TEXT: 19
  The Riot Act
  Frog God 
  Games
  James M. Spahn
  The Riot Act
  
  1
  The Riot Act
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder Roleplaying Game
  Greg A. Vaughan
  Art Director
  Charles A. Wright
  Zach of All Trades
  Zach Glazar
  He Tries to Make Good Choices
  Skeeter Green
  FROG GOD GAMES IS
  Author: James M. Spahn
  With additional Material by: Jeff Harkness and Skeeter Green 
  Developers: Skeeter Green and Zach Glazar
  Content Editing: Jeff Harkness, Skeeter Green, and Zach Glazar
  Producer: Bill Webb 
  Editors: Jeff Harkness and Skeeter Green
  Layout Design: Charles A. Wright
  Art Direction and Design: Skeeter Green and Charles A. Wright
  Front Cover Art: Artem Skukaev
  Interior Art: Leif Jones, Brian LeBlanc, Jeremy McHugh
  The Riot Act
  ©2016 Bill Webb, Frog God Games & Necromancer Games. All rights reserved.
  Reproduction without the written permission of the publisher is expressly forbidden. 
  Frog God Games and the Frog God Games logo is a trademark of Frog God Games. 
  Necromancer Games and the Necromancer Games logo is a trademark of Necromancer 
  Games. All rights reserved. All characters, names, places, items, art and text herein are 
  copyrighted by Frog God Games, Inc. The mention of or reference to any company or 
  product in these pages is not a challenge to the trademark or copyright concerned.
  Product Identity: The following items are hereby identified as Frog God Games LLC’s 
  Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and 
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  identified as Product Identity. Previously released Open Game Content is excluded from 
  the above list.
  Frog  
  God 
  Games
  5th Edition Rules,  
  1st Edition Feel
  
  2
  Bard's Gate
  Table of Contents
  The Riot Act ..........................................................................................Pg. 3
  New Magic Items .....................................................................................Pg. 14 
  Handout 1...............................................................................................Pg. 15
  Legal Appendix ........................................................................................Pg. 16
  
  3
  The Riot Act
  Introduction
  The Riot Act is an urban adventure for 4–6 characters averaging 2nd 
  level, set in the city of Bard’s Gate. It highlights several of the city’s 
  locations, especially those in the Bridge district. A mixture of encounters 
  includes roleplaying, investigation, dungeon crawling, stealth, and 
  combat. The adventure does not require any specific classes or races in 
  the party, though thieves may be useful given the nature of their special 
  abilities. It is assumed that the characters are sympathetic to the Lyreguard 
  or other agencies that serve the interests of Bard’s Gate — or at the very 
  least that their loyalty can be purchased for a few gold coins.
  In addition to the encounters, The Riot Act also includes information 
  on a nefarious organization new to Bard’s Gate, known as The Fool’s 
  Entourage. This group can serve as reoccurring antagonists for a campaign 
  based in Bard’s Gate, or may be replaced if another group of the GM’s 
  own design is a better fit. There are also several modular encounters which 
  could be included or removed, allowing GMs to lengthen or shorten the 
  adventure to suit the individual play style of their group. Finally, there are 
  several new magic items to spice things up. There’s always something 
  new to discover in the belly of Bard’s Gate!
  Players should not read any further so that they can experience all the 
  surprises and thrills offered by The Riot Act. This adventure assumes that the 
  GM has the Swords & Wizardry Complete Rulebook and Bard’s Gate, both 
  by Frog God Games, available for reference. However, the adventure can 
  easily be adapted to suit any urban environment in your fantasy campaign.
  Adventure Background
  The Fool’s Entourage arrived in Bard’s Gate a few weeks ago with 
  little fanfare. They were little more than a troupe of traveling performers 
  — or so the citizens of Bard’s Gate believed. Made up of acrobats, 
  fire-eaters, minstrels, and dancers, they soon distinguished themselves 
  by way of their robust and daring performances. After a few weeks of 
  street performances in the Bridge district, The Fool’s Entourage drew the 
  patronage of a mysterious merchant princess: Lady Asmarisa. No one in 
  Bard’s Gate could recall where Asmarisa had come from or how long she 
  had been doing business in the city — but she quickly established herself 
  as a trader of silks as well as a patron of the fine arts.
  Unbeknownst to the good people of Bard’s Gate, Asmarisa is a cult leader 
  who wears a magical ring known as a ring of demonic deception. While the 
  ring does not grant her much in the way of magical abilities (it’s meant for 
  demons, after all), it is slowly working its evil upon her — and eventually 
  turns her into a full-fledged succubus. For now, however, she is a beguiling, 
  vain actress with the ability to charm those who hear her song. The Fool’s 
  Entourage that follows her is a cabal of symphonic devotees who worship 
  her. Asmarisa hopes to enthrall all of Bard’s Gate, beginning with those in 
  the Bridge district. With enough worshippers, and their souls, she believes 
  that after she transforms into a true succubus, she can make her mark on 
  the infernal landscape. She has either laid her enchantments upon or made 
  business pacts with many greedy merchants in Bard’s Gate, allowing her to 
  swiftly build her identity as a reputable merchant. Now she is beginning to 
  set the final pieces of her great plan into motion.
  Several months ago, Asmarisa purchased a large building on the 
  southeastern shore of the Bridge district and converted it into a grand 
  theater that she has named The Motley. The Motley opened a few weeks 
  later, and its first show, The Maiden’s Kiss, has become the hottest show in 
  town. Word spread like wildfire, and soon every noble, merchant, peasant, 
  and priest was clamoring to see the show. Reviews from critics in the 
  district were gushing, praise-filled proclamations. In fact, no one had a 
  bad word to say about Asmarisa, The Fool’s Entourage, The Motley or 
  The Maiden’s Kiss. Not one.
  That was when some of the more astute citizens began to get suspicious. 
  The clergy of Oghma at the Auditorium of the Silver Harp were the first to 
  become concerned as their worshippers began turning away from the god 
  of performance and instead began attending shows at The Motley. They 
  went to the Lyreguard claiming that The Fool’s Entourage was engaged in 
  illegal dealings and even that some of those who attended performances 
  at The Motley entered the theater, but never left. They vanished without 
  a trace.
  Several members of the Lyreguard were sent to investigate the matter 
  — if for no other reason than to satisfy the complaining clergymen. 
  After attending a performance, these guards announced that not only was 
  The Fool’s Entourage a magnificent troupe of performers, but that they 
  intended to attend another performance of The Maiden’s Kiss as soon 
  as tickets became available. Thus, the sworn protectors of Bard’s Gate 
  remained oblivious to the truth of Asmarisa and her servants.
  In the week since this investigation closed, The Maiden’s Kiss has 
  become overwhelmingly popular. Shows sell out in minutes. Citizens crowd 
  the Bridge district in dim hopes of getting their hands on a ticket to the next 
  performance. Scalpers sell forged passes. The people demand more shows 
  be added to the playbill, and Asmarisa’s gentle promises that everyone will 
  get the opportunity to see the show are now creating only frustration.
  It’s only a matter of time before the frustration of the people boils over 
  and blood is spilled in the Bridge District.
  Adventure Summary
  A typical night in Bard’s Gate (if such a thing exists) is interrupted as 
  the characters are passing through the Bridge district and find themselves 
  caught up in a riot! After surviving city-goers who have been driven to 
  violence by — of all things — a sold-out theater performance, they are 
  hired to investigate the performers at this theater and find out why their 
  stage show is driving citizens to madness.
  First, they must survive a riot in the Bridge district and acquire tickets 
  to The Maiden’s Kiss, which is easier said than done. They can attempt 
  to contact a scalper or, if they are particularly bold, petition Asmarisa 
  personally for passes. Each of these options has its own difficulties. Once 
  in the theater and viewing the performance, they find themselves at risk 
  of falling under the same enchantment that has so many other residents 
  of the Bridge district under its thrall. However, during this performance, 
  perceptive characters may get clues to the truth of The Fool’s Entourage.
  After discovering a secret passage beneath the orchestra pit of The 
  Motley, the characters explore a hidden tunnel that leads from the theater 
  to the hidden camp of the troupe. Along the way, they must confront 
  thralls who are so deep under Asmarisa’s enchantment that they would 
  kill to protect her. The secret tunnel opens on the camp of The Fool’s 
  Entourage, where if the characters are stealthy, they learn the terrible 
  plans that Asmarisa has laid out for her servants. If caught, a battle ensues, 
  and the heroes might have to flee for their lives.
  Realizing they must put a stop to the next performance put on by 
  The Entourage, the characters must storm the theater during its next 
  performance. In the middle of the show, they are drawn into an epic 
  The Riot Act
  An Adventure in Bard’s Gate 
  By James M. Spahn
  
