TEXT:   
  
  Credits
  Author • Haakon Sullivan
  AAW GAMES LLC
  Jonathan G. Nelson
  This product makes use of the 3.5 OGL, Pathfinder Roleplaying Game Core Rulebook, 
  Pathfinder Roleplaying Game, and Pathfinder Roleplaying Game Bestiary. These rules 
  can be found online as part of the 3.5 SRD and Pathfinder Roleplaying Game Reference 
  Document at http://www.d20srd.org/ and http://paizo.com/pathfinderRPG/prd/ 
  respectively.
  This adventure is compliant with the Open Game License (OGL) and is suitable for use 
  with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy 
  roleplaying game. The OGL can be found on page 25 of this product.
  Product Identity: The following items are hereby identified as Product Identity, as 
  defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: 
  All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, 
  plots, storylines, locations, characters, artwork, and trade dress. (Elements that have 
  previously been designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the 
  game mechanics of this AAW GAMES, LLC game product are Open Game Content, as 
  defined in the Open Game License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any 
  form without written permission.
  AAW GAMES LLC
  PO Box #92 | Snoqualmie, WA 98065
  AAW Games LLC All Rights Reserved. 
  AAW Games, the AAW Games logo, and Adventureaweek.com, 
  are registered trademarks of AAW GAMES LLC
  Table of Contents
  Adventure Background.............................................................................1
  Synopsis ....................................................................................................1
  Timeline....................................................................................................1
  Prologue: Honor & Terror.........................................................................2
  The Ceremony............................................................................................2
  Day 1: Campaign Launch..........................................................................4
  Day 2: Grogh’s Trial...................................................................................4
  Day 3: Day of the Gremlin........................................................................5
  Day 4: The Sentence...................................................................................6
  Day 5: The Rogail Riots..............................................................................7
  Appendix 1: Election Rules........................................................................8
  Appendix 2: The Gremlin Menace.............................................................9
  T1: Drowning Snare..................................................................................9
  T2: Gore Sac..............................................................................................9
  T3: Greed Trap........................................................................................10
  A1. Bar.....................................................................................................10
  A2. Workshop..........................................................................................10
  A3. Sleeping Quarters..............................................................................11
  A4. Throne Room....................................................................................11
  A5. Otyugh Lair.......................................................................................11
  Conclusion..............................................................................................11
  GM Map..................................................................................................12
  Player Handout.......................................................................................13
  Player Map..............................................................................................14
  Combat Appendix..............................................................................15-18
  Creative Directors • Haakon Sullivan & Jonathan G. Nelson   
  Art Director • Jonathan G. Nelson
  Cover & Interior Art • Mates Laurentiu
  Publisher • Jonathan G. Nelson
  Cartographer • Justin Andrew Mason
  Interior Illustrations • Jacob Blackmon, Matt Bulahao, Rick 
  Hershey and Public Domain 
  Layout • Alex Tallon
    
  
  1
  Adventure Background
  ____________________________________________________
  Six years ago the town of Rogail was ruled by a tyrannical leader 
  known as Lord Ilin, a man who crushed anyone that opposed 
  his authority and allowed numerous thieves guilds to operate in 
  the city. Hearing the cries of freedom, the monastic Order of the 
  United Voice swept into town and removed Lord Ilin from power. 
  With the town free from oppression, the United Voice dedicated 
  themselves to holding democratic elections for the settlement 
  every three years and ensuring that Rogail is never again ruled by 
  a dictator.
  Winning the first election was cooper Willard Maypoll, the secret 
  leader of the local chapter of the Blood Blades crime syndicate. 
  Using his position of power, he drove out all of the other thieves 
  guilds operating in the city. This not only solidified the Blood 
  Blade’s foothold in Rogail but it also made Maypoll a very popular 
  public figure leading to a landslide win for him in the next election.
  With this new win Maypoll expanded his Blood Blade operations 
  by recruiting a personal militia and beginning to extort local 
  business owners for protection money. Outraged at this extortion, 
  Trina Hearth, leader of the Rogail Merchant Guild, hired a group 
  of adventurers to investigate who was behind the exaction and 
  ultimately put an end to it.
  The adventurers discover that the Blood Blades 
  are behind the plot, organized from in Maypoll’s 
  old cooperage. After defeating the thugs inside, the 
  adventurers and Trina both discover that Maypoll 
  is involved with the Blood Blades and they even get 
  threatened by the mayor himself.
  With the mayor having the support of the 
  populace, the service of the United Voice, and the 
  resources of a thieves guild at his disposal, Trina 
  decides that the best way to remove Maypoll is to 
  defeat him in the upcoming election.
  Synopsis
  _________________________________________
  The adventure begins with Trina and the PCs 
  getting honored at a ceremony (held by Willard 
  Maypoll) for dismantling the Blood Blade extortion 
  racket. Maypoll attempts to take some credit for 
  the bust himself, but the PCs are given a chance to 
  announce their intention to run against him in the 
  upcoming election and obtain some favor from the 
  populace.
  When the election starts, the party has ten days 
  to earn the hearts and minds of the populace and 
  take the mayor’s seat. The adventurers must show 
  leadership during a number of crises ranging from 
  riots to orc raiders, and they must solve these 
  problems before Maypoll and his team answer these 
  troubles themselves and take the credit.
  The adventure ends on day 5 after the PCs manage to put 
  down a riot and discover that there may be a third party at play to 
  destabilize Rogail.
  Timeline                                                    
  Two days before the election starts - Ceremony 
  honoring Trina and the PCs and attack
  Day 1 – Start of the election with introduction
  Day 2 – Trial begins for Lem Grogh and captured Blood Blades
  Day 3 – Rogail Victory Day, Gremlin mayhem begins
  Day 4 – Maypoll’s failed attempt to remove gremlins, Lem 
  Grogh and Blood Blade prisoners are sentenced to be executed
  Day 5 – Half-orc riots begin
    
  
  2
  Prologue: Honor & 
  Terror
  ____________________________________________________
  In the three days following the end of Tyranny of Greed before 
  the victory ceremony, Trina and the PCs can discuss their plan to 
  defeat Maypoll in the upcoming election. The party may attempt 
  to convince Trina to drop her candidacy and have one of their 
  own run in her stead. This is almost impossible since she wants 
  to avenge the death of her dear friend Raul Teak, she has lived in 
  Rogail all her life, and she already has many contacts. At this point 
  she is driven to personally remove Maypoll from office with a free 
  and fair election, arresting him soon after for his involvement with 
  the Blood Blades.
  To give the PCs some extra background 
  information, she will begin to give them some 
  background about the history of Rogail.
  •	
  Thirty years ago, an orc tribe swept through the town and 
  slaughtered or enslaved most of the populace.
  •	
  Lord Ilin’s father, Lord Corsinth, rallied as many able 
  bodied people as possible to launch a counterattack 
  against the orcs. The disorganized orc mob was caught off 
  guard and driven away.
  •	
  Under the leadership of Lord Corsinth, the town 
  underwent the slow process of rebuilding and 
  repopulating. To help solidify his rule over the town, he 
  continuously incited hatred against orcs and convinced 
  the people that only a strong leader can protect Rogail 
  from another disaster.
  •	
  The orcs left behind a half-orc population after their 
  occupation and so this continuous inciting of hatred of 
  orcs also created bigotry towards the half-orc population.
  •	
  From Corsinth’s rule, the people of Rogail now expect 
  strong leadership and strength from their authority 
  figures and are willing to forgive much as long as they 
  feel safe.
  •	
  After Lord Corsinth passed away his son, Lord Ilin, made 
  the mistake of letting too many criminal groups operate 
  within Rogail. For the longest time the people knew about 
  Ilin’s dealings with criminal elements but ignored it as 
  they still felt safe under his iron rule.
  •	
  The numerous theives’ guilds later began a territory 
  dispute and many innocent people started to get injured 
  in the chaos. With the turf war out of Ilin’s control, the 
  people no longer felt safe under Ilin.
  •	
  When the United Voice arrived, they ended the territory 
  dispute. With the support of Rogail’s citizens, the United 
  Voice also removed Lord Ilin from power and held 
  Rogail’s first mayoral election with cooperage owner 
  Willard Maypoll winning the mayorship.
  Trina further explains that to win this election she has to make 
  herself look like someone who can take charge and have the town 
  fight off any threats—having the PCs by her side makes her look 
  like someone who can attract talent to protect the town. It will 
  not be easy to have her image compared to that of Maypoll, who 
  cleaned out the city of crime after Ilin was overthrown (Trina does 
  not know that he used his new mayoral powers to only wipe out the 
  Blood Blade’s competition leaving them the sole, profitable guild). 
  To win the election she has to chip away at the current mayor’s 
  image of a strong, protective leader, and boost her own presence 
  at the same time!
  Trina plans on announcing her intentions to run for mayor at 
  the ceremony he his holding to honor the heroes who ended the 
  extortion plot. She acknowledges that it won’t do much to sway the 
  minds of the populace, but it will be a start. When the PCs have 
  finished planning, they can head to the ceremony where Maypoll 
  is to honor their heroic actions.
  The Ceremony
  ____________________________________________________
  When Trina and the PCs arrive at the town square they find a 
  large crowd awaiting them. Read the following:                                 
  When you arrive at the Rogail Town Square, there are nearly one 
  thousand people milling about before a large wooden stage decorated 
  with colorful banners. Across the top of the stage is a large canvas 
  banner with the words “Thank you heroes!,” written in neatly painted 
  red letters. Mayor Willard Maypoll and United Voice leader Storlen 
  Copperbrow are on the stage and embroiled in a heated conversation.
  PC that make a DC 30 Perception/Listen check overhear their 
  conversation; Willard is angry with Storlen for not kicking Trina 
  out of the monastery as ordered. Willard is unaware of Trina’s 
  plans to run against him since Storlen’s vows force him to ignore 
  Willard’s orders related to elections and election candidates.
  As soon as Willard or Storlen notice the party, the two of them 
  welcome the PCs with large grins. Read the following:                      
  Willard and Storlen abruptly end their discussion and look at 
  you with wide smiles. “Welcome, my friends!,” Willard bellows while 
  casually glancing at the crowd. “I hope things have been going well 
  since you cleared the town of these ruffians?”
  Standing slightly behind Willard, Storlen grins and winks at you. 
  In a somewhat condescending tone Trina replies, “Things have been 
  going splendidly my dear mayor. I’ve been looking forward to this 
  evening for a long time.”
  Maypoll’s smile fades and he looks at her quizzically before turning 
  around and talking to a small group of people in the crowd.
  Storlen grins and slaps Trina on the back before saying quietly, “I 
  can’t do much to help you, but wipe that grin off his face will you?”   
  Storlen answers any questions that the PCs have for him but 
  reminds the party about his vows whenever they ask for his direct 
  involvement.
  After chatting for a few minutes, an aide rings a large bell 
    
