TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
  the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, 
  Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2008 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR8-01 
   
   
   
   
   
   
   
   
  Machinations 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™ Core Adventure 
  Version 1 
   
  by Bradley Lester 
  Circle Reviewer: Creighton Broadhurst  
  Reviewers: Eric Menge and Sam Weiss 
  Playtesters: William Altizer, Marsha Hillman, Sean Hillman, Bill Kronick, Chrism Kronick, Brian Mahoney, Dawn 
  Meade, Harry Meade, Matthew Schad, and Michelle Schad 
   
  The wealth and glamour of the Gem of the Flanaess mask a fierce power struggle among Greyhawk's ruthless elite. 
  Factions plot against each other beneath a veneer of civility where even indirect details can trip up the most careful of 
  schemers. Those who ask questions will learn too much, but in Greyhawk, innocence is not a defense and ignorance is 
  never bliss. Parties skilled in stealth or guile will flourish. A one-round Core adventure set in the Free City of Greyhawk 
  for characters level 1-15 (APLs 2-12) and the first intrigue of “Honor Among Thieves.” 
   
  Resources for this adventure [and the authors of those works] include City of Greyhawk Poster Map [Denis Tetreault] 
  Complete Adventurer [Jesse Decker], Complete Divine [David Noonan], Complete Scoundrel [Mike McArtor and F. Wesley 
  Schneider], Greyhawk Ruins Sourcebook [Creighton Broadhurst, Chris Chesher, Paul Looby, Bruce Paris, and Sam Weiss], 
  Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead], Races of Stone 
  [David Noonan, Jesse Decker, Michelle Lyons], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor],  The 
  Adventure Begins [Roger Moore], and the RPGA Web Site Article: Mysterious Places, The Griffon’s Nest [Creighton Broadhurst].
  598 CY 
  
  COR8-01 Machinations 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  This adventure’s challenges are proportionate to the 
  modified average character level of participating PCs. 
  Before play begins, calculate the Average Party Level 
  (APL) by following the process below:  
  1. 
  Determine the character level for each of the PCs. 
  Each PC may bring one animal, plus any creatures 
  gained from class abilities to help in combat. (PCs 
  can bring more creatures but they cannot help in 
  combat). If you deem that the animal bestows a 
  significant benefit in combat add the animal’s CR to 
  the level of the PC it is accompanying for 
  calculating APL. (Animals gained from class abilities 
  and one standard horse, warhorse, or riding dog for 
  a PC with Mounted Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If there are six PCs, add one to that average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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. 
   
  Experience and Treasure: APL affects the amount 
  of experience and gold a PC can gain at the end of the 
  adventure. A player character more than three levels 
  higher than the APL at which the adventure is played 
  cannot participate. If a player character is more than two 
  levels away from the APL at which the adventure is 
  played, he suffers a 50% penalty to the amount of gold and 
  XP gained in the adventure. 
   
  Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  
  COR8-01 Machinations 
   
  Page 2 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Free City of Greyhawk. All characters pay 1 Time Unit 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly benefits) as detailed 
  in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  The future is bright for the Gem of the Flanaess. Narwell 
  is being rebuilt apace, Rary the Traitor's plots seem foiled, 
  Turrosh Mak is facing a renewed surge by the Principality 
  of Ulek on his western borders so the war with the 
  Pomarj has settled down into a stalemate, and 
  preparations are under way for the celebrations 
  celebrating the Free City's first century of independence 
  from the Malachite Throne. 
   
  But for Nerof Gasgal, the Lord Mayor of Greyhawk, 
  the future is one headache after another. The balancing 
  act that he has maintained since first being elected in CY 
  570 is taking its toll. First, he had to contend with the 
  Greyhawk Wars, then the betrayal by Rary and the fragile 
  peace that followed, and now the invasion by the Orcish 
  Empire of the Pomarj. A number of internal woes have 
  beset Greyhawk as well. 
   
  On top of all this, Nerof Gasgal is frustrated by Eritai 
  Kaan-Iprizel, High Priestess of St. Cuthbert. Even though 
  he has near total control of the city, its finances, and its 
  future, Eritai has proven a hindrance for many of Nerof’s 
  plans. She was instrumental in getting Sir Gavin 
  appointed 
  Constable 
  which 
  has 
  reformed 
  the 
  Constabulary and inconvenienced the Thieves’ Guild. 
  She is Nerof’s sole remaining credible opposition on the 
  Directing Oligarchy, and her influence in the city is 
  growing. Eritai is very popular with the common-folk and 
  is seen as the voice of decency and honesty among all the 
  thieves and merchants who dominate the council. To 
  date, the other Oligarchs have been hesitant to remove 
  her for fear of unrest among the lower classes and 
  peasantry. 
   
  A ray of light appeared for Nerof when Turrosh Mak 
  sent a secret message that he wished to negotiate the end 
  of the war. Nerof wants to push the expense of the war 
  onto the Principality of Ulek and free up resources to deal 
  with incursions from Dyvers and Urnst. So negotiations 
  have begun. Nerof knows Eritai will strenuously object 
  when the negotiations are revealed, and he does not 
  think he can handle another scandal so soon. He wants to 
  get rid of her now, before things reach a critical point, so 
  he can lock down the Directing Oligarchy ahead of time. 
  Since the war is going favorably, he has political capital to 
  spend. He is currently manipulating the Directing 
  Oligarchy to have Eritai removed and replaced with Silas 
  Steamgem, the Guildmaster of the Moneychangers and 
  Pawnbrokers Guild, who has just made a lot of money 
  recently on the resettlement of Narwell. 
   
  Eritai is no fool and she suspects that something is 
  up. She is gathering allies in the city, preparing for the 
  inevitable confrontation between thief and priest. Her 
  allies are the old money nobles, who despise their city 
  being run by gangsters, and the leaders of the small 
  artisan guilds and peasants who resent being kept down 
  by the thieves, merchants, and lawyers. 
   
  ADVENTURE SUMMARY 
  The adventure begins on the third of Growfest at the 
  Highway Gate, leading into Greyhawk. The PCs are 
  introduced to the sights and sounds of the Free City of 
  Greyhawk. They can use their Gather Information checks 
  to learn about some of the local news; including the 
  weapons and magic usage rules in the Free City. The PCs 
  are given an invitation to stay at the Griffon's Nest by the 
  owner's brother. 
   
  Encounter 1: Arrival at the Griffon's Nest. The 
  PCs are introduced to the Griffon's Nest and its owner. 
  The PCs can use their Gather Information skills to gather 
  more local information. A Growfest party is in full swing. 
   
  Encounter 2: A Night on the Town. The PCs are at 
  the Griffon’s Nest when Silas Steamgem, a protégé of the 
  Lord Mayor, puts in an appearance at the party. Silas 
  hopes to generate some good talk among people. Over 
  the course of interacting with the partygoers, a brawl 
  breaks out, catching Silas and the PCs in the middle. 
   
  Encounter 3: The Morning After. Marial, an agent 
  of the Circle of Eight, meets with the PCs to get them to 
  investigate the plots of the two factions on the Directing 
  Oligarchy. She cannot learn the information herself 
  because she is known in town, and that would raise more 
  questions than provide answers. The PCs are relatively 
  unknown and because of the fight, have a motivation to 
  inquire about such things. Marial gives the PCs until the 
  start of the Growfest fireworks display on the evening of 
  Freeday, four days from now. 
   
  Encounter 4: The Sticking of Noses. The PCs 
  learn about the political situation by asking questions 
  about various members of the city council. They can learn 
  that Nerof Gasgal has plans to force one of the Oligarchs 
  from office, that a high level paladin of St. Cuthbert is 
  
  COR8-01 Machinations 
   
  Page 3 
  redirecting food and supplies to the poor, and that one of 
  the Oligarchs is meeting with emissaries from the 
  Pomarj. 
   
  Encounter 5: Growfest. This optional encounter 
  provides details on significant events in the City of 
  Greyhawk during Growfest. The PCs can see the festival 
  of St. Cuthbert Day, participate in a student protest rally 
  in Clerksberg, and finally witness as session of the Public 
  Council of Greyhawk. 
   
  Encounter 6: Dead Ends. Along their way to speak 
  to the Beggarmaster, the PCs are ambushed by thugs in 
  the Slum Quarter. These thugs have rigged nearby 
  buildings to drop onto passersby in the street. If they are 
  defeated, the PCs find a chest that the beggars have failed 
  to open with some odd treasure inside. 
   
  Encounter 7: The Palace of Trash. The PCs meet 
  with Simeon the Beggarmaster at the Palace of Trash to 
  gain or confirm information. Simeon refuses to help 
  them until they deal with a personal issue for the 
  Beggarmaster. His granddaughter has been kidnapped by 
  a dangerous rapscallion. 
   
  Encounter 8: Noses Get Broken. The PCs put 
  together clues to find a hidden Cult of Iuz, which is lead 
  by the rapscallion. The beggarmaster’s daughter is in dire 
  peril and the PCs must end yet another incursion by the 
  Cult of Iuz. 
   
  Encounter 9: A Meeting of the Minds. If they 
  choose to do so, the PCs can meet with Eritai Kaan-Ipzirel 
  or Talasek Thraydin, the paladin organizing the shipment 
  of supplies to the poor. Talasek confirms that he is behind 
  the supply shipments. If the PCs tell Eritai of the plot to 
  remove her, then she is prepared when Nerof puts his 
  plan into motion. 
   
  Encounter 10: Reporting In. The PCs get to see 
  the fireworks display and report back to Marial. There, 
  they meet Marial’s benefactor – Otto of the Circle of 
  Eight. The PCs can tell them as little or as much as the 
  want. Otto reminds them of the Oligarch meeting the 
  next day. 
   
  Conclusion. The showdown between the two 
  factions takes place the morning of Starday at the 
  meeting of the Directing Oligarchy. If the PCs informed 
  Eritai about the Nerof’s plan, she steps down at the 
  Conclusion to keep the Free City from erupting into a 
  riot. If the PCs did not meet with her, Nerof takes her by 
  surprise, and she storms out of the meeting. A riot erupts 
  in the Free City that takes the City Watch and Greyhawk 
  Militia weeks to quell.  
   
  If the PCs prevented Silas Steamgem from being 
  humiliated in Encounter 2, he is elected to replace her. If 
  not, 
  then 
  Jawan 
  Sumbar, 
  Guildmaster 
  of 
  the 
  Cartographers is elected to the Directing Oligarchy 
  instead. 
   
   
  PREPARATION FOR PLAY 
  This adventure involves significant dealings with the 
  political powers of the City of Greyhawk. There are far 
  too many favors that could affect events within this 
  adventure to list here. Instead, make note of any 
  significant favors gained by the PCs in the Free City. In 
  addition, Free City Affiliations have a role to play in this 
  adventure. Note which PCs are part of which affiliations. 
  Specifics regarding the Free City Affiliations and the 
  favors mentioned above are available in the Greyhawk 
  Ruins Sourcebook. 
   
  PASSAGE OF TIME 
  Time is of critical importance in this adventure. The 
  names of the seven day week are: Starday, Sunday, 
  Moonday, Godsday, Waterday, Earthday, and Freeday 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. All the information required to run these 
  characters is presented in this adventure. The DM should 
  double-check that he fully understands any new rule 
  items presented in this adventure before play begins. 
   
  INTRODUCTION 
  This adventure takes place during Growfest - the festival 
  celebrating the transition from spring to low summer. 
   
  When the adventure begins, the PCs are returning to 
  the City of Greyhawk for whatever reason they choose. 
  The PCs, either individually or in groups, arrive at the 
  line to pass through the gates to the Free City of 
  Greyhawk on the 3rd of Growfest, Moonday, just before 
  noon. If the PCs decide to arrive separately, have them 
  arrive in line at the same time. 
   
  The population of the city is swelling in anticipation 
  of the upcoming Growfest celebrations and the start of 
  the trade season. Entry into the Free City through any of 
  its outer gates is an arduous process during the festival, 
  but this adventure begins at the Highway Gate.  
   
  Whether for the first time or the hundredth time, 
  your travels have brought you to the City of 
  Greyhawk – the crossroads of the Flanaess. But you 
  are not the only one. It is Moonday and the third day 
  of the festival of Growfest. Hundreds of travelers 
  from near and far have descended on the Highway 
  Gate. Although the sun is not directly overhead yet, 
  the line of carts, people, and assorted animals moves 
  slowly through the massive gate as the City Watch 
  and the tax collectors perform their jobs; at the 
  standard bureaucratic snail’s pace of course. 
   
  While the PCs wait in line, they have the opportunity to 
  introduce themselves to each other. 
  
  COR8-01 Machinations 
   
  Page 4 
   
  The City Watch and the other people in line do not 
  tolerate line jumping without Intimidation, Diplomacy, 
  or Bribery. Each person allows a PC to skip ahead of them 
  for a gold orb (the gold piece in Greyhawk) or a DC 15 
  Intimidate check or a DC 25 Diplomacy check. There are 
  150 people in front of the PCs. 
   
  The mounted City Watch members ride up and 
  down the line looking for jumpers and those who look 
  like they would cause problems (unusual weapons or 
  animal companions for example). They also attempt to 
  keep the street urchins from bothering those in line too 
  much. They’ll look the other way of a line jumper with 10 
  gp bribe, a DC 20 Intimidate check, or a DC 20 
  Diplomacy check. 
   
  TALKING TO OTHERS IN LINE 
  The PCs may converse with others in line. Allow each PC 
  to make a Gather Information. A successful check allows 
  them to learn the following information. If the check is 
  not successful, the people that person talks to is not all 
  that talkative. Half-orcs get a -4 to this check as people 
  tend to associate them with the Pomarj rather than as 
  honest individuals. 
   
  DC <10 
  • 
  “Did you know that the Greyhawk City area was 
  painted pink as a joke? It’s faded to a rose color now.” 
  • 
  “The ruins of Castle Greyhawk offer never ending 
  adventure, treasure, and death for those who are 
  foolish enough to enter.” 
  • 
  “Great! Tomorrow is St. Cuthbert’s Day. The Free 
  City will be run amok with celebrating Cuthberites. 
  Complain about it to one of them and you could find 
  yourself getting the beating of your life.” 
   
  DC 10-14 
  • 
  “The lines to get through the gates get longer all the 
  time. You think for all the money paid in taxes, they 
  would figure out how to speed this up.” 
  • 
  “It’s the time of year for the caravans to depart the 
  city for their annual trading runs. Hopefully the 
  Coinswords are able to keep most of the bandits run 
  off.” [Coinsword is a slang word for the Greyhawk 
  Militia.] 
  • 
  “There is talk among the Oligarchs that taxes will 
  have to be raised again. I wonder whose pocket that 
  will go into.” 
  • 
  “There are so many poor outside the walls.  How do 
  they find enough to eat?” 
   
  DC 15-19 
  • 
  “The City Watch and the Guild of Nightwatchmen 
  have been more aggressive over the past year. But 
  crime never seems to get any better.” 
  • 
  “The forces of the Pomarj have not been attacking as 
  often. Maybe they just got tired of fighting.” 
  • 
  “With some many people coming to town, the inns 
  are going to be full. I hope we can find a place.” 
  • 
  “Many in the Free City want to see the Coinswords 
  go on the offensive while the forces of the Pomarj 
  are quiet; before they get the chance to recover their 
  strength.”  
  • 
  “Many in the Free City want to see the Coinswords 
  stay closer to home to provide better security within 
  the Domain and fix the gods blessed roads.” 
   
  DC 20+ 
  • 
  “Rumor has it that the meeting of the Directing 
  Oligarchy last Starday was pretty heated. The Lord 
  Mayor and another Oligarch were almost shouting at 
  each other.” 
  • 
  “I heard there is a new Great Druid in the Gnarley. I 
  bet the trees are going to start attacking the villages 
  near the forest.” 
   
  ENTREPRENEURIAL EFFORTS 
  While the PCs are in line, they are approached by 
  vendors. 
   
  Sellers, mostly children, ply those in line with all 
  sorts of goods. The City Watch, slowly riding horses 
  up and down the line, tries to keep the most 
  annoying of these ‘businessmen’ from harassing 
  those waiting to get into the City. 
   
  The Beggar’s Union uses the street urchins to sell cheap 
  Greyhawk-themed knickknacks to people. A successful 
  DC 12 Appraise check tells the PC that the items are all of 
  poor quality. When the urchins approach the PCs, they 
  use a different tactic for adventurers: 
   
  A filthy boy of no more than ten years, dressed in 
  layers of burlap rags, looks both ways along the line 
  of people for the guards on horseback, then not 
  seeing them, makes a beeline for you where he 
  blurts out, “Hey Mister [or Ma’am]. You want a 
  prized piece of Castle Greyhawk to remember your 
  visit?” He holds out a lump of masonry that is 
  scorched on one side. 
   
  The street urchin is offering the masonry for 1d4 gp. PCs 
  can try and barter with the sellers, but they need a 
  successful DC 25 Diplomacy check to get a 1 gp discount. 
  No price falls below 1 gp. The use of Intimide or 
  threatened violence causes the seller to immediately run 
  off. 
   
  �Street Urchin: male human commoner 1, hp 4, 
  AL N, (Bluff +5, Sense Motive +5). 
   
  If the PCs argue about the authenticity of the items, 
  the urchin holds out a piece of paper and says,  
   
  “Hey, these are legit. I’ve gotta Certifcate of Aw-ten-
  ticy. Spat on by a priest of Zagyg and everything.” 
   
  
  COR8-01 Machinations 
   
  Page 5 
  The old piece of parchment has the word Certificate of 
  Authenticity written in big words across the top and 
  states that the lump of rock is Genuine Castle Greyhawk. 
  There is a blotch on the paper where it used to be wet 
  with a scribble under it that could be a signature. 
   
  Assuming no intimidating tactics are used, after two 
  or three rebuffs, the seller gets the message and sees a 
  more promising mark elsewhere in the line and runs off. 
  If a sale is made, the urchin scurries off with his gold. 
   
  AN INVITATION 
  You are almost to the main gate when a half-elven 
  man, with long dark hair, walks up to several wagons 
  or groups in front of you and converses with them. 
  After several moments, he shakes their hands and 
  moves on to the next group. Eventually he makes his 
  way to you. 
   
  He flashes a beaming smile and says, “Greetings 
  travelers; my name is Severin Nyie. My brother 
  manages the Griffon’s Nest, one of the better 
  establishments in town. Well, at least it is in my 
  humble opinion. Have you heard of it? It’s warm and 
  the 
  food 
  is 
  decent, 
  and 
  we 
  usually 
  have 
  entertainment each night. As a matter of fact, we are 
  having our Growfest celebration tonight. Here, take 
  these tokens, they’re good for a free drink.” 
   
  Severin is happy to spend a few minutes talking to the 
  PCs if it helps ensure rich adventurers come to stay at his 
  brother’s inn. He can provide much of the gossip given 
  above, but use a Diplomacy check instead of a Gather 
  Information to extract the information.  
   
  �Severin Nyie: male half-elf expert 5, AL N (Spot 
  +10, Sense Motive +8). 
   
  If the PCs ask where the Griffon’s Nest is, he says: 
   
  He continues “Go to the Strip in the River Quarter, 
  you can’t miss it. It’s right across the street from 
  McGloogan’s Warehouse almost next to the 
  Nightwatchmen’s Guildstation. When you arrive, 
  ask for Curain Nyie, my brother and give him those 
  tokens.” 
   
  GETTING TO THE GATE 
  An hour later, you finally make it to the gate. The 
  guards and tax collectors descend on you; a group of 
  three guards wearing tabards of Greyhawk over 
  chain mail approach; followed closely by two non-
  descript scribes, carrying logbooks. 
   
  The guards remind the PCs about the rules (see the 
  Greyhawk Ruins Sourcebook or Appendix 3) regarding 
  Unusual Companions and Weapons/Spell restrictions. 
  They ask the PCs if they have anything to declare. 
  Banned items can be securely stored at the gate, for a 5 gp 
  fee paid to the Free City. Evil items that are surrendered 
  at this point carry no ill effects for the person or party. 
   
  Alter the encounter as needed to reflect the favors or 
  disfavors the PCs may have. PCs can attempt to smuggle 
  items into the Free City per the rules in the Greyhawk 
  Ruins Sourcebook and Appendix 3. If they are caught, they 
  reap the rewards as defined in the Greyhawk Ruins 
  Sourcebook and Appendix 3. 
   
  Once the guards are finished with the PCs, the tax 
  collectors get their opportunity. They collect monies 
  owed to the City per the Greyhawk Ruins Sourcebook and 
  Appendix 3. Once the PCs have paid up and signed the 
  gate roster, they are allowed to enter the Free City. 
   
   
  1: ARRIVAL AT THE GRIFFON’S 
  NEST 
  When the PCs enter the Free City, read 
   
  The Promenade runs the length of the city and is 
  crowded with travelers. The fabulous wealth of the 
  merchants clashes with the squalid poverty that can 
  be seen lurking in the alleys of the Old City.  The 
  heavy patrols along the great avenue keep the dregs 
  of society in the shadows. 
   
  The Griffon’s Nest is located on The Strip in the River 
  Quarter of the Free City. Refer to DM Map 1 for the 
  location.  
   
  The PCs can stay at any inn in the Free City that they 
  choose. The lifestyle costs the players pay for each 
  adventure covers such expenses. However, the adventure 
  assumes that they stay at the Griffon’s Nest. The PCs may 
  use any of the inns listed in the Greyhawk Ruins 
  Sourcebook. If the PCs go to a different inn, modify the 
  adventure to remove the Griffon’s Nest specific 
  references to make it more generic. 
   
  Along the Strip, locations like Green Dragon Inn 
  and the Low Seas Tavern are packed to capacity with 
  people hanging around outside, waiting to get in. 
   
  Across the street from McGloogan’s Warehouse 
  is a small, two-story inn in its own walled 
  compound. A gaudy picture of two griffons roosting 
  in what appears to be a gigantic bird’s nest decorates 
  the street-facing wall of the compound. Some stables 
  can be seen alongside the inn. 
   
  When the PCs enter the establishment, continue. 
   
  While not as crowded as the other inns, the 
  atmosphere of the Griffon’s Nest is quite boisterous. 
  A large common room, with a stage area on which 
  musicians perform, dominates the ground floor. The 
  majority of the accommodations are located on the 
  second floor which overlooks the common room. 
   
  At least three barmaids work the common room, 
  deftly maneuvering between the tightly packed 
  groups of people. Humans of all races can be seen 
  along with some half-elves, dwarves, and the 
  occasional halfling. 
   
  
  COR8-01 Machinations 
   
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  See DM Map 2 for the layout of the Griffon’s Rest. If the 
  PCs ask for Curain Nyie, a patron or barmaid points 
  towards the bar. 
   
  Behind the bar stands a tall half-elf. He wears his 
  long black hair in a single ponytail that hangs down 
  below his shoulder blades. Clad in fine, tight-fitting 
  studded leather armor he cuts quite the dashing 
  figure. His right cheek and neck bears the silvery 
  tracing of some very convoluted and old scarring. 
   
  If the PCs approach Curain, read: 
   
  “The man finishes refilling a dwarf’s drink when he 
  looks up to you. “Welcome! Welcome to the recently 
  remodeled Griffon’s Nest, how may I, Curain Nyie, 
  proprietor of this fine establishment, provide you 
  excellent service today?” he says with a broad smile. 
   
  �Curain Nyie: male half-elf bard 8, AL N (Profession 
  (innkeeper) +15, Spot +10, Sense Motive +12). 
   
  If asked about the scarring, Curain says that it is an 
  old wound he received back during his adventuring days 
  in the March of Bissel. A trap went off, and he ducked 
  when he should have jumped. 
   
  Curain still has rooms available. The cost is 1 gp per 
  person per day (minimum of 3 days), paid in advance. (“A 
  mere pittance compared to what the Green or the Low 
  Seas charge!”) The cost includes breakfast in the morning, 
  stable space and food for animals, and first drink at the 
  bar. The costs of the basic room are covered by standard 
  lifestyle.  
   
  Curain has rooms available for those needing High 
  or Luxury lifestyle. Those have upgraded linens, better 
  furniture, and are farther from the common area so there 
  less noise. They are 5 gp and 10 gp a night respectively 
  (and covered by rich and luxury lifestyle). 
   
  Spot checks made at the Griffon’s Nest reveals 
  nothing unusual. Although the fireplaces and hearths are 
  a full blaze, the inn still has a chill in the air. 
   
  If the PCs present the tokens given to them by 
  Severin, Curain gladly provides the first drink on the 
  house. He has pretty much anything the PCs would want 
  to drink. Meals are stews made from chicken, pork, or 
  lamb with various vegetables and spices served with fresh 
  bread and cheeses. 
   
  If the PCs chat with him about the goings on in the 
  Free City, he relays up to the DC 10-14 Gather 
  Information to the PCs listed below. 
   
  HANGING OUT AT THE INN 
  Over the next couple of hours, the PCs can use their 
  Gather Information skills to learn the following 
  information from the people at the Growfest party in the 
  Griffon’s Nest. 
   
  Note: PCs spending at least 10 gp in drinks over the 
  course of the evening at the inn receive a +2 circumstance 
  bonus to Gather Information checks made during that 
  time. Half-orc PCs have a -4 penalty. 
   
  DC <10 
  • 
  The PCs make polite conversation but learn nothing 
  more than what is available in the Greyhawk Ruins 
  Sourcebook. 
  • 
  Tomorrow is St. Cuthbert’s Day. The Free City is full 
  of Cuthberites celebrating their holy day. 
  • 
  Curain Nyie has owned the Griffon’s Nest for a 
  while, but recently completed a major renovation of 
  the establishment in an attempt to raise the inn’s 
  credibility among its clients. 
  • 
  There’s a great deal of discontent in the city. 
  Something’s got to give soon. 
   