  4
  Bard's Gate
  conflict with the principal performers that begins on stage and eventually 
  leads to a climactic confrontation between a fully demonic Asmarisa atop 
  the Auditorium of the Silver Harp amid throngs of rioting fans who are 
  trying to slay the very men and women attempting to save them.
  Beginning the Adventure
  Assuming the characters have been in Bard’s Gate for more than a few 
  days, they have undoubtedly heard rumors regarding The Maiden’s Kiss. 
  Everyone who is anyone is already raving about it, which might pique their 
  interests and draw them into the adventure. What’s more likely, however, 
  is that they have a contact, patron, or trusted employer who works for the 
  Lyreguard or the Auditorium of the Silver Harp. If they do not know such an 
  individual, the GM could draw them into the adventure via a simple flyer or 
  posting by either organization looking for independent contractors willing to 
  investigate the growing tension surrounding The Fool’s Entourage. The GM 
  should select whichever organization best suits his individual campaign. No 
  matter who offers the characters the job, they are offered a payment of 20gp 
  each to investigate and put a stop to these troubles.
  Act One:  
  Bridge District Blues
  Investigating The Fool’s Entourage, the Bridge district is a natural 
  starting point for the characters. The Bridge district is normally a safe, 
  if sometimes raucous, district in Bard’s Gate. Unfortunately, that is not 
  the case this evening. As the investigation begins, the characters find 
  themselves smack dab in the middle of a riot at the heart of the district! 
  They’ll need to traverse the raging crowds and other dangers in hopes 
  of finding a way into The Motley theater if they hope to find the terrible 
  secrets behind Asmarisa and The Maiden’s Kiss.
  Bard’s Gate is the heart of the Stoneheart Valley, and the 
  Bridge district is the heart of Bard’s Gate. It is here that the 
  city’s culture is at its zenith. The gleaming Auditorium of the 
  Silver Harp shines down on smaller businesses and homes. 
  Through the King’s Bridge, the lifeblood of Bard’s Gate flows 
  ceaselessly, day and night.
  But tonight, her heart is racing. Tasked by your patron, 
  you have come to the Bridge district on an errand of great 
  importance. The Maiden’s Kiss is being hailed as the greatest 
  stage show ever put on in the history of the city. Despite 
  added showings in recent weeks, tickets are sold out in 
  minutes. It is on the lips and minds of every citizen of the 
  city. They want to see the show. They need to see the show. 
  Nothing will stop them from seeing the show. Nothing. The 
  city is at a fever pitch.
  As you step into the middle of Central Island, you see that 
  this desire has turned violent. Hundreds of city-goers have 
  gathered out in front of the Auditorium and the Temple 
  of Skilled Hands, screaming and yelling. They demanded 
  tickets. They demanded more shows. Now it seems that they 
  demand blood. Rocks and bottles, fists and elbows, screams 
  and outrage. Here, in the middle of a riot, you and your 
  companions must find a way to acquire tickets to the most 
  exclusive show in town — all while avoiding being trampled 
  to death by a raging mob.
  The central courtyard of the Bridge district is cluttered with rioting 
  locals. The characters will have some difficulty pushing their way 
  through the crowd; moving at half speed requires a DC 15 Strength 
  
  5
  The Riot Act
  check; movement at full speed requires a DC 25 check. Attempts to shove 
  through the crowd have a 50% chance of drawing a stray elbow or punch 
  from one of the rioters (25% chance the strike lands, inflicting 1d2 points 
  of bludgeoning damage).
  Characters may attempt to make their way to the box office in front 
  of The Motley where they find Braldo, the beleaguered ticket salesman, 
  who is being protected by four other members of The Fool’s Entourage 
  desperately holding back the crowd. Characters who manage to reach 
  Braldo find him frazzled and fearful. Attempts can be made to calm the 
  crowd, but this is not easy. Any attempts to calm the mob (Intimidation, 
  Persuasion, etc. skill checks) are made at disadvantage due to their frenzy 
  and the cacophony. They need to plead with the crowds to calm down. 
  Particularly clever characters might make use of enchantment spells 
  or other methods to convince the crowd to cease their rioting. If these 
  attempts fail, the crowd grows more violent. Braldo begs the characters to 
  protect him along with his guards as they fall back into The Motley, where 
  the doors are barred.
  If the characters manage to calm the crowds or protect Braldo during 
  his escape, he offers them profuse and sincere thanks in addition to a 
  reward of one ticket each to tonight’s showing of The Maiden’s Kiss.
  More subtle characters might attempt to skirt the edge of the rioting 
  crowd and observe the conflict. If such is the case, they are confronted by 
  a shadowy figure, who offers them quite a deal.
  “Psst. Psst!” you hear a hiss cutting through the roar of 
  the crowd and turn to see a hunched and cloaked figure 
  hiding in the shadows of an alley on the edge of the square, 
  unseen by the rioters. His sharp nose and sly grin combine 
  with greasy dark hair and gleaming eyes to mark him as 
  one of the many grifters who thrive in Bard’s Gate. “You 
  seem a better lot than this rabble, with your fine armor 
  and polished weapons. Undoubtedly, y’ve got a coin or two 
  to spare for a working bloke? Ol’ Tom’s got what e’ryone 
  wants tonight.”
  A quick hand flashes a handful of parchment slips. “A few 
  coins will get ye a glimpse at The Maiden’s Kiss.”
  Ol’ Tom is a member of The Fool’s Entourage, as are his four friends 
  hiding in the shadows of the alley. Asmarisa has learned that her troupe 
  is under investigation and hopes to draw the investigators under her 
  enchantment before they can be a threat. Tom sells one ticket to each 
  of the characters for 10gp each, though he can be negotiated down to 
  half that price if the characters drive a hard bargain. Should the party 
  draw their weapons or attempt to attack him, Tom and his friends attack 
  the party, hoping to use the chaos of the riot to slay the party outright 
  and escape. While Asmarisa would rather have the characters under her 
  control, dead is the next best option.
  Braldo, Male Human Rog3: AC 13; HP 26 (3d8+9); Spd 30ft; 
  SA cunning action (bonus to dash, disengage, or hide), 
  sneak attack (+2d6 with tactical advantage or ally within 
  5ft of target); Str +0, Dex +3, Con +3, Int +0, Wis +2, Cha +0; 
  Skills Perception +3, Stealth +7, Sleight of Hand +5, Survival 
  +4; Traits expertise (stealth, thieves’ tools), fast hands; AL N; 
  CR 1/4; XP 50. 
  Equipment: waistcoat, 3d4cp.
  Braldo’s Men (4): AC 12; HP 19 (3d8+6); Spd 30ft; Melee club 
  (+3, 1d4+1 bludgeoning); Str +1, Dex +1, Con +2, Int +0, Wis 
  –1, Cha –1; AL N; CR 1/8 (25 XP).  
  Equipment: work leathers (+1 to AC), club, 2d12cp.
  Ol’ Tom, Male Human Rog3: AC 13; HP 23 (3d8+6); Spd 30ft; 
  Melee dagger (+5, 20/60ft, 1d4+1 piercing); Ranged dag-
  ger (+5, 20/60ft, 1d4+1 piercing); SA cunning action (bo-
  nus to dash, disengage, or hide), sneak attack (+2d6 with 
  tactical advantage or ally within 5ft of target); Str +0, Dex 
  +3, Con +2, Int +2, Wis +1, Cha +0; Skills Investigation +4, 
  Perception +3, Stealth +5, Sleight of Hand +7; Traits exper-
  tise (sleight of hand, thieves’ tools), fast hands; AL NE; CR 
  1/4; XP 50. 
  Equipment: normal clothes, 2 daggers, thieves’ tools, 
  2d4sp.
  Tom’s Men (4): AC 12; HP 19 (3d8+6); Spd 30ft; Melee dagger 
  (+3, 20/60ft, 1d4+1 piercing); Ranged dagger (+3, 20/60ft, 
  1d4+1 piercing); Str +1, Dex +1, Con +2, Int +0, Wis –1, Cha 
  –1; AL NE; CR 1/8 (25 XP).  
  Equipment: work leathers (+1 to AC), dagger, 2d6cp.
  Rioters (2d6): AC 12; HP 11 (2d8+2); Spd 30ft; Melee club (+3, 
  1d4+1 bludgeoning) or dagger (+4, 20/60ft, 1d4+1 pierc-
  ing); Ranged dagger (+4, 20/60ft, 1d4+1 piercing); Str +1, 
  Dex +2, Con +1, Int +0, Wis +2, Cha +0; Skills Animal Han-
  dling +4, Perception +4; AL N; CR 1/8; XP 25 
  Equipment: normal clothes, club or dagger, 1d4cp.
  Before the Show
  Whether the characters receive their tickets from Braldo or Ol’ Tom, 
  they’ll have to wait a few hours before the show begins. Wise characters 
  might choose to hang out near The Motley to make sure things don’t get 
  out of hand again and to make sure they can get good seats. The Maiden’s 
  Kiss begins three hours after they receive the tickets. During that time, 
  there is a 25% chance each hour that they encounter a resident of the 
  Bridge district looking for their own tickets.
  This encounter should be used to emphasize how sought after these 
  tickets are. While it is most likely that they encounter normal residents 
  asking around about tickets, a rich merchant or local celebrity might 
  possibly offer up to 50gp for their tickets. An inept pickpocket looking to 
  relieve an imperceptive character from their treasure might also target the 
  party. The GM should customize any such encounters to suit their style 
  of play, but in all cases, use the same statistics as those for the rioters or 
  Tom’s men for any of these NPCs.
  Act Two: Backstage Passes
  Now that the characters have gotten their hands on tickets to the 
  hottest show in town, the investigation can truly begin. After attending 
  a performance of The Maiden’s Kiss (and potentially suffering some 
  unexpected consequences), they discover something sinister buried 
  beneath the drama of it all — quite literally!
  The Curtain Rises
  The characters are either ushered into The Motley with the rest of the 
  crowd, or if they got their tickets from Braldo, they’re invited to wait 
  inside the theater until the show begins. If they did get their tickets from 
  Braldo, he tells them to take any of the balcony seats they like. While 
  waiting, they hear the din of performers behind the stage preparing and 
  see several musicians come out of a small concealed door in front of 
  the stage with a plethora of instruments and take their places in the 
  orchestra pit. If the characters approach and attempt to talk to either the 
  performers or the musicians, they politely but firmly tell the party that 
  they are busy preparing for the show and have other business to attend 
  to before the curtain rises.
  As attendees begin milling in, the crowd’s excitement and fervor dims 
  along with the stage lights. Then the show begins...
  By the dim lights of The Motley theater, you and your 
  companions watch the epic tragedy of The Maiden’s Kiss 
  unfold. Powerful performances and untamed passion 
  unfold before your eyes. Heroism and villainy are yours to
  
