TEXT:  
   
  It’s Never That Simple 
   
  Page 1 
  VERInt4-01 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  It's Never That Simple 
   
  A One-Round D&D LIVING GREYHAWK® 
  Verbobonc Introductory Regional Adventure 
  Version 2
   
  by Besheer Mohamed 
  Editorial support by Brad Ruby 
   
   
  Verbobonc City seems an excellent place to purchase new supplies and find companions before 
  striking off in search of adventure. Yet with the harvest just finished the city is packed full and 
  finding a room is harder than you imagined possible. Well, with the rash of thefts you've heard 
  about, perhaps that's just as well.  Wherever you sleep you should keep one eye open. 
  A Verbobonc Regional Introductory Scenario for 1st-level characters only. 
   
  
   
   
  It’s Never That Simple 
   
  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 and a half hours. 
  The rest of the time is spent in preparation 
  before game play, and scoring after the 
  game. The following guidelines are here to 
  help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can 
  communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation  
   
   
     
  First you should print this scenario. This 
  scenario was created to support double-
  sided printing, but printing it single sided will 
  work as well. There is enough room along 
  the inside margin to bind the adventure, if 
  you desire.  
  Read this entire adventure at least once 
  before you run your game. Be sure to 
  familiarize yourself with any special rules, 
  spells, or equipment presented in the 
  adventure. 
  It 
  may 
  help 
  to 
  highlight 
  particularly important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the 
  following books: the Player’s Handbook, the 
  Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a 
  set of dice (at least one d4, d6, d8, d10, 
  d12, and d20), some scrap paper, a pencil, 
  an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to 
  track movement during combat. This can be 
  as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and 
  chits, or as elaborate as resin dungeon walls 
  and miniatures. 
  Instruct 
  the 
  players 
  to 
  prepare 
  their 
  characters now. 
  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. 
  Reporting 
   
   
   
     
  As an Introductory scenario, this scenario is 
  not reported to the RPGA or to the 
  Verbobonc Triad. 
  Living Greyhawk  
   
     
  This is a LIVING GREYHAWK Adventure.  
  As a LIVING adventure it is expected that 
  players bring their own characters with 
  them.  If players do not have a LIVING 
  GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK 
  character generation guidelines, and a 
  character 
  sheet 
  from 
  your 
  convention 
  coordinator or the RPGA Web site, ant then 
  have any players without a character create 
  on.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D 
  game, it is also recommended that you have 
  a 
  copy 
  of 
  the 
  LIVING 
  GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play    
  Because players bring their own characters 
  to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  
   
   
  It’s Never That Simple 
   
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  adventure’s challenges are proportioned to 
  the average character level of the PCs 
  participating in the adventure. To determine 
  the Average Party Level (APL): Determine 
  the character level for each of the PCs 
  participating in the adventure.  Since this is 
  an Introductory Adventure, all characters 
  must play 1st level characters. 
  You must have no less than four, nor more 
  than six, players in this adventure.  If you 
  have 
  fewer 
  than 
  six 
  players, 
  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 
  Introductory adventure, set in Verbobonc.  
  Characters native to Verbobonc pay one 
  Time Unit, all others pay two Time Units.  
  Adventurer’s Standard Upkeep costs 12gp 
  per Time Unit.  Rich Upkeep costs 50gp per 
  Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
  Areas of Influence 
  This adventure allows the use of the 
  following influence points for purposes of the 
  Verbobonc Influence document. 
  • 
  Viscount Langard 
  • 
  Noble House (all) 
  • 
  Council of Abbots (all churches) 
  • 
  The Family 
  • 
  Gentlemen of the Watch 
  • 
  Wrinkle Academy 
   
  Adventure Background 
   
  Verbobonc City the largest city in the 
  Viscounty is packed to the gills and the 
  characters will be hard pressed to find 
  rooms.  The only deal the characters can 
  find is a single room for the price that 
  normally would fetch two or three, though 
  the innkeeper will be happy to throw in a 
  second room if the characters are willing to 
  help keep watch during the night. A recent 
  rash of burglaries has the merchants of 
  Verbobonc City buzzing with concern. Talk 
  of the Family and the Watch abound. 
   
  Adventure Summary 
   
  In the first encounter, a pair of rogues 
  attempts to sneak into the inn where the 
  characters are staying and break into the 
  safe. 
   
  In the second encounter, the characters 
  attempt to discover who ordered the robbery 
  of the inn and hopefully they will discover 
  that a former member of the Family (the 
  organized crime network in Verbobonc) is 
  robbing his old clients, causing problems for 
  both the Watch and the Family. 
  The final encounter has the characters 
  attempting to intercept the shipment of 
  stolen goods headed out of town and the 
  mastermind behind the recent rash of 
  burglaries. 
   
  Introduction 
   
  Verbobonc City is crowded this time of 
  year. The streets are all bustling with 
  activity and the shops are quite busy. 
  You thought that by the end of the day 
  you would have been done with your 
  buying, but a number of merchants were 
  strangely short on wares, and irritable to 
  boot.  In any case, having bought most of 
  your supplies you decide to try to find a 
  room and complete your purchases on 
  the morrow. After a number of failed 
  attempts at various inns through out the 
  city, you come to find yourself outside 
  the Bronze Unicorn Inn to have a meal 
  and perhaps try once again for a room. 
   
  The Bronze Unicorn is number 4 on the map 
  of Verbobonc City; See Appendix Two.  It is 
  a long, wide two-story affair with a tavern, 
  common room, kitchen, and pantry on the 
  
   
   
  It’s Never That Simple 
   
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  lower floor.  The upper floor consists of 
  several private rooms of various sizes.  
  When the characters venture inside, read: 
   
  A large fireplace, framed on each side by 
  an oak carving of a unicorn, dominates 
  the crowded common room of the 
  Bronze Unicorn. Near the fire, a number 
  of patrons listen as bard tells the tale of 
  his recent misadventures in far off lands 
  and the loss of life, if only temporarily. 
  As you enter the bouncer, an unusually 
  large half elf with a heavy club at his 
  side, directs you to the one empty table 
  This is a good time to have the characters 
  introduce themselves to each other. Once 
  they are settled in, the innkeeper Coldon will 
  approach the group. 
   
