Professional Documents
Culture Documents
Death and Taxes
Death and Taxes
vault.
The Free City of Hordenheim is not a happy place.
Situated at a natural crossroads, all manner of
undesirables roll through town; marauding armies,
half-mad wizards, and monstrous folk of all
descriptions can be found on the streets and in the
taverns. If Hordenheim is not a peaceful sort of
place, it is at least a profitable one. The wealth of
several neighboring kingdoms flows through the
city, and everybody wants a share of the profits.
This is especially true of Pollard Varice,
Burgomaster of Hordenheim. A resourceful fellow
with a shrewd sense for business, Varice hit upon a
brilliant plan early last year: if folk of unusual
ability and indifferent morals are going to be here
anyway, why not put them to use? After all, the
Watch and the Border Guard were expensive to
maintain, while the living dead do not require a
living wage. Appointing upright citizen and noted
necromancer Findle Stirr to the position of High
Sheriff seemed like an excellent idea at the time.
Unfortunately, Stirr is as power hungry as he is
xenophobic, and now that tax season is come the
necromancer's longplanned coup is coming to
fruition.
Swarms of his undead rats have secretly pillaged
the city's strong boxes and coin purses for the past
few months. Finding themselves unable to pay, the
populace is rising as never before against the
burgomaster's taxes. As Stirr prepares an undead
colossus to scour the city of the ‘lesser races,'
Pollard Varice has no choice but to send for
adventurers to quell the rabble and restore order.
ADVENTURE SUMMARY
Answering the burgomaster's call, the PCs take on
the role of tax collectors in the great trade city of
Hordenheim, but as any of the junior clerks can
attest, it's been an exceptionally tough year for
gathering tariffs. The mostly honest officers of the
Watch are doing what they can but whole
neighborhoods are in open revolt, counterfeit coins
have been found in the returns, and the Lord
Assessor's household guard are turning up dead
with astonishing regularity.
The PCs can solve these three problems in any
order they choose. Whether they silence the
ringleaders in The Trots, raid the lair of the
alchemist counterfeiters, or track down the angry
aurumvorax mother who's been trying to retrieve
her kit from the Lord Assessor, it will all lead to the
Findle Stirr's plans are nearing completion, and
he's grown bold enough to steal from Hordenheim's
treasury.
Following the trail of Stirr's undead rats back to the
Watch House, the PCs will uncover the Sheriff 's
evil plot. They will have to work quickly to keep the
necromantic lawman from unleashing his colossal
golden undead, and they'll have to do it before the
very people they are trying to save run them out of
town.
ADVENTURE HOOKS
• The expected hook of the scenario is the
burgomaster's summons for a team of enforcers to
help solve his problems. The PCs are travelling to
Hordenheim in answer to his call.
• Alternatively, the party might start at odds with
the burgomaster. Times are lean in Hordenheim
after all, and if the group wants to play as
Hordenheim natives, nothing could motivate
adventurers more than seeing their guild hall
repossessed. If using this hook, ignore the opening
scenes on the road. Instead, begin play with your
PCs relaxing in their guild hall when the dwarven
tax collector Bisley Billetpole shows up with an
enormous stack of paperwork and an outrageous
demand for back taxes. If the party agrees to do a
few favors for the good of the city, they might be
granted a waiver on this year's taxes.
• It's also possible to begin with the party working
as sailors on the barges or guards attached to one of
the city's many caravans. • In this case, replace the
encounters on the road with a scene of your pig-
headed ship's captain or cheapskate merchant
refusing to pay the customs duty at the border. He
demands to see the burgomaster, storms off into
the city, and leaves the party scratching their heads.
When word comes back that he's been tossed into
debtor's prison and that no one is getting paid until
he's freed, the road to the burgomaster's office is
clear: help out with a few local issues, and the
greedy merchant goes free.
• A final option is to run a monstrous party. If the
PCs are looking to play immigrant goblins or
harpies hoping to take a stab a civilized life,
Hordenheim is the place to do it. What better way
to start a new life than helping out the most
powerful man in the city? For this hook, run the
adventure as normal but offer full citizenship as a
reward for helping the burgomaster.
THE RED HERRING FORESHADOWING
As the adventure plays out, the Thieves Guild may The Rats of Hordenheim should seem little more
become a target of PC suspicion. After all, when than a background detail. Slip them in along with
money goes missing, who would make a more likely other descriptions of the city, and never make their
culprit? However, while something is indeed presence too overt. Over the course of the
stealing from the people of Hordenheim, it's not the adventure, certain clues should point to the gradual
Thieves Guild, even though all the clues point disappearance of rats in the city.
towards it. Finding the thieves is easy; their
• As the PCs arrive in Hordenheim, they see rats
guildhall is an opulent timbered affair, and the sign
jumping onto barges as they dock. • Rat is a popular
of a gloved hand in gold leaf hangs above their
street food in Hordenheim, but there's no more to
doors. Located near the the Street of Nobles, it is
be had as the adventure progresses. Closed vendor
clear that this is a group which holds itself in high
stalls or wildly increased prices provide a clue.
esteem. • When the PCs are talking to Boss Belle
(see part A), or overhear her later discussions with • The party hears rats in the walls of their sleeping
the burgomaster, it's clear the minotaur believes the quarters. The scratching goes quiet after a few days.
