TEXT: URC1-06
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  AAAA    OOOOnnnneeee----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLIIIIVVVVIIIINNN
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  Version 1
  bbbbyyyy    JJJJaaaayyyy    AAAA....    HHHHaaaaffffnnnneeeerrrr
  A sleepy little hamlet on the Nyr Dyv is the home of a sinister plot. An adventure for character levels 1-
  4.
  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.   
  
  Mean and Devious
  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 s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  • 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  • 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r so na l a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  • 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pla y e rs ,
  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 .
  
  Mean and Devious
  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
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  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
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
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  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  Adventure Summary and
  Background
  From the tiny Nyr Dyv port of Ardrinn, Tenha
  and Shield Land refugees started disappearing
  about a month ago. At the same time, merchants
  started using the small fishing village to load and
  unload their wares, rather than pay the taxes the
  high-priced docks of nearby High Mardreth.
  One of the “merchants” was an evil elven
  bounty hunter from the lands of Iuz named
  Vrenna. She's been incapacitating refugees with
  spells and then shipping them out in her tar-
  barrels for use as slave labor in the lands of Iuz.
  Since the people of Ardrinn (pop. 345) are not
  particularly fond of the refugees that constantly
  move through here these 'unsavory' folk are not
  missed.
  
  Mean and Devious
  Page 4
  Sometime in the last month, a spy for the
  Admiralty 
  of 
  the 
  County 
  of 
  Urnst's 
  navy
  discovered the evil scheme and was hours from
  reporting his news when he was found out by
  Vrenna and captured. As Vrenna's luck would
  have it, a 10,000 gp bounty has been placed for
  this man by the Boneheart Mages of Iuz for his
  thwarting of some of their activities during the
  Greyhawk Wars. The man's name is Ros Earlis. He
  summoned the party here to help him uncover
  the plot, but will never make his appointment
  with the PCs, as he's been captured and is in
  chains aboard a ship heading for the lands of the
  old one.
  The pirate ship, The Spotted Aranae, is used to
  smuggle out the slaves. The pirate ship feigns
  carrying other cargos, mainly tar. The tar gives
  them access to most ports, as ships require it for
  repairs. The two main ports it operates out of are
  Ardrinn and Dominion (via Muddich).
  About a week ago, Vrenna learned that one of
  the knights in the town was the son of the
  Ambassador of the County of Urnst to Nyrond.
  What a prize! She also met Mendevious: a bitter
  ex-convict who is constantly playing mean pranks
  on the knights. She realized that he could easily
  be framed for murder, or kidnapping, or both.
  Fortunately for the knight, the adventurers
  are in town.
  The party will aid the knights, identify the
  framed murderer, and save the kidnapped knight
  from certain doom. They may also learn the fate
  of Ros Earlis, the man who was to be their
  employer.
  SSSSyyyynnnnooooppppssssiiiissss    ffffoooorrrr    tttthhhheeee    DDDDM
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  The PCs are called to the hamlet of Ardrinn by a n
  old acquaintance for "high adventure". Unknown
  to them, their acquaintance has been captured
  and placed on a slave ship. While they are at the
  tavern awaiting their friend, they find out that
  sea monsters are attacking the knights on the
  docks. After helping the knight, they discover
  that during the attack, someone put salt in the
  priest's bandages and one of the fishermen points
  out some spell components left on the beach.
  Footprints lead the PCs to a shallow cave where a
  swan has been brutally killed. Later, while at a
  banquet 
  celebrating 
  the 
  defeat 
  of 
  the 
  sea
  monsters, the villagers reveal that other mean
  things have been done against them. During the
  celebration, one of the knights is found poisoned
  when drinking from a brass and pewter mug. The
  party spies Mendevious, a local ne’er-do-well,
  dumping something into the desserts. He escapes,
  and they chase him to his island. At the island,
  they pass his weak guards and, confront the man.
  Mendevious, a local ner-do-well, proclaims his
  innocence and points them toward a tar-trader
  who recently arrived in town. He has also just
  received a pewter mug from the trader in town.
  That mug is also poisoned. After heading back to
  Ardrinn, they see a boat being rowed out in rough
  waters with a barrel and two occupants. The PCs
  battle 
  the bounty 
  hunters 
  and 
  recovers 
  the
  knight, but the slave boat escapes. The adventure
  ends with the knight explaining that there were
  supposedly 
  enslaved 
  refugees 
  and 
  important
  people bound for the lands of Iuz and that there
  is something bigger occurring in the lands of
  Dominion.
  IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  The merchant and adventurer, Ros Earlis, has a
  reputation in Radigast as a traveler to the
  farthest reaches of the Flanaess in search of
  adventure. The steely-eyed, blonde-haired human
  is rumored to have conquered griffins in the
  Rakers mountains, battled Iuzian ogres in the
  Shield Lands, befriended a water-spirit on the
  Nyr Dyv, and found the lost treasures of Noel-
  Daer in the Pomarj.
  Having only met Ros one briefly, you wonder
  what he had in mind when he sent the parchment
  and invitation for "high adventure."
  It is Oerthday, the 25 th of Flocktime 591 and
  Ros was to arrive here, in Ardrinn, by ship. And
  although you were supposed to meet him here at
  the Tar Shanks tavern at highsun, the hamlet's
  bellman will likely soon be ringing for Works-
  End.
  The tavern appears clean and you've been
  seated next to the open windows facing the Nyr
  Dyv. The tavern is on a 60-foot tall cliff that
  overlooks the small fisherman's docks and a
  beach on the Nyr Dyv. Through the light rain, the
  swan-on-green flag of the County of Urnst flies
  over several men working on tarring 
  their
  rowboats and fixing nets. It's been misting rain
  all morning, but the fishermen don't seem to
  mind. They are singing work songs, and the rain
  seems to only have brought bring up their voices
  more.
  The food at the Tar Shanks tavern appears
  adequate. Potatoes, heavily fried fish, and sweet,
  foamy darkened ale are the special of the day.
  There appears to be others waiting in the
  tavern also, some of them you recognize, others
  are new faces to you. Perhaps they know
  something…
  This is where the party introductions occur and
  each player may make up a reason why they knew
  Ros in the past, or why they think they were
  invited. There is no one else in the tavern besides
  the PCs, the proprietor, Cytan, and the cook Hord.
  No one in the tavern or in town has never heard
  of Ros Earlis, and doesn't recall having seen
  anyone of his description come through town.
  There hasn't been much news of note since the
  Bandit Prince, Zeech Redhand raided and burned
  part of High Mardreth a couple of months ago.
  Cytan 
  (male 
  human 
  Com1; 
  Gather
  Information +2; Profession [bartender] +2) is a
  