  
  3
  standing next to the podium and the crowd goes quiet. Read the 
  following:                                                                                                  
  As soon as Mayor Willard Maypoll confidently steps up to the 
  stage with his disarming smile, a number of panicked screams erupt 
  from the crowd. They part as a horrific, deformed humanoid with a 
  scythe for an arm charges at the stage. Willard quickly ducks under 
  the podium as Storlen takes a defensive stance.                                     
  As Lord Ilin roamed around the world attempting to collect 
  money and gather a force strong enough to retake the town, he 
  came across an old wizard who sympathized with his much 
  embellished story. As a gift, the wizard gave Ilin a horrific golem 
  that was designed to strike fear into any who challenged it. Ilin 
  decided to use the creature to start his plan to retake the town by 
  sending it to assassinate the mayor and his entourage in public 
  before the election. Failing that, the public would be frightened 
  and intimidated by the thing’s assassination attempt.
  During the fight, Storlen attacks the golem as Willard attempts 
  to sneak away. The crowd flees from the scene as fast as possible but 
  one reporter named Lania Leafdancer (N Female elven expert 3) 
  stays behind to watch the carnage unfold, attempting to stay back 
  about 30 ft. behind the golem. Trina also attempts to stay back 
  from the fighting 20 ft. away behind the PCs.
   
  After the fight is over, the entire town square is deserted except 
  for the single reporter from the Rogail Daily. The young elven 
  woman immediately approaches the PCs and asks questions. Read 
  the following:                                                                                            
  A few moments after the golem falls to the ground with a loud 
  fleshy splat, the young elven woman who stayed to                
  watch the fight approaches you with a wide grin                           
  on her face. “Great work dispatching that             
  monster!” she says. “I’m Lania Leafdancer of                    
  the Rogail Daily. How would you describe that                        
  fight? Was it easier or harder than taking              
  down the gang in the cooperage?”                        
  Being accosted by a reporter so soon after                              
  the fight might get on the nerves of the PCs                               
  and they may decide on brushing off Lania                        
  rudely, which offends her and causes             
  repercussions later on. If the party visibly                  
  shows their annoyance without treating              
  Lania too badly, Trina notices their discomfort                           
  and take questions in their stead. If the                
  adventurers take the questions in stride, Trina                            
  stands by the PCs as they answer Lania’s questions.
  In any case, Trina tells Lania about her intentions to              
  run for mayor and that she wanted to announce that         
  fact at the celebration. If the PCs offended Lania by          
  treating her rudely, Trina also attempts to apologize                   
  to her on the party’s behalf before chastising the adventurers for 
  getting on the bad side of Rogail’s most prominent reporter.
  In the day before the election starts, the PCs can go to the United 
  Voice monastery to develop an election strategy with Trina or they 
  can start their election activities by giving speeches, polling the 
  populace, and whatever other creative means the party can devise.
  The next morning the Rogail Daily is released with Lania’s 
  article, describing the events in the town square. If the PCs treated 
  her well and answered her questions, she writes the story which 
  puts Trina and the PCs in a hero’s light (resulting in a +1 bonus 
  to Trina’s popularity rating). If the PCs angered Lania, she simply 
  glosses over the fight and reports that Trina’s team are a “bunch 
  of thugs” (resulting in a -1 to Trina’s popularity rating). If the PCs 
  politely dodged her questions there is no popularity rating gain or 
  loss. In any case, Trina’s announcement about her intentions to run 
  for mayor is in the article.
  Trina is not too happy about this—she wanted to see the look 
  on Willard’s face at the announcement. However, when  
  Willard reads about it in the paper, it sets him into a  
  rage. By late evening a note arrives by courier for Trina  
  and the PCs that was sent by some “shabby looking  
  man in the tavern.” It reads, “Drop the race or drop  
  dead.”                                                                         
  Combat                                                    
  Terror Golem pg 15
  Storlen Copperbrow pg 15
  Info                                                             
  Before the election starts, Trina has a base 
  popularity rating of +2 from her Charisma modifier. The 
  support of the local merchant guild grants an additional +1, 
  making her popularity rating going into the election a +3.
  Willard has a Charisma modifier of +3, is a popular incumbent 
  (for a +2 bonus), and he has the support of the Rogail Daily (for 
  another +1 bonus). If the PCs made the evidence of Maypoll’s 
  connection with the Blood Blades public, he only receives 
  a -1 villain penalty due to the evidence not being concrete 
  (he claims Lariel cannot be trusted and the document was 
  forged). This gives him a total popularity rating of +5 before 
  the election starts. For every day of the election he also gets a 
  +1 bonus for actively campaigning.
  Trina has an uphill battle to defeat Willard and it is up to 
  the PCs to ensure that she wins. See the appendix for more 
  information on the popularity rating.
    