Thieves Guild is unfairly targeting her people.
• The burgomaster is happy about the ‘minimal
• Along the Godsway some of the panhandling impact on municipal granaries' from vermin this
clergymen may be overheard to say, "It's not so year.
lucrative as Thieves Guild work, but it's a living."
• A sign out front of a pest control company
• As the party approaches the Lord Assessor's advertises an ever-increasing sale.
estate, simply pointing out the nearby guild hall
and the conspicuously roguish characters hanging THE ROAD TO HORDENHEIM
about may be enough to rouse the party's The Border Guard
suspicions.
It has been a long few days on the trade road, but
• Hordenheim robberies are surprisingly civil at last you are standing atop a hill, looking down
affairs. It all starts with pleasant men in dark gray upon the great trade city of Hordenheim. Barges
cloaks asking if the victim has been robbed yet this ply the waters of the River Yuen, their goods
fiscal quarter. A few such men may well cross the destined for the famed bazaars, their crews for the
party's path one night. infamous taverns. Hordenheim is not much to look
Regardless of how you introduce the Guild to the at: a few squat gray towers beside the road and
PCs, their arrival at the guildhall should play out as the river, an assemblage of outlying farms and
an understated social call. They will be admitted hamlets, and the dirty warren of streets and alleys
freely by liveried servants and after a lengthy wait that make up the city proper. Hordenheim has a
will gain entry to the Guildmaster's offices. A kindly reputation as a rough and tumble city, but also a
old halfelf named Anrin the Jeweler, the master rich one. With any luck, it will line your pockets
thief will show the PCs every courtesy. He is well. As dusk settles over the countryside, the
entirely blameless in the current rash of thefts, as lights of the city and outlying settlements twinkle
his ledgers will prove. His tight regulation of the in the distance. Much closer at hand, another light
city's cutpurses and cat burglars results in a lower burns beside the road: a lantern, held aloft by a
overall crime rate, so he is indeed a pillar of the grinning man in a black cloak. A death's head
community. Should the PCs push the issue, they brooch sparkles at his neck, and a small troop of
may well make enemies of the Guild, in which case similarly attired figures stand beside him. He
they will possibly find themselves targeted by the squints into the gloom and calls, "Who's there?"
cutpurses of the city. If, on the other hand, they Though friendly and informative, the border guard
ingratiate themselves with the Guild, they may find is a necromancer. Ask for a DC 19 Spellcraft
a ready source of information and pilfered magical check to identify the necromantic nature of the
baubles... for a modest fee of course. Generate 2d4 brooch. Allow a DC 19 Perception check for any
random wondrous items, each worth 1,000 GP or party members curious about the silent troop at the
less, whenever the party visits. The thieves will offer necromancer's back: they're zombies. And while
to sell them at a 50% discount. their undead nature isn't precisely hidden, it is at
least obscured in the dim of twilight.
Spellcraft DC 19 Necromancer Deputy CR 3 XP 800
Success identifies the necromantic nature of the
border guard's brooch. Male human necromancer 4
LN Medium humanoid (human)
Perception DC 19 Init +0;
The silent troop behind the guard are zombies, their Senses Perception +0
nature obscured in the dim of twilight.
DEFENSE
The deputy will ask for a toll from the PCs -- five AC 11, touch 10, flat-footed 11 (+1 armor)
gold apiece, plus one for each weapon. He will hp 30 (4d6+16)
attempt to search the PCs and their goods; it's his Fort +5, Ref +1, Will +5
job after all. Whether the party decides to fight or
talk, the necromancer's position as a city official OFFENSE
should give them pause. Speed 30 ft.
Melee mwk quarterstaff +4 (1d6+1)
(6) Zombie CR 1/2 Special Attacks channel negative energy 5/day
(6) Zombies CR 1/2 XP 200 (DC 13, command undead only)
NE Medium undead Arcane School necromancy
Init +0; Spell-Like Abilities (CL 4th, conc +6)
Senses darkvision 60 ft.; Perception +0 5/day grave touch
DEFENSE DEFENSE
AC 20, touch 15, flat-footed 16 (+3 Dex, +1 Dodge, AC 16, touch 9, flat-foot 16 (+5 Nat, -1 size, +2
+5 natural, +1 size) Arm)
hp 28 (8d6) hp 57 (1d12+6d10+12)
Fort +3, Ref +9, Will +8 Fort +8, Ref +5, Will +5
DR 5/cold iron Defensive Abilities natural cunning
OFFENSE OFFENSE
Speed 40 ft. Speed 30 ft.