  Mean and Devious
  Page 5
  thin, balding human in his middle 40's. He has a
  tendency to ask humans a lot of questions, but
  tends to avoid conversation with non-humans
  Hord (male human Com 1; Profession Cook
  +2) is typically busy working in the back and
  complaining 
  to Cytan to "get back 
  to work
  because orders are piling up." 
  If 
  asked, 
  the pair 
  offers 
  the 
  following
  information
  • 
  There has been a lack of business since the
  refugees have been packing up and moving
  out of town. Some of the refugees have even
  left town without a lot of their personal
  belongings. The two think that they must be
  in a big hurry to get home. The refugees are
  from Tenh and the Shield Lands, and have
  been displaced since the war several years
  ago.
  • 
  They note that one to two ships arrive per
  week to load and unload 
  things such as
  barrels of grain, barrels of tar, bolts of cloth,
  and even a few cattle pass through town.
  • 
  Although it is a simple fishing village, they
  note 
  that 
  the tax 
  collector 
  hasn't 
  been
  bothering anyone shipping things through
  the small port here. The harbormaster, Sir
  Giyard, however has been attempting to get
  them to move their traffic back to the port of
  High Mardreth and has had some heated
  arguments with the merchants, especially the
  elven tar trader, but word has it that he
  doesn't like elves much.
  • 
  When there's no rain, a person can see the
  port of High Mardreth, which is about 4-5
  miles from here. A person can make out the
  Towers of the Admiralty of the Navy of Urnst
  and Cathedral to Xerbo. The cathedral is a n
  impressive edifice that stands high upon the
  hill over the harbor, 
  dominating 
  the hill
  town, and the gilded dome and the flame that
  burns atop it are both visible for several
  miles out on the lake.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    OOOOnnnneeee::::    M
  M
  M
  Moooonnnnsssstttteeeerrrrssss
  aaaattttttttaaaacccckkkk    tttthhhheeee    KKKKnnnniiiigggghhhhttttssss!!!!
  Since the light rain lifted in the last half-hour, a
  man in a green and black checked tabard and
  chain mail has been out on the dock laughing and
  joking with some of the fishermen. Lightning
  crackles off the water about a half-mile away and
  the man stops laughing abruptly. He cranes his
  neck seriously toward the water, reaches to draw
  his sword and yells, "Lake Monsters! Sir Martane
  make haste. Fellows, to arms!" Three large shapes
  appear to be moving through the water toward
  him on the dock.
  Moments later, three huge and spotted lake
  serpents burst from the water and attack the lone
  knight. The fishermen stand aghast 
  at the
  monsters. One fisherman runs to the dock
  carrying a harpoon, but a serpent turns and
  hisses at him, sending him tailing it back for
  shore. Moments later, another man in a green
  and black checked tabard can be seen running to
  the aid of the first knight. With this, one serpent
  turns, knocks several fish boxes off the dock, and
  begins attacking the second man.
  Tactics: See Appendix I – DM’s Map of Combat #1.
  PCs running to help the knights are unable to run
  quadruple speed because of the turns they must
  make to get to the dock (down stairs, around fish
  boxes, etc.). They will be able to move double
  speed however. There is a rather slippery slope
  down the ramp to get to the docks, so all PCs
  moving faster than normal must make a Reflex
  save (DC 12) or slip and slide down into the fish-
  head buckets (giving them a –1 circumstance
  penalty on Bluff, Diplomacy, and Disguise checks
  until they get cleaned-up). PCs choosing to scale
  down the wall from the tavern need to make a
  Climb check (DC 12).
  Each map square of water toward the Nyr Dyv
  deepens by 5 feet, so at the third square out, the
  water would be 15 feet deep.
  If      the       PCs       don't       go      to       help    : Cytan and Hord
  encourage them to go help. If the PCs still refuse,
  the knights will still 
  defeat 
  the snakes, 
  but
  barely. Several fishermen have also helped, but
  no one has died. The celebration later will be the
  same, 
  except 
  that 
  the people 
  will 
  formally
  recognize the bravery of the knights and some
  fishermen, instead of the PCs.
  AAAAccccttttiiiioooonnnn    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy    bbbbyyyy                                
  RRRRoooouuuunnnndddd::::
  For ease, the actions and results of the knights
  have been pre-determined, however the DM must
  use common sense if she finds some situation
  where those actions are altered by the PCs.
  The PCs can begin their action during their
  initiative order starting during round 4. For all
  intents and purposes, it is supposed that the PCs
  will not fight the third serpent, that serpent will
  be killed by Sir Martane in round 7, but again use
  common sense when presenting the battle and PC
  participation in it.
  Round 1
  The cowled figure is hiding behind some barrels
  up the beach, under the effects of invisibility and
  levitation spells for 50 minutes. She remains on
  the ground until she needs to escape up the cliff
  wall near the cave, then she uses levitation.
  Round 2
  The 
  invisible 
  cowled 
  figure 
  casts 
  s u m m o n
  monster VI from a scroll (15th level) to summon
  three Large fiendish lake serpents to attack the
  knights. The creatures remain for 15 rounds and
  then disappear. Lake serpents have the same stats
  as vipers.
  
  Mean and Devious
  Page 6
  Round 3
  Sir Giyard spots the sea serpents and begins
  yelling for help.
  The invisible cowled figure walks toward
  the cliff and levitates up and sneaks back to her
  tent in the market.
  Round 4
  Sir Martane begins running toward the docks
  from his position at the top of the ramp.
  The first serpent attacks Sir Giyard. Serpents
  two and three move toward the beach.
  The players may begin their actions.
  Round 5
  Sir Giyard fights the first serpent, 
  which is
  snapping and recoiling at the end of the dock. Sir
  Giyard yells:
  "Where's Canon Aguto? Someone get the priest."
  Sir Martane arrives. The second and the third
  serpent converge on him—the latter bites and
  poisons Sir Martane.
  The fishermen have fled in fear 
  and are
  hiding behind boxes, barrels, and fishing gear.
  Round 6
  Sir Giyard continues to battle with the first
  serpent.
  Sir Martane and the two serpents that are
  attacking him are at the base of the dock. The
  knight strikes a terrible blow, wounding the third
  serpent, but he has been terribly wounded and
  now can only fend off the serpents with his
  shield (his sword is lost, stuck into the third
  serpent). A successful Spot check (DC base 10, -1
  per each 10 feet the PC is from Sir Martane) will
  notice that he has a severe chest wound and that
  he is staggered, weaving, and a successful Listen
  check (DC base 12, -1 per each 10 feet the PC is
  from Sir Martane) will catch that he is mumbling
  incoherent 
  utterances. 
  He 
  is 
  becoming
  disoriented and delusional due to the poison, and
  He is unable to help the PCs battle the serpents
  from here on out.
  Round 7
  Sir Giyard continues to battle with the first
  serpent at the end of the dock. He strikes a solid
  blow, but the monster continues to fight.
  Sir Martane is defending himself with his
  shield, but continues to lose both his strength
  and his wits.
  The third serpent falls due to the mighty
  blow that Sir Martane dealt last round. It heaps
  over a dock-post with its tongue hanging out,
  bleeding into the water. Sir Martane is bitten
  again by the second serpent.
  Round 8
  Sir Giyard misses his foe, and so does the serpent
  attacking him.
  Sir Martane is bitten a third time and is
  barely able to defend himself.
  Rounds 9-15
  Sir 
  Martane 
  is 
  still 
  defending 
  and 
  nearly
  unconscious from the poison and his wounds. Sir
  Giyard hits any remaining 
  serpents 
  for four
  points of damage each round.
  Round 16
  The 
  serpents 
  suddenly 
  disappear 
  rather
  conspicuously, 
  whether 
  alive 
  or 
  dead. 
  The
  fishermen 
  and 
  observing 
  townspeople 
  cheer,
  presuming that the serpents sank into the lake. A
  spellcraft check (DC 21) identifies the creatures
  as summoned, and some may determine the exact
  spell (DC 26).
  If the PCs do not think to search the beach
  (DC 12), the fisherman, Aloyarc, calls for their
  attention. Once he has it Aloyarc shows them
  that a largely blank piece of parchment with a
  few meaningless 
  arcane symbols, A spellcraft
  check (DC 19) identifies the scroll as a used scroll
  of some summon 
  monster spell. Some booted
  footprints lead to the cliff wall near "the Cave."
  Track feat, or a successful DC of 10 on search or
  spot leads the PC to "The Cave."
  AAAAllllllll    TTTTiiiieeeerrrrssss    ((((EEEELLLL    6666))))
  Huge Fiendish Huge Water Serpents (Vipers) (2):
  Huge Animal; CR 4; HD 4d8+4, hp 28, 25; Init +4
  (Dex); Spd 20 ft., climb 20 ft., swim 20 ft., AC 15
  (Touch 12, Flat-footed 11); Atks +5 melee (1d4 +
  poison, 
  bite); 
  Face/Reach 
  15 ft. 
  by 
  15 
  ft.
  (coiled)/10 
  ft.; 
  SA 
  Poison, 
  smite 
  good; SQ
  Darkvision 60 ft., cold and fire resistance 
  10,
  Damage reduction 5/+1; SR 8; AL CE; SV Fort +5,
  Ref +8, Wil +2; Str 10, Dex 19, Con 13, Int 1, Wis 12,
  Cha 2.
  Skills and Feats: Balance +12, Climb +12, Hide
  +3, Listen +9, Spot +9; Weapon Finesse (bite).
  Special Attacks: Poison (Ex)—Bite, Fortitude
  save (DC10); initial and secondary damage 1d4
  temporary constitution
  Smite Good (Su)—Once per day each serpent
  can make a normal attack to deal an additional +4
  points of damage against a good foe.
  Worthy Sir Giyard, Knight Bachelor of the Order
  of the Swan, Constable of Ardrinn. Male, human
  Ftr5; Medium-size Humanoid; HD 5d10+2, hp 42;
  Init +6 (Dex, Improved Initiative); Spd 20 ft.; AC
  19 
  (Touch 
  12, 
  Flat-footed; 
  Atks 
  +8 
  melee
  (1d8+5/19-20, longsword); AL LG; SV Fort +7, Ref
  +3, Will +3; Str 16, Dex 13, Con 14, Int 10, Wis 12,
  Cha 12.
  Skills 
  and 
  Feats: 
  Diplomacy 
  +2, Gather
  Information 
  +1; Ride 
  +6, Sense 
  Motive 
  +4;
  Alertness, Improved Initiative, Mounted Combat,
  Ride by Attack, Weapon Focus 
  (long sword),
  Weapon Specialization (long sword).
  
