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 the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This 
  scenario is intended for tournament use only and may not be reproduced without approval of the RPGA 
  Network.  
   
  PAL5M-01 
   
   
   
   
   
  The Accidental Anarchist 
   
  A One-Round D&D LIVING GREYHAWK®  
  Theocracy of the Pale Regional Mini-Mission 
  Version 1.0 
  by Dan Roisman 
   
   
  A spree of bizarre accidents have plagued the northeast quarter of Wintershiven for the last week. The 
  city guard is looking for a connection between the uncanny coincidences. Adventurers, fortune seekers, 
  and those interested in the unusual are drawn to the neighborhood to see what they can see. A Pale 
  Mini-Mission for APL 2 to 8. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and 
  record-keeping after the game. The following 
  guidelines are here to help you with both the 
  preparation and voting segment of the game. 
  Read this page carefully so that you know and 
  can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once 
  before you run your game. Be sure to familiarize 
  yourself with any special rules, spells, or 
  equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We 
  also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and 
  your sense of fun. It is also a good idea to have a 
  way to track movement during combat. This can 
  be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or 
  as elaborate as resin dungeon walls and 
  miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you 
  cannot 
  have 
  more 
  than 
  six 
  players 
  participating in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before 
  the session begins, or wait until you read the 
  introduction, depending on the requirements of 
  the scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s 
  name at the bottom, and the character’s name, 
  race, and gender at the top. This makes it easier 
  for the players (and the judge) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to 
  learn about equipment and weapons their 
  characters are carrying. That said, you as the 
  judge can bar the use of even core rulebooks 
  during certain times of play. For example, the 
  players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or 
  hazard, or the Monster Manual when confronted 
  with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet. The judge should complete the top of the 
  form and list his name and RPGA number. The 
  players should each list their name and RPGA 
  number. After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players 
  bring their own characters with them. If players 
  do not have a LIVING GREYHAWK character 
  generated, get a copy of the current LIVING 
  GREYHAWK character generation guidelines, and 
  a 
  character 
  sheet 
  from 
  your 
  convention 
  coordinator or the RPGA Web site, and then 
  have any players without a character create 
  one. Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials discussed in 
  the Preparation section above that you are 
  assumed to have in order to run a D&D game, it 
  is also recommended that you have a copy of 
  the LIVING GREYHAWK Gazetteer. 
  Accidental Anarchist 
   
  Page 2 
  
  LIVING GREYHAWK Levels of Play  
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, 
  etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. 
  Add each character’s animals separately. A 
  single PC may only bring four or fewer 
  animals of this type, and animals with 
  different 
  CRs 
  are 
  added 
  separately. 
  Nevertheless, 
  if 
  a character has the 
  Mounted Combat feat, he may bring a single 
  warhorse, light or heavy, with him in the 
  adventure and it will not count toward the 
  APL calculation. 
  3. Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add 
  one to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs 
  will face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder 
  or easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC may gain at the end of the 
  adventure. If a player character is three 
  character levels or more either higher or lower 
  than the APL at which this adventure is being 
  played, that character will receive only one-half 
  of the experience points for the adventure. 
  Further, if the PC is three 
  character levels or more 
  lower than the APL at which 
  this 
  adventure 
  is 
  being 
  played, that PC will receive 
  one-half 
  gold 
  for 
  the 
  adventure 
  as 
  well. 
  This 
  simulates the fact that either 
  the PC was not challenged 
  as much as normal or relied 
  on 
  help 
  by 
  higher-level 
  characters 
  to 
  reach 
  the 
  objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four or five 1st-
  level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If a 
  group is APL 1 there are two things that the 
  group can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed 
  at a Handle Animal or Charisma check (DC 
  10). Failure indicates that the animal will not 
  attack that round. This is a move action 
  (spoken command) that may be attempted 
  each round. If the animal is wounded or has 
  taken any nonlethal damage or ability score 
  damage, the DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a special one-round Regional mini-
  mission set in Theocracy of the Pale. Characters 
  native to Theocracy of the Pale pay one Time 
  Unit per round, all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12gp 
  per Time Unit. Rich Upkeep costs 50gp per 
  Time Unit. Luxury Upkeep costs 100gp per Time 
  Accidental Anarchist 
   
  Page 3 
  
  Unit. Characters that fail to pay at least Standard 
  Upkeep will 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 gain 
  in-game benefits) as may be detailed in this 
  scenario. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for 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). The player is 
  allowed to Take 10 on this roll. 
   
