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. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  VERIntro 5-02 
   
   
   
   
   
   
  A Debt to Pay 
   
  A One-Round D&D Intro LIVING GREYHAWK®  
  Verbobonc Regional Adventure 
  Version 1 
  By John McGee 
  Special thanks to Tim Gillihan and Victoria McGee 
  Triad Edit: Chad LaMontagne, Michael Maenza, and Vernon L. Vincent 
   
   
  You’re only running a simple errand, so what danger is there?  A Verbobonc Regional Introductory Scenario for 1st-level 
  characters only. 
  
  A Debt To Pay 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly important 
  passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at 
  least one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and your sense 
  of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM score the game. The RPGA has three ways to 
  score its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for 
  fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” amongst 
  the group, or when the adventure is run in 
  tournament format with winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring their 
  own characters with them.  If players do not have a 
  LIVING GREYHAWK character generated, get a copy 
  
  A Debt To Pay 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 
  1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant then 
  have any players without a character create on.  Once all 
  players have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for 
  the adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Three or four, or sometimes even 
  five 1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 
  there are three 
  things that you can 
  do to help even 
  the score. 
  1. 
  Attempt 
  to 
  create a table 
  of six 1st-level 
  characters, or 
  try to enlist 
  higher-level 
  characters to 
  play at that 
  table. 
  2. 
  Advise 
  characters to 
  buy 
  riding 
  dogs to help 
  protect them, 
  and fight for 
  them. All riding dogs are considered trained to 
  attack. PCs who want their dogs to attack must 
  succeed at a Handle Animal or Charisma check (DC 
  10). Failure indicates that the animal will not attack 
  that round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, unless 
  another check is successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one -round Regional adventure, set in 
  Verbobonc.  Characters native to Verbobonc pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
  Adventure Background 
  Garilon Rhynehurst has little experience at being a noble 
  in the public eye.  As such, he has yet to learn the art of 
  discression or working with go-betweens.  This has caused 
  him a bit of trouble.  While attending an illegal gladiator 
  match in the underbelly of the city bearing his family’s 
  name, he acquired a gambling debt. He placed the bets 
  himself, thus exposing himself to possible social 
  implications of various sorts.  To make matters worse, 
  the Family was running the gambling tables.  His debts are 
  due.  The family has made it known to Garilon that unless 
  his debt is paid soon, they will reveal his involvement in 
  the entire matter. 
  Lord Rhynehurst, Garilon’s father, would like to clear the 
  debt and prevent any public embarrassment.  To do so, 
  
