TEXT: 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. 
   
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  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster 
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  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail your contact.bdk@iuzlg.com; for LIVING GREYHAWK campaign questions email 
  rpgahq@wizards.com. 
  BDK7-05 
   
   
   
   
   
   
   
   
  The Work of Thieves 
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Bandit Kingdoms Adventure 
  Version 0.99 
   
  by David “Keyoke” Polansky 
  Triad Editor: Casey Brown 
  Triad Reviewer: Konrad Brandemuhl 
  Circle Reviewer: Britt F. Frey  
   
  Playtesters: Dan Boals, Jacquelyn Boals, Christopher Carpenter, Steven Hoelscher, Paul Hostettler, Chris Hutcherson, 
  Leta Lemmons, Melissa Litwin, Jarrod Sands, John Shannonhouse, Boyd Smith, Robert Watson, John Williamson, Jeff 
  Withey 
   
  In the troubled city of Rookroost, one man seeks to set things right. Well, at least he wishes to return things to the way 
  they were. Where will you stand in the coming conflict for Rookroost’s fate? Members of the Rookroost Thieves’ Guild, 
  Drinkers of the Cup of Midnight, and all residents of Rookroost are encouraged to participate in this adventure. PCs 
  Wanted by the Church of Iuz should have a good disguise before playing this adventure. A one-round Bandit Kingdoms 
  adventure set in Rookroost for APLs 4-8. 
   
  Resources for this adventure include BDKI6-04 Master of the Rooks. 
  
  BDK7-05 The Work of Thieves 
   
  Page 2  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. By sanctioning 
  and reporting this adventure, you accomplish a couple of 
  things. First, it is an official game, and you can use the AR 
  to advance your LIVING GREYHAWK character. Second, 
  players and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth two 
  (2) points. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group is 
  an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Bandit Kingdoms. Characters native to the Bandit 
  Kingdoms pay 1 Time Units per round; all other 
  characters pay 2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can 
  be found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  In BDKI6-04 Master of the Rooks, Rhaedrick Avenfear, 
  former Training Master of the Rookroost Thieves Guild 
  and the most wanted man in Rookroost, called upon 
  adventurers to aid him in returning the ravens to 
  Rookroost. Long thought to be the secret to Rookroost’s 
  luck and prosperity, the ravens’ return was the beginning 
  spark in a rebellion against High Lord Demmel 
  Tadurinal, cleric of Iuz and ruler of Rookroost. 
   
  Following these events, Rookroost is now a city 
  under martial law. Heavy patrols of Tadurinal's guards, 
  both humanoid and otherwise, abound, mercilessly 
  crushing even the slightest hint of rebellion. However, 
  this tyrannical control is merely a veil to the chaos 
  boiling below the surface. Beneath the streets, atop the 
  roofs, and in the back alleys, a civil war is being fought as 
  the RTG fractures. On one side, the Eye, leader of the 
  RTG, struggles to maintain control, while on the other 
  Rhaedrick Avenfear builds an army of thieves, 
  determined to drive the Iuzians out of Rookroost once 
  and for all. 
   
  Recently, an agent of Rhaedrick’s has discovered the 
  location of one of the Eye's secret lairs. Naturally, such a 
  lair might contain information that would help 
  Rhaedrick win the battle for control of the RTG. The 
  agent also brought word that the Eye is currently 
  occupied elsewhere, presumably negotiating with High 
  Lord Tadurinal. Now is the time to strike! 
   
  
  BDK7-05 The Work of Thieves 
   
  Page 3  
  ADVENTURE SUMMARY 
  The adventure covers the PCs' attempt to recover this 
  documentation from the secret lair. 
   
  INTRODUCTION: A NORMAL DAY IN THE BK 
  The PCs are enjoying relaxing ale in the Dirty Dog 
  Tavern. Some of them are here in response to messages 
  while others are just in between jobs. Their drink is 
  interrupted by a pair of Iuzian priests with henchman 
  who arrest them on trumped up charges. 
   
  ENCOUNTER 1: KEEPING UP APPEARANCES 
  However, upon entering a large, curtained carriage, the 
  Iuzians are revealed to be none other than Rhaedrick 
  Avenfear and his ally Gaiyle Markhalla. They ask the PCs 
  to aid them in procuring the documents they seek. 
   
  ENCOUNTER 2: COMMERCIAL BREAK 
  The PCs have a chance to shop for what they need in the 
  marketplace, including unique magic items from a 
  vendor Rhaedrick recommends. 
   
  ENCOUNTER 3: WANTED! 
  Wanted PCs who failed to disguise themselves well 
  enough are hunted by the Iuzians. 
   
  ENCOUNTER 4: A MIDNIGHT STROLL 
  After midnight, the RTG guide offers the PCs a choice of 
  paths to the warehouse where the entrance awaits.  
   
  ENCOUNTER 5: TUNNELS, TRAPS, AND THIEVES 
  The guide shows the PCs the entrance to the tunnels that 
  will lead to the secret lair before leaving. However, the 
  PCs are observed by agents of Alrond. This gives the PCs 
  an unknown, one-hour time limit before the documents 
  are removed and the mission is failed. A trap or two 
  awaits the unwary as the tunnels lead the PCs to the final 
  encounter. 
   
  ENCOUNTER 6: THE EYE AND THE TIGER 
  Alrond and his lycanthropic bodyguard await the PCs in 
  the lair. Unless the PCs were able to approach stealthily, 
  they are expected and ambushed.  
   
  CONCLUSION:  
  Various conclusions exist depending on whom the PCs 
  deliver the documents to (or if they decide to keep them 
  for themselves) or if they stole them at all. 
  PREPARATION FOR PLAY 
  • 
  Find out if any PC is Wanted by the Church of Iuz and, 
  if so, whether the PC intends to make a Disguise 
  check (the PC may NOT take 20 on this). If anyone 
  has a Wanted! score of Malcontent or higher, be sure 
  to make an ominous “hmmmmm” noise, and roll a 
  few d20s behind a screen. Cackle evilly for effect. 
  • 
  Parties that contain Wanted PCs in them may suffer 
  higher levels of danger during this scenario. Remind 
  the PCs that if they are Wanted, then they need to be 
  well disguised. See the various encounters for 
  details. 
  • 
  Due to Rookroost being under Martial Law, all PCs 
  captured by the Iuzians are killed immediately and 
  animated as undead (even if the PC surrendered. 
  After all, the Iuzians are Chaotic Evil). Any such PCs 
  are removed from the campaign, their bodies and 
  gear unrecoverable. 
  • 
  Ask each player if his/her character belongs to any 
  BK meta-orgs and, if so, which one(s). If the PC does 
  not belong to any, ask the player with which meta-
  org the PC has the most Influence Points. Have the 
  players write this information on slips of paper to maintain 
  in-character secrecy.  
  • 
  If any of the PCs are members of the Rookroost 
  Thieves Guild, hand them Player Handout 1. Also 
  check if any PCs have favors with the RTG, as that 
  may be relevant during the introduction. PCs with 
  the Enmity of the RTG may breathe easy for now; 
  Rhaedrick is desperate enough to use former 
  enemies. 
  • 
  Remember, you the judge should be rolling the PCs’ 
  Sense Motive rolls (modified as appropriate for that 
  PC and for that Circumstance) to prevent the players 
  from metagaming.  
   
  REGIONAL WARNING 
  It is important to realize at all times that Rookroost 
  is under the control of Iuz, the Old One, a chaotic, 
  evil deity who revels in torture, depravity and 
  trickery. Government officials tend to imitate many 
  of the attributes of their dread lord. Things that you 
  might take for granted in other lands, such as 
  freedom of worship and the rule of law, are not 
  valued by the rulers of the Combination of Free 
  Lords. You may be able to strike at Iuz, but seldom 
  can you strike at him overtly without paying the 
  final price. Be warned, life is short for those who 
  openly defy Old Wicked. 
  
  BDK7-05 The Work of Thieves 
   
  Page 4  
  INTRODUCTION 
  Much like the grey morning sky, which hints at 
  storms to come, the mood in Rookroost is subdued. 
  Heavy patrols of orcs, whose eyes squint against the 
  light of day, and Iuzians, each in the livery of 
  Rookroost, walk the streets of the City of Ravens; 
  often accompanied by undead or the occasional 
  demon. Wherever the Iuzians see less than total 
  obeisance, their retribution is swift and brutal. 
  Rumor has it that the Iuzians have adopted a “kill 
  and animate” policy when it comes to dealing with 
  troublemakers.  
   
  In addition, there definitely seem to be more 
  demons in the city than the last time you were here. 
  It’s clear that High Lord Tadurinal is enforcing his 
  Martial Law with gusto. 
   
  A typical Iuzian patrol in Rookroost these days consists of 
   
  All APLs (EL 7) 
   
  Iuzian Corpse Taxer: hp 21; see Appendix 1. 
   
  Iuzian Arcane Novice: hp 16; see Appendix 1. 
   
  Human Warrior Skeletons (3): hp 6 each; see MM 
  226. 
   
  Orcs (10): hp 5 each; see MM 203. 
   
  If such a patrol is assaulted, they will scream bloody 
  murder, which will attract a vrock (MM 48) flying 
  nearby. The vrock will arrive in 1d3 rounds. Additional 
  patrols and demons will then arrive every minute 
  thereafter until the PCs have somehow managed to hide, 
  flee the city, have surrendered, or are dead.  
   
  The PCs should never have time to loot a patrol, 
  although they might be able to grab an item here or there 
  before fleeing. 
   
   
  Even inside the Dirty Dog Tavern, the well-known 
  watering 
  hole 
  of 
  stalwart 
  adventurers, 
  the 
  atmosphere is quiet and subdued. Gummy, the half-
  orc bouncer, sits quietly on a stool next to the front 
  door, watching the full house crowd. Sylvia, the 
  beautiful elven serving girl, bustles quietly from 
  table to table, deftly avoiding hands as they reach for 
  her. Behind the bar, the tavern keeper busily pours 
  mugs of ale and lines them up for Sylvia to deliver. 
   
  As full as the tavern is, it takes a moment for 
  you to locate a table to sit at. A group of halflings 
  finishes their meal and stands to depart. As you 
  reach the now-empty table, so do several others. 
   
  Give 
  the 
  PCs 
  a 
  chance 
  to 
  perform 
  character 
  introductions, order food and drinks, etc. The halflings 
  have no desire to speak with anyone, even a fellow 
  halfling. They are not Gonagins. However, one of their 
  number is the Iuzian Informant (see below). 
   
  If the PCs are in disguise, give the Iuzian Informant 
  a Spot check to see through the disguise (note: he gets a 
  bonus on his Spot check based on how Wanted a PC is. 
  See the Wanted meta-AR for details). If the informant 
  succeeds, and if the PC is Wanted by the Church of Iuz 
  (Malcontent or higher), he will discretely head directly to 
  the Temple of Iuz in Rookroost to inform the clerics 
  there of the Wanted PC’s whereabouts and current 
  description. He did not see Gaiyle and her team. 
   
  Iuzian Informant: male goblin rog5 (Disguised as an 
  ugly halfling: DC 26 Spot); Disguise +16, Listen +8, Spot 
  +8; see DMG 122 (replace Appraise +10 with Disguise +6). 
  Possessions: add hat of disguise. 
   
  Several minutes later, Gaiyle Markhalla and Rhaedrick 
  Avenfear will enter in disguise. Accompanying them are 
  two loyal RTG rogues, Tyron and Imyrson. The hezrou 
  outside is really Rhaedrick’s loyal ogre cohort, Grod. 
  Gaiyle has used the seeming spell to disguise everyone. 
  Rhaedrick then used his Disguise skill to perfect the 
  disguises.  
   
  Gaiyle is well aware who Sylvia really is and who she 
  really works for. Thus, all exchanges between them have 
  been arranged and are actually part of an elaborate set of 
  signals (as in using the Bluff skill for innuendo). 
   
  Continue with the following: 
   
  The peace and quiet of the tavern are shattered as 
  the door is hurled open, almost knocking Gummy 
  off his stool. Striding through the door, in 
  bloodstained black robes, is an ugly human priestess 
  of Old Wicked. Following her are three others; a 
  hunchbacked sycophant dressed in black clothing 
  covered in a skull motif, as well as two figures 
  swathed from head to toe in hooded robes and 
  wrappings. As these last two enter, they pull back 
  their hoods enough to reveal pasty white faces with 
  fanged maws. Gummy appears to be attempting to 
  blend in with the wall. 
   
  Before the door is shut, you cannot help but 
  notice more men in the livery of Old Wicked 
  outside. You even catch a glimpse of a large, green, 
  humanoid toad-demon standing just outside the 
  door.  
   
   
  A DC 20 Knowledge (the Planes) check reveals that the 
  toad-demon is a hezrou. This is really Grod in disguise.  
   
  A DC 14 Knowledge (religion) check reveals that the 
  fanged creatures are wights. These are really Tyron and 
  Imyrson in disguise. 
   
  A DC 34 Spot check will see through Gaiyle’s or 
  Rhaedrick’s disguise. A DC 30 will see through Tryon’s, 
  Imyrson’s, or Grod’s (none have 5 ranks in Bluff and they 
  are disguised as a different race). PCs that would 
  recognize any of the NPCs on sight gain a +4 bonus to 
  their Spot checks against that NPC. PCs that that have 
  any favors or influence with Rhaedrick or Gaiyle instead 
  receive a +6 bonus to recognize them. If any of the PCs 
  see past Gaiyle’s or Rhaedrick’s disguises, allow them a 
  DC 20 Knowledge (local – Iuz Border States) check to 
  learn the bulleted information from Encounter 1. 
  
  BDK7-05 The Work of Thieves 
   
  Page 5  
  Sylvia hurries to serve the priestess, bringing her a 
  glass of elven wine. After accepting the glass, the 
  elderly woman slaps the elven barmaid across the 
  face in a casual display of contempt. Sylvia meekly 
  says nothing and cowers, backing slowly away from 
  the old woman. 
   
  The priestess then moves to sit at a table, its 
  occupants scrambling out of their seats, followed by 
  her undead abominations. They remain standing, 
  watching the tavern with red eyes.  
   
  Meanwhile, the hunchback moves around the 
  room, peering beadily at the patrons. Finally, he 
  comes to your table. Pacing slowly around it, he 
  seems to study each of you, and your visible gear, 
  carefully.  
   
  Oddly enough, he winks at your group. You are 
  pretty sure no one else could see the wink due to 
  him being hunched over and so close to your table. 
   
  Allow the PCs a DC 20 Sense Motive check to recognize 
  the wink as a use of the Bluff skill to innuendo a message. 
  The message is, “It will be ok. Play along.” A DC 28 Sense 
  Motive will allow anyone else in the tavern to interpret 
  the wink, if they saw it (such as a PC not at the table).  
   
  Allow members of the Rookroost Thieves Guild a 
  DC 15 Spot check to recognize the “gang” signs 
  Rhaedrick is flashing at them (i.e., he’s displaying a 
  certain posture that only other RTG members would 
  recognize, but he’s doing it via the Sleight of Hand skill 
  so that it’s not obvious to everyone). 
   
  Rhaedrick, hoping that someone at the table now has 
  a clue as to what is going on, then uses the Sleight of 
  Hand skill to seemingly implicate two PCs as anti-
  Iuzians: a holy symbol of Pelor and another of St. 
  Cuthbert. This is opposed by the PCs’ Spot checks. 
  Assume everyone else in the bar fails their checks or 
  ignores what they see.  
   
