TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. © 2004 ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network.  
  COR4-09 
   
   
  A TIGER? IN AHLISSA?! 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Core Scenario 
  Version 1 
   
  By Chris Chesher 
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
   
                               
   
   
  Welcome back brave adventurers to Eastfair, the Granite City, and capital of the North Kingdom. Your room at The 
  Whirling Dervish is all ready for you as Clinorus has something important to tell you. Are you prepared to dig deeper 
  into the cause and effect of the ritual-like murder from your last stay in Eastfair? The Hextorian government has been of 
  little help, but perhaps you can expedite the situation through other channels. In a city where evil and tyranny rules, 
  the forces of good are the cults, which makes justice and mercy all the more valuable as trade imports. An adventure for 
  APL 2-6. Part Two of the “Running with the Baatezu” series. 
   
   
   
  
  A Tiger? In Ahlissa?! 
   
  Page 2 
  INTRODUCTION 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  PREPARATION 
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  SCORING 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  • 
  No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one 
  is rated. This method is used for people who are 
  just playing for fun. 
  • 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, 
  and provide personal information, but don’t 
  vote for other players. The game master rates the 
  scenario and completes personal and event 
  information, but does not rate the players as a 
  team or vote for players. This method is used 
  when there is no competition, but the event 
  coordinator wants information on how the 
  game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  • 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when 
  the players want to know who played the “best” 
  among the group, or when the adventure is run 
  in tournament format with winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK LEVELS OF PLAY 
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  
  A Tiger? In Ahlissa?! 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  participat
  ing in the 
  adventure
  . 
  To 
  determin
  e 
  the 
  Average 
  Party 
  Level 
  (APL): 
  1. 
  Dete
  rmin
  e the 
  chara
  cter 
  level 
  for 
  each 
  of 
  the 
  PCs 
  participating in the adventure. 
  • 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the sidebar 
  chart to determine the number of levels you add 
  to the sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  • 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  • 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
  2. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  • 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  TIME UNITS AND UPKEEP  
   
   
  This is a standard one-round Core adventure, set in The 
  Great Kingdom of Northern Aerdy. All characters pay 
  two Time Unit per round. Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit. Rich Upkeep costs 50gp per 
  Time Unit. Luxury Upkeep costs 100gp per Time Unit. 
   
  SOURCE 
  ACKNOWLEDGEMENT  
  In the text of this adventure, sentences, paragraphs and 
  ideas have been borrowed (and expanded on) from the 
  sourcebook ‘Ivid the Undying’ by Carl Sargent.  
   
  The author of this adventure would like to express 
  his thanks and praise to Mr. Sargent and acknowledge 
  the original source material created by him. 
   
   
  ADVENTURE BACKGROUND 
  THE NORTH KINGDOM 
  The Great Kingdom of Northern Aerdy is ruled by His 
  Righteous and Transcendent Majesty, the Overking of 
  Northern Aerdy, Herzog Grenell the First, Prince of 
  House Naelax (LE male human [flan-oeridian] Clr19 - 
  Hextor). 
   
  This is a nation of tyranny and oppression. Outside 
  of the large cities, feudal lords hold god-like power over 
  their small fiefdoms, only paying heed to the more 
  powerful liege above them in the social order. 
   
  Inside the city, nobles and the others who are lucky 
  enough to be above the salt practice a lifestyle of 
  hedonistic indulgences and cruelty at the cost of those 
  poor souls who fall below the salt. 
   
  The vast majority of the warlike noble families 
  pledge their spiritual faith into the many hands of the 
  Scourge of Battle, Hextor. Cavaliers of the darkest hearts, 
  shiniest armor and most bloodthirsty mounts are a 
  somewhat common sight in these lands-- be they the 
  
  A Tiger? In Ahlissa?! 
   
  Page 4 
  clerics of Hextor or the knightly lord of the local manor 
  and village. 
   
  Though there are a number of small and rather 
  ineffectual ‘cults’ of good (usually in a chaotic form) that 
  preaches and practice rebellion against the oppression of 
  the government and society in whole, finding them is 
  rarely easy, but when they are, an iron fist is used to crush 
  them. 
   
  That is not to say there are no forces of good left 
  within the North Kingdom. Once, not too long ago, this 
  nation was a part of the truly Great Kingdom and the 
  bastion of Oeridian culture.  
   
  Thus as Hextor is a part of that culture, so are gods of 
  good and neutrality. Those who would rebel against the 
  tyranny of the lawful evil society (such as Trithereon) 
  have long since been purged to all but the remotest 
  pockets. Followers of gods who would infer its 
  worshipers to a more direct opposition (such as the Arch-
  Paladin, Heironeous) have been equally purged.  
   
  This leaves the followers of good (and neutral) gods 
  who have found a way to work their dogma within the 
  oppressive bounds of the state religion of Hextor. An 
  example of this are followers of the Gentle Hand, Zodal, 
  running orphanages or churches of the Shining One, 
  Pelor, taking care of the poor and sick within the ever-
  swelling slums of the cities.   
   
   
  The lawful evil nature of the society allows these 
  small churches of good who do not practice rebellion as 
  dogma, to operate and take care of those (poor and sick) 
  that the government do not want to waste time on. The 
  thinking is, “if they want to waste their resources on 
  those types, and as long as they obey our laws, then let 
  them. Besides, it’s fun to bully them too, from time to 
  time.” 
   
  There are some religions that are accepted because 
  they play an important niche roll. Examples of this are 
  the churches of the Money Counter, Zilchus and the 
  Dweller on the Horizon, Fharlanghn, but the political 
  influence of these sects are kept to a minimum. The only 
  power they can express is that bought by coin and even 
  that is limited. 
   
  Among the common people (with their heavily 
  mixed Flan heritage) the Oerth Mother, Beory, is 
  worshiped for nature-related issues and, to a lesser extent, 
  so are the Oeridian agricultural gods. Even the different 
  evil gods such as the Reaper, Nerull, and the Black Rider, 
  Incabulos, are given small prayers and appeasement to 
  ward off their callings and hopefully push them on to the 
  their neighbor, but not them. 
   
  Language 
  The peasants and serfs of the land all speak the Common 
  tongue, with a heavy Oeridian accent and usually mixing 
  in many words and expressions of Old Oeridian, though 
  this by no means guarantees that the serf speaker can 
  actually communicate fluently in Old Oeridian. 
   
  The nobility, clerics, sages, elite servants, and anyone 
  with education speak Old Oeridian as their primary 
  language, but all know the Common tongue. Religious 
  and legal issues are dealt with in Old Oeridian, as well as 
  anything that is the domain of those above the salt.  
   
  Keeping a Low Profile 
  When the characters visit Eastfair in this adventure, they 
  should not have too much of a problem with the 
  authorities or the general population (most of which are 
  LE, NE and N) as long as they keep their heads down and 
  don’t make a scene.  
   
  Those who worship chaotic (of any morality) or 
  lawful good gods and do not pass a DC 12 Disguise check 
  (made once for the whole adventure) or whom reveal 
  themselves, suffer a –2 circumstance penalty to all 
  Charisma based skill checks. This is negated if they are 
  dealing with someone of their same ethos (a good 
  worshiper meeting a good worshiper has no problems, 
  etc), but this is left up you to determine. 
   
  A special case is in store for worshipers of 
  Heironeous, the archrival of Hextor. Since it is assumed 
  that a proud worshiper of such a god would adorn 
  himself with the marks and symbols of his divine patron, 
  the Disguise check is DC15. This includes not slipping 
  up and using sayings or dogma in speech. The price for 
  being recognized is a –6 circumstance penalty to all 
  Charisma based skill checks. Even if the character fails 
  his skill check, this does not mean that every city guard 
  and cleric of Hextor automatically spot him in the streets. 
  It’s only for when he is up close and interacting with 
  these Heironeous-haters and those who play along out of 
  fear. 
   
  Even then though, he only becomes the target of 
  harsh ridicule. As long as the character keeps his cool and 
  dignity, he can get out safe and alive.  
   
  If he ever forces the hand of the Hextorians, 
  however “justice” will be swift. 
   
  The Hexotrians feel no need to grant a foreigner any 
  sort of honor duel, not in their own capital. 
   
  Pets, Familiars and Animal Companions 
  Large and/or wild animals are not allowed in the city 
  unrestrained and without a permit. Wolves, bears, any 
  dire animal, and other dangerous creatures must be 
  leashed and muzzled or caged. Dire animals must be 
  caged. A one-week permit costs 10 gp per size category of 
  each animal (starting at Small). 
   
  Horses, trained dogs, birds and other common 
  domesticated animals cost a copper each to enter the city, 
  but do not require any special restraints, but the master is 
  responsible for any damage the animals cause.  
   
  Crime and Punishment 
  The laws of the land are typically the same as one would 
  find in another lawful kingdom, only much, much 
  harsher. The people are coppered and silvered to death 
  with special taxes and tariffs. Most commoners are 
  considered property, either to their liege or to the 
  government as a whole should he or she be a Freeperson 
  (an ironic term here).  
   
  Minor crimes and public disturbances bring about 
  rough treatment from the town guards or from one’s 
  
  A Tiger? In Ahlissa?! 
   
  Page 5 
  social superiors (with little chance for recourse). 
  Thankfully, gold is an accepted solution to get the 
  characters out of all but the most unforgivable crimes 
  (usually those perpetrated against someone with rank 
  and power). The laws have been somewhat softened (or 
  just corrupted) from ten years ago. An influential man 
  about town succeeded in plying the right people to raise 
  the execution range on items from its original 500 gp to 
  the new 1000 gp limit. Rumors have it he is the main 
  backer of a new fledgling thieves guild. Thus these 
  Guilders can pay the bribes required for getting caught 
  for minor theft, instead of executed as in the past. 
   
  To give an example: If the characters cause the death 
  of a commoner, they can discreetly pay their way out of 
  punishment (the authorities make this clear with a wink 
  and nudge) for the sum of 1,000 gp per dead commoner 
  (or 100 gp for an orc).  
   
  Failure to pay this fee sentences the characters 
  involved to 2d6 TU’s worth of imprisonment (the 
  sentence would normally be much longer, life even, but 
  its assumed the crafty adventurers can eventually get 
  themselves out of the situation one way or another, along 
  with all their gear but not gold. All coin is removed from 
  the Adventure Record). 
   
  Killing a tradesmen or other such ‘middle’ class 
  member of society is 2,000 gp per offence. It doesn’t 
  matter how the death was caused. Accidentally or 
  premeditated, death is death. Failure to pay costs the 
  characters 2d8 TUs. Otherwise, this is treated the same as 
  the above entry. 
   
  Killing a Noblemen or other authority figure 
  requires a DC 15+APL Diplomacy check, just to be 
  allowed to make reparations or else be executed 
  permanently. If the characters succeed in the apology, 
  then they at minimum must pay the full cost to bring the 
  person back from the dead (raise dead or resurrection) and 
  then another 2,000-4,000 gp (your discretion on severity) 
  on top of that (this secondary amount can be reduced as 
  stated below).  
   
  Theft Over 1000 gp is a death sentence. Those 
  caught for this crime are almost always publicly executed 
  as an example to the rest of the population. To even 
  attempt to get out of this requires a DC 25+APL 
  Diplomacy check, then confiscation of the item, then a 
  5,000 gp bribe. Sad to say, few people have those sorts of 
  resources, so permanent death becomes quite the 
  deterrent. Philosophers have pointed out that the crime 
  of theft is more harshly dealt with than the crime of 
  murder and that speaks volumes on the mentality of the 
  government and its people. 
   
  For lesser crimes, like;  
   
  Insulting a Noble or a cleric of Hextor (Diplomacy 
  check DC10+APL to be allowed to pay 200 gp, otherwise 
  1d6 TUs of imprisonment).  
   
  Interfering with a Guardsmen (50 gp or 1d4 TUs of 
  imprisonment). 
   
  Public 
  Disorder 
  (50-200 
  gp, 
  or 
  1 
  TU 
  of 
  imprisonment). 
   
  Theft, Minor (Half the value of the items and 
  confiscation of the items or 1d3 TUs of imprisonment 
  and confiscation of the items).  
   
  Breaking and Entering (50-200 gp or 2TU of 
  imprisonment). 
   
  Vagrancy (a sound beating, then, 50 gp or 1TU of 
  imprisonment and another sound beating).  
   
   
  You should use these as a guideline should they find their 
  players getting into trouble not listed here. When in 
  doubt, though, err on the side of caution and leniency.  
   
  These minor crimes can usually be paid on the spot 
  to guards or other authority figures. The more severe 
  charges (like murder) usually take some time to process 
  in the courts. Typically, paying 100 gp can speed it up to 
  2d6 hours, from 2d8 days (all included in the initial TU’s 
  paid for the adventure). This is nothing compared to the 
  poor wretches who spend years in tiny cells awaiting a 
  trail that may never come. 
   
  If the characters profess their innocence (whether 
  they are innocent or not, it doesn’t matter much) a 
  representative for them all may make a single opposed 
  DC 1d20+3+APL Diplomacy check (per charge). The 
  character may use Knowledge (local—core)  instead for 
  this check. 
   
  If this is successful, then the cost in gold or TUs is 
  reduced by 50% (round down). But if the check fails, the 
  penalties are increased by 50% (round up).  
   
  Some exceptions to this are when the authorities 
  hate the victims more than the characters. For example, 
  killing a cleric of Tharizdun or Vecna doesn’t bring about 
  much reprisal (unless the characters committed a lot of 
  other crimes in the process). 
   
  Also, the adventure text may list specific instructions 
  on how to handle a crime or a trial. Always use the 
  specific instructions in the adventure text over those 
  listed above.  
   
  As stated previously, a typical commoner would 
  expect a life sentence for very minor crimes, but the 
  adventurers (with a few exceptions) are only penalized 
  TU’s, for it is assumed that they are able to get themselves 
  out of the imprisonment much before the end of the 
  expected sentence. A death sentence is the exception to 
  this. Without specific instructions in the scenario, death 
  becomes difficult to be paroled from. Note, that after 
  most petty executions, resourceful adventurers can 
  recover the body. 
   
  Guard patrols and even their interest depends on 
  what part of the city or (in the case of in rural area) whose 
  land one is on.  
   
  In Eastfair, The New City is closely watched by both 
  mundane and even magical means. Those committing 
  crimes have a much higher chance of getting caught. In 
  the Old City, guard patrols are fewer and petty crime is 
  rampant, but the patrol sizes tend to be much larger with 
  a higher chance of special support units (such as mages or 
  brute squads), ready to tear a neighborhood apart till they 
  get the people their after.  
   
  Rural lands are under the jurisdiction of whichever 
  noble owns that patch of land, which can have several 
  
  A Tiger? In Ahlissa?! 
   
  Page 6 
  layers of authority. These rural nobles have less firepower 
  to back up an arrest then do the city guards against 
  powerful adventurers, so they tend to be more lenient 
  and willing to deal when they feel they lack the upper 
  hand. 
   
  Law Enforcement in Eastfair 
  The everyday city watch duties are held by the Rakers, 
  companies of elite soldiers from the northern border of 
  the North Kingdom. They are much feared and rightly 
  so. Should the need arise the city has garrisons of church 
  solders, squadrons of calvary, mage detachments, and orc 
  brute squads (though the orcs are generally kept in the 
  Old City). 
   
  Ever the inventive and progressive city, Eastfair has 
  established a system where citizens can pay to have a 
  large bell (and additional smaller hand held ones) that 
  can be rung to call forth a city guard patrol. These bells 
  are specially marked by the Rakers and the authorities. 
  Possession of non-sponsored bells without a permit is 
  illegal. Due to the large fee, these signaling bells are 
  mostly found in the hands of the rich. 
   
  Normal folk can still summon the guards per the 
  traditional method of yelling or running up and tugging 
  on sleeves, but the bells provides extra convenience 
  when seconds count. 
   
  Patrols, (both foot and mounted) of Rakers can be 
  found all over the New City, both day and night. There 
  response time is usually 2+1d4 minutes for a single 
  patrol, with more patrols arriving within another 1+2d4 
  minutes. For problem cases, magical assistance, both 
  clerical and arcane can be called in, but due to the 
  monitory cost, this is not used for insignificant cases.  
   
  Typical patrol in the New City; 
  One sergeant (Ftr3), and 2d4 troopers (War2) 
   
  Elite Patrol 
  One lieutenant (Ftr3/Rog2), a sergeant (Ftr3), 2d8 
  troopers (War2), and 50% of wizard (Evk3), and 50% of 
  Hextorian priest (Clr5) 
   
  Typical patrol in the Old City 
  One orc sergeant (Bar2 or Ftr 2), and 4d4 orcs (War1), 
  and 1d2 ogres 
   
  Raker patrol 
  One veteran sergeant (Ftr4), and 2d8 troopers (War2). 
    
  It should be noted that, unlike a typical city in the east, 
  the city guard here are typically evil and uncaring. Good 
  characters trying to turn in bad guys are just as likely to 
  get trouble turned around onto themselves as well with 
  money changing hands being the only way out. The 
  Rakers of Eastfair can’t be relied upon to solve all of the 
  character’s troubles. 
   
  Eastfair, The Granite City 
  Within the high and heavily fortified outer granite walls 
  of the city, are streets so clean and tidy that they put 
  some high altars of Heironeous to shame. 
  Heavily worked maintenance crews keep the hard, stark 
  and stern streets sanitary, as much as the elite units of 
  Rakersmen (elite troops of North Province) keep the 
  streets orderly as the town guard.  
   
  While it has a reputation for urbanity, ordinary folk 
  in the city work hard and need to in order to compensate 
  for the heavy taxation and cruel red tape. One must pass 
  through the second ring of city walls and into the Old 
  City, in order to get to the interior of the city and to see 
  its true seedy underbelly. Here, the poor and the 
  wretched eek out an existence shut away from the 
  outside, only allowed to exit via special permits or by 
  wearing badges sewn to their vests. 
   
   In the last decade or so, this poor interior has turned 
  from poor-man’s quarters, though kept almost as orderly 
  as the New City, into a true slum (much to the chagrin of 
  the authorities). This has been caused by the ever-
  increasing migration of refugees into the city. If you can 
  pay the entrance fee, you can enter Eastfair, but if your 
  not a skilled tradesmen or rich, your shunted to the Old 
  City.  
   
  Once there, you can’t legally leave without a permit 
  of some sort. This has been causing quite a bit of 
  increased 
  hardship 
  and 
  chaos. 
  The 
  uncaring 
  government’s answer is to send in brute squads of orcs 
  and ogres to thin out the population of troublemakers, 
  but never so much that they’ll cause a general revolt. 
  Cycles of famine and diseases keep the population levels 
  of the Old City down as well.   
   
  Behind its orderly mask, the population of the city is 
  as prone to hedonistic pleasures. Eastfair has always 
  attracted the most debauched and degenerate nobility 
  and merchants of North Province. If you have the money 
  to pay for it, the Nine Hells itself can be yours to 
  experience. 
   
  Eastfair attracts wealth. Those riches are either 
  inherited, or else obtained by the best merchants, that is, 
  the most unscrupulous, swindling, money grabbing ones. 
  Given this, it is not surprising that Eastfair's rich like to 
  spend their money on depraved and immoral activities. 
   
  Eastfair has a considerable number of truly 
  exceptional craftsmen and artisans within its city walls. 
  These numbers have swollen by the people seeking 
  refuge in the Granite City from more troubled lands and 
  cities. Now, truly, Eastfair is a city where one can buy 
  almost anything -- if one has almost limitless supplies of 
  gold. 
   
  When the sun sets and the streets fill with flickering 
  shadows, it’s the poor and common men that pay for the 
  vileness of the riches’ entertainment, not to mention all 
  the other hidden evils in the city. 
   
  In a nutshell, the common people have very few 
  rights and the government enforces itself on the lower 
  class brutally, but usually overlook the vileness that 
  befalls the common man, as long as its done quietly and 
  doesn’t disturb the order of the city. 
  
  A Tiger? In Ahlissa?! 
   
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  Something one does not see walking the streets of 
  the city are fiends. Baatezu and especially Tanar’ri are not 
  generally accepted by the church of Hextor. Part of this 
  has to do with their god residing on Archeron, and not 
  the Nine Hells. Though fiends are used for specific 
  purposes (and present within the city), as a policy, the 
  authorities don’t want them to wander around within the 
  general populace. 
   
  The same goes for undead, for they tend to cause a 
  lot of disorder and public disturbance. Of course, there 
  are always exceptions to those with power and the fact 
  that there are several animus nobles in the city makes it a 
  complicated issue. Having undead wandering the streets 
  is an extravagance reserved for the most powerful and 
  connected. Anyone else will find their minions destroyed 
  and themselves held accountable. 
   
  It should be noted that, though mostly just rumors, 
  good outsiders have made temporary homes in this large 
  city. They have been called to do good and help the 
  crusading good minority fight the powers of evil. When 
  these beings are discovered they are routed out with 
  extreme prejudice and any mortals found to be 
  supporting them (and even those not) are punished 
  brutally, usually by having an ogre pay them a social visit 
  to discuss the implications of the transgression. 
   
  Rise of the Thieves’ Guild 
  For generations, Eastfair has not had a Thieves’ Guild. 
  The authorities of the time would crush without mercy 
  any attempt to organize. Visible crime and disorder to 
  society would not be tolerated.  
   
  Around ten years ago, there started a large and steady 
  influx of refuges to the city of Eastfair. Some displaced by 
  the Greyhawk Wars, others by the civil infractions with 
  Ahlissa, and still others driven out by orcs from the Bone 
  March.  
   
  Those with talents or money found sustenance 
  within the New City. Those of the poor unwashed and 
  huddling masses that were not so well off, were marched 
  directly into the Old City—a district surrounded by walls 
  and streets that end at them. 
   
  As the inhuman conditions worsened within the 
  Old City (and more people arrived), violence and 
  thievery became commonplace. Where in the New City, 
  the city watch could quickly crush such disorder, the 
  slums and crowded streets of the Old City proved 
  difficult to police. Many units of Rakers just gave up even 
  trying, sticking to their barracks rather than bring evil 
  tyrannical order to those who desperately needed it to 
  survive (since freedom and mercy where not on the 
  menu). 
   
  Then one day, a rich former adventurer came to 
  Eastfair and he made some deals with those with the 
  power to make small changes to the laws. With bribes in 
  the right place and slight amendments to the laws, 
  organized guilders started to rise up from the multitude 
  of street gangs. 
   
  Those in the government are split on the issue. Some 
  feel it’s a good thing to allow the guilders to operate for it 
  provides bribes and some modicum of control on the 
  population of the Old City. Others see it as an affront to 
  the authority of the herzog and want every single street 
  criminal wiped out. But as long as the crime stays off the 
  streets of the New City, those factions within the 
  government will continue to debate it. Should the guild 
  ever become a public embarrassment, and then heads will 
  roll. In the meantime, orcs and their kin are used as brute 
  squads to keep the poor in line and the guild disrupted.  
   
   Besides, with the influx of refugees and decrease in 
  the amount of resources of control the government has, 
  the criminal/unrulely element of the population is going 
  to increase; it’s just human nature or at least say the 
  clerics of Hextor. 
   