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  Bard's Gate
  witness. By the time you realize you’ve been drawn into the 
  high drama so utterly and completely, it’s too late. With an 
  orchestral crescendo and the flash of a bloody blade, all are 
  left dead on stage, and the lights slowly rise.
  The crowd erupts in roaring ovation, and you find yourself 
  again part of the mob, leaping to your feet with thunderous 
  applause. The performers come forth one by one for the 
  curtain call. The lead, Lady Asmarisa herself, is the last to 
  appear. Her beauty is unparalleled. Blood red hair, eyes 
  as dark as midnight, with a smile that could drive men to 
  madness. She makes her final bow, as do all the others, before 
  they slowly disappear back behind the heavy velvet curtain.
  The GM should require a DC 15 Wisdom save from each of the characters, 
  as Asmarisa’s plan unfolds. Woven into the dialogue, music, and dance steps 
  are an insidiously powerful, but undetectable mass charm effect. Those who 
  fail their save find themselves unknowingly under the effects of a latent charm 
  person effect, one that takes full effect much later, after the last part of the 
  ritual is performed. They are now unwitting pawns of the seductive actress, as 
  are most who have attended a showing of The Maiden’s Kiss thus far.
  Any PCs making a successful DC 10 Wisdom (Perception) check notice 
  that the orchestra exits back through the small concealed hatch that leads 
  into the chambers beneath the stage. If the characters make successful 
  DC 15 Dexterity (Stealth) checks as the crowds begin to file out into the 
  streets, they can remain hidden in the many shadows and alcoves of The 
  Motley until the theater is empty.
  As the characters make their way to this concealed door, they’ll need 
  to make an additional DC 15 Dexterity (Stealth) check or they risk 
  alerting the stage crew still doing clean up backstage. Otherwise, 2d6 
  stage crewmembers come from behind the curtain and rudely usher the 
  characters out. If the characters show any resistance at all, the workers 
  become violent and attack.
  Crewmembers (2d6): AC 11; HP 19 (3d8+6); Spd 30ft; Me-
  lee club (+3, 1d4+1 bludgeoning); Ranged dagger (+3, 
  20/60ft, 1d4+1 piercing); Str +1, Dex +1, Con +2, Int +0, Wis 
  –1, Cha –1; AL N; CR 1/8 (25 XP).  
  Equipment: normal clothes, club or dagger, 2d4cp.
  Once the characters make their way into the secret passage beneath the 
  orchestra pit, the truth of The Fool’s Entourage begins to reveal itself.
  Passage Beneath the Motley
  What should be a simple crawlspace beneath the stage of 
  The Motley is something more. While there is such a passage 
  that undoubtedly leads to the backstage area, what surprises 
  you is the hole of worked stone with iron ladder rungs that 
  descends deep below the theater and into some deeper, 
  darker place.
  The problem is that one of the rungs near the top is loose and rusty. 
  The Fool’s Entourage is aware of this and avoids it, but characters are 
  not likely to do the same. The first time the rung has more than 50 lbs. of 
  weight put on it, the character that does so must make a DC 15 Dexterity 
  save or lose their footing as the rung snaps and they fall, suffering 2d6 
  points of damage. 
  In addition, the noise of the fall alerts the musicians in BM 2: 
  Performer’s Hall. One of them stops playing and goes to investigate. 
  Once he sees the characters, he runs to alert his allies, which gives them 
  time to prepare for the characters’ arrival.
  Beneath the Motley
  N
  The Motley
  Ladder to Roof
  Backstage Area
  Orchestra Pit
  Stage
  CH
  Bench Seating
  Balcony Seating
  Entrances to Street
  Exit to 
  Sidestreet
  N
  
  7
  The Riot Act
  BM 1: The Slow Descent
  A long winding passage of roughly cut stone slowly 
  meanders at a downward slope, gently easing in a 
  northeasterly direction. Sconces on the wall hold flickering 
  torches, and the ground is damp with moisture. The passage 
  winds into darkness with two stone archways leading to other 
  chambers on the western side. Faint music can be heard 
  coming from one of these rooms.
  The torches that line the walls provide ample light for the characters, 
  but the floor is slick and wet, which makes quick movement difficult and 
  dangerous. Any characters attempting to fight or run, they must make a 
  DC 12 Dexterity save or fall prone. If combat occurs in this chamber and 
  the characters opt for speed over safety, things can get slippery.
  BM 2: Performer’s Hall
  This room has no door, but instead the archway opens into 
  a lavishly decorated chamber with a round, vaulted ceiling. 
  Hanging from finely crafted wooden racks along three walls 
  is a collection of elegant musical instruments. A plush carpet 
  covers the floor, and expensive furniture fills several corners. 
  What stands out is the small window into the adjacent 
  chamber, barred like a jail cell.
  Three men sit in the center of the room, playing one of the 
  most beautiful pieces of music you’ve ever heard. The playing 
  skips slightly as you enter the room, and the serene looks 
  upon the faces of these musicians vanish. It seems odd that 
  one of them continues his playing, with a nervous look to the 
  window, while the other two quickly stop their performance 
  and produce deadly weapons before advancing.
  The three performers remain here performing to keep the zombies in 
  the next chamber sedated, lest they break free of their prison and rampage. 
  However, once the characters observe the situation, then they have seen 
  too much and must die.
  These thieves-turned-musicians are armed with short swords and wear 
  leather armor. In addition, if the performers have been alerted to the 
  characters’ presence ahead of time, they all take the time to poison their 
  blades in preparation.
  While two of the performers actively engage the party in combat, the 
  third one joins only if the battle seems to be going poorly. If the thieves 
  had time to poison their blades, any character who suffers damage from 
  one of these weapons must make a DC 12 Constitution save or suffer 
  painful, trembling convulsions for 1d6 rounds before collapsing to the 
  floor from pain. 
  An unforeseen consequence of combat with these three men is that the 
  zombies in BM 3: Thrall Pit become enraged if the music stops. There 
  is a way to slake their madness. If any of the characters plays a musical 
  instrument, they may attempt a DC 15 Charisma (Performance) check to 
  calm the zombies while they play. Otherwise, the zombies rampage until 
  destroyed.
  Thieves, Male Human Rog3 (3): AC 14; HP 26 (3d8+9); Spd 
  30ft; Melee shortsword (+5, 1d6+3 piercing plus 2d8 poison, 
  DC 12 Con half, see above); SA cunning action (bonus to 
  dash, disengage, or hide), sneak attack (+2d6 with tacti-
  cal advantage or ally within 5ft of target); Str +0, Dex +3, 
  Con +3, Int +0, Wis +2, Cha +0; Skills Perception +3, Stealth 
  +7, Sleight of Hand +5, Survival +4; Traits expertise (stealth, 
  thieves’ tools), fast hands; AL NE; CR 1/4; XP 50. 
  Equipment: leather armor, short sword, musical instru-
  ment, vial of poison, 6sp.
  BM 3: Thrall Pit
  Through a door of iron bars more at home in a castle 
  dungeon, you see the crude cut stone walls of a room wet with 
  ambient moisture. The scent of mildew hangs heavy in the 
  air. Easily a dozen or more humanoids in tattered clothing 
  shamble about this room, appearing to almost dance in slow, 
  stilted, unnatural motions. They turn to look at you as you 
  enter, moaning in an oddly musical fashion. A mindless 
  bloodlust fills their eyes as they reach out with gnarled, 
  blood-drenched hands.
  If the 12 zombies locked within this chamber have not already torn free 
  of their prison due to the end of the music from BM 2: Performer’s Hall, 
  they are a raging frothing mass. Without the music to placate them, these 
  zombies gain +2 to all initiative rolls, attack rolls, and damage rolls while 
  enraged. Their movement also increases by 10ft per round while in this 
  state. Empowered by this rage, the zombies surge forth and attempt to rip 
  the door off the hinges to attack the nearest living targets. This takes 2d6 
  rounds for them to accomplish after the music stops. Otherwise, they are 
  placid — for bloodthirsty zombies. They do not become aggressive if music 
  is playing. However, if the characters enter the chamber and linger, their 
  natural instincts take hold. Within 1d6+1 rounds of a character drawing 
  within 10ft of any of these zombies, their desire takes over and they attack.
  Zombies (12): AC 8, HP 22 (3d8+9); Spd 20ft; Melee slam 
  (+3, 1d6+1 bludgeoning); Immune poison; Str +1, Dex –2, 
  Con +3, Int –4, Wis –2, Cha –3; Senses darkvision 60ft; Traits 
  undead fortitude (upon 0hp, DC Con 5 + damage taken, 
  then drop to 1hp); AL NE; CR 1/4; XP 50.
  Note: If the music from BM 2 ends, these zombies be-
  come enraged, gaining +2 to initiative, attacks and 
  damage. They also move 10ft faster per round.
  BM 4: Exit Chamber
  A heavy stone disk, slightly ajar, sits at the far end of the 
  chamber. Groundwater seeps in from the edges and pools 
  around it, creating a thin, murky puddle on the stone floor. 
  The disk has several spidery runes carved across it that are 
  reminiscent of musical notes. This swirling pattern covers 
  nearly half its surface. You can see faint light from the city as 
  well as the evening sky streaming through it.
  The stone disk doorway is under a unique enchantment. It cannot be 
  moved on its own due to a specialized use of wizard lock. To open the 
  