  Mean and Devious
  Page 7
  Equipment: Green and black checked tabard,
  red plume, gold chain of coat of arms, chain mail
  armor, large steel shield, long sword, and dagger.
  Personality: Sir Giyard is in good favor of the
  people. He is in service of the Countess here to
  protect this village and act as harbormaster. His
  logs detail everyone who has come into the bay,
  and there is no record of Ros Earlis. Giyard has a
  slight dislike for elves, but any that helped him
  and Sir Martane defeat the sea monsters 
  are
  exempt from any of his normal disdain.
  Sir Martane, Knight of the Order of the Swan,
  male human Ftr 3; Medium-size Humanoid; HD
  3d10+2, hp 20; Init +6 (Dex, Improved Initiative);
  Spd 20 ft.; AC 19 (Touch 12, Flat-footed 17); Atks +8
  melee (1d8+3/19-20, long sword); AL LG; SV Fort
  +7, Ref +3, Will +3; Str 16, Dex 13, Con 14, Int 10,
  Wis 12, Cha 12.
  Skills 
  and 
  Feats: 
  Diplomacy 
  +2, Gather
  Information 
  +1; Ride 
  +6, Sense 
  Motive 
  +4;
  Alertness, Improved Initiative, Mounted Combat,
  Ride By Attack, Weapon Focus 
  (long sword),
  Mounted Combat.
  Equipment: Chain mail armor, large steel
  shield, green and black checked tabard, bronze
  medallion of the County of Urnst, long sword
  (lost in water).
  Personality: Sir Martane is known for being
  friendly and would do anything for anybody. He
  is in service here to protect this village with Sir
  Giyard. Unknown to most people is that he is the
  son of the County's Ambassador to Nyrond, Sir
  Shandell Damian (Knowledge [local] check DC
  15).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    AAAAfffftttteeeerrrr    tttthhhheeee    SSSSeeeeaaaa
  M
  M
  M
  Moooonnnnsssstttteeeerrrr    BBBBaaaattttttttlllleeee
  A red-haired, 
  wooly-bearded man dressed in
  green, with the symbol of a dragon turtle
  emblazoned on his chest hurriedly arrives and
  introduces himself. "I am Canon Aguto. Thank
  you for your aid," he says gratefully. He looks
  around and says, "dreadful child! Where is that
  irresponsible child?" A few moments later a girl,
  who looks about 10 years old arrives carrying a
  crate of bandages. The priest immediately begins
  to tend to the injured knight. He frantically tears
  the knight's shirt open and mutters the words
  "Sir Martin has been poisoned…” He then begins
  to chant and pray toward the water. He removes a
  bottle of orange fluid from his pocket and pours
  some liquid on a bit of cloth and places his hand
  over the envenomed wounds on the knight's
  chest. He then has the knight drink the rest of
  the potion.
  As the knight regains some color, he says to
  those PCs and fishermen present, "Get away from
  the water. It's not unheard of for there to be
  many more of these serpents massed in groups.
  And, cover up those wounds with the bandages
  that little Sheera has brought."
  A successful Religion check (DC 10) identifies
  Aguto as a priest of Xerbo, a lake, sailing, and
  business god popular in this region.
  Application of any of the bandages causes
  sharp pain in whomever they were applied to
  (suffering an additional 1 point of damage). A
  successful Search or Spot check (DC 10) identify
  that the bandages are laced with salt.
  If the girl is questioned about the bandages
  she says:
   "I got them from the closet of the church, just
  like Aguto said."
  If the PCs investigate the small church to Xerbo,
  they find that everything is in order, except for
  the ceremonial wine bottles, which are all empty.
  A Search (DC 10) near the church reveals the
  horse trough has been filled with wine.
  If the PCs aided the knights, read the following:
  The other knight approaches and introduces
  himself as Sir Giyard. He begins to shake their
  hands. He declares that a celebration will be
  thrown tonight in honor of your bravery and
  service to this town and to the saving of the
  Ambassador's son.
  If the PCs did not aid the knights, read the
  following:
  The other knight approaches the priest and
  begins a discussion. Sir Martane, having been
  healed nearly fully, sits up. The first knight
  smiles 
  and 
  declares 
  that 
  there 
  will 
  be 
  a
  celebration tonight in honor of Sir Martane's
  bravery. All are invited.
  Canon Aguto of 
  Xerbo, male human Clr5;
  Medium Humanoid (5 ft. 9 in.), HD 5d8, hp 21;
  Init +0; Spd 30 ft.; AC 9 (-1 Dex); Atks +4 melee
  (1d8+1, trident), 
  +3 ranged 
  (1d8, trident); 
  SA
  Spells, Turn Undead; AL LG; SV Fort +7, Ref +1,
  Will +8; Str 13, Dex 9, Con 10, Int 10, Wis 15, Cha
  12.
  Skills 
  and 
  Feats: 
  Heal 
  +8, 
  Knowledge
  (religion) +8, Profession (fisherman) +5, Spellcraft
  +8, Diplomacy +1; Scribe 
  Scroll, Brew Potion,
  Combat Casting.
  Equipment: Blue priest 
  garb, bronze 
  holy
  symbol of Xerbo (Dragon Turtle), trident, 
  (2)
  Potions of Neutralize Poison.
  Spells Prepared (5/5/4/3; Spell DC = 12 + spell
  level) 0—create water, cure minor wounds, d e t e c t
  poison, detect poison; 1st—bless water, cure light
  wounds 
  x3, 
  deathwatch; 2nd—cure 
  m o d e r a t e
  wounds, 
  lesser 
  restoration 
  x2, zone 
  of 
  truth;
  3rd—cure serious wounds, water breathing, water
  walk.
  
  Mean and Devious
  Page 8
  Personality 
  Canon Aguto is in charge of
  religion in this town.  Xerbo is a priesthood of
  the Lake, Sailing, and Business whose motto is
  "no person should be favored over another." If the
  PCs request healing, he heals the dying knight
  first and the rest in no particular order.
  Sheera (10 year-old female human, Com 1; +3 spot
  checks). Sheera is an orphan under the ward of
  Canon Aguto. She is very observant. She likes to
  hold hands with anyone short or brave.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    TTTThhhheeee    CCCCaaaavvvveeee
  A small sandy, 10-foot deep cave is here on the
  side of the beach. Old boxes, barrels, nets and
  driftwood have been discarded here. From the
  light shining in, something white appears stuck
  between the rocks at the back of the cave.
  Closer inspection reveals a swan between two
  rocks. It has been smashed 
  and its head is
  hanging down with its tongue hanging out. The
  rocks each weigh about 50 lbs. A successful
  religion check (DC 15) will reveal slight evidence
  that this has been done ritualistically, 
  however
  no particular religion can be identified.
  PCs with a Knowledge (law) may make a DC 5
  check to know that as the Swan is a protected bird
  in the County 
  of Urnst, a crime 
  has 
  been
  committed.
      EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    TTTThhhheeee    CCCCeeeelllleeeebbbbrrrraaaattttiiiioooonnnn
  The celebration is to begin almost immediately,
  and the townsfolk are already setting up benches
  and bringing food from home for a potluck
  gathering.
  As you are all finally seated outdoors at a long
  head table with drinks in front of you, Sir Giyard
  stands up and prepares a toast, holding his bright
  brass goblet in hand, "To Sir Martane and the
  heroes of the Ardrinn. For they saved us from the
  monsters of the Nyr Lake. May Xerbo's blessing
  shine on you for all your days!"
  All are invited to hold up a glass and toast.
  Then the food is served. An extravagant feast is
  prepared. Everything the Nyr Dyv has to offer has
  been cooked up, the Ardrinn-renowned charcoal-
  smoked fish, clams, crab, strange tentacled beasts,
  potatoes, and vegetable 
  greens. Large, 
  black
  cooking pots and blazing fire 
  pits prepare
  tonight's food.
  Many 
  children 
  and 
  townspeople 
  crowd
  around you with plates and bowls of food to hear
  your tales of the battle. The old women appear to
  be the most interested in your tales.
  After the PCs finish describing their account of
  the battle, the various townsfolk will reveal the
  following information. The DM should make sure
  that all information is eventually given out with
  good role-playing.
  • 
  No one knows anything about Ros Earlis, and
  no one of his description has been through
  town. In fact, more people have been leaving
  than staying anyway. Most of the refugees
  have moved on. Some of them moved rather
  hurriedly and left things behind. Something
  to the extent of 'good riddance' is spoken
  from the crowd.  The only new people in town
  are one of those 'elf' people (hushed tone
  emphasized) and other occasional merchants.
  Another prejudiced person mentions 
  from
  the crowd that elves are bad luck. One of the
  local fishermen notes that she is a tar trader
  and helps them tar their boats. The elf is not
  at this party, and none of the townsfolk
  knows 
  where 
  she 
  is, 
  except 
  that 
  she
  occasionally sets up a tent in the market.
  • 
  If they ask about the scroll or other items
  found on the beach, 
  they simply 
  get a
  confused look from the townsfolk, as there
  aren't any spellcasters of note that could
  summon two huge sea serpents.
  • 
  If the PCs don't mention it, Canon Aguto
  brings up that the bandages were salted by
  someone and then angry remarks erupt from
  the fishermen and townsfolk about events
  that have happened over the past year
  • 
  Sir Giyarn notes, "Last week, someone
  stole my sister's marriage binding twine,
  tied it into knots, and laced it with poison
  ivy."
  • 
  Canon Aguto says, 
  "Someone 
  dumped
  wine from the local church into the
  troughs 
  for 
  the 
  knights' 
  horses. 
  Sir
  Martane was quite offended when his
  horse fell over and he was thrown." Also
  my ceremonial oration 
  garb has gone
  missing. Last time it went missing, 
  I
  found mice in the sleeves. during the
  ceremony!"
  • 
  Aloyarc, the master fisherman, notes that
  two of the fishing dinghies were stolen
  recently. He thought they were lost in the
  last storm, but one of them turned up at
  the marsh north of here by the island
  with the old tower.
  • 
  Granny Hetch says that her cooking flour
  at the church was mixed with chalk dust.
  It happened just while she was going to
  make a cake for Sir Martane's birthday.
  • 
  Gorban says, "Sir Martane's squire was
  robbed of his clothes and his little dog
  was shaved of all of its fur, except for its
  head."
  • 
  While sitting and holding a mud-stained
  doll, Sheera says, "this mean man in black
  came up to me and took my doll, stepped
  it into the mud. He didn't steal it, he just
  handed it back to me."
  • 
  Knab the miller notes, "Yesterday, some
  dark-cloaked man knocked over old Mrs.
  