Melee dagger +5 (1d3/19-20) , horns +0 (1d6-1) Melee greataxe +10/+5 (3d6+6), gore +4 (1d6+2)
Ranged short bow +8 (1d4/x3) or greataxe +8/+3 (3d6+12), gore +2 (1d6+4)
Special Attacks pipes Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 8th) Special Attacks powerful charge (gore +11,
At Will – charm person (DC 13), dancing lights, 2d6+6)
ghost sound (DC 12), sleep (DC 13), suggestion (DC
15) STATISTICS
1/day – fear (DC 16), summon nature's ally III Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Base Atk +7; CMB +12; CMD 22
STATISTICS Feats Great Fortitude, Improved Bull Rush, Power
Str 10, Dex 17, Con 13, Int 12, Wis 14, Cha 19 Attack, Minotaur's Charge, Power Attack -2/+4
Base Atk +4; CMB +6 CMD 17 Skills Climb +4, Diplomacy +5, Intimidate +5,
Feats Dodge, Mobility, Skill Focus (Perception), Perception +10, Stealth +2, Survival +10; Racial
Weapon Finesse Modifiers +4 Perception, +4 Survival
Skills Bluff +15, Diplomacy +15, Disguise +9, Languages Giant, Common
Intimidate +9, Knowledge (nature) +10, Perception SQ Rage (6 rounds/day)
+18, Perform (wind instruments) +19, Stealth +17, Gear Greataxe, Leather Apron (counts as leather
Survival +7; Racial Modifiers +4 Perception, +4 armor), Dagger
Perform, +4 Stealth
Languages Common, Sylvan SPECIAL ABILITIES
Controlled Rage (Ex) When an urban barbarian
SPECIAL ABILITIES rages, instead of making a normal rage she may
Pipes (Su) A satyr can focus and empower his apply a +4 morale bonus to her Strength, Dexterity,
magic by playing haunting melodies on his or Constitution. This bonus increases to +6 when
panpipes. When he plays, all creatures within a 60- she gains greater rage and +8 when she gains
foot radius must make a DC 16 Will save or be mighty rage. She may apply the full bonus to one
affected by charm person, fear, sleep, or ability score or may split the bonus between several
suggestion, depending on what tune the satyr scores in increments of +2. When using a controlled
chooses. A creature that successfully saves against rage, an urban barbarian gains no bonus on Will
any of the pipes' effects cannot be affected by the saves, takes no penalties to AC, and can still use
same set of pipes for 24 hours, but can still be Intelligence-, Dexterity-, and Charisma-based skills.
affected by the satyr's other spell-like abilities as This ability otherwise follows the normal rules for
normal. The satyr's use of his pipes does not count rage.
toward his uses per day of his spell-like abilities, Crowd Control (Ex) At 1st level, an urban
and if separated from them he may continue to use barbarian gains a +1 bonus on attack rolls and a +1
his standard abilities. The pipes themselves are dodge bonus to AC when adjacent to two or more
masterwork, and a satyr can craft a replacement enemies. In addition, her movement is not impeded
with 1 week of labor. The save DC is Charisma- by crowds, and she gains a bonus equal to 1/2 her
based. barbarian level on Intimidate checks to influence
crowds.
Natural Cunning (Ex) Although minotaurs are
not especially intelligent, they possess innate
cunning and logical ability. This gives them
immunity to maze spells and prevents them from
ever becoming lost. Further, they are never caught
flat-footed.
THE BARN
B. MAKING MONEY If questioned on the subject of forgery, Pitwood will
A certain Patrolman Pitwood has shown a confess that upon examination of the most recent
surprising amount of initiative, and has tax returns, nearly one in five were found to contain
apprehended a member of a counterfeiting ring. magical forgeries. The high denomination coins
The counterfeiter is awaiting the burgomaster's disappeared entirely, while the silver and copper
pleasure at the Center Bridge Station House, and is pieces were found to contain telling imperfections.
in the meanwhile being questioned by
Hordenheim's finest. This portion of the adventure This particular problem is fairly open-ended. The
will take the PCs behind the doors of a corrupt tongueless man is a simple fellow, and more
church, and may turn a tidy profit besides. properly named Ilek the Silent, bell-ringer of the
Temple of Wealth. A penitent man and a true
believer, Ilek is well-meaning, but slow of thought.
The Sheriff's Role He is susceptible to the usual means of
Stirr has only a minor part to play here. He will interrogation: diplomacy, intimidation, and
praise his officer's initiative in detecting criminal bribery. He is illiterate, and so cannot write, but can
activity, and then laugh as he leaves the PCs to answer questions with affirmative grunts or shakes
"interrogate the mute." If the PCs successfully break of the head.
up the forgery ring, he will refer to it as a "police Ilek has a small token of the God of Wealth about
activity in collaboration with my department." his neck: a miniature set of brass scales. A DC 21
Dropping a few slurs against "shifty-eyed Knowledge (Religion) check is enough to put
leprechauns" is also in character. the PCs on the right path. If they instead decide to
investigate the scrap metal, the halforc junkyard
1. THE TONGUELESS MAN & THE owner Snurr Brickshed should not be too hard to
CLINKING COAT find (DC 17 Diplomacy check). He deals in
Once the party decides to take on the counterfeiting refuse of all kinds, and is known as the cheapest
ring, Stirr will lead them to Center Bridge Station scrapper on Slag Row. Should the PCs find him, he
House, a small brick and mortar building that will admit to selling the metal easily enough, and
serves as a holding cell. Inside they will find may even be persuaded to show the party the as yet
Patrolman Pitwood, a stout dwarven necromancer uncashed check signed by Father Gleam of the First
eager to show off his catch. Church of Wealth (DC 21 Diplomacy or
Intimidate check).