  More 
  information 
  about 
  Lifestyle 
  and 
  Upkeep can be found in the “Lifestyle and 
  Upkeep” section of Chapter 3 of the LIVING 
  GREYHAWK Campaign Sourcebook. 
  Pale Holy Day 
   
   
   
   
  Some player characters may wish to give or 
  attend services in-game on Pholtan holy days. 
  For adventures set in the Theocracy of the Pale, 
  a member of the Church of the One True Path 
  may ask the judge at the beginning of an 
  Adventure to determine how many days it is until 
  the next Pholtan Holy day. This is accomplished 
  by rolling a d8, rerolling if the result is 8. If a 7 is 
  rolled, the first day of the adventure is a Pholtan 
  Holy Day. Otherwise, the die result indicates the 
  number of days until the next Pholtan Holy Day. 
  Due to the special nature of the Theocracy of 
  the Pale, on Holy Days, Judges are encouraged 
  (but not required) to work-in a brief scene 
  involving Pholtan worship, possibly including a 
  brief 1-2 minute sermon by a PC if his or her 
  level is at least fifth level and the judge believes 
  that there is time available. 
  Adventure Background 
  An Entropomancer 
   
   
   
   
   
  Several decades ago, there was a young 
  orphan 
  student 
  by 
  the 
  name 
  of 
  Agnak 
  Anchrikian in one of the parochial primary 
  schools in Wintershiven. He was a terrible 
  student, picked a lot of fights with other 
  students, stole from the teachers/priests, and, 
  by the age of ten, was sent to a New Dawn 
  Camp. Before he turned 11, he escaped from 
  the New Dawn Camp and managed to beg and 
  scrounge his way into the Bandit Kingdoms. He 
  survived on the streets of Stoink and joined a 
  cult of Tharizdun. 
   
  Agnak fought his way to the top of this little 
  cult and participated in cults in Radigast City 
  and Midmeadow. 
   
  When the Rex Artuk, alien worshipers of 
  Tharizdun, invaded the Pale, Agnak returned to 
  the Pale. He travelled to the eastern Pale, and 
  helped recruit the Freelancers to the Rex Artuk 
  cause. 
   
  As the Rex Artuk gained power and made 
  sacrifices to a part of the exposed prison of 
  Tharizdun, Agnak was able to divine the 
  existence of a chaotic entity that would be found 
  in the Pale in a couple years. 
   
  When the Prelatal army finally drove the 
  Rex Artuk from the face of Oerth, Agnak fled to 
  Wintershiven. From there he has been following 
  the 
  signs 
  revealed 
  in 
  the 
  divination 
  at 
  Tharizdun’s prison, looking for the being of 
  chaos.  
   
  Agnak has resigned himself to the eventual 
  destruction of the universe. He knows that all of 
  creation will ultimately become nothingness, and 
  has concluded that Tharizdun, the god of 
  destruction, is the only force worth serving. 
  Unlike other followers of Tharizdun, he is not 
  expecting Tharizdun to create a new world when 
  the god destroys this one, so Agnak does not 
  seek some special place in such a new world. 
  He simply believes that the greatest work that 
  can be done is the last work that will ever be 
  done: the destruction of the world. 
  The Champion’s Foes, Part I: Chaos  
  Two 
  years ago signs portended that a 
  Champion would be selected among the citizens 
  of the Pale who would lead Pholtus’ favored 
  nation into a new age of prosperity and 
  righteousness. Adventurers were employed by 
  the church to recover the artifacts of the 
  champion: the Shield of Faith and the Arms of 
  Divine Might. 
   
  Conservative and Progressive elements 
  within the Church vied for control of these 
  artifacts and who would be selected as the new 
  Accidental Anarchist 
   
  Page 4 
  
  Champion. Adventurers were called upon, 
  propositioned by these two factions within the 
  Church, 
  to 
  assure 
  that 
  their 
  preferred 
  representatives would be selected. 
  Use Luggin’s accidents as needed. Be creative. 
  Think Rube Goldberg or “The City of Lost 
  Children.” The accidents can both help and 
  hinder the party but can also be used for 
  slapstick. 
   