  "I'll be guessing you’ll be wanting a meal 
  and rooms? Well the meal is easy 
  enough. I have enough meat pies left to 
  feed the lot of you, but if you want a 
  place to stay for the night you'll have to 
  work for it. I think I can scare up two 
  rooms if you'll agree to help my son 
  Unwal. (At this, Coldon gestures at the large 
  half-elf with the heavy club) I want you all 
  to keep watch on the place tonight. One 
  of the rooms is usually my son's, but it’s 
  big.  You can share it with him."  
   
  The characters may have a few questions 
  for Coldon.  He’ll take the time to answer 
  them, even though it’s obvious he’s quite 
  busy taking care of his customers, he does 
  this because the characters look like the 
  most competent group in his inn tonight who 
  might be able to help him and his family. 
   
  • 
  Why do you need guards?  "Because 
  there's a vault upstairs, in Unwal’s 
  room, where I allow patrons to keep 
  their valuables. If fact, you lot can 
  feel free to give me anything you 
  want kept safe. It's only fair since 
  you'll be helping to guard it." 
  • 
  But why tonight? "Well, I'd just as soon 
  not talk about it, but there's been a 
  rash of thefts of late. Better safe then 
  sorry, right?" 
  • 
  What if we don't want to help you? 
  "Well, suit yourselves. Then I've only 
  got one room for the lot of you, and it 
  will be 10 gold wheatsheaves." 
  • 
  Will you be staying as well? "No, can't 
  say I will. My wife and I live down the 
  road a ways. Not that I'd be much 
  help if there was trouble. That's why 
  my boy stays here." 
  • 
  Why 
  haven’t 
  you 
  paid 
  for 
  some 
  protection? “Doesn’t matter who you 
  have paid, the watch or you know… 
  (He gives a knowing wink, Bluff check 
  DC 10 to figure out he means the 
  Verbobonc Family) everyone is getting 
  robbed in Verbobonc lately.”  
  • 
  Any chance we can get some cash out 
  of this? Coldon can be talked into 
  sparing as much as 150GP to the party 
  (not per character!) for the job. He’s 
  rather desperate, since a break into the 
  vault would hurt his business for a long 
  time.  
   
  About Coldon:  Coldon is a very successful 
  businessman. He and his wife Earwen still 
  run the Bronze Unicorn Inn, but only his son 
  stays in the Inn overnight. He has wealthy 
  customers and poor security, so the rash of 
  recent thefts has Coldon concerned. He 
  knows that a number of the people who 
  have been hit have been under the 
  protection of the Family (the organized 
  crime network in Verbobonc) and he usually 
  relies on the protection money he pays them 
  to keep the wealth of his patrons safe. He is 
  hesitant to speak about the recent thefts 
  (rumors are bad for business) and even 
  more hesitant to speak about the Family 
  (being a stool pigeon is bad for one’s 
  health). He stands over six feet tall and 
  looks as if he would have made a good 
  blacksmith in his day. Now, he is well past 
  his prime and most of the weight he carries 
  is fat and not muscle.  
   
  About Unwal: Unwal is a young man of 
  about 16 and, despite an elven mother, has 
  much of his father’s size. He is a dutiful, 
  loyal son and he is good with numbers too. 
  Sadly, he's quite naive and he gets 
  distracted very easily. He chats good-
  naturedly with the patrons most of the time 
  
   
   
  It’s Never That Simple 
   
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  and quiets them down when they get too 
  rowdy. He is very unlikely to notice anything 
  that happens during the night, and if 
  anything more serious than a fistfight breaks 
  out he will freeze up completely. 
    
  If the characters decide to try to find out 
  information about why the innkeeper needs 
  additional guards, or why the merchants in 
  the market were missing wares, feel free to 
  have them role-play it out with Coldon. If 
  they would like to try a Diplomacy check, he 
  starts out Indifferent to them.  He will give 
  them the information below, based on the 
  result of the Diplomacy check.  
   
  Alternatively, you can let the characters roll 
  a Gather Information check, if they feel like 
  spending the 1d4+1 hours chatting up the 
  people here in the Bronze Unicorn Inn or 
  somewhere else in Verbobonc City.  Give 
  them all the information of the DC they roll, 
  and lower, from the list below: 
   
  DC 10: There have been a wave of thefts of 
  late and most of the prosperous nobles; 
  merchants and innkeepers are a bit jumpy.  
  DC 15: The Family is fairly active in 
  Verbobonc City and they don't appreciate 
  freelancers.  
  DC 20: At least some of the merchants were 
  under the protection of the Family at one 
  point or another.  
  DC 25: The merchants that have been 
  robbed of late were under the protection of a 
  member of the Family who died this past 
  summer. All of the thefts have happened 
  since then.  I guess it’s hard to protect 
  people when you’re dead! 
   
  Encounter One: Thief in 
  the Night 
   
  Though Coldon mostly expects the group to 
  sleep in shifts thoughout the night, there are 
  a couple of between when the characters 
  arrive and when the inn closes. During this 
  the group may decide to take a nap for a bit, 
  relax in the common room, or whatever else 
  they like. In any case Unwal calls them back 
  together before his parents leave: 
   
  As night falls and the last of the local 
  patrons head to their homes, the Bronze 
  Unicorn begins to close for the night. 
  Coldon's wife, Earwen a young elven 
  woman, approaches you.  "Well, it looks 
  like we're off now. We should be back a 
  bit after sunrise. When I return in the 
  morning, I'll make you all a nice batch of 
  blueberry 
  pancakes 
  Unwal 
  loves 
  pancakes.   
  Ok. Good luck See you in the morning" 
   
  She then goes to Coldon who is 
  reminding their son to keep a good 
  watch on the vault tonight. 
   
   "He'll be fine." She tells her husband 
  "Besides he's got these hearty souls to 
  keep him company and to help out if 
  there is any trouble." With this she gives 
  Unwal a parting hug and then she and 
  her husband leave the Bronze Unicorn. 
  Unwal places a heavy wooden bar across 
  the front door as they leave and then 
  busies 
  himself 
  caring 
  to 
  the 
  final 
  requests of those patrons who are 
  spending 
  the 
  night 
  in 
  the 
  Bronze 
  Unicorn.  
   
