TEXT: 1
  LUCK OF 
  THE DRAW
  A Web Enhancement for 
  Three-Dragon Ante
  CREDITS
  Design:
  Robert Wiese
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Design Manager:
  Christopher Perkins
  Web Production
  Bart Carroll
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  & Jen Page
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, DUNGEON MASTER, RPGA, EBERRON and FORGOTTEN REALMS
  are registered trademarks owned by Wizards of the Coast, Inc. The LIVING GREYHAWK,
  LIVING FORCE and the d20 logo are trademarks owned by Wizards of the Coast, Inc. All
  Wizards characters, character names, and the distinctive likenesses thereof are trade-
  marks owned by Wizards of the Coast, Inc. 
  This material is protected under the copyright laws of the United
  States of America. Any reproduction or unauthorized use of the
  material or artwork contained herein is prohibited 
  without the express written permission of 
  Wizards of the Coast, Inc.
  ©2006 Wizards of the Coast, Inc. 
  All rights reserved. 
  Made in the U.S.A. 
  This product is a work of fiction. 
  Any similarity to actual people, organizations, places, 
  or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game Content. 
  No portion of this work may be reproduced in any form without 
  written permission. To learn more about the Open Gaming License 
  and the d20 System License, 
  please visit www.wizards.com/d20.
  For more DUNGEONS & DRAGONS articles, adventures, and information, 
  visit www.wizards.com/dnd
  Three-Dragon AnteTM is the exciting new card game that
  both you and your characters can play (though playing
  against your character would take a lot of good role-
  playing). You can play it with your friends when you
  need something fun to do between slots at a game
  convention or while getting food at the local fast-food
  place, or you can play it as a tournament for prizes.
  Alternatively, your D&D (or d20 MODERN) characters
  can play it within the context of a game session. Some
  guidelines are provided in the game’s rulebook for
  using the Three-Dragon Ante in a D&D adventure, but
  the possibilities are nearly endless.
  Luck of the Draw provides additional rules for using
  the game within the confines of a D&D session, plus
  new feats that relate to games of chance and a short
  adventure to demonstrate how to incorporate all these
  elements into a game session.
  As always, feel free to adapt the material presented
  here as you see fit to make it work with your campaign.
  PREPARATION
  You (the DM) need the D&D core rulebooks—the
  Player’s Handbook, the Dungeon Master’s Guide, and the
  Monster Manual—as well as Three-Dragon Ante—t o
  utilize the material in this web enhancement. The infor-
  mation presented here utilizes the D&D v.3.5 rules.
  To get you started, send your campaign’s characters
  on the short adve nt u re called Master of the Ca r d s
  included in the Three-Dragon Ante rulebook. T h i s
  scenario gives you an example of how to incorporate
  the cards into your game. Then read the following mate-
  rial and try out the short adventure included with this
  web enhancement.
  RULES FOR USING
  THREE-DRAGON ANTE
  IN A D&D GAME
  T he rules for playing Three-Dragon Ante f rom a character
  p o i nt of view are built to let the player play the game in
  t he same manner that he re s o l ves all other random eve nt s
  affecting the character. After all, rolling dice to determine
  t he winner would be dull, and you wouldn’t need an
  actual game to determine a winner at cards that way. 
  PLAY OPTIONS
  The Three-Dragon Ante rulebook provides three options
  for play that allow for different amounts of participation
  on the part of the player. The following options are
  reprinted from the Three-Dragon Ante rulebook.
  
  2
  Option 1—Player-centric: Use the normal game rules
  and simply roleplay the character’s reactions. None of
  the character’s skills come into play.
  Option 2—Mixed: Use the normal game rules, but
  each character chooses one special ability from the
  table in the Skill Use section (below) for which she
  qualifies.
  Option 3—Character-centric: Use the normal game
  rules, and each character can use any special ability
  from the table in the Skill Use section (below) for
  which she qualifies.