  Mean and Devious
  Page 9
  Kinnekar into a pile of horse dung when
  she asked him if he'd seen Sir Giyard's
  new horse."
  • 
  Old man Werner speaks up and notes that
  "someone screwed holes into the bottom
  of the fishing boat that Sir Martane and I
  goes out on every Starday. It was that
  'Mendevious' feller' that lives north of
  here. I knows it."
  As they tell their stories and their water/drink's
  are refilled, a couple of PCs notices that their
  water tastes kind of stale (Fort save to resist DC
  10; mild laxative effect; 1 Con/1 Cha). Anyone
  with an Alchemy, a Healing, or a Profession
  (herbalist) skill may make a check (DC 15) knows
  that their water has been tainted by the herbs
  Ashbark leaves and Burdock flowers (two herbs
  used to help clear out digestive blockage).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    PPPPooooiiiissssoooonnnneeeedddd!!!!
  A woman who has been sitting near Sir Martane
  is speaking, "Sir Martane took a nasty wound but
  pulled through, didn't you Martane? Martane?
  Anyone seen Martane?"
  PCs who inquire about Sir Martane find that no
  one is quite sure where he went and Sir Martane
  is nowhere 
  within 
  immediate 
  sight. He has
  actually been put to sleep & kidnapped by the elf
  and stuck in a barrel, and has been carted off by
  her thug. There is an extremely remote chance
  that the PCs may be able to find the tracks of the
  Sir Martane and his kidnappers 
  on the well-
  traveled streets on a Tracking/Wilderness Lore
  check DC 32. In the event that the PCs are able to
  track Sir Martane, they immediately proceed to
  the final encounter.
  Sheera, the little girl, grabs one of the PCs
  and tells them, “There’s the man who stepped on
  my doll," and points to a dark looking 
  man
  standing in the back of the celebration area. It is
  Mendevious, and he is currently sneaking live
  crabs under the towel covering the desert tray
  (the PCs see him acting suspiciously around the
  food trays).
  Mendevious immediately realizes 
  that he's
  been spotted when he sees the little girl pointing
  at him and takes off behind some buildings and
  into the dark. He immediately drinks a potion of
  invisibility.  
  Before the PCs react to Mendevious, read the
  following, 
  as 
  the 
  next 
  situation 
  happens
  simultaneously 
  with the disappearance 
  of Sir
  Martane
  OOOOnnnneeee    sssseeeeccccoooonnnndddd    llllaaaatttteeeerrrr…
  …
  …
  …
  A woman screams and a circle gathers around the
  body of Sir Giyard. Canon Aguto reaches down
  and feels his pulse. He looks up and says, "He's
  dead." He appears to have been drinking some
  wine from an ornate brass and pewter goblet.
  No one 
  has 
  ever 
  seen 
  the 
  goblet 
  before;
  examination reveals a symbol on the bottom of a
  grinning 
  skull with ruby eyes. 
  A successful
  Knowledge (religion) check (DC 10) identifies it
  as the symbol of the evil demigod, Iuz. A detect
  poison spell identifies poison around the lip of
  the goblet and on Sir Giyards lips.
  PCs who attempt to follow Mendevious do
  not catch him. It is a foggy, moonlight night and
  he is riding between houses and along a familiar
  and careful route. Only a person following the
  muddy horse-tracks on the ground is able to
  determine which direction he went (Search, Track
  Feat, Wilderness Lore or skills DC 4; very soft
  ground; large creature). The horse 
  tracks 
  are
  found that head north/northwest along the coast
  on an old trail. Once found, the trail may be easily
  followed from horseback for approximately two
  and a half miles to Encounter 6: The Beach. A DC
  success of 10 or better determines that there was
  a cart that traveled up and back down this trail
  earlier today.
  If the PCs are unable to track Mendevious, Canon
  Aguto draws them a map and explains that they
  should go investigate Mendevious home north of
  here and bring him back for further questioning.
  The PCs have no trouble following the map up the
  shoreline to Encounter 6: The Beach.
  Any who follow Mendevious come across a
  carefully 
  laid rope trap, designed to trip the
  followers. To detect it on horseback, the DC is 20
  in the dark. On foot, the DC is 10. If anyone hits
  it, they must make a Riding check DC 15 to stay
  on horseback. If they fail, they fall into a 1-foot
  deep pit of horse manure.
  Horse Manure Pit Trap 1 ft. deep (-1 to charisma
  from odor until washed); Reflex save to avoid (DC
  20); Search (DC 10); Disable Device (DC 5).  If
  identified, the cart tracks do not appear to have
  stopped at the manure.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    TTTThhhheeee    BBBBeeeeaaaacccchhhh
  The trail turns toward the Nyr Dyv and ends at a
  muddy, marshy beach. Two small rowing boats
  reeking of fish are moored here in the cattails
  and rushes. The moons are out, and an island is
  apparent about 300 feet out in the water. A single
  light seems to shine from a lone tower on the
  island. A splash and then bubbling is heard, mist-
  shrouded water. The mist over the water is about
  2 to 3 feet thick.
  If the PCs inquire, Celene is in a full-moon phase,
  while Luna is in a waxing-half phase.
  A Listen check (DC 10) identifies the sound is
  the splash of several large creatures in the nearby
  water. The splash is actually from a school of
  large carp-fishes feeding in the marshes near the
  shoreline. Occasionally one of their large grayish-
  
