AC 17+1 (+5 from chainmail,+2 dex, +1 Dodge
  feat); 
  Atks 
  +5 melee 
  (2d6+4 
  (crit 
  19-20x2),
  Greatsword), +4 melee (all other weapons); AL LE;
  SV Fort +6, Ref +3, Will +1.
  Str 15, Dex 14, Con 16, Int 10, Wis 10, Cha 10.
  Skills: Ride +5, Handle Animal +5, Climb +5.
  Feats: Improved Initiative, Quick Draw, Weapon
  Focus 
  (greatsword), 
  Dodge, Mounted 
  Combat,
  Weapon Specialization (greatsword).
  Possessions: A light mace, a halfspear, 
  a
  handaxe, a short sword, a long sword, a scimitar, a
  battleaxe, a greatsword, chainmail, pouch with 84
  gp, 12 sp, masterwork riding saddle.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555bbbb::::    BBBBuuuuzzzzzzzziiiinnnngggg    iiiinnnn    tttthhhheeee
  AAAAiiiirrrr
  This encounter allows the PCs a chance to either
  parley or battle. After a long day in the saddle, a
  good night’s sleep always feels good. After the
  PCs get moving, they will arrive at a comical
  scene of an Ogre with his head stuck in a hole and
  the other Ogres laughing up a storm. The PCs can
  either attack the Ogres or help the stuck Ogre get
  free.
  Yesterday’s ride to the hill was long and
  tiring. Finding a spot to camp wasn’t a problem.
  The night passes uneventfully and dawn soon
  breaks brilliantly across the horizon. Sete should
  be only a full day’s ride from here. As you
  breakfast and prepare your horses, cool dew coats
  your blankets and equipment. The smell wafting
  from the land is fresh and wonderful. Looking
  around, it seems everyone should have gotten a
  good night’s rest. To those that love the land,
  there couldn’t be a prettier place than the Duchy
  of Urnst. For those you who call the city home,
  you feel wet, chilled and a bit sick of riding a
  horse!
  Allow the PCs to set a marching order. When that
  is ready, read the following.
  The sun climbs past noon as you near a stream
  with a number of small trees, shrubs and shady
  places. From downstream, you hear a sudden
  thick guttural laughter. These roaring “Bah-ha-
  has” seem to nearly knock the leaves from the
  nearby 
  trees. 
  Do 
  you 
  quietly 
  ride 
  on 
  or
  investigate?
  If the PCs ride on, skip the rest of this encounter.
  If the PCs investigate, please ask how they are
  doing it. PCs can Move Silently DC10 since the
  creatures are making so much noise. If a PC fails
  their sneak or the PCs noisily approach, have the
  laughter suddenly stop and have the Ogres attack.
  If the PCs have made a good plan and have moved
  up silently, read the following (NOTE: At Tier
  One, there are only two ogres, one of which is
  stuck in the tree):
  A number of large, ugly humanoid creatures roll
  across the ground pointing and laughing at one of
  their comrades who has his head stuck in a hole
  in a hollow tree. The ground shakes with laughter
  as one of them crawls to his feet and kicks the
  stuck creature right on his wide bottom. This
  brutal kick causes the rest of them to fall once
  again into a fit of laughter.
  Any PC who has evidenced any knowledge of
  adventuring 
  or the wilderness 
  will recognize
  these creatures as Ogres.
  Some PCs will open fire or race down and slay
  the Ogres. If so, skip to the combat section. If the
  PCs use Diplomacy DC12 (or DC 8 if the PC opens
  the conversation in Giant rather than Common),
  they can talk to the Ogres and perhaps help get
  the stuck fellow out. Only one of the Ogres is
  smart enough to speak Common. If they speak to
  the Ogres 
  before 
  attacking, 
  paraphrase 
  the
  following:
  When you speak out, the Ogres quiet down
  quickly and at you very warily. “Hey, what you
  doin’ here?” the Ogre who kicked the one trapped
  in the tree growls. “You ain’t trying to get the
  honey are you? We need the honey for making
  mead. Old Rocknose here,” he points a sausage
  sized finger at the stuck Ogre, “probably ain’t too
  happy right now, but we think it’s funny. We can’t
  seem to get him out. We have no probl’m with
  you as long as you ain’t here to take our honey.
