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URD6-I04 - Night Where Nothing Happens 7-2.1
URD6-I04 - Night Where Nothing Happens 7-2.1
The Seventh
Night Where Nothing
Happens
An Interactive
Set in Leukish in the Duchy of Urnst
Version 2 - Gamestorm
At long last, the grand Leukish Garden will open to the public. The Mayor Governor of Leukish has
arranged a public festival to be held in the garden, and a grand bardic competition is being held. Noted
singers from across the Flanaess have been invited to perform, and already the first wedding is
scheduled for the garden. Security is tight to make sure that absolutely nothing happens.
Come and scavenge with the Rogues of Seltaren on new ground, the forbidden streets of Leukish!
®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any
form without permission of the author. To learn more about the Open Gaming License and the d20
system license, please visit www.wizards.com/d20
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the
Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED.
This scenario is intended for tournament use only and may not be reproduced without approval of the
RPGA Network.
Table of Contents
Table of Contents ............................................................................................................................................... 2
Interactive Overview ........................................................................................................................................... 3
Sign Up............................................................................................................................................................ 3
Mingle Time..................................................................................................................................................... 3
Scavenger Hunt .............................................................................................................................................. 3
Scoring ............................................................................................................................................................ 3
History of Nothing ............................................................................................................................................... 4
Running the Sign-In Table .................................................................................................................................. 5
Judging the Night Where Nothing Happens ....................................................................................................... 7
Judge Roles for This Event............................................................................................................................. 7
Preparing for Your Role as a Table Judge ..................................................................................................... 7
Preparing for Your Role as a Shared Encounter Area Judge......................................................................... 8
Judge Rewards for This Interactive ................................................................................................................ 9
A General Note About Judging Nothing.......................................................................................................... 9
Mingling Time at the Festival ............................................................................................................................ 10
Required NPCs For Mingling Time ............................................................................................................... 10
Street Vendors for Mingling Time ................................................................................................................. 13
Other NPCs For Mingling Time..................................................................................................................... 14
Games for Mingling Time .............................................................................................................................. 16
Starting the Game............................................................................................................................................. 18
The Leukish Gardens ....................................................................................................................................... 20
Security At the Opening ................................................................................................................................ 20
If the Watch Catches On... ............................................................................................................................ 22
Escaping From Jail........................................................................................................................................ 22
The Garden of Songs Bardic Competition........................................................................................................ 23
Entering the Competition............................................................................................................................... 23
Participating In the Finals.............................................................................................................................. 23
Gathering Additional Information ...................................................................................................................... 24
Home Encounters Where Nothing Happens .................................................................................................... 25
The Leukish Garden...................................................................................................................................... 25
The Leukish Jail ............................................................................................................................................ 25
The Temple of Lydia ..................................................................................................................................... 28
The Church of Ehlonna ................................................................................................................................. 28
The Sweetwater Tavern ................................................................................................................................ 29
Shared Encounters Where Nothing Happens .................................................................................................. 31
HLG Warship The Golden Serpent ............................................................................................................... 32
Gates of the Coriner Wedding Reception ..................................................................................................... 38
Coriner Wedding Reception.......................................................................................................................... 43
The Loaf of Love Bakery ............................................................................................................................... 48
The Cathedral of Kord................................................................................................................................... 51
Folly by the Sea Tavern ................................................................................................................................ 57
The Leukish Office of Public Works .............................................................................................................. 60
The Leukish Shipyards.................................................................................................................................. 66
The Garden of Songs Bardic Competition Finals ......................................................................................... 68
Appendix One: Knowledge Checks .................................................................................................................. 70
Appendix Two: Map of Leukish ........................................................................................................................ 75
Sign Up
Interactive participants will register for the interactive before the interactive actually begins. At the sign-in
table, each player will fill out an Interactive Record Sheet for his/her character and will have a chance to
collect some information about the event (refer to the "Sign Up Table" section later in this document).
It is essential that as many players as possible complete sign up before the interactive actually starts. A large
number of signups during the interactive slot will adversely impact the performance of the teams during the
scavenger hunt.
Mingle Time
The first 90 minutes of the interactive takes place at the opening of the Leukish Gardens in Leukish. The
Mayor Governor of Leukish has organised a celebration to commemorate the event.
During mingle time, interactive judges will assume the role of a vendor at the festival. Details of vendors who
can be found at the festival are detailed in the "Mingling Time at the Festival" section (which can be found
later in this document).
Scavenger Hunt
Once mingle time is concluded, characters who are participating in the scavenger hunt will gather at a
warehouse in the dock district. Each team participating in the scavenger hunt will have a judge assigned to
them. It is the responsibility of the characters to organise themselves into teams for the scavenger hunt.
Once the scavenger hunt begins, the teams have four hours to collect items for the scavenger hunt and
make it back to the mustering point for the game to have their collection of items scored.
Those who are seeking a more lawful event will be recruited during mingling time by a representative from
the Church of Wee Jas.
Scoring
Once the scavenger hunt is over, the players re-assemble and the Interactive Coordinator (working with the
home table judges) calculate the scores for each team. The winning teams are determined and ARs are
completed.
If you want more background on past Nights Where Nothing Happened you can check out the Duchy of Urnst
Wiki for teasers and results (http://duchyurnst.org/wiki/adventuresummaries) and find past files in
pastnights.zip in the files section of the Another Interactive Yahoogroup.
This Night Where Nothing Happens is divided into two sections, one for low-level characters (those who wish
to play at APLs 2-8) and one for high-level characters (those who wish to play at APLs 10-16). There are
separate interactive record sheets for each (as labeled). Players should fill out the interactive record sheet
before coming to the sign in table.
Characters who wish to be disguised should fill out an additional interactive record sheet for each disguise.
While in disguise, characters have no influence or enmity.
Cohorts do not need an interactive record sheet. They will only be used to fill out the Lawful group's
table (if needed).
3. Player rolls two Gather Information skill checks and records the results on their sheet. If the player
showed up for the interactive in costume, you may grant a +1 or +2 bonus to these checks. (If the
costume is truly elaborate, consult with the Interactive Coordinator about possibly giving a higher
bonus.)
4. Allow the player to draw from the appropriate "rumour jar."
5. Player rolls four more Gather Information skill checks. Costume bonuses do not apply to these
additional rolls. Record the results on the main sign-in sheet.
6. Ask the player if his character would prefer a Lawful mission for the interactive (i.e., not participating
in the scavenger hunt) or if the character would prefer to participate in the scavenger hunt. If the
player chooses the Lawful mini make sure the lawful box is checked on the sign in sheet and instruct
him that an NPC will be recruiting for the Lawful mini during Mingling Time.
7. If the character is in disguise, they will need to fill out a separate interactive record sheet for the
disguised personal. Have the player roll a Disguise skill check and record the result in the upper
right-hand corner of the sign-in sheet for that disguise. Characters in disguise have neither influence
nor enmity unless an observer sees through the disguise.
8. Hand Outs:
a. New players (or those who want it) get Player Handout #1.
b. All players who are not playing the lawful mini get Player Handout #2 (Rules for Nothing)
and Player Handout #4 (Invitation to Nothing). Those characters who don't have influence or
membership with the Rogues of Seltaren can come up with a reason they might have ended
up with the invitation.
c. Rogues of Seltaren also get Player Handout #3 (Rogues of Seltaren).
d. Legitimate or adopted children of any house and Officers in the Ducal Guard or Ducal Navy
get Player Handout #5 (Invitation to the Coriner Wedding Reception): Make sure to write
their name on the bottom of the invite and to print it on Judges Aide #1 (Guest List For the
Coriner Wedding Reception).
e. 5+ ranks of any Perform skill gets a copy of Player Handout #6 (Notice of the Bardic
Competition).
9. Write an interactive number in the top right corner of the characters' interactive record sheet. If the
character has enmity of the Rogues of Seltaren, this should be a number that is composed of
repeated digits (11, 22, 33, 222, 333, etc). Otherwise, any number would do. Characters in disguise
will also need numbers (not double digit) on their additional interactive record sheet(s).
10. Complete a name tag for the character with the character's name, gender (if different) and race. Add
the following stickers to it as needed:
a. Legitimate and adopted children of a noble house get a red circle.
b. Officers in the Ducal Guard or Ducal Navy get a blue circle.
c. Characters with positions in the Houses of the Duchy meta-org get a gold circle.
11. Encourage the player to keep the interactive record sheet with them during the event and to wear the
name tag in a visible place.
The "Night Where Nothing Happens" is a team-based city-wide scavenger hunt organised by individuals who
are loosely affiliated with the Rogues of Seltaren. Although the Rogues themselves do not organise the
game, they do participate in it.
The basic principle of the Night Where Nothing Happens is that no PC or NPC who is not playing the game
knows that a game is taking place. At the end of the game, after scoring is complete, the game's organisers
return all the scavenger hunt items to their proper place and attempt to cover up any evidence of the game.
The twist on the scavenger hunt is that the list of items needed for the scavenger hunt is not shared openly –
hints are discretely dropped throughout the city and characters must work together and use their wits to
collect information and piece together a list of items that are worth points in the game.
To this end, making something happen is a bad thing that tends to reflect poorly on teams. An item that is
taken but not returned, damage that cannot be repaired, making something happen that is visible to those not
participating in the game – all of these things (and more) have ramifications for the game.
Judges for this event usually have as much or more fun as the players.
Judges who accompany groups of players through the scavenger hunt are Table Judges. These judges
answer general questions for the players about the rules of the game.
All judges are typically asked to play the role of an NPC during "mingle time". If you are not comfortable with
doing this, we understand; however, having live "people" to talk to greatly enriches the interactive experience
for players. Please consider making an effort to try this as well.
Judges who control a single shared encounter area are Shared Encounter Judges. These judges handle
areas of the scavenger hunt where items can be found and are sometimes called upon to adjudicate a single
encounter area where two or more teams of characters are trying to obtain items they believe. Working as a
Shared Encounter Judge can be extremely demanding, but can also be a great deal of fun.
To insure secrecy, the master item list for the scavenger hunt is kept secret. However, if you are reading this
document, you may draw certain inferences from the special descriptions of certain items in this document.
To ensure a fair game, it is important that you do not give players any hints as to possible scavenger
hunt items.
Questions about your reading should be directed to the Interactive Coordinator or the author of this
interactive (jwingram@jwingram.net).
For example, if Bobbie Bootstrap rolls a 17 on his Forgery skill check to forge an invitation to a party, you
would write "FORGERY 17" on the bottom of a legitimate player handout invitation to the party. Judges
running NPCs who are checking for forgeries know that they have to equal or beat this number to detect the
forgery.
Questions about your reading should be directed to the Interactive Coordinator or the author of this
interactive (jwingram@jwingram.net).
Forged copies of invitations will always be on legitimate player handouts. The judge who adjudicates the
forgery should write the word "FORGERY" at the bottom of the handout, and should follow it with a number
Many players will try to make their lives easier by using sentences like "I leave everything the way I found it"
or "I put everything back the way it was". This is not sufficient to make sure nothing happens. You should
encourage players to TELL you specifically what they are doing. For example, if a character doesn't ask what
page a book was open to before closing the book, she can't know for certainty that they reopened the book to
the same page.
If you aren't certain about how to handle a detail and whether or not player generalities would cover it,
consult with the Interactive Coordinator.
Participants from previous Nothings will probably recognize Omwall's purple tent. Omwall, as in previous
years, is Fest in disguise.
Those who don't recognize Omwall and his tent can get his attention about nothing in one of three ways:
1. Use the method described in Player Handout #4 (Invitation to Nothing) to get his attention.
2. Answer "nothing" to all questions he might ask.
3. Be introduced to him by someone
If the character has enmity of the Rogues of Seltaren, Omwall will not refer them to Erlin.
Omwall will attempt document forgeries for a minimum price of 25gp (his bonus is +12 and he takes 10).
However, he will try to get as much money as possible. Omwall's documents will not be accepted as
scavenger hunt items (if documents are even on the list of items). However, Omwall cannot forge a
document without an example to work from; thus, the character needs access to a real wedding invitation to
have Omwall forge one.
There are three forgery attempts that might be likely for this Nothing:
• A forgery of the invitation to the Coriner wedding reception takes approximately 30 minutes (send the
character away with instructions to come back after this much time has passed).
• A forgery of the bardic competition finals takes approximately 20 minutes (again, send the character
away with instructions to come back after this much time has passed).
• Changing the name on a stolen invitation to the wedding reception takes Omwall only ten minutes.
He will ask the character to wait, but won't mind if the character comes back later.
Judges Note: If you are asked to prepare a forgery, take a copy of the Player Handout involved and write the
phrase "FORGERY 22" on the bottom in capital letters. We must be able to identify forged handouts
elsewhere in the interactive.
Omwall will take those interested in Nothing aside to do team registration, then send folks over to the
costume shop with instructions to ask Erlin or his assistant about trying on a special costume.
If the character is interested in nothing but hasn't yet found a team, Omwall will suggest that the character go
and find some friends before coming back because this is a team game.
Team Registration
For each team registration you perform, write the character's team name on the player's nametag and on the
top of the interactive record sheet for the character. Have the players write the player name, character name,
Make sure that the colour of the team registration form matches the colour of the character's interactive
record sheet. Make sure that the player knows that all team members must have the same colour registration
sheets.
Erlin's Costumes
Goods For Sale: various costumes, CLUES
Race: Suel
Importance: REQUIRED
Erlin is not actually Erlin; he works for the rogues. Erlin is in charge of the back of the shop, where he
dispenses information about nothing to those referred by "Omwall".
Erlin's assistant deftly runs the costume shop, doing a brisk business in flowery masks and a few other items.
1. The Leukish Gardens: The assistance will gush about the gardens, talking about how he got a
private tour from his cousin, how lovely it is, etc.
2. The new Mayor-Governor: The assistant doesn't know much about him, but he likes his style –
anyone who sponsors a festival where costumes are welcome has some sense of fun inside.
3. Nothing: The assistant will pretend not to understand references to nothing. Anyone who says that
Omwall suggested that they try on a special costume will be directed to Erlin.
4. The situation in Leukish: The assistant will commiserate with the poor, but really thinks they should
be leaving the city if they're hungry – there are plenty of jobs for them in the country on the estates.
5. The Regency: The assistant doesn't understand what all the factions are fighting over.
Erlin will only give clues to characters who don't have enmity with the Rogues. If the character is in disguise,
a Spot check (Erlin gets a 15 + the disguised character's level on his roll) is appropriate.
Assuming the character has no enmity from the Rogues, Erlin is eager to help. Characters can draw clues
from the hint jars. Use the pre-rolled Gather Information skill checks from the character's registration sheet to
determine which jars are appropriate; once each skill check is used, cross it off the sheet.
Low-level hunt: 1st level, 3 extra; 2nd level, 2 extra; 3rd level, 1 extra.
High-level hunt: 7th level, 3 extra; 8th level, 2 extra; 9th level, 1 extra.
Remember to make sure that the clue colour matches the colour of the character's interactive record sheet.
Extra Clues
Characters can spend one extra time unit (1 TU) getting up to four extra clues from the "Random" hint jar.
OR, characters can spend a single influence point with the Rogues of Seltaren to get four extra clues from
the "Random" hint jar.
Finishing Up
To make sure that you don't give clues to the same player more than once, circle the interactive number on
the character's interactive record sheet before letting the player leave your area.
Luyp
Goods for Sale: none
Race: Suel
Importance: REQUIRED
Luyp (pronounced loop) is a street urchin who wanders around the festival. He extorts money from the
vendors at the festival by threatening to badmouth their goods. He has also figured out that Omwall the All-
Knowing knows more than he's letting on, and he has heard of Nothing. Putting two and two together, he will
tell anyone who seems to be in the dark about mingle time that they need to visit Omwall to find out about
Nothing.