  Mean and Devious
  Page 10
  orange fins poke through the mist, as the water is
  shallow here. They will tend to stay around the
  fishing boats, as they have learned to clean up on
  discarded fish remains. A Profession (fisherman)
  or Wilderness Lore (DC 10) will reveal that the
  sounds are coming 
  from 
  fish 
  and 
  not 
  sea-
  monsters. The carp panic if attacked, and will ram
  PCs standing in the water. If the water here is
  stirred up by PCs launching boats, they go into a
  feeding frenzy, slapping their fins on the water,
  and making sucking and bubbling sounds. They
  receive a one-quarter concealment bonus because
  of the light fog; causing a 10% miss chance by PCs'
  attacks. Their attitude is unfriendly, however a n
  Animal Empathy check by a druid or ranger may
  change that (DC 15).
  TTTTiiiieeeerrrrssss    1111----2222
  Obnoxious Carp (12); CR 1/8, Small Animal (3 ft.
  long 2 ft. tall; 45 lbs each); HD 1d8, hp 4 each, Init
  0; Spd swim 30 ft; AC 10 (; Atks +0 melee (1d2-
  subdual damage, ram) SA nil; SQ nil; SR nil; AL N;
  SV Fort +0, Ref +0, Will +0; Str 5 Dex 10, Con 10,
  Int 2, Wis 10, Cha 8
  Skills: Spot +6, Intimidate +6, Escape Artist +2.
  Fishing Rowboats are 12-14 feet long with room
  for 2-4 people. Movement is roughly 15 ft. (20
  rounds to reach the island) if the PCs have
  Profession (fisherman, sailor, navigator, etc) or 10
  feet per round (30 rounds to reach the island) if
  the PCs do not have any boating-related 
  skills.
  The boats are equipped with lanterns mounted to
  the front of the boats on poles. The lanterns are
  alight when the PCs arrive. Normal fishing tackle
  boxes and nets are in the boats, and a Search
  check (DC 10) will reveal that the tackle boxes
  have the names of local fishermen on them. 
  Tactics: Mendevious has his two halflings watch
  the shore for movement (if the PCs have a light
  source, or move the lanterns on the boats, they
  will be spotted). The moonlight is bright enough
  to see boats on the water, and even easier if the
  PCs are using a light source. If they see the PCs
  moving through the water, they begin to fire the
  catapult at the PCs.
  • 
  Catapult shot #1: From the direction of the
  tower, a 'caathud' and a whooshing sound
  comes 
  from 
  the 
  tower. 
  It 
  sounds 
  like
  something is sailing through the air toward
  the PCs location. The ammunition is actually
  a wormy, rotten ham fired from the catapult
  by the halflings (by the light of the moons). It
  misses 
  and 
  strikes 
  near 
  the 
  PCs 
  boat,
  arousing the school of carp into a feeding-
  frenzy. The splashing from the frenzied-fish
  occurs very near the PCs boats, and several
  fins 
  are 
  seen 
  through 
  the mist, 
  almost
  appearing as a large sea serpent would.
  • 
  Catapult shot #2: A second 'cathud' comes
  next round with a sack of rotten eggs and ripe
  skunk cabbage leaves. This time, it strikes the
  PCs boat and has the effect of a 'stinking
  cloud,' delaying the rowing ability of PCs for 3
  rounds unless a Fortitude DC 10 save is made.
  • 
  Catapult shot #3: A last 'cathud' is the firing
  of a case of pureed eel guts. This also strikes
  the boat and cling to everything, including
  the boots 
  of 
  the 
  PCs 
  making 
  standing
  difficult 
  in the boat—Dexterity 
  check at
  DC15, or fall down. If the first check is failed,
  a second DC 10 check must be made, or the PC
  falls into the water, causing the school of
  small fish to go into another feeding frenzy
  for the eel guts and rotten eggs stuck to the
  victim, possibly panicking the PC - Make a
  Willpower check DC 10, and a Swim check,
  DC 10.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    TTTThhhheeee    DDDDaaaarrrrkkkk    TTTToooowwwweeeerrrr
  As your boats land on a stony shoreline, you can
  barely make out a dark, decrepit, and decaying
  tower 
  looming 
  ahead 
  through 
  the 
  mist-
  enshrouded, scrubby bushes. Twisting vines creep
  up the weathered stones, and thorn bushes line
  the pathway to the front portal. A single light
  shines from a window 30' above, but suddenly the
  window is pulled shut. Immediately below that
  there is a dark-stained, oaken door with torches
  burning on either side.
  Since the halflings 
  know that 
  the PCs are
  arriving, they await until they hear the PCs
  approach. Then they have orders to hide in the
  bushes and then the two so-called guards are to
  tell the party to beware, as they are 'trespassing
  on the grounds 
  of the mighty 
  Mendevious.'
  Remember 
  these 
  halflings 
  have 
  the 
  "Urnst
  Halfing" accent. A successful Search or Spot check
  (DC 25) will reveal the location of a halfling. They
  continue to hide and/or flee if threatened or
  spotted. They are very difficult to catch while in
  the foliage of the island (adds +5 to their hide
  checks) and will use their skills to their fullest
  advantage. 
  However, 
  if 
  the 
  PCs 
  somehow
  accomplish the task, a successful Intimidate (DC
  15) will reveal that the halflings are working for
  Mendevious 
  and that he came 
  back 
  tonight
  feeling like he finally got his just revenge on
  those annoying knights.
  A third halfling, Rexy, hides in the bushes
  most of the time and just preys on anything left
  behind by the PCs. Namely anything left in their
  boat, their boat, etc. They may have to swim back
  if they don't find Mendevious's boat. If the PCs
  are still covered in rotten eggs and eel guts, more
  swarming carp (equivalent 
  to the first ones)
  harass them on the way back.
  If any PC approaches using the Move Silently
  skill DC 15, they will 
  see 
  two short, 
  dark
  
  Mean and Devious
  Page 11
  creatures 
  with spears guarding 
  the door and
  speaking with each other. A successful Innuendo
  check (DC 10) will reveal that the halflings are
  bragging about the brilliant idea of the flour-puff
  trap in the door entrance. If the PC fails his Move
  Silently check, Rexy will alert the other two
  halflings.
  If a PC attempts to climb the wall of the
  tower, a Climb check (DC 25). The upstairs
  window is barred, and with locked shutters. An
  Open Lock check (DC 25 is required to open the
  shutter from the outside).
  Lisk, male halfling Rog1: Small Humanoid (3 ft.
  tall); HD 1d6; hp 5; Init +6 (+2 dex, +4 Improved
  Initiative); Spd 20; AC 15 (Touch 13, Flat-footed
  13); Atks + 2 melee (1d6, halfspear), +3 ranged (1d6,
  halfspear); SA Sneak Attack + 1d6; SD Hide; AL
  NE; Saves Fort +1, Ref +3, Will +1; Str 9, Dex 14,
  Con 10, Int 12, Wis 10, Cha 13,
  Skills and Feats: Move Silently +8, Hide +10,
  Climb +6, Jump +2, Disable Device +6, Listen +6,
  Open Locks +6, Search +4, Spot +4, Use Magical
  Device +6, Pick Pockets +6, Bluff +6; Improved
  Initiative
  Equipment: Leather armor, dark brown cloak,
  half spear, sap, coin purse acts as Chinese finger
  cuff 
  trap 
  (hands 
  useless 
  until 
  removed);
  Intelligence check to avoid (DC 10), Search (DC
  15), Disable Device (DC 15) or Escape Artist (DC
  10).
  Coen, male halfling Rog1: Small Humanoid (3 ft.
  tall); HD 1d6; hp 4; Init +6 (+2 Dex, +4 Improved
  Initiative); Spd 20; AC 15 (Touch 13, Flat-footed
  13); Atks + 2 melee (1d6, halfspear); +3 ranged (1d6,
  halfspear); SA Sneak Attack + 1d6; SD Hide; AL
  NE; Saves Fort +1, Ref +3, Will +1; Str 10, Dex 15,
  Con 10, Int 13, Wis 11, Cha 13,
  Skills and Feats: Move Silently +8, Hide +10,
  Climb +6, Jump +2, Disable Device +6, Listen +6,
  Open Locks +6, Search +4, Spot +4, Use Magical
  Device +6, Pick Pockets +6, Bluff +6; Improved
  Initiative
  Equipment: Leather armor, dark brown cloak,
  half spear, sap, coin purse is laced with fish hooks
  trap (1 damage), Reflex save to avoid (DC 15),
  Search (DC 18); Disable device (DC 20).
  Rexy, male halfling Rog1: Small Humanoid (3 ft.
  tall), HD 1d6-1, hp 4, Init +6 (+2 Dex, +4 Improved
  Initiative), Spd 20, AC 15 (Touch 13, Flat-footed
  13), Atks + 2 melee (1d6, halfspear), +3 ranged (1d6,
  halfspear), SA Sneak Attack + 1d6; SD Hide; AL
  NE; Saves Fort +1, Ref +3, Will +1; Str 10, Dex 13,
  Con 9, Int 11, Wis 10, Cha 14,
  Skills and Feats: Move Silently +8, Hide +10,
  Climb +6, Jump +2, Disable Device +6, Listen +6,
  OL +6, Search +4, Spot +4, Use Magical Device +6,
  Pick Pockets +6, Bluff +6; Improved Initiative
  Equipment: Leather armor, dark brown cloak,
  half spear, sap, coin purse holds Mousetrap (no
  damage, but pain and embarrassment occurs with
  the snap), Reflex save to avoid (DC 20), Disable
  device (DC 5)
  Personalities: Lisk, Coen, and Rexy are trained
  vandals. They whine and complain if accosted,
  pleading for their lives, but be the first ones
  move silently and paint "kick me" in the back of
  your armor if you let them go. They encourage
  you to search their coin purses.
  Tactics: These cowards run and hide (using their
  skill plus the advantage of the mist) at the first
  sign of a threat. If they are hit with weapons, they
  immediately 
  surrender 
  and 
  tell 
  the 
  party
  "Mendevious 
  is 
  upstairs 
  plotting 
  something
  against the knights he doesn't like." Halflings
  steal the party's boat(s) if they don't defend them
  on the beach. Then the party must either must
  swim back, or ask Mend if there is another boat
  (of course there is). If the party swims for it and
  leaves 
  anything 
  behind, a remaining 
  halfling
  steal the items and take them to town and be
  caught selling them in the marketplace at the end
  of the adventure and the PCs have to roleplay to
  get it back.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888::::    EEEEnnnnttttrrrraaaannnncccceeee    aaaannnndddd
  LLLLoooowwwweeeerrrr    CCCChhhhaaaam
  m
  m
  mbbbbeeeerrrr    ooooffff    tttthhhheeee    TTTToooowwwweeeerrrr
  A couple of plank benches, boxes, and two small
  bunks are scattered about this room. A cooking
  area is off to one side. A storage pantry is next to
  the cooking area. A set of smooth, lacquered
  stairs lead up around the inside wall of the tower.
  At the top of the stairs is a trap door to the
  ceiling. A ladder heads up to a trapdoor in the
  ceiling.
  The DM should refer to Map #2: Mendevious's
  Tower.
  The entrance door is trapped with a Flour-
  puff trap +5 ranged (Reflex save (DC 12) or
  blinded for 10 rounds (as spell Blindness); -5 to
  hide checks due to being covered with flour);
  Search (DC 21), Disable Device (DC 20). with a
  swinging 
  puffball 
  of 
  flour. 
  The 
  trap 
  is
  embarrassing 
  and 
  inconveniencing, 
  but 
  not
  deadly. It reduces hide rolls accordingly.
  There is nothing of value on the first level.
  The 
  halflings 
  have 
  hidden 
  their 
  'treasures'
  elsewhere, and leave only mundane clothing in
  the chests on the first floor.
  The stairs up to the 2nd-level are somewhat
  creaky and Move Silently checks suffer 
  a –4
  penalty.
  PCs who have been hit with the pureed eel
  guts find it difficult to walk up the lacquered
  stairs and must succeed at a Dexterity check (DC
  10) or fall and take 1d6 points of damage.
  