  It will take about a half hour for Unwal to 
  finish with the patrons and clean up the inn. 
  Once this is done, he will head to his room 
  to keep an eye on the vault, unless the 
  characters suggest something else (in which 
  case you should call for a DC 5 Diplomacy 
  check).  
   
  The 
  characters 
  are 
  free 
  to 
  arrange 
  themselves in whatever manner they think is 
  best for protecting the inn for the night. Find 
  out what sort of watches they intend to take, 
  and make sure they (and you) keep in mind 
  the potential for being fatigued the next day 
  and the inability to prepare spells without 
  having had 8 hours of rest. The two rooms 
  that Coldon gave them the use of are 
  separated by about 30 feet of hallway.  
   
   
  A few hours after the last patron goes to bed 
  a pair of thieves will attempt to break into 
  
   
   
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  the vault in Unwal's room. A female patron, 
  Alicia, will arrive at Unwal's room wearing a 
  traveling cloak over a revealing nightgown. 
  She intends to distract Unwal while her 
  partner breaks into the vault. 
    
  Alicia lightly knocks on Unwal’s door. 
  “Excuse me I am having trouble sleeping, 
  would you be a dear and heat up a cup of 
  milk for me? It always helps me get to 
  sleep when I find myself restless.” With 
  that she takes a deep sigh, which opens 
  up her cloak a wee bit more. 
   
   If none of the characters are there, Unwal 
  will gladly agree and go downstairs with her 
  to heat up a cup of milk. If the characters 
  are awake in the room, then Alicia will try to 
  get them to join her downstairs as well. If all 
  goes well she will drink her warmed milk 
  downstairs with Unwal and then return to 
  her room and sneak out the window to make 
  her escape.  If the characters attempt to 
  dissuade Unwal from leaving, have the 
  characters roll a Diplomacy check opposed 
  by Alicia’s Bluff check (+9).  Unwal will 
  follow the highest roll.  
   
  If the characters are not helping to guard the 
  vault, then this will give her accomplice 
  Roland the time he needs to break into the 
  vault and steal everything he can carry.  
   
  All APLs  
  Alicia: human female Rogue 1; hp 6; see 
  Appendix One. 
  Roland: human male Rogue 2; hp 12; see 
  Appendix One. 
  Unwal: half-elf male Commoner 1; hp 7; see 
  Appendix One. 
   
  Tactics: Alicia is an attractive human rogue. 
  When the characters meet her, she has 
  taken 10 on a Disguise check to conceal her 
  identity. It is a DC 18 Spot check to notice 
  that she has disguised her features. She 
  only expected to find Unwal in the room, but 
  will try to draw out as many of the 
  characters as she can. With men she is 
  flirtatious and will allow her cloak to slip 
  open enough that they can see that she is 
  scantily-clothed 
  beneath. 
  If 
  a 
  female 
  character is in the room then Alicia will be a 
  bit more modest, and it requires a DC 10 
  Spot check to notice that she is wearing little 
  beneath her cloak.  
   
  Alicia is unarmed.  If at any point the 
  characters discover that she is involved in 
  the theft, she will flee rather than fight. If 
  captured, 
  she 
  will 
  deny 
  having 
  any 
  involvement. If pressed, read the text 
  entitled "Stool Pigeon" at the end of this 
  section.  
   
  Alicia's accomplice, Roland, has tied a rope 
  along the side of the building and is waiting 
  outside of the window to Unwal's room. 
  Once Alicia leaves and the room is quiet he 
  will pick the window lock and let himself in. If 
  there is anyone awake in the room, give 
  them a DC 15 Listen check to hear him 
  open the window. Once the window is open, 
  if a single character is awake the room 
  Roland attacks.  If he is able to defeat the 
  character, he tries to get into the vault 
  before anyone else comes. If at any point 
  Roland is outnumbered, he will attempt to 
  flee. If captured, he will attempt to stonewall. 
  If pressed, read the text block entitled "Stool 
  Pigeon" at the end of this section. It takes 
  Roland 1 minute (10 rounds) to pick the lock 
  on the vault, gather the loot, and head out 
  the window. If he feels pressed for time, 
  Roland will take only 5 rounds to grab the 
  choicest pieces of loot and flee out the 
  window. 
    
  Treasure (from Roland):  
  L: 19 gp; C: 19 gp; M: 0 gp 
   
  Development:  
  Stool pigeon:  
  If captured the thieves can be made to talk, 
  but it won't be easy. Unless the characters 
  can offer a creative solution, which allows 
  their captive or captives to avoid being 
  known as a stool pigeon by the Family, 
  there will be a -4 penalty to any Intimidate 
  attempts (both Alicia and Roland oppose an 
  Intimidate roll with a +2 modifier; see the 
  Intimidate skill for more details).  Retries are 
  possible, but with a cumulative -4 modifier to 
  the Intimidate check.  If the characters 
  succeed, read: 
   
  
   
   
  It’s Never That Simple 
   
  Page 7 
  The captive begins to look a bit worried. 
  (S)he glances at the nearby faces and 
  sees no friends in sight.  (S)he starts a 
  bit defiantly, "Look, we were hired by 
  Jorend, ok? He said that this inn owed 
  him money and sent us to collect it for 
  him. We're supposed to meet him at the 
  old warehouse tomorrow night with the 
  stuff we found and some of the money. 
  Just don't tell anyone you heard if from 
  me. We are new in town and needed the 
  work. Jorend said if we did this little job 
  for him he would mention our names to 
  the right people. All we wanted is a sense 
  of family." 
   
  The captive reluctantly give directions to a 
  warehouse near the Temples of St. Cuthbert 
  and Heironeous on the eastern edge of the 
  city (consult the map of Verbobonc City in 
  Appendix 2). 
   
  If only one prisoner was captured (and 
  successfully Intimidated) he or she also 
  gives the identity of the other thief (who is 
  almost certainly long gone by this point). 
   