  SKILL USE
  Each character who has 5 or more ranks in any of the
  skills on the following table gains a special ability that
  can influence the outcome of the game. The number of
  these abilities that a character can use depends on the
  play option selected, as defined above. Using the abili-
  ties given here keeps the players playing the game, and
  keeps skill check rolls (and other die rolls) out of the
  process. Here is the list of skills that apply and what
  they allow a character to do.
  Skill
  Ability
  Bluff
  Whenever the rules instruct you to pay 2 or
  more gp to another player, pay 1 fewer gp.
  Concentration
  Whenever you ante, pay 1 fewer gp into the
  stakes, unless another player’s hoard
  contains less gold than yours.
  Diplomacy
  If you are the leader, you may choose
  another player before your turn this round
  to be the leader instead. The switch applies
  to this round only.
  Intimidate
  As long as you and any other player tie for
  the strongest flight, you can’t be chosen as
  the opponent with the strongest flight.
  Profession (Gambler) After you discard the top card of the deck
  while buying cards, you may also discard a
  second card from the top of the deck. If you
  exercise this option, pay the second card’s
  strength in gold to the stakes instead of the
  first card’s strength.
  Sense Motive
  If an opponent plays a second card and
  both are the same color dragon, you may
  look at his hand before any power triggers.
  You may also use this ability if a player plays
  Tiamat and any black, blue, green, red, or
  white dragon.
  Sleight of Hand
  After you use a card’s power or a strength
  flight to steal gold from the stakes, you may
  steal 1 more gp from the stakes—provided
  that the stakes still contain 2 or more gp.
  Wild Ca r d
  If you’re a dragon or half-dragon, you can
  select this ability, which does not correlate with
  a skill. Once in every game, you may count any
  mortal that you have played this turn as the
  third dragon of any color to complete a color
  f l i g h t .
  NEW FEATS
  Your character may or may not be a card shark, but she’s
  quite likely to meet NPC Three-Dragon Ante experts in
  the course of play. Below are some new feats that PCs
  and NPCs can take to augment their card- p l a y i n g
  prowess.
  CARD CHEAT
  You can cheat at cards so well that others don’t even
  notice.
  Prerequisite: Card Shark.
  Benefit: This feat provides three benefits. First, when
  playing Three-Dragon Ante (or any other card game that
  works in a similar way) using Option 1 (no special abil-
  ities allowed) or Option 2 (only one special ability
  allowed), you can use any special abilities for which you
  qualify. However, you can use each extra special ability
  granted by this feat only once per game, rather than at
  will. Second, when an opponent with the Card Shark
  feat denies you the use of a special ability, you can use it
  anyway. Third, after all the cards in a gambit have been
  p l a yed, but before the gambit is re s o l ved, you can
  replace one of the cards you played with a card from
  your hand.
  CARD SHARK
  You are such an expert at card games that you can
  counter the skills of others.
  B e n e f i t : W hen playing Three-Dragon Ante (or any
  o t her card game that works in a similar way), you can
  deny any opponent the use of one special ability fro m
  t he table in the Skill Use section for the remainder of
  t he game. You must select the ability the first time it is
  used. T he re a f t e r, that player cannot use that ability for
  t he rest of the game. You can use this ability against each
  o p p o n e nt in the game, but only once per opponent .
  CARDS OVER SWORDS
  You can re s o l ve conflicts using Three-Dragon Ante
  instead of combat.
  Prerequisite: 1st level character, Diplomacy 4 ranks.
  Benefit: When faced with a potential combat against
  a single foe with an Intelligence score of at least 10, you
  can propose resolving the conflict via a card game—
  provided that the foe does not consider you a personal
  enemy. To do so, make a Diplomacy check as a swift
  action. If you successfully change the foe’s attitude
  toward you from hostile to indifferent, it agrees to play
  the proposed game in lieu of combat, even if it has
  never played the game or even heard of it. No retry is
  allowed against the same foe for a given conflict. The
  
  3
  winner of the card game wins the dispute; the loser
  gives up all equipment and wealth on her person and
  withdraws.