  
  4
  Day 1: Campaign Launch
  ____________________________________________________
  On the first day the election is called, there is a ceremony held 
  in the square where the current mayor surrenders his badge of 
  office to the head of the local United Voice monastery. Due to 
  how the last ceremony turned out, there are only a few people in 
  attendance with Maypoll supporters and Writer’s Guild reporters 
  scattered around the area. A large number of United Voice and 
  militia guards patrol the square for everyone’s safety.
  After Trina gets up on the stage with Maypoll and Storlen, the 
  ceremony starts. Storlen begins by giving the crowd a speech before 
  accepting Maypoll’s badge and announcing the official candidates:
  The crowd hushes as the robed dwarf stands up to the podium and 
  begins to speak with a booming voice.
  “Citizens of Rogail, the time has come yet again to exercise your 
  divine right to unite voices and define your future by choosing a 
  leader. Over the next twenty days you will hear each candidates’ 
  vision for Rogail and see how they will lead you through times both 
  prosperous and hopeless. Heed their words and actions well as you 
  only have one ballot to cast, and there is little room for error.”
  Storlen gestures to Maypoll, who stands up and kneels before him 
  while presenting a silver badge encrusted with jewels and lined with 
  gold.
  Storlen booms, “As per the laws of our order, during this time 
  the current mayor must step down from his position and give me, 
  the head of the local order, all the powers of the mayor. This is only 
  a temporary measure to prevent abuse of power and to provide 
  leadership in case of distress or emergency. I vow to give this badge to 
  the rightfully chosen official after the election has concluded.”
  Storlen takes the badge and attaches it to his robe before Maypoll 
  sits back in his seat.
  “Here are the two candidates for mayor,” Storlen says, gesturing 
  to Trina and Willard. “They are Trina Hearth and Willard Maypoll. 
  Over the next number of days they have the full protection of the 
  United Voice and they are not to be harmed or harassed in any way. 
  They have the right to campaign during the election without any 
  outside interference. Anyone found to be breaking this law will be 
  jailed for at least the duration of the election. That is all—may the 
  election begin!”                                                                                         
  After Storlen gives his speech, Trina and Willard leave the stage 
  to mingle with the crowd. Willard is quickly surrounded by his 
  own personal militia and various writers from the Rogail Writer’s 
  Guild, including Lania, who bombard him with questions.
  There is not much of a crowd around Trina as she shakes a 
  few hands. The PCs can take advantage of this opportunity to 
  draw a larger crowd around her and giving her a rousing speech/
  performance (a bonus to Trina’s popularity rating for the day).
  Afterward, Trina and the PCs can return to United Voice 
  monastery to strategize or they can carry out some of their plans 
  from earlier.
  Day 2: Grogh’s Trial
  ____________________________________________________
  Every morning, the Rogail Daily is delivered to Trina and the 
  PCs at the United Voice monastery. Today, the headlines of the 
  newspaper are not about the speech from yesterday but rather the 
  upcoming trial of any captured Blood Blades and the hapless Lem 
  Grogh (who was framed for attempting to assassinate Trina and 
  the PCs). Its contents are in the provided handout.
  BLOOD BLADES ON TRIAL            
              by Lania Leafdancer
  Today the trial of the remaining members of the Blood 
  Blades thieves’ guild begins. The defendants include a 
  group captured after private investigators raided the Terien 
  Cooperage, and one half-orc who attempted to assassinate 
  merchant guild leader Trina Hearth (ostensibly for putting out 
  a call to hire investigators).
  There is little debate among the citizenry of the guilt of the 
  Blood Blade members found in the cooperage as they have 
  had previous run-ins with the local monks, but there is a 
  large debate about half-orc Lem Grogh’s involvement in the 
  assassination attempt on Ms. Hearth. Mr. Grogh is a popular 
  figure in Rogail’s half-orc community and many of them are 
  rallying around him.
  “Lem would never have hurt anybody,” said Mr. Retch, 
  owner of Rogail Plant and Manure. “He is a swell lad and I think 
  this trial is a farce. The city should let him go immediately.”
  Militiaman Jeb Jornson arrested Grogh at the scene and 
  seems to think differently. He says, “When I got there, the orc 
  was glaring at Trina and her pals with a hateful stare like any 
  other of his kind would do. Me and Weldon had to approach 
  him carefully, in case he attacked us.”
  Candidate Willard Maypoll issued a statement calling 
  for swift justice and prompt executions for all those found 
  involved in the recent murders and the extortion of local 
  merchants. He went on further to say that such a punishment 
  will protect the people of Rogail by deterring others from 
  forming nests of rogues and cutthroats within our fine town.
  If found guilty of extortion, theft, smuggling, and murder, 
  Lem Grogh and the other Blood Blade members are to be 
  executed by hanging, as per the law.
    
  
  5
  Trina is outright furious with the paper. First, she saw the 
  gremlins around the tipped wagon and how Lem looked shocked 
  and bewildered about what was happening—she does not want to 
  see an innocent man get executed for a crime he did not commit. 
  Trina is also angry about how the militiaman portrayed the 
  situation and how the article gave Maypoll the sole comment on 
  the situation. She is generally annoyed about the bias the paper has 
  against her.
  This day is essentially uneventful so the PCs may wish to run 
  some errands around town or drum up support for Trina.
  Day 3: Day of the 
  Gremlin
  ____________________________________________________
  Every year Rogail celebrates “Victory Day”, commemorating the 
  successful repulsion of the orc invaders many years ago. There’s 
  a large fair, fireworks, and a memorial service to both celebrate 
  their town’s freedom and remember those that died fighting off the 
  raiders.
  The fair has many different events that the PCs can participate 
  in, such as an archery competition, an arm wrestling contest, 
  and a drinking contest. Since the prizes are very minor (a pig for 
  winning the archery competition, 5 silver pieces for winning the 
  arm wrestling contest, and a keg of beer for winning the drinking 
  contest), only commoners typically participate in the contest. 
  However, the PCs can attempt to win one or more of these contests 
  for bragging rights.
  •	
  To win the archery contest, a PC needs to make one ranged 
  attack with a normal, non-magical longbow or shortbow 
  and succeed an attack roll against AC 15 (a result of 5 or 
  less is a miss) to win the contest.
  •	
  In the arm wrestling contest, a PC must make a DC 13 
  Strength
  •	
  To win the drinking contest the PC must make a DC 
  13 Fortitude save vs poison. Failure by 5 or means 
  unconsciousness for                the day. Anyone who participates   
                                               in the contest is sickened for the  
                                              rest of the day unless they make a  
                                            DC 17 Fortitude
  •	
  If two or more PCs are competing  
  against each other, whoever passes 
  the required attack or DC and gets 
  the highest result wins the contest. 
  In the case of a tie, the contest is a 
  tie and the reward is split.
  MAYPOLL 
  IN 
  LEAD, 
  TRINA 
  HEARTH LANGUISHES                    
              by Karl Mansfield
  After a tour through all the taverns and markets in Rogail 
  and talking with many citizens, it appears that candidate 
  Willard Maypoll will take the mayor’s seat after the ballots are 
  counted.
  “I like the man,” said Mica Rowndsbout, while shopping for 
  her family’s evening meal. “He makes me feel safe after driving 
  out all that criminal scum that Ilin left behind.”
  Bricklayer Percy Howsard commented, “I don’t like that 
  Hearth lady—she’s all high and mighty and snobby. I’m 
  worried that if she doesn’t win she’ll have a fit and have her 
  hired goons take the mayorship by force. I mean, she did do 
  some good by finishing off those criminals in the cooperage 
  but my friends say she only did that draw attention away 
  from the tantrum she threw over those criminals hurting her 
  company’s profits.”
  “Willard Maypoll saved Rogail from Ilin. I think we owe 
  him the mayorship for a long time for helping us get rid of that 
  menace. May he reign for many more years,” said militiaman 
  Reg Declan.
  There were a few people who supported Ms. Hearth for 
  mayor.
  “When I grow up I wanna be like that pretty lady Trina,” 
  says 7 year old Olga. “She can do many good things for us. 
  Like…good things!”
  An anonymous half-orc also commented, “I think Trina is 
  going to be good for my kind. We get kicked around too much 
  here and I think she can make a difference so she has my vote. 
  Heck, I think my whole community is behind her.”
  ROGAIL FAIR TOMORROW          
  To celebrate the end of those dark days of the 
  orc occupation, Rogail is having its annual Victory Day fair. 
  The usual events are planned, including the drinking contest, 
  pie tasting, pig races (betting on the pigs is banned this year 
  due to brawling), and cow pageant. The day will also close 
  with an impressive fireworks show hosted by United Voice 
  leader Stolen Copperbrow.
  The half orc community announced that they are having a 
  separate event in their section of town to quietly pay respect 
  to their human mothers and grandmothers who had suffered 
  dearly at the hands of the vile orc occupiers. The United Voice 
  made a statement that the area will be under close guard to 
  prevent any interruptions to their ceremonies and that any 
  assaults on half-orcs are to be dealt with under the full force 
  of the law.
    
