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 Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS 
  game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc..Visit the LIVING GREYHAWK website at www.rpga.com For rules questions specific to this document and 
  the LIVING GREYHAWK campaign email rpgahq@wizards.com 
   
  Ambition’s Folly 
   
   
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Core Introductory Adventure 
   
  by Tim Sech 
  Art by Tom Ko and David Stearns 
   
  A new dawn has arrived in the early morning on Oerth.  What adventures await the unsuspecting? New adventurers 
  arrive every day to the Gem of the Flanaess seeking riches or to just take in the wonder that is Greyhawk City.  Will this 
  day be no different or will adventure find you? A one -round Core Introduction adventure set in Greyhawk City for 
  characters level 1-4 (APL 2 only).  This is the first adventure in the series of Living Greyhawk Core Introductory 
  Adventures. 
   
  Resources for this adventure [and the authors of those works] include Living Greyhawk Journal [Denis Tetreault and 
  Erik Mona], Magic Item Compendium [Andy Collins], Greyhawk Ruins Campaign Guide [Creighton Broadhurst, Chris 
  Chesher, Paul Looby, Bruce Paris, and Sam Weiss] 
  
  INT7-01 Ambition’s Folly  
   
   
   
   
   
   
   
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than those 
  brought by virtue of a class ability (such as animal 
  companions, familiars paladin’s mounts) or the warhorse 
  of a character with the Mounted Combat feat, use the 
  sidebar chart to determine the number of levels you add 
  to the sum of step one. 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.  
  # 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 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round to 
  the nearest whole number. 
  
  INT7-01 Ambition’s Folly  
   
   
   
   
   
   
   
   
  Page 3 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  • 
  Enlist a sixth player. 
  • 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in 
  Greyhawk City. All characters pay 1 Time Unit if their 
  home region is Greyhawk; all other characters must pay 2 
  Time Units for this adventure. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Aramis Raspet is a relatively unknown aristocrat in the 
  Artisans Quarter.  This is unacceptable in his eyes and 
  thus must be corrected immediately.  He recently 
  inherited a decent size fortune from his uncle who 
  passed suddenly.  Now with his new found wealth he has 
  decided to enact his plan to rise in nobility and become 
  one of Greyhawk’s most notable aristocrats. How this 
  plan unfolds is a matter for another time … 
   
  ADVENTURE SUMMARY 
  Introduction:  The PCs come through the Druids Gate in 
  Greyhawk City where they are greeted by the Greyhawk 
  Militia asking questions before they can enter the 
  Artisans Quarter. The PCs meet a seedy man that 
  overhears their plight about adventuring licenses and 
  asks them if they would run an errand for them in 
  exchange for a few of them. 
     
  Encounter 1: The PCs go to the Fruit of the Mill and ask 
  Karin where Yr is.  Karin Koeffel, the proprietor, is 
  pleasant and asks them to then deliver a recipe and baked 
  goods to her boyfriend Yr near the Broken Staff Inn. 
   
  Encounter 2: While on the way, the PCs are attacked 
  seemingly by random by the Greyhawk Thieves Guild.  
  Also while on the way, the PCs meet a beggar named 
  Brendigund. 
   
  Encounter 3: The PCs get to the house and meet Yr. Yr 
  asks them to sit down and eat with him, but he is attacked 
  by two small fire elementals sent to kill him.   
   
  Encounter 4: Yr tells the PCs that what he really has is a 
  coded message that he has to decipher for Aramis Raspet 
  an aristocrat of renown.  He informs the PCs that they 
  should personally deliver the message to Aramis’s contact 
  near the Grand Tent. 
   
  Encounter 5: The PCs arrive at the meeting point and are 
  about to hand over the coded message when they are 
  jumped by goblins. The goblins were sent by a rival 
  aristocrat who wants the coded documents for himself. 
   
  
  INT7-01 Ambition’s Folly  
   
   
   
   
   
   
   
   
  Page 4 
  Conclusion: The PCs are left wondering what is really 
  happening behind the scenes of all this strange adventure 
  in the city of Greyhawk.   
   
  BEFORE PLAYING 
  It is suggested to read over the Greyhawk Ruins 
  Sourcebook before playing.  This is available on the 
  RPGA website at www.rpga.com/lg. Player Characters 
  (PCs) can choose to have Greyhawk City be their home 
  region and thus can also participate in the Greyhawk 
  Ruins Mini-Campaign.  (Although they still have to be 1
  st 
  level when they play the first official adventure of the 
  series.)  
   
  Let the PCs choose affiliations which are found in 
  the Greyhawk Ruins Sourcebook if they wish, as this may 
  impact future Core introduction adventures.    
   
  If at any point in the adventure the PCs wish to go to 
  the City Guard and tell them what is going on allow them 
  to.  Remember time however in the session and do not 
  allow them to go to far away from the main story.  The 
  City Guards will thank them for the information but tell 
  the PCs that without definitive proof or intent there is 
  not much that can be done at this point.   
   
  The Guard ensures the PCs have their licenses and 
  all the proper documentation however before they leave. 
   