  A Debt To Pay 
   
  Page 4 
  he directs one of his servants to employ some ‘third-
  party’ agents to deliver the payment of the debt for him.  
  If only it were that easy. An agent for Lord Rhynehurst 
  inadvertently contracts a Family member to hire the 
  characters to deliver the package.  Family higher-ups 
  quickly discover the plan for delivery and move to 
  intercept the package.  If the payment is not delivered, 
  the Family is under absolutely no obligation to keep any 
  information about Lord Rhynehurst to themselves. 
  Adventure Summary  
  Introduction: The characters are asked to deliver a 
  package for Lord Rhynehurst to pay off his gambling 
  debts to the Family. 
  Encounter One: The Family steals the package from the 
  characters. 
  Encounter Two: A quick recovery at a small street 
  mission, some info, and they’re off again. 
  Encounter Three: A fight with some ‘bandits’ proves to 
  be more than a chance encounter.  Clues begin to 
  emerge about a Family plot. 
  Encounter Four: The party finally arrives in Rhynehurst. 
  Who do they decide to meet with? 
  Encounter Five: Meeting with the Cousin who ‘ordered 
  the hit’ on the characters in Verbobonc. 
  Encounter Six: The party meets with their contact in 
  Rhynehurst. 
  Encounter Seven:  A negotiation returns the package and 
  saves face for everyone. 
  Introduction: Can you do this 
  thing for that guy? 
  Well, you’ve struck out on your own, looking for 
  adventure.  Will you find fame and fortune, or is there 
  an unplanned meeting with the undertaker in your 
  future?  Only time will reveal your fate.  As fate would 
  have it, you’ve all wandered into the same tavern in 
  Verbobonc City. 
  At this time, have the players make their introductions. 
  After meeting one another and sharing your plans for 
  the future, a well-dressed man joins you. 
  “Please, excuse me for this interruption.  Correct me if 
  I’m wrong, but you seem to be the adventuring type.  
  As I’ve not seen you around before, I can only believe 
  that you are either not from around here, just starting 
  out, or both.  I am Mr. Tourville.  My Family 
  represents a man of great importance in this region.  
  Our employer has encountered some financial 
  difficulties of late, and has amassed a debt of 
  embarrassing size.  Unfortunately, he cannot openly 
  repay this debt.  To do so would implicate him in a 
  way that would be most embarrassing.  That is where 
  you come in. 
  “Our employer needs this situation handled quickly 
  and discretely.  That is why I have approached you.  
  As you are new here, you are still unknown, with no 
  connections either to my Family or our employer.  
  This makes you the perfect operative for us.  You will, 
  of course, be paid for your services.  Are you 
  interested? 
  If yes, continue.  If no, Tourville politely thanks the party 
  for their time and finds another group; the adventure is 
  over. 
  Excellent!  It’s quite a simple job, really.  You simply 
  need to deliver a package to our associates in 
  Rhynehurst.  You’ll go to the Gilded Talisman and 
  meet with a Friend.  From there, he’ll handle things.  
  Now, if you will come with me, we can go over the 
  details in private. 
  Tourville is a member of the Family in the Collections 
  and Recovery division.  He was contacted my Rhynehurst 
  to hire the characters to pay off his gambling debt.  
  Unfortunately, Rhynehurst doesn’t realize that he has 
  hired the Family to take care of his business with the 
  Family. 
  Tourville takes the party to a room upstairs.  They are to 
  take the package to a C&R office in Rhynehurst.  When 
  they arrive in the city, they will meet a Family 
  representative at the Gilded Talisman Tavern.  Embellish 
  the story however you feel necessary, and answer any 
  questions the characters have, but never say Rhynehurst’s 
  name.  Always say “our employer” or “our client”.  
  Emphasize that this is just a simple delivery job and that 
  there’s nothing to worry about.   No extra expenses will 
  be paid for, but each characterswill be paid 300gp upon 
  completion of the job.  Rhynehurst is a full two days 
  journey west. 
  The package itself is a small wooden box about the size 
  of a small book.  The characters will not have the skill to 
  pick the lock or to discern the contents (1000 gp in 
  platinum and small gems).  The only way they will be 
  able to open it or know the contents is to break it.  If this 
  happens, the characters can still complete the adventure, 
  but it will be significantly more difficult to run.  Dissuade 
  them however you feel necessary. 
  Of course, they can completely break the mod at this 
  point as well.  If they break the box and take the loot, 
  the adventure can end very early.  They will receive an 
  equal share of the 500 gp, no xp, and animosity with the 
  Family. 
  