Judge Notes: Luyp exists to make sure that folks figure out where to go to register for Nothing. He can also
be silenced as a special mission later in the evening.
Talking Points:
1. The Leukish Gardens: Gella thinks the festival is a great idea, since her sales haven't been so good
lately. Lots of thirsty folks wandering around today.
2. The new Mayor-Governor: She's never met the man, but she thinks he prefers wine to ale from what
she's heard.
3. Nothing: Gella has heard about the Night Where Nothing Happens. If more then four people ask her
about it, she will start mentioning to everyone who comes into her shop that it's happening tonight in
Leukish (a dumb, but correct, guess on her part). If this happens, she may need to be silenced
during the scavenger hunt (her player should tell the interactive coordinator). If she figures out that
nothing is happening, she will offer free drinks to anyone who shares a clue with her; she will then
repeat clues later if folks pay her for them.
4. The situation in Leukish: It's awful that folks don't have money to eat. She helps out all she can, but
she has to eat too.
5. The Regency: Things have gotten worse since Lord Ellis took over. She hopes that Duke Karll comes
back very soon.
If a character gives Gella a real clue, she may reveal the character's name later if questioned properly when
she's silenced. This would earn the character who spilled the beans a minor enmity with the Rogues of
Seltaren (something happened). Giving Gella fake clues is okay, unless the player later tells someone else
that Gella has clues (this breaks the rules of the game).
If the character actually tells Gella that Nothing is happening in Leukish and she reveals this later to her
silencers, the character who squealed earns the major enmity of the Rogues (something really bad
happened).
Talking Points:
1. The Leukish Gardens: Altra thinks the garden is nice, but stuffy – obviously not meant for the real
folk.
2. The new Mayor-Governor: Altra is too busy to know much about politics.
3. Nothing; Altra has a blank look on her face if pressed about "nothing". If the same person repeatedly
asks her about nothing, she will call the watch and have the character shooed away.
4. The situation in Leukish: She hopes that the situation gets better soon – the people are suffering.
5. The Regency: She doesn't know much about politics, but she thinks that Ellis should get off his butt
and help the people out.
Gath's Flowers
Goods for Sale: flowers of various kinds, ranging from 1sp to 5gp in price. Gath does sell roses of various
kinds, which could lead to some confusion if flowers are on the item list.
Race: Suel
Importance: Medium
Talking Points:
1. The Leukish Gardens: Gath loves the garden and thinks it will be a big hit.
2. The new Mayor-Governor: Gath thinks the new Mayor-Governor is just "fabulous"
3. Nothing: Gath heard some folks talking about nothing and thought they were a little crazy.
4. The situation in Leukish: Gath really wishes the hungry folks would take the time they're not spending
eating to learn to bathe.
5. The Regency: Gath once sold some flowers to Lord Jolen and his friend. He hopes the Lord Jolen
will stop by again to purchase some additional flowers.
Henna's Alecart
Goods for Sale: ale, from 2cp to 1gp in price
Race: Oeridian
Importance: Medium
Talking Points:
1. The Leukish Gardens: Doesn't much care – she's trying to peddle her wares.
2. The new Mayor-Governor: Heard that he tossed his cookies once when he drank real ale, and she
doesn't hold value in anyone who can't hold their ale.
3. Nothing: She knows nothing about it. If pestered four or more times about it by the same character,
she'll tell them to get lost before she calls the watch. If bribed to keep her ears open about it, she'll do
so and gladly report what she hears back to the briber.
4. The situation in Leukish: Thinks that all the poor are keeping her business bad by giving the city a
bad reputation.
5. The Regency: Thinks the White Harts need to "get over themselves"
Talking Points:
1. The Leukish Gardens: If folks come to the party to eat, he'll serve them.
2. The new Mayor-Governor: Ernoh doesn't know the man but he met another Baerglund once that he
didn't like, so this Baerglund must be pretty worthless.
3. Nothing: He won't understand – he knows nothing about nothing and just won't get the innuendo that
nothing is really something.
4. The situation in Leukish: He's had to cut corners wherever he can. He's sold a lot of rats in the poor
district.
5. The Regency: On one hand, he doesn't like getting robbed and that's happened several times since
things started getting bad in Leukish. On the other hand, he likes selling rat meat for profit.
Lady Annora Durnix, like many nobles, is enjoying the festival. She has been visiting Leukish for two weeks
now. Her mother is pressing her to get married and feels that Leukish would be an excellent place for the
young lady to circulate in society.
Lady Annora is escorted by an older servant of Suel bloodline. He is quiet and reserved, simply nodding to
any request of Lady Annora's unless she asks him a direct question.
Lady Annora has an invitation to the Coriner wedding reception on her person. She does not advertise this,
but won't lie if asked. If she meets a handsome (Charisma 12+) officer of the Ducal Guard or Ducal Navy,
she would not be adverse to having that officer escort her to the reception.
Lady Annora does not know anything about the Nothing. If someone tells her something about it, she will be
fascinated and will want to participate. (You should make it obvious if this happens that she would be a
liability to her team – perhaps portray her as a bit clumsy.)
NOTE: If you as a judge find that there are "sparks" between Lady Annora and a male officer of the Ducal
Guard/Ducal Navy, please report this for your interactive summary. Lady Annora's family, after a careful
vetting of the character's background, may propose a match between Lady Annora and the young officer. If
you intend to make this recommendation, please also check the character's racial background and make a
note of his rank. Officers in the Ducal Guard/Ducal Navy will have a blue dot on the player's badge.
Danole Isgothe
Race: Suel
Danole Isgothe is an immaculately dressed young Suel woman who is enjoying the first day of the gardens
being open by taking a long, leisurely walk. Her attire is of fine cloth and she wears simple, elegant jewelry of
gold and silver set with gemstones of several different types.
Danole will engage in conversation with anyone who treats her politely.
Danole has never heard of the Night Where Nothing Happens. If someone tells her about it, she will listen
quite intently. If told that it's a secret, she will promise to keep it quiet (this is true to an extent – she will not
go and blab to the city watch. However, Danole, like many courtesans, feeds information to Lady Coriner,
and Danole will be quite certain that Lady Coriner would love to know more about Nothing).
If molested, Danole will cry for the watch. If physically harmed, she will flee to try to find the watch. If she
locates a city watch patrol, she will give a description of her attacker(s) to the city watch patrol.
Nobles will, at the very least, have a red dot on the player's badge.
Elbann Kustir
Race: Suel
Elbann Kustir is a recruiter for the Church of Wee Jas who is looking for independent and dependable
adventurers to help arrange a private meeting.
Archery Contest
A large portion of the well-manicured lawn inside the garden has been set aside for an archery contest.
Contestants are free to try their hand at any time. Crossbowmen are welcome as well.
The target size and range varies depending on how many previous hits the recipient has made:
Ring Toss
Characters are handed five metal rings in various colours. The idea is that the character tosses the rings onto
a vertical stick from ten feet away in order from largest ring to smallest ring. As soon as the character misses,
the game begins again for the next contestant.
The to hit roll to successful drop each ring over the stick is shown below:
This is a simple ranged attack roll. The character may use his base attack bonus and Dex bonus for the rolls,
but no ranged attack feats can alter the die roll.
Characters can attempt to pocket rings during the game. Doing so requires a DC 25 Sleight of Hand check.
Other characters may assist this skill check by distracting the vendor; each person who does so gives the
character a standard +2 bonus on the skill check. A separate skill check is required for each ring that is
stolen.
The vendor is also willing to sell rings. His first sale will be cheap (1gp for the set), but will double with each
additional set he sells. If the character inquiring about a purchase looks wealthy, he may ask for more.
Buris: Male human Ftr 6; CR 6; medium humanoid; HD 6d10+6; hp 56; Init +6 (+2 Dex, +4 improved
initiative); Spd 30 ft.; AC 12, touch 12, flat-footed 10; BAB/Grp: +6/+10; Atk: irrelevant; Full Atk: irrelevant; AL
LN; SV Fort +#, Ref +#, Will +#; Str 19, Dex 14, Con 12, Int 8, Wis 10, Cha 8.
Skills and Feats: Climb +10; Improved Unarmed Strike, Combat Expertise, Improved Grapple, Weapon
Focus (Improved Unarmed Strike), Improved Initiative, Iron Will, Lightning Reflexes, Great Fortitude, Skill
Focus (Tumble).
Possessions: clothing.
Physical Description: A stocky Oeridian man of strong build.
Commonly Used Phrases: Yah, I have you now!
The objective of the game is simple: pin your opponent. This requires two separate grapple checks, one to
grapple your opponent and another to pin your opponent.
If anyone deals lethal damage to Buris, he will call loudly for the watch. The offending character will be carted
off to jail.
The cost to wrestle Buris is 1 silver coin. The prize for winning against Buris is a bent iron disk tied to a string.
Buris bends the disk himself when he loses.
Characters who are interested in the Lawful mini-mission at this time should answer their summons from their
employer. However, don't force a Lawfully-aligned character to participate in the Lawful mini-mission – it's
perfectly okay for Lawful characters to participate in the scavenger hunt too! (Laws are only being bent, not
broken.)
Once the scavenger hunt participants are assembled, read Tralkes' speech to them:
Tralkes steps up onto a crate and holds his hand up in the air, waiting for the room to be silent. Then
he shouts, "What are you all doing here?
"Surely you know that NOTHING is going on? If any of you are here for anything other than Nothing,
please leave now.
"Is anybody not on a registered team? Please stand with your team.
Tralkes continues, "I'm going to have to ask you to submit to Detect Magic and Zone of Truth spells.
Nothing personal, but it is important that we confirm that you don't already have any spells in place
and that you haven't broken any of the rules yet. Afterwards there will be Discern Lies spells you will
need to submit to, but for now we will trust your knowlde that we will be verifying things.
"If you have broken any rules, this is your chance to plead ignorance. If we can correct for your
mistake, we won't worry about it.
"I have no doubt that you have all carefully read the rules (or had them read to you). We will subtract
points from teams that make something happen (such as setting off an alarm or leaving a door
unlocked behind you). In addition, I will consider myself in your personal debt if your team makes
another team's mistakes "go away."
"The elite teams have been issued speaking coins so that we can send you emergency messages. If
problems arise, we will ask you to help make sure that nothing comes of the problems. If you're in
doubt about the issue, you can always ask to try on a special costume again.
"Please remember that you have to be back here by midnight this evening. Those arriving lagte will
be penalized and won't be able to claim any items that we've already scored. So be on time!
"Oh, and this is a team event. I hear the city watch is out on the hunt tonight. Remember that this is a
team event and that we don't leave people behind. If your entire team doesn't make it back, you'll be
penalized.
"Now, go and do Nothing for the next few hours. Have fun!" With that, Tralkes steps down and walks
away into the crowd.
Please rememember that we are all here to have fun. Don't let the competitive nature of the game
interfere with the fun. Now, go with your assigned judge to your home table. Once there, you will
complete Initiative Cards and take care of any pre-hunt details that need to be dealt with. Wait to start
scavenging until I give the go-ahead.
Consequently, the garden has been patrolled 24 hours a day for the past week by trustworthy city watchmen.
This has given the city watch ample knowledge of the gardens; if trouble is reported during the festival, a
squad of guardsmen can be on site in 10 + 2d10 rounds (1-3 minutes).
During "mingling time," a squad of guards will arrive at the scene of trouble in 1d5 rounds.
If no trouble has been reported, a squad of city watchmen passes any given encounter area within the
garden 1d10 minutes after the first group arrives at the area.
Senior Watchman of the Leukish City Watch: Male human Ftr 3/Rog 3; CR 6; medium humanoid; HD
3d10+3+3d6+3; hp 38; Init +6; Spd 30 ft.; AC 14, touch 12, flat-footed 12; BAB/Grp: +5/+7; Atk: +5
longsword (1d8+2, 19-20/x2) or +6 sap (1d6+2 SUBDUAL, x2); Full Atk: +5 longsword (1d8+2, 19-20/x2) or
+6 sap (1d6+2 SUBDUAL, x2); SA sneak attack +2d6; SQ evasion; AL LN; SV Fort +5, Ref +6, Will +2; Str
16, Dex 14, Con 12, Int 12, Wis 12, Cha 10.
Skills and Feats: Climb +9, Hide +8, Knowledge (local – NMR IV) +7, Listen +12, Move Silently +8, Search
+7, Sense Motive +9, Spot +12, Tumble +8; Alertness, Combat Reflexes, Improved Initiative, Skill Focus
(Spot), Skill Focus (Sense Motive), Skill Focus (Listen), Weapon Focus (sap).
Possessions: chain shirt, longsword, sap, masterwork manacles (two pair), key to manacles.
Watchman of the Leukish City Watch: male human War 3; CR 3; medium humanoid; HD 3d10+3; hp 25;
Init +1; Spd 30 ft.; AC 13, touch 11, flat-footed 12; BAB/Grp: +3/+5; Atk: +5 sap (1d6+1, x2 SUBDUAL) or +5
longsword (1d8+1, 19-20/x2) or +4 light crossbow (1d8, 19-20/x2); Full Atk: +5 sap (1d6+1, x2 SUBDUAL) or
+5 longsword (1d8+1, 19-20/x2) or +4 light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +4,
Ref +1, Will +3; Str 14, Dex 12, Con 12, Int 8, Wis 10, Cha 10.
Skills and Feats: Listen +2, Spot +2; Weapon Focus (sap), Alertness, Iron Will.
Possessions: leather armour, longsword, light crossbow, 10 bolts, sap, manacles, key to manacles.
Each member of a patrol has also been equipped with alarm whistles that can be clearly heard for 250ft in
any direction without obstructions; with walls and large trees to reflect sound, it is unclear how much further
sound may travel inside the garden. At least two guards in each patrol have orders to relay their alarm signal
before taking any other actions.
Once troublemakers are captured, they are manacled (good locks, Open Locks DC 30). Two guards then
return the prisoners to the city jail.
Anyone with a weapon in hand or otherwise engaged in combat (including obviously hostile spellcasting)
when the watch shows up is considered a troublemaker and will be taken to jail; no Diplomacy or Bluff skill
check can prevent this from happening.
Characters without weapons in hand when the watch shows up can probably talk their way out of being taken
to jail; to do so, a Bluff, Diplomacy, or Intimidate skill check is required to chance the attitude of the patrol
from unfriendly to friendly.
The base DC of this check depends in large part on the attitude of the patrol towards the character; this, in
turn, depends on the behaviour the character was engaged in when the patrol could observe the character:
• If the character was seen performing a suspicious action (hiding something, carrying a body, carrying
a sack that appears to be full, etc), the patrol's initial attitude towards the PC is hostile (base DC 35).
• If the character was seen acting in a friendly manner towards someone else seen performing a
suspicious action, the patrol's initial attitude towards the character is hostile (base DC 35).
• If the character was not seen performing a suspicious action, the patrol's initial attitude towards the
PC is unfriendly (base DC 25).
To determine whether or not one of these items applies, start by checking the player's interactive record
sheet for the character. However, bear in mind the magical devices and spells can also be used to alter the
character's appearance during play, so it is best to ask the player if the character is wearing a specific
uniform or type of outfit.
Characters who fail the initial check may receive a second check (with an increased DC as noted in the table
above); if the second check fails, the character will be taken to jail no matter how many additional attempts
the character makes.
If the character attempts to escape arrest, the patrol will give pursuit if it is able to do so under the
circumstances.
If a character escapes arrest, his description will be circulated among all other patrols inside the garden
within 30 minutes time and with all active city watch patrols in Leukish within two hours. Before those times
have elapsed, there is a 25% chance that any other patrol the character encounters will have received the
description and act approrpriately.