  
  Race to S e t e
  Page 14
  Hey,” an idea seems to pop into the Ogre’s head.
  “Can you help us get Rocknose loose?”
  Inside the tree are just ordinary bees, but they
  have a nasty sting. If the PCs don’t attack, they
  can now hear Old Rocknose grunt and groan
  through the rough bark of the tree. There’s also a
  very angry buzzing sound too. Rocknose is not
  happy, but he’s firmly stuck; his big head just
  can’t fit out of the hole.
  Here’s a number of ways to free him, but the
  PCs make their own up as well.
  • Wrapping a rope around Old Rocknose and
  using a horse or two to pull him free will
  work, but Rocknose will be very upset and
  sore from the experience.
  • Taking an axe or a blade and chopping him
  out will work, but the bees will swarm from
  the hole. Each PC within five feet of the tree
  take 1d4+1 points of damage 
  from 
  the
  swarming bees.
  • Probably 
  the 
  best 
  plan 
  is 
  to 
  convince
  Rocknose to spit out the huge ball of wax
  he’s been chewing on. First, the PCs will
  need to discover that this is the problem,
  and second, 
  they will 
  need 
  to talk 
  to
  Rocknose—unless they speak Giant, they’ll
  need to explain the problem to the other
  Ogres first.
  Old Rocknose’s face will be a puffy mess of stings,
  but he’ll be so glad to get out of the tree he’ll give
  the PCs each a big hug and a 20 gold piece agate
  he’s found along the river bed. If the PCs kill him,
  this treasure will not be rewarded.
  The ogres won’t attack the PCs if the PCs
  sneaked up and talked with them first. The PCs
  might kill off all the Ogres except Old Rocknose.
  If the PCs loot the Ogres they will find 15 gold
  pieces in various piles of small coin, but the
  agates aren’t there.
  Here are the stats if the PCs fail to sneak up or do
  battle instantly with the Ogres:
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    2222))))
  Another ogre, Rocknose, is still stuck in the tree
  if combat starts before he is freed. He is too stung
  up to put up much of a fight.
  Ogre (1): CR 2; Large Giant (9 ft. tall); HD 4d8+8;
  hp 26 (each); Init –1 (Dex); Spd 30 ft.; AC 16 (-1
  size, -1 Dex,+5 natural, +3 hide); Atks +8 melee
  (2d6+7, Huge Greatclub) or +1 ranged (2d6+5 (crit
  x3), Huge Longspear); Face/Reach 5ft. x5 ft./10 ft.
  (15-20 ft. with Longspear); AL CE; SV Fort +6, Ref
  +0, Will +1
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
  Feats: Weapon Focus (Great Club)
  Gear: Great Club, Great Spear, a few shiny
  rocks worth 4 sp, 15 gp.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Another Ogre, Rocknose, is still stuck in the tree
  if combat starts before he is freed. He is too stung
  up to put up much of a fight.
  Ogre (3): CR 2; Large Giant (9 ft. tall); HD 4d8+8;
  hp 26 (each); Init –1 (Dex); Spd 30 ft.; AC 16 (-1
  size, -1 Dex,+5 natural, +3 hide); Atks +8 melee
  (2d6+7, Huge Greatclub) or +1 ranged (2d6+5 (crit
  x3), Huge Longspear); Face/Reach 5ft. x5 ft./10 ft.
  (15-20 ft. with Longspear); AL CE; SV Fort +6, Ref
  +0, Will +1
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
  Feats: Weapon Focus (Great Club)
  Gear: Great Club, Great Spear, a few shiny
  rocks worth 4 sp, 15 gp.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Another Ogre, Rocknose, is still stuck in the tree
  if combat starts before he is freed. He is too stung
  up to put up much of a fight.