  
  6
  If the PCs win one contest, the people are impressed and Trina 
  gets the weekly +1 bonus to her popularity rating. If the party wins 
  two contests, this bonus vanishes as the people get annoyed with 
  the PCs stealing some of the fun away. If the party win all three, 
  Trina gets a -1 penalty to her popularity rating as the commoners 
  are annoyed at rich, professional adventurers sweeping the contest 
  and taking all the prizes.
  The PCs can also get a +1 daily bonus to Trina’s popularity rating 
  by entertaining the crowd with a Perform check rated enjoyable or 
  better.
  In the evening after all the contests are completed, there is a 
  memorial service in the town square where Storlen gives a speech 
  about the significance of Victory Day. The citizens then have 
  a moment of silence before launching fireworks into the air—
  however, things do not go as planned.
  After Blood Blade Lariel Terien was defeated in the cooperage, 
  the shaky alliance between the Blood Blades and the vexgit 
  gremlins fell apart (as Maypoll had no intention of maintaining the 
  agreements that Lariel set up). The slighted vexgits want to send a 
  clear declaration of war on both the Blood Blades and Rogail by 
  sabotaging the fireworks event and causing as much mayhem as 
  possible.
  Read the following:                                                                              
  Wearing dark ceremonial garb, Storlen walks onto the stage in the 
  middle of the town square. On high alert, dozens of guards from both 
  Maypoll’s private militia and the United Voice surround the place. 
  As soon as Storlen is about to speak, the stage collapses in a heap 
  and the crowd gasps in horror. Behind it, a large dirt-filled trough 
  with fireworks pointed towards the sky suddenly tips over. Armed 
  with tindertwigs, four gremlins leap from behind the trough, cackling 
  wildly as they approach the fireworks pointed towards the crowd. In 
  the central part of the square, you hear a cacophony of squeaks as 
  swarms of rats emerge from the sewer grates.                                        
  There are two rat swarms and four firework wielding gremlins to 
  contend with—it is up to the PCs to defeat them while the guards 
  are busy managing the fleeing crowd, Storlen is pinned by the 
  stage collapse that the vexgits engineered, and Maypoll leaves with 
  the crowd to ready his Blood Blade companions for a mission to 
  exterminate the creatures.
  Once per round each vexgit fires a firework at a PC (hen firing, 
  the gremlin makes a ranged touch attack). On a hit the target 
  takes 3d4 fire damage and every adjacent creature to the target 
                                                       takes 1 point of fire damage. If the
                                                             gremlin rolls a 1, the firework
                                                     explodes in its face (dealing the fire 
                                                                     damage to himself). If the 
                                                                            party gets into melee range, 
                                                        the gremlins stop firing and attack  
                                                      the adventurers normally. There are 
                                                          a total of twenty fireworks.
  When the fight is over, the guards have succeeded in clearing the 
  crowd out of the square and securing the area.
  Read the following:                                                                               
  The debris of the fallen stage begins to shake and you can hear a 
  loud groan. Storlen pushes a number of boards away and pops his 
  head above the wreckage. He raises his arm with a note clenched 
  in his fist yelling, “There was something left under the boards here!”  
  Storlen is hurt quite badly but under the boards he finds a note 
  left behind by the vexgits after they sabotaged the stage. It says in 
  very crude Common:
  Storlen does not know where the gremlins are based or where 
  what kind of agreement was made between them and the former 
  Blood Blade leaders, but he does know that just recently a number 
  of United Voice and militia members killed a few gremlins. He says 
  that he’ll look into it right after he gets patched up.
  Day 4: The Sentence
  ____________________________________________________
  In the morning the PCs are visited by Trina, who has some news. 
  Apparently Willard and some of his guards went into the sewer to 
  attempt to hunt down and slay the gremlins below sewer but they 
  were driven out with a large number of casualties—a barely alive 
  Maypoll is said to have dragged himself out of the sewer, yelling 
  for assistance. With the town wanting a strong mayor to lead them, 
  this could be a major blow to his candidacy. Due to this gaffe, he 
  takes a -1 penalty to his popularity rating.
  Another big news item Trina wants to talk about is the trial 
  of Lem Grogh and any captured Blood Blades. The court is set 
  to deliver the final verdict today and she is concerned that the 
  testimony she’s given on Lem’s behalf won’t be enough to stop 
  him being found guilty of attempted murder and being part of the 
  Blood Blades. She is also concerned that the half-orc community in 
  the town will not react kindly to a guilty verdict and that Maypoll’s 
  militia is sure to violently crack down on any half-orc protest. The 
  verdict is to be given in the early afternoon.
  Combat                                                    
  Vexgit Gremlins (4) pg 16
  Rat Swarms (2) pg 16
  To monsters,
  You broke promise of we helping, you giving 
  us stuff and leaving us alone. We break your stuff 
  and hurt you now. Tell pointy ear man it too late to make new 
  promise. Very fun war coming.
  ‘gards,
  Big Grandmaster Gorpik, Killer of Aboveground Monsters 
  and Master Tinker
    
  
  7
  This opens two options for the PCs for today—they can attend 
  the trial or they can begin to explore the sewers to hunt down the 
  vexgits. Since exploring the sewers can be done at any time before 
  Day 6, this side quest is detailed in the appendix.
  If the PCs attend the trial they find a large group of half-orcs 
  and a large group of other citizens separated by a contingent of 
  United Voice guards to clear the entrance to city hall (there are no 
  militiamen in sight). Just as the party approaches the door, a small 
  brawl erupts between two half-orcs and two dwarves. Four United 
  Voice guards quickly break the fight apart.
  Read the following:                                                                              
  Entering city hall, the tension in the chamber is almost tangible. 
  United Voice guards stand around the room uneasily while the 
  people sitting on the benches glower at the prisoner’s box. Lem Grogh 
  sits within, staring at the ground, waiting. As you take your seats, the 
  jury walks into the room, glowering at Lem. Storlen takes his seat in 
  the mayor’s chair as a guard hands him the jury’s verdict.
  After a few moments of consideration, Storlen says glumly, “This 
  court finds the defendants guilty of all charges. With the powers 
  vested in me as temporary mayor, I must deliver the sentence of 
  execution by hanging as per the town charter. The execution will take 
  place three days from now.”
  The crowd in the hall unleashes a mixed reaction of cheers and 
  sobs while a number of half-orcs leave the room in disgust. As Storlen 
  departs, you can hear a horn blow and yelling erupt from outside.    
  If the PCs care to take a look with a DC 10 Perception/Spot 
  check, they see Maypoll in the hall, giving a smug grin at the 
  sentence. Lem Grogh simply continues to stare at the ground while 
  any other Blood Blade prisoners protest loudly.
  Looking outside the PCs see militiamen rush in from buildings 
  surrounding the square and demand that everyone clear the area 
  for their own safety. Maypoll knew that the half-orcs would be 
  agitated from the verdict and has prepared his militia to rush in 
  and attempt to incite a riot. If his men were to put the riot down, 
  it could make up for his failed attempt at removing the gremlins.
  Many people start leaving the square but a group of 30 angry 
  half-orcs pick up simple weapons and start to advance on the 
  militiamen—who have no qualms over killing a few half-orcs.
  The PCs can attempt to prevent bloodshed by using magical 
  means or by making a DC 20 Diplomacy or DC 15 Intimidate 
  check to get the half-orcs to put down their weapons and 
  leave. Getting the militiamen to leave instead requires a DC 25 
  Diplomacy or DC 20 Intimidate check.
  If the adventurers fail to break apart the conflict or if the party 
  fails to appear to see the sentencing, the two sides brutally attack 
  each other. If unassisted, the orcs are beaten by the better armed 
  militiamen with casualties all around (10 dead half-orcs and 20 
  wounded otherwise). The militiamen take only minor injuries. If 
  this scenario occurs, Maypoll gets a +1 to his popularity rating for 
  breaking apart a riot.
  If the PCs side with half-orcs in the conflict by attacking the 
  militiamen. they get a -1 penalty to their Trina’s popularity rating 
  for being accused of helping the rioters. If the party sides with the 
  militiamen, then neither the PCs nor Maypoll get a bonus since to 
  PR as they share the credit for stopping the riot. However, Trina is 
  not too pleased if the adventurers help the militiamen rough up 
  and cast out the half-orcs.
  Day 5: The Rogail 
  Riots
  ____________________________________________________
  The next day the headlines in the Rogail Daily are all about the 
  final verdict of yesterday’s trial and the resulting tensions between 
  the militia and the half-orcs. If the gremlin problem is unsolved, 
  there is also some news about property damage all across the city 
  due to the war being waged on its residents. The morning and 
  afternoon are uneventful so the PCs can take the time to hunt 
  down the gremlins, purchase supplies, or take care of other tasks.
  In the late evening, the anger of the half-orcs erupts in an all 
  out riot. Whether the PCs are sleeping in their inn or adventuring 
  in the sewers, they hear cries of alarm erupt all over the city. The 
  party can easily find the riot by going towards the plumes of smoke 
  and sounds of combat around the militia HQ. If Trina is with 
  the adventurers at the time, she accompanies them to assess the 
  situation.
  Read the following:                                                                              
  A scene of carnage assaults your senses as you turn a corner. Many 
  still bodies lie around the burning militia headquarters and standing 
  among them are well armed half-orcs fighting a combined force of 
  United Voice and militia guards. The monks are clearly using non-
  lethal blows to subdue the rioters as the militiamen are slashing away 
  with blooded blades. As a horn sounds in the distance calling for 
  more reinforcements, you start to get a sick feeling that the bodies will 
  only pile up even higher.                                                                          
    