   
  DUNGEONS & DRAGONS 
  MINIATURES® 
  To run this adventure, you may want to use the following 
  miniatures: 
   
  From the War of the Dragon Queen™ set: 
  2 Small Fire Elementals (54/60) to represent the Small 
  fire elementals 
   
  From the Blood War™ set: 
  1 Acheron Goblin (28/60) to represent the goblin cleric 
   
  From the Unhallowed™ set: 
  2 Dwarf Battleragers (16/60) to represent the 2 dwarf 
  Greyhawk thieves 
  2 Graypeak Goblin Archers (40/60) to represent the 2 
  goblin fighter archers 
   
  From the Night Below™ set: 
  2 Greyhawk Militia Sergeants (13/60) to represent the 
  Greyhawk militia guards throughout the adventure 
   
  DUNGEONS & DRAGONS 
  DUNGEON TILES 
  To run this adventure, you may want to use the following 
  Dungeon Tiles. Abbreviations for the sets are: Dungeon 
  Tiles (DT), Arcane Corridors (AC), Hidden Crypts (HC), 
  and Ruins of the Wild (RW). 
   
  Thieves? Where? (Encounter 2): 
  1 Cave 4x8 (DT) (back) 
  1 Crevasse 8x2 (DT) (back) 
  2 Double Doors 2x1 (DT) 
  1 Dragon Statue 8x2 (DT) (back) 
  1 Ruins 4x8 (DT) (back) 
  2 Double Doors 2x1 (AC)  
  1 Lightning 8x2 (AC) (back) 
   
  Yr’s Abode (Encounter 4): 
  1 Shop 8x10 (DT) 
   
  The Grand Tent (Encounter 5): 
  1 Crevasse 8x2 (DT) (back) 
  1 Dragon Statue 8x2 (DT) (back) 
  1 Ground 2x2 (DT) (back) 
  1 Obelisk 2x2 (DT) (back) 
  1 Statue 1x1 (DT) 
  1 Water Fountain 4x4 (DT) 
  1 Fog 4x8 (AC) (back) 
  1 Alcoves 8x2 (HC) (back) 
  1 Stairs 8x2 (HC) (back) 
  1 Statue w/ Shield 2x2d (HC) 
  1 Statue w/ Spear 2x2d (HC) 
  2 Wooden Doors 1x2 (HC) 
  1 Wooden Floor 4x2 (HC) (back) 
   
  LAW AND ORDER IN THE 
  FREE CITY 
  PCs in the Free City of Greyhawk are adventuring in an 
  urban environment. It is perfectly possible, therefore, 
  that they might do something to get themselves arrested. 
  Thus, a few words about law, justice, crime, and 
  punishment are in order.  
   
  The level and efficacy of law enforcement in the Free 
  City is constantly in flux depending on the aims and 
  goals of those in charge. Recently, some changes on the 
  Directing Oligarchy have enabled the Lord Mayor, Nerof 
  Gasgal, to reassert his authority. This has resulting in a 
  tightening of the laws, particularly in the areas of public 
  safety and smuggling. Relevant minor laws appear, below. 
   
  
  INT7-01 Ambition’s Folly  
   
   
   
   
   
   
   
   
  Page 5 
  UNUSUAL COMPANIONS 
  The Free City is a sprawling and cosmopolitan urban 
  center and as such, there are rules and regulations 
  dealing with the presence of the animal companions, 
  familiars, and more fantastic followers that a PC might 
  bring with her. 
   
  In general, PCs that are accompanied by normal 
  animals (that is, creatures with the animal type) are not 
  bothered by the guards, provided that it is Medium-sized 
  or smaller. If the animal is normally carnivorous (such as 
  a wolf or Medium- or smaller-sized dinosaur), the PC is 
  required to demonstrate her ability to control that beast, 
  as well as to show some form of restraint upon it – a 
  muzzle, or at the very least a collar and leash. They will 
  also have to purchase a license for it at a cost of 1 gp per 
  base HD. 
   
  Large-sized 
  non-carnivorous 
  animals 
  are 
  also 
  acceptable, though depending on the animal it may also 
  be required to be restrained/collared (common sense 
  should prevail; a horse, even a warhorse, doesn’t need to 
  be led around by a collar; a rhinoceros is a different 
  matter). They will also have to purchase a license for it at 
  a cost of 5 gp per base HD for any animal other than a 
  horse. 
   
  For more fantastic creatures (such as the types of 
  creatures gained by the Improved Familiar feat, or more 
  exotic animal companions or followers), the PC must 
  purchase a license for it at a cost of 10 gp per base HD. 
   
  If the PC wishes, the companion can be snuck into 
  the city if it could be hidden from the guards in the first 
  place (perhaps in a pocket, an extradimensional space, or 
  by invisibility). Warn the player that if they are caught 
  with the companion, they earn the Arrested! AR item 
  (see below). 
   
  WEAPON AND SPELL RESTRICTIONS 
  The Free City regulates the use of weapons and spells 
  within its walls. In regards to magic the laws are: 
  • 
  Generally, Greyhawk strongly controls magic 
  use, prohibiting the use of such except in 
  moments of extreme personal danger.  
  • 
  Spells that do not damage a foe, such as hold 
  person, are permitted. 
  • 
  Spells that do damage only to a foe, such as 
  magic missile, are allowed, but only in self-
  defense.  
  • 
  Spells that damage a wide area, like fireball, 
  bring a prosecution for property damage and 
  any other relevant charges included murder, 
  except in exceptional circumstances. 
  • 
  Spells that are mentally intrusive, like detect 
  evil, are frowned upon. Spells that can be used 
  for a variety of illicit purposes, like invisibility, 
  are also disapproved of. However, the use of 
  either type of spell is legal. 
   
