TEXT:  
  DYV3-03 
    
   
   
   
   
   
   
   
  Tickling the Tail of the 
  Dragon 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Dyvers Regional Adventure 
   
   
  by Kevin Elmore 
  Triad Edit: Phil Thompson 
  Circle Edit: David Christ 
   
   
   
   
   
  The job was simple:  Deliver a cargo from Dyvers to Maraven.  In the desperate days of Dyvers, banditry may not be the 
  only crime threatening the City of Sails.  An adventure for APLs 2 through 10.  
   
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of the author.  To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
  
  Tickling the Tail of the Dragon 
   
  Page 2 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the game. 
  The following guidelines are here to help you with both 
  the preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate to 
  your players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  
  Tickling the Tail of the Dragon 
   
  Page 3 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 
  following chart to determine the number of 
  levels you add to the sum above. Add each 
  character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, 
  and animals with different CRs are added 
  separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  6 
  7 
  8 
   
  5 
  5 
  7 
  8 
  9 
   
   
  6 
  6 
  8 
  9 
  10 
   
   
  7 
  7 
  9 
  10 
  11 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12 gp per round.  
  Rich Upkeep costs 50 gp per round.  Luxury Upkeep 
  costs 100gp per round. 
   
   
  The Current Effect of the Dock 
  Fire on the Populace of the Free 
  and Independent City of Dyvers  
   
  At this point in time, the Free and Independent City of 
  Dyvers is reeling from a massive fire in the dock district.  
  Although the Magister and the Gentry have tried their 
  best to aid the displaced and shore up the economy, 
  prices have begun to rise (any item purchased in this 
  scenario is 45% above normal value). The poor are present 
  almost everywhere except in the Gentry district and will 
  
  Tickling the Tail of the Dragon 
   
  Page 4 
  ask the PCs for aid.  PCs paying Rich and Luxury 
  lifestyles receive reverse the normal charisma modifiers 
  when dealing with the poor and gentry unless they have 
  aided the poor (donated at least 3 gp per APL each) in the 
  city’s hour of need.  The newly created homeless have 
  become restless, as they’ve lost trust in the city 
  government to help them but only attack PCs if 
  provoked.  Hoarding hasn’t started yet but is being 
  considered. The Temple of Xerbo has seen an increase in 
  worshipers (20%). 
   
   
  Adventure Summary and 
  Background 
   
  Since the fire, Sir Darian Kesser, the head and only 
  member of a minor Gentry house in Dyvers, has recently 
  discovered the profit in slavery.  Not content with the 
  revenue brought by his brewing business, Sir Darian had 
  made allies with a few key people involved in a slavery 
  ring.  These people used Sir Darian to facilitate slave 
  traffic through the area of Dyvers.  Tickling the Tail of 
  the Dragon is the first part of a series of modules that 
  uncovers a slavery plot and culminates in a final fight 
  with the forces of evil. 
   
  The opening of this series takes place as the PCs are 
  asked to deliver goods from Carl Winthorp, a merchant 
  in Dyvers, to a tanner in Maraven.  A discreet agent of the 
  Dyvers Anti-Slavery League, a gnome illusionist named 
  Warfungle Gnebbish, discovered that a group of 
  adventurers were traveling to a transfer point in the 
  slavery ring.  Warfungle went to the town ahead of the 
  PCs to set up a convenient discovery. 
   
  Along the way, the PCs either kill or drive off a 
  group of bandits (to prevent losing their cargo) before 
  arriving at their destination.  When the group reports to 
  the tanner, they are invited to drinks behind the tanner’s 
  home.  Before the group arrived, Warfungle turned 
  invisible and used his magic to lure a young boy into the 
  woods behind the tanner’s home.  This boy is the son of 
  Yarrick Dun, a farmer whose home is one of the stops of 
  the slave trade route.  Warfungle hoped to get the PCs to 
  visit Yarrick and uncover his operation.   
   
  Warfungle plans to make the boy cry out at an 
  illusion of a bear.  The illusion is convincing enough to 
  attract other bears to investigate.  With the boy 
  seemingly in danger, the group may rescue him and take 
  him home.  The boy’s mother, LaTisha, thanks them and 
  offers them refreshments.   
   
  Eventually, LaTisha wants to introduce the party to 
  the boy’s father.  She takes them to a secluded barn.  
  There, she is surprised to see a meeting taking place.  It 
  consists of Parm, a servant of Sir Darian, buying slaves 
  from a group of slavers.  When the discovery is made, 
  some slavers will try to escape with the wagons still full 
  of slaves, while Parm escorts two key slavers out of the 
  barn in another direction.  These three head to a rowboat 
  on the shore of the Nyr Dyv, in order to escape on their 
  slaver ship.  The wagons concentrate on getting away and 
  meeting up with the others when possible.  The wagons 
  are easier for the  PC’s to catch.   
   
  Along with Yarrick’s involvement, another piece of 
  evidence of Sir Darian's role comes in the form of a note 
  he wrote to Parm.  Unfortunately for Parm, the note was 
  dropped in the barn during the mad escape.  The PCs 
  may be made aware of the scope of this trade route, as 
  well as suspicions that Sir Darian is involved.   
   
   
  Introduction 
   
  When the players have prepared spells and are ready for 
  the module to begin, read the following. 
   
   
  The request you received is a simple one.  A 
  merchant named Carl Winthorp requires some 
  caravan guards.  The atmosphere of Dyvers is far too 
  depressing with the influx of homeless people; even 
  noble paladins have become a touch jaded at this 
  point.  Perhaps a job outside of the city is necessary. 
   
   
  If any characters want to perform any tasks before 
  the meeting, let them.  Do not let them take too long.  
  Any equipment bought within Dyvers is marked up 45% 
  from the Player’s Handbook due to the shortage.   
   
  Anyone who inquires about Carl Winthorp and rolls 
  a Knowledge (Dyvers), Knowledge (Verbobonc), or 
  Gather Information check (DC 15), learns that Carl is a 
  Dyvers native who spends much of his time in 
  Verbobonc.  He runs a book-binding shop off of Child's 
  Park called A Binding Contract.  The shop is closed when 
  Carl is away from Dyvers, and he is very careful to 
  remove any valuables when he leaves.  Carl is also one of 
  the few merchants in Dyvers who is also an adventurer. 
   
  When the characters arrive at their meeting point in 
  Child's Park, continue to Encounter One. 
   
   
  Encounter One 
   
  Following the directions of the letter, you show up at 
  the well in Child's Park—formerly known as Spittoon 
  Park—across the way from A Binding Contract, 
  nestled between Fine Threads Fast and Simply 
  
  Tickling the Tail of the Dragon 
   
  Page 5 
  Enchanting.  In days past, Child's Park was a 
  comfortable park in the Merchant District where 
  performers could earn a coin delighting shoppers.  
  The large, drab tent in the middle of the park acts as a 
  home for the dozens of ephemeral residents who can 
  no longer live in the Harbor District. 
   
  Despite the glum looks of the displaced residents, 
  one face smiles when it sees you.  A tan man of mixed 
  origins and average height strides in your direction.  
  He stops short as a grimy 10-year-old Baklunish boy 
  approaches him.  One of the town guards greets the 
  boy with a stern look, warning him not to harass the 
  merchant.  As the boy slinks away, the tan man deftly 
  slips him a silver coin with a grin and a conspiring 
  wink. 
   
  When the man approaches your group, he bows 
  with a flourish and says, “Well met, friends.  I am Carl 
  Winthorp.  I am in need of some drivers and caravan 
  guards for a delivery to Maraven.  I hope you can help 
  me in this endeavor.  I say, have you already met?” 
   
   
  This is an appropriate time for characters to describe 
  each other.  Carl will happily chat with other adventurers 
  as long as they eventually get to the business at hand.  
  Carl is interested in hiring the PCs, but he doesn’t want 
  them to feel like they’re simple mercenaries.  When the 
  group is ready to continue with business, read aloud the 
  following text. 
   
   
  Carl clasps his hands together.  “Excellent,” he 
  says.  “Here is my proposal.  I need the lot of you to 
  drive my wagon to Maraven.  A tanner named Ulnar 
  Takish 
  contracted 
  me 
  to 
  bind 
  some 
  family 
  documents.  I had no idea one family could be so 
  large! 
   
  “Since this delivery requires a wagon, I fear that 
  it will attract some vagabond attention.”  Carl glances 
  sadly at some of the homeless people milling in the 
  park.  “Unfortunately, some of the people affected by 
  the fire figure that it is fine to turn to crime outside 
  the city.  The cargo will not turn a profit to any thief, 
  but any bandit would likely snatch the cargo just in 
  case.  My reputation as a binder is riding on this task. 
   
  “I hate to insult adventurers by offering this type 
  of contract, but the usual suspects have been hired by 
  the city to keep an eye out for thievery.  Ever since 
  the dock fire, the city has focused too much on 
  security within the walls and not enough on security 
  for those of us bringing money to Dyvers.  I am an 
  adventurer myself, so I understand how you must feel 
  being asked to baby-sit a lot of books.  Would you be 
  willing to take on such a mundane task?” 
   
   
  Carl Winthorp is telling the absolute truth.  Ulnar 
  the tanner of Maraven scraped together all of his savings 
  and promised a few favors to Carl as payment for this job. 
   Carl bound 57 books filled with generations of letters, 
  invoices, poetry, and journals.  
   
