Adventure Havens Tavern Tales PDF
Adventure Havens Tavern Tales PDF
Adventure Havens Tavern Tales PDF
Written by
Julie Ann Dawson
Edited by
Julie Hedge
Artwork by
Herman Lau and Morrigana
pg 1
Contents
Bayside Boon
Temps Needed Quest
A Quick Delivery Quest
pg 4
pg 5
pg 6
pg 7
pg 9
pg 10
pg 13
pg 14
pg 15
pg 17
pg 17
pg 19
pg 20
pg 21
pg 22
pg 23
pg 24
pg 26
pg 27
pg 28
pg 28
pg 29
pg 30
pg 33
pg 34
pg 35
pg 36
pg 37
pg 39
Item Index
pg 41
pg 41
pg 41
pg 42
pg 2
Name
Owner
Staff: number of employees and type
Number of floors
Seating: basic arrangement of seating, including number of tables and type
Private rooms: rooms available for personal use for a fee by guests
Sleeping rooms
Drink: The types of beverages served and average price
Food: basic menu selections
Price: Price of meals, rooms, and other services available
Hours: Fantasy taverns tend to be open 24 hours. Hours indicate the peek times when meals and drinks are being served. Normally
rooms can still be rented during off hours, and a limited menu may be available.
History: General background of the establishment, description, and how the establishment fits in with the local community.
The Patrons: Important or notable NPCs the party may come in contact with at the establishment, as well as a general feel for the
type of people who frequent the tavern.
Seeds: General ideas for integrating the tavern into your game
Quests: Mini-adventures you can run outside of the main storyline
pg 3
History:
Troy Abermore comes from four generations of sea captains. His
grandfather had commanded three ships in the Royal Navy. His
father was a highly decorated captain of two major naval battles.
But as much as Troy enjoyed the feel of the sand and the sound of
breaking waves, a life at sea just wasnt for him. Not long after his
fathers death, Troy retired from the sailors life and opened up the
massive Bayside Boon just north of the docks. Because he had
turned his back on his fellow sailors, the crews of the great ships
that came in and out of port refuse to frequent the establishment.
Which is just fine with Troy. Because of the Inns incredible view
of the bay, and the fact that the riffraff that normally frequents inns
so close to the docks refuses to patronize the place, the Inn has
become a favorite spot of both casual travelers and adventurers.
Troy can normally be found either behind the bar serving drinks or
chatting with guests. His personable demeanor and quick wit make
pg 4
Proficiency (Light), Armor Proficiency (Medium), Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike,
Martial Weapon Proficiency, Quick Draw, Shield Proficiency,
Simple Weapon Proficiency, Weapon Focus.
Equipment: Leather +1, Buckler mw, Light +1 mace (merciful),
Light +2 mace, Amulet of natural armor +1.
Bugsy; Human male Com4: CR 3; ECL 4; Size M; HD 4d4+8;
hp 22; Init +0; Spd 30 ft; AC 10, touch 10, FF 10; BAB +2;
Grapple +3; Melee Unarmed +3 (1d3 + 1); Ranged Dagger +2
(1d4 + 1/crit 19-20); AL N; SV Fort +3, Ref +1, Will +3; Str 13,
Dex 10, Con 14, Int 14, Wis 14, Cha 14.
Skills and Feats: Climb +4, Craft (Armorsmith) +12, Craft
(Weaponsmith) +12, Handle Animal +4, Jump +2, Listen +7,
Spot +8, Swim +4, Use Rope +5; Alertness, Skill Focus.
Equipment: Dagger, Amber (50 gp), Chalcedony (20 gp), Hematite (15 gp).
Seeds:
Because Troy knows the city so well, hes an obvious choice to
elicit information from for any investigation the party is working
on. Normally chatty, if the party is looking for sensitive information, Troy will normally make them earn it. Instead of accepting
money, hell request the party perform a task for him.
Poor PCs looking to find affordable transportation across the sea
can offer their services to a number of merchants who frequent the
tavern. They may hire themselves out as bodyguards in exchange
for travel by ship.
pg 5
19-20); AL N; SV Fort +1, Ref +6, Will +2; Str 13, Dex 16, Con
10, Int 10, Wis 13, Cha 10.
Skills and Feats: Balance +7, Disable Device +6, Gather Information +4, Hide +10, Knowledge (Local) +3, Listen +5, Move
Silently +8, Open Lock +9, Search +6, Spot +6, Swim +4, Tumble +7, Use Rope +6; Armor Proficiency (Light), Blind-Fight,
Simple Weapon Proficiency, Weapon Finesse, Weapon Focus.
Equipment: , Short +1 sword, Leather mw, Buckler mw, 2 Acid
(flask), Alchemist's fire (flask), Tanglefoot bag.
Ellis; Half-elf Rog2/Sor2: CR 4; ECL 4; Size M; HD 2d6+2 +
2d4+2; hp 17; Init +4; Spd 30 ft; AC 15, touch 14, FF 11; BAB
+2; Grapple +3; Melee Unarmed +3 (1d3 + 1); Ranged Crossbow, light +1 +7 (1d8 + 1/crit 19-20); SQ Low-light Vision, Elven Blood, +2 to saves vs Enchantment, Immunity to sleep; AL
CN; SV Fort +1, Ref +7, Will +3; Str 13, Dex 18, Con 12, Int 18,
Wis 11, Cha 16.
Skills and Feats: Bluff +8, Concentration +8, Decipher Script
+9, Forgery +9, Hide +9, Sleight of Hand +13, Knowledge
(Arcana) +7, Knowledge (Local) +6, Listen +5, Move Silently
+8, Search +10, Sense Motive +5, Spellcraft +6, Spot +6, Tumble +9, Use Rope +11; Armor Proficiency (Light), Combat Casting, Deft Hands, Simple Weapon Proficiency.
Sor Spells Known (6/5): 0--Acid splash, Detect magic, Message, Ray of frost, Read magic, 1--Mage armor, Magic missile.
Equipment: Amulet of natural armor +1, Potion of cat's grace,
Potion of blur, Light +1 crossbow.
Besides the thieves personal loot, the party will also find a chest
(open lock DC 18) with 1000 gp. There is also a checklist in the
chest indicating which merchants have paid their insurance.
Pocketing the money is fine, and upon turning the thieves over to
the nearest guards (dead or alive), nobody asks any questions.
Report back to Troy that Bledsoe has been taken care of and hell
pay the party 50 gp each for their troubles.
In the event that the PCs have a momentary lapse of reason and
decide to return the protection money to the merchants, they will
discover the surprised merchants, David Manderhawk, (a master
blacksmith), Brushnell Cork (a master armorsmith), and Florence
Helengerty (general mercantile), are so relieved to have the funds
returned that they will sell to the PCs for 10% off list. Florence
also has a little job for the party, if they are interested (see, the A
Quick Delivery Quest)
But if the party is curious as to why the sergeant was so disinterested in investigating these crimes, they could investigate further.
The direct approach would be to just confront Stapherns about the
situation. The indirect approach-a little breaking and entering into
the sergeants home (Hide DC 13 to avoid the neighbors, Open
Lock DC 15 to get into the house). A Search check (DC 20)
locates a blackmail letter stating that if Stapherns didnt turn a
blind eye to Bledsoes business, his daughter would be killed.
Apparently the girl, Stephanie, had been kidnapped by a mysterious person named Mako.
If confronted with the letter (or if confronted directly with a
Diplomacy check of 20), the sergeant will admit to everything,
and offer to pay the party 300 gp each to bring his daughter back
safely.
pg 6
they discover the cabinets with names on them each have a finIf they agree to do this favor for her, shell put a good word in with ished stuffed animal in it, with an invoice.
her sister Abigal, who is an alchemist. Abigal will give them the
same deal (10% off) that Florence is giving them.
So if the party did not snoop, or snooped and left, they can return
to Florence, give her the money, and she puts the good word in for
As the party approached the house (which looks more like a giant them with her sister. Go visit Abigal and she gives the party 2
barn with a small cabin attached to it, they can make a Spot Check vials of antivenom, a sunrod, and a three tindertwigs for free.
(DC 15) to notice splatterings of what appears to be dried blood on
the path. As they get closer, they will notice the side of the house If the party was caught or confronted Harthow, Florence is furious
is decorated with a macabre collection of animal skulls, from small and refuses to do business with them. Word spreads around town,
birds all the way up to bears. The smell of blood and a stench like and merchants start adding 10% to the cost of services or goods.
rotted flesh comes out of the barn. There are no windows on the
barn, and only two small windows to the cabin. There are also only If the party actually attacked or killed Harthow, you can have them
two apparent entrances, one is the front door of the cabin and the now considered outlaws. This option could severely change the
other is a huge set of double doors on the barn. There is a single tone of a game.
horse wagon in front of the cabin.
The party can knock on the front door. The client, Harthow
Buellis, will answer the door in a blood covered apron. An old,
balding man with pale skin and squinted grey eyes, he gets very
excited with the shipment and snatches it quickly. He gives the
party a small coin purse for Florence and sends them away.
Of course, the party may not think the quest is that simple. Or they
may just be too curious as to what old Buellis is doing in that barn.
They can sneak around to the back double doors. They are locked
(Open Lock DC 17). Open the doors, and the stench of decay and
strange chemicals fills the room. There are several large, locked
cabinets lined up along the wall. Four of the cabinets have handwritten nameplates: M. Togfroller, G. McCarson, K. Hightower,
and W.S. Sampson. On a Listen Check (DC 12), they will overhear Harthow speaking with someone.
pg 7
and converted it into Bones and Gobletsa tacky, gaudy, and very
gnomish gambling hall.
The entire place is elaborately decorated, with brightly colored
tapestries of banquets and dances covering the walls, and red, blue,
and yellow lampshades creating strange lighting patterns throughout the establishment. There is a great deal of brass trim on the
tables, bars, chairs, and even the doorways.
The main floor is the buffet hall and kitchen. Along the walls are
strange mechanical devices with little moving pictures activated
by a lever. When a silver piece (or a gold piece for the high-roller
machines) is entered into the slot and the lever pulled, the pictures
spin around, music plays, and bells ring. After about 30 seconds
of this, the machine stops and, if the moving pictures all stop on
the same picture, the machine spits out coins. Blueweather calls
the machines Precision clockwork pattern matching devices.
Patrons just call them slot machines.
The second floor has four private rooms for private parties and an
open area with a dozen card tables, roulette wheels, and dice
games going on. The smaller sub-bar is on this floor. Both the
main and second floor have large restrooms for guests, complete
with indoor plumbing. The third floor has six spacious sleeping
rooms, all with two queen size beds each and private bath areas.
The Patrons:
The patrons of Bones and Goblets are a motley mix of bored
nobility, wealthy merchants, professional hustlers and con artists,
and common folks celebrating special occasions. Outside the
tavern, most of these people would not even acknowledge each
other. But once inside, the fun, infectious atmosphere takes over
and everyone acts like long-time friends. Patrons wear they
boldest, sometimes gaudiest attire to the establishment, giving the
unaware wandering adventurer the feeling of having stumbled
upon a rich circus.
Some of the regulars include Sir Tyler Morrow, son of the widow
Lady Abrigal Morrow. While pregnant with Tyler, her husband
had died in a riding accident. At least, everyone assumed it was
an accident until the boy was born and it became apparent that his
elven features did not come from his human father. The Lady
Morrow never remarried, any elf or otherwise, and no evidence of
foul play was ever found. The young lord enjoys ladies, wine, and
gambling. And he finds plenty of all three at the Bones and
Goblets.
The one lady he has never been able to woo, however, is the
beautiful Maura. The young girl inherited her great-uncles home
two years ago after he died of heart failure. Not long after, she
married a local merchant who had been recently widowed when
his wife died in childbirth. But only three months into the marriage she was left a widow, when a fire burned down her husbands
house and killed both him and her stepson. Unable to bear living
on the property, she sold it and moved back into her uncles home.
Locals believe her to be a kind but tragic figure, having lost so
much in such a short time. She presents a brave face in public, and
even keeps busy by performing in town plays and musicals. She
also occasionally performs at Bones and Goblets, singing as she
walks between the game tables or performing monologues.
Maura innocently flirts with Sir Morrow, but has no interest in him.
She knows he is not looking to make a commitment, and Maura
wants to settle down again with a wealthy husband. Shes almost
completely spent the money from the sale of her dead husbands
property. In reality, the innocent Maura is a black widow. She
poisoned her uncle (who was not really her uncle, but a wealthy old
man she was secretly seeing) and burned down the house with her
drugged husband and infant stepson inside. Shes now hoping to
wed a minor noble and get herself a title.
Timberight Gallinious Blueweather; Gnome male Wiz4: CR 4;
ECL 4; Size S; HD 4d4; hp 14; Init +0; Spd 15 ft (base 20 ft); AC
12, touch 12, FF 12; BAB +2; Grapple +2; Melee Unarmed +1
(1d2 - 1); Ranged Dagger +2 +3 (1d4 + 1/crit 19-20); SA +1 to
attacks vs kobolds and goblinoids; SQ Low-light vision, +4 dodge
vs giants, Speak with Animals, +2 saves vs illusion, spell-like
abilities; AL NG; SV Fort +1, Ref +1, Will +6; Str 9, Dex 10,
Con 11, Int 18, Wis 14, Cha 12.
Skills and Feats: Craft (Alchemy) +11, Concentration +5, Craft
(Other) +11, Diplomacy +2, Gather Information +3, Knowledge
(Arcana) +8, Knowledge (Local) +8, Profession (Innkeeper) +5,
Profession (Other) +6, Spellcraft +8; Brew Potion, Scribe Scroll,
Spell Mastery.
Wiz Spells Prepared (4/4/3): 0--Ghost sound, Mage hand,
Mending, Open/close, 1--Identify, Mage armor, Magic missile,
Shocking grasp, 2--Knock, Spectral hand, Ta's hideous laughter.