As you make your way inside the small station Knowledge (Religion) DC 21
house, a cheerful little dwarf looks up from his The party identifies the symbol of the God of
magazine, then springs to his feet. He's wearing Wealth about Ilek's neck, a fruitful line of inquiry.
the black cloak and death's head brooch of the
watch, and it seems he's been expecting you. Diplomacy DC 17
Snapping off an enthusiastic salute, he nods to the If the party investigates the scrap metal they will
shabby looking fellow behind bars. have to find the seller. With a successful check the
We found ‘im clinking up ‘round Crier's Square, party learn of Snurr Brickshed, a half-orc junkyard
m'lords. He could not produce his thieves' papers, owner, known as the cheapest scrapper on Slag
so we apprehended him as an suspicious Row.
character. His coat were stuffed full o' these,
m'lords." The deputy produces a small chest of Diplomacy or Intimidate DC 21
scrap metal: copper plates, silverware, broken Snurr Brickshed deals in refuse of all kinds, and will
pipes, and other oddments. admit to selling the metal easily. With a successful
I read ‘bout these sorts o' scrap collectors in the check, he will be persuaded to show the party an as
latest ‘Astonishing Detectives' story, out 30th of yet uncashed check signed by Father Gealm of the
last month if memory serves. And thought I to First Church of Wealth.
myself, forgery is afoot! He don't have no tongue,
so we have been unable to ascertain his motives.
His name neither, come to think of it.
2. THE GODSWAY There is some information to be gleaned from this
Once the party finds the connection to the Temple simple question. Ask for a DC 21 Sense Motive
of Wealth, Ilek will make signs to show his check to notice the emphasis on "officers." Then
eagerness to lead them to his master. Following the ask for a DC 26 Perception check to hear the
mute, it will be a short walk through the streets to whispers and the panicked clinking sounds from
the Godsway, a row of shrines, churches, and ‘round back.
roadside confessionals perched atop a low cliff
overlooking the north bank of the River Yuen.
There are a few run-of-the-mill citizens here, but a
great many clergymen fill the yards and doors of Sense Motive DC 21
each church. A successful check indicates noticing the particular
Once they spot the PCs coming, they will emphasis on "officers" in the leprechaun's greeting
immediately swarm them, crying their wares as
shamelessly as any market huckster: Perception DC 26
• Blessings of the war god upon you! Glory in A successful check notes the sound of panic 'round
battle, only 50 gold! back, a mixture of whispers and clinking.
• A prayer for luck. Very auspicious. For you a
mere 30 gold!
• Meet your true love today! A poxy 100 gold The leprechaun at the window is none other than
pieces for the kiss of the goddess! Father Gleam, priest of Wealth and head of the
These and other promises all pour from the forgery ring. He will refuse to let the PCs inspect the
assembled altar boys, vestal virgins, and pulpiteers, inner chapel, claiming that it is a holy place.
though none of them confer a mechanical benefit. Forcing their way in requires either going through
Instead, if a PC shells out for an amulet or a the heavy wooden door in the partition (DC 25
blessing, she will precipitate a street brawl as the Disable Device check to unlock), or squeezing
preachers -- all working for commission -- go for through the teller window (a DC 21 Escape Artist
the gold. These are not clerics in the true sense, but check), and in either case they will find an empty
the nonmagical members of the various religions, back room and a slamming trapdoor. A quick trip
all tasked with shaking down donations from down the trapdoor will take them to a hole in the
passersby. riverside cliff, about 10 feet above a small boat filled
with leprechauns, each staring back at them, sacks
The brawl has a 20 foot radius centering on the of coins bulging at their feet.
donating party member, counts as difficult terrain,
and will move along with her. It lasts for 1d4 + 2
rounds, and deals 2d4 bludgeoning damage per Disable Device DC 25
round to all party members caught in the area. A successful check is required to unlock the heavy
Fortunately, the crowd is easily distracted by the wooden door (Hardness 5, 20 hp, break DC 25) in
promise of riches, and can be dispersed easily by a the partition, to inspect the inner chapel.
fistful of thrown coins. An area damage spell is also
effective. Escape Artist DC 21
A successful check allows a character to squeze
through the teller window in the partition to inspect
3. THE FIRST CHURCH OF WEALTH the inner chapel.
OFFENSE OFFENSE
Speed 40 ft. Speed 40 ft.