  With a cry of glee, the hunchback reaches into (PC 
  Victim #1)'s pack and yanks out a golden holy 
  symbol of Pelor. As everyone shifts at the sudden 
  yell, a clatter is heard from (PC Victim #2)'s 
  direction as a silver holy symbol of St. Cuthbert falls 
  to the ground beneath (his/her) chair. Darting over 
  and picking it up, the hunchback scuttles back to his 
  mistress and squeals, "Look! Look, mistress! Secret 
  worshippers of the foul Sun Father and Cudgel in 
  our city!" 
   
  "Well, well," the priestess murmurs, turning 
  toward your party. "Perhaps it was worthwhile to 
  visit this wretched watering hole after all?" Setting 
  down her goblet of wine, she walks over to your 
  table, careful to keep her undead between her and 
  you. "I believe you will all be accompanying me back 
  to the Temple. I can think of several appropriate 
  penances for you," she says, licking her lips. "That is, 
  of course, assuming you aren't going to resist 
  arrest?" She cocks an eyebrow at you, one hand 
  resting on her greatsword while the other fingers a 
  scroll at her hip. 
  A DC 15 Sense Motive check will reveal that Gaiyle is 
  using the Bluff skill to innuendo to the PCs that they 
  should come with her and that they will not be harmed. 
   
  In response to protests of innocence, the priestess 
  mocks them; in response to threats or perceived 
  preparations of violence, she threatens to use the scroll: 
   
  "Dear, Dear." She strokes the scroll at her hip as she 
  says, "You are aware that attacking one such as I is a 
  ... blasphemy?" She again strokes the scroll. 
   
  If the PCs agree to accompany her, she orders them 
  outside. 
   
  CREATURES 
  Gaiyle Markhalla: N female human Wiz10/Rog3 
  (Disguised; DC 34 Spot); Initiative +7; Cha 12; Will +12; 
  Bluff +7, Sense Motive +7, Spot +7.  
   
  Rhaedrick Avenfear: N male human Exp3/Rog9 
  (Disguised; DC 34); Initiative +9; Cha 16; Will +10; Bluff 
  +18, Sense Motive +16, Sleight of Hand +13, Spot +16.  
   
  Tyron and Imyrson: N male human Rog6 (Disguised as 
  wights; DC 30 Spot); Bluff +5; see BK Mercs document if 
  their statistics are needed (treat Imyrson as another 
  Tyron).  
   
  Grod: N male ogre Bbn4 (Disguised as a hezrou; DC 30 
  Spot); see MM 199. 
   
  TROUBLESHOOTING 
  If the PCs do not take the hint or do not agree to 
  accompany her, then the other patrons in the bar will 
  panic and run out, expecting a fight. During the 
  confusion, Rhaedrick will shake his head and exit the 
  tavern as Gaiyle calls the PCs “fools” and leaves. Unless 
  the PCs immediately move to accompany the faux-
  Iuzians, the adventure is over. Rhaedrick and Gaiyle will 
  not risk trying to contact the PCs again and will not 
  entrust such a valuable mission to a group of PCs who 
  cannot even see things for how they really are.  
   
  DEVELOPMENT 
  Continue immediately to Encounter 1. 
  
  BDK7-05 The Work of Thieves 
   
  Page 6  
  1: KEEPING UP APPEARANCES 
  Having gathered up the PCs, Rhaedrick and Gaiyle take 
  them for a ride while revealing the ruse. Their large 
  carriage has enough room for six medium PCs to fit on 
  one side. Centaur PCs, animal companions, and the like 
  are not allowed inside. Centaur PCs are instructed to 
  follow the carriage while the rest are left at the tavern. 
  The "Iuzian Guards" are actually RTG Sharpers loyal to 
  Rhaedrick. Read of paraphrase the following: 
   
  Outside the tavern, a dozen men in the livery of Old 
  Wicked guard a very large, luxuriously appointed 
  carriage pulled by a pair of jet black steeds. More 
  alarmingly, the large-toad demon eyes your party as 
  you exit the tavern. As the hunchbacked figure 
  walks past the demon, he whispers something in an 
  odd language. The demon only snorts in response. 
   
  A DC 25 Listen check will allow a PC to hear what was 
  said, as long as they speak Giant. Rhaedrick said, “Keep it 
  up, Grod, you’re doing great.” 
   
  Parting to allow the priestess to pass, one of the 
  guards asks her, "Should we remove these prisoners’ 
  weapons, Mistress?"  
   
  Smiling slightly, she turns and looks toward 
  your group as she replies, "Now, now, I'm sure our 
  'guests' are not interested in causing trouble. They 
  may keep their equipment for now."  
   
  With that, she steps up into the carriage, 
  followed by her minions. Looking inside, there 
  appears to be just enough room to fit all of you on 
  one side. The Iuzian guards have closed ranks 
  behind you and are studying you carefully while 
  fingering their weapons. 
   
  Should the PCs decide to start a fight at this point, the 
  carriage drives off swiftly as the rogues dodge off into the 
  back alleys and escape. Don't bother with an actual 
  combat, but if the PCs try to kill the guards before they 
  escape, they succeed in killing some of them. In addition 
  to the mod being over, this killing will also gain them the 
  Enmity of Rhaedrick. 
   
  Once the PCs enter the carriage, read or paraphrase 
  the following: 
   
  As the last of you enter the carriage, the door is 
  closed behind you and the vehicle begins moving 
  forward. The priestess quietly murmurs, "Well, I'm 
  glad that's over," before removing her wig. You hear 
  a few pops as the hunchback stretches out his back 
  and removes the hunch, and both of the “undead” 
  use rags to wipe away their face paint as they remove 
  their fangs. After a few more similar actions, the 
  four look completely different from the Iuzians who 
  arrested you. 
   
  Those who have previously met Gaiyle or Rhaedrick 
  immediately recognize them. Other PCs may make a DC 
  20 Knowledge (local – Iuz Border States) check to 
  recognize 
  them. 
  Success 
  reveals 
  the 
  following 
  information about Rhaedrick and Gaiyle:  
  • 
  Rhaedrick was a prominent merchant in Rookroost, 
  and was also rumored to be a powerful member of 
  the RTG. Early in his career, he befriended a 
  powerful, but slow-witted, ogre named Grod. Grod 
  has been with him ever since. Several years ago, 
  Rhaedrick was forced to flee the city after being 
  framed for a crime that angered Lord Marshall 
  Mortoth. Since then, he’s rumored to have 
  orchestrated several strikes against the Iuzians with 
  the goal of driving them out of his city. 
  • 
  Gaiyle was a prominent “fixer” in the region for 
  years, serving as a go-between for various parties (the 
  Fanlareshen, Fort Hendricks, RTG, etc.). She would 
  often hire mercenaries for secret employers, and 
  most of the jobs thwarted the Iuzians. Several years 
  ago, Gaiyle was captured in Rookroost and publicly 
  sacrificed. Her remains were then placed in an iron 
  maiden and hung outside Lord Marshall Mortoth’s 
  palace. Rumor has it that a fragment of her skeleton 
  was recovered by an adventurer during Mortoth’s 
  Grand Ball of 594 CY. Funds were then raised that 
  allowed for Gaiyle to be brought back from the dead. 
  Since her return, she has been working closely with 
  Rhaedrick to fight the Iuzians in Rookroost. 
   
  During the following conversation, Rhaedrick mixes the 
  truth with half-truths and outright lies, mainly in order 
  to keep the RTG and his membership a secret. His Bluff 
  check is +48 (mostly due to a scroll of glibness he used via 
  the Use Magic Device skill). If the entire party is 
  composed of RTG members, he will give them the true 
  story, as explained in the Adventure Background. Read or 
  paraphrase the following: 
   
  "As you can see," says the former hunchback, 
  smiling slightly, "appearances are often deceiving. 
  My name, as some of you may know, is Rhaedrick 
  Avenfear. I once was a merchant here in Rookroost. 
   
  Our good 'priestess' here is Gaiyle Markhalla 
  and the not-so-undead are Tyron and Imyrson." As 
  each is named, they nod to you in greeting, the latter 
  two grinning broadly. "My apologies for the 
  elaborate ruse, but in these troubled times it was the 
  only way to meet with you and ensure our 
  conversation was not overheard. The minions of Old 
  Wicked, especially Viola, have been watching the 
  Dirty Dog lately. A group of adventurers being 
  dragged out by a priestess of the Old One should not 
  draw their attention. Are you willing to hear what I 
  have to say?" 
  
  BDK7-05 The Work of Thieves 
   
  Page 7  
  A DC 20 Knowledge (local – Iuz Border States) check 
  reveals that Viola is a powerful vampire cleric of Iuz. She 
  used to work for High Lady Xavendra, but recently 
  switched her allegiance to High Lord Tadurinal.  
   
  If the PCs refuse to hear what Rhaedrick has to say, 
  they are dropped off, and the adventure is over. If they 
  agree, continue with: 
   
  "Excellent. Now, there is a mission I wish to hire 
  you for, but for you to understand it, I must relate 
  some recent history. A little over a year ago, I, with 
  the aid of many adventurers, completed a ritual that 
  returned the ravens to Rookroost. An ancient 
  prophesy connects the presence of the ravens to 
  Rookroost's prosperity and freedom from outside 
  influence. Needless to say, the ravens' return did not 
  sit well with High Lord Tadurinal, the priest of the 
  Old One who currently rules this city. Since that 
  time, Rookroost has been under martial law, and my 
  allies and I have been hunted. Since then, we have 
  waged a secret war, from the sewers, back alleys, and 
  rooftops, against Tadurinal and his minions.” 
   
  Unfortunately, one of my allies decided to break 
  with my cause. I believe he is brokering a deal with 
  Tadurinal 
  in 
  exchange 
  for 
  betraying 
  us. 
  Unfortunately, he has several important documents 
  relating to my cause that would prove devastating in 
  the High Lord's hands. A few days ago, one of my 
  agents brought me word of the location of the 
  betrayer's secret lair, as well as the fact that he will 
  be away until early afternoon tomorrow. Thus, I ask 
  that you sneak into this complex, which is hidden 
  under the city, and bring any and all documents you 
  find there to me. Are you interested?" 
   
  If any of the PCs are members of the Rookroost Thieves 
  Guild, Rhaedrick will impart the following information 
  to them via innuendo and the Bluff skill (other PCs in 
  the carriage can intercept this message by making a DC 
  28 Sense Motive check): 
   
  “As you are aware, the RTG itself is fracturing into 
  two camps: those that support The Eye against those 
  who support me. As you may or may not know, The 
  Eye has been collaborating with the minions of Old 
  Wicked for years now, first with Lord Marshall 
  Mortoth, then with High Lord Tadurinal. This is 
  unacceptable. The RTG should be beholden to no 
  one. If you side with me, I can assure you that we 
  will run the minions of Old Wicked out of 
  Rookroost.”  
   
  CREATURES 
  Rhaedrick Avenfear: N male human Exp3/Rog9; 
  Initiative +9; Cha 16; Will +10; Bluff +18, Sense Motive 
  +16, Sleight of Hand +13, Spot +16.  
  • 
  For payment, he offers favors and the hope of a 
  Rookroost free of Iuzian tyranny. 
  • 
  In addition, he mentions a visiting merchant named 
  Balthazar Abdul they should visit. The Bakluni has 
  quite a good selection of wares at his disposal. 
  Balthazar used to be a rival of Rhaedrick’s, but he’d 
  like to make amends so he would like to send him 
  some business. Rhaedrick tells the PCs to “ask to see 
  the good stuff.” 
  • 
  If the RTG is mentioned in relation to him, he acts 
  offended at being called a thief, and denies any 
  knowledge of an "RTG." After all, everyone knows 
  that it does not exist. 
   
  Gaiyle Markhalla: N female human Wiz10/Rog3; 
  Initiative +7; Cha 12; Will +12; Bluff +7, Sense Motive +7, 
  Spot +7.  
  • 
  Quiet and relaxed 
  • 
  She is content to let Rhaedrick do the talking while 
  she studies the PCs 
  • 
  If asked what her stake in this operation is, she will 
  reply cryptically, “I drink the darkness.” Members of 
  the Drinkers of the Cup of Midnight will 
  automatically recognize this phrase. 
   
  Once the PCs have indicated their agreement, Rhaedrick 
  proceeds to tell them the plan: 
  • 
  After being dropped off, they should make any 
  purchases they wish before proceeding to the 
  Ravenshead Inn. 
  • 
  There, they will meet with an agent of his whom 
  they will recognize by the silver knife he carries; he 
  will lead them to the secret entrance to the complex 
  after midnight. They cannot go during the day, as 
  the area around the entrance is busy then. 
  • 
  The only danger he knows of is a wizard servant of 
  the traitor by the name of Alrond, though Rhaedrick 
  does not believe him much of a threat. 
  • 
  After dealing with whatever traps or guardians the 
  traitor left behind, they will gather up any and all 
  documents they can find. He hands them a map of 
  the complex, Player Handout 3. 
  • 
  Finally, they will need to take an alternate exit 
  (indicates it on the map) than the one they entered 
  by, as the new one leads outside the city and he does 
  not wish the documents seized by Tadurinal's 
  minions. He will meet them at an overgrown well 
  near the exit at dawn. 
   
  TROUBLESHOOTING 
  Note that both Rhaedrick and Gaiyle are familiar with 
  Bard Song; any attempts to fascinate them with 
  "storytelling" or the like are treated as hostile actions. 
   
  Should combat erupt for whatever reason (perhaps a 
  PC wishes to take over the RTG), Rhaedrick will order 
  Grod to kill the offending PCs. The PCs gain the Enmity 
  of Rhaedrick. Gaiyle will then cast dimension door (assume 
  she makes her Concentration check to cast defensively if 
  
  BDK7-05 The Work of Thieves 
   
  Page 8  
  threatened, as fighting these NPCs is not part of the 
  scenario), taking all 4 NPCs to safety. 
   
   
  Worse, if the PCs fight Grod, they will attract the 
  attention of an Iuzian patrol, which will arrive in 1d3 
  rounds. The patrol will think that the PCs are attacking 
  one of the city’s demons, thus they will then join the fray, 
  summoning another vrock demon, which arrives in a 
  further 1d3 rounds, from the skies to help them. It will 
  be at this point that Grod withdrawals, for he knows his 
  disguise probably could not stand up to demonic 
  inspection (and he cannot speak Abyssal). 
   
  All APLs (EL 11) 
   
  Grod: male ogre Bbn4 (Disguised as a hezrou; DC 30 
  Spot); see MM 199. 
   
  Iuzian Corpse Taxer: hp 21; see Appendix 1. 
   
  Iuzian Arcane Novice: hp 16; see Appendix 1. 
   
  Human Warrior Skeletons (3): hp 6; see MM 226. 
   
  Orcs (10): hp 5; see MM 203. 
   
  Vrock: hp 115; see MM 48. 
   
  Additional patrols and demons will then arrive every 
  minute thereafter until the PCs have somehow managed 
  to hide, flee the city, have surrendered, or are dead. 
  The PCs should never have time to loot a patrol, although 
  they might be able to grab an item here or there before 
  fleeing. 
   