  DC 10-14 
  • 
  The Griffon’s Nest is not as popular as other inns in 
  the area. 
  • 
  There is a general unease among the population of 
  the Free City in regards to the recent lack of attacks 
  by the forces of the Pomarj and what it means. 
  • 
  “Did you notice the collection of ruts and holes they 
  call roads coming in here? The Wainwrights must be 
  bribing the Council not to fix the roads.” 
  • 
  Two dwarven adventurers sitting at the bar tell the 
  PCs that there is a substantial lack of activity along 
  the southern border of the Domain of Greyhawk 
  with the Pomarj. They are not sure why that is, but 
  lucky for them though. 
  • 
  A local artisan, a pot maker, tells the PCs that he 
  thinks several members of the Directing Oligarchy 
  are thieves. They’re robbing the common people of 
  the city blind. 
  • 
  A merchant of fine porcelain tableware tells the 
  party that if the Pomarj is content to stay out of the 
  Domain; then so be it. Build up the defenses along 
  the border and focus on cleaning up the thievery 
  going on in and around the Free City. She believes it 
  is better for business that way. 
  • 
  A human bard tells the party that there are so many 
  destitute and poor in this city. It is a shame that more 
  is not done to help them. Especially at this time of 
  the year. 
   
  DC 15-19 
  • 
  The Griffon’s Nest is reputed to be haunted, 
  although the truth of this matter is the source of 
  much conjecture among its patrons. Strange sounds 
  in the night, chilly breezes, that sort of thing. 
  • 
  One would think for all the effort Curain went into 
  remodeling the Griffon’s Nest, he would have gotten 
  the roads in front of the building fixed too. 
  • 
  “The militia is called Coinswords because that’s 
  what’s on the crest of Greyhawk and that’s all that 
  matters in this city.  If you don’t have coin then 
  you’re nothing.” 
  • 
  Some of the citizens of the city believe it is high time 
  the Coinswords crushed the Pomarj for good. 
  
  COR8-01 Machinations 
   
  Page 7 
  • 
  A winemaker from a winery in the south part of the 
  Domain tells the PCs that the Directing Oligarchy of 
  the Free City should redouble its efforts to break the 
  Pomarj. Beat them thoroughly enough and they will 
  get the message: do not mess with the Domain of 
  Greyhawk. 
  • 
  A clothing trader tells the PCs that the Lord Mayor, 
  Nerof Gasgal, is of the belief that increasing the 
  security within the Domain and expanding trade 
  with friendly regions is the only way to properly 
  secure the future of the Free City. 
  • 
  An acolyte of St. Cuthbert tells the PCs that the High 
  Priestess of St. Cuthbert, Eritai Kaan-Iprizel has been 
  delivering some fiery sermons on crushing the 
  external enemies of the Free City as well as exposing 
  the corruption and filth that plagues us from within. 
  • 
  A half-elven male tells you that the Slum Quarter is 
  filled to overflowing. The number of destitute have 
  multiplied in recent years. The Beggar Union’s 
  membership, the absolute bottom of the Greyhawk 
  barrel, has swelled. 
   
  DC20+ 
  • 
  Although Curain smiles at talk that his inn is 
  haunted and derides it as the drunken ramblings of 
  some of his most regular customers, a DC 20 Sense 
  Motive check reveals that this subject makes him 
  uncomfortable. 
  • 
  Curain has been talking with friends in high places 
  (bribing officials) in an attempt to get the roads in 
  front of his establishment fixed as soon as possible. 
  • 
  A younger partygoer, who brashly introduces 
  himself (especially to attractive female PCs) as a 
  Wheatmill, one of the old money noble families of 
  Greyhawk. He complains that the Free City’s 
  government is rife with corruption. 
  • 
  While talking to a young, attractive Suel priestess of 
  Rao, she gets a faraway look in her eyes then tells the 
  PCs that the ‘shadows within the Free City move 
  with purpose’. Afterwards, she returns to a bubbly 
  cheerful woman and has no idea why she would say 
  something like that or what it means. 
  • 
  A gnome wagon driver tells the PCs that he noticed 
  several wagons of food and blankets being escorted 
  by well-armed men, it was too dark to tell who they 
  were exactly, to someplace in the Slum Quarter, just 
  before sunrise earlier this week. He did not stick 
  around to find out more. 
   
  2: A NIGHT ON THE TOWN 
  A couple of hours after sundown on Moonday (the 3rd of 
  Growfest), Silas Steamgem arrives at the Griffon’s Nest. 
  Silas is the Guildmaster of the Union of Moneychangers 
  and Pawnbrokers, the most influential banking concern 
  in the Domain of Greyhawk. Curain has been politicking 
  with Silas to get the Oligarchs to fix the roads in front of 
  his inn as soon as possible. In addition Curain owes Silas 
  a significant amount of money that he used for repairs on 
  the Griffon’s Rest. 
   
  Silas Steamgem, who is positioning himself to be the 
  next person voted onto the Directing Oligarchy when a 
  position opens up, told Curain to throw a party. The party 
  allows Silas the opportunity to show the people his 
  generosity and build up popular support.  
   
  The party has gone on for several hours when the 
  door to the inn opens and a group of people enter. A 
  muscular man wearing a chain shirt and tabard 
  enters the common room, looks around, and nods 
  back out the open door. A richly-dressed gnome 
  enters the inn followed by another guard. The 
  bodyguards constantly scan the crowd, while the 
  gnome makes his way through the crowd as Curain 
  Nyie greets them. 
   
  A successful DC 20 Knowledge (local - core) check tells 
  the PC that the gnome is Silas Steamgem, Guildmaster of 
  the Union of Moneychangers and Pawnbrokers. The 
  bodyguards wear guild tabards. 
   
  �Silas Steamgem: male gnome, expert 7, AL LN. 
   
  The gnome calls out “Curain, my friend, how are 
  you? Good, yes? I have come to talk to you about this 
  loan of yours I hold.” All eyes in the tavern are on the 
  two as the music from the bards dies away. Silas 
  holds up a thick bundle of papers. Curain swallows 
  nervously. “I was thinking that we should 
  renegotiate. I’ll tear up this loan but only if you give 
  everyone in the bar a free drink. What say you?” 
   
  The choice is made in the blink of an eye. “Free 
  drinks!” Silas prestidigitates and the loan contract 
  goes up in a burst of flame. The crowd at the 
  Griffon’s Nest erupts into cheers. 
   
  The barmaids and Curain are overwhelmed with drink 
  orders for the next half hour. The bards begin to play 
  again.  
   
  Silas makes his way through the crowd, stopping at 
  each knot of people to shake hands and have a brief 
  conversation. His two bodyguards follow close behind. A 
  successful DC 10Spot check followed by a DC 20 Sense 
  Motive check tells the PCs that some of the groups are 
  happy to see the Guildmaster while others are not as 
  happy. Eventually, Silas approaches the PCs. 
   
  When the gnome offers his hand to you and says, 
  “Hello, I am Silas Steamgem. I see that our good 
  friend Curain Nyie has put together a wonderful 
  Growfest event. Thank you for coming. Are you 
  enjoying yourselves?” 
   
  Silas only lingers for a few minutes, but is happy to chat 
  for a brief time. If the PCs bring up the issues use the 
  following information to reply. 
  
  COR8-01 Machinations 
   
  Page 8 
  • 
  “The weather has been quite lovely lately. Good for 
  travel and good for trade. Is it good for adventuring 
  too? 
  • 
  “I’ve heard that the Pomarj has been less active 
  recently. I’m not sure what that means though. Do 
  you have any insight?” 
  • 
  “If we can get the borders fortified, we can allow the 
  Coinswords to patrol the countryside more for 
  bandits. Once the people feel more secure, they will 
  be more productive. Improved productivity means 
  more trade, which is good for everyone.” 
  • 
  “Those that worship St. Cuthbert are indeed a strong 
  breed of individual. Very focused they are. Do you 
  follow the Straight and Narrow Path?” 
  • 
  “By catering to travelers, Curain provides a valuable 
  service to the city. Trade is the life’s blood of the City 
  of Greyhawk and it is in the city’s interest to make 
  sure it flourishes.” 
   
  When the PCs are finished with their discussions with 
  the Silas, continue with the following. 
   
  “Excellent!” he says, “Please do continue to enjoy 
  yourselves. And when you tell others about tonight, 
  be sure they know that you have a friend in Silas 
  Steamgem and the Union of Moneychangers and 
  Pawnbrokers.” With that, Silas takes leave of you, 
  making his way to another group. 
   
  A DC 5 Listen check) reveals that Silas begins the same 
  conversation with the next group. Once the PCs meet 
  Silas, they encounter the small group of people debating 
  the issue of the war with the Pomarj. 
   
  Nearby, one of the groups that spoke with Silas 
  earlier comes over. Leading them is a large, middle-
  aged fellow. He looks like he would be more at ease 
  on a boat than in an urban setting such as this. “So 
  what did that pompous windbag Silas say to you? 
   
  If asked, the man identifies himself as Talbot Graymuck. 
  He is an oyster farmer on Woolly Bay. Due to the number 
  of times he has had to rebuild his farm after raids, he is a 
  firm supporter of the Eritai faction within the Free City. 
   
  �Talbot Graymuck: male human expert 4. 
   
  Adjust Tablot’s answer to respond to the PCs, but 
  regardless of what the PCs say, he launches into a tirade 
  against Silas. 
   
  “He’s just another merchant thief talking out of 
  both sides of his mouth. This is nothing but a stunt 
  to buy favor. All they do is raise taxes, and then send 
  some knee breakers to collect more. They’ve done 
  nothing about the orcs down in the Pomarj in 
  months. It’s high time the Coinswords were allowed 
  to go at those buggers and crush them.” 
   
  During his tirade, another group, led by a 
  shorter, but no less stocky man, wearing spectacles 
  listens intently. “Simple thinking from simple 
  minds, eh Talbot?” he begins. “The answer always 
  seems to be to bash’em to pieces. We need to get our 
  own house in order. Don’t you agree?” he asks you.  
   
  The second man is Jonash Rekarum. He is a miner in the 
  Cairn Hills. Since he pays protection to the Thieves’ 
  Guild (under the table) and openly supports Nerof 
  Gasgal, Jonash has had very little loss due to banditry or 
  attacks. The Greyhawk Militia is always nearby to protect 
  his interests. 
   
  �Jonash Rekarum: male human expert 4. 
   
  If the PCs wish to jump into the conversation, by all 
  means let them. Talbot angrily responds to Jonash and 
  any PC who sides with him. 
   
  “Oh don’t feed me that line of crap, Jonash!” Talbot 
  responds, “You’ve have the Coinswords sitting on 
  top of your precious mines in the Cairn Hills. Let 
  someone come along and raze your hard work, then 
  come talk to me.” He looks to you, “See what I’m 
  saying? They’re always looking out for number one 
  and that’s never us. What say you?”  
   
  These two people, and others in their respective parties, 
  start a ‘vigorous’ vocal debate; each trying to win the PCs 
  over to their side. As things heat up, Silas walks up to the 
  assembled group. 
   
  “Gentlemen, there is no need for harsh language. 
  Please, let’s enjoy what we have available here,” he 
  says, with a smile, placing a hand on Talbot’s and 
  Jonash’s arms. 
   
  Talbot knocks Silas’ hand off his shoulder. “Get 
  your thieving hands off me!” 
   
  Jonash shoves Talbot hard, shouting, “Back off! 
  He’s done nothing to deserve that!” One of Talbot’s 
  friends takes a swing at Jonash and in seconds the 
  entire place erupts into a brawl!  
   
  Curain yells, “I just fixed this place!” but no one 
  listens. Silas screams in terror as his bodyguards are 
  overwhelmed, leaving him at the mercy of the 
  political pugilists.  
   
   
  The bar fight is represented mechanically by an 
  encounter trap. However, this encounter is meant to be 
  fun; it is not a serious threat to the PCs’. Consider it more 
  of a wild barroom brawl than a serious fight. Before the 
  brawl begins, explain to the players how their characters 
  can interact with the trap. 
   
  Trap: The Griffon’s Nest bar is shown on DM Map 2. 
  The PCs begin at table in the bottom right corner 
  (marked on the map). The whole place is crowded with 
  brawling patrons, throwing fists, chairs, drinks, and food. 
  The goal of the PCs is either to “disarm” the trap (by 
  neutralizing the other patrons) and/or to get Silas 
  Steamgem (marked S on the map) out of the inn before 
  he is humiliated. Silas begs for their help. 
   
  To escape from the Griffon’s Nest, the PCs must 
  make it out of the inn. They can escape through any 
  window or door. If they decide to help Silas, they must 
  
  COR8-01 Machinations 
   
  Page 9 
  escort Silas through one of the four doors marked on the 
  map (the kitchen, the rear, and the double front doors). 
  Silas will not suffer the indignity of climbing through a 
  window as this immediately results in humiliation. The 
  PCs must maneuver him across the room before he loses 
  face in front of his guests because of the flying debris. 
   
  The trap consists of two parts. The first part consists 
  of many sections of the bar that must be “disarmed” to 
  escape. The sections are marked in yellow on DM Map 2. 
  Each round a PC is in an active section of the brawl, the 
  trap makes an attack on the PC to deal subdual damage. 
  Also, each square of an active section is exceedingly 
  difficult terrain and counts as four squares of movement. 
  Disarmed sections count as difficult terrain, taking two 
  squares of movement. Silas has a speed of 20 ft. and a +2 
  bonus to his initiative. The PCs cannot use planar travel 
  to get out of the inn, as one of the brawlers successfully 
  targets Silas with a dimensional anchor before the PCs act.  
   
  The PCs may disarm a section in several ways. They 
  can use Diplomacy to talk their way past the brawlers in 
  one section or Intimidate to force their way through one 
  section. They can make a normal attack in order to brawl 
  a path through a section. They may use magic to 
  effectively “dispel” the brawlers in that section. Only 
  spells that affect an area and that do not inflict any 
  physical damage will work for this purpose. A spell that 
  causes actual damage lands the party in jail and would do 
  major damage to Silas’ reputation, which automatically 
  humiliates him and gets the PCs arrested. 
   
  The second part of the trap is the attacks on Silas. 
  The PCs must protect him or he will be humiliated and 
  be unable to get the support he needs to join the 
  Oligarchy. Each round on the trap’s turn, Silas (regardless 
  of whether he is in an active section or not) suffers the 
  indignity of food thrown at him, beer dumped on his 
  head, and crude jokes about his nose and height. The PCs 
  may try to block this with a successful ability check that 
  exceeds the humiliation DC, as a standard action. Any 
  ability score may be used, with an action appropriate to 
  the ability and setting (Strength is using a table to cover 
  Silas, Dexterity is pulling him aside, and so forth).  This 
  must be done on the trap’s turn so PCs may need to ready 
  an action. 
   
  The trap does not reset, but it does leave quite a mess. 
   
  APL 2 (EL 2) 
   
  �Bar Fight “Trap”: Appendix 1.  
   
  APL 4 (EL 4) 
   
  �Bar Fight “Trap”: Appendix 1.  
   
  APL 6 (EL 6) 
   
  �Bar Fight “Trap”: Appendix 1.  
   
  APL 8 (EL 8) 
   
  �Bar Fight “Trap”: Appendix 1.  
   
  APL 10 (EL 10) 
   
  �Bar Fight “Trap”: Appendix 1.  
   
  APL 12 (EL 12) 
   
  �Bar Fight “Trap”: Appendix 1.  
   
  If the PCs were able to escort Silas Steamgem from the 
  bar with his dignity still intact (he didn’t pass out from 
  humiliation attacks), he is very grateful. He hurries home 
  and promises to send a reward. 
   
  The next day, representatives of Silas Steamgem 
  arrivs and gives the PCs a small pouch and profusely 
  thanking them for their assistance. They apologize for 
  how things got out of hand and ask the PCs not to view 
  the Union or the Guildmaster in a negative light.  
   
  If the PCs were unable to (or chose not to) escort 
  Silas out of the Griffon’s Nest, he is humiliated. His 
  reputation in the Free City drops like a stone and Nerof 
  Gasgal is forced to find another candidate for the 
  Oligarchy. The PCs receive no XP for defeating the 
  encounter. 
   
  In addition, word of the PCs’ prowess or Silas’ 
  humiliation spreads through the city. When the PCs 
  make Gather Information checks, they hear people 
  talking about the bar at the Griffon’s Nest and either Silas 
  emerging triumphant with the heroic PCs, or Silas 
  emerging drenched with beer and sobbing like a child. 
   
  Treasure: If the PCs accept Silas’ gift, the PCs (at all 
  APLs) receive silversheen and a glitter stone.  They also 
  receive Bigby Left This as Collateral. If the PCs used 
  lethal damage in the brawl, they get the Arrested!AR item 
  at the end of the adventure. 
   
  Development: 
  Jallarzi 
  Sallavarian’s 
  pseudodragon 
  familiar, Edwina, has been scouring the Free City looking 
  for credible people to investigate activities of the 
  Directing Oligarchy. Edwina was checking out the party 
  invisibly when the fight broke out. Based on the PCs 
  actions, she decides that the PCs are the people her 
  master is looking for and returns to Marial, Jallarzi’s 
  former apprentice, to report. They meet with the PCs the 
  next morning to get their assistance. 
   
  3: THE MORNING AFTER 
  The next morning, the 4th of Growfest, Godsday, Marial 
  and Edwina arrive at the Griffon’s Nest to get the PCs to 
  help in their investigation. She sends one of Curain’s 
  barmaids to summon the PCs. The barmaid softly knocks 
  on the door and informs them that someone is waiting to 
  see them. Assuming the PCs are agreeable, read: 
   
  The morning chill fills the large open area outside 
  your room. The fireplaces and hearths are just 
  glowing embers. Broken chairs, tables, and crockery 
  litter the place. The larger table in the corner where 
  you were sitting last night has survived. A single, 
  hooded figure sits at the table, drinking from a 
  steaming mug. A tray of food is in the center of the 
  
  COR8-01 Machinations 
   
  Page 10 
  table. A fat draconic creature is sitting next to the 
  tray, finishing one of the muffins. 
   
  Edwina has a weakness for any sort of pastry. A successful 
  DC 23 Knowledge (arcana) check tells the PCs that she is 
  a pseudodragon. Once the PCs approach the table, read: 
   
  The hooded figure pulls back her hood enough to see 
  her extremely pretty face and red hair. While she has 
  no weapons obviously displayed on her person, a 
  knotted wood staff leans against the wall behind 
  her. “Please, have a seat and join us. I am Marial and 
  this is Edwina.” 
   
  The dragon reaches for one of the muffins from 
  the tray in the center of the table, tears a big piece 
  from it, and puts it in her mouth. She says, 
  “Mmmmm… Mama Esther’s muffins are sooooo 
  good. They melt in your mouth.” 
   
  A successful DC 15 Knowledge (local - core) check tells 
  the PCs that the name Marial has been associated with 
  Jallarzi Sallavarian, one of the Circle of Eight. 
   
  �Marial: female human wizard 15, AL CG. 
   
  A successful DC 15 Knowledge (local - core) check 
  tells the PCs that the name Edwina has been associated 
  with Jallarzi. 
   
  �Edwina: pseudodragon, MM 210. 
   
  Once the PCs are seated, the barmaid comes over and 
  takes drink and food requests. Edwina quietly continues 
  eating the muffin until the food orders are fulfilled. She 
  then hurries off. Marial waits for her to be go before 
  continuing. 
   
  As Edwina swallows the last bite of her muffin, 
  Marial says, “After what happened last night, no 
  doubt that you are aware that the . . . political . . . 
  situation in the Free City is in turmoil. People are 
  fearfulwhen things are uncertain and they lash out.  
   
  “Edwina and I are keeping an eye on the 
  situation. Unfortunately, we’re a bit known in town 
  and there are some who will not speak with either of 
  us. So we must adapt. That is where you come in. I 
  am here to enlist your aid in our investigation while 
  Edwina is here for the muffins. Does this sound like 
  something you would do?” The Edwina looks up 
  with blueberry stains and crumbs all over her snout. 
   
  The following are some of the questions that could be 
  asked of Marial. Paraphrase Marial’s responses as needed. 
  • 
  Who are you working for? The red-headed woman 
  smiles sweetly, “No one said we were working for 
  anyone but ourselves. But we do know people who 
  would be interested in learning what we find out; 
  people who have a vested interest in the long-term 
  success of the Free City.” Marial does not directly 
  reveal that she and Edwina serve the wizards of the 
  Circle of Eight. She does her best to assuage any PC 
  fears that she is working for someone of an evil bent. 
  If it becomes a deal breaker for getting the PCs 
  assistance, she provides enough hints for the PCs to 
  guess or assume that she works for the Circle of 
  Eight. 
  • 
  Will you pay us? Marial is willing to pay the PCs 
  100 gp plus another 50 gp per APL. She begins by 
  offering half that amount. Payment is given when 
  the PCs present their report on Freeday; she is not in 
  the habit of giving away money.  
  • 
  What is the political situation? “There are two 
  major factions on the Directing Oligarchy. One 
  group, centered on the Lord Mayor Nerof Gasgal, 
  believes the lull in fighting with the Pomarj should 
  be taken as a sign of their attention being directed 
  elsewhere. The Directing Oligarchy should capitalize 
  on this opportunity to fortify their military positions 
  along the border, expand the trade routes with 
  friendly nations, and re-direct resources within the 
  Free City and the Domain. This would give the 
  residents a visible sign of stability. When the 
  residents feel more stable, then they are more 
  productive. Higher productivity improves trade and 
  thus the tax base for the Free City and the Domain.” 
  • 
  And the other faction? “The other group, centered 
  on Eritai Kaan-Iprizel, High Priestess of St. Cuthbert, 
  believes the lull in fighting represents the 
  opportunity for the forces of the Free City to 
  redouble their efforts to break the enemies of the 
  Free City. Although the people may be tired of 
  fighting, they know that true security can only be 
  obtained by soundly defeating the enemy and 
  breaking his or her will to fight, not surrendering an 
  advantage in the hopes that the enemy will not fight 
  further.” 
  • 
  Who 
  supports 
  each 
  faction? 
  “Mostly 
  the 
  merchants, lawyers, and other businessmen of the 
  Free City are in Nerof’s camp. Rumors exist that the 
  nefarious elements of the Free City; thieves; 
  assassins, and the like, also support this position, but 
  not openly; bad for their existence I’m told. Mostly 
  those more principled people support Eritai, such as 
  the old noble families, the artisans, and the common 
  folk. Many see this group as a counterbalance to the 
  alleged negative influence of the thieves and greedy 
  merchants on the Directing Oligarchy. 
  • 
  So what do you want us to do? “As you saw last 
  night, these two groups are poised for a showdown at 
  some point in the near future, perhaps as soon as the 
  upcoming 
  Directing 
  Oligarchy 
  meeting 
  next 
  Starday. I suspect a lot of behind the scenes political 
  maneuvering going on. I need to know what each 
  group is up to. Beyond that, I leave up to you. I will, 
  of course, deny ever having spoken with you.” She 
  smiles again revealing her dimples. 
  • 
  How do we find you to report back? “Today is 
  Godsday, I will give you until Freeday evening to 
  gather your information. You will be able to find me 
  at the Golden Phoenix, watching the fireworks 
  display. At that time, I expect a concise report of 
  what each group is up to.” 
  
  COR8-01 Machinations 
   
  Page 11 
  • 
  Where 
  do 
  we 
  start? 
  “I 
  suggest 
  avoiding 
  approaching Nerof or Eritai directly, at least at first. 
  Once you start asking questions directly of people, 
  word may start going around. Instead, focus on those 
  around them. Call on friends and favors you may 
  have. If one group is going to use the power of the 
  Directing Oligarchy to push an agenda, then they 
  would need the necessary votes from the other 
  members to do so. You may want to start with Silas. 
  He’s been courting favor with the populace lately, a 
  rather odd action for a moneylender.”  
  • 
  And who is on the Directing Oligarchy? “The 
  Directing Oligarchy is currently composed 16 
  individuals. Here, I’ll write them down for you.” Give 
  the PCs Marial’s list which is Player Handout 1. 
   
  If the PCs agree to help, and once the PCs questions are 
  answered, Marial and Edwina take their leave of the PCs. 
   
  “Very well, I leave the task in your capable hands. 
  Until Freeday evening then,” she says as she stands 
  up. She pulls the hood over her head, collects her 
  staff, and makes her way to the door. Edwina flies 
  towards the door, slowly fading from view. 
   
  If the PCs turn down Marial, use the following. 
   
  “Very well, I hope your lack of concern does not 
  leave you slack jawed when events overtake you. 
  Good day,” she says as she stands up. She pulls the 
  hood over her head, collects her staff, and makes her 
  way to the door. Edwina flies towards the door, 
  slowly fading from view. 
   
  If the PCs turn her down, Marial returns to Jallarzi’s 
  tower in the Garden Quarter. If the PCs have a later 
  change of heart, they can find her there. 
   
  Development: The PCs should be assisting Marial (and 
  through her the Circle of Eight) to discover what is being 
  planned for the next Oligarchy meeting. If the PCs turn 
  her down, they can still do the investigation (and the rest 
  of the adventure) but they unless they report their 
  findings to her they get no benefits from the Circle of 
  Eight. 
   
  4: THE STICKING OF NOSES 
  This encounter addresses the investigation of the 
  Directing Oligarchy and its members. It is freeform in 
  nature as the PCs can go pretty much anywhere in the 
  Free City and talk to anyone.  
   
  The table provided in DM Aid 1 provides the 
  information that can be gathered about each Oligarch (as 
  well as Silas Steamgem and Simeon Hellwater). 
  Depending on how time is running for the adventure, 
  you can either play out the gathering of information or 
  you can have the players make check and summarize the 
  information presented. Each entry also lists whether or 
  not the PCs can meet with the individual. Feel free to 
  embellish the meeting, but if you face time constraints, 
  summarize what the PCs learn. 
   