Equipment: 2 Potion of cure light wounds, Alchemist's lab, Magnifying glass, Merchant scale, Ring of protection +1, Dagger +2
(merciful).
Sir Tyler Morrow; Half-elf male Ade2/Ari5: CR 6; ECL 7; Size
M; HD 2d6+4 + 5d8+10; hp 56; Init +5; Spd 30 ft; AC 13, touch
11, FF 12; BAB +4; Grapple +5; Melee Unarmed +5 (1d3 + 1),
Rapier +2 +8 (1d6 + 3/crit 18-20); SQ Low-light Vision, Elven
Blood, +2 to saves vs Enchantment, Immunity to sleep; AL CN;
SV Fort +3, Ref +2, Will +10; Str 12, Dex 12, Con 14, Int 17,
Wis 13, Cha 16.
Skills and Feats: Appraise +8, Bluff +11, Concentration +7, Diplomacy +15, Gather Information +10, Heal +3, Knowledge
(Arcana) +5, Knowledge (History) +6, Knowledge (Local) +7,
Knowledge (Nobility) +8, Knowledge (Religion) +5, Ride +4,
Sense Motive +5, Spellcraft +5, Spot +6; Armor Proficiency
(Heavy), Armor Proficiency (Light), Armor Proficiency
(Medium), Improved Initiative, Iron Will, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Weapon
Focus.
Ade Spells Known (3/2): 0--Detect magic, Ghost sound, Read
magic, 1--Bless, Comprehend languages.
Equipment: Cloak of charisma +2, Bracers of armor +1, Amulet
of natural armor +1, Ring of mind shielding, Rapier +2.
Maura; Human female Brd3: CR 3; ECL 3; Size M; HD 3d6;
hp 15; Init +2; Spd 30 ft; AC 12, touch 12, FF 10; BAB +2; Grapple +2; Melee Unarmed +2 (1d3); Ranged Dagger +1 +5 (1d4 +
1/crit 19-20); AL NE; SV Fort +1, Ref +5, Will +4; Str 10, Dex
15, Con 11, Int 14, Wis 13, Cha 16.
Skills and Feats: Bluff +8, Concentration +4, Sleight of Hand
+10, Listen +7, Move Silently +7, Perform (Act) +12, Speak Language +4, Tumble +7, Use Magic Device +8, Perform (Dance)
+9, Perform (Sing) +9; Alertness, Armor Proficiency (Light),
Shield Proficiency, Simple Weapon Proficiency, Skill Focus,
Stealthy.
pg 8
too many more years in him. Maybe he can collect his 2000 gp
from his estate.
If the party is low on funds, or just greedy, they might offer their
services. Or the man, Nyron, will notice them eavesdropping and
offer them the job. Hell tell the party that the debtors name is
Calvin, and he is an old blacksmith in town. Nyron fronted him
some gambling money after Calvins wife cut the purse strings and
put her foot down about his gambling habit. Well Calvin bet big,
and lost, and Nyron covered the debt for him to keep him out of
trouble with his wife. But now the old man is acting like he never
even borrowed any money and wont even talk to Nyron. None of
the local mercenaries will take the job because they all know the
old man, and most of them learned how to swing a sword from him
when they were kids. If it was a smaller amount, he would forgive
the loan. But 2000 gp is a lot to forgive, and Nyron cant let people
think its all right not to repay debts. If asked, hell say he already
tried to talk to the magistrate, but the magistrate is Calvins cousin
and therefore wont raise a finger. And the last thing he wants to
do is resort to either suing the old man or worse, having to hire
some thug that might hurt him.
If the party accepts the job, they can handle it a couple of ways.
They could just break in to the old mans shop at night (Hide DC
16 not to be noticed by a town guard, Open Lock 18 to get into the
shop). A search check (DC 20) will locate a cash box (open lock
DC 20) with 800 gold and +1 dagger, more than enough to cover
the debt. (Evil PCs will note that there are plenty of masterwork
weapons in the shop ripe for the taking). Take the box back to
Nyron to collect the 500 gp and be on their way.
pg 9
Confronting the old man will get the party yelled at. Hell berate
them for bothering him and threaten them with a good walloping if
they dont leave. He says he doesnt owe anybody any money, and
he doesnt have a gambling problem. Hell accuse Nyron and the
party of being common thugs trying to shake down a legitimate
business. If the party is low level and persists, he will simply
attack. If the party is mid to high level, he will walk out of the shop
and start yelling for guards to have them removed.
Confronting Calvins wife, Maribeth, will get the party yelled at.
Shes scold them for helping a scum like Nyron who takes advantage of an old man with a gambling problem. But shes even more
furious to hear that her husband was trying to renege on a debt. She
doesnt want low-lifes hanging around or coming back looking for
debt money, so shell agree to give the party 500 gp and a pearl
necklace (Appraise DC 15 to see it is worth about 1200 gp) if they
go away and dont come back. Take the money and necklace back
to Nyron and hell accept the debt as paid in full, saying he isnt
going to keep harassing an old couple over 300 gp. Hell pay the
party 425 gp and send them on their way.
History:
Duke Frederick Mengoffs wife died in childbirth while delivering
their twin sons. The first child, Titus, was the perfect baby, but the
second, Nathan, was disfigured. Mengoff blamed Nathans deformity for his wifes death, and ordered his steward to get rid of the
child. The Steward could not bring himself to just kill a baby, so
he left it at the village orphanage. The child was adopted by a
mercenary family, and eventually outgrew the physical birth deformity. Years later, Titus learned the truth and went in search of his
brother. When he finally located him and brought him back to the
estate, his father flew into a rage, disowning him and banishing
him from the house.
But instead of becoming another sad tale, Titus and Nathan moved
to the city, pooled their contacts and resources, and opened an
upscale inn. The growing merchant class became enamored with
the silver-tongued Titus, and soon the inn was a favorite spot of
rich adventurers and wealthy merchants.
pg 10
The Inn is a gorgeous three story stone building near the city
square. The split-level dining hall is divided into two sections. The
front area has larger round tables for regular dinner guests. Patrons
are directed to fill one table at a time, encouraging conversation
between complete strangers. Patrons can select their meal from the
extensive menu. A short set of steps takes patrons to a smaller
section with three massive banquet tables for banquet guests.
Banquet guests are treated to all the wine and ale they can drink,
and no less than a six-course meal.
The second floor has two large private rooms, which are often
employed for private parties. The third floor has ten sleeping
rooms, each with a private bath and fireplace. The entire place is
elaborately decorated with murals and tapestries. What many do
not know is that much of the artwork was in fact donated, thanks to
Titus convincing local artists that such a public display of their
work would be a good way to find patrons (and this has proven to
be true). The bar and banquet tables have marble tops, and even
the floor has marble slats.
Nathan spends little time at the inn, preferring to hang out with the
mercenary types he grew up around. Titus handles the day-to-day
affairs of the inn, and when not at the inn spends his time visiting
with other merchants, politicians, and socialites. Between the two,
they know everyone and everything that happens in the growing
city.
The Patrons:
The patrons of the Dragon Fang Inn appreciate the opportunity to
spend an evening living like a noble. They wear their finest
clothes, and often buy new outfits just to avoid being seen in the
same outfit twice. Conversations tend toward the philosophical or
political, and much of the political conversation concerns the
power of the nobility and how the common man (in reality, the
merchant class) should strive to gain more power. This conversation is encouraged by Titus, who knows plenty of dirt on the
various noble families in the region. Thanks to the political activism of the patrons, the city now has its own standing militia so as
not to rely on the area nobles for protection. Or rather, to insure the
area nobles do not try to curb the growing power of the merchant
class.
The Merchant Guild president, Jonathan Gallows, can be found at
the inn almost every evening. At least once a week, he sponsors a
banquet for his friends and supporters at the inn. Mayor Howard
Carpenter has been frequenting the inn several times a week in
recent weeks, both mingling with residents and perhaps trying to
learn if Gallows intends to run for mayor himself next year. But
while Gallows thinks Carpenter is a twit, he has no desire to be
mayor, which is why he has secretly pledged his support to Titus
camp in the upcoming election. When Nathan is at the inn, he is
normally in the company of his friends Aaron (who happens to be
the captain of the city militia), an elf Saneir Moonstrider, and a
Halfling Midrel Deftfoot. Titus dislikes the halfling, because he
has a vulgar mouth and often loudly engages in crude humor. Titus
normally tries to steer them to a private room when one is available
to avoid disturbing the other patrons.
Titus Mengoff; Human male Ari8: CR 7; ECL 8; Size M; HD
8d8+8; hp 44; Init +1; Spd 30 ft; AC 20, touch 13, FF 19; BAB
+6/+1; Grapple +7; Melee Unarmed +7/+2 (1d3 + 1), Longsword
+2 +9/+4 (1d8 + 3/crit 19-20), Longsword +7/+2 (1d8 + 1/crit
19-20); AL N; SV Fort +3, Ref +3, Will +9; Str 12, Dex 13, Con
13, Int 18, Wis 16, Cha 12.
Skills and Feats: Appraise +10, Bluff +7, Diplomacy +15, Forgery +13, Gather Information +9, Intimidate +7, Knowledge
(Arcana) +7, Knowledge (Architecture) +7, Knowledge
(Geography) +7, Knowledge (History) +9, Knowledge (Local)
+13, Knowledge (Nobility) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Profession (Innkeeper) +8, Ride +8, Sense
Motive +8, Spot +7, Swim +1; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Deceitful,
Leadership, Martial Weapon Proficiency, Point Blank Shot, Precise Shot, Shield Proficiency, Simple Weapon Proficiency.
Equipment: Amulet of natural armor +1, Ring of protection +2,
Glamoured chain shirt +2, Longsword +2.
Nathan Mengoff; Human male Ftr7: CR 7; ECL 7; Size M; HD
7d10+14; hp 50; Init +3; Spd 20 ft (base 30 ft); AC 22, touch 13,
FF 19; BAB +7/+2; Grapple +10; Melee Unarmed +10/+5 (1d3 +
3), Longsword +11/+6 (1d8 + 5/crit 19-20), Longsword +1 +12/
+7 (1d8 + 6/crit 19-20); AL N; SV Fort +7, Ref +5, Will +2; Str
17, Dex 16, Con 15, Int 9, Wis 10, Cha 13.
Skills and Feats: Climb +2, Handle Animal +2, Intimidate +5,
Survival +2, Jump +2, Listen +1, Ride +6, Swim -1; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency
(Medium), Blind-Fight, Cleave, Combat Reflexes, Dodge, Martial
Weapon Proficiency, Mobility, Power Attack, Shield Proficiency,
Simple Weapon Proficiency, Weapon Focus, Weapon Specialization.
Equipment: Amulet of natural armor +1, Breastplate +1, Light
steel +1 shield, Longsword +1 frost.
Aaron; Human Ftr9: CR 9; ECL 9; Size M; HD 9d10+18; hp
93; Init +3; Spd 20 ft (base 30 ft); AC 21, touch 11, FF 20; BAB
+9/+4; Grapple +16; Atk: +12/+7 melee (1d3 + 3, Unarmed),
+13/+8 melee (1d8 + 4/crit 19-20, Longsword +1 (Merciful)); AL
LN; SV Fort +9, Ref +6, Will +4; Str 17, Dex 16, Con 17, Int 14,
Wis 12, Cha 16.
Languages spoken: Common and elven
Skills and Feats: Climb +1, Craft (Armorsmith) +6, Craft
(Weaponsmith) +6, Diplomacy +7, Handle Animal +6, Intimidate
+9, Jump +0, Knowledge (Local) +6, Knowledge (Nobility) +4,
Listen +5, Ride +7, Spot +4; Armor Proficiency (Heavy), Armor
Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Expertise, Dodge, Improved Disarm, Improved Grapple, Improved Unarmed Strike, Investigator, Leadership, Martial
Weapon Proficiency, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency.
Possessions: Banded mail +2, Light steel +1 shield, Longsword
+1 (merciful), Amulet of health +2, Brooch of shielding.
Saneir Moonstrider ; Elf Rgr8: CR 8; ECL 8; Size M; HD
8d8+8; hp 57; Init +4; Spd 30 ft; AC 18, touch 14, FF 14; BAB
+8/+3; Grapple +8; Atk: +8/+3 melee (1d3, Unarmed), +11/+6
melee (1d6 + 1/crit 19-20, Sword, short +1 (Speed)), +12/+7 melee (1d6 + 2/crit 19-20, Sword, short +2); SQ Low-light Vision,
+2 to saves vs enchantment, immune to sleep effects; AL CN; SV
Fort +7, Ref +10, Will +3; Str 10, Dex 19, Con 12, Int 12, Wis 12,
Cha 15.
Languages spoken: Common and Elven
Skills and Feats: Appraise +1, Balance +4, Bluff +2, Climb +2,
Concentration +5, Craft (Armorsmith) +1, Craft (Bowmaking) +6,
Diplomacy +2, Disguise +2, Escape Artist +4, Forgery +1, Gather
pg 11
Information +8, Heal +2, Hide +14, Sleight of Hand +8, Intimidate +6, Survival +2, Jump +3, Listen +9, Move Silently +13,
Open Lock +14, Perform +1, Ride +4, Search +12, Sense Motive
+2, Spot +8, Swim +1, Use Rope +4; Armor Proficiency (Light),
Point Blank Shot, Precise Shot, Simple Weapon Proficiency,
Weapon Finesse.
Possessions: Leather +2, Short +2 sword (keen), Ring of protection +2, Amulet of natural armor +1, Cloak of resistance +1.
pg 12
Rumor Mill Quest: On the evening the party frequents the Inn,
there is a great deal of talk regarding a strange discovery at the
lumber mill outside of town. Apparently as the mill workers were
clearing some land for an expansion project, they uncovered a
strange cavern. One of the workers went down into the cavern and
came back with a small chunk of raw gold. But before any real
excavation could commence, the local noble claimed the cavern
actually ran under his property. The entrance, however, is on the
mill property. So patrons are discussing who, in fact, should be
considered the owner of the potential gold mine.