  DEVELOPMENT 
  Assuming the PCs agreed to help Rhaedrick, proceed to 
  Encounter 2. If the PCs attacked Rhaedrick, the 
  adventure is over once the battle with Grod and the 
  Iuzians concludes. 
  2: COMMERCIAL BREAK 
  The PCs are able to stop at Balthazar Abdul's shop before 
  continuing on to their inn. Read or paraphrase the 
  following if they decide to visit the shop: 
   
  Following Rhaedrick's directions, you soon come to 
  a small shop tucked away between a tavern and a 
  bakery. Clearly only a temporary residence, the sign 
  above the door reads "Abdul's Imports - In 
  Rookroost for three weeks only!" A white painted 
  grinning-skull adorns the front door. 
   
  A DC 15 Knowledge (local – Iuz Border States) check 
  reveals that the painted skull is a sign that the proprietor 
  has paid a protection tax to the local Iuzians. As a result, 
  the proprietor will not be overly harassed by the Iuzians. 
   
  In addition, give all residents of Rookroost 
  (including former Citizens of the Northern Alliance), a 
  DC 10 Spot check to see a series of small markings on the 
  door. To the untrained eye, they merely look like random 
  scratches on the door. However, to locals of Rookroost 
  who know where to look, they announce that the 
  business has paid the RTG a protection tax and that the 
  owner should be respected. 
   
  As you push open the door, a small bell jingles and a 
  voice with a thick Bakluni accent sings out from a 
  backroom, "Your pardon, sirs or madams, I will be 
  with you in but a moment!" Looking around, you 
  find that the shop is cluttered with all sorts of basic 
  adventuring equipment, trade goods, and various 
  knick-knacks. 
   
  You barely have a chance to absorb all of this 
  before the curtains to the backroom are briefly 
  swept aside as a short Bakluni man emerges. 
  Bespectacled and goateed, he sweeps into an 
  elaborate bow toward you and says, "Greetings! 
  Greetings! How can Balthazar Abdul help you 
  today?" 
   
  CREATURES 
  Balthazar Abdul: N Bakluni Exp7; Will +7; Diplomacy 
  +12, Sense Motive +12, Spot +12. 
  • 
  Charming, energetic salesman. 
  • 
  Has plenty of mundane equipment from the PHB, 
  within reason (i.e., not 300 greatswords), all at 
  standard prices. 
  • 
  Gives elaborate tales about equipment’s origins. 
  • 
  Becomes upset if they mention Rhaedrick, but 
  intrigued if the PCs mention that Rhaedrick sent 
  them his way. 
  
  BDK7-05 The Work of Thieves 
   
  Page 9  
  Read the following if the PCs ask to see “the good stuff.” 
   
  Balthazar's manner becomes more subdued as he 
  studies your group, before saying, “Ah. I trust we 
  have an understanding here that should you try to 
  cheat me, steal from me, or attack me, bad things 
  will happen to you? I’ve paid my protection money 
  to both the local cutpurses and to the dark clerics.” 
  He seems quite confident that whatever his other 
  defenses are, they will protect him. 
   
  Once the PCs agree to deal fairly with him: 
   
  The merchant locks his front door before moving 
  near a counter and tapping a floorboard. With a 
  click, a small area of the floor lowers, revealing 
  stairs down into a basement. It is apparently lit by 
  torchlight. 
   
  The merchant motions you to follow him down 
  the stairs. Once you arrive, he pulls back several 
  curtains to reveal shelves covered with more unique 
  magical items; he turns to you and smiles slightly, 
  "These, my good friends, are undoubtedly more to 
  your liking?" 
   
  This is where the merchant keeps all of his magical gear. 
  The PCs can probably find one of each Open item from 
  the DMG here (assume that if the PCs are looking for it, 
  he has one and only one of whatever it is). In addition, 
  one set of each of the following are available (all are from 
  the Magic Item Compendium. A player must have this book 
  available to use an item from its pages): 
  • 
  Acrobat Boots 
  • 
  Armband of Elusive Action 
  • 
  Boots of Agile Leaping  
  • 
  Belt of Ultimate Athleticism  
  • 
  Dimension Stride Boots 
  • 
  Goggles of Minute Seeing  
  TROUBLESHOOTING 
  Should the PCs attempt to rob him, the merchant will 
  not resist, but will merely warn them that doing so will 
  be a very bad idea. Robbing the merchant is a willful, 
  Chaotic act. Any Lawful aligned PCs who allow the 
  robbery should be warned that their alignment could be 
  changed to Neutral by the Triad if they do not intercede. 
  If the robbery still occurs, notate a willful, Chaotic Act on 
  the PCs’ ARs and contact the Triad. Clerics of a lawful 
  deity become ex-clerics until they atone. 
   
  In addition, any member of the RTG present for the 
  robbery, or who allows it, is kicked out of that 
  organization.  
   
  Finally, the RTG will send a strike team after the 
  PCs. They will study the PCs, gather information on 
  them, and then lay an ambush. Their goal won’t be to kill, 
  but to humiliate and embarrass. They will take ALL of the 
  PCs magical gear. 
   
  Naturally, the PCs will not earn Balthazar’s access on 
  the AR. If the PCs successfully dominate/suggest Balthazar 
  to let them borrow his wares, they lose his favor on the 
  AR as well. 
   
  All APLs (EL 11) 
   
  Enforcer: male orc Bbn5; see DMG 112. 
   
  Tracker: male gnoll Rgr5; see DMG 121. 
   
  Sneaks (2): male goblin Rog5; see DMG 123. 
   
  Half-fiend human cleric: male half-fiend human 
  Clr7 of Erythnul; see MM 157. 
   
  DEVELOPMENT 
  Once done shopping, the PCs are ushered out of his shop 
  and may continue on to their inn. Proceed to Encounter 
  4. 
   
  If Wanted PCs were spotted by the informant in the 
  Dirty Dog Tavern, then instead proceed with Encounter 
  3. 
  
  BDK7-05 The Work of Thieves 
   
  Page 10  
  3: WANTED! 
  Only run this encounter if a Wanted PC (Malcontent or 
  higher) was recognized by the informant in the Dirty 
  Dog Tavern.  
   
  As soon as the informant reached the Temple of Iuz, 
  he described the Wanted PC to the Iuzians. They 
  immediately assembled a strike team to go after the 
  Wanted PC. By using Gather Information and checking 
  with their other informants, they have located the PCs 
  just as the PCs are exiting Balthazar’s shop. Balthazar will 
  lock the door behind the PCs, as he does not want any 
  Iuzian entanglements. He was not aware that the Iuzians 
  were coming. 
   
  The Iuzian Corpse Taxer will demand the PCs 
  surrender, declaring that Wanted PCs who surrender will 
  merely be interrogated (this is a lie, he plans to sacrifice 
  all captured PCs on the altar dedicated to Iuz) and that all 
  the others will be free to go (this is true). As this bluff is a 
  little hard to believe or puts the targets at some risk, PCs 
  local to the BK receive a +5 bonus to their Sense Motive 
  checks made against it. 
   
  The composition of the strike force depends on just 
  how Wanted the most Wanted PC is: 
   
  Malcontent (EL 7) 
   
  Iuzian Corpse Taxer: hp 21; Bluff +2; see Appendix 
  1. 
   
  Iuzian Arcane Novice: hp 16; see Appendix 1. 
   
  Human Warrior Skeletons (3): hp 6 each; see MM 
  226. 
   
  Orcs (10): hp 5 each; see MM 203. 
   
  Quasit: hp 13; see MM 46. 
   
  Insurgent (EL 9) 
   
  Iuzian Corpse Taxer: hp 21; see Appendix 1. 
   
  Iuzian Arcane Novice: hp 16; see Appendix 1. 
   
  Human Warrior Skeletons (3): hp 6 each; see MM 
  226. 
   
  Orcs (10): hp 5 each; see MM 203. 
   
  Quasit: hp 13; see MM 46. 
   
  Babau: hp 66; see MM 40. 
   
  Seditionist (EL 11) 
   
  Iuzian Corpse Taxer: hp 21; see Appendix 1. 
   
  Iuzian Arcane Novice: hp 16; see Appendix 1. 
   
  Human Warrior Skeletons (3): hp 6 each; see MM 
  226. 
   
  Orcs (10): hp 5 each; see MM 203. 
   
  Quasit: hp 13; see MM 46. 
   
  Babau: hp 66; see MM 40. 
   
  Vrock: hp 115; see MM 40. 
  Enemy of the State (EL 13) 
   
  Iuzian Corpse Taxer: hp 21; see Appendix 1. 
   
  Iuzian Arcane Novice: hp 16; see Appendix 1. 
   
  Human Warrior Skeletons (3): hp 6 each; see MM 
  226. 
   
  Orcs (10): hp 5 each; see MM 203. 
   
  Quasit: hp 13; see MM 46. 
   
  Babau: hp 66; see MM 40. 
   
  Vrock: hp 115; see MM 40. 
   
  Retriever: hp 135; see MM 46. 
   
  Tactics 
  The Iuzians would prefer to capture their prize alive, to 
  later sacrifice on the altar in the Temple of Iuz. However, 
  if that is proving problematic, they will seek to kill the 
  Wanted PC, hoping to animate them later. All Iuzian 
  forces focus their attacks on capturing the Wanted PC. 
   
  If the PCs initially resist, but then attempt to 
  surrender, the Iuzians decline their offer, as they are now 
  consumed by bloodlust (especially the demons). 
   
  DEVELOPMENT 
  It is possible for the PCs to win this fight or for them to 
  simply to try run away, or use magic to get away. Several 
  PCs might just stand by and allow the Iuzians to capture 
  their comrade. Doing so is an act of cowardice, but 
  sometimes you have to know when to hold ‘em, and 
  know when to fold ‘em. 
   
  If the PCs do something like teleport or dimension door 
  out, good for them. Foot chases should be resolved using 
  the DMG rules on foot chases, taking into account the 
  fact that the demons have superior movement and 
  teleportation abilities. 
   
  Once the PCs get away, the Iuzians will lose the trail 
  for the remainder of this adventure. 
   
  If a Wanted PC surrenders or is captured, they are 
  knocked unconscious, stripped of their gear, and dragged 
  bodily to the Temple of Iuz, where they are then 
  sacrificed (it’s easier to interrogate someone via speak with 
  dead, if you are an Iuzian). The dead PC is then animated 
  as a lowly undead. The PC is removed from play. Not 
  even the “Your Work Must Continue” benefit of being 
  Wanted can counteract this outcome. 
   
  If the PCs survive, and wish to continue with 
  Rhaedrick’s mission, continue with Encounter 4. 
  
  BDK7-05 The Work of Thieves 
   
  Page 11  
  4: A MIDNIGHT STROLL 
  With the shopping and/or ambush behind them, the PCs 
  arrive at the inn they were directed to, where one of 
  Rhaedrick's men, Vlad, awaits. Read or paraphrase the 
  following: 
   
  It is approaching midafternoon by the time you 
  arrive at the Ravenshead Inn, a rather upscale, if 
  small, establishment. The air is growing cooler, as 
  the clouds in the sky darken.  
   
  A DC 15 Survival check reveals that Rookroost is likely to 
  be hit by a storm during the next 24 hours. 
   
  As you enter, you quickly spot Rhaedrick's contact, 
  as he is the only person present. He is a slim Rhenee 
  man in his late twenties and is currently using the 
  silver knife Rhaedrick mentioned to trim his nails. 
  With barely a nod in your direction, he slips away 
  his knife and proceeds up the stairs. Following him 
  brings you to the sitting room of a well-kept suite. 
   
  "I'll get straight to the point. While I know what 
  you have been hired to do, I do not know who you 
  are nor do I wish to. You may address me as ‘Guide.’ 
  Once midnight has passed, I will take you to the 
  secret entrance. If your group is so clumsy as to alert 
  the guards, I will expect you to deal with them 
  without me risking my skin. Is that understood?" 
  He glances at you inquiringly. 
   
  CREATURES 
  Vlad 
  the 
  Guide: 
  N 
  male 
  Rhenee 
  Rog2/Ftr4/Darkhagard2; if stats are needed, use Sergei’s 
  from the BK Mercs document. 
  • 
  Closemouthed and to the point, light Rhenee 
  (gypsy) accent. 
  • 
  Member of the Red Planks family. 
  • 
  He does not know the secret the Iuzians told the 
  Red Planks during their meeting last year. He just 
  knows that the elders do not currently fear an Iuzian 
  double-cross. 
  • 
  While he is a "friend" of Rhaedrick's, he is not about 
  to risk his own neck any more than necessary 
  • 
  Explains that they may take one of three paths to get 
  to the entrance. 
  • 
  The first is sneaking through the streets, the second 
  is taking to the roofs, and the third is through the 
  sewers. 
  • 
  He imagines that the danger of the streets involves 
  roaming demons and that the danger of the roofs 
  involves slippery roofs, treacherous paths, and 
  flying, roaming demons. He has no idea what might 
  lurk in the sewers, and, quite frankly, he isn’t too 
  keen to find out. 
  • 
  The journey should take roughly a half-hour, 
  regardless of which path the heroes choose. 
  • 
  Once decided, he leaves, telling them he'll be back 
  after midnight and to not leave their room. 
   
  At this point, the PCs will have ~10 hours to rest before 
  the night's adventure begins. Since it will be after 
  midnight by the time they leave, arcane casters are able to 
  prepare new spells, as will divine casters that prepare at 
  dusk or midnight. Advise the heroes that a storm has 
  indeed reached Rookroost. 
   
  Once they have finished their preparations, Vlad 
  returns. Read the following: 
   
  It is well past midnight when your guide returns. 
  Giving you a moment to ready yourselves, he then 
  confirms which route you wish to take before 
  downing two potions.  
   
  Before leaving the inn, Vlad drank an elixir of hiding and 
  an elixir of sneaking. He will recommend that the PCs cast 
  any spells with durations of 10/minutes per level or 
  higher that they wish to cast now. 
   
  A storm is breaking over Rookroost. For the 
  purposes of this encounter, it will be raining (DMG 94) 
  and almost dark. The effects of rain and shadowy 
  illumination are summarized below for your convenience 
  (note: these modifiers HAVE NOT been precalculated 
  into the NPCs’ various stat blocks): 
  •  Rain reduces visibility by half, resulting in a -4 
  penalty on Search and Spot checks. It is 
  accompanied by Severe Wind. For visibility, this 
  means that a torch only lights half the radius it 
  normally would. 
  •  Severe Winds automatically extinguish unprotected 
  flames (thus, the city cannot be set on fire by flame 
  strike or fireball), and have a 50% chance of 
  extinguishing protected flames. Ranged weapon 
  attacks and Listen checks are at a -4 penalty.  
  •  For the purposes of spells such as call lightning, the 
  weather counts as stormy. 
  •  For the purposes of light and visibility, the area is 
  shadowy illumination (PHB 154). This grants all 
  creatures concealment (20% miss chance), unless 
  their opponent has darkvision. 
  •  For the purposes of scent, the rain and wind make it 
  more difficult to detect creatures by smell. The range 
  that a creature with scent can detect opponents is 
  reduced to 15 feet (i.e. all creatures are treated as if 
  downwind). 
  
  BDK7-05 The Work of Thieves 
   
  Page 12  
  BY THE STREETS 
  The guide leads you out of the Inn and off into the 
  stormy night. You can barely see or hear him, so 
  stealthily is he moving. 
   