  In regards to weapons, the rules are: 
  • 
  It is legal to carry the following weapon types: 
  dagger, dart, sling, staff, club, hammer and other 
  similar weapons. They should be tied to one’s 
  belt or in a scabbard whenever possible. 
  • 
  Swords, axes and other similar weapons may be 
  carried through the streets but they must be in a 
  scabbard or leather head-case. Characters 
  wanting to carry such weapons in the city must 
  purchase a license (5 gp for one-handed, 20 gp 
  for two-handed weapons). Licenses are valid for 
  one week. 
  • 
  Polearms, spears and other large weapons such 
  as crossbows and bows are banned. Visitors 
  must deposit these with the Guild of 
  Nightwatchmen who maintain a secure storage 
  facility 
  warded 
  with 
  powerful 
  magics 
  maintained by the Guild of Wizardry. 
   
  Note: If PCs try and get around these restrictions by 
  buying weapons in the city they will be very securely 
  wrapped and bound by the seller. Normally, PCs can hide 
  weapons in extra-dimensional spaces without fear of their 
  discovery. 
   
  TWO MINOR LAWS 
  Greyhawk charges a 3 gp Freesword Tax to any 
  adventurers entering the city. Without this, adventurers 
  can’t talk with any patrons, or sell any loot. If a character 
  is paying standard or better upkeep, that character does 
  not have to worry about the Freesword Tax. 
   
  Greyhawk prohibits owning, and thus selling, any 
  idol or symbol of any Evil deity. Individuals finding such 
  items must turn them over to the authorities to be 
  destroyed. If the PC wishes, illegal idols can be snuck 
  into the city if they could have been hidden from the 
  guards in the first place (perhaps in a pocket, an 
  extradimensional space, or perhaps via invisibility). Warn 
  the player that if they are caught, they earn the Arrested! 
  AR item (see below). 
   
  BREAKING THE LAW 
  If a PC wants to avoid paying the fees listed above, he can 
  usually smuggle the contraband items past the guards. 
  Doing so requires a DC 10 Wisdom check to avoid 
  attracting suspicion and provoking a search. The guards 
  also perform random searches, and these will be specified 
  in adventures from time to time. If a PC is caught 
  smuggling, he is punished as noted below. 
  
  INT7-01 Ambition’s Folly  
   
   
   
   
   
   
   
   
  Page 6 
   
  If a PC is caught carrying illegal weapons inside the 
  city, the weapons are confiscated until he leaves, and the 
  PC is fined 10% of the value of the confiscated weapons 
  (to a maximum amount of 100 gp x APL). 
   
  If a PC uses a damaging spell in a non-life 
  threatening situation they are fined 10 gp x APL. If they 
  kill someone, it is treated as murder. 
   
  Use of an area damaging spell (fireball, for example) 
  attracts a fine of 100 gp x APL. 
   
  Use of intrusive spells does not attract a fine, but the 
  caster suffers a -2 circumstance penalty on all Diplomacy 
  checks against people who saw him cast the spell (or have 
  been told he did so). 
   
  These fines are halved if the offender was defending 
  the city or helping the authorities in some way when you 
  commit the offense. They may be waived by the 
  adventure text. 
   
  Being caught smuggling in an animal requires the 
  offender to buy a license and pay a fine equal to double 
  the cost of the license. This must be paid even if the 
  animal is already dead. 
   
  Those avoiding the Freesword Tax caught talking 
  with patrons or selling the proceeds of their adventurers, 
  are fined 1,000 gp and treated as if they are smuggling all 
  items found with you.  
   
  The penalty for worshiping an Evil deity is either 
  death (for cult leaders and priests) or confiscation of all 
  goods and banishment for all other involved individuals. 
  Those caught with an icon or holy symbol of an evil deity 
  have all their goods confiscated and are banished from 
  the city (unless they can prove they were about to hand 
  the item over to the authorities or a good-aligned church 
  for destruction).  
   
  INTRODUCTION 
  Assume as the Dungeon Master (DM) that the PCs are 
  coming to Greyhawk through the Druids Gate which 
  leads to the Artisan Quarter.  If the PCs all know each 
  other ahead of time they are traveling together to enter 
  Greyhawk to look for work or if they have a more suitable 
  back story allow them to use it. 
   
  If the PCs do not know each other then things are a 
  bit more complicated but can easily dealt with by having 
  the seedy gentlemen, Naax calls them over just before 
  entering the city gates.  There he gathers them around to 
  ask them if they wish to help him out by just delivering a 
  piece of parchment to a lady in the city in exchange for a 
  few licenses. 
   
  Read the following text once it is decided if the PCs 
  are companions or off on their own adventure.   
   
  The Gem of the Flanaess glitters in the bright sun in 
  the afternoon.  Numerous fruit and food merchants 
  plod towards the Druids Gate with the hopes of 
  selling off some of their supply so that their families 
  can live a bit more comfortably. 
   
  Up ahead, the inquiries of the Greyhawk militia 
  guards can be heard. As they finish with the travelers 
  in front of you, they give you a good look over before 
  one of them addresses your group. 
   
  “That shiny blade will cost ya 5 crowns to carry 
  within the city sir, no exceptions.” The guard holds 
  out his hand, waiting for payment. 
   
  Each PC should attempt a DC 10 Spot check. Any who 
  succeed notice a pale and old-eyed human male wearing a 
  well-maintained traveler’s outfit cautiously approaching 
  the group. This is Naax. Naax has noticed the PCs, as he’s 
  been on the lookout for adventurers, who are easy to spot 
  in a crowd of merchants and farmers.  He pulls PCs aside 
  with a whisper, and speaks once everyone is near him. 
   