  
  8
  When Lord Ilin’s spies reported that there is a major rift between 
  the half-orcs and the rest of Rogail, he decided to take advantage 
  of it to weaken the town even further—he immediately sent out a 
  few of his agents to incite violence between the half-orcs and the 
  militia. Striking more fear into the town and killing a few more 
  guards will bring him a few steps closer to taking back Rogail. 
  Given that the half-orcs were already unfriendly with the militia, it 
  was easy for the agents to use charm person on a few and convince 
  them that burning down the militia headquarters is a good idea.
  If Trina is accompanying the PCs, she immediately leaves with 
  the excuse that she will get more help. She also asks the party to try 
  to not to slay the half-orcs as more dead half-orcs may make the 
  situation even worse.
  The PCs can make a DC 15 Sense Motive check to notice that 
  the half-orcs seem to be under some kind of magic effect except 
  for four strange looking half-orcs. A further DC 20 Perception/
  Spot check reveals that the odd quartet are actually humans in 
  disguise and their chanting seems to be effecting the real half-orcs 
  in a profound way.
  When confronted, the four agents and ten half-orcs attack the 
  PCs.
  During this combat, the bards attempt to have one singing at 
  all times to improve the combat capabilities of themselves and 
  the half-orcs. The half-orcs brutally attack the nearest PC and 
  follow the orders of the bards to the letter. As soon as the bards are 
  defeated, the half-orcs flee the scene.
  After the riot ends, the PCs are left to find out what happened.
  Read the following:                                                                              
  As soon as the last of the strangers fall, their violent chant ends 
  and the half-orcs turn around to address the silence. As soon as they 
  see their fallen leaders, the rioters drop their weapons and scatter 
  in all directions. With hoots and hollers, the militiamen begin to 
  pursue the half-orcs relentlessly while the United Voice members 
  immediately tend to the wounded. A bucket brigade rushes into the 
  area to put out the blazing militia headquarters.                                  
  The casualty rate for all sides is quite high, which only inflames 
  the conflict between the half-orcs and the rest of the city even 
  further. If the PCs search the bodies of the bards, they find little 
  information related to who hired them.
  If the PCs manage to capture any agents, they tell the party 
  about their plan to infiltrate the half-orc community and incite a 
  riot. If asked about who sent them, the bards attempt to bluff the 
  PCs by telling them that Willard Maypoll hired them to do this. If 
  their bluff is called, they still stick to this story with the argument, 
  “who else would gain from crushing another half-orc riot?” If sent 
  to trial, on day 10 they are found guilty and executed the next day.
  Combat                                                    
  Lord Ilin Agent (4) pg 17
  Half-Orc Rioter (6) pg 17
  If the PCs try to find Trina during the riot, they don’t—she 
  returns to the United Voice monastery in the early morning. If 
  asked what she was up so, Trina replies that she was trying to mend 
  relations with the half-orcs before another incident broke out.
  In the next installment, Divided Stand, the PCs find out that she 
  did much more than just mend relations with the half-orcs!
  Appendix 1:   
  Election Rules
  ____________________________________________________
  The overall goal of winning an election sounds simple: the 
  person with the most votes wins, but there are many factors to 
  consider when the populace casts their ballot. These rules take 
  this abstract and complex web of popular opinion and work them 
  into a points based system. The PCs can take an action during the 
  campaign (or an event can happen to them) and it has favorable or 
  unfavorable effects to Trina’s popularity rating.
  This popularity rating is secret—neither the PCs or their 
  opponents know their exact score. Each candidate (Trina and 
  Maypoll by default) starts with a popularity rating equal to their 
  Charisma modifier and an additional +1 bonus if the candidate 
  has the Leadership feat. The following is a list of possible modifiers 
  each candidate can obtain to help improve their chances of gaining 
  public favor.
  Popularity Rating Modifiers
  Each only once per election
  Situation
  Bonus/Penalty
  Win the support of local merchant guild
  +1
  Win the support of local news group
  +1
  Candidate is well established as a local 
  hero
  up to +2
  Popular resident
  +1
  Undetected election fraud
  up to +3
  Final debate victory
  +1
  Angered merchant guild
  -1
  Angered local news group
  -1
  Known as a local villain
  up to -3
  Nasty rumors
  -1
  Unpopular resident
  up to -2
  Caught attempting election fraud
  -3
  Very poor final debate showing
  -1
   
   
   
   
    
  
  9
  Each only once per day
  Situation
  Bonus/Penalty
  Rousing speech or performance
  +1
  Act of heroism
  +1
  Very poor speech or performance
  -1
  Act of infamy
  up to -2
  Major gaffe
  -1
  Miscellaneous bonus
  +1
  Miscellaneous penalty
  -1
  Anyone can guess the current popularity rating with a DC 
  20 Diplomacy/Gather Information check, talking to people 
  around town and gauging the general mood of the community. A 
  successful check results in knowing who is leading the election or 
  if there is a tie. A failure normally results in not knowing who is 
  in the lead, but on a roll of a natural 1 results in the information 
  gatherer thinking that the person in last place is actually leading. 
  In case there is a tie between all the candidates, he believes that one 
  random candidate is ahead in the polls.
  Whoever has the highest popularity rating at the end of the 
  election wins. In the case where the highest popularity ratings 
  are tied, someone has won by a razor thin margin. Have each 
  candidate in the tie roll a d20—whoever rolls the highest number 
  wins the election.
  In elections run by the United Voice, it is their policy that the 
  local monastery leader does not vote in the election and holds his 
  vote in case of a tie. In this case, Stolen Copperbrow votes for Trina 
  and the PCs unless the party somehow shows themselves to be 
  more corrupt and dishonest than Willard Maypoll. In this case, he 
  grudgingly casts his vote for the incumbent. In other elections, if 
  the highest roll is a tie then the number of votes are equal and each 
  electorate has different ways of dealing with such a situation (such 
  as randomly choosing a winner or having the candidates duel each 
  other for victory).
  Appendix 2:   The 
  Gremlin Menace
  ____________________________________________________
  To enter the sewers, the PCs can use one of many different 
  entrances. If the party enters from where the gremlins attacked in 
  the central square, they enter the gremlin lair from the uppermost 
  northern entrance. If the adventurers choose one random entrance, 
  roll a d4 to determine which entrance they arrive from. The PCs 
  can also enter from the drainage area by the river.
  Read the following:                                                                               
  As soon as you step into the putrid waters in the short, narrow 
  tunnels, your noses are assaulted by the terrible stench of mold, 
  mildew, and sewage.                                                                                 
  This dark sewer is generally 5 ft. wide by 4 ft. high with 
  approximately 1 ft. of water. Due to the cramped space, any 
  Medium sized creatures take a -2 penalty to attack rolls, a -2 
  penalty to AC, and their movement speed is halved (if using a 
  two-handed weapon, the attack roll penalty increases to -4). If the 
  Medium sized creature goes prone, these penalties are ignored but 
  the creature gets the usual effects for the prone condition and the 
  creature is submerged underwater. These cramped conditions are 
  difficult to maneuver in and one of the reasons why Maypoll’s team 
  failed to dislodge the gremlins from the sewers.
  To make themselves more comfortable, the gremlins have dug 
  out a few areas of the sewer, and they’ve planted plenty of traps 
  to keep out intruders. When Maypoll’s team invaded, they set off 
  most of them but a number of traps still remain.
  T1: Drowning Snare
  ____________________________________________________
  This trap contains a leg trap under the water that snaps onto the 
  victim’s leg, pulls the target 10 ft. deeper into the sewers rendering 
  the target prone. This drags the creature into another spring trap 
  which snaps onto another location on their upper body holding 
  the target below the water (the gremlins designed this trap to 
  drown the victim).
  T2: Gore Sac
  ____________________________________________________
  Many years ago an otyugh and its offspring lived near the 
  entrance to the sewers before being slain by a group of adventurers. 
  A nearby necromancer decided to experiment on the corpses of 
  the creatures but although he failed to raise the corpse of the 
  mother, the child otyugh was successfully animated. This new 
  otyugh zombie lord became even more disgusting than when it 
  was alive, so the necromancer simply left it in the sewers to go 
  about its business.
  The gremlins and the zombie have established a working 
  relationship where the gremlins feed the undead otyugh their 
  leavings while the creature defends their cave. In Area T2, close 
  to its lair in A5, there is a simple trap that bursst a sack full of 
  blood and gore to cover the victim. The scent of this puts the 
  otyugh zombie into a frenzy (giving it a +4 circumstance bonus to 
  Drowning Snare - CR 3                         
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 20
  Trigger location; Reset repair
  Effect target dragged 10 ft. down the sewer; Reflex DC 20 
  avoids; at new location target is rendered prone and pinned 
  underwater by a snare (Reflex DC 20 avoids; target begins to 
  drown and possibly contracts filth fever; DC 20 Strength check 
  or Escape Artist check to escape; Fort save vs. filth fever)
    