  8
  Bard's Gate
  door, the would-be user must perform the tune the thieves in BM 2: The 
  Performer’s Hall were playing. It need not be a particularly good or 
  accurate performance; a DC 10 Charisma (Performance) check suffices. 
  Humming a few bars does nicely.
  Attempts to open the door without doing this cause the runes to flash 
  and arc with electricity, inflicting 1d8+1 points of damage on the opener. 
  Because of the large puddle on the floor, anyone standing in the water 
  also suffers this damage, not just the character who opened the door. The 
  shallow puddle covers and area 10ft back from the door.
  If characters cast comprehend languages, or if they make a successful 
  DC 13 Intelligence (Investigation) check, they can make out the musical 
  notation — the same song as the zombie-guards were performing. 
  Alternately, one of the performers from BM 2 is carrying a parchment of 
  sheet music containing the same arrangement.
   
  Court of Fools
  The characters exit the carved stone tunnel under The Motley to find 
  a descending shoreline that ends at a campsite. This riverside camp is 
  where The Fool’s Entourage relaxes, spends their evenings, and hatches 
  their evil plans for Bard’s Gate. As seen on the Court of Fools Map, 
  several tents are set up around a large cooking fire just a few feet from the 
  Stoneheart River. When the characters arrive, they hear crewmembers of 
  The Motley celebrating after another successful performance. They are 
  talking, rabblerousing, and generally having a good time. They certainly 
  aren’t expecting intruders to have discovered their secret camp beneath 
  the Lyre Bridge. This gives the characters the chance to sneak into the 
  camp and, if they are stealthy and subtle, learn some crucial secrets that 
  could save Bard’s Gate from the vile enchantments of Asmarisa.
  Characters must make a successful DC 12 Dexterity (Stealth) check to 
  approach the camp. It’s only when they draw to the edge of the firelight (as 
  indicated on the map) or try to actively sneak into the tents or rifle through 
  the storage chests that they need to move even quieter (DC 17 check). 
  CF 1: Stone Disk Entrance
  The stone disk slides away to reveal something unexpected: 
  the shores of the Stoneheart River under the shadow of the 
  Lyre Bridge. You wouldn’t be able to see a thing under this 
  long darkness were it not for the campfires twinkling along 
  the shore. A merry music twinkles in the air, along with 
  laughter uttered by those who care nothing for the plights of 
  the world.
  If the characters remain cautious and move quietly, as mentioned 
  above, they shouldn’t draw the attention of any of The Fools gathered in 
  their small camp.
  CF 2: Drawing Closer
  The darkness thins in the light cast by numerous 
  campfires. The Entourage performers are gathered together 
  in celebration among a dozen tents. All the grace and glory 
  of the stage is gone under the harsh red glow. Instead of 
  enchanting smiles, you see leering and wicked grins. In place 
  of lavish, colorful costumes, you see dingy and discordant 
  rags barely hiding their shame. Their laughter becomes a 
  thing of wickedness. In the darkness and firelight, you see 
  The Fool’s Entourage for what it is: a cabal of degenerate men 
  and women celebrating their own madness. Lingering on the 
  edge of shadow, you feel their ichor creep into your heart.
  If the characters draw within 60ft of the performers’ camp, they get 
  their first hint at what the actors truly are. At this distance, they are 
  drawing dangerously close to the firelight. They need to remain as still 
  and silent as possible to avoid being noticed. A DC 17 Dexterity (Stealth) 
  check is required to move any closer to the camp undetected. If the PCs 
  are noticed, 1d4 wicked performers attack initially, with 1d2 joining the 
  attack each round, until a total of 10 performers are subdued or slain. The 
  other performers flee the camp, either into the river or back along the 
  passage to The Motley.
  The Fool’s Entourage (10): AC 12; HP 5 (1d8+1); Spd 30ft; Me-
  lee dagger (+4, 20/60ft, 1d4+2 piercing); Ranged dagger 
  (+4, 20/60ft, 1d4+2 piercing); SA sneak attack +1d6; Str +1, 
  Dex +2, Con +1, Int +0, Wis –1, Cha +1; Skills Acrobatics +4, 
  Deception +3, Sleight of Hand +6, Stealth +6; Traits exper-
  tise; AL NE; CR 1/4 (25 XP). 
  Gear: fine clothes, 2 daggers, 1d4cp.
  CF 3: Performer’s Tent
  Five tents of brightly colored cloth, each one high with a 
  pointed top, ring the outer edge of the performers’ camp. 
  While tall, they are not large and likely capable of sleeping 
  only one or two at a time. Still, they cast long shadows, and 
  their canvas is damp in the night air.
  Each tent serves as home to 2 people, either performers or crewmembers. 
  The entry flaps all point toward the fire, thus making direct entry rather 
  difficult. Characters can use a small bladed weapon such as a knife, 
  handaxe, or short sword to cut a hole and enter in that fashion. Characters 
  must do so delicately if they hope to avoid notice, making a successful 
  DC 15 Dexterity (Stealth) check to cut through silently. Lifting one of the 
  cloth walls and entering is not possible because the tents are staked down 
  very tightly. The tent collapses if these stakes are removed.
  Court of Fools
  CF3
  CF3
  CF3
  CF1
  CF2
  CF5
  CF6
  CF4
  1 Square = 20 ft.N
  