  Mean and Devious
  Page 12
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    NNN
  Niiiinnnneeee
  TTTThhhheeee    M
  M
  M
  Maaaannnn    iiiinnnn    tttthhhheeee    CCCChhhhaaaaiiiirrrr
  A man dressed in dark clothing is bent over a
  table covered with sheets of paper. He appears
  busy sabotaging the buttons on some priestly
  ceremonial garbs, when he suddenly stops, turns
  and looks at you with a rather amusing grin on
  his face. He speaks, "So, you've come to turn me in
  for something as petty as happened at that party.
  It's my nature. I like to do those things. Can I
  help it? Who could resist?  It's fun! I like to see
  that look on people's faces. No harm was really
  done; it was just a couple of wimpy knights. They
  got what they deserved for picking on me all
  these years. Now I've paid them back. So what if
  that spoiled ambassador's son Sir Martane got bit
  in the nose by a crab."
  Mendevious simply awaits their actions, but will
  be truly astonished when he finds out that the
  knight is dead. He notes that he would never do
  such a thing because, "murder shows a lack of
  self-control."
  "A couple of days ago, I saw Sir Giyard giving that
  elf lady a hard time on the dock while she was
  moving a couple large barrels labeled as “tar” to
  the wharf. The fishermen were out and there
  wasn't anybody else around, so I didn't see what
  the big deal was. She was moving them to that
  ship, the Spotted Aranae…it must be for repairs.
  Nothing unusual for a trader, I suppose. Later, I
  was minding my own business near the church
  when she and her disgusting half-orc goon came
  by on the wagon. I was talking with them for a
  while, but they wouldn't let me near the cart. A
  big canvas covered some barrels underneath; it
  sounded like she had chickens or something in
  there too, judging by the noises. She got a big kick
  out of when I bragged about how I'd been
  hassling the knights. They also seemed even more
  interested when I told them that Sir Martane was
  an ambassador's son. She wanted details on him.
  She must really be attracted to him, because I saw
  her showing him her barrel wagon out back
  during the party. She also gave me a gift when I
  stopped to talk to the pair and told me not to
  open it until I got back to my tower. Look, it's this
  beautiful pewter and brass mug to drink out of.
  Told me to have on one them." Mendevious then
  picks up the mug and is about to drink from it…
  If the PCs don't stop him, he drinks and becomes
  immediately sick, poisoned by Terinav Root (DC
  16); 1d6 Dex/2d6 Dex slowly effects the victim
  over a two-week period). He pleads with the PCs
  to get him to Canon Aguto. If taken to Canon
  Aguto, the priest grumbles, but takes Mendevious
  in. 
  If the PCs stop him, he will note that the elf
  woman was planning on leaving soon with The
  Spotted 
  Aranae, 
  and 
  hoped 
  to 
  take 
  the
  ambassador's 
  son with her (assuming 
  for the
  money). As he is very intelligent and knows that
  he is outnumbered, thus he does not threaten the
  party, and he does not fight, except to absolutely
  defend himself (he uses a sap). He gives himself
  up if “arrested” and claims his innocence.
  Success at a skill check for Sense Motive (DC
  10) indicates that he is telling the truth.
  Mendevious, male human Ftr3/Sor1; Medium-
  size Humanoid (5 ft. 6 in. tall); HD 3d10+1d4; hp
  22; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 dex), Atk +6
  melee (1d6+3, sap); AL CN; Fort +3, Ref +5, Will +4;
  Str 16, Dex 14, Con 10, Int 16, Wis 16, Cha 15
  Skills: Alchemy +7, Bluff +8, Craft (locksmithing)
  +6, Disable 
  Device 
  +6, Hide 
  +7, Knowledge
  (arcane) +7, Listen +10, Move Silently +5, Pick
  Pockets +6, Spot +9; Feats: Alertness, Expertise,
  Improved Trip, Lightning Reflexes
  Equipment: Nobles outfit, sap, 10 gp.
  Spells Known (5/4; Spell DC = 12 + spell level)
  0—arcane mark, detect 
  magic, prestidigitation,
  d a z e; 1st—grease, unseen servant.
  Treasure: If the room is searched, a brass and
  pewter mug with a string and label that says, "To
  Mendevious." There is a symbol on the bottom of
  the mug of a grinning skull with ruby eyes. A
  successful Religion skill check (DC 10) identifies
  it as the symbol of the evil demigod, Iuz. Also
  found are a rusty longsword, rusty chainmail, and
  two books and some writing utensils.
  A successful Decipher Script check (DC 15) is
  required to read the books, as they are written in
  Mendivious's 
  shorthand. 
  The books 
  are 
  "The
  Mendevious 
  Manuscripts," 
  which 
  detail 
  his
  activities over the past year, showing how he
  intended to completely embarrass the knights to
  the point that they would be transferred. 
  It
  appears his future plans included greasing Sir
  Giyard's favorite watch spot on the dock, and
  pouring tacks into Sir Martane's boots. The latest
  recording discusses that the salt in the bandages
  (which was done on a whim), the burdock and ash
  bark in the water, and crabs in the dessert tray at
  the party. He considers himself 'brilliant' 
  for
  having come up with such ideas, and has noted
  this in the margins of the books.
  Personality: This guy turns over turtles, 
  tips
  bluebird nests, and knocks over old ladies to get
  ahead in line. He steals from peasants and gives
  to the rich. He'll drink all of the communion wine
  and come drunk to mass at the poorest churches.
  He takes alms 
  in disguise and then unveils
  himself. He causes mischief just to see people
  have it hard, especially 
  the knights, who he
  despises the most. He is mean, but not capable of
  murder
  