  Carl can offer the following information to the PCs: 
  • 
  Carl would normally accompany the adventurers on 
  this delivery, but he has to leave for Verbobonc the 
  next morning for another job.   
  • 
  He has heard the reputations of the adventurers 
  (indeed, he may know some of them personally) and 
  trusts them to deliver the cargo.   
  • 
  Carl insists that the cargo be delivered via wagon.  
  He doesn’t care for loading books on a ship, even if 
  the books are kept in waterproof bags.  He also 
  doesn’t trust using extra-dimensional spaces for this 
  delicate cargo. 
  • 
  The trip can take anywhere from a day and a half (if 
  everyone is mounted and the wagon moves at 40 ft.) 
  to 3 days (if Small characters must walk on foot or 
  only one horse can pull the wagon).   
  • 
  Ulnar Takish is expecting the delivery no more than 
  3 days from tomorrow. 
  • 
  Carl offers each party member a [20 x APL] gp 
  payment now.  Ulnar will pay another [20 x APL] gp 
  payment upon receipt of the delivery.  The higher 
  rate for a caravan guard is due to the fact that Ulnar 
  received a great inheritance from family in 
  Greyhawk. 
  • 
  Even though the cargo is not valuable to anyone 
  outside of Ulnar’s family, Carl stresses that the seals 
  must not be broken.  Carl prides himself on his 
  impeccable reputation as a merchant. 
  • 
  The wagon belongs to Ulnar 
   
   
  If any PC chooses not to accept the proposal, Carl 
  thanks him and turns his attention to the other PCs.  This 
  PC may still follow the others if he wishes, but he will 
  not receive Carl’s payment.  If such a PC is not honest, he 
  could trick Ulnar into paying him even if he doesn’t 
  agree to work for Carl.  If the entire group declines the 
  offer, then the module is over for them as Carl seeks 
  other adventurers to help him. 
   
   
  If any PC wishes to explore Child's Park, let him.  
  Child's Park has turned into one of the many temporary 
  homes set up for those left homeless by the dock fires of 
  592 CY.  In order to appease the merchants in this 
  district, the guards have been told to discourage 
  panhandling.  Anyone who approaches the homeless 
  with largesse, however, will not be obstructed.   
   
  Some good-aligned, righteous PCs may rail against 
  the city for denying the homeless the right to beg for 
  
  Tickling the Tail of the Dragon 
   
  Page 6 
  money in the Merchant District (especially if the PC is 
  not a Dyvers resident).  The guards will tersely explain 
  that the Dyvers Gentry is doing all it can.  If pressed, the 
  guard will testily tell the PC to take the issue with 
  Magister Hunter right away if he has the perfect plan 
  (even the most obtuse can see this is a veiled warning 
  that the PC better leave the park).  If any PC still 
  complains about the guards’ orders to discourage 
  panhandlers, the guards will be forced to arrest the PC for 
  “obstruction of duty.”  The PC spends 1 TU in prison with 
  all of the usual penalties for prison time (and missing the 
  module), or the PC can pay an immediate fine of 20 gp to 
  avoid the sentence.  The guards already are the subjects of 
  criticism, and they aren’t keen on listening any more, 
  especially from outsiders. 
   
  A Binding Contract sits across the street from 
  Child's Park.  On one side is Fine Threads Fast, a 
  seamstress shop, and on the other side is Simply 
  Enchanting, a jeweler.  
   
  Treasure: 
   
  APL 2: L: 0 gp; C: 40 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 80 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 120 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 160 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp 
   
   
  Encounter Two 
   
  In this encounter, a young, down-on-his-luck human 
  leads a group of ruffians in a robbery attempt.   
   
  Feel free to improvise this encounter if the PCs take 
  special steps to avoid ambushes.  The brigands have been 
  watching the wagon from afar.  If they are spotted by a 
  scout (which is likely since they are not adept at hiding), 
  the brigands may attempt to force the scout to surrender 
  or take him out of the picture.  If the PCs travel most of 
  the time by using invisibility or fly, then try to find a 
  good place to insert this encounter.  Should the PCs be 
  utterly untouchable (by casting mass teleport for 
  example), skip this encounter.  Once the PCs have 
  established their duties along the trip, read the text 
  below. 
   
   
  Much of the first day’s journey out of Dyvers has 
  been uneventful.  The number of travelers on the 
  road has diminished lately since many of the 
  displaced residents of Dyvers have taken to banditry.  
  As the first evening starts to set in, a small group of 
  people led by a scruffy-looking Baklunish man 
  approaches you from up ahead. 
   
  The man on horseback calls out to you, “I only 
  want what you’re carrying.  Leave the wagon and one 
  horse, and we’ll let you walk away from here.” 
   
   
  Have each PC roll a Sense Motive check (DC 14 + 
  APL) to realize that the leader talks tough but is actually 
  terrified.  He thought this would be an easy take but, 
  upon closer examination, discovered how outclassed he 
  is.  Since he has gone this far, he feels he must go 
  through with the job.  If the PCs do not immediately 
  attack the bandits, the leader, Jarl, attempts to intimidate 
  the PCs into handing over their cargo.  Anyone who 
  succeeds at a Sense Motive check (DC 14 + APL) can see 
  him sweating and swallowing hard between words. 
   
  Jarl Chamber has led a few successful robberies, so 
  his men will follow him into a fight.  If two of the men or 
  Jarl drops, then the others flee as best as they can.  If a PC 
  succeeds in a (DC 15 + APL) Intimidate check before any 
  combat begins, Jarl apologizes and flees, causing his gang 
  to break up in disgrace.  The other PCs may assist.   
   
  Alternatively, the PCs may decide that the bandits 
  are not worth the trouble or are more formidable than 
  expected.  Jarl and his cronies will happily accept a bribe 
  of 40xAPL gp. 
   
  All of the bandits, except Jarl, battle with two 
  weapons (club and short sword.) Jarl uses his longbow 
  until someone threatens him with a melee weapon.  He 
  then drops his longbow and draw his battleaxe. 
   
  APL 2 (EL 5) 
  �Jarl Chamber: male human Ftr1; hp 12; see Appendix 
  One 
  �Bandits (4): male humans Ftr1; hp 10; see Appendix 
  One 
   
  APL 4 (EL 7) 
  �Jarl Chamber: male human Ftr4; hp 41; see Appendix 
  One 
  �Bandits (4): male humans Ftr1/Rog1; hp 14; see 
  Appendix One 
   
  APL 6 (EL 9) 
  �Jarl Chamber: male human Ftr6; hp 59; see Appendix 
  One 
  �Bandits (4): male humans Ftr2/Rog2; hp 30; see 
  Appendix One 
   
  APL 8 (EL 11) 
  �Jarl Chamber: male human Ftr8; hp 76; see Appendix 
  One 
  �Bandits (4): male humans Ftr4/Rog2; hp 45; see 
  Appendix One 
  
  Tickling the Tail of the Dragon 
   
  Page 7 
   
  APL 10 (EL 12) 
  �Jarl Chamber: male human Ftr9; hp 84; see Appendix 
  One 
  �Bandits (4): male humans Ftr4/Rog3; hp 51; see 
  Appendix One 
   
  The group follows no real tactics, as they are a rag-tag 
  bunch of desperate people trying to get coin as best they 
  can.  In fact, if they were to actually obtain the cargo, they 
  wouldn’t know how to make money off it.  This 
  encounter should demonstrate how desperate people in 
  Dyvers have been since the dock fires.  It also shows that 
  people walking the streets of Dyvers are not the only 
  ones affected.   
   
  Treasure: 
   
  APL 2: L: 65 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 66 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 62 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 62 gp; C: 0 gp; M: 108 gp 
   
  APL 10: L: 53 gp; C: 0 gp; M: 758 gp 
   
   
  Encounter Three 
   
  In this encounter, the PCs either deliver the cargo to 
  Ulnar the tanner or report that the cargo has been stolen. 
   As the PCs rest, Warfungle Gnebbish draws them to 
  Larren, son of Yarrick Dun.  After the PCs have recovered 
  from Encounter Two, tell them that 2 more days have 
  passed (unless the PCs have a way to speed up their 
  travels) and read the text below. 
   
   
  In the late afternoon of the third day, you find 
  your way to the home of Ulnar Takish a mile outside 
  of Maraven.  The tanner steps out of his workshop to 
  greet you.  The smell of dead animals follows him as 
  he steps toward your wagon.  Hope wells in his dark 
  eyes, and he asks in a gravelly voice, “Are you the 
  folks from Dyvers with my books?”   
   
   
  If the PCs retained the cargo and answer in the 
  affirmative, Ulnar grins broadly and calls for his sons 
  Ulek and Koshnar to wash up and unload their legacy 
  from the wagon.  He retrieves money from his home to 
  pay each PC [20 x APL] gp.  If the PCs tell him that they 
  lost the cargo to bandits, he will appear crestfallen.  
  Regardless, Ulnar asks his wife, Mabel, to pour some 
  mead for the PCs so they may rest.   
   
  If the PCs try to leave quickly, read the box text 
  below.  Otherwise, the next scene happens as the tanner’s 
  sons unload the cargo or the PCs recover their wits after 
  the journey. 
   
   
  A child’s scream from the nearby forest 
  interrupts you.  You can barely see a boy scramble up 
  a tree 400 feet away as a bear attempts to follow him. 
   
   
  The bear is actually an illusion (Will save DC 19 to 
  disbelieve) created by Warfungle.  He hides 200 feet 
  deeper in the woods maintaining the major image.  
  While the PCs are engaged with the creature, Warfungle 
  concentrates on its reaction.  For the first two rounds, 
  attacks seem to affect the creature.  Likewise, the creature 
  will miss on every attack against the party (if you do not 
  normally conceal die rolls, this may be a good time to 
  hide any critical hits you roll).    
   
  Warfungle did not foresee his convincing illusion 
  attracting a potential mate(s).  On the third round, he 
  ceases concentration when he sees that curiosity has 
  brought more foes to the scene 80 feet away from the 
  battle.  The next attack on the illusion dispels it.  Once he 
  sees that the boy, Larren, is safe, Warfungle makes his 
  way deeper into the forest away from the PCs.  
  Warfungle is under the effects of invisibility and 
  nondetection.  During the battle, pay close attention to 
  see if any characters call out to each other by name.  This 
  may play a role in the conclusion. 
   
  �Warfungle Gnebbish: Male gnome Rog3/Wiz9. 
   