  A Debt To Pay 
   
  Page 5 
  Encounter One: No Honor among 
  Thieves 
  This ambush takes place somewhere in the city shortly 
  after the characters begin their journey. They’re walking 
  through the city streets. 
  As you move through the streets of Verbobonc city, 
  you notice a scuffle in the recesses of an alley.  It looks 
  like a group of six thugs are ganging up on two people 
  about 40’ down the alley.  The two are on the ground, 
  surrounded and being threatened by the others.  They 
  look like they’re pleading for mercy. 
  All 8 of the group are members of the Family Discipline 
  division sent to get the package  from the characters..  
  They are baiting the party to come down the alley.  Due 
  to the bustle and noise of the city and the shadows of the 
  alley, don’t allow any listen/spot checks until the group is 
  within 30’ of the rogues.  Once within range, a listen check 
  DC10 hears the two begging for mercy and the six 
  demanding all of their valuables.  A spot check DC25 
  reveals the two on the ground to have saps in hand and 
  leathers under their commoner’s clothes.  At this range, 
  the six warn the party to mind their own business.  A 
  sense motive vs. the rogues Bluff roll will determine 
  weather the party spots the ambush. 
  8 human rogues see Appendix I for stats 
  Tactics: If the characters neither discover nor detect the 
  8 rogues’ ruse, the rogues get a surprise round.  This is 
  quite likely not to happen.  In most cases, the characters 
  will attack them.  If this happens, the rogues use their 
  Deflect Arrows feat to avoid any missile fire and close 
  with the characters. 
  If the identity of the two ‘victims’ is not discovered, they 
  move behind the characters crying for protection while 
  the six “thugs” close with the group.  Once the party 
  engaged, the two sneak attack any flanked character with 
  their saps. 
  If the entire ambush is sniffed out, then they rush the 
  party.  Since the party is outnumbered, the rogues all 
  attempt to grapple the characters by dealing subdual 
  damage only.  Any rogues not engaged in a grapple attack 
  the characters with their saps.  Remember that when 
  grappled, you lose your DEX bonus and are subject to 
  sneak attack damage. 
  This encounter may seem overpowering.  It is.  The 
  characters are supposed to lose the fight.  The rogues are 
  under orders to retrieve the package from the 
  characters, but do not have permission to kill them.  They 
  knock out the characters, take the package, and head off 
  to Rhynehurst to deliver it to their superiors. 
  Develpoment:  If the group doesn’t take the bait and 
  help the “mugging victims”, improvise an ambush on the 
  road a couple of hours outside the city.  Skip Encounter 
  Two. 
  If, by some miracle, the party actually wins the fight, then 
  proceed directly to Encounter 4.  They get full 
  experience and gold for the adventure, and a hearty 
  round of applause. 
  Encounter Two: The Kindness of 
  Strangers 
  If the party was subdued into unconsciousness, they 
  awaken about a half hour later - safe in the halls of a 
  nearby hall of Pelor.. Brother Norton, a street missionary, 
  witnessed the last few moments of the mugging and had 
  the characters brought here to recover in safety.  Nothing 
  was stolen except for the package.  If asked, Brother 
  Norton tells the characters what he knows.  Make the 
  characters work the information out of him.  
  • 
  I saw the tail end of the fight.  It looked like 
  they weren’t out for blood, just loot. 
  • 
  After you were knocked out, they just took 
  something from one of you, and then took off 
  down the alley. 
  • 
  I chased after them, but they were just too fast 
  for me.  I saw them heading for the West Gate. 
  • 
  When I knew I’d never get to them in time to 
  stop them, I had some of my men bring you 
  here so you could recover in safety. 
  Norton can give a fairly accurate description of the 
  rogues.  If they want to, the characters are welcome to 
  stay the night at the mission before they go off again. 
  The characters will know that they were heading towards 
  the West Gate on their way to Rhynehurst.  A cursory 
  investigation of the merchants and gate guards around the 
  West Gate (Gather Information, DC 8) reveals the 
  following information.  Feel free to have the group make 
  multiple checks if you feel it’s necessary. 
  • 
  A group of eight street toughs blew through here 
  close to an hour ago. 
  • 
  The gate guard stopped them.  They told him 
  they were in a hurry to get to Rhynehurst. 
  • 
  An apple vendor overheard them saying “Won’t 
  that nitwit Rhynehurst really be up the creek 
  when his debt doesn’t get paid off.” 
  This should be enough to send them off to Rhynehurst 
  city. 
  