  On the appointed day at the appointed time, 
  the Progressive and Conservative champions 
  presented themselves before the Theocrat for 
  his 
  decision. 
  Before 
  the 
  Theocrat 
  could 
  announce his decision, Pholtus reached down 
  from the heavens and selected the Champion 
  himself, shining a stark ray of sunlight upon a 
  10-year-old boy playing among the crowd with a 
  wooden sword and shield. The boy, Gareth, has 
  since been sequestered by the Church for 
  training and education as the Champion.  
  Make Luggin sympathetic. He’s only 13 and 
  afraid of the accidents and of what the Church 
  might do to him if they figure out he’s causing 
  the accidents. As the judge, you should try to 
  make it clear that his fears about what the 
  Church will do are appropriate.  
  Agnak Finds Luggin 
   
   
   
   
  Agnak followed the signs and visited 
  Luggin’s family. He disguised himself as a 
  displaced Lord named Lucius and stayed in their 
  tenement house for a week, attempting to 
  convince Luggin and his parents to let Agnak 
  take Luggin away from Wintershiven for 
  Luggin’s own protection and well-being. 
   
  Unknown to the Church, before Gareth (now 
  12-years old) can ascend to his chosen position 
  he will have to defeat the incarnate of each of 
  Pholtus’ nemeses: Chaos, Darkness, Evil, and 
  Confusion. Each of these incarnates are 
  themselves children. 
   
  Luggin’s parents worry about Luggin’s well-
  being in the Pholtan nation but love him enough 
  that they were not ready to send him away. 
  Agnak went on his way with his offer standing 
  should Luggin’s parents change their minds. 
   
  Luggin is the incarnate of Chaos. He has 
  grown up in Wintershiven, the son of peasants. 
  Luggin had a normal childhood. Only in the past 
  couple weeks have things gone awry. With the 
  onset of puberty he didn’t just become gangling. 
  He grew long limbed and clumsy, but also took 
  on a certain hastiness that makes one inclined 
  to hit him upside the head and just yell “Be 
  careful!” Several bizarre accidents occurred and 
  the church militant came to investigate, but his 
  status as only a boy, and the apparent dumb 
  luck involved in the incidents prevented further 
  inquiry. And luckily, the Church Militant didn’t 
  happen to detect Chaos. 
   
  Agnak has grown impatient waiting though, 
  so he has hired a group of evil adventurers to 
  kidnap Luggin. Agnak will then ‘rescue’ Luggin 
  from these adventurers. 
  Adventure Summary 
  Encounter One 
  The PCs meet Luggin in a tavern. Luggin is a 
  waiter and draws the PCs’ attention when he 
  causes a chain-reaction of accidents that result 
  in a runaway cart in front of the tavern. At the 
  suggestion of Tagret, the keeper of the tavern, 
  Luggin runs home. The PCs can chase Luggin, 
  stop the cat from scaring the horses, or stop the 
  horses before they injure the girl in the back of 
  the cart. They can also speak with Tagret to find 
  out that Luggin has been causing dire accidents 
  lately, and they can find out from Tagret where 
  Luggin lives in the event Luggin got away. 
   
  Luggin’s family was visited recently by 
  Agnak, who knows that Luggin is the one he 
  seeks. Agnak does not want to scare Luggin, so 
  in order to gain his trust, he was very friendly 
  with the family. He simply advised Luggin’s 
  family that such an accident-prone child might 
  have difficulty living in the Pale. He offered 
  Luggin succor near the Phostwood. Luggin’s 
  family wanted him to stay, and Agnak simply 
  gave them directions to his cottage in case they 
  change their minds. 
  Encounter Two
   
  Luggin’s parents have seen to it that Luggin 
  got a job outside the neighborhood in the event 
  that more accidents occurred. They are hoping a 
  change of location will alleviate the scrutiny of 
  the Church Militant. Perhaps a little less idleness 
  will keep Luggin from having the accidents. 
  The PCs meet Luggin’s parents at their home. 
  They explain that he recently started causing 
  accidents, and they are worried for him. They 
  will beg the PCs to escort Luggin to the home of 
  their friend, Lucius, who lives near Hatherleigh. 
  Lucius 
  has 
  volunteered 
  to 
  be 
  Luggin’s 
  Some notes about making this work: 
  Accidental Anarchist 
   