Deftfoot claims hes been inside the cavern, and once you get deep
enough inside the walls are literally covered in gold ore. Hes
drunk, and gets up on a table to announce that the cavern should
belong to whoever can get into it, and hed be happy to put together
a group of explorers to sneak in. Nathan eventually gets him off
the table, and his group goes into a private room.
Wolf: CR 1; Size M; HD 2d8+4; hp 13; Init +2; Spd 50 ft; AC
14, touch 12, FF 12; BAB +1; Grapple +2; Atk: +3 melee (1d6 +
The party can seek out Deftfoot by simply going back to the private 1, Bite); SA Trip; SQ Low-light vision, scent; AL N; SV Fort +5,
room. Nathan is reluctant to let them in, but a diplomacy check Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
(DC 14) is enough to get Deftfoot yelling for Nathan to let the Skills and Feats: Listen +3, Move Silently +3, Spot +3; Track,
party enter. Aaron and Nathan are against any such incursion, Weapon Focus.
however, because there have already been a few skirmishes between the mill workers and the nobles mercenaries. Aaron will Dire Wolf: CR 3; Size L; HD 6d8+18; hp 55; Init +2; Spd 50 ft;
suggest if the party is looking for honest money, they could talk to AC 14, touch 11, FF 12; BAB +4; Grapple +15; Atk: +11 melee
mill owner Dwight Parkson, who is looking to hire mercenaries to (1d8 + 10, Bite); SA Trip; SQ Low-light vision, scent; AL N; SV
protect his men from the nobles strong-arms. The City Guard Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12,
cannot intervene, since the mill is technically outside of the city Cha 10.
limits. Aaron obviously sympathizes with Parkson, who cant Skills and Feats: Survival +2, Listen +7, Spot +7; Alertness,
compete with the nobles pay and is having a hard time recruiting Run, Track, Weapon Focus.
mercenaries to his side of the cause. With the exception of Deftfoot, the others are reluctant to get involved because of Nathan and Worg: CR 2; Size M; HD 4d10+8; hp 38; Init +2; Spd 50 ft; AC
Titus status in the community. They fear any involvement could 14, touch 12, FF 12; BAB +4; Grapple +7; Atk: +7 melee (1d6 +
be construed as an attack on the noble and could lead to all out 4, Bite); SA Trip; SQ Darkvision 60 ft., low-light vision, scent;
fighting.
AL NE; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int
6, Wis 14, Cha 10.
If the party decides to seek out Parkson, hes delighted to have Languages spoken: Their own language. Some can also speak
their help. He can pay them 5 gp a day each to simply patrol the Common and Goblin
grounds until a magistrate arrives from the capital to put an end to Skills and Feats: Listen +6, Move Silently +6, Spot +6; Alertthe dispute. Hell also offer to have some of the craftsmen that ness, Track.
work for him create a masterwork item for each of them for free
(shield, bow, etc). The magistrate is supposed to arrive in three Bandit; Half-orc Rog2/Ftr2: CR 4; ECL 4; Size M; HD 2d6+4
days. The most important thing for him is to avoid bloodshed. + 2d10+4; hp 37; Init +3; Spd 30 ft; AC 19, touch 14, FF 16;
While there has been some fighting, there has been nothing fatal, BAB +3; Grapple +6; Atk: +7 melee (1d3 + 4, Unarmed), +10
and he fears that even one accidental death could turn the whole melee (1d6 + 6/crit 19-20, Sword, short +2); SQ Darkvision 60 ft,
thing into a bloodbath.
Orc Blood; AL CN; SV Fort +5, Ref +6, Will +0; Str 18, Dex 16,
Con 14, Int 10, Wis 10, Cha 10.
The cavern has been blocked off and is guarded by rotating shifts Languages spoken: Common and Orc
of mill workers. It only takes a Diplomacy Check (DC 12) to Skills and Feats: Climb +4, Disable Device +5, Gather Informaconvince whoever is on guard to take a break and let the party tion +3, Hide +6, Intimidate +1, Jump +5, Listen +4, Move Siwatch for a while. Which, of course, leaves the cavern open for lently +6, Open Lock +8, Search +5, Spot +5, Tumble +5, Use
exploration (well discuss whats in the cavern shortly). But if the Rope +5; Armor Proficiency (Heavy), Armor Proficiency
party sincerely decides to behave and patrol the property, they can (Light), Armor Proficiency (Medium), Blind-Fight, Dodge, Marhave random encounters as follows:
tial Weapon Proficiency, Mobility, Shield Proficiency, Simple
Weapon Proficiency, Weapon Focus.
01-35% Black bear (or dire bear, depending on partys level)
Possessions: Studded leather +1, Buckler, Ring of protection +1,
36-65% Wolves (or dire wolves or worgs, depending on partys
Short +2 sword.
level)
66-75% Curious commoners (town folks who heard about the
Mercenary; Human Ftr8: CR 8; ECL 8; Size M; HD 8d10+24;
cavern and are trying to sneak in to get gold)
hp 90; Init +3; Spd 30 ft; AC 24, touch 15, FF 21; BAB +8/+3;
76-85% low-level bandits
Grapple +11; Atk: +11/+6 melee (1d3 + 3, Unarmed), +16/+11
86-100% Nobles mercenaries
pg 13
18) will make it crystal clear. Report back to him when it is done
to get paid and to also receive a small token of my Lords appreciation.
The Hall of Records in town is not well guarded, and a Move
Silently (DC 15) and Hide (DC 15) can sneak up to the building
easily enough. Pick the lock (Open Lock DC 20) and sneak inside
to replace the documents. Then sneak out. Report back to Felton
to collect the money, and a Brooch of Health for each of the party
members.
If the party turns the fake deed over to the Hall of Records and tells
the recordkeeper what Felton suggested, he will take the deed and
present it as evidence of the Dukes plot when the magistrate
arrives. This will, of course, earn the party the hatred of the Duke
Commoners, when confronted, will leave with an Intimidation and make an enemy of him.
check (DC 12), as will low level bandits (DC 17). Mercenaries,
however, will attack unprovoked and seem determined to get to Of course, if the party decided to take Deftfoot up on the original
that cavern entrance. They will attempt to flee if seriously wound- offer, hell set up a time and meeting spot to join them. But hell
ed, and will not fight to the death if they can escape. Killing one never show, and the party can decide to go try to sneak into the
of them will result in the others immediately retreating, only to cavern themselves. Sneak into the caverns, either by sneaking pass
return with a large force to attack the mill.
the guards (Move Silently DC 20, Hide DC 20), or subduing them.
Traveling about 200 feet down into the cavern, the walls begin to
Of course, there is nothing to stop the party from trying to sell their gleem with what appears to be gold ore. Close inspection, howevservices to the noble. Going out to the estate, they will be stopped er, reveals the truth. Either an alchemy or Appraise check (DC 20)
by his knight, Sir Felton. The lord has left the matter of the cavern reveals the mineral is not gold at all, but pyrite.
to his discretion, he will say, and he is of course happy to hire on
adventurers. He will tell the party that a magistrate will arrive in Of course, alchemist and/or gemcutters may want to mine some of
three days to settle the dispute. The concern is that everyone the mineral anyway (alchemists for its sulfur content or gemcutbelieves that the entrance is on the mill property. If there was ters to make gems). Successfully mining one unit (about the size
documentation proving that the workers were, in fact, clearing the of a fist) of pyrite will yield enough material for either an ounce of
Lords land and that the entrance was on his property, the matter sulfur or one gem after cutting (DC 15, 10 gp value, DC 20 35 gp).
would be instantly settled. Felton has just that sort of documenta- It takes about 30 minutes to remove a useable unit of pyrite from
tion, however it needs to be in the Hall of Records when the the wall, though any PC with mining can make a skill check (DC
Magistrate arrives to avoid any confusion. Hell pay the party 15), can perform the function in half the time. Remind the party
500 gold to sneak into the Hall of Records in town and slip the land they dont have all day down here, and decide how long they have
deed into the records. Of course, there may be an inaccurate before guards or something else comes along.
deed in the files, which will obviously need to be removed.
What the party does with this information is up to them, though
Sir Felton; Human Ftr12: CR 12; ECL 12; Size M; HD
since they were not supposed to be there, it might be wise to say
12d10+24; hp 115; Init +6; Spd 20 ft (base 30 ft); AC 22, touch
nothing. Unless the party sided with Felton, the magistrate will
13, FF 20; BAB +12/+7/+2; Grapple +16; Atk: +16/+11/+6 merule in Parksons favor. If the party sided with Parkson and talks
lee (1d3 + 4, Unarmed), +20/+15/+10 melee (1d8 + 9/crit x3,
to Aaron later, he will suggest having a word with Titus. Titus, in
Lance +3), +19/+14/+9 melee (1d8 + 8/crit 19-20, Longsword
turn, thanks the party for helping the cause of the middle class, and
+2); AL NE; SV Fort +12, Ref +8, Will +8; Str 18, Dex 14, Con rewards them each with a ring of protection +2.
14, Int 12, Wis 11, Cha 13.
Languages spoken: Common
Skills and Feats: Balance +0, Bluff +6, Climb +3, Diplomacy
+7, Gather Information +4, Handle Animal +9, Intimidate +7,
Survival +1, Knowledge (Local) +2, Ride +12, Sense Motive +2, Name: Flesh, Fowl, and Ale
Swim +2; Armor Proficiency (Heavy), Armor Proficiency
Owner: Stubbs
(Light), Armor Proficiency (Medium), Improved Initiative, Iron
Staff: 1 barkeep, 4 barmaids, 2 cooks, 1 housekeeper
Will, Leadership, Martial Weapon Proficiency, Mounted ArNumber of floors: 2
chery, Mounted Combat, Quick Draw, Ride-By Attack, Shield
Seating: 8 square tables, 4 chairs each, 5 stools at the bar
Proficiency, Simple Weapon Proficiency, Spirited Charge, Tram- Private rooms: none
ple, Weapon Focus, Weapon Specialization.
Sleeping rooms: 4
Possessions: Lance +3, Longsword +2, Scale mail +3, Light steel Drink: ale 5 cp, hard liquor 1 sp
+1 shield, Ring of feather falling, Ring of protection +1, Cloak of Food: usually choice of beef, pork, fowl, and seasonal game with
resistance +2, Gauntlets of ogre power.
some garden vegetables
Price Range: meals 8 cp, rooms 3 sp, camping space 50 sp
At this point, it should be obvious that Sir Felton is asking them to Hours: late afternoon until mid evening
replace the real deed with a forgery. If it isnt, a forgery check (DC
pg 14
History:
This narrow, non-descript two story building caters to weary
travelers looking for the first warm bed and meal they can find
after a long travel through the inhospitable mountains that surround the town. In fact, if not for the large tavern sign, one would
mistake the establishment for a residence. The owner, a half-orc
named Stubbs, lives in a small attached apartment on the back of
the tavern. Stubbs spent most of his youth working as a mercenary, but a battle injury cost him his left hand. After wandering for
a while, he found work as a cook for a mercenary group, then
eventually decided to open his own tavern when he grew weary of
watching others have all the battle glory. Stubbs is grumpy, but
civil, a not so easy task all things considered. Stubbs favors orcish
recipes, which are a little strong for most of the townfolks. But for
adventurers who have been living on rations for a week through the
mountains, the meals are quite good.
The Patrons:
Most of the patrons are travelers, stopping in the small town for a
brief break from the harsh mountains. Those that either cant
afford a room, or arrive after all the rooms are filled, are welcomed
to camp in the back yard under a large wooden canopy (much to
the dismay of townfolks who consider such an arrangement unsightly).
Most are also rogues or other shady individuals, and therefore the
town watch tends to keep an eye out to make sure they do not
disturb the locals. Stubbs, however, really does not care what the
townfolk think, as they have never been very hospitable toward
him. He tells patrons camping out of doors to keep the volume
down, but otherwise does not try to regulate what they do.
The Town Guard will arrive quickly after the brawl breaks out, and
arrest everyone (approximately ten patrons, not including the
party). When Stubbs interjects that arrests arent necessary, they
drag him off to jail as well. The party can evade the Town Guard
with a hide check (DC 20), otherwise they have to either decide to
go to jail or fight the civilian guards.
Town Guard (Low Level); Human Ftr4: CR 4; ECL 4; Size M;
HD 4d10+8; hp 35; Init +6; Spd 30 ft; AC 20, touch 12, FF 18;
BAB +4; Grapple +11; Atk: +7 melee (1d3 + 3, Unarmed), +9
melee (1d8 + 6, Mace, heavy +1); AL N; SV Fort +7, Ref +4,
Will +3; Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 13.
Languages spoken: Common
Skills and Feats: Bluff +2, Diplomacy +3, Handle Animal +4,
Intimidate +4, Jump +3, Knowledge (History) +2, Knowledge
(Local) +4, Listen +3, Ride +4, Swim +2; Armor Proficiency
(Heavy), Armor Proficiency (Light), Armor Proficiency
(Medium), Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus, Weapon
Specialization.
Possessions: Chain shirt +1, Buckler +1, Amulet of natural armor
+1, Cloak of resistance +1, Heavy +1 mace.
Town Guard (mid-level); Human Ftr10: CR 10; ECL 10; Size
M; HD 10d10+30; hp 101; Init +4; Spd 30 ft; AC 22, touch 14,
FF 18; BAB +10/+5; Grapple +18; Atk: +14/+9 melee (1d3 + 4,
Unarmed), +18/+13 melee (1d8 + 8/crit 19-20, Longsword +2),
+16/+11 ranged (1d6 + 2/crit x3, Shortbow +1); AL N; SV Fort
+11, Ref +8, Will +6; Str 18, Dex 18, Con 17, Int 14, Wis 15, Cha
14.