  
  10
  Strength) and it focuses all its attacks on the victim, pursuing the 
  target relentlessly.
  If the PCs search its lair in A5, they find it full of useless garbage 
  and excrement.
  T3: Greed Trap
  ____________________________________________________
  There is a small niche cut into the wall with a small bag within, 
  filled with what appears to be coins. By taking the bag, the victim 
  pulls a line opening another small niche behind it which launches 
  crude poisoned shurikens. Inside is another small bag of what 
  appears to be coins. If taken, it sets of the same trap but this new 
  third niche has no bag of coins inside. Inside of all these bags are 
  worthless iron disks.
   
  Gore Sac - CR 1                                       
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
  Trigger location; Reset none
  Effect target is drenched in rotting blood and gore that attracts 
  the attention of the zombie otyugh in Area A5. The smell 
  causes the creature to go into a frenzy and pursue the target 
  relentlessly until the target is dead or the gore is cleaned away.
  Combat                                                    
  Young Otyugh Zombie Lord pg 17
  Greed Trap - CR 3                                  
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 20
  Trigger touch; Reset repair
  Effect touching the bag launches 1d6 shurikens the target 
  (+10 atk, 1 dmg, each coated in medium spider venom); new 
  alcove revealed with another bag, touching it results in 2d4 
  shurikens thrown at the target (+10 atk, 1 dmg, each coated in 
  medium spider venom)
  A1. Bar
  ____________________________________________________
  This small 20 foot by 20 foot area is cut out from the sewer and 
  contains a collection of rotten rickety planks arranged to look 
  something like a bar with a number of tiny tables. Contained in a 
  shelf behind it is a collection of bottles and shot glasses.
  This area is the vexgit common area where the gremlins stop by 
  for a drink. When the PCs arrive, there are four of the creatures 
  and their bartender here. The vexgit patrons fight normally but 
  the bartender hides behind the bar, lights up bottles of booze with 
  a tindertwig, and tosses them at the PCs. Throwing one of these 
  flaming cocktails is a ranged touch attack that deals 1d6 points 
  of fire damage to one target. The bartender is considered to be in 
  cover.
  A2. Workshop
  ____________________________________________________
  Read the following:                                                                             
  This forty foot long by 15 foot wide rectangle is filled with tables 
  full of many bits and pieces pilfered from the town alongside with 
  many strange devices that the vexgits are constructing.                       
  This is the vexgit workshop where they are attempting to create 
  new weapons to use against the people above. Unfortunately for 
  them, they seem to be better at taking things apart rather than 
  making, them since their inventions are crude and unreliable.
  In this room are four vexgit inventors who are eager to test 
  out their creations on the PCs. One vexgit has a big mechanical 
  “punch smack fist” which operates as a slam attack that deals 
  1d8+3 bludgeoning damage. Another gremlin has a “spike cannon 
  blaster” which launches sling bullets at deadly speeds. This weapon 
  deals 1d6 piercing damage and considered a ranged touch attack. 
  The last weapon is the “crank cutter slasher” which is a crank 
  operated chainsaw that deals 1d6+2 slashing damage and has 
  a critical range of 18-20/x2. The remaining gremlin picks up his 
  fearsome “snap jaws biter” mechanical jaws only to have it bite his 
  arm and fall apart in the first round of combat. However, none 
  of these gremlins are proficient with their new weapons and the 
  weapons become inoperable on a roll of a natural 1 or 2.
  Combat                                                    
  Vexgit (5) pg 16
  Combat                                                    
  Vexgit (4) pg 16
    
  
  11
  A3. Sleeping Quarters
  ____________________________________________________
  Read the following:                                                                             
  This small twenty foot by twenty foot area has only a couple dozen 
  rotting blankets within and it somehow smells worse than the rest of 
  the sewer.                                                                                                   
  This is the vexgit sleeping area. There is not much to be found 
  here but there are two gremlins and a rat swarm that attack the PCs 
  when disturbed.
  A4. Throne Room
  ____________________________________________________
  Read the following:                                                                              
  This large thirty foot wide by fifty foot long chamber contains 
  numerous pieces of junk sitting on crude pedestals. At the end of 
  the room is a small throne constructed of many mechanical pieces. 
  Sitting in it is a fat, lavishly dressed gremlin wearing a steel crown. 
  “You dare come into my grand hall!? DO you know who I am? I 
  am Big Grandmaster Gorpik, Slayer of Aboveground Monsters and 
  Master Tinker! You will die for your intrusion!” He pulls a lever 
  on his throne and you then hear the grinding of gears as a small 
  steel shield raises over his chest and a sword from a mechanical arm 
  points towards you.                                                                                  
  Gorpik’s throne is designed to protect Gorpik and attack his 
  enemies. The throne grants Gorpik a +2 shield bonus to AC and he 
  can use the throne as a longspear to attack. Even though he never 
  leaves his throne, he gets no penalties for sitting in it other than 
  being immobile. However, if he rolls a natural 1 or 2 on his attack 
  roll with the longspear, the whole throne falls apart.
  Searching though Gorpik’s “treasures”, the PCs find a small 
  collection of useful items scavenged from the surface as well as 
  treasure from Maypoll’s failed invasion.
  Combat                                                    
  Vexgit (2) pg 16
  Rat Swarm pg 16
  Combat                                                    
  Gorpik pg 18
  Vexgit (2) pg 16
  Rat Swarm pg 16
  A5.   Otyugh Lair
  ____________________________________________________
  Even though the otyugh calls this area home, this area is filled 
  with only useless garbage and excrement from the gremlins. If the 
  PCs walk past this area without triggering trap T2, the otyugh will 
  attack them but will not pursue up to 40 feet past its lair (unless 
  one of the PCs gets covered in blood and gore as what can happen 
  from trap T2).
   
   
  Conclusion
  ____________________________________________________
  After the mite infestation is cleared out, the PCs can make a 
  grand announcement of their feat. If they so choose, Trina can 
  organize a large event in the city square full of reporters and 
  supporters.
  Read the following:                                                                              
  The crowd goes silent as Trina calls for their attention. “Ladies and 
  gentlemen,” she bellows. “The time of mayhem is now at an end!” 
  Trina pulls out your evidence of the gremlin’s demise and parades 
  it around the crowd. “My team and I are always willing to protect 
  Rogail from any threat. With me as mayor, you will be in safe hands.” 
  The crowd then erupts in thunderous applause as Trina gives them 
  a victorious grin.                                                                                      
  By showing the head of Gorpik, or by some other method of 
  proof, Trina and the party are called heroes and obtain the +1 
  heroism bonus to popularity rating for the day as well as a +1 
  heroic bonus to popularity rating for the entire election.
  Treasure                                                    
  •	
  1 spyglass
  •	
  1 signet ring containing the mark of the mayor’s office
  •	
  10 bolts
  •	
  1 whip
  •	
  1 potion of protection from chaos
  •	
  1 arcane scroll of sepia snake sigil
  •	
  1 bag of miscellaneous gems worth 100 gp
  •	
  2 pp
  •	
  30 gp
  •	
  253 sp
  •	
  2567 cp
  Combat                                                    
  Young Otyugh Zombie Lord pg 17
    
  
    