  Now, the government and society hates disorderly 
  crime, but seems to look the other way to stuff that 
  doesn't make it self seen. That is to say, beggars on the 
  streets are a big no-no, but shadows and wraiths haunting 
  a poor neighborhood is not much of a concern. Peasants 
  protesting an injustice are quickly brutalized, but a 
  vampire cultist going out at night and kidnapping a 
  person without money or connections would not interest 
  the authorities much.  
   
  It’s this apathy that allows the guild to recruit new 
  members to replace the many it looses to risky ventures. 
  Some street gangs are known to be recruiting fronts for 
  the guild, while some rumors claim that all of the street 
  gangs are controlled pyramid fashion by the Guild, as 
  their own fiefs.  
   
  What is known for sure is that the street gangs are 
  often hard hit. The authorities wipe them out as brutally 
  as they wipe each other out. The gangs of the Old City are 
  as chaotic as they are cruel. 
   
  While petty street crime gets handled by junior 
  members, the more senior members seem to easily gain 
  contracts for lucrative jobs within the New City and 
  beyond. It gives the junior members something to aim 
  for. 
   
  Others have wilder theories, things like devils 
  control the guilders, or that the city Nobles control the 
  street gangs, or that the herzog himself is the head 
  guildmaster.  
   
  Whatever the true story, the Thieves’ Guild of 
  Eastfair is far more complicated than it lets on. 
   
  Locations in Eastfair 
  The following is a quick explanation for places within the 
  city that either is discussed with the characters (but not 
  expect to be visited) or is locations that the characters 
  need to visit as listed in the encounters. A more detailed 
  description can be found within the Encounter dealing 
  with that location. 
   
  Eastfair is divided into Old City and New City. The 
  Old City was built circa 80 CY, and the city greatly 
  expanded in size during the third century when New 
  City began to grow outside the original walls.  
   
  The Old City is now mostly the province of the 
  poorer people, save for the complex of buildings known 
  as "The Cyst," while New City contains the homes and 
  workplaces of the well off.  
  
  A Tiger? In Ahlissa?! 
   
  Page 8 
   
  For characters approaching Eastfair, their first sight 
  of the city should give them an impression of grandeur. 
  Huge granite walls confer an air of invulnerability, and 
  the stone spires and slate roofs of the buildings inside 
  crowd together like a phalanx of powerful defenders. 
  Great Gate, bearing its mighty shields of Hextor and 
  North Province, is a forbidding entrance to this majestic 
  city. 
   
  The Great Gate is powerfully defended, with ballista 
  platforms flanking the 30 ft. high granite walls and a pair 
  of huge (22 ft.-high) stone statues of Aerdi warriors 
  standing one each side of them. These statues can be 
  animated as massive stone golems (271 hp each) by a 
  cleric of Hextor who stands special watch as part of the 
  gate detail, to fight in defense of the city. 
   
  �Greater Stone Golem: 271 hp; see Monster Manual. 
   
  An entrance toll is charged of 1 sp a person (1 gp a 
  merchant or freesword, with extra charges of 1 sp to 1 gp 
  for each horse, wagon). The main gates are opened for 
  wagons and horse, with men on foot using smaller side 
  doors at the base of the ballista towers.  
   
  Within Great Gate, the broad boulevard known as 
  The Full Path stretches into the heart of the city and on 
  to Newgate and Spider's Gate. Just beyond Great Gate, 
  the extraordinary sight simply named "Waterfall" greets 
  the visitor; 20 ft. high, 10 ft. long standing waves of water 
  lie either side of the Full Path, a permanent magical 
  reminder that Eastfair lies just north of the headwaters of 
  the Flanmi.  
   
  The Fisherman's Gate: The north gate of the city is 
  much smaller than the Great Gate, and receives only 
  visitors on foot or on horse in small numbers.  
   
  Originally, this was the gate used by humbler 
  tradesmen, hence its name, but in a reversal of history 
  this gate now opens into the richer areas of the city and 
  merchants are sent to Great Gate if they seek entry. 
   
  Though this gate has not the powerful defenses of 
  Great Gate, the gatehouse here contains a minor magical 
  artifact which, if the right command word is activated, 
  can shield the gate in a wall of stone which is 90% resistant 
  to any attempts to dispel it, save by use of the same 
  artifact used to create it. 
   
  Once the trouble starts in the countryside, this gate 
  is magically sealed (as above) and only opened for use by 
  the most powerful of the city. The characters have no 
  chance in getting it open. 
   
  The Cyst comprises three sets of buildings located 
  behind iron railings protected by priests of Hextor and 
  squads of Rakersmen all in the Old City. None can enter 
  without an invitation, granted pass, or the summons of 
  the Herzog himself.  
   
  The central building here, the Herzog's Palace, 
  houses Grace Grenell and the hierarchy of the priesthood 
  of Hextor, together with the most senior city officials 
  (chancellor, city architect, commander-general of the 
  watch). To the right of the palace are the barracks of the 
  Rakersmen, with some 600 troops and a dozen of their 
  most senior commanding officers. 
   
  Unless the characters really act up, they should 
  never need to go here. If the situation warrants them 
  going here and getting inside, they are not coming back. 
   
  The Whirling Dervish: Nested in the Streets of 
  Delight, the Whirling Dervish is a hostelry offering 
  entertainments marginally less depraved, and more 
  varied, than most establishments around it.  
   
  The proprietor, Clinorus Kradner, dresses in 
  Baklunish robes and a turban, even though he's never 
  been west of Edge Field in his life. To someone who is 
  from the Baklunish West or has visited them, it is 
  obvious that Clinorus has dressed to the descriptions of 
  embellished stories, not to mention the man is not 
  Baklunish, more of a dark Flan-Oeridian mix.  
   
  Clinorus is, in fact, a cleric of Olidammara as well 
  (Clr4), with a strong tendency to good alignment. This is 
  a closely kept secret. 
   
  This location is visited in the Introduction 
  Encounter. 
   
  The Merchant Quarter contains the better markets 
  of Eastfair and the homes of many ordinary merchants. 
  At the center of the entire quarter is the main Temple of 
  Zilchus for the city.  
   
  This quarter is also home to an enclave (subsection) 
  of merchants who specialize in exotic goods: silks, spices, 
  peppers, rare herbs, alchemical goods, tropical hardwood 
  furnishings, Ketite rugs and carpets, and all manner of 
  unusual items. This square is sometimes referred to as 
  ‘Little Bakluni Town’. 
   
   Nearby to these shops of Exotic section is the walled 
  compound of the Zilchus Western Company. This is the 
  major supplier to these particular shops of western goods, 
  though they by no means hold any monopolies on 
  Baklunish trade. This just happens to be the sister 
  headquarters of an order of Zilchus clerics that operate 
  this company. 
   
  A small part of this quarter is visited in Encounter 1. 
   
   Old City: The houses here are those of laborers, 
  serfs (including church serfs), and unskilled workers. 
  This is the new slum district for Eastfair, though it has 
  only formed in the last ten years.  
   
  The houses here are dilapidated, and people live in 
  very overcrowded homes, with a fair amount of violence 
  and drunkenness. However, this is the best place for 
  anyone wishing to lie low in Eastfair.  
   
  Racketeer landlords rent a bare room for a copper or 
  two a day per person, and the town guard (Rakersmen) 
  patrol the streets rarely unless there has been a recent 
  bout of worse than usual street fighting. 
   
  To keep the newly forming slum-like conditions in 
  check, orc and ogre brute squads smash any shanty towns 
  or tent districts that occasionally form out of desperation. 
  The more vocal troublemakers also get the occasional 
  courtesy call from the brute squads—Nothing like an 
  ogre to change your opinion in a philosophical debate.  
   
  Good churches and clerics tend to the unwashed 
  masses as best as they can with the limited resources they 
  are allowed, though they are often victims of the brute 
  squads themselves. Some of the more charismatic clerics 
  have made contacts within the guardsmen and/or 
  
  A Tiger? In Ahlissa?! 
   
  Page 9 
  authorities (gold is usually involved) and get some special 
  consideration from that. 
   
  Orc Quarter: Part of the reason for the overcrowding 
  in the rest of Old City is this district, which is walled off 
  from the rest of the Old City (but still inside the Old 
  City). The 3,000 troops of the Euroz Angry Army have 
  settled into barracks here and have made it their own.  
   
  At the present, the town guard tries only to patrol 
  the outskirts of this zone, but the orcs have taken to 
  kidnapping ordinary people in Old City (the orcs have 
  secret ways out of the district) and taking them back to 
  their barracks for supper (as it were) or just to torture and 
  kill them out of boredom. 
   
   The orcs also act as jailers in the city prison directly 
  opposite Spider's Gate, which allows them some 
  opportunity for indulging their sadism and brutishness. 
   
  The orc warlord, Snaggrip Grekk, swaggers about 
  Eastfair as if he owned the place, and there are many 
  humans in Eastfair who would like to have the general 
  population rise up and slaughter him and his men -- no 
  matter how many casualties might be suffered.  
   
  The situation is very tense, and Grenell knows that 
  while the orc leaders want to be in Eastfair to have a very 
  definite presence in Grenell's capital city, their soldiers 
  often grow rebellious and irritable, needing the fresh 
  stimulus of battle. Brawls and drunken rebellions when 
  out in the countryside are happening with more and 
  more frequency. Usually once the rampaging orcs run 
  out of beer and/or troops are sent out to rein them in, 
  everything settles down again.  
   
  A few orc ringleaders (and often their human 
  officers) are severely punished, but the orc regiment is 
  put right back to what ever it was doing before, as if 
  nothing happened. 
   
  Though the city has a standard garrison of 3,000 orcs, 
  usually about 1,000 of those orcs are farmed out to nearby 
  garrisons or for special projects (usually as hard laborers).  
   
  In this adventure, such a regiment of 600 orcs work 
  and garrison the Holim ruins east of Eastfair.  
   
  THE PLOT 
  WHAT HAPPENED IN COR3-17 ‘WHEN 
  ORCS ATTACK’ 
  Welcome again to Eastfair, capital of the North Kingdom. 
  Within its great granite walls exists a small conspiracy. A 
  Flan man smelling of fish that by night is only known (to 
  very few) as “the Opaquer” and is completely unknown 
  by day, is on his own private quest of evil and has moved 
  into the city. He’s a real heart-breaker. Leading into a 
  comedy of errors, this mystery flan man hires two down 
  on their luck thugs to do a hatchet job for him. Their 
  orders are to retrieve the heart of a young cleric of 
  Zilchus (and member of the Zilchus Western Company) 
  who may know too much.  
   
  Without the knowledge (or permission) of the 
  tenuously fledgling Thieves’ Guild of the city, these two 
  thugs do the act, but a witness gets away. One little boy 
  has seen too much, and a newly resurrected young 
  Zilchus cleric is hopping mad.  
   
  The thugs just need to track down the boy and use 
  magic to interrogate him to find out if he has told anyone 
  else. Problem, the thugs can’t let anyone know about 
  what they are up to. The fledgling Thieves’ Guild is 
  terrified of getting the heat put on them by the cruel 
  authorities of the city.  
   
  These thugs did the deed without permission of the 
  guild, nor would they have ever gotten it. Now they need 
  magic from a source that lives outside of the underworld 
  circles, as well as outside the city. They need old Jed, a 
  washed up cleric of Pyremius.  
   
  Now the thugs just need to pick up the boy in 
  question at the orphanage in the countryside that he is 
  hiding out at, then carry him off to a nearby thorp where 
  the Old Jed lives.  
   
  Sounds simple right? It would have been. But, with 
  one too many drinks, and a fistfight with a human officer, 
  one of the local orc regiments have gone on yet another 
  drunken rampage in the countryside. This is what 
  happens…When Orcs Attack! 
   
  Now the father of the once murdered young Zilchus 
  cleric is offering a reward for someone to look into the 
  case. The adventurers could be such people. They want 
  those thugs collected up and the Money Counter knows, 
  the authorities are not bending backwards to take care of 
  it. 
   
  WHAT IS HAPPENING NOW 
  The characters have returned to Eastfair to continue the 
  investigation into the forces behind the murder of 
  Dantoni, son of the holy clerk.  
   
  As this adventure reveals, the dreaded Opaquer is 
  actually a fish monger named Darrien “The Knife”. He 
  arrived in the city two years ago and purchased cheap a 
  fishmongery. He then fought quite hard and expensively 
  to gain the contract rights to supply and deliver fish to 
  feed the orc workers at the just starting Holim ruins dig 
  site. He has used his access to the site to journey there 
  alone without his usual laborers. There is something 
  there that interests him greatly.  
   
  Over the two years, Darrien has been collecting the 
  hearts of various people, many of them minor clerics of 
  different churches, to use the hearts in a undisclosed 
  ritual. Dantoni was his last victim. 
   
  Dantoni was working as an honest deal mediator, 
  and Darrien, being paranoid about his secrets suspected 
  Dantoni might know too much. So using his two witless 
  thugs, Darrien had the young cleric killed and his heart 
  removed. After which, Darrien skipped town with most 
  of his gear. He left his wererat cohort in charge of his fish 
  mongery and the shrine to Vecna below it. Yes, Vecna. 
  Darrien and his cohort are part of a cult of Vecna up to no 
  good.  
   
  It’s up to the characters in this adventure to track 
  down the last days of Dantoni’s life and find out what 
  prompted someone to murder him, then follow that lead.  
   
  To add to the characters troubles, Darrien has hired a 
  southern assassin called the Dawn Tiger to hunt them 
  
  A Tiger? In Ahlissa?! 
   
  Page 10 
  down. Luckily for the characters, a representative from 
  the local Guild has reasons of her own to tip the 
  characters off to the impending assassination.  
   
  Arranging 
  the 
  Hit—The 
  Free 
  Floating 
  Assassination: There is a special order in which a 
  particular encounter happens (Encounter 6). This is the 
  assassination attempt by the Dawn Tiger. It is triggered 
  when the characters travel to the first encounter after 
  midnight of the first day. That is to say, it preempts the 
  intended encounter while the characters are being 
  ambushed en route. Which encounter it preempts varies 
  depending on what order the characters have played the 
  encounters. Once the ambush encounter is finished with, 
  the characters are free to proceed on to the intended 
  encounter. Be sure to have read Encounter 6 carefully 
  before starting this adventure. 
   
  CAST OF CHARACTERS 
  Clinorus Kradner: This is the proprietor of the Whirling 
  Dervish and is described under that Inn’s description 
  above. He spent the night of the murder entertaining his 
  young friend Dantoni with tales of the Baklunish West 
  and other far off places. As a good cleric of the Laughing 
  Rogue and as the boy’s friend, he shall do his crafty best 
  to steer the adventurers into taking on Afronidious’s 
  mission. Clinorus is also willing to give helpful and 
  friendly advice about the city, but he won’t expose 
  himself or his operation, not now. Not when theirs so 
  much more on the line. 
   
  �Clinorus Kradner: Human Male (Flan-Oeridian) 
  Brd4/Clr4 of Olidammara; hp 46; CG; Undetectable 
  alignment always cast; Speaks Ancient Baklunish (but 
  very poorly). 
   
  Dantoni of the Zilchus Western Company: This is the 
  young cleric that was murdered by the two thugs five 
  days before the start of this adventure. He was attacked 
  while coming home from a late night at The Whirling 
  Dervish spent talking with his friend Clinorus Kradner 
  (the proprietor).  
   
  Dantoni was not a random victim and was 
  specifically targeted. He normally works alongside his 
  father in the Zilchus Western Company (where his 
  father is the Holy Clerk) where he is training for a 
  lucrative and prestigious position with the senior 
  controllers, once he has gained more knowledge and 
  experience. 
   
  Currently though, he (and other junior Order 
  members) have been farmed out to both the main 
  Zilchus temple in the Eastfair and as independent trade 
  negotiators (a typical position for acolytes), being paid to 
  oversee the fair and honest deals between two parties. 
  Once western trade picks up, they’ll be brought back in 
  for their main duties. 
   
  After his murder and resurrection (which took the 
  vast majority of the family’s and friend’s available wealth) 
  he was sent away from the city to both protect him and so 
  he could recuperate. The Zilchus Western Company is 
  baffled at why he was murdered and have chalked it up to 
  a random murder, but his father, Afronidious has a gut 
  feeling otherwise. 
   
  �Dantoni of the Zilchus Western Country: Male 
  human (Oeridian) Clr3 of Zilchus; hp 18; LN. 
   
  Afronidious the Holy Clerk: The father of young 
  Dantoni. When his son was found murdered, the Church 
  of Zilchus, the members of the Zilchus Western 
  Company and the authorities were baffled as to why 
  Dantoni was murdered in such a way. After questioning 
  everyone they could think of nothing and even casting 
  divinations, they could not pinpoint the specifics of the 
  motives. It was chalked up to evil cult activity (rather 
  common as of late) and little more was done.  
   
  Even with the discount that Afronindius was 
  entitled to, it was still a very costly procedure to have his 
  beloved son resurrected. It has tapped him and his friends 
  (whom he borrowed a fair bit of money from) of their 
  liquid assets and most of Afronindius non-liquid assets.  
   
  Now Afronidious has put out the word among his 
  friends that he’s looking for some inexpensive yet 
  reliable adventurers to try and look into the matter 
  deeper and off the record, for his own church (and the 
  city authorities) have closed the book on the incident. He 
  doesn’t have much in the way of coin anymore, but he 
  promises he’ll owe a favor and his word can carry a lot of 
  weight across the Flanaess. 
   
  Alfronindius is the Holy Clerk of the temple of 
  Zlichus in the Zilchus Western Company compound. He 
  is the man who sits at the desk at the entrance to temple 
  and makes sure that visitors are following the proper 
  procedures. He also controls access to the temple and 
  coordinates who sees who and when. 
   
  �Afronidious, Holy Clerk: Human Male (Oeridian) 
  Exp4/Clr4 of Zilchus; hp 46; LN.  
   
  Octreth of the Zilchus Western Company: This is the 
  roommate of Dantoni. He came up with a plan to switch 
  shifts with Dantoni and not record it officially. It was 
  because of this twist of fate that caused Dantoni to be 
  targeted for the murder. Octreth needed the shifts 
  changed because he was courting a girl and the required 
  assignment specified afternoon and night meetings.  
   
  �Octreth: Male human (Suel-Oeridian); N; Clr3 of 
  Zilchus; hp 21;  
   
  The Opaquer/Darrien ‘The Knife’: This is the head of a 
  cult of Vecna in Eastfair with connections in both other 
  parts of the North Kingdom and in Ahlissa. He has come 
  to Eastfair two years ago because he wanted access to 
  something in the Holim ruins, something he has visited 
  on several occasions. He has fled the city a month before 
  the current date, leaving some clues behind. Much about 
  this villain still remains a mystery. 
   
  ADVENTURE SUMMARY 
  Introduction: The characters are welcomed back to 
  Eastfair as they respond to an urgent message from 
  
  A Tiger? In Ahlissa?! 
   
  Page 11 
  Clinorus Kradner, on behalf of the holy clerk and 
  friendly guilders. 
   
  Encounter 1: On this stop, the characters go see the 
  Holy Clerk who has dug up some research and paper 
  work concerning the last week of his son’s life before 
  being murdered. 
   
  Encounter 2: The characters get the chance to talk to 
  the people who last saw Dantoni alive, or so everyone 
  thinks. 
   
  Encounter 3: If the clues within Eastfair were not 
  good enough for the characters, they can leave and head 
  to a fishing village on the Flanmi River to get the same 
  clues confirmed.  
   
  Encounter 4: Once the clues have been confirmed, 
  it’s time for the characters to find Dantoni’s roommate 
  and accuse him of complicity. This prompts a confession, 
  which steers the character toward the real culprit. 
   
  Encounter 5: The characters were given a meeting 
  time of 10 night bells. If they miss that, they don’t get to 
  meet the Eastfair Guilders and get a warning that an 
  assassin is after them. 
   
  Encounter 6: Said assassin, called The Dawn Tiger, 
  uses his expert knowledge of the city and customs to 
  ambush the characters on their way to their next chosen 
  encounter location. 
   
  Encounter 7: The characters following their clues 
  and tips to the fishmongery compound of Darrien “The 
  Knife”, only to find that Darrien has left town. He has left 
  in his stead a wererat with artistic aspirations.  
   
  Encounter 8: Working they’re way deepening into 
  the lair, the characters discover that Darrien is actually 
  involved with a Cult of Vecna. The lab has been cleared 
  out, but the rather grabby altar has been left, and it has 
  amulets.  
   
  Conclusion: The characters are now one step closer 
  to solving this mystery, but they still have much to 
  discover. But for now, they can collect up on all the good 
  will they have garnered. 
   
  REMINDER  
  In this adventure, the box text represents the in-game 
  word usage of the NPCs when referring to the names of 
  gods. Due to the reverence (and sometimes fear) of these 
  most divine and powerful beings in the North Kingdom, 
  the NPCs do not use the true names of the gods in vain 
  during idle conversation. Only when the god’s power is 
  truly being invoked (though not necessarily by a spell) is 
  the true name used. It’s a firm belief that to use the gods’ 
  true name invokes that being’s attention.  
  For instance, when the NPCs in this scenario wish 
  to refer to Nurell, they say, “The Reaper,” in an attempt to 
  avoid his attention. The same is true for all gods both 
  good and evil. 
  For reference refer to Zilchus as “The Money 
  Changer”; Hextor as ‘The Herald of Hell’ or ‘The Scourge 
  of Battle’; Fharlanghn as “The Dweller (on the horizon)’; 
  Pelor as ‘The Shining One’; Zodal as ‘The Gentle Hand’. 
  Though these gods have other names, this are what they 
  are most commonly known as in and around Eastfair. 
  To give some examples of blessings and curses, to 
  say, “Fharlanghn Rules the Roads” is a blessing, invoking 
  the god’s attention. To say “Zilchus be poor” is profanity. 
   
  QUESTIONS AND ANSWERS 
  The text of this adventure in many of the encounters lists 
  example questions that trigger certain responses from the 
  NPCs. These are by no means meant to be what the 
  players must ask verbatim. As the Dungeon Master, you 
  need to judge the intent of the question and decide if it’s 
  reasonable to trigger the listed response. The intent of 
  this method is to stop NPCs from blurting out all they 
  know, regardless of the context, in an adventure that is 
  designed to be a mystery investigation (of sorts).  
   
  INTRODUCTION 
  Note: For characters (and especially entire parties) that 
  did not participate in the original adventure in this series 
  (COR3-17 
  When 
  Orcs 
  Attack) 
  there 
  is 
  a 
  small 
  alternative/supplementary 
  introduction 
  after 
  this 
  encounter, but it still loops back to this primary one 
  requiring some adlibbing on the Dungeon Master’s part 
  depending on the situation.  
   
  Welcome back to Eastfair, The Granite City.  
  A brief letter indicating urgency has summoned you back into 
  the city. Clinorus Kradner, the proprietor of the Whirling 
  Dervish says there are those who need to see you.  
   
  Located in among the Streets of Delight in the New City, 
  you arrive back once again to the Whirling Dervish and its 
  exotic western décor.  
   
  The friendly and welcoming atmosphere of this 
  establishment is in stark contrast to the rotting corpses hanging 
  from poles that line the main boulevard when entering the city.  
   