  A Debt To Pay 
   
  Page 6 
  Encounter Three: Stalling Tactics 
  Unless they ignored the “mugging”, the first day of travel 
  goes uneventfully. 
  Once the characters are on the road again, they are 
  fought along the way by some hired muscle.  Make sure 
  to have the fight happen on the second day of the trip. 
  War 1 (4); see Appendix I 
  Rog1/Ftr1 (1); see Appendix I. 
  On the way to Rhynehurst, the rogues met with a group of 
  bandits.  Instead of fighting them, the rogues bribed 
  them.  One stayed behind to organize an ambush for the 
  party. 
  The group laid an ambush for the characters.  The 20’ 
  wide road runs through a small copse of trees.  All foliage 
  within 10’ of the road has been cleared away.  The 
  bandits have taken 20 on their hide checks, so the 
  characters are allowed a DC 21 Spot check to see the 
  bandits in the trees. 
  Tactics: the thugs all throw a javelin on either the surprise 
  round or the first round.  They then charge into combat.  
  They have been paid well, so they fight to the death.  The 
  rogue does not take part in the fight.  He remains in the 
  trees and watches.  When the fight goes against the thugs, 
  or any character sees him and takes action against him, 
  he immediately runs back to the camp a few dozen 
  yards into the woods.  The characters see him run. 
  The rogue attempts to throw Player Handout #1 into 
  the fire, but misses.  It gets burnt around the edges and 
  lands near the fire, but remains intact.  He leaps onto a 
  waiting horse and speeds off to meet with the others. 
  The characters should search the camp, finding the paper. 
   This links the Family to the characters mugging.  
  EL4 – loot-(112 gp), coin-(20 gp), note from the family. 
  Encounter Four: Are We There 
  Yet? 
  The remainder of the two-day journey is uneventful.  The 
  characters arrive in Rhynehurst at dusk.  If the gate guards 
  are asked about a group of rogues matching the 
  description Norton gave, they know nothing.  They’re 
  simply disinterested and pay little attention.  A DC 5 
  Gather Information, or DC10 Knowledge (Local – VTF) 
  or Bardic Knowledge discerns the location of both the 
  Gilded Talisman and Lancer’s. 
  The Gilded Talisman and Lancer’s are respectable 
  taverns midway between the seedier parts of town and 
  the respectable: pure working class clients.  They are also 
  meeting places of the Collections and Recovery 
  department and Political departments of the Family. 
  If they seek out Pizo or Gerracci , go to Encounter 5. 
  If they go to their pre-arranged meeting, go to 
  Encounter 6 
  It’s just as likely that both encounters might be used. 
  Encounter Five: The Direct 
  Approach 
  The PCs find Lancers to be an average, ordinary kind of 
  local tavern.  In order to find Gerracci, they have to go 
  through Pizo.   Any inquiries about Gerracci will attract 
  Pizo’s attention.  Have them make one of the following 
  checks: DC15 gather information if asking the patrons, 
  DC12 diplomacy if asking the bartender, DC20 bardic 
  knowledge. 
  Pizo is a cousin in the Family, political division.  He is a 
  rotund, surly human.  Picture a less-abrasive, more 
  intelligent mob enforcer and you’ll have it. 
  If they got the bartender to talk, he tells the group to 
  have a seat while he gets him.  Read the following aloud: 
  A Tall, well dressed, thick-necked human approaches 
  you.  If the party is already at a table, he asks to join 
  them.  If not, he motions for them to join him at a table.  
  “You wanted to see me?”   
  Any other means points them to the table he’s currently 
  at.  As the characters approach, read the following aloud: 
  At a corner table is a well-dressed, thick-necked 
  human.  He is having drinks and talking with several 
  other similarly dressed men.  As you approach, the 
  conversation stops and all eyes at the table are on 
  you.  The leader of the group looks annoyed and says 
  “Can we help you with something?” 
  Any sort of insistence that the package is to be returned 
  is met with immediate, condescending refusal laced with 
  violent overtones.  Any other conversation will be 
  pleasant. 
  The following is a list of potential questions that might be 
  asked, along with potential answers.  This is by no means 
  an exhaustive list.  Make up answers to other questions 
  however you wish. 
  The Note: 
  They character’s might want to inform Pizo about the 
  note they recovered in Encounter 4. Permit anyone with 
  ranks in Bluff, Diplomacy, or Sense Motive ; or any feat 
  that provides a bonus to these skills (Deceitful, 
  Negotiator, Skill Focus, or other appropriate feat) a DC 
  10 Wisdom check, with success indicating that they 
  realize it could be a bargaining chip used for the return of 
  the package.  
  