Characters who escape may attempt to disguise themselves. If this option is chosen, have the character roll
a Disguise skill check and note the result on the player's interactive record sheet. All watchmen in
subsequent patrols may roll a Spot check against this DC to determine that the character is a known
troublemaker and should be apprehended.
Being taken to jail does not in itself count as something happening unless the character tells the watchmen
that he is participating in the scavenger hunt.
1. The City Watch immediately doubles the frequency and size of all patrols in the Temple and High
districts of Leukish (this includes the Leukish Gardens).
2. The Leukish Garden is closed. Everyone who does not possess an invitation to the private concert
for Lord Ellis or the Coriner Wedding is questioned by the watch. Anyone behaving suspiciously
during this questioning or who cannot provide a suitable answer is detained until they can be
questioned in more detail. This questioning can be avoided by a suitable Bluff, Diplomacy, or
Intimidate check; treat the guards as initially hostile for this check.
3. Something has happened. The character that spilled the beans earns the Major Enmity of the
Rogues of Seltaren and is banned from all future Nights Where Nothing Happen.
Characters are not allowed to use magical spells or instruments to enhance their performance. Anyone
caught doing so will be disqualified immediately. Ensemble performances are not allowed for this
competition, so no one else can assist performances.
Characters may enter more than one portion of the competition if they desire.
Each character participating in the competition should roll a Perform check. The character may not take 10
and may not take 20. If the character beats a DC of 15 + character level, the character has made it to the
finals and must return in the evening. Give the character a copy of Player Handout #7 (Invitation to the Final
Round of the Garden of Songs Bardic Competition).
Characters who make the finals earn a prize of 100gp. If a character makes the finals in more than one
category, the character earns a prize of 100gp for each category.
Characters may enter the competition as late as one hour into the scavenger hunt. After that, entries are
closed.
Characters who advance to the finals must be at the Festival of Songs Bardic Competition Finals Shared
Encounter Area at the start of the 3rd hour of the interactive to participate. Arriving more than ten minutes late
forfeits the character's invitation.
If your team wants to gather additional information, you should have your team roleplay their attempt at
gathering information with you.
You, as the table judge, should decide which character "rolls" the primary skill check based on which player
does most of the talking – the players should not be allowed to min/max this or resolve it with a die roll. Up to
two other characters can assist. Have the characters roll normally.
Once you have the result of the additional Gather Information skill check, go and get a soda or a drink of
water before you attempt to find the Interactive Coordinator. Give him your skill check and let him know
where to find you. He will select an appropriate clue from the hint jar and will deliver it to the table where the
players are waiting at his leisure. If no one is there when the Interactive Coordinator arrives with the hint, the
time spent gathering information was wasted.
All this may sound unfair to the players, but it is intended to represent the amount of time that must be spent
gathering information. The benefit gained by having additional information must be offset by the players
having spent valuable game time collecting that information.
1. The Leukish Garden (other than areas specifically detailed as Shared Encounter Areas)
2. The Leukish Jail (this should be visited only if one or more team members is captured by city watch
patrols during the event)
3. The Church of Ehlonna (in the Temple District)
4. The Church of Lendor library (in the Temple District)
5. The Torn Sail Tavern on the Leukish docks
Refer to the "Leukish Garden" section of this document for information about security in this area.
If "not available" is listed, the character cannot be bailed out. The character will be held in jail until a trial can
be held.
• If the character is a noble and behaves politely towards the guards, he will be stripped of weapons
and armour and placed in a comfortable holding cell (nice bed, comfortable chair, bookshelf with
books, writing table, etc.) He will be given an opportunity to send a note to a representative of his
For all the cases discussed so far, the character's possessions will be kept quite safe – the guards will not
risk offending most noble houses. Those of lesser status can expect a somewhat harsher treatment:
• All other characters will be stripped of all possessions except for necessary clothing (necessary
clothing does not include footwear, gloves, holy symbols, spell component pouches, and anything
else that radiates magic – detect magic will be used as insurance here) and tossed into the common
cell for prisoners. This is far from a pleasant place – it is cold and damp. A number of rough prisoners
circulate the cell, but do not turn violent unless provoked. (If violence does break out, the guards will
stop it by force and lock the character who initiated violence in a solitary cell.)
• If the character is Rhenee, he will be stripped naked and locked in a solitary cell in the basement.
Rats infest the place; the character will suffer 2d6 rat bites before morning and will need to make a
DC 15 Fortitude save to avoid catching a particularly nasty variant of filth fever. The character will be
unlikely to make bail unless he has some serious influence. (Influence with any noble house will have
the character freed from jail for lesser crimes in one hour, at the expense of the influence point.
Characters arrested for greater crimes can spend influence to be moved to more comfortable holding
cells, but the "no bail" limitations still apply.)
For money seized from prisoners, roll 1d10. This is the percentage of the money that is taken by filching in
the property rooms.
For Rhenee characters, the chance of having items stolen and the amount of money stolen double.
As befits Leukish, nobles have a much easier time getting out of jail than non-nobles.
There are two long windows 9ft above the ground; each of these is covered with one inch thick iron bars that
are clean and in good repair. These windows do not open; a character using a gaseous form spell or device
could pass through them easily.
Four guards keep watch on the common holding cell. These guards do not listen to prisoner requests.
Someone attempting to talk his way out of this cell must succeed at a DC 40 Diplomacy or Bluff skill check
(this must be done without the use of any magical items).
If a fight breaks out in the cell, the guards will first call for backup before entering the cell. One dozen
additional guards will show up, half of which enter the cell and the other half of which threaten the prisoners
with ranged weapons. Prisoners that don't comply with orders from the guards will be subdued and moved to
solitary confinement. (All prisoners, with the possible exception of PCs, know this and will comply with all
orders from guards unless a PC promises to make it worth their while – a promise of at least 1000gp is
necessary to earn assistance in this regard. Oh, and the character just made a deal with a most unsavory
sort – failure to pay the promised money on the character's AR will have severe consequences!)
Magical transportation (dimension door, teleport, etc) will obviously allow the character to escape.
If the character was in solitary before, he is beaten into unconsciousness and placed in the same solitary cell
as before.
Characters that break out of jail and who are not recaptured receive the "Wanted in Leukish" designation on
the generic AR for this event. The only exception to this is that nobles may return to the jail willingly; those
that do so do not become wanted.
Any character who breaks out of jail loses all belonging that were confiscated by the guards.
The church is attended all evening by two acolytes of Lydia, who politely greet everyone who enters the
temple.
If a character wishes to obtain a harp string, a polite request to the harpist is all that's necessary – she has an
adequate supply of spare strings.
The church of Lydia has a beautiful garden with a greenhouse that is filled with roses, including the Suel
blonde and Duke's Grace variants. Each variant is fully labelled. The acolytes will gladly take visitors on a
tour of the gardens and greenhouse, but will politely decline requests to pick flowers from the greenhouse. If
someone wishes to snip a rose on the fly, a Sleight of Hand check at DC 15 is required.
If any combat of any kind takes place here, two full city watch patrols will arrive in one minute. This counts as
something happening.
The church of Ehlonna is a modest and somber church located near the edge of the city. Bells can be
seen in the steeple and a thick oak door at the front opens freely, allowing the warm sweet smell of
lavender incense to escape.
Inside, the large dimly lit church is serene. Wooden pews of two distinct sizes – smaller ones up front
with larger ones filling in behind – form an aisle up the middle which leads to a decorated wooden
altar. Passing each you see an intricate rampant unicorn carved into the side. On the oaken alter
ahead of you, a single candle gently burns.
The door to the right (facing the altar) is a small storeroom. It holds several prayer books, some robes, and a
case of lavender incense.
The church is attended tonight by Symoh, a 3rd level male human cleric of Ehlonna (who some characters
may have met in URD2-05 Theft of a Flower). Symoh is very gracious to the characters, inquiring after their
health and promising prayers on their behalf. If any character is injured, Symoh offers to heal the wound (for
the standard price). Symoh can also cast one cat's grace spell.
(Despite the cold air in Leukish, the garden here seems warm and comfortable – characters wearing any kind
of cold protection may become warm here. If anyone bothers to cast a detect magic, you can tell them that
the entire garden radiates some kind of abjuration effect. This effect keeps the garden warm and flowering in
all but the coldest of weather.)
Characters who wish to acquire incense can do so in one of two ways. If asked politely, Symoh will simply
give the character a stick of incense.
Two hummingbirds frequent the garden here; there is a 50% chance that a hummingbird will be present or
will arrive soon after the characters enter the garden. A speak with animals spell will convince either
hummingbird to accompany the party in exchange for some sugar water; the hummingbird will also come
along willingly without payment on a successful DC 20 Diplomacy check. A charm animals spell will cause
the hummingbird to not fear the character.
If a character wearing a holy symbol of Ehlonna inquires about obtaining a prayer book, Symoh will give the
character a prayer book and suggest that perhaps a donation could be made. If the character isn't wearing a
holy symbol of Ehlonna, Symoh will state that he would gladly give a prayer book to anyone who made a
proper donation (say, 1gp).
The characters could ask Symoh to show them the garden; he is quite proud of it and would gladly give a
tour. In the process, one or two lingering characters could acquire incense or a prayer book without difficulty.
The characters could also subdue Symoh and take whatever they want.
Killing Symoh is an evil action. If the characters do this, consult with the Interactive Coordinator about the
outcome of these actions. (In addition to being an evil act, killing Symoh would count as something
happening.)
The tavern is usually crowded; at any time, there are 2d4+2 sailors here from various ships. In addition to
these sailors, a man in a stained Ducal Navy uniform sleeps soundly with his head on one of the tables in the
back.
Alvos, the bartender, is rather ugly and mean-looking. When the characters talk to him, he turns out to be
quite jovial.
The sailors keep to themselves unless someone buys them a drink. The sailors know, among other things,
that the flagship of the Ducal Navy (His Lordly Grace's warship the Golden Serpent) is in port. That fella over
there is a sailor on that ship. They also know that the guards at the shipyard have been reduced tonight to
provide extra security at the Leukish Gardens.
1. A beer stein – Alvos has two steins here, a white porcelain stein featuring a scene of a stag bounding
through the woods pursued by hunters and a very simple wooden stein crafted of rosewood, with a
rose carved on the top. He'll sell the rosewood stein for 5gp; the white porcelain stein sells for 50gp.
Both steins are kept behind the bar and Alvos will not leave the bar area, so it's not possible to simply
jump behind the counter and steal the stein. However, an invisibility spell would do the trick.
If anyone suggests buying his uniform, the sailor will readily agree for another drink. (For two drinks, he won't
even ask for clothing in exchange.)
For yet another drink, he will provide the password required to board the ship tonight ("A good ale beats a
great sunset.")
As soon as the characters leave, he finishes his drink and goes back to sleep.
To preserve secrecy, the Interactive Coordinator may also have secret details about a shared encounter area
that are not published in this document. These details will be shared at the running of this event with the
judge of the affected area.
His Lordly Grace's warship The Golden Serpent is an heavily-armed greatship of four masts, with a length of
150 ft and a beam of 40ft. She carries four catapults forward and two catapults aft as heavy armament, as
well as 100+ ballistae on four decks. The large majority of the ballistae lie below decks and are concealed by
ports in the side of the ship.
The forecastle is predominantly occupied by ballistae, with some crew quarters as well. The forecastle
accounts for 30 of the ballistae that arm the ship on its three levels (including the upper forward deck).
The aftcastle is dominated by respectably-sized windows; it is obvious that the cabins for many of the
officers, including the captain, are located there. The other notable feature of the aft castle is the name of the
ship painted across the sterm in gold paint.
The dock at this point is 20 feet wide. A gangplank runs from the dock to the ship, with guideropes on both
sides to keep the lubbers from falling into the water.
Travel time from the Leukish Gardens to the ship is approximately 20 minutes.
Maps
A paper map of the Golden Serpent's decks will be available at the interactive.
General Security
A pair of marines is stationed at both the top and bottom ends of the gangplank, with orders to challenge
non-officers who are leaving and boarding the ship.
Two watchkeeping master's mates are stationed forward and two are stationed aft, both pairs of mates being
stationed on the uppermost deck. Two ordinary seamen are stationed in the nests atop the forward and the
aft mizzenmasts. The primary objective of these watchers is to safeguard the general safety of the ship;
however, if they see anything on the deck that is of real concern, they will take appropriate measures to see
to the safety of the ship.
Four additional seamen are busy at duties that have them ranging over all the decks. At any given time, there
is a 50% chance that a sailor is on any deck; he will remain for 2-3 minutes before departing for the main
deck. Once no sailor is present on the current deck, another sailor will arrive in approximately five (5)
minutes.
The forward watch will get Spot and Listen checks against anyone approaching the ship from forward. The
aft watch will get Spot and Listen checks against anyone approaching the ship from aft.
Once any watchman recognizes an intruder, he will instantly cry an alarm. The marines on duty on the main
deck will spread the alarm and respond to the call. Within ten rounds, the entire ship's complement that is
currently on board (approximately 80 crewmen, 20 marines, 20 mates, and 10 officers) will be available. The
marines on board will be on deck within three rounds, albeit without their armour.
On the lower aft deck, two marines are stationed with orders to secure the officers' quarters that are
accessible through that deck. None of the doors to the officers' quarters are locked. (Within the captain's and
admiral's quarters, some interior doors are locked.)
There is a 10% chance that a patrol of the city watch hears any alarm sounded aboard the ship. If this
happens, the patrol will also respond to the alarm within one minute. (If during the course of responding to
the alarm they encounter someone running in the opposite direction or climbing onto the dock who is wet,
that person will be stopped for questioning at the very least.)
Time Event
8:00PM Eight bells sounds. Captain Lord Reede and his aide depart for the
evening. Watch aboard the ship changes. 1st Lieutenant Lord Baerglund is
in his quarters doing quarterbills and duty rosters. The marine patrol
departs the main deck.
8:30PM One bell sounds. An officer uses the privy in area 6a. 3rd Lieutenant Lord
Durnix begins studying navigation in the officers quarters (area 6).
9:00PM Two bells sounds. The marine patrol returns to and departs from the main
deck.
9:30PM Three bells sounds. 1st Lieutenant Lord Baerglund uses his privy in area
7c.
10:00PM Four bells sounds. One of the officers uses the officers' privy in area 6a.
The marine patrol returns to and departs from the main deck.
10:30PM Five bells sounds. One of the officers uses the privy in area 6a.
10:40PM 1st Lieutenant Lord Baerglund walks the decks.
11:00PM Six bells sounds. Captain Lord Reede returns from the festivities. The
captain has a brief conversation with him on the lower rear deck.
Lieutenant Lord Durnix retires for the night. The marine patrol returns to
and departs from the main deck.
11:20PM 1st Lieutenant Lord Baerglung returns to his cabin, opens his safe to
retrieve some belongings, and begins composing a letter to his wife. The
captain returns to his cabin.
11:30PM Seven bells sounds. The captain uses the privy in area 7c. Captain Lord
Reede turns in. The captain's servant lays out the captain's uniform for
tomorrow and collects his uniform for today for cleaning. He takes the
uniform to area 8b and cleans it there for 15 minutes, then turns in.
12:00PM Eight bells sounds. Watch aboard the ship changes. 1st Lieutenant Lord
Baerglund retires for the night. The marine patrol returns to and departs
from the main deck.
Locations of Note
The ship is divided into several sections. Each is described below.
Anyone who succeeds at a DC 5 Listen check at either door (DC 0 at the top of the stairwell) will hear
snoring from the deck below.
Eight firebuckets are spread throughout this area for use in firefighting.