  “Welcome back infidels, come join my tribe for a feast and 
  a dance!” says your host in a horrible imitation of a Baklunish 
  accent.  
   
  With a narrowing of his eyes his expression quickly 
  changes to that of recognition, “Friends, it is you! Come, come, a 
  room has been arranged and a special table prepared. We have 
  much to talk about”.  
   
  Of all the inns to stay at in the city, this one is the most 
  friendly and least evil. Nested in the Streets of Delight, 
  this inn has the least number of evil auras per capita. 
  Characters asking around would eventually be directed 
  here as being ‘more suited’ to them. 
   
  LOCATION INFORMATION: THE 
  WHIRLING DERVISH  
  Nested in the Streets of Delight, the Whirling Dervish is 
  a hostelry offering entertainments marginally less 
  depraved, and more varied, than most establishments 
  around it.  
   
  The proprietor, Clinorus Kradner, dresses in 
  Baklunish robes and a turban, even though he's never 
  been west of Edge Field in his life. To someone who is 
  from the Baklunish West or has visited there, it is 
  
  A Tiger? In Ahlissa?! 
   
  Page 12 
  obvious that Clinorus has dressed to the descriptions of 
  embellished stories, not to mention the man is not 
  Baklunish, more of a dark Flan-Oeridian mix.  
   
  But he plays the foolish part well, and has a range of 
  "mystical conjuring tricks of the exotic west" aided by the 
  small time magic his talent as a 4th-level bard gives him 
  (animate 
  rope, 
  mage 
  hand, 
  prestidigitation, 
  summon 
  instrument, hypnotism, monster summoning, etc.).  
   
  His dancing girls are the best trained in Eastfair- 
  though most are working their way into much loftier 
  careers such as scribes and sages, and his other attractions 
  include "Kumbli, the strongest man living outside Ekbir" 
  (a shaven headed tanned Pontylver exile with Strength 
  20). As well, he has boas from Hepmonaland trained to 
  curl lazily out of their wicker baskets when Clinorus 
  plays his purposely out of tune conch pipe. To round this 
  all off, vividly colored liqueurs of brain numbing 
  potency, dice game tables, and far more besides are all 
  present to entertain. 
   
  Clinorus is, in fact, a cleric of Olidammara (Clr4), 
  with a strong tendency toward good alignment. He is 
  always interested in new visitors among his clientele, and 
  if he spots good-aligned people he often goes out of his 
  way to give them some tips on who, what, and where to 
  avoid within Eastfair. 
   
   He overhears indiscretions mumbled by drunken 
  nobles and others at his gaming tables, and might pass on 
  something of what he has heard—for the right price—if 
  he trusts the individual he is dealing with.  
   
  In this adventure, Clinorus has dealings with the 
  Zilchus Western Company who supplies him with 
  perishables from the Baklunish West. He is also good 
  friends with Dantoni and would often regale him with 
  wild stories of the west (though these are often rehashed 
  stories Clinorus hears from more senior Zilchus Western 
  Company members). As a friend of the family, the Holy 
  Clerk has agreed to use Clinorus as a middleman in 
  dealings with the adventurers on the case. Another 
  relevant association that Clinorus has is with a certain 
  element of the troubled Thieves’ Guild. This is a 
  relationship he tends to keep mum on for obvious 
  reasons. To reward the character’s good deeds and 
  friendship, he has made available to them his best suite 
  and a table in the bar just for them.  
   
  Other than that, he doesn’t reveal his true self or go 
  out of his way to aid the characters (but won’t hinder 
  them) besides friendly hints on the city. 
   
  �Clinorus Kradner: Human Male (Flan-Oeridian) 
  Brd4/Clr4 of Olidammara; hp 46; CG; +11 Will Save; 
  Undetectable alignment always cast; Speaks Ancient 
  Baklunish (but very poorly). 
   
  Time: It is approximately 10 a.m. (10 morning bells) 
  when the characters arrive. 
   
  Entering the Dervish 
  The Whirling Dervish is known for its friendly manner 
  and exotic entertainment. The host, Clinorus Kradner 
  and all of his staff (and the entire inn) are dressed up like 
  a storybook version of the Baklunish west. The selection 
  of food and entertainment is likewise.  
   
  Clinorus is dressed in Baklunish robes and a turban, 
  though his style of wearing them is hardly authentic. He 
  plays the fool to better guile those who would threaten 
  his true nature. He is also willing to use his array of 
  bardic spells to amuse the clients (animate rope, mage hand, 
  prestidigitation, summon instrument, hypnotism, monster 
  summoning, etc.). 
   
  The characters are free to enjoy any of the 
  entertainments listed: 
  • 
  Baklunish styled dancing girls. 
  • 
  Kumbli the strongest man living outside of Ekbir. 
  • 
  Trained boas from Hepmonaland. 
  • 
  Dice games. 
  • 
  Food and Drink from the far west. 
   
  Clinorus is eager to discuss the events surrounding his 
  summoning of the characters. A private table suitable for 
  such discussion, yet still giving a good vantage point over 
  the rest of the bar is reserved at the far end of the main 
  room.  
   
  “Greetings my infidel friends! It is good to see you again. I am 
  glad you indulged my request and came so quickly. Please have 
  a round of our most exotic drink on me. Perhaps some breakfast 
  as well? For it is early, and adventure seekers such as yourselves 
  should eat heartily before seeking out fame and fortune. I have 
  much to impart to you, but much more awaits you from others. 
  I have two invitations to pass on to you”, says Clinorus as he 
  seats himself at the secluded table. 
   
  Clinorus does indeed have two invitations to pass on to 
  the characters, as well as other general information 
  concerning recent goings on in the city. 
   
  Clinorus answers questions about the city and 
  culture as best as he can. Consult the adventure pre-text 
  on the city for the answers.  
   
  “The first invitation is from the Holy Clerk Afronidious. He 
  has further information concerning the murder of his son 
  Dantoni and wishes to pass it on to you to help solve the 
  incident.” 
   
  Clinorus relates the following: 
  • 
  The holy clerk of the Zilchus Western 
  Company wishes to meet the characters at the 
  Spice of Life tavern at noon. If the characters 
  can’t make this meeting, although he can also 
  meet at 7 bells night  if needed.  
  • 
  Due to the sensitive nature of the politics 
  behind the church of Zilchus and the 
  government, and the less than above board 
  nature of this investigation, Alfronidious cannot 
  afford to meet or discuss this business within 
  the Zilchus Western Company compound. His 
  lunch and dinner hour are far more suited for 
  clandestine meetings. 
  • 
  Alfronidious has some documents to hand over, 
  but Clinorus does not know the details of their 
  contents, other than that they relate to records 
  
  A Tiger? In Ahlissa?! 
   
  Page 13 
  of Dantoni’s last few days before being 
  murdered.  
  • 
  As a small blessing, there does not appear to 
  have been anymore ritual killings of this 
  manner since Dantoni and the character’s 
  apprehension of the two thug minions.  
   
  “The second invitation I have for you is of a more …sensitive 
  matter… but I fear you are in danger and thus need to be 
  burdened with it. There are certain gentlemen of a discouraged 
  profession that wish to speak with you to impart a warning of a 
  possible threat upon you.” 
   
  • 
  The people Clinorus is referring to are a certain 
  faction of the local Thieves’ Guild that he has 
  had friendly dealings with in the past.  
  • 
  Clinorus makes it clear that while he would not 
  trust most members of the guild as far as he can 
  throw them, these particular associates he can 
  vouch for as meaning no harm to the characters. 
  • 
  Due to the sensitive nature dealing with the 
  guild and the heavy handedness of the 
  authorities, Clinorus is reluctant to reveal 
  details, such as names, pasts or organizational 
  structure (except where noted). 
  • 
  This faction of the guild approached Clinorus 
  and explained to him that they had reason to 
  believe that an outside threat was forming 
  against his associates (the characters) and that 
  they had gathered some information that might 
  prove beneficial. They are willing to impart this 
  aid free of charge assuming that the characters 
  respect their wishes concerning the meeting 
  arrangements.  
  • 
  At 10 bells tonight, if the characters wish to 
  participate in the meetings, they are to be in the 
  suite prepared for them here at the Whirling 
  Dervish. The guilders will use the password 
  “origins” in a sentence and the characters must 
  reply with the counter password “ Blackmoor 
  via Whiteplume”. 
  • 
  Expect 
  some 
  additional 
  minor 
  security 
  precautions, but as long as the characters 
  cooperate, everything shall be fine.  
  • 
  Clinorus will not be present at the meeting, but 
  he will be downstairs running the tavern as 
  usually and keeping an eye out for the 
  authorities.  
  • 
  Clinorus recommends that the characters 
  participate in this meeting.  
   
  General information relating to the gangs, Clinorus can 
  relate if the characters ask: 
  • 
  As the characters may have noticed, the main 
  boulevard leading from the main gates to the 
  gates to the Old City (slums) is lined with the 
  hanging bodies of street criminals. 
  • 
  The criminals belonged to one of the many 
  brutal thug gangs that inhabit the destitute Old 
  City. Like others before them, the authorities 
  collected them up in an ambush raid. This gang 
  was called the ‘Stompen Toms’. (Tom as in a 
  male cat) 
  • 
  The gang was responsible for ambushing and 
  slaughtering a small orc brute squad led by 
  Ghorm Yuuk (a high ranking lieutenant of the 
  orc warlord). Ghorm Yuuk had been charged 
  with bringing a wagonload of flour and a chest 
  of coins for the provision and payment of a 
  blockhouse garrison of Rakers within the Old 
  City. Despite Ghorm’s reputation for combat, he 
  and his troops died and the goods were stolen. A 
  few days later, the ‘Stompen Toms’ were 
  rounded up and the goods confiscated. The 
  entire gang was executed for the theft of payroll. 
  The payroll was never recovered.  
  • 
  Like most of the street gangs and petty 
  criminals in the Old City, this gang is rumored 
  connected to the factional Thieves’ Guild.  
  • 
  There is very little noticeable guild activity 
  outside of the Old City and the authorities 
  strive to keep it that way.  
  • 
  Even with a high turnover rate for criminals 
  within the Old City, the abhorrent conditions 
  of 
  poverty, 
  overcrowding 
  and 
  enforced 
  ignorance all but force the population of the 
  slums into the criminal lifestyle. This provides a 
  steady stream of new recruits into the gangs and 
  the guild. 
   
  General information relating to the orcs, Clinorus can 
  relate if the characters ask: 
  • 
  Tensions between the human population and 
  the orc portion of the garrison have been 
  increasingly high over the last two years.  
  • 
  Some point to a catalyst for this increased 
  tension as the setting down of roots by the orcs. 
  What started as a purely military contingent 
  within the Orc Quarter, has become a family 
  affair as small groups of orc females have 
  migrated into the city from the Bone March. 
  This is in addition to the unwelcome increase in 
  the half-orc population within the Old City over 
  the last ten years. 
  • 
  Orc squads (barely kept in line) handle the 
  meeker agitators in the Old City. They are much 
  feared and hated by all (including the street 
  level authorities they are supposed to be allied 
  with).  
  • 
  Stories have leaked out of gangs ambushing and 
  slaughtering smaller brute squads, and there is 
  little word on any sort of regular retaliation by 
  the authorities.  
  • 
  About a week ago, Ghorm Yuuk, a high-ranking 
  lieutenant of Snaggrip Grekk (the orc warlord) 
  
  A Tiger? In Ahlissa?! 
   
  Page 14 
  was leading a brute squad with a supply wagon 
  within the Old City, when he was ambushed. 
  Despite Ghrom’s reputation for endurance in 
  combat and the elite’ness of his person guard, 
  the ‘Stompen Tom’ gang was able to kill the 
  small orc group. The gang was rounded up a few 
  days later for the theft of the goods and 
  executed for the theft of a Raker’s payroll.  
  If Clinorus is asked to recount what he imparted to the 
  characters the first time they investigated (During COR3-
  17 When Orcs Attack), he tells them: 
  • 
  Five days before he first talked to the characters, a 
  young friend Dantoni, a cleric of the Money Counter 
  and acolyte of the Zilchus Western Company, was 
  murdered. 
  • 
  The murder happened after Dantoni was on his way 
  back home (the Zilchus Western Company 
  compound) in the streets of the Merchant Quarter. 
  He was somewhat drunk. His heart was cut out in a 
  ritualistic fashion and the heart is still missing. 
  • 
  Dantoni often visits to be regaled of stories of the far 
  west.  
  • 
  The Zilchus Western Company is a trading 
  organization run by an order of Zilchus Clerics. 
  • 
  Thankfully, Dantoni was resurrected, but it took all 
  the sums of money that his father and his friends 
  (including a gift from Clinorus himself) could put 
  together. It’s a misconception that all clerics of the 
  Money Counter are filthy rich, and 5,000 gp is a lot 
  of money on short notice. 
  • 
  The authorities and the Church of Zilchus are at a 
  loss to figure out the culprits or even a motive. 
  Dantoni only remembers being hit on the head and 
  being carried into an alleyway by two men before he 
  completely blacked out. The authorities have 
  declared it a random murder and the Church of 
  Zilchus is complaining through formal channels to 
  little results.  
  • 
  Dantoni’s father, Afronidious the holy clerk for the 
  Zilchus Western Company compound here in the 
  city, suspects it maybe more than just a random 
  murder. He suspects cult activity (which there is a 
  fair amount of) and fears that they may strike again.  
  • 
  Dantoni has been sent off west to recuperate and to 
  stay protected if who ever killed him wants to take a 
  second shot. 
   
  Development: From this point, the characters have a 
  choice about what direction to take. The meeting time 
  with Afronidious is flexible and can be done on any day 
  during the adventure. The meeting with the Guilders is 
  set in stone though. It’s this night or nothing.  
   
  With good directions from Clinorus, the walk to 
  Little Bakluni Town and the Spice of Life tavern only 
  takes 20 minutes. This leaves curious adventurers plenty 
  of time to attend the lunch hour meeting and have time 
  to do some preliminary investigations before having to 
  come back for the guilder meeting at 10pm. 
   
  The characters may also wish to inspect their suite. 
  There are no traps or nefarious devices present in the 
  suite. The room comes with two iron keys for the 
  characters (and one additional one for Clinorus). 
   
  INTRODUCTION: 
  SUPPLEMENTAL  
  This small supplemental introduction is for characters 
  that didn’t play COR3-17 When Orcs Attack. Hopefully, 
  most of the characters in the party are repeaters and those 
  new among them can have tagged along and have been 
  filled in on the required questing. But some players may 
  require more motivation and connection for their 
  characters to justify being present and involved.  
   
  Throughout the Flanaess, word has been spreading among the 
  temples of Zilchus. These holy clerks, devout defenders of the 
  bottom line and wardens of the coin, have one of their own in 
  distress. Unofficially, they have been giving hints that 
  foreigners, people from the outside, are needed to help right a 
  wrong in a place where wrongs are right. New adventurers are 
  needed where others have stalled. Pull your cloak up tightly 
  and head off to Eastfair, capital of the North Kingdom. All 
  hints suggest seeking out a man by the name of Clinorus 
  Kradner at the Whirling Dervish, though the clerics of Zilchus 
  are unsettling silent on details.  
   
  Thus individual characters or entire adventuring parties 
  can arrive fresh and still succeed in this adventure and be 
  hooked into the series.  
   
  The DM needs to paraphrase the primary 
  introduction to suit characters who are arriving by word 
  of mouth and not a letter. Clinorus is aware that some of 
  the previous adventurers working on the mission either 
  died or became side-tracked elsewhere and thus 
  replacements are needed. He goes out of his way to make 
  these new arrivals feel welcome and does his best to 
  merge loners up with any of those who are veterans from 
  the first part of the mission.  
   
  As for why these new characters would be the 
  targets of (and descriptions known) of an assassin who is 
  enacting retribution for previous interference, well there 
  are several possible answers.  
   
  It could be that the assassin was informed of the 
  characters interest and travel through Great Kingdom. It 
  could be that it is cases of mistaken identify and incorrect 
  association with veteran characters (as hinted at in 
  Guilder’ing the Lilies encounter). Or it could be a 
  combination of those reasons or something more bizarre 
  and happenstance. Either way, the Dawn Tiger associates 
  them with his targets and moves in for the kill.  
   
  ENCOUNTER 1: LITTLE 
  BAKLUNI TOWN  
  This is the most likely first destination of the characters 
  after their meeting with the patron of the Whirling 
  Dervish. The characters come here to speak with Holy 
  
  A Tiger? In Ahlissa?! 
   
  Page 15 
  Clerk Afronidious and obtain the clues needed to start 
  their investigation.  
   
  After 20 minutes of strolling through the streets of Eastfair you 
  arrive in the part of the Merchant district known as the Exotic 
  Merchant Quarter, or sometimes Little Bakluni town.  
   
  On the far side of the square are the walls of the Zilchus 
  Western Company compound, and on this side is your 
  destination, the Spice of Life Tavern. The smell of exotic dishes 
  and spices waft from humble looking tavern. 
   
  There are two important locations here in the square: the 
  Zilchus Western Company compound and the other is 
  the Spice of Life tavern.  
   
  LOCATION INFORMATION: ZILCHUS 
  WESTERN COMPANY; THE SPICE OF LIFE 
  The Merchant Quarter contains the better markets of 
  Eastfair and the homes of many ordinary merchants. This 
  is also home to an enclave (subsection) of merchants who 
  specialize in exotic goods: silks, spices, peppers, yarpick 
  nuts, galda fruit, rare herbs, alchemical goods, tropical 
  hardwood furnishings, Ketite rugs and carpets, and all 
  manner of unusual items.  
   
  Their shops have become poorly stocked due to the 
  looming war and trade interference in the Baklunish 
  West, and they often gather at The Spice of Life, a noisy 
  tavern run by a Ketite expatriate (formerly of the Falwur 
  District) named Sumdaa Al’Firs, who fled during the Ket-
  Bissel war. Back home, his small trade business relied on 
  his personal good relations with his Bisselite neighbors 
  and relatives. But after the war and the crack down by the 
  zealot church, there was nothing left for him in Ket.  
   
  �Sumdaa 
  Al’Firs: 
  Human 
  Male 
  (Baklunish-
  Oeridian) Com8; N; hp 20.  
   
  Nearby to these shops is the walled compound of the 
  Zilchus Western Company. This is the major supplier to 
  these particular shops of western goods, though the 
  Zilchus Western Company by no means holds any 
  monopolies on Baklunish trade.  
   
   In addition to the obvious financial factors, this 
  clerical order uses their trade network for other purposes 
  and have done so for many generations.  
   
  The father of the young cleric in question (and the 
  one the characters are here to meet again) is Holy Clerk 
  Afronidious, cleric of the Money Counter, Zilchus, and a 
  middle status (but very prestigious position) member in 
  the clerical order that operates the Zilchus Western 
  Company. 
   
  �Holy Clerk Afronidious: Human Male (Oeridian) 
  Exp4/Clr4 of Zilchus; hp 46; LN.  
   
  It should be noted that the characters do not need to 
  visit the Zilchus Western Company compound during 
  this encounter but may visit it in Encounter 4. Holy 
  Clerk Afrondidious only wishes to discuss business with 
  the characters at the Spice of Life tavern. If the characters 
  come to the Zilchus Western Company compound, the 
  holy clerk only admits them entrance if they have some 
  other businesses with the clerical order (such as seeking 
  spell casting or invoking influence favors earned in 
  previous adventures or seeking out Octreth). See 
  Encounter 4 should the characters decide to visit. 
   
  THE SPICE OF LIFE 
  The smell of exotic dishes and rich flavorful spices waft over you 
  as you open the door. The sounds of non-angry arguments and 
  intense discussions in both common and Baklunish tongues 
  pervade the air. A man with a Ketite accent asks you if you are 
  here for a meal with intent to seat you. Over against the far 
  wall is an older man in heavy armor and the livery of a cleric 
  of Zilchus.  
   
  The Ketite is Sumdaa Al’Firs, owner of the tavern.  
   
  The characters do not have much time to interact 
  with the other patrons or Sumdaa before Afronidious 
  recognizes them and beckons them over. Chatting with 
  Sumdaa or listening in to the gossip of the patrons can 
  pick up the following tidbits: 
  • 
  Things are back to normal over at the Holim ruins. 
  The ‘Boyz of Richfest’ (the orc regiment that rebelled 
  in ‘When Orcs Attack’) have returned without 
  incident to laboring at the excavation. I hear they’ve 
  even got an increase in rations. Yum, more fish heads 
  for everyone.  
  • 
  The government has been doing a good job lately of 
  routing out and eliminating the street crime that has 
  exploded to unheard of levels in the Old City over 
  the last few years. Thankfully, that street crime never 
  crossed over into the New City.  
  • 
  The murder and missing person rate in the New City 
  hasn’t been so bad the last few years, not ever since 
  that last big influx of refugees into the Old City. 
  They must be good luck.  
  The older man in the garb of Zilchus is Afronidious, the 
  Holy Clerk and the person the characters are seeking out 
  (again). 
   
  THE MEETING WITH THE CLERK 
  If the characters have met Afronidious in a previous 
  adventure and have not completely disguised their facial 
  features, then read the following; 
   
  The armored man in Zilchus garb is unmistakably 
  Afronidious. After a quick visual inspection of your group, the 
  holy clerk discreetly beckons you over to his table. It 
  conveniently has six empty chairs waiting for you. 
   
  Most characters may be suspicious of this meeting 
  arrangement and they would have some justification for 
  that. In this case though, Afronidious has no malicious 
  intent toward the characters. His reasoning’s behind this 
  setup for making arrangements are purely political. 
   
  Though he has not been forbidden to, it has been 
  made clear to Afronidious that the Church of Zlichus 
  wishes to handle the matter of a murder of one of their 
  own through official channels first. This is to avoid the 
  risk of giving the Church of Hextor and the authorities 
  an excuse to censure them for interfering in an official 
  
  A Tiger? In Ahlissa?! 
   
  Page 16 
  matter (the murder investigation). A censuring would 
  leave the church open to political ever increasing 
  political attack. That is something the authorities would 
  love for the Zilchus church to do and some suspect that is 
  the reason for the delay (and poor handling) in the 
  official investigation. 
   
  Because of this, Afronidious wants to keep the 
  mission low profile and is using his own (now limited) 
  funds and resources for the initial transactions. This 
  means having no contact with the characters that could 
  be twisted into appearing to be on behalf of the Zilchus 
  Western Company or the church of Zilchus. So all 
  meetings must be done on his two meal breaks during 
  the day (breakfast is a ritual for the Zilchus Western 
  Company order and thus Afronidious is required to 
  attend). 
   
  As the characters may remember, the last time they 
  met up with Afronidious (in COR3-17 When Orcs Attack), 
  he had asked them to investigate the ritualistic murder of 
  his son (the details of that conversation are located in this 
  later in this encounter text) and to see if there was further 
  threat to his (resurrected) son. Afronidious promised to 
  compile more information as time and resources allowed. 
  And that is what he has summoned (via Clinorus) the 
  characters for.  
   
  Afronidious has collected up copies of the official 
  church documents listing his son’s most recent activities 
  (before his murder) as an ‘Honest Deal Mediator’. 
  Knowing his son, he feels this could be the only 
  connection (if there even is one) as he spent the rest of 
  his time either in the compound working and studying, 
  and the rest at the Whirling Dervish. As for the Dervish, 
  Clinorus has already assured him that there would have 
  noticed a connection had it happened at his 
  establishment.  
   