  Page 5 
  
  benefactor, and life on Lucius’ estate would 
  keep the boy from drawing so much attention 
  that the Church would notice him. 
  Encounter Three 
  If the PCs are adamant about turning Luggin in 
  to the Church, the only authority with any real 
  interest is the Church Militant. The Church 
  Militant recognizes the PCs’ devotion to the Pale 
  and asks the PCs to guard their prisoner wagon 
  as it transports Luggin to Hatherleigh where 
  Prelate Carindrell, one of the staunchest 
  enemies of Chaos, will take charge of Luggin’s 
  ‘rehabilitation’. 
  Encounter Four
  Kidnappers, hired by Agnak, attempt to capture 
  Luggin. They will either attack as the PCs are 
  trying to turn Luggin in, or once the PCs have 
  been on the road for two days. 
  Encounter Five
  The PCs pass a caravan of covered wagons 
  travelling from Hatherleigh to Wintershiven. If 
  Luggin is free, he will accidentally set fire to one 
  of the wagons. If he is in the prison wagon, he 
  will attract the attention of the caravan drivers, 
  who will question the PCs’ ill treatment of such a 
  young boy. 
  Encounter Six
  A small wood sits just south of the road and just 
  north of Agnak’s estate. As the PCs approach 
  the wood, a herd of cattle grazing nearby 
  stampedes when a beast of Chaos attacks a 
  steer or two. If Luggin is bound, he is freed and 
  attempts to escape south into the woods. 
  Encounter Seven
  Travelling through the woods, the PCs discover 
  plant and animal mutations caused either by the 
  beast or by some sort of Chaos magic. 
  Encounter Eight
  At Agnak’s house, an outsider ally of Agnak’s 
  attacks the PCs. Agnak aids the PCs and then 
  takes custody of Luggin, hopefully with the PCs’ 
  blessing. 
  Encounter Nine
  If, after Encounter Six, the PCs continue on to 
  Hatherleigh without entering the wood, Agnak 
  teleports to the road with his outsider ally and 
  again tries to endear himself to the PCs by 
  aiding them against the Outsider. If the PCs still 
  won’t give up Luggin to Agnak, he will attack. 
  Preparation for Play 
  The PCs are attacked at least once, possibly 
  twice by invisible opponents. 
  • 
  Get Spot and Listen bonuses or a 
  couple 
  pre-rolled 
  Spot 
  and 
  Listen 
  checks from each PC. 
  • 
  Keep careful track of any abilities or 
  items the PCs have that will make 
  invisibility useless. 
  At APL 8+, get Will and Fortitude saves or 
  bonuses for the numerous effects the PCs will 
  likely endure. 
  Remember, there is basically no way the PCs 
  should find out that Lucius is Agnak until after 
  the adventure. 
   
  Introduction 
  The players start out in Wintershiven, the capital 
  of the Pale and of the Prelacy of Light. The 
  population is about 48,000, and much of the city 
  is devoted to the operation of the business of the 
  capital. The city is incredibly well planned, with 4 
  major streets dividing the city into eighths, and 3 
  major streets creating concentric circles that 
  connect the dividing streets. At the center of the 
  city is the Basilica where the Theocrat, the 
  Prelate of Wintershiven, and most of the major 
  Pale organizations maintain their homes and 
  headquarters. This adventure starts in the 
  northeast quarter, and Luggin’s parents live in 
  the northwest quarter. Very few non-Pholtans 
  live in Wintershiven. The past couple of years 
  have been a time of exuberant confirmation of 
  faith. A solar visited Wintershiven a little over 2 
  years ago when the former prelate of Ogburg 
  was slain in defense of the Pale, and Pholtus 
  himself selected the new Champion of the Pale 
  from among the cities peasant children. Read or 
  paraphrase the following: 
  The last couple of days in Wintershiven have 
  been 
  remarkable. 
  A 
  series 
  of 
  bizarre 
  accidents have occurred in the northeast 
  quarter. Talk has spread throughout the city 
  about the possibility that Pholtus has 
  stopped favoring the city. Yesterday, one 
  such accident killed a woman when the roof 
  Accidental Anarchist 
   
  Page 6 
  
  of her house ‘spontaneously’ caved in. 
  Adventurers in the city have been drawn to 
  the northeast quarter along with the city 
  guard to find what is causing the accidents. 
  Perhaps this would lead to adventure for 
  your party as well. 
   