  APL 2 (EL 2) 
  �Black bear: hp 19; see Monster Manual  
   
   
  APL 4 (EL 4) 
  �Black bear (2): hp 19;  see Monster Manual  
   
  APL 6 (EL 6) 
  �Brown bear (2): hp 51; see Monster Manual page 193. 
   
  APL 8 (EL 9) 
  �Dire bear (2): hp 102; see Monster Manual page 56. 
   
  APL 10 (EL 11) 
  �Advanced Dire bear (2): hp 126; see Appendix One 
   
   
  An Animal Empathy skill roll [DC 12] will let a 
  character know that the bears are not overly hostile.  The 
  bears are curious about a new bear with no smell and 
  think that the PCs mean them harm.  If the PCs and 
  Larren don’t attack the bears and leave the woods by 
  going to the tanner's house, the bear(s) leaves them alone. 
    
   
  Should the party be able to talk with the bears, a 
  Diplomacy check [DC 8 + APL] will convince the bears to 
  leave the area unless the PCs have attacked the bears. 
  
  Tickling the Tail of the Dragon 
   
  Page 8 
   
  Larren Dun is shaken up by the encounter, but he is 
  gregarious when the PCs rescue him.  He had heard of 
  adventurers before but had never seen them in action.  
  Larren asks the PCs about their exploits.  Between Larren 
  and Ulnar, the PCs learn the following: 
   
  • 
  Larren decided to pick some berries by Ulnar’s home 
  because they are the juiciest (this was due to a 
  suggestion spell cast by Warfungle). 
  • 
  Larren is too afraid to walk the two miles back to his 
  home alone.  He would feel comfortable if the PCs 
  brought him home, especially since it is so close to 
  dusk. 
  • 
  Ulnar is able to handle the rest of the delivery 
  himself.  The wagon is, in fact, his, so the PCs need 
  not worry about it once they received their payment. 
  • 
  Larren is 10 years old and has a wonderful wooden 
  soldier collection if the PCs would like to see it.  
   
   
  In short, Warfungle Gnebbish has led the boy to the 
  PCs and dropped him in their laps in the hopes that he 
  will lead them back to his father’s home.  Warfungle 
  wants to atone for traumatizing the boy, but he feels it is 
  the best way to get the PCs involved.  If the PCs choose 
  not to escort Larren home, then the adventure ends for 
  them here.  Warfungle has done all he could to bring the 
  PCs this far; he cannot feed them any more clues. 
   
  Treasure: 
   
  APL 2: L: 0 gp; C: 40 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 80 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 120 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 160 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp 
   
   
  Encounter Four 
   
  In this encounter, the PCs bring Larren home and meet 
  his mother, LaTisha.  As LaTisha entertains the PCs, the 
  awful truth of Yarrick’s activities comes to light. 
   
   
  Larren’s home is a couple of miles from the 
  tanner’s house.  The farm sits on a few acres of hilly 
  land.  A homely woman in her late 20s stands in the 
  front door with a worried look.  When she sees your 
  group, a look of relief washes over her face as she calls 
  out, “Larren, where have you been!  You should have 
  told me you were going out.” 
   
  Larren immediately pipes up, “Mommy, this bear 
  tried to eat me.  It was 50 feet tall, and these 
  adven…advert…these heroes killed it!  Can they 
  have some tea, mommy?” 
   
  The woman looks at you with brown eyes and 
  says, “Sure, they deserve tea.  You rest up inside while 
  I thank our guests.”  The boy mopes but obeys her as 
  he walks into the house.  The woman turns to you 
  after Larren leaves and says, “My name is LaTisha. I’m 
  dreadfully sorry that my Larren has been a bother to 
  you.” 
   
   
  LaTisha tells the PCs to take a seat in the front yard, 
  which contains several benches and tables.  Before she 
  goes inside to get the tea, she lights a couple of torches in 
  the yard as the sky takes on a deep purple shade.  With 
  embarrassment, LaTisha admits that she only has enough 
  tea for three people but quickly offers milk or some water 
  for anyone else.  If anyone checks up on Larren, he finds 
  the boy sound asleep on his bed with sandals still on his 
  feet. 
   
   
  As the PCs take in the hospitality, read the 
  following: 
   
   
  As the sun dips beneath the horizon, LaTisha 
  says, “I suppose you need to get to Maraven so you 
  can turn in for the night.”  She peers around the 
  valley and continues, “My husband, Yarrick, would 
  want to thank you for your help.  He should be home 
  by now.  Lately, he’s taken to working longer hours.  I 
  guess it pays since we’ve recently expanded our farm. 
   If you come with me, I’ll take you to Yarrick.  Then 
  you can be on your way.”  LaTisha stands up, grabs a 
  torch, and walks up a hill to the north. 
   
   
  LaTisha unknowingly leads the PCs to the slave 
  transfer point on her property.  If, during the evening 
  break, a PC wishes to explore the farm, LaTisha does not 
  stop him.  Modify the below text as the PC discovers the 
  barn by himself. 
   
   
  LaTisha approaches the wheat field where she 
  expected to find her husband, but strangely, only 
  some abandoned tools lie on the ground.  With a 
  perplexed look, LaTisha looks around for her 
  husband.  When she notices a light coming from a 
  barn 100 yards away, she mutters something about 
  how Yarrick never has work in there, certainly not at 
  this late hour.  Calling Yarrick’s name, she starts 
  toward the barn. 
   
  Unless the PCs are overly paranoid, there is little to stop 
  LaTisha from calling out for her husband and alerting the 
  slavers.  If the PCs do not immediately prevent her from 
  walking to the barn, read the following.  
   
  
  Tickling the Tail of the Dragon 
   
  Page 9 
  LaTisha opens the great door wide, and stops in 
  shock. The sound of many men and horses can be 
  heard from within. 
   
  Allow the party one round to react and position their 
  miniatures on the battle map. Then read on: 
  Inside the barn, over a dozen horses tied to four large 
  wagons whinny as men scramble in their haste to get 
  them out. The wagons are designed to carry livestock 
  long distances, but hold no mere cattle.  A dozen 
  humans, as well as the occasional olve (elves), dwur 
  (dwarves), and other races, sit in the wagons and on 
  the hay bales in the barn.  Their manacles, as much as 
  their filthy appearance, leave little doubt as to their 
  position: these are slaves. 
   
  Near the back door of the barn, a tall, muscular, 
  bald, Baklunish man wielding a whip spurs the horses 
  on and two well-dressed men drink potions.   
   
  The slavers whip their horse teams into a mad 
  frenzy, driving the wagons towards the doors and 
  LaTisha. 
   
  LaTisha can only stare stupidly at one man in the 
  barn, who swallows nervously.   
   
  Have everyone roll initiative, and resolve the rest of the 
  encounter in combat rounds. 
   
   
  Unless someone scouted the area, LaTisha alerts the 
  slavers by calling out for her Yarrick.  The PCs might be 
  suspicious and attempt to silence LaTisha, but she isn’t as 
  worldly as the PCs and doesn’t see a problem with calling 
  out for Yarrick.  This allows  Jeeters and Hak to drink 
  their potions of expeditious retreat, and the slavers to hop 
  up on their wagons.  If the PCs are able to surprise them 
  for whatever reason, then these will be the first-round 
  actions.   
   
  If nobody follows LaTisha, the PCs hear her scream 
  in shock as wagons rush out of the barn.  In this case, the 
  PCs do not see Parm, Jeeters, and Hak flee the scene. 
   
  In the first round of combat, the wagons take off through 
  the front doors of the barn.  As luck would have it, the 
  PCs are right there and can leap onto the wagons.  Parm, 
  Jeeters, and Hak leave through the back door.  Their goal 
  is to get back to the rowboat hidden 2 miles to the north 
  and return to their slave ship.  Only Yarrick Dun stays in 
  the barn, racked with guilt and shame. 
   
  The PCs have two choices:  They can try to stop the 
  slavers from getting away with their slave cargo 
  (Encounter Five), or they can try to stop Parm, Jeeters, 
  and Hak from escaping (Encounter Six).  If the party 
  splits up and tries to do both, then run both encounters 
  simultaneously. 
   
  Encounter Five 
   
  In this encounter, the PCs chase down the slavers who 
  try to get away with their cargo.  In the end, the slavers 
  are willing to give up their slaves and their own 
  companions to escape arrest. 
   
   
  Play this encounter fast and loose.  This is a chance 
  for the characters to shine as heroes while attempting 
  dangerous stunts.  As long as you run this encounter 
  consistently, the players should not stymie you as you 
  run this chase scene. 
   
  The wagons are pulled by heavy horses that have a 
  speed of 35 while encumbered (the horses are too 
  fatigued to move faster than that).  Any horse that is free 
  of its load can move 50.  The hitch is relatively easy to 
  access (hardness 2, hp 4, AC 9, Break DC 13). 
   
  Getting aboard a moving wagon: 
  There are a number of ways a party member could get 
  onto the wagon.  He can… 
  • 
  Climb (DC 15): Climbing can be used if he can 
  run up to the wagon and make a successful 
  melee touch attack at AC 8 (lots of things to 
  grab a hold of and it is large) to climb up.  Hands 
  must be free. 
  • 
  Jump (DC 20): Jumping on will work but the 
  PC must also make a Balance check (DC 10) to 
  avoid sliding off the back because the wagon is 
  moving. Should the PC fail the balance check he 
  may only try to grab the carriage on the 
  following round (melee touch attack AC 8. The 
  PC must drop what is in his hands to do so and 
  falls prone) or make another balance check to 
  not fall off the back of the wagon.  Falling off 
  will cause 1d6 points of damage. 
  • 
  Roping the Wagon or Horses: A successful 
  attack on a wagon or horse will rope the item 
  (AC 8 for the wagon and AC 13 for the horse.). 
  If a PC tries to rope the wagon and quickly 
  climb on he suffers 1d3 points of drag damage 
  per speed increment. 
   