  You must allow the foe to go free and unharmed at
  the end of the game. Any attempt to attack it reopens
  the dispute and precipitates combat. However, you can
  question the foe as if you defeated it in combat, and you
  can advise the authorities as to its whereabouts after it
  has left. In a sense, the foe has earned a head start on the
  authorities for playing the game with you.
  MAGIC OF THE CARDS
  You can use your magic to manipulate the outcome of
  the game.
  Prerequisite: Able to cast the spell corresponding to
  the desired effect on the table below.
  Benefit: Certain spells can affect the outcome of a
  Three-Dragon Ante game. With this feat, you can use the
  effects of those spells in specific ways without actually
  casting them. 
  During the game, you can use any of the following
  abilities, provided that you can cast the associated spell.
  You must pay the indicated cost in gold to the stakes for
  each ability that you invoke, each time you invoke it.
  Each effect lasts for one gambit, and you must initiate it
  on your turn. You can use only one effect per turn.
  Spell
  GP Cost
  Game Effect
  Animate dead
  4
  Play a card from the discard pile
  instead of from your hand. You
  can use this ability only to play a
  card into your flight.
  Bless
  1
  Every card you play counts toward
  strongest flight as if it had +1 Str
  more than it actually has. The
  cards don’t count as +1 Str for
  any other purpose.
  Bull’s strength
  2
  You can add +2 to the strength of
  any one card in your flight, or to
  the card you ante. You can affect
  only one card per gambit with this
  ability.
  Charm monster
  4
  You can take over a card played by
  someone else. To do so, trade any
  one card already in your flight
  with the desired card from the
  opponent’s flight.
  Death knell
  2
  After a gambit is over, you can
  place any card that you or an
  opponent has played into your
  hand instead of discarding it.
  Minor image
  1
  You can declare any dragon you
  play to be the same color as any
  dragon you have already played
  for the purpose of completing a
  color flight. You can affect only
  one card per flight with this ability.
  Obscuring mist
  1
  You can conceal the exact nature
  of any one card you have played.
  Polymorph
  4
  You can declare any single card to
  be any other single card, whether
  the other card is already in play or
  not. Thus, you can change a silver
  dragon into the Princess, even if
  someone else has already played
  the Princess.
  Ray of enfeeblement
  1
  You can subtract 4 from the
  strength of any card in play, be it
  yours or an opponent’s.
  Rope trick
  2
  After a gambit is over, you can put
  one of your played cards back into
  your hand instead of discarding it,
  provided that you have fewer than
  the maximum number of allowed
  cards in your hand.
  Sleep
  1
  You can render one card of Str 4
  or below that has already been
  played unusable for the rest of the
  gambit. It remains in play but
  does not count.
  A QUIET NIGHT 
  OF CARDS
  This short adventure is designed for 3rd-4th level char-
  acters. You can use it to introduce the game of Three-
  Dragon Ante to your players, or as an interlude between
  adventures for a group that already knows how to play
  the game. The scenario can be modified for lower- or
  higher-level groups simply by adjusting the statistics
  blocks for the opponents.
  A Quiet Night of Cards is nominally set in Greyhawk,
  but you should be able to place it anywhere in your
  campaign world without too much difficulty. To run
  this adventure, you’ll need a map of a sizable house that
  a wealthy merchant might live in alone. If you don’t
  have one, you can use the Haunted House map from the
  Map-a-Week feature at http://www.wizards.com/dnd/
  i m a g e s / m a p o f w e e k / H a u n t e d H o u s e . j p g as the basic
  shell and adjust the contents appropriately.
  ADVENTURE BACKGROUND
  In the Free City of Greyhawk, everyone has enemies.
  Those enemies are in goodly supply for certain people,
  including powerful wizards who have bucked the estab-
  lishment, thieves who have stolen the wrong valuables,
  and wealthy merchants who have made their fortunes
  by exploiting others.