  “Good, good, you all look like you seek adventure?  
  Well, unfortunately what I offer you isn’t much, but 
  it’ll help with getting adventuring licenses for those 
  weapons you carry.  You interested?” 
   
  If the party agrees to help him, he is delighted and tells 
  the PCs about the laws of Greyhawk as detailed in the 
  ‘Law and Order in Greyhawk City’ in the above section.   
   
  If anyone asks if these licenses are real he gives them 
  a sly wink and says ‘of course!’  He has enough weapons 
  licenses as needed for the party. Read the following after 
  Naax has discussed Greyhawk City law with the 
  characters. 
   
  “Well I s’pose you may want to know what you have 
  to do.  Well all you have to do is take these few 
  letters… right... here.  You take them to Karin at the 
  Fruit of the Mill right through those gates.  Her 
  boyfriend should be the one you want.  Just do what 
  she says from that point on and you’ll be golden.  I’ll 
  meet you near the Grand Tent in a few hours to 
  retrieve the letters.” 
   
  If any PC asks why he can’t deliver the message, Naax 
  says that he has many more jobs to do today and can’t 
  afford the time to.  He does not radiate evil if a PC 
  checks.  If any PC looks at the letters, they are written in 
  Abyssal, but when they try to read it the words do not 
  make any sense whatsoever.  Everything seems to be out 
  of order. 
   
  He bids the party farewell and heads off.  Now the 
  PCs can travel through the gates.  They were not paying 
  attention to anything going on, as there are many 
  travelers this time of year and their job is busy.  The 
  guards go over all the usual questions of why they are in 
  
  INT7-01 Ambition’s Folly  
   
   
   
   
   
   
   
   
  Page 7 
  the city and ask for the PC’s names. They look over the 
  licenses for a long time, but eventually let the PCs in 
  through the gates. 
   
  For each PC that needed a license, that character 
  receives the item on the Adventure Record marked 
  ‘Special License’. 
   
  ENCOUNTER 1: FRUIT OF THE 
  MILL 
  The PCs need directions on where the Fruit of the Mill is 
  located.  Anyone on the street can answer them easy 
  enough as it is virtually right inside the Druids Gate, or 
  the PCs can make a DC 5 Gather Information check and 
  spend 1 cp.  
   
  Many merchants stumble or shove past you to get 
  through to their intended destination.  Talk of the 
  great sales at the Grand Tent is all around you, while 
  in the background you can hear the sound of rushing 
  water.  The smell of fresh bread wafts through the 
  street as children run along fighting each other with 
  makeshift wooden sticks. 
   
  As it turns out, the bread and sweet smells are 
  coming from a baker’s shop with a sign that swings in 
  the light air.  The burnt sign reads ‘Fruit of the Mill’.  
  The place looks like it has seen better days as it 
  appears it has a few scorch marks here and there. 
   
  The place is not that busy in the afternoon. A fair but 
  hardened woman swooshes flies off her wares outside. 
   
  If the PCs approach and ask for Karin, the lady 
  introduces herself as she.  She politely asks what the PCs 
  are doing here, and of course tries to push on them to buy 
  some fresh goodies for the road. Her baked goods are 
  inexpensive for an adventurer, most running only one or 
  two copper pieces. 
   
  She does not know anyone by the name of Naax, but 
  if the PCs hand over the bundles of letters she’ll respond. 
   
  “Oh he must be lookin, for Yr, my boyfriend.  I 
  wouldn’t know any such gibberish as these papers, 
  but he might.  His place is by the Broken Staff Inn 
  just a bit north of here right before the Performing 
  Artists Guildhall. Tell him I sent ya and oh here – 
  give them this basket of goodies.” 
   
  One of the PCs is handed a basket with fresh baked 
  bread, some cookies, and an apple pie. Karin turns to a 
  new customer and continues on with her day.  She knows 
  nothing more than what she has told the PCs. 
   
  ENCOUNTER 2: THIEVES? 
  WHERE? 
  As the PCs travel to Yr’s place they are ambushed by a few 
  thugs sent by the Greyhawk Thieves’ Guild.  Why they 
  have been sent is a mystery to the PCs, but will be 
  revealed in the next adventure. 
   
  Use DM Map 1 for this encounter. 
   
  The streets seem to become a bit sparser going 
  towards Yr’s home.  Only a few citizens are outside 
  and most don’t seem to be the kind you would spark 
  up a conversation with.  A beggar walks up to you 
  with a cup in his hand. 
   
  “Pity on an ol’ man?  I lost my children, my wife, 
  everything.  They were demon children, I was too 
  greedy and look what it has brought me!” The man 
  falls to the ground sobbing. 
   
  “Do not let greed consume you like it did me.” 
   
  If any PC asks the man’s name he replies Brendigund.  If 
  they give him some money he tells the PCs to be wary of 
  the dwarves that are on their tail.  Immediately continue 
  to the next read-aloud text.  Refer to DM Map 1. 
   
  Just then, a dwarf comes walking up behind you.  At 
  that moment, another dwarf stomps out of an alley 
  ahead of you.   
   
  “Well, well lookee what we got here.  No guards 
  around to help ya now fewls!”  
   
  They both quickly draw their weapons and smile 
  wickedly. 
   
  APL 2 (EL 2) 
   
  Purg and Bront: male and female dwarf rogue 1; hp 
  9, 9; see Appendix 1. 
   