Languages spoken: Common
Skills and Feats: Balance +5, Bluff +4, Diplomacy +6, Gather
Information +6, Handle Animal +4, Intimidate +6, Jump +4,
Knowledge (History) +3, Knowledge (Local) +6, Listen +5, Ride
+8, Search +4, Sense Motive +4, Spot +5; Armor Proficiency
(Heavy), Armor Proficiency (Light), Armor Proficiency
(Medium), Dodge, Greater Weapon Focus, Improved Bull Rush,
pg 15
pg 16
Deputies Quest:
If the party helped Stubbs with the Dishonor Among Thieves
Quest, they can get this the next time they come through town.
Stubbs has been hired as the new Captain of the Town Guard, and
is trying to whip the new recruits into shape. Unfortunately, the
old Captain escaped justice, and is now living in the mountains as
a bandit with a group of his cronies. Stubbs asks the party if they
would be willing go flush him out and bring the bandits to justice.
The new recruits are still too green, and he does not want to leave
the town completely unprotected. There is a 300 gp bounty on
each bandit, and 1000 gp on the ex-Captain.
This is a pretty straightforward quest on the surface. Track the
bandits to their hideout (DC 25), and either capture or kill them all.
Report back to Stubbs for the reward and letters of commendation
from the town council. These letters can help the party when
dealing with town leaders in other towns (potential +1-+4 bonus to
diplomacy checks depending on the circumstances).
Captain Mendel; Human Ftr10/Blk2: CR 12; ECL 12; Size M;
HD 12d10+36; hp 136; Init +6; Spd 30 ft; AC 24, touch 12, FF
22; BAB +12/+7/+2; Grapple +16; Atk: +16/+11/+6 melee (1d3
+ 4, Unarmed), +21/+16/+11 melee (2d6 + 9/crit 19-20,
Greatsword +3); AL NE; SV Fort +14, Ref +6, Will +6; Str 18,
Dex 15, Con 16, Int 12, Wis 10, Cha 13.
Languages spoken: Common
Skills and Feats: Bluff +5, Diplomacy +4, Gather Information
+3, Handle Animal +3, Hide +6, Intimidate +6, Knowledge
(History) +3, Knowledge (Local) +4, Knowledge (Religion) +4,
Listen +5, Ride +4, Swim +3; Alertness, Armor Proficiency
(Heavy), Armor Proficiency (Light), Armor Proficiency
(Medium), Cleave, Combat Reflexes, Greater Weapon Focus,
Improved Initiative, Improved Sunder, Improved Unarmed
Strike, Iron Will, Leadership, Martial Weapon Proficiency,
Power Attack, Shield Proficiency, Simple Weapon Proficiency,
Weapon Focus, Weapon Specialization.
Blk Spells Known (0/1): 1--Bane.
Possessions: Chain shirt +3 (silent moves), Buckler +2, Amulet
of natural armor +2, Elemental gem, Greatsword +3.
Martin; Human Clr8: CR 8; ECL 8; Size M; HD 8d8+8; hp 52;
Init +5; Spd 20 ft (base 30 ft); AC 20, touch 11, FF 19; BAB +6/
+1; Grapple +7; Atk: +7/+2 melee (1d3 + 1, Unarmed), +9/+4
melee (1d8 + 3, Morningstar +2); AL NE; SV Fort +7, Ref +3,
Will +8; Str 13, Dex 12, Con 12, Int 14, Wis 14, Cha 14.
Languages spoken: Common
Skills and Feats: Craft (Alchemy) +10, Concentration +12, Diplomacy +7, Heal +9, Knowledge (History) +4, Knowledge
(Nature) +7, Knowledge (Religion) +9, Profession (Herbalist)
+7; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Combat Casting, Deceitful, Improved Initiative, Shield Proficiency, Simple Weapon
Proficiency.
Clr Spells Known (6/5/4/3/2): 0--Create water, Detect magic,
Detect poison, Guidance, Purify food and drink, Read magic, 1-Bless, Bless water, Cure light wounds, Protection from good,
Shield of faith, 2--Cure moderate wounds, Lesser restoration,
Remove paralysis, Spiritual weapon, 3--Cure serious wounds,
Dispel magic, Magic vestment, 4--Cure critical wounds, Restoration.
pg 17
Fortunately, he quickly tucks tail and runs if confronted. Unfortunately, he relentlessly harasses and pursues women who appear to
be without adequate security, as well as small merchants who were
unaware of the seedy nature of the town.
Another regular at the tavern is Duncan Sentry, a smooth talking
diplomat for the black market, as he calls himself. Exceptionally
skilled at forgery, Sentrys talents are much sought after by those
seeking fake permits, letters of credit, false credentials, and other
formal documents. Hes also an exceptional liar with a knack for
making the most outlandish tale seem plausible. He will often
make his services as a guide available to those traveling through
the region for the first time, and has helped smuggle some of the
most notorious criminals both in and out of the area right under the
noses of the authorities in the region.
History:
Piranha Cove started as a prime pirate hideout. Far from towns
and prying eyes, pirates would dock here to unload loot and plot
their next score. But as the pirates aged and towns started springing up closer and closer, many of them decided to settle down.
Gordon Pike is the grandson of one of those first settlers. He and
several of the other business folks in the town jointly operate the
docks, which cater to shady merchants and the occasional pirate.
Drugs, stolen goods, and even occasionally slaves get traded off on
the docks. Business is good, because the town is both far enough
from the major ports to be off the radar of the royal navy, and close
enough to other towns to be a convenient stop on trade routes for
those looking for a port that doesnt ask questions.
The 2 story wooden inn is low key but well kept. It has a large
open deck, which is normally crowded with patrons milling about
with drinks in hand. Inside, a series of heavy 3 foot high shelves
serves as a makeshift wall and divides the main dining room from
the kitchen. Patrons can lean on the shelves and make requests to
the cook (which may or may not be filled depending on his mood).
The second floor has 4 small sleeping rooms, one restroom, and a
private room available for meetings or other matters. Dcor is
rather Spartan throughout, limited to the occasional stuffed swordfish or sharks jaw.
The Patrons:
Patrons tend to be locals or merchants who regularly do business
in the town. Most folks with even vaguely legitimate business do
not stay long, preferring to just restock and keep moving. Like the
town, there is a bit of a Wild West flare to the patrons. With no
real guard or military presence, locals handle perceived infractions
their own way. Elderly, women, and children are off limited, but
pretty much anything else is fair game so long as you can back it
up. And it doesnt take much eavesdropping to catch wind of illicit
activities going on.
Archibald Bletch makes eight to ten stops a year in Piranha Cove,
and normally spends several nights relaxing at the tavern. Fat,
balding, and often fumbling over his words, this small time drug
smuggler has a reputation of being a drunkard and a bully.
pg 18
The party needs help getting out of the area. Duncan offers his
services, in exchange for the party doing a small job for him first.
It seems the regional authority recently changed its official seal,
and he needs the party to acquire a sample for him to create
authentic documents.
The Pint-size pirate
As the party approaches the tavern, Pike is throwing a small boy
out the front door, yelling at him to go home and to stop hanging
around. But I need to hire some pirates to get back my treasure
from the other pirates! screams the boy. The boy looks disheveled and dirty, and if not for his animated demeanor would appear
to be just another street urchin. The boy will approach the party
and ask to hire them.
See, its like this, me and my pirates have this really, really, really
great hideout where we keep all our loot. But these other pirates
found it and ran us off. And I had to fire my other pirates cause
their parents wont let them go treasure looting after dark. You
guys looking for work? You look big and strong! Oh, Im Captain
Henry, nice to meet you!
Henry offers to split the treasure with the party, except one piece.
A necklace he was going to give his mom for her birthday. He says
he made it himself, as besides being a pirate captain he claims to
also be an expert jeweler.
Henry; Human Exp1: CR 1; ECL 1; Size M; HD 1d6+2; hp 8;
Init +3; Spd 30 ft; AC 13, touch 13, FF 10; Grapple +0; Atk: +0
melee (1d3, Unarmed), +3 (1d4/crit 19-20, Dagger); AL N; SV
Fort +2, Ref +3, Will +2; Str 10, Dex 16, Con 14, Int 16, Wis 10,
Cha 10.
Languages spoken: Common
Skills and Feats: Balance +7, Bluff +4, Climb +4, Craft (Other)
+10, Hide +7, Sleight of Hand +7, Knowledge (Local) +7, Listen
+4, Move Silently +7, Swim +4; Armor Proficiency (Light), Run,
Simple Weapon Proficiency, Skill Focus.
Possessions: Dagger.
The party is, of course, free to ignore the kid and go about their
business. But if they are feeling charitable (or just want to check
out the apparent real pirates), they can agree to the job. Henry will
lead the party down the shore to the hideout. Its a good hour walk.
Lo and behold, as the party climbs over a small ridge, there is a
small vessel anchored off shore, and three rowboats on the beach.
There appear to be about twelve pirates milling about as if preparing to camp for the night. The camp is right in front of what
appears to be a very small and narrow crawlspace of a cave. Small
enough for a kid to comfortably squeeze through, but not a full size
human.
Seeds:
A wary merchant wants to hire the party to escort him to the next
city. He fears bandits are following him. The bandits turn out to Pirate; Human Rog6: CR 6; ECL 6; Size M; HD 6d6+6; hp 30;
be royal patrols searching for the merchant, who is actually a Init +3; Spd 30 ft; AC 18, touch 14, FF 15; BAB +4; Grapple +6;
smuggler.
Atk: +6 melee (1d3 + 2, Unarmed), +8 melee (1d6 + 3/crit 18-20,
pg 19
Rapier +1); AL N; SV Fort +3, Ref +8, Will +3; Str 15, Dex 17,
Con 13, Int 13, Wis 13, Cha 14.
Languages spoken: Common
Skills and Feats: Balance +9, Climb +8, Diplomacy +6, Disable
Device +10, Gather Information +5, Hide +10, Listen +4, Move
Silently +12, Open Lock +12, Profession (Sailor) +10, Search
+10, Spot +4, Swim +6, Use Rope +12; Armor Proficiency
(Light), Point Blank Shot, Precise Shot, Simple Weapon Proficiency, Weapon Focus.
Possessions: Leather +2, Ring of protection +1, Rapier +1.
So what is in Henrys treasure trove? Not much, really. Mostly
rusty weapons, banged up and discarded armor, chipped dishes,
etc. There is a 2 ft long bronze bar etched with strange runes, and
one end is threaded as if it attaches to something. The bar, however, is otherwise non-magical and nondescript (See Deputies quest
for more information). There is also a small box with Henrys
jewelry inside, including the necklace he made for his mother, a
string of pearl and coral beads (appraise check DC 15 to reveal its
200 gp value!). After claiming the necklace, hell happily give the
party the remainder of the jewelry, which includes a red and green
coral beaded bracelet (75 gp value), pink irregular pearl earrings
(90 gp value), a ring carved from a solid piece of blue-green coral
(130 gp value), and a necklace with a red coral pendant carved into
a sand dollar (150 gp value).
History:
Maliahs elven mother succumbed to a plague when she was a
child. Her human father tried to raise her, but quickly grew
frustrated trying to raise a child that matured at half the rate of a
human child. She was abandoned at the age of 12 when her father
left on a hunting trip and never returned. She was eventually taken
in by a neighbor, and ended up marrying their son, Joshua, at the
age of 20. She has had the misfortune of outliving not only her
When asked, he says he just likes to swim and dive, and finds the
human husband, but both of their children. Her three grandsons,
coral and stuff. His father was an apprentice jeweler before he had
all grown, are unmarried and members of the militia, and she
a heart attack, and his father was the one that taught him how to do
worries that she will outlive them as well.
stuff. His mother is a widow. She was fired from the bakery
because she fell ill and has been unable to work, so it was important
The tavern was her husbands retirement project, and in his last
to give her something nice for her birthday. Thats why Henry
years was his pride and joy. She continues to care for the tavern,
became a pirate, to help his mother and younger siblings.
even though a part of her would rather sell it and move on. But he
The party can take the money and run (if their conscience can is buried in the backyard, as he had requested, and for that she will
handle it), since the boy has no idea of the real value of his not leave.
creations. If they decline, Henry invites them to his mothers
birthday party. The house is a small shack, and his mother is The tavern is a simple square two-story wooden and brick building.
extremely ill. If there is a divine spellcaster in the party, a cure It is located just outside of town, set back off the road just enough
disease will heal the woman. A Heal check (DC 20) will get her on to avoid the noise of carriages and caravans but close enough to be
the road to recovery. Either way, she is exceedingly grateful both obvious to would-be patrons. A large pink dogwood tree provides
for protecting her son and for healing her. Henry gives his mother some shade for the picnic tables in the front yard. A variety of
the present, which she will accuse him of stealing. Assuming the colorful flowering plants fill the flowerbeds that hug the walkway
party steps in and explains everything to her, she suddenly realizes and porch leading into the building. Inside, fresh flowers (or dried
her sons talents can help support the family.
flowers in the winter) serve as centerpieces on the tables, and
wreaths of dried flowers and herbs decorate the walls. The
Word will get around town about how the party helped the family, wreathes are available for sale, and more often than not a patron
equating to a +1 to any social roll involving people in town. will be seen leaving the tavern with one to take home. In the
Apparently even ex-pirates are suckers for a feel-good story.
spring and summer, the large windows are left open to provide
natural lighting. But during the winter months and in the evenings,
Name: The Broken Arrow
a combination of oil lamps and Maliahs handcrafted scented
Owner: Maliah Gregornevens
candles provide lighting.