  Many PCs have contacts and favors in the City of 
  Greyhawk that they may wish to use. Let them take full 
  advantage of these resources. These resources can give 
  the PCs access to the information on DM Aid 1. Use your 
  best judgment as to which favors gain which information. 
   
  Each Gather Information check takes 1d4+1 hours. 
  The PCs may want to prioritize who they investigate first, 
  as they could run out of time if they make inquiries after 
  all 16 Oligarchs. If the PCs set up meetings with 
  prominent people, this time is not included in the 1d4+1 
  hours. 
   
  The PCs can work cooperatively or individually on 
  this task. Each person rolling may modify their Gather 
  Information check (regardless if it is main check or the 
  check to assist) with one of the following modifiers: 
  • 
  Affiliation Score of 3 or less: +1 
  • 
  Affiliation Score of 4-10: +2 
  • 
  Affiliation Score of 11-20: +3 
  • 
  Affiliation Score of 21-29: +4 
  • 
  Affiliation Score of 30 or more: +5 
  • 
  Favor of a Greyhawk affiliation: +1 
  • 
  Disfavor of a Greyhawk affiliation: -1 
   
  The PCs may wish to draw upon their contacts with 
  affiliations in the City of Greyhawk. DM Aid 2 provides 
  information that members of a specific affiliation can 
  learn about the situation if they think to ask. 
   
   
  PLOTS THAT ARE AFOOT 
  Being Greyhawk, there are numerous plots afoot in the 
  city at any particular time. However, only three of them 
  are of importance to this adventure. 
   
  Removal of Eritai 
  Nerof needs 11 of the 16 Directors to vote for removing 
  Eritai. Nerof already has seven votes from his faction and 
  a reason to force the vote (see Helping the Poor below). 
  He needs four more from the Neutrals: Torrentz 
  Hebvard, Stakaster Villaine, Gerda Hollardel, Stimtrin 
  Cannsay, and Kieran Jalucian. 
   
  Judging Kieren as too dangerous to pressure, Nerof’s 
  agents have approached four of the Neutral Directors. 
  Gerda is being pressured through her relationship with 
  Dernan Nathane. Stimtrin Cannsay is being blackmailed. 
  Nerof has promised Stakaster special privileges that will 
  allow for the building of a new and larger temple of 
  Zilchus. Torrentz Hebvard has been persuaded through 
  appealing to his political views. 
   
  Through their investigations, the PCs can learn of 
  Gerda’s relationship with Dernan and may surmise that 
  she will vote with Nerof’s faction. PCs can learn that 
  Torrentz and Stakaster have met with Nerof and his aides 
  quite a lot recently. If the PCs make appropriate inquiries, 
  the PCs can also learn that it is an open secret among the 
  Zilchan clergy that something big is in the works 
  
  COR8-01 Machinations 
   
  Page 12 
  between their patriarch and the Lord Mayor. The PCs can 
  learn of the promised rezoning and plans for an enlarged 
  temple with clever digging at either the temple or the 
  Lord Mayor’s office. The other members of the Union of 
  Merchants and Traders who are on the Oligarchy are 
  using their considerably economic clout to browbeat 
  Stimtrin. If the PCs investigate at the Union of 
  Merchants and Traders, they catch wind of the economic 
  pressure being put on Stimtrin to vote with the other 
  directors on an upcoming Oligarchy decision. 
   
  Until the PCs speak with the Beggarmaster, they are 
  likely to figure that something big is up, but they aren’t 
  exactly sure what it is. 
   
  Negotiations with the Pomarj 
  Cariel Mansharn of the Merchants’ and Traders’ Union 
  has been meeting with half-orc envoys from the Pomarj. 
  It is possible for the PCs to learn about these meetings by 
  trailing Cariel or stealing his case of papers that he carries 
  with him. 
   
  If the PCs follow Cariel, he works at the Merchants’ 
  and Traders’ Union in the Thieves Quarter until noon 
  then steps out for lunch at the Whitehorse Inn, which is 
  owned by his half-brother. He then takes a coach to the 
  Low Market where he changes to a different coach to 
  return the Thieves’ Quarter. There, he stops before a row 
  house on one of the back streets. He enters it and departs 
  through the backdoor for another, smaller house further 
  down the street, which he enters through the backdoor. 
  The entire time, Cariel is accompanied by two capable 
  bodyguards. 
   
  At this second house, Cariel meets with two half-orcs 
  emissaries for the Pomarj. The emissaries enter the front 
  door of the meeting house. The emissaries are staying at 
  the Phoenix Boarding House but can be found spending 
  their evenings in various dives in the Old City. 
   
  Until nightfall, the two groups argue over the 
  specifics of a peace treaty. A number of contentious issues 
  have to be worked out, such as the new border, 
  reparations (if any), assurances against future raids, 
  opening channels for trade, and limiting of any slaving. 
  Nerof doesn’t just want peace. He wants an advantageous 
  peace. 
   
  After meeting with the Pomarj emissaries, Cariel 
  heads back to Merchant and Trader’s Union in a 
  circuitous route. He leaves all the papers regarding the 
  treaty in the safe in his office and heads back to the 
  Whitehorse Inn for some relaxation before going home 
  to his house, which is also in the Thieves’ quarter. As a 
  powerful, wealthy Greyhawker, Cariel has warded his safe 
  from theft. Because of the number of guards, locks, traps, 
  and magical wards, the PCs have no opportunity in the 
  tight timeframe they have to break into Cariel’s safe. 
  Make this clear to the PCs. 
    
  The PCs could approach Cariel himself. He is 
  unwilling to say anything about the meetings. If the PCs 
  accost him, he has a number of magical protections as 
  well as his two very capable bodyguards. He teleports away 
  immediately upon being attacked and does not appear in 
  Greyhawk until the meeting of the Oligarchy. If 
  prevented from teleporting, he runs away. He has enough 
  guards, money, and magic to escape the PCs. 
   
  The PCs can approach the half-orc emissaries. 
  However, the two emissaries are discretely shadowed by 
  half-a-dozen thieves who are making sure that nothing 
  happens to the emissaries. The half-orcs refuse to talk to 
  the PCs and if force is used the shadowing thieves step 
  out and urge the PCs to move along. Since they’re in the 
  Thieves’ Quarter, there are plenty of reinforcements. The 
  half-orcs are not fools and don’t keep anything on them 
  that identifies them as being from the Pomarj. They do 
  not take notes and have no paperwork with them. Cariel 
  is keeping the drafts of the treaty. 
   
   
  Helping the Poor 
  Unbeknownst to Eritai, the senior paladin of St. Cuthbert 
  in the city, Talasek Thraydin, has been using his contacts 
  in the Greyahwk Militia and the City Watch to give food 
  and supplies from the militia to the needy poor. Talasek 
  tried to get the supplies transferred legally, but the 
  bureaucracy (and opposition from Nerof’s faction) caused 
  the request to be permanently stuck in committee. Never 
  one to let the politics of the city stand in the way of his 
  ideals, Talasek arranged for the supplies to be secretly 
  transported to Nicholi Nortoi, a Cuthberran priest for 
  distribution to the poor. 
   
  Nerof Gasgal has learned of this “theft” and has 
  gathered enough evidence and testimony to have Talasek 
  arrested and Eritai discredited. At the Oligarchy meeting 
  on Starday, he is revealing that she has diverted city 
  resources for personal projects. 
   
  The PCs can track down the wagons, which leave 
  every third day (the next trip after the PCs arrive is 
  Earthday) from the Grand Citadel and go down the 
  Processional through the Garden Gate, the Black ate, then 
  the Highway Gate, to the outskirts of Greyhawk south of 
  the city. There, the wagon is unloaded into a non-descript 
  warehouse. The PCs can easily follow the wagons. 
   
  Each wagon comes with an escort of four militiamen 
  as well as two teamsters. None of the escort knows more 
  than that they were ordered to deliver the supplies on the 
  wagon to a warehouse south of the city.  
   
  The warehouse itself is unmarked, but if the PCs 
  make inquiries, they can learn that the warehouse is 
  owned by the Church of St. Cuthbert. Later that morning, 
  Father Nicholi arrives at the warehouse with several 
  helpers. They open the crates of supplies and load them 
  onto carts which are taken to several points scattered 
  around the Greyhawk outskirts and the Slum Quarter for 
  distribution to the poor. One of the points is a soup line. 
  If PCs played COR7-12 Heart’s Desire, they recognize this 
  soup line. 
   
  Father Nicholi is unaware of the source of his 
  donations and believes they are from an anonymous 
  donor. If told the truth, he is a bit concerned, but the food 
  and supplies are going to the needy.  
   
  Regardless of what the PCs do to learn about the 
  wagons, their inquiries attract the attention of Simeon 
  
  COR8-01 Machinations 
   
  Page 13 
  the Beggarmaster. He sends one of his beggars to the PCs. 
  The beggar finds the PCs wherever they are (beggars 
  know these things) and extends the invitation to meet 
  with the Beggarmaster at the Guildhall in the Slum 
  Quarter. 
   
  Development: At some point in their investigation, the 
  PCs should have an invitation with Simeon the 
  Beggarmaster, who can provide them with substantial 
  information. When the party goes to see the 
  Beggarmaster, run encounter six. 
   
  5: GROWFEST 
  Growfest is a week-long festival in the City of Greyhawk. 
  As a commercial center, trade never really stops, but 
  along with the work there are plenty of events and 
  parties. 
   
  This optional encounter details some of the events 
  that transpire over the week. If you are playing this 
  adventure under time constraints, summarize or make 
  quick reference to the events described here. If you have 
  time, let the PCs explore these events. 
   
  GODSDAY 
  Godsday during Growfest is St. Cuthbert’s Day, the 
  holiest day of the year for the faithful of St. Cuthbert. Just 
  before dawn, people gather at the edges of the route that 
  the faithful of St. Cuthbert will follow as part of the 
  cleansing ritual in celebration of St. Cuthbert’s Day. The 
  route runs from the Highway Gate, along the 
  Processional, through the High Market, along the Garden 
  Road and ends in the courtyard of the Sacred Temple of 
  St. Cuthbert. The children of the faithful, armed with 
  green switches, run up and down the streets in anxious 
  anticipation of the march of their parents towards the 
  temple. 
   
  For the next few hours, the faithful of St. Cuthbert 
  file into the city along the route, their children lightly 
  lashing them with the green switches; enjoying it 
  immensely. All the while, the adults sing and chant 
  prayers to St. Cuthbert. As they finish the march, they 
  congregate in the courtyard of the Sacred Template of St. 
  Cuthbert; the priests and clerics of the temple 
  ministering to them as they prepare the great feast that 
  begins at high noon. 
   
  A few bystanders, obviously not believers in the 
  teachings of St. Cuthbert, shout deriding comments at 
  those marching. They do not react to anything they say. 
  The only time a few of the marchers react is when a 
  young man tries to pelt the stream of people with some 
  rotten fruit. He was quickly subdued by more militant 
  members of the faith and ‘properly educated’ about 
  appropriate conduct for such an important occasion. The 
  entire event is over before the City Watch can intervene. 
   
  ‘Properly educated’ means soundly beaten by several 
  more militant members of the faith; leaving the young 
  man bruised, a bloody nose, several missing teeth, and 
  forced to consume some of the rotten fruit he was 
  throwing at the marchers. 
   
  Over the next few hours, the faithful of St. Cuthbert 
  make their way through the food lines in the temple 
  courtyard. The courtyard is not big enough to hold 
  everyone, so as the first to arrive finish their meal, they 
  depart to make room for those behind them. As they 
  depart, they shake hands and warmly greet those 
  patiently waiting behind them. 
   
  WATERDAY 
  Shortly after noon on Waterday, the activist students of 
  the Grey College stage a rally to protest living conditions 
  in the Free City and domination of city’s government of 
  “merchants, thieves, and lawyers”. Several hundred 
  students from the Grey College, the University of the 
  Flanaess, and the Bard School (the School of Clerkship is 
  noticeably absent) gather on the green between College 
  Hall and the Hall of the Dean, listening to speakers who 
  are standing on the steps of Hall of the Dean. 
   
  The lead agitator is Aisley Lockswell, the daughter of 
  Lord Lockswell of Gnarlwood. Her mother insisted that 
  she receive an education and sent her to Grey College. 
  Unlike her ranger-lord father she has no skill in the 
  woods, but she does have a penchant for words and she 
  can command the crowd. She has inherited her parent’s 
  desire to do good and help her fellow man. 
   
  �Aisley Lockswell: female human bard 1/marshal 
  1, AL NG (Diplomacy +13). 
   
  Aisley speaks passionately about the need of the poor 
  and the stranglehold that the merchants, thieves, and 
  lawyers have on the city and the need to bring reform and 
  change to the city. Her words are enthusiastically 
  received by the student crowd, who are mostly upper or 
  middle class. At the end of the rally, the protesters agree 
  to march on the Public Council meeting the next day. 
    
  EARTHDAY 
  Each quarterly festival, the Directing Oligarchy meets 
  with the Public Council for one full day. The Public 
  Council is composed of popularly elected representatives 
  from each of the eight city quarters. This advisory council 
  presents detailed conditions on each quarter and 
  proposes courses of action to the Oligarchy. 
   
  Even though it has no direct power, the Public 
  Council makes for excellent entertainment for the 
  residents of Greyhawk as well as providing a voice of the 
  people. The council meetings are open to the public and 
  held at the Lord Mayor’s Palace. News of each council 
  member’s report and other notable events spreads 
  through the city pretty quickly.  
   
  The PCs can attend in person or hear through the 
  street talk that the council has made numerous proposals. 
  • 
  Settlement for those displaced by the orcs near the 
  Gnarley Forest; 
  • 
  Strike the requirement license to carry weapons in 
  town; 
  
  COR8-01 Machinations 
   
  Page 14 
  • 
  A requirement that everyone gargle while crossing a 
  street; 
  • 
  A declaration that eggs are good for you; 
  • 
  Fund shelters in the Slum Quarter; 
  • 
  Require all beggars to remain at least five feet away 
  from anyone of quality; 
  • 
  Increase the tariffs on imports from Dyvers and 
  Urnst; 
  • 
  Disband the militia and allow them to return to their 
  homes. 
   
  Feel free to make up your own proposals.  Not all the 
  councilors are elected for their political acumen, 
  intelligence, or sanity. The PCs will also hear that a large 
  number of students were forcibly rejected from the 
  meeting. They remained outside chanting at the 
  Oligarchs. 
   
  FREEDAY 
  The grand festivity on the last day of Growfest is the 
  Desportium of Magic – a fabulous fireworks and magical 
  illusion show followed by a grand feast that is open to the 
  public for free. For many, it’s the one time they get to eat 
  all day. 
   
  The populace is anticipating the evening fireworks 
  show. This is covered in encounter ten. 
   
   
  6: DEAD ENDS 
  When the PCs go to the Beggar’s Union, read: 
   
  One of the flaws in the Gem of the Flanaess, the 
  Slum Quarter of the Free City is the place everyone 
  else would like to forget. The smell of rotting refuse 
  and unwashed bodies mingles in the gentle breeze. 
  Men, women, and children live in abject poverty and 
  total filth. Misery and disease are rampant here. 
  Hope checked itself at the gate through the Black 
  Wall. 
   
  You will need to adjust the descriptive text to account for 
  the number of “beggars” and dogs at the APL. This 
  encounter presumes that the PCs are traveling normally 
  through the streets. If they are flying, teleporting, all 
  invisible, or similar things, adjust the encounter as 
  needed. 
   
  As you make your way down the eerily quiet street 
  named ‘Assassin’s End’, many of the people you keep 
  their heads bowed away from you, pretending to do 
  something else. From up ahead, you hear a scream in 
  surprise and horror. A mad dog is viciously 
  attacking a beggar, snapping at his throat. 
   
  The dog attack is the lure for an ambush waiting for the 
  PCs on Assassin’s End. The muggers have been preparing 
  for weeks now (in between other jobs, begging, and 
  fighting with themselves) for some good marks to come 
  down Assassin’s End. They figured that eventually some 
  adventurers 
  would 
  need 
  information 
  from 
  the 
  Beggarmaster. The PCs fit the bill perfectly. 
   
  Creatures: The ambush is composed of “beggars” and 
  dogs as a lure. On top of the nearby buildings are roof 
  topplers who activate the traps. Finally, a cutpurse moves 
  in to steal from the PCs while they are distracted. 
   
  APL 2 (EL 4) 
   
  �Slum Quarter “Beggar”: male human warrior 2; 
  hp 9; Appendix 1. 
   
  �Dog: hp 6; MM 271. 
   
  �Slum Quarter Roof Toppler: male human 
  commoner 2; hp 5; Appendix 1. 
   
  �Otjen, Slum Quarter Cutpurse: female human 
  rogue 1; hp 7; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Slum Quarter “Beggar”: male human warrior 2; 
  hp 9; Appendix 1. 
   
  �Dogs (3): hp 6; MM 271. 
   
  �Slum Quarter Roof Toppler: male human 
  commoner 2; hp 5; Appendix 1. 
   
  �Otjen, Slum Quarter Cutpurse: female human 
  rogue 2; hp 11; Appendix 1. 
   
  �Bricks from Roof Trap: CR 2; mechanical; touch 
  trigger; repair reset; Atk +12 melee (2d6, bricks); multiple 
  targets (all targets in two adjacent 5-ft. squares); Search 
  DC 20; Disable Device DC 20. 
   
  APL 6 (EL 8) 
   
  �Slum Quarter Bruiser: male human warrior 4; 
  hp 22; Appendix 1. 
   
  �Riding Dogs (2): hp 13; MM 272. 
   
  �Slum Quarter Roof Topplers (2): male and 
  female human commoner 2; hp 5; Appendix 1. 
   
  �Otjen, Slum Quarter Cutpurse: female human 
  rogue 4; hp 20; Appendix 1. 
   
  �Collapsing Roof Trap: CR 4; mechanical; touch 
  trigger (attached); no reset; Atk +15 melee (6d6, stone 
  blocks); Search DC 20; Disable Device DC 24. 
   
  APL 8 (EL 8) 
   
  �Slum Quarter Bruisers (2): male human warrior 
  4; hp 22; Appendix 1. 
   
  �Riding Dogs (4): hp 13; MM 272. 
   
  �Slum Quarter Roof Topplers (4): male human 
  commoner 2; hp 5; Appendix 1. 
   
  �Otjen, Slum Quarter Cutpurse: female human 
  rogue 6; hp 29; Appendix 1. 
   
  �Collapsing Roof Trap (2): CR 4; mechanical; 
  touch trigger (attached); no reset; Atk +15 melee (6d6, 
  stone blocks); Search DC 20; Disable Device DC 24. 
   
   
   
  
  COR8-01 Machinations 
   
  Page 15 
  APL 10 (EL 10) 
   
  �Slum Quarter Block Bullies (2): male human 
  warrior 6; hp 33; Appendix 1. 
   
  �Riding Dogs (8): hp 13; MM 272. 
   
  �Slum Quarter Roof Topplers (8): male and 
  female human commoner 2; hp 5; Appendix 1. 
   
  �Otjen, Slum Quarter Cutpurse: female human 
  rogue 8; hp 38; Appendix 1. 
   
  �Built-to-Collapse Wall (2): CR 6; mechanical; 
  proximity trigger; no reset; Atk +20 melee (8d6, stone 
  blocks); multiple targets (all targets in a 10-ft.-by-10-ft. 
  area); Search DC 14; Disable Device DC 16. 
   
   
  APL 12 (EL 12) 
   
  �Slum Quarter Block Bullies (2): male human 
  warrior 6; hp 33; Appendix 1. 
   
  �Riding Dogs (8): hp 13; MM 272. 
   
  �Slum Quarter Roof Topplers (8): male human 
  commoner 2; hp 5; Appendix 1. 
   
  �Otjen and Faanil, Slum Quarter Cutpurses (2): 
  female human rogue 8; hp 38 each; Appendix 1. 
   
  �Built-to-Collapse Wall (4): CR 8; mechanical; 
  proximity trigger; no reset; Atk +20 melee (10d6, stone 
  blocks); multiple targets (all targets in a 10-ft.-by-10-ft. 
  area); Search DC 24; Disable Device DC 16. 
   
  Layout: See DM Map 3 for a layout of the street. The 
  ground is hard packed earth. The buildings that border 
  on Assassin’s End are a mixture of wood and poorly built 
  stone. All of the buildings are 10-ft. tall. Each of the 
  buildings has an unlocked door that faces onto Assassin’s 
  End. Inside each building is a stair leading up to the roof. 
  The roofs are gently sloped, requiring DC 10 Balance 
  checks to run or charge, but are replete with gables, 
  external staircases, and assorted debris, which provide 
  cover from anyone on the street below. The high walls 
  cast the entire alley into gloom (not quite shadowy 
  illumination, but not bright sunlight either). 
   
  Tactics: The muggers are hoping that the PCs will run 
  forward to help the “beggar” being attacked by the dog(s). 
  When this happens, the ambush triggers. There is no 
  surprise round as the dogs and “beggars” are plainly 
  visible. 
   
  The “beggar” (marked B on the map; if your APL has 
  fewer beggars use the lowest numbered B first) have 
  trained the dogs (marked D on the map; use the lowest 
  numbered D first) and are in no real danger. They use a 
  move-action on the first round to command the dogs to 
  attack the PCs; they then draw daggers to attack. They 
  know where the traps are and avoid them. If the 
  opportunity presents itself, they try to bull rush PCs into 
  the trapped areas.  
   
  The roof topplers are hidden on the roofs of nearby 
  buildings (marked R on the map; use the lowest 
  numbered R first). To notice them, the PCs must make a 
  Spot  check opposed by the Toppler’s Hide check. 
   
  On the first round of combat the roof topplers 
  trigger a trap(s) if there are any PCs in the targeted area of 
  the road (the traps are marked T on the map; the shaded 
  area is the targeted area). The trap requires a manual 
  trigger (the toppler to give the wall/piece of roof/ pile of 
  bricks a push) which is a standard action. The topplers 
  have some limited ability to aim the trap. At APLs 4-8, 
  each trap can target one PC in the corresponding target 
  area. At APLs 10-12, the wall falls on all PCs within one 10 
  ft. by 10 ft. section of the targeted area. There are no traps 
  at APL 2, but describe the topplers’ attempts to push 
  down a mass of bricks on the PCs. Once they have failed 
  once, they resort to hurling single bricks. 
   
  The roof topplers are patient. If no PCs are in the 
  targeted area below, they stay hidden. Only one toppler is 
  needed to trigger the trap, so excess topplers remain 
  hidden. Once the traps have been dropped, the roof 
  topplers start throwing rocks down onto the PCs. 
   
  While all this confusion is going on, Otyen the 
  cutpurse (with her partner-in-crime Faanil at APL 12) 
  starts in a position that gives her total cover to the PCs 
  (marked C1 for Otyen and C2 for Faanil on the map). She 
  hides then sneaks into the alley where the PCs are, 
  moving at half speed so she does not take any negatives to 
  her roll. The PCs can make opposed Spot and Listen 
  checks to notice her. However, the PCs are distracted by 
  the encounter and take a -5 circumstance penalty to their 
  roll.  
   
  If she is undetected, the cutpurse uses her Sleight of 
  Hand skill. She lifts a coin purse (stealing 1d10 gp per 
  APL) with a successful DC 20 check. The PCs can make 
  an opposed Spot check to notice her (PH 82), but they are 
  still distracted and take the -5 circumstance penalty. 
  Otjen repeats this process until she has attempted to steal 
  from each PC. If Faanil is present, she does the same. 
   
  Note: While it uses the same d20 roll, success or 
  failure of the Sleight of Hand check is determined 
  separately from the opposed Spot check. Otjen can 
  succeed on a Sleight of Hand check and still be noticed; 
  likewise she can fail and not be noticed. 
   
  If Otjen is noticed, she runs away, hides, and tries 
  again. If all the traps are sprung and the “beggar” and his 
  dogs are dead, she gives up on this scheme and vanishes 
  into the Old City. She surrenders if she cannot escape. 
  Similarly, the other muggers have no wish to die. If in 
  serious danger of dying, they run. If that is not an option, 
  they surrender, begging for mercy.  
   
  Treasure: The beggars do not have much wealth, but if 
  the PCs defeat them, they can take it all. What the 
  beggars do have is a chest, which is hidden under some 
  trash in the corner of the ally near their ambush spot (DC 
  15 Spot check to notice it; a Search check automatically 
  finds it). 
   
  The beggars found this chest buried beneath one of 
  the abandoned building in the Slum Quarter. They tried 
  to open it, but they set off the poison needle trap that 
  killed one of them. They have not tried to open it since. 
   
  The small iron chest is exotically decorated with 
  many barbed loops and swirls. The PCs can recognize it as 
  
  COR8-01 Machinations 
   
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  vaguely Elven. The trap has been discharged, but the 
  chest is still locked. 
   
  �Exotic Iron Chest: 2 in. thick; AC 5; hardness 10; 
  hp 40; Break DC 25; Open Lock DC 25. 
   
  Inside, the PCs can find a black bag made of spider’s 
  silk containing a number of semi-precious stones (lapis 
  lazuli worth 50 gp), a masterwork hand crossbow, a rod of 
  viscid globs (at APLs 4 and higher), and a tentacle rod (at 
  APL 12). They also find an unsigned note, written in 
  Elvish, which reads: 
   
  "I will die for sending these to you, Saal. May all the 
  fiends of the pits curse the day I agreed to your foul 
  bargain." 
   
  Development: If the PCs slay the muggers, they can 
  leave them in the alley with no consequences from the 
  City Watch, the Guild of Nightwatchmen, the Beggar’s 
  Union, or the Thieves Guild. This is the Slum Quarter; 
  this sort of thing happens all the time. However, the PCs 
  are not rewarded for it either. 
   