  Tumbling will not help the PCs get on the wagon. 
   
  Dragging damage can be reduced in the following ways. 
   
  • 
  A successful Reflex save [DC 10 + APL] allows 
  him to take half damage.  
  • 
  A successful Tumble check [DC 13 + APL] 
  allows him to take half damage. 
  
  Tickling the Tail of the Dragon 
   
  Page 10 
  Making both the Tumble check and Reflex save allows 
  the PC to take no damage from the dragging. 
   
  Fighting on Wagon: 
  Use the following rules to fight the wagon: 
   
   
  • 
  Fighting while prone on the Wagon:  Light 
  weapons can be used with no penalty, medium 
  at a –2 on to hit and damage, and large at a –4 on 
  to hit and damage. 
  • 
  Balance: Used to keep footing while standing to 
  avoid prone penalties.  –2 on to hit and damage 
  if he fails a Balance check of [DC 10]; also make 
  a Reflex save [DC 15] to stay standing if he 
  attempts to attack with melee weapons. 
   
  Stopping the Wagon 
  Attempting to stop the wagons should be first and 
  foremost on the minds of the party. Below are a number 
  of different methods that the party may attempt to use to 
  stop a wagon. Some work a whole lot better than others: 
  • 
  Hold Animal: Bad idea, very messy depending 
  on  if all of them are held.  Imagine one 
  unmoving horse being dragged by other horses 
  and pushed by the momentum of the wagon. 
  • 
  Calm Emotions: Great spell to use in this case, 
  doubtful it will be loaded, unless characters 
  were told to load it ahead of time for this mod or 
  had it on a scroll. There has been no chance to 
  change around spells or else fill open slots 
  unless the player has already done so by this 
  point. 
  • 
  Web or entangle: Another instant stop but still 
  momentum in motion.  The horses receive a +2 
  circumstance bonus to break out of the web.  
  Horses and wagon take 1d6 damage from these 
  tactics. 
  • 
  Sleep: An instant stop but much more 
  damaging, It does not stop the carriage, so the 
  carriages momentum will overrun the horses 
  causing 1d10 points of damage to the horses 
  that are put to sleep. 
  • 
  Animal Empathy and/or Handle Animal: 
  Will probably not work until the combat is over; 
  then the DC for Handle Animal is 10, and the 
  DC for Animal Empathy is 15. Subtract 1 per 
  round from the DCs after the combat is over. 
  • 
  Riding: Riding is not the same as Profession 
  Drover (Wagon Driver). [DC 30] if done from 
  the driver's seat; [DC 20] if the character jumps 
  to the lead horse and rides it like a normal 
  horse. 
  • 
  Profession Drover (Wagon Driver): [DC 20]. If 
  this skill is on a player’s sheet, reward him if he 
  makes the check by letting him stop the wagon 
  with no further damage. 
  • 
  Releasing the Hitch: This calms the horses 
  down, and their natural tendency not to hit 
  people or things will kick in once the pin is 
  pulled. The wagon’s brakes must be applied for 3 
  rounds to avoid having the wagon move.  
  Braking causes the wagon to continue for 15 
  feet, and then it stops. The hitch can be 
  removed as a standard action during movement 
  with a Disable Device check (DC 14), an Open 
  Lock check (DC 16), or a Dex check (DC 20). A 
  character cannot do this if threatened without 
  provoking an AoO. 
  • 
  Riding a Horse While it is Still Hitched: If a 
  PC isn’t threatened he can stop a wagon this way 
  if he can make a Ride check [DC 22]. 
   
  If a character finds himself in the unfortunate position of 
  being in front of a wagon and the galloping horses, he 
  suffers 2d6 + APL damage from the thundering hooves.  
  A reflex save [DC 10 + APL] halves the damage.  A prone 
  character receives –4 to his save.  An unconscious 
  character cannot roll out of the way. 
   
  If the slavers escape, they head toward the Gnarley 
  Forest.  As they are in heavy wagons, the slavers will be 
  easy to track (Track DC 5).  The horses will overly 
  fatigued an hour south of Yarrick's house.   
   
   
  Encounter #5A: Obstacles 
   
   
  The PCs only encounter the following obstacles if the 
  wagons are allowed to leave the barn.  Play the obstacles 
  at appropriate moments for one or more of the wagons.   
   
  Obstacles: 
  • 
  70 feet out of the barn, the wagon strikes a large 
  rock, causing everyone to make a Balance check 
  [DC 15] or risk falling off.  
  • 
  140 feet out of the barn, a low branch threatens 
  to knock combatants off the wagon.  Any 
  medium-sized or larger character not sitting or 
  prone must make a Reflex save [DC 12] or be 
  swept off the wagon.  The PCs see this coming 
  one round before it approaches if they make 
  spot checks [8 + APL]. 
  
  Tickling the Tail of the Dragon 
   
  Page 11 
  • 
  175 feet out of the barn, a wheel breaks, causing 
  the wagon to sway wildly.  The DC for all 
  Balance checks is increased by +4. 
  • 
  210 feet out of the barn, one of the horses 
  stomps on a discarded farm implement (such as 
  a hoe), sending it careening at a random 
  combatant.  The combatant takes 1d6 damage 
  (half damage if he makes a Reflex save [DC 14]). 
   
   
  The slavers’ objective is to escape with their cargo.  
  Should the slavers realize their inevitable defeat, they try 
  to cut their losses by aiming the wagons toward an 
  embankment, leaping onto a horse's back, and cutting the 
  horses free.  They hope that this distraction will buy 
  them time as they flee. 
   
  If the slavers release the horses, then the wagons will 
  careen off the embankment in eight rounds.  A character 
  can stop a wagon with four Strength checks of DC 22, 20, 
  18, 16, 14, 12, 10, and 8 for rounds 1 through 8.  On the 
  eighth round, a character can attempt one final Strength 
  check (this only works if he’s succeeded in three others), 
  or he can give up.  If he attempts the fourth check and 
  fails, then he falls off the edge with the wagon.  Between 
  the rolling of the wagon and the fall, all involved suffer 
  5d6 points of damage, rendering the prisoners 
  unconscious (for purposes of stabilization, assume three 
  prisoners at –4 hp each). 
   
   
  Using the Square Map Grid 
   
   
  The wagons are 10 feet wide and 12 feet long.  The battle 
  area on top of a wagon takes up six squares.  The horses 
  are adjacent to the wagon and each other.  The front two 
  squares of the wagon are the buckboard.  Attacks on the 
  buckboard from the back of the wagon gain a higher-
  ground circumstance bonus of +1 
   
  It is difficult, but a PC (or a slaver) can jump from 
  one wagon onto another.  If the wagons are next to each 
  other, the DC is only 12.  Increase the DC by 10 for every 
  empty square between the wagons in the case of a 
  standing jump.  Increase the DC by 5 for every empty 
  square between the wagons in the case of a running jump 
  (running from one side of a wagon to the other).   
   
  Because 
  of 
  the 
  dangerous 
  circumstances 
  surrounding the jump, leaping to another wagon is 
  normally a full-round action that provokes an attack of 
  opportunity only in the square from which the character 
  leaped (a Tumble check [DC 15] will negate the attack of 
  opportunity).  If the character wishes to provoke an 
  attack of opportunity in the square to which he leaps, the 
  jump can be a move-equivalent action.  It is possible to 
  charge while leaping from one wagon to another. 
   
  Rudimentary wagon counters can be found in 
  Appendix 3.   
   
  APL 2 (EL 5) 
  �Slavers (6): male human Ftr1; hp 12, see Appendix 
  One. 
   
  APL 4 (EL 7) 
  �Slavers (6): male human Ftr2; hp 21, see Appendix 
  One. 
   
  APL 6 (EL 8) 
  �Slavers (6): male human Ftr3; hp 31, see Appendix 
  One. 
   
  APL 8 (EL 10) 
  �Slavers (6): male human Ftr5; hp 48, see Appendix 
  One. 
   
  APL 10 (EL 12) 
  �Slavers (6): male human Ftr7; hp 66, see Appendix 
  One. 
   
  Treasure: 
   
  APL 2: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 83 gp; C: 0 gp; M: 0 gp 
   
   
  Encounter Six 
   
  In this encounter, the PCs attempt to capture the men in 
  charge of this slavery operation.  These three men are 
  prepared to flee and will likely escape.  Since PCs 
  typically focus on the good of rescuing slaves and since 
  these three men are prepared for such a task, the module 
  assumes that these men escape.   
   
   
  Note:  This encounter can be tricky to run.  As a 
  GM, your task is to pull all the stops to ensure that 
  Parm, Jeeters, and Hak escape.  If the PCs are too 
  resourceful for them, then the slavers eventually 
  surrender to their overwhelming talent.  Jeeters and 
  Hak will only attack when they realize that they are 
  not putting enough distance between themselves and 
  the PCs.  It is important to note that though Jeeters 
  and Hak have no qualms about killing a PC, Parm 
  absolutely won’t harm a PC.  All damage done by 
  Parm is subdual.  See the Appendix for Parm’s 
  personality and background 
  
  Tickling the Tail of the Dragon 
   
  Page 12 
   
  Even if the PCs are rendered unconscious, Parm 
  won’t gather them up as slaves.  The slavers do not 
  know for certain if the PCs have reinforcements.  
  Their first priority is to escape; if that means leaving 
  wealth and potential wealth behind, they do not 
  hesitate.  They do not wish to give the other PCs a 
  motivation to chase them by kidnapping their 
  companions. 
   
   
  Parm, Jeeters, and Hak flee north toward a rowboat 2 
  miles away.  The woods here are too thick for any 
  movement faster than a double move.  For Jeeters and 
  Hak, who have drank the potions of expeditious retreat, 
  this is 120 feet.  For Parm, this is 140 feet.  Assuming the 
  PCs’ double move is only 60 feet (or 80 feet for 
  barbarians), these three will successfully escape and be on 
  the slave ship before they can be tracked.  If Jeeters and 
  Hak are over 80 feet away from the PCs at the end of a 
  round, then they have successfully vanished from PC 
  view. 
   