  As the rain falls, he leads you quickly from one 
  alley to another, threading his way through the city. 
  Keeping his ears and eyes open for patrols, he 
  occasionally waves you back until the coast is clear. 
   
  You have just made it halfway up a street boxed 
  in by warehouses when your guide hisses, “Hide!” at 
  you. A flash of lightning reveals that something 
  stealthy has turned a corner on the street ahead, 
  forcing you and your guide to take cover behind 
  crates scattered along the walls. Luckily, you don’t 
  think the creature saw you just yet. 
   
  APLs 4 and 6: What appears to be a/two shadowy 
  four-legged creature(s) approaches your positions; 
  it/they is/are visible only due to the rain outlining 
  it/them. A low growling can be heard as it/they 
  sniffs the area. Soon, it/they will have detected you! 
   
  APL 8: An enormous, misshapen spider stalks out of 
  the darkness. Its forelegs end in wicked barbs, and 
  globs of foul goo drip from its fanged mouth as it 
  sniffs the air. It is quite likely that this demon will 
  soon spot you in your hiding places! 
   
  The creatures are 90-ft. ahead of the PCs’ hiding places. 
  The PCs should be 90-ft. away from either end of the 
  street. The street is 30-ft. wide, bordered on each side by 
  solid warehouses. Along the walls are empty crates, 
  which provide cover for medium-sized creatures in their 
  square. Toss in a few doors here and there, without crates 
  in front of them. These doors are marked with the RTG 
  symbols of protection, and are locked with a good lock. 
  Assume that they are packed pretty full and would not 
  serve as good places for a fight. However, if the PCs were 
  to use magic such as dimension door to get inside one to 
  Hide, that would be a good idea that would earn the PCs 
  full XP for this encounter. 
   
  If the PCs remain on the street, ask for Hide checks. 
  Use the lowest Hide check to determine the encounter 
  start distance (modified by distance and the weather 
  penalties to the monsters’ Spot checks). The creatures are 
  moving slowly, Taking 10 on their Spot checks each 
  round as they hunt for food. If they detect the PCs via 
  scent, they may make a reactive Spot check to attempt to 
  see the hiding PCs. Determine the encounter start 
  distance as normal. If the PCs act before the creatures 
  have detected them, then the PCs earn a surprise round.  
  CREATURES 
  APL 4 (EL 5) 
   
  Shadow Mastiff: hp 30; see MM 222. 
   
  APL 6 (EL 7) 
   
  Shadow Mastiffs (2): hp 30; see MM 222. 
   
  APL 8 (EL 10) 
   
  Bebilith: hp 150; see MM 42. 
   
  Tactics 
  At APLs 4 and 6, the shadow mastiff(s) will bay first 
  before moving to attack. Play up the fact that this loud 
  bay is sure to attract more monsters (it won’t, but the 
  players don’t know that!). Note that while the shadow 
  mastiff’s form is discernable due to the rain, he still 
  retains his total concealment 
   
  At APL 8, the bebilith is on the prowl for food, and it 
  fights to kill. See the bebilith’s tactics in the Monster 
  Manual. If it can take off with a PC to eat, it will! 
   
  At all APLs, the monster does not accept surrender. 
  Meanwhile, Vlad keeps out of the fight as he promised.  
   
  DEVELOPMENT 
  Regardless of whether or not the patrol discovers the 
  PCs, the remainder of the trip is uneventful. Proceed to 
  Encounter 5. 
   
  If the PCs are somehow defeated by the monster, 
  after the last of the PCs fall, Vlad either defeats the 
  monster (APLs 4 and 6) or waits for it to leave to gather 
  reinforcements. He then drags the remaining PCs off to a 
  safe house, where they are raised at their expense the 
  next day. Proceed to Conclusion A: Failure. 
   
  BY ROOFTOP 
  Your guide leads you quickly to the second floor, 
  where he enters a room and lowers a trap door that 
  leads to the roof. Rain pelts in through the opening.  
   
  “The footing will be treacherous,” he says. 
  “Those of you in heavier armor should remove it 
  first.” 
   
  Give the PCs time to make further preparations. 
  Whenever they are ready to continue, read the following: 
   
  Once on top of the building, the rain seems twice as 
  bad. Despite this, you are all able to make good 
  progress from building to building, being careful of 
  slick roofs and loose shingles.  
   
  Eventually, however, you find yourselves facing 
  a difficult path. A lone plank stretches across the 
  ten-foot wide gap between two roofs. Roughly a foot 
  wide and slick from rain, the sturdy plank is 10 feet 
  long and is 20-feet above the ground. Beyond it is a 
  nice, flat, warehouse rooftop. 
   
  
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  To cross the plank, a DC 12 Balance check is required (or 
  the PCs may opt for other magical or mundane means of 
  crossing). 
   
  A PC might opt to crawl along the plank. They may 
  do so at one-quarter movement rate. This lowers the DC 
  to 7. HOWEVER, as soon as that PC has finished 
  crossing, the plank cracks from the prolonged exposure 
  to the weight (medium or larger PCs only. Small PCs 
  don’t weigh enough to break it in this manner), both 
  halves falling to the street below. 
   
  A PC may try a DC 10 Jump check to jump the gap. 
  Failing the Jump check by 4 or less allows the PC to make 
  a DC 15 Reflex save to catch the edge of the target roof. It 
  then requires a DC 15 Climb check to get up. 
   
  Failure by 5 or more on either a Balance or Jump 
  check means that the PC in question falls, taking 2d6 
  damage and alerting a nearby monster. The monster 
  arrives on its turn during the following round, having 
  heard the noise of the fall (if the PC silently fell, because 
  of the silence or feather fall spells, then no monster arrives). 
  See the By the Streets sub-encounter for details. 
   
  CREATURES 
  As the PCs are crossing the next warehouse roof, which is 
  40-ft. wide by 80-feet long, they will be attacked by some 
  demons (the PCs’ movement across the plank having 
  gotten their attention as they lurked nearby). In the case 
  of the quasits and vrock, they attempt to sneak up on the 
  PCs as they fly. For the babau, assume that it has already 
  teleported to the rooftop and is hiding in the middle, 
  using the darkness for concealment. Thus, PCs with 
  darkvision will be able to see it once within range. 
   
  APL 4 (EL 5) 
   
  Quasits (2): hp 13; see MM 46. 
   
  APL 6 (EL 7) 
   
  Babau: hp 66; see MM 40. 
   
  APL 8 (EL 10) 
   
  Vrock: hp 115; see MM 40. 
   
  Note: The EL has been raised by 1 to account for the fact 
  that smart PCs might have removed their heavier armor 
  to help them negotiate the rooftops. 
   
  Tactics 
  The demons seek to kill the PCs. Again, Vlad stays out of 
  the fight.  
   
  DEVELOPMENT 
  Regardless of whether or not the patrol discovers the 
  PCs, the remainder of the trip is uneventful. Proceed to 
  Encounter 5. 
   
  If the PCs are somehow defeated by the monster, 
  after the last of the PCs fall, Vlad either defeats the 
  monster (APLs 4 and 6) or waits for it to leave to gather 
  reinforcements. He then drags the remaining PCs off to a 
  safe house, where they are raised at their expense the 
  next day. Proceed to Conclusion A: Failure. 
   
  BY SEWERS 
  Your guide leads you quickly to the basement, where 
  he opens a trap door in the floor that leads to the 
  sewers beneath the city. The guide shoves some 
  rolled up bits of cloth into his nostrils before 
  unrolling a rope ladder to ease your descent. The 
  stench is awful.  
   
  “I have no idea what lurks beneath the city,” he 
  says, his voice sounding odd. “Be wary.” 
   
  The sewers are completely dark. The only light in them 
  will be light that the PCs bring along. Since Vlad is 
  human, he will need light to guide them. Taking the 
  sewers also allows the heroes to avoid the rain. However, 
  there are other dangers. 
   
  The stench of the sewer might make the PCs sick. A 
  DC 13 Fortitude save is required or the PC becomes 
  nauseated while in the sewers. PCs that succeed on this 
  save are merely sickened (see PHB). Shoving bits of cloth 
  up a PC’s nostrils gives a +2 Circumstance bonus on the 
  save. Other similar protective measures might be possible 
  as well (such as wearing a sweet smelling bandana over 
  the mouth and nose). PCs immune to poison are 
  unaffected by the stench. 
   
  Give the PCs time to make further preparations. 
  Whenever they are ready to continue, read the following: 
   
  Once in the sewers, the stench seems twice as bad, 
  and the air is a bit hazy as your light stretches off 
  into the darkness. Despite wading through things 
  you do not even want to imagine in the shin--deep 
  muck, you are all able to make good progress, being 
  careful to avoid the worst piles of detritus. If 
  anything, the rain falling on the city above might be 
  helping to clean out these sewers a bit.  
   
   
  The sewers are a uniform 10 ft. wide by 10 ft. tall. All 
  passages count as sloped as they have a slight grade to 
  them. The slope is slight enough where it will only come 
  into play if a PC attempts to run or charge. If a PC 
  attempts either, a DC 14 Balance check is required (the 
  floor counts as a lightly slippery sloped or angled floor 
  with light obstruction). Failure by 4 or less means that 
  the character cannot run or charge, but they may 
  otherwise act normally. Failure by 5 or more results in 
  the PC falling prone, in the muck. Remember, a PC is 
  considered flat-footed when balancing, unless they have 
  5 or more ranks in Balance (see PHB 67). 
    
  Various side passages lead off them, some of these as 
  small as 5 ft. square, but Vlad keeps the PCs in the larger 
  tunnels. 
   
  Special: Due to the close confines of the tunnel, all 
  sonic attacks used in the tunnels receive a +2 
  Circumstance bonus to their Saving Throw DCs. 
   
  
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  CREATURES 
  After the PCs have moved roughly halfway through the 
  sewers, they will stumble upon a hiding slaad. This 
  creature is a survivor from the Johrase attack on Stonehill 
  Fortress. It snuck into Rookroost and took to the sewers. 
  As slaad have a different idea about nauseating odors, it 
  suffers no penalties for the stench (plus, it has acclimated 
  by now). 
   
  The slaad will be hiding in the muck in the entrance 
  to a large side-tunnel. There will be no other side tunnels 
  for 90 feet before or after the slaad’s. Thus, the slaad will 
  be able to see the PCs coming from 90 feet away if they 
  are carrying a light source. 
   
  APL 4 (EL 5) 
   
  Mud Slaad: hp 33; see Appendix 1. 
   
  APL 6 (EL 7) 
   
  Red Slaad: hp 52; see MM 228. 
   
  APL 8 (EL 10) 
   
  Green Slaad: hp 76; see MM 230. 
   
  Note: The EL at APL 4 has been lowered by 1 to account 
  for the fact that the mud slaad has already used its sonic 
  screech ability for the day. This slaad also has lower than 
  average hit points to offset the PCs being sickened.  
   
  At APL 6, the EL was lowered by 1 to account for the 
  fact that the red slaad will probably not be able to pounce 
  on an opponent (although it will try), then raised by 1 to 
  account for the fact that the PCs are most likely sickened 
  and the saving throw DC of its stunning croak is 2 
  higher.  
   
  The APL 8 EL was raised by 1 to account for the fact 
  that the PCs might be sickened, might have trouble 
  charging and running, and because the slaad has long 
  range spells to bombard the PCs with as they attempt to 
  approach. 
   
  Tactics 
  Each slaad is hiding in the muck of the sewers. If the PCs 
  have a light source and are not moving silently, the slaad 
  will be aware of their approach from quite some distance 
  away. 
   
  Mud slaadi are insecure and cowardly. It will seek to 
  attack the least armored PC while avoiding the best 
  fighter. It will do everything it can to stay alive, including 
  attempting to summon another mud slaad. If it thinks it 
  is losing the fight, it will attempt to cringe or feign death.  
   
  Red slaadi usually only attack when hungry or riled. 
  This one is starving. Reds prefer to open up their 
  stunning croak ability and then attempt to pounce on a 
  stunned, unarmored victim on the following round. Reds 
  fight to the death. If it is losing, it will attempt to 
  summon in another red slaad. 
   
  Green slaadi prefer to avoid melee combat. It will 
  always have see invisibility and protection from law active, 
  and it will open up with fireballs as soon as it sees the PCs. 
  It will fireball as long as possible. Note that the slaad can 
  use its spell-like abilities without revealing where it is 
  hiding. However, the source area of a fireball should be 
  discernable in the darkness. Greens do not fight to the 
  death, so this one will seek to escape if the PCs are 
  winning the fight. If it is losing, it will attempt to 
  summon in another green slaad. 
   
  Again, Vlad stays out of the fight.  
   
  DEVELOPMENT 
  If the PCs are somehow defeated by the monster, after 
  the last of the PCs fall, Vlad either defeats the monster 
  (APLs 4 and 6) or waits for it to leave to gather 
  reinforcements. He then drags the remaining PCs off to a 
  safe house, where they are raised at their expense the 
  next day. Proceed to Conclusion A: Failure. 
   
  Once the PCs defeat or move past the slaad, the 
  remainder of the trip is uneventful. Read the following 
  and proceed to Encounter 5. 
   
  Having moved past the frog-monster, your guide 
  leads you to a side tunnel that leads up. Rungs are 
  mounted into the wall, making the climb easy, and 
  your guide leads the way. At the top, he opens a 
  trapdoor and leads you into the basement of a 
  building. There, he passes you some rags so that you 
  may try to wipe some of the grime and filth off 
  yourself. 
   
  “The warehouse is around the corner. Darken 
  your lights,” he says as he cleans himself off. 
   
  Once everyone is ready, he opens a door and 
  leads you up a set of stairs. You have no idea what 
  business this building normally hosts, but tonight it 
  is empty. Perhaps it is always empty.  
   
  Carefully moving aside the curtains and looking 
  out the window for any patrols or monsters, he 
  opens the unlocked door and moves out. Lightning 
  flashes in the sky. 
   
  As the rain falls, he leads you quickly off into 
  the darkness. 
  
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  5: TUNNELS, TRAPS, AND THIEVES 
  For those PCs who played BDKA5-01: A Voice in the Dark, 
  they recognize this warehouse as the one where they set 
  up the ambush. Read or paraphrase the following: 
   
  Your guide approaches the warehouse doors. 
  Whispering, the guide says, “Luckily, ‘R’ was able to 
  have this key made without being discovered.” 
  Swiftly unlocking the large door, he opens it and 
  gestures you through. The inside of the building is 
  pitch black.  
   
  The doors to the warehouse are covered by an alarm spell 
  cast by Alrond. A Nystul’s magic aura spell conceals the 
  alarm spell’s magical aura. Once the door is opened, the 
  alarm silently alerts Alrond that trouble is brewing, as his 
  people are not expected to use this door tonight (and they 
  know the password anyhow). Each PC of Tiny size or 
  larger, plus the guide, triggers the alarm, alerting Alrond 
  to the number of intruders. 
   
  Once the PCs can see in the warehouse, continue 
  with the following: 
   
  The dim light reveals a room half-filled with boxes, 
  as well as several old bloodstains on the floor. 
  Moving past them, your guide smirks in their 
  direction as he mutters, "Fools who crossed us." 
   