  If the PCs capture the beggars or take their bodies to 
  the City Watch, they find out that there is a 50 gp reward 
  for the “beggars” and the cutpurses. If the PCs turn the 
  muggers over to the Thieves’ Guild, they learn that this 
  gang is not a part of the guild and operating on the sly. 
  The thieves give the PCs a bounty equal to the reward. If 
  the PCs take captives or bodies with them to the 
  Beggarmaster, he likewise gives them a bit of a reward for 
  taking care of annoyance that he has not had the 
  manpower to deal with. 
   
  7: THE PALACE OF TRASH 
  Once past the ambush, the PCs arrive at the Beggar’s 
  Union Guild Hall. Read: 
   
  The imposing three-storey building sometimes 
  referred to as the Palace of Trash, houses the 
  Beggar’s Union. The building is in ill-repair; shutters 
  are missing or hang loose; trash hangs from 
  windows and lays about the street. Beggars, the 
  homeless, and others who have been dealt a losing 
  hand line the street on either side of the warped and 
  stained door that hangs poorly from its hinges. 
   
  The beggars and homeless plead with the PCs for spare 
  coin. When the PCs enter the building, continue. 
   
  Inside, the smell of unwashed bodies and urine is 
  overpowering. At least outside, the breeze diluted 
  the stench. Debris is heaped everywhere without 
  rhyme or reason. You have to wade more than walk 
  through the rooms of the Guildhall of the Beggar’s 
  Union. The eyes of a dozen leery beggars watch you. 
   
  The stench is so bad that the PCs need a DC 10 Fortitude 
  save or become sickened (-2 on attack rolls, weapon 
  damage rolls, saving throws, skill checks, and ability 
  checks) for as long as they are inside the Palace of Trash. 
   
  The guildhall is overflowing with members of the 
  union. There are around 50 on the first floor alone. To 
  speak with Simeon the Guildmaster, the PCs must use 
  Diplomacy or Intimidate to improve the beggars’ reaction 
  from indifferent to friendly to get to the Beggarmaster. A 
  Diplomacy check works, as does giving each of the 50 
  beggars a silver piece. If the PCs captured the ambushers 
  and bring them with them (or bring the corpses) they 
  automatically gain access to Simeon. 
   
  One of the beggars with a crippled arm, but two good 
  legs, leads you to the third floor. The windows are 
  flung open and the stench is not so bad up here. At 
  the top of the stairs is a large ‘office’ with furniture 
  and decorations that are obviously the choicest 
  picks of the hall.  
   
  A gaunt, pale older man dressed in clothes that 
  were fashionable a decade ago is standing by the 
  window. A number of heavily muscled thugs are 
  lounging on heaps of dirty clothes. The man by the 
  window looks at you and raises an eyebrow. “What 
  do you want?” 
   
  The man by the window is Simeon Hellwater. He is a 
  penny-pinching, unscrupulous, meticulous bean counter. 
  He is called “the Vampire” by some of the beggars 
  because of his appearance and mannerisms, but he is not 
  undead. Before rising to Beggarmaster, he was treasurer 
  of the union. But in a brief clash between beggar and the 
  Thieves’ Guild several years ago, Simeon suddenly found 
  he was the highest ranking officer still alive. He promptly 
  took over the union and made peace with the thieves. 
   
  Simeon is a manager not a leader, but he is a great 
  manager. He has the respect of the other beggars, even 
  though he is not liked. 
   
  �Simeon Hellwater: male human fighter 2/rogue 
  10, hp 62, AL NE, (Bluff +12, Knowledge (local – core) 
  +15, Sense Motive +10). 
   
  If the PCs bring the captured or dead ambushers 
  with them, Simeon looks them over and comments, “So 
  much for the small entrepreneur.” He then orders one of 
  his beggars to pay the PCs 50 gp for their good work in 
  crushing his competition. 
   
  If the PCs ask Simeon to provide or confirm any 
  information regarding current events in the City of 
  Greyhawk, including information about the City Watch 
  ferrying supplies through town, Simeon answers that 
  before he tells them anything they have to something for 
  him. Simeon orders one of his underlings to fetch “the 
  box”.  
   
  A minute later, the underling returns with a sealed 
  box. When opened, a stench rolls out of the box that 
  overrides the odor of the building. Inside is a 
  mutilated, maggot-infested head of a dwarven male. 
  Some of the flesh has been stripped away; revealing 
  the skull, the flesh around the mouth is twisted into 
  a smile. 
  
  COR8-01 Machinations 
   
  Page 17 
   
  The Beggarmaster pulls a handkerchief from his 
  robe, covers his mouth, and pulls a blood splattered 
  note from the box. He opens it slowly. “Several 
  months ago, my granddaughter Duewella took up 
  with a popinjay named Veron Pin. I didn’t like him 
  and said so. So they ran off together. 
   
  “I hired this sellsword from the Mercenary’s 
  Guild to track them down for me. It would seem that 
  he found them. The note says that anyone else 
  looking for her will end up in the same condition. It 
  then begins with the blackmail. Give us gold or he 
  will send her body back in pieces.” Though his voice 
  is a dispassionate monotone, one of his hands is 
  slightly trembling. 
   
  A successful DC 15 Knowledge (religion) check tells the 
  PCs that mutilation is reminiscent of the things that 
  followers of The Old One, Iuz, would perform on their 
  victims. It also reminds them that Iuz’s name is never to 
  be spoken aloud. 
   
  The Beggarmaster allows the PCs to make a careful 
  examination of the head in the box. A DC 20 Search 
  check reveals the following: the hair on the head is damp 
  with fishy smelling water and the box was constructed 
  from the broken pieces of a larger wooden box. The PCs 
  find a partial impression of a symbol in the wood. 
   
  A DC 10 Survival check or DC 15 Knowledge (local - 
  core) tells the PC that water like that could be found in 
  the ditches of the River Quarter. 
   
  A successful DC 15 Knowledge (local - core) tells the 
  PC that the symbol is one of a trader of some sort. If the 
  PCs point this out to Simeon, he has beggars come look at 
  it until one of them recognizes it. It belongs to a trading 
  company, P&P Mercantile and Trade. None of the 
  beggars have heard of P&P. It must be new to town. 
   
  Simeon returns to the window. “You look like 
  capable people. You could do no worse than this 
  moron from the Mercenary’s Guild. I’ll answer your 
  questions if you can get Duewella back from that 
  vagabond.” 
   
  Simeon refuses to negotiate a reward or answer questions 
  until he knows his granddaughter is safe. No amount of 
  diplomacy or intimidation will change his mind. 
   
  Development: 
  If 
  the 
  PCs 
  agree 
  to 
  help 
  the 
  Beggarmaster, they should start the search for P&P 
  Mercantile and Trade. If they recognized the smell, they 
  can start their search in the River Quarter. 
   
  If the PCs refuse to help Simeon, they must make do 
  with their own investigations. At the end of the 
  adventure, they hear rumors that another cult of the Old 
  One may be in town as the body of a young woman was 
  found, ritually slain. 
   
  8: BREAKING OF NOSES 
  If the PCs take Simeon up on his offer, they need to find 
  P&P Mercantile and Trade. Fortunately, Istus smiles on 
  the PCs as P&P rented McGloogan’s Warehouse in the 
  River Quarter, which is just across the street from the 
  Griffon’s Nest. Any PC visiting the inn notices the sign 
  with a successful DC 10 Spot check. 
   
  The PCs can also find the warehouse by with a 
  successful DC 20 Gathering Information check. If the 
  PCs know to look in the River Quarter, the DC drops to 
  15.  
   
  You 
  approach 
  a 
  well-maintained, 
  two-storey 
  warehouse. All of its windows are tightly shuttered 
  and those on the ground floor are barred. A small 
  plain sign adorns the building, which reads P&P 
  Mercantile and Trade.  
   
  The iron-bound aged oak door to the warehouse is locked 
  and no one answers the door. The windows on the 
  ground floor are all barred, but those on the second floor 
  are just shuttered.  
   
  �Windows with Iron Bars: 1 in. thick; hardness 
  10; hp 60; AC 5; Break DC 25. 
   
   
  �Windows with Good Shutters: 1 1/2 in. thick, 
  hardness 5; hp 15; Break DC 20; Can be pried open with a 
  DC 20 Disable Device check or a DC 25 Open Lock 
  check. 
   
  �Masonry Walls: 1 ft. thick; hardness 8; hp 90; AC 
  5; Break DC 35; Climb DC 20. 
   
   
  �Iron-Bound Strong Wooden Door: 2 in. thick; 
  AC 3; hardness 5; hp 20; Break DC 25 (if locked); Open 
  Lock DC 25. The door can only be unlocked from the 
  inside. 
   
  Once the PCs are inside, they find an empty 
  building. Read: 
   
  The musty old smell common to most warehouses 
  greets you. As far as you can tell, the place is empty 
  of people. 
   
  If the PCs search inside the warehouse, they find nothing 
  but poor quality furniture. The PCs need to make a DC 20 
  Search check to find the hidden door in the floor. At APL 
  2, the door is closed improperly, dropping the Search DC 
  to 18. Beneath the hidden door is a rickety wooden ladder 
  that extends down to a narrow hallway 30 ft. below the 
  floor of the warehouse.  
   
  Ten feet down the ladder is a magic trap. To prevent 
  the trap from going off on the cultists, they have a second 
  ladder they put into place when they want to go down. 
  Currently the ladder is lying on the ground in the tunnel 
  near the bottom of the trapped ladder. If the PCs set off 
  the trap, the PCs can use this ladder to get back up after 
  dealing with the cultists. 
   
   
   
   
  
  COR8-01 Machinations 
   
  Page 18 
   
  �Shatter Trap: CR 3; magic device; proximity 
  trigger (alarm); no reset; spell effect (shatter, 3rd-level 
  wizard, triggers when small sized or larger creature steps 
  on rung 10 feet down, targets non-magical ladder (which 
  is under 30 pounds) automatically destroys ladder which 
  causes anyone on ladder to fall 20 ft. down the shaft 
  dealing 2d6 damage); Search DC 27; Disable Device DC 
  27.  
   
  If the PCs set off the trap, the noise carries to the 
  cultists who immediately prepare for combat. In the 
  following descriptions, the PCs are met with the sound of 
  spellcasting instead of worship. 
   
  A short ladder brings you down to a well built 
  tunnel. It heads off for several feet and takes a sharp 
  right turn. A flickering glow comes from around it. 
  You hear a voice exclaim, “Pain is Power!” 
   
  “Pain is Power!” several voices respond, along 
  with several moans and cries of pain. 
   
  If the PCs peek around the corner, they see the following:  
   
  The narrow tunnel ends in a large circular room. By 
  the flicking flames from a half-a-dozen everburning 
  torches, several laborers from the River Quarter 
  surround a thin-faced woman lying in the middle of 
  the room atop of a white sheet that is dappled with 
  blood splatters. She whimpers in fear and pain. 
   
  On the far side of the room is a barbed and gore-
  encrusted altar topped by half-a-dozen human 
  skulls. All of the activities are overseen by a dashing 
  man dressed in bloodstained white robes over the 
  dark gray clothes of a merchant. He exhorts his 
  congregation with cries that pain is power. 
   
  If the PCs are playing higher level and the babau are 
  present, add: 
   
  Standing against the walls are four hideous fiends 
  that reek of decay. These gaunt humanoids are 
  covered in black leathery skin. Behind their pointed 
  ears, large curved horn rises out of the back of their 
  skull. They are licking their fingers with long 
  sinuous tongues, catching every last drop of blood. 
   
  A DC 17 Knowledge (the planes) identifies the babau 
  while a DC 22 knowledge (the planes) check identifies 
  the glabrezu. If the glabrezu is present, add: 
   
  Perched atop the altar is an enormous fiend with a 
  dog-like head. It is watching the ceremony with 
  detached interest. His vast bulk and multiple arms, 
  two of which end in pincers, belie the enormous and 
  evil intelligence that lurks behind its eyes. 
   
  If the PCs set off the alarm, you need to change the 
  description as the Iuzites are ready for battle. Veron is at 
  the rear with as many of his congregation between him 
  and the PCs as possible. The babau are spread out through 
  the congregation. The glabrezu remains on top of the 
  altar.  
  Creatures: The Converts are citizens that have been 
  corrupted and turned evil due to the persuasive ways of 
  Veron, the dashing man dressed in fine clothes. At higher 
  APLs, Veron has summoned demons to help him spread 
  the word of Iuz here in the City of Greyhawk. The 
  woman on the floor is Duewella. 
   
  All APLs 
   
  �Duewella Hellwater: female human expert 3; hp 
  15 (currently 2). 
   
  APL 2 (EL 4) 
   
  �Converts of Iuz (2): male human warrior 1; hp 4; 
  Appendix 1.  
   
  �Veron Pin, Agent of Iuz: male human bard 3; hp 
  19; Appendix 1.  
   
  APL 4 (EL 6) 
   
  �Converts of Iuz (8): male human warrior 1; hp 4; 
  Appendix 1.  
   
  �Veron Pin, Agent of Iuz: male human bard 3; hp 
  19; Appendix 1.  
   
  APL 6 (EL 8) 
   
  �Converts of Iuz (6): male human warrior 2; hp 9; 
  Appendix 1.  
   
  �Veron Pin, Agent of Iuz: male human bard 
  5/evangelist 1; hp 23; Appendix 1.  
   
  APL 8 (EL 11) 
   
  �Converts of Iuz (6): male human warrior 2; hp 9; 
  Appendix 1. 
   
  �Veron Pin, Agent of Iuz: male human bard 
  5/evangelist 1; hp 23; Appendix 1.  
   
  �Babau (4): hp 66; MM 40. 
   
  APL 10 (EL 13) 
   
  �Converts of Iuz (8): male human warrior 5; hp 27; 
  Appendix 1. 
   
  �Veron Pin, Agent of Iuz: male human bard 
  5/evangelist 5; hp 37; Appendix 1.  
   
  �Babau (4): hp 66; MM 40. 
   
  APL 12 (EL 15) 
   
  �Converts of Iuz (8): male human warrior 5; hp 27; 
  Appendix 1. 
   
   
  �Veron Pin, Agent of Iuz: male human bard 
  5/evangelist 5; hp 37; Appendix 1.  
   
  �Babau (4): hp 66; MM 40. 
   
  �Glabrezu: hp 174; MM 43. 
   
  Layout: See DM Map 4 for a layout of the lair. The room 
  is lit by everburning torches in poorly constructed sconces 
  along the wall. The wall and ceiling are packed earth. 
  Wooden supports are embedded in the packed earth to 
  support the 20 ft. ceiling. The floor is packed earth with a 
  
  COR8-01 Machinations 
   
  Page 19 
  thin layer of crushed stone covering it. The only feature 
  of the chamber is the altar which is four feet high but 
  slick with blood. Under the rumpled white sheet 
  (marked D for Duewella) is a tiny drain grate that leads to 
  a small-sized drainpipe. Small creatures can squeeze 
  through the grate. The drainpipe angles down to 
  eventually meet up with the city sewer after 100 ft. 
   
  Tactics: If the PCs did not set off the trap on the ladder, 
  the Converts of Iuz (marked C on the map; start with the 
  lowest numbers first) are in a circle focusing on the 
  ceremony, which is led by Veron (marked V on the map). 
  The babau (marked B on the map) are lurking near the 
  walls. The glabrezu (marked G on the map) sits on top of 
  the altar. The PCs can attack with surprise. 
   
  If the PCs set off the trap, then the Iuzians are ready 
  for them.  
   
  Demons: The demons attempt to summon more of 
  their kind then cast mirror image (for the glabrezu) and see 
  invisibility (for the babau).  
   
  Babau: The babau attempt to get into flanking 
  position as quickly as possible to make full-round attacks 
  using their sneak attack ability. They rely on their DR and 
  protective slime to discourage counter-attacks.They target 
  archers first to eliminate ranged attacks. 
   
  Glabrezu: On the first round, the glabrezu casts 
  reverse gravity on seven 10 ft. squares (he stacks his squares 
  so that the area extends to the ceiling) to catch PCs 
  grouped up around the far door. Those caught in the area 
  take 2d6 points of damage from striking the ceiling. On 
  the second round, the glabrezu targets the most powerful 
  looking spellcaster (it prefers arcane casters) with his 
  power word stun. It then waits for Veron’s inspire dread 
  before casting confusion, unholy blight, and chaos hammer 
  over the next three rounds. Once it has used up these 
  abilities, the glabrezu enters melee. 
   
  The glabrezu has not used its wish for this month and 
  uses this ability to undo cripplingly debilitating spell 
  effects on Veron that the demon cannot undo with dispel 
  magic. As a last resort, it uses the wish to completely heal 
  Veron and all his allies (including the demons) in this 
  encounter of all damage (as per the wish spell 
  description). 
   
  Cultists: The Converts position themselves halfway 
  between Veron and the entrance to the room. Once battle 
  is joined, the Converts of Iuz protect Veron to the best of 
  their ability. They attempt to provide flanks for each 
  other and the demons. 
   
  Veron: Veron casts harmonize and mirror image (so 
  you will need to keep track of rounds after the Iuzians are 
  alerted). At APLs 2, and 4, Veron casts inspirational boost 
  then evokes inspire courage. He then casts cause fear on a 
  fighter-type PC. Finally, Veron joins the attack, 
  refreshing his song as needed. If he is in danger of dying, 
  he uses his cape of the viper, turns into a small snake and 
  slithers through the drain in the floor to the sewer (the 
  small viper can slither under the rumpled sheet). 
   
  At APLs 6 and 8, Veron casts harmonize and 
  inspirational boost then evokes inspire courage. The next 
  round he casts mirror image and evokes Sound of Silence, 
  targeting a PC caster, as a move action. He continues 
  casting a spell and evoking a bard song every round.  
   
  At APLs 10 and 12, Veron casts harmonize and 
  inspirational boost then evokes inspire courage. The next 
  round he evokes inflame the faithful and the following 
  round he evokes inspire dread. He then uses convert the 
  unfaithful on a PC who failed to resist inspire dread. All 
  three are full-round actions (not a 1 round action like a 
  summoning). He repeats this action once more, then uses 
  his last oration to refresh the inflame the righteous. If the 
  conversion is successful, each round Veron gives the new 
  convert commands (as a free action), such as beat the 
  sacrifice (Duewella) for the glory of Iuz or prostrate 
  before the altar of Iuz. The PC can resist this command 
  with an opposed Charisma check. 
   
  If the PC resists all these commands, Veron orders 
  the PC to torture and kill the merchant converts. This 
  means subduing the cultists then killing them with a 
  spectacular coup de grace while cackling (technically, 
  they could also snigger, leer, or even gibber). He’ll permit 
  alternate forms of torture. Since the PCs were fighting 
  (and killing) the converts anyway, this is not something 
  that the PC (as a worshipper of Iuz) is opposed to so there 
  is no Charisma check. 
   
  If threatened, Veron adjusts his tactics as necessary 
  to respond to the PCs’ threat. Each round, he uses his 
  ironskin chant as a swift action to give himself DR 5/-. If 
  he has used all of his orations, he casts spells and uses 
  Sound of Silence on PC spellcasters.  
   
  Fleeing: All the cultists (except for Veron) and the 
  babau fight to the death. The glabrezu uses its teleport 
  ability to flee if it is near death. 
   
  If the PCs are forced to flee, the cultists quickly kill 
  Duewella (marked D on the map) and finish the 
  ceremony. If given time, they destroy the shrine so that 
  no evidence remains. The cultists disperse back into the 
  city, while the demons return to the Abyss and await 
  their next summons. The cultists take all the treasure 
  with them, including the sealed and unsealed scrolls. 
   
  If the PCs flee and notify the Watch, the cultists are 
  gone before the Watch arrives. 
   
  Treasure: The PCs can loot the cultists. In addition, the 
  altar is and the cultists store supplies inside. If the PC 
  discover the hidden panel in the side (DC 20 Search 
  check), they find an elixir of love, dust of tracelessness, (APL 4 
  and higher), elixir of truth (APL 6 and higher), elixir of 
  hiding (APL 8 and higher), dust of illusion (APL 10 and 
  higher), and dust of appearance (APL 12). 
   
  In addition to the supplies, there are two scrolls – 
  one sealed, one not. The unsealed scroll is Player 
  Handout 2, which reads:  
   
  Contain your desire to inflict pain on the soft 
  despots of the Gem. Do not give away your presence. 
  Locate any agents of the Hierarchs. Several escaped 
  the fall of Molag. We have tracked them to 
  Greyhawk. Report as soon as you find them. Do not 
  approach on your own.  
   
  Pain is power! -Gleed 
  
  COR8-01 Machinations 
   
  Page 20 
  The sealed scroll is Player Handout 3, which reads: 
   
  I have found no evidence of the Hierarchs yet, but 
  agents of the Mak are meeting with the Oligarchy. A 
  few are in town, but most are across the river in 
  some caves to the west. I have made a map. I am 
  unable to determine the purpose of meeting but 
  intend to keep asking questions until people tell me 
  what I want to know or they die. 
   
  The entire city is rife with discontent. A single 
  match would send it all ablaze. The Old One grant 
  that I will live to see the day when we burn the 
  whole city down. 
   
  I will contact you later with more information. 
  Pain is power! -Pin 
   
  Tucked inside the case is a second piece of parchment 
  that is the map of a system of caves and is the one 
  mentioned in the note. If the PCs follow up on this lead, 
  they can find the caves on the Far Bank (the west bank of 
  the Selintan). The orcs have moved to another location, 
  but there is evidence that a group of ten individuals were 
  recently camping here for several weeks. Travel there, the 
  search, and the return trip takes an entire day. 
   
  If the PCs help Duewella, they find her gravely 
  injured and in deep shock. Getting her to talk requires 
  soothing words and mention of her grandfather. If 
  calmed, she tells the PCs how she fell in love with Veron. 
  Because of her homely looks and her father’s profession, 
  she hadn’t received much attention from men. Veron was 
  charming and lured her away. She found out too late he 
  was a monster. She begs the PCs to return her to her 
  grandfather. 
   
  Once the PCs are done, they are left with the 
  decision of what to do with the cultists and their shrine. 
  They could just leave the bodies here. Eventually, the 
  stench of rotting bodies attracts notice and the City 
  Watch investigates. The bodies are disposed of and the 
  shrine is destroyed. 
   
  If the PCs fetch the Watch, they thank the PCs for 
  their efforts, and take charge any prisoners, the disposal 
  of the bodies, and oversee the destruction of this site. 
   
  Development: If the PCs take Duewella back to the 
  Beggarmaster, Simeon is happy to see his granddaughter 
  again though it is hard to tell with his lack of visible 
  emotion. He keeps his word and answers the PCs 
  questions. He does not volunteer information (with one 
  exception); he only answers specific questions. 
   
  If asked about the carts and supplies in the early 
  dawn, he says that Talasek Thraydin, a prominent paladin 
  of St. Cuthbert, has been using the Coinswords to move 
  food and supplies from city storehouses to warehouses 
  owned by the church. The supplies and food are being 
  distributed to the poor and needy.  
   
  If asked about the Pomarj agents, Simeon says that 
  he has heard rumors that they are present in the city, but 
  he assumes they are spies and saboteurs. He does not 
  know they are meeting with the Oligarchy. 
   
  Even if he is not asked directly about what plots are 
  foot with the Directing Oligarchy, Simeon volunteers the 
  following: 
   
  “His Most Solemn Authority,” a trace of sarcasm 
  creeps into his voice, “Nerof Gasgal has finally 
  decided to shed the Oligarchy of the ponderous 
  weight that is Eritai Kaan-Ipzirel. He is cutting deals 
  with enough directors to have her removed from the 
  council at the next meeting. Why now and not the 
  hundred other times she’s annoyed him in the past 
  decade? That I don’t know.” 
   
  If any PC is a member of the Mercenary’ Guild, the 
  Beggarmaster tells the Guildmaster of the Mercenary 
  Guild about how the PC stepped up to honor the contract 
  when the first moron they sent messed up. Completing 
  the contract saves face and counts towards advancement 
  in the Mercenary Guild (completes a job contracted by 
  the guild: +2 to affiliation score). 
   
  If any PC is a member of the Guild of 
  Nightwatchmen, any prisoners they turn count towards 
  advancement in the Guild (completes a mission for the 
  Nightwatch: +1 to affiliation score). 
   
  If any PC is a member of the Merchant and Traders 
  Union or the Thieves’ Guild; they can turn information 
  over about the event and the P&P Mercantile and Trade 
  front to count towards advancement in their respective 
  Guilds. (Merchant’s Guild: +2 to affiliation score; Thieves’ 
  Guild: +2 to affiliation score). 
   
  This map in the sealed case is considered new and 
  unique for advancement within the Cartographer’s Guild. 
   
  Treasure: If the PCs rescue Duewella, the PCs receives 
  the Psst, You Gotta Hear This AR item. 
   
  9: THE MEETING OF MINDS 
  The PCs may decide to approach either Talasek Thraydin 
  or Eritai Kaan-Ipzirel. Both can be found at the Sacred 
  Temple of St. Cuthbert in the Garden Quarter. 
   
  The Sacred Temple of St. Cuthbert is home to the 
  most powerful religious organization in the Free 
  City. A great many religious artifacts and precious 
  metals adorn the building. Interestingly, the temple 
  has no guards except for its unusual Weisshund 
  dogs. Rumors say that the clerics of this temple get 
  divine warning about incoming attempts to rob the 
  temple. The clerics are not above giving anyone 
  doing evil a good thrashing to get them back onto 
  the beaten path. 
   
  The Weisshunds are very similar in appearance to Saint 
  Bernard’s. They can sense creatures of non-lawful 
  alignment and give them baleful looks. 
   
  With more than 30 priests in residence, the PCs have 
  no problem finding a curate to request a meeting with 
  Eritai or Talasek. Talasek is available to meet with the PCs 
  
  COR8-01 Machinations 
   
  Page 21 
  any afternoon. He is training future paladins in the 
  morning. 
   