Melee +1 club +7 (1d8-1) Melee +1 club +9 (1d8+3)
Spell-Like Abilities (CL 4th; concentration +7) Spell-Like Abilities (CL 4th; concentration +7)
Constant – shillelagh Constant – shillelagh
At will – dancing lights, ghost sound (DC 15), At will – dancing lights, ghost sound (DC 15),
invisibility (self only), mage hand, major image invisibility (self only), mage hand, major image
(visual and auditory elements only, DC 18), (visual and auditory elements only, DC 18),
prestidigitation, ventriloquism (DC 16) prestidigitation, ventriloquism (DC 16)
3/day – color spray (DC 16), fabricate (1 cubic foot 3/day – color spray (DC 16), fabricate (1 cubic foot
of material only) of material only)
1/day – major creation 1/day – major creation
STATISTICS STATISTICS
Str 7, Dex 16, Con 13, Int 14, Wis 15, Cha 16 Str 11, Dex 20, Con 17, Int 18, Wis 19, Cha 20
Base Atk +2; CMB -1; CMD 12 Base Atk +2; CMB 1; CMD 16
Feats Improved Initiative, Weapon Finesse Feats Improved Initiative, Weapon Finesse
Skills Bluff +10, Escape Artist +10, Knowledge Skills Bluff +12, Escape Artist +12, Knowledge
(nature) +9, Perception +17, Perform (comedy) +8, (nature) +11, Perception +19, Perform (comedy)
Perform (dance) +8, Sense Motive +9, Sleight of +10, Perform (dance) +10, Sense Motive +11,
Hand +14, Stealth +14; Racial Modifiers +8 Sleight of Hand +16, Stealth +16; Racial
Perception, +4 Sleight of Hand Modifiers +8 Perception, +4 Sleight of Hand
Languages Common, Elven, Halfling, Sylvan Languages Common, Elven, Halfling, Sylvan SQ
SQ leprechaun magic leprechaun magic
As the PCs question the clearly terrified taxman, a 2. A few hours pass, and several patrols of undead
few of the details of the "assassination plot" will guards pass by. They and their necromantic
come to light: minders are the only ones out and about in this
• The point of entry is obvious. A mangled place. It is a fearful sort of night, dark and
section of the iron fence is visible from the moonless. Fog creeps up from the Yuen, and
window. visibility is reduced to 30 feet. All quiet. All
• The "assassin" only comes at night. watchful. Until, from out of the gloom, the sound of
• The undead patrolmen are always found battle erupts through the night.
mangled beyond recognition
3. The party arrives at the scene simultaneous with
However, the real clue comes as the Lord Assessor a deputy-led patrol of skeletons. The necromancer's
is ringing his hands and recounting the ‘dreadful face is pale as she surveys the scene. Bits of rotten
experience'. limb and gristle lie strewn about the street. She asks
in a tremulous voice: "Did you see anything?"
4. After the investigation, the necromancer and her receive two small vials, each containing an elixir of
undead horde will shamble off down the street. Few hunter & prey.
lights are lit in the surrounding estates, but the
illumination does little to pierce the fog. Any
attempted search by the party will be cut short, as a
scream comes from out of the night, from the
direction of the necromancer's patrol.
Perception DC 25
Success: "You get a brief glimpse of a dark form
with many legs scuttling close to the ground. You
can discern little else before it disappears down a
sewer grate”
DESCRIPTION
This watery brown elixir is something of a
doubleedged sword, and is used almost exclusively
by large parties of mounted hunters in pursuit of
valuable trophies.
This draught of liquid lets the drinker see through
the eyes of his quarry as if standing where it is (no
saving throw). When perceiving through the target,
the drinker uses its normal and special senses (such
as darkvision), not his own. However, while under
the effects of the elixir the drinker is considered
blind. To find a creature with the spell, you must
have seen the creature or have some item that once
belonged to it. The effect ends at the next sunrise or
sunset, or after the drinker physically touches his
prey.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, locate creature; Cost 750 gp
STATISTICS
Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
Base Atk +4; CMB +9 (+13 grapple); CMD 19 (21
vs. trip)
Feats Alertness, Toughness, Weapon Focus
(tentacle)
Skills Perception +9, Stealth +2 (+10 in lair);
Racial Modifiers +8 Stealth in lair
Languages Common
SPECIAL ABILITIES
Disease (Ex) Filth fever: Bite Injury; save
Fortitude DC 14; onset 1d3 days; frequency 1/day;
effect 1d3 Dex damage and 1d3 Con damage; cure 2
consecutive saves. The save DC is Constitution-
based.
5. ONE ANGRY MOTHER Aurumvorax CR 9 XP 6,400
The aurumvorax has made her way back to her den N Small magical beast
by this point. She will defend it with tooth and claw. Init +8;
The den in question lies beneath a fountain in a city Senses darkvision 60 ft., low-light
park. The park exists to act as a screen to the vision, scent; Perception +13
unsightly sewage runoff. The fountain depicts a
cherubic version of the burgomaster pissing into an DEFENSE
overflowing chalice. AC 23, touch 15, flat-footed 19 (+4 Dex, +8 nat, +1
As the party draws near, the aurumvorax mother size)
will once more rouse and investigate. She will not hp 114 (12d10+48)
attack immediately, but will crouch in the mouth of Fort +14, Ref +12, Will +7
her den with teeth bared. Defensive Abilities ferocity; DR 10/piercing or
Once the PCs get a good look at her, describe her as slashing; Immune poison; Resist fire 10
a "larger version of Truffle, the Assessor's pet."