  Mean and Devious
  Page 13
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11110000::::    RRRRooooooooffff
  If the PCs heads through the ceiling, they find a
  light catapult on the roof. There are a couple
  chairs up here and a tin platter holding some
  rancid bits of ham.
  The view is spectacular. The town lights are off in
  the distance and cold rain clouds have just
  covered up the moons. A cold wind is blowing the
  tower flag, which can barely be made out. It is of
  an iron fist gripping a plucked-chicken by the
  neck on a field of black. You can also see the
  entire island. It appears to be approximately 40-
  50 yards in diameter with dense scrub foliage.
  They are able to see that there is not much else on
  the island. Any searching for the missing knight
  demonstrates no tracks except those made by the
  halflings near the tower, and those leading to the
  landing beach. There are two additional boats on
  the shore here (used by Mendevious 
  and the
  halflings). The strong wind has started to pick up,
  waves are lapping the shore, and dark clouds have
  swallowed 
  up the moons. 
  Small 
  flashes 
  of
  lightning are visible out on the lake.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11111111::::    BBBBuuuurrrrnnnn    tttthhhheeee    W
  W
  W
  Wiiiittttcccchhhh
  oooonnnn    tttthhhheeee    W
  W
  W
  Waaaatttteeeerrrr
  As you get back to town, a full-blown storm is
  underway. Cold rain is coming down sideways
  and you're soaked to the bone. The water in the
  bay is a choppy expanse of whitecaps. In the
  distance, lightning flashes down onto the lake.
  The trail back to town leads past the beach, and
  apparently a rowboat is being rowed out into the
  bay with a lantern swinging violently on its pole.
  Further illuminated by flashes of lightning, two
  occupants and what appears to be a large barrel
  are hastily being rowed out in rough, windy water
  in a fishing rowboat. They are about 30 feet away
  from the shore where the other rowboats are
  beached. 
  Tactics: Also refer to Map #1, as the PCs will be
  approaching from the North end of the beach,
  and the elven boat will be leaving from the
  southern dock. If the PCs approach the shore, the
  elf immediately casts magic missile at whoever is
  first (visible by lightning strikes and lights from
  the buildings above). She then kneels behind the
  barrel on the boat for one-quarter cover (+2 AC,
  +1 Reflex save bonus).
  Fishing Rowboats are 12-14 long with room
  for 2-4 people. Because of the rough water and
  wind blowing toward the shore, the movement is
  6-8 feet per round. The boats are equipped with
  unlighted lanterns mounted to the front of the
  boats on poles. Normal fishing tackle boxes and
  nets are in the boats.
  Using one of the nearby fishing rowboats, the
  PCs can catch the elf's boat in 4 rounds if they
  have any boating skills. It takes take 5 rounds if
  they do not have any boating skills (fisherman,
  sailor, 
  navigator, 
  or similar 
  skills). 
  If 
  they
  somehow incapacitate the thug, they catch up
  with the boat the next round, as the wind is
  blowing toward shore.
  Even if the PCs do not catch the elf, the
  kidnappers' 
  boat 
  does 
  not 
  make 
  it 
  to 
  its
  destination 
  because 
  The Spotted 
  Aranae has
  already left to avoid being discovered.
  If ship-to-ship combat occurs and there is no
  one rowing or stabilizing, there is a 10% chance
  each round that a boat will capsize, dumping all
  of it's occupants and cargo into the rough water.
  The DM should make it clear to the players that
  the boats are hard to stand up in and the seas are
  rough.
  PCs who attempt to stand while fighting in
  the boat will suffer severe repercussions in the
  storm.
  First, if someone attempts 
  to stand while
  fighting in the boat, they must make a Balance
  check (DC 10) each round or fall overboard. If no
  one is tending the rowing, the check is (DC 20).
  The swimming check is DC 15 (rough water). The
  depth of the water is 10 feet deep for each 10 feet
  away from shore (e.g. 30 feet from shore is 30 feet
  deep.
  Defenders that are sitting or kneeling are +2
  to be hit in melee and -2 to be hit by missile
  weapons.
  Second, PCs without a skill such as Profession
  (sailor), Balance or another relevant skill will be
  considered to be 'defenders off-balance' and will
  lose any dexterity bonus to AC, and will be +2 to
  be hit in melee and +2 to be hit by ranged
  weapons. For this special encounter, they will
  also lose any Dexterity bonus to Reflex saving
  throws versus spells.
  The wind doubles all missile attack penalties
  due to range and adds a –2 penalty at short range.
  Concentration checks are required 
  to cast
  spells (DC 10 + spell level) while in a rowboat
  because of the high wind and very rough seas. If
  casting a spell from shore the DC is 5 + spell level.
  The Sir Martane has been drugged and is in
  the barrel. If the barrel goes overboard, water
  leaking in causes the Knight to wake up and start
  screaming for help. PCs making make successful
  listen check at DC10 hears him. Otherwise his
  barrel sinks in 10 minutes (60 rounds).
  Vrenna casts summon monster II (with the
  Extend Spell Feat [12 round 
  duration] 
  either
  again from a scroll, or from her own spells,
  depending on Tier—she automatically 
  succeeds
  casting in Tier 1) immediately prior to the PCs
  arrival. The Tier 1 rats will stay on her boat and
  leap onto the PCs boat. The Tier 2 squid will
  attack the PCs when they get 20 feet from shore.
  Gorblak, the half-orc, rows the boat and fight
  if caught up with. He uses his falchion two-
  handed for power.
  
  Mean and Devious
  Page 14
  If the PCs simply observe the kidnappers,
  they will row out into the storm and then head
  North about 1/2 mile, where they will land on
  shore and wait until the following day. When
  their ship doesn't return, Vrenna heads into town
  to get the wagon, so they can cart Sir Martin off
  overland to the Iuzian border with Urnst.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL5555))))
  Vrenna, 
  female 
  elven 
  Wiz4; 
  Medium-size
  Humanoid (5 ft. 4 in. tall); HD 4d4+4; hp 14; Init +2
  (Dex); Spd 30 ft.; AC 12 (Touch 12, Flat-footed 10);
  Atks +2 melee (1d4/19-20 + poison, dagger), or +5
  ranged (1d4/19-20 + poison, dagger), or  +5 ranged
  (1d8/19-20, crossbow); SA: SD immunity to sleep;
  +2 save versus enchantment spells or effects. AL
  CE; Fort +3, Ref +4, Will +7; Str 11, Dex 16, Con 14,
  Int 17, Wis 16, Cha 15.
  Skills and Feats: Alchemy +4, Balance (cc) +6,
  Concentration +14, Craft (woodworking) +4, Craft
  (tarring) +4, Knowledge (arcana) +6, Listen (cc) +4,
  Profession 
  (sailor) 
  +4, Scry +5, Spellcraft 
  +8;
  Improved Initiative, Combat Casting
  Equipment Clothing, dagger, light crossbow,
  10 bolts, carrion crawler brain juice poison (Fort
  save to resist (DC 13); Paralysis/0; if she strikes a
  PC, she will throw 
  them into the water to
  drown—there is only one dose of this poison).
  Spells Prepared (4/4/3; Spell DC = 13 + spell
  level): 0—ray of frost 
  (x2), daze, 
  mage 
  hand,
  1st—magic missile, 
  charm person, 
  sleep, ray o f
  enfeeblement; 2 nd—blur, levitate, invisibility.
  Personality: Vrenna profited greatly during the
  Greyhawk Wars by revealing families of hiding
  elves in the Felreev to Iuz's Boneheart Mages and
  is completely and utterly treacherous. She has a
  complete disrespect for the refugees that she has
  already kidnapped, a hatred for the knight that
  she poisoned, and avarice for what she's going to
  earn by turning over the Ambassador's son. She
  knows that the refugees are being taken north for
  use as slave labor in Iuz, but all she's interested
  in is the gold and magical scrolls she is given to
  further her cause.
  Gorblak, 
  male 
  half-orc 
  Ftr3; 
  Medium-size
  Humanoid (5 ft. 10 in.); HD 3d10+6; hp 28; Init +6
  (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15
  (Touch 
  12, Flat-footed 
  13); 
  Atks +7 
  melee
  (2d4+4/18-20, falchion two-handed); 
  +5 ranged
  (1d8/19-20, light crossbow) AL N; Fort +5, Ref +3,
  Will +2; Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha
  6
  Skills 
  and Feats: Balance 
  (cc) +3, Profession
  (Sailor) +1, Swim +5; Cleave, Improved Initiative,
  Power Attack, Weapon Focus (falchion).
  Equipment: Clothing, 
  studded 
  leather 
  armor,
  falchion, light crossbow, 20 bolts, dagger
  Fiendish Dire Rats (2): Small Animal; CR 1/3, Size
  (3 ft. long); HD 1d8, hp 5,5,5; Init +3 (Dex); Spd 40
  ft., climb 20 ft., AC 15 (+1 size, +3 Dex, +1 natural);
  Atks +4 melee (1d4, bite); Face/Reach 5 ft. by 5 ft.;
  SA Disease, Smite Good; SQ Scent, cold and fire
  resistance 1; SR 1; AL LE; SV Fort +3, Ref +5, Wil
  +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.
  Skills and Feats: Climb +11, Hide +11, Move
  Silently +6; Weapon Finesse (bite).
  Special Attacks—Filth fever-bite: Fortitude
  save (DC 12), incubation period 1d3 days, damage
  1d3 temporary 
  Dexterity 
  and 
  1d3 temporary
  Constitution.
  Smite Good (Su): Once per day a fiendish dire
  rat 
  can 
  make 
  a normal 
  attack 
  to deal 
  a n
  additional point of damage to a good foe.
  Special Qualities— Scent (Ex): sense prey 30
  ft. away with scent.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    7777))))
  Vrenna, 
  female 
  elven 
  Wiz6; 
  Medium-size
  Humanoid (5 ft. 4 in. tall); HD 6d4+6; hp 20; Init +2
  (Dex); Spd 30 ft.; AC 12 (Touch 12, Flat-footed 10);
  Atks +3 melee (1d4/19-20 + poison, dagger), or +6
  ranged (1d4/19-20 + poison, dagger), or  +6 ranged
  (1d8/19-20, crossbow); SA: SD immunity to sleep;
  +2 save versus enchantment spells or effects. AL
  CE; Fort +4, Ref +5, Will +8; Str 11, Dex 16, Con 14,
  Int 18, Wis 16, Cha 15.
  Skills and Feats: Alchemy +5, Balance (cc) +7,
  Concentration +15, Craft (woodworking) +5, Craft
  (tarring) +5, Knowledge (arcana) +7, Listen (cc) +4,
  Profession (sailor) +5, Scry +6, Spellcraft 
  +10;
  Dodge, Extend Spell, Improved Initiative, Combat
  Casting
  Equipment Clothing, dagger, light crossbow, 10
  bolts, carrion crawler brain juice poison (Fort
  save to resist (DC 13); Paralysis/0; if she strikes a
  PC, she will throw 
  them into the water to
  drown—there is only one dose of this poison).
  Spells (4/4/4/3): 0th—ray of frost (x2), daze,
  mage hand, 1st—magic 
  missile, 
  charm 
  person,
  sleep, ray of enfeeblement; 
  2nd—blindness, blur,
  levitate, invisibility, 3rd—hold person, suggestion
  (take a refreshing 
  swim 
  back 
  to 
  the 
  beach),
  summon monster II (cast with the Extend Spell
  feat: duration is 12 rounds).
  Gorblak, 
  male 
  half-orc 
  Ftr4; 
  Medium-size
  Humanoid (5 ft. 10 in.); HD 4d10+8; hp 40; Init +6
  (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15
  (Touch 
  12, Flat-footed 
  13); 
  Atks +8 
  melee
  (2d4+6/18-20, falchion two-handed); 
  +6 ranged
  (1d8/19-20, light crossbow) AL N; Fort +6, Ref +3,
  Will +2; Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha
  6
  Skills 
  and Feats: Balance 
  (cc) +3, Profession
  (Sailor) +1, Swim +7; Cleave, Improved Initiative,
  Power Attack, Weapon Focus (falchion), Weapon
  Specialization (falchion).
  Equipment: Clothing, 
  studded 
  leather 
  armor,
  falchion, light crossbow, 20 bolts, dagger
  Squid, 
  Feindish 
  (1): 
  Medium-size 
  Animal
  (Aquatic); CR 1, Size (10 ft. long); HD 3d8, hp 13;
  Init +3 (Dex); Spd swim 60 ft., AC 16 (Touch 3,
  