3. Main Deck
Two marines are stationed here at the top of the gangplank, with orders to question anyone who attempts to
leave the ship before allowing them to pass. Anyone other than an officer who is obviously taking anything
from the ship will be questioned more vigourously. If the marines are suspicious, the 1st lieutenant will be
called.
The ship's forward mizzenmast rises here, sprouting three sails (all stowed). Atop this mast is a topdeck
where two bored seamen talk, whittle, listen to what's said on deck, and occasionally even look at the water.
Numerous coils of rope and firebuckets can be found here. Two catapults, one to port and one to starboard,
have been made fast to the deck here. No ammunition for the catapults is in evidence.
Two 10ft by 10ft hatches here allow access to the ship's cargo holds. Two blocks with tackle are arrayed
above each hatch to allow cargo to be swayed into place and lowered gently below.
A davit to port and another to starboard allow lifeboats and launches to be lowered to and raised from the
water. Four lifeboats and two larger launches are made fast here on deck, each covered by a sturdy canvas
cover that is tied into place (Use Rope DC 5 to unfasten the cover, Climb DC 5 to enter the boat).
Two single doors and a pair of double doors enter the forecastle here. The single doors lead to small
storerooms where cutlasses, glaives, longspears, nets, and other weapons may be found. The double doors
lead to a large crew quarter where 25 or so sailors sleep, play cards, and otherwise entertain themselves.
Also in this area are 12 ballistae with ammunition.
Two single doors and a pair of double doors enter the rearcastle here. The single doors lead to a line of small
cabins for lesser officers and guests. The double doors lead to a large mess for officers.
Two marines stand guard here, with general orders to allow no one to enter the officers' quarters other than
officers. Officers the marines do not recognise will be saluted, but will respectfully be denied entry and asked
to speak to the 1st lieutenant.
Numerous fire buckets and coiled ropes can be found here, all neatly stowed. The ship's wheel is here,
attended by a two mates.
The ship's bell is located here as well. At every half hour, a crew member rings the bell an appropriate
number of times. The bell can be disconnected with a Disable Device check at DC 15 or with a DC 20
Strength check. The bell is engraved with the name of the ship and with an image of a golden serpent that
twists all the way around the bell. (If the bell is replaced without the engravings, a DC 5 Spot check is made
6. Officers' Quarters
The ship's six junior lieutenants are quartered here in three small (5ft by 10ft) rooms. There are respectable
furnishings (a large table and ten chairs, a small bookcase filled with texts on navigation and seamanship,
and several lamps). A sextant lies on the table as well.
The 1st Lieutenant always sets the number on his fancy gnomish combination lock to 17 when he closes the
safe and always checks it before he opens the safe. If he determines that the safe is not set to the right
number, he will immediately order the guards to close the ship off and will then check on the contents of his
safe.
If anything is discovered missing in his safe, the entire crew will be called onto deck and a shipwide search
for the thief will begin. This counts as something happening.
Each window can be opened. All the windows are locked when the interactive begins (Open Locks DC 25 to
open them from outside). A mage hand will also work to open the windows from the outside.
The captain's uniforms and his admiral's bicorne are located in the armoire.
The bookshelf here contains a number of volumes of interest to a collector, including a rare book on growing
roses.
• A naval officer's uniform – There are many officers uniforms aboard the vessel in areas 6, 7, and 8.
• The admiral's hat – Captain Lord Reede wears a very nice bicorne to the evenings' festivities, but his
magical bicorne remains in his cabin for the evening.
• The ship's bell – Located on the aft deck, the bell is constantly attended by two master's mates.
• A coil of rope – Numerous coils of rope can be found in most areas of the ship.
• A copy of The Divine Man – The 1st lieutenant is a noted skeptic and keeps a copy of this book with
is personal papers.
• A magical hummingbird – 1st Lieutenant Lord Reede keeps a small animated hummingbird pendant
on a gold chain in his safe.
• A naval ensign – The captain has a spare ensign in his armoire. The main ensign is stowed in a
locker next to the forward mizzenmast, ready to run up when the ship enters combat.
ordinary seaman: male human Exp 3; CR 3; medium humanoid; HD 3d6+6; hp 20; Init +5; Spd 30 ft.; AC
11, touch 11, flat-footed 10; BAB/Grp: +2/+4; Atk: +4 dagger (1d4+2, 19-20x2) or +4 belaying pin (1d6+2,
x2); Full Atk: +2 dagger (1d4+2, 19-20x2) or +2 belaying pin (1d6+2, x2); SA none; SQ none; AL N; SV Fort
+3, Ref +2, Will +3; Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 10.
Skills and Feats: Balance +9, Climb +8, Jump +9, Listen +6, Profession (sailor) +6, Spot +6, Swim +5, Use
Rope +7; Endurance, Athletic, Skill Focus (Profession – Sailor).
Possessions: dagger, belaying pin.
marine: male human Ftr 4; CR 4; medium humanoid; HD 4d10+8; hp 36; Init +7; Spd 30 ft.; AC 17, touch 13,
flat-footed 14; BAB/Grp: +4/+6; Atk: +7 cutlass (1d6+2, 18-20/x2) or +7 light crossbow (1d8, 19-20/x2); Full
Atk: +7 cutlass (1d6+4, 18-20/x2) or +7 light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort
+6, Ref +4, Will +3; Str 14, Dex 16, Con 14, Int 8, Wis 10, Cha 8.
Skills and Feats: Climb +8, Swim +7; Endurance, Diehard, Weapon Focus (cutlass), Iron Will, Improved
Initiative, Weapon Specialization (cutlass).
Possessions: chain shirt, cutlass, light crossbow, 10 bolts, dagger.
generic lieutenant: male human Ftr 4; CR 4; medium humanoid; HD 4d10+8; hp 36; Init +7; Spd 30 ft.; AC
17, touch 13, flat-footed 14; BAB/Grp: +4/+6; Atk: +7 cutlass (1d6+2, 18-20/x2) or +7 light crossbow (1d8,
19-20/x2); Full Atk: +7 cutlass (1d6+4, 18-20/x2) or +7 light crossbow (1d8, 19-20/x2); SA none; SQ none; AL
LN; SV Fort +6, Ref +4, Will +3; Str 14, Dex 16, Con 14, Int 8, Wis 10, Cha 8.
Skills and Feats: Climb +8, Swim +7; Endurance, Diehard, Weapon Focus (cutlass), Iron Will, Improved
Initiative, Weapon Specialization (cutlass).
Possessions: chain shirt, cutlass, light crossbow, 10 bolts, dagger.
1st Lieutenant Lord Baerglund: male human Ftr 8; CR 8; medium humanoid; HD 8d10+16; hp 68; Init +8;
Spd 30 ft.; AC 23, touch 16, flat-footed 19; BAB/Grp: +8/+10; Atk: +13 +2 keen cutlass (1d6+4, 15-20/x2) or
+12 masterwork light crossbow (1d8, 19-20/x2); Full Atk: 13/+8 +2 keen cutlass (1d6+4, 15-20/x2) or +12
masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +11, Ref +10, Will +7; Str 14,
Dex 18, Con 14, Int 8, Wis 10, Cha 8.
Skills and Feats: Climb +12, Swim +11; Endurance, Diehard, Improved Critical (cutlass), Iron Will, Improved
Initiative, Lightning Reflexes, Weapon Focus (cutlass), Weapon Specialization (cutlass).
Possessions: +3 chain shirt, +2 keen cutlass, +2 ring of protection, +3 cloak of resistance, potion of cure
moderate wounds (x2).
Captain Lord Ellis Reede: male human Ftr 10; CR 10; medium humanoid; HD 10d10+20; hp 84; Init +8; Spd
30 ft.; AC 23, touch 16, flat-footed 19; BAB/Grp: +8/+10; Atk: +15 +2 keen cutlass (1d6+4, 15-20/x2) or +14
masterwork light crossbow (1d8, 19-20/x2); Full Atk: 15/+10 +2 keen cutlass (1d6+4, 15-20/x2) or +14
masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +13, Ref +12, Will +10; Str
14, Dex 18, Con 14, Int 12, Wis 12, Cha 8.
Skills and Feats: Climb +14, Profession (sailor) +14, Swim +13; Endurance, Diehard, Improved Critical
(cutlass), Iron Will, Improved Initiative, Leadership, Lightning Reflexes, Weapon Focus (cutlass), Weapon
Specialization (cutlass).
Possessions: +3 chain shirt, +2 keen cutlass, +2 ring of protection, +4 cloak of resistance, potion of cure
serious wounds, potion of cure moderate wounds (x2).
Earlier in the day, Lady Umina Coriner and Lord Jasper Kilbourne were wed. By prearrangement with the
manager of the Leukish Garden, their wedding reception is being held in the Cliffside Grotto section of the
garden. Security is tight, as Lord Regent Ellis Lorinar has accepted an invitation to the reception.
Maps
A hand-drawn map of the reception area and the Leukish Gardens will be available at GameStorm.
General Security
Two gates have been set up at the wedding reception in the Cliffside Grotto: a main gate for guests and a
service gate for servants.
The reception itself is patrolled by pairs of guards. Each group of guards consists of one guard with Rogue
levels and one guard with Fighter levels. Guards will not hesitate to use lethal force if they feel there is a
serious threat to the safety of the guests (regardless of whether or not the characters have used lethal force
yet).
A team of four House Coriner guard captains waits in reserve near the reception, ready to deal with serious
issues.
If any pair of guards raises an alarm, four more pairs of guards will arrive at the scene of the alarm within
three rounds (roll 1d3 for each additional pair of guards to determine exactly when they will arrive and a
standard direction finding roll (1d8, 1 = north, 2 = northeast, etc) to determine the direction that they will arrive
from. In addition, any alarms sounded from inside the reception will cause the gate wardens to carry out the
following steps:
1. Seal the gate: The gate wardens' guards will close the gates, not allowing anyone to enter or leave.
2. Call for a city watch patrol: The gate wardens will each dispatch two messengers to locate city watch
patrols. It is guaranteed that at least one of the these messengers from each gate will find a patrol in
1d2 minutes; thus, it is guaranteed that at least two city watch patrols will arrive at the reception
within 2-4 minutes of the alarm being sounded. Each of these patrols will also sound their alarms;
this has normal chances for bring additional patrols.
3. Dispatch a force of four additional guards inside the reception area to quickly deal with the trouble.
Characters can attempt to gain entry into the reception in one of several ways at the main gate:
PC is impersonating... DC
A high-ranking member of the Coriner family 60
Lord Regent Ellis Lorinar or somone who is regularly seen 55
with him
However, for this ruse to work, the impersonator must know the name of the guest being
impersonated and must have an appropriate invitation. To do this, they will somehow have to gain
access to the master guest list or know the name of someone who was invited to the reception. The
only copy of the master guest list is in the possession of the gate warden. A properly timed detect
thoughts spell would allow someone to learn the name of a guest who has not yet arrived; this would
have to be done when Adaym Graines is checking the guest list. (Anyone casting an obvious spell in
the area of the gates will be asked to stop by the guards. Failure to comply results in the watch being
called.)
8. By possessing a letter from the Church of Wee Jas: When a group arrives with a letter from the
Church of Wee Jas, Adaym Graines will promptly outfit them with favours (no matter what names
they give) and have them escorted to the reception area. A second such party will arouse his
suspicions.
Pretending to be a servant: A PC can attempt to impersonate a servant of House Coriner at the service
gate. To do this, they must first obtain the special livery that was issued specifically to servants who would be
working at the wedding and the reception. If the imposter obtains the appropriate clothing, she must then
deal with the gate warden. The gate warden knows many of the servants at the wedding, as they are for the
most part longtime servants of House Coriner and are trusted. The DC for the Disguise check to pass as a
servant is 20. If the gate warden fails to see through the disguise, he will ask the imposter what duties she
has inside the reception. This should be handled by a Bluff skill check by the PC that is opposed by the gate
warden's Sense Motive skill check.
Getting caught: Failing to impersonate a servant causes the gate warden to hint that a bribe could be
arranged. He will accept a bribe of 50gp times the character's level to admit a single individual to the
Dago Holinax can only be bribed this way three times this evening. He knows that getting too greedy will
cause problems down the line and he likes his job.
If no arrangement can be reached, the gate warden will have his guards take the imposter into custody and
turn her over to the city watch. If the imposter escapes, the imposter's description is circulated to the city
watch patrols.
Note that the simplicity of using this method of approach may lull some players into a false sense of security.
Feel free to take advantage of this.
Dago Holinax, servant gate warden: Male Suel Human, Exp 5; CR 4; Medium Humanoid (human); HD
5d6+10; hp 32; Init +6; Spd 30 ft.; AC 15, touch 12, flat-footed 13; BAB/Grp: +3/+5; Atk: +6 melee
(masterwork dagger, 1d4+2, 19-20/x2); Full Atk: +6 melee (masterwork dagger, 1d4+2, 19-20/x2);
Space/Reach 5 ft./5 ft.; SA None; SQ Class Skills: Appraise, Craft (any), Gather Information, Intimidate,
Knowledge (local), Knowledge (nobility & royalty), Listen, Profession (any), Sense Motive, Spot; AL NE; SV
Fort +3, Ref +3, Will +5; Str 14, Dex 14, Con 14, Int 13, Wis 12, Cha 10.
Skills and Feats: Appraise +9, Diplomacy +2, Forgery +9, Gather Information +10, Knowledge (local/Duchy of
Urnst) +9, Knowledge (nobility & royalty) +9, Listen +11, Sense Motive +9, Spot +11; Alertness, Improved
Initiative, Martial Weapon Proficiency (longsword).
Possessions: courtier's outfit, masterwork dagger.
Physical Description: Rather short, with sandy blond hair and blue eyes. Carries himself as if he were far
more important than he really is.
Commonly Used Phrases: Just who do you think you’re dealing with?
Adaym Graines, main gate warden: Male Suel Human, Exp 9; CR 8; Medium Humanoid (human); HD
9d6+36; hp 74; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; BAB/Grp: +6/+6; Atk: +7 melee
(masterwork dagger, 1d4, 19-20/x2); Full Atk: +7/+2 melee (masterwork dagger, 1d4, 19-20/x2);
Space/Reach 5 ft./5 ft.; SA None; SQ Class Skills: Appraise, Bluff, Disable Device, Knowledge (local),
Knowledge (nobility & royalty), Listen, Open Lock, Sense Motive, Sleight of Hand, Spot; AL N; SV Fort +7,
Ref +5, Will +7; Str 10, Dex 14, Con 18, Int 12, Wis 12, Cha 10.
Skills and Feats: Appraise +13, Bluff +9, Disable Device +13, Diplomacy +4, Gather Information +2, Forgery
+8, Intimidate +2, Knowledge (local/Duchy of Urnst) +7, Knowledge (nobility & royalty) +7, Listen +18, Open
Locks +5, Sense Motive +16, Sleight of Hand +10, Spot +18; Alertness, Skill Focus (Sense Motive), Skill
Focus (Spot), Skill Focus (listen), Weapon Focus (dagger).
Possessions: courtier's outfit, masterwork dagger, masterwork thieves tools.
Physical Description: Aside from standard Suel traits, he is a fairly non-descript individual. Used to
avoiding attention, he speaks quietly and simply.
Commonly Used Phrases: "How can I help you sir?"