  Until the PCs have found out either: (1) what Talasek 
  is up to, or (2) what Nerof is up to, Eritai is unavailable to 
  meet with the party. If the PCs have done either, a 
  meeting is arranged a within a day. If a PC has the Favor 
  of Eritai Kaan-Ipzirel, this speeds the process up to a 
  couple hours. 
   
   
  MEETING WITH TALASEK 
  When the PCs meet with Talasek, read or: 
   
  The famous Talasek Thraydin meets you in the fresh 
  air of the temple gardens. Talasek is a tall, 
  handsome, solid-looking man with wavy brown hair 
  shot through with gray. Though he is no longer 
  young, the years have just made him more 
  distinguished and the hope in his eyes burns 
  undimmed. He greets each of you with a smile and 
  firm handshake. After which he sits on a bench to 
  scratch the ears of one of the great Weisshund dogs 
  that is enjoying the afternoon sunlight.  
   
  Talasek is the Senior Paladin-in-Residence at the temple 
  and has dedicated his life to helping the unfortunate. He 
  has a network of friends and acquaintances all over the 
  city, which provides food, lodging, work, and information 
  to those in need. Talasek’s past efforts have accomplished 
  everything from obtaining cows to provide milk for the 
  orphanage to helping crush the rise of the Falcon, an evil 
  naga of great power, in CY 581. 
   
  � Talasek Thraydin: male human paladin 12; AL 
  LG (Diplomacy +19, Sense Motive +17).  
   
  If the PCs ask about the wagons and the diversion of 
  supplies, Talasek readily admits that he is behind it. He 
  does not view it as stealing as he reimburses the 
  Greyhawk Militia for the cost of the supplies. What he 
  does consider a crime is how the Oligarchy sits on all 
  these supplies and food when there are people who 
  desperately need them. He has tried repeatedly to go 
  through the system to get the supplies given to the poor, 
  but his efforts have all been blocked by “Nerof and his 
  cronies.” 
   
  Talasek knows nothing about the plot to have Eritai 
  removed or the meetings between the Oligarchs and 
  emissaries of the Pomarj. He is aghast and immediately 
  takes the PCs to meet with Eritai. 
   
  If the PCs tell Talasek about the Cult of Iuz and their 
  location, he zealously responds, gathering up a couple 
  dozen clerics and paladins. They storm McGloogan’s 
  Warehouse, defeat the cultists, and rescue Duewella. 
  Simeon is still grateful and answers their questions, but 
  the PCs get no XP and no treasure as the Cuthbertites 
  claim the booty as compensation for the poor. 
   
  MEETING WITH ERITAI 
  When the PCs meet with Eritai, read: 
   
  A cleric of St. Cuthbert leads you to a three-storey 
  marble building behind the sacred temple. You enter 
  through bronze double-doors to a large foyer. The 
  floor is pink marble and a staircase winds up in 
  great elliptical sweeps to the upper floors.  
   
  The cleric shows you to a large meeting room on 
  the first floor. The room holds a long oval table and 
  the walls are adorned with twelve life-size paintings 
  of great paladins and clerics of St. Cuthbert. Your 
  guide asks you to wait here while he informs the 
  High Priestess of your presence. 
    
  The large oval table has a dozen chairs around it. If the 
  PCs look at the portraits, they can count five paladins and 
  seven clerics attired in their best. One of the paladins 
  bears a striking resemblance to Talasek. The name 
  “Talamar” is engraved on the frame. 
  The door opens and four clerics enter the room – 
  two clerics followed by a short stocky but extremely 
  formable looking woman, followed by a scribe. The 
  three clerics greet you then take seats at the table. 
  The scribe sits on a high stool at a small writing 
  table and begins to write. 
   
  The woman is Eritai, probably the most influential 
  woman in the City of Greyhawk. She is a strict, no-
  nonsense woman and a devout follower of the common-
  sense approach of St. Cuthbert. She has given all to the 
  temple, having been divorced five times and no children. 
  Her maternal instinct is channeled through nurturing 
  those in need, but she does not tolerate tomfoolery, 
  shenanigans, or even mischief.  
   
  �Eritai Kaan-Ipzirel: female human cleric 14; AL 
  LN. 
   
  Eritai begins the meeting with formal notations for 
  the record as to all attendees and asks what the purpose of 
  the meeting. The scribe dutifully scribbles it all down. 
   
  If the PCs inform Eritai about her of Talasek's 
  activities, she raises an eyebrow while pursing her lips. 
  She asks for details on how the PCs discovered this 
  information. If Talasek is present, she demands an 
  explanation. Talasek presents his opinion of the matter as 
  described above. Eritai thanks the PCs for their diligence 
  and their foresight and informs them that she will see to 
  the matter. 
   
  If the PCs inform her about the plot to have her 
  expelled from the Directing Oligarchy, she quietly 
  contemplates the news. She asks for details on how the 
  PCs discovered this information. Afterward, she thanks 
  them for their diligence and their foresight then excuses 
  herself so that she can contemplate through prayer on 
  how to respond. 
   
  Treasure: If the PCs tell Eritai of Nerof’s plan, the PCs 
  receive The Cudgel Will Persevere AR item. 
   
  
  COR8-01 Machinations 
   
  Page 22 
  Development: Depending on how much information 
  the PCs reveal to Eritai determines how she responds 
  from her ouster from the Directing Oligarchy. 
   
  10: REPORTING IN 
  On the evening of Freeday, the 7th day of Growfest, the 
  PCs can meet with Marial to relay their findings. 
   
  Evening comes on Freeday and thousands pour 
  northward up the Processional toward the Grand 
  Citadel in anticipation of the magical contest, 
  featuring an illusionary assault on the Citadel. The 
  Golden Phoenix Inn, situated in the heart of the 
  Garden Quarter has an excellent view of the Citadel 
  and tonight’s display.  
   
   
  You find Marial and Edwina on a private 
  balcony of the Golden Phoenix. Edwina is munching 
  on some fruits from a basket. Marial looks to you 
  and smiles, “There you are. Allow me to introduce 
  my benefactor. He wanted to meet you.”  
   
  She gestures to a short, rotund man with a 
  waxed mustache and long hair in curls, both dyed 
  light orange. He lifts a wine glass to you and says, 
  “Otto’s my name and magic’s my game. This wine is 
  simply divine though not as great a pleasure as 
  meeting with you to dine.” 
   
  This is indeed Otto, member of the Circle of Eight, cleric 
  of Boccob, archmage, artiste, connoisseur, and dandy. He 
  is very expressive in his speech and gestures. He never 
  uses small word when a polysyllabic one will do. 
   
  �Otto: male human cleric 3/wizard 15; AL N. 
   
  Otto wants to hear everything the PCs have found 
  out.  Let the players describe the information they 
  learned. If they mention that Nerof seeks to expel Eritai 
  from the Oligarchy, Otto says: 
   
  “So our Lord Mayor is going to expunge Eritai from 
  the Directing Oligarchy? That bodes ill. Multiple 
  segments of this grand metropolis will presume this 
  a sign that the thieves have tightened their control 
  over the city.” 
   
  If they mention Veron and his cult of Iuz, he responds: 
   
  “An agent of the Old One? Hardly worth mentioning 
  isn’t it? The City Watch finds them with regularity. 
  What makes this one distinct?” 
   
  If they mention that Veron worked for Gleed, was 
  making the other Cults of Iuz, and was looking for 
  Hierarchs, he says: 
   
  “Hierarchs in Greyhawk? That is most disturbing 
  news. I had presumed that had been eradicated.” 
   
  If the PCs mention that the Oligarchy is meeting with 
  agents from the Pomarj: 
   
  “Curiouser and Curiouser. What advantage could the 
  Oligarchy leverage through negotiation with the 
  Pomarj? This bears watching.” 
   
  At last, the fireworks display gets underway. Otto says:  
   
  “I’m told the first caster is an expert in illusions, all 
  the way from the Grand Duchy of Geoff, training in 
  the gnome illusionary college there.” 
   
  The Desportium of Magic does not disappoint. 
  The first performance is a fanciful tale of 
  exaggeratedly large giants and evil dragons attacking 
  the Citdadel of Greyhawk. The defenders halt the 
  advance and, with the help of some metallic dragons, 
  turn it around. By the time the display is over, a 
  group of six wizards and warriors, slay the 
  commander of the enemy in a fantastic display of 
  lights. 
   
  After the first display completes, Otto says, 
  “Splendid demonstration. I hope the others are as 
  delightful.” 
   
  The PCs are free to stay with Marial and Otto and enjoy 
  the remainder of the show. The price of drinks is 
  extremely steep (minimum 10 gp for a bottle of wine). 
   
  The sounds of cheering echoes from all across the 
  Free City as the display ends. The other displays are 
  equally impressive. The judges spend several hours 
  in contemplation but finally award the victory to the 
  young illusionist from the Sheldomar Valley. 
   
  When the PCs leave, Otto gives them one last piece of 
  advice: 
   
  “If you are correct, then tomorrow’s meeting at the 
  Lord Mayor’s Palace should be a show not to be 
  missed.” 
   
  Treasure: If the PCs asked for a payment to do the 
  investigation, Marial pays the amount agreed upon. If the 
  PCs did not ask for money, she rewards them depending 
  upon how much information they presented her. 
   
  In addition, if the PCs tell Otto of Nerof’s plan, the 
  PCs receive Favor of the Circle of Eight AR item. 
   
  Development: Depending upon how much information 
  the PCs passed onto Otto and Marial, the Circle of Eight 
  knows what Nerof is planning, what Talasek is doing, and 
  that Greyhawk is in negotiations with the Pomarj. 
   
  CONCLUSION 
  On Starday, the Directing Oligarchy meets and Nerof’s 
  plot unfolds. If the PCs go to the Lord Mayor’s residence, 
  read the following. If the PCs do not go to the mayor’s 
  palace, then you need to adjust the box text so that the 
  PCs hear of his actions. 
  
  COR8-01 Machinations 
   
  Page 23 
   
  In the heart of the High Quarter, the Lord Mayor’s 
  Palace is one of the finest mansions in the city. 
  Many people refer to it as City Hall as it handles the 
  same function. When you arrive, all sorts of people 
  are filing in and out of the building. Those going in 
  are carrying logbooks and coming out empty 
  handed. Although the crowd is small, a large number 
  of common folk and artisans are gathered near the 
  Lord Mayor’s Palace. 
   
  Today is the 1st of Planting and all guilds must present 
  their membership lists to the Inspector of Taxes by noon. 
  Those that fail to do so are declared to have no members 
  and are disbanded unless a huge fine is paid. 
   
  Also, in the afternoon, the Grand Council of 
  Greyhawk Guilds meets with the Directing Oligarchy. 
  The Oligarchy meets in private session in the morning. 
  What happens at the Oligarchy meeting depends upon 
  whether or not the PCs warned Eritai. 
   
  A: ERITAI KNOWS OF NEROF’S PLAN 
  If the PCs told Eritai of Nerof’s intentions, she decides to 
  beat him to the punch by resigning from the Oligarchy. 
  She believes that this is the best way to preserve her 
  position in the city and to prevent general rioting and 
  destruction. 
   
  About an hour after the meeting supposedly started, 
  the High Priestess of the Sacred Temple of St. 
  Cuthbert emerges into the daylight. The crowd goes 
  silent waiting on her words. 
   
  “My friends,” she calls out to the crowd. Her 
  voice is firm and strong. “Through the guidance of 
  St. Cuthbert, it has become apparent to me that I no 
  longer have a role to play on the Directing Oligarchy. 
  Effective immediately, I am resigning my position 
  as Oligarch. Do not lose faith! I shall continue 
  tirelessly in my efforts for this great city. May the 
  Cudgel guide us all on the straight and narrow path.” 
   
  After she finishes, Eritai leaves the Lord Mayor’s 
  Palace and makes her way back to the Temple. Her 
  strong and controlled presence keeps the crowd 
  from rioting. Across all the quarters, the city seems 
  to hold its collective breath as if it has just stepped 
  back from the brink of chaos. 
   
  If the PCs prevented Silas from being humiliated, then he 
  is elected to the Oligarchy in Eritai’s place. If Silas was 
  humiliated, then Jawan Sumbar, Guildmaster of the 
  Cartographers is elected in Eritai’s place. 
   
  B: ERITAI IS SURPRISED BY NEROF 
  If the PCs did not relay the plot to Eritai, the Lord Mayor 
  accuses Eritai in open session of stealing from the 
  Greyhawk Militia she claims to support and diverting it 
  to others. She is blindsided by the accusation, the proof, 
  and the speed by which the other Oligarchs voted her off 
  the council.  
   
  About an hour after the meeting supposedly started, 
  the High Priestess of the Sacred Temple of St. 
  Cuthbert emerges into the daylight. The crowd goes 
  silent waiting on her words. 
   
  “My friends,” she begins angrily, “Based on 
  trumped up accusations, I have been dismissed from 
  the Oligarchy. This affront to the honest people of 
  Greyhawk cannot stand. Do not lose faith! I shall 
  continue tirelessly to rid this great city of the 
  corruption that grips it.” 
   
  Eritai storms from the Lord Mayor’s Palace back 
  to the Temple. The crowd turns ugly in her wake as 
  word of her sacking spread. Across many of the 
  quarters of Greyhawk, word of the deed fans the 
  flames of discontent. Rioters take to the streets and 
  barricades rise in the streets as the city slips closer 
  to chaos. 
  If the PCs prevented Silas from being humiliated, he is 
  elected to the Oligarchy in Eritai’s place. If Silas was 
  humiliated, 
  Jawan 
  Sumbar, 
  Guildmaster 
  of 
  the 
  Cartographers is elected in Eritai’s place. 
   
  The End 
   
  CAMPAIGN CONSEQUENCES 
  Depending upon how the PCs used the information 
  gained in the adventure, Greyhawk is either plagued by 
  civil unrest or teetering on the brink. The rioting 
  continues from several weeks before the City Watch is 
  able to contain and suppress it. Nerof is forced to release 
  Talesek Thraydin in order to convince the mob to 
  disperse. This does not solve the long-term problems 
  facing the city but does return some level of normalcy 
  and safety to the streets. 
   
  Eritai’s reputation is enhanced among the common 
  people and the old nobility because of her dismissal from 
  the Oligarchy. Her rivalry with Nerof intensifies as she 
  actively begins undermining his power through sermons 
  and her city-wide influence. 
   
  Without Eritai on the Oligarchy and rioting in the 
  streets, Nerof quickly moves forward with negotiating 
  peace with the Pomarj. He believes that once he brings 
  the militia back from the Wild Coast, most of the unrest 
  will dissipate. If not, he’ll then have a trained army to 
  contain it. 
   
  If you play this adventure before 1st May 2008, email 
  creighton@greyworks.co.uk, noting which conclusion 
  you ran and who replaced Eritai on the Directing 
  Oligarchy. 
   
  
  COR8-01 Machinations 
   
  Page 24 
  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. 
   
  2: A Night on the Town 
  Defeating or surviving the Bar Brawl Trap 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
   
  6: Dead Ends 
  Defeating the Beggars Ambush 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
   
  8: Breaking of Noses 
  Defeating the trap of the ladder 
  APL 2  
  90 XP 
  APL 4  
  90 XP 
  APL 6  
  90 XP 
  APL 8  
  90 XP 
  APL 10  
  90 XP 
  APL 12  
  90 XP 
   
  8: Breaking of Noses 
  Defeating Veron and his cultists 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Story Award 
  Rescuing Silas from Humiliation 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12  
  105 XP 
   
  Report information on Nerof’s activities to Marial. 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  2: A Night on the Town 
   
  APL 2: Magic 58 gp; silversheen; (20 gp); glitter stone 
  (37 gp); Total 58 gp. 
  
  COR8-01 Machinations 
   
  Page 25 
   
  APL 4: Magic 58 gp; silversheen (20 gp); glitter stone (37 
  gp each); Total 58 gp. 
   
  APL 6: Magic 58 gp; silversheen (20 gp); glitter stone 
  (37 gp each); Total 58 gp. 
   
  APL 8: Magic 58 gp; silversheen (20 gp); glitter stone (37 
  gp); Total 58 gp. 
   
  APL 10: Magic 58 gp; silversheen (20 gp); glitter stone 
  (37 gp); Total 58 gp. 
   
  APL 12: Magic 58 gp; silversheen (20 gp); glitter stone 
  (37 gp); Total 58 gp. 
   
  6: Dead Ends 
   
  APL 2: Loot 36 gp; Coin 16; Total 52 gp. 
   
  APL 4: Loot 36 gp; Coin 16; Magic 166 gp; rod of viscid 
  globs (166 gp); Total 218 gp. 
   
  APL 6: Loot 54 gp; Coin 16; Magic 166 gp; rod of viscid 
  globs (166 gp); Total 236 gp. 
   
  APL 8: Loot 57 gp; Coin 16; Magic 166 gp; rod of viscid 
  globs (166 gp); Total 239 gp. 
   
  APL 10: Loot 37 gp; Coin 16; Magic 746 gp; +1 dagger 
  (2) (192 gp each), +1 studded leather armor (2) (98 gp each); 
  rod of viscid globs (166 gp); Total 819 gp. 
   
  APL 12: Loot 39 gp; Coin 16; Magic 1,913 gp; +1 
  dagger (2) (192 gp each), +1 studded leather armor (2) (98 gp 
  each); rod of viscid globs (166 gp); tentacle rod (1,167 gp); 
  Total 1,867 gp. 
   
  8: Breaking of Noses 
   
  APL 2: Loot 6 gp; Loot 16 gp; Magic 211 gp; +1 chain 
  shirt (104 gp), vest of resistance +1 (83 gp), scroll of eagle’s 
  splendor (12 gp), elixir of love (12 gp); Total 233 gp. 
   
  APL 4: Loot 36 gp; Loot 16 gp; Magic 232 gp; +1 chain 
  shirt (104 gp), vest of resistance +1 (83 gp), scroll of eagle’s 
  splendor (12 gp), elixir of love (12 gp), dust of tracelessness (21 
  gp); Total 284 gp. 
   
  APL 6: Loot 151 gp; Loot 16 gp; Magic 1,138 gp; +1 
  buckler (97 gp), +1 chain shirt (104 gp), scroll of eagle’s 
  splendor (12 gp), scroll of invisibility (12 gp), cape of the viper 
  (167 gp), vest of resistance +1 (83 gp), +1 studded leather (6) 
  (98 gp each), elixir of love (12 gp), dust of tracelessness (21 gp), 
  elixir of truth (42 gp); Total 1,305 gp. 
   
  APL 8: Loot 151 gp; Loot 16 gp; Magic 1,159 gp; +1 
  buckler (97 gp), +1 chain shirt (104 gp), scroll of eagle’s 
  splendor (12 gp), scroll of invisibility (12 gp), cape of the 
  viper (167 gp), vest of resistance +1 (83 gp), +1 studded leather 
  (6) (98 gp each), elixir of love (12 gp), dust of tracelessness (21 
  gp), elixir of truth (42 gp), elixir of hiding (21 gp); Total 1,326 
  gp. 
   
  APL 10: Loot 151 gp; Loot 16 gp; Magic 2,134 gp; 
  barricade buckler (347 gp each), +1 chain shirt (104 gp), 
  scroll of eagle’s splendor (12 gp), scroll of invisibility (12 gp), 
  cape of the viper (167 gp), vest of resistance +2 (333 gp), mask 
  of lies (375 gp) +1 studded leather (6) (98 gp each), elixir of 
  love (12 gp), dust of tracelessness (21 gp), elixir of truth (42 gp), 
  elixir of hiding (21 gp), dust of illusion (100 gp); Total 2,301 
  gp. 
   
  APL 12: Loot 151 gp; Loot 16 gp; Magic 2,284 gp; 
  barricade buckler (347 gp each), +1 chain shirt (104 gp), 
  scroll of eagle’s splendor (12 gp), scroll of invisibility (12 gp), 
  cape of the viper (167 gp), vest of resistance +2 (333 gp), mask 
  of lies (375 gp) +1 studded leather (6) (98 gp each), elixir of 
  love (12 gp), dust of tracelessness (21 gp), elixir of truth (42 gp), 
  elixir of hiding (21 gp), dust of illusion (100 gp), dust of 
  appearance (150 gp); Total 2,451 gp. 
   
  10: Reporting In 
   
  APL 2: Coin 200 gp; Total 200 gp. 
   
  APL 4: Coin 300 gp; Total 300 gp. 
   
  APL 6: Coin 400 gp; Total 400 gp. 
   
  APL 8: Coin 500 gp; Total 500 gp. 
   
  APL 10: Coin 600 gp; Total 600 gp. 
   
  APL 12: Coin 700 gp; Total 700 gp. 
   
  Treasure Cap 
  APL 2: 450 gp; APL 4: 650 gp; APL 6: 900 gp; APL 8: 1300 
  gp;  APL 10: 2300 gp; APL 12: 3300 gp. 
   
  Total Possible Treasure 
  APL 2: 543 gp; APL 4: 760 gp; APL 6: 1,899 gp; APL 8: 
  2,023 gp; APL 10: 3,678 gp; APL 12: 4,976 gp. 
   
  ADVENTURE RECORD ITEMS 
  �Arrested! You have run afoul of the constabulary of 
  Greyhawk. You are imprisoned for six months (26 TU) 
  before being released. Alternatively, you may pay an 
  amount equal to half the treasure cap of this adventure (at 
  the APL you played) to avoid imprisonment.  
   
  �Bigby Left This as Collateral: For preventing the 
  public humiliation of Silas Steamgem, the Guild 
  Moneylenders and Pawnbrokers quietly extends you a 
  special offer. You may expend this favor to borrow one 
  non-consumable item you currently have access to for 
  one adventure set in the City of Greyhawk. The item 
  must be returned or purchased at the end of the 
  adventure. If the item cannot be returned, you must pay 
  its full value immediately, using the Charity of Friends 
  rule in the LGCS if necessary. 
   
  �The Cudgel Will Persevere: You have warned Eritai 
  Kaan-Ipzirel of the plots against her within the City of 
  Greyhawk. In gratitude, the High Priestess of Saint 
  Cuthbert opens the plentiful resources of the Temple of 
  St. Cuthbert to you. You may expend this favor to gain 
  access (frequency: adventure) to Sacred Armor armor and 
  shield enhancement (Arms and Equipment Guide), the holy 
  surge weapon enhancement (Magic Item Compendium), and 
  Surcoat of Valor (Magic Item Compendium). 
   
  �Favor of the Circle of Eight: Otto has described your 
  efforts as “stupendous” and worthy of a factotum to the 
  Circle of Eight. This favor counts as a recommendation of 
  a member with an affiliation score of 21 or higher for the 
  Wizard’s Guild. You gain open access to the following 
  spells: create fetch (Complete Scoundrel), disobedience 
  (Complete Scoundrel), grasping wall (Complete Scoundrel), and 
  spymaster's coin (Complete Scoundrel). Finally at APL 8 and 
  
  COR8-01 Machinations 
   
  Page 26 
  higher, you gain access to the bracers of blinding strike part 
  of the fleet warrior’s array (Magic Item Compendium).  
   
  �Psst, You Gotta Hear This: For your assistance in 
  locating his errant granddaughter, Simeon Hellwater the 
  Beggarmaster assigns Gammarstank the Scrofulous as a 
  contact for you. Once per adventure set in the City of 
  Greyhawk, Gammarstank (male human expert 7, gather 
  information +12), can make a gather information check 
  for you. This costs you 1d4+1 gp. 
   
  �Affiliations: You improved your standing with your 
  affiliation. Score through any that do not apply: 
   
  Mercenaries Guild: +2 for completing a job 
  contracted by the guild 
   
  Guild of Nightwatch: +1 for completing a mission 
  for the Nightwatch. 
   