  
  13
  PLAYER HANDOUTS
  BLOOD BLADES ON TRIAL
   
  by Lania Leafdancer
  Today the trial of the remaining members of the Blood Blades thieves’ guild begins. The defendants include a group captured after 
  private investigators raided the Terien Cooperage, and one half-orc who attempted to assassinate merchant guild leader Trina Hearth 
  (ostensibly for putting out a call to hire investigators).
  There is little debate among the citizenry of the guilt of the Blood Blade members found in the cooperage as they have had previous 
  run-ins with the local monks, but there is a large debate about half-orc Lem Grogh’s involvement in the assassination attempt on Ms. 
  Hearth. Mr. Grogh is a popular figure in Rogail’s half-orc community and many of them are rallying around him.
  “Lem would never have hurt anybody,” said Mr. Retch, owner of Rogail Plant and Manure. “He is a swell lad and I think this trial is a 
  farce. The city should let him go immediately.”
  Militiaman Jeb Jornson arrested Grogh at the scene and seems to think differently. He says, “When I got there, the orc was glaring 
  at Trina and her pals with a hateful stare like any other of his kind would do. Me and Weldon had to approach him carefully, in case he 
  attacked us.”
  Candidate Willard Maypoll issued a statement calling for swift justice and prompt executions for all those found involved in the 
  recent murders and the extortion of local merchants. He went on further to say that such a punishment will protect the people of Rogail 
  by deterring others from forming nests of rogues and cutthroats within our fine town. 
  If found guilty of extortion, theft, smuggling, and murder, Lem Grogh and the other Blood Blade members are to be executed by 
  hanging, as per the law.
  MAYPOLL IN LEAD, TRINA HEARTH LANGUISHES
   
  by Karl Mansfield
  After a tour through all the taverns and markets in Rogail and talking with many citizens, it appears that candidate Willard Maypoll 
  will take the mayor’s seat after the ballots are counted. 
  “I like the man,” said Mica Rowndsbout while shopping for her family’s evening meal. “He makes me feel safe after driving out all 
  that criminal scum that Ilin left behind.”
  Bricklayer Percy Howsard commented, “I don’t like that Hearth lady. She’s all high and mighty and snobby. I’m worried that if she 
  doesn’t win she’ll have a fit and have her hired goons take the mayorship by force. I mean, she did do some good by finishing off those 
  criminals in the cooperage but my friends say she only did that because she had a fit over those criminals hurting her company’s 
  profits.”
  “Willard Maypoll saved Rogail from Ilin. I think we owe him the mayorship for a long time for helping us get rid of that menace. 
  May he reign for many more years,” said militiaman Reg Declan. 
  There were a few people who supported Ms. Hearth for mayor. 
  “When I grow up I wanna be like that pretty lady Trina,” says 7 year old Olga. “She can do many good things for us. Like… good 
  things!”
  An anonymous half-orc also commented, “I think Trina is going to be good for my kind. We get kicked around too much here and I 
  think she can make a difference so she has my vote. Heck, I think my whole community is behind her.”
  ROGAIL FAIR TOMORROW
  To celebrate the end of those dark days of the orc occupation, Rogail will be having its annual Victory Day fair. The usual events will 
  occur including the drinking contest, pie tasting, pig races (betting on the pigs is banned this year due to brawling), and cow pageant. 
  The day will also close with the usually impressive fireworks show hosted by United Voice leader Stolen Copperbrow. 
  The half orc community also announced that they will be having a separate event in their section of town to quietly pay respect 
  to their human mothers and grandmothers who had suffered dearly at the hands of the vile orc occupiers. The United Voice made a 
  statement that the area will be under close guard to prevent any interruptions to their ceremonies and any assaults on half-orcs will be 
  dealt with under the full force of the law.
    
  
  14
    
  
  15
  Terror Golem
  CR 7
  XP 3,200
  N Medium construct
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DEFENSE
  AC 23, touch 11, flat-footed 22; (+1 Dex, +12 natural)
  hp 65 (9d10+20)
  Fort +3, Ref +4, Will +3
  DR 5/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  Melee scythe +12/+7 (2d4+4/x4)
  Special Attacks terrorizing display (DC 14)
  STATISTICS
  Str 16, Dex 12, Con —, Int —, Wis 10, Cha 10
  Base Atk +9/+4; CMB +12; CMD 23
  SPECIAL ABILITIES
  Terrorizing Display (Ex) As a swift action a terror golem 
  can unleash a wave of pure terror upon its enemies. Every 
  creature within 30 ft. of the golem must make a DC 14 
  Will save or become frightened for 1d4 rounds. The terror 
  golem can use this ability once every 1d4 rounds. This is a 
  mind-affecting fear effect and its save is Charisma based.
  Immunity to Magic (Ex) A terror golem is immune to 
  any spell or spell-like ability that allows spell resistance. 
  However, if remove fear is cast on the terror golem, it 
  receives the shaken condition for 2d6 rounds (no save). 
  When any spell with the fear subtype is cast on the terror 
  golem or when the golem is in the area of effect of such a 
  spell being cast, the spell gives the terror golem bonuses as 
  per the spell heroism for 1d6 rounds.
  Storlen Copperbrow
  CR 5
  XP 1600
  Male dwarf monk 6
  LN Medium Humanoid (dwarf)
  Init +1; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 18, touch 17, flat-footed 16 (+1 armor, +1 Dex, +1 
  dodge)
  hp 48 (6d8+18)
  Fort +7, Ref +6, Will +9; +2 vs. enchantment spells and 
  effects, +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training, evasion; Immune 
  disease
    
  
  16
  OFFENSE
  Speed 40 ft.
  Melee +1 temple sword +7 (1d8+3/19-20/x2), Unarmed 
  strike +6 (1d8+2/x2)
  Ranged shuriken +5 (1d2+2/x2)
  Special Attacks flurry of blows +4/+4/-1, hatred, ki strike, 
  magic
  STATISTICS
  Str 14, Dex 13, Con 15, Int 8, Wis 18, Cha 8
  Base Atk +4; CMB +8 (+10 Grappling); CMD 23 (23 vs. 
  Bull Rush, 25 vs. Grapple, 23 vs. Trip)
  Feats Deflect Arrows, Dodge, Improved Grapple, 
  Improved Unarmed Strike, Snapping Turtle Clutch, 
  Snapping Turtle Shell, Snapping Turtle Style +2, Stunning 
  Fist (6/day) (DC 17)
  Skills Acrobatics +10, Perception +13, Sense Motive +13
  Languages Common, Dwarven
  SQ ac bonus +5, fast movement (+20 ft.), greed, hardy, 
  high jump, ki defense, ki pool, maneuver training, 
  purity of body, slow and steady, slow fall 30 ft., stability, 
  stonecunning +2, stunning fist (stun, fatigue), unarmed 
  strike (1d8)
  GEAR
  +1 temple sword, shuriken (10), bracers of armor +1, potion 
  of barkskin +2, potion of blur, potion of cure light wounds, 
  potion of cure moderate wounds, 18 GP
  Vexgit Gremlin
  CR 1
  XP 400
  LE Tiny fey
  Init +1; Senses low-light vision; Perception +5
  DEFENSE
  AC 15, touch 13, flat-footed 14 (+1 Dex, +2 size, +2 
  natural)
  hp 11 (1d6+5)
  Fort +2, Ref +3, Will +3
  DR 5/cold iron; SR 12
  OFFENSE
  Speed 20 ft., Climb 20 ft.
  Melee bite -2 (1d3-2) and warhammer +0 (1d4-2/×3)
  Space 2.5 ft.; Reach 0 ft.
  Special Attacks speedy sabotage, wrecking crew
  Speed 20 ft., Climb 20 ft.
  Melee bite -2 (1d3-2) and warhammer +0 (1d4-2/×3)
  Space 2.5 ft.; Reach 0 ft.
  Special Attacks speedy sabotage, wrecking crew
  Spell-Like Abilities (CL 1st; concentration +1)
  At will—prestidigitation
  1/hour—rusting grasp, snare
  STATISTICS
  Str 6, Dex 13, Con 14, Int 12, Wis 13, Cha 11
  Base Atk +0; CMB -1; CMD 7
  Feats Skill Focus (Disable Device), Toughness, Weapon 
  Finesse
  Skills Appraise +2, Climb +13, Craft (traps) +3, Disable 
  Device +9, Knowledge (engineering) +2, Perception 
  +5, Stealth +13 (+17 in metal or stony areas, +9 when 
  moving); Racial Modifiers +4 Disable Device, +4 Stealth 
  in metal or stony areas, -4 Stealth when moving
  Languages Undercommon
  SPECIAL ABILITIES
  Speedy Sabotage (Su) Vexgits are adept at disassembling 
  machinery, reducing even complex devices to trash with 
  shocking speed. When using the Disable Device skill, these 
  gremlins treat all devices as being one category simpler for 
  the purposes of determining how long it
  Wrecking Crew (Su) A group of up to six vexgits can work 
  together to dismantle a device. This ability functions like 
  the aid another action, but a single vexgit can receive help 
  from up to five other vexgits, granting it up to a +10 bonus 
  on its Disable Device check.
  Rat Swarm
  CR 2
  XP 600
  N Tiny animal (swarm)
  Init +6; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 16 (3d8+3)
  Fort +4, Ref +5, Will +2
  Defensive Abilities swarm traits
  Weakness vulnerability to area effects
  OFFENSE
  Speed 15 ft., climb 15 ft., swim 15 ft.
  Melee swarm (1d6)
    