  All APLs (EL 13) 
  �Jeeters Chamber: Male human Ftr3/Rog1, hp 43; see 
  Appendix One. 
  �Hak Tuljem: Male human Clr4, hp 31; see Appendix 
  One. 
  �Parm: Male human (Baklunish) Mnk13; see Appendix 
  One. 
   
   
  If the PCs are able to keep up, then Parm falls back to 
  slow them down.  Feel free to use any of the below tactics 
  or invent your own: 
   
  • 
  Parm applies at least one of his 16 stunning fists to 
  delay a character for another round. 
  • 
  Instead of using a full-round action, Parm may use 
  spring attack to move in and strike a character to 
  prevent the character from making multiple attacks. 
  • 
  Parm punches a PC and threatens the other PCs to 
  back off.  He tells the PCs that if they follow, he’ll 
  will the PC to die.  In short, he bluffs the PCs into 
  believing that he has used the quivering palm ability. 
   Roll the Sense Motive checks in secret.  Consider 
  Parm to have a Bluff score of +4 
  • 
  Parm uses abundant step to dimension door himself 
  behind a spell caster and disable him.  Alternately, 
  he can dimension door himself and either Jeeters or 
  Hak (not both) 640 feet farther ahead of the group. 
  • 
  Parm makes a trip attack to rob the character of a 
  move-equivalent action. 
  • 
  If a flying PC follows the trio, Parm drinks his 
  potion of fly to incapacitate the PC.   
   
   
  If Jeeters, Hak, and Parm cannot shake the PCs, then 
  they surrender rather than lead them to the waiting ship. 
   The ship sails farther north if the crew spots any PC (on 
  the beach, in the water, or in the air) and abandons the 
  trio.   
   
  If captured, Jeeters, Hak, and Parm do not reveal 
  who their superiors are.  Faced with incontrovertible 
  proof of captured wagons, they confess to transporting 
  slaves.  Parm met Jeeters and Hak to take possession of 
  the slaves.  The gold on the wagons is a down payment.   
   
  Parm does not reveal that he works for Darian 
  Kesser, but his eyes grow large if a PC mentions Kesser's 
  name, betraying his employment.  Hak and Jeeters have 
  better poker faces and will be completely silent on their 
  employers.  In their eyes, the punishment of revealing 
  their employers is much worse than anything the PCs 
  can dish out. 
   
  The PCs are able to track Parm, Jeeters, and Hak with 
  a Track check of DC 14. If the PCs' speeds are not at least 
  120 feet (or 60 if applying the –5 penalty for tracking at 
  normal speed), they lose the trail at the Nyr Dyv. 
   
   
  Conclusion 
   
  This encounter wraps up the exploits of the PCs with 
  some foreshadowing.  
   
  Wrapping up the slavers 
  The slavers on the wagons gladly talk and reveal that Hak 
  Tuljem and Jeeters Chamber are their employers.  They 
  met with a man named Parm to transfer the slaves to him. 
   The slavers turn over the gold.  Parm's note can be found 
  by the PCs on the floor of the barn, where it fell during 
  the commotion.   
   
  After the PCs have read the note, have them make a 
  Knowledge: (Dyvers) or a Knowledge (nobility and 
  royalty) check [DC 15].  Success reveals that "Dar K" 
  could be a shortened form of Sir Darian Kesser, the head 
  of House Kesser and Kesser Ale.   
   
  Alerted by the commotion, the sheriff of Maraven 
  was called out to Yarrik's farm.  He calls for more 
  deputies and hauls the lot in.  Since the farm is in 
  Maraven, the criminals belong to the sheriff.  If any PCs 
  insist on breaking the law by taking the criminals to 
  Dyvers, the sheriff will not raise a hand.  He merely 
  points out that the criminals are lawfully in his 
  jurisdiction.  If the PCs take the slavers, the sheriff passes 
  word to the Dyvers constable, who arrests the PCs upon 
  arrival.  The penalty for wrongful imprisonment and 
  obstruction of justice is 6 TUs and a 500-gp fine.  A 
  lawyer can get the charges dropped for 1 TU and 750 gp 
  
  Tickling the Tail of the Dragon 
   
  Page 13 
  for in-region characters or for 2 TUs and 1000 gp for out-
  of-region characters. 
   
  If a PC wishes to follow the wagon tracks back to 
  their source, he'll find that the wagon came from the 
  vicinity of Maraven.  As the tracks mingle with other 
  wagon tracks laden with cargo, it is impossible to 
  determine if the slaves were in Maraven proper. 
   
  They are also rewarded by the local sheriff for 
  capturing the slavers and stopping their trade.  
   
  Treasure: 
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 400 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 500 gp; M: 0 gp 
    
  Wrapping up the ringleaders 
  Hak, Jeeters, and Parm are not as loquacious as the 
  slavers.  Hak and Jeeters warn the slavers (if they are 
  caught as well) to keep their mouths shut, but the slavers 
  are ignorant of the higher-ups anyway.  The ringleaders 
  do not reveal anything to the PCs, as they must answer to 
  someone greater and more terrifying than the PCs.   
   
  In Parm's possession, the PCs find a fairly non-
  descript diary. Upon perusing it’s pages they find it is a 
  log apparently written by Master T’Quan. It depicts the 
  monastery’s challenge of settling Makilon Island.  
  Returning the diary in its entirety earns the PCs an 
  influence point with the Shadowind monks. Should the 
  PCs attempt to sell the diary to the monastery or to 
  anyone else they gain the disfavor of the Shadowind 
  order. Master T’Quan  has been trying to find his lost 
  possession, but Parm never stayed in one place.   Should 
  the PCs realize the diary belongs to the monastery and 
  does not return it all favors with the Monastery are 
  revoked. 
   
  If the PCs return Master T’Quan's stolen diary to the 
  Shadowind Monastery, they are allowed to purchase a 
  monk's belt as in the DMG. 
   
  The ringleaders are rounded up and arrested in the 
  same way as listed for the slavers. 
   
  Note:  If Parm is harmed or killed after he 
  surrendered, note this on the character's Adventure 
  Record.  Parm is a favored servant of Sir Darian, and 
  maltreatment results in enmity from Sir Darian.  This 
  enmity does not apply if Parm is harmed or killed 
  while fleeing—only if the PCs beat or kill him while 
  he is defenseless. 
  If Parm is killed, his master resurrects him.   
   
  Wrapping up Yarrick Dun 
  As soon as the battle(s) is over and the PCs return to the 
  barn, Larren runs crying towards LaTisha.  He stands 
  before his mother and brandishes an 18-inch wooden 
  soldier defiantly.  He warns the PCs that he will not let 
  them take his mother.  Larren learned of Yarrick's illegal 
  activities but was silenced when his father warned him 
  that LaTisha would be sold off as a slave if Larren told 
  anyone.  Since the PCs know, Larren figures his mother 
  would be taken.  After a few minutes of talking, Larren 
  relaxes and sobs uncontrollably in his mother's arms. 
   
  Yarrick, broken by the months of secrecy and guilt, 
  gives himself up.  He reveals that his barn had been used 
  as a slave transfer point before.  The sheriff takes Yarrick 
  into custody along with the slavers.  
   
  Wrapping up Sir Darian Kesser 
  Even if the PCs figure out that Sir Darian Kesser wrote 
  the note, there is not enough proof to tie him to the 
  slavery ring.  The constabulary is interested in hearing 
  this, but, without any proof, cannot act against Sir Darian 
  Kesser.  If a PC is a noble, his story is given more weight, 
  but the constabulary and gentry side with Kesser.  If the 
  PCs are not nobility, they are warned that spreading 
  unsubstantiated rumors can cost them plenty.   
   
  Suspicions about the Sheriff 
  Some PCs may wonder how the sheriff got to Yarrick's 
  farm so quickly.  The sheriff explains that one of the PCs' 
  companions alerted him to the problem.  The gnome that 
  got him even referred to a PC by name (if Warfungle was 
  able to overhear any names used in Encounter Three).  
  Now that the PCs mention it, the sheriff notices that the 
  gnome isn't with him anymore.  Naturally, Warfungle 
  cannot be found in Maraven at this point. 
   
   
  Depending on the success of the PCs, modify the 
  following as the module concludes: 
   
   
  The simple task of delivery is complete, though a 
  more difficult task may loom before you.  A successful 
  slave-transfer point means that an entire organization 
  dedicated to slavery exists and is using the area of 
  Dyvers to profit.  Though the higher echelons of this 
  organization are not known, some people within 
  Dyvers are already using this newfound information 
  to eradicate this cancer from the City of Sails. 
   
  The End 
   
   
   
  
  Tickling the Tail of the Dragon 
   
  Page 14 
  Optional Encounter 1 
  Finding the Ship 
  Knowing there is a ship out there may inspire the PCs to 
  explore the dock district of Maraven.  Alternately, this 
  encounter can be run as the PCs escort the sheriff and his 
  prisoners through the dock district, if there is time in the 
  slot.  Read the following when the PCs enter the 
  Maraven dock district. 
   
  The traffic in the dock district is unbearable.  The 
  town, which normally houses 1000 residents, is 
  suddenly awash with a wave of hundreds of sailors 
  waiting for their ships to be unloaded.  Judging from 
  the queue of ships anchored away from the few piers, 
  the sailors will be staying in Maraven for a while. 
   
  In addition to the sailors, some of the Dyvers 
  homeless beg for coin on the docks.  Judging from 
  their wounds and ragged clothing, they did not fare 
  well by risking the trip to Maraven.  A few desperate 
  eyes turn your way as the all-too-familiar upturned 
  palms rise up in front of you, begging for money. 
   