  One such merchant, Sirius Regulan, has reason to
  believe that rivals are planning to assassinate him this
  very evening. Word has reached him through friendly
  contacts that he should be on his guard this night, and
  
  that a trip to the country would be beneficial to his
  health. But Sirius does not run from trouble, so he has
  decided to enlist the aid of some adventurers instead.
  Preferring not to hire them, he plans instead to invite
  them over to his home for a “quiet evening of cards,” so
  that they will be there when the assassins attack.
  A. OPENING GAMBIT
  The adventure opens in a tavern frequented by adven-
  turers. Read or paraphrase the following when the PCs
  enter.
  While the PCs are ordering their meal, an older man
  walks into the tavern, looks around, then heads toward
  the back where the card players are. His arrival does not
  draw undue attention, since he seems to be one of many
  who has come to play cards.
  NPC: The man is actually Sirius Regulan, who has
  come here in search of some adventurers he can dupe
  into visiting him at his home tonight.
  Sirius Regulan: hp 60; see Appendix for statistics.
  Tactics: Sirius joins a game of Three-Dragon Ante and
  chats with the other players while looking around the
  room. When his game concludes, he makes eye contact
  with at least one PC and smiles broadly, as though in
  invitation. He is trying not to attract undue attention,
  and if the PCs cannot pick up on his subtle clue, he tries
  some other means of subtly enticing them over. He
  does not join them or make any obvious overtures.
  If the PCs go over to him, he says he needs more
  players and asks them if they know how to play Three-
  Dragon Ante. If not, he explains the game and repeats
  his invitation. Up to five PCs can join his game. He is
  not interested in whether they play well or poorly; he
  simply adjusts his play style to suit their skill level.
  During the game, he asks them how long they have
  been in the city and whether they like it, and invites
  them to tell tales of their adventures in hopes of deter-
  mining their abilities. In return, Sirius chats about the
  political climate, the trade situation, and his ow n
  ventures. He also relates rumors of monsters and treas-
  ure in the Cairn Hills and makes conversation about
  whatever other topics arise. 
  Development: When he feels that the PCs are at ease
  with him, Sirius says they should wrap up the game
  because bards will soon begin to perform, and the
  tavern will be even noisier. Then, as if struck by an idea,
  he invites the PCs to continue the game at his house. “A
  quiet game with my new friends, and some refresh-
  ment—now that would be just the thing,” he says. If the
  PCs are reticent, he uses the information he has gained
  about them to advantage, offering some enticement
  calculated to get one or more of them to accept. For
  example, if he knows that one of the PCs has a taste for
  fine wine, he offers elven wine or a rare liqueur. He
  could even offer to show them maps marked with
  supposed rich caches of treasure. He does not press for
  acceptance, since making an issue of the invitation
  would be too obvious, but he does try very hard to
  entice the party over to his house. If the characters
  accept his invitation, go to encounter B.
  B. SIRIUS REGULAN’S HOUSE
  Sirius Regulan lives in a two-story house in the city’s
  merchant quarter. The grounds around his dwelling are
  modest—sufficient for an occasional pleasant walk, but
  not so large that a great many gardeners are needed to
  maintain them. 
  The house, which was built about three hundred
  years ago, has an old style and feel. The walls are paneled
  in oak, and the furniture is all hand-carved. Portraits,
  many of them bearing uncanny likenesses to Sirius,
  hang in several ro o m s. (Sirius re m e mbers the past
  through these pictures, all of which depict relatives of
  his that have died.)
  The first story consists of the kitchen and dining
  room, two sitting rooms, and a storage room off the
  kitchen. The second story is occupied by bedrooms and
  a library office in the center of the house. Sirius has the
  largest bedroom, which features an attached bathing
  room. All the guest rooms are currently unoccupied.
  The servants sleep in the attic, and the cellars are used
  for storage of food and household supplies.
  NPCs: Sirius has three serva nts and a gard e n e r. T he
  household serva nts are his butler Fejor (human male
  e x p e rt 6, hp 27, Cha 11), his cook Morsan (human male
  e x p e rt 9, hp 38, Craft [cooking] +14), and a valet named
  Kinkal (human male expert 4, hp 18). While the PCs are
  t he re, they encounter only Fejor unless they end up in the
  k i t c hens or the master’s bedroom when the action start s.