  
  17
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 12), filth fever (disease)
  STATISTICS
  Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2
  Base Atk +2; CMB —; CMD —
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Acrobatics +6, Climb +10, Perception +8, Stealth 
  +14, Swim +10
  SPECIAL ABILITIES
  Filth Fever (Ex) (Disease, DC 12) Bite—injury; save Fort; 
  onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves.
  Lord Illin Agent
  CR 1
  XP 400
  Human bard 2
  NE Medium humanoid (human)
  Init +2; Senses Perception -1
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 16 (2d8+4)
  Fort +1, Ref +5, Will +2; +4 vs. bardic performance, sonic, 
  and language-dependent effects
  OFFENSE
  Speed 20 ft.
  Melee masterwork rapier +2 (1d6/18-20)
  Ranged dart +3 (1d4)
  Special Attacks bardic performance 9 rounds/day 
  (countersong, distraction, fascinate, inspire courage +1)
  Bard Spells Known (CL 2nd; concentration +5):
  1st (3/day)—charm person (DC 14), ear-piercing scream 
  (DC 14), grease
  0th (at will)—flare (DC 13), light, message, 
  prestidigitation, unwitting ally (DC 13)
  STATISTICS
  Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17
  Base Atk +1; CMB +1; CMD 13
  Feats Deceitful, Lingering Performance
  Skills Bluff +10, Diplomacy +8, Disguise +10, Intimidate 
  +8, Sense Motive +4, Sleight of Hand +4, Spellcraft +6, 
  Stealth +4
  Languages Common, Orc
  SQ bardic knowledge +1, versatile performance abilities 
  (oratory)
  COMBAT GEAR
  catching cape, potion of cure light wounds, potion of 
  protection from law;
  OTHER GEAR
  chain shirt, dart (5), masterwork rapier, disguise kit, 
  peasant’s outfit, torch, 7 gp, 3 sp, 9 cp
  Half-Orc Rioter
  CR 1/3
  XP 135
  Half-orc commoner 1
  N Medium humanoid (human, orc)
  Init +0; Senses darkvision 60 ft.; Perception -1
  DEFENSE
  AC 10, touch 10, flat-footed 10
  hp 4 (1d6+1)
  Fort +1, Ref +0, Will -1
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee club +2 (1d6+2)
  STATISTICS
  Str 15, Dex 11, Con 12, Int 9, Wis 8, Cha 10
  Base Atk +0; CMB +2; CMD 12
  Feats Simple Weapon Proficiency - Club, Skill Focus 
  (Profession [varies])
  Skills Handle Animal +4, Intimidate +2, Profession (Any) 
  +6; Racial Modifiers +2 Intimidate
  Languages Common, Orc
  SQ orc blood
  Young Otyugh Zombie Lord
  CR 4
  XP 1200
  NE Medium undead young zombie lord otyugh
  Init +3; Senses darkvision 60 ft., scent; Perception +9
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
  hp 35 (8d8)
  Fort +4, Ref +5, Will +7
  Defensive Abilities channel resistance +4; DR 5/slashing; 
    
  
  18
  Immune undead traits
  OFFENSE
  Speed 20 ft.
  Melee bite +9 (1d6+3) and slam +9 (1d6+3) and 2 
  tentacles +5 (1d4+1 plus grab, 10 ft. reach)
  Special Attacks constrict (1d4+3)
  STATISTICS
  Str 16, Dex 16, Con -, Int 5, Wis 13, Cha 6
  Base Atk +6; CMB +6 (+10 grapple); CMD 18
  Feats Alertness, Toughness, Weapon Focus (tentacle)
  Skills Perception +9, Sense Motive +3, Stealth +9 (+17 in 
  lair); Racial Modifiers +8 Stealth in lair
  Languages Common
  SQ disease
  Gorpik
  CR 5
  XP 1,600
  Male vexgit gremlin sorcerer 5
  LE Tiny fey
  Init +1; Senses low-light vision; Perception +5
  DEFENSE
  AC 16, touch 13, flat-footed 15 (+1 Dex, +2 size, +3 
  natural)
  hp 46 (6d6+23)
  Fort +3, Ref +4, Will +7
  DR 5/cold iron; SR 12
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite +5 (1d3-2)
  Space 2.5 ft.; Reach 0 ft.
  Special Attacks bloodline arcana: fey, speedy sabotage, 
  wrecking crew
  Spell-Like Abilities (CL 1st; concentration +4)
  At will—prestidigitation
  1/hour—rusting grasp, snare
  6/day—laughing touch
  Sorcerer Spells Known (CL 5th; concentration +8):
  2nd (5/day)—hideous laughter (DC 17), miserable pity 
  (DC 15), summon monster II
  1st (7/day)—break (DC 14), cause fear (DC 14), color 
  spray (DC 14), entangle (DC 14), mage armor
  0 (at will)—acid splash, bleed (DC 13), detect magic, 
  mending, prestidigitation, spark (DC 13)
  STATISTICS
  Str 6, Dex 13, Con 14, Int 12, Wis 13, Cha 16
  Base Atk +2; CMB +1; CMD 9
  Feats Combat Casting, Eschew Materials, Improved 
  Natural Armor, Skill Focus (Disable Device), Toughness, 
  Weapon Finesse
  Skills Appraise +5, Climb +13, Craft (traps) +6, Disable 
  Device +10, Knowledge (engineering) +7, Perception 
  +5, Stealth +13 (+17 in metal or stony areas, +9 when 
  moving), Use Magic Device +10; Racial Modifiers +4 
  Disable Device, +4 Stealth in metal or stony areas, -4 
  Stealth when moving
  Languages Common, Undercommon
  SQ bloodlines (fey), woodland stride
    
  
  19
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  Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Wil-
  liams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights re-
  served.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR.
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax.
  Pathfinder RPG GameMastery Guide Copyright 2010, Paizo Publishing, LLC; Au-
  thors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme 
  Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Ken-
  son, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason 
  Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley 
  Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sut-
  ter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder RPG Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors 
  Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob 
  McCreary, Patrick Renie, Chris Sims, F. Wesley
  Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, 
  Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, 
  Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFar-
  land, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Au-
  thors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Au-
  thors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo Publish-
  ing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian 
  J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, 
  Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork 
  Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors 
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Ste-
  phen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Au-
  thors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bul-
  mahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will Mc-
  Cardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas 
  M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.  
  Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; Authors: 
  James Jacobs and Russ Taylor.
    
  
  A Pathfinder compatible adventure for  
  four to six 4th level PCs.
  Continuing on from Tyranny of Greed, the heroes have just foiled an  
  extortion racket run by a thieves’ guild in the city of Rogail. Now, in  
  finding that the guild’s rotting influence extends all the way to the mayor’s  
  office, the heroes have no choice but to fight their way through a hotly  
  contested election filled with threats, violence, and mischief. On the way, they find  
  out that there are other more sinister forces at work that can destroy all of Rogail’s  
  hard earned freedoms if left unchecked.
  Also included in False Honesty, Corrupt Virtue:
  •	
  Many new roleplaying opportunities for the PCs.
  •	
  More lore about the city of Rogail.
  •	
  A new monster, the horrible Terror Golem, that strikes fear into innocent  
  bystanders.
  •	
  New, simple election rules.
  •	
  A new map set in the sewers of Rogail.
  •	
  Maps by Justin Andrew Mason
    
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Adventure a Week/Cloak & Ballot Trilogy 2 False Honesty, Corrupt Virtue.pdf