  The rest of the night passes uneventfully. 
   
  Encounter Two: 
  Decisions, Decisions 
   
  In the morning, Coldon and Earwen will 
  return to the inn. He will curse and sputter a 
  good deal about the attempt on his vault. If 
  the characters succeeded in running off the 
  thieves, Coldon thanks them.  Earwen 
  makes the promised breakfast and Coldon 
  gives them the agreed upon amount of gold. 
  If they failed, he is either disappointed or 
  angry, 
  depending 
  on 
  how 
  well 
  the 
  characters can explain away their failure. If 
  they refused to help last night, then he will 
  blame them for the thefts. In any case, 
  Coldon will send his son off to inform the 
  Gentlemen of the Watch (the Verbobonc 
  City town guard). 
   
  Farak, an operative for the Family, arrives 
  before the guards do. Farak doesn’t admit to 
  being a member of the Family, of course, 
  and just seems like a curious and well-
  meaning upper-class merchant.  He is a 
  human of about thirty, with short black hair 
  and a close-cropped beard. He wears a 
  number of gold rings on his fingers.  
   
  Farak asks the innkeeper and then the 
  characters what happened. Coldon seems 
  to trust Farak, but this is because Coldon 
  suspects that this merchant may be more 
  than he appears, and is anxious to stay out 
  of trouble.  If the characters don’t want to 
  talk to Farak, Coldon tries to convince them 
  that Farak is all right. 
   
  If the characters captured either thief:  
   
  The door to the Bronze Unicorn opens 
  and a wealthy-looking merchant enters. 
  “Good morning to you Coldon. What is 
  this I hear that someone attempted to rob 
  your safe? It is a sad state of affairs 
  when ones place of business is not even 
  safe when one has taken the right 
  precautions.” 
   
  If the characters succeeded in interrogating 
  the captives and tell Farak that a man 
  named Jorend is behind the thefts, then skip 
  the 
  following 
  block. 
  Otherwise, 
  Farak 
  examines the captive with a serious look on 
  his face; read the following: 
   
  The captive, sensing that Farak is 
  unhappy, begins timidly. "We were hired 
  by Jorend. He said that this inn owed him 
  money and sent us to collect it for him. 
  We're supposed to meet him at the old 
  warehouse the following night with the 
  stuff we found and some of the money."  
   
  Whether Farak hears of the Jorend from the 
  captives or from the characters continue 
  with the following: 
   
  Both Farak and Coldon stare at the 
  speaker in disbelief. Then Farak laughs 
  suddenly "Is that the game? Jorend? I 
  should have known." With this he turns 
  to Coldon "My dear Master Coldon, I'd 
  like to suggest that you release your 
  captives here. No harm done, right? Your 
  
   
   
  It’s Never That Simple 
   
  Page 8 
  goods 
  were 
  not 
  stolen. 
  They 
  are 
  incompetent fools, but not yet thieves, as 
  they did not actually leave your premises 
  with anything. The Gentlemen of the 
  Watch will arrive and take them away, but 
  the most you could charge them with is 
  breaking and entry.  Even that charge 
  would require a good deal of time away 
  from your inn, and likely make you… 
  enemies…as well." 
    
  If the characters don't interfere, Coldon will 
  begin to untie the captives that the 
  characters are holding and release them. If 
  the characters object to the captives being 
  released then Farak will leave and not offer 
  the characters the job. Otherwise continue 
  with the following:  
   
  As the captive(s) slink out of the inn, 
  Coldon looks meekly to Farak "So, you'll 
  see that my inn is safe?" 
   
  Farak nods and turns to your group.  “I 
  would be very appreciative if you could 
  be of further assistance, my Friends. If 
  tonight you might go to a certain 
  warehouse I believe you will find the 
  goods that have been stolen of late. I 
  know where most of the goods should be 
  returned to. As for the rest of them, you 
  would be free to take what you like in 
  compensation for your services." 
   
  Farak could quite easily return all the goods 
  to 
  their 
  rightful 
  owners, 
  but 
  is 
  only 
  concerned with the merchants that have 
  continued to pay for protection (some 
  stopped when Jorend ‘died’.) The bulk of the 
  character’s compensation will come from the 
  goods of wayward merchants. 
   
  If the characters agree to assist in this task 
  he gives them directions to a warehouse 
  near the Temples of St. Cuthbert and 
  Heironeous on the eastern edge of the city 
  (consult the map of Verbobonc City in 
  Appendix 2).  He then thanks them as he 
  leaves. In this case continue with the 
  following block of text. Otherwise skip to 
  “The Law”  
   
  A man in his middling years and 
  apparently of high birth arrives wearing 
  the tabard of the Gentleman of the Watch 
  of 
  Verbobonc 
  City 
  over 
  a 
  steel 
  breastplate.  Close on his heels is 
  Coldon’s son Unwal. "Where are the 
  prisoners?" he asks, looking around the 
  room. 
   
  If 
  the 
  characters 
  do 
  not 
  speak 
  up 
  immediately Coldon will: 
   
  "Prisoners?" 
  Coldon 
  says 
  rather 
  nervously "Um, we have no prisoners 
  here, m'lord. This is an inn, not a 
  jailhouse. I'm not sure what my boy 
  Unwal went and said, but I'm sure he was 
  simply a bit confused. There was some 
  matter about a patron asking after milk 
  late in the night and then leaving early, 
  but nothing that needs The Watch’s 
  attention. I do thank you for your prompt 
  appearance though. Perhaps you'll have 
  a drink on the house? Or a spot of 
  breakfast, the wife was about to make 
  some blueberry pancakes. " 
   
  The watchman grimaces at Coldon's 
  words, clearly hearing the lie in them. He 
  looks from Coldon to you expectantly. 
   
  Again the characters have an opportunity to 
  speak up.  If they don't, Peacekeeper Holber 
  turns on his heels and leaves. If they tell 
  Holber about Farak or the robbery last night 
  they will receive the Infamy with the Family 
  but the Favor of the Gentleman of the Watch 
  on the Adventure Record.  
   