  Behind a large crate near the back of the room, 
  he points out a hidden trap door to you. Pulling it 
  open reveals an empty cubby about 3 feet wide. 
  Reaching down to the cubby floor, your guide works 
  a hidden mechanism that causes it to swing open. 
  Through the opening, you can see a ladder 
  descending downward. 
   
  "This," your guide says as he stands and brushes 
  himself off, "is where I take my leave. According to 
  our information, it is a straight run to the complex. 
  It is also supposed to be free of working traps, but 
  you can trust that as far as you will.”  
   
  Once you are done gathering what you need, 
  make sure to take the other exit - Rookroost will be 
  too dangerous for you until you are able to get the 
  loot to ‘R’." He steps back and looks at you 
  expectantly. 
   
  Vlad will not accompany the PCs unless magically 
  compelled. If he is killed while being compelled in this 
  manner, the PCs will gain the Enmity of the Red Planks 
  (notate on the AR). Warn the offending PC that forcing 
  Vlad to come along in this manner is a Chaotic and Evil 
  act, as they are imposing their will on another being to 
  place that being in harm’s way for their own benefit. If 
  they continue, notate the Chaotic and Evil act on their 
  AR. 
   
  Once the PCs have entered the tunnels, Vlad shuts 
  the trapdoor behind them and leaves.  
   
  Once the alarm was sounded, Alrond immediately 
  set about preparing to move the records. If the PCs do 
  not reach the complex within an hour, he escapes with 
  them, leaving behind a letter for the PCs. 
   
  The first fifty feet of the tunnel is cramped, requiring 
  medium characters to squeeze. However, after that the 
  tunnel widens until only large creatures need to squeeze. 
  Read or paraphrase the following: 
   
  As you proceed through the cramped tunnel, it soon 
  widens to a much more comfortable size. However, 
  that is the only comfortable thing about them; the 
  sheer mass of cobwebs make it clear that few use 
  these tunnels, and the occasional rotted corpse 
  demonstrates what happened to those few. For 
  some, the cause of death seems clear: a rusting metal 
  blade separating skull and body, a half dozen arrows 
  clustered between ribs, or a fire-scorched outline 
  around blackened bones. For others, the bones are 
  chillingly devoid of any signs of damage. 
   
  A DC 15 Heal check reveals that while the prevalent 
  dampness seems to have hurried their decay along, it is 
  clear that they have been there for years. A DC 20 
  Survival check by a character with the Track feat 
  determines that the most recent tracks are of a medium 
  humanoid heading back toward the trap door from more 
  than a week ago. 
   
  At this point, if the PCs have not brought it up, ask 
  what their plans are for searching for traps. This is 
  important because if they search all the way, they will 
  arrive too late to gather the documents. If they do not, 
  and do not dally exceptionally long with other 
  arrangements (i.e., greater than 45 minutes), you may 
  assume that they make it in time. For the purposes of buff 
  spells, the journey takes about 25 minutes. Dwarven PCs 
  will notice that the tunnel slopes slightly downward. 
  Once they have decided how they will proceed, draw out 
  the last segment of tunnel (DM's Map 3). 
   
  Once done drawing the map, read or paraphrase the 
  following: 
   
  It is difficult to determine the passage of time as you 
  trek through the tunnels. The only things that break 
  up the monotony are the occasional collapsed side 
  passage, rotted corpse, or spiders that keep dropping 
  on your heads. Eventually, however, the passage 
  widens and you come to a steep staircase going up. 
  The irregular steps are barely a few inches wide, 
  making it a difficult climb. Indeed, it appears to 
  have been too much for at least one soul; lying at the 
  foot of the stairs is a skeleton with a broken neck. 
   
  The last portion of this encounter covers a series traps, as 
  well as a locked door leading to Encounter 6. While each 
  trap is present at every APL, the traps are malfunctioning 
  with age and only activate at the appropriate APL (feel 
  free to have each incorrect APL trap activate AFTER the 
  PCs have passed it, just to scare the PCs). The box text 
  sections below have been labeled to correspond to the 
  areas marked on DM's Map 1. The traps’ areas have been 
  
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  marked on the map for your convenience; however, they 
  can only be found and disarmed at the trigger point 
   
  Climbing the stairs is simply a DC 5 Climb check. 
   
  SECTION A 
  Finally clambering to the top of the fifty-foot 
  staircase, you find yourselves in a 10 ft by 60 ft 
  corridor, which takes a left turn at its end. The 
  cobwebs and dust are not as prevalent here. 
   
  Read the following once a PC gets to one of the last two 
  squares marked with an “A” on your map: 
   
  Without warning, the illusory head of a large dragon 
  appears before you. Roaring, it lets loose a blinding 
  bolt of lightning! 
   
  TRAPS 
  At APLs 4 and 8, the trap malfunctions and nothing 
  happens. At APL 6, the trap goes off. 
   
  APL 6 (EL 7) 
   
  Blinding Dragon Breath Trap: CR 7; magic device 
  (aura masked by Nystul’s magic aura spell); visual trigger 
  (true seeing); automatic reset (10 minutes); spell effect 
  (dragon breath [blue], 9th level caster, 4d8 electricity 
  damage, DC 16 Reflex save for half); spell effect (blinding 
  breath, 9th level caster, those that fail the first Dragon 
  Breath Trap Reflex save are also blinded permanently); 
  Search DC 29; Disable Device 29. 
   
  The trap is triggered when a living creature enters either 
  of the last two squares marked with an “A”. The trap then 
  angles the breath weapon to target as many intruders as 
  possible. The trap breathes once every d4 rounds until 
  the duration of the spell ends. Only the first breath attack 
  is affected by the blinding breath spell. 
   
  This trap takes 10 minutes to reset. If all PCs are 
  blinded by the trap and have no way of recovering from 
  the effects without leaving or resting, the adventure is 
  most likely over for them. If they choose not to press on, 
  skip to the results at the end of this encounter. 
   
  SECTION B 
  Reaching the corner, you find another long passage 
  ahead, though this one has two large holes in it. 
  Based on the rusty hinges still attached to the sides, 
  they appear to be former pit traps. There is a clear 
  foot-and-a-half-wide ledge around them, though 
  they could still result in a nasty fall, as peering into 
  the pits reveals a sixty-foot drop with spikes and 
  skeletal remains at the bottom. Once again, the 
  corridor takes a turn to the left ahead. 
   
  Moving along the ledges requires a DC 10 Balance check 
  (remember, blinded PCs suffer a -4 penalty to most 
  Strength and Dexterity-based skill checks). If a PC falls, 
  see the Poisoned Spiked Pit Trap entry below. 
   
  Read the following once the lead PC steps into the 
  trigger area (the last “B”s). 
   
  With the pits safely behind you, you have almost 
  reached the next turn when a large illusory earth 
  elemental rises out of the ground before you, letting 
  loose a deep bellow. It plunges its club-like arms 
  into the walls and begins yanking and twisting. In 
  response, the entire passageway itself heaves and 
  corkscrews, hurling you back! 
   
  TRAPS 
  At APLs 4 and 6, the trap malfunctions and does no 
  damage nor does it move the PCs back. At APL 8, the trap 
  goes off. 
   
  APL 8 (EL 9) 
   
  Tunnel Swallow Trap: CR 7; magic device; visual 
  trigger (true seeing); automatic reset (1 hour); spell effect 
  (tunnel swallow, 11th level caster, 11d6 damage and hurled 
  back into the first pit, DC 19 Reflex save for half damage 
  and moved only halfway along the trap’s area); Search DC 
  31; Disable Device 31. 
   
  Poisoned Spiked Pit Trap: CR 7; mechanical; no 
  trigger; manual reset; DC 20 Reflex save avoids; 50 ft. 
  deep (5d6 fall); multiple targets (all who do not evade the 
  Tunnel Swallow Trap); pit spikes (Atk +10 melee, 1d4 
  spikes per target for 1d4+5 plus poison each); poison 
  (purple worm poison, DC 24 Fortitude save resists, 1d6 
  Str/2d6 Str); Search DC -; Disable Device DC -. 
   
  The tunnel swallow spell covers a target area 50 ft. long. 
  This area extends from the last “B”s (by the trigger) and 
  back 50 ft. Thus, all PCs in the area will be affected by the 
  spell. The first pit the PCs crossed is the area that the 
  spell attempts to push PCs towards. 
   
  PCs that fail the tunnel swallow Reflex save are 
  crushed and thrown to the area of first pit. These PCs 
  may make a DC 20 Reflex save to grab the lip of the pit to 
  avoid falling in. 
   
  Those who make the tunnel swallow Reflex save but 
  do not have evasion take only half damage and are moved 
  halfway back from their former position toward the 
  designated end of the tunnel section (i.e., the first pit 
  trap). It is possible that this distance will move the PC 
  into one of the two pit traps. In this case, a DC 20 Reflex 
  save will allow the PC to grab onto the lip of the pit and 
  avoid falling in.  
   
  Feel free to give a +2 Circumstance bonus on the 
  Reflex save to avoid falling into the pits if the PCs had 
  placed planks over the pits or the like. 
   
  Climbing out of the pit requires a DC 15 Climb 
  check. The spell portion of this trap takes 1 hour to reset, 
  but the poison is only one use. 
  
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  SECTION C 
  This last stretch of tunnel is only five feet wide, but 
  also contains the first door you have seen since 
  entering this complex. The passageway continues a 
  few feet past the door before ending abruptly. 
   
  A DC 30 Search check will reveal the secret doors that 
  the statues hide behind. A DC 20 Break check will allow 
  the door to be pried open. 
   
  As you cross the mid section of the corridor, you 
  clearly hear the scraping of stone against stone. The 
  seemingly solid rock walls at both ends of the 
  tunnel shift to the side, revealing identical statues 
  of evil old men, though the one ahead holds a 
  greatsword. Smoothly bringing its arms back, it then 
  hurls them forward and releases the greatsword at 
  you. Flying through your ranks, it slices at everyone 
  in its path before smoothly flying back to rest in the 
  statue’s hands. 
   
  TRAPS 
  At APLs 6 and 8, the traps’ attacks miss everyone. At APL 
  4, the trap goes off properly. 
   
  APL 4 (EL 5) 
   
  Infernal Wound Whirling Blade Trap: CR 5; 
  magic device; visual trigger (deathwatch); automatic reset 
  (1 round); spell effect (whirling blade, 6th level caster, +4 
  melee attack on all creatures in corridor [2d6+1/19-20 
  plus infernal wound, greatsword]); spell effect (infernal 
  wound, 6th level caster, wound caused by weapon bleeds 
  for 2 damage/round); Search DC 27; Disable Device 27. 
   
   
  This trap resets every round and does not stop resetting 
  until all PCs have left the hallway, back either the way 
  they came or through the door. If no living PCs are 
  present in the hallway, the stone slabs slide back into 
  place. It would probably be easiest to handle this 
  encounter in initiative, with the trap acting first. On its 
  turn, any untended wounds bleed, and the statue hurls 
  the sword. 
   
  Besides disarming the trap at its trigger point, the 
  PCs can also smash one of the statues' hands (AC 10, 
  Hardness 8, hp 10) to disable it, or attempt to jam the 
  sliding walls (DC 20 Search, DC 20 Disable Device). 
  Another good tactic would be sundering the greatsword. 
   
  However, the wounds caused by the trap continue 
  bleeding even after its removal. 
   
  SECTION D 
  This stout, iron-banded oak door is secured with a 
  complex series of locking mechanisms. A dagger 
  appears to be embedded into the door, as a 
  decoration. 
   
  The door is locked with a superior lock (DC 40 Open 
  Locks), 4 average locks (DC 25 Open Locks) and has the 
  spell arcane lock (CL 3) cast upon it. A simple knock spell 
  should do the trick for most parties, as it will suppress the 
  arcane lock and unlock the superior lock. 
   
  In addition, at all APLs an anti-barbarian-lockpick 
  trap is present. The door is a strong wooden door (DMG 
  61). Read or paraphrase the following: 
   
  Arcane Locked Strong Wooden Door: 2 in. thick; 
  hardness 5; hp 20; AC 5; Break DC 35; Cannot be opened 
  until the arcane lock is suppressed, then requires Open 
  Lock DCs of 40, 30, 30, 30, and 30. The door is covered 
  with a Nystul’s magic aura spell to hide its magical aura. 
   
  TRAPS 
  Read the following if someone attacks the door and his or 
  her weapon is affected by the trap: 
   
  Just as you are about to hit the door, your weapon 
  suddenly curves around and hits you instead! 
   
  All APLs (EL 1*) 
   
  Targeted Dispel Magic Trap: CR 4; spell; visual 
  trigger (true seeing); automatic reset (instant); spell effect 
  (dispel magic, 10th level caster, targeted on any weapon 
  attempting to strike the door); Search DC 28; Disable 
  Device DC 28 
   
  Backbiter Trap: CR 2; spell; visual trigger (true 
  seeing); automatic reset (instant); spell effect (backbiter, 1st 
  level caster, targeted on any weapon attempting to strike 
  the door, Will save DC 11 negates if weapon still 
  magical); Search DC 26; Disable Device DC 26 
   
  Note: The EL of this trap is reduced due to it merely being a 
  preventative method that might cause some damage and because any 
  wizard worth his salt should carry a scroll of knock. 
   
  The trap targets any attacking weapon. First, it attempts 
  to dispel it; if successful, the weapon is non-magical for 
  the second part. Second, it casts backbiter on the weapon, 
  which only allows a save if the weapon is magical. If the 
  spell succeeds, the PC manages to hit themselves instead 
  of the door. Have them roll damage normally. 
   
  DEVELOPMENT 
  If the PCs were incapacitated by the traps, a group of 
  Rhaedrick's people come looking for them the next 
  morning. Thus, all of the PCs’ bodies are recovered. 
  Proceed to Conclusion A. 
   
  If the PCs specifically stated they were Moving 
  Silently, and managed to find and disable their trap 
  without setting it off, then Alrond will not have heard 
  them approach until they start unlocking the door. Don’t 
  worry about what the PCs’ actual Move Silently checks 
  were; the goal here is to reward careful parties. 
   
  If the PCs took too long reaching the door (over the 
  hour time limit), then Alrond, his documents, and his 
  bodyguard are long gone. He did, however, leave a 
  trapped message for them. Skip to the Too Late section of 
  Encounter 6. 
  
  BDK7-05 The Work of Thieves 
   
  Page 18  
  6: THE EYE AND THE TIGER 
  Having survived the trapped tunnels and made their way 
  through the locked door, the PCs arrive at the complex. 
  However, Alrond Beholderkin awaits them here, possibly 
  with a lycanthropic bodyguard. How quiet the PCs were, 
  whether or not they set off a trap, and how quickly they 
  get through the door, determines how prepared the 
  enemies are.  
   
  If the PCs set off the trap, did not Move Silently, or 
  took a similarly loud action before reaching the door, the 
  enemies are able to use their long-term buffs. If the PCs 
  take more than a round to get through the door (it takes a 
  round to pick open a lock), the enemies are able to start 
  applying their short-term buffs. If the PCs avoid both of 
  these outcomes, the enemies are caught off guard 
  completely. 
   
  The enemies' long term buffs are as follows: 
  • 
  Alrond casts mage armor on himself and uses his scroll 
  of darkvision 
  • 
  Bodyguard drinks a potion of magic fang +1 and a potion 
  of mage armor. 
   