  A Debt To Pay 
   
  Page 7 
  If they tell Pizo about the note, he asks to see it. A DC 
  10 Sense Motive check lets a particular character realize 
  that they will probably never see the note again if they 
  turn it over. 
  Are you Gerracci? 
  No.  My name is Pizo.  Mr. Gerracci is my cousin.  He 
  is a very busy and important businessman in this city. 
  You can think of me as his liaison with the general 
  public. 
  Can we please have the package back?  
  No. 
  Why not? 
  I don’t have it. 
  Who does? 
  My Cousin. 
  Who was the group that met you here with the package? 
  Some potential Friends of ours.  
  Where did they go? 
  To see my Cousin.  
  Can we see him? 
  The only way Pizo will let them see Gerracci is if they 
  have the paper. 
  If the have the paper, tell Pizo about it, and refuse to let 
  it go, Pizo will arrange a meeting between Gerracci and 
  the characters. 
  “I’ll tell ya what we’ll do.  You go back to whatever 
  inn you’re stayin’ at and get a good night’s sleep.  
  Come back here tomorrow at noon.  I’ll introduce ya 
  to my Cousin.  I’m sure he can help. 
  Development: 
  Pizo will not discuss anything further with the characters.  
  The evening passes uneventfully. 
  Should the characters attempt to force their way through 
  Pizo, have them jumped by as many rogues as you feel 
  necessary.  Use the stats and tactics from Encounter 1.  
  They’re in the mob’s spaghetti house picking a fight.  
  They’ll be lucky to escape with their lives.  Beat them 
  severely, but don’t kill them.  At 1st level, they’re not 
  important enough to kill. 
  If the characters haven’t already, they can go to their 
  meeting at the Gilded Talisman in Encounter 6.  If Pizo 
  arranges a meeting, go to Encounter 7. 
  Encounter Six: Pleading Guilty 
  At the Gilded Talisman, they are left to their own 
  devices for about half an hour. Neidler, a family 
  Collections and Recovery operative, is observing them. 
  You’ve come to the Gilded Talisman, just like you 
  were told.  You’re not looking forward to the meeting, 
  though.  What will you do now that the package was 
  stolen?  As you’re contemplating your fate, a pleasant 
  looking gnome approaches you. “Good evening.  I 
  have been expecting you.  I’m a Friend of Tourville.  
  You’re late.  Please come with me.”  You are led to a 
  semi-private meeting room.  In it is a round table with 
  seven chairs.  The gnome takes one and motions you to 
  take the rest.  “You may call me Neidler.  You have 
  the package?”  He looks at you expectantly. 
  The party would be ill advised to try and lie their way 
  through the encounter.  Have them make bluff checks vs. 
  Neidler’s +10 on sense motive.  When they are caught in 
  a lie, make them squirm until they fess up.  If they 
  refuse, Neidler will have them beaten and will not aid 
  the party in any way from that point on. 
  If they tell him the whole story, there is hope.  If they do 
  not volunteer the note, he will ask if there is any proof.  
  Even if they give him the note, he will return it, saying: 
  “It is most fortunate that you were able to recover this 
  information.  We can use it to get our package back.  It 
  seems that some others in my Family have other uses 
  for what you were to bring.  I believe they would use it 
  against my employer.  We must get it back.  If we 
  don’t, it would be a stain on the reputation of my 
  Friends and myself that we cannot afford. 
  Go and get a good night’s rest.  In the morning, meet 
  me back here.  We will go to see my Cousin Gerracci.  
  He has the package.  You must be cautious in dealing 
  with him.  Bargain an exchange of this note for the 
  package. 
  Neidler arranges a meeting with Cousin Gerracci and the  
  characters.  He will accompany the party to the meeting, 
  which is scheduled for the next day. Between now and 
  then, the party is left to their own devices to explore the 
  city of Rhynehurst. Nothing eventful happens.  Proceed to 
  encounter 7. 
  If the party does not have the note, they’re stuck. 
  I’m afraid that without some kind of proof that this 
  happened there’s nothing we can do.  If I were you, I’d 
  head back to wherever you came from in a hurry. 
  Without the note ordering the mugging, the characters 
  will be unable to get the package from Gerracci.  Neidler 
  would very much like to help, but he simply doesn’t have 
  the influence within the Family to do so.  He will not 
  