  Afronidious hands over to the characters the copy of 
  the documents (Player Handout 1). It is written in 
  highlight format for the most relevant entries for the 
  sake of convenience (a real document like this could be 
  many pages long).  
   
  The clerk is willing to answer the questions of the 
  characters to the best of his ability.  
   
  “My Friends, I thank you for continuing to assist me in this 
  matter of my son’s murder. I have heard from him recently that 
  he is getting along well in the western trade outposts. Take 
  these compiled documents as well, ask of me what you need to 
  know” says the holy clerk. 
   
  The following information is listed by questions the 
  characters might ask. The clerk is not hiding anything, 
  but at the same time, he’s not sure what the characters 
  might find relevant and may need some direction in what 
  to say. The question asked does not need to be exactly 
  same as the question listed. 
   
  Q: What is a ‘’honest deal mediator’? 
  An ‘honest deal mediator’ is a cleric of Zilchus is 
  contracted by both parties to ensure neither one is 
  attempting to cheat the other one (other than normal 
  hard bargaining). This usually involves the use of a detect 
  thoughts spell (with the information gained remaining in 
  confidence unless it proves that one side is going to cheat 
  the other). A successful DC 15 Knowledge (religion) or 
  DC 20 Knowledge (local—core)  check indicates the 
  character know this.  
   
  Q: Whatever happened to those two thugs we hunted down?  
  The two thugs are Syad and Nye. In COR3-17 When Orcs 
  Attack, they were discovered to be responsible for the 
  actual killing of Dantoni, but interrogation revealed them 
  to be simple dupes. After being captured, they were 
  placed in the Eastfair Prison.  
   
  “I went to see those two scoundrels in our orc 
  managed prison. I found it to be a fitting punishment for 
  them, though I wish they had endured longer, but they 
  were as weak as they were cowardly and succumb to the 
  ministrations of the orc jailers. What I was able to get 
  from them was that a man they knew as ‘the Opaquer’ 
  hired them to commit ritualistic heart thefts from people 
  pointed out by their mysterious boss. They killed three 
  other clerics from different churches and two 
  commoners, but I’ve had difficulty ascertaining who as 
  those two dunderheads just don’t seem to know much 
  beyond a pointed out target. There boss always sought 
  them out and paid in cash when they met at a 
  prearranged alley to hand over the heart. Much of this 
  took place in the New City.  
   
  (Q) What do you know about ‘the Opaquer’? 
  “The two thugs described the man as always wearing a 
  leather cowl to disguise his features, but the skin he did 
  display suggests him being of Flan decent. His accent was 
  not local (but the thugs could not place it or imitate it 
  well enough to identify) but I suspect it was from 
  somewhere in the south. They’ve also described him as 
  smelling strongly of fish, though that’s not too 
  uncommon, as fresh fish is a major part of our diet. 
  Because of the ghastly acts and the fact that this is 
  Eastfair, I’ve consulted the Order’s research texts on the 
  arcane and mystic. Part of me suspected to find this to be 
  the name of an evil outsider, but if it is, I could not find 
  any reference to it. The ritual fashion that the hearts were 
  removed in is confusing as well. It could have just been 
  improper implementation by the two thugs, but the 
  ritual 
  methods 
  are 
  inconclusive, 
  possibly 
  even 
  contradictory to any particular known ritual. I wish I had 
  more to tell you on this”. 
   
  What the holy clerk doesn’t know is that ‘the 
  Opaquer’ is a made-up name, created specifically to fool 
  the two ignorant thugs. A DC 22 bardic knowledge check 
  reveals the name to originate from an old and badly 
  written play out of Mentrey in the See of Medegia. It was 
  first performed some 200 years ago and though 
  somewhat popular within the See, it did not travel much 
  outside of the southern Great Kingdom. The plot 
  revolved around a fiend that would block out the light of 
  knowledge and keep the information for himself, all the 
  while tricking the innocent into conflict with the main 
  character of the play. There are several different versions 
  
  A Tiger? In Ahlissa?! 
   
  Page 17 
  of the play, depending on what political power held the 
  See at the time.  
   
  Q:Why can’t we meet in the Zilchus Western Company 
  compound? 
  “For the political safety of the order, I must distance 
  myself from it when dealing in these matters. There is no 
  danger to you because of it, only danger to myself and the 
  order”. 
   
  Q: Does your son have any friends in the city? 
  “You’ve already met Clinorus, of course. I believe Dantoni 
  was on friendly terms with much of the staff of Whirling 
  Dervish, but I don’t know if I’d call any of them deep 
  relationships, besides Clinorus. He was friendly enough 
  with his fellow young clerics in the Order. He shared a 
  room with a cleric of similar age named Octreth.  
   
  Q: What does your son look like? 
  “Well, he’s no longer in the city and (I hope) safely in the 
  west, but he is about 5 feet 6 inches tall, with dark curly 
  hair similar to my own without the touch of gray. He 
  wore the typical basic garment of our order and wore a 
  three stone sapphire (yellow) ring that I gave him at his 
  ordaining. He has his mother’s nose though, much 
  rounder than my own and her unblemished skin as well.” 
   
  Q: Do you have any enemies? 
  I have no personal enemies that I am aware of. As for the 
  order, it could be said that everyone shares an enemy in 
  the government and the Church of Hextor, but don’t be 
  caught saying that.  
   
  Q: Who was handling the investigation? 
  “A Raker by the name of Captain Falentia is in charge of 
  the investigation, but it would be futile to try and 
  approach him. As far as he is concerned, the case is all but 
  closed with the capture and imprisonment of the two 
  thugs. He believes the story of ‘the Opaquer’ to be fiction 
  and an attempt to shift the blame for the crimes. I’m sure 
  that Captain Falentia would arrest any who bothered him 
  about the case and charge them with interference. Just 
  stay clear of him, and he won’t pay you any mind”  
   
  THE PLAYER HANDOUT DOCUMENT 
  HIGHLIGHTS 
  Highlights from the official logs of the Zilchus Western 
  Company – Eastfair branch and the main Temple of 
  Zilchus -Eastfair; One week leading up to the murder of 
  Dantoni, junior cleric and certified Honest Deal 
  Mediator.  
   
  Starday:  
  Between ten and eleven morning bells: Honest deal 
  mediator request made by client Roward of Shoreshil 
  (occupation Fisher-Lead). Conditions: standard contract, 
  specifically for moderation of fresh fish from Shoreshil 
  on 
  the 
  Flanmi. 
  Pseudo-Client: 
  Hughnard 
  The 
  Fishmonger (of Eastfair). Standard payment, no known 
  holds on Roward or Hughnard. Honest Deal Mediator 
  Assigned: Dantoni of the Zilchus Western Company —
  Eastfair branch.   
   
  Noon: Sub-Clerk logs delivery of assignment contract to 
  Dantoni 
   
  Three evening bells: Dantoni confirms contact with both 
  parties. Preliminary meeting times arranged. The deal 
  process is locked and set in motion. 
   
  Sunday:  
  Between nine morning to three evening bells: Standard 
  Billable 
  hours; 
  honest 
  deal 
  mediator 
  mediating 
  inspection of cargo loads entrusted to client Roward by 
  fellow fishermen of Shoreshil. Cargo stored in tertiary 
  warehouse #341 (as owned by the Zilchus Western 
  Company, standard rent paid in full).  
   
  Moonday 
  Nine morning to four evening bells: Standard billable 
  hours; honest deal mediator mediating inspection of 
  cargo held in warehouse #341, both client Roward and 
  pseudo-client Hughnard present. Delay created by tariff 
  dispute by Eastfair Tax agent. Standard solution 
  presented, but documents will not be ready till Waterday 
  due to Godsday services within the government 
  structure.  
   
  Godsday 
  Dantoni of the Zilchus Western Company recorded as 
  present for extended worship ceremonies within the 
  Zilchus Western Company –Eastfair branch. Full tithe 
  recorded as received. 
   
  Waterday 
  Eight morning to four evening bells: Standard billable 
  hours; 
  All proper documents collected from Eastfair-Tax; 
  necessary claims and notifications for transits of goods 
  (warehouse to warehouse) and passes for additional 
  laborers from the Old City; Roward and Hughnard noted 
  as being in agreement with final exchanges planned for 
  end of work Earthday. 
   
  Government approval for transport plan: Seven wagons, 
  along prearranged street route, from Zilchus Western 
  Company T-Warehouse #341 to Compound Warehouse 
  of Hughnard the Fishmonger.  
   
  Earthday 
  Between seven morning bells and two evening bells: 
  Standard billable hours plus end of contract fee; Honest 
  deal mediator oversaw packing, loading, transport, 
  unloading of goods. Notes: No problems, smooth 
  transaction. Both parties have signed statement of 
  agreement and satisfaction.  
   
  Contract closed. 
   
  Freeday 
  No listed duties for Dantoni. 
  
  A Tiger? In Ahlissa?! 
   
  Page 18 
   
  Q: What does this document mean, Afronidious? 
  As far as Afronidious sees it, this is a fairly standard 
  listing for a simple job of collecting a large cargo from an 
  outside 
  source 
  and 
  navigating 
  the 
  somewhat 
  untrustworthy nature of most merchants as well as the 
  moldy red tape of the government.  
   
  What Afronidious does not know, is that it was not 
  actually his son performing the assigned contract. In 
  actuality, Dantoni’s roommate Octreth instigated a small 
  conspiracy to switch assignments. Octreth did this 
  because he had pressing matters of the heart and his own 
  assigned contract had a specific clause for late evening 
  meetings. The switch was never recorded (nor approved).  
   
  As for the details of this transaction; Roward 
  represents a group of fishermen (mostly relatives, Flan 
  descended) based out of the small community of 
  Shoreshil along the east bank of the Flanmi River. 
  Afronidious has heard of the man, but has never had 
  dealings with him personally. Roward arrives in Eastfair, 
  contacts the Church of Zilchus and asks for an Honest 
  Deal Mediator. The church then assigned one (in this 
  case, Dantoni) and set things in motion.  
   
  Once signed in, Dantoni would face a fine for 
  delaying or reneging on the contract, so minor 
  subterfuge was required between the two young clerics. 
  If caught, both clerics face a fine and minor punishment. 
  Again, Afronidious does know this rule was broken by 
  the two young clerics. 
   
  Hughnard the Fishmonger is one of several local 
  fishmongers. Fish from the Flanmi is a large part of the 
  city’s diet, as well when dried, makes an excellent staple 
  for the ration packs of the troops. Afronidious has met 
  Hughnard on a few occasions, once when the Zilchus 
  Western Company purchased stock from him and a few 
  other times at social/financial functions. Afronidious 
  describes him as a short, stingy obese man, but 
  comparatively trustworthy (for a local merchant), though 
  far from socially pleasant. 
   
  The Zilchus Western Company tertiary warehouse 
  #341 is one of several holding facilities within the 
  warehouse district owned by the Zilchus Western 
  Company (and not located within the compound). These 
  warehouses are rented out to those with a need for 
  temporary storage of goods, usually involving the 
  awaiting of a transaction mediated by the church of 
  Zilchus.  
   
  Note: Though the characters can find and visit the 
  warehouse, it is currently empty and has no bearing on 
  this adventure. 
   
  Hughnard the Fishmonger’s small compound is 
  located in the merchant district and Afronidious can give 
  directions (so that the characters can visit it in a later 
  encounter). 
   
  Afronidious does not live with his son (though they 
  both live in the same compound) and though they did 
  pass each other and engage in small talk, Dantoni did not 
  discuss his work that week (which is not unusual), nor 
  did the subject come up.  
   
  What was discussed the first time we talked? 
  This is the information that was discussed with the 
  characters the first time they met with the holy clerk (in 
  COR3-17 When Orcs Attack). If asked, he can impart it to 
  them again.  
  • 
  In a discreet manner, investigate the murder on my 
  son. Find out who ordered it and why. 
  • 
  The authorities are being less than helpful and my 
  own church is playing it cautious. They fear that if 
  the Church of Zilchus uses its own resources within 
  the city to look into the case, it may be a trap by the 
  authorities to have an excuse to censure the church. 
  Meanwhile, the Church of Zilchus is protesting 
  through official channels. 
  • 
  Though I have not been forbidden to, my superiors 
  in my order and the church would not be approving 
  if they knew I was hiring others to look into the 
  matter. 
  • 
  I have sent my newly resurrected son into the west, 
  where I am certain he will be safe for now. What I 
  need to know is, was it just a random killing or was it 
  something targeted specifically for him? Will who 
  ever did this try to harm him again? Was this aimed 
  to hurt me personally (via my son) or to harm the 
  Zilchus Western Company? 
  • 
  Other than his money pouch, the jeweled ring I gave 
  him for his ordaining, and his heart, nothing of great 
  value was taken. He carried no secrets of the order or 
  keys to the vaults. The closest thing to a lead was a 
  town guardsmen spotting a running and frantic 
  gutter child close to the area at the same time, 
  probably escaping back to the Old City.  
  • 
  I realize that this sort of low-key investigation can 
  take a long time in a city as cruel as Eastfair, so I put 
  no time constraints on you. If it takes 100 years to 
  solve this, I shall be happy, as long as it is solved.  
  • 
  My funds are severely depleted due to the cost of the 
  resurrection of my son, but I promise you this, on my 
  word as a holy clerk, you shall always be able to 
  count on others who hold that office to help you 
  when it comes time to truly need it. That and I’ll give 
  you 100 gp each (already paid at the end of COR3-17 
  When Orcs Attack). 
  • 
  You know where I am should you need to ask me 
  anything, just be discreet. 
   
  Development: Keep track of the time of day it is. The 
  characters may have places to be and deadlines to keep 
  (such as Encounter 5). From here, the characters have 
  several options. They can go back to the Whirling 
  Dervish and await the meeting (Encounter 5); or they can 
  walk 10 min and investigate Hughnard the Fishmonger 
  (Encounter 2); or enter the Zilchus Western Company 
  compound and speak with the roommate (Encounter 4); 
  or leave the city for an overnight stay on the Flanmi river 
  (Encounter 3). Or run off into the city to foresee what 
  troubles follow them come the passing of midnight. 
   
  
  A Tiger? In Ahlissa?! 
   
  Page 19 
  ENCOUNTER 2:  
  THE FIRST LEAD IS THE 
  DEEPEST  
  This is most likely the second stop of the characters. This 
  is the fishmongery compound that Dantoni was officially 
  scheduled to be working at (though due to the switch, it 
  was really Octreth pretending to be Dantoni). Here, the 
  characters pick up clues revealing that someone was 
  imitating Dantoni as the physical descriptions do not 
  match up.  
   
  The compound of Hughnard the Fishmonger is easy enough to 
  find among the clean and orderly streets of the New City. The 
  compound consists of a main building, a barn, and a small 
  shack typical of those that house extra labor during busy times. 
  A rickety wooden fence afflicted with gaps, rings most of the 
  compound. 
   
  The characters can find the shop easy enough by asking 
  around in the market district or directly from the holy 
  clerk. Though there are many fishmongers of varying size 
  and influence, Hughnard is the most well known.  
   
  A rickety wooden fence surrounds the compound 
  with a wagon gate on the side with access from the alley. 
  The main house acts as the street-facing wall. On either 
  side of the compound are row houses with miscellaneous 
  shops and residences.  
   
  During the day, Hughnard and his three regular 
  workers (Jireen, Ludern and Tiven) can be found around 
  the compound doing various tasks, such as processing 
  and sorting fresh fish, smoking fish, filling fillet orders 
  and cooking the fish books. Hughnard rarely goes far 
  from the front desk in the main house during business 
  hours. 
   
  After dark, the three workers wind down in the 
  kitchen area of the main house before going to bed (in a 
  room adjoining the kitchen) and Hughnard himself 
  retires to his two rooms located upstairs (above the 
  kitchen area). If disturbed during the night, both groups 
  have hand bells in easy reach to start signaling for the 
  city watch. If such a commotion happens, a patrol arrives 
  in 1d4 minutes in the heavily watched over merchant 
  district. 
   
  DEALING WITH HUGHNARD 
  Meeting Hughnard is not difficult. He’s always willing to 
  do bulk business (though he is not interested in selling 
  small personal supplies of fish) and pretending to be a 
  reputable customer gets his undivided attention rather 
  fast, but risks angering him should the deception be 
  revealed.  
   
  The key to dealing with Hughnard is giving him 
  motivation to cooperate. For instance, if Hughnard 
  thinks he can sell more fish, he’s cooperative and he’ll 
  answer to the best of his knowledge. Failing that 
  approach, the characters can simply bribe him with 30 gp 
  for his time. Threats of violence or pleas to his kind heart 
  (he’s neutral in alignment), run the range of angering 
  him to becoming tight lipped and insistent on up to 60 
  gp of bribe, depending on how the characters force their 
  views. Use a DC 12+APL Diplomacy check to determine 
  the results, with a failure resulting in anger.  
   
  An angered Hughnard demands the characters leave 
  his shop and not return. His three workers do their best 
  to act threatening, but respond with ringing for a Raker 
  patrol instead of direct combat. 
   
  “Greetings customers to the best supply of prepared fish the 
  Flanmi has to offer” says a short obese man finishing his cod-
  on-a-stick snack.  
   
  Once the characters get Hughnard talking, he has little to 
  hide and reveals the following information to a character 
  asking the right questions.  
   
  Note: Hughnard is not aware of the identity switch 
  between the two young clerics of Zilchus and has never 
  met either of them before.  
  • 
  Why did you use this cleric? “The Honest Deal 
  Mediator Grattati is used to dealing with has left 
  for greener pastures in the south, Jalpa he 
  thinks. But that is to be expected, as honest eeal 
  mediator is a minor position, usually left for the 
  young or unmotivated. This one was assigned by 
  church docket.”  
  • 
  Is this document accurate? Did any of these 
  events actually happen? Hughnard confirms 
  the description of events from the records to be 
  an accurate account. Dantoni (who was really 
  Octreth) was acceptable in his duties, if not a 
  little lighthearted and Hughnard thinks the 
  young cleric may have even been day dreaming 
  at one time or another. Definitely preoccupied, 
  but still got the job done. Not usual qualities 
  one finds in a servant of the Money Counter.  
  • 
  Did anything unusual happen during these 
  alleged events? “Unusual happenings? None 
  really. There was a humorous moment when 
  Tiven accidentally caught Dantoni’s long blonde 
  locks in the rear gate of one of the wagons and 
  nearly knocked himself off his feet, but the boy 
  showed humility and had a laugh along with the 
  rest of the work crew. “ 
  • 
  What did Dantoni look like? “Well, he was 
  young and wore the standard neophyte attire 
  with Zilchus Western Company markings. He 
  is about two heads taller than myself, long 
  blonde hair, splotchy face, and perhaps 
  somewhat ungainly, but still a nice enough 
  fellow. “ 
  • 
  Did he have any jewelry (or did you look at his 
  hands?): “If memory serves, the lad wore a silver 
  holy symbol of the Money Counter, and on his 
  hand was a ring of some sort. I remember it 
  being bejeweled, but I don’t remember it too 
  well, one of the reasons I got into fish, was that I 
  
  A Tiger? In Ahlissa?! 
   
  Page 20 
  don’t see colors all that well, which makes gem 
  dealings out of the question.” 
  • 
  Tell me about the trade transaction set up by 
  Roward of Shoreshil: “I have dealt with him on 
  many occasions. Usually, he sells small catches 
  to local mongers, but once in a while, there is a 
  large catch and he acts a lead among his fellow 
  fishermen in his extended clan and brings the 
  shipment to me directly. As pretty typical, he 
  took out a contract for a honest deal mediator. I 
  prefer it; it keeps business smooth. Most of the 
  honest deal mediator payment is added into the 
  sale price.”  
  • 
  Who was the ‘tax agent’ mentioned in the 
  document? “That is the honorable Tal Reydrich, 
  tariffer extraordinaire. He’s no different from 
  any of the other officials working for the 
  government. Graff, bribes, kickbacks, blood- 
  that’s what it takes to get the gears of society 
  moving around here. Its best to stay away from 
  those types unless you’re actively looking for 
  trouble and have a lot of free time on your 
  hands.” 
   
  Assuming they don’t get in the way and haven’t upset 
  Grattati, the characters are free to question the three 
  workers (Jireen, Ludern and Tiven) but they have little to 
  add over the information listed under Grattati. 
  • 
  Tiven, what happened with the hair? “I was 
  closing up the back of the wagon and I 
  accidentally got some of the kid’s hair caught. 
  As he started to walk away, he nearly yanked 
  himself right off his own feet. His long arms 
  shot out for something to grab, and he caught 
  on to me, but he cut me good on the neck with 
  his ring. I figured he’d have me beaten for sure, 
  but the kid took the accident good naturedly 
  and we all had a short laugh about it. “ 
  • 
  The Ring? Did you see it? Is it safe?? “Er, sure, I 
  saw the ring. I glanced down at it to see what 
  had cut me. Three blue sapphires set on a gold 
  ring”.  
  • 
  Who else works here? Perhaps a fiend in 
  disguise? “We three are the only ‘permanent’ 
  staff. During large transactions, laborers from 
  the Old City are brought in, usually housed in 
  that cottage over there. It’s empty now though.”  
   
  ALL APLS 
   
  �Hughnard: Male human (Oeridian) Exp3; hp 20; 
  N. 
   
  �Workers (3): Male human (Flan-Oeridian) Com3; 
  hp 10 each; N. 
   
  Curious characters may suspect everyone in this city of 
  evil. This may lead them to wanting to search the 
  grounds, be it with permission during the day or under 
  the cloak of darkness. Though nothing nefarious relating 
  to this adventure happened on the grounds, the 
  highlights for the three major locations are as follows. 
   
  The main house (described in part earlier) has a front 
  room used for client-oriented business. The smallest sales 
  orders are dealt with here as well as the financial 
  transactions. A small sturdy (but unlocked) chest is 
  located out of sight under the counter. It contains 20-gp 
  worth of copper and silver coins. The backroom is used as 
  both a work area and living quarters for the workers. 
  Stairs lead up to the master apartment. Strangely, there is 
  no cellar. A stonewall separates the kitchen (that takes up 
  the right quarter of the house) from the rest of the house. 
  Hidden under a tile in the kitchen is a bag with 20-gp 
  worth of copper and silver coins. Hidden upstairs in the 
  master bedroom is a chest with 200-gp worth of coins.  
   
  The barn triple functions as a production facility, 
  warehouse, and transport storage. The building is 
  approximately 60 feet by 15 feet, with 20 feet by 20 feet. 
  addition on the courtyard-side wall. Fish drying, pickling, 
  salting, fresh storage, and other fish-related paraphernalia 
  can be found on the far end of the barn. A wagon is near 
  the main entrance. Barrels both full and empty take up 
  the rest of the space. Sacks of salt and other spice-like 
  ingredients are present with a street resale value of 10gp 
  for any character wanting to take the 30 pounds of sacks 
  and barrels.  
   