  Merchant and Trader’s Union: +2 for advancing 
  the power of the Union 
   
  Thieves’ Guild: +2 for completing a mission against 
  a Guild enemy. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Silversheen (Adventure; DMG) 
  • 
  Elixir of love (Adventrue; DMG) 
  • 
  Glitter stone (Adventure; CL 3rd; Magic Item 
  Compendium; 450 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Dust of tracelessness (Adventure; DMG) 
  • 
  Rod of viscid globs (Adventure; CL 9th; Magic Item 
  Compendium; 2,000 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Cape of the viper (Adventure; CL 6th; Magic Item 
  Compendium; 2,000 gp) 
  • 
  Elixir of truth (Adventure; DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Pearl of brain lock (Adventure; CL 3rd; Magic Item 
  Compendium; 900 gp) 
  • 
  Elixir of hiding (Adventure; DMG) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Barricade buckler (Adventure; CL 9th; Magic Item 
  Compendium; 4,165 gp) 
  • 
  Mask of lies (Adventure; CL 5th; Magic Item 
  Compendium; 4,500 gp) 
  • 
  Dust of illusion (Adventure; DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Dust of appearance (Adventure; DMG) 
  • 
  Tentacle rod (Adventure; CL 6th; Magic Item 
  Compendium; 14,000 gp) 
   
  
  COR8-01 Machinations 
   
  Page 27 
  APPENDIX 1: APL 2
  2: A NIGHT ON THE TOWN 
  BAR FIGHT “TRAP” 
   CR 2 
  Description See Encounter 2. 
  Search Not applicable; Type Special 
  Trigger Location; Init +1 
  Effect Humiliation of Silas DC 13; 5 successful 
  humiliations will “defeat” Silas, a hit may be blocked 
  by the PCs 
  Effect Brawl Atk + 2, 2d4 subdual damage 
  Duration 8 rounds 
  Destruction AC 12; hp 5 (defeats one section) 
  Disarm Intimidate DC 22 (disarms one section) 
  Disarm Diplomacy DC 17 (disarms one section) 
  Dispel DC 13 (although the PC does not use a dispel 
  magic spell for this, treat it as a regular dispel 
  attempt, dispels one section) 
  Block Humiliation DC 13, any ability score check may 
  be used 
   
  5: DEAD ENDS 
  SLUM QUARTER “BEGGAR” 
   CR 1 
  Male human warrior 2 
  N Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 13, touch 10, flat-footed 13 
   (+3 armor) 
  hp 9 (2 HD) 
  Fort +3, Ref +0, Will -1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +3 (1d3+1) or 
  Melee dagger +3 (1d4+1/19-20) 
  Base Atk +2; Grp +3  
  Atk Options Improved Bull Rush, Power Attack 
  Abilities Str 13, Dex 10, Con 11, Int 12, Wis 9, Cha 8 
  Feats Improved Bull Rush, Power Attack 
  Skills Climb +4, Handle Animal +4, Intimidate +0, Jump 
  +4, Knowledge (local – core) +2, Profession (beggar) 
  +1, Swim -0, 
  Possessions dagger, studded leather armor 
   
  SLUM QUARTER ROOF TOPPLER   CR 1 
  Male human commoner 2 
  N Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 11, touch 10, flat-footed 11 
   (+1 armor) 
  hp 5 (2 HD) 
  Fort +2, Ref +0, Will +1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +0 (1d3-1) or 
  Melee club +0 (1d6-1) 
  Ranged brick -3 (1d4-1) 
  Base Atk +1; Grp +0  
  Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 
  Feats Endurance, Great Fortitude 
  Skills Climb +5, Jump +5, Knowledge (local – core) +2, 
  Profession (beggar) +3, Swim +1, 
  Possessions club, padded armor 
   
  OTJEN 
  CR 1 
  Female human rogue 1 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +3 
  Languages Common, Dwarven 
  AC 14, touch 12, flat-footed 12 
   (+2 armor, +2 Dex) 
  hp 7 (1 HD) 
  Fort +1, Ref +4, Will -1 
  Speed 30 ft. (6 squares) 
  Melee dagger -1 (1d4-1/19-20) 
  Base Atk +0; Grp -1  
  Atk Options sneak attack +1d6 
  Abilities Str 9, Dex 15, Con 12, Int 14, Wis 8, Cha 13 
  SQ trapfinding 
  Feats Deft Hands, Stealthy 
  Skills Appraise +3, Balance +6, Bluff +5, Climb +3, 
  Escape Artist +6, Gather Information +2, Hide +8, 
  Jump +3, Knowledge (local – core) +3, Listen +0, 
  Move Silently +8, Sleight of Hand +8, Spot +3, 
  Tumble +6,  
  Possessions dagger, leather armor 
   
  6: NOSES GET BROKEN 
  CONVERT OF IUZ 
  CR 1/2 
  Male human warrior 1 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 13, touch 10, flat-footed 13 
   (+3 armor) 
  hp 4 (1 HD) 
  Fort +4, Ref +0, Will +1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +0 (1d3-1) or 
  Melee dagger +0 (1d4-1/19-20) 
  Base Atk +1; Grp +0  
  Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 
  Feats Endurance, Great Fortitude 
  Skills Climb -1, Handle Animal +0, Intimidate +0, Jump 
  -1, Knowledge (geography) +2, Knowledge (local – 
  core) +2, Knowledge (nature) +2, Knowledge (nobility 
  and royalty) +2, Profession (merchant) +2, Ride +1, 
  Swim -2, 
  Possessions dagger, studded leather armor 
   
  
  COR8-01 Machinations 
   
  Page 28 
  VERON, AGENT OF IUZ                   CR 3 
  Male human bard 3 
  CE medium human (humanoid) 
  Init +5; Senses Listen +6, Spot +0 
  Languages Abyssal, Common, Gnome, Halfling 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 19 (3 HD) 
  Fort +3, Ref +5, Will +4 
  Speed 30 ft. (6 squares) 
  Melee rapier +1 (1d6-1) or 
  Ranged dagger +3 (1d4-1) 
  Base Atk +2; Grp +1 
  Special Acttions bardic music 3/day (countersong, 
  fascinate, inspire courage +1, inspire competence) 
  Combat Gear scroll of eagle’s splendor 
  Bard Spells Known (CL 3rd): 
   1st (2/day)—alarm, cause fear (DC 13), inspirational 
  boost 
   0 (3/day)—dancing lights, daze, flare, message, 
  open/close, prestidigitation 
  Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 15  
  SQ bardic Knowledge +7 
  Feats Improved Initiative, Toughness, Persuasive 
  Skills Bluff +10, Concentration +7, Diplomacy +10, 
  Disguise +8, Gather Information +8], Intimidate +10, 
  Knowledge (local-core) +6, Perform (Oratory) +8, 
  Listen +6, Speak Language +3. 
  Possessions combat gear plus rapier, dagger, +1 chain 
  shirt, vest of resistance +1, buckler, merchants outfit, 
  100 gp. 
   
  
  COR8-01 Machinations 
   
  Page 29 
  APL 4 
  2: A NIGHT ON THE TOWN 
  BAR FIGHT “TRAP” 
   CR 4 
  Description See Encounter 2. 
  Search Not applicable; Type Special 
  Trigger Location; Init +2 
  Effect Humiliation of Silas DC 14; 5 successful 
  humiliations will “defeat” Silas, a hit may be blocked 
  by the PCs 
  Effect Brawl Atk + 4, 4d4 subdual damage 
  Duration 10 rounds 
  Destruction AC 14; hp 10 (defeats one section) 
  Disarm Intimidate DC 24 (disarms one section) 
  Disarm Diplomacy DC 19 (disarms one section) 
  Dispel DC 15 (although the PC does not use a dispel 
  magic spell for this, treat it as a regular dispel 
  attempt, dispels one section) 
  Block Humiliation  DC 14, any ability score check may 
  be used 
   
  5: DEAD ENDS 
  SLUM QUARTER “BEGGAR” 
   CR 1 
  Male human warrior 2 
  N Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 13, touch 10, flat-footed 13 
   (+3 armor) 
  hp 9 (2 HD) 
  Fort +3, Ref +0, Will -1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +3 (1d3+1) or 
  Melee dagger +3 (1d4+1/19-20) 
  Base Atk +2; Grp +3  
  Atk Options Improved Bull Rush, Power Attack 
  Abilities Str 13, Dex 10, Con 11, Int 12, Wis 9, Cha 8 
  Feats Improved Bull Rush, Power Attack 
  Skills Climb +4, Handle Animal +4, Intimidate +0, Jump 
  +4, Knowledge (local – core) +2, Profession (beggar) 
  +1, Swim -0, 
  Possessions dagger, studded leather armor 
   
  SLUM QUARTER ROOF TOPPLER     CR 1 
  Male human commoner 2 
  N Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 11, touch 10, flat-footed 11 
   (+1 armor) 
  hp 5 (2 HD) 
  Fort +2, Ref +0, Will +1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +0 (1d3-1) or 
  Melee club +0 (1d6-1) 
  Ranged brick -3 (1d4-1) 
  Base Atk +1; Grp +0  
  Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 
  Feats Endurance, Great Fortitude 
  Skills Climb +5, Jump +5, Knowledge (local – core) +2, 
  Profession (beggar) +3, Swim +1, 
  Possessions club, padded armor 
   
  OTJEN 
  CR 2 
  Female human rogue 2 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +4 
  Languages Common, Dwarven 
  AC 14, touch 12, flat-footed 12 
   (+2 armor, +2 Dex) 
  hp 11 (2 HD) 
  Resist evasion 
  Fort +1, Ref +5, Will -1 
  Speed 30 ft. (6 squares) 
  Melee dagger +0 (1d4-1/19-20) 
  Base Atk +1; Grp +0  
  Atk Options sneak attack +1d6 
  Abilities Str 9, Dex 15, Con 12, Int 14, Wis 8, Cha 13 
  SQ trapfinding 
  Feats Deft Hands, Stealthy 
  Skills Appraise +3, Balance +9, Bluff +6, Climb +4, 
  Escape Artist +7, Gather Information +4, Hide +9, 
  Jump +6, Knowledge (local – core) +7, Listen +0, 
  Move Silently +9, Sleight of Hand +11, Spot +4, 
  Tumble +9,  
  Possessions dagger, leather armor 
   
  6: NOSES GET BROKEN 
  CONVERT OF IUZ 
  CR 1/2 
  Male human warrior 1 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 13, touch 10, flat-footed 13 
   (+3 armor) 
  hp 4 (1 HD) 
  Fort +4, Ref +0, Will +1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +0 (1d3-1) or 
  Melee dagger +0 (1d4-1/19-20) 
  Base Atk +1; Grp +0  
  Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 
  Feats Endurance, Great Fortitude 
  Skills Climb -1, Handle Animal +0, Intimidate +0, Jump 
  -1, Knowledge (geography) +2, Knowledge (local – 
  core) +2, Knowledge (nature) +2, Knowledge (nobility 
  and royalty) +2, Profession (merchant) +2, Ride 
  +1,Swim -2, 
  Possessions dagger, studded leather armor 
   
  
  COR8-01 Machinations 
   
  Page 30 
  VERON, AGENT OF IUZ                     CR 3 
  Male human bard 3 
  CE medium human (humanoid) 
  Init +5; Senses Listen +6, Spot +0 
  Languages Abyssal, Common, Gnome, Halfling 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 19 (3 HD); 
  Fort +3, Ref +5, Will +4 
  Speed 30 ft. (6 squares) 
  Melee rapier +1 (1d6-1) or 
  Ranged dagger +3 (1d4-1) 
  Base Atk +2; Grp +1 
  Special Actions bardic music 3/day (countersong, 
  fascinate, inspire courage +1, inspire competence) 
  Combat Gear scroll of eagle’s splendor 
  Bard Spells Known (CL 3rd): 
   1st (2/day)—alarm, cause fear (DC 13), inspirational 
  boost 
   0 (3/day)—dancing lights, daze, flare, message, 
  open/close, prestidigitation 
  Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 15  
  SQ bardic knowledge +7 
  Feats Improved Initiative, Toughness, Persuasive 
  Skills Bluff +10, Concentration +7, Diplomacy +10, 
  Disguise +8, Gather Information +8], Intimidate +10, 
  Knowledge (local-core) +6, Perform (Oratory) +8, 
  Listen +6, Speak Language +3. 
  Possessions combat gear plus rapier, dagger, +1 chain 
  shirt, vest of resistance +1, buckler, merchants outfit, 
  100 gp.
   
   
   
  
  COR8-01 Machinations 
   
  Page 31 
  APL 6 
  2: A NIGHT ON THE TOWN 
  BAR FIGHT “TRAP” 
   CR 6 
  Description See Encounter 2. 
  Search Not applicable; Type Special 
  Trigger Location; Init +3 
  Effect Humiliation of Silas DC 15; 5 successful 
  humiliations will “defeat” Silas, a hit may be blocked 
  by the PCs 
  Effect Brawl Atk +6, 6d4 subdual damage  
  Duration 12 rounds 
  Destruction AC 16; hp 15 (defeats one section) 
  Disarm Intimidate DC 26(disarms one section) 
  Disarm Diplomacy DC 21 (disarms one section) 
  Dispel DC 17 (although the PC does not use a dispel 
  magic spell for this, treat it as a regular dispel 
  attempt, dispels one section) 
  Block Humiliation DC 15, any ability score check may 
  be used 
   
  5: DEAD ENDS 
  SLUM QUARTER BRUISER 
   CR 3 
  Male human warrior 4 
  N Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 13, touch 10, flat-footed 13 
   (+3 armor) 
  hp 22 (4 HD) 
  Fort +5, Ref +1, Will +2 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +5 (1d3-1) or 
  Melee mwk dagger +5 (1d4-1/19-20) 
  Base Atk +4; Grp +5  
  Atk Options Improved Bull Rush, Power Attack,  
  Abilities Str 13, Dex 10, Con 12, Int 12, Wis 9, Cha 8 
  Feats Improved Bull Rush, Power Attack, Iron Will 
  Skills Climb +4, Handle Animal +7, Intimidate +4, Jump 
  +4, Knowledge (local – core) +2, Profession (beggar) 
  +1, Swim -0, 
  Possessions masterwork dagger, studded leather 
  armor 
   
  SLUM QUARTER ROOF TOPPLER     CR 1 
  Male human commoner 2 
  N Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 11, touch 10, flat-footed 11 
   (+1 armor) 
  hp 5 (2 HD) 
  Fort +2, Ref +0, Will +1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +0 (1d3-1) or 
  Melee club +0 (1d6-1) 
  Ranged brick -3 (1d4-1) 
  Base Atk +1; Grp +0  
  Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 
  Feats Endurance, Great Fortitude 
  Skills Climb +5, Jump +5, Knowledge (local – core) +2, 
  Profession (beggar) +3, Swim +1, 
  Possessions club, padded armor 
   
  OTJEN 
  CR 4 
  Female human rogue 4 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +6, Spot +6 
  Languages Common, Dwarven 
  AC 14, touch 12, flat-footed 12; uncanny dodge, +1 
  against traps 
   (+2 armor, +2 Dex) 
  hp 20 (4 HD) 
  Resist evasion 
  Fort +2, Ref +6 (+7 against traps), Will +0 
  Speed 30 ft. (6 squares) 
  Melee dagger +2 (1d4-1/19-20) 
  Base Atk +3; Grp +2  
  Atk Options sneak attack +2d6 
  Abilities Str 9, Dex 16, Con 12, Int 14, Wis 8, Cha 13 
  SQ trapfinding 
  Feats Deft Hands, Skill Focus (sleight of hand), Stealthy 
  Skills Appraise +3, Balance +11, Bluff +8, Climb +6, 
  Escape Artist +9, Gather Information +5, Hide +11, 
  Jump +8, Knowledge (local – core) +7, Listen +6, 
  Move Silently +11, Sleight of Hand +16, Spot +6, 
  Tumble +11,  
  Possessions dagger, leather armor 
   
  6: NOSES GET BROKEN 
  CONVERT OF IUZ 
   CR 1 
  Male human warrior 2 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 9 (2 HD) 
  Fort +5, Ref +0, Will +1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +1 (1d3-1) or 
  Melee dagger +3 (1d4-1/19-20) 
  Base Atk +2; Grp +1  
  Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 
  Feats Endurance, Great Fortitude 
  Skills Climb -1, Handle Animal +0, Intimidate +0, Jump 
  -1, Knowledge (geography) +3, Knowledge (local – 
  core) +2, Knowledge (nature) +2, Knowledge (nobility 
  and royalty) +2, Profession (merchant) +3, Ride 
  +1,Swim -2, 
  Possessions masterwork dagger, +1 studded leather 
  armor 
   
  
  COR8-01 Machinations 
   
  Page 32 
  VERON, AGENT OF IUZ                   CR 6 
  Male human bard 5/evangelist 1 
  CE medium human (humanoid) 
  Init +5; Senses Listen +9, Spot +0 
  Languages Abyssal, Common, Gnome, Halfling 
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +5 armor, +2 shield) 
  hp 29 (6 HD) 
  Fort +3, Ref +6, Will +7 
  Speed 30 ft. (6 squares) 
  Melee rapier +2 (1d6-1) or 
  Ranged dagger +4 (1d4-1) 
  Base Atk +3; Grp +2 
  Special Actions Sound of Silence, bardic music 5/day 
  (countersong, fascinate, inspire courage +1, inspire 
  competence), great orator 1/day (inspire dread) 
  Combat Gear cape of the viper, scroll of invisibility, 
  scroll of eagle's splendor 
  Bard Spells Known (CL 5th): 
   2nd (2/day)—harmonize, mirror image, shatter (DC 
  16) 
   1st (4/day)—alarm, cure light wounds, inspirational 
  boost, Tasha’s hideous laughter (DC 15) 
   0 (3/day)—dancing lights, daze, flare, message, 
  open/close, prestidigitation 
  Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 18  
  SQ bardic knowledge +9 
  Feats Improved Initiative, Extra Music, Persuasive, 
  Sound of Silence 
  Skills  Bluff +14, Concentration +10, Diplomacy +15, 
  Disguise +11, Gather Information +11, Intimidate 
  +15, Knowledge (local-core) +6, Knowledge (religion) 
  +6,  Perform (Oratory) +13, Listen +9, Sense Motive 
  +6, Speak Language +3. 
  Possessions combat gear plus rapier, dagger, +1 chain 
  shirt, +1 buckler, vest of resistance +1, merchants 
  outfit, 100 gp. 
  Great Orator (Su) Veron can inspire, protect, and 
  otherwise improve the situation of his allies simply by 
  speaking clearly and being heard. Evangelist oratory 
  abilities function in exactly the same manner as 
  bardic music except the evangelist must speak loudly 
  and clearly, rather than sing or play an instrument. 
   
   
  Inspire Dread (Su) Veron can (as a full-round 
  action) inspire hopelessness in all enemies within 30 
  feet. This ability imposes a –4 penalty on Will saves 
  to all such enemies. This ability requires 
  concentration each round to continue the effect. The 
  effect lasts as long as Veron speaks and for 3 rounds 
  thereafter. Inspire dread is a mind-affecting ability. 
  
  COR8-01 Machinations 
   
  Page 33 
  APL 8 
  2: A NIGHT ON THE TOWN 
  BAR FIGHT “TRAP” 
   CR 8 
  Description See Encounter 2. 
  Search Not applicable; Type Special 
  Trigger Location; Init +4 
  Effect Humiliation of Silas DC 16; 5 successful 
  humiliations will “defeat” Silas, a hit may be 
  blocked by the PCs 
  Effect Brawl Atk +8, 8d4 subdual damage  
  Duration 14 rounds 
  Destruction AC 18; hp 20 (defeats one section) 
  Disarm Intimidate DC 28 (disarms one section) 
  Disarm Diplomacy DC 23 (disarms one section) 
  Dispel DC 19 (although the PC does not use a dispel 
  magic spell for this, treat it as a regular dispel 
  attempt, dispels one section) 
  Block Humiliation DC 16, any ability score check 
  may be used 
   
  5: DEAD ENDS 
  SLUM QUARTER BRUISER 
   CR 3 
  Male human warrior 4 
  N Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 13, touch 10, flat-footed 13 
   (+3 armor) 
  hp 22 (4 HD) 
  Fort +5, Ref +1, Will +2 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +5 (1d3-1) or 
  Melee mwk dagger +5 (1d4-1/19-20) 
  Base Atk +4; Grp +5  
  Atk Options Improved Bull Rush, Power Attack,  
  Abilities Str 13, Dex 10, Con 12, Int 12, Wis 9, Cha 8 
  Feats Improved Bull Rush, Power Attack, Iron Will 
  Skills Climb +4, Handle Animal +7, Intimidate +4, 
  Jump +4, Knowledge (local – core) +2, Profession 
  (beggar) +1, Swim -0, 
  Possessions masterwork dagger, studded leather 
  armor 
   
  SLUM QUARTER ROOF TOPPLER  CR 1 
  Male human commoner 2 
  N Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 11, touch 10, flat-footed 11 
   (+1 armor) 
  hp 5 (2 HD) 
  Fort +2, Ref +0, Will +1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +0 (1d3-1) or 
  Melee club +0 (1d6-1) 
  Ranged brick -3 (1d4-1) 
  Base Atk +1; Grp +0  
  Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 
  Feats Endurance, Great Fortitude 
  Skills Climb +5, Jump +5, Knowledge (local – core) 
  +2, Profession (beggar) +3, Swim +1, 
  Possessions club, padded armor 
   
  OTJEN 
  CR 6 
  Female human rogue 6 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +8, Spot +8 
  Languages Common, Dwarven 
  AC 14, touch 12, flat-footed 12; Combat Expertise, 
  uncanny dodge, +2 against traps 
   (+2 armor, +2 Dex) 
  hp 29 (6 HD) 
  Resist evasion 
  Fort +3, Ref +7 (+9 against traps), Will +1 
  Speed 30 ft. (6 squares) 
  Melee dagger +3 (1d4-1/19-20) 
  Base Atk +4; Grp +3  
  Atk Options sneak attack +3d6 
  Abilities Str 9, Dex 16, Con 12, Int 14, Wis 8, Cha 13 
  SQ trapfinding 
  Feats Combat Expertise, Deft Hands, Skill Focus 
  (sleight of hand), Stealthy 
  Skills Appraise +3, Balance +13, Bluff +10, Climb +8, 
  Escape Artist +11, Gather Information +5, Hide 
  +13, Jump +10, Knowledge (local – core) +7, 
  Listen +8, Move Silently +13, Sleight of Hand +18, 
  Spot +8, Tumble +13,  
  Possessions dagger, leather armor 
   
  6: NOSES GET BROKEN 
  CONVERT OF IUZ 
   CR 1 
  Male human warrior 2 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 9 (2 HD) 
  Fort +5, Ref +0, Will +1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +1 (1d3-1) or 
  Melee dagger +3 (1d4-1) 
  Base Atk +2; Grp +1  
  Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 
  Feats Endurance, Great Fortitude 
  Skills Climb -1, Handle Animal +0, Intimidate +0, 
  Jump -1, Knowledge (geography) +3, Knowledge 
  (local – core) +2, Knowledge (nature) +2, 
  Knowledge (nobility and royalty) +2, Profession 
  (merchant) +3, Ride +1, Swim -2, 
  Possessions masterwork dagger, +1 studded leather 
  armor 
   
  
  COR8-01 Machinations 
   
  Page 34 
  VERON, AGENT OF IUZ                   CR 6 
  Male human bard 5/evangelist 1 
  CE medium human (humanoid) 
  Init +5; Senses Listen +9, Spot +0 
  Languages Abyssal, Common, Gnome, Halfling 
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +5 armor, +2 shield) 
  hp 29 (6 HD) 
  Fort +3, Ref +6, Will +7 
  Speed 30 ft. (6 squares) 
  Melee rapier +2 (1d6-1) or 
  Ranged dagger +4 (1d4-1) 
  Base Atk +3; Grp +2 
  Special Actions Sound of Silence, bardic music 
  5/day (countersong, fascinate, inspire courage +1, 
  inspire competence), great orator 1/day (inspire 
  dread) 
  Combat Gear scroll of invisibility, scroll of eagle's 
  splendor, cape of the viper 
  Bard Spells Known (CL 5th): 
   2nd (2/day)—harmonize, mirror image, shatter (DC 
  16) 
   1st (4/day)—alarm, cure light wounds, inspirational 
  boost, Tasha’s hideous laughter (DC 15) 
   0 (3/day)—dancing lights, daze, flare, message, 
  open/close, prestidigitation 
  Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 
  18  
  SQ bardic knowledge +9 
  Feats Improved Initiative, Extra Music, Persuasive, 
  Sound of Silence 
  Skills  Bluff +14, Concentration +10, Diplomacy +15, 
  Disguise +11, Gather Information +11, Intimidate 
  +15, Knowledge (local-core) +6, Knowledge 
  (religion) +6,  Perform (Oratory) +13, Listen +9, 
  Sense Motive +6, Speak Language +3. 
  Possessions combat gear plus rapier, dagger, +1 
  chain shirt, +1 buckler, vest of resistance +1, 
  merchants outfit, 100 gp. 
  Great Orator (Su) Veron can inspire, protect, and 
  otherwise improve the situation of his allies simply 
  by speaking clearly and being heard. Evangelist 
  oratory abilities function in exactly the same 
  manner as bardic music except the evangelist must 
  speak loudly and clearly, rather than sing or play 
  an instrument. 
   
   
  Inspire Dread (Su) Veron can (as a full-round 
  action) inspire hopelessness in all enemies within 
  30 feet. This ability imposes a –4 penalty on Will 
  saves to all such enemies. This ability requires 
  concentration each round to continue the effect. 
  The effect lasts as long as Veron speaks and for 3 
  rounds thereafter. Inspire dread is a mind-affecting 
  ability. 
   