House Coriner operative: male human Rog 4; CR 4; medium humanoid; HD 4d6; hp 18; Init 7; Spd 30 ft.;
AC 15, touch 13, flat-footed 12; BAB/Grp: +3/+4; Atk: +7 masterwork sap (1d6+1, x2 SUBDUAL) or +7
masterwork rapier (1d6+1, 18-20/x2) or +7 masterwork light crossbow (1d8, 19-20/x2); Full Atk: +7
masterwork sap (1d6+1, x2 SUBDUAL) or +7 masterwork rapier (1d6+1, 18-20/x2) or +7 masterwork light
House Coriner guard: male human Ftr 4; CR 4; medium humanoid; HD 4d10+8; hp 36; Init +6; Spd 30 ft.;
AC 16, touch 12, flat-footed 14; BAB/Grp: +4/+6; Atk: +8 masterwork longsword (1d8+2, 19-20/x2) or +7
masterwork light crossbow (1d8, 19-20/x2); Full Atk: +8 masterwork longsword (1d8+4, 19-20/x2) or +7
masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +6, Ref +4, Will +3; Str 14,
Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Skills and Feats: Climb, Listen, Ride Spot; Alertness, Iron Will, Improved Initiative, Skill Focus (Spot),
Weapon Focus (longsword), Weapon Specialization (longsword).
Possessions: chain shirt, masterwork longsword, masterwork light crossbow, 10 bolts, dagger, potion of
cure light wounds.
House Coriner guard captain: male human Ftr 8; CR 8; medium humanoid; HD 8d10+16; hp 68; Init +6;
Spd 30 ft.; AC 16, touch 12, flat-footed 14; BAB/Grp: +8/+10; Atk: +12 masterwork longsword (1d8+2, 17-
20/x2) or +11 masterwork light crossbow (1d8, 19-20/x2); Full Atk: +12/+7 masterwork longsword (1d8+4, 17-
20/x2) or +11 masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +8, Ref +5, Will
+4; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Skills and Feats: Climb, Listen, Ride Spot; Alertness, Combat Expertise, Improved Critical (longsword),
Improved Grapple, Improved Initiative, Iron Will, Skill Focus (Spot), Weapon Focus (longsword), Weapon
Specialization (longsword).
Possessions: masterwork chain shirt, masterwork longsword, masterwork light crossbow, 10 bolts,
dagger, potion of cure serious wounds.
House Coriner Servant: male human Exp 4; CR 4; medium humanoid; HD 4d6; hp 18; Init +1; Spd 30 ft.;
AC 11, touch 11, flat-footed 10; BAB/Grp: +3/+3; Atk: +4 masterwork dagger (1d4, 19-20/x2); Full Atk: +4
masterwork dagger (1d4, 19-20/x2); SA none; SQ none; AL N; SV Fort +1, Ref +2, Will +5; Str 10, Dex 12,
Con 10, Int 14, Wis 12, Cha 12.
Skills and Feats: Bluff +8, Climb +7, Gather Information +8, Hide +8, Listen +11, Move Silently +8, Sense
Motive +11, Swim +7, Spot +14, Tumble, +8; Alertness, Skill Focus (Sense Motive), Skill Focus (Spot).
Possessions: masterwork dagger.
Earlier in the day, Lady Umina Coriner and Lord Jasper Kilbourne were wed. By prearrangement with the
manager of the Leukish Garden, their wedding reception is being held in the Cliffside Grotto section of the
garden. Security is tight, as Lord Regent Ellis Lorinar has accepted an invitation to the reception.
Maps
A hand-drawn map of the reception area and the Leukish Gardens will be available at GameStorm.
General Security
Two gates have been set up at the wedding reception in the Cliffside Grotto: a main gate for guests and a
service gate for servants.
The reception itself is patrolled by pairs of guards. Each group of guards consists of one guard with Rogue
levels and one guard with Fighter levels. Guards will not hesitate to use lethal force if they feel there is a
serious threat to the safety of the guests (regardless of whether or not the characters have used lethal force
yet).
A team of four House Coriner guard captains waits in reserve near the reception, ready to deal with serious
issues.
If any pair of guards raises an alarm, four more pairs of guards will arrive at the scene of the alarm within
three rounds (roll 1d3 for each additional pair of guards to determine exactly when they will arrive and a
standard direction finding roll (1d8, 1 = north, 2 = northeast, etc) to determine the direction that they will arrive
from. In addition, any alarms sounded from inside the reception will cause the gate wardens to carry out the
following steps:
1. Seal the gate: The gate wardens' guards will close the gates, not allowing anyone to enter or leave.
2. Call for a city watch patrol: The gate wardens will each dispatch two messengers to locate city watch
patrols. It is guaranteed that at least one of the these messengers from each gate will find a patrol in
1d2 minutes; thus, it is guaranteed that at least two city watch patrols will arrive at the reception
within 2-4 minutes of the alarm being sounded. Each of these patrols will also sound their alarms;
this has normal chances for bring additional patrols.
3. Dispatch a force of four additional guards inside the reception area to quickly deal with the trouble.
There are enough pairs of guards inside the reception insure that each guest is seen by at least one guard
each round and that typically three guards will see each person from three different angles. Roll opposed
Sense Motive or Spot checks for each guard vs a separate Hide check for the imposter. (Note that if an
imposter hides the favour, it automatically alerts the guards.)
Time Event
8:00PM Guests begin arriving at the reception.
8:15PM The bride and groom arrive at the reception. Entertainers perform in the
background as the bride and groom greet their guests. Once greeted,
guests mingle until the festivities begin.
9:00PM Guests are directed to their seats for dinner. The bride and groom open
gifts. Speeches are made. Toasts are given and drunk.
9:30PM Lord Regent Ellis Lorinar and Lady Irona Pontirun make a belated arrival
and makes a toast to the happy couple.
9:50PM Lord Ellis and Lady Irona depart for the final event of the bardic
competition.
10:30PM The bride and groom cut the cake. In accordance with tradition, the top
layer of the cake is broken over the bride's head (the two magical
hummingbirds are collected by a servant to be stored until needed later).
The remnants are gathered by a servant to be distributed to the hungry of
the city. The bride's wedding dress is stripped from her and each piece is
tossed to the assembled single female guests as a good luck charm.
11:00PM The bride and groom depart in a carriage. Servants begin collecting the
gifts and packaging them up for transport.
11:30PM The last of the guests leaves and servants begin cleaning up.
1:00AM The cleanup is complete and the servants depart.
Locations of Note
If there are specific sections of the shared encounter area that warrant description, note each one below
using the "Heading 4" style as a header. For example, a shared encounter area that is a specific building
might have interior rooms of interest. If so, these rooms should be described below.
The armed servants use the stat block of a House Coriner Operative. The unarmed servants use the stat
block of a House Coriner Servant.
These servants use the stat block for a House Coriner servant.
The four-tier cake itself is beautiful – ornate silver and gold veins run over white icing to icing flowers that rival
brilliant gems in colour. A pair of magical jeweled hummingbirds flitter over the top layer of the cake, feeding
on a brilliant ruby rose and a brilliant sapphire lilly.
• Propose a toast to the bride and groom: The character should roll a Perform (oratary) skill check. If
the character beats a DC 15, the character impresses the attendees and earns an influence point
with House Coriner.
• Dance with the bride or groom: Guests at the wedding may reasonably attempt to dance with either
the bride or groom. As long as the request is politely worded and the character is a guest, the
request will be accepted.
• Dance with Lord Ellis or Lady Irona: Lord Ellis is in a foul mood and is not partial to dancing tonight,
but Lady Irona would be delighted if the prospective partner is male and has a Charisma of 14 or
higher (naturally, the prospective partner must also be a noble).
The characters might also attempt to obtain one or several items here.
If the character chooses to make a move to steal a gift during the cake breaking or gown tossing, she
receives a +4 bonus on her Sleight of Hand check.
Anyone approaching the gift table without a gift in hand will draw extra attention from the guards; they receive
a +2 bonus on Spot checks made against those approaching without a gift in hand.
Using invisibility would allow a character to steal a gift practically unobserved. The guards' Spot check would
be at -4 if the gift stolen is small.
Lady Umina's gown is quite lovely, and a piece of it would be quite a conversation piece. Consequently, there
is a lot of competition to catch the pieces of the gown. Characters attempting to catch a piece of the wedding
gown must succeed at a Balance check (DC 12). There are 1d4 NPCs around the character who are also
trying to catch the gown; assume that each of them makes this Balance check. To determine who comes up
with the piece that was tossed, have each character and NPC roll a Dexterity check; the person with the
highest Dexterity check catches the piece (assume that all NPCs have a Dex bonus of +1).
There are six pieces of the wedding gown to be thrown: two arms, a veil, two pieces of the skirt, and the
torso. This gives the characters six chance to get a piece of the gown.
Servants attempting to catch a piece of the wedding gown would attract the attention of security – a servant
has no business participating in this wedding tradition.
Someone impersonating a servant would attempt to convince the cake guardians to cut her a piece of the
cake after the bride and groom had made the first cut. A DC 15 Diplomacy check would be required, or a
bribe of at least 5gp.
The top tier of the cake is traditionally broken over the bridge's head in Suel weddings. In noble weddings,
the remnants of the top tier are gathered by a servant and distributed to poor in the area. A character
disguised as a servant could easily slip in here and gather several pieces of cake.
A Rose
The cake is decorated with several dozen roses in various bright gemstone shades. If a character can obtain
a whole piece of cake, there is a flat 25% chance that there is a rose on that piece of cake. The character
could also make a DC10 Diplomacy check with the cake guardians to have a piece with a rose cut for her.
A Hummingbird
There are no normal hummingbirds living in the immediate area. However, there are two magical
hummingbirds flitting about above the wedding cake. It is possible that the characters could distract the two
cake guardians if they work together as a team; in doing so, they might be able to acquire one or both of
these magical hummingbirds (touch AC 18). However, any distraction sufficient to distract both cake
guardians would also attract the attention of at least two pairs of guards, who would certainly investigate the
distraction.
The hummingbirds are enchanted to make a loud warbling sound if touched (unless the pass phrase
"Pleasure is the nectar of life" has been spoken first). Triggering the alarm will draw the attention of the
guards. If it becomes a major event the characters involved will earn enmity from both House Coriner – for
ruining the party – and from the Rogues – something happened.
Just before the cake breaking, a cake guardian takes the two hummingbirds (speaking the pass phrase) from
atop the cake and puts them into a wooden case. He then stows the case in his belt pouch. A character
dressed as a guest or a servant could get close enough to attempt a Sleight of Hand check against the
servant. (The servant receives a +4 bonus to spot the pickpocket attempt because the case is a closed belt
pouch.)
A magical trap has been placed on the special case that houses the hummingbirds. Search DC 28, Disable
Device 28. If either hummingbird makes a warbling sound an invisibility purge is cast (centered on the case).
The servant could also be bribed to allow the character to use the hummingbirds for a few hours, at the cost
of at least 500gp, if the character succeeds at a DC 20 + character level Diplomacy check.
Lady Umina is also wearing a hummingbird signet ring. This could be slipped from her via a Sleight of Hand
check (DC 23).
House Coriner operative: male human Rog 4; CR 4; medium humanoid; HD 4d6; hp 18; Init 7; Spd 30 ft.;
AC 15, touch 13, flat-footed 12; BAB/Grp: +3/+4; Atk: +7 masterwork sap (1d6+1, x2 SUBDUAL) or +7
masterwork rapier (1d6+1, 18-20/x2) or +7 masterwork light crossbow (1d8, 19-20/x2); Full Atk: +7
masterwork sap (1d6+1, x2 SUBDUAL) or +7 masterwork rapier (1d6+1, 18-20/x2) or +7 masterwork light
crossbow (1d8, 19-20/x2); SA sneak attack +2d6; SQ evasion; AL N; SV Fort +2, Ref +8, Will +3; Str 12, Dex
16, Con 10, Int 12, Wis 12, Cha 12.
Skills and Feats: Balance +10, Climb +8, Gather Information +8, Hide +10, Listen +10, Move Silently +10,
Open Lock +10, Sense Motive +8, Spot +10, Tumble +10; Alertness, Improved Initiative, Weapon Finesse.
Possessions: masterwork leather armor, masterwork sap, masterwork rapier, potion of cure light wounds.
House Coriner guard: male human Ftr 4; CR 4; medium humanoid; HD 4d10+8; hp 36; Init +6; Spd 30 ft.;
AC 16, touch 12, flat-footed 14; BAB/Grp: +4/+6; Atk: +8 masterwork longsword (1d8+2, 19-20/x2) or +7
masterwork light crossbow (1d8, 19-20/x2); Full Atk: +8 masterwork longsword (1d8+4, 19-20/x2) or +7
masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +6, Ref +4, Will +3; Str 14,
Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Skills and Feats: Climb, Listen, Ride Spot; Alertness, Iron Will, Improved Initiative, Skill Focus (Spot),
Weapon Focus (longsword), Weapon Specialization (longsword).
Possessions: chain shirt, masterwork longsword, masterwork light crossbow, 10 bolts, dagger, potion of
cure light wounds.
House Coriner guard captain: male human Ftr 8; CR 8; medium humanoid; HD 8d10+16; hp 68; Init +6;
Spd 30 ft.; AC 16, touch 12, flat-footed 14; BAB/Grp: +8/+10; Atk: +12 masterwork longsword (1d8+2, 17-
20/x2) or +11 masterwork light crossbow (1d8, 19-20/x2); Full Atk: +12/+7 masterwork longsword (1d8+4, 17-
20/x2) or +11 masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +8, Ref +5, Will
+4; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Skills and Feats: Climb, Listen, Ride Spot; Alertness, Combat Expertise, Improved Critical (longsword),
Improved Grapple, Improved Initiative, Iron Will, Skill Focus (Spot), Weapon Focus (longsword), Weapon
Specialization (longsword).
Possessions: masterwork chain shirt, masterwork longsword, masterwork light crossbow, 10 bolts,
dagger, potion of cure serious wounds.
House Coriner Servant: male human Exp 4; CR 4; medium humanoid; HD 4d6; hp 18; Init +1; Spd 30 ft.;
AC 11, touch 11, flat-footed 10; BAB/Grp: +3/+3; Atk: +4 masterwork dagger (1d4, 19-20/x2); Full Atk: +4
masterwork dagger (1d4, 19-20/x2); SA none; SQ none; AL N; SV Fort +1, Ref +2, Will +5; Str 10, Dex 12,
Con 10, Int 14, Wis 12, Cha 12.
Skills and Feats: Bluff +8, Climb +7, Gather Information +8, Hide +8, Listen +11, Move Silently +8, Sense
Motive +11, Swim +7, Spot +14, Tumble, +8; Alertness, Skill Focus (Sense Motive), Skill Focus (Spot).
Possessions: masterwork dagger.
The Loaf of Love is a single medium sized building on Bakery Street in the more middle-class area of the city.
It has stonewalls with a few small windows in the front showing of a small assortment of baked goods, mostly
cakes and pies. The building has several chimney pipes leaving thru the roof.
Maps
The “shop” area of the bakery is thirty feet wide facing the street and twenty feet deep moving away from the
street. The main door is near the front left corner of the storefront. The rear and right wall have glass display
cases preventing access to the public. This effectively makes a 5’ perimeter along those walls that can only
be accessed by the staff. There is a small section of the blockade that has no display case, but instead a
small folding counter top for access to the front. An archway on the left side of the back wall leads into the
kitchen. There is also a closed door on the right side of the back wall leading to the larder.
The kitchen area is also thirty feet across and twenty feet deep (the same dimensions as the shop and
identically oriented). A row of ovens covers the back wall and preparation tables line the front. There are also
cupboards above and below the tables for storage.
The basement larder is down a short flight of stairs and has a very low ceiling (thought it does not require
medium sized creatures to squeeze). This area is packed with sacks and barrels of baking goods. This area
is roughly the same size as the store above, but the ceiling is only about five feet above the floor.
Security
The street outside the bakery is fairly well traveled, but there are no actual guards for this building. If the PCs
create a commotion in the bakery assume someone hears or sees them, and reports it.