  The small cottage is in the worst shape of all the 
  buildings. It is single level, with a main room and a small 
  stone addition for cooking and heating. In total, the 
  cottage is approximately 30 feet by 45 feet. It has enough 
  bunks to house ten workers, though the conditions 
  would be quite sad. The wooden walls and bunk posts are 
  covered in years’ worth of carved graffiti. 
   
  Disturbing any of these buildings at night (from 
  noise via searching or lights) risk waking the ever-wary 
  occupants of the compound. Once alerted, the only way 
  to stop Grattati or the workers from ringing for a Raker 
  patrol is to trick them into thinking the disturbance is 
  being caused by an animal (a somewhat common 
  occurrence). Of course, the animal trick is useless if it’s a 
  light source that gives the characters away (which can be 
  seen from the window of the master bedroom). 
   
  Treasure: Robbing various spots in the compound. 
  APL 2: L: 10; C: 240; M: 0gp  
  APL 4: L: 10; C: 240; M: 0gp 
  APL 6: L: 10; C: 240; M: 0gp 
   
   
  Development: From this encounter, the characters 
  should be able to gain enough understanding to point 
  them toward questioning Octreth about discrepancy in 
  the descriptions (Encounter 4).  
   
  The characters (if they haven’t already) may wish to 
  further confirm the facts by heading out of the city to 
  Roward of Shoreshil. Hughnard can provide directions 
  (Encounter 3).  
   
  
  A Tiger? In Ahlissa?! 
   
  Page 21 
  ENCOUNTER 3: SHORESHIL 
  OR BUST 
  For characters that either want to cover all their bases, or 
  did not deduce the nature of the deception from the clues 
  in Encounter 2, they have this chance to leave the city of 
  Eastfair on an overnight trip to a fishing village. At the 
  village is a man who participated in the business 
  transaction with the imposter Dantoni. Leaving the city 
  risks a special attack by the Dawn Tiger.  
   
  Having readied for your trip south to Shoreshil on the bank of 
  the Flanmi River, you pass through the gates of Eastfair city 
  without incident, its giant stone statues watching you with 
  unrelenting menace. A safe round trip to Shoreshil by horse or 
  foot requires an overnight stay at the destination to avoid the 
  unknown dangers that lurk between settlements.  
   
  The characters have decided to make a journey to the 
  riverside thorp of Shoreshil. The settlement is roughly 19 
  miles south of Eastfair, with about 75% of the trip along 
  the great southern road (highway) and the rest a mixture 
  of road and trackless.  
   
  Getting out of the city is easy, assuming the 
  characters are not wanted for something. The main gate 
  can be passed without undue hardship (the small 
  entrance tariffs are counted against standard lifestyle 
  costs). For those who insist on a more dramatic 
  exit/entrance, climbing over the walls is not acceptable 
  by the authorities, for only thieves escape cities via walls, 
  and a patrol would catch them quickly. 
   
  There are only two gates out of the city, the main 
  gate and the Fisherman’s Gate. The latter is for the rich 
  and influential only, a character requires the luxury 
  lifestyle to use it. 
   
  The Great Gate is powerfully defended, with ballista 
  platforms flanking the 30-foot high granite walls and a 
  pair of huge (22 feet high) stone statues of Aerdi warriors 
  standing one each side of them. These statues can be 
  animated as massive stone golems (271 hp each) by a 
  cleric of Hextor who stands special watch as part of the 
  gate detail, to fight in defense of the city or take care of 
  gatecrashers. 
   
  �Greater Stone Golem: hp 271; see Monster Manual. 
   
  ON THE RIVERBANK 
  You have arrived at the small collect of fishing cottages that 
  make up the thorp called Shoreshil. The faces of the peasants 
  first seem apprehensive, but quickly become more accepting 
  when it becomes less likely that you here to murder and 
  plunder. A women from the village approaches you. “Greetings 
  strangers. What brings you to Shoreshil?”  
   
  This is Callette, the wife of Roward, and she’s actually not 
  all that old, but life on the riverbank tends to be harsh. 
  She welcomes the characters, partially out of hospitality, 
  and partially out of concern that insulting the characters 
  may provoke them to murder and plunder. The local lord 
  is has three such thorps and a hamlet to look after so 
  immediate help is not guaranteed.  
   
  Once the characters have informed her that they 
  seek Roward (and not to murder him), Callette tells them 
  that he is out on the river with the other fishermen of the 
  village. He should be back within the hour (with a minor 
  leak in the boat if it makes timing more logical to the 
  situation). Till then, she offers the characters their fill of 
  fish tea and fish-tar-tar.  
   
  �Callette: Female human (Flan-Oeridian) Com2; N. 
   
  ROWARD COMETH 
  Once Roward is back on the scene, he needs little 
  coaxing to answer the questions of the characters. As long 
  as the characters are not being overly secretive or acting 
  in a suspicious manner, Roward is willing to answer 
  honestly and candidly—not that he has much to say. If 
  the characters seem to loose track, Roward is likely to 
  blurt out any of the below now already covered (he likes 
  the attention). 
  • 
  Just the facts, Roward: Roward can confirm the 
  events relating to him on the record document 
  are indeed accurate. As he has in the past, he 
  contracted the Temple of Zilchus to provide an 
  honest deal mediator. He’d never worked with 
  this one before, but that’s not surprising as its 
  pretty lowly work for a Zilchus cleric compared 
  to some of the enterprises they could be 
  involved with.  
  • 
  What makes you so special?: Acting as the 
  fisher-lead, during large catches (and after their 
  liege has been paid), Roven collects up the 
  different catches from the fishermen in the 
  village, (most of which are related in someway 
  to him) and records the amount added to the 
  combined batch and brings it to market in 
  Eastfair. For the more regular small catches, it’s 
  more economical to sell them to local mongers 
  and merchants.  
  • 
  What’s your relationship with the Church of 
  Zilchus?: Roward readily admits he’s not the 
  most educated man (ok, no education), but he’s 
  proud that he’s wise enough to know that it’s in 
  his associates’ best interest to use the services of 
  the Temple of Zilchus, specifically an honest 
  deal mediator. The bureaucrats and fiscal pitfalls 
  of Eastfair can be a seller’s death sentence 
  (sometimes 
  literally). 
  For 
  large 
  enough 
  shipments, the fee’s paid are rather reasonable 
  when compared to all the effort and protection 
  the services provide. 
  • 
  Explain to me the intricacies of the socio-
  political spectrum of Eastfair and the fish trade 
  within it: Roward did not delve much into the 
  goings on of the transaction’s background 
  dealings (arranging of inter-city transport, 
  bribes, and tariffs) but concentrated more on 
  the physical side of the transaction (watching 
  the laborers, watching for potential street 
  
  A Tiger? In Ahlissa?! 
   
  Page 22 
  thieves, minding his own transport and 
  equipment, etc).  
  • 
  What was it like working with Dantoni?: “I 
  liked that boy Dantoni. Not quite as standoffish 
  or detached like many clerics of the money 
  counter. I wonder though how much of it had 
  to do with his condition though. He had the 
  ‘Look’ in his eyes. You know, the ‘Look of 
  Spring’, a touch of the Sad Maiden. I was 
  amazed he got all his work done properly, 
  protecting my interests and all, always in a rush 
  at the end of the day. He took off once so 
  quickly I had to yell to him to come back and 
  pick up his ledger. Got a girl I sez’s to him, and 
  he just blushed. Ah, to be young again.” 
  • 
  What did Dantoni look like, Roward?: Young, 
  tall, skinny, spots of youth, blonde hair-Suelish. 
  He wore the vestments of a young cleric in the 
  service of the Zilchus Western Company. His 
  symbol was silver or platinum and he had a 
  fancy ring on his hand like many clerics of his 
  faith wear in these parts.  
  • 
  Anything unusual happen during that week? 
  “Well, my stay in Eastfair was quite enough 
  (Eastfair being a rather overwhelming city), but 
  on the trip home, which I had foolishly decided 
  to start just after dusk, not too far out of the city 
  on the southern great road, I heard an unholy 
  screech far above me. In the very last rays of the 
  sun, and the twinkles of the moons, I saw a sight 
  that chilled me to the bones. Silhouetted against 
  the stars and that last remaining light was a 
  shadowy form that rippled and flapped along 
  the night sky. It was heading east, perhaps 
  northeast. Now, there are always new and 
  strange sights to behold in our enchanted lands, 
  but what terrified me the most was the size of 
  this damnable creature. It must have been as big 
  as my wagon, perhaps even bigger for its 
  distance in the sky made measurements 
  difficult, but it was just mammoth. In my terror, 
  I threw away my jug of ale and sped on till it was 
  no longer in sight. I’ve tried to warn others, but 
  few folk care enough to listen. You believe me 
  though, right? Don’t travel at night outside of 
  Eastfair, it’s just not worth it. Stay as our guest 
  and travel back in the morning.” 
   
   
  �Roward: Male human (Flan-Oeridian) Exp; N. 
   
  Development: If the characters had yet to be 
  convinced or missed it from the fishmonger, they should 
  be wise to some sort of identify mix between the two 
  young Zilchus clerics. This is the only location in this 
  adventure that takes place outside of Eastfair. The party 
  should head back to the city.  
    
  ASSASSINATION! 
  Depending on the order of events and the semi-
  randomness of assassination, the characters may or may 
  not have already encountered the Dawn Tiger. If the 
  characters have not or if they have, but the Dawn Tiger 
  escaped, then there is an encounter here that overrides 
  any previous arrangement.  
   
  Any hit points or spells lost by the Dawn Tiger in an 
  earlier combat are regained as long as he has had time to 
  rest. See Encounter 6 for specifics on the assassination 
  attempt, but make the following adaptations. 
  • 
  The Dawn Tiger has had a stroke of luck and 
  successfully stalked the characters as they exited 
  Eastfair. If the characters stay overnight in the 
  thorp or make camp somewhere, the assassin 
  strikes in the rural setting using the darkness 
  and terrain to his advantage.  
  • 
  A bonus for the Dawn Tiger is that he does not 
  have to worry about the impending arrival of 
  guard patrols or other interference.  
  • 
  If the Dawn Tiger flees from this combat (due to 
  severe injury) he does not return for any other 
  scheduled encounter.  
  • 
  The Dawn Tiger ignores his usual time limit (for 
  avoiding guard patrols) and stretches out the 
  combat for as long as he needs, picking off the 
  characters slowly.  
  • 
  If the characters never open themselves to a 
  night time attack (even if just traveling at night 
  outside) then the Dawn Tiger grudgingly 
  attacks during the day to the best use of terrain 
  (as picked out by him along a road). You 
  randomly determine a terrain setup that reflects 
  an ambush planned on the fly by a professional 
  while still keeping the situation realistic and not 
  too unbalancing (please—no convenient 6-foot 
  high walls of mud on the edge of the highway). 
  When in doubt, err on the side of caution.  
   
  ENCOUNTER 4: 
  CONFESSIONS OF A YOUNG 
  CLERIC’S ROOMMATE 
  This encounter might be visited twice by the PCs. The 
  first time as an initial interview, and the second after the 
  have put together the clues that someone (Octreth) 
  impersonated Dantoni. Once the accusations are made, 
  the young cleric confesses to his part in this. 
   
  ZILCHUS WESTERN COMPANY  
  This small compound sits on the far side of the square in little 
  Bakluni town.  
   
  Though its main gates are open, the walls are patrolled by 
  the feather plumed and richly dressed pikemen common to the 
  orthodox Zilchus customs originating in the old Great 
  Kingdom.  
   
  A sign in both old Oeridian and Common proclaims, “The 
  Zilchus Western Company.” 
   
  As long as the characters are polite, civil and can come up 
  with any sort of reasonable cause for entering the 
  
  A Tiger? In Ahlissa?! 
   
  Page 23 
  compound (such as to invoke a favor with the order or 
  speak with someone specific), then they may do so and 
  though the elite guards do not search the characters, they 
  do eye them very carefully. 
   
  Inside the walls, a courtyard is filled with wagons 
  and horses. Along the sides of the walls are small 
  warehouses, offices and living quarters. At the far end of 
  the compound is the temple itself. 
   
  Guards wearing decorated half-plate and sporting halberds line 
  the entrance to the temple. They wear a rather lavish livery of 
  expensive materials and construction. Their helmets fly a loan 
  feather, with color seemingly to denote rank.  
   
  If the characters approach the temple entrance gate read 
  the following: 
   
  Standing open is a pair of thick and sturdy looking double 
  doors. Above them, written in both old Oeridian and Common, 
  are the words, “Pray within my halls those who desire 
  exchange.” 
   
   
  The double doors lead to the main chamber for public 
  worship. This is where those dealing with the Zilchus 
  Western Company go to give praise and thanks to 
  Zilchus, or to meet with one of the clerics of the order to 
  arrange business matters. All the offices and vaults are 
  secure within the temple. 
   
  Depending on the law of the land, Temples of 
  Zilchus can make arrangements or broker deals on many, 
  many items or services. Their confidentiality is 
  guaranteed, with the exception of some of the most dire 
  circumstance, or if the deal betrays the temple. Here in 
  the North Kingdom, the church of Hextor does its best to 
  suppress the amount of influence and control of the 
  Zilchus clergy. It’s only because of the need for the coffer 
  filling effects of trade that the servants of the Money 
  Counter are allowed even this much latitude. 
   
  It’s rumored that at the main temple of Zilchus in 
  the city (not this small one) that what ever you needs 
  have can be efficiently and discreetly brokered for the 
  right price. From information to hiring independent 
  assassins to having your much sought after artifact stored 
  for safekeeping. The Church of Zilchus prides itself on 
  discretion and getting the job done or most of your 
  money back. 
   
  This particular small temple is part of the Zilchus 
  Western Company, an order formed for the organization 
  of trade investors and under-writers dealing in the 
  Baklunish west. In addition to looking after their own 
  interests, they also (for a fee) keep an eye on the interests 
  of others in the western lands, for those as far away as the 
  old Great Kingdom. A much less advertised function of 
  this order is to act as bases of operation for agents of 
  finance to help keep trade flowing, including the trade of 
  information.   
   
  Two more fancily dressed soldiers flank the large ornate double 
  doors leading into the Prayer Hall. About a foot past the doors 
  into the hall, standing waist high in the center of the doorway, 
  is an ornate clay vase. The vase is nearly filled with coins of 
  different denominations. A heavy oak desk is off to one side 
  with many papers and ledgers on it. A gold scale and several 
  electrum weights and measures sit upon a tray on the desk. 
  Behind the desk is a middle-aged man in plate mail. He sits in 
  a throne-like chair. His gauntlets are off, exposing his wrinkled 
  ink stained hands.  
   
  About his neck is the holy symbol of Zilchus. “Greetings 
  patrons, what business do you have with the servants of the 
  Money Counter?” says the man as he dips his quill into his ink 
  and straightens his ledger book. 
   
  To enter the hall, it is sacrilegious to not place a coin in 
  the pot that stands just with within side the hall. It can be 
  any type of coin.  
   
  The holy clerk has a desk near the entrance as well. 
  He is an armored cleric of Zilchus who performs certain 
  duties within the temple. One of those duties is to direct 
  the business of worshippers and patrons and record 
  names and dates, and collect fees. He becomes quite 
  upset if people enter the hall without dropping a coin in 
  (he can see the pot, and watching it is part of his job).  
   
  Have all characters succeeding at a DC 15 
  Knowledge (religion) know that they must drop a coin to 
  enter. Any character that has Zilchus as their main patron 
  god automatically knows this and should be informed of 
  it. 
   
  This is Afronidious, the man that has enlisted the 
  characters to investigate his son’s murder. It is not the 
  Church of Zilchus or even the Zilchus Western 
  Company that is offering the reward in this matter. It is 
  Afronidious personally. Because of that, Afronidious 
  refuses to discuss the matter within the compound (as 
  described in Encounter 1).  
   
  During lunch times (noon to one evening bell) and 
  supper (between seven and 8 evening bells) Afronidious 
  is not present and instead is across the square at the Spice 
  of Life tavern. During that time, one of the apprentices to 
  the Holy Clerk position fill-in. 
   
  In order to see Octreth (Dantoni’s roommate at the 
  time of the murder) the characters just have to ask. A 
  page then brings the characters to a non-descript meeting 
  chamber where Octreth joins them shortly. It’s likely 
  that the characters make two trips to see Octreth in this 
  adventure. The first as a cursory inquiry, and the second 
  to force a confession of sorts out of the young cleric once 
  the characters have clues that his story does not match 
  up. 
   
  The door to the meeting room swings open and a young 
  neophyte of Zilchus enters. His long skinny limbs and marked 
  face conflict with his long blonde locks, “Greetings. I am 
  Octreth of the Zilchus Western Company, I’m told you wish to 
  see me?” he says with a smile. 
   
  For those looking closely, Octreth also has a silver holy 
  symbol and a ring with three blue sapphires (as opposed 
  to the yellow sapphires of Dantoni’s ring).  
   
  
  A Tiger? In Ahlissa?! 
   
  Page 24 
  OCTRETH THE INNOCENT 
  Other than breaking some rules, Octreth is guilty of 
  nothing. He is completely unaware that his actions 
  indirectly caused the death of his friend. Because of that, 
  Octreth does his best to hide what he considers his most 
  dire secret. This being the fact he instigated and 
  conspired with Dantoni to switch assignments and 
  actively hide that fact from both the church and from the 
  clients. Octreth fears that if the church became aware of 
  this, he would not only pay a fine of 400 gp, he would 
  face disciplinary action and mar his career. In addition to 
  that, his friend Dantoni would face similar punishment.  
   
  Keeping with that, this is the story he is willing to 
  pass on to the interrogating characters. 
  • 
  What is your relationship to Dantoni?: He and 
  Dantoni were roommates for several months. 
  In addition to their mundane duties as part of 
  the Zilchus Western Company, they both 
  worked within the pool of honest deal 
  mediators for the main temple of Zilchus in the 
  city (which heads the Church of Zilchus for 
  the surrounding area).  
  • 
  What do you know of his murder?: The two 
  clerics were/are good friends and he was 
  shocked to find out about the murder. Once 
  Dantoni got better, Octreth was saddened to 
  see Dantoni being shipped off by his father to 
  the relative safety of the west. Eastfair can be 
  brutal and cruel, but you never figure it will 
  happen to you and or someone you know. 
  • 
  Are there any clues still in the room you two 
  shared?: Dantoni took all his belongs with him 
  from the room they shared when he left for the 
  west. A new roommate has yet to be assigned. 
  The characters are welcome to look around, but 
  he doubts they will find anything of interest 
  (and they won’t besides one small clue); The 
  room as many fresh flowers (and weeks old 
  wilting ones too) filling up all manors of 
  containers that can hold water. Octreth just 
  shrugs off any mention of them, not wanting to 
  go into details. 
  • 
  What did you do the week he died?: “It was a 
  good time for fish harvests and I got assigned 
  to another fish deal. We were both the pair that 
  week, reeking of fish. I worked mostly during 
  the afternoon and after dusk. Marshevel of 
  Emmery Pond was the contractor and Darrien 
  ‘The Knife’ the Fishmonger was the Psedu-
  Client. (Characters wishing to make a Sense 
  Motive check here need to beat a DC 8+APL to 
  notice that Octreth is holding something back). 
  • 
  Anything 
  strange 
  happen?: 
  “Nothing 
  happened out of the ordinary that week, nor 
  did Dantoni mention anything being out of 
  place or wrong for him. Nor did he confide in 
  me any secret understanding he may have had 
  about his murder before he left. I honestly 
  think he’s as dumbfounded as the rest of us. 
  Just another senseless act of chaotic violence in 
  Eastfair”.  
   
  OCTRETH THE GUILTY 
  Whether they believe him or not, Octreth stubbornly 
  sticks to his original story, until that is, the characters 
  directly accuse him of swapping places (or similar 
  accusation) during that week. Octreth is horrified by the 
  idea that he may unknowingly had something to do with 
  his friend’s death and coming clean to the characters 
  under the pressure of interrogation now seems like a 
  good idea at the time.  
  • 
  We’re on to you Octreth. Spill your guts before 
  we spill them: “Ok, ok! I did it. I did it… It was 
  my idea to switch duties. It was my idea to 
  report in each day for the other. But I can 
  explain! Oh why won’t you let me explain!” 
  • 
  Time for you to sing: “It all started when I met 
  this girl. She sells flowers down by the main 
  boulevard. What can I say, I love the flower girl. 
  But there were others I tells you, others! I 
  couldn’t bare to think of some knuckle dragging 
  Hextorite cleric winning her heart (and possibly 
  eating it eventually) and time was running out. 
  Imagine my woe when I got handed a contract 
  that 
  specified 
  afternoon 
  and 
  night 
  appointments. Luckily Dantoni had a schedule 
  for day work. It was too late to risk asking for an 
  official switch, so we just decided to check in to 
  our superior in person, but switch assignments 
  and identities when in the field. It went off 
  without a hitch, but if our superiors find out, we 
  would both be in a lot of hot water.”  
  • 
  But what does any of that have to do with you 
  murdering Dantoni?: “Murder..Dant…what?? 
  Hold on, I’m talking about us getting caught 
  forging our duty roster, what are you talking 
  about?!” 
  • 
  Admit it, Dantoni was sweet on your girl, he 
  wanted her flowers all to himself, so you killed 
  him and faked the ritual heart murder stuff! 
  “You got it all wrong! Dantoni didn’t have any 
  interest in Alaern (the flower girl), she wasn’t 
  his type at all. I didn’t have anything to do with 
  his murder. He was my friend. Besides, I was 
  with Alaern the night Dantoni was murdered, 
  but that’s something she and I would both 
  prefer not get mentioned, at least not till after 
  the wedding” 
  • 
  Ok, so why don’t you tell me about.. DID YOU 
  DO IT! “For the last time, No! I spent my days 
  working for Rovin and Grattati and my nights 
  working for Alaern. Dantoni filled in for me 
  over at Darrien ‘The Knife’ fishmongery 
  compound, and his free time either here or 
  sometimes at the Whirling Dervish. He’d go 
  there for scented baths sometimes right after 
  work to reduce the pungent smell of fish. Fish 
  
  A Tiger? In Ahlissa?! 
   