  Ogre (5): CR 2; Large Giant (9 ft. tall); HD 4d8+8;
  hp 26 (each); Init –1 (Dex); Spd 30 ft.; AC 16 (-1
  size, -1 Dex,+5 natural, +3 hide); Atks +8 melee
  (2d6+7, Huge Greatclub) or +1 ranged (2d6+5 (crit
  x3), Huge Longspear); Face/Reach 5ft. x5 ft./10 ft.
  (15-20 ft. with Longspear); AL CE; SV Fort +6, Ref
  +0, Will +1
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
  Feats: Weapon Focus (Great Club)
  Gear: Great Club, Great Spear, a few shiny
  rocks worth 4 sp, 15 gp.
   When the encounter ends, describe to the PCs
  that a single horseman is hightailing it over a
  nearby hill heading directly toward a growing
  dust cloud. The PCs should realize a large host is
  in pursuit of them and speed may be important
  right now.
  OOOOppppttttiiiioooonnnnaaaallll    EEEEnnnnccccoooouuuunnnntttteeeerrrr::::    AAAA    W
  W
  W
  Woooorrrrdddd    ooooffff
  W
  W
  W
  Waaaarrrrnnnniiiinnnngggg
  If time still remains, run this encounter. This
  situation 
  lets the PCs roleplay and 
  discover
  information 
  about where they are going and
  perhaps a bit about the message tube they are
  carrying to Sete. The DM is free to describe the
  day of traveling the PCs had. The lay of the land is
  growing flatter. There are low rolling hills and
  many small streams of clean water. The hill Side
  o’ Beef pointed out is growing more and more
  defined. Regardless of whether the PCs stayed on
  the road or went cross-country, the area around
  Sete is more populated with farms the closer they
  get to the town. Many ranchers have their own
  roads worn in the prairie leading to Sete. The PCs
  pass a multitude of small farms and ranches
  dotting along the way. Some children run out and
  
  Race to S e t e
  Page 15
  watch the PCs pass only to be shooed back by
  parents. The young ones seem used to travelers
  and even wave occasionally. Unlike other areas of
  the Duchy of Urnst, this area is often patrolled
  and bandits keep to the more rugged areas. Still,
  there is danger here, even though the PCs might
  be able to camp in a farmer’s barn rather than
  under the stars in later adventures.
  Have the PCs set a marching order. They
  would be riding quickly, but they should have a n
  order. 
  When 
  everything 
  is 
  ready, 
  read 
  the
  following:
  The green flowing hills and small farms appear so
  peaceful. It’s hard to believe anyone could be in
  danger traveling around the Duchy of Urnst. Still,
  there are many areas of danger in all directions,
  as you know, but the roads to Sete all seem clear
  today. You estimate it’s a couple of hours ride to
  Sete.
  Have characters make Spot DC15. PCs that make
  the roll see this abruptly appear directly ahead.
  Those that miss the roll need to make a Ride DC 5
  or pull back on the reins so suddenly they are
  bucked off!
  Suddenly, smoke appears before you, followed by
  a loud clap of thunder. Then, as the smoke clears,
  you notice a hunched figure standing on the road
  in front of you. A faint cackling sound comes
  from…well, from all around you.
  The Black Crone is a cryptic NPC character.
  Suffice to say she’s the bearer of good and bad
  tidings. The crone appears in various guises, but
  her favorite is as an old woman dressed in a ratty
  black cloak and cowl. A pale skeletal hand slides
  from the cloak when she gestures to make her
  point. Her face is usually shadowed, but a glimpse
  of pale skin the color of a fish’s belly and beady
  black eyes that flash like lightning can be seen
  within the hood of her cloak
  Have some fun with the crone. Use a cackling
  voice and play her with a hunched back. Think
  Wicked Witch of the West after a serious riding
  accident, not a house falling on her.
  If the PCs try to ride around her, she appears
  in front of them again and again until they finally
  approach and halt. Once the PCs have neared the
  crone, within 10-20 feet, read the following:
  “I smell old blood on you,” croaks a voice from a
  heavy cloaked figure. The voice seems feminine,
  but all motherly inflections sound burnt away.
  “Yes, blood and fear, anger and pain. Yes, I think
  you are travelers of interest to me. Where do you
  go as if I don’t already know?