  Development: Sirius takes the PCs inside via the
  front entrance. Fejor, his butler, greets him at the door,
  and Sirius introduces his guests. The butler does not 
  T he Black Dragon Inn is loud but not rowd y
  tonight. A number of people are engaged in dice
  and card games in the back part of the common
  room, while others consume meals and ale in the
  front. A barmaid practically throws down drinks in
  front of one set of customers on her way to another
  table. It seems that everyone has come here tonight.
  4
  
  5
  look surprised to see them. He would not look
  surprised even if he was, but in fact Sirius has people
  over spontaneously all the time. And this particular
  night, Fejor was warned in advance to expect guests
  looking somewhat like the PCs.
  Fejor ushers everyone inside and settles the guests
  in the front sitting room. Normally, he would offer to
  take their cloaks and equipment and stow them for the
  duration of the visit, but he does not do so this time
  unless asked. Sirius has told him that an attack may
  occur, and his guests may need their equipment.
  Once his guests are settled and comfortable, Sirius
  orders up refreshments and asks that a card table be set
  up for their use. He then invites them to continue play-
  ing Three-Dragon Ante with him. He offers to teach
  anyone who is interested the subtleties of the game and
  ensures that the socializing lasts well past midnight. He
  serves food and beverages in plenty, but not enough
  alcohol to get the PCs drunk. Meanwhile, he orders his
  servants to close up the rest of the house as if everyone
  had gone to bed.
  C. KNIVES IN THE NIGHT
  About 12:15 AM, seven figures sneak into the gardens
  and make their way to the house. This group of thieves
  was hired by a rival merchant who was recently forced
  out of business by Sirius Regulan. 
  NPCs: Feldan W h i s p e rwalker is an amb i t i o u s
  m e mber of the local T h i e ve s’ Guild who has been
  quietly gathering support from the lower ranks. His
  band is loyal to him and trained to act as a group.
  Feldan Whisperwalker: hp 25; see Appendix for statistics.
  Rogue Operatives (3): hp 16 each; see Appendix for
  statistics.
  Rogue Lackeys (3): hp 7 each; see Appendix for statistics.
  T a c t i c s : Feldan and his crew make their way around to
  t he back, then climb up and enter through a second-s t o ry
  w i n d ow at the back of the house. If you are using the
  h a u nted house map, the thieves enter via room 15. Fro m
  t he re, they separate into groups of two and three and move
  t h rough the house in search of Si r i u s, who normally sleeps
  in room 16. Each PC may make a Listen check opposed by
  t he thieve s’ Move Si l e ntly checks to detect the m .
  The fight becomes somewhat freeform from here,
  since everyone involved can move all around the house.
  The general plans of the thieves are to find and kill
  Sirius, eliminate anyone else who saw them, and leave
  the house. In melee, they use their sneak attack abilities
  to their advantage. If they make it as far as the front
  sitting room without detection, they make some small
  noise from the top of the stairs in hopes of attracting
  some victims, then ambush and try to kill as silently as
  possible those who investigate. The thieves do not run
  because failure means their deaths as well as the deaths
  of their families. Feldan’s employer is nasty and desper-
  ate and wants Sirius dead.
  D. AFTERMATH
  Sirius does not want any captured thieves turned over
  to the City Watch. Thus, if possible, he kills anyone that
  the PCs render unconscious, though he takes care not
  to be seen doing so. He would prefer that the PCs think
  the assassins died from their wounds.
  If pressed, Sirius admits that he expected an attack
  and thought that some able company might help. If the
  PCs ask about payment, Sirius remarks that the thieves
  seem well equipped and that he has no interest in that
  equipment. The PCs are welcome to it all and can
  consider the m s e l ves well rew a rded for one night’s
  work. Furthermore, he suggests that he may have more
  opportunities for them in the future. And as a show of
  good faith, he offers to cover any costs of healing at the
  local temple of their choice.