  Page 25 
  from Emmery Pond tend to be rather pungent 
  compared to sea fish or Flanmi fish.  
  • 
  What is this ‘Emmery Pond’ you speak of? “It’s a 
  small lake 50 or so miles to the west. Marshevel 
  a merchant noble brought in shipment and 
  contracted for a honest deal Mediator to 
  negotiate the sale to Darrien the Fishmonger” 
  • 
  Who is Darrien ‘The Knife?; “He’s one of several 
  of the smaller fishmongers here in Eastfair. He’s 
  only been here a few years though. Dantoni 
  mentioned something about the man wanting 
  to return to the south where the weather is 
  better. I know where his compound is, but I 
  don’t think I’ve ever met him. They call him 
  ‘The Knife’ because he and his staff are 
  proficient at the quick gutting of fish. They have 
  it down to a few flicks of the wrist, knife goes in, 
  guts come out. I hear because of that, Darrien 
  procured a lucrative contract to provide fish 
  guts to orc regiments out in the field and here 
  in the city. Orcs love fish guts. Though, I also 
  hear that he aggressively went after that 
  contract and foolishly way underbid. I’m 
  surprised he would be making any profit at all. 
  • 
   DC 20 Bardic Knowledge check: A successful 
  check reveals that Darrien ‘The Knife’ is new to 
  the area (from the south) and has been in the 
  city for two years. He purchased this 
  fishmongery from an old man who died 
  suddenly leaving no heirs. Darrien is regarded 
  as 
  somewhat 
  financially 
  foolish 
  for 
  underbidding himself so much to gain the food 
  supply contract for the orc regiment at the 
  Holim ruins’ project. He has a second in 
  command named Yoirrak. The above can also be 
  learned with a DC 10+APL Knowledge (local—
  core) check. 
  • 
  Wait a minute; the contract specified that the 
  meetings had to be in the late day/dusk hours! 
  Doesn’t that sound odd to you?; “In a city like 
  Eastfair, a lot of people prefer the dark hours for 
  many different reasons. They follow different 
  lifestyles and cultural aspects than those of the 
  west. As long as I’m making a profit and getting 
  out alive, I try not to judge.  
  • 
  Thanks for the info Octy, now I’m going to 
  turn you in; “Please don’t say anything to my 
  superiors. If not for my sake, then for Alaern’s 
  or Dantoni’s! It was foolish of me to pull 
  something like that, but I had no intentions of 
  hurting anyone. “   
   
  �Octreth: Male human (Suel-Oeridian) Clr3; hp 21. 
   
  Development: If the characters have broken poor 
  Octreth correctly, then they should have the right clues 
  to point them toward the Darrien Fishmongery 
  compound as the most suspicious location (Encounter 7). 
   
  If by the end of the adventure, the characters have 
  kept Octreth’s secret, they gain a special reward (see 
  Conclusion). 
   
  If the characters check on Octreth’s story about a 
  flower girl, they do indeed find one. Every thing true 
  (which includes everything from the guilty section) that 
  he said can be verified with her. 
   
  ENCOUNTER 5: GUILDER’ING 
  THE LILIES 
  The hour of the meeting, 10 evening bells, approaches. As per 
  the instructions, you await inside the suite. Despite your ever 
  watchful and alert eyes, nothing out of the ordinary has 
  manifested itself. That is, until a heavy knock signals a presence 
  at the door. 
   
  The knocking is the guilders ready to start the meeting. 
  Keep in mind that the above box text may very well be 
  inaccurate in accordance with the actions of the 
  characters. It’s likely that they have disobeyed the 
  instructions and set up spies, decoys, and traps or just 
  never showed up.  
   
  The three guilders are ever watchful for such things. 
  It is not just the characters they have to worry about, its 
  powerful enemies who may seize this opportunity to do 
  them in. These three guilders have at their disposal 
  various detection magics (detect magic, detect evil, detect 
  thoughts, see invisibility) not to mention their own better 
  than average sight and skills. Characters who may have 
  placed themselves in a seemingly threatening position 
  (for instance invisible in a hallway, hidden in a hall 
  closet, or waiting on the roof) ‘scare’ the guilders off. 
  Characters in the suite (regardless of their actions) or in 
  other suites, down at the bar or away from the building, 
  do not interfere with the guilders approach. 
   
  A gravelly female voice calls from the other side of the door, 
  “Greetings, we are travelers seeking directions. What route do 
  we take to go to your various lands of origins?” 
   
  If a PC does not reply with the words “Blackmoor via 
  Whiteplume” somewhere in his or her next few 
  sentences, then the guilders retreat. 
   
  Otherwise, the guilders enter and begin the 
  information transaction. 
   
  The door opens to allow three cloaked figures to enter. The one 
  in the lead throws back its hood to reveal a scarred human 
  female face. With her gravelly voice she address you, “ I am 
  Malaya. The names of these others are not for you. Stand and 
  prepare for our precautions. They will only take a few 
  moments”, with that the other two start to cast. 
   
  These two others are casters (a cleric and a bard). The 
  cleric casts detect good and the bard casts detect thoughts. 
  After a few rounds of observation, the cleric casts detect 
  evil and the bard casts see invisibility. Once the trio is 
  satisfied, Malaya begins the somewhat one-sided briefing. 
  If the characters begin to act hostile or interrupt the 
  precautions, the trio leaves, using a fighting withdrawal if 
  necessary, but under no circumstances do they use lethal 
  
  A Tiger? In Ahlissa?! 
   
  Page 26 
  force on the characters; they always attempt to flee rather 
  than fight it out.  
   
  THE BRIEFING 
  As far as Malaya is concerned, she is the only one with 
  information to transfer, or at least, that is her demeanor. 
  Anything important the characters insist on saying, she’ll 
  listen, but keep herself cool as a cucumber, never asking 
  questions, always observing. Once an uncomfortable 
  silence starts, she begins where she left off with her 
  briefing. 
   
  The following are the points she addresses with the 
  characters.  
  • 
  You are in danger, more so than usual. A 
  professional has come to Eastfair and he is 
  seeking you. He has been asking questions and 
  conducting his type of research into putting 
  together a profile on you. We suspect it would 
  only have been a matter of time before he left 
  the city and started searching for you all 
  throughout the Flanaess. I’ve heard reports of 
  some questions not matching up to what I’ve 
  since heard about you, which leaves me to 
  suspect there may be a case of mistaken identify 
  involved, or maybe not, time will tell. (This last 
  line is intended for characters that did not play 
  the previous adventure in this series). 
  • 
  The assassin is known as ‘the Dawn Tiger’, and 
  he operates out of Ahlissa. He is named for his 
  magical hermit mentor, but I’ll say no more on 
  that. He has earned himself quite the reputation 
  for dedication to the job. Ambush and trickery 
  are his methods of choice.  
  • 
  I’m sure you’re wondering why I am telling you 
  this or even trying to help you at all. Suffice it to 
  say, we have our reasons. Part of those reasons is 
  that some of us don’t like the way he has 
  conducted himself in our city- a lack of 
  etiquette. He still has connections with 
  associate organizations down south, so as a 
  whole, our factions must grant him some 
  freedom. Of course, as friends of a friend, I find 
  it only fair to give you the warning.  
  • 
  We do not know who hired the Dawn Tiger to 
  come here to hunt you, but we can only guess it 
  is someone with resources that stretch across 
  the new boarders of the old Great Kingdom. If 
  the rumors I have heard are true, then you 
  would be doing many people a service to 
  survive—but I’ll say no more on that.  
  • 
  We don’t know where he is at the moment, as 
  he hides his tracks very well and keeps on the 
  move. One thing is for certain, though—he will 
  find you. 
  • 
  As you may or may not know, the Guild of 
  Eastfair is not very popular with the judicial 
  authorities of the city. I suggest you keep your 
  open contact with the gangs of Eastfair to a 
  minimum, and do not proclaim any connection 
  to any guild faction to anyone. No matter your 
  gut instinct, the authorities and the government 
  can’t be trusted, but then again, neither can 
  some guilders. 
  • 
  To keep yourself alive and well, keep a low 
  profile from all. At the same time, don’t worry 
  so much about what those back home may 
  think concerning the things you might have to 
  do here to survive. As someone said the other 
  day, just like in Wintershiven, what happens in 
  Eastfair, stays in Eastfair. 
  • 
  The Guild of Eastfair of course desires no 
  conflict with our southern associates and as 
  always, respects the etiquette we share with 
  those visiting our territory. At the same time, I 
  know some people who might be grateful if a 
  certain privately funded foreign assassination 
  didn’t succeed, if you catch my drift. Perhaps, if 
  you did that favor for me, I could do a favor for 
  you in the future.  
  • 
  We never had this conversation. We were never 
  here. 
  At the end of this, the three guilders back out the door 
  and escape into the night. 
   
  SAY, I KNOW YOU! 
  During the casting of the spells and the briefing, the two 
  male guilders reveal bits of their physical identity. The 
  cleric is a male human of indeterminate Oeridian-Suel 
  mix. He guards the mystical words of his spells and 
  ecclesiastic beliefs well, but a DC 25 Knowledge 
  (religion) check reveals him to be a worshiper of the 
  goddess Lirr. 
   
  More interestingly, the bard is a somewhat more 
  notorious persona, and those in the know just might 
  recognize him. He is a male half-elf with a slight 
  Nyrondese accent and a banjo-like instrument. A DC 20 
  bardic knowledge check reveals a snippet of his identity.  
   
  ‘His name is Ghalarq-something. His features are 
  described in a small section of a ballad originating out of 
  Greyhawk City. This Ghalarq-something, is described as a 
  novice bard accompanying the expedition of an 
  experienced adventurer called Talon, into the Bluff Hills 
  some fifteen years ago. The ballad mentions that Ghalarq 
  is ordered away by Talon because of increasing danger. 
  The ballad continues to describe a defeated expedition 
  crushed by demonic ogres, without any further reference 
  to Ghalarq’. 
   
  Of course, both men deny any allegation that the 
  characters recognize them or anything about them. They 
  start with polite, “No, you’re mistake”, and eventually end 
  with “I said no, now take off!”.  
   
  ALL APLS 
   
  �Malaya: Female human (Suel) Ftr6/Rog4; CG. 
   
  �Ghalarq: Male Half-Elf Brd10; CG. 
   
  �Cleric of Lirr: Male human (Oriedian-Suel) 
  Clr6/Rog4; CG. 
  
  A Tiger? In Ahlissa?! 
   
  Page 27 
   
  All three NPC’s have nondetection and undetectable 
  alignment cast on them. 
   
  Development: Once the experienced and prepared 
  guilders leave the meeting, they blend back into the 
  night and do not contact the characters again (nor can 
  the characters contact them). 
   
  The characters can try and get some rest or they can 
  go explore more leads during in the night. 
   
  Going down stairs to try and get Clinorus to reveal 
  secrets about the guilders won’t help, except the name of 
  the female guilder sub-boss, Malaya. 
   
  Remember, past midnight, the characters become 
  fair game for the Dawn Tiger (Encounter 6) once the 
  characters start traveling the streets to their next 
  encounter. 
   
  ENCOUNTER 6: THE DAWN 
  TIGER 
  This encounter is somewhat different than usual. This 
  encounter is triggered just before the first encounter that 
  the players choose to go on after the meeting with the 
  guilders. Even if the chosen location is not a scripted 
  encounter location, the meeting with the Dawn Tiger 
  occurs en route. To make the ambush believable for the 
  players, and to represent the professional abilities of the 
  Dawn Tiger, you need to be flexible and inventive but 
  still stay within the guidelines presented. 
   
  Depending on what time of day it is, the set-up will 
  be different. As well, you need to create your own street 
  layout for the ambush, depending on where the 
  characters trigger the encounter. 
   
  Note: This is always an on-the-street ambush. The 
  Dawn Tiger does not attack lairs, so the suite that the 
  characters are staying at is off limits. Nor does the Dawn 
  Tiger attack the characters while they are inside the 
  buildings of one of the other encounters (and near NPC 
  allies). It’s this assassin’s philosophy to strike groups that 
  are on the move, preferably during the early mornings 
  (but he’s not picky).  
   
  NIGHT 
  During the night, the characters could be sneaking 
  through the many back alleys and side streets of Eastfair, 
  or they could be boldly strolling down the main streets 
  that separate the blocks.  
   
  The street population is vastly decreased at night 
  (with a few exceptions, like the Streets of Delight), so the 
  Dawn Tiger is free to strike more openly. A down 
  side to this is that he does not have the crowds to cover 
  his approach and shadowing of the characters.  
   
  If the characters are using back streets and alleys for 
  travel, then the Dawn Tiger (after casting his buff spells) 
  sneaks up on the last character in line and attacks 
  (assume from invisible).  
   
  If the characters are traveling on one of the main 
  roads, the Dawn Tiger heads off the characters, casts his 
  buff spells then attacks the first character in line.  
   
  The Dawn Tiger is considered to be on home turf 
  here and his use of ambush terrain should be reflected in 
  your creation of combat terrain.  
   
  TIME LIMIT 
  The Dawn Tiger is familiar with the typical response 
  times of the town guards and other possible sources of 
  interference. To counter this, the Dawn Tiger does not 
  engage in combat past three minutes (30 rounds). If the 
  combat is still raging, he flees on the 31st round. He 
  expects typical guard response to be about four minutes 
  (due to his premeditated delaying of the guards).  
   
  The Dawn Tiger also attempts to flee if he is reduced 
  to 3 or fewer hit points.  
   
  DAY 
  During the day the streets (including back streets, but 
  not so much the alleys) have many people on them. 
  These crowds are orderly and without vagabonds or other 
  social displaced. When any type of combat breaks out 
  (like this assassination attempt) the locals back off and in 
  no way get involved. In these matters, they never know 
  what’s behind it, so they don’t dare help or hinder one 
  side or the other, nor do they interfere with the dead or 
  dying (no healing, no stealing, no peeling). What the 
  locals will do is call for the guards.  
   
  If the characters are using the back alleys (possibly 
  to avoid unwanted guard attention) then the skilled 
  Dawn Tiger finds them there; handle this stalking the 
  same as the above night alley stalking. 
   
  If the characters are out in the open streets, the 
  Dawn Tiger has some well-honed tricks up his sleeve. For 
  starters, he has used a distraction elsewhere to retard the 
  response time of the local guard patrols (such as a false 
  alarm or a bribe) as well as detoured any patrol that would 
  be in this area away from it.   
   
  It is within the Dawn Tiger’s resources to have a 
  wagon or cart roll out or tip over in the street in front of 
  the characters (followed up with a rear assault); or the 
  Dawn Tiger can have an innocent looking small child 
  come up and give one of the characters a flower- - then 
  follow up with an attack from any direction; or have an 
  old women (total stranger who’s been paid off) to call out 
  for help from under some conveniently placed crates of 
  avocados. It is up to you to use this range to best suit the 
  location that the characters are in during the ambush. 
  Remember, the crowd runs away from the action, and 
  does not interfere or get involved (other than calling for 
  guards).  
   
   
  Picking his Brain 
  For a neutral evil assassin, the Dawn Tiger actually has a 
  rather disciplined mind. With the smell of the hunt in 
  his nostrils, the actual reasoning’s behind it are pushed to 
  the far back of his mind. Thus, thought reading or similar 
  forms of interrogation fail to get a full confessional from 
  him. But, he can slip up and the following little tidbits 
  are what can be learned. 
  
  A Tiger? In Ahlissa?! 
   
  Page 28 
  • 
  His usual associates and employers are not fully 
  aware of his mission—a mission he obtained via 
  his mentor (the original Dawn Tiger) who 
  introduced him to a powerful man with a far-
  reaching hand. 
  • 
  One thought repeats in his head (and might 
  whisper it), ‘All Roads lead to Rauxes’.  
  • 
  “…the herd prey has drank from a watering 
  hole it should not have. The beast of the valley 
  wants the herd killed among the tall brush…” 
  • 
  I am the Dawn Tiger. I am the hunter and you 
  are the prey. I smell your blood on the wind and 
  soon, others will too. 
   
  TERRAIN 
  You need to use good judgment and situational 
  interpretation to layout the simple street structure that 
  the ambush takes place in. If in a seedier area, use smaller 
  houses, more alleys, and fewer carts. If on a busy street, 
  like the Street of Delight, have many booths, wagons, and 
  crowds. All streets have alley’s connecting between sub-
  blocks of houses. Alleys tend to be 5 ft. wide, while side 
  streets range from 10 ft. to 20 ft. wide. Main streets (those 
  between blocks) can be as wide as 40 ft. in some places. 
  Houses range from rickety single storied hovels, to three 
  leveled hovels. Wagons and semi-attached wood/out 
  houses can be placed to give access to roofs.  
   
  All in All, the Dawn Tiger picks his place of ambush 
  well, thus the terrain can be placed as such, but for 
  consideration of fair play, do not remove all of the players 
  advantages –assume randomness in the Tiger’s plan has 
  left some flaws for the characters to exploit.  
   
  Creatures: The following creatures are encountered 
  here: 
  APL 2 (EL 5) 
   
  �Dawn 
  Tiger: 
  Male 
  human 
  (Suel-Oeridian) 
  Rgr2/Rog3; hp 30; See Appendix 1. 
   
  APL4 (EL7) 
   
  �Dawn 
  Tiger: 
  Male 
  human 
  (Suel-Oeridian) 
  Rgr2/Rog3/Assassin 2; hp 40; See Appendix 
   
  APL6 (EL9) 
   
  �Dawn 
  Tiger: 
  Male 
  human 
  (Suel-Oeridian) 
  Rgr2/Rog3/Assassin 4; hp 50; See Appendix 
   
  Tactics: Before even entering combat or triggering 
  his ambush, the Dawn Tiger prepares himself with his 
  resources. Firstly, this involves poisoning his two kukri 
  blades. He always has his blades poisoned, which he has 
  done hours before. This leaves him with two extra uses of 
  poison. Then, depending on APL, he uses either a potion of 
  invisibility or dust of disappearance. Research the effects of 
  the dust, as it differs slightly in magical detection from 
  normal invisibility.  
   
  At APL4 and APL6, the Dawn Tiger has levels of the 
  assassin prestige class. This gives him a limited amount of 
  spells. At APL6, he casts his cat’s grace during buffing. At 
  APL4 and APL6, he uses his true strike spell one round 
  before he makes his initial attack (situation permitting). 
  Otherwise, he makes liberal use of the spell during 
  combat.  
   
  Depending on the ambush situation, the Dawn Tiger 
  combines the use of his +1 glamered chain shirt and his 
  disguise self spell (upper APLs only). This can be used to 
  disguise himself as any sort of non-descript commoner.  
   
  At the upper APLs, the Dawn Tiger’s brooch of 
  shielding should provide enough protection from enemy 
  mages while he whittles the party down piece by piece.  
   
  After the Dawn Tiger has prepared himself, he gets 
  close to the characters and keeps pace with them 
  (invisible or disguised as part of the crowd) and starts the 
  three rounds he needs to use his death attack ability. He 
  goes for a kill, not a stun. If the opportunity arises, the 
  Dawn Tiger attempts coup-de-grace attack. He’s paid by 
  the death, not the wound. 
   
  If the Dawn Tiger is reduced to 3 hit points or less, 
  he attempts to retreat. A dead man can’t stalk prey, but a 
  wounded one can lick his wounds and continue the hunt. 
   
   Treasure: Defeat the Dawn Tiger and loot him. 
   
  APL 2: L: 16; C: 0; M: two masterwork kukris (51 gp 
  each), four potions potions of invisibility (4 gp each), +1 
  glamered chain shirt (329 gp). 
   
  APL 4: L: 16; C: 0; M: two masterwork kukris(51 gp 
  each), four potions of invisibility (4 gp each), brooch of 
  shielding (125 gp), +1 glamered chain shirt (329 gp). 
   
  APL 6: L: 16; C: 0; M: 2 masterwork kukris (51 gp 
  each), 4 potion of invisibility (4 gp each), brooch of shielding 
  (125 gp), 2 pinches of dust of disappearance (291 gp each), 
  +1 glamered chain shirt (329 gp). 
  Development: After the street brawl (whether the 
  characters are still there or not) the city guards show up. 
  The characters risk loosing everything on the body of the 
  Dawn Tiger if they don’t remove it (all the valuable stuff 
  is in one convenient container) before the guards take 
  the body into custody. If the characters stick around for 
  the guards to show, then a reasonable explanation (he just 
  attacked us) and a DC 10 +APL Diplomacy check 
  (remember any modifiers to that) along with 20 gp can 
  have the situation moved right along. Otherwise, its 100 
  gp or risk charges of public disturbance.  
   
  Once the Dawn Tiger is taken into custody (alive or 
  dead) he is forever removed from the reach of the 
  characters (the authorities have dibs on him and they 
  have ways to make him talk).  
   
  It’s possible that the characters may take the Dawn 
  Tiger alive and drag him away from the combat for 
  interrogation. The limit of what can be learned from him 
  is listed above.  
   
  There is no retaliation against the characters by the 
  city authorities for this disturbance. Though guard 
  patrols appear to be more alert in the area and adventurer 
  types may be more prone to shake downs, but there is no 
  manhunt put out on the characters and they are free to go 
  about the city. They have slipped through the cracks of 
  justice. The exception to this is if the characters (not the 
  Dawn Tiger) killed civilians or caused large amounts of 
  property damage (fireballs going off next to shop carts and 
  
  A Tiger? In Ahlissa?! 
   
  Page 29 
  produce stands, and so on). For that, the characters are 
  brought in on the appropriate charges should they be 
  spotted by a guard patrol (but still no man hunt). 
   
  From here, the characters can go continue on to the 
  encounter they intended to head to in the first place. 
   
   
  ENCOUNTER 7: THEY CAME 
  FROM THE SEA 
  Before you is a compound little different from the many others 
  that dot this unfair city. It has a combination wood and stone 
  wall with the main house built into the wall and a wagon gate 
  on the opposite side. The 7-foot tall wall reveals the roofs of a 
  barn and two smaller buildings in the work yard.  
   
  This is the fishmongers’ compound owned and operated 
  by Darrien ‘the Knife’ and his cohorts. It was purchased 
  two years ago after the previous elderly owner died 
  suddenly leaving no heirs.  
   
  This is also the local headquarters for a cult of Vecna. 
  The head of this cult chapter is Darrien ‘the Knife’. His 
  second in command is Yoirrak the wererat (but at APL2 
  he’s just a human commoner). Darrien moved into the 
  city from the southern part of the old Great Kingdom 
  two years ago and quickly went after the food supply 
  contract for the (then) recently started excavation and 
  construction at the Holim ruins (the epicenter of the orc 
  rebellion in When Orcs Attack).  
   
  Currently, Darrien has been away from the business 
  visiting ‘friends’ to the southeast for a month or so (not 
  too long after Dantoni was murdered). This has left 
  Yoirrak to handle the day-to-day affairs.  
   
  Depending on whether the characters come visiting 
  during the day or the night, this encounter may vary. 
  There is an entry below for each. 
   
  SO IS THIS THE GUY WHO DID THE 
  STUFF? 
  Darrien ‘the Knife’ is indeed the Opaquer. The Opaquer is 
  just a name he took from an old play he had read in his 
  youth and felt it fitting enough to dupe the two slow-
  witted thugs. 
   
  It was Darrien (Flan skinned, smelling of fish, 
  leather cowl) that directed the two thugs in the various 
  ritual murders, that last of which was Dantoni. He was 
  after the hearts of certain kinds of people, some of which 
  passed muster. Darrien is truly responsible for the 
  murder of Dantoni, but he’s not here. But he’s left clues 
  and evidence behind in his lair. 
   
  When Marshevel of Emmery Pond (who has 
  nothing to do with the murders or Vecna) arrived with a 
  fishload of goods, Darrien could not resist the good 
  prices. But Marshevel went ahead and contracted an 
  honest deal mediator due to slight sneakiness in the past 
  on Darrien’s part. Thus shows up Dantoni, going by the 
  name of Octreth. Part of the honest deal mediator duties 
  is to occasionally use the detect thoughts spell to scope 
  suspicious things out. Darrien got spooked near the end 
  of the dealings when Dantoni was snooping around and 
  using magical detection.  
   
  For Dantoni’s part, he wasn’t sure what was wrong 
  and was just going on a gut feeling. He didn’t suspect 
  Darrien at all, and was checking out the hired laborers for 
  underhandedness. But Darrien is a bit paranoid about his 
  evil secrets, so he followed Dantoni to the Whirling 
  Dervish and pointed him out to his two hired thugs who 
  did the deed and stole his heart. 
   