Krinak Briton aka “The Baker”: Male Human (Suel) Exp 4; CR 3; Medium Humanoid; HD 4d6+4; hp 18; Init
+0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; BAB/Grp: +3/+4; Atk: +4 melee Knife or Rolling Pin 1d4+1 /
x2; AL N; SV Fort +2, Ref +3, Will +5; Str 13, Dex 11, Con 12, Int 14, Wis 12, Cha 12.
Skills and Feats: Appraise +9 (+11 w/ Breads & Pastries), Bluff +8, Craft (Breads) +9, Craft (Pastries) +12,
Diplomacy +14, Knowledge (Local: NMR) +9, Profession (Merchant) +8, Sense Motive +10, Spot +8;
Lightning Reflexes, Persuasive, Skill Focus: Craft (Pastries).
Physical Description: Krinak is a five and a half foot tall portly man in his late thirties. Once in the shop he
wears an apron and a skullcap to cover his blonde hair. He is usually working in the back, where the PCs can
only rarely catch a glimpse of him, but will come forward if there is something that needs his attention.
Personality: Krinak is very charismatic, but a little on the loud side. He warmly greets any returning
patrons he recalls. He is a little hard on Malv, as the boy is his apprentice, but friendly and patient with Tasy.
Commonly Used Phrases: (if significant) [Commonly used phrases]
Malv: Male Human (Suel) Exp 1; CR 1; Medium Humanoid; HD 1d6+4; hp 7; Init +0; Spd 30 ft.; AC 10, touch
10, flat-footed 10; BAB/Grp: +0/+1; Atk: +1 melee unarmed 1d3+1 non-lethal; AL N; SV Fort +1, Ref +0, Will
+3; Str 13, Dex 10, Con 12, Int 14, Wis 12, Cha 12.
Skills and Feats: Appraise 6, Bluff +5, Craft (Breads) +6, Craft (Pastries) +6, Diplomacy +5, Knowledge
(Local: NMR) +6, Profession (Merchant) +5, Sense Motive +5, Spot +5; Persuasive, Toughness.
Physical Description: Malv is a Suel boy of about fourteen years, almost old enough to strike out on his
own, but still apprenticed to Krinak. He stands just a few inches shy of six feet, and is a little more muscular
than your average Suel man. Malv does most of the bread baking while Krinak does the pastries, so Malv is
wearing a similar baker’s outfit to Krinak’s.
Commonly Used Phrases: (if significant) [Commonly used phrases]
Tasymina “Tasy”: Female Human (Suel) Exp 1; CR 1; Medium Humanoid; HD 1d6+4; hp 7; Init +0; Spd 30
ft.; AC 11, touch 11, flat-footed 10; BAB/Grp: +0/+0; Atk: +0 melee unarmed 1d3 non-lethal; AL N; SV Fort
+1, Ref +1, Will +3; Str 11, Dex 13, Con 12, Int 14, Wis 12, Cha 14.
Skills and Feats: Appraise 6, Bluff +6, Craft (Breads) +6, Craft (Pastries) +6, Diplomacy +6, Knowledge
(Local: NMR) +6, Profession (Merchant) +5, Sense Motive +5, Spot +5; Persuasive, Toughness.
Physical Description: Tasy is a very attractive mixed Suel woman of about seventeen years. She stands
a few inches over five feet with long light brown hair pinned up in a bun. She doesn’t do any cooking so she
wears more stylish and flattering clothing.
Commonly Used Phrases: (if significant) [Commonly used phrases]
Loaf of Bread 3 cp
Pastries
Sugar Cookie 3 cp
- Dozen 3 sp
Nut Cookie 5 cp
- Dozen 5 sp
Frosted Cookie 5 cp
- Dozen 5 sp
Vanilla Cookie 7 cp
- Dozen 7 sp
Chocolate Cookie 7 cp
- Dozen 7 sp
Blueberry Pastry 5 sp
- Dozen 5 gp
Cakes
- All cakes are custom orders made with love. Please speak with Tasy about making a special cake just for
you.
The cathedral of Kord is a massive stone structure on pleasant-looking grounds. A bell tower rises over 100
feet into the air, taller than any other building in the district. Stained-glass windows and a rose garden on the
south side are features of interest. The cathedral grounds are surrounded by a stone wall approximately 10 ft
high (Climb DC 25).
Maps
A map will be provided at GameStorm.
General Security
The entire cathedral grounds are covered with a Hallow spell, with Remove Fear keyed to worshippers of
Kord affixed to it. Except where noted otherwise, continual flame torches are used to provide light throughout
the cathedral. With the exception of the nave at night, lighting is equivalent to full daylight. At night, the ceiling
in the nave combined with a few continual light torches around the walls provide the equivalent of candlelight
in that area. The bell tower is not lit at night, as the acolyte who rings the bell carries a torch with him during
that activity.
There are a total of 20 acolytes and 12 guards present at the cathedral site, in addition to the high priest and
his assistant.
Before 10pm, the cathedral is fairly active. Any party that is not very well disguised or hidden is basically
guaranteed to be seen and asked about their business by a cathedral guard or acolyte (50% chance of
either). PCs will only encounter Kohlath Maladaptor or Lacquitt if they enter an area they are in or cause a
general alarm.
From 10pm on, the cathedral is basically closed to outsiders. Two cathedral guards are stationed at the
entrance and will tell prospective visitors to come back tomorrow unless they are accompanied by a cleric of
Kord or member of the Priesthood of Kord meta-org. In this case, they will allow the member and those she is
willing to vouch for to enter the public areas of the cathedral as long as they behave themselves.
One acolyte is always present in the main cathedral area (1D), except for a couple of minutes before and
after each hour, when he climbs the bell tower, rings the bell, and returns. He otherwise behaves the same
as the other acolytes in the cathedral.
Each 15 minutes that the PCs are in the cathedral after 10pm, there is a 10% chance of encountering 1d2
acolytes or guards outside their rooms. The DM should choose what combination of acolytes and guards are
encountered based on the PCs’ location and activity.
If the cathedral’s occupants find any non-worshippers wandering about unescorted, they will bluntly and
firmly insist that they leave. If the PCs refuse to do so, an alarm will be raised and the cathedral guards will
attempt to grapple the PCs and throw them out bodily, with the acolytes supporting them with spells as
needed. The cathedral occupants resort to lethal violence only if it is used against them (in any form).
In the event of hostilities, cathedral guards will take a free action on their first turn to bellow a warning. Before
10pm, this will bring the full strength of the cathedral to bear within 3 rounds. From 10pm on, it will take
2d4+2 rounds for help to start arriving, with 1d3 cathedral guards/acolytes entering the fray each round
thereafter.
8PM: The cathedral is open to any who wish to visit (so long as they behave themselves). At any given time,
only 4 guards are “on-duty” and they are not terribly vigilant as they figure the level of activity and the
reputation of Kord’s followers as being able to take care of themselves is enough to keep troublesome people
away.
High Priest Kohlath Maladaptor is not present on the cathedral grounds. Lacquitt is in his quarters (area 3D)
writing correspondence.
8:30PM: Kohlath arrives at the cathedral from other business and spends the next half hour in his study
preparing for the next Godsday’s services.
9PM: The acolytes – except for the one detailed to toll the bells – hold a wrestling match in the private
gymnasium (see area 2B below). Four of the guards loiter around watching the entire time while the others
continue “wandering patrols”. Kohlath acts as referee. Lacquitt continues working on his correspondence.
10PM: The cathedral “closes” for the night. The acolytes and guards who do not have specific duties (as
detailed in General Security above) retire to the barracks where they spend about 15 minutes in evening
prayers and then mostly go to sleep.
Kohlath goes to his bedroom and turns in. Lacquitt spends the next 45 minutes practicing somatic and verbal
components for various spells (i.e., he does not actually cast any spells).
10:45PM: Lacquitt casts Divination, asking what challenges he will face in the coming day. The response
includes hints about the activities going on with Nothing, but is vague enough that he only knows that it is
possible something “interesting” may happen by midnight. He does not want to set the cathedral on alert,
since the divination isn’t clear as to whether the event is good, bad, or indifferent, but it is enough to prod him
into donning armor and weapons and casting protective and enhancement spells that last for an hour or
more, as reflected in the second stat block for him below.
11PM: Except for those with specific duties and Lacquitt, everyone in the cathedral is asleep by this time.
Lacquitt keeps an eye on the nave through the peephole described in Area 3D. If he notices anything
unusual, he takes a round or two to cast appropriate spells, warns Kohlath, and then moves to act. More
details about his tactics are provided in the description of his quarters.
Locations of Note
1A – Cathedral Grounds Walls
The cathedral grounds are surrounded by a 10 foot high stone wall, with a large gate in the center of the
northern wall. The climb DC for this wall is 25.
1B – Cathedral Grounds
The cathedral grounds are well-kept and basically open. There are numerous places where the ground has
been trampled or torn up and restored – signs of various athletic activities. A flower garden has been planted
on the south side of the cathedral itself.
PCs examining the ground around the northern walls will notice that there are signs of a foundation about 20
feet north of the existing walls.
The north “wing” of the cathedral has an impressive stone façade. It rises some 40 feet, with a few small
windows at about 25 and 35 feet above ground level. The other wings are studded with magnificent stained-
Numerous statues of Kord are spread around the grounds. Each of them depicts Kord in some act of
prowess and strength – wrestling giants, etc.
1C – Entrance
Impressive doors of ironwood lead into the cathedral entrance. During hours 3 and 4, two guards stand just
outside the doors. Besides being heavy, the doors are weighted so that those not familiar with them must
make a DC 20 STR check to open them (all of the NPCs outlined below are familiar with the doors). The
entrance itself is simply decorated, with the primary item of interest being a donation box set next to each of
the archways leading to the nave (area 1D).
1D – Nave
This area encompasses most of the northern “wing”, plus the central intersection and southern end of the
cathedral. At the northern end, the ceiling rises to approximately 20 ft, then rises to over 30 ft in the central
and southern sections. The entire ceiling is magically enchanted to provide the appearance of being open to
the sky (which is always sunny and blue in the day, clear and star-studded with the moons in the appropriate
phases at night).
The nave is dominated by an enormous statue of Kord carved of granite, the whole measuring 15 ft high and
weighing some 20 tons. The statue carries a bronze shield decorated like the holy symbol of Kord (a star
made of spears and maces) over its left shoulder and a 20ft tall bronze spear in its right hand. In human
terms, the bronze shield is the equivalent of a tower shield; the spear is the equivalent of a huge longspear.
The shield and spear are each enchanted with a permanent alarm spell that is triggered if it is removed from
the statue.
The statue is also the focus of a permanent invisibility purge spell. This spell radiates from the entire statue,
making the use of invisibility very difficult in the cathedral.
Two small alcoves just south of the central area provide a place for the presiding priest(s) to meditate prior to
services. An altar of red stone covered with a blue cloth stands toward the southern end of the nave. PCs
poking around either of these areas at any time will draw suspicion and be questioned about their business.
The stairs next to the West wing lead up to level 2. The stairs next to the East wing lead up to level 3. PCs
will not be allowed to use these stairs under any normal circumstances.
2A – Nave
This area is open and has no floor – it is a continuation in the “Z-axis” of areas 1D and 1E and is included
merely for completeness’ sake. There are no access points between this area and the rest of level 2.
2B – Private Gymnasium
This area provides space for athletic contests between the acolytes and guards. This is where the wrestling
match mentioned in the timeline takes place.
2C – Barracks
The acolytes sleep in the western barracks and the guards in the eastern barracks. The rooms are furnished
with bunk beds and small chests. During hours 1 and 2, there are typically 1d4 people in each room, though
as the guards and acolytes are on good terms it is up to the DM to decide what mix of acolytes and guards to
use depending on circumstances.
3B – Kohlath’s Study
This area is very nicely decorated with tapestries and busts of previous high priests. A mahogany desk and
chair are set up along the western wall. A small bookshelf with a number of obviously neglected books
(primarily religious treatises on the worship and philosophies of Kord) stands next to the door to area 3C.
The floor is covered with a fine rug containing the symbol of Kord. Any cleric of Kord standing barefoot on the
rug can treat it as a divine focus for the purposes of clerical abilities.
3C – Kohlath’s Bedroom
The primary item of interest in this room is Kohlath’s bed – a heavy wooden frame covered with a mountain
of animal furs that sits in the northeast corner of the room. Other furnishings include a small bedside table, a
basin for washing up, and a sturdy wardrobe.
3D – Lacquitt’s Study
A small writing desk and simple chair sit in the northwest corner of this room. Five more chairs of a more
comfortable nature are arranged around a table in the center of the room. These items have all seen heavy
use, as Lacquitt frequently entertains guests (his way of keeping up on events in the Duchy).
Unbeknownst even to Kohlath, there is a small peephole in the southern wall angled such that Lacquitt can
see a fairly good section of the nave. Unless he becomes aware of trouble, Lacquitt remains in this room for
most of the evening, as described in the timeline above.
3E – Lacquitt’s Library
The walls of this room are covered with bookshelves that reach to the ceiling and are full of books, most of
which look used. A wide variety of topics are covered, although nothing illegal or particularly disturbing can
be found here. Perhaps the most controversial tome is a copy of “The Divine Man” autographed by the
author, though it is clear the book has never been read.
3F – Lacquitt’s Bedroom
Unlike Kohlath, Lacquitt prefers a more “civilized” sort of bed. The frame is made of wrought iron. The legs
are sculpted to look like four strong men bearing the rest of the frame. Otherwise, the furnishings are
basically the same as in Kohlath’s bedroom.
4B – Tower Top
Four large bells are present at the top of the bell tower. Ringing them at any time other than on the hour or a
failure to ring on the hour will cause a general alarm and is very likely to bring the watch as well.
The characters might also come here looking to complete one of several tasks:
• Wrestle a Kordite – any acolyte will welcome an offer to wrestle
• Best a Kordite in a feat of strength – Several large rocks are on the grounds. These can be lifted until
someone wins the contest.
Cathedral Acolyte: Male/female human Clr 3 (Kord); CR 3; Medium humanoid (Suel human); HD 3d8+3; hp
21; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; BAB/Grp: +2/+4; Atk: +4 melee (1d4+2, dagger) or +2
ranged (1d4+2, dagger); Full Atk: +4 melee (1d4+2, dagger) or +2 ranged (1d4+2, dagger); Space/Reach 5
ft./5 ft.; SA Spells, Spontaneous Casting, Turn Undead; SQ None; AL CG; SV Fort +4, Ref +1, Will +6; Str 14,
Dex 10, Con 12, Int 10, Wis 16, Cha 12.
Skills and Feats: Climb: +4, Concentration +5, Heal +9, Knowledge(religion: Kord) +4, Spellcraft +4, Swim
+4; Athletic (+2 climb/swim), Brew Potion, Run.
Domains: Chaos, Strength
Spells: 4/3+1/2+1 (DC 13+spell level), domain spells in bold
0: Detect Magic, Guidance, Purify Food and Drink, Resistance
1: Bless, Divine Favor, Enlarge Person, Magic Weapon
2: Bull’s Strength, Bear’s Endurance, Lesser Restoration
Possessions: Robes, dagger, holy symbol of Kord, spell component pouch.
Physical Description: Varies, though all are basically Suel in appearance and generally physically fit.
Commonly Used Phrases: None.
High Priest Kohlath Maladaptor: Male human Clr10(Kord)/Ari2; CR 12; Medium humanoid (Suel human);
HD 10d8+30 plus 2d8+6; hp 93; Init +6; Spd 30 ft.; AC 20, touch 14, flat-footed 18; BAB/Grp: +7/+13; Atk:
+12 melee (+1 anarchic greatsword, 2d6+5, 19-20/x2) or +9 ranged (javelin, 1d6+3, x2); Full Atk: +12/7
melee (+1 anarchic greatword, 2d6+4, 19-20/x2) or +9 ranged (javelin, 1d6+3, x2)]; Space/Reach: 5 ft./5 ft.;
SA Spells, Spontaneous Casting, Turn Undead, DR 1/-; SQ None; AL CG; SV Fort +12, Ref +5, Will +16; Str
16, Dex 14, Con 16, Int 10, Wis 23, Cha 12.