  Pause for PC response. Squint an eye at them,
  make your fingers claws, you know the drill,
  watch PCs, as they should be squirming a bit by
  the end of this.
  “Bound to Sete with a tube of warning, that might
  stop blood a flowing. I know a bit of this world,
  for a bit of gold from each of ye, you might be
  told.”
  The crone needs no money, but if a PC or all of
  them hand over coin, have her thank them by her
  saying each of their names aloud. Have the PCs
  notice she puts each coin from each person in a
  separate pocket in her cloak. Don’t explain why,
  but she now has an item the PC has left his or her
  taint on. That might be useful to her later on.
  Make a note of which PCs have given her gold
  from their own hand. At the end of the adventure,
  have these players write on their log sheet that
  they have 
  given 
  something 
  they 
  personally
  touched to the Black Crone.
  Some PCs may remember 
  other NPCs in
  adventures of the Duchy of Urnst that speak in
  this strange rhyming dialect. The Black Crone
  ignores any mention of this. There may be a
  connection, but no connection is forthcoming at
  this time.
  “Sete is a town of new and old, if truth be told,”
  the Black Crone says. “Its roots run deep into the
  Duchy’s soil, from Flani, Suloise and Oeridian
  toil. Soon you should beware The Pit, many young
  fools die in it.”
  Have the crone draw a deep shuddering breath
  and reach her claw-like fingers to the sky when
  you read the next stanza.
  “There are many secrets rich and foul, around
  Sete wolves aren’t the only howl. During the
  night are often shrieks, undead, humanoids and
  awful beasts.”
  Have the crone sweep a finger across the group
  pointing at each in turn. Then read the following:
  “Finally, you are not yet safe, behind you rides a
  host with haste. Many men armed with steel are
  willing to carve you up with zeal.”
  With a clap of thunder and a puff of green-orange
  smoke, 
  the 
  crone 
  vanishes. 
  Pause 
  for 
  PC
  reactions. 
  When they are finished, 
  tell them
  there’s about two hours left to Sete. If any PCs
  make inappropriate comments about her (expect
  it) sound another clap or two of thunder and have
  the PC feel a couple of spiders slipping down the
  backs of their necks
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    TTTThhhheeee    DDDDuuuusssstttt    CCCClllloooouuuudddd
  CCCCoooom
  m
  m
  meeeetttthhhh
  If the PCs have bested Esteh or regained the
  scroll or taken care of the ogres and the honey, let
  them mount up. The goal of this encounter is to
  
  Race to S e t e
  Page 16
  allow a chase on horseback with possible missile
  fire and other complications sprouting up. Try to
  regain the feel for the chase like the one at the
  start of the adventure. Feel free to add to the
  mood by making the tap-ta-tap of many horses on
  the tabletop as the chase picks up speed. Overall,
  the DM should start this slow and build it to a
  hell bent for leather race. The PCs are terribly
  outnumbered and should see the need for speed.
  If the PCs decide to make a stand, have the battle
  look very bad before the Sete Roughriders arrive
  in the nick 
  of time. 
  Still, 
  even 
  after 
  the
  Roughriders arrive, there are still plenty of foes
  to face the PCs. This combat should be dangerous
  and perhaps deadly. DMs should not have the
  Roughriders appear and “save the day.” The PCs
  need to be at the center of the fray! A great deal
  depends on the PCs response to the pursuers. If
  the PCs make a stand, allow the riders to come in
  stages, sort of like a Kung Fu movie where the
  bad guys come in waves. The object is to show
  overwhelming odds and let them carve it down
  some (and perhaps a few heroically fall) before
  help arrives.
  After an hour of riding and Sete nearing in the
  distance, have the PCs make Spot DC15. PCs that
  make the roll have glanced back to see a cloud of
  dust nearing from behind at great speed. Wisdom
  checks alert the PCs that a number of riders are
  behind them coming fast and if the PCs don’t pick
  up the pace, have the 20 pursuing riders appear
  roughly 400 yards behind them. Horns sound and
  Intelligence checks will alert the PCs that these
  folks aren’t friendly. Duh. (If the PCs whine
  about not seeing them coming sooner, perhaps
  they were magically shielded, the riders used a
  nearby hillock for cover or perhaps more than
  one ranger is working for the pursuers). Roll for
  Initiative 
  and engage 
  the chase 
  before 
  the
  combat.