  The dock district of Maraven is in shambles.  There are 
  more sailors than rooms in the inns.  The innkeepers are 
  enjoying their surge in business but have given up on 
  handing extra funds to the beggars.  Since the rooms in 
  the inns are filled, what few homeless are in Maraven 
  make do in the alleyways.  Maraven does not resemble 
  Dyvers yet, but the homeless situation in the City of Sails 
  has made an impact in the employment market in her 
  neighbor to the east. 
   
  Finding a specific ship in Maraven is difficult.  The 
  fatigued dock workers (some of which were former 
  homeless people with no real skill in lifting many 
  objects) tend to four ships at a time.  The result is that 
  there are over 30 ships with goods destined for Dyvers 
  anchored in the Nyr Dyv.  Some ships have been waiting 
  for 2 days. 
   
  Insisting on searching the ships for the slave ship 
  will be met with resistance.  A lot of the ship captains are 
  angry at the inconvenience of being diverted to Maraven. 
   They are watchful for some opportunist coming along 
  with the intent of filching his cargo while the dock 
  workers are too busy and unorganized to look out for 
  thieves.  Searching for the ship here is a dead end.   
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One 
  Accepting Carl's job. 
  APL 2  
  10 XP 
  APL 4  
  15 XP 
  APL 6  
  20 XP 
  APL 8  
  30 XP 
  APL 10  
  35 XP 
   
  Encounter Two 
  Defeating the bandits. 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  360 XP 
   
  Encounter Three 
  Successfully delivering the cargo intact to Ulnar. 
  APL 2  
  10 XP 
  APL 4  
  20 XP 
  APL 6  
  20 XP 
  APL 8  
  30 XP 
  APL 10  
  40 XP 
   
  Defeating the bears 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
   
  Ensuring no harm came to Larren Dun. 
  APL 2  
  10 XP 
  APL 4  
  20 XP 
  APL 6  
  20 XP 
  APL 8  
  25 XP 
  APL 10  
  35 XP 
   
  Encounter Five/Six 
  Rescuing the slaves (for each wagon, max 4). 
  APL 2  
  10 (max 40) XP 
  APL 4  
  15 (max 60) XP 
  APL 6  
  25 (max 100) XP 
  APL 8  
  30 (max 120) XP 
  APL 10  
  35 (max 140) XP 
   
  Defeating the slavers (whether or not Parm, Hak, and 
  Jeeters escaped). 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  
  Tickling the Tail of the Dragon 
   
  Page 15 
  Conclusion 
  Realizing that Sir Darian Kesser likely wrote the note. 
  APL 2  
  20 XP 
  APL 4  
  20 XP 
  APL 6  
  20 XP 
  APL 8  
  20 XP 
  APL 10  
  20 XP 
   
  Total possible experience:  
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  870 XP 
  APL 8  
  1125 XP 
  APL 10  
  1320 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter One 
   
  APL 2: L: 0 gp; C: 40 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 80 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 120 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 160 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp 
   
  Encounter Two   
   
  APL 2: L: 65 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 66 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 62 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 62 gp; C: 0 gp; M: 108 gp 
   
  APL 10: L: 53 gp; C: 0 gp; M: 758 gp 
   
  Encounter Three   
   
  APL 2: L: 0 gp; C: 40 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 80 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 120 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 160 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp 
   
  Encounter Five 
   
  APL 2: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 83 gp; C: 0 gp; M: 0 gp 
   
  Conclusion 
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 400 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 500 gp; M: 0 gp 
   
  Total Possible Treasure 
   
  APL 2: 328 gp 
   
  APL 4: 509 gp 
   
  APL 6: 685 gp 
   
  APL 8: 973 gp 
   
  APL 10: 1,794 gp 
  
  Tickling the Tail of the Dragon 
   
  Page 16 
  Appendix 1:  NPCs 
   
  Encounter 2 
   
  APL 2 (EL 5) 
  �Jarl Chamber: Male human Ftr1; CR 1; Medium-
  sized humanoid (human); HD 1d10+2, hp 12; Init +6; 
  Spd 20 ft; AC 18 (touch 12, flat-footed 16); Atk +2 
  melee (1d8+1, battleaxe) or +3 ranged (1d8, long bow); 
  AL CN; SV Fort +4, Ref +2, Will +0; Str 12, Dex 15, Con 
  14, Int 11, Wis 10, Cha 13.  
   
  Skills and Feats: Appraise +2, Jump –1, Ride +6; 
  Combat Reflexes, Improved Initiative, Mounted 
  Combat. 
   
  Possessions: Battleaxe, long bow, chain mail, small 
  steel shield, light war horse. 
   
  Description/Background: 
  Jarl 
  worked 
  as 
  a 
  shopkeeper's assistant at Anchors A-Weigh, a store that 
  specialized in fishing gear.  When the dock fire 
  destroyed the shop, Jarl found that his meager talents 
  weren't enough to compete in the suddenly desperate 
  job market.  Like many desperate people, he turned to 
  banditry and attracted a few like-minded men.  Jarl is a 
  coward who convinced people to follow him through 
  sheer chutzpah.  If it saves his neck, he'd sell out his 
  gang. 
   
  �Bandits (4):  Male human Ftr1; CR 4; Medium-sized 
  humanoid (human); HD 1d10; hp 10; Init +2; Spd 30 ft; 
  AC 15 (touch 12, flat-footed 13); Atk +0/+0 melee 
  (1d6+1, club and 1d6, short sword [19-20]); or +3 
  ranged (1d6, short bow); AL NE; SV Fort +2, Ref +2, 
  Will -1; Str 12, Dex 15, Con 11, Int 9, Wis 8, Cha 9.  
   
  Skills and Feats:  Climb +2, Jump +4, Swim -2; 
  Ambidexterity, Dodge, Two-Weapon Fighting. 
   
  Possessions: Club, short bow, short sword, studded 
  leather. 
   
  APL 4 (EL 7) 
  �Jarl Chamber: Male human Ftr4 CR 4; Medium-
  sized humanoid (human); HD 4d10+8, hp 41; Init +6; 
  Spd 20 ft; AC 19 (touch 12, flat-footed 17); Atk +6 
  melee (1d8+3, battleaxe); or +6 ranged (1d8, long bow); 
  AL CN; SV Fort +6, Ref +3, Will +1; Str 13, Dex 15, Con 
  14, Int 11, Wis 10, Cha 13.  
   
  Skills and Feats: Appraise +2, Climb –1, Jump –1, 
  Ride +9; Combat Reflexes, Improved Initiative, 
  Improved Unarmed Strike, Mounted Combat, Weapon 
  Focus (battleaxe), Weapon Specialization (battleaxe). 
   
  Possessions: Battleaxe, long bow, chain mail, large 
  steel shield, light war horse. 
   
   
  Description/Background: Jarl worked as a 
  shopkeeper's assistant at Anchors A-Weigh, a store that 
  specialized in fishing gear.  When the dock fire 
  destroyed the shop, Jarl found that his meager talents 
  weren't enough to compete in the suddenly desperate 
  job market.  Like many desperate people, he turned to 
  banditry and attracted a few like-minded men.  Jarl is a 
  coward who convinced people to follow him through 
  sheer chutzpah.  If it saves his neck, he'd sell out his 
  gang. 
   
  �Bandits (4):  Male human Ftr1/Rog1; CR 6; 
  Medium-sized humanoid (human); HD 1d10 + 1d6; hp 
  14; Init +2; Spd 30 ft; AC 15 (touch 12, flat-footed 13); 
  Atk +0/+0 melee (1d6+1, club and 1d6, short sword [19-
  20]); or +3 ranged (1d6, short bow); SA Sneak attack; 
  AL NE; SV Fort +2, Ref +4, Will -1; Str 12, Dex 15, Con 
  11, Int 9, Wis 8, Cha 9.  
   
  Skills and Feats:  Climb +2, Jump +6, Pick Pocket 
  +1, Spot +2, Swim –2, Tumble +6; Ambidexterity, 
  Dodge, Two-Weapon Fighting. 
   
  Possessions: Club, short bow, short sword, studded 
  leather. 
   
  APL 6 (EL 9) 
  �Jarl Chamber: Male human Ftr6; CR 6; Medium-
  sized humanoid (human); HD 6d10+12, hp 59; Init +6; 
  Spd 20 ft; AC 19 (touch 12, flat-footed 17); Atk +8/+3 
  melee (1d8+3, battleaxe); or +8/+3 ranged (1d8, long 
  bow); AL CN; SV Fort +7, Ref +4, Will +2; Str 13, Dex 
  15, Con 14, Int 11, Wis 10, Cha 13.  
   
  Skills and Feats: Appraise +2, Climb +0, Intimidate 
  +3, Jump +2, Ride +11; Combat Reflexes, Improved 
  Initiative, Improved Unarmed Strike, Mounted 
  Combat, Ride-by Attack, Spirited Charge, Weapon 
  Focus (battleaxe), Weapon Specialization (battleaxe). 
   
  Possessions: Battleaxe, long bow, masterwork 
  chain mail, large steel shield, light war horse. 
   
   
  Description/Backgound: 
  Jarl 
  worked 
  as 
  a 
  shopkeeper's assistant at Anchors A-Weigh, a store that 
  specialized in fishing gear.  When the dock fire 
  destroyed the shop, Jarl found that his meager talents 
  weren't enough to compete in the suddenly desperate 
  job market.  Like many desperate people, he turned to 
  banditry and attracted a few like-minded men.  Jarl is a 
  coward who convinced people to follow him through 
  sheer chutzpah.  If it saves his neck, he'd sell out his 
  gang. 
   
  
  Tickling the Tail of the Dragon 
   
  Page 17 
  �Bandits (4):  Male human Ftr2/Rog2; CR 8; 
  Medium-sized humanoid (human); HD 2d10 + 2d6 +4; 
  hp 30; Init +2; Spd 30 ft; AC 15 (touch 12, flat-footed 
  13); Atk +2/+2 melee (1d6+1, club and 1d6, short sword 
  [19-20]); or +5 ranged (1d6, short bow); SA Sneak 
  attack; SQ Evasion; AL NE; SV Fort +4, Ref +7, Will -1; 
  Str 12, Dex 15, Con 12, Int 9, Wis 8, Cha 9.  
   