Skills and Feats: Concentration +18, Diplomacy +15, Gather Information +6, Heal +16, Intimidate +6;
Diehard, Endurance, Great Fortitude, Improved Grapple, Improved Initiative, Improved Unarmed Strike.
Domains: Good, Strength
Lacquitt: Male human Clr7 (Kord); CR 7; [Size] [type] [(subtype)]; HD 7d8+7; hp 45; Init +0; Spd 20 ft.; AC
23, touch 10, flat-footed 23; BAB/Grp: +5/+6; Atk: +7 melee (+1 heavy mace, 1d8+2, x2) or +5 ranged (dart,
1d4+1, x2); Full Atk: +7 melee (+1 heavy mace, 1d8+2, x2) or +5 ranged (dart, 1d4+1, x2); Space/Reach: 5
ft./5 ft.; SA Spells, Spontaneous Casting, Turn Undead; SQ None; CG; SV Fort +6, Ref +2, Will +8; Str 12,
Dex 10, Con 12, Int 14, Wis 17, Cha 14.
Skills and Feats: Concentration +9, Diplomacy +9, Heal +8, Knowledge(History) +8, Knowledge(Religion) +8,
Listen +5, Sense Motive +4, Spot +5; Alertness, Negotiator, Spell Focus (Enchantment), Spell Penetration.
Domains: Luck, Strength
Spells: 6/5+1/4+1/3+1/1+1 (DC 13+spell level, 14+spell level for Enchantment spells), domain spells
in bold
0: Detect Magic, Guidance, Light, Mending, Purify Food and Drink, Resistance
1: Bless, Divine Favor, Enlarge Person, Obscuring Mist, Sanctuary, Shield of Faith
2: Bull’s Strength, Calm Emotions, Hold Person, Silence, Sound Burst
3: Blindness/Deafness, Locate Object, Prayer, Protection from Energy
4: Divination, Freedom of Movement
Possessions: +1 full plate, Spined Shield, +1 bane (aberrations) heavy mace, amulet of natural armor +1,
figurine of wondrous power (silver raven), wand of cure light wounds (50 charges), 5 darts, silver holy
symbol.
Physical Description: Lacquitt doesn’t quite fit the stereotype of a cleric of Kord. Although he is in good
health and certainly no 90-lb weakling, he has focused more on his intellectual prowess. His hair is blond,
though starting to show the least bit of grey. His eyes are not quite blue. He tends to cock his left ear towards
whoever is speaking.
Commonly Used Phrases: None
The tavern is a two-story building by the docks of Leukish. The current head chef and owner (now), a Gervrin
Halwain has served travelers in Leukish for years, and is well-known for his fine seafood dishes. Though the
clientele is often rough, with bar fights not uncommon, it is considered a fine establishment by most of the
population of Leukish. [taken from URD1-I01 An Empty Seat]
The travel time from Folly By the Sea Tavern to the Leukish Gardens is 20 minutes.
Map
The building is 40’ x 50’. It has two main entrances, one on the 1st floor and one on the 2nd floor. The 2nd floor
dining area has glass windows that highlight the great view that is offered. In both general floors a 30’ x 30’
area can be used to convey the eating/drinking portion with the rest as a bar and then a kitchen (1st floor
only). There are private rooms along the 40’ side that are 10’ x 10’ and can be reserved. The wait staff is
extremely helpful and will do their utmost not to offend anyone.
The 2nd floor far private dining area is reserved and will remain closed for most of the evening.
General Security
Gervrin doesn’t hire security. Most of the clientele will be protective of any major disturbances and will call the
City Watch. Woe to those that cause a major disturbance to those on the 2nd floor. Those that are refined
have friends in high places or are in those high places themselves. So bad tidings to those, for instance, if
the Nyrond Ambassador was eating upstairs with several Honorable Chamber members. Many of the nobles
bring their own security that often waits in the downstairs private rooms, outside, or in the stairwell between
floors.
Outside the lighting is pretty good same with the 1st floor. The 2nd floor the lights are dimmed during the
evening.
8:15pm Sev Ubul & Amea Tarnel enter the dining area on the 2nd floor. They seem to be waiting for
someone. PCs start talking with them find out that they are waiting for their friend from the OPW (as they call
it) to finish off her work. Seems their friend isn’t off of work until 9pm and so they are arriving early to get a
spot and relax and talk. [This friend is Morwenna Gavelkind, who is finishing off the documents on the new
Sewer System]
8:30pm Gorsh Bar, Maintenance Employee with the Office of Public Works enters the dining area on
the 1st floor. He is in his work uniform [Spot DC 20 to notice his badge in his back pocket]. He talks with folks
and generally wants to relax before heading off to work at 9:25. [1/2 hour travel time to arrive around 10pm]
He is quite proud of his job.
8:45 pm A hooded and cloaked man enters and heads to the 2nd floor, entering the reserved dining
nd
room on the 2 floor and ordering a fancy meal meant to serve five to six people. The windows to the room
remain draped and the door remains closed.
9:45pm Morwenna Gavelkind arrives to the 2nd floor to meet up with her friends. Conversation can be
overhead [Listen DC 20] that she just approved the newest Sewer System. One of the three forms she had to
do over so hence why she was late. PC could attempt to Slight of Hands her Badge vs her Spot check. DC
20 to get the item too.
10:30pm Saf the dwarf enters the tavern and purchases a tankard of ale.
Events
Sometime during the evening members of the lawful party will enter the tavern escorting a guest. They will
head to the 2nd floor reserved dining room and will remain there for 30 minutes after they arrive guarding the
door to the 2nd floor reserved dining room. They may or may not overhear, see, or interfere with anything.
He won't sell the pastries, but he will arm wrestle for them. To run arm wrestling, roll opposed grapple
checks. Saf will only arm wrestle other Medium-sized creatures (or smaller). Saf's grapple bonus is +12.
If Combat Starts...
Norl the bartender immediately shouts for the watch, and at least two of the tavern patrols run out the doors
repeating the cries. If Norl is somehow subdued without shouting an alarm, the other patrons are alarmed
and flee in terror, reporting the incident to a nearby city watch patrol. The watch arrives in one minute (ten
rounds) and a second patrol arrives 30 seconds later.
None of the patrons put up any serious resistance. Saf the dwarf, while a formidable combatant, isn't looking
for trouble and goes along quietly if given the opportunity.
Gorsh Bar: Male Human (Oeridian) Com2; CR 2; Medium Humanoid (Human); HD 2d4-2; hp 5; Init -1; Spd
30 ft/x5; AC 9 (-1 dex), touch 9, flat-footed 9; Base Atk/Grapple +1/+3; Full Atk +3 One-handed
(1d6+2;20/x2, Club); SA&SQ None; AL CG; SV Fort -1, Ref -1, Will +0; Str 14(+2), Dex 9(-1), Con 9(-1), Int
10(+0), Wis 10(+0), Cha 12(+1);
Skills: Climb¹ +4, Listen¹ +5, Profession (Cleaner) +8, Spot¹ +3.
Feats: Run, Skill Focus (Profession (Cleaner)).
Possessions: Badge, OPW Keys
Physical Description: Nothing special
Commonly Used Phrases: I’m a cleaner and I’m very good at it.
Hooded Man - Elbaan Kustir: Male Human (Suel) Pal 6/ Hunter of the Dead 4;
The Office of Public Works (aka OPW) is an ancient stone building in the Great Kingdom/Oeridian style, with
massive stone columns and small square windows. The marble is weather-stained gray and some windows
appear cracked. [URD3-02 Test of Faith]
Maps
Coming in by the front door you enter a 35’ W x 15’ L room that has two 10’ hallways on either side of the 15’
W greeting desk. In this encounter the hallway to the left is of importance. Down the hallway to the 3rd left
door is the Lunchroom. 5th left door is the Maintenance Equipment room. Just past that 5th door is stairs going
up and down and the 15’ hallway that connects over to the right side hallway. The 8th and last door on the left
side is Morwenna’s room. Each of the rooms are generally 15’ x 15’ w/ a window. Various office furniture are
in each of the rooms except the lunchroom and maintenance.
General Security
Outside the building there is no security patrolling.
The windows and doors have alarm spells on them which will emit a loud noise and alert the security that is
in the building along with the watch patrol down the street. Depending on the time the security inside the
building could be on lunch and therefore not on patrol.
There are maintenance workers cleaning the building during the evening.
Windows and door alarms can be deactivated by a badge from an employee. This will remove the alarm for
10 rounds and then the alarm will be active again. If a window or door is still open after the 10 rounds then it
will emit a noise that can be heard by folks who are not in the immediate area on the floor with a Listen DC
15.
People inside the building that are not wearing a uniform of a maintenance worker or of the security or have a
badge will be immediately subdued for questioning on trespassing. Security and maintenance have message
buttons to contact each other if need be. Security has a message button to contact City Watch if given a
chance.
The first time an alarm sounds in the building, a city watch patrol will respond within two minutes. If they find
nothing wrong, they assume that it's a fluke.
The second time an alarm sounds, a city watch patrol will respond within two minutes. They secure the
building and conduct a room-by-room search of the building. Anyone found inside will be interrogated; if
someone is found inside with the proper credentials, the patrol will (at a minimum) take that person to jail for
questionning. If nothing is found wrong, the patrol shortens its patrol and hangs out in the area.
The third time an alarm is sounded and nothing is found wrong, the patrol will station itself outside the office.
Every 15 minutes, the patrol will make a full circuit of the building. Every hour, half the patrol will do a sweep
of the building for trouble.
At 8PM Morwenna Gavelkind, a worker in the City Public Works Office [1st floor, 8th door on the left] is
working late tonight on the newest sewer design specs. She is in the final review and will be approving the
design specs. tonight to put it in construction.
9pm-9:15pm Morwenna has finished her work. She has signed all three[3] original copies and placed one
in each of these places. 1. Out box outside door in sealed envelope labeled “City Controller’s Office Clerk, 3rd
floor, Sewer Design”. 2. File drawer labeled “Approved” under “Sewers”. 3. Folder on desk labeled “City
Public Works Clerk, 1st Floor, Sewer Design”. She leaves to go to The Folly By the Sea to meet up with
friends.
9pm-10pm Dimpler is making his rounds throughout the building. He has a Listen DC 20 to hear
“anything unusual going on” and will come investigate.
9:45PM The strike force prepares to move into the building unless they observe a city watch patrol
stationed outside the building. If a watch patrol shows up in the next 15 minutes, the strike force will wait until
ten minutes have passed before moving into the building (if this happens, you will have to adjust the timeline
below to account for the strike force's late arrival).
10pm Dimpler is on lunchbreak. He won’t hear anything unless he makes a Listen check vs Move
Silently w/ +3 circumstance bonus for each PC going by the door. If an Alarm goes off and he hears it he will
come to investigate only after trying to make contact with the Maintenance Team on whether it was them or
not.
The Maintenance Team of Gorsh Bar, Upec Riv, and Wartell Vent arrive to work and start cleaning
up. They each have their uniforms on and have their badges that deactivate the Alarms. 4th team member
Cerii Indal doesn’t show up for work as she was killed by a strike force group for her badge and information.
If Gorsh’s badge is stolen at “The Folly By the Sea Tavern” then he thinks he forgot it somewhere. He has
done this before and it has been found later. He hasn’t had to resort to a Wizard from the City’s Security
Office to trace where the missing badge went, yet.
10:15pm Strike Force members arrive and find Dimpler in the lunchroom. He is quickly stunned then
killed before he could call for help. The Strike Force also finds and kills the members of the Maintenance
Team. They set up evidence that frames Cerii Indal. They plant the evidence in her locker box.
10:30-11pm Strike Force members enter in Morwenna’s Office and use Forgery to add additional works
into the sewers on all three originals. It is noted on it that no trace of these additions should show up on
public records. It is notarized by a Cynric Grek, Chief Executive to the Mayor Governor. If all originals are
taken as part of “Nothing” the Strike Force will wait around until a “team” shows up for them to “question”
where the meeting place is. If the character reveal the location of the meeting place, the strike force learns
(and later reports unless they are all killed) that Nothing has moved to Leukish. This earns the characters
who revealed the game a Major Enmity from Tralkes.
11pm-12am Strike Force are here or not depending on above circumstance. If here, they will attempt to
quickly subdue and kill anyone who arrives. They will wait for Masseri's men to replace the plans from
Nothing, complete their mission, and leave the bodies of Masseri's men behind to frame the Rogues of
Seltaren for the other deaths.
Please note what PCs do with the bodies. Remember the rules, nothing is supposed to draw attention to
Nothing. If the PCs leave the Brotherhood bodies then an investigation is opened up on “who dispatched
them”. The characters should take the Brotherhood bodies and dispose of them; in that way the trail is still
only after the killers.
Judges Note: If multiple groups of PCs are present at the same time, an APL-appropriate backup strike
force will arrive to engage the new group of characters. If one group of characters flees from one strike team,
the remaining team members from that strike team will give pursuit unless it looks like the other strike team is
getting beaten; in that eventuality, the second (or third or whatever) strike team will join forces with the strike
team that is having trouble.
Alarm Trap, CR 1, Magical, Location trigger [Doors & Windows], Automatic reset [10 rounds], Audible Alarm,
Search DC 26 (Detect Magic or Arcane Sight Automatic), Disable Device 21 or Badge to suppress for 10
rounds; Alarm doesn’t go off if door is opened from the inside.
• A sewer access permit – Blank permits are easily accessible in the first floor offices. All that's
required is getting inside the exterior security of the building and bypassing the guard.
• Plans for the sewers – Master plans for the sewers can be found in the plan room on the first floor.
• Plans for the sewer expansion – A copy of these plans is in Morwenna's office, Getting them may be
more difficult than the players expect, due to the presence of the strike team and/or Morwenna.
Morwenna Gavelkind: Female Human(Suel) Exp5; CR 5; Medium Humanoid (Human); HD 5d6; hp 22; Init
+1; Spd 30 ft/x4; AC 11 (+1 dex), touch 11, flat-footed 10; Base Atk/Grapple +3/+3; SA&SQ None AL LN; SV
Fort +1, Ref +2, Will +5; Str 10(+0), Dex 12(+1), Con 10(+0), Int 14(+2), Wis 12(+1), Cha 14(+2);
Skills: Bluff¹ +10, Decipher Script +8, Diplomacy¹ +18, Gather Information¹ +13, Knowledge (history) +6,
Knowledge (nobility) +10, Listen¹ +9, Profession (Lawyer) +12, Profession (Scribe) +7, Sense Motive¹ +11.
Feats: Negotiator, Skill Focus (Profession (Lawyer); Gather Information).
Possessions: Badge, OPW Keys
Physical Description: Nothing special
Commonly Used Phrases: Are you sure the laws support that?
APL 2 (EL 4)
Strike Force Monk: Male Human(Suel) Mnk2; CR 2; Medium Humanoid (Human); HD 2d8+2; hp 15; Init +7;
Spd 30 ft/x4; AC 15 (+3 dex, +2 misc), touch 15, flat-footed 12; Base Atk/Grapple +1/+2; Full Atk +4 One-
handed (1d6+1;20/x2, Unarmed Strike), +4 One-handed (1d6+1;20/x2, Kama); SA&SQ Armor Restriction,
AC Bonus(Ex), Flurry of Blows(Ex), Evasion(Ex); AL LE; SV Fort +4, Ref +6, Will +5; Str 12(+1), Dex 16(+3),
Con 12(+1), Int 12(+1), Wis 14(+2), Cha 8(-1);
Skills: Balance¹ +7, Climb¹ +5, Escape Artist¹ +7, Jump¹ +5, Listen¹ +7, Move Silently¹ +6, Spot¹ +7, Tumble
+8; Improved Initiative, Improved Unarmed Strike², Deflect Arrows², Stunning Fist², Weapon Finesse.