Most parties will make the logical connection, but OFFENSE
you may ask for a DC 20 Knowledge (arcana) Speed 30 ft., burrow 10 ft.
check as a means of providing additional details. Melee bite +18 (1d6+5 plus grab), 4 claws +18
This section of the adventure can be concluded with (1d4+5 plus grab)
a difficult fight or by returning baby Truffle to his Special Attacks rake (4 claws +18, 1d4+5)
mother. Of course, the Lord Assessor may take
some convincing to give up his pet. STATISTICS
Str 21, Dex 18, Con 18, Int 2, Wis 13, Cha 11
Base Atk +12; CMB +16 (+24 grapple); CMD 30
If the party manages to slay the aurumvorax, the (42 vs. trip)
Lord Assessor will reward them with a letter of Feats Bleeding Critical, Critical Focus, Great
credit in the amount of 5,000 GP, redeemable at Fortitude, Improved Initiative, Iron, Skill Focus
any shop in the city. If the party manages to return (Perception)
Truffle to his mother, the Assessor will not be in an Skills Perception +13, Stealth +17
especially generous mood. He will however forget to
take the golden pacifier, which is itself worth 5,000 SPECIAL ABILITIES
GP. Grab (Ex) An aurumvorax can grab a foe of up to
one size category larger than itself (Medium size for
most aurumvoraxes). It gains a +8 racial bonus on
grapple attempts rather than the normal +4 racial
bonus afforded by the grab ability.
THE RATS OF HORDENHEIM Let the party wander around for a while. If they
Once the PCs conclude the third encounter, allow somehow hit upon the truth, so much the better.
them some time to celebrate. Give them free rounds But if they stake out another vault, round up the
of ale, have Burgomaster Varice present them the usual suspects for questioning, or attempt
keys to the city, put a pouting and resentful Sheriff Diplomacy checks to gather information, they will
Stirr in the corner for them to crow over. However, come up empty. After all, this crisis stems from one
say it will take time to assemble the gold for the
careful man, and the PCs won't stumble upon his
party to get paid - it will make it that much sweeter
plot by accident.
when you take it all away from them.
Overnight -- and from under the party's noses – the Rather, it's Aunty Scrounge that will put them on
treasury of Hordenheim is emptied. With so much the right track. A small black and white rat will find
gold in one place, the necromancer could not resist. the PCs, a tiny scroll tube attached to its back. The
It is enough to conclude his arcane experiments, note reads:
and his golden monstrosity is nearly ready to march
on the neighborhoods and tenements of the city's Can you help a poor old woman? Please, for the
monstrous citizens. little ones' sake, come see me at your earliest
The next morning, when he discovers what convenience.
happened, the burgomaster will be furious. He will –Aunty Scrounge
insist that the party recover his lost gold, and he
promises they'll get not so much as a copper piece
until they do. In the meantime he will be forced to 2. DIRTY ROTTEN COPPERS
raise taxes yet again to make up for the shortfall. If the PCs move about town with their badges on, it
This pronouncement will have a profound effect will only invite trouble. Where before the medals
upon this last part of the adventure. As the PCs may have served to intimidate the disenfranchised
search for the lost gold, the city is in a state of near- poor of Hordenheim, now it's an invitation to
riot, with Center Bridge and the Thieves Guild violence.
under siege by angry protesters and rioters.
During Combat
1. THE INVESTIGATION Unlike the beggars on the Godsway who simply
Any investigation will doubtless begin with the wanted money, the riot is a mob that universally
scene of the crime. If the party searches the empty hates the PCs for being police. United by a single
vault for clues: violent purpose, they are presented here as a single
creature.
The door is closed and locked, no magical residue This could be a tough fight for an unprepared party,
is in evidence, and the bare stone walls look solid. and may end disastrously if the riot grapples one or
The thieves did not bother with the small more of the PCs. As such, you should give them
denomination coins: all of the copper and silver plenty of opportunity to run from the angry mob,
are still in place. It's only the gold that's missing. requesting various Climb, Acrobatics, and Strength
checks as the PCs shinny up fire escapes, leap fruit
stands, and smash through wooden fences in their
Perception DC 26 attempt to escape. Likewise, you should be
A successful check will reveal small cracks and prepared to accept creative solutions like
crevices in the masonry, about the width of a improvised disguises or especially well-acted Bluff
halfling's hand. checks.
Hordenheim Riot CR 8 XP 4,800 3. A RETURN TO THE SEWERS
CN Medium humanoid (swarm)
Init +4; Senses Perception +4 Back at Aunty Scrounge's sewer hovel, the witch
will explain the task. Gesturing at her rats she says:
DEFENSE
AC 6, touch 6, flat-footed 6 (+0 size) "The small folk are afraid. Can you not feel it?
hp 135 (30d6) Their whiskers twitch in abject terror. They do not
Fort +11, Ref +9, Will +17 know what is happening. They do not know why.
Defensive Abilities swarm traits But something there is that takes them away, that
moves and flows through the deep places of the
OFFENSE city. Many of the small folk leave, though a few of
Speed 20 ft. the brave remain.”