  Your horses don’t appear too winded and the
  town of Sete nears perhaps less than an hour
  distant! Ride!
  If the PCs speed up immediately, give them a few
  moments fall into a marching order. As the
  ground races under their horses’ hooves, the
  riders appear to be closing the gap!
  Describe the following events in this chase
  and have the PCs react:
  1) A covey of quail explodes from the brush from
  the side of the road like a hail of thrown stones.
  Your horses dodge out of instinct to the left.
  Make a Ride (DC13) to keep from slamming your
  head on your horses’ neck. Those PCs who fail
  feel tears sting their eyes but keep on riding!
  2) As you crest a small rise, a woodcutter has
  fallen a number of trees across the roadway! As
  you thunder toward him, he drops his axe and
  leaps out of the way! Make Dexterity or Strength
  checks to keep a grip as your horse plunge over
  the fallen logs! PCs who fail, feel a tree limb slap
  them across the face for 1d4 damage and large
  leaf sticks to their face blocking their view.
  3) Dropping over another small rise you see
  directly ahead is a small flock of sheep moving up
  the roadway. A lone shepherd calls out a warning
  as you slam directly into the wooly roadblock.
  The animals bound every direction imaginable.
  Have one leap across the saddle in front of a PC
  and 
  start 
  kicking 
  and 
  “baaaaa”-ing 
  before
  tumbling back to the roadway unharmed.
  As the PCs look back, the mob behind them grows
  to 50-60 riders as others close in the chase.
  Sete looms closer, but the riders behind you have
  closed the gap. Long range arrow fire rains down,
  but one appears hit in the first volley. What’s
  that? A large group of riders stream from Sete
  and start racing toward your position. With a
  clash crosses the distance, you see a second group
  of riders intersect the mercenaries following you.
  Still, one group breaks free of the fray and
  continues to chase you down! You feel the
  strength of your horse flagging as your pursuers
  fire another round of arrows, now at medium
  range.
  Determine which PC horse is hit in the flank.
  Describe the horse rocking abruptly to the right
  and crashing down. If a PC makes a Tumbling
  DC18 or Dexterity check at –3, they are not
  pinned under the steed. A trapped PC will need
  one round of help to be worked free. This battle
  must be run carefully. Bleed down the PCs, but
  don’t 
  exterminate 
  them 
  unless 
  they 
  do
  something 
  foolish. 
  This 
  combat 
  is the 
  PCs
  concern. The riders from Sete will not arrive in
  time to help and the others are keeping the bulk
  of the pursuing forces from reaching the fray.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Leader, 
  male human Ftr3: 
  CR 
  3; 
  Medium
  Humanoid (6 ft. 4 in. tall); HD 3d10+9; hp 26; Init
  +7 (Dex, Improved Initiative); Spd 20 ft.; AC 20 (+7
  from Half-Plate,+3 Dex); Atks +5 melee (2d6 (crit
  19-20x2), Greatsword), +8 ranged (1d6 (crit 20x3),
  Masterwork Short Bow); AL NE; SV Fort +5, Ref
  +4, Will +1.
  Str 15, Dex 16, Con 15, Int 10, Wis 10, Cha 10.
  Skills: Bluff +3, Run +3, Escape Artist +6.
  Feats: Improved Initiative, Blind Fight.
  Possessions: Greatsword, Masterwork Short
  Bow, Half-Plate, pouch with 50 gp, 12 sp.
  Thug fighters, male human, Ftr1 (3): CR 0.5;
  Medium Humanoid (5 ft. 8 in. tall); HD 1d10+2; hp
  12; Init +0; Spd 20 ft.; AC 15 (+1 Dex, +4 from Chain
  Shirts); Atks +3 melee (1d8, Morning Star) or +2
  ranged (1d10 (crit 19-20/x2), Heavy Crossbow) ; AL
  NE; SV Fort +4, Ref +1, Will +0.