  After the characters interfered and spoiled things in 
  COR3-17 When Orcs Attack, Darrien used his connections 
  with the rest of the cult to bring in a professional to hunt 
  down and do away with those pesky adventurers.  
   
    
  DAY VISIT 
  A weasely-looking armed clerk, looking as if he bathed in 
  grease, handles the front desk of the shop in the main house. A 
  crew of six strong backed laborers prepares assorted shipments of 
  fish from within the barn and the courtyard. 
   
  During the day, Yoirrak can be found on the main floor 
  of the house (which like most compounds, doubles as the 
  business center) handling paper work and other 
  mundane tasks. He won’t be too happy to see the 
  characters, as he knows full well that these are the ones 
  that his master (Darrien) is having hunted down and 
  murdered. But in the daylight, Yoirrak figures he still has 
  the protection of public decency and the Watch Bell 
  nearby.  
   
  Yoirrak has little patience for the characters and does 
  not want to answers questions. He explains that his 
  master is away and that he’s not interested in taking on 
  more contracts (if characters try and use the new 
  business tease). He eventually tells the characters to 
  leave, and if they do not (or if the characters become 
  hostile) he uses one of the Watch Bell’s to ring (loudly) 
  for a patrol to come. The patrol arrives in 1d4 minutes. 
   
  If hostile, Yoirrak defends himself as described in 
  the tactics section below. The hatchway into the 
  basement is open and at his command, the rats can 
  swarm up the ladder. Though it’s not his interests, 
  Yoirrak does not fear the city guards discovering his pets 
  or his true state of being (a wererat at APL4 and APL6) for 
  its technically not a crime and a small bribe can make it 
  go away.  
   
  Instead of (or in addition to) trying to speak with 
  Yoirrak, the characters can strike up a conversation with 
  the slightly more chatty laborers. These workers know 
  nothing of the secret goings on of Darrien and Yoirrak 
  and have never been down into the basement. They don’t 
  know anything about Yoirrak being a wererat (but they 
  do know he’s a weasel). The workers are all neutral 
  commoners. 
   
  The following is what the laborers do know and are 
  willing to part with while they take five. The workers are 
  chatty and can volunteer bits of information even if the 
  characters don’t ask.  
  • 
  Most of the crew here has worked here for two 
  years. They’ve never noticed anything unusual 
  (for Eastfair that is). 
  
  A Tiger? In Ahlissa?! 
   
  Page 30 
  • 
  They rarely go into the main house and keep to 
  working the shipments in the barn and smoke 
  houses.  
  • 
  None of the work crew live at the compound, 
  they all have their own homes in a low rent area 
  of the New City.  
  • 
  Only Yoirrak and Master Darrien live in the 
  main house—but Master Darrien left about a 
  month ago with many items packed up. He was 
  heading to visit relatives and/or friends to the 
  south. Till then, Yoirrak is in charge. 
  • 
  Master Darrien taught them an effective 
  technique for gutting fish with an ordinary 
  knife. Even for experienced fish processors, the 
  crew was impressed with his knowledge and 
  ability.  
  • 
  Normally, this crew packs then delivers 
  shipments to the various clients, but when it 
  comes to the supply shipments for Holim Ruins 
  (and the orc hard laborers), Master Darrien 
  takes the matter into his own hands and delivers 
  the shipment himself, occasionally taking only 
  Yoirrak along.  
   
  NIGHT VISIT 
  The compound still stinks of fish in the night air but the sound 
  of labor are gone—silence in the main house, passers by in the 
  streets and the eerie chirp of fiendish crickets.  
   
  At night, the work crews have all gone home, leaving the 
  barn and smoke houses occupied only by innocent fish. 
  The main gates and house door are locked, but it doesn’t 
  take much to get over the 7-foot high border fence. The 
  yard side door to the main house is unlocked. 
   
  Inside the main house, a small staircase leads to a 
  two-room apartment that belongs to Darrien, but 
  anything of value has been moved out with him. A 
  month’s worth of dust has settled and outlines reveal a 
  few missing trunks.  
   
  The shop area on the main floor holds no surprises 
  that one would not normally expect in a fishmongery. 
  The one section of interest is the closed trap door that 
  leads into the basement. During the day it is open and 
  Yoirrak does not stray far from it when there are 
  strangers around.  
   
  Opening the trap door reveals a wooden staircase 
  leading down 15 feet into a 30-foot by 30-foot. stone 
  basement. The floor is covered in a rickety wooden 
  subfloor. The actual stone floor is about a foot beneath 
  the wooden floor.  
   
  Beneath the wooden floor is where the swarms of 
  rats live. They have burrowed a small warren for 
  themselves into the soft stone. When needed, the rats 
  easily squeeze through the floorboards. This crawl space 
  is filled with fish and human bones, as the rats are 
  regularly fed such meals by Yoirrak—who in turn uses 
  the bones to make his ‘art’. The floorboards are not strong 
  and breaking is an issue (see below). There are loose rats 
  hidden about the place and give warning squeaks should 
  the trap door open. During a night battle, Yoirrak makes 
  no attempt to call the city guards.  
   
  In the flickering illumination of candlelight, a ghastly 
  imitation of life, made from bones, both mammal and fish 
  takes up 10 ft. of the far wall. It’s obvious that this hollow 
  construct is only half finished. Its artisan, a slouching man, 
  drops his glue and twine in favor of a rapier to face you.  
   
  This is Yoirrak. He is using bones, twine, glue and various 
  fabrics (including skin) to build his ‘artwork’. This half 
  finished statue takes up the 10-foot. by 10-foot squares 
  against the wall the stairs face. The statue is not alive or 
  arcane in any way.  
   
  The rest of the room has ‘art’ supplies and the 
  sleeping area of Yoirrak. The room also contains a secret 
  door located in the stone wall to the left of the statue. 
  This secret door leads to a cut stone corridor that 
  connects to the lab/altar room. 
   
  �Secret Stone Door: 4in thick; hardness 8, 60 hp; 
  Search check DC 14. 
   
  Trouble with the floor 
  The wooden floor is in bad shape and risks breaking. If a 
  character weighing more than 200 lbs.; or a character use 
  the Jump skill; or a character uses the Tumble skill, then 
  that character risks one of their feet breaking through the 
  board and getting stuck (roll once at the beginning of 
  movement).  
   
  The character must succeed at a DC 12 Reflex save or 
  their foot becomes stuck between the broken boards. The 
  character is stuck till they succeed at either a DC 15 
  Strength check or a DC 12 Escape Artist check. While 
  stuck, only movement is restricted, the character has not 
  been denied dexterity. Another character can attempt the 
  strength check to pull them out.  
   
  Creatures: 
  The 
  following 
  creatures 
  will 
  be 
  encountered here: 
   
  APL 2 (EL 4) 
   
  �Rat Swarm: hp 13; see Monster Manual. 
   
  �Fiendish Dire Rats (3): hp 5 each; see Monster 
  Manual. 
   
  �Yoirrak: Male human (Suel-Oeridian) Com1; hp 3; 
  Rat Empathy (Ex)—see Monster Manual Lycanthrope 
  entry.  
   
  APL4 (EL 5) 
  �Wererat (Yoirrak): Male wererat (human) (Suel-
  Oeridian); hp 12; see Monster Manual. 
  �Rat Swarm (2): 13 hp (each); see Monster Manual. 
   
  APL6 (EL 8) 
  �Yoirrak (Wererat): Male wererat (human) (Suel-
  Oeridian); Rog5; hp 35; see Appendix 1 
  �Rat Swarm (2): 13 hp (each); see Monster Manual. 
   
  
  A Tiger? In Ahlissa?! 
   
  Page 31 
  Tactics: It’s most likely that Yoirrak is alerted by one of 
  his rat sentries. As the read-aloud text describes, he has 
  put down his arts and crafts and taken up his sword. His 
  leather armor doubles as his work smock and his palette 
  doubles as his buckler (standard wererat gear). Though at 
  APL2 is only a human commoner and not a wererat, he 
  still has the rat empathy that he was freakishly born with, 
  which helped Darrien pick him as a cohort. 
   
  Once the characters have come down the stairs to 
  engage him, Yoirrak calls forth his rat swarm(s) from the 
  floor. Yoirrak starts in human form, but prefers his 
  hybrid form for combat. At APL2, the fiendish dire rats 
  come out of holes in the floor at the corners of the room. 
  Yoirrak can take cover at the corner of his artwork if the 
  characters try to shoot him to death from the trapdoor 
  opening or stairs (be careful of the angle, longsbows for 
  instance might not fit). If need be, Yoirrak can send his 
  rats up the stairs (or up the walls and through the house’s 
  floor) to get at cautious characters. 
   
  Yoirrak fights to the death. Though he does not 
  desire damage to his artwork or his rats, he does not allow 
  them to be used as a weakness against him. The rats also 
  fight to the death, regardless of Yoirrak’s state. 
   
  Treasure: Defeat the Yoirrak and loot his lair. 
   
  APL 2: L: 16; C: 5; M: six unfinished documents (1 gp 
  each). 
   
  APL 4: L: 16; C: 5; M:  six unfinished documents (1 
  gp each). 
   
  APL 6: L: 16; C: 5; M: six unfinished documents (1 gp 
  each). 
   
  Among Yoirrak’s possessions are six unfinished work 
  orders/passage permits for delivering supplies into the 
  Holim Ruins, thus bypassing the 500 or so orcs and 
  various humans. These just might be useful to the 
  characters at some unknown future date, but the 
  documents will need some touching up to be of use. 
   
  Development: From here, the only progressive way 
  to go is down. The secret door leads to a tunnel that ends 
  in a large chamber (Encounter 8). 
   
  ENCOUNTER 8: ON THE 
  GRIPPING HAND… 
  The 15-foot wide stone door opens to reveal a passageway that 
  looks like it was half carved and then melted, perhaps by some 
  magical means. It twists and turns and ends some 100 feet later 
  in a large chamber of similar construction. The smell of blood is 
  in the air and the chamber contains two large eyesores—a 
  patchwork statue to the far right and a black obsidian altar to 
  the far left. The altar is shaped like a hand holding an eyeball. 
  Neither looks like they would fit through the tunnel. 
   
  The corridor twists and turns for a total of 100 feet but it 
  slowly slopes down another 15 feet. Both the tunnel and 
  the chamber have been crafted with the use of magic 
  (tunneling spells and summoned creatures) and some 
  hand tool work in the soft stone.  
   
  The chamber is shaped similar a cartoon heart or a 
  balloon. The tunnel entrance is at the apex. The chamber 
  is 25 feet high, and 100 feet at its widest, and 80 feet. at 
  it’s longest. The altar and a finished example of one of 
  Yoirrak’s artwork each occupy one of the two corners.  
   
  Strewn about the ground is broken glass and pottery. 
  Blood and organ tissue are left in trace amounts in the 
  chamber with much blood on the altar. This was (up to a 
  month ago) a lab/ritual area that Darrien used. Among 
  other things, he kept the hearts he had collected here. It 
  has all been packed up and shipped out, minus the debris.  
   
  Knowledge (arcana) or Spellcraft are enough to 
  reveal that some serious endurance style rituals went on 
  here, possible of an evil nature, but due to the damage to 
  the floor and the disarray, it’s impossible to tell.  
   
  Looking at the altar, a DC 15 Knowledge (religion) 
  confirms that it is indeed an altar venerated to the lesser 
  god Vecna (as most players will have guessed). Hanging 
  from the fingers (and into the palm) of the hand shaped 
  altar are six amulets. These radiate faint abjuration magic 
  and have the name Gryinanquil written in Infernal on 
  them.  
   
  The artwork does not radiate any magic nor is it alive 
  or a threat to the characters. Though it may appear to be 
  the most sick and grotesque item in the room, the hand 
  and eye altar are the actual deadly threat to the characters. 
   
  The two parts of the altar animate and attack any 
  who have not been properly marked by the cult. Once 
  the characters come within range of the hand, it lashes 
  out and grabs the nearest person while the eye rolls 
  around trying to do its worst. Neither part of the altar 
  will leave the room (even if they could).  
   
  Creatures: 
  The 
  following 
  creatures 
  will 
  be 
  encountered here: 
   
  APL 2 (EL 4) 
   
  �Small Eye: Small animated object; hp 15; see 
  Appendix 1. 
   
  �Large Hand: Large animated object; hp 52; see 
  Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Large Eye: Large animated object; hp 52; see 
  Appendix 1. 
   
  �Huge Hand: Huge animated object; hp 84; see 
  Appendix 1. 
   
  APL6 (EL8) 
  �Huge Eye: Huge animated object; hp 84; see 
  Appendix 1. 
   
  �Gargantuan Hand: Gargantuan animated object; 
  hp 148; see Appendix 1.  
   
   
  Tactics: The animated hand and eye that make up 
  the altar stay perfectly still, unflinching to enemy attacks 
  and interaction until triggered. They are triggered by 
  proximity. Once a character passes within 40 feet of the 
  altar (even if just moving by) the hand launches out using 
  
  A Tiger? In Ahlissa?! 
   
  Page 32 
  a charge action and attempts to grapple the character. The 
  tactic for the hand is simple. Find someone, grapple 
  them, and keep squeezing till either they escape or they 
  die. If the hand becomes empty, it tries to grapple the 
  next closest person. A victim must stop thrashing for one 
  whole round before the hand lets go thinking the prey 
  dead. This means that when the character first goes into 
  negatives, the hand tires to squeeze one more round after 
  that before dropping the body. A smart but patient 
  character could play dead and escape this way, but they 
  must go totally limp playing dead. As the hand crushes a 
  PC he may make a Will save to not react to the pain. The 
  DC is equal to the amount of damage inflicted by the 
  hand in that round. Failure means the hand still thinks 
  they are alive. 
   
   The eye picks a different target then the hand and 
  attempts to roll people over. At APL 2, the eye just attacks 
  the person nearest to it on its turn. At APL 4 and APL 6, 
  the eye uses its trample ability to roll over as many people 
  as it can.  
   
  Once activated, should all live targets leave the 
  room/visibility, the hand and eye return to their original 
  location and form back up into the altar. 
   
  Characters can use this to their advantage and 
  pepper the altar with ranged attacks and spells without 
  reactivating the altar. The hardness value of 10 should 
  render most missile weapons ineffective, though.  
   
  Treasure: Destroy the hand and take the amulets. 
   
  APL 2: L: 0; C: 0; M: six Gryinanquil amulets (1 gp 
  each). 
   
  APL 4: L: 16; C: 5; M: six Gryinanquil amulets (1 gp 
  each). 
   
  APL 6: L: 16; C: 5; M: six Gryinanquil amulets  (1 gp 
  each). 
   
  Hanging from the fingers (and into the palm) of the hand 
  shaped altar are six amulets. These radiate faint abjuration 
  magic and have the name Gryinanquil written on them 
  in Infernal. These may play an important roll in a future 
  adventure.  
   
  CONCLUSION 
  If the characters have made it this far, then they have 
  most likely avoided death or imprisonment by the 
  authorities and successfully raided the lair of the Vecna 
  cult (not that there was much left there).  
   
  If the characters have been keeping track and did 
  not miss the clues, they should have pieced together a 
  connection 
  between 
  Darrien 
  ‘the 
  Knife’ 
  fishmonger/Vecna cultist and the Holim ruins (over the 
  last two years). As well, that Darrien headed about a 
  month ago to the south packed away with what ever was 
  taken out of the cult lair.  
   
  So while the characters have figured out who is 
  responsible for the ritual heart murders, they have yet to 
  find out why, nor bring the person responsible to justice.  
   
  Once the characters have licked their wounds and 
  put the pieces together, it will be time to head on over to 
  the off limits Holim ruins just to see what had Darrien so 
  interested.  
   
  For now though, its time for the characters to make 
  the rounds to collect their various rewards and relax. 
   
  DUSK TIGER? 
  If the characters killed (not captured or turned over) the 
  Dawn Tiger, Malaya of the Thieves’ Guild passes on word 
  to the characters that she is pleased with them helping 
  take care of that awkwardness. She owes them a one. A 
  small one. 
   
  WHAT’S A GRYINANQUIL? 
  The name written in Infernal on the amulets can be 
  researched, but the only useful information is that its 
  definitely the name of a baatezu who fell out of favor a 
  very long time ago. The amulet themselves may act as 
  pass wards or identifiers.  
   
  OCTRETH, YOUR SECRET IS SAFE WITH 
  US! 
  If the characters manage to finish the adventure without 
  revealing (be it on purpose or accidentally) either the 
  fraud with church of Zilchus, or the relationship with the 
  flower girl, then Octreth can pull in a few family favors 
  and provide the characters access to a ring of mind 
  shielding. 
   
  HALF FINISHED WORK ORDERS? 
  They may not seem like much now, but with some 
  careful penmanship and the right additions, these 
  documents might be of use should the characters ever 
  want to gain ‘legitimate’ access to the Holim site.  
   
  THANKS FROM AFRONIDIOUS 
  Afronidious is very happy to hear that the characters have 
  gotten so far in the investigation. He is very anxious now 
  to see the murderer brought down and the full range of 
  his schemes revealed. Afronidious is disturbed to learn 
  (assuming the characters tell him) of the involvement of 
  a Vecna cult. No matter what is going on, it cannot be 
  good for anyone.  
   
  Afronidious would pay the characters a bonus 
  reward, but he’s very strapped for coin right now, but he’s 
  waiting on a big investment to pay off and when it does, 
  he’ll reward the characters properly. 
   
  But in the meantime, the holy clerk has gone ahead 
  and used his influence to arrange certain reserved stock 
  held within the vaults of the various temples to become 
  available for purchase to the characters. This is quite the 
  honor for as the scriptures of Zilchus say, “…it’s a seller’s 
  market…”  See the AR for special reward. 
   
  Another day and night passes by the city of Eastfair and no 
  more threats make themselves known to you so perhaps it is 
  safe to rest your heads on the soft pillows provided at the 
  Whirling Dervish. Your tasks for this day are done, but the 
  mission seems far from over. Too many clues point to the 
  
  A Tiger? In Ahlissa?! 
   
  Page 33 
  Holim ruins to be coincident, but the 500 orcs guarding it won’t 
  be easy to persuade into an inspection. But you can cross that 
  bridge when you come to it, for now, sleep. 
   
  The End 
   
   
   
  
  A Tiger? In Ahlissa?! 
   
  Page 34 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign experience 
  award. Award the total value (objectives plus roleplaying) 
  to each character.  
   
  Encounter 6: The Dawn Tiger 
  Defeat the Dawn Tiger  
  APL 2 
   
   
  150 XP 
  APL 4 
   
   
  210 XP 
  APL 6 
   
   
  270 XP 
   
   
   
    
  Encounter 7: They came from the Sea 
  Defeat the various rats 
  APL 2 
   
   
  90 XP 
  APL 4 
   
   
  150 XP 
  APL 6 
   
   
  210 XP 
   
  Encounter 8: On the gripping hand… 
  Destroy the hand and eye altar of Vecna 
  APL 2 
   
   
  120 XP 
  APL 4 
   
   
  180 XP 
  APL 6 
   
   
  240 XP 
   
  Story Award 
  Solving the mix-up mystery 
  APL 2 
   
   
   20 XP 
  APL 4 
   
   
   30 XP 
  APL 6 
   
   
   45 XP 
   
  Good roleplaying: 
  APL 2 
   
   
   70 XP 
  APL 4 
   
   
   100 XP 
  APL 6 
   
   
   135 XP 
   
  Total Possible Experience 
  APL 2 
   
   
  450 XP 
  APL 4 
   
   
  675 XP 
  APL 6 
   
         
  900 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 or 
  similar spells to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. 
   
  L = Looted gear from enemy 
  C = Coin, Gems, Jewelry, and other valuables 
  M = Magic Items (sell value) 
   
  Encounter 2: The first lead is the deepest 
  Robbing various spots in the compound. 
  APL 2: L: 10; C: 240; M: 0 
  APL 4: L: 10; C: 240; M: 0 
      APL 6: L: 10; C: 240; M: 0 
   
    
  Encounter 6: The Dawn Tiger 
  Looting the Dawn Tiger 
   
  APL 2: L: 16; C: 0; M: masterwork kukri (x2) (51 gp 
  each), potion of invisibility (x4) (4 gp each), +1 glamered 
  chain shirt (329 gp). 
   
  APL 4: L: 16; C: 0; M: masterwork kukri (x2) (51 gp 
  each), potion of invisibility (x4) (4 gp each), brooch of 
  shielding (125 gp), +1 glamered chain shirt (329 gp). 
   
  APL 6: L: 16; C: 0; M: masterwork kukri (x2) (51 gp 
  each), potion of invisibility (x4) (4 gp each), brooch of 
  shielding (125 gp), dust of disappearance (x2) (291 gp each), 
  +1 glamered chain shirt (329 gp). 
   
  Encounter 7: They came from the Sea 
  Defeat the Yoirrak and loot his lair. 
   
  APL 2: L: 16; C: 5; M: unfinished documents (x6) (1 
  gp each). 
   
  APL 4: L: 16; C: 5; M: unfinished documents (x6) (1 
  gp each). 
   
  APL 6: L: 16; C: 5; M: unfinished documents (x6) (1 
  gp each). 
   
  Encounter 8: On the gripping hand… 
  Destroy the hand and take the amulets. 
  
  A Tiger? In Ahlissa?! 
   
  Page 35 
   
  APL 2: L: 0; C: 0; M: Gryinanquil amulets (x6) (1 gp 
  each). 
   
  APL 4: L: 16; C: 5; M: Gryinanquil amulets (x6) (1 gp 
  each). 
   
  APL 6: L: 16; C: 5; M: Gryinanquil amulets (x6) (1 gp 
  each). 
   
  Conclusion 
  If Octreth is happy and/or Zilchus Temple vaults 
   
  All APLs: L: 0; C: 0; M: ring of mindshielding (0 gp, not 
  lootable); staff of divination (0 gp, not lootable); stone of 
  aarm (0 gp, not lootable); folding boat (0 gp, not lootable); 
  carpet of flying, 5 ft. by 5 ft. (0 gp, not lootable); decanter of 
  endless water (0 gp, not lootable); dimensional shackles (0 gp, 
  not lootable). 
   
  Maximum Possible Treasure 
   
  APL 2: 400 gp 
   
  APL 4: 600 gp 
   
  APL 6: 800 gp 
   
   
  Adventure Record Text 
  Cross out the following if it does not apply: 
   
  ALL APLs (if awarded) 
  Gryinanquil Amulet: These radiate faint abjuration magic 
  and have the name Gryinanquil written in Infernal on 
  them. These may play an important role in a future 
  adventure.  
   
  Access: Adventure; Caster Level 3rd; Prerequisites: 
  Not Reproducible; Weight- 1 lbs; Cost: 1 gp  
   
  Eastfair Thieves Guild Influence: Despite the factional 
  nature of the guild in Eastfair, everyone respects the 
  street cred’ of Malaya, and being her friend just might be 
  enough to ice the cake, as they say in the Old City. 
  Remove when used. 
   