Melee swarm (5d6) (The messenger rat looks absurdly proud at this
Space 20 ft.; Reach 0 ft. last remark.)
Special Attacks overrun "Find the thing responsible. Kill it. Save the small
folk of the city. The last stronghold of the rats of
STATISTICS Hordenheim lies near their best exit from it: the
Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10 barge docks along the River Yuen. Watch that
Base Atk +22; CMB 22; CMD 22 place. Guard it well. And surely you will find your
Feats Improved Initiative, Great Fortitude, quarry"
Improved Bull Rush, Improved Overrun
Skills Perception +4 Scrounge can tell the party the way to the docks,
but she knows little more. The rats can convey
SPECIAL ABILITIES simple concepts like "danger near the water,” but
Overrun (Ex) If the mob moves over a creature they lack the ability to describe any specifics.
but does not end its move in it, the victim takes 2d6
points of bludgeoning damage. The victim may 4. DOWN AT THE DOCKS
choose to take an attack of opportunity against the As the party approaches the barge docks, one PC
mob or attempt a Reflex save (DC 25) to take half chosen at random will feel a slight stirring in a
damage. pocket or pouch. Upon investigation, they will find
the messenger rat squirreled away there, a straight
Mass Grapple (Ex) The riot is able to maintain a pin for its sword and a walnut shell tied on as a half
grapple without penalty and still make attacks helm. This is Cheapwick, familiar to Aunty
against other targets (normally, attacking other Scrounge, and he clearly wants to go adventuring
targets while grappling imposes a –20 penalty on with the PCs.
grapple checks). The riot is never considered As they move along the docks, their newfound
flatfooted while grappling. companion will attempt to direct them to his
brethren's most populated
Anatomy of a Riot (Ex) Unlike swarms, the riot hiding spots. Unbeknownst to them, there is
is made up of comparatively small numbers of another entity waiting at the city's water gates: the
individual creatures. As such, melee attacks affect undead rat swarm of Sheriff Stirr. Designed as an
riots normally, and the riot loses the Distraction ingenious method of stealing small amounts in
special ability. Furthermore, effects that target huge supply, the swarm has only three instructions:
specific numbers of creatures can have an effect on to go unseen; to gather gold; and to slay the city's
a riot. For every individual creature that is rats for new recruits.
incapacitated by spells or effects that target specific A number of barges are tied to the dock, and as the
creatures, the riot gains two negative levels. A mob PCs walk among them they can hear the movement
that gains negative levels equal to its Hit Dice of countless tiny creatures. Dozens of tiny eyes peer
breaks up as if reduced to 0 hit points. Negative out from every shadowy corner, and for every rat
levels gained in this manner are not the result of within the party's sight, a hundred more sit beneath
negative energy (and thus cannot be blocked by stones or in midden heaps. Then all goes still. DC
death ward or removed by restoration), but never 20 Perception check to note the single rat
result in permanent level loss. crossing an anchor rope to a barge. It will require
only DC 15 to get a good look at the wave of
scurrying undead that close around the poor
rodent.
Perception DC 20 Undead Rat Swarm CR 2 XP 600
A successful character will spot a single rat crossing
an anchor rope to a barge. NE Tiny undead (swarm)
Init +6;
Perception DC 15 Senses low-light vision, scent; Perception +8
A successful check gives the character a good view
of the scurrying undead rats that swarm over the DEFENSE
poor lone rodent. AC 13, touch 13, flat-footed 11 (+1 Dex, +2 size)
hp 16 (3d8+3)
Fort +5, Ref +6, Will +5
The swarms will defend themselves if attacked, but Defensive Abilities half damage from piercing
if reduced to 9 HP will attempt to break from and slashing;
combat and return to the Sheriff. Note that, if the Immune swarm traits, undead traits
party has Medals of the Deputy equipped, the non- Weaknesses swarm traits
lethal damage they deal will be unable to harm the
rats. OFFENSE
After the fight, ask for a Perception check. The Speed 15 ft., climb 15 ft., swim 15 ft.
PC with the highest check result will note Melee swarm (1d6 plus disease)
something odd in the dead bodies of the rats: all of Space 10 ft., Reach 0 ft.
the skulls are perfectly aligned. A DC 16 Special Attacks disease, distraction (DC 12)
Knowledge (Arcana) check reveals that they act
as a sort of necromantic compass, always pointing STATISTICS
back to the source of the ritual that spawned them. Str 4, Dex 13, Con –, Int –, Wis 10, Cha 10
Base Atk 2; CMB 0; CMD 0
Feats Toughness
Perception check Skills Stealth +9; Racial Modifiers +8 Stealth
The character with the highest check result will
note something odd in the dead rats: all of the SPECIAL ABILITIES
skulls are perfectly aligned. Disease (Ex) Filth fever: Swarm- injury; save Fort
DC 12; onset 1d3 days; frequency 1/day; effect 1d3
Knowledge (Arcana) DC 16 Dex damage and 1d3 Con damage; cure 2 con
Success indicates the skulls of the undead rats are
acting as a sort of necromantic compass, pointing
back to the source of the ritual that spawned them.