  9
  The Riot Act
  Characters who manage to slip into one of the tents run the risk of 
  encountering one of the members of The Entourage. There is a 1-in-6 
  chance that one of these NPCs is in the tent, though there is also a 65% 
  chance that the person is sleeping. If characters enter carefully, making 
  a successful DC 17 Dexterity (Stealth) check, it is possible to dispatch 
  them quietly or pass unnoticed. If a performer is awake or awakened, they 
  immediately scream out that intruders are present and attacks.
  Each tent contains a pair of bedrolls laid out on the floor with a 
  footlocker set in front of it. These wooden footlockers are unlocked. See 
  “Footlocker Contents” to determine what the characters find.
  CF 4: Stage Manager’s Tent
  This tent — just as brightly colored, but larger than the 
  other tents surrounding the performer’s camp — has a red 
  pennant flying from its crest. It is easily large enough to 
  house half a dozen people. Light streams out onto the sandy 
  edges of the Stoneheart River from a large, open flap.
  Like the regular performer’s tents, characters who are careful in their 
  attempts to cut the canvas of the stage manager’s tent can slip in through 
  such a tear (DC 17 Dexterity (Stealth) check to succeed). However, 
  because of the interior light and its open flap, it is far more difficult to 
  remain unnoticed once inside. Between their closeness to the campfire 
  and the long shadow their passage would cast, PC may attempt a DC 20 
  Stealth check to remain unnoticed. The interior light comes from a small 
  lantern sitting on a footlocker at the edge of the stage manager’s bed.
  Footlockers, large wooden chests, a full-sized wardrobe, and an array 
  of props used in the performances put on by The Fool’s Entourage pack 
  the interior of this tent. Characters who casually root through the tent find 
  items similar to what can be found in the normal performer’s tents. What 
  they do not realize is that the stage manager has a secret storage chest 
  buried in the sandy ground beneath a large rug set in the center of the floor 
  (discovered with a successful DC 20 Perception check). His cot sits atop 
  the rug. Moving the rug and digging up the tent is no easy task, however.
  The footlocker is locked and trapped. The stage manager has the key. 
  Any attempt to open the chest, after the lock has been disabled, activates 
  the trap — a simple poison needle trap coated in a reagent that, while not 
  deadly, does inflict horrible pain on its victim. Those who fail their DC 
  14 Constitution save to resist its effects suffer 1d6 points of damage and 
  scream out in agony as a violent, white-hot pain shoots through their body. 
  For the next 1d4 rounds, they are blinded by this pain and unable to act.
  LOCKED FOOTLOCKER 
  Detect/Disable DC 20 
  Effect poison needle Atk +10 (1 piercing damage plus 1d6 
  poison, DC 13 Con for half)
  Inside the stage master’s chest are a copy of his journal, several sets of 
  very fine clothing, a bright red high-collared cloak that functions as a cloak of 
  protection +1, a potion of healing in an old wine bottle, and the stage manager’s 
  personal weapon — a gentleman’s walking cane that is a +1 club. A small 
  journal in the bottom also reveals Asmarisa’s nefarious plot (see Handout 1).
   
  CF 5: Asmarisa’s Tent
  This large and lavish tent is easily twice the size of any of 
  the others. Silk cloth the color of blood is dusted with silver. 
  It looks to be more appropriate for traveling royalty than 
  any performer. Its entrance is large enough for two to walk 
  abreast and, judging from the size, it could probably sleep 
  a dozen or more travelers quite comfortably. Two wooden 
  poles hold up the entry flap as an awning. Inside, you can see 
  it is finely decorated.
  Because it is so close to CF 6: The Firepit, getting into Asmarisa’s 
  tent is no easy task and nosing about likely draws attention. It is lavishly 
  furnished with finery of all manner. A small table is set with a silver dinner 
  set and a large bed with silk sheets is in the far corner. Opposite this corner 
  is a small stone altar carved with demonic symbols and covered with the 
  tools and trappings of demonology. Standing on one side of this altar is a 
  demon named Marlowe.
  When the characters first enter the chamber, Marlowe is standing still 
  and is likely to be mistaken for a statue. It requires a DC 12 Wisdom 
  (Perception) check to even notice the “Marlowe statue” amongst the 
  trapping of the tent, and another DC 18 check to notice it is “alive”. If the 
  characters discover him, Marlowe does everything in his power to flee, 
  flying immediately to alert Asmarisa that her plans have been discovered. 
  He does not attempt to engage them in combat.
  The altar has a hidden compartment that can be discovered with a 
  successful DC 18 Wisdom (Perception) check. Unfortunately, this secret 
  door is trapped, and spouts a gout of fire that inflicts 1d6 points of 
  damage whenever anyone other than Asmarisa touches it. What’s more, 
  the flame is large enough to alert anyone outside the tent to the presence 
  of the characters and sets the tent on fire. 
  TRAPPED SECRET DOOR 
  Detect/Disable DC 20 
  Effect glyphs of warding (explosive runes, 5d8 fire, spell DC 15)
  Once the tent is on fire, the flames spread quickly. On the first round, the 
  fire burns the tent behind and beside the altar, but inflicts no damage. On the 
  second round, any character standing next to the altar must make a saving 
  throw or suffer 1d3 points of damage as the flames spread. On the third round, 
  the tent is so engulfed in fire that anyone inside suffers 1d3 points of damage. 
  This damage continues for 10 rounds until the entire tent has burnt to nothing.
  Footlocker Contents
  The footlockers of The Fool’s Entourage contain 5d10 sp and 
  a collection of 1d3 random items determined by rolling 1d12 and 
  consulting the chart below:
  1d12
  Result
  1
  A set of stage clothes.
  2
  A small makeup kit.
  3
  A set of loaded dice.
  4
  A bottle of cheap wine.
  5
  A stage dagger with a collapsible blade (it 
  inflicts no damage in combat).
  6
  A collection of ragged beggar’s clothes with 
  half a dozen hidden pockets.
  7
  A stage sword with blunted edges (–1 to all 
  attack rolls due to improper balance, inflicts 
  1d4 points of damage in combat).
  8
  A heckler’s recorder (1 only; see New Magic 
  Items).
  9
  A reinforced mask of tragedy. If worn in 
  combat, it protects the face.
  10
  An electric slide whistle (1 only; see New 
  Magic Items).
  11
  A longsword that appears to be nothing 
  more than a cheap wooden prop, but can 
  actually serve as a well-balanced club if 
  wielded in combat.
  12
  A large pouch containing 22 sp.
  
  10
  Bard's Gate
  Inside the hidden compartment are a sapphire (250gp), a pair of silk 
  gloves stitched with pearls (150gp), a ruby studded domino mask (400gp), 
  and a concealable bodice dagger that functions as a +1 dagger.
  Marlowe (Demon, Quasit): AC 13, HP 7 (3d4); Spd 40ft; Me-
  lee claws (+4, 1d4+3 slashing plus poison); SA claw poison 
  (the target must succeed on a DC 10 Constitution saving 
  throw or take 2d4 poison damage and become poisoned 
  for 1 minute. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on 
  a success), invisibility (the quasit magically turns invisible 
  until it attacks or uses scare, or until its concentration ends 
  [as if concentrating on a spell]). Any equipment the quasit 
  wears or carries is invisible with it), scare (1/day, one crea-
  ture of the quasit’s choice within 20ft of it must succeed 
  on a DC 10 Wisdom saving throw or be frightened for 1 
  minute. The target can repeat the saving throw at the end 
  of each of its turns, with disadvantage if the quasit is with-
  in line of sight, ending the effect on itself on a success), 
  shapechanger (the quasit can use its action to polymorph 
  into a beast form that resembles a bat [speed 10 ft. fly 40 
  ft.], a centipede [40 ft., climb 40 ft.], or a toad [40 ft., swim 
  40 ft.], or back into its true form. Its statistics are the same 
  in each form, except for the speed changes noted. Any 
  equipment it is wearing or carrying isn’t transformed. It 
  reverts to its true form if it dies; Immune poison; Resist cold, 
  fire, lightning; Str –3, Dex +3; Con +0; Int –2; Wis +0; Cha +0; 
  Senses darkvision 120ft; Skills Stealth +5 Traits telepathy 
  120ft; CR 1; XP 200.
  Note: Marlowe loses his magic resistance and can be 
  hit by mundane weapons due to Asmarisa’s ring of de-
  monic deception.
  CF 6: Firepit
  Gathered around a roaring bonfire are a dozen or more 
  men and women in varying states of drunkenness. They are 
  laughing, singing, and generally having a grand time. Every 
  few moments one of them cries out “For Asmarisa!” and they 
  all raise their glasses before taking a drink. After a minute 
  or two, one of them climbs atop a large footlocker and calls 
  for order. He is better dressed than the other members of 
  The Entourage, with a fine doublet, a broad baldric, and an 
  over-size top hat. When he smiles, the dark edges of his lips 
  accentuate his perfectly kept van dyke.
  “Tonight, my fellow Fools! Tonight! Before the rising of 
  the sun, indeed at the very stroke of midnight, all of Bard’s 
  Gate shall bow before our beloved Lady Asmarisa and 
  we shall be the rulers of this wretched city! As we speak, 
  Asmarisa is preparing the final components of the ritual at 
  The Motley!”
  “They call it King’s Bridge for a reason, eh lads! Soon our 
  lady Asmarisa will climb atop the Auditorium and lay her 
  enchantment upon the great idol at its peak! One song from 
  its silver strings, and everyone in this city will be hers — and 
  ours — to command! So raise your glasses to the Fools who 
  became Kings!”
  The crowd erupts with a raucous cheer and tilts back their 
  drinks, pleased to know the vile schemes of their beloved 
  queen will come to pass all too soon.
  In their drunken revelry, The Fools have revealed Asmarisa’s plan to 
  the unseen characters. Unfortunately, being close enough to hear their 
  madness is a dangerous thing. Each round, even if the characters remain 
  stealthy, there is a cumulative 10% chance that they are discovered. The 
  speech giver is the stage manager Kit Phillips. If Kit or any of the others 
  notice the characters, they immediately draw weapons and make every 
  possible effort to slay the characters. Unfortunately, they are all mildly 
  intoxicated and suffer disadvantage to all their attack rolls.
  The characters may stand and fight, or they may decide to fall back to 
  the stone tunnels that led them to the performer’s camp. This is not the 
  only means of escape, however. If the characters draw far enough away, 
  they could attempt to dive into the cold evening waters of the Stoneheart 
  River and swim away, though the members of The Entourage likely try to 
  follow them along the riverbank.
  Kit Phillips, the Stage Manager: AC 14; HP 39 (6d8+12); Spd 
  30ft; Melee rapier (+6, 1d8+6 slashing); SA multiattack (ra-
  pier x2); Str +0, Dex +4, Con +2, Int +1, Wis +1, Cha +2; Skills 
  Deception +4, Persuasion +4, Insight +3; Traits fighting style 
  (dueling), improved critical (19 or 20); AL NE; CR 2 (450 XP). 
  Gear: fine clothes, rapier, 32sp.
  The Fools (12): AC 12; HP 5 (1d8+1); Spd 30ft; Melee dagger 
  (+4, 20/60ft, 1d4+2 piercing); Ranged dagger (+4, 20/60ft, 
  1d4+2 piercing); SA sneak attack +1d6; Str +1, Dex +2, Con 
  +1, Int +0, Wis –1, Cha +1; Skills Acrobatics +4, Deception 
  +3, Sleight of Hand +6, Stealth +6; Traits expertise; AL NE; 
  CR 1/4 (25 XP). 
  Gear: fine clothes, dagger, 4d4cp.
  Act Three:  
  All the Gate’s a Stage
  With the terrible truth of Lady Asmarisa’s plan revealed, the characters 
  must hurry to stop her before she can bring all of Bard’s Gate under 
  her spell. Rushing back to The Motley, they must climb to the roof of 
  the theater and leap from rooftop to rooftop in a tense chase with Lady 
  Asmarisa and a handful of her bodyguards as the rioting populous swells 
  below — eager to protect their newly crowned goddess.
  The Motley
  Read the following if the characters flee back down the stone tunnel 
  to The Motley. Change details as needed to fit the situation. If characters 
  Oops!
  This scene requires delicacy and stealth on the part of the 
  characters, and any experienced GM knows that this is not often 
  gamers’ strong suit. Many players often prefer to charge in, swords 
  swinging and spells flying. Such recklessness prevents them from 
  discovering the secret truth behind The Entourage. Clever GMs can 
  keep the characters on the right path by making slight changes to 
  the adventure as it is written. Here are two examples:
  Example 1: If the characters accidentally reveal themselves to 
  The Fools before discovering the journal of Kit Phillips or before 
  hearing his speech, the performers attempt to kill them. During the 
  battle, the characters see that one of these men is carrying a note, 
  which the GM should highlight to the players. He clutches this note 
  in one hand as he charges into battle — having been reading it 
  when the characters were discovered. The characters can recover it, 
  and the GM can provide them with Handout 1 instead of providing 
  it to them when they discover the stage manager’s journal.
  Example 2: If the performers drive the characters away or force 
  them to flee down the stone passage, the GM can move right to 
  Part Three: All the Gate’s a Stage, though the GM is encouraged 
  to make sure the performers who discovered them continue their 
  pursuit, thus adding to the chaos of the final part of the adventure
  