  Luggin catches his foot on the leg of a 
  chair, stumbles forward, and falls face first 
  onto the floor..  
  Luggin’s fall is considered a surprise round. A 
  DC 15 Sense Motive check will allow the PCs to 
  avoid being flat-footed, and they can catch 
  plates or glasses if they go toward the PCs. He 
  throws the two glasses in random directions as 
  he is falling. One of the glasses should be 
  directed at a PC. If the PC is not flat-footed and 
  has a free hand, she can catch the glass with a 
  Reflex save equal to the attack roll. The attack 
  roll has no bonus. The glass does 1 point of 
  non-lethal damage if it hits and gets beer on the 
  PC. If the glass succeeds on a touch attack 
  against the PC, but not a normal attack, it still 
  gets beer on the PC but does not cause any 
  damage. 
   
  Here in the northeast quarter, the locals 
  know that the death was caused when two 
  oxen were spooked and charged through a 
  badly 
  dry-rotted 
  wall. 
  When 
  the 
  wall 
  collapsed, a woman inside the building was 
  killed. 
   
  A few blocks from the collapsed building, 
  many adventurers are gathering at the 
  Platinum Glory Tavern, to grab some lunch, 
  or just a glass of water, or maybe just to find 
  some leads. Perhaps you could do the same. 
  At this point, allow the party to introduce their 
  characters as they enter the tavern and order 
  some lunch or a drink, which is paid for in 
  standard 
  upkeep, 
  make 
  some 
  Gather 
  Information checks, or whatever else they desire 
  at this time. The accidents are being caused by 
  Luggin, who is employed at the Platinum Glory 
  as a serving boy. 
   
  Along with the flying glasses, one of the 
  plates rolls across a table. As it falls off the far 
  side, the plate hits a stray fork hanging off the 
  edge of a chair. The fork flies across the room 
  and hits a cat sitting by the door.  
   
  The PCs should roll initiative. Luggin’s 
  initiative is 20. On his initiative, he will stand up 
  and brush himself off. 
   
  There are a couple of other guests when the 
  PCs enter. The guests know nothing. The 
  barkeeper Tagret will initially claim that he 
  knows nothing, but a Sense Motive against his 
  Bluff check (Tagret has a +8 Bluff modifier) will 
  indicate that the barkeeper is lying. A Diplomacy 
  check (DC 25) or Intimidate check (vs Tagret’s 
  level check: d20 + 5) against Tagret will 
  convince him to reveal that he knows what’s 
  causing the accidents, but before he can say 
  much else, Encounter One occurs. 
   
  The cat gets its own initiative. For PC-cat 
  interaction, see Encounter One-B: Chasing the 
  cat. 
   
  On initiative 1 in the first round, Tagret will 
  yell to Luggin that he should run home to his 
  parents. On Luggin’s next turn, he will run out 
  the back of the tavern, down an alley away from 
  the street the tavern is on, toward home, unless 
  he is stopped. 
  Chasing Luggin: If the PC’s do not stop (like by 
  casting hold person) or catch Luggin in the first 
  turn but do chase him, each turn he moves 
  away, something should interpose itself between 
  the PCs and Luggin. A cart could pull up from a 
  side 
  street 
  and 
  stop, 
  or 
  Luggin 
  might 
  accidentally knock over a fruit stand or a 
  scaffolding as he flees. If he turns down a back 
  alley, maybe someone just happens to open a 
  door, blocking the way. The interposer should 
  come into position on Init 20, just after Luggin. 
  Treat this as if it is Chaos’s readied action to 
  block PCs chasing Luggin on Initiative 19+. 
   
  Encounter One: Here 
  Comes Luggin 
  The serving boy, a tall gangly kid of about 
  13, comes out of the kitchen with three lunch 
  plates and two drinks balanced between his 
  hands, forearms, and shoulders. 
   
  “Dernit, Luggin!” exclaims Tagret. “I told 
  you to use the platter.” 
   