  Skills and Feats:  Climb +2, Escape Artist +3, Jump 
  +8, Pick Pocket +1, Spot +5, Swim –2, Tumble +9; 
  Ambidexterity, Dodge, Lightning Reflexes, Mobility, 
  Two-Weapon Fighting. 
   
  Possessions: Club, short bow, short sword, studded 
  leather. 
   
  APL 8 (EL 11) 
  �Jarl Chamber: Male human Ftr8; CR 8; Medium-
  sized humanoid (human); HD 8d10+16, hp 76; Init +6; 
  Spd 20 ft; AC 20 (touch 12, flat-footed 18); Atk +12/+7 
  melee (1d8+4, battleaxe [x3]); or +10/+5 ranged (1d8, 
  long bow); AL CN; SV Fort +8, Ref +4, Will +2; Str 14, 
  Dex 15, Con 14, Int 11, Wis 10, Cha 13.  
   
  Skills and Feats: Appraise +2, Climb +2, Intimidate 
  +4, Jump +2, Ride +13; Combat Reflexes, Improved 
  Critical, Improved Initiative, Improved Unarmed 
  Strike, Mounted Combat, Ride-by Attack, Spirited 
  Charge, 
  Weapon 
  Focus 
  (battleaxe), 
  Weapon 
  Specialization (battleaxe). 
   
  Possessions: Masterwork battleaxe, long bow, +1 
  chain mail, large steel shield, light war horse. 
   
   
  Description/Background: Jarl worked as a 
  shopkeeper's assistant at Anchors A-Weigh, a store that 
  specialized in fishing gear.  When the dock fire 
  destroyed the shop, Jarl found that his meager talents 
  weren't enough to compete in the suddenly desperate 
  job market.  Like many desperate people, he turned to 
  banditry and attracted a few like-minded men.  Jarl is a 
  coward who convinced people to follow him through 
  sheer chutzpah.  If it saves his neck, he'd sell out his 
  gang. 
   
  �Bandits (4):  Male human Ftr4/Rog2; CR 10; 
  Medium-sized humanoid (human); HD 4d10 + 2d6 +6; 
  hp 45; Init +2; Spd 30 ft; AC 15 (touch 12, flat-footed 
  13); Atk +5/+5 melee (1d6+3, short sword [19-20] and 
  1d6+2, short sword [19-20]); or +7 ranged (1d6, short 
  bow); SA Sneak attack; SQ Evasion; AL NE; SV Fort +5, 
  Ref +8, Will +0; Str 12, Dex 15, Con 12, Int 9, Wis 8, 
  Cha 9.  
   
  Skills and Feats:  Climb +4, Escape Artist +3, Jump 
  +10, Pick Pocket +1, Spot +5, Swim –2, Tumble +9; 
  Ambidexterity, Dodge, Lightning Reflexes, Mobility, 
  Two-Weapon Fighting, Weapon Focus (short sword), 
  Weapon Specialization (short sword). 
   
  Possessions: Short bow, 2 short swords, studded 
  leather. 
   
  APL 10 (EL 12) 
  �Jarl Chamber: Male human Ftr9; CR 9; Medium-
  sized humanoid (human); HD 9d10+18, hp 84; Init +6; 
  Spd 20 ft; AC 22 (touch 12, flat-footed 20); Atk +13/+8 
  melee (1d8+5, battleaxe [x3]); or +11/+6 ranged (1d8, 
  long bow); AL CN; SV Fort +8, Ref +5, Will +3; Str 14, 
  Dex 15, Con 14, Int 11, Wis 10, Cha 13.  
   
  Skills and Feats: Appraise +2, Climb +3, Intimidate 
  +4, Jump +5, Ride +14; Combat Reflexes, Improved 
  Critical, Improved Initiative, Improved Unarmed 
  Strike, Mounted Combat, Power Attack, Ride-by 
  Attack, Spirited Charge, Weapon Focus (battleaxe), 
  Weapon Specialization (battleaxe). 
   
  Possessions: +1 Battleaxe, long bow, +2 chain mail, 
  +1 large steel shield, light war horse. 
   
   
  Description/Background: Jarl worked as a 
  shopkeeper's assistant at Anchors A-Weigh, a store that 
  specialized in fishing gear.  When the dock fire 
  destroyed the shop, Jarl found that his meager talents 
  weren't enough to compete in the suddenly desperate 
  job market.  Like many desperate people, he turned to 
  banditry and attracted a few like-minded men.  Jarl is a 
  coward who convinced people to follow him through 
  sheer chutzpah.  If it saves his neck, he'd sell out his 
  gang. 
   
  �Bandits (4):  Male human Ftr4/Rog3; CR 11; 
  Medium-sized humanoid (human); HD 4d10 + 3d6 +7; 
  hp 51; Init +2; Spd 30 ft; AC 15 (touch 12, flat-footed 
  13); Atk +7/+2/+7 melee (1d6+3, short sword [19-20] 
  and 1d6+2, short sword [19-20]); or +8/+3 ranged (1d6, 
  short bow); SA Sneak attack; SQ Evasion, Uncanny 
  Dodge; AL NE; SV Fort +6, Ref +8, Will +1; Str 12, Dex 
  15, Con 12, Int 9, Wis 8, Cha 9.  
   
  Skills and Feats:  Climb +4, Escape Artist +3, Jump 
  +10, Listen +1, Pick Pocket +1, Sense Motive +1, Spot 
  +7, Swim –2, Tumble +13; Ambidexterity, Dodge, 
  Lightning Reflexes, Mobility, Two-Weapon Fighting, 
  Weapon Focus (short sword), Weapon Specialization 
  (short sword). 
   
  Possessions: Short bow, 2 masterwork short 
  swords, studded leather. 
   
  Encounter 3 
  APL 10 (EL 11) 
  �Advanced dire bear (2): CR 9; Large animal; HD 
  14d8+56; hp 126; Init +1 (Init modifiers); Spd 40 ft.; AC 
  
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  Page 18 
  17 (-1 size, +1 Dex, +7 natural); Atks 2 claws +19 melee 
  (2d4+10), bite +13 melee (2d8+5); Face/Reach 10 ft. by 
  20 ft./10 ft.; SA Improved grab; SQ Scent; AL N; SV 
  Fort +13, Ref +9, Will +9.  
   
  Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +8, Spot +8, Swim +13. 
   
  SA: Improved grab (Ex)—To use this ability, the 
  dire bear must hit with a claw attack.  
   
   
  Encounter 5A 
   
  APL 2 (EL 5) 
  �Slavers (6):  Male human Ftr1; CR 4; Medium-sized 
  humanoid (human); HD 1d10 + 2; hp 12; Init +1; Spd 
  30 ft; AC 15 (touch 11, flat-footed 14); Atk +4 melee 
  (d8+3, trident) or +2 ranged (1d10, heavy crossbow [19-
  20]); AL LE; SV Fort +4, Ref +1, Will +0; Str 16, Dex 13, 
  Con 15, Int 10, Wis 10, Cha 9.  
   
  Skills and Feats:  Balance –1, Climb +3, Handle 
  Animal +3, Intimidate +0, Ride +5; Cleave, Exotic 
  Weapon Proficiency (whip), Power Attack. 
   
  Possessions: Heavy crossbow, trident, whip, chain 
  shirt. 
   
  APL 4 (EL 7) 
  �Slavers (6):  Male human Ftr2; CR 6; Medium-sized 
  humanoid (human); HD 2d10 + 4; hp 21; Init +1; Spd 
  30 ft; AC 15 (touch 11, flat-footed 14); Atk +5 melee 
  (d8+3, trident) or +3 ranged (1d10, heavy crossbow [19-
  20]); AL LE; SV Fort +5, Ref +1, Will +0; Str 16, Dex 13, 
  Con 15, Int 10, Wis 10, Cha 9.  
   
  Skills and Feats:  Balance –1, Climb +4, Handle 
  Animal +4, Intimidate +0, Ride +8; Cleave, Dodge, 
  Exotic Weapon Proficiency (whip), Power Attack. 
   
  Possessions: Heavy crossbow, trident, whip, chain 
  shirt. 
   
  APL 6 (EL 8) 
  �Slavers (6):  Male human Ftr3; CR 8; Medium-sized 
  humanoid (human); HD 3d10 + 6; hp 31; Init +1; Spd 
  30 ft; AC 15 (touch 11, flat-footed 14); Atk +7 melee 
  (d8+3, trident); or +4 ranged (1d10, heavy crossbow [19-
  20]); AL LE; SV Fort +5, Ref +2, Will +1; Str 16, Dex 13, 
  Con 15, Int 10, Wis 10, Cha 9.  
   
  Skills and Feats:  Balance +0, Climb +6, Handle 
  Animal +5, Intimidate +0, Ride +9; Cleave, Dodge, 
  Exotic Weapon Proficiency (whip), Power Attack, 
  Weapon Focus (trident). 
   
  Possessions: Heavy crossbow, trident, whip, chain 
  shirt. 
   
   
  APL 8 (EL 10) 
  �Slavers (6):  Male human Ftr5; CR 10; Medium-sized 
  humanoid (human); HD 5d10 + 10; hp 48; Init +2; Spd 
  30 ft; AC 16 (touch 12, flat-footed 14); Atk +10 melee 
  (d8+5, trident) or +7 ranged (1d10, heavy crossbow [19-
  20]); AL LE; SV Fort +6, Ref +3, Will +1; Str 16, Dex 14, 
  Con 15, Int 10, Wis 10, Cha 9.  
   
  Skills and Feats:  Balance +3, Climb +6, Handle 
  Animal +7, Intimidate +0, Ride +10; Cleave, Dodge, 
  Exotic Weapon Proficiency (whip), Power Attack, 
  Weapon Focus (trident), Weapon Specialization 
  (trident). 
   