  Tactics: These are thugs sent by the thieves’ guild, so they 
  do not care how they get the letters.  These two use non-
  lethal force at first, but switch to lethal if the PCs use 
  lethal force against them.  If they are really injured (1 hp), 
  they flee. No matter what, Greyhawk Militia Guards 
  arrive in 10 rounds to sort everything out. 
   
  Treasure: 
   
  APL 2: Loot 35 gp; Coin 0 gp; Magic 0 gp 
   
  Development: If the PCs capture one of the thugs, they 
  find little information from them.  The thugs were hired 
  at the Silver Dragon Inn to retrieve some letters, given a 
  description of the PCs, and that’s it.  All they know about 
  the person that hired them is he was a human male with a 
  
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  Page 8 
  green cloak, two short swords, leather armor, and a rough 
  voice. He told them to bring the letters back to the Silver 
  Dragon, get the key for room 4, and leave the letters on 
  the desk where payment would be left for them. They 
  were to be paid 20 gold each.   
   
  If the PCs are defeated by the thugs, the letters are 
  taken from them, and they need to try to catch the thugs 
  before they return the letters to their drop point.  This is 
  difficult, but still possible, as the thugs stop frequently 
  along the way back to the Silver Dragon Inn. They need 
  to make a DC 15 Gather Information check (spending 2 
  gp) to find information on where the thugs were headed, 
  and then a DC 15 Knowledge (local) check or a DC 10 
  Gather Information check (spending one sp) to find the 
  Silver Dragon Inn. They can then ambush the thugs 
  either by heading up to the room, or outside the inn, as 
  you see fit. 
   
  If the PCs are defeated and are unable to recover the 
  letters, they can continue to Yr’s house and tell him what 
  happened, but he can do nothing to help the PCs with 
  their mission. The adventure is over for them. 
   
  ENCOUNTER 3: YR’S ABODE 
  Once the PCs arrive at Yr’s house he is accommodating.  
  He acts wise and a bit aloof, and perceptive characters 
  may get the feeling that there is more to this man than it 
  seems.   
   
  When the PCs knock on the front door read the 
  following: 
   
   
  “Hold on, I’m coming.” An old but stern voice replies. 
   The door creaks open and before you stands a proud, 
  dark haired man.  By the looks of it he appears to be 
  built like an ox and there is some dash of craziness in 
  his eyes.   
   
  “Well just don’t stand there, come on in folks” he 
  waves a hand inviting you in. 
   
  Inside is a modest house that looks like it may have been 
  a shop at one time.  Yr asks the PCs if they wish to have a 
  seat while he goes to get some drinks.  He asks them why 
  they are here as he goes in the back room.  Refer to DM 
  Map 2. 
   
  When he returns with whatever the PCs wanted to 
  drink (and assuming the PCs told him why they are 
  here), he smiles unassumingly.  He asks to see the letters 
  and gives a few grunts and nods while looking them over. 
   
  At this time, allow the PCs a DC 15 Spot check.  
  They notice something odd about the fire – it moves 
  strangely.  If a PC decides to check out the fire, allow 
  them to do so. Once they get within 5 feet of the fire, the 
  fire elementals attack.  There is no surprise round, as the 
  PC noticed something odd.  If no PC makes the Spot 
  check, then continue on with the boxed text. Otherwise, 
  Yr imparts this information after the fight. 
   
  Yr throws down the letters on the table. “What you 
  have there is some ancient demonic coded letter. 
  Interesting one at that, yes he told me they were 
  unique.  I can decode it for ya but just so you know 
  it’s a powerful ritual.”  Yr then walks over to the 
  fireplace to stoke the fire as he listens. 
   
  If no PC made the Spot check then the elementals attack 
  as soon as Yr reaches the fireplace. 
   
  All of a sudden the fireplace erupts and two small 
  flames roll out onto the floor attempting to engulf Yr! 
   
  APL 2 (EL 2) 
   
  Small Fire Elementals (2): Small elemental; hp 9; 
  see Monster Manual page 99. 
   
  Tactics: The elementals were sent to slay Yr and burn the 
  letters.  While the elementals can certainly attack Yr, they 
  should not be able to kill him, as he’s more experienced 
  than he lets on. Generally, he backs out of the way and 
  lets the PCs handle the situation.   
   
  Once the elementals are defeated, Yr thanks the PCs 
  heartily.  Continue to Encounter 4 for the rest of the 
  story of the coded letters. 
   
  ENCOUNTER 4: THE CODED 
  BOOK 
  Yr will give any PC that is harmed in the attack a potion 
  of cure light wounds that he has in the back.  He does not 
  give a potion to an unhurt PC. 
   
  “Seems these letters are more sought after than I 
  thought.  As I said you all should be very careful in 
  this matter. I sense that there is more to this than 
  even I can foresee.  These decoded papers are for 
  Aramis Raspet, an aristocrat of some repute.  He may 
  think he is being sneaky by trying this cloak and 
  dagger routine, but I’ve seen more than he can 
  imagine.  It appears he wishes to gather various 
  trinkets to increase his standing within the noble 
  community or some such.  I have no such interest in 
  these matters but I find it amusing and interesting to 
  see lost treasures such as these letters.” 
   
  “Now where are you to meet him?” 
   
  The PCs should tell Yr where they are to meet Naax.  If 
  the PCs ask Yr any other questions regarding Aramis or 
  the letters he coyly answers ‘for another time’. 
  