  Their short term buffs are limited by the number of 
  rounds the PCs take to get through the door: 
  • 
  Alrond begins by using his Lesser Metamagic rod of 
  silence to cast invisibility, fly, and mirror image, and 
  then casts a silent shield. In addition, he casts a silent 
  grease spell on the area designated on the map. 
  • 
  Bodyguard drinks a potion of invisibility and a potion of 
  bear's endurance, and then shifts to animal form. 
   
  In addition, the enemies will all take 10 on Hide and 
  Move 
  Silently 
  checks, 
  using 
  the 
  darkness 
  for 
  concealment. 
   
  Note that if the PCs attempt to use teleportation 
  magics to enter the chamber, Alrond has anticipate 
  teleportation up. Thus, if they arrive within thirty feet of 
  him, they are delayed a round. Meanwhile, Alrond and 
  his bodyguard arrange an ambush. 
   
  Once the PCs make it through the door, read or 
  paraphrase the following: 
   
  Beyond the locked door you find a ten foot wide 
  corridor that proceeds thirty feet before opening 
  into a large, shadowy chamber, with another passage 
  heading off of the chamber on the left wall. From 
  here, you can make out several bookshelves and 
  desks scattered around the room, liberally covered 
  with books and papers. What little illumination 
  exists in the chamber comes from lanterns 
  positioned along each corridor as well as a handful 
  of candles scattered around the desks and shelves. 
  (If Alrond has cast grease) The floor in the chamber 
  glistens wetly. 
   
  If the PCs managed to surprise them or a PC is able to see 
  invisible creatures (and makes the Spot check or has 
  darkvision): 
  You can also make out a man (standing/floating) in 
  the room, glaring at you. He raises his hands in the 
  obvious motions of spellcasting. 
   
  Combat commences once the PCs open the door. If the 
  NPCs are aware of the PCs on the other side of the door, 
  they ready an action (any action appropriate to them) to 
  do something once the door opens. If the PCs are 
  unaware of the NPCs, the NPCs gain a surprise round 
  when the door opens (essentially, their readied actions go 
  off before rolling initiative). See DMG 23 for an example. 
   
  CREATURES 
  APL 4 (EL 7) 
   
  Alrond: hp 36; see Appendix 1. 
   
  APL 6 (EL 9) 
   
  Alrond: hp 36; see Appendix 1. 
   
  Bodyguard: hp 82; see Appendix 1. 
   
  APL 8 (EL 11) 
   
  Alrond: hp 36; see Appendix 1. 
   
  Bodyguards (2): hp 82; see Appendix 1. 
   
  Invisible Stalker: hp 52; see MM 160. 
   
  Note: At APLs 6 and 8 the EL has been raised by 1 to account for the fact 
  that Alrond and the bodyguard(s) will likely have had time to buff 
  before the PCs arrive. 
   
  Tactics 
  At all APLs, if an enemy is reduced to a quarter their 
  health or it is clear that the battle is lost, they will 
  surrender (or flee if denied surrender). Alrond does not 
  mind being captured, as he believes what he knows is 
  valuable enough to Rhaedrick that his life will be spared. 
  However, if he flees, he will have both factions of the 
  RTG after him. The bodyguards are simply hired muscle 
  who have no interest in being killed. 
   
  At APL 4, if surprised, Alrond will attempt to go 
  invisible and buff before facing the PCs. Otherwise, he 
  begins the surprise round with caustic smoke, centered in 
  the hallway. After that, he will toss an acid-substituted jet 
  of steam down the line in front of him, triggering caustic 
  smoke's save vs. blindness, before backing up. From that 
  point on, he uses his Acidic Splatter reserve feat and ray 
  spells to narrow down the opposition. He prefers to keep 
  his acid-substituted fireball in reserve to power his Acidic 
  Splatter, though he will use it if sorely pressed. 
   
  At APLs 6 and 8, Alrond uses similar tactics. 
  However, rather than using jet of steam, he will instead 
  use his scroll of acid-substituted fireball. He will follow that 
  with a scroll of improved invisibility and then proceed with 
  his ray spells. 
   
  The bodyguard(s) will charge and pounce the first 
  PC he can reach without entering the corridor’s area of 
  grease. This may mean he simply readies a partial charge 
  rather than acting during the surprise round.  NOTE: 
  The bodyguard(s) prefers to smack any downed PCs with 
  non-lethal damage to ensure they don't get back up, but 
  will not coup-de-grace opponents. 
  
  BDK7-05 The Work of Thieves 
   
  Page 19  
  Treasure 
  A DC 30 search of the area (or an interrogation of Alrond) 
  will uncover a small cache of magical items (including 
  the potions and scrolls listed in the treasure summary) 
  hidden in an enjoining chamber. 
   
  APL 4: Loot: 289 gp; Coin: 30 gp; Magic: 381 gp – 
  lesser metamagic rod of silence (250 gp), various scrolls and 
  potions (100 gp), wand of acid splash (31 gp) 
   
  APL 6: Loot: 289 gp; Coin: 230 gp; Magic: 589 gp – 
  eyes of the eagle (208 gp), lesser metamagic rod of silence (250 
  gp), various scrolls and potions (100 gp), wand of acid splash (31 
  gp) 
   
  APL 8: Loot: 289 gp; Coin: 90 gp; Magic: 1144 gp – 
  eyes of the eagle (208 gp), +1 falchion (198 gp), lens of detection 
  (291 gp), lesser metamagic rod of silence (250 gp), ring of 
  sustenance (166 gp), various scrolls and potions (100 gp), wand 
  of acid splash (31 gp) 
   
  TOO LATE 
  If the PCs took too long searching their way through the 
  tunnels or wasted time with other actions, they arrive too 
  late to stop Alrond and his bodyguard from fleeing with 
  the documents. Read or paraphrase the following: 
   
  Beyond the locked door you find a ten-foot wide 
  corridor that proceeds thirty feet before opening 
  into a large, shadowy chamber, with another passage 
  heading off the chamber on the left wall. From here, 
  you can make out several bookshelves and desks 
  scattered around the room, though they are 
  completely empty. Besides furniture, the room has 
  been completely stripped, though you do manage to 
  find a message pinned to the back of a bookshelf by 
  a knife. 
   
  If they choose to read it, hand Player Handout 2 to 
  whichever PC asked first. The message contains an 
  explosive runes trap tied to the postscript. Assume that all 
  PCs asking about it will also be within the area of the 
  trap, but also keep track of any PC preparations that 
  might move them out of the area or reveal the trap before 
  it is reached. 
   
  TRAPS 
  APL 4 (EL 4) 
   
  Explosive Runes Trap: CR 4; spell; visual trigger 
  (reading the message); no reset; spell effect (acid-
  substituted explosive runes, 5th-level caster, 6d6 acid 
  damage to all within 10’, Reflex save DC 14 for half 
  except for reader); Search DC 28; Disable Device 28. 
   
  APL 6 (EL 6) 
   
  Empowered Explosive Runes Trap: CR 6; spell; 
  visual trigger (reading the message); no reset; spell effect 
  (acid-substituted empowered explosive runes, 9th-level 
  caster, 6d6x1.5 acid damage to all within 10’, Reflex save 
  DC 15 for half except for reader); Search DC 30; Disable 
  Device 30. 
   
  APL 8 (EL 8) 
   
  Acid-Admixture Explosive Runes Trap: CR 8; 
  spell; visual trigger (reading the message); no reset; spell 
  effect (acid-admixture explosive runes, 13th-level caster, 
  6d6 acid damage and 6d6 fire damage to all within 10’, 
  Reflex save DC 16 for half except for reader); Search DC 
  32; Disable Device 32. 
   
  Suddenly, the letter explodes in a ball of acid (and 
  fire)! 
   
  Treasure 
  None. Alrond took it all with him. 
   
   
  DEVELOPMENT 
  • 
  If the PCs were too late, proceed to Conclusion A. 
  • 
  If the PCs are defeated, they are looted of all valuable 
  gear but left alive. Those still conscious are allowed 
  to bind their companions' wounds before being tied 
  up and knocked out. The next morning, Rhaedrick's 
  men bring them out. Proceed to Conclusion A. 
  • 
  If the enemies are defeated, the PCs are free to 
  gather the documents up. There are approximately 
  one thousand sheets worth of documents, but of 
  these, only about a couple hundred are of any use. 
  The only way to find out the useful parts is with a 
  DC 25 Forgery check and a DC 25 Decipher Script 
  check. However, this is only pertinent if the PCs 
  intend to keep the documents, or if they have a way 
  to copy 200+ documents in a few hours. 
  • 
  If either lycanthrope is present and still alive after 
  the battle, he will request to keep his gear as he was 
  only a hired guard. He will offer to bite anyone who 
  wants to be bitten. See the LGCS for how to deal 
  with Lycanthropy. 
  • 
  If the PCs attempt to return the way they came with 
  the documents, they are ambushed by Iuzian forces 
  after leaving the warehouse. Proceed to Conclusion 
  C. 
  • 
  If the PCs leave using the other exit, they are able to 
  escape Rookroost successfully. At this point, 
  determine what they wish to do with the documents. 
  If they take them to  
  o 
  High Lord Tadurinal, go to Conclusion B 
  o 
  Rhaedrick, go to Conclusion C 
  o 
  If they keep them or give them to a different 
  meta-org, go to Conclusion D. 
  
  BDK7-05 The Work of Thieves 
   
  Page 20  
  CONCLUSION A: FAILURE 
  Following your recovery, Rhaedrick speaks to you 
  briefly. “I do not blame you for your failure, though 
  it means that dark days lie ahead for my cause. 
  While I am thankful for your efforts, I fear that the 
  favors I promised you in payment will soon become 
  worthless. Now I must go and salvage what I can 
  from the ashes.” 
   
  It is only a few weeks later that word reaches 
  you of a mass execution that took place in 
  Rookroost. Dozens of so-called traitors and thieves 
  were hung, including Rhaedrick Avenfear and 
  Gaiyle Markhalla. Other, darker rumors surround 
  the event, claiming that the High Lord himself 
  bound all of their souls into some necromantic 
  construct. Whether or not this is true, it is clear that 
  the fight against the High Lord’s tyranny has been 
  dealt a mortal blow. 
   
  The PCs receive Balthazar’s Access if they visited his shop 
  and did not upset him. 
   
  The PCs have been linked to Rhaedrick, and they 
  receive the Enmity of the Eye. 
   
  CONCLUSION B: IUZIANS  
  As the PCs leave the warehouse, they are confronted by a 
  group sent by High Lord Tadurinal himself. He had 
  somehow gotten wind of what was going on through The 
  Eye’s extensive RTG network.  
   
  The creatures ask for the PC’s surrender before 
  attacking. After that, they attempt to capture the PCs 
  rather than kill them. If the PCs get away and out of the 
  city, go to Conclusion D.  
   
  CREATURES 
  All APLs (EL 13) 
   
  Iuzian Corpse Taxer: hp 21; see Appendix 1. 
   
  Iuzian Arcane Novice: hp 16; see Appendix 1. 
   
  Human Warrior Skeletons (3): hp 6 each; see MM 
  226. 
   
  Orcs (10): hp 5 each; see MM 203. 
   
  Quasit: hp 13; see MM 46. 
   
  Babau: hp 66; see MM 40. 
   
  Vrock: hp 115; see MM 40. 
   
  Retriever: hp 135; see MM 46. 
   
  High Lord Tadurinal is quite pleased to receive the 
  documents you retrieved. He arranges for word to be 
  passed around that you have his blessing before 
  dismissing all of you. Leaving Rookroost behind, 
  you continue on with your adventures. One 
  morning, however, you wake up to discover a note 
  and a raven’s feather resting near you. The message 
  is brief: “Whether a fool or a traitor I care little. 
  Know this – though your actions have doomed my 
  cause, I still have enough contacts to blacken your 
  name across the Combination. R.A.”  
   
  It is only a few weeks later that word reaches 
  you of a mass execution that took place in 
  Rookroost. Dozens of so-called traitors and thieves 
  were hung, including Rhaedrick Avenfear and 
  Gaiyle Markhalla. Other, darker rumors surround 
  the event, claiming that the High Lord himself 
  bound all of their souls into some necromantic 
  construct. Whether or not this is true, it is clear that 
  the fight against the High Lord’s tyranny has been 
  dealt a mortal blow. 
   
  The PCs receive Balthazar’s Access if they visited his shop 
  and did not upset him. 
   
  The PCs receive the High Lord’s Blessing, if they 
  surrendered, and the Enmity of Rhaedrick. 
   
  CONCLUSION C: RHAEDRICK 
  “My thanks friends,” Rhaedrick says, bowing to you. 
  “With these records safely in our hands, the High 
  Lord’s minions have no chance of catching us. 
  Indeed-“. He is interrupted by Gaiyle, who is holding 
  several of the pages. “Rhaedrick, you must see this! 
  These documents show that Tadurinal is actually 
  Mortoth!” 
   
  “What?!” cries Rhaedrick, looking stunned.  
   
  “In fact, “continues Gaiyle, “it looks like he was 
  also General Pernevi. Rhaedrick, he’s a demon of 
  some sort! Something about his father being a balor 
  in service to the demon lord Grazz’t, and on loan to 
  Iuz for 22 years!”  
   
  Gaiyle flips another page and again exclaims, 
  “Rhaedrick, you were right. The Eye is Elara 
  Mornstar! We’ve got her now!”  
   
  She and Rhaedrick exchange happy glances for a 
  moment before he turns to you. “Well, this news, 
  while surprising, does not alter my goals or my 
  gratitude to you. With these documents in hand, I 
  should be able to take over the RTG and we should 
  be ready to topple the demon-tyrant within a year. 
  Should you be willing to work in pursuit of 
  freedom, glory, and, of course, gold, I will be happy 
  to have your aid at that time. Farewell!” 
   
  Several days later, you hear on the grapevine 
  that a certain half-elf woman of some importance in 
  Rookroost has gone missing. Whether she was 
  killed, disappeared, or went into hiding is unclear. 
   
  Meanwhile, the schism in the RTG seems to 
  have been quelled. 
   
  The PCs receive Balthazar’s Access if they visited his shop 
  and did not upset him. 
   
  The PCs receive the Favor of Rhaedrick. Members of 
  the RTG will know that Rhaedrick has become the new 
  leader of the Rookroost Thieves Guild. 
  
  BDK7-05 The Work of Thieves 
   
  Page 21  
  CONCLUSION D: MISC. 
  If the PCs keep the documents: 
   
  Studying and deciphering the documents you 
  gathered takes a good deal of time, as there are more 
  than a thousand pages. After sifting out those that 
  are merely garbage, you discover that you have a list 
  of almost all the contacts and agents of the RTG. 
  Needless to say, you will have little trouble finding 
  information in the near future. 
   
   
  If the PCs give the documents to the STG: 
   
  The Terrors are quite pleased with the documents 
  you provide them. With a nearly complete list of 
  every agent and contact of the RTG in their 
  possession, they cannot only tighten their security, 
  but also expand their operations tenfold. Your cut, 
  needless to say, is not as bountiful. 
   
  If the PCs give the documents to a different meta-org: 
   
  The organization you provide the documents to is at 
  first unsure of their worth. However, they quickly 
  discover that the documents contain a nearly 
  complete list of every contact and agents in the RTG 
  and are quite thankful of you. 
   