Staff: 1 barkeep, 1 cook, 2 barmaids, 1 housekeeper
Number of floors: 2
The Patrons:
Seating: 4 round tables, 4 chairs each, 5 square tables, 2 chairs
each. 8 stools at the bar. Two octagon picnic tables outside (seat The tavern is a favorite stop for traveling merchants. Many claim
the tavern has an almost magical quality that makes relaxing after
10 each), and four chairs with end tables on the porch.
a long travel easy. There is no magic involved, only Maliahs skill
Private rooms: one
at herbalism, which she uses to scent her candles to provide
Sleeping rooms: 4
comforting scents. Most of the herbs used in the cooking are
Drink: ale 1 sp, hard liquor 2 sp
grown in her garden, and are also selected for their comforting
Food: limited menu, two or three choices (normally one beef,
qualities. Many older residents will travel outside of town to enjoy
one fowl, and/or a seasonal game, with potatoes)
Price Range: meal 3 sp, room 4 gp
Hours: all day
pg 20
pg 21
pg 22
History:
When the first human settlers arrived in the area 100 years ago,
Balinus was one of the first to greet them. Of course, then he was
greeting them with his bow and treating them as invaders. The first
few decades saw a great deal of tension between the humans and
elves, and perhaps the only thing that stopped all out war was the
elven fear that the humans would burn the lands, and the human
fear of elven magic. Forty years after the first human settlers
arrived, the settlers and the elves found themselves forced to
confront a common enemy. Orc barbarians pushed into the woods,
pillaging and destroying everything. Balinus helped train the
humans in how to use the land to their advantage in combat, and
eventually the orcs were driven off.
bow +2 (Seeking) +16/+11 (1d8 + 3/crit x3); SQ Low-light Vision, +2 to saves vs enchantment, immune to sleep effects; AL
CN; SV Fort +7, Ref +10, Will +6; Str 14, Dex 18, Con 12, Int
14, Wis 16, Cha 16.
Skills and Feats: Climb +6, Concentration +5, Craft
(Bowmaking) +9, Handle Animal +13, Heal +8, Hide +12, Survival +8, Jump +9, Knowledge (Geography) +10, Knowledge
(Nature) +11, Listen +10, Move Silently +10, Profession (Fisher)
+5, Profession (Innkeeper) +4, Ride +8, Search +10, Spot +6,
Swim +5, Use Rope +5; Armor Proficiency (Light), Endurance,
Far Shot, Manyshot, Martial Weapon Proficiency, Point Blank
Shot, Precise Shot, Quick Draw, Rapid Shot, Shield Proficiency,
Simple Weapon Proficiency, Track.
Rgr Spells Known (0/2/1): 1--Alarm, Animal messenger, 2-Over the years since then, the elves and humans have learned to not Barkskin.
only coexist, but work together. The Crying Wolf is located far Equipment: Amulet of natural armor +3, Leather +2, Longbow
from town, and caters to the trappers and hunters who spend much +2 (seeking).
of their time in the woods. It provides a convenient place to spend
the evening instead of going all the way back to town. And it also Seeds:
allows for those who spend their lives in the woods to socialize Rumors of a colossal sized bear are circulating around the tavern.
with others who think the same way.
The creature has been attacking traps and scaring away potential
prey, but actual sightings of the beast have been fleeting. The
The building resembles a hunting lodge. Hunting trophies and hunters decide to place a bet to see who can kill the creature. The
animal skin furnishing decorate the building. But every trophy party can join in and see if they can track the mysterious beast
head and skin came from game that was hunted for its meat, not before the hunters do.
just a trophy. And more than one trophy hunter has learned the
hard way that the patrons dont much care for those who kill just
for sport.
The Hunter Hunted Quest
The Patrons:
Few non-hunters frequent the place. Most of the patrons are
hunters and trappers who have lived and worked in the woods for
decades, and they consider the place a second home. It isnt
unusual for a patron to get permission to cook their own kill in the
kitchen alongside the cook. And at least five or six times a year,
the patrons hold special hunting events and come back to the tavern
to cook up everything for a pot luck buffet. Normally, friends and
family get invited out for these occasions. The patrons provide the
game, and Balinus provides the booze.
The staff of The Crying Wolf is a bit harried when the party arrives.
The barmaids and bartender seem worried and distracted. One of
the patrons complains to a barmaid that the portions are too small
and demands to speak with Balinus. When she replies that Balinus
isnt around, someone else complains that he hasnt been around
for three days, and the poor service shows. The patron storms out,
refusing to pay for the food. The barkeep follows after him and the
two argue outside for a moment, with the barkeep coming back in
agitated.
A sincere query (diplomacy DC 16) to any of the employees as to
the problem reveals that three days ago, Balinus received a package from a courier. After reading it, he grabbed his gear and left
in a hurry without telling anyone where he was going. Nobody has
seen or heard from him since. While it wasnt unusual for Balinus
to go off hunting for days at a time, he would never do so without
giving some sort of idea of where he might be found in the event
of an emergency. And the look on his face when he left indicated
something was definitely wrong. On a failed check, the employee
will just say Balinus went off hunting for a few days (Sense Motive
DC 15 to know there is something else wrong).
Nobody will actually offer the quest to the party, or even imply
they should go look for him. But lack of an invitation never
stopped adventurers before. They can start out trying to track
Balinus movements. Depending on the result of the check, they
will either pick up Balinus trail (DC 20) or an alternate trail (DC
15) which well get to momentarily.
pg 23
If they agree, Balinus will lead them to Hallos camp. There are six
mercenaries and Hallos in the camp. The hostage is not visible, but For those players who like to interfere in the lives of NPCs, there
assumingly in one of the tents.
is more to the story. A female player can talk to Salanemdra later
regarding her relationship with Balinus, and shell confess to
Hallos; Orc Ftr9: CR 9; ECL 9; Size M; HD 9d10+18; hp 95;
having feelings for him, but he was married to another woman, and
Init +7; Spd 30 ft; AC 19, touch 13, FF 16; BAB +9/+4; Grapple
after her death it just seemed too late to do anything. To get
+11; Atk: +13/+8 melee (1d3 + 4, Unarmed), +18/+13 melee (1d8
Balinus to confess to any romantic feelings takes a good deal of tact
+ 9/crit x3, Battleaxe +3); SA -; SQ Darkvision 60 ft., light sensi(diplomacy DC 20). Once he admits to it, it doesnt take much
tivity; AL CE; SV Fort +10, Ref +8, Will +6; Str 18, Dex 16, Con
coaxing to get these two together, and should the party pass
14, Int 11, Wis 12, Cha 10.
through town at a later date, they will get an invitation to their
Languages spoken: Common, Orc
wedding.
Skills and Feats: Climb +7, Craft (Armorsmith) +6, Handle Animal +2, Survival +6, Ride +4, Swim +3; Alertness, Armor ProfiName: The Laughing Skull
ciency (Heavy), Armor Proficiency (Light), Armor Proficiency
Owner: Mr. Belhallow
(Medium), Blind-Fight, Cleave, Dodge, Greater Weapon Focus,
Staff: 2 barkeeps, 5 barmaids, 2 cooks, 2 housekeepers
Improved Initiative, Martial Weapon Proficiency, Mobility,
Number of floors: 3
Power Attack, Shield Proficiency, Simple Weapon Proficiency,
Seating: 5 round tables, 6 chairs each, 6 square tables, 4 chairs
Weapon Focus, Weapon Specialization.
each, 5 stools at the bar
Possessions: Chain shirt +2, Boots of elvenkind, Cloak of resisPrivate rooms: 1
tance +2, Ring of evasion, Battleaxe +3.
Sleeping rooms: 8
Drink: ale, hard liquor, wine
Merenary; Half-orc Ftr7: CR 7; ECL 7; Size M; HD 7d10+7;
Food: limited menu, usually seasonal game and beef
hp 65; Init +5; Spd 30 ft; AC 19, touch 12, FF 18; BAB +7/+2;
Grapple +8; Atk: +9/+4 melee (1d3 + 2, Unarmed), +12/+7 melee Price Range: low
Hours: early afternoon until dawn.
(1d8 + 6, Mace, heavy +2); SQ Darkvision 60 ft, Orc Blood; AL
CN; SV Fort +7, Ref +4, Will +4; Str 15, Dex 12, Con 12, Int 11,
Wis 13, Cha 9.
Languages spoken: Common and Orc
Skills and Feats: Hide +5, Listen +6, Move Silently +4; Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blind-Fight, Improved Initiative,
Improved Unarmed Strike, Martial Weapon Proficiency, Shield
Proficiency, Simple Weapon Proficiency, Toughness, Weapon
Focus, Weapon Specialization.
Possessions: Studded leather +2, Light wooden +1 shield, Heavy
+2 mace, Ring of protection +1, Cloak of resistance +1.
Balinus is grateful for the partys help, as is his friend, a very
attractive elf wizard named Salanemdra. After an initial hug, the
two pull away and act awkwardly toward each other. In gratitude,
Balinus will offer to create masterwork bows (shortbow or longbow) for each member of the party, and Salanemdra will offer to
enchant them with a minor enchantment.
Salanemdra; Elf Wiz10: CR 10; ECL 10; Size M; HD 10d4; hp
29; Init +2; Spd 30 ft; AC 16, touch 14, FF 14; BAB +5; Grapple
pg 24
History:
Necromancy can be an expensive business, particularly when the
governor tightens the laws regarding the desecration of human
corpses and funds extra guards at cemeteries. So smart necromancers need to supplement their income in order to afford the bribes
and commissions neccessary to obtain product. So Mr. Belhallow
(none knows his first name, or even if he has one) decided to play
the role of the good citizen and open up a legitimate business. To
everyones surprise, he was naturally proficient at it, and did a
good job filling his tavern with good employees.
Located in a lower class part of town, the brick tavern has iron bars
on the windows and at a quick glace resembles a crypt more than
a tavern. But it suits the patrons who frequent the place just fine,
as the dark interior provides shadowy cover for illicit dealings.
Belhallow lights the tavern with odd lamps filled with a glowing
pale blue liquid. The alchemically created fluid illuminates a 20 ft
radius for four hours at a time, and is recharged by shaking the
lamp vigorously. The lighting and lack of natural light sources
gives the tavern a creepy, otherworldly feeling. The feeling is
magnified by the various animal skulls hanging on the walls,
completely with glowing red stones for eyes.
The sleeping rooms, however, are fairly ordinary, with normal oil
lamps for light and bland color schemes.
Belhallow is rarely at the tavern, however. He prefers to leave the
day to day affairs to his barkeep, Wilson Tunnel. Wilson had
fallen on hard times, losing his farm due to blight and a greedy
landlord. Bellhallow decided to give him a shot at running the
tavern, not out of any kindness, but because his homoculous had
already checked him out and determined he was a good candidate.
Bellhallow gives his familiar a great deal of leeway, moreso than
would be expected. But the creature has always done an excellent
job of serving its master. And recruiting Wilson was one of its
best choices.
Mr. Belhallow; Human Male Wiz8/Clr4 (Necromancer): CR
12; ECL 12; Size M; HD 8d4+16 + 4d8+8; hp 81; Init +2; Spd 30
ft; AC 12, touch 12, FF 10; BAB +7/+2; Grapple +9; Melee Unarmed +9/+4 (1d3 + 2), Mace, light +2 (Disruption) +11/+6 (1d6
+ 4); SA Familiar; SQ Familiar; AL NE; SV Fort +8, Ref +5,
Will +12; Str 15, Dex 14, Con 14, Int 17, Wis 15, Cha 10.
Skills and Feats: Craft (Alchemy) +15, Concentration +14, Decipher Script +9, Heal +6, Survival +5, Knowledge (Arcana) +11,
Knowledge (Local) +5, Knowledge (Religion) +13, Knowledge
(Other) +18, Profession (Herbalist) +8, Profession (Innkeeper)
+4, Ride +3, Spellcraft +13; Armor Proficiency (Heavy), Armor
Proficiency (Light), Armor Proficiency (Medium), Brew Potion,
Combat Casting, Craft Wondrous Item, Improved Familiar
(homunculus), Scribe Scroll, Shield Proficiency, Simple Weapon
Proficiency, Skill Focus, Spell Focus (Necromancy), Spell Mastery.
Clr Spells Known (5/5/4): 1--Bane, Cause fear, Deathwatch,
Hide from undead, Shield of faith, 2--Augury, Cure moderate
wounds, Desecrate, Lesser restoration.
Wiz Spells Known (5/6/5/5/3): 0--Detect magic, Disrupt undead, Mage hand, Mending, Read magic, Touch of fatigue, 1-Chill touch, Detect undead, Hypnotism, Mage armor, Ray of enfeeblement, Unseen servant, 2--Command undead, False life,
Ghoul touch, Scare, Web, 3--Gentle repose, Halt undead, Ray of
pg 25
dryness, Dust of disappearance, Amulet of natural armor +2, Cloak will stop them and ask if they saw Ole Groff in the tavern the
of resistance +2, Ring of ram, Ring of protection +1, Tanglefoot previous night. Hell ask what sort of condition he was in and what
bag, Thunderstone, Smokestick, Bag of holding 2.
he was doing. Eventually, the sheriff will tell the party Groff was
found dead outside of town, throat torn open and missing limbs,
Skeletons in the Closet Quest
like the other one. When the party questions what he means,
While settling in at a table for dinner, an obviously drunk patron hell acknowledge that a traveling merchant was found dead about
bumps into the chair of one of the party. He apologizes, and before a month around the same area, also with his throat torn out and was
staggering off says, Whatever you do, dont order the beef stew. missing the left leg and right forearm. If they are interested, he will
When someone asks why, he replies, cause it aint beef! The be posting reward posters for information regarding the culprit to
barkeep overhears this, and escorts the drunk out of the building. the tune of 500 gold. But he stresses the party shouldnt do
Additional queries to the staff will just be answered with short anything to put themselves in danger. If they get solid leads, report
statements that the man is simply a crazy old drunk and not to to him and, if they verify out, hell pay out the reward.
worry about what he says.
A Gather Information Check (DC 15) around town reveals the
Asking around to other patrons, they joke that the man, Ole Groff, other victim was a regular at The Laughing Skull, but the last time
claims the beef is human remains, but yet he keeps coming back to he was there he and Mr. Belhallow had an argument over the bill,
the tavern to eat. Hes a bit delusional when he gets liquor in him. and he stormed out without paying.
Apparently its a very old rumor that goes all the way back to when
the tavern was first opened, because the owner is a retired necro- That was right before he was found dead.
mancer.