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  Page 9 
   
  As the PCs are about to leave Yr gives them a few 
  magic items to help them out.  The PCs are free to use 
  these items during the adventure but in order to 
  permanently keep them, they must purchase them. They 
  will have access to these items on the AR and can buy 
  them at any point in their adventuring career. 
   
  “Wait.  You look like you could use some more help 
  in case evil finds you again.  Here take these, as I have 
  no use for such things anymore.” 
   
  Yr hands over the following items.  Items marked with a 
  * are from the Magic Item Compendium and are in the 
  Appendix 2: New Rules Items: +1 chain shirt of agility*, 2 
  sleep arrows, bracers of arcane freedom*, boots of 
  landing*, watch lamp*, and cloak of weaponry*. 
   
  Development: Do not mention this to the PCs, but if one 
  of the PCs wishes to copy down the decoded letters they 
  are free to do so.  They have a little bit of time before they 
  have to meet with Naax so this gives them time to do this. 
   If a PC is smart enough to figure this out give them the 
  ‘Decoded Letters’ reward on the AR. 
   
  Treasure:  
   
  APL 2: Loot 0 gp; Magic +1 chain shirt of agility (146 
  gp), sleep arrows x2 (11 gp each), bracers of arcane 
  freedom (191 gp), boots of landing (41 gp), watch lamp 
  (41 gp), cloak of weaponry (191 gp); Total 632 gp. 
   
   
   
  ENCOUNTER 5: THE GRAND 
  TENT 
  The PCs make their way towards the Grand Tent. Naax is 
  waiting off to the side of this busy merchant area.  The 
  goblins will be hiding behind the statues near the water 
  fountain.  See DM Map 3 for the outlay of the encounter. 
   They are crazy and do not care much about being seen 
  attacking people in the middle of broad daylight.  They 
  want to get the letters for their master (who will be 
  featured in a later adventure). 
   
  Naax is in front of the water fountain fidgeting and 
  looking nervous.  Once the PCs hand over the letters to 
  Naax, the goblins will attack. 
   
  Amongst the crowd near the Grand Tent you see Naax 
  fidgeting and looking around near a water fountain 
  off to the side.  Once he spots all of you, a smile 
  comes over his face.  “Finally you’re here.  Do you 
  have the letters?” 
   
  Have the PCs make a Spot check versus the goblins Hide 
  check. The goblins get a +4 bonus to their Hide check 
  due to the fact they are behind the statues. 
   
  Adjust the following text if the PCs spot any of the 
  goblins before they attack. 
   
  As soon as you reply to Naax, three creatures with a 
  broad nose, pointed ears, and small sharp fangs pop 
  out from the shadows of the statues and fire arrows at 
  you. They scream at you, “For the Master!” 
   
  APL 2 (EL 3) 
   
  Ram: male goblin fighter 1: hp 10; see Appendix 1. 
   
  Nel: male goblin fighter 1; hp 10; see Appendix 1. 
   
  Buvea: female goblin cleric 1; hp 9; see Appendix 1. 
   
  Tactics: Ram and Nel sit behind a barrel and fire arrows 
  at the PCs.  Buvea casts shield of faith on herself, then 
  magic weapon on Ram’s bow next.  She then casts divine 
  favor and moves into combat.  The goblins fight to the 
  death, as they do not want to answer to their master or 
  the Greyhawk Militia Guards. 
   
  Naax does not participate in the combat, but 
  attempts to get away. He has Hide and Move Silently +6, 
  an initiative bonus of +3, and moves 30 feet. If he’s run 
  down, he surrenders to the PC who catches him. 
   
  Development: Three Greyhawk Militia Guards arrive 10 
  rounds after combat is first started.  If combat is still 
  going on, they use aid another actions (their attack bonus 
  is +2) to give the PCs a bonus of +2 to attack rolls against 
  
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  Page 10 
  the goblins.  If any of the goblins are captured they refuse 
  to speak and if coerced only speak lovingly but very 
  vaguely about their master.  They do not know who he is, 
  but it is clear of his hold over them. 
   
  Once the Greyhawk Militia Guards come, they 
  detain everyone, even Naax. If the goblins are dead they 
  take them away too.  The guards inspect the special 
  licenses the PCs have and return them, thinking they are 
  genuine. 
   
  Continue to the Conclusion. 
   
  CONCLUSION 
  If the PCs completed all the objectives in the adventure 
  read the following: 
   
  What started off as just a simple errand seems to have 
  spiraled into something possibly more devious.  
  Aramis the aristocrat seems to want these demonic 
  letters, but for what reason?  Who is this master that 
  the goblins spoke of?  The day started off simple 
  enough, but now at the end of the day, while sitting 
  in the Broken Staff sipping some ale, there seems to 
  be a lot more questions rather than answers swirling 
  around. 
   
  If the PCs did not complete all the objectives (for 
  example, if they were defeated in any of the encounters) 
  then read the following: 
   
  It appears that Greyhawk City is tougher than at first 
  glance.  Numerous ruffians prowl the street and it 
  seems the City Watch can’t patrol every dark 
  alleyway.  The letters must be of some import 
  however, as it quite apparent that numerous factions 
  wish to have their hands on it.  As the sun sets on 
  another puzzling day in Greyhawk City, you wonder 
  how many more questions tomorrow will bring. 
   
  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. 
   