  APPENDIX: NPC STATISTICS BLOCKS
  This section provides full statistics for each of the NPCs
  in the adventure.
  SIRIUS REGULAN (MERCHANT)
  CR 11
  Male human expert 12
  LN Medium humanoid
  Init +1; Senses Listen +2, Spot +17
  L a n g u a g e s Ancient Baklunish, Ancient Suel,
  Common, Giant, Goblinoid, Orc
  AC 16, touch 14, flat-footed 15
  (+2 Dex, +2 armor, +3 deflection)
  hp 60 (12 HD)
  Fort +5, Ref +5, Will +10
  Speed 30 ft. (6 squares)
  Melee dagger +9/+4 (1d4/19–20) or
  Ranged light crossbow +10 (1d8/19–20)
  Base Atk +9; Grp +9
  Abilities Str 10, Dex 12, Con 12, Int 14, Wis 14, Cha 14
  Feats Card Cheat, Card Shark, Cards over Swords,
  Negotiator, Skill Focus (Diplomacy), Toughness
  Skills Appraise +15, Bluff +17, Diplomacy +26,
  Gather Information +4, Intimidate +15,
  Knowledge (geography) +10, Knowledge (local)
  +13, Knowledge (nobility and royalty) +5, Listen
  +2, Profession (gambler) +11, Search +12,
  Sense Motive +19, Speak Language (Giant,
  Goblinoid, Orc), Spot +17
  
  6
  Possessions bracers of armor +2, ring of protection
  +3, expensive clothes, Three-Dragon Ante deck
  Hook “Perhaps we could have a chat and come to
  some agreeable compromise.”
  FELDAN WHISPERWALKER
  CR 5
  Male human rogue 5
  LE Medium humanoid
  Init +3; Senses Listen +7, Spot +8
  Languages Common
  AC 19, touch 14, flat-footed 19; uncanny dodge
  (+3 Dex, +4 armor, +1 shield, +1 deflection)
  hp 25 (5 HD) 
  Resist evasion
  Fort +2, Ref +7, Will +2
  Speed 30 ft. (6 squares)
  Melee +1 short sword +7 (1d6+2/19–20) or
  Ranged mwk shortbow +7 (1d6/x3)
  Base Atk +3; Grp +4
  Atk Options Point Blank Shot, Precise Shot; sneak
  attack +3d6
  Combat Gear potion of fly, potion of cat’s grace, 2
  potions of cure moderate wounds, 2 potions of cure
  light wounds
  Abilities Str 12, Dex 16, Con 12, Int 10, Wis 12, Cha 10
  SA sneak attack +3d6
  SQ trap sense +1, trapfinding
  Feats Point Blank Shot, Precise Shot, Weapon Finesse
  Skills Appraise +4, Bluff +8, Climb +6, Diplomacy
  +2, Disable Device +8, Gather Information +6,
  Hide +11, Listen +7, Move Silently +11, Open
  Lock +13, Search +6, Spot +8
  Possessions combat gear plus studded leather +1,
  masterwork buckler, +1 short sword, masterwork
  shortbow with 20 arrows, ring of protection +1,
  masterwork thieves’ tools
  H o o k “ You go that way, and I’ll sneak around back.”
  Feldan Whisperwalker is a budding gang leader within
  the Thieves’ Guild. Unfortunately for him, he needed
  the help of some powerful merchants while he was
  clawing his way to the top. Now he must repay their
  help by doing “jobs” for them from time to time.
  Tonight’s assignment—to kill Sirius Regulan and make
  it look like a robbery—is one such job. Feldan is very
  ambitious and is always dreaming of what he’ll do when
  he becomes master of all thieves. In the meantime, he
  plans well, covers most eventualities, and cultivates the
  loyalty of his followers.