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  Page 8 
  arrange a meeting or give the PCs any information about 
  any Family members from this point on. 
    Encounter Seven: An Offer You 
  Can’t Refuse 
  The meeting with Cousin Gerracci can happen in one of 
  two ways: either Pizo or Neidler sets it up for them.  It 
  will happen at Noon at Lancer’s.  If the meeting is 
  arranged through Pizo, the party will go directly to 
  Lancers at noon.  If Neidler set it up, they will meet at 
  the Gilded Talisman, then proceed to Lancer’s at noon. 
  Gerracci is eager to get the note back as soon as 
  possible, but he will not ask for it directly.  He reasons 
  that if they got this far, they won’t be foolish enough to 
  simply hand it over.  He would gladly exchange the 
  package for the note. 
  As the characters enter the bar, they are motioned to a 
  meeting room in the back.  They are either recognized 
  from the night before, or Neidler is recognized.  As they 
  enter the room, read the following aloud: 
  You are escorted through the back of the bar down a 
  short hallway to a private meeting room.  As the last 
  of you enter, the door is shut behind you.  Sitting at 
  the other end of a conference table is a little weasel of 
  a man dressed in fine clothing.  Behind him are two 
  other men, much larger than he, armed with light 
  crossbows, but dressed similarly.  A servant or waiter 
  of some sort stands in a corner near the door. 
  Gesturing to the chairs at your end of the table, the 
  man speaks, “Please have a seat.  It would seem that 
  we have much to discuss.” 
  If they refuse to sit, Neidler (if present) encourages 
  them to be polite.  If they still refuse, Gerracci makes a 
  motion to the waiter.  He leaves for a moment, and then 
  returns with men enough to have the PCs outnumbered 
  by one.  “Please, I insist.  It’s so much more pleasant to 
  discuss things relaxing with a full goblet.”   
  After everyone is seated, the waiter pours a glass of wine 
  for all who would like one, and for Gerracci “My name is 
  Gerracci.  It seems my Cousin and I had some 
  differences in opinion in a matter you became involved 
  in.  I take it you would like to discuss this matter 
  further? 
  At this point, the characters should enter into 
  negotiations with Gerracci.  Any reasonable offer to 
  exchange the note for the package is agreed to.  Make 
  them sweat it out at first.  Have them make some 
  diplomacy rolls, bluff, sense motive, etc.  In the end, any 
  peaceful exchange will be successful.  If they don’t go 
  this route and Neidler is present, have him remind them 
  of that option.  If Neidler is not there, Gerracci might 
  suggest an exchange of goods might be in order. 
  If for some reason, the party wants to fight their way out, 
  they will lose.  Beat them mercilessly.  If they are foolish 
  enough to attack a Counsin of the Family, they deserve it. 
   While the Family is never directly named, it should be 
  obvious they’re dealing with an organized crime boss. 
  As the characters leave Lancers: You see a group of 
  young street thugs being loaded into a cart by some of 
  the city watch.  If they ask about them, they recognize 
  the thugs as the same group who jumped them in 
  Verbobonc city.  The watch tells the party: “We got a tip 
  that these hoodlums were responsible for some 
  robberies.  They have the goods on them, so it’s a 
  pretty clean bust.”  Gerracci is less than happy with the 
  thugs.  They were discovered, thereby nearly exposing 
  him.  He tipped off the watch, who is in league with the 
  Family, and had them arrested as a punishment.  
  Conclusion 
  Hopefully, the characters have recovered the package 
  from Gerracci.  If they have not met Neidler yet, they 
  may do so now.  He will simply confirm that they have 
  the package and take them to his boss.  They then deliver 
  it and are paid. 
  If Neidler was there for the negotiations, the meeting 
  described above proceeds normally.  He asks them not 
  to mention the difficulties to his boss. 
  Box in hand; Neidler takes you to see his Cousin.  You 
  are eyed suspiciously as you are escorted into the back 
  room of an importer’s storefront.  You hand the 
  package over and receive your payment.  As you 
  leave, you can’t help but wonder who exactly was in so 
  much trouble that they’d go to so much trouble, and 
  why they’d get involved with this Family in the first 
  place. 
  If the characters never recovered the note, then they’re 
  pretty much hosed.  They won’t be able to get the 
  package from Gerracci and therefore can’t deliver it to 
  Neidler’s boss.  They are not paid, and do not get any XP 
  for encounter 6.  On the good side, the Rhynehurst family 
  will not be exposed.  It’s much more important to have 
  the debt to the Family to hold over his head than to 
  expose his crime. 
  THE END 
  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. 
  