Possessions: Badge, OPW Keys (taken off of bodies), Potion of Cure Light Wounds, Disguise Kit,
Tanglefoot Bag, Alchemical Tooth
APL 4 (EL 6)
Strike Force Monk: Male Human(Suel) Mnk4; CR 4; Medium Humanoid (Human); HD 4d8+4; hp 27; Init +7;
Spd 40 ft/x4; AC 16 (+1 armor, +3 dex, +2 misc), touch 15, flat-footed 13; Base Atk/Grapple +3/+4; Full Atk
+6 One-handed (1d8+1;20/x2, Unarmed Strike), +6 One-handed (1d6+1;20/x2, Kama), +4/+4 One-handed,
Flurry of Blows (1d8+1;20/x2, Unarmed Strike); SA&SQ Armor Restriction, AC Bonus(Ex), Flurry of
Blows(Ex), Evasion(Ex), Fast Movement(Ex), Still Mind(Ex), Ki Strike(Su), Slow Fall(Ex); AL LE; SV Fort +5,
Ref +7, Will +6; Str 12(+1), Dex 16(+3), Con 12(+1), Int 12(+1), Wis 15(+2), Cha 8(-1);
Skills: Balance¹ +7, Climb¹ +5, Escape Artist¹ +7, Jump¹ +9, Knowledge (religion) +5, Listen¹ +9, Move
Silently¹ +8, Spot¹ +9, Tumble +10.
Feats: Improved Initiative, Improved Unarmed Strike², Deflect Arrows², Stunning Fist², Weapon Finesse,
Eyes in the Back of Your Head.
Possessions: Badge, OPW Keys (taken off of bodies), Bracers of Armor +1, Potion of Cure Light Wounds
x2, Disguise Kit, Tanglefoot Bag, Alchemical Tooth
Strike Force Sneak: Male Human(Suel) Rog4; CR 4; Medium Humanoid (Human); HD 4d6; hp 18; Init +8;
Spd 30 ft/x4; AC 16 (+2 armor, +4 dex), touch 14, flat-footed 16; Base Atk/Grapple +3/+4; Full Atk +8 One-
handed (1d6+2+Drow Poison;18-20/x2, +1 Rapier), +7 One-handed (1d6+1;20/x2, Sap); SA&SQ Uncanny
Dodge(Ex), Trap Sense(Ex), Evasion(Ex), Sneak Attack +2d6, Trapfinding(Ex); AL LE; SV Fort +2, Ref +9,
Will +1; Str 12(+1), Dex 19(+4), Con 10(+0), Int 14(+2), Wis 8(-1), Cha 10(+0);
Skills: Disable Device +11, Disguise¹ +7, Escape Artist¹ +11, Forgery¹ +12, Hide¹ +11, Listen¹ +6, Move
Silently¹ +11, Open Lock +11, Search¹ +9, Spot¹ +6, Tumble +11.
Feats: Improved Initiative, Skill Focus (Forgery), Weapon Finesse.
Possessions: Badge, OPW Keys (taken off of bodies), +1 Rapier, Potion of Cat’s Grace(used-stat
added), Vest of Resistance +1, Potion of Fox’s Cunning, Drow Poison x2[Injury, DC 13
Unconsciousness/Unconsciousness 2d4 hours], Disguise Kit, Tanglefoot Bag, Forger’s Kit
Physical Description: Nothing special
Commonly Used Phrases: Nothing
APL 6 (EL 8)
Strike Force Monk: Male Human(Suel) Mnk6; CR 6; Medium Humanoid (Human); HD 6d8+6; hp 39; Init +9;
Spd 50 ft/x4; AC 23 (+4 armor, +5 dex, +1 deflection, +3 misc), touch 19, flat-footed 18; Base Atk/Grapple
+4/+9; Full Atk +9 One-handed (1d8+1;20/x2, Unarmed Strike), +9 One-handed (1d6+1;20/x2, Kama), +8/+8
One-handed, Flurry of Blows (1d8+1;20/x2, Unarmed Strike); SA&SQ Armor Restriction, AC Bonus(Ex),
Flurry of Blows(Ex), Evasion(Ex), Fast Movement(Ex), Still Mind(Ex), Ki Strike(Su), Slow Fall(Ex), Purity of
Body(Ex); AL LE; SV Fort +6, Ref +10, Will +7; Str 12(+1), Dex 20(+5), Con 12(+1), Int 12(+1), Wis 15(+2),
Cha 8(-1);
Skills: Balance¹ +9, Climb¹ +5, Escape Artist¹ +13, Jump¹ +13, Knowledge (religion) +5, Listen¹ +11, Move
Silently¹ +12, Spot¹ +11, Tumble +14.
Feats: Improved Trip², Improved Initiative, Improved Unarmed Strike², Improved Grapple, Deflect Arrows²,
Stunning Fist², Weapon Finesse, Eyes in the Back of Your Head.
Possessions: Badge, OPW Keys (taken off of bodies), Bracers of Armor +2, Potion of Mage Armor(used-
stat added), Potion of Cat’s Grace(used-stat added), Potion of Cure Light Wounds x2, Disguise Kit,
Tanglefoot Bag, Alchemical Tooth
Physical Description: Nothing special
Commonly Used Phrases: Nothing
Strike Force Sneak: Male Human(Suel) Rog5/Asn1; CR 6; Medium Humanoid (Human); HD 6d6; hp 26; Init
+8; Spd 30 ft/x4; AC 19 (+5 armor, +4 dex), touch 14, flat-footed 19; Base Atk/Grapple +3/+4; Full Atk +9
One-handed (1d6+2;18-20/x2, +1 Rapier), +7 One-handed (1d6+1;20/x2, Sap); SA&SQ Uncanny
Dodge(Ex), Trap Sense(Ex), Evasion(Ex), Sneak Attack +4d6, Trapfinding(Ex), Death Attack(DC 14), Poison
Use; AL LE; SV Fort +2, Ref +11, Will +1; Str 12(+1), Dex 19(+4), Con 10(+0), Int 16(+3), Wis 8(-1), Cha
10(+0);
Skills: Disable Device +13, Disguise¹ +9, Escape Artist¹ +12, Forgery¹ +15, Hide¹ +17, Listen¹ +8, Move
Silently¹ +12, Open Lock +12, Search¹ +11, Spot¹ +8, Tumble +11.
Feats: Improved Initiative, Skill Focus (Forgery), Weapon Finesse, Weapon Focus (Rapier).
Possessions: Badge, OPW Keys (taken off of bodies), +1 Rapier, Potion of Cat’s Grace(used-stat
added), Vest of Resistance +1, Potion of Fox’s Cunning, Drow Poison x2[Injury, DC 13
Unconsciousness/Unconsciousness 2d4 hours], Cloak of Elvenkind, +1 Chain Mail, Disguise Kit, Tanglefoot
Bag, Forger’s Kit
Physical Description: Nothing special
Commonly Used Phrases: Nothing
Strike Force Sneak (2): Male Human(Suel) Rog5/Asn1; CR 6 each; Medium Humanoid (Human); HD 6d6;
hp 26; Init +8; Spd 30 ft/x4; AC 19 (+5 armor, +4 dex), touch 14, flat-footed 19; Base Atk/Grapple +3/+4; Full
Atk +9 One-handed (1d6+2;18-20/x2, +1 Rapier), +7 One-handed (1d6+1;20/x2, Sap); SA&SQ Uncanny
Dodge (Ex), Trap Sense(Ex), Evasion(Ex), Sneak Attack +4d6, Trapfinding(Ex), Death Attack(DC 14), Poison
Use; AL LE; SV Fort +2, Ref +11, Will +1;Str 12(+1), Dex 19(+4), Con 10(+0), Int 16(+3), Wis 8(-1), Cha
10(+0);
Skills: Disable Device +13, Disguise¹ +9, Escape Artist¹ +12, Forgery¹ +15, Hide¹ +17, Listen¹ +8, Move
Silently¹ +12, Open Lock +12, Search¹ +11, Spot¹ +8, Tumble +11.
Feats: Improved Initiative, Skill Focus (Forgery), Weapon Finesse, Weapon Focus (Rapier).
Spells: DC 10 + Spell level + 3
0/1
1: Critical Strike, Distract Assailant
Possessions: Badge, OPW Keys (taken off of bodies), +1 Rapier, Potion of Cat’s Grace(used-stat
added), Vest of Resistance +1, Potion of Fox’s Cunning, Drow Poison x2[Injury, DC 13
Unconsciousness/Unconsciousness 2d4 hours], Cloak of Elvenkind, +1 Chain Mail, Disguise Kit, Tanglefoot
Bag, Forger’s Kit
Physical Description: Nothing special
Commonly Used Phrases: Nothing
Maps
A map of the shipyard will be provided at GameStorm.
General Security
A single guard sleeps near the locked front gate in the guardhouse. He has a -8 total effective Listen skill (+2
for Alertness, -10 for being asleep). The gate is locked with a good lock (DC 30).
The shipyard is surrounded by a six foot high wooden fence (Climb DC 10).
Two guard dogs wander the shipyard (use stats for a war dog). If the dogs spot the characters, they begin
barking loudly (roll a DC 10 Listen check for the guard to see if he wakes up, and don't forget to apply his -10
penalty for being asleep). Even if he wakes up, the guard does not arrive to investigate the noise for two
minutes.
The characters could kill the dogs without too much impact (though it counts as something happening). If the
guard discovers the dogs dead when he arrives, he will call for a city watch patrol; the patrol will arrive in four
minutes.
Characters could also win the dogs over with a charm animal spell, a wild empathy check, or fresh meat. A
speak with animals spell would allow the characters to negotiate with the dogs; they will agree to stop barking
if the characters give them food.
• A naval officer's uniform – There is a faded and often patched uniform of a naval officer (without a
bicorne) hanging in the wardroom closet on the brig. If the characters don't know that the brig has a
shipyard guard: male human War 2; CR 2; medium humanoid; HD 2d10; hp 16; Init +1; Spd 30 ft.; AC 13,
touch 11, flat-footed 12; BAB/Grp: +2/+2; Atk: +2 light crossbow (1d8, 19-20/x2); Full Atk: +2 light crossbow
(1d8, 19-20/x2); SA none; SQ none; AL N; SV Fort +3, Ref +1, Will +0; Str 10, Dex 12, Con 10, Int 12, Wis
10, Cha 12.
Skills and Feats: Bluff +3, Listen +2, Sense Motive +3, Spot +2; Alertness, Skill Focus (Sense Motive).
Possessions: leather armor, light crossbow, 10 bolts, dagger.
Physical Description: A middle-aged Suel man who is quite plump about the waist and seems to be very
timid.
General Security
A cordon of guards (Ftr 2) is stationed around the stage and central arena to keep those without business
here out. They are backed up by six Backup Guards (Ftr 8), who are considerably tougher. The guards here
will attempt to subdue troublemakers if combat breaks out, but won't hesitate to use lethal damage if their
attackers do.
Guard: male human Ftr 2; CR 2; medium humanoid; HD 2d10+2; hp 18; Init +2; Spd 20 ft.; AC 21, touch 11,
flat-footed 20; BAB/Grp: +2/+4; Atk: +5 glaive (1d10+2, 19-20/x2) or +4 longsword (1d8+2, 19-20/x2); Full
Atk: +5 glaive (1d10+2, 19-20/x2) or +4 longsword (1d8+2, 19-20/x2); SA none; SQ none; AL LN; SV Fort +4,
Ref +1, Will +2; Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 10.
Skills and Feats: Listen +4, Ride +5, Spot +4; Alertness, Combat Reflexes, Iron Will, Weapon Focus (glaive).
Possessions: full-plate armor, longsword, heavy steel shield, glaive.
backup guards: male human Ftr 8; CR 8; medium humanoid; HD 8d10+16; hp 68; Init +6; Spd 30 ft.; AC 16,
touch 12, flat-footed 14; BAB/Grp: +8/+10; Atk: +12 masterwork longsword (1d8+2, 17-20/x2) or +11
masterwork light crossbow (1d8, 19-20/x2); Full Atk: +12/+7 masterwork longsword (1d8+4, 17-20/x2) or +11
masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +8, Ref +5, Will +4; Str 14,
Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Skills and Feats: Climb, Listen, Ride Spot; Alertness, Combat Expertise, Improved Critical (longsword),
Improved Grapple, Improved Initiative, Iron Will, Skill Focus (Spot), Weapon Focus (longsword), Weapon
Specialization (longsword).
Possessions: masterwork chain shirt, masterwork longsword, masterwork light crossbow, 10 bolts,
dagger, potion of cure serious wounds.
Time Event
8:00PM Competitors are still trying to qualify for the finals in numerous categories.
8:45PM The last qualification attempt finishes. An announcement is made that the
final competition will begin at 10PM. The organiser goes to have a bite of
dinner before the finals. Servants begin cleaning the area.
9:30PM The organiser returns.
10:00PM Lord Regent Ellis Lorinar arrives.
10:10PM Dagon Bluebeard, the second contestant to compete, is thrown out for
using magic to gain an advantage. A loud "boo" arises from the audience.
Dagon leaves quickly, leaving his invitation to the finals behind at the prep
area for the performers.
11:00PM The competition is over and prizes are awarded. Contestants and guests
begin filing out. Two contestants throw their invitations to the finals into the
trash.
11:45PM Drunken servants return to clean the area.
Regardless of how many PCs have reached the finals in a particular category, there are at least two NPCs
present as well in the same category competing against the PC. It is quite possible that one of the NPCs
could win the competition.
The entire area is under the affects of an invisibility purge spell to rule out sabotage by invisible persons.
The use of magic is prohibited and two wizards actively maintain detect magic spells to detect cheating. If
someone is caught cheating, their name will be publicly announced and they will be escorted off the stage
and out of the area. (You should reveal this by having an NPC make the first Perform checks.) Characters
caught cheating should earn the Enmity of the Nobles on the influence certificate.
Use of magic is not impossible here, but a nondetection spell would go a long way towards making it
practical.
1. Aatos Tay, a dancer from Greyhawk (Perform +11, Average of Rolls 18)
2. Sora Sobellios, a singer from Dyvers (Perform +13, Average of Rolls 20)
3. Milja Radayne (Suel), a singer from Nyrond (Perform +10, Average of Rolls 17)
4. Cyral, a lute player from Greyhawk (Perform +14, Average of Rolls 21)
5. Jorss, a flute player from Zeif (Perform +17, Average of Rolls 24)
6. Versenia Moonglow (elf), a pipe player from the Kingdom of Celene (Perform +14, Average of Rolls
21)
7. Lady Mornaela U'morael (Suel), a lute player from Nellix (Perform +12, Average of Rolls 19)
8. Dvalor Wingfoot (elf), a dancer from unknown parts (Perform +9, Average of Rolls 16)
9. Dagon Bluebeard, a singer from parts unknown (thrown out early in the competition for cheating)
Each participant who has reached the finals must roll three Perform checks and average them. The character
may not take 10 or take 20 on these checks. The character who receives the highest average roll for their
category win the contest.
Performers who are Suel receive a +2 circumstance bonus to their perform check due to the audience. (This
bonus has already been figured in for NPCs.)
First prize for winning the contest is a beautiful wood carving of the character's instrument of choice (dancing
shoes for dancers, etc) as well as 1000gp.