  Zilchus Temple Vault: In lieu of coin, the Holy Clerk 
  Afronidious has used his influence to arrange certain 
  reserved stock held within the vaults of the various 
  temples to become available for purchase to the 
  characters. This is quite the honor for as the scriptures of 
  The Money Counter say, “…it’s a seller’s market…”. 
   
  The character gains access to the following items: 
  staff of divination; stone of alarm; folding boat; carpet of flying, 5 
  ft. by 5 ft.; decanter of endless water; dimensional shackles. 
   
  Unfinished documents: Among Yoirrak’s possessions are 
  six 
  unfinished 
  work 
  orders/passage 
  permits 
  for 
  delivering supplies into the Holim Ruins, thus bypassing 
  the 500 or so orcs and various humans that guard it. 
  These just might be useful to the characters at some 
  unknown future date, but the documents will need some 
  touching up to be of use. Cost: 1gp 
   
  Items Found During the Adventure 
  Cross off all items not found 
   
  APL 2 
  Ring of mindshielding (Any, DMG) 
  Gryinanquil amulet (Adventure, see above) 
  Unfinished documents (Adventure, see above) 
  +1 glamered chain shirt (Adventure, DMG) 
  Staff of divination (Any, DMG) 
  Stone of alarm (Any, DMG) 
  Folding boat (Any, DMG) 
  Carpet of flying, 5 ft. by 5 ft. (Any, DMG) 
  Decanter of endless water (Any, DMG) 
  Dimensional shackles (Any, DMG) 
   
  APL 4 (all of APL 2 plus the following) 
  Brooch of shielding (Adventure, DMG) 
   
  APL 6 (all of APL 2-4 plus the following) 
  Dust of disappearance (Adventure, DMG 
   
   
   
  
  A Tiger? In Ahlissa?! 
   
  Page 36 
  APPENDIX 1: NPCS AND MONSTERS 
  ENCOUNTER 6: THE DAWN TIGER 
  APL2 
  �Dawn Tiger: Male human Rgr2/Rog3; CR 5; Medium 
  humanoid (human); HD 2d8+3d6+5; hp 30; Init +3; Spd 
  30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +4; Grp +5; 
  Atk +7 ranged (1d4+1/19-20, dagger) or +8 melee (1d4+1 
  + poison 18-20x2 masterwork kukri); Full Atk +6/+6 
  melee (1d4+1 plus poison/18-20 masterwork kukri) or +8 
  melee (1d4+1 plus poison/18-20, masterwork kukri); SA, 
  1st favored enemy (human), sneak attack +2d6; SQ 
  evasion, trapfinding, trap sense +1, wild empathy; AL NE; 
  SV Fort +5, Ref +9, Will +2; Str 12, Dex 16, Con 12, Int 12, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Balance +2, Bluff +3, Climb +4, 
  Concentrate +2, Decipher Script +2, Diplomacy +3, 
  Disable Device +4, Disguise +4, Escape Artist +4, Hide +9, 
  Jump +3, Knowledge (geography) +2, Listen +6, Move 
  Silently +9, Open Lock +4, Sense Motive +4, Search +4, 
  Spot +6, Survival +6, Tumble +4, Use Rope +4; Combat 
  Reflexes, Two-Weapon Fighting, Two-Weapon Defense, 
  Weapon Finesse, Track. 
   
  Poison (Ex): The Dawn Tiger begins combat with 
  coatings of Large scorpion venom on his kukri blades. 
  Injury DC 18, Initial 1d6 Str. Secondary 1d6 Str. Poison 
  lasts until the weapon scores a hit. 
   
  Possessions: 3 dagger, 2 masterwork kukri, masterwork 
  thieves tools, +1 glamered chain shirt, 4 potion of invisibility. 
  2 doses large scorpion venom poison.  
   
   
  APL4 
  �Dawn Tiger: Male human Rgr2/Rog3/Assassin 2; CR 7; 
  Medium humanoid (human); HD 2d8+5d6+7; hp 40; Init 
  +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +5; 
  Grp +6; Atk +8 ranged (1d4+1/19-20, masterwork dagger) 
  or +9 melee (1d4+1 plus poison/18-20x2 masterwork 
  kukri); Full Atk +7/+7 melee (1d4+1 plus poison/18-20, 
  masterwork kukri) or +9 melee (1d4+1 plus poison/18-20, 
  masterwork kukri); SA death attack, poison use, spells, 1st 
  favored enemy (human), sneak attack +3d6; SQ +1 save 
  against poison, evasion, trapfinding, trap sense +1, 
  uncanny dodge, wild empathy; AL NE; SV Fort +5, Ref 
  +12, Will +2; Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 
  10. 
   
  Skills and Feats: Balance +2, Bluff +5, Climb +4, 
  Concentrate +2, Decipher Script +2, Diplomacy +5, 
  Disable Device +4, Disguise +6, Escape Artist +4, Gather 
  Information +2, Hide +11, Jump +3, Knowledge 
  (geography) +2, Listen +6, Move Silently +11, Open Lock 
  +4, Sense Motive +6, Search +4, Spot +6, Survival +6, 
  Tumble +8, Use Rope +4; Combat Reflexes, Two-Weapon 
  Fighting, Two-Weapon Defense, Weapon Ginesse, Track, 
  Quickdraw. 
   
  Poison (Ex): The Dawn Tiger begins combat with 
  coatings of Large scorpion venom on his kukri blades. 
  Injury DC 18, Initial 1d6 Str. Secondary 1d6 Str. Poison 
  lasts until the weapon scores a hit. 
   
  Assassin Spells Prepared (3; save DC 11 + spell level): 
  1st—true strike, sleep, disguise self. 
   
  Assassin Spells Known (0/3); true strike, sleep, disguises 
  self. 
   
  Possessions: 3 masterwork dagger, 2 masterwork kukri, 
  masterwork thieves tools, +1 glamered chain shirt, 4 potion 
  of invisibility, 2 doses large scorpion venom poison, brooch 
  of shielding. 
   
   
  APL6 
  �Dawn Tiger: Male human Rgr2/Rog3/Assassin 4; CR 9; 
  Medium humanoid (human); HD 2d8+7d6+9; hp 50; Init 
  +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +5; 
  Grp +6; Atk +8 ranged (1d4+1/19-20, masterwork dagger) 
  or +9 melee (1d4+1 plus poison/18-20, masterwork 
  kukri); Full Atk +7/+7 melee (1d4+1 plus poison/18-20, 
  masterwork kukri) or +9 melee (1d4+1 plus poison/18-20, 
  masterwork kukri); SA death attack, poison use, spells, 1st 
  favored enemy (human), sneak attack +4d6; SQ +2 save 
  against poison, evasion, trapfinding, trap sense +1, 
  uncanny dodge, wild empathy; AL NE; SV Fort +6, Ref 
  +13, Will +3; Str 12, Dex 17, Con 12, Int 12, Wis 12, Cha 
  10. 
   
  Skills and Feats: Balance +2, Bluff +5, Climb +4, 
  Concentrate +2, Decipher Script +2, Diplomacy +7, 
  Disable Device +4, Disguise +8, Escape Artist +4, Gather 
  Information +2, Hide +13, Jump +3, Knowledge 
  (geography) +2, Listen +8, Move Silently +13, Open Lock 
  +4, Sense Motive +8, Search +4, Spot +8, Survival +6, 
  Tumble +10, Use Rope +4; Blind-Fight, Combat Reflexes, 
  Two-Weapon Fighting, Two-Weapon Defense, Weapon 
  Finesse, Track, Quickdraw. 
   
  Poison (Ex): The Dawn Tiger begins combat with 
  coatings of Large scorpion venom on his kukri blades. 
  Injury DC 18, Initial 1d6 Str. Secondary 1d6 Str. Poison 
  lasts until the weapon scores a hit. 
   
  Assassin Spells Prepared (/4/1; save DC 11 + spell level): 
  1st—true strike (3), disguise self; 2nd—cat’s grace. 
   
  Possessions: 3 masterwork daggers, 2 masterwork 
  kukris, masterwork thieves tools, +1 glamered chain shirt, 4 
  potions of invisibility, 2 doses of large scorpion venom 
  poison, brooch of shielding, 2 pinches of dust of 
  disappearance. 
   
   
  ENCOUNTER 7: THEY CAME FROM THE 
  SEA 
  APL6 
  �Yoirrak the Wererat (human form): Male human 
  Rog5; CR 7; Medium humanoid (human, shapechanger); 
  HD 5d6+1d8+7; hp 35; Init +3; Spd 30 ft.; AC 20, touch 
  13, flat-footed 17; Base Atk +4; Grp +5; Atk +7 ranged 
  (1d8/19-20, light crossbow) or +7 melee (1d6+1/18-20, 
  rapier); Full Atk +7 ranged (1d8/19-20, light crossbow), or 
  +7 melee (1d6+1/18-20 rapier); SA sneak attack +3d6; SQ 
  alternate form, evasion, low-light vision, rat empathy, 
  trapfinding, trap sense +2, scent, uncanny dodge; AL LE; 
  
  A Tiger? In Ahlissa?! 
   
  Page 37 
  SV Fort +2, Ref +7, Will +4; Str 13, Dex 16, Con 12, Int 13, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Balance +5, Bluff +6, Climb +0, 
  Disable Device +6, Disguise +4, Escape Artist +8, Hide +8, 
  Listen +9, Move Silently +8, Open Lock +8, Sense Motive 
  +9, Search +3, Spot +9, Tumble +8; Alertness, Combat 
  reflexes, Dodge, Iron willb, Weapon finesseb. 
   
  Possessions: leather armor, buckler, rapier, light 
  crossbow, 10 bolts, artisan’s tools.  
   
  �Yoirrak the Wererat (dire rat form): Male human 
  Rog5; CR 7; Small humanoid (human, shapechanger); 
  HD 5d6+1d8+7; hp 35; Init +6; Spd 40 ft., climb 20ft; AC 
  20, touch 17, flat-footed 12; Base Atk +4; Grp +1; Atk +11 
  melee (1d4+1 plus disease, bite); Full Atk +11 melee 
  (1d4+1 plus disease, bite); SA disease, sneak attack +3d6; 
  SQ alternate form, damage reduction 10/silver, evasion, 
  low-light vision, rat empathy, trapfinding, trap sense +2, 
  scent, uncanny dodge; AL LE; SV Fort +3, Ref +10, Will 
  +4; Str 13, Dex 22, Con 14, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +11, Bluff +6, Climb +8, 
  Disable Device +6, Disguise +4, Escape Artist +14, Hide 
  +14, Listen +9, Move Silently +14, Open Lock +11, Sense 
  Motive +9, Search +3, Spot +9, Tumble +14; Alertness, 
  Combat reflexes, Dodge, Iron willb, Weapon finesseb. 
   
  Possessions: leather armor, buckler, rapier, light 
  crossbow, 10 bolts, artisan’s tools.  
   
  � Yoirrak the Wererat (hybrid form): Male human 
  Rog5; CR 7; Medium humanoid (human, shapechanger); 
  HD 5d6+5 plus 1d8+2; hp 35; Init +6; Spd 30 ft.; AC 21, 
  touch 14, flat-footed 17; Base Atk +4; Grp +5; Atk +10 
  ranged (1d8/19-20, light crossbow) or +10 melee 
  (1d6+1/18-20, rapier); Full Atk +10 melee (1d6+1/18-20, 
  rapier) and +5 melee (1d4+1 plus disease, bite) or +10 
  ranged (1d8/19-2, light crossbow); SA disease, sneak 
  attack +3d6; SQ alternate form, damage reduction 
  10/silver, evasion, low-light vision, rat empathy, 
  trapfinding, trap sense +2, scent, uncanny dodge; AL LE; 
  SV Fort +3, Ref +10, Will +4; Str 13, Dex 22, Con 14, Int 
  13, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +11, Bluff +6, Climb +3, 
  Disable Device +6, Disguise +4, Escape Artist +14, Hide 
  +14, Listen +9, Move Silently +14, Open Lock +11, Sense 
  Motive +9, Search +3, Spot +9, Tumble +14; Alertness, 
  Combat reflexes, Dodge, Iron willb, Weapon finesseb. 
   
  Possessions: leather, buckler, rapier, light crossbow, 10 
  bolts, artisan’s tools.  
    
  ENCOUNTER 
  8: 
  ON 
  THE 
  GRIPPING 
  HAND… 
  APL2 
  �Small Eye: Small animated object; CR 1; Small 
  construct; HD 1d10+10; hp 15; Init +1; Spd 70 ft.; AC 14, 
  touch 12, flat-footed 13; Base Atk +0; Grp -4; Atk +1 melee 
  (1d4, slam); Full Atk +1 melee (1d4, slam); SQ construct 
  traits, darkvision 60 ft., improved speed, hardness 10, 
  low-light vision; AL N; SV Fort +0, Ref +1, Will -5; Str 10, 
  Dex 12, Con --, Int --, Wis 1, Cha 1. 
   
  Improved speed (Ex): This creature is shaped like an 
  eyeball and thus rolls as its form of movement. The 
  creature’s speed reflects this. 
   
  Hardness (Ex): An animated object has the same 
  hardness it had before it was animated. The special stone 
  material has a hardness of 10. 
   
  �Large Hand: Large animated object; CR 3; Large 
  construct; HD 4d10+30; hp 52; Init +0; Spd 40 ft.; AC 14, 
  touch 9, flat-footed 14; Base Atk +3; Grp +10; Atk +5 
  melee (1d8+4, slam); Full Atk +5 melee (1d8+4, slam); 
  Space/Reach 10 ft./10 ft.; SA improved grab, constrict; 
  SQ construct traits, darkvision 60 ft., improved speed, 
  hardness 10, low-light vision; AL N; SV Fort +1, Ref +1, 
  Will -4; Str 16, Dex 10, Con --, Int --, Wis 1, Cha 1. 
   
  Improved speed (Ex): This creature is shaped like a 
  human hand and thus uses multiple fingers to walk as its 
  form of movement. The creature’s speed reflects this. 
   
  Hardness (Ex): An animated object has the same 
  hardness it had before it was animated. The special stone 
  material has a hardness of 10. 
   
  Improved Grab (Ex): To use this ability, the 
  animated hand must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. The animated hand 
  may on the following round use its constrict ability in 
  conjunction with the improved grab ability. 
   
  Constrict (Ex): The animated hand is ideal for 
  squeezing its victim. It deals additional damage equal to 
  its slam damage value plus 1.5 times its Strength bonus 
  with a successful grapple check. This is the same grapple 
  check as the improved grab ability and works in 
  conjunction with that ability. The Constriction damage is 
  1d8+4. 
   
  APL4 
  �Large Eye: Large animated object; CR 3; Large 
  construct; HD 4d10+30; hp 52; Init +0; Spd 60 ft.; AC 14, 
  touch 9, flat-footed 14; Base Atk +3; Grp +10; Atk +5 
  melee (1d8+4, slam); Full Atk +5 melee (1d8+4, slam); 
  Space/Reach 10 ft./10 ft.; SA trample; SQ construct traits, 
  darkvision 60 ft., improved speed, hardness 10, low-light 
  vision; AL N; SV Fort +1, Ref +1, Will -4; Str 16, Dex 10, 
  Con --, Int --, Wis 1, Cha 1 
   
  Improved speed (Ex): This object is shaped like an 
  eyeball and thus rolls as its form of movement. The 
  creature’s speed reflects this. 
   
  Hardness (Ex): An animated object has the same 
  hardness it had before it was animated. The special stone 
  material has a hardness of 10. 
   
  Trample (Ex): An animated object of at least Large 
  size and with a hardness of at least 10 can trample 
  creatures two or more sizes smaller than itself, dealing 
  damage equal to the object’s slam damage +1.5 times its 
  Strength bonus. Opponents who do not make attacks of 
  opportunity against the object can attempt Reflex saves 
  (DC 10 +1/2 object’s HD + object’s Str modifier) to halve 
  the damage. In this case, the DC is 15 and the damage is 
  1d8+4. 
   
  
  A Tiger? In Ahlissa?! 
   
  Page 38 
  �Huge Hand: Huge animated object; CR 5; Huge 
  construct; HD 8d10+40; hp 84; Init -1; Spd 40 ft. multiple 
  legs; AC 13, touch 7, flat-footed 13; Base Atk +6; Grp +19; 
  Atk +9 melee (2d6+7, slam); Full Atk +9 melee (2d6+7, 
  slam); Space/Reach 15 ft./15 ft.; SA improved grab, 
  constrict; SQ construct traits, darkvision 60 ft., improved 
  speed, hardness 10, low-light vision; AL N; SV Fort +2, 
  Ref +1, Will -3; Str 20, Dex 8, Con --, Int --, Wis 1, Cha 1. 
   
  Improved speed (Ex): This object is shaped like a 
  human hand and thus uses multiple fingers to walk as its 
  form of movement. The creature’s speed reflects this. 
   
  Hardness (Ex): An animated object has the same 
  hardness it had before it was animated. The special stone 
  material has a hardness of 10. 
   
  Improved Grab (Ex): To use this ability, the 
  animated hand must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. The animated hand 
  then may on the following round use its constrict ability 
  in conjunction with the improved grab ability. 
   
  Constrict (Ex): The animated hand is ideal for 
  squeezing its victim. It deals additional damage equal to 
  its slam damage value plus 1.5 times its Strength bonus 
  with a successful grapple check. This is the same grapple 
  check as the improved grab ability and works in 
  conjunction with that ability. The constrict damage is 
  2d6+7. 
   
  APL6 
  �Huge Eye: Huge animated object; CR 5; Huge 
  construct; HD 8d10+40; hp 84; Init -1; Spd 60 ft. wheels; 
  AC 13, touch 7, flat-footed 13; Base Atk +6; Grp +19; Atk 
  +9 melee (2d6+7, slam); Full Atk +9 melee (2d6+7, slam); 
  Space/Reach 15 ft./15 ft.; SA trample; SQ construct traits, 
  darkvision 60 ft., improved speed, hardness 10, low-light 
  vision; AL N; SV Fort +2, Ref +1, Will -3; Str 20, Dex 8, 
  Con --, Int --, Wis 1, Cha 1. 
   
  Improved speed (Ex): This creature is shaped like an 
  eyeball and thus rolls as its form of movement. The 
  creature’s speed reflects this. 
   
  Hardness (Ex): An animated object has the same 
  hardness it had before it was animated. The special stone 
  material has a hardness of 10. 
   
  Trample (Ex): An animated object of at least Large 
  size and with a hardness of at least 10 can trample 
  creatures two or more sizes smaller than itself, dealing 
  damage equal to the object’s slam damage +1.5 times its 
  Strength bonus. Opponents who do not make attacks of 
  opportunity against the object can attempt Reflex saves 
  (DC 10 +1/2 object’s HD + object’s Str modifier) to halve 
  the damage. In this case, the DC is 19 and the damage is 
  2d6+7. 
   
  �Gargantuan Hand: Gargantuan animated object; CR 7; 
  Gargantuan construct; HD 16d10+60; hp 148; Init -2; Spd 
  30 ft. multiple legs; AC 12, touch 4, flat-footed 12; Base 
  Atk +12; Grp +31; Atk +15 melee (2d8+10, slam); Full Atk 
  +15 melee (2d8+10, slam); Space/Reach 20 ft./20 ft.; SA 
  improved grab, constrict; SQ construct traits, darkvision 
  60 ft., improved speed, hardness 10, low-light vision; AL 
  N; SV Fort +5, Ref +3, Will +0; Str 24, Dex 6, Con --, Int --, 
  Wis 1, Cha 1. 
   
  Improved speed (Ex): This creature is shaped like a 
  human hand and thus uses multiple fingers to walk as its 
  form of movement. The multiple leg speed represents 
  this. 
   
  Hardness (Ex): An animated object has the same 
  hardness it had before it was animated. The special stone 
  material has a hardness of 10. 
   
  Improved Grab (Ex): To use this ability, the 
  animated hand must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. The animated hand 
  then may on the following round use its constrict ability 
  in conjunction with the improved grab ability. 
   
  Constrict (Ex): The animated hand is ideal for 
  squeezing its victim. It deals additional damage equal to 
  its slam damage value plus 1.5 times its Strength bonus 
  with a successful grapple check. This is the same grapple 
  check as the improved grab ability and works in 
  conjunction with that ability. The Constrict damage is 
  2d8+10. 
   
  
  A Tiger? In Ahlissa?! 
   
  Page 39 
   
  APPENDIX 2: PLAYER HANDOUTS 
   
  Highlights from the official logs of the Zilchus Western Company – Eastfair branch and the main Temple of Zilchus -
  Eastfair; One week leading up to the murder of Dantoni, junior cleric and certified honest deal mediator. 
   
  Starday:  
   
  Between ten and eleven morning bells: Honest deal mediator request made by client Roward of Shoreshil (occupation Fisher-Lead). Conditions: 
  standard contract, specifically for moderation of fresh fish from Shoreshil on the Flanmi. Pseudo-client: Hughnard the Fishmonger (of Eastfair). 
  Standard payment, no known holds on Roward or Hughnard. Honest deal mediator Assigned: Dantoni of the ZILCHUS WESTERN COMPANY—
  Eastfair branch.   
   
  Noon: Sub-Clerk logs delivery of assignment contract to Dantoni 
   
   
  Three evening Bells: Dantoni confirms contact with both parties. Preliminary meeting times arranged. The deal process is locked and set in motion. 
   
  Sunday:  
   
  Nine morning bells to three evening bells: Standard billable hours; honest eeal mediator mediating inspection of cargo loads entrusted to client 
  Roward by fellow fishermen of Shoreshil. Cargo stored in tertiary warehouse #341 (as owned by the ZILCHUS WESTERN COMPANY, standard rent 
  paid in full).  
   
  Moonday 
   
  Nine morning bells to four evening bells: Standard billable hours; honest deal mediator mediating inspection of cargo held in warehouse #341, both 
  Client Roward and Psedu-Client Hughnard present. Delay created by tariff dispute by Eastfair Tax agent. Standard solution presented0, but documents 
  will not be ready till Waterday due to Godsday services within the government structure.  
   
  Godsday 
   
  Dantoni of the ZILCHUS WESTERN COMPANY recorded as present for extended worship ceremonies within the ZILCHUS WESTERN 
  COMPANY –Eastfair branch. Full tithe recorded as received. 
   
  Waterday 
   
  Eight morning bells to four evening bells: Standard billable hours; 
  All proper documents collected from Eastfair-Tax; necessary claims and notifications for transits of goods (warehouse to warehouse) and passes for 
  additional laborers from the Old City; Roward and Hughnard noted as being in agreement with final exchanges planned for end of work Earthday. 
   
  Government approval for transport plan: Seven wagons, along prearranged street route, from ZILCHUS WESTERN COMPANY T-Warehouse #341 to 
  Compound Warehouse of Hughnard the Fishmonger.  
   
  Earthday 
   
  Seven morning bells to two evening bells: Standard billable hours plus end of contract fee; honest deal mediator oversaw packing, loading, transport, 
  unloading of goods. Notes: No problems, smooth transaction. Both parties have signed statement of agreement and satisfaction.  
   
  Contract closed. 
   
  Freeday 
   
  No listed duties for Dantoni. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR4-09 A Tiger - In Ahlissa (3E).pdf