  11
  The Riot Act
  fought The Fool’s Entourage under the Lyre Bridge, for example, they 
  may not be in full flight as they return. If they departed the camp in some 
  other way, you’ll also need to adjust accordingly. 
  Fleeing the encampment of The Fool’s Entourage, you 
  and your allies rush back down the stone passage and into 
  The Motley. You emerge from the hidden passage and into 
  the orchestra pit to hear cries of alarm! Above and behind 
  you, the curtains that separate the stage and backstage areas 
  have been pulled away. Several of the performers are there, 
  weapons drawn as if waiting.
  In the long shadows against the rear wall of the backstage 
  area is a ladder that undoubtedly ascends to the roof of the 
  theater. Holding onto its highest rungs is Lady Asmarisa 
  herself. Cascading hair the color of blood and glowing, 
  infernal emerald eyes give her a deadly, exotic beauty. To 
  your surprise, she smiles and blows a kiss to you and your 
  friends. “Farewell, my devoted fans. You can die knowing 
  that your spilled blood pleases me to no end.”
  She motions for her men to dispatch you and ascends the 
  last few rungs of the ladder, vanishing to the roof above.
  Five members of The Fool’s Entourage are here and immediately 
  attack the characters, using the high ground to their advantage. While they 
  are attacking characters in the orchestra pit, they receive advantage to 
  all attack rolls. Conversely, characters attempting to attack someone on 
  stage while in the orchestra pit suffer disadvantage to their attack rolls. 
  Characters who take the time to move out of the pit and into the aisles or 
  onto the stage suffer no such penalty.
  Two of the attackers move to protect the ladder by which Asmarisa 
  escaped, throwing daggers at the most dangerous targets while the other 
  three thugs engage the characters in melee.
  The Fools (5): AC 12; HP 5 (1d8+1); Spd 30ft; Melee dagger 
  (+4, 20/60ft, 1d4+2 piercing); Ranged dagger (+4, 20/60ft, 
  1d4+2 piercing); SA sneak attack +1d6; Str +1, Dex +2, Con 
  +1, Int +0, Wis –1, Cha +1; Skills Acrobatics +4, Deception 
  +3, Sleight of Hand +6, Stealth +6; Traits expertise; AL NE; 
  CR 1/4 (25 XP). 
  Gear: fine clothes, 3 daggers, 3d4cp.
  To the Roof!
  As if the forces of nature or the gods themselves were 
  accentuating your pursuit of Lady Asmarisa, you open the 
  hatch to the roof of The Motley to a crack of thunder, a flash 
  of lightning and a sudden rainstorm. The wooden roof itself 
  has a flat center and slopes gently down on each side. Just as 
  you get to your feet, you see Lady Asmarisa leaping from the 
  northern edge of the roof, easily clearing the distance of the 
  street far below and scrambling across the adjacent building. 
  She’s moving with amazing speed and grace, charging from 
  rooftop to rooftop in hopes of reaching the Auditorium of the 
  Silver Harp.
  Even through the storm and amid this chaos, you are 
  shocked to see the evening streets of Central Island flooded 
  with citizens. Locals milling about in a stupor fill the alleys, 
  roads and plazas. A low moan comes from crowd, a sluggish 
  song of worship: “Asmarisa. Asmarisa. Asmarisa.” Already, 
  she is beginning to bring the city under her control...
  This encounter has multiple aspects. As the characters pursue Asmarisa 
  to the roof of the Auditorium of the Silver Harp, they face several threats 
  along the way. These include: 
  • Dangerous jumps between various buildings.
  • Using clotheslines and banners that run between some buildings to 
  shimmy longer distances.
  • Marlowe, Asmarisa’s imp companion. 
  • The rioting crowd hurling things from the streets below. 
  • The rain-slicked roofs of the city.
  • Facing off against Asmarisa herself. 
  The GM is encouraged to remove the rain-slicked roofs or the encounter 
  with Marlowe if the party is already in rough shape, but the plethora of 
  threats is designed to ratchet up the tension and keep them going from 
  danger to danger as they struggle to save the city. Each aspect of this 
  encounter is detailed below.
  Always with the Greatest of Ease
  Whenever the characters come to the edge of a roof, they can leap to 
  an adjacent building. Each rooftop is 1d6 x 5 feet apart. Characters may 
  attempt DC 12 Dexterity (Acrobatics) checks to jump the distance, but as 
  the roofs are wet, they suffer disadvantage on the roll.
  Characters who fail the Acrobatics check plummet to the hard 
  cobblestone streets below, suffering 2d6 points of damage. Moreover, 
  throngs of local citizens under the influence of Lady Asmarisa surround 
  them and immediately attack.
  Clothesline Climbers
  Instead of leaping between rooftops, characters may instead attempt to 
  use the clotheslines between some of the buildings to move hand-over-
  hand across longer distances. This requires a successful DC 13 Strength 
  (Athletics) check for two consecutive rounds, which can slow their 
  progress and expose them to attack from Marlowe.
  Particularly reckless characters might grab hold of one of the 
  clotheslines, cut it free and swing across the span. This is a bad idea, as 
  Rooftop Chase
  1 square = 200 ft.
  N
  