  ENCOUNTER 2: Thieves? Where? 
  Defeat the thugs  
   
   
  60 XP 
   
  ENCOUNTER 4: Yr’s Abode 
  Defeat the small elementals  
   
  60 XP 
   
  ENCOUNTER 5: The Grand Tent 
  Defeat the goblins  
   
   
  90 XP 
   
  Story Award 
  Copying the decoded transcript from Yr 
  60 XP 
  Ensuring Naax doesn’t get away 
   
  30 XP 
   
  Roleplaying Award  
   
   
  Good roleplaying at the DM’s discretion 
  60 XP 
   
  Total Possible Experience  
  360 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. 
  
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  Page 11 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  2: Thieves? Where? 
   
  APL 2: Loot 35 gp; Coin 0 gp; Magic 0 gp 
   
   
  5: The Grand Tent 
   
  APL 2: Loot 0 gp; Magic +1 chain shirt of agility (146 
  gp), sleep arrows x2 (11 gp each), bracers of arcane 
  freedom (191 gp), boots of landing (41 gp), watch lamp 
  (41 gp), cloak of weaponry (191 gp); Total 632 gp. 
   
   
  Total Possible Treasure 
   
  APL 2: Loot 35 gp; Magic 632 gp; Total: 666 gp.  
  Maximum Treasure Possible 450 gp  
   
  ADVENTURE RECORD ITEMS 
  Arrested! You have run afoul of the constabulary of 
  Greyhawk. You are imprisoned for six months (26 TU) 
  before being released. Alternatively, you may pay 225 gp 
  to avoid imprisonment. 
   
  Special License: You made a deal with Naax and he has 
  given you a special adventuring and weapon license to be 
  used in the City of Greyhawk.  It allows you to carry up to 
  2 weapons that normally would be disallowed within the 
  city walls. The license gets funny looks from the 
  Greyhawk Militia, but it always seems to work. 
   
  Decoded Letters: The strange letters that you carried 
  around seem to be some sort of guide on a ritual with 
  demons.  Whether that is to summon them or to banish 
  them is the mystery.  If you possess these letters and 
  research them for 1 minute you gain a +2 circumstance 
  bonus to any Knowledge check dealing with demons. 
   
  ITEM ACCESS 
  APL 2: 
  +1 chain shirt of agility (Any; Magic Item Compendium; 
  1,750 gp) 
  Bracers 
  of 
  arcane 
  freedom 
  (Any; 
  Magic 
  Item 
  Compendium; 2,300 gp) 
  Watch lamp (Any; Magic Item Compendium; 500 gp) 
  Boots of landing (Any; Magic Item Compendium; 500 gp) 
  Cloak of weaponry (Any; Magic Item Compendium; 
  2,300 gp) 
  Scroll of magic missile 5
  th level (Any; Magic Item 
  Compendium; 125 gp) 
   
   
   
  
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  Page 12 
  APPENDIX 1: STAT BLOCKS 
   
  ENCOUNTER 2 
  P U R G  AN D  B R O N T 
  CR  1 
  Male and Female dwarf rogue 1 
  NE Medium humanoid (dwarf) 
  Init +6; Senses Darkvision 60 ft.; Listen +5, Spot +5 
  Languages Dwarf, Common 
  AC 17, touch 13, flat-footed 14 
   
  (+3 Dex, +4 chain shirt) 
  hp 9 (1 HD)  
  Fort +3, Ref +4, Will +1 (+2 to spells and spell-like 
  abilities) 
  Speed 20 ft. (4 squares)  
  Melee sap +1 (1d6+1)  
   
  or short sword +1 (1d6+1) 
  Ranged composite shortbow +2 (Str +1) (1d6+1)  
  Space 5 ft.; Reach 5 ft.  
  Base Atk +0; Grp +1 
  Atk Options Sneak Attack +1d6 
  Abilities Str 12, Dex 15, Con 16, Int 13, Wis 12, Cha 
  6.  
  Feats Improved Initiative  
  Skills Gather Information +2, Hide +6, Listen +5, 
  Knowledge (local-Core) +5, Move Silently +6, Ride 
  +8, Search +5, Sense Motive +5, Spot +5, Tumble 
  +6 
  SA Trapfinding, stonecunning, stability 
  Possessions combat gear plus chain shirt, sap, short 
  sword, composite shortbow (Str+1), 20 arrows, 
  backpack, wrap for equipment, waterskin, flint & 
  steel, bedroll.  Encumbrance – Light. 
   
  ENCOUNTER 5 
  R AM  AND N E L 
  CR  1 
  Male goblin fighter 1 
  CE Small humanoid (goblin) 
  Init +3; Senses Darkvision 60 ft.; Listen +0, Spot +0 
  Languages Goblin, Common 
  AC 18, touch 13, flat-footed 15 
   
  (+3 Dex, +4 chain shirt, +1 size) 
  hp 10 (1 HD)  
  Fort +3, Ref +3, Will +0  
  Speed 30 ft. (6 squares)  
  Melee morningstar +3 (1d6+1)  
  Ranged composite longbow +5 (Str +1) (1d6+1)  
  Space 5 ft.; Reach 5 ft.  
  Base Atk +1; Grp -3 
  Atk Options Point Blank Shot 
  Combat Gear potion of cure light wounds 
  Abilities Str 12, Dex 17, Con 13, Int 12, Wis 10, Cha 
  6.  
  Feats Point Blank Shot, Precise Shot  
  Skills Climb +5, Intimidate +2, Move Silently +7, Ride 
  +8, Swim +4 
  Possessions 
  combat 
  gear 
  plus 
  chain 
  shirt, 
  morningstar, 
  composite 
  longbow 
  (Str+1), 
  20 
  arrows, backpack, wrap for equipment, waterskin, 
  flint & steel, bedroll.  Encumbrance – Light. 
   