  Continue for all: 
   
  In addition, the documents seem to indicate that 
  High Lord Tadurinal is in fact a demon named 
  Baron Kerzinen. Baron Kerzinen has apparently 
  been impersonating rulers of Rookroost since 
  General Pernevi’s rule, years ago. In fact, it now 
  seems clear that Kerzinen staged his own death 
  multiple times, rising as his own successor. Mortoth 
  replaced Pernevi...Tadurinal replaced Mortoth... 
   
  Even more intriguing, Kerzinen’s father appears 
  to be a balor in the demon lord Grazz’t’s court! 
  Apparently, Grazz’t has “loaned” Kerzinen to Iuz for 
  22 years. If only you knew when that time period 
  started! This cannot bode well for the future of 
  Rookroost. 
   
  The PCs receive Balthazar’s Access if they visited his shop 
  and did not upset him. 
   
  The PCs receive two influence points with a 
  particular meta-org if they bring the documents to them. 
  They receive no influence points if they keep copies or 
  distribute copies to multiple meta-orgs. 
   
  The PCs gain the Deciphered Notes AR entry if they 
  kept the notes for themselves. 
   
  The PCs receive the Enmity of the Eye. 
   
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  3: WANTED! 
  Defeat the Iuzians and demons 
  Malcontent  
  210 XP 
  Insurgent 
  270 XP 
  Seditionist 
  330 XP 
  Enemy of the State 
  390 XP 
   
  4: A MIDNIGHT STROLL 
  Succeed in getting to the warehouse 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  300 XP 
   
  5: TUNNELS, TRAPS, AND THIEVES 
  Survive or disarm the trap 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  Get through the final door  
  All APLs  
  30 XP 
   
  6: THE EYE AND THE TIGER 
  Defeat Alrond and recover the documents 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  OR 
   
  Survive or disarm the trap  
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
    
  TOTAL POSSIBLE EXPERIENCE 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  
  BDK7-05 The Work of Thieves 
   
  Page 22  
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter that 
  features treasure has a “treasure” section within the encounter 
  description, giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly possessions. 
  Looting the bodies takes at least 10 minutes per every 5 
  enemies, and if the characters cannot take the time to loot the 
  bodies, they do not gain this gold. If you feel it is reasonable that 
  characters can go back to loot the bodies, and those bodies are 
  there (i.e., not carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), characters may return 
  to retrieve loot. If the characters do not loot the body, the gold 
  piece value for the loot is subtracted from the encounter totals 
  given below. 
   
  The coin total is the number of gold pieces each character 
  gains if they take the coin available. A normal adventuring party 
  can usually gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. Many 
  times characters must cast identify, analyze dweomer or similar 
  spell to determine what the item does and how to activate it. 
  Other times they may attempt to use the item blindly. If the 
  magic item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of gold 
  pieces a characters total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of the 
  adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  6: THE EYE AND THE TIGER 
   
  APL 4: Loot: 289 gp; Coin: 30 gp; Magic: 381 gp – 
  lesser metamagic rod of silence (250 gp), various scrolls and 
  potions (100 gp), wand of acid splash (31 gp) 
   
  APL 6: Loot: 289 gp; Coin: 230 gp; Magic: 589 gp – 
  eyes of the eagle (208 gp), lesser metamagic rod of silence (250 
  gp), various scrolls and potions (100 gp), wand of acid splash (31 
  gp) 
   
  APL 8: Loot: 289 gp; Coin: 90 gp; Magic: 1144 gp – 
  eyes of the eagle (208 gp), +1 falchion (198 gp), lens of detection 
  (291 gp), lesser metamagic rod of silence (250 gp), ring of 
  sustenance (166 gp), various scrolls and potions (100 gp), wand 
  of acid splash (31 gp) 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 4: 675 gp (25 gp over-the-cap) 
   
  APL 6: 900 gp (208 gp over-the-cap) 
   
  APL 8: 1125 gp (398 gp over-the-cap) 
  ADVENTURE RECORD ITEMS 
  � Balthazar's Access: You gain Adventure access to the following 
  items: acrobat boots, armband of elusive action, boots of agile leaping, dimension 
  stride boots, goggles of minute seeing. 
   
  � Favor of Rhaedrick [ ]: You gain 1 Influence Point with the 
  Rookroost Thieves Guild and Adventure access to the following items: 
  chronocharm of the laughing rogue, elixir of hiding, elixir of sneaking, gloves of 
  manual prowess, lockpicking ring, silkslick belt. In addition, you may ignore 
  time requirements for being promoted within the RTG, and Training 
  Master PCs who swear loyalty to Rhaedrick are offered a Master (of the 
  Day or Night) position. 
   
  � Favor of Gaiyle Markhalla: Receive a +5 bonus to your Drinkers of 
  the Cup of Midnight affiliation score as Gaiyle personally puts in a good 
  word for you with The Shade. You gain Adventure access to the 
  following items: third eye: improvisation, vanisher cloak, wand of invisibility 
  – 10 charges (CL 5, 450 gp), wand of silence – 10 charges (CL 5, 450 gp). In 
  addition, you may change any one item to which you gain Adventure 
  access on this AR from Freq: Adventure to Freq: Regional (circle one 
  now). 
   
  � Influence with   
   
   
    [   ] [   ] 
   
  � High Lord's Blessing: Tadurinal has let it be known that you have 
  his blessing. This provides you with a -4 to your WCI score. Hail Iuz! In 
  addition, you gain access to one male bugbear (ECL 4) cohort. This 
  bugbear will always have an alignment of CN and begins with the feats 
  Weapon Focus (morningstar) and Stealthy. 
   
  � Enmity of Rhaedrick: Rhaedrick Avenfear used his remaining 
  contacts to blacken your name across the Bandit Kingdoms. This enmity 
  counts as Enmity of the Defenders of the Greenkeep, Fanlareshen Elves, 
  Fort Hendricks, and the Red Planks. Members of those organizations 
  are expelled. 
   
  � Enmity of the Eye: For all future adventures that occur in or near 
  Rookroost, your Lifestyle costs are quadrupled. PCs that live off the land 
  suffer a -8 Circumstance penalty to such checks instead. PCs that receive 
  free lifestyle from another source lose that benefit when in Rookroost. 
   
  � Deciphered Notes: You have a list of nearly every RTG contact and 
  agent in existence. This list provides you with a +10 circumstance bonus 
  on Gather Information and Knowledge (Local - IBS) checks made while 
  in Rookroost. 
   
  ITEM ACCESS 
  APL 4: 
  • Lesser metamagic rod of silence (Adventure; DMG) 
  • Wand of acid splash 
  (Adventure; DMG; 50 charges, CL1, 375 gp) 
   
  APL 6 (all of APLs 4 plus the following): 
  • Eyes of the Eagle (Adventure; DMG) 
   
  APL 8 (all of APLs 4-6 plus the following):  
  • Lens of Detection (Adventure; DMG) 
   
  
  BDK7-05 The Work of Thieves 
   
  Page 23  
  APPENDIX 1: NPCS AND MONSTERS
  3: WANTED! 
  I UZI AN C O R P S E  T AX E R 
  CR  3   
  Male or Female human cleric 3 of Iuz 
  CE Medium humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 18, touch 9, flat-footed 18 
   (-1 Dex, +8 armor, +1 shield) 
  hp 21 (3 HD) 
  Fort +4, Ref +0, Will +5 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee +1 greatsword +5 (2d6+5/19-20)  
  Ranged light crossbow +1 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Special Actions rebuke undead 
  Combat 
  Gear 
  scroll 
  of 
  animate 
  dead, 
  mwk 
  greatsword 
  (+1 
  after 
  magic 
  weapon), 
  light 
  crossbow, 20 bolts, dagger 
  Cleric Spells Prepared (CL 3rd): 
  2nd—D: invisibility, hold person (DC 17), bull’s 
  strength� 
  1st—D: command (DC 16), command (DC 16), 
  command (DC 16), magic weapon� 
   0—detect magic, guidance, resistance, virtue 
  D: Domain spell. Deity: Iuz. Domains: Trickery (Bluff, 
  Disguise, Hide added to class skills), Tyranny (+1 
  to the DC of enchantment [compulsion] spells).  
  �Already cast 
  Abilities Str 16 (12), Dex 8, Con 13, Int 10, Wis 15, 
  Cha 14  
  Feats Spell Focus (enchantment), Greater Spell 
  Focus 
  (enchantment), 
  Weapon 
  Proficiency 
  (greatsword) 
  Skills 
  Concentration 
  +7, 
  Hide +0, Knowledge 
  (religion) +5, Spellcraft +1 
  Possessions 
  combat 
  gear 
  plus 
  bolstered 
  commanded human warrior skeletons (3, bolstered 
  to 4 HD), mwk full-plate, mwk buckler, holy symbol 
  of Iuz (2) 
  Rebuke 
  Undead 
  (Su) 
  5/day 
  (2 
  uses 
  used); 
  1d20+4/2d6+5. 
  I UZI AN AR C AN E  N O V I C E 
  CR  3   
  Female human wizard 3 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Abyssal, Common, Draconic, Goblin  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 16 (3 HD) 
  Immune magic missiles 
  Fort +3, Ref +4, Will +5 
  Speed 30 ft. 
  Melee quarterstaff +1 (1d6)  
  Ranged mwk light crossbow +4 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Combat Gear  
  scrolls of (CL 3): web (DC 13), sound burst (DC 13), 
  protection from arrows, mirror image, levitate, 
  burning hands (DC 11), ray of enfeeblement, 
  scrolls of (CL 1): shield, true strike,  
  quarterstaff, dagger, mwk light crossbow, 20 bolts 
  Wizard Spells Prepared (CL 3rd): 
  2nd—glitterdust (DC 14), scorching ray  
  1st—mage armor�, magic missile, grease (DC 13) 
  0—acid splash, detect magic, message�, ray of 
  frost  
  �Already cast 
  Abilities Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 
  8 
  SQ summon familiar (toad) 
  Feats Skill Focus (Concentration), Improved Initiative, 
  Scribe ScrollB, Craft Wondrous Item 
  Skills Concentration +10, Knowledge (arcana) +8, 
  Knowledge (the planes) +8, Spellcraft +10, Survival 
  +1 (+3 on other planes), Tumble +5 
  Possessions combat gear plus vest of resistance +1, 
  brooch of shielding, pearl of power 1st, spell 
  component pouches (2). 
  
  BDK7-05 The Work of Thieves 
   
  Page 24  
  4: A MIDNIGHT STROLL 
  M UD S LAAD 
  CR  6 
  This froglike creature stands 5 feet tall and has slimy brownish green 
  skin. Its large mouth sports long, sharp teeth and strong, sharp talons 
  adorn the ends of its long, spindly arms and legs. 
   
  CN Medium Outsider (Chaotic, Extraplanar) 
  Init +6; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Slaadi 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 natural) 
  hp 33 (6 HD); fast healing 3  
  Immune sonic 
  Resist acid 5, cold 5, electricity 5, fire 5 
  Fort +7, Ref +7, Will +3 
  Speed 30 ft. (6 squares) 
  Melee bite +9 (2d6+3) and 2 claws +7 each (1d4+1) 
  Base Atk +6; Grp +9 
  Special Actions cringe, sonic screech�, feign death, 
  summon slaad 
  � Already used 
  Abilities Str 17, Dex 15, Con 15, Int 6, Wis 6, Cha 8  
  SQ disease, outsider traits 
  Feats Dodge, Improved Initiative, Multiattack  
  Skills Climb +12, Jump +12, Hide +11, Listen +7, Move 
  Silently +11, Spot +7 
  Cringe (Su) As a standard action, a mud slaad can cower in 
  fear. This is a mind-affecting effect. Any opponent 
  attempting to strike or otherwise directly attack the 
  cringing creature, even with a targeted spell, must 
  attempt a Will save (DC 12). If the save succeeds, the 
  opponent can attack normally and is immune to the effect 
  of that mud slaad’s cringing for 24 hours. If the save fails, 
  the opponent can’t follow through with the attack, that part 
  of the attacker’s action is lost, and the attacker can’t 
  directly attack the mud slaadi for as long as it continues 
  to cringe. If the mud slaad stops cringing and then 
  cringes again, the opponent may attempt a new Will save 
  to attack it.  
  Disease (Ex) Any creature hit by a mud slaad’s bite attack 
  must succeed on a Fortitude save (DC 15) or be infected 
  with a disease that transforms the victim over the next 
  week into a mud slaad. The infected creature can attempt 
  a new save each day (DC 15) to throw off the infection. 
  Sonic Screech (Su) Once per day, a mud slaad can emit a 
  tremendous screech. Every creature within 30 feet must 
  succeed on a Fortitude save (DC 15) or take 5d6 points 
  of sonic damage.  
  Summon Slaad (Sp) Once per day a mud slaad can attempt 
  to summon 1 mud slaad with a 40% chance of success or 
  1 red slaad with a 20% chance of success. 
  Feign Death (Ex) If an opponent strikes a mud slaad and 
  reduces it to 10 or fewer hit points, it can immediately 
  attempt to feign death. This is an immediate action. Any 
  creature that witnesses a mud slaad that is feigning 
  death, including those creatures that watch it fall, can 
  make a Sense Motive check (DC 22) to determine if the 
  slaad’s death is genuine. A Spot check will NOT reveal 
  that the slaad’s death is feigned. A successful Heal or 
  Search check (DC 22) will reveal that the slaad is still 
  alive. 
  6: THE EYE AND THE TIGER 
  AL R O N D  B E H O L D E R K I N 
  CR  7 
  Male Human Rog1/Conj5/Spell Warp Sniper1 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +0, Spot +0  
  Languages Common, Draconic, Gnoll 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor)  
  hp 36 (7 HD)  
  Fort +5, Ref +4, Will +6  
  Speed 30 ft. (6 squares) 
  Melee mwk rapier +4 (1d6+1/18-20) 
  Ranged wand of acid splash +4 (1d3 acid) 
  Base Atk +2; Grp +3 
  Atk Options sneak attack +1d6 
  Special Actions acidic splatter 
  Combat Gear lesser metamagic rod of silence, scroll 
  of darkvision, scroll of greater invisibility^, scroll of 
  acid-substitution fireball (CL 6th), tanglefoot bag, 
  wand of acid splash 
  ^Only at APLs 6 & 8 
  Wizard Spells Prepared (CL 6th, 7th for acid spells): 
   3rd—Acid-substitution fireball (DC 16), anticipate 
  teleport�, fly, caustic smoke (DC 16) 
   2nd—Acid-substitution scorching ray, mirror image, 
  invisibility, silent grease (DC 14), silent shield 
   1st—Acid-substitution jet of steam (DC 14), mage 
  armor�, lesser orb of acid, ray of clumsiness, ray 
  of clumsiness 
   0—acid splash, acid splash, detect magic, ray of 
  frost, read magic 
  �Already cast 
  Abilities Str 12, Dex 13, Con 14, Int 16, Wis 10, Cha 8  
  SQ trapfinding 
  Feats Acidic Splatter*, Energy Substitution (Acid)*, 
  Improved Initiative, Point Black Shot, Silent Spell, 
  Scribe Scroll  
  Skills Bluff +6, Concentration +10, Decipher Script 
  +11, Disable Device +10, Escape Artist +6, Gather 
  Info +8, Hide +12, Knowledge (Local – Iuz Border 
  States) +14, Move Silently +12, Spellcraft +11, 
  Tumble +5 
  Possessions combat gear plus hourglass focus (500 
  gp), masterwork rapier, spellbook (at home, not on 
  his person!), 180 gp 
  Spellbook 
  (barred 
  schools: 
  Enchantment, 
  Necromancy) spell prepared plus 0-all; 1st-alarm, 
  color spray, expeditious retreat, magic missile, 
  shield, unseen servant; 3rd-explosive runes 
  Acidic Splatter (Su) As a standard action, provided 
  he has a spell with the acid descriptor of 2nd level 
  or higher memorized, Alrond can fire an orb of 
  acid. It requires a ranged touch attack to hit and 
  deals 1d6 per spell level of the highest-level spell 
  with the acid descriptor that Alrond has memorized. 
  Its range is similarly 5 feet times that spell's level.  
  