   
  If there is no captive:  
   
  The door to the Bronze Unicorn opens 
  and a wealthy-looking merchant enters. 
  “Good morning to you. I heard you had 
  some unusual company last night?  
  Might you be able to describe them for 
  me? I might have some contacts who can 
  find them for us. We can’t have good 
  business 
  going 
  bad 
  with 
  freelance 
  attacks.” 
   
  
   
   
  It’s Never That Simple 
   
  Page 9 
  If the characters don’t explain, then Coldon 
  will. Though Farak has already heard from 
  his contacts on the streets of Verbobonc 
  City, he hopes to find out more, and perhaps 
  recruit 
  the 
  characters 
  for 
  a 
  little 
  ‘enforcement’. When the explaining is done 
  continue with the following:  
   
  Farak nods and begins to speak “I would 
  be very appreciative if you could be of 
  further assistance, my Friends. If tonight 
  you might go to a certain warehouse I 
  believe you will find the goods that have 
  been stolen of late. I know where most of 
  the goods should be returned to. As for 
  the rest of them, you would be free to 
  take what you like in compensation for 
  your services." 
   
  Farak could quite easily return all the goods 
  to 
  their 
  rightful 
  owners, 
  but 
  is 
  only 
  concerned with the merchants that have 
  continued to pay for protection (some 
  stopped when Jorend ‘died’.) The bulk of the 
  character’s compensation will come from the 
  goods of wayward merchants. 
   
  If the characters agree to assist in this task 
  he gives them directions to a warehouse 
  near the Temples of St. Cuthbert and 
  Heironeous on the eastern edge of the city 
  (consult the map of Verbobonc City in 
  Appendix 2).  He then thanks them as he 
  leaves.  
  Continue  on to “The Law”  
   
  The Law: 
  A short time later a man in his middling 
  years and apparently of high birth arrives 
  wearing the tabard of the Gentleman of 
  the Watch of Verbobonc City over a steel 
  breastplate appears.  He is followed 
  closely by Coldon’s son Unwal. 
   
  Peacekeeper Holber addresses the most 
  respectable-looking character in the group. 
    
  "What's going on here? The goodman 
  Unwal tells me there was some trouble 
  last night." 
   
  Holber listens intently as the characters to 
  tell him what happened and takes any 
  prisoners that remain into a private room to 
  be questioned. If the group has not already 
  taken a job for Farak (or pretends that they 
  haven’t), then read the following.  
   
  "It appears that the troublesome rogue 
  Jorend is behind the recent rash of 
  thefts." He says gravely "Perhaps you 
  would be willing to do the City of 
  Verbobonc a service?" 
   
  If the characters agree he will continue.  
   
  "This Jorend was supposed to have died 
  last month. It appears that he yet lives. 
  Apparently he thought to escape justice 
  by pretending to be dead and then 
  continuing 
  his 
  larcenous 
  ways. 
  Despicable, truly it is. There is good 
  news yet. There is a warehouse in the 
  dock district. I believe you will find there 
  the goods that have been stolen of late. 
  Tonight you can go there and reclaim the 
  goods, so that they can be returned to 
  the good businessmen of Verbobonc." 
   
  Peacekeeper Holber intends to return all of 
  the goods to their rightful owners. If the 
  characters ask for compensation, then he 
  will offer to pay them up to 100GP each. If 
  they think to ask for a warrant of some sort, 
  Peacekeeper Holber will gladly provide one. 
   
  After the characters confirm their intent to 
  assist in this task, Peacekeeper Holber 
  thanks them and then leaves to continue his 
  morning rounds. Proceed to encounter 
  three.  
   
  All APLs  
  Farak: male human Rogue 6; hp 26; see 
  Appendix One. Farak is a Cousin in the 
  Family's C&R division. He has been 
  assigned by the Family to investigate the 
  recent 
  thefts 
  at 
  businesses 
  that 
  are 
  supposed to be under their protection. 
   
  Tactics: If the characters get rough with 
  Farak, he will fight until half his hit points are 
  gone, and then he will attempt to flee. 
   
  
   
   
  It’s Never That Simple 
   
  Page 10 
  Peacekeeper 
  Holber: 
  male 
  human 
  Aristocrat 6; hp 36. Holber is a distant 
  relative to Lord Velysin, and was appointed 
  directly to the position of Peacekeeper.  He 
  is a competent and Lawful watchman, and 
  as a worshiper of St. Cuthbert he takes his 
  position very seriously.  
   
  Development: By the end of this Encounter, 
  the characters should be on their way to the 
  warehouse mentioned by Alicia, Roland, 
  Farak, or Holber.  If they want to go right 
  away, the warehouse is deserted; the 
  villains and the missing goods don’t arrive at 
  the warehouse until early evening. 
   
  Encounter Three: The Big 
  Bust 
   
  The warehouse is an unremarkable 
  wooden building looking like the rest of 
  the warehouses on this street. The one 
  you have been sent to is approximately 
  40 feet on the street side, 30 feet deep 
  and 20 feet in height. There do not 
  appear to be any windows to hint at what 
  might be contained within. A single 
  guard stands, before a pair of large 
  double doors, with a smaller door inset 
  on the left side. He is also holding the 
  leash of a mean-looking dog. 
   
  On the night following the attempted theft at 
  the inn, Alim will be supervising the loading 
  of the gains from the recent rash of 
  robberies into wagons to be smuggled out of 
  Verbobonc City the next morning. There is a 
  single 
  guard 
  posted 
  outside 
  of 
  the 
  warehouse. Inside there are two porters 
  loading the goods. The warehouse is dimly 
  lit and there are numerous crates and 
  barrels both inside and outside of it, making 
  hiding easy.  The warehouse is forty feet on 
  the street side by thirty feet deep and it is 
  twenty feet tall.  There is one ordinary door 
  (partially open) inset in the left door of a set 
  of large double doors (closed, but can be 
  opened from the inside with a move action). 
   
  If the characters attempt to parlay 
  Alim hears any of the characters talking to 
  his guard, unless they take pains to be very 
  quiet.  Alim casts mage armor while the 
  characters are talking to the guard. The 
  guard will then let the characters into the 
  warehouse, where he and the two porters 
  will stand in front of Alim. 
   