  12
  Bard's Gate
  the cords are long enough that such a swing results in them immediately 
  falling to the cobblestone streets.
  In either case, such a fall results in the character suffering 2d6 points 
  of damage. Upon landing, the enchanted locals swarm them, ripping and 
  tearing at them to protect Asmarisa.
  Demonic Interloper
  Asmarisa’s demonis companion is her last line of protection. He is 
  a quasit, though Asmarisa’s ring of demonic deception diminishes his 
  power. He does not have the defenses normally granted a quasit, and 
  can be damaged by mundane weapons. He is a constant nuisance to 
  the characters, flying in and out of melee range and using his claws to 
  deadly effect. If Marlowe is reduced to 3 or fewer hit points, he abandons 
  Asmarisa, transforms into a bat, and flees into the night as a desperate 
  effort at self-preservation.
  Marlowe (Demon, Quasit): AC 13, HP 7 (3d4); Spd 40ft;  
  Melee claws (+4, 1d4+3 slashing plus poison); SA claw 
  poison (the target must succeed on a DC 10 Constitution 
  saving throw or take 2d4 poison damage and become 
  poisoned for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success), invisibility (the quasit magically 
  turns invisible until it attacks or uses scare, or until its 
  concentration ends [as if concentrating on a spell]). Any 
  equipment the quasit wears or carries is invisible with it), 
  scare (1/day, one creature of the quasit’s choice within 
  20ft of it must succeed on a DC 10 Wisdom saving throw 
  or be frightened for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, with 
  disadvantage if the quasit is within line of sight, ending the 
  effect on itself on a success), shapechanger (the quasit 
  can use its action to polymorph into a beast form that 
  resembles a bat [speed 10 ft. fly 40 ft.], a centipede [40 ft., 
  climb 40 ft.], or a toad [40 ft., swim 40 ft.], or back into its 
  true form. Its statistics are the same in each form, except 
  for the speed changes noted. Any equipment it is wearing 
  or carrying isn’t transformed. It reverts to its true form if it 
  dies; Immune poison; Resist cold, fire, lightning; Str –3, Dex 
  +3; Con +0; Int –2; Wis +0; Cha +0; Senses darkvision 120ft; 
  Skills Stealth +5 Traits telepathy 120ft; CR 1; XP 200.
  Note: Marlowe loses his magic resistance and can be 
  hit by mundane weapons due to Asmarisa’s ring of 
  demonic deception.
  Rioting Rabble
  Asmarisa’s enchantment grabs hold of many citizens who have seen 
  The Maiden’s Kiss. She has summoned them to the streets tonight to 
  witness her final victory and to protect her from any interlopers who might 
  attempt to stop her. If the characters don’t plummet to the streets, they 
  can avoid the thralls attacking them directly. However, their stupor builds 
  to a fever pitch and eventually they begin to hurl whatever is at hand at 
  characters while the heroes move across the rooftops of the Bridge district 
  in pursuit of Asmarisa.
  Once characters reach the rooftops, one of the rioters has a cumulative 
  10% chance per round to throw whatever is at hand at one of the 
  characters. After 10 rounds (a 100% chance that one of the rioters attacks), 
  an additional rioter attacks during each successive round thereafter. This 
  means two rioters attack on the 11th round, three on the 12th, etc.
  When the rioters attack, roll 1d6 on the Rioter Attack Table to see 
  exactly how these thralls attempt to stop the characters.
  Rioter Attack Table
  1d6
  Result
  1
  A large rock hits a character in the leg, inflicting 
  1d2 points of bludgeoning damage.
  2
  The character is stuck in the side by a thrown 
  dagger and suffers 1d4 points of piercing dam-
  age.
  3
  A handful of offal hits a character square in the 
  face. The character reeks of dung and must 
  make a saving throw or risk slipping from the 
  roof (20% chance if save fails) and falling to the 
  streets below for 2d6 points of damage.
  4
  An expensive bottle of wine hits the character 
  (1d2 points of bludgeoning damage), ruin-
  ing both a fine vintage and the character’s 
  clothes. 
  5
  One of the deranged rioters hurls a live cat sky-
  ward! The poor feline strikes the character and 
  immediately sinks its claws into them, clinging 
  for dear life while hissing and scratching. The 
  character takes a single point of piercing dam-
  age each round for the next 1d4 rounds unless 
  they spend an entire round dislodging the an-
  gry beast.
  6
  How in Bard’s Gate did they manage to throw 
  an entire halfling this high?!? A full-sized, 3ft-tall 
  halfling comes barreling into the sky and hits 
  one of the characters full on. The character suf-
  fers 1d4 points of bludgeoning damage as the 
  halfling flails drunkenly. The character must then 
  make a saving throw or be knocked off the 
  roof by the 50-lb. living projectile.
  Enchanted Rioters: AC 12; HP 11 (2d8+2); Spd 30ft; Melee 
  club (+3, 1d4+1 bludgeoning) or dagger (+4, 20/60ft, 
  1d4+1 piercing); Ranged dagger (+4, 20/60ft, 1d4+1 pierc-
  ing) or rock (special, 1d2 bludgeoning) or cat (special, 1 
  piercing) or halfling (very special, 1d4 bludgeoning); Str 
  +1, Dex +2, Con +1, Int +0, Wis +2, Cha +0; Skills Animal 
  Handling +4, Perception +4; AL N; CR 1/8; XP 25 
  Equipment: normal clothes, rock or club or dagger 
  or bottle or halfling (yes, I seriously had to type that), 
  1d4cp.
  The Song of the Succubus
  You leap onto the roof of the Auditorium of the Silver 
  Harp, the temple to Oghma, so named for the massive silver 
  harp that rests atop the holy site. Asmarisa stands before this 
  large harp, a flashing blade in her hand as she is about to 
  pluck the glittering strings. She turns and gazes at you with 
  a mirthless twinkle in her jade eyes. “You’re too late! Bard’s 
  Gate is mine and its people will worship me as the goddess 
  I am! You shall be the first sacrifice made in the name of 
  Asmarisa, Succubus Queen of Bard’s Gate! Indeed, I already 
  have worshippers among you!”
  Her jade eyes suddenly darken to a blood red color, and 
  horns break from her forehead to curl in black swirls around 
  her hair. Surprisingly, she offers you a warrior’s salute with 
  her sword and takes a duelist’s stance.
  If any of the characters failed a saving throw while watching The 
  Maiden’s Kiss in the early scenes of this adventure, Asmarisa’s dormant 
  enchantment now takes hold of them. They come under the effects of the 
  
  13
  The Riot Act
  charm person effect, and defend Asmarisa as if she were their beloved — 
  including defending her against their former friends!
  The ring of demonic deception that Asmarisa wears has finally 
  fully claimed her, turning her into a true succubus. She still wears 
  the ring, however, so her abilities are reduced. If slain, her physical 
  form vanishes — as does Marlowe the imp if he is still alive — both 
  banished back to the infernal planes for a century.
  Once Asmarisa is defeated, her enchantment upon the people of Bard’s 
  Gate ends. They awaken as if from a deep stupor and slowly disperse back 
  to their homes, rain soaked and confused.
  Lady Asmarisa (Succubus): AC 15; HP 66 (12d8 + 12); Spd 
  30ft, fly 60ft; Melee longsword (+5. 1d8 slashing), claw 
  (fiend form only; +5, 1d6+3 slashing); SA charm (one hu-
  manoid Asmarisa can see within 30ft must succeed on 
  a DC 15 Wis saving throw or be magically charmed for 1 
  day. The charmed target obeys her verbal or telepathic 
  commands. If the target suffers any harm or receives a 
  suicidal command, it can repeat the saving throw, 
  ending the effect on a success. If the target 
  successfully saves against the effect, or if the 
  effect on it ends, the target is immune to Ama-
  risa’s Charm for the next 24 hours. She can have 
  only one target charmed at a time. If she charms 
  another, the effect on the previous target ends), 
  shapechanger (Amarisa can use her action to poly-
  morph into a Small or Medium humanoid, or back into 
  her true form. Without wings, she loses her flying speed. 
  Other than size and speed, her statistics are the same in 
  each form. Any equipment she is wearing or carrying isn’t 
  transformed. Amarisa reverts to her true form if she dies), 
  telepathic bond (Amarisa ignores the range restriction 
  on her telepathy when communicating with a creature 
  she has charmed. The two don’t even need to be on the 
  same plane of existence.); Str –1, Dex +3, Con +3, Int +2, 
  Wis +1, Cha +5; Resist cold, fire, lightning, poison; Senses 
  darkvision 60ft, telepathy 60ft; AL NE; CR 4; XP 1100.
  Equipment: longsword, ring of demonic deception 
  (New Magic Items).
  Note: Lady Asmarisa’s special abilities are lowered 
  by the ring of demonic deception she wears. She is 
  unable to drain levels while wearing the ring, cannot 
  become ethereal, loses her magic resistance, and can 
  be hit by mundane weapons.
  Concluding the Adventure
  In the aftermath of what eventually becomes known as The Maiden’s 
  Riot, the people of Bard’s Gate find their interest in theater waning for 
  quite a few months. The Lyreguard attempts to hunt down members of 
  The Fool’s Entourage and are likely to ask the characters to assist in their 
  efforts, which gives the GM the opportunity to expand the material in this 
  adventure into an extended campaign. The city puts The Motley up for 
  sale, and enterprising characters might even try to purchase the theater — 
  if they can manage to scrounge up 10,000gp. Their patron awards them 
  with their promised payment, and most certainly comes to them again 
  should any other troubles arise.
  If the characters are defeated or if Asmarisa manages to play the Silver 
  Harp atop the Auditorium for five uninterrupted rounds, she brings all 
  the assembled rioters under her control. This has serious ramifications 
  for the enchanted. Asmarisa sends these poor thralls out into the district, 
  systemically causing as much chaos as possible. The characters may find 
  themselves drawn into guerilla fights against the Succubus Queen and the 
  newly formed Fool’s Army. 
  However, such an action does not go unanswered atop the patron temple 
  of the city. Jared Strahn does not sit idly and allow this transgression 
  to continue through the evening. Jared arrives within the hour with 
  a contingent of Lyreguard to drive off or destroy Asmarisa, and works 
  tirelessly with the Brothers of Song to subdue and aid any of the enchanted 
  citizens. Being a vain tactician, Asmarisa quickly sees the writing on the 
  wall, and flees Bard’s Gate, for now. It is up to the GM to determine how 
  much chaos the rioters cause, and how long they cause it. 
  Bard’s Gate is a strong city, and while Asmarisa’s plan shows that the 
  city is vulnerable to acts of aggression, the characters and NPCs of Bard’s 
  Gate can be counted on to rally and protect the city to the best of their 
  ability. 
  Asmarisa, extremely pleased with herself over her new transformation, 
  is an excellent long-term foe for the characters as they rise in power and 
  prestige. She can be brought back at nearly any time as a power “behind 
  the scenes”. She my back other groups to harass the characters or the city, 
  leading to no end of further adventures. 
  