  Luggin seems to be only barely up to the 
  task of balancing all the precarious objects, 
  and quickly it becomes clear that he is, in 
  fact, not up to the task. 
   
  If the chase goes on long enough to get to 
  the next major street, read the following: 
  As you pursue the boy down the street, your 
  luck seems to run incredibly bad. The boy 
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  manages to slip easily between the busy folk 
  bustling about the street. One after the other 
  of these commoners and tradespeople stop 
  and look after the boy, standing right in your 
  way. 
   
  On any major street, the PCs treat the 
  terrain as difficult because of the crowds 
  standing in the way; Luggin slips easily past. 
  Make an exception for any PC that can charge 
  over 
  difficult 
  terrain 
  or 
  through 
  friendly 
  characters. 
   
  If the PCs strike Luggin (grappling is not 
  striking) in view of significant on-lookers, even 
  for non-lethal damage, they should be warned 
  that such action is considered assault in the 
  Pale and can be punished by time in a New 
  Dawn Camp. 
   
  If Luggin is caught by the PCs, he will plead 
  with them to let him go home to his parents. He 
  repeatedly apologizes for the harm he caused, 
  also repeating that it was an accident, which it 
  was. If the PCs take Luggin home or chase him 
  there, they can proceed directly to Encounter 
  Two: Luggin’s Parents. The distance from the 
  Platinum Glory Tavern to Luggin’s home is 
  about three quarters of a mile, which Luggin can 
  cover with a combination of double moves and 
  sprints, keeping to alleyways, in approximately 
  six minutes. He will be exhausted when he gets 
  home. 
  Creatures:  
  Luggin: Male Human Commoner 1; See 
  Appendix I. 
   
  Encounter One-B: Chasing 
  the cat 
   
  On the cat’s initiative, it will try to run outside. 
  The PCs can potentially stop it, but it will resist 
  being grappled. The Wild Empathy check to 
  keep the cat from running outside must take it 
  from hostile to helpful, which is DC 50, but 
  because it must be fast it goes up to DC 60. 
  Charm animal does not work, because that only 
  makes the cat friendly; it will still flee. The same 
  thing is true in the case of calm animal. 
   
  If the cat is not stopped, on its turn it will 
  cross the street and jump onto a fence, looking 
  for a favorite hiding place. Along the top of the 
  fence and the edge of the roof of the building 
  facing the tavern is a flock of birds. The birds on 
  the fence are startled by the cat and take flight. 
  The rest of the birds follow, including the one 
  perched on the bronze finial at the top of the 
  gabled roof opposite the tavern. As it takes flight 
  in the next round, on initiative 20, now two 
  rounds after Luggin fell, the finial, which is 
  shaped like a crescent moon, and is terribly 
  loose, falls approximately 30 feet where it 
  imbeds the crescent point into the rump of a 
  horse standing across the street from the tavern. 
  The horse gets its own initiative. The horse is 
  paired with another and harnessed to a cart. 
  When it is stabbed in its rump, it bolts forward 
  with its companion, pulling the cart with it. Thus 
  begins Encounter One-C: Chasing the Horses. 
   
  One round after the cat runs from the 
  tavern, whether PCs are chasing it or not, PCs 
  in the tavern as well as anyone on the street in 
  front of the tavern, hear the bray of the horse, 
  the scream of the 6-year-old girl in the back of 
  the cart, and the cries of her mother and father 
  as they see their daughter being carried off by 
  their run-away horses. 
  Creatures: 
  Cat: See Monster Manual page 270. 
   