  Alim claims no knowledge of any stolen 
  goods but he also refuses to allow the 
  characters to inspect the warehouse. If the 
  characters claim to have come on orders 
  from the Watch then Alim claims to think 
  they are lying:  "How do I know you're not 
  just here to rob me? I have heard of the rash 
  of night time robberies." Even if they have a 
  warrant from the Watch he refuses to let 
  them inspect the warehouse or his wagon 
  for that matter. "Let me see this warrant of 
  yours? A fake! And not even a good one. 
  Now get out of my sight before I call the real 
  guards." 
   
  The guard is paid well enough to take orders 
  from Alim and not concern himself with the 
  'truth' of the characters' accusation. The 
  porters, on the other hand, may be swayed. 
  Allow the characters to attempt a Diplomacy 
  or Bluff check opposed by Alim's Bluff (add 
  a +4 circumstance bonus to the characters’ 
  roll if the characters have a warrant). If the 
  characters succeed then the porters appear 
  uncertain and once combat starts they run 
  away unless attacked. 
   
  Once the characters have attempted the 
  Diplomacy/Bluff check, Alim will reiterate his 
  demand that the characters leave his 
  warehouse or else he will be forced to deal 
  with them as trespassers. Assuming the 
  characters don't leave, combat begins at this 
  point.  
   
  If the characters sneak around 
  The characters can sneak past the guard if 
  their Hide and Move Silently checks beat 
  opposed checks from both the guard and 
  the dog.  If they guard spots someone trying 
  to sneak into the warehouse, he shouts and 
  immediately attacks. 
   
  If the characters are able to sneak past the 
  guard and the dog, they can close and lock 
  the smaller door from the inside, so the 
  
   
   
  It’s Never That Simple 
   
  Page 11 
  guard is stuck outside and can’t participate 
  in the combat.  The sound and motion of the 
  door closing, however, alerts Alim and the 
  porters, who then immediately attack. 
   
  If the characters attack immediately 
  The guard will attempt to withdraw into the 
  warehouse, if possible, and loose his dog to 
  attack the characters.  The guard alerts 
  Alim, and the guard, the porters, and Alim 
  prepare to attack the characters once they 
  enter the warehouse.  
   
  All APLs (EL 2 or 3 or 4) 
  Alim: male human Wiz(Illusionist) 1; hp 3; 
  see Appendix One.   
  Porters (2): male human War1; hp 10 each; 
  see Appendix One.  
  Guard: male human Ftr1; hp 12; See 
  Appendix One.  
  Guard Dog (use Riding Dog): hp 13; See 
  Monster Manual.  
   
  Tactics: 
  Alim will begin combat by casting mage 
  armor on himself (if he hasn’t already).  
  Then he will cast color spray on whoever he 
  perceives to be the most powerful fighter 
  (and any other characters he can get in the 
  spray). After that, he will attempt to use 
  daze while falling back.  Once outside of the 
  sight of anyone he perceives to be a mage 
  he will attempt to cast silent image. His 
  illusion will be that of a shadow (the lack of 
  sound will not give away an incorporeal 
  creature) and have it engage the party. 
  (Medium illusion, AC 10, will miss every 
  attack, since striking and doing no damage 
  would alert the party to the illusion.)  At the 
  point where it ceases to be effective he will 
  cease concentration. 
   
  As long as the remaining members of his 
  party are not outnumbered by more than 
  two-to-one, Alim will remain and either cast 
  daze, or fire his crossbow. 
   
  The porters and the guard, if involved in the 
  combat, will fight until reduced to 3 hit points 
  or less.  At that point, they will flee out the 
  warehouse doors (if possible) or surrender 
  (if not).  The dog will fight until killed.  These 
  men know nothing, other than that Alim is 
  working for someone named “Jorend.”  
  They’ve never seen Jorend, and take orders 
  (and pay) from Alim directly. 
   
  If at any point his party is outnumbered by 
  more than two-to-one, Alim will flee either 
  through the trap door our out the front of the 
  warehouse (whichever looks easiest). He 
  has no intention of being taken in, since he 
  expects that he will be killed by The Family.  
   
  Trap: The escape route from the warehouse 
  is a secret door in the floor located in the 
  middle of the back wall opposite the large 
  double doors. Beneath it is a 10-foot drop 
  down into the city sewers, with a ladder. The 
  third rung down is tied to a trap; Alim knows 
  not to touch this rung if he flees this way.  If 
  any character attempts to use the ladder to 
  climb down, he triggers the tanglefoot trap.   
  Tanglefoot bags shoot out of concealed 
  cubbyholes all around the top of the 
  trapdoor.  The triggering character and 
  anyone within 5 feet of the trap door will also 
  be affected by the trap.  Once the trap is 
  triggered, the top of the trapdoor is covered 
  in hardened tanglefoot goo.  In order to clear 
  enough space to descend the ladder, the 
  characters have to do 15 points of damage 
  with a slashing weapon. 
   
  All APLs (EL 2) 
  Tanglefoot Trap: CR 2; mechanical trap; 
  touch trigger; repair reset; ranged touch +10 
  (effects of tanglefoot bag, see the Players 
  Handbook); multiple targets (the character 
  on the ladder, and any character within five 
  feet of the top of the ladder); Search (DC 
  15); Disable Device (DC 15). 
   
  Treasure: 
  Defeat and loot Alim and his men. 
  L: 17 gp; C: 270 gp; M: 0 gp 
  If the characters find and successfully 
  disable the tanglefoot trap, they can extract 
  six undamaged tanglefoot bags from the 
  trap.  If the trap goes off, these bags are 
  used up. 
  L: 25 gp; C: 0 gp; M: 0 gp 
   
  Development: If the characters detect the 
  trap door and decide to follow down it, let 
  them. Beneath the warehouse the tunnel 
  
   
   
  It’s Never That Simple 
   
  Page 12 
  branches immediately in four directions. 
  Each tunnel continues for 50 feet before 
  branching sharply. One of them (the one 
  that Alim will takes) ends in a ladder leading 
  up to the street. A second branch leads to a 
  concealed door in the ceiling, which cannot 
  be reached without a DC 20 Climb check (it 
  opens into an empty warehouse). The last 
  two lead deeper into the sewers of 
  Verbobonc City, but it’s clear no one has 
  passed this way in a long time. 
   