  
  Race to S e t e
  Page 17
  Str 15, Dex 13, Con 13, Int 10, Wis 10, Cha 11.
  Skills: Climb +1, Listen +1, Rope Use +2; Feats:
  Simple Weapon Proficiency.
  Possessions: Morning Star, Heavy Crossbow,
  Chain Shirt, pouch containing 10gp, 10sp and 6 cp.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Leader, 
  male human Ftr3: 
  CR 
  3; 
  Medium
  Humanoid (6 ft. 4 in. tall); HD 3d10+9; hp 28; Init
  +7 (Dex, Improved Initiative); Spd 20 ft.; AC 20 (+7
  from Half-Plate, +3 Dex); Atks +5 melee (2d6 (crit
  19-20x2), Greatsword), +8 ranged (1d6 (crit 20x3),
  Masterwork Short Bow); AL NE; SV Fort +5, Ref
  +4, Will +1.
  Str 15, Dex 16, Con 15, Int 10, Wis 10, Cha 10.
  Skills: Bluff +3, Run +3, Escape Artist +6.
  Feats: Improved Initiative, Blind Fight.
  Possessions: Greatsword, Masterwork Short
  Bow, Half-Plate, pouch with 50 gp, 12 sp.
  Thug crossbow men fighters, male human, Ftr2
  (3): CR 0.5; Medium Humanoid (5 ft. 8 in. tall); HD
  2d10+4; hp 19; Init +0; Spd 20 ft.; AC 15 (+1 Dex, +4
  from Chain Shirts); Atks +4 melee (1d8, Morning
  Star) or +3 ranged (1d10 (crit 19-20/x2), Heavy
  Crossbow); AL NE; SV Fort +5, Ref +1, Will +0.
  Str 15, Dex 13, Con 13, Int 10, Wis 10, Cha 11.
  Skills: Climb +1, Listen +1, Rope Use +2; Feats:
  Simple Weapon Proficiency.
  Possessions: Morning Star, Heavy Crossbow,
  Chain Shirt, pouch containing 20gp, 3sp and 9cp.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Leader, 
  male human Ftr4: 
  CR 
  4; 
  Medium
  Humanoid (6 ft. 4 in. tall); HD 4d10+9; hp 38; Init
  +7 (Dex, Improved Initiative); Spd 20 ft.; AC 20 (+7
  from Half-Plate, +3 Dex); Atks +6 melee (2d6 (crit
  19-20x2), Greatsword), +8 ranged (1d6 (crit 20x3),
  Masterwork Short Bow); AL NE; SV Fort +5, Ref
  +4, Will +1.
  Str 15, Dex 16, Con 15, Int 10, Wis 10, Cha 10.
  Skills: Bluff +3, Run +3, Escape Artist +6.
  Feats: Improved Initiative, Blind Fight.
  Possessions: Greatsword, Masterwork Short
  Bow, Half-Plate, pouch with 90 gp, 8 sp.
  Thug fighters, male human, Ftr3 (3): CR 0.5;
  Medium Humanoid (5 ft. 8 in. tall); HD 3d10+3; hp
  22; Init +0; Spd 20 ft.; AC 15 (+1 Dex, +4 from Chain
  Shirt); Atks +5melee (1d8, Morning Star) or +3
  ranged (1d10 (crit 19-20/x2), Heavy Crossbow); AL
  NE; SV Fort +4, Ref +2, Will +1.
  Str 15, Dex 13, Con 13, Int 10, Wis 10, Cha 11.
  Skills: Climb +1, Listen +1, Rope Use +2; Feats:
  Simple Weapon Proficiency.
  Possessions: Morning Star, Heavy Crossbow,
  Chain Shirt, pouch containing 50gp, 3sp and 9 cp.
  When the battle finishes, read the following:
  In a small cloud of dust, some of the riders from
  Sete pull up. A few of them carry bows ready with
  arrows, but none are pulled in your direction.