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  Encounter One 
  Losing the fight  
   
    
   
  90 xp 
  Winning the fight  
   
   
  450 xp 
  NOTE: If they win encounter one; no further xp can be 
  gained. 
  Encounter Three 
  Defeating the warriors in ambush 
   
   120 xp 
  Story Award 
  Exchanging the note for the package   140 xp 
  Discretionary roleplaying award 
   
   
  100 xp 
  Total possible experience: 
   
  450 xp 
  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.  
  Because this is a Re gional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L:  Looted gear from enemy (sell value, which is PHB 
  cost divided by 12) 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items recovered (sell value, which is DMG 
  cost divided by 12)  
  Encounter Three: 
   
  L: 112 gp; C: 20 gp; M: 0 gp 
  Conclusion:   
   
  L: 300 gp; C: 0 gp; M: 0 gp 
  Total Possible Treasure: 
  432 gp 
  Items for the Adventure Record 
  Influence with the Family: Your participation in this 
  endeavor has garnered you the attention of the Family. 
  � Your keen personality for negotiating  has 
  brought you to the notice of the Family by 
  successfully managing the exchange without 
  Neidler’s assistance. You gain one (1) Influence 
  Point with the Family.  In addition to the 
  standard uses for Influence in Verbobonc, this 
  influence may used to enter the Political 
  division of the Family. 
  � Your ability to act discretely in the delivery of 
  sensitive packages has been noticed by the 
  Family. You gain one (1) Influence Point with 
  the Family.  In addition to the standard uses for 
  Influence in Verbobonc, this influence may 
  used to enter the Collections and Recovery 
  division of the Family. 
  Only one (1) influence may be gained with this reward, 
  and the character must still meet all requirements to join 
  the Family metaorganization. 
  Infamy with the Family: Your bumbling of the 
  operation has created more than a few enemies in the 
  Family. You gain two (2) Infamy points with the Family. 
  This Infamy must be removed (by using 2 Influence 
  points with the Family or the Viscount) before the 
  character is eligible for any membership with the Family. 
   
  
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  Appendix I: NPCs 
  Encounter Two 
  Male Human Rog1/Ftr1: CR 2; Medium Humanoid; hp 
  14; Init +2; Spd 30; AC:14 (Flatfooted:12 Touch:12); base 
  melee +3; grapple +11; +3 (1d6+2, Sap); AL N; SV 
  Fort +3, Ref +4, Will +1; SA: sneak attack +1D6; STR 
  14, DEX 14, CON 12, INT 10, WIS 12, CHA 14. 
  Skills and Feats: Bluff +6, Hide +6, Intimidate +7, 
  Jump +7, Move Silently +6, Ride +3, Sense Motive 
  +5, Sleight of Hand +6, Spot +5, Tumble +8; Deflect 
  Arrows, Improved Grapple, Improved Unarmed 
  Strike. 
  Possessions: sap, dagger, leather armor 
  Encounter Three 
  Male Human Warrior/1: CR 1/2; Medium Humanoid; 
  hp 9; Init +5; Spd 30; AC:14 (Flatfooted:13 Touch:11); 
  base melee +1; grapple +2; +2 (1d6 javelin) or +4 
  (1d6+2 mw short sword); AL N; SV Fort +3, Ref +0, 
  Will +0; STR 14, DEX 12, CON 12, INT 10, WIS 12, CHA 
  14. 
  Skills and Feats: Intimidate +4, Ride +5, Improved 
  Initiative 
  Possessions: studded leather armor, masterwork short 
  sword, javelin, 30gp 
  
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  Player Handout #1 
   
  Retrieve the package from the couriers hired 
  by Tourville.  You do not have permission 
  to kill them, only to take it from them.  
  Aside from that, use your own discretion, 
  just don’t be seen.  Bring the package to 
  Lancer’s.  You’ll meet my Cousin Pizo before 
  bringing it to me.  Do this and I might 
  consider you my Friends.   
   
  Gerracci 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/595/Intro mods/VERIntro5-02 - A Debt To Pay/VERi5-02 - A Debt To Pay.pdf