The party can go speak with Mr. Belhallow at his house. He seems
The next morning, as the party comes downstairs, the sheriff is in vehemently insulted by the mere suggestion that there is some
the dining room interrogating a housekeeper. Seeing the party, he
pg 27
If it isnt obvious to the party what is going on, getting closer and
listening at the door will make it painfully so. Considering the age
of these two, we suspect they wont want to open the door to
confirm.
fabric seat cushions Gloria and Greta made from scraps of cloth
left over various quilt and dressmaking projects the two take on to
make a bit of money for themselves. Dales old shield and sword
hang behind the bar, and a bears head (a gift from one of the
patrons when he opened the tavern) and a wolfs pelt (a souvenir
What the party does with this information is up to them. They will from his early years in the militia) are the only other decorations
probably just want to wipe it from their collective memories.
of note.
Name: The Rusty Blade
Owner: Dale Argenbrice
Staff: 1 barkeep, 1 barmaid, 1 cook
Number of floors: One
Seating: 5 round tables, 6 chairs each. Six stools at the bar.
Private rooms: none
Sleeping rooms: none
Drink: ale, hard liquors
Food: no menu. One dining choice per evening (stew, soup, or
meat and potatoes) decided by the cook.
Price Range: Low
Hours: Late afternoon until midnight.
The Patrons:
There are usually ten to fifteen regulars in the tavern on any given
evening, as well as the occasional traveler or two. The regulars
normally take up the seats at the bar and the nearest table, so they
can hear each other. They tend to ignore strangers and swap tales
between themselves. But an offer of a round of drinks and a
sincere interest will get them chatting with anyone who wants to
hear their stories. These men like to talk about the things theyve
seen and done. They are both quick to exaggerate their tales and
to point out the exaggerations in the tales of others (but in a
friendly sort of way). Adventurers looking for information about
the local area have a good chance of finding it here.
Dale Argenbrice; Human Male Ftr6: CR 6; ECL 6; Size M; HD
6d10+12; hp 58; Init +4; Spd 30 ft; AC 15, touch 10, FF 15; BAB
+6/+1; Grapple +8; Melee Unarmed +8/+3 (1d3 + 2), Longsword
+2 (Keen) +11/+6 (1d8 + 6/crit 19-20); AL N; SV Fort +7, Ref +2,
Will +3; Str 14, Dex 11, Con 14, Int 14, Wis 12, Cha 10.
Languages spoken: Common, Dwarven
Skills and Feats: Climb +7, Craft (Weaponsmith) +8, Handle
Animal +4, Intimidate +3, Survival +5, Jump +3, Profession
(Innkeeper) +5, Ride +4, Swim +4, Tumble +2; Armor Proficiency
(Heavy), Armor Proficiency (Light), Armor Proficiency
(Medium), Cleave, Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Martial Weapon Proficiency,
Power Attack, Shield Proficiency, Simple Weapon Proficiency,
Weapon Focus, Weapon Specialization.
Equipment: Padded mw, Heavy steel +2 shield, Longsword +2
(keen).
Go Fish quest: The patrons will inform the adventurers that the
best person to talk to for the specific information they are looking
for is Walter, who was a successful mercenary before he settled
down and retired with enough money to support his family in a
very comfortable manner. But he hasnt been around for over a
The Rusty Blade is less a public tavern and more a private club. week. Dale says he was by his house a couple days ago, but his
Dale and his wife Gloria started the tavern up after Dale retired son said he hadnt returned from a fishing trip. Dale doesnt know
from the militia. The regular patrons are mostly fellow retired exactly where Walters favorite fishing hole is.
military types and retired adventurers who come nightly to swap
old war stories and leer at Dales pretty daughter Greta. Greta The party can go speak with Walters son, Simon, who will claim
earns her tips by playfully flirting with the patrons and helping it wasnt that unusual for his father to go off alone for a week or so
them forget how old they are. Its a game the regulars accept for at a time. But he was a little concerned about his father. He would
what it is, a short respite from the creep of time. Most of these men go himself, but his mother had taken ill and he couldnt leave her.
have known the girl since she was a child. So while their eyes may Hell decline any help the party offers to tend to his ailing mother.
linger a bit when she bends over, not a one would think to touch And perceptive players may notice that young Simon isnt being
her. And the gods help any visiting traveler who gets the idea to exactly truthful. Eventually Simon can be persuaded to reveal his
fathers fishing area, about a days travel from town.
try and take advantage of her.
This flat roofed, one story building looks more like a small storehouse than a tavern. The windows are small, and normally the
shutters are kept shut except for the hottest parts of the year. The
interior is uninspired. Dark oak floors and walls. Oak tables and
chairs. Oak bar and stools. The only splashes of color are the multi
When the party gets there, they find Walters gear, but no Walter.
Searching around will find the old man barely alive. Its apparent
someone left him for dead, but the old man managed to stabilize
himself enough to survive. His left leg and arm are broken,
however. Hell reveal that he and his son had been out fishing,
pg 28
Skills and Feats: Craft (Alchemy) +9, Balance +9, Bluff +6, Diplomacy +7, Disable Device +7, Forgery +9, Gather Information
+8, Hide +9, Intimidate +5, Knowledge (Local) +8, Listen +3,
Move Silently +7, Open Lock +7, Search +6, Sense Motive +5,
Spot +3, Swim +5, Tumble +9, Use Rope +4; Armor Proficiency
(Light), Dodge, Improved Initiative, Improved Unarmed Strike,
Simple Weapon Proficiency.
Equipment: Padded armor mw, Bag of holding 1, Sap, Short mw
sword, Light crossbow
pg 29
History:
The Satyrs Lyre is less a tavern and more an open air event.
Unlike traditional taverns, the Satyrs Lyre is actually an open
grove just outside of town that features a bar with a thatch roof, and
stone dance floor, and long cushioned benches covered with multicolored umbrellas surrounding the floor. A small stage to the left
of the bar is employed by traveling bards and would-be musicians
seeking to entertain for a few coins. The heart and soul of the
tavern is the elf Alenestria Lunavestri, who came to the area as a
child when her elven homeland was destroyed by orc raiders. Her
parents later returned to her homeland to help rebuild, but by them
Alenestria had already grown infatuated with the humans in the
area and decided to stay. The baker bakes sweets in an open oven
a few feet to the right of the bar, and pastries are made available to
patrons while still piping hot.
Alenestria Lunavestri; Elf Female Rgr3/Brd4: CR 7; ECL 7;
Size M; HD 3d8+3 + 4d6+4; hp 42; Init +3; Spd 30 ft; AC 13,
touch 13, FF 10; BAB +6/+1; Grapple +7; Melee Unarmed +7/+2
(1d3 + 1); Ranged Dagger +2 +11/+6 (1d4 + 3/crit 19-20); SA
Martial Weapon Proficiency; SQ Low-light Vision, +2 to saves vs
enchantment, immune to sleep effects; AL CG; SV Fort +5, Ref
+10, Will +8; Str 12, Dex 17, Con 12, Int 13, Wis 16, Cha 17.
Skills and Feats: Climb +4, Concentration +3, Diplomacy +6,
Gather Information +9, Handle Animal +11, Heal +9, Hide +9,
Knowledge (Local) +4, Knowledge (Nature) +6, Listen +8, Move
Silently +6, Profession (Herbalist) +6, Profession (Other) +9,
Sense Motive +5, Perform (Dance) +7, Perform (Sing) +11; Animal Affinity, Armor Proficiency (Light), Endurance, Martial
Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Skill Focus, Track, Two-Weapon Defense, Two-Weapon
Fighting.
Brd Spells Known (3/3/1): 0--Daze, Detect magic, Flare, Lullaby, Mending, Read magic, 1--Charm person, Identify, Ventriloquism, 2--Calm emotions, Tongues.
pg 30
pg 31
After the creatures are destroyed, it becomes evident that Alenestria is missing. A search check (DC 15) will notice marking on the
ground that signify some sort of struggle, and the markings seem
to allude that she was dragged down into one of the Bullette holes.
A search check (DC 20) also discovers a stray poison dart, common
to the drow that are known to raid the area. A simple knowledge:
Nature check (DC 12) notes that it is highly unusual for two pair of
bulettes to act in cooperation, indicating the creatures were probably trained.
Use Rope +7; Animal Affinity, Armor Proficiency (Light), Combat Expertise, Craft Wondrous Item, Endurance, Improved TwoWeapon Fighting, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting.
Racial Spells Known: 0--Dancing lights, Darkness, Faerie fire.
Rgr Spells Known (0/2): 1--Calm animals, Charm animal.
Possessions: Short +2 sword (keen), Short +2 sword (defending),
Leather +2, Amulet of natural armor +2, Cloak of resistance +1.
In fact, the creatures are wearing odd black leather collars with Elf, Drow; Sor6: CR 6; ECL 8; Size M; HD 6d4+6; hp 26; Init
+2; Spd 30 ft; AC 15, touch 12, FF 13; BAB +3; Grapple +4; Atk:
intricate embroidery.
+4 melee (1d3 + 1, Unarmed), +7 (1d4 + 3/crit 19-20, Dagger +2
Training Collarreduces the ability of a creature to resist its (Wounding)); SA Poison, spell-like abilities; SQ Drow traits,
master. The collar only works on normal animals or magical spell resistance 11, Light Blindness; AL NE; SV Fort +3, Ref +4,
beasts, not humanoids. The collar is always linked to the owner Will +5; Str 13, Dex 15, Con 12, Int 13, Wis 10, Cha 18.
or trainer. Once the collar is equipped, the creatures attitude Skills and Feats: Craft (Alchemy) +5, Concentration +10,
toward the shifts favorably by one. So an indifferent creature Knowledge (Arcana) +4, Search +6, Spellcraft +6; Brew Potion,
will become friendly toward the new trainer, though its atti- Combat Casting, Dodge, Simple Weapon Proficiency.
tude toward others does not change. While the collar is worn, Racial Spells Known: 0--Dancing lights, Darkness, Faerie fire.
the trainer received a +4 circumstance bonus to Handle Animal Sor Spells Known (6/7/6/4): 0--Detect magic, Detect poison,
checks involving the animal. CL 6th; Craft Wondrous Item, Flare, Mage hand, Open/close, Read magic, Touch of fatigue, 1-Mage armor, Magic missile, Ray of enfeeblement, True strike, 2-Calm Animal, Charm Animal, 1500 gp
See invisibility, Web, 3--Dispel magic.
While it is not the partys responsibility, chances are they are Possessions: Dagger +2 (wounding), Bracers of armor +2, Amuinclined to go rescue the damsel in distress. Down the hole, follow let of natural armor +1.
the dug out path of the bulettes to an underground passage about a
hundred feet below the site. The passage opens into a maze of
paths. Survival DC 15 to pick the correct path to follow the Elf, Drow; Clr8: CR 8; ECL 10; Size M; HD 8d8+8; hp 57; Init
+2; Spd 30 ft; AC 18, touch 12, FF 16; BAB +6/+1; Grapple +7;
kidnappers.
Atk: +7/+2 melee (1d3 + 1, Unarmed), +8/+3 melee (1d3 + 2,
Whip +1 (Unholy)), +9/+4 melee (1d6 + 3/crit 19-20, Sword,
short +2 (Bane)); SA Poison, spell-like abilities; SQ Drow traits,
Elf Drow; Rgr6: CR 6; ECL 8; Size M; HD 6d8+6; hp 42; Init
+2; Spd 30 ft; AC 12, touch 12, FF 10; BAB +6/+1; Grapple +7; spell resistance 11, Light Blindness; AL NE; SV Fort +7, Ref +4,
Atk: +7/+2 melee (1d3 + 1, Unarmed); SA Poison, spell-like abil- Will +11; Str 13, Dex 14, Con 12, Int 15, Wis 16, Cha 15.
Skills and Feats: Craft (Alchemy) +13, Concentration +12, Diities; SQ Drow traits, spell resistance 11, Light Blindness; AL
NE; SV Fort +6, Ref +7, Will +3; Str 13, Dex 15, Con 13, Int 14, plomacy +5, Heal +7, Knowledge (History) +6, Knowledge
(Religion) +12, Spellcraft +3; Armor Proficiency (Heavy), Armor
Wis 12, Cha 12.
Proficiency (Light), Armor Proficiency (Medium), Brew Potion,
Skills and Feats: Knowledge (Dungeoneering) +6, Handle AniIron Will, Leadership, Shield Proficiency, Simple Weapon Profimal +11, Hide +10, Survival +10, Knowledge (Geography) +3,
Knowledge (Nature) +9, Listen +12, Move Silently +11, Ride +8, ciency.
Clr Spells Known (6/6/5/5/3): 0--Create water, Detect magic,
Search +8, Spot +12, Swim +3, Use Rope +4; Animal Affinity,
Detect poison, Purify food and drink, Read magic, Resistance,
Armor Proficiency (Light), Endurance, Martial Weapon Proficiency, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple 1--Cause fear, Command, Comprehend languages, Cure light
Weapon Proficiency, Track, Two-Weapon Fighting, Weapon Fo- wounds, Shield of faith, 2--Cure moderate wounds, Desecrate,
Lesser restoration, Spiritual weapon, 3--Dispel magic, Magic
cus.
Racial Spells Known: 0--Dancing lights, Darkness, Faerie fire. vestment, Speak with dead, Summon monster iii, 4--Poison, Restoration.
Rgr Spells Known (0/2): 1--Detect poison, Entangle.
Racial Spells Known: 0--Dancing lights, Darkness, Faerie fire.
Possessions: Chain shirt +2, Whip +1 (unholy), Short +2 sword
Elf, Drow; Rgr7: CR 7; ECL 9; Size M; HD 7d8+14; hp 52; Init (bane-humans), Amulet of health +2, Slippers of spider climbing,
+5; Spd 30 ft; AC 15, touch 15, FF 10; BAB +7/+2; Grapple +8; Cloak of resistance +2.