  Alim will take two rounds to get out of the 
  warehouse, through the sewers, and into the 
  streets. He ducks into an abandoned house, 
  where he can change into a different 
  disguise and quickly flee Verbobonc City. 
   
  If captured, Alim pleads for mercy and offers 
  the characters directions to Jorend's hideout 
  if they will let him go. He says he is just a 
  pawn and Jorend in the real bad guy. He 
  refuses to tell them anything more until after 
  they give their word to let him go. Of course, 
  he's bluffing. Once released, he gives the 
  characters 
  a 
  false 
  hideout 
  (the 
  inn 
  mentioned in the Conclusion) and then runs 
  away.  A Sense Motive check, opposed by 
  Alim’s Bluff, will reveal that the wizard is 
  lying.  Roll these checks for the characters 
  in secret, so they aren’t suspicious. 
   
  Conclusion 
   
  In no case can the characters truly find 
  Jorend.  This is because Jorend is, as 
  rumors stated, dead.  Alim was a close 
  friend of Jorend’s who heard all about 
  Jorend’s protection ring, and decided to 
  cash in on the information Jorend gave him 
  once Jorend died.  Alim wants to make 
  everyone thinks that Jorend is still alive, in 
  order to throw suspicion off of himself.  Alim 
  is the real culprit behind the rash of 
  robberies.  Alicia and Roland get their 
  orders from Alim, when Alim is disguised as 
  Jorend.  They usually meet him at the 
  warehouse. 
   
  If the characters fell for Alim’s ruse on where 
  to find “Jorend,” his directions lead to the 
  Electrum Eel (number 34 on the Verbobonc 
  City Map in Appendix Two).  This is a cover 
  where Alim has often stayed while disguised 
  as Jorend.  The innkeeper and barmaids at 
  the Electric Eel remember “Jorend,” but he 
  isn’t in right now.  No matter how long the 
  characters wait, “Jorend” never shows up, 
  and it shouldn’t take them long to realize 
  they’ve been fooled. 
   
  After all of the investigation is over the 
  characters can go to whoever hired them 
  (Farak 
  or 
  Holber) 
  and 
  receive 
  congratulations and the agreed upon reward 
  (either in cash or in kind). Their employer 
  will see that the goods are redistributed and 
  offer to see that any captives are handed 
  over to the  city guards. 
   
  The End   
   
  Experience Point 
  Summary 
   
  To award experience for this adventure, add 
  up 
  the 
  values 
  for 
  the 
  objectives 
  accomplished. Then assign the experience 
  award.  Award the total value (objectives 
  plus roleplaying) to each character. 
   
  Encounter One   
  Prevent the theft 
    
      90  xp 
   
  Encounter Two   
  Agree to work for Farak or Holber   60 xp 
   
  Encounter Three   
  Defeat Alim and his men 
      90 xp 
  Discover the tanglefoot trap 
      60 xp 
   
  Story Award   
  Return the stolen goods  
      50 xp 
   
  Discretionary roleplaying award   
  Good roleplaying and teamwork   100 xp 
     
  Total possible experience: 450 xp   
   
  Treasure Summary 
   
  
   
   
  It’s Never That Simple 
   
  Page 13 
  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, and other valuables. 
  M:  Magic Items recovered. 
   
  Encounter One:   
   
  L: 19 gp; C: 39 gp; M: 0 gp 
   
  Encounter Three:     
   
  L: 42 gp; C: 270 gp; M: 0 gp 
   
  Conclusion:     
   
  L: 0 gp; C: 100 gp; M: 0 gp 
   
  Total Possible Treasure: 
  450 gp   
   
  
   
   
  It’s Never That Simple 
   
  Page 14 
  Appendix One: Non-Player Characters 
   
  Encounter 1: Thief in the Night 
  Alicia: female human Rogue 1; CR 1; Size: 
  M; HD 1d6; hp 6, Init +1, Spd 30 ft; AC 11 
  (Dex +1), touch 11, flat-footed 10; BAB +0; 
  Grp +0; Atk none; SA sneak attack +1d6; 
  SQ trapfinding; AL CN; SV Fort +0, Ref +3, 
  Will +1; Str 10, Dex 12, Con 10, Int 11, Wis 
  12, Cha 16.  
   
  Skills and Feats: Bluff +10, Climb +4, 
  Diplomacy +7, Disguise +7 (+9 when using 
  kit), Listen +7, Move Silently +5, Sense 
  Motive +5, Spot +7, Use Rope +5; 
  Alertness, Skill Focus (Bluff).  
   
  Possessions: traveller’s cloak, disguise 
  kit.  
   
  Physical Description: Attractive female. 
   
  Roland: male human Rogue 2; CR 2; Size: 
  M; HD 2d6+2; hp 12, Init +3, Spd 30 ft, AC  
  14 (+2 leather armor, +2 Dex), touch 12, 
  flat-footed 12; BAB +2, Grp +2, Atk +2 
  melee (1d6+1 nonlethal, sap) or ranged +4 
  (1d4+1/19-20, dagger); SA sneak attack 
  +1d6; SQ evasion, trapfinding; AL NE; SV 
  Fort +1, Ref +6, Will +0; Str 12, Dex 16, Con 
  12, Int 12, Wis 10, Cha 9.  
   
  Skills and Feats:  Climb +6, Disable 
  Device +8, Hide +10,  Jump +8, Listen +5, 
  Move Silently +10, Use Rope +8, Sleight of 
  Hand +8,  Spot +5, Tumble +8; Run, 
  Stealthy. 
   
  Possessions: leather armor, sap, three 
  daggers, masterwork thieves tools, silk rope, 
  19 gp. 
   
  Physical Description: Human of medium 
  build with a nasty knife scar across his face. 
   