  From her horse, a female Suel noble gives you a
  wide toothy grin.
  “Welcome to the southern part of the Duchy of
  Urnst,” she says, her pale blue eyes taking in your
  fallen foes. “Toronnon, look to their injuries.” A
  Suel human dismounts and makes a sign of being
  willing to help your pains. The noble rises in the
  saddle and looks over the few remaining pockets
  of skirmishes behind with little worry on who
  will win. As you watch, your pursuers break and
  run north. In the distance you hear a muffled
  cheer from the victors.
  “We would have gotten here sooner, but Rollon’s
  pigeon only arrived this morning. I’m glad we
  weren’t on any other missions. I’m Lady Ondreh
  Nelaera of the Sete Roughriders. When you are
  ready, we’ll escort you the rest of the way as the
  Roughriders will finish cleaning up this mess.”
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  Give the PCs time to help their fallen. Anyone
  near dead will get a healing potion poured down
  him or her. If any PC is at –10 or below, there’s
  nothing the Road Warden can do to help but offer
  a pack animal to take the body to Sete. Lady
  Ondreh leads the group the rest of the way
  toward Sete. If asked about the Roughriders,
  Lady 
  Ondreh 
  will 
  give 
  the PCs a look 
  of
  wonderment 
  as if she can’t believe the PCs
  haven’t heard of the group. If pressed, read the
  following:
  “The Roughriders are a group of light armored
  warriors who specialize in horsemanship and
  mounted combat. We patrol the southern part of
  the Duchy of Urnst and put a stop to marauding
  bandits and humanoids that thrive in this land.
  We also watch for the return of Rary the Traitor.
  Many seers believe he will come through the
  Duchy when he decides he wants to 
  sack
  Greyhawk. We are a few Roughriders down due
  to increased trouble recently,” she says, looking
  over you and your horses, “perhaps some of you
  might be worthy. Ah, look ahead.”
  The village of Sete spreads out ahead of you.
  It looks like many other small hamlets found
  scattered across the duchy. Not giving you much
  time to take the town in, Lady Ondreh leads you
  past busy little shops, blacksmiths hammering
  steel, leatherworking stands and other bustling
  businesses to a large stone building near the
  center of the town. Hanging from a metal bar
  above a massive doorway is a sign depicting
  manacles and a large iron lock. The door swings
  open as you approach and a burly man with
  bright red hair and sparkling green eyes meets
  you before you can dismount.
  “I’m Lord Furel Grek. I have word you have a
  message tube from Rollon. I’d like that now if
  you will.”
  
  Race to S e t e
  Page 18
  If the PCs demand identification, the Lord Furel
  will make it clear he is who he is. Lady Ondreh
  will also say it will be a good idea for the PCs to
  hand over the scroll tube and not anger the Lord
  into introducing them to “The Pit.” When the PCs
  hand over the tube he looks it over. If the wax
  seal is broken, his eyes narrow and he shakes his
  head.
  “I’ll read this inside. It seems I owe you a great
  debt,” Lord Furel rumbles. “It seems my half-
  brother is in deeper political trouble than I
  thought he’d get into so soon. I warned him about
  the dangers of Duke Karll’s court, but he
  wouldn’t listen. On a brighter side, I received
  another message from Rollon, it seems he’ll pull
  through. I’d like to have a 100 of him in the
  Roughriders, 
  but 
  the fool 
  believes 
  in 
  my
  brother’s causes too much.”
  With a heavy sigh, he turns for the door.
  Before he enters he pauses and looks at you.
  “You adventurers have earned the gratitude of
  House Grek. That alone will stand you in good
  stead. Ondreh, get these adventures to “The Pit,”
  but put them in the nicest rooms available
  upstairs, on me. And get those horses stabled and
  cared for; they are looking pretty worn down too.
  When Rollon returns for Onyx, we don’t want
  her looking poorly. Once again, thank you.”
  With that, Lord Furel goes inside to read his
  brother’s message.
  “Well, I’m glad you’re staying upstairs at “The
  Pit,” Lady Ondreh says with a smile. “C’mon, let’s
  take care of those horses and yourselves.”