Atk: +8/+3 melee (1d3 + 1, Unarmed), +8/+3 melee (1d6 + 3/crit
19-20, Sword, short +2 (Keen)), +8/+3 melee (1d6 + 2/crit 19-20,
Sword, short +2 (Defending)); SA Poison, spell-like abilities; SQ Monstrous Spider, Huge: CR 5; Size H; HD 8d8+16; hp 52; Init
Drow traits, spell resistance 11, Light Blindness; AL NE; SV Fort +3; Spd 30 ft, climb 20 ft.; AC 16, touch 11, FF 13; BAB +6/+1;
+7, Ref +10, Will +5; Str 12, Dex 20, Con 14, Int 14, Wis 16, Cha Grapple +18; Atk: +9 melee (2d6 + 6 plus poison, Bite); SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits;
18.
AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14, Int 0,
Skills and Feats: Knowledge (Dungeoneering) +5, Climb +6,
Wis 10, Cha 2.
Handle Animal +15, Heal +8, Hide +12, Survival +7, Jump +5,
Knowledge (Geography) +7, Knowledge (Nature) +9, Listen +12,
Move Silently +11, Ride +14, Search +7, Spot +11, Swim +3,
pg 32
Alenestria is rescued, but why was she taken in the first place?
Searching the bodies uncovers the clue. A leathery scroll written
in abyssal. Close inspection (Appraise DC 18) reveals the leather
is made of humanoid skin, and the ink is apparently blood. The
scroll is a Rite of Power, which creates a potent potion that promises great powers. The primary ingredient? The blood of a female
elf, murdered on the night of the Rage Moon (which, apparently,
coincides with the Moonglimmer Festival).
While your good-aligned party members will probably wish to
dispose of the scroll, less scrupulous players may have other plans.
Scroll of the Rage Moon: This leather scroll cannot be created by
mortals and is a cursed item. Just reading the scroll has no effect,
but once someone has made a decision to create the potion, they
have inadvertently dedicated themselves to the demon that scribed
the scroll. The demon can now access the targets thoughts at will
(no save) and speak to the target telepathically regardless of location. While the demon cannot force the target to do anything at this
point, the constant chattering of a demon in ones ear can have
terrible effects. A Remove Curse will free the target of the demons
hold, but only if the target has changed his mind about creating the
potion.
The potion can only be brewed during the Rage Moon, and requires
the Brew Potion feat. The sacrificial component varies depending
on the demon, but it will always be some good aligned humanoid.
The recipe normally creates enough potions for 2d6 individuals.
The potion created must be consumed immediately, which means
those who are going to benefit are usually present for the sacrifice,
implicating themselves in the murder. The potion has the following permanent effects: +2 strength and constitution, +2 natural
armor bonus, +2 saving throws, and resistance 5 versus fire, electricity, and acid. But the price is high, because the potion also
makes those who consume it completely subservient to the demon.
From that point forward, the demon can command them to its will,
even summoning them immediately to its local to do its bidding.
Resistance is futile, as the target does not get a Will Save versus
any of the demons powers.
Normally demons will plant the scrolls though intermediaries to
temp potential servants, particularly warlords, nobles, or other
leaders under stress from a powerful opponent. The potential
power to defeat the enemy by giving such a boost to loyal followers
is often too much to resist.
Name: The Tanners Wife
Owner: Melody Tanner
Staff: 1 barkeep, 1 barmaid, 1 cook
Number of floors: 1
Seating: 3 round tables, 5 chairs each, 2 square tables, 4 chairs
each. 4 stools at the bar.
Private rooms: none
Sleeping rooms: 3
Drink: ale (5 cp)
Food: limited menu includes beef and seasonal game, with garden vegetables
Price Range: meals (3 sp), room (5 sp)
Hours: early afternoon until late evening
History:
The Tanners Wife rests in the center of a small, quiet village along
a moderately traveled trade route. With larger towns to the west
and the east, the town is more a quaint rest area than a serious stop
for adventurers and merchants. Which is fine with the locals, who
benefit from selling mundane trade goods to travelers while not
having to worry about the constant influx of unwanted rowdy
travelers wearing out their welcome.
Melonies husband was a trapper and tanner who dabbled in
painting. Melonie opened the tavern after their children were
grown and gone in order to give herself something to do while he
was off for extended periods hunting. After he died in a hunting
accident, Melonie continued to operate the tavern to keep herself
busy.
The shop where her husband use to work sits behind the tavern.
Melonie hasnt stepped foot in it since he passed away, nor has she
allowed anyone else. She lives in a small cottage next to the tavern.
The tavern itself is a simple two-story building with a small porch
with a pair of rocking chairs and small bench. The interior is
decorated with paintings her husband had completed while he was
alive, mostly of her and the children or nature scenes.
The Patrons:
Most of the patrons are older locals, with the occasional traveler
renting a room. Folks spend dinner sharing stories about their
children, the latest gossip from the capital, and other rather mundane conversation. Adventurers and merchants who stop in the
tavern expecting to have a rowdy time quickly realize such behavior is frowned upon. Its a nice place to quietly relax, but not party.
pg 33
pg 34
Skills and Feats: Appraise +6, Bluff +4, Diplomacy +16, Gather
Information +7, Handle Animal +4, Survival +8, Knowledge
(Geography) +8, Knowledge (History) +12, Knowledge (Local)
+10, Knowledge (Nobility) +14, Listen +6, Ride +9, Sense Motive +12, Speak Language +4, Spot +13, Swim +7; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency
(Medium), Iron Will, Leadership, Martial Weapon Proficiency,
Negotiator, Quick Draw, Shield Proficiency, Simple Weapon
Proficiency, Weapon Focus.
Possessions: Cloak of resistance +4, Amulet of health +4, Ring
of protection +3, Ring of force shield, Longsword +3
(defending).
The house sat dormant for years, occasionally finding a new owner
who quickly abandoned the place due to strange occurrences.
The town was about to demolish the place and give up on it, until
Velenta came along and offered to take the place off of their hands.
She quickly determined the root of the strange noises heard in the
house. Apparently the original architect installed gears in the walls
used to move the automatic doors and windows, but was never able
to get them to work properly and abandoned the idea. Left in the
walls, they occasionally move when a door or window is opened,
creating an eerie but subtle grinding sound in the walls.
Velenta has converted her cursed house into a rather trendy
haunted inn, attracting guests far and wide. The first floor has three
separate dining areas, each with beautifully carved stone fireplaces,
and a huge kitchen and dry goods storage. Only the Great Room
has a bar, but alcoholic beverages can be served with meals in any
of the rooms. There are also two small private rooms on the first
floor available for small private parties.
The second and third floors are reserved for the sleeping rooms.
Two rooms on the third floor have access to the balcony. The forth
floor has a private stairway and is reserved as Velentas personal
quarters. The tower rooms are also off limited to guests, and are
used for Velentas arcane studies. Of course, no one really knows
Velenta is a sorceress (who expects that out of a half-orc, anyway?)
pg 35
She uses this to her advantage, employing her illusionary spells armed), +13/+8 melee (1d6 + 4/crit 18-20, Rapier +3), +12/+7
occasionally to create haunting effects for the benefit of her guests. melee (1d6 + 2/crit 18-20, Rapier +2); SA Poison, spell-like abilities; SQ Drow traits, spell resistance 11, Light Blindness; AL N;
SV Fort +8, Ref +15, Will +14; Str 13, Dex 18, Con 13, Int 16,
The Patrons:
Most of the patrons at the inn are visitors from other cities. Bored Wis 17, Cha 19.
minor nobles and merchants, thrill seekers, curious adventurers, Skills and Feats: Knowledge (Dungeoneering) +5, Appraise +6,
and others who are intrigued with the notion of spending the night Balance +8, Bluff +12, Climb +3, Concentration +5, Decipher
in a cursed house. Many revel in sharing their tales of ghostly Script +9, Diplomacy +13, Gather Information +11, Hide +19,
sightings over the mornings breakfast. Though most of these Sleight of Hand +16, Jump +3, Knowledge (Architecture) +6,
patrons, if given the opportunity to confront the supernatural in a Knowledge (Geography) +5, Knowledge (History) +9, Knowlless comfortable environment, would happily defer to the real edge (Local) +7, Knowledge (Nobility) +7, Knowledge (Religion)
+6, Listen +16, Move Silently +14, Perform +18, Sense Motive
adventurers in their midst.
+12, Speak Language +4, Tumble +5, Use Magic Device +14;
There are a few locals who enjoy drinking at the inn. They are Armor Proficiency (Light), Dodge, Quick Draw, Shield Proficienfriendships Velenta has cultivated over the years, and she encour- cy, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon
ages them to set the stage for her guests by making unsolicited Finesse, Weapon Focus.
comments or sharing tales of the strange occurrences linked to the Brd Spells Known (3/4/4/4/3): 0--Detect magic, Know direction,
building. They serve as a makeshift dinner theatre, spinning tales Lullaby, Mage hand, Read magic, Summon instrument, 1--Comof ghosts and curses to the delight of the guests, who enjoy hearing prehend languages, Cure light wounds, Feather fall, Identify, 2-the first-hand accounts from locals. And for their trouble, these Enthrall, Invisibility, Suggestion, Whispering wind, 3--Dispel
fellows can normally count on free drinks or a free meal from their magic, Displacement, Gaseous form, Speak with animals, 4--Cure
critical wounds, Dimension door, Freedom of movement, Neutralpal and hostess.
ize poison, 5--Mass cure light wounds, Song of discord.
Some of the patrons are well aware of the harmless scam, but Racial Spells Known: 0--Dancing lights, Darkness, Faerie fire.
continue to visit the inn for the general amusement factor. One Possessions: Leather +2 (shadow silent moves), Rapier +3, Rasuch guest is the traveling bard Feralas Nightsong, who makes it a pier +2, Ring of mind shielding, Ring of protection +2, Cloak of
point to visit a couple of times a year for inspiration for his often resistance +3.
dark and macabre songs and tales. The drow makes an evening at
the inn doubly exotic for visitors, many whom have never seen a Ghost Stories Quest: A wicked thunderstorm tears through the
drow and only know of them from the horror stories told by real region, forcing the party to remain at the inn an extra night. Most
adventurers who have visited the underdark. Feralas tends to sit in of the guest mill around in the Great Hall, as there is nothing else
a corner and feign disinterest in his company, but if coaxed enough to do. Suddenly, one of the kitchen help lets out a scream in the
(with coin, of course) he will eventually acquiesce to the demands kitchen. Valenta rushes into the kitchen, then comes back a moment later laughing. The spirits seem to act up whenever there is
and perform a song or two.
a storm, she says. And apparently one just spooked the cook by
making a rustling noise in the wall.
Velenta; Half-orc Sor5/Rog3/Ftr3: CR 11; ECL 11; Size M;
HD 3d4+6 + 3d6+6 + 3d10+6 + 2d4+4; hp 78; Init +3; Spd 30 ft;
This will elicit ghost stories from some of the regulars.
AC 17, touch 14, FF 14; BAB +7/+2; Grapple +10; Melee Unarmed +11/+6 (1d3 + 4), Sword, short +2 (Dancing) +14/+9 (1d6
+ 6/crit 19-20), Sword, short +1 +13/+8 (1d6 + 5/crit 19-20); SQ Murder Most Fowl(Old Man Holt turns his chair around and
starts to speak). Valenta, I dont know how you do it. I dont mind
Darkvision 60 ft, Orc Blood; AL CN; SV Fort +8, Ref +9, Will
visiting here once in a while, but you live in this place! This place
+9; Str 18, Dex 16, Con 14, Int 13, Wis 14, Cha 13.
has been cursed from the day it was built. Why, I remember when
Skills and Feats: Bluff +5, Concentration +10, Disable Device
this place was built. Nice young couple built it. He was a chicken
+5, Handle Animal +3, Intimidate +4, Knowledge (Arcana) +4,
Knowledge (Local) +6, Listen +3, Move Silently +5, Open Lock farmer. Back then houses werent all on top of each other like they
+6, Profession (Innkeeper) +5, Ride +5, Search +7, Spellcraft +7, are now. Use to have a lot of open space. So this here couple raised
Spot +5, Swim +6, Tumble +6; Armor Proficiency (Heavy), Ar- chickens in the back yard. Things were fine the first few months
or so, but then all the chickens come down with this weird sickness.
mor Proficiency (Light), Armor Proficiency (Medium), BlindFight, Combat Casting, Combat Expertise, Martial Weapon Pro- All these black oozing sores. Course, couldnt sell oozing chickficiency, Quick Draw, Shield Proficiency, Simple Weapon Profi- ens! The poor family, she was with child by then, you know. They
were struggling.
ciency, Spell Focus, Weapon Focus.
Sor Spells Known (6/7/4): 0Dancing Lights, Detect magic,
So he starts spending more and more time with the chickens, trying
Ghost Sound, Mending, Ray of frost, Read magic, 1-- Mage armor, Magic missile, Silent Image, Unseen Servant, 2--Continual to figure out what was wrong with them. Those birds raised a
ruckus! Let me tell you. Then one night all went quiet. Didnt
flame, Minor Image
nobody hear nothing for a couple of days. Then you begin to notice
Equipment: Short +2 sword (dancing), Short +1 sword, Ioun
this stink coming from the back yard. Finally some of the neighstone (dusty rose), Cloak of resistance +1, Amulet of natural arbors went to check on them. And it was the worst thing you could
mor +3.
see. Here those chickens had finally turned on that couple and
pecked them to death! Both of them had their eyes clean plucked
Feralas Nightsong; Drow elf Brd13: CR 13; ECL 15; Size M;
HD 13d6+13; hp 75; Init +4; Spd 30 ft; AC 20, touch 16, FF 16; out, and full of peck marks. All the birds had keeled over dead
soon after, it seemed. Oh, the place stank of death! Funny thing
BAB +9/+4; Grapple +10; Atk: +10/+5 melee (1d3 + 1, Un-
pg 36
his boys had to throw her no-good husband in the drunk tank for
causing trouble.