  ROGUE OPERATIVE
  CR 3
  Male and female human rogue 3
  LE Medium humanoid
  Init +3; Senses Listen +6, Spot +6
  Languages Common
  AC 18, touch 13, flat-footed 15
  (+3 Dex, +4 armor, +1 shield)
  hp 16 (3 HD)
  Resist evasion
  Fort +2, Ref +6, Will +1
  Speed 30 ft. (6 squares)
  Melee +1 short sword +6 (1d6+2/19–20) or
  Ranged mwk shortbow +6 (1d6/x3)
  Base Atk +2; Grp +3
  Atk Options Point Blank Shot, Precise Shot; sneak
  attack +2d6
  Combat Gear 2 potions of cure moderate wounds, 2
  potions of cure light wounds
  Abilities Str 12, Dex 16, Con 12, Int 10, Wis 11, Cha 10
  SA sneak attack +2d6
  SQ trap sense +1, trapfinding
  Feats Point Blank Shot, Precise Shot, Weapon Finesse
  Skills Appraise +4, Bluff +6, Climb +4, Diplomacy
  +2, Disable Device +6, Gather Information +4,
  Hide +9, Intimidate +2, Listen +6, Move Silently
  +9, Open Lock +9, Search +5, Spot +6
  P o s s e s s i o n s combat gear plus studded leather +1,
  masterwork buckler, +1 short sword, m a s t e r w o r k
  shortbow with 20 arrows, masterwork thieves’ tools
  Hook “Let’s surround that one and finish him off.”
  Personally recruited by Feldan, these three form the
  nucleus of his gang. They hope to rise to positions of
  leadership over their own cells in the gang, but they are
  patient enough to wait while their power grows. They
  are loyal to Feldan and attempt to rescue him at all costs
  in case of trouble. They are even willing to die if doing
  so would protect his secrets.
  ROGUE LACKEY
  CR 1
  Male human rogue 1
  LE Medium humanoid
  Init +2; Senses Listen +5, Spot +5
  Languages Common
  AC 15, touch 12, flat-footed 13
  (+2 Dex, +2 armor, +1 shield)
  hp 7 (1 HD) 
  Fort +1, Ref +4, Will +1
  Speed 30 ft. (6 squares)
  
  7
  Melee mwk short sword +2 (1d6+1/19–20) or
  Ranged shortbow +2 (1d6/x3)
  Base Atk +0; Grp +1
  Atk Options Point Blank Shot, Precise Shot; sneak
  attack +1d6
  Combat Gear 2 potions of cure light wounds
  Abilities Str 13, Dex 15, Con 12, Int 10, Wis 12, Cha 10
  SA sneak attack +1d6
  SQ trapfinding
  Feats Point Blank Shot, Precise Shot
  S k i l l s Appraise +2, Bluff +4, Climb +3, Disable Device
  +6, Gather Information +2, Hide +6, Listen +5,
  Move Silently +6, Open Lock +6, Search +4, Spot +5
  P o s s e s s i o n s combat gear plus leather armor, master-
  work buckler, masterwork short sword, shortbow
  with 20 arrows, masterwork thieves’ tools
  Hook “Whatever you say, Boss.”
  These three are just starting out as criminals, and they
  hope to survive until they are as powerful as Feldan.
  They follow orders very well and try to be as competent
  and prepared as possible. They have not been captured
  by the law so far and would love to be able to make that
  boast for years to come, though they realize that this
  goal is probably unrealistic.
  ABOUT THE AUTHOR
  Robert Wiese entered the gaming hobby through the
  Boy Scouts and progressed from green recruit to head
  of the most powerful gaming fan organization in the
  world. He served as head of the RPGA Network for
  almost seven years, overseeing the creation of the LIVING
  GREYHAWK and LIVING FORCE campaigns, among other
  achievements. Eventually, he returned to private life in
  Re n o, Ne vada, whe re he spends as much time as
  possible with his wife, new son Owen, and many pets.
  He is still involved in writing, organizing conventions,
  and playing. In his spare time, he models proteins for
  t he Bi o c he m i s t ry De p a rt m e nt at the Un i versity of
  Nevada, Reno.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/Three-Dragon Ante/Luck of the Draw - WE.pdf