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter 1
  Defeat Gerdharn and Thugs
  100 xp
  Encounter 4
  Defeat the Thugs
  75 xp
  Encounter 5a
  Defeat 
  Estah 
  Acidcheek 
  (individual
  award)
  50 xp
  Encounter Two
  Aid in Rocknoses’s escape
  100 xp
  --or--
  Defeat the ogres
  50 xp
  Optional Encounter
  PCs do not taunt the old crone
  25 xp
  Encounter 7
  Defeat the Riders
  100 xp
  Conclusion
  PCs deliver the message
  50 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 250 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief.
  For other stolen 
  items 
  which 
  meet 
  the
  criteria in #1 above, use your judgment and
  the 
  circumstances 
  within 
  the 
  game 
  to
  determine whether a PC thief gets away with
  the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  
  Race to S e t e
  Page 19
  Encounter One
  • 
  Pouch containing 200 gp
  • 
  Rapier
  • 
  Banded mail
  • 
  Pouch containing 20 gp and 16 cp
  • 
  6 chain shirts
  • 
  Arcane Scroll of Shocking Grasp (level 1)
  • 
  Pouch with 20 gp
  • 
  6 pouches containing 4 sp and 16 cp each
   Encounter Three
  • 
  Pouch containing 50 gp for each PC
  • 
  Map of the road to Sete
  • 
   Encounter Four
  • 
  5 Light flails
  • 
  5 Longbows
  • 
  5 chain shirts
  • 
  5 pouches containing 3 gp, 3 sp, and 9 cp each
   Encounter Five A
  • 
  Light mace
  • 
  Halfspear
  • 
  Handaxe
  • 
  Short sword
  • 
  Long sword
  • 
  Scimitar
  • 
  Battleaxe
  • 
  Greatsword
  • 
  Chainmail
  • 
  Masterwork Riding Saddle
  • 
  Pouch containing 24 gp and 12 sp
   Encounter Five B
  • 
  Agate worth 20 gp
  • 
  Great Club
  • 
  Great Spear
  • 
  Shiny rocks worth 4 sp
  • 
  Pouch containing 15 gp
   Encounter Seven
  • 
  Greatsword
  • 
  Masterwork Short Bow
  • 
  Half-Plate
  • 
  3 Morning Stars
  • 
  3 Heavy Crossbows
  • 
  3 Chain Shirts
  • 
  1 Influence Point with Noble House Grek
  • 
  Pouch containing 50 gp and 12 sp
  • 
  3 Pouches containing 10 gp, 10 sp, and 6 cp
  each
  (e t c)
  
  The Race to S e t e
  Page 20
  AAAAppppppppeeeennnnddddiiiixxxx    AAAA::::    RRRRoooolllllllloooonnnn    RRRRhhhhoooollllkkkkeeeennnn,,,,    M
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  Rollon, male Suel human Ftr7: medium humanoid (6 ft. tall); HD 7d10+4; hp 49; Init +1 (+1 Dex);
  Spd 20; AC 19 (+1 Dex, +6 Banded Mail, +2 shield); Atks +10/+5 melee (1d8+4 [19-20, x2]
  longsword); AL LG; SV Fort +9, Ref +3, Will+4
  Str 15, Dex 12, Con 19, Int 10, Wis 11, Cha 13
  Skills: Diplomacy +4 (3 ranks), Handle Animal +7 (6 ranks), Ride +11 (10 ranks), Spot +4 (4 ranks)
  Feats: Iron Will, Endurance, Leadership, Weapon Focus (Longsword), Weapon Specialization
  (Longsword), Mounted Combat, Ride By Attack, Spirited Charge
  Languages: Common
  Possessions: banded mail (colored in black and tan), broadsword, punching dagger, large steel
  shield, scroll case, 8 silver.
  
  The Race to S e t e
  Page 21
  AAAAppppppppeeeennnnddddiiiixxxx    BBBB::::
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  The Race to S e t e
  Page 22
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Duchy of Urnst/URD1-03 - Race to Sete.pdf