  Unwal male half-elf Commoner 1; CR 1/2; 
  Size: M; HD 1d4+3; hp 7, Init +0, Spd 30 ft, 
  AC  10, touch 10, flat-footed 10; BAB +0, 
  Grp +3, Atk +3 melee (1d6+3, club); AL NG; 
  SV Fort +1, Ref +6, Will +0; Str 16, Dex 10, 
  Con 16, Int 8, Wis 9, Cha 10.  
   
  Skills and Feats:  Diplomacy +2, Gather 
  Information +4; Endurance. 
   
  Possessions: club, 3 gp. 
   
  Physical Description: This friendly half-
  elf is built like a blacksmith. 
  Encounter 2: Decisions, Decisions 
  Farak: male human Rogue 6; CR 6;  HD 
  6d6; hp 26; Init +2; Spd 30 ft; AC 17 (+2 
  Dex, +5 glamered +1 chain shirt), touch 12, 
  flat-footed 17; BAB +4; Grp +5; Atk +5 
  melee (1d4+1/19-20, dagger) or +6 ranged 
  (1d4+1/19-20, dagger);  SA sneak attack 
  +3d6; SQ evasion, trapfinding, trap sense 
  +2, uncanny dodge; AL NE; SV Fort +2, Ref 
  +7, Will +3; Str 12, Dex 15, Con 10, Int 13, 
  Wis 8, Cha 15. 
   
  Skills and Feats: Bluff +11, Disguise 
  +11 (+13 when trying to act in character), 
  Diplomacy +13, Intimidate +13, Gather 
  Information +13, Hide +11, Knowledge 
  (local) +10,  Move Silently +11, Open Lock 
  +11, Sense Motive +8; Combat Expertise, 
  Iron Will, Point Blank Shot, Quick Draw. 
   
  Possessions: glamered +1 chain 
  shirt, concealed daggers (6). 
   
  Physical Description:  Farak looks to 
  be nothing more than a well to do merchant. 
  He is a human of about thirty, with short 
  black hair and a close croped beard. He 
  wears a number of gold rings.  
   
  Encounter 3: The Big Bust 
  Alim:  male human Wiz(illusionist) 1; CR 1; 
  HD 1d4-1; hp 3; Init +2; Spd 30 ft; AC 12 [16 
  with mage armor] (+2 Dex), touch 12, flat-
  footed 10; BAB +0; Grap +0; Atk +0 melee 
  (1d4/19-20, dagger) or +2 ranged (1d10/19-
  20, heavy crossbow);  SA spells; AL CE; SV 
  Fort -1, Ref +2, Will +3; Str 10, Dex 14, Con 
  8, Int 15, Wis 13, Cha 12.  
   
  Skills 
  and 
  Feats: 
   
  Bluff 
  +6, 
  Concentration +3, Disguise +6 (+8 with 
  disguise 
  kit), 
  Knowledge 
  (local) 
  +4, 
  Knowledge (arcana) +3, Listen +3, Sleight of 
  Hand +4, Spellcraft +3, Spot +3;  Alertness 
  (B), Spell Focus (Illusion), Skill Focus 
  (Disguise). 
   
  Possessions: familiar (snake), loaded 
  heavy crossbow, 10 bolts, dagger, spell 
  component pouch, brooch (worth 250 gp), 
  
   
   
  It’s Never That Simple 
   
  Page 15 
  disguise kit. 
   
  Spells Prepared (4/3; base DC = 12 + 
  spell level, 13 + spell level for Illusion 
  spells): 0—daze, daze, mage hand, daze; 
  1st—color spray, mage armor, silent image. 
   
  Spellbook: 0—ghost sound, open, mage 
  hand, daze, acid splash; 1st—color spray, 
  silent image, mage armor, ventriloquism. 
   
  Physical Description:  Alim is a red-
  haired Suel of about 20. He wears loose 
  fitting pants dyed blue and a matching red 
  shirt. He wears a brooch of blackened gold 
  with what look like ruby chips in it.  
   
  Porters (2): male human War1; CR 1/2; 
  Size: M; HD 1d8+1; hp 9, Init +0, Spd 30 ft, 
  AC  12 (+2 leather armor), touch 10, flat-
  footed 12; BAB +1, Grp +2, Atk +3 melee 
  (1d6+1, club) or +2 ranged (1d6+1, thrown 
  club); AL N; SV Fort +3, Ref +0, Will +0; Str 
  13, Dex 11, Con 12, Int 8, Wis 10, Cha 9.  
   
  Skills 
  and 
  Feats: 
   
  Intimidate 
  +3, 
  Profession (Porter) +4; Endurance, Weapon 
  Focus (club). 
   
  Possessions: club, leather armor, 4 gp. 
   
  Physical Description: These porters are 
  beefy thugs. 
   
  Guard: male human Ftr1; CR 1; Size: M; 
  HD 1d10+2; hp 12, Init +1, Spd 20 ft, AC  12 
  (+1 Dex, +4 scale mail, +2 heavy steel 
  shield), touch 11, flat-footed 16; BAB +1, 
  Grp +3, Atk +4 melee (1d8+2/19-20, 
  longsword); AL CN; SV Fort +4, Ref +1, Will 
  +1; Str 15, Dex 13, Con 14, Int 8, Wis 12, 
  Cha 10.  
   
  Skills and Feats:  Handle Animal +4, 
  Intimidate +4, Listen +3, Spot +3; Alertness, 
  Combat 
  Reflexes, 
  Weapon 
  Focus 
  (longsword). 
   
  Possessions: longsword, scale mail, 
  heavy steel shield, two daggers, 12 gp. 
   
  Physical Description: This guard has a 
  shifty, suspicious look to him, despite his 
  stocky build. 
  
   
   
  It’s Never That Simple 
   
  Page 16 
  Appendix Two: Map of Verbobonc City 
  The Bronze Unicorn Inn is #4 on this map, near the North Gate.  The warehouse in Encounter 
  Three is the second one below #45 (most of the buildings in that area are warehouses).  If the 
  characters are tricked into going to the Electrum Eel in the Conclusion, it is #34. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VERi4-01 Its Never That Simple (3E).pdf