  Possessions: Heavy crossbow, masterwork trident, 
  whip, chain shirt. 
   
  APL 10 (EL 12) 
  �Slavers (6):  Male human Ftr7; CR 12; Medium-sized 
  humanoid (human); HD 7d10 + 14; hp 66; Init +2; Spd 
  30 ft; AC 16 (touch 12, flat-footed 14); Atk +12/+7 
  melee (d8+5, trident); or +9/+4 ranged (1d10, heavy 
  crossbow [19-20]); AL LE; SV Fort +7, Ref +4, Will +2; 
  Str 16, Dex 14, Con 15, Int 10, Wis 10, Cha 9.  
   
  Skills and Feats:  Balance +3, Climb +6, Handle 
  Animal +9, Intimidate +1, Ride +12; Cleave, Dodge, 
  Exotic Weapon Proficiency (whip), Great Cleave, 
  Mobility, Power Attack, Weapon Focus (trident), 
  Weapon Specialization (trident). 
   
  Possessions: Heavy crossbow, masterwork trident, 
  whip, chain shirt. 
   
   
  Encounter 6 
   
  All APLs (EL 13) 
  �Jeeters Chamber: Male human Ftr3/Rog1; CR 4; 
  Medium-sized humanoid (human); HD 3d10 + 1d6 + 
  12; hp 43; Init +6; Spd 30 ft.; AC 16 (touch 12, flat-
  footed 14); Atk +5 melee (1d6+2, rapier [18-20]); or +6 
  ranged (1d2 subdual, whip); SA Sneak attack; AL LE; 
  SV Fort +6, Ref +5, Will +4; Str 14, Dex 14, Con 16, Int 
  11, Wis 12, Cha 11.  
   
  Skills and Feats: Handle Animal +6, Intuit 
  Direction +1, Jump +3, Profession (slaver) +8, Ride +6, 
  Swim +3, Tumble +2; Exotic Weapon Proficiency 
  (whip), Improved Initiative, Iron Will, Power Attack, 
  Weapon Focus (whip). 
   
  Possessions: Whip, rapier, leather armor, large 
  wooden shield. 
   
   
  Jeeters never knew of a life without slavery. His 
  father bought and sold slaves, making a lucrative profit 
  until he was killed by a paladin of Pelor 16 years ago.  
  The 6-year-old Jeeters watched his older brothers and 
  
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  Page 19 
  sisters hunt down the paladin and torture him to death 
  in retribution.  Jeeters is very cruel and vindictive and 
  rarely forgets a face.   
   
  �Hak Tuljem: Male human Clr4; CR 4; Medium-
  sized humanoid (human); HD 4d8+4; hp 31; Init +0; 
  Spd 30 ft.; AC 14 (touch 10, flat-footed 14); Atk +5 
  melee (2d4+3, guisarme); or +3 ranged (1d8, light 
  crossbow [19-20]); SA Spells; AL LE; SV Fort +5, Ref +1, 
  Will +10; Str 15, Dex 10, Con 13, Int 14, Wis 18, Cha 
  12.  
   
  Skills and Feats: Concentration +5, Diplomacy +4, 
  Heal +8, Intimidate +3, Knowledge (religion) +6, Listen 
  +5, Profession (slaver) +8, Scry +5, Sense Motive +5, 
  Spellcraft +5, Tumble -1; Expertise, Improved Trip, 
  Iron Will. 
   
  Possessions: Guisarme, light crossbow, dagger, 
  chain shirt, 37 gp. 
   
  Spells Prepared (5/5/4; base DC = 14 + spell level): 
  0—cure minor wounds x2, guidance x3; 1st—
  protection from chaos*, cause fear x2, obscuring mist, 
  shield of faith; 2nd—spiritual weapon*, cure moderate 
  wounds x2, sound burst. 
   
  *Domain spell. Domains: Law (casts law spells as a 
  5
  th-level caster); War (free weapon proficiency in 
  guisarme). 
   
   
  Hak Tuljem was born into a wealthy Suel family 
  and was thought to be destined for greatness.  When 
  he was 13, pirates attacked his family's pleasure ship.  
  They slew his parents and sold him and his sister as 
  slaves.   
   
  Hak served one master for 14 years before his 
  loyalty was recognized.  Often viewed disdainfully as a 
  sycophant, Hak kept his master informed of what 
  happened amongst the slaves.  Finally, he was granted 
  freedom and offered a job handling slaves.  His own 
  painful ordeals as a slave had hardened him so that he 
  cared very little for the slaves under his control.   
   
  �Parm: Male human (Baklunish) Mnk13. 
  Tactics:  For all intents and purposes, Parm only serves 
  as an obstacle for the PCs.  If he takes over 80 hp of 
  damage, he surrenders.  His AC is 24, his attack bonus 
  for unarmed attacks is +12/+9/+6 with d12 subdual 
  damage, his alignment is considered LN, he has SR of 
  23, and his saves are all at +11. 
   
   
  Normally, Parm's quite laconic.  If he is captured 
  by the PCs, he speaks even less.  Parm spent most of his 
  life wandering from monastery to monastery.  In fact, 
  if a monk PC of over 30 years of age or a character with 
  at least six levels of monk makes a Wisdom check of 
  DC 18, he recognizes Parm from the Shadowind 
  Monastery during 582 CY to 585 CY.  Strangely 
  enough, those in the monastery don't speak of Parm.   
   
  Eventually, Parm tired of wandering and came 
  back to Dyvers.  He knew Sir Hugginsworth Kesser 
  from his time at the monastery and called upon his 
  house.  When Hugginsworth's son, Darian, offered 
  Parm a job as a servant.  Parm accepted, knowing that 
  the duties would not detract from his studies.  Since 
  Parm decided to no longer attend monasteries, he 
  welcomed the lodging. 
   
  Sir Darian decided to involve Parm in his recent 
  business endeavor.  Since Kesser's Ale lost some money 
  of late, Sir Darian invested money in slave traffic.  Parm 
  did not agree because he felt very keen about slavery, 
  but mostly because it was something interesting to do. 
   
  Parm is not afraid of Sir Darian.  He is loyal to Sir 
  Darian because of his personality, not of fear.   
   
  invested money in slave traffic.  Parm did not agree 
  because he felt very keen about slavery, but mostly 
  because it was something interesting to do. 
   
  Parm is not afraid of Sir Darian.  He is loyal to Sir 
  Darian because of his personality, not of fear.   
   
  
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  Page 20 
  Appendix 2:  House Kesser Information 
   
  Note:  This information is located in the Dyvers Campaign Book.  It is not useful in the module, but it provides 
  some background material for PCs who make the connection between Parm and Sir Darian Kesser. 
   
  House Kesser is predominantly of Oeridian descent and controlled by Sir Darian Kesser.  Darian's forefathers 
  established their great wealth as a shipping family in the city of Greyhawk.  Then, in 559 CY, Darian's father, 
  Hugginsworth Kesser, moved the family and its impressive capital to Dyvers for undisclosed reasons.  Having to 
  compete with the Lartolns and Pengallans without their lucrative shipping lanes proved to be a disaster, but 
  Hugginsworth found a niche in brewing a very high-quality mead and ale that he could then deliver to the various 
  taverns about the Dock District.  Hugginsworth continued brewing until his death in 587 CY.  Two years later, his wife, 
  Lady Dolchet, passed away as well, leaving Darian, an only child, in charge of the family finances.  Lately, Darian has not 
  devoted as much time to the brewing business as he used to.  Already, some taverns have switched to a new seller.  
  House Kesser consists mostly of "old" money, although it did not originate in Dyvers.  It maintains a small contingent 
  of highly trained, professional guards and can often count on the support from tavern owners and independent bards.  
  Despite some malicious rumors that have been surfacing in recent days, Kesser ale remains highly respected and 
  appreciated by many tavern patrons.  Although Darian can be very persuasive, he lacks the refinement of other 
  statesmen.  Still, since Kesser does not pose much of a threat to any of the other houses, the house can maintain fairly 
  stable ties with most of the other houses and considers some of them allies. 
   
  Kesser Gentry Data 
  Prominent family members-Darian Kesser (head of the family), Hugginsworth (deceased, Darian’s father), Dolchet 
  (deceased, Darian’s mother) 
  House Type-Minor 
  House Allies-House Lartoln, Performing Artist's Guild 
  House Enemies-None 
  Influence Ratings: Power (Wealth: 3, Strength of Arms 2, Backing 2) and Finesse (Popularity 4, Diplomacy 3, and 
  Alliances 3)  
  Spheres of Influence: 2 (The Merchant’s Consortium, Performing Artists Guild) 
   
   
   
  
  Tickling the Tail of the Dragon 
   
  Page 21 
  Appendix 3:  Slaver Wagon Templates 
   
   
  Feel free to use these makeshift counters for the slaver wagons or make your own. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Tickling the Tail of the Dragon 
   
  Page 22 
   
  Player Handout  
  This note is written in a delicate, controlled script on a fine piece of parchment. 
   
   
  Parm, 
   
  I need you to obtain the package at the usual spot. 
  Use this bag of gold to compensate our fine 
  friends.  Make sure the quality is good.  I look 
  forward to enjoying the merchandise next week. 
   
  Dar K. 
   
   
  
  Tickling the Tail of the Dragon 
   
  Page 23 
  Map 1:  Area between Dyvers and Maraven 
   
   
   
   
  One hex = 30 miles. 
   
  
  Tickling the Tail of the Dragon 
   
  Page 24 
  Map 2:  Important Locations Around Maraven 
   
    
  Yarrick's 
  farm 
    
  Maraven 
  To Dyvers 
  Ulnar's 
  home 
  The Nyr Dyv Sea 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/DYV (Dyvers)/DYV3-03 Tickling the Tail of the Dragon (3E).pdf