  BDK7-05 The Work of Thieves 
   
  Page 25  
  AL R O N D’ S  B O D Y G U AR D  (ANI M AL F O R M) CR  5 
  Male Weretiger Rog1 
  N Large humanoid (human, shapechanger) 
  Init +3; Senses low-light vision, scent; Listen +7, Spot 
  +9  
  Languages Common, Goblin 
  AC 19, touch 12, flat-footed 16 
   (-1 size, +3 Dex, +4 armor, +3 natural)  
  hp 82 (7 HD)  
  DR 10/Silver  
  Fort +10, Ref +10, Will +4  
  Speed 40 ft. (8 squares) 
  Melee 2 claws +13 each (1d8+9) and bite +11 
  (2d6+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +16 
  Atk Options curse of lycanthropy, improved grab, 
  pounce, rake +13 (1d8+5), sneak attack +1d6 
  Abilities Str 27, Dex 17, Con 24, Int 12, Wis 10, Cha 
  10  
  SQ trapfinding 
  Feats Alertness, Improved Natural Attack (Claw, 
  Bite), Iron Will, Multiattack 
  Skills Balance +14, Climb +14, Hide +14, Jump +19, 
  Listen +7, Move Silently +14, Sleight of Hand +7, 
  Spot +9, Swim +13, Tumble +10 
  Possessions potion of mage armor*, potion of 
  greater magic fang +1*, potion of invisibility*, potion 
  of bear’s endurance*, 1200 gp 
  *Already included in stats 
  Curse of Lycanthropy (Su) Any medium sized 
  humanoid hit by the bodyguard's bite attack must 
  succeed on a DC 15 Fortitude save or contract 
  lycanthropy.  
  Improved Grab (Ex) After a successful bite attack, 
  the bodyguard can initiate a grapple. When 
  grappling, he gets two Rake attacks in addition to 
  his normal natural weapons.  
  Pounce (Ex) On a charge, the bodyguard can make a 
  full attack, including two Rake attacks  
  Skills The bodyguard has a +4 racial bonus on Hide 
  and Move Silently checks. 
   
  
  BDK7-05 The Work of Thieves 
   
  Page 26  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Acid Splatter [Reserve] 
  You can channel magical energy into orbs of acid. 
   
  Prerequisite: Ability to cast 2nd-level spells 
   
  Benefit: As long as you have an acid spell of 2nd 
  level of higher available to cast, you can throw an orb 
  of acid as a ranged touch attack. The attack has a range 
  of 5 feet per level of the highest-level acid spell you 
  have available to cast and deals 1d6 points of damage 
  per level of that acid spell. 
   
  As a secondary benefit, you gain a +1 competence 
  bonus to your caster level when casting acid spells. 
   
  Source: Complete Mage 37 
   
  Energy Substitution [Metamagic] 
  You can modify an energy-based spell to use another 
  type of energy instead. 
   
  Prerequisites: Knowledge (arcane) 5 ranks, any 
  metamagic feat. 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell with 
  an energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell’s descriptor changes 
  to the new energy type – for example, a fireball 
  composed of cold energy is an evocation [cold] spell. 
   
  Source: Complete Arcane 79 
   
  Staggering Strike 
  You can deliver a wound that hampers an opponent’s 
  movement. 
   
  Prerequisite: Base attack bonus +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wound that limits your 
  foe’s mobility. For 1 round (or until the target is the 
  beneficiary of a DC 15 Heal check or any magical 
  healing that restores at least 1 hit point), your target is 
  treated as if it were staggered, even if its nonlethal 
  damage doesn’t exactly equal its current hit points. A 
  target can resist this effect by making a successful 
  Fortitude save (DC equal to damage dealt). Multiple 
  staggering strikes on the same creature do not stack. 
  This feat has no effect on creatures not subject to sneak 
  attack damage. 
   
  Source: Complete Adventurer 112 
  SPELLS 
  Anticipate Teleportation (SpC 13) 
  Abjuration 
  Level: Sorcerer/wizard 3 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: One willing creature touched 
  Area: 5-ft./level radius emanation from touched 
  creature 
  Duration: 24 hours 
  Saving Throw: None 
  Spell Resistance: No 
   
  The subject of the spell is surrounded with an 
  invisible aura that anticipates and delays the 
  teleportation of any creature into the spell’s area. Any 
  teleportation spell or effect (including all spells with 
  the teleportation descriptor) can be anticipated, 
  making the spell’s recipient instantly aware of the exact 
  location where the teleportation creature will arrive 
  (subject to the restrictions below), the creature’s size, 
  and how many other creatures (and their sizes) are 
  arriving with the teleporting creature. The spell also 
  delays the arrival of the teleporting creature by 1 round 
  (so that it arrives on its initiative count immediately 
  before its next turn), generally giving the recipient of 
  the spell and anyone else made aware of the 
  information 1 round to act or ready actions. The 
  teleporting creature does not perceive this delay. 
   
  Since a teleporting creature doesn’t necessarily 
  arrive at the precise location it intends, the spell also 
  functions against a creature that arrives in range even 
  though its intended destination was elsewhere. For a 
  creature that intends to teleport into range but 
  inadvertently arrives outside the spell’s area, the spell 
  gives the recipient awareness that a creature has 
  attempted to teleport into range and delays the 
  creature as normal, but doesn’t give any awareness as to 
  the actual location of its imminent arrival. 
   
  The spell has no affect on creatures attempting to 
  teleport away from the spell’s area, although if their 
  destination is within the area, the spell will affect their 
  reentry as normal. 
   
  Focus: A tiny hourglass of platinum and crystal 
  costing at least 500 gp, which must be carried or worn 
  by the spell’s recipient while the spell is in effect. 
  
  BDK7-05 The Work of Thieves 
   
  Page 27  
  Backbiter (SpC 23) 
  Necromancy 
  Level: Sor/Wiz 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One weapon 
  Duration: 1 round/level or until discharged 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes (object) 
  You cast this spell on any melee weapon. The next time 
  that weapon is used to make a melee attack, its shaft 
  twists around so that the weapon strikes the wielder 
  instead. The weapon hits automatically, and no attack 
  roll is made. 
   
  The wielder gets no warning or knowledge of the 
  spell’s effect on his weapon, and although he makes the 
  attack, the self-dealt damage can’t be consciously 
  reduced (though damage reduction applies) or changed 
  to nonlethal damage. Once the weapon attacks its 
  wielder (whether successfully or not), the spell is 
  discharged. 
   
  Magic weapons targeted by this spell receive a 
  Will save. An item in a creature’s possession uses its 
  own Will save bonus or its wielder’s bonus, whichever 
  is higher. 
   
  Focus: a dagger. 
   
  Blinding Breath (SpC 31) 
  Transmutation [Light] 
  Level: Sorcerer/wizard 4 
   
  This spell functions like breath flare, except that 
  targets that fail their saving throws against your breath 
  weapon are permanently blinded, rather than dazzled. 
   
   
  Breath Flare (SpC p38) 
  Transmutation [Light] 
  Level: Sorcerer/wizard 1 
  Components: S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: Your breath weapon 
  Duration: 1 round 
   
  For this spell to function, you must have a breath 
  weapon that uses fire or electricity, either as a 
  supernatural ability or as the result of casting a spell 
  such as dragon breath. When you successfully cast this 
  spell, your breath weapon is infused with bright light. 
  In addition to taking the normal fire or electricity 
  damage, creatures that fail their saving throws against 
  the breath weapon are dazzled for 1 minute per caster 
  level. Sightless creatures are not affected by breath flare.  
  Caustic Smoke (CM 98) 
  Conjuration (Creation) 
  Level: Sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium 
  Effect: Acidic fog spreads in a 20-ft radius, 20 ft. high 
  Duration: 5 rounds 
  Saving Throw: Fortitude Partial; see text 
  Spell Resistance: No 
   
  You create a bank of smoke, similar in effect to a 
  fog cloud. In addition to obscuring sight, the cloud 
  deals 1d6 points of acid damage per round to all 
  creatures within. Furthermore, its acrid fumes burn 
  the eyes, imposing a -5 penalty to attack rolls, Search, 
  and Spot checks unless a creature succeeds on a 
  Fortitude save (repeated each round the creature is 
  within the cloud). These penalties last as long as the 
  subject remains in the cloud, plus an additional 2 
  rounds thereafter. 
   
  If a creature within the cloud takes acid damage 
  from any other effect, it must succeed on a Fortitude 
  save (using this spell’s save DC) or be blinded for 1 
  round. 
   
  Dragon Breath (SpC 73) 
  Evocation [Good or Evil] 
  Level: Cleric 5, sorcerer/wizard 4 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You gain the ability to breathe a gout of energy as a 
  standard action that mimic’s a dragon’s breath. Once 
  you’ve used the breath attack, you must wait 1d4 
  rounds before doing so again. 
   
  When you cast dragon breath, you choose one true 
  dragon whose breath you’re emulating. If you choose a 
  chromatic dragon, then the spell gains the evil 
  descriptor. If you choose a metallic dragon, then it 
  gains the good descriptor.  
   
  Blue: 30-ft. line of electricity, 1d8/2 caster levels 
  (maximum 10d8); Reflex half.  
   
  Arcane Material Component: A dragonscale of the 
  appropriate color. 
  
  BDK7-05 The Work of Thieves 
   
  Page 28  
  Infernal Wound (SpC 122) 
  Transmutation [Evil] 
  Level: Cleric 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Effect: Weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  A creature injured by a weapon with infernal 
  wound cast upon it loses 2 additional hit points each 
  round for the duration of the spell (regardless of how 
  many times it is struck during that time). Continuing 
  hit point loss can be stopped by a Heal check (DC 10 + 
  spell level + your relevant ability modifier), a cure spell, 
  or a heal spell. 
   
  Jet of Steam (CM 108) 
  Evocation [Water] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: 30 ft. line 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  You release a powerful jet of steam that deals 1d4 
  points of fire damage per caster level (maximum 5d4) 
  to each creature within its area. The jet begins at your 
  fingertips. 
   
  Orb of Acid, Lesser (SpC 150) 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2Ievels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of acid about 2 inches across shoots from 
  your palm at its target, dealing ld8 points of acid 
  damage. You must succeed on a ranged touch attack to 
  hit your target. 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
  Ray of Clumsiness (SpC 166) 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close 
  Effect: Ray 
  Duration: 1 minutes/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  Your must succeed on a ranged touch attack with 
  the ray to strike a target. The energy of the ray stiffens 
  the subject’s muscles and joints, making it more 
  difficult for the subject to move. The subject takes a 
  penalty to Dexterity equal to 1d6+1 per two caster 
  levels (maximum penalty of 1d6+5, minimum 
  Dexterity of 1). 
   
  Tunnel Swallow (SpC 225) 
  Conjuration (Creation) [Earth] 
  Level: Sorcerer/wizard 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./2Ievels) 
  Target: Tunnel section up to 20 ft. in diameter and up 
  to 50 ft. long 
  Duration: Instantaneous 
  Saving Throw: Reflex partial; see text 
  Spell Resistance: No 
   
  You cause a section of tunnel to flex with 
  peristaltic convulsions, crushing its contents and 
  moving them along its length in the direction you 
  designate. Each creature and object in the affected 
  tunnel section is crushed for 1d6 points of damager per 
  level (maximum 15d6) and is moved from its former 
  position to a point just outside the affected tunnel 
  section. A creature that makes a succde3ssful Reflex 
  saving throw takes only half damage and is moved 
  halfway to its former position in the tunnel toward the 
  designated end of the tunnel section. When the spell 
  duration expires, the tunnel returns to its former shape 
  and size, with no harm done to the structure.  
   
  Tunnel swallow affects both worked and natural 
  tunnels, as well as corridors in surface buildings, but 
  does not harm the structure. 
   
  Movement caused by the spell does not provoke 
  attacks of opportunity. 
   
  Material component: A lump of chewed vegetable 
  or meat. 
  
  BDK7-05 The Work of Thieves 
   
  Page 29  
  Whirling Blade (SpC 238) 
  Transmutation 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Effect: 60-ft. line 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You hurl a weapon held at the time of casting, and 
  it magically attacks all enemies along a line to the 
  extent of the spell’s range. You make a normal melee 
  attack, just as if you were attacking with the weapon in 
  melee, against each foe in the weapon’s path, but you 
  can choose to substitute your Int or Cha modifier (as 
  appropriate for your spell-casting class) for your 
  Strength modifier on weapon’s attack and damage 
  rolls. Even if your base attack bonus would normally 
  give you multiple attacks, a whirling blade gets only 
  one attack (at your best attack bonus) against each 
  target. The weapon deals damage just as if you had 
  swung it in melee, including any bonuses you might 
  have from ability scores or feats. 
   
  No matter how many targets your weapon hits or 
  misses, it instantly and unerringly returns to your hand 
  after attempting the last of its attacks. 
   
  Focus: A slashing melee weapon that you hurl. 
   
  
  BDK7-05 The Work of Thieves 
   
  Page 27 
   
  PLAYER HANDOUT 1 
  Friend, 
   
  I know that being an active adventurer, you've been too occupied with 
  your travels to pick a side in the divisions that have split us since the 
  return of the Ravens. However, I am in need of your aid now, and wish 
  you to return to Rookroost to hear me out. Without your help, soon we 
  will be nothing more than Tadurinal's lapdog. If you wish to prevent 
  this outcome, come to the Dirty Dog Tavern along with what allies you 
  can gather. Gaiyle and I will contact you there; just remember that not 
  everything is always as it seems. 
   
  Rhaedrick Avenfear  
  
  BDK7-05 The Work of Thieves 
   
  Page 31  
  PLAYER HANDOUT 2 
  Dear fools, 
   
  Terribly sorry we missed you - after all, we were so hoping to throw you a wonderful 
  surprise party. But unfortunately, other needs, like removing the documents you were 
  looking for, came first. Do tell poor Rhaedrick that if you lot are the best he can hire, he 
  really deserves what's coming for him. May the Bitter Hand take all that you love, 
   
  A. 
   
  PS: I prepared ‘‘explosive runes’’ today.  
   
  PS: I prepared “explosive runes” today. Boom. 
  
  BDK7-05 The Work of Thieves 
   
  Page 32  
  PLAYER HANDOUT 3 
  
  BDK7-05 The Work of Thieves 
   
  Page 33  
  DM MAP 1 
   
  
  BDK7-05 The Work of Thieves 
   
  Page 34  
  DM MAP 2 
   
   
  
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