5. THE STATION HOUSE If the PCs opt for stealth, passing over the
Shouts echo through the streets as the protests compound's wall should be a simple affair: a DC 16
continue. Crowds rush by at random, waving fists Climb check. If everyone succeeds they make it over
and crying slogans. And all the while the rat skull without any problem. If anyone fails, give any
compass points the way, pulling the party through nearby necromancers a Spot/Perception Check
the twisted streets of Hordenheim. (with their Spot/Perception of -5) vs the offending
Ask for a DC 16 Perception check. Those PCs
PC's Hide/ Stealth. They are, after all, distracted by
who succeed will note a golden glimmer from the
larger matters.
sewers; from between cracked flagstones; in the
underbrush of city parks: coins, Golden Nobles in
fact, as well as the white, emaciated forms of the Climb DC 16
vermin that carry them. A legion of undead rats is A successful check allows a character to climb over
returning like worker ants, bearing loads of plunder the compound's wall.
to... where? If any character fails, any nearby necromancers get
a Perception check (made with a -5 Perception
Perception DC 16 total) vs. the failing character's Stealth check.
Any character who succeeds notices a golden
glimmer from the sewers; from between cracked Once the PCs have made it inside, they are in for a
flagstones; in the underbrush of city parks: coins, surprise. The good constables of Hordenheim keep
Golden Nobles in fact, as well as the white, their patrols here in "undead stables," roofed
emaciated forms of the vermin that carry them. A pavilions designed to keep the worst of the weather
legion of undead rats is returning like worker ants, from rotting the corpses further. Several fresh
bearing loads of plunder. cadavers are piled in carts near the station house
door.
It will not take long for the party to arrive at their The undead do not attack the PCs. They have, in
destination: a walled compound in the City Center effect, been "parked" here. However, they do turn
District. A yellow lamp burns above the door, their heads to follow the party's movements.
illuminating a sign: FIRST MUNICIPAL STATION Needless to say, this is a somewhat unnerving
HOUSE. Necromancers rush in and out of the door, situation, and will prompt a DC 16 Will Save vs.
and a tower stands glowering down from the the fear. Players who fail gain the shaken condition
courtyard. until they are out of sight of the undead.
The necromancers are not hostile. If the PCs
approach and ask questions, the death mages will Will Save vs. fear DC 16
answer respectfully. Sheriff Stirr, as any deputy The undead stand here watching any passing
might tell them, is sequestered in his study -- the characters. The spectacle is unnerving, and a failed
tower -- and is under no circumstances to be saved causes the character to become shaken until
disturbed. they are out of sight of the undead.
Should the party try and explain the situation –
thieving rats, dire suspicions, a veritable river of As you approach the tower, a portly necromancer
gold flowing towards the station house, etc., -- they pokes his head out of the station house door and
will be met with a polite but firm, "We don't have shouts, "Eleven through sixteen, fall in!" A nearby
time to go playing rat catcher. The city is in riot!" troop of skeletons animates and obeys. As they
Further reasoning with the necromancers will be walk towards the station house door, the
impossible. They're far too concerned with the city- necromancer's squinty eyes come to rest upon you.
wide chaos to listen. If the PCs try and force their "What are you lot doing out of file? Raw bloody
way inside, they will have to deal with a cadre of recruits. Can't park their zombies properly."
low-level necromancers, along with their patrols -- He waddles up to you, squinting myopically over
a total of 24 zombies -- waiting to be called in from the rims of his glasses. "Hmmm. Damn good work
the courtyard. though. Barely rotten."
(4) Necromancer Deputy CR 3 XP 800 Should the party decide to take action, the
hp 30 (4d6+16) necromancer is caught flat-footed and will not act
in the surprise round. Should the PCs attempt to
(24) Zombie CR ½ XP play along, every PC must succeed at a DC 10
200 Bluff check to fool the necromancer. Should they
hp 12 (2d8+3) fail, it's time to roll initiative.
STATISTICS
Str 10, Dex 14, Con 12, Int 17, Wis 13, Cha 10
Base Atk +3; CMB +3; CMD 20
Feats Combat Casting, Command Undead, Forge
Ring, Defensive Combat Training, Improved
Initiative, Scribe Scroll, Toughness
Skills Appraise +7, Bluff +4, Diplomacy +6,
Intimidate +6, Knowledge (Arcana) +12, Linguistics
+9, Perception +5, Sense Motive +3, Spellcraft +12
Languages Common, Draconic, Gnoll, Infernal
SQ arcane bond (ring of counterspells), power over
undead
GOLD LEAF
An acquired template for constructs, undead, and
outsiders with the fire or earth subtype, gold leaf
creatures have been covered over with a gleaming
shell of gold. The molten metal bonds with such
creatures’ exterior, and when mixed with the proper
arcane rituals it confers a number of interesting
effects.
Speed
A gold leaf creature’s speed is slower by 10 feet than
the corresponding speed of the base creature
(minimum 5 feet).
Armor Class:
The base creature receives a +3 nat armor bonus.
Special Qualities
Abilities
Dex -6 (min 1), Int +2, Wis -2 (mini 1), Cha +6