   
   
   
   
  
  COR8-01 Machinations 
   
  Page 35 
  APL 10 
  2: A NIGHT ON THE TOWN 
  BAR FIGHT “TRAP” 
   CR 10 
  Description See Encounter 2. 
  Search Not applicable; Type Special 
  Trigger Location; Init +5 
  Effect Humiliation of Silas DC 17; 5 successful 
  humiliations will “defeat” Silas, a hit may be blocked 
  by the PCs 
  Effect Brawl Atk +10, 10d4 subdual damage  
  Duration 16 rounds 
  Destruction AC 20; hp 25 (defeats one section) 
  Disarm Intimidate DC 30 (disarms one section) 
  Disarm Diplomacy DC 25 (disarms one section) 
  Dispel DC 21 (although the PC does not use a dispel 
  magic spell for this, treat it as a regular dispel 
  attempt, dispels one section) 
  Block Humiliation DC 17, any ability score check may 
  be used 
   
  5: DEAD ENDS 
  SLUM QUARTER BLOCK BULLY  CR 5 
  Male human warrior 6 
  N Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 14, touch 12, flat-footed 14 
   (+4 armor) 
  hp 33 (6 HD) 
  Fort +6, Ref +2, Will +4 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +7/+2 (1d3+1) or 
  Melee +1 dagger +8/+3 (1d4+2/19-20) 
  Base Atk +6; Grp +7 
  Atk Options Improved Bull Rush, Power Attack, Iron  
  Abilities Str 13, Dex 10, Con 12, Int 12, Wis 9, Cha 8 
  Feats Improved Bull Rush, Power Attack, Iron Will, 
  Toughness 
  Skills Climb +4, Handle Animal +8, Intimidate +8, Jump 
  +4, Knowledge (local – core) +2, Profession (beggar) 
  +3, Swim -0, 
  Possessions +1 dagger, +1 studded leather armor 
   
  SLUM QUARTER ROOF TOPPLER   CR 1 
  Male human commoner 2 
  N Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 11, touch 10, flat-footed 11 
   (+1 armor) 
  hp 5 (2 HD) 
  Fort +2, Ref +0, Will +1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +0 (1d3-1) or 
  Melee club +0 (1d6-1) 
  Ranged brick -3 (1d4-1) 
  Base Atk +1; Grp +0  
  Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 
  Feats Endurance, Great Fortitude 
  Skills Climb +5, Jump +5, Knowledge (local – core) +2, 
  Profession (beggar) +3, Swim +1, 
  Possessions club, padded armor 
   
  OTJEN 
  CR 8 
  Female human rogue 8 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +10, Spot +10 
  Languages Common, Dwarven 
  AC 14, touch 12, flat-footed 12; Combat Expertise, 
  improved uncanny dodge, +2 against traps 
   (+2 armor, +2 Dex) 
  hp 38 (8 HD); 
  Resist evasion 
  Fort +3, Ref +8 (+10 against traps), Will +1 
  Speed 30 ft. (6 squares) 
  Melee dagger +5/+0 (1d4-1/19-20) 
  Base Atk +6; Grp +5  
  Atk Options sneak attack +4d6 
  Abilities Str 9, Dex 16, Con 12, Int 14, Wis 8, Cha 14 
  SQ trapfinding 
  Feats Combat Expertise, Deft Hands, Skill Focus 
  (sleight of hand), Stealthy 
  Skills Appraise +3, Balance +15, Bluff +13, Climb +10, 
  Escape Artist +13, Gather Information +6, Hide +15, 
  Jump +11, Knowledge (local – core) +7, Listen +10, 
  Move Silently +15, Sleight of Hand +20, Spot +10, 
  Tumble +15,  
  Possessions dagger, leather armor 
   
  6: NOSES GET BROKEN 
   
   
  CONVERT OF IUZ 
   CR 4 
  Male human warrior 5 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 27 (5 HD) 
  Fort +7, Ref +1, Will +4 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +4 (1d3-1) or 
  Melee mwk dagger +5 (1d4-1/19-20) 
  Base Atk +5; Grp +4  
  Abilities Str 9, Dex 10, Con 12, Int 12, Wis 13, Cha 8 
  Feats Endurance, Great Fortitude, Iron Will 
  Skills Climb -1, Handle Animal +0, Intimidate +0, Jump 
  -1, Knowledge (geography) +3, Knowledge (local – 
  core) +5, Knowledge (nature) +2, Knowledge (nobility 
  and royalty) +3, Profession (merchant) +5, Ride +1, 
  Swim -2, 
  Possessions masterwork dagger, +1 studded leather 
  armor 
   
  
  COR8-01 Machinations 
   
  Page 36 
  VERON, AGENT OF IUZ                 CR 10 
  Male human bard 5/evangelist 5 
  CE medium human (humanoid) 
  Init +5; Senses Listen +13, Spot +0 
  Languages Abyssal, Common, Gnome, Halfling 
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +5 armor, +2 shield) 
  hp 57 (10 HD) 
  Fort +5, Ref +7, Will +9 
  Speed 30 ft. i (6 squares) 
  Melee rapier +5 (1d6-1) or 
  Ranged dagger +7 (1d4-1) 
  Base Atk +6; Grp +5 
  Special Actions Sound of Silence, Ironskin Chant, 
  bardic music 9/day (countersong, fascinate, inspire 
  courage +2, inspire competence), fast talk, great 
  orator 5/day (inspire dread, inflame the righteous, 
  convert the unfaithful)  
  Combat Gear scroll of invisibility, scroll of eagle's 
  splendor, barricade buckler, mask of lies, cape of the 
  viper 
  Bard Spells Known (CL 5th): 
   2 2nd (2/day)—harmonize, mirror image, shatter (DC 
  16) 
   1st (4/day)—alarm, cure light wounds, inspirational 
  boost, Tasha’s hideous laughter (DC 15) 
   0 (3/day)—dancing lights, daze, flare, message, 
  open/close, prestidigitation 
  Abilities Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 16  
  SQ bardic knowledge +9, skill mastery (Bluff, Disguise, 
  Intimidate) 
  Feats Improved Initiative, Extra Music, Persuasive, 
  Sound of Silence, Ironskin Chant 
  Skills  Bluff +15, Concentration +14, Diplomacy +17, 
  Disguise +13, Gather Information +13, Intimidate 
  +18, Knowledge (local-core) +6, Knowledge (religion) 
  +6,  Perform (Oratory), +16 Listen +13, Sense Motive 
  +6, Speak Language +3. 
  Possessions combat gear plus rapier, dagger, +1 chain 
  shirt, vest of resistance +2, merchants outfit, 200 gp. 
  Fast Talk (Ex) Veron knows the right thing to say at the 
  right time. He may make a rushed Diplomacy check 
  as a full-round action at only a –5 penalty. 
  Great Orator (Su) Veron can inspire, protect, and 
  otherwise improve the situation of his allies simply by 
  speaking clearly and being heard. Evangelist oratory 
  abilities function in exactly the same manner as 
  bardic music except the evangelist must speak loudly 
  and clearly, rather than sing or play an instrument. 
   
   
  Inspire Dread (Su) Veron can (as a full-round 
  action) inspire hopelessness in all enemies within 30 
  feet. This ability imposes a –4 penalty on Will saves 
  to all such enemies. This ability requires 
  concentration each round to continue the effect. The 
  effect lasts as long as Veron speaks and for 3 rounds 
  thereafter. Inspire dread is a mind-affecting ability. 
   
   
  Inflame the Righteous (Su): Veron can (as a 
  full-round action) wreath himself and any of his allies 
  within 30 feet in divine flame. Each beneficiary of this 
  ability gains the benefit of a fire shield (CL 10) spell. 
  The damage caused by the spell is, however, purely 
  divine and not subject to a creature’s resistance or 
  immunity to fire. This oratory requires concentration 
  each round to continue the effect. The effect lasts as 
  long as Veron speaks and for three rounds thereafter. 
   
   
  Convert the Unfaithful (Su) Veron may attempt 
  to convert a single enemy within 30 feet. As a full-
  round action, he delivers an impassioned speech on 
  the righteousness of his beliefs to a single enemy, 
  who must attempt a Will save (DC 18). If the creature 
  succeeds, it is shaken for one round. If the creature 
  fails its saving throw, it converts. Creatures with an 
  alignment subtype (such as angels and devils) are 
  immune to this ability. A converted creature is 
  effectively charmed Veron (similar to a charm 
  monster spell). In addition, a converted creature 
  temporarily becomes chaotic evil and acts 
  accordingly. This may mean some of the creature’s 
  class abilities, spells, or other abilities are unavailable 
  to it for the duration of the spell. When the duration 
  elapses, the creature then has a choice: It can 
  continue to act according to its new alignment, or it 
  can shift back. If the creature chooses to permanently 
  change its alignment to the evangelist’s, it acts as if a 
  cleric of the appropriate alignment had cast 
  atonement on it. If the creature chooses to change 
  back, it must make another saving throw (against the 
  same save DC). If it fails this saving throw its 
  alignment changes back but it needs an atonement 
  spell to gain back any abilities it lost due to its 
  temporary alignment change.
  
  COR8-01 Machinations 
   
  Page 37 
  APL 12 
  2: A NIGHT ON THE TOWN 
  BAR FIGHT “TRAP” 
   CR 12 
  Description See Encounter 2. 
  Search Not applicable; Type Special 
  Trigger Location; Init +6 
  Effect Humiliation of Silas DC 18; 5 successful 
  humiliations will “defeat” Silas, a hit may be blocked 
  by the PCs 
  Effect Brawl Atk +12, 12d4 subdual damage  
  Duration 18 rounds 
  Destruction AC 22; hp 30 (defeats one section) 
  Disarm Intimidate DC 32 (disarms one section) 
  Disarm Diplomacy DC 27 (disarms one section) 
  Dispel DC 23 (although the PC does not use a dispel 
  magic spell for this, treat it as a regular dispel 
  attempt, dispels one section) 
  Block Humiliation DC 18, any ability score check may 
  be used 
   
  5: DEAD ENDS 
  SLUM QUARTER BLOCK BULLY  CR 5 
  Male human warrior 6 
  N Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 14, touch 12, flat-footed 14 
   (+4 armor) 
  hp 33 (6 HD) 
  Fort +6, Ref +2, Will +4 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +7/+2 (1d3+1) or 
  Melee +1 dagger +8/+3 (1d4+2/19-20) 
  Base Atk +6; Grp +7 
  Atk Options Improved Bull Rush, Power Attack,  
  Abilities Str 13, Dex 10, Con 12, Int 12, Wis 9, Cha 8 
  Feats Improved Bull Rush, Power Attack, Iron Will, 
  Toughness 
  Skills Climb +4, Handle Animal +8, Intimidate +8, Jump 
  +4, Knowledge (local – core) +2, Profession (beggar) 
  +3, Swim -0, 
  Possessions +1 dagger, +1 studded leather armor 
   
  SLUM QUARTER ROOF TOPPLER   CR 1 
  Male human commoner 2 
  N Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 11, touch 10, flat-footed 11 
   (+1 armor) 
  hp 5 (2 HD) 
  Fort +2, Ref +0, Will +1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +0 (1d3-1) or 
  Melee club +0 (1d6-1) 
  Ranged brick -3 (1d4-1) 
  Base Atk +1; Grp +0  
  Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 
  Feats Endurance, Great Fortitude 
  Skills Climb +5, Jump +5, Knowledge (local – core) +2, 
  Profession (beggar) +3, Swim +1, 
  Possessions club, padded armor 
   
  OTJEN AND FAANIL 
  CR 8 
  Female human rogue 8 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +10, Spot +10 
  Languages Common, Dwarven 
  AC 14, touch 13, flat-footed 11; Combat Expertise, 
  improved uncanny dodge, +2 against traps 
   (+1 armor, +3 Dex) 
  hp 38 (8 HD) 
  Resist evasion 
  Fort +3, Ref +8 (+10 against traps), Will +1 
  Speed 30 ft. (6 squares) 
  Melee dagger +5/+0 (1d4-1/19-20) 
  Base Atk +6; Grp +5  
  Atk Options sneak attack +4d6 
  Abilities Str 9, Dex 16, Con 12, Int 14, Wis 8, Cha 14 
  SQ trapfinding 
  Feats Combat Expertise, Deft Hands, Skill Focus 
  (sleight of hand), Stealthy 
  Skills Appraise +3, Balance +15, Bluff +13, Climb +10, 
  Escape Artist +13, Gather Information +6, Hide +15, 
  Jump +11, Knowledge (local – core) +7, Listen +10, 
  Move Silently +15, Sleight of Hand +20, Spot +10, 
  Tumble +15,  
  Possessions dagger, padded armor 
   
  6: NOSES GET BROKEN 
   
   
  CONVERT OF IUZ 
   CR 4 
  Male human warrior 5 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Dwarven 
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 27 (5 HD) 
  Fort +7, Ref +1, Will +4 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +4 (1d3-1) or 
  Melee mwk dagger +5 (1d4-1/19-20) 
  Base Atk +5; Grp +4  
  Abilities Str 9, Dex 10, Con 12, Int 12, Wis 13, Cha 8 
  Feats Endurance, Great Fortitude, Iron Will 
  Skills Climb -1, Handle Animal +0, Intimidate +0, Jump 
  -1, Knowledge (geography) +3, Knowledge (local – 
  core) +5, Knowledge (nature) +2, Knowledge (nobility 
  and royalty) +3, Profession (merchant) +5, Ride +1, 
  Swim -2, 
  Possessions masterwork dagger, +1 studded leather 
  armor 
   
  
  COR8-01 Machinations 
   
  Page 38 
  VERON, AGENT OF IUZ                 CR 10 
  Male human bard 5/evangelist 5 
  CE medium human (humanoid) 
  Init +5; Senses Listen +13, Spot +0 
  Languages Abyssal, Common, Gnome, Halfling 
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +5 armor, +2 shield) 
  hp 57 (10 HD) 
  Fort +5, Ref +7, Will +9 
  Speed 30 ft. (6 squares) 
  Melee rapier +5 (1d6-1) or 
  Ranged dagger +7 (1d4-1) 
  Base Atk +6; Grp +5 
  Atk Options bardic music 9/day (countersong, 
  fascinate, inspire courage +2, inspire competence), 
  great orator 5/day (inspire dread, inflame the 
  righteous, convert the unfaithful) 
  Special Actions Sound of Silence, Ironskin Chant, fast 
  talk 
  Combat Gear scroll of invisibility, scroll of eagle's 
  splendor, barricade buckler, mask of lies, cape of the 
  viper 
  Bard Spells Known (CL 5th): 
   2 2nd (2/day)—harmonize, mirror image, shatter (DC 
  16) 
   1st (4/day)—alarm, cure light wounds, inspirational 
  boost, Tasha’s hideous laughter (DC 15) 
   0 (3/day)—dancing lights, daze, flare, message, 
  open/close, prestidigitation 
  Abilities Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 16  
  SQ bardic knowledge +9, skill mastery (Bluff, Disguise, 
  Intimidate) 
  Feats Improved Initiative, Extra Music, Persuasive, 
  Sound of Silence, Ironskin Chant 
  Skills  Bluff +15, Concentration +14, Diplomacy +17, 
  Disguise +13, Gather Information +13, Intimidate 
  +18, Knowledge (local-core) +6, Knowledge (religion) 
  +6,  Perform (Oratory), +16 Listen +13, Sense Motive 
  +6, Speak Language +3. 
  Possessions combat gear plus rapier, dagger, +1 chain 
  shirt, vest of resistance +2, merchants outfit, 200 gp. 
  Fast Talk (Ex) Veron knows the right thing to say at the 
  right time. He may make a rushed Diplomacy check 
  as a full-round action at only a –5 penalty. 
  Great Orator (Su) Veron can inspire, protect, and 
  otherwise improve the situation of his allies simply by 
  speaking clearly and being heard. Evangelist oratory 
  abilities function in exactly the same manner as 
  bardic music except the evangelist must speak loudly 
  and clearly, rather than sing or play an instrument. 
   
   
  Inspire Dread (Su) Veron can (as a full-round 
  action) inspire hopelessness in all enemies within 30 
  feet. This ability imposes a –4 penalty on Will saves 
  to all such enemies. This ability requires 
  concentration each round to continue the effect. The 
  effect lasts as long as Veron speaks and for 3 rounds 
  thereafter. Inspire dread is a mind-affecting ability. 
   
   
  Inflame the Righteous (Su): Veron can (as a 
  full-round action) wreath himself and any of his allies 
  within 30 feet in divine flame. Each beneficiary of this 
  ability gains the benefit of a fire shield (CL 10) spell. 
  The damage caused by the spell is, however, purely 
  divine and not subject to a creature’s resistance or 
  immunity to fire. This oratory requires concentration 
  each round to continue the effect. The effect lasts as 
  long as Veron speaks and for three rounds thereafter. 
   
   
  Convert the Unfaithful (Su) Veron may attempt 
  to convert a single enemy within 30 feet. As a full-
  round action, he delivers an impassioned speech on 
  the righteousness of his beliefs to a single enemy, 
  who must attempt a Will save (DC 18). If the creature 
  succeeds, it is shaken for one round. If the creature 
  fails its saving throw, it converts. Creatures with an 
  alignment subtype (such as angels and devils) are 
  immune to this ability. A converted creature is 
  effectively charmed Veron (similar to a charm 
  monster spell). In addition, a converted creature 
  temporarily becomes chaotic evil and acts 
  accordingly. This may mean some of the creature’s 
  class abilities, spells, or other abilities are unavailable 
  to it for the duration of the spell. When the duration 
  elapses, the creature then has a choice: It can 
  continue to act according to its new alignment, or it 
  can shift back. If the creature chooses to permanently 
  change its alignment to the evangelist’s, it acts as if a 
  cleric of the appropriate alignment had cast 
  atonement on it. If the creature chooses to change 
  back, it must make another saving throw (against the 
  same save DC). If it fails this saving throw its 
  alignment changes back but it needs an atonement 
  spell to gain back any abilities it lost due to its 
  temporary alignment change. 
   
   
  
  COR8-01 Machinations 
   
  Page 39 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Ironskin Chant [Bardic Music] 
  You can channel the power of your bardic music to 
  enable yourself to ignore minor injuries. 
   
  Prerequisites: Bardic music, Concentration 12 
  ranks, Perform 12 ranks. 
   
  Benefit: As a swift action that does not provoke 
  attacks of opportunity, you can expend one daily use of 
  your bardic music ability to provide damage reduction of 
  5/— to yourself or to one ally within 30 feet who can 
  hear you until the start of your next turn. 
   
  This feat does not function in an area of magical 
  silence. 
   
   
  Source: Complete Adventurer 113 
   
  Sound of Silence [Bardic Music] 
  You can channel the power of your bardic music to 
  deafen your foes. 
   
  Prerequisite: Bardic music, Perform 9 ranks. 
   
  Benefit: As a standard action, you can expend two 
  daily uses of your bardic music ability to deafen a single 
  target for 3 rounds. A successful Will save (using your 
  Perform check result as the DC) negates the effect. The 
  target must be within 30 feet of you and be able to hear 
  you. 
   
  Source: Complete Scoundrel 81 
   
  MAGIC ITEMS 
  Barricade Buckler 
  Price (Item Level): 4,165 gp (9th) 
  Body Slot: — (held) 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) evocation 
  Activation: Swift (command) 
  Weight: 5 lb. 
   
  This buckler is set with numerous polished green stones: one at 
  its center, and the rest in concentric rings around it. The center 
  stone is the smallest, with larger stones in each ring toward the 
  buckler's edge. 
   
  By speaking the command word, you can transform this 
  +1 buckler into a 5-foot-by-5- foot vertical wall of force. The 
  wall persists for 1 minute or until you speak a second 
  command word to return the buckler to its normal 
  condition. 
   
  The wall of force ability functions three times per day. 
   
  Prerequisites: Craft Magic Arms and Armor, wall of 
  force. 
   
  Cost to Create: 2,000 gp (plus 165 gp for masterwork 
  buckler), 160 XP, 4 days. 
   
  Source: Magic Item Compendium 16 
   
  Cape of the Viper 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Shoulders 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) transmutation 
  Activation: Swift (command) 
  Weight: 1 lb. 
   
  This viridian cape is shot with threads of greenish metal. 
   
  A cape of the viper allows you to transform into a poisonous 
  serpent. The cape has 3 charges, which are renewed each 
  day at dawn. Spending 1 or more charges trans­ forms you 
  into a viper for 7 rounds. 
   
  1 charge: Small viper. 
   
  2 charges: Medium viper. 
   
  3 charges: Large viper; add +2 to the save DC of your 
  bite's poison. 
   
  While in viper form, you replace all your normal 
  statistics and special abilities with those of a typical viper 
  of the appropriate size, except for your alignment, your 
  hit points, your Hit Dice (for the purpose of adjudicating 
  effects based on HD), and your ability to understand (but 
  not speak) the lan­ guages you normally understand. Any 
  gear worn or carried melds into the new form and 
  becomes nonfunctional. Treat this as a poly­morph effect, 
  as defined on page 95 of Player's Handbook II. 
   
  Prerequisites: Craft Wondrous Item, ability to wild 
  shape. 
   
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Source: Magic Item Compendium 84 
   
  Mask of Lies 
  Price (Item Level): 4,500 gp (9th) 
  Body Slot: Face 
  Caster Level: 5th 
  Aura: Faint; (DC 17) abjuration 
  Activation: — and swift (mental) 
  Weight: 1 lb. 
   
  This black, featureless mask has cross-shaped slits where 
  the wearer's eyes and mouth should be. 
   
  While wearing this mask, you gain a +5 competence 
  bonus on Bluff checks and your alignment is disguised as 
  if by an undetectable alignment spell. This is a continuous 
  effect and requires no activation. 
   
  When you activate the mask, you can alter your 
  appearance as if by a disguise self spell. This ability 
  functions three times per day. 
   
  Prerequisites: Craft Wondrous Item, disguise self, 
  undetectable alignment. 
   
  Cost to Create: 2,250 gp, 180 XP, 5 days. 
   
  Source: Magic Item Compendium 115 
   
   
   
  
  COR8-01 Machinations 
   
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  SPELLS 
  Harmonize 
  Transmutation 
  Level: Bard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
   
  You blend magic and music seamlessly. While this spell is 
  in effect, starting a bardic music effect requires only a 
  move action. Concentrating on a bardic music effect that 
  requires concentration still requires a standard action. 
   
  Source: Races of Stone 162 
   
  Inspirational Boost 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round or special; see text 
   
  You concentrate on assisting your friends as you begin the short 
  chant and simple handchopping motion necessary to cast the 
  spell. As you finish, the spell’s chant allows you to segue easily 
  into bolstering your allies. 
   
  While this spell is in effect, the morale bonus granted by 
  your inspire courage bardic music increases by 1. 
   
  The effect lasts until your inspire courage effect 
  ends. If you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the spell’s 
  effect ends. 
   
  Source: Spell Compendium 124 
   
   
   
   
  
  COR8-01 Machinations 
   
  Page 41 
  APPENDIX 3: LAW AND ORDER IN THE FREE CITY 
  PCs in the Free City of Greyhawk are adventuring in an 
  urban environment. It is perfectly possible, therefore, 
  that they might do something to get themselves arrested. 
  Thus, a few words about law, justice, crime, and 
  punishment are in order.  
   
  The level and efficacy of law enforcement in the Free 
  City is constantly in flux depending on the aims and goals 
  of those in charge. Recently, some changes on the 
  Directing Oligarchy have enabled the Lord Mayor, Nerof 
  Gasgal, to reassert his authority. This has resulting in a 
  tightening of the laws, particularly in the areas of public 
  safety and smuggling. Relevant minor laws appear, below. 
   
  Unusual Companions 
  The Free City is a sprawling and cosmopolitan urban 
  center and as such, there are rules and regulations dealing 
  with the presence of the animal companions, familiars, 
  and more fantastic followers that a PC might bring with 
  her. 
   
  In general, PCs that are accompanied by normal 
  animals (that is, creatures with the animal type) are not 
  bothered by the guards, provided that it is Medium-sized 
  or smaller. If the animal is normally carnivorous (such as 
  a wolf or Medium- or smaller-sized dinosaur), the PC is 
  required to demonstrate her ability to control that beast, 
  as well as to show some form of restraint upon it – a 
  muzzle, or at the very least a collar and leash. They will 
  also have to purchase a license for it at a cost of 1 gp per 
  base HD. 
   
  Large-sized 
  non-carnivorous 
  animals 
  are 
  also 
  acceptable, though depending on the animal it may also 
  be required to be restrained/collared (common sense 
  should prevail; a horse, even a warhorse, doesn’t need to 
  be led around by a collar; a rhinoceros is a different 
  matter!) They will also have to purchase a license for it at 
  a cost of 5 gp per base HD for any animal other than a 
  horse. 
   
  For more fantastic creatures (such as the types of 
  creatures gained by the Improved Familiar feat, or more 
  exotic animal companions or followers), the PC must 
  purchase a license for it at a cost of 10 gp per base HD. 
   
  If the PC wishes, the companion can be snuck into 
  the city if it could be hidden from the guards in the first 
  place (perhaps in a pocket, an extradimensional space, or 
  by invisibility). Warn the player that if they are caught 
  with the companion, they earn the Arrested! AR item (see 
  below). 
   
  Weapon and Spell Restrictions 
  The Free City regulates the use of weapons and spells 
  within its walls. In regards to magic the laws are: 
  • 
  Generally, Greyhawk strongly controls magic use, 
  prohibiting the use of such except in moments of 
  extreme personal danger.  
  • 
  Spells that do not damage a foe, such as hold person, 
  are permitted. 
  • 
  Spells that do damage only to a foe, such as magic 
  missile, are allowed, but only in self-defense.  
  • 
  Spells that damage a wide area, like fireball, bring a 
  prosecution for property damage and any other 
  relevant charges included murder, except in 
  exceptional circumstances. 
  • 
  Spells that are mentally intrusive, like detect evil, are 
  frowned upon. Spells that can be used for a variety of 
  illicit purposes, like invisibility, are also disapproved 
  of. However, the use of either type of spell is legal. 
   
  In regards to weapons the rules are: 
  • 
  It is legal to carry the following weapon types: 
  dagger, dart, sling, staff, club, hammer, and other 
  light weapons. They should be tied to one’s belt or in 
  a scabbard whenever possible. 
  • 
  Swords, axes, and other similar  melee weapons can 
  be carried through the streets but they must be in a 
  scabbard or leather head-case. Characters wanting to 
  carry such weapons in the city must purchase a 
  license (5 gp for one-handed, 20 gp for two-handed 
  weapons). Licenses are valid for one week. 
  • 
  Polearms, spears and other large weapons such as 
  crossbows and bows are banned. Visitors must 
  deposit these with the Guild of Nightwatchmen who 
  maintain a secure storage facility warded with 
  powerful magics maintained by the Guild of 
  Wizardry. 
   
  Note: If PCs try and get around these restrictions by 
  buying weapons in the city they will be very securely 
  wrapped and bound by the seller. Normally, PCs can hide 
  weapons in extra dimensional spaces without fear of their 
  discovery. 
   
  Two Minor Laws 
  Greyhawk charges a 3 gp Freesword Tax to any 
  adventurers entering the city. Without this, adventurers 
  cannot talk with any patrons, or sell any loot. Characters 
  paying at least standard upkeep are assumed to have paid 
  this tax. 
   
  Greyhawk prohibits owning, and thus selling, any 
  idol or symbol of any Evil deity. Individuals finding such 
  items must turn them over to the authorities to be 
  destroyed. If the PC wishes, illegal idols can be snuck into 
  the city if they could have been hidden from the guards 
  in 
  the 
  first 
  place 
  (perhaps 
  in 
  a 
  pocket, 
  an 
  extradimensional space, or perhaps via invisibility). Warn 
  the player that if they are caught, they earn the Arrested! 
  AR item (see below). 
   