  14
  Bard's Gate
  Lesser Miscellaneous 
  Magical Item
  Electric Slide Whistle
  Wondrous item, rare
  This unassuming slide whistle has a unique, but odd property. Once 
  per day when played, 1d4 bolts of electric energy leap from the tip of the 
  whistle, each functioning as a magic missile. Unfortunately, if used more 
  than once per day, a single such electric magic missile leaps from the 
  whistle and strikes the user.
   
  Heckler’s Recorder
  Wondrous item, rare
  This appears to be a crudely crafted, almost unplayable, wooden flute. 
  However, it has the bizarre ability to interrupt any musical performance 
  with a single, discordant note that cuts through all other noise. While this 
  can make it a useful but irritating signal whistle, it also allows the user 
  to interrupt or end any musical effect or harpy’s song. This sharp, off-
  key note rings so loudly that those affected by it cannot use their musical 
  abilities for one hour afterward.
  Lesser Ring
  Ring of Demonic Deception
  Ring, very rare (requires attunement)
  A single red bloodstone adorns this simple silver ring. While not useful 
  to mortals, demons and other infernal beings highly value and seek after 
  it. When worn by a demon, that creature has all its demonic abilities 
  reduced. For example, demons lose magic resistance, resistance to 
  magical weapons, and cannot cast any spells or use any spell-like effects 
  that mimic a spell of 3rd level or higher. Any familiars bound to a demon 
  wearing this ring also experience these effects.
  While a huge limitation for most demons, it grants several benefits. Any 
  attempts to scry on them, magically reveal their true nature, or otherwise 
  discern their identity reveal the demon to be nothing more than a mundane 
  commoner. This allows the demon to act almost invisibly on the mortal 
  plane of existence — a dangerous advantage while scouting the Prime 
  Material planes.
  If worn by a mortal, the ring has a 1% chance per day of turning the 
  wearer into a demon (succubus, incubus or GM’s choice). However, the 
  ring grants the wearer the charm person ability of the succubus to use at 
  will.
  New Magic Items
  
  15
  The Riot Act
  Soon Bard’s Gate will be in the service of its new queen. Lady Asmarisa has 
  promised unimagined rewards to members of the Entourage. I shall have the 
  grandest estate in the city and a veritable army of servants and lackeys. Wine 
  will flow like blood and gold beyond counting shall be laid at my feet! I can 
  practically taste it!
  Ah, the Lady is as clever as she is beautiful. With each performance, the 
  people of this city are bent more and more to her will. Many are little more than 
  unknowing thralls, awaiting her call. And soon, that call shall sound! Indeed, at 
  the stroke of midnight!
  Already, she has departed for the Auditorium. Once she ascends to the great 
  silver harp at its crest, lays her dark enchantment upon its strings and plays her 
  song for all to hear, the city shall be hers! Or, should I say ours? Surely, she shall 
  be the queen, but I shall be her prince — loyal beyond measure, devoted beyond 
  love, and powerful beyond imagining. Bard’s Gate shall be ours — all for a 
  simple song.
  Handout 1
  
  16
  Bard's Gate
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  System Reference Document 5.1 Copyright 2016. Wizards of the Coast, Inc; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert 
  J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on material by E. 
  Gary Gygax and Dave Arneson.
  Tome of Horrors, Copyright 2002, Necromancer Games, Inc. 
  Tome of Horrors, Copyright 2005, Necromancer Games, Inc.;
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
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  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights reserved.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
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  Chris Pramas, Robert J. Schwalb.
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  John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, 
  Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!
  Pathfinder Roleplaying Game Bestiary 4, © 2013, Paizo Publishing, LLC; Authors Dennis 
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  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo, Inc.; Authors: Dennis Baker, Jesse 
  Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James 
  Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Rad-
  ney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, 
  Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
  Bard’s Gate Copyright 2006 Necromancer Games, Inc.; Authors Clark Peterson, Casey 
  Christofferson and Shane Glodoski based on original material created by Clark Peterson and 
  Bill Webb.
  Elemental Moon Copyright 2007 Necromancer Games, Inc.; Authors: Lance Hawvermale 
  and Andy Luke Crossness.
  The Eamonvale Incursion Copyright 2007 Necromancer Games, Inc.; Author Nathan Doug-
  las Paul, with Jack Barger.
  The Lost Lands: Stoneheart Valley Copyright 2013 Frog God Games, LLC; Authors Clark 
  Peterson and Bill Webb.
  The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Green.
  Tome of Horrors 4, Copyright 2013, Frog God Games, LLC; Authors: Erica Balsley, Casey 
  Christofferson, Jim Collura, Lance Hawvermale, Patrick Lawinger, Phillip Larwood, Greg A. 
  Vaughan, and Bill Webb, based on material by Jonathan Tweet, Monte Cook, and Skip Wil-
  liams.
  Monstrosities, © 2012, Frog God Games LLC; Authors Andrew Trent  
  (“the Venomous Pao”), Trent Foster, Salvatore Macri (“Skathros”), Scott Wylie Roberts 
  (“Myrystyr”), Sean Stone (“Stonegiant”), Sean Wills (“Geordie Racer”), Cameron DuBeers, 
  Matt Hoover (“Random”), Mike Davison, Russell Cone (“Grim”), Mudguard, Old Crawler, 
  Michael Shorten (“Chgowiz”), Mark Ahmed, Scott Casper (“Scottenkainen”), The Lizard of 
  Oz, James Malizsewski,  
  Michael Kotschi, J.D. Jarvis, John Turcotte, Guy Fullerton, Michael Coté, Thomas Clark, 
  Tanner Adams, and Matt Finch (“Mythmere”).
  Fifth Edition Foes, Copyright 2014, Frog God Games, LLC.
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  Kenneth Spencer, Greg A. Vaughan, and Kevin Wright.
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  Matt Finch, Skeeter Green, and Greg A. Vaughan with additional new material by James M. 
  Spahn; Based on original content from Necromancer Games.
  The Riot Act © 2016, Frog God Games, LLC; Author: James M. Spahn with additional new 
  material by Jeff Harkness and Skeeter Green; Based on original content from Frog God 
  Games and Necromancer Games.
  
  18
  Bard's Gate
  The Riot Act
  Frog God 
  Games
  ISBN 978-1-62283-391-7
  The Riot Act is an urban adventure for 4 characters 
  averaging 2nd level, set in the city of Bard’s Gate.  
  It highlights several of the city’s locations, especially  
  those in the Bridge district. A mixture of encounters includes 
  roleplaying, investigation, dungeon crawling, stealth,  
  and combat. The adventure does not require any specific 
  classes or races, though bards and rogues may be useful given 
  the nature of their special abilities. It is assumed that the PCs 
  are sympathetic to the Lyreguard or other agencies that serve 
  the interests of Bard’s Gate — or at the very least that their 
  loyalty can be purchased for a few gold coins.
  
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