  Mean and Devious
  Page 15
  Flat-footed 13); Atks +4 melee (0, 10 arms), -1
  melee (1d6+1, bite); Face/Reach 5 ft. by 5 ft./5 ft.;
  SA Improved grab, smite good; SQ Ink cloud, jet,
  cold and fire resistance 5, darkvision 60 ft.; SR 3;
  AL LE; SV Fort +3, Ref +6, Wil +2; Str 14, Dex 17,
  Con 11, Int 1, Wis 12, Cha 2.
  Skills: Listen +7, Spot +7.
  Special Attacks—Improved Grab (Ex): To use
  this ability, the squid must hit with an arm
  attack. If it gets a hold with at least one arm, it
  automatically deals bite damage to one creature
  each round the hold is maintained.
  Smite Good (Su): Once per day a fiendish
  squid can make a normal 
  attack 
  to deal 
  3
  additional points of damage against a good foe.
  Special Qualities—Ink Cloud (Ex): A squid
  can emit a cloud of jet-black ink 10 feet high by 10
  feet wide by 10 feet long once a minute as a free
  action. The cloud provides 
  total 
  concealment,
  which the squid normally uses to escape a losing
  fight. Creatures 
  within 
  the cloud suffer 
  the
  effects of total darkness. The cloud only works
  underwater.
  Jet (Ex): A squid can jet backward once a
  round as a double move action, at a speed of 240
  feet.
  Treasure: Also on the rowboat is a buoyant chest
  with the following treasure:
  Mighty composite shortbow (+2)
  10 silvered arrows
  10 silvered bolts
  6 flasks of acid (60gp)
  Arcane scroll of r e d u c e and magic weapon (1st-
  level caster)
  Divine 
  scroll 
  of 
  cure 
  light 
  w o u n d s (1st-level
  caster)
  Divine scroll 
  of invisibility 
  to undead (1st-level
  caster).
  Silvered dagger
  Vial of antitoxin
  Masterwork thieves tools 100 gp
  33 pieces of lapis lazuli (10 gp each)
  Also, by defeating this duo, the PCs will gain one
  influence point with each the ambassador and
  the knights.
  When the PCs examine the barrel in Vreena’s
  boat, go to Encounter 12.
  Player’s Handout #1-Bounty Record
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11112222::::    TTTThhhheeee    KKKKnnnniiiigggghhhhtttt    iiiissss
  RRRReeeeccccoooovvvveeeerrrreeeedddd
  You hear a muffled sound from within the barrel.
  If the PCs open the barrel, read the following:
  After opening the barrel, you find the knight
  stuffed inside, gasping for air.
  After returning to shore, he explains to them
  the evil elf's plans to take him to a slave ship,
  where she noted he'd become a slave like all the
  others.
  "I heard her say that she framed Mendevious.
  Although the man has caused me much pain, the
  elf said 
  that 
  Mendevious 
  was 
  an 
  obvious
  scapegoat, and he'll soon be dead with no one to
  tell him about it.
  She also mentioned something about her man
  in Dominion and her biggest prizes…Me and
  someone named Ros Earlis?"
  Later, the townsfolk honor you all again as
  heroes.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  Mendevious is fined 200 gp for harassing and
  endangering 
  the 
  knights, 
  priest, 
  and 
  the
  townsfolk and is placed in stocks out front of the
  church.  He looks very unhappy…
  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 One
  Aid the knights in defeating serpents 
  100 xp
  Encounter Two
  Investigate the salted bandages
  20 xp
  Encounter Three
  Search the cave 
  20 xp
  Encounter Four
  Questioning the villagers
  10 xp
  Encounter Five
  Trailing Mendevious
  25 xp
  Encounter Seven
  Getting past the halfling guards
  50 xp
  Encounter Eight
  Searching the first level
  25 xp
  Encounter Nine
  Arresting Mendevious
  50 xp
  Encounter Ten
  Searching the roof
  10 xp
  
  Mean and Devious
  Page 16
  Encounter Eleven
  Defeating 
  Vrenna 
  and 
  Gorblak 
  and
  recovering the knight
  100 xp
  Encounter Twelve
  Freeing the Knight
  40 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.
   Encounter Five
  • 
  Brass and Pewter Goblet (10 gp, 1 lb., brass
  and pewter).  Brass and pewter goblet with
  the symbol of Iuz impressed in the bottom.
  Encounter Nine
  • 
  Brass and Pewter Goblet (10 gp, 1 lb., brass
  and pewter).  Brass and pewter goblet with
  the symbol of Iuz impressed in the bottom.
   Encounter Eleven
  • 
  Mighty composite shortbow (+2)
  • 
  10 silvered arrows
  • 
  10 silvered bolts
  • 
  6 flasks of acid (60gp)
  • 
  Arcane scroll of r e d u c e and magic weapon (1st-
  level caster)
  • 
  Divine scroll of cure light w o u n d s (1st-level
  caster)
  • 
  Divine scroll 
  of invisibility 
  to undead (1st-
  level caster).
  • 
  Silvered dagger
  • 
  Vial of antitoxin
  • 
  Masterwork thieves tools 100 gp
  • 
  33 pieces of lapis lazuli (10 gp each)
  [e t c]
  
  Mean and Devious
  Page 17
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####1111
  BOUNTY RECORD
  Refugees taken to date for the slave mines of the Old One 26. 
  High Priority #1: Enemy of the Boneheart-Ros Earlis. His fate will soon be decided by our man in
  Dominion.
  High priority #2: I have discovered that the County's Ambassadors' son was here.  He will take
  all priority and this will end our activities here for now. The Dreadlord will be pleased.
  Full bounty payment will be accepted in Dominion…as always.
  Vrenna, Loyal Subject of Iuz
  
  Mean and Devious
  Page 18
  M
  M
  M
  Maaaapppp    ####1111::::
  
  Mean and Devious
  Page 19
  Map        Key
                                  
                                  
                                  
                                  
                                  
                         
  
  Mean and Devious
  Page 20
  Map       #2
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/591/Normal Scenarios/URC1-06 - Mean and Devious (APL 2-4)/URC1-06 - Mean and Devious.pdf