  Breaking the Law 
  If a PC wants to avoid paying the fees listed above, he can 
  usually smuggle the contraband items past the guards. 
  Doing so requires a successful opposed Bluff check to 
  avoid attracting suspicion and provoking a search. The 
  
  COR8-01 Machinations 
   
  Page 42 
  guards also perform random searches, and these will be 
  specified in adventures from time to time. If a PC is 
  caught smuggling, he is punished as noted below. 
   
  If a PC is caught carrying illegal weapons inside the 
  city, the weapons are confiscated until he leaves, and the 
  PC is fined 10% of the value of the confiscated weapons 
  (to a maximum amount of 100 gp x APL). 
   
  If a PC uses a damaging spell in a non-life 
  threatening situation they are fined 10 gp x APL. If they 
  kill someone, it if treated as murder. 
   
  Use of an area damaging spell (fireball, for example) 
  attracts a fine of 100 gp x APL. 
   
  Use of intrusive spells does not attract a fine, but the 
  caster suffers a -2 circumstance penalty on all Diplomacy 
  checks against people who saw him cast the spell (or have 
  been told he did so). 
   
  These fines are halved if the offender was defending 
  the city or helping the authorities in some way when you 
  commit the offense. These fines may be waived or 
  reduced by adventure text. 
   
  Being caught smuggling in an animal requires the 
  offender to buy a license and pay a fine equal to double 
  the cost of the license. This must be paid even if the 
  animal is already dead. 
   
  Those avoiding the Freesword Tax caught talking 
  with patrons or selling the proceeds of their adventurers, 
  are fined 1,000 gp and treated as if they are smuggling all 
  items of obvious loot found with them.  
   
  The penalty for worshiping an evil deity is either 
  death (for cult leaders and priests) or confiscation of all 
  goods and banishment for all other involved individuals. 
  Those caught with an icon or holy symbol of an evil deity 
  have all their goods confiscated and are banished from 
  the city (unless they can prove they were about to hand 
  the item over to the authorities or a good-aligned church 
  for destruction).  
   
  Avoiding the Penalty for Breaking the Law 
  Once you’ve been caught, there remains one way to avoid 
  the penalty – commit another crime. Namely, bribe the 
  City Watch. Greyhawk being what it is, this is almost 
  expected. Bribery is a simple matter of offering the City 
  Watch some portion of the expected fine to simply look 
  the other way. Treat this as a Diplomacy check with the 
  City Watch being indifferent. If they become unfriendly, 
  you must pay the full fine. If they remain indifferent, you 
  must pay 80% of the fine. If they become friendly, they 
  only take 60% of the fine. And if you make them helpful, 
  they let you off for only 40% of the normal fine. 
   
  Additionally, some AR favors from previous 
  adventures provide exemption from some of the rules of 
  the city or make avoiding those rules harder (this list will 
  be periodically updated to include relevant favors from 
  recently released adventures): 
   
  COR3-12 Traitor’s Road – Wrath of the 
  Greyhawk Assassin’s Guild: For the duration of this 
  disfavor, you always get searched when entering the City, 
  and can never make the City Watch helpful with a bribe 
  attempt. 
   
  COR6-03 Riders of the Grave – Nightwatch: 
  Members in good standing of the Nightwatch are exempt 
  from all weapon restrictions in the City. 
    
  COR5-04 Desecrators of the Lord’s Tomb – 
  Thanks of the City Watch: The luxury upkeep includes 
  free licenses, and automatic helpful results on any bribe 
  attempts with the City Watch. 
    
  COR5-05 A Marked Man – Disfavor of Skaelin: 
  In addition to direct confrontations, members of the 
  Thieves’ Guild will inform on you if you use contraband 
  weapons or damaging magic in any public place. 
    
  COR5-19 Retribution – Nemesis of the Thieves’ 
  Guild: You always get searched when entering the City, 
  and can never make the City Watch helpful with a bribe 
  attempt. 
   
  COR6-10 Murder in Elmshire – Favor of the City 
  Watch: The rich upkeep includes free licenses, and 
  automatic friendly results on any bribe attempts with the 
  City Watch. 
   
  Arrested! 
  The AR for all adventures set in the Free City has the 
  Arrested! item. If a PC runs afoul of the law, they are 
  immediately incarcerated and penalized the noted 
  number of TUs. This is by decision of the DM, and the 
  arrest of the PC occurs by fiat; you don’t need to play out 
  the arrest, it simply happens. 
   
  A comprehensive list of what warrants arrest is 
  beyond the scope of these notes, but in general common 
  sense should prevail. Non-capital crimes include assault, 
  theft, magical coercion of a citizen (charm, dominate), 
  obtaining illegal items (such as sealed court records), 
  gross property damage (such as the careless use of fireball), 
  and so on. For such offenses, the PCs suffer the listed loss 
  of TUs. 
   
  More serious crimes, in general, would be evil acts 
  and as such are prohibited in the Living Greyhawk 
  campaign. 
   
  In all cases, you should always warn player(s) taking 
  actions that will lead to arrest. Less serious cases of 
  smuggling are dealt with as detailed above, and do not 
  result in any TU penalty. 
   
  Arrest takes place as soon as possible given the 
  circumstances of the adventure. If a PC wishes to 
  continue the adventure, they may post bail for non-
  capital crimes. This bail amount is equal to the “Treasure 
  Cap” amount listed for the table’s APL in the adventure 
  Treasure Summary section. If paid, the PC is released. 
  PCs may contribute to another’s bail. The bail deposit is 
  returned at the end of the adventure. Note that posting 
  bail does not absolve a PC of the TU penalty for being 
  arrested – it just allows them to continue with the 
  adventure. The process of being arrested, brought before 
  a magistrate, and posting of bail takes roughly two days. 
   
   
  
  COR8-01 Machinations 
   
  Page 43 
  DM MAP 1 
   
   
   
  Highway Gate 
  McGloogan’s Warehouse 
  The Low Market 
  The Golden Phoenix
  Beggar’s Guildhall
  Militia Warehouse
  St. Cuthbert Warehouse 
  House 
  used 
  by 
  Cariel 
  Mansharn 
  to 
  meet 
  the 
  Pomarji emissaries 
  The Griffon’s Nest 
  The Grand Citadel 
  Sacred 
  Temple 
  of 
  St.
  Cuthbert 
  Lord Mayor’s Palace
  
  COR8-01 Machinations 
   
  Page 44 
  DM MAP 2 
   
   
  
  COR8-01 Machinations 
   
  Page 45 
  DM MAP 3 
   
   
  Encounter 5 – Dead Ends 
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Building
  Interior City Wall
  Black Gate
  Building
  Building
  Building
  Building
  Building
  Street - Assassin’s End
  Street – The Processional
  Shallow Stream
  Building
  T3
  T4
  T1
  T2
  C1
  C2
  B1 B2
  D1
  D3
  D2
  D4
  PCs Start Here
  D5
  D7
  D6
  D8
  R1
  R2
  R3
  R4
  R5
  R7
  R6
  R8
  
  COR8-01 Machinations 
   
  Page 46 
  DM MAP 4 
   
  Up
  Ladder to the 
  Warehouse 
  (trapped)
  C1
  C2
  C3
  C4
  C5
  C6
  C7
  C8
  B1
  B2
  B3
  B4
  V
  D
  G
  Altar to Iuz, the 
  Glabrezu, if 
  present, stands 
  over the altar
   
  
  COR8-01 Machinations 
   
  Page 47 
  DM AID 1 
  The following table describes the information available about the various Oligarchs that make up the Directing 
  Oligarchy of the Free City of Greyhawk.  
   
  Name 
  Information
  Cariel 
  Mansharn 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Human, male, 46 years old. 
  • 
  Member of the Union of Merchants and Traders. 
  • 
  Strong supporter of Nerof. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Can usually be found at the Merchants and Traders Guildhouse conducting business. 
  • 
  Selfish with a short, nasty temper. 
  Gather Information / Diplomacy (DC 25) 
  • 
  He is conducting meetings with foreign dignitaries, an activity usually undertaken by the Lord 
  Mayor himself. These meetings have been so delicate that their location is undisclosed. PCs get 
  conflicting answer as with whom he is meeting. 
  Can PCs get a meeting? No, he is conducting trade meetings. (DM Note: These are the secret 
  meetings between the Directing Oligarchy and the envoys from the Pomarj.) 
  Carmen 
  Halmaster 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Human, male, 64 years old. 
  • 
  Member of the Union of Merchants and Traders. 
  • 
  Strong supporter of Nerof. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Can usually be found at his cloth shop in Halmaster's Hall. 
  • 
  A cult of the Old One attempted an assassination against him during a festival celebration. Since 
  then, he fears evil cults and is distrustful of any cleric he does not personally know 
  Gather Information / Diplomacy (DC 25) 
  • 
  Paying a lot of money to various people secretly. Not sure what those people are doing. 
  • 
  Carmen and Nerof have been meeting with Stakaster and Torrentz almost daily lately to discuss 
  the economic future of Greyhawk. 
  Can PCs get a meeting? No, he only meets with customers who do a lot of business with him over 
  time and have been investigated by his associates. Members of the Merchants affiliation can meet 
  with some of his underlings.  
  Dernan 
  Nathane 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Human, male, 54 years old. 
  • 
  Guildmaster of the Union of Merchants and Traders. 
  • 
  Strong supporter of Nerof. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Rumors say that he is deeply involved with someone. 
  • 
  People say he is very outgoing and charming. 
  • 
  Can normally be found at the Merchants and Traders Guildhouse conducting business. 
  Gather Information / Diplomacy (DC 25) 
  • 
  He is having an affair with Gerda Holladrel, Guildmistress of Jewelers and Gemcutters. This 
  liaison has been going on for years now. 
  Can PCs get a meeting? Not before Freeday. Dernan is a busy man with a full schedule. Members of 
  the Merchants affiliation can meet with his executive secretary. 
   
  Name 
  Information
  Eritai Kaan-
  Ipzirel 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Human, female, 51 years old. 
  • 
  High Priestess of St. Cuthbert. 
  
  COR8-01 Machinations 
   
  Page 48 
  • 
  Can usually be found at the Sacred Temple of St. Cuthbert. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Believes the Free City should do more to encourage the citizenry to serve the common good. 
  • 
  Has gone through five divorces. 
  • 
  Very aggressive on defense, ‘The best defense is a better offense’. 
  • 
  At odds with the criminal elements within the Free City. 
  • 
  Has donated large amounts of resources to help those in need. The common folks like her and 
  believe she is all that stands between them and the thieves overrunning the Free City. 
  Gather Information / Diplomacy (DC 25) 
  • 
  One of her subordinates, Talasek Thraydin, has convinced officers in the Greyhawk Militia to 
  redirect supplies of food and blankets from the Militia storehouse to aid those in the Slum 
  Quarter. Eritai is not aware of this activity. 
  • 
  Talasek has also gotten assistance from officers in the City Watch to protect and route the 
  supplies into the Slum Quarter and outside the walls. 
  Can PCs get a meeting? See Encounter 7. 
  Sir Gavin 
  Ambus 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Known as a fair City Constable. 
  • 
  Works very hard to root out corruption in the Constabulary force. 
  • 
  Strong supporter of Eritai. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Can usually be found at his office in the Grand Citadel. 
  • 
  A crazy-eyed beggar from the Beggar’s Union tells anyone who will listen that members of the 
  City Watch have been spotted in the Slum Quarters during the early morning hours. It is 
  known that the City Watch does not go into the Slum Quarter except in larger numbers. 
  Gather Information / Diplomacy (DC 25) 
  • 
  A couple of his officers have been working with Talasek Thraydin to protect and route wagons of 
  supplies from the Militia stores to points near the Slum Quarter. 
  • 
  Members of the City Watch have sold this information to third parties in the Beggar’s Union. 
  The PCs will need to talk a beggar to learn more. 
  Can PCs get a meeting? If a PC has a favor of the city watch. He knows about the movement of 
  supplies but believes it legal since Talasek is compensating the city.  
  Gerda 
  Holladrel 
  Gather Information / Diplomacy / Knowledge (local – core) (DC 10)
  • 
  Human, female, 39 years old. 
  • 
  Guildmistress of Jewelers and Gemcutters Guild. 
  • 
  Replaced her retired father as head of the Guild and took his seat on the Directing Oligarchy. 
  • 
  Neutral but usually supports Nerof. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Known to be a brilliant and strong-willed businesswoman. 
  • 
  Can usually be found at the Guildhouse of the Jewelers and Gemcutters. 
  Gather Information / Diplomacy (DC 25) 
  • 
  Having affair with Dernan Nathane, the Guildmaster of the Union of Merchants and Traders. 
  This liaison has been going on for years now. 
  • 
  Gerda is sick and has not left her house in the Garden Quarter in several days. 
  Can PCs get a meeting? No. She is ill and is not receiving visitors. 
  Name 
  Information
  Glodreddi 
  Bakkanin 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Dwarf, male, more than 100+ years old, no one knows his true age. 
  • 
  Inspector of Taxes. 
  • 
  Known as a financial genius as well as a cold hearted schemer. 
  • 
  Supports Nerof. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Has been known to be fairly vengeful if cheated (as he sees it) of taxes or monies promised. 
  
  COR8-01 Machinations 
   
  Page 49 
  • 
  Several people whisper that he is grossly corrupt and wicked, but no one dares say it publicly. 
  Gather Information / Diplomacy (DC 25) 
  • 
  Rumor has it that the Lord Mayor told the Inspector of Taxes that he stands to make a lot of 
  money should business do well in the coming year. 
  • 
  Anyone foolish enough to try and prove Glodreddi is corrupt has disappeared, never to be seen 
  again. People tend to let him be. 
  Can PCs get a meeting? He assumes they’re going to complain about something so no. 
  Kieran 
  Jalucian 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Human, male, more than 100 years old. 
  • 
  Guildmaster of the Guild of Wizardry. 
  • 
  Neutral in regards to Nerof and Eritai on the Oligarchy. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Rarely acts in Oligarchy activities. 
  • 
  Can usually be found at the Guild of Wizardry. 
  Gather Information / Diplomacy (DC 25) 
  • 
  Kieran is rumored to be in a long-term relationship with Jallarzi. It must be platonic. The 
  opposite is just too disturbing to contemplate. 
  Can PCs get a meeting? No, Kieran is unavailable at this time. 
  Nerof Gasgal 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Human, male, 58 years old. 
  • 
  Lord Mayor of the Free City of Greyhawk, elected to that office in CY 570 
  • 
  Holds the position until his death, retirement, or a no confidence vote of two-thirds of the 
  sitting Oligarchs. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Rumor says that he has been dealing with less than savory individuals within the Free City. 
  • 
  Can be currently found at the Lord Mayor’s Estate. 
  Gather Information / Diplomacy (DC 25) 
  • 
  Nerof has been meeting regularly with select members (his faction) of the Directing Oligarchy 
  for the past two weeks. 
  • 
  Nerof plans to introduce something contentious at the next Oligarchy meeting on Starday.  
  • 
  Nerof has met with Stakaster Villaine and Torrentz Hebvard in the past two days to discuss 
  economic policy.  
  • 
  The Lord Mayor’s office is proposing granting a building permit to the Temple of Zilchus to 
  allow it to expand and become the largest temple in the Free City.   
  Can PCs get a meeting? No. The Lord Mayor’s schedule is booked for the next two weeks. 
   
   
   
   
  Name 
  Information
  Org 
  Nenshen 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Human, male, 59 years old. Attractive for his age. 
  • 
  Is a member of the Union of Merchants and Traders. 
  • 
  Good friend of the Lord Mayor and supports Nerof. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Know for hunting down several evil cults in the Free City in his younger days. 
  • 
  Is a successful merchant in the Free City. 
  • 
  Can usually be found at his house in the High Quarter. 
  Gather Information / Diplomacy (DC 25) 
  • 
  Has a live-in girlfriend named Zartis Deen. 
  • 
  He is rumoured to be a prominent member of the Thieves Guild. 
  Can PCs get a meeting? Sure. It’s a pleasant conversation but he reveals nothing. His bluff is too high 
  
  COR8-01 Machinations 
   
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  and he has too many magical protections for the PCs to learn anything of value from him. 
  Ravel 
  Dasinder 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Human, male, 80 years old. 
  • 
  Highest ranking cleric of Boccob in the Free City and is the Patriarch of Boccob. 
  • 
  Supporter of Eritai. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Can usually be found at the Temple of Boccob. 
  • 
  Hates aggression and thinks that Eritai is far too aggressive. 
  • 
  Concerned with security of Greyhawk. 
  Gather Information / Diplomacy (DC 25) 
  • 
  Although he does not advertise it, he is a close ally of Mordenkainen, member of the famed 
  Circle of Eight. 
  Can PCs get a meeting? No. The Patriarch is engaged in mystical research. 
  Silas 
  Steamgem 
   
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Gnome, male, more than 100 years old 
  • 
  Guildmaster of the Union of Moneychangers and Pawnbrokers. 
  • 
  Strong supporter of Nerof. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Would like to rise on the ladder of power in the city. 
  • 
  Has been spreading a lot of money around town, trying to secure favor. 
  Gather Information / Diplomacy (DC 25) 
  • 
  Known to be providing the Lord Mayor with financial advice  
  • 
  Many members of Nerof’s inner circle have large outstanding loans with Silas. 
  Can PCs get a meeting? Other than the initial meeting at the party, no. He is working with the Lord 
  Mayor at the meeting with people from Keoland. He gives his regrets! 
  Simeon 
  Hellwater 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Human, male, more than 50 years old 
  • 
  Guildmaster of the Beggar's Union 
  • 
  The Beggarmaster is in charge of what goes on in the Slum Quarter 
  Gather Information / Diplomacy / Knowledge (local - core) 
  • 
  It is believed that the Beggar's Union is aware of wagonloads of supplies coming into the Slum 
  Quarter. 
  Gather Information / Diplomacy (DC 25) 
  • 
  The Beggar's Union has been suspected of being used as thugs for other groups within the Free 
  City. 
  • 
  Simeon suspects who is bringing the wagonloads of supplies coming into the Slum Quarter. 
  Can PCs get a meeting? See Encounter 6. 
  Name 
  Information
  Stakaster 
  Villaine 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Human, male, 61 years old. 
  • 
  Patriarch of Zilchus. 
  • 
  Neutral in regards to Nerof and Eritai on the Oligarchy. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  A widower for many years. 
  • 
  Can be found at the Temple of Zilchus. 
  • 
  Known as a very quiet and introverted man. 
  Gather Information / Diplomacy (DC 25) 
  • 
  Believes that the Thieves’ Guild has too much influence in Greyhawk. 
  • 
  Has been in daily meetings with Nerof and Carmen Halmaster regarding the economic future of 
  the City of Greyhawk. 
  • 
  Has given several sermons lately that praise the benefits of peace and stability. 
  
  COR8-01 Machinations 
   
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  Can PCs get a meeting? Yes, but he’s not a talkative fellow. He expresses his opinions but has no 
  proof. 
  Stimtrin 
  Cannsay 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Dwarf, male, 162 years old. 
  • 
  Member of the Union of Merchants and Traders. 
  • 
  Respected by many people for knowledge regarding economics. 
  • 
  Neutral in regards to Nerof and Eritai on the Oligarchy. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 25) 
  • 
  Can usually be found at the Guildhouse of Union of Merchants and Traders 
  • 
  His opinions on other matters is generally ignored by the Directing Oligarchy 
  • 
  He has been a nervous wreck lately. 
  Gather Information / Diplomacy (DC 25) 
  • 
  Dernan Nathane, Carmen Halmaster, and Cariel Mansharn are leaning on Stimtrin to vote as 
  they vote in an upcoming election. Each one has promised economic ruin for Stimtrin if he 
  refuses. 
  Can PCs get a meeting? Only if it concerns some aspect of trade. He will not meet to discuss 
  Oligarchy business. If it is brought up, he ends the meeting, fearful of what might happen to him. 
  Tigran 
  Gellner 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Human, male, 53 years old. 
  • 
  Captain-General of the Greyhawk Militia. 
  • 
  Believes the Pomarj is greatest external threat to the Free City. 
  • 
  Supporter of Eritai’s position. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  He believes that the citizenry of the Free City should do more towards its defense by 
  volunteering to serve in the Militia. 
  • 
  Married to cleric of Pholtus. 
  • 
  Can usually be found in the Redoubt of the Grand Citadel. 
  Gather Information / Diplomacy (DC 25) 
  • 
  A couple of his officers have been working with Talasek Thraydin from the Sacred Temple of St. 
  Cuthbert. 
  • 
  They believe that by giving excess food and blankets to the needy in the Slum Quarter, they can 
  increase the numbers of people signing up to serve in the Militia. 
  Can PCs get a meeting? Yes, if the PCs are of good moral fiber or have favors with the Watch or 
  similar lawful groups. He is unaware of Talasek’s activities and he is unaware of Nerof’s plotting to 
  remove Eritai. 
   
   
  
  COR8-01 Machinations 
   
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  Name 
  Information
  Torrentz 
  Hebvard 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Human, male, 88 years old 
  • 
  President of the Society of Magi 
  • 
  Neutral in regards to Nerof and Eritai on the Oligarchy. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Married to a cleric of Zilchus 
  • 
  Can usually be found at the Guild of Wizardry. 
  Gather Information / Diplomacy (DC 25) 
  • 
  Perhaps the most politically active wizard in Greyhawk; strong advocate of political neutrality 
  and nonintervention in foreign wars or governments; 
  • 
  Torrentz has been meeting with Nerof and Carmen Halmaster almost daily. 
  Can PCs get a meeting? Only if the PCs are members of the College of Wizardry or have favors with 
  appropriate magically-inclined groups or individuals. The meeting will be brief as he is setting up the 
  fireworks festivities for Freeday.  
  Vesparian 
  Lafanel 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 10)
  • 
  Elf, male, 100+ years old. 
  • 
  No one knows his true age. 
  • 
  Supporter of Nerof. 
  Gather Information / Diplomacy / Knowledge (local - core) (DC 15) 
  • 
  Hates dwarves. 
  • 
  Can usually be found at his Pawnshop in the Thieves’ Quarter. 
  Gather Information / Diplomacy (DC 25) 
  • 
  Many people believe he demonstrates sociopathic tendencies. Anyone who has said such things 
  and he hears about it tend to end up dead. (DM Note: If any PC is a member of the Thieves’ 
  Guild, they are told to lay off asking many questions about Vesparian. No reason given.) 
  Can PCs get a meeting? No. The PCs can’t possibly afford his rates. 
   
  
  COR8-01 Machinations 
   
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  DM AID 2 
   
  The following table describes the Interest of the various Affiliations within the Free City of Greyhawk regarding the 
  situation between Nerof Gasgal and Eritai Kaan-Iprizel. 
   
  Affiliation 
  Interest
  Cartographer’s 
  Guild 
  The Guild has no opinion on the issue of being more aggressive (Eritai’s position) or defensive 
  (Nerof’s position). The leadership of this Guild does not make a recommendation to members to 
  support one position over the other. 
  Faithful 
  Religious 
  Organizations 
  (as listed in the 
  Greyhawk Ruins 
  Sourcebook) 
  These organizations support the position of being more aggressive with the enemies of the Free 
  City (Eritai’s position). They also think that Eritai is a balancing force against the greed and 
  perceived thievery of other Oligarchs or their supporters. 
   
  The leadership of these organizations recommends that its members support Eritai’s faction. 
  They also pass a request to their brother/sister PC ask that the PC report back any unsavory or 
  illegal activities to the organization. Only by exposing such activities to the light can the 
  corruption in this city be expunged. 
  Guild of 
  Wizardry 
  The Guild has no opinion on the issue of being more aggressive (Eritai’s position) or defensive 
  (Nerof’s position). The leadership of this Guild does not make a recommendation to members to 
  support one position over the other. 
  Mercenaries 
  Guild 
  This Guild supports the position of being more aggressive with the enemies of the Free City 
  (Eritai’s position) rather than being more defensive (Nerof’s position). More fighting means more 
  work. The leadership of this Guild recommends that its members support Eritai’s position over 
  Nerof’s. If the PCs find any evidence of enemies of Greyhawk, it should be brought to the 
  attention of the guild so that a case for war can be made. 
  Merchant’s and 
  Trader’s Union 
  This Guild supports the position of strengthening the border defenses and focusing on the 
  internal security of the Free City and Domain of Greyhawk (Nerof’s position) rather than 
  expending resources (both men and materiel) to expand the conflicts with their enemies (Eritai’s 
  position). The leadership of this Guild recommends that its members support Nerof’s position 
  over Eritai’s. The PCs should quietly remove any threats to the city without making it public 
  knowledge, which could lead to a case for war. 
  Nightwatchmen 
  This Guild supports the position of being more aggressive with the enemies of the Free City 
  (Eritai’s position) rather than being more defensive (Nerof’s position). They also think that Eritai 
  is a balancing force against the greed and perceived thievery of other Oligarchs or their 
  supporters. The leadership of this Guild recommends that its members support Eritai’s position 
  over Nerof’s. 
  Thieves’ Guild 
  This Guild tend to support the position of strengthening the border defenses and focusing on the 
  internal security of the Free City and Domain of Greyhawk (Nerof’s position) rather than 
  expending resources (both men and materiel) to expand the conflicts with their enemies (Eritai’s 
  position). 
   
  The leadership of this Guild recommends that its members support Nerof’s position over Eritai’s. 
  They also pass a warning to their brother/sister PC stating that people are taking notice of the 
  PCs activities. They also report that small groups of City Watch and the Greyhawk Militia have 
  been seen in Shacktown during the early morning hours. 
   
  
  COR8-01 Machinations 
   
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  PLAYER HANDOUT 1 
   
  
  COR8-01 Machinations 
   
  Page 55 
  PLAYER HANDOUT 2 
   
   
   
   
  
  COR8-01 Machinations 
   
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  PLAYER HANDOUT 3 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/598/COR8-01 Machinations (APL 2-12)/COR8-01 Machinations.pdf