  B U V E A 
  CR  1 
  Female goblin cleric 1 
  CE Small humanoid (goblin) 
  Init +2; Senses darkvision 60 ft; Listen +2, Spot +2 
  Languages Goblin, Common 
  AC 17, touch 13, flat-footed 15 
   (+1 size, +2 Dex, +4 armor) 
  hp 9 (1 HD)  
  Fort +3, Ref +2, Will +6  
  Speed 30 ft. (6 squares)  
  Melee morningstar +3 (1d6+1)  
  Space 5 ft.; Reach 5 ft.  
  Base Atk +0; Grp -3 
  Atk Options spells 
  Cleric Spells Prepared (CL 1st): 
   
  1st— magic weapon (D), divine favor, shield of 
  faith 
   
  0— cure minor wounds, inflict minor wounds (DC 
  12), detect magic 
  D: Domain spell. Deity: Erythnul. Domains: War, Evil 
  Abilities Str 12, Dex 15, Con 12, Int 10, Wis 15, Cha 
  6.  
  Feats Martial Weapon Proficiency (morningstar)d, 
  Weapon Focus (morningstar), Iron Will 
  Skills Concentration +5, Spellcraft +4 
  Possessions 
  combat 
  gear 
  plus 
  chain 
  shirt, 
  morningstar, cold iron morningstar, backpack, 
  bundle for weapons, bedroll, flint and tinder, 3 days 
  rations, waterskins (2). Encumbrance – Light. 
   
  
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  Page 13 
  APPENDIX 2: NEW RULES ITEMS 
  Agility  
  Magic Item Compendium 6 
  Price: 500 gp 
  Property: Armor 
  Caster Level: 5
  th 
  Aura: Faint (DC 17) transmutation 
  While wearing armor that has this property, you gain a 
  +1 resistance bonus on Reflex saving throws.  
   
  Prerequisites: Craft Magic Arms and Armor, cat’s 
  grace, resistance. 
   
  Cost to Create: 250 gp, 20 xp, 1 day.  
   
  Bracers of Arcane Freedom  
  Magic Item Compendium 80 
  Price: 2,300 gp (6
  th) 
  Property: Arms 
  Caster Level: 7
  th 
  Aura: Moderate (DC 18) abjuration 
  Activation: Swift (command) 
  Weight: 1/2 lb. 
  Bracers of arcane freedom allow you to cast arcane 
  spells without the normal complex gestures required. 
  When you activate these bracers, you omit the somatic 
  component of the next arcane spell you cast before the 
  end of your turn (as if applying the Still Spell feat to it, 
  but without altering the spell’s level or casting time). 
   
  This effect functions two times per day.  
   
  Prerequisites: Craft Wondrous Item, freedom of 
  movement. 
   
  Cost to Create: 1,150 gp, 92 xp, 3 days.  
   
  Watch Lamp  
  Magic Item Compendium 147 
  Price: 500 gp (3
  rd) 
  Property: Head 
  Caster Level: 1
  st 
  Aura: Faint (DC 15) evocation 
  Activation: Swift (command) 
  Weight: - 
  When activated, a watch lamp creates a globe of light 
  that hovers at your shoulder and sheds light as a torch.  
  The light follows you wherever you move. It can be 
  extinguished with a second command. 
   
  Prerequisites: Craft Wondrous Item, dancing 
  lights. 
   
  Cost to Create: 250 gp, 20 xp, 1 day.  
   
  Boots of Landing 
  Magic Item Compendium 77 
  Price (Item Level): 500 gp (3
  rd) 
  Body Slot: Feet 
  Caster Level: 3
  rd 
  Aura: Faint (DC 16) transmutation 
  Activation: - 
  Weight: 1 lb. 
  While wearing boots of landing, you land on your feet 
  no matter how far you fall, and you take 2 fewer dice of 
  damage from the fall than normal (thus, a fall of 20 feet 
  or less deals you no damage). 
   
  Prerequisites: Craft Wondrous Items, feather fall 
  or catfall (EPH 82) 
   
  Cost to Create: 250 gp, 20 xp, 1 day 
   
  Cloak of Weaponry 
  Magic Item Compendium 89 
  Price: 2,300 gp (6
  th) 
  Property: Shoulders 
  Caster Level: 9
  th 
  Aura: Moderate (DC 19) conjuration 
  Activation: Swift (command) 
  Weight: 1lb. 
  A cloak of weaponry has an extradimensional space 
  within it that can hold a single weapon with a weight 
  of up to 25 pounds and a size no larger than Medium.  
  When you activate the cloak, you can draw forth the 
  weapon (or stow a weapon, if the cloak is empty). 
   
  Creatures and nonweapon objects can’t be stored 
  within the cloak. 
   
  Prerequisites: Craft Wondrous Item, Leomunds’ 
  secret chest. 
   
  Cost to Create: 1,150 gp, 92 xp, 3 days.  
  
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  DM MAP 1 
   
  THIEVES? WHERE? (ENCOUNTER 2) 
   
  
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  DM MAP 2 
   
  YR’S ABODE (ENCOUNTER 4) 
   
   
   
  
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  Page 16 
  DM MAP 3 
   
  THE GRAND TENT (ENCOUNTER 5) 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Intros/597/INT7-01 Ambition's Folly/INT7-01 Ambition's Folly.pdf