Well, one night, there was a terrible commotion at the house, with
lots of screaming. Haggart was first on the scene, and no man
shoulda have to walk into a mess like that. Here the husband was
practically butchered, head almost cut clean off. But the worse part
was something had ripped him of his manhood! It was a scene like
some creature had done him in, cause like Haggart said it couldnt
have been anything human. The wife had ran upstairs in horror.
While Haggart was investigating and waiting on his other boys to
show, he hears her scream upstairs. He gets up there, and the door
is bolted shut, so he kicks it in.
Now the room is covered in blood, but no sign of the woman! The
windows were all locked. No other way in or out. But she was
gone! Vanished!
(Brody chimes in) Oh yeah, I remember that. I was a kid then.
That Haggart left office a couple months later, didnt he? Shame,
everyone always spoke highly of him.
Winston: Yeah. But I heard he joined Duke Harolds militia and
found himself a wife and she gave birth shortly thereafter. He was
a good man. Good to know that sort of thing didnt scar him.
Think hes retired now, him and his wife, from what I heard.
(a beautiful missing woman, a castrated corpse of a philandering
husband , and a young sheriff that makes house calls at night? If
the party is suspecting foul play, they can always dig around for
more details at a later date. See The Missing Bride Quest).
Velenta says shes tired of hearing ghost stories about her tavern.
She slaps a few gold on the bar, and invites patrons to tell ghost
was nobody heard them folks screaming! Youd have thinked stories theyve heard. The best one wins the money.
getting pecked to death would set you screaming to the gods!
If the party decides to participate, then they need to actually tell a
(Heal or Knowledge Nature check DC 20the disease mentioned ghost story, not just roll! It can be something original and off the
is called the Feathered Blight, and it only affects feathered crea- top of their head, or an interpretation of a classic ghost story. But
tures, causing black oozing sores and aggressive behavior before encourage them to actually roleplay telling the story. Turn down
finally killing the birds. Normally only found in tropical climates, the lights to give the proper feel. Either select the best story or let
the other players vote. Then award 3 gold to the winner. And for
its killed off in cold weather.)
participating, the party will get a +2 disposition bonus to any social
A Mans Home is his coffin(Winston takes a drink from his roll involving Velenta or folks at the tavern, which may help with
ale then starts to talk). Well, that isnt half as bad as what hap- the next quest.
pened to that couple that moved in a few years later. You
remember them? She was the sweetest little thing. Always
smiling and happy. Shed be sweeping the porch and wave at you
walking down the street, or offer you some ice tea on a hot day.
Him, though, he was a no-good drunkard. I dont know what she
ever married that man for. Hed always be down at the gambling
halls gambling, drinking, and womanizing. Got a lovely wife at
home and hed be out with some tramps. Man wasnt ever home,
I dont think. Poor wife home alone all day.
Sheriff Haggart, you remember Haggart?anyway, he was a good
Sheriff that cared about folks, even if he was a young buck. Not
like that stuck up fool runs things now. But anyway, he would
always check in on her make sure she was ok. Day or night, didnt
matter. And he always took it upon himself to go tell her whenever
pg 37
Gertrudes Syrup: (requires craft: alchemy 10 ranks and profession: cooking 4 ranks). This thick, sugary syrup increases
the imbibers metabolism, creating a sugar rush that grants
the following bonuses for ten minutes: +4 circumstance bonus
to initiative rolls, +2 circumstance bonus to Reflex Saves,
increased base speed by 10. After ten minutes, the imbiber
suffers a crash, and must make a Fortitude save DC 15 or
A potentially awkward situation has now developed. But the suffer a 2 penalty to all dexterity based rolls for 2d6 minutes.
young man isnt suspicious of anything, and simply telling him
they are looking into an old murder for an elderly woman will elicit The story doesnt end there, however. The next time the party
the young mans sympathy. In fact, mentioning some of the details passes through town, or if they return to Haggarts town, they will
of the murder will get the young man, Bennett to say My grandfa- discover through local gossip that Haggart and his wife were
ther told me about that case. The old cursed property back when poisoned. It seems Gertrude paid a courier to deliver a Thank
he was a sheriff. So long as the party didnt do anything stupid You basket of cookies to Haggart for returning the
(like say HEY, Haggart isnt your real grandfather.), hell invite watchcookies laced with arsenic. The old woman, and all her
strays, appears to have vanished. Her run-down home left comthem in for some iced tea to wait.
pletely vacant.
Bennett invites the party to sit in the sitting room. A family portrait
hangs about the fireplace. In it, Haggart and his wife are sur- Gertrude; Human Wiz16: CR 16; ECL 16; Size M; HD
rounded by their family. Simply asking politely will get Bennett 16d4+16; hp 54; Init +1; Spd 20 ft (base 30 ft); AC 14, touch 11,
to explain whos who in the painting. He points out his grandfather FF 13; BAB +8/+3; Grapple +8; Atk: +8/+3 melee (1d3, Unand grandmother, his father and mother, his aunt and uncle, and armed); AL CN; SV Fort +6, Ref +6, Will +14; Str 10, Dex 13,
himself and his cousins when they were small. On a Spot Check Con 13, Int 19, Wis 18, Cha 14.
(DC 15), the pocket watch is noticeable in the portrait, serving as Languages spoken: Common, elven, gnomish
a toy for an infant Bennett. And if the check was successful by 4
pg 38
Bonus Quest:
The Rod of Zurchadrugenos
Has the party found all three pieces of the rod? With the three
pieces together, it should become obvious they are actually components of a longer rod. Twisting the pieces together aligns the
runes, and they start to glow with a red light (note: if the party
previously twisted two of the three parts together, nothing happened). The previously non-magical parts combine to create a
now highly magical rod. The runes actually begin to morph,
changing from previously indiscernible symbols into infernal.
Attempts to take the rod apart fail, as the parts have melded
together to form one complete piece. The metals seem to swirl
around each other, almost melting into each other. After a few
moments, the rod takes its final form.
It is a 6 feet long iron rod with swirls of silver and bronze. The
infernal command phrase glows red around the rod. Anyone who
can read infernal or has a read magic spell or succeeds at a
decipher script check (DC 15) can clearly read the phrase, which
is meant to summon forth a devil named Zurchadrugenos. Unfortunately, just reading the script makes the reader susceptible to
wanting to activate the rod. Anyone who has read the script will
have to make a Will Save each hour the rod is in the partys
possession, or become compelled to activate it. The Save starts
at DC 12, then increases by 1 each hour as the power of the rod
seeks to compel them.
The compulsion affects different alignments differently. Goodaligned characters will become convinced that the only way to
destroy the rod is to summon the devil and defeat it in combat. If
not destroyed, the evil of the rod will seep into the land and corrupt
the innocent. Evil aligned characters will become convinced that
they can gain incredible power through the rod, and by freeing the
devil they will be rewarded with power and wealth. Neutral
aligned characters will become convinced the rod is no different
than a Ring of Djinn Summoning, and that they can summon the
devil and compel it to help them.
Depending on if someone eventually fails the Will Save and the
persons alignment, the quest plays out one of two ways. If
activated by a good aligned character, Zurchadrugenos appears
and immediately attacks. If the person activating the rod is neutral
or evil alignment, the devil appears.
Which loyal servant has succeeded in freeing his master? Surely
you shall be duly rewarded.
Zurchadrugenos then looks down at his form, and feigns shock.
What did that vile creature do to me! he exclaims.
He then goes into his tale. He is actually a blue dragon, who had
guarded over an area in the mountains for centuries, protecting it
from the orc hordes. The people revered him, and he in turn
protected them from the invaders. Then one day a powerful orc
shaman and a band of barbarians managed to sneak into his lair.
Using shamanic magic, the orc summoned a devil to do its
bidding. The creature apparently not only locked him away in the
rod, but stole his form as well! Zurchadrugenos takes the rod
from the party (trying to keep the rod from him will cause him to
become agitated and hell say how can he trust the party to help
him if they possess the thing that entrapped him in the first place?
pg 39
Continued resistance will just lead him to decide to attack the party
then and there.
Help me reclaim my treasure and destroy our enemies, and you
will be rewarded beyond measure.
The party can roll Sense Motive versus the devils Bluff. Evil and
neutral players may not even care if they think the devil is lying if
it can lead them to a dragons treasure! So if either the party fails
the check or just decides to go anyway, Zurchadrugenos will lead
them to the mountains. Depending on your setting, the trip can take
as long as need be. The longer the trip takes, the more talkative
Zurchadrugenos becomes. While he maintains an aloof demeanor,
he also appears to soften toward the party. He readily shares
knowledge of other planes, a field of specialty of his. Including the
location of various portals throughout the land. He hints that he
may even have a key to one of the portals in his lair If the orc
hasnt stolen it.
Upon arriving at the lair, there are no orcs to be found. At least,
none alive are found. Sneaking into the lair a little deeper reveals
dozens of humanoid bones strewn about, as well as battered pieces
of orcish armor and weapons. It would seem our devil finally
turned on his cohorts. He should be easy pickings now, says
Zurchadrugenos.
Lo and behold, there is a blue dragon in the lair. And its none to
happy to have intruders. It glares at the devil for a moment, giving
the party one round to decide on an action. Most likely, that action
will be to attack.
Immediately upon the death of the dragon, Zurchadrugenos will
declare it is time to reward the party. Their reward shall be a quick
death instead of a slow one. He attacks.
Zur'chadrugenos; Hamatula barbed devil Ftr3/Wiz3: CR 17;
ECL 18; Size M; HD 12d8+72 + 3d10+18 + 3d4+18; hp 200; Init
+7; Spd 30 ft; AC 35, touch 17, FF 28; BAB +16/+11/+6/+1;
Grapple +28; Atk: +24/+24 melee (2d8 + 8 plus fear, claws); SA
Fear, improved grab, impale 3d8+9, summon devil; SQ Barbed
defense, damage reduction 10/good, darkvision 60 ft., immunity
to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.; SR
23; AL LE; SV Fort +18, Ref +17, Will +17; Str 27, Dex 24, Con
23, Int 14, Wis 17, Cha 25.
Languages spoken: Infernal, Celestial, and Draconic.
Skills and Feats: Bluff +11, Concentration +23, Diplomacy +9,
Hide +22, Intimidate +23, Knowledge (Arcana) +6, Knowledge
(Religion) +3, Knowledge (Planes) +17, Listen +20, Move Silently +22, Search +17, Sense Motive +18, Spellcraft +7, Spot
+20; Alertness, Armor Proficiency (Heavy), Armor Proficiency
(Light), Armor Proficiency (Medium), Blind-Fight, Cleave,
Dodge, Improved Grapple, Improved Unarmed Strike, Iron Will,
Martial Weapon Proficiency, Power Attack, Scribe Scroll, Shield
Proficiency, Simple Weapon Proficiency, Still Spell.
Racial Spells Known: 0--Greater teleport, Hold person, Major
image, Order's wrath, Scorching ray, Unholy blight.
Wiz Spells Known (4/3/2): 0--Detect magic, Open/close, Ray of
frost, Read magic, 1--Identify, Magic missile, Ray of enfeeblement, 2--Blur, Invisibility.
Racial Spells Prepared: 0--Order's wrath, Unholy blight.
pg 40
========================================
ITEM INDEX
Alchemy Items
Gertrudes Cookies
Gertrudes Syrup
Maliahs Serum
Rage Resin
pg 38
pg 38
pg 22
pg 22
Magic Item:
Training Collar (minor wondrous item)
pg 32
Rod of Zurchadrugenos (artifact)
pg 40
Key of Portals (minor artifact)
pg 41
===============================================
pg 13
pg 30
pg 34
pg 32
pg 32
pg 32
pg 32
pg 24
pg 13
pg 32
pg 19
pg 15
pg 15
pg 27
name)
pg 41
pg 11
pg 14
pg 8
pg 15
pg 6
pg 8
pg 11
pg 4
pg 36
pg 25
pg 25
pg 40
Nathan Mengoff
Titus Mengoff
CR 7 pg 11
CR 7 pg 11
Bennett
Calvin
Duke Paul Wyndmann
Martin
Saneir Moonstrider
CR 8
CR 8
CR 8
CR 8
CR 8
pg 39
pg 10
pg 34
pg 17
pg 11
Aaron
Balinus
Hallos
Duncan Sentry
CR 9
CR 9
CR 9
CR 9
pg 11
pg 23
pg 24
pg 18
Salamendra
CR 10 pg 24
Velenta
CR 11 pg 36
Captain Mendel
Mr. Belhallow
Sir Felton
CR 12 pg 17
CR 12 pg 25
CR 12 pg 14
Henry
CR 1 pg 19
Maliah Gregornevens
Melonie Tanner
CR 2 pg 21
CR 2 pg 34
Bugsy
Gus
Howard Carpenter
Maura
Wilson Tunnel
CR 3
CR 3
CR 3
CR 3
CR 3
pg 5
pg 4
pg 12
pg 8
pg 25
Feralas Nightsong
CR 13 pg 36
Haggart
CR 14 pg 39
Vexter
CR 15 pg 25
Burk
Ellis
Sampson
Stubbs
Timberwright Blueweather
CR 4
CR 4
CR 4
CR 4
CR 4
pg 16
pg 6
pg 16
pg 15
pg 8
Gertrude
CR 16 pg 38
Zurchadrugenos
CR 17 pg 40
Jonathan Gallows
Troy Abermore
CR 4 pg 12
CR 4 pg 4
Malcolm
CR 5 pg 4
Archibald Bletch
Ash
Cartrel
Dale Argenbrice
Gordon Pike
Nyron
Sgt Stapherns
Sir Tyler Morrow
CR 6
CR 6
CR 6
CR 6
CR 6
CR 6
CR 6
CR 6
pg 18
pg 17
pg 17
pg 28
pg 18
pg 10
pg 6
pg 8
Alenestria Lunavestri
Bledsoe
Feladarus
Midrel Deftfoot
CR 7
CR 7
CR 7
CR 7
pg 30
pg 5
pg 30
pg 12
pg 42
pg 43