  Encounter One-C: Chasing 
  the horses 
  These horses are standard heavy horses from 
  the Monster Manual, have a move of 40, and will 
  make triple moves every round. The street traffic 
  is fairly heavy. The amount of time it takes the 
  horses to be stopped affects the amount of time 
  it takes the city guard to arrive and start asking 
  questions: 
  10+ rounds: A squad of city guardsmen spots 
  the runaway horses and stops the animals 
  themselves, possibly killing the little girl in the 
  process. The city guards come running to find 
  the girl’s parents and discover the cause of the 
  runaway cart. They are in front of the tavern two 
  minutes after the horses start running and will 
  be in the house across the street investigating 
  the broken finial 1 minute later. 
  5-9 rounds: News of the runaway cart quickly 
  reaches city guardsmen investigating in the 
  quarter. They will be in front of the tavern in five 
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  Encounter One-D: Talking 
  to Tagret 
  minutes and will be examining the finial two 
  minutes later. 
  2-5 rounds: The word of the runaway cart drifts 
  slowly through the street. City guardsmen find 
  out about it 10 minutes later as an unconfirmed 
  rumor, and they drift slowly toward the tavern to 
  follow-up on the rumor, getting in front of the 
  tavern 15 minutes after the horses start running. 
  Five minutes later they will be examining the 
  finial. 
  If the PCs get the chance to speak with Tagret 
  before the Church Militant arrive, they must 
  succeed on a Diplomacy (DC 15) or Intimidate 
  check (d20 + 5) to get him to talk if they did not 
  succeed before. Tagret will give the following 
  info. Each bullet takes about one minute: 
  • 
  Tagret knows where Luggin lives and 
  will give directions to Luggin’s parents’ 
  home in the northwest quarter. 
  1 round: The city guard doesn’t even find out 
  about the cart and makes their way to the tavern 
  an hour later on their general canvas. 
  • 
  Tagret can describe how Luggin caused 
  all the accidents the same way as the 
  one that just occurred. Luggin explained 
  that he does not understand how it 
  happens, and confessed his problem to 
  Tagret. The previous accidents occurred 
  while Luggin was running errands for 
  Tagret.  
  Creatures: 
  Heavy Horses (2): See Monster Manual. 
  Peasant Girl, female human Commoner 1, 3 
  hp. 
  Tactics: Stopping the cart: If the horse that was 
  injured by the finial is calmed, the cart will stop 
  without incident. If either horse suddenly stops 
  moving, by being held or knocked unconscious, 
  the cart has a 50% chance of overturning. (Allow 
  PCs a DC 10 Intelligence check to predict this if 
  they want to cause such an effect.) If the cart 
  overturns, the girl in back takes 3d6 lethal 
  damage. PCs can mount the cart with a DC 5 
  Climb check, but must make DC 10 Balance 
  check to move around inside the cart. A PC 
  could perform a Ride check equal to controlling 
  a bareback mount in battle but must make it on 
  each horse or make a DC 30 Handle Animal 
  check for both horses at once. 
  • 
  Tagret has great sympathy for Luggin 
  and gave him a job a week ago. He will 
  do anything he can to keep Tagret free 
  and safe. 
  • 
  Smaller accidents have occurred inside 
  the tavern but still quite freakish and 
  alarming. Tagret is now torn between 
  his sympathy for the boy and the cost of 
  keeping the boy near his place of 
  business. The accident the PCs just 
  witnessed was the last straw. 
  • 
  Tagret will plead with the PCs to help 
  Luggin because he is a nice boy that 
  means no harm. 
   
  If the girl is killed, the PCs will be 
  exonerated by the obvious emergency being 
  dealt with.  If the PCs mention Luggin to any 
  guards, see Encounter Three: Turning in Luggin.  
  Tagret: Male Human Commoner3/Ftr1: AL 
  NG; Tagret is a middle-aged half-Oeridian, 
  half-Flan human. He is a follower of Pelor, but 
  wisely keeps that to himself. He came to 
  Wintershiven during the Greyhawk Wars and 
  stayed because the climate agreed with him. 
  He minds his own business but is not a fan of 
  the Pholtan church. His tavern has enjoyed 
  modest success, mostly because he works 
  hard and there are not many taverns in 
  Wintershiven. He’s been considering giving it 
  all up to leave the Pale. 
   
  If the cart is not stopped in the first round, 
  the city guard will be examining the finial for the 
  rest of the day, but they will not connect the finial 
  to the tavern unless they are told by a PC. One 
  hour after they arrive, a couple representatives 
  from the Arcanist Guild will join them to detect 
  magic in the area. If they are told of Luggin’s 
  connection to the horse, see Encounter Three: 
  Turning in Luggin.  
   
   
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  Encounter Two: Luggin’s 
  Parents 
  Luggin’s house can be reached a few different 
  ways.  
  • 
  The PCs could follow Luggin there as 
  they chase him.  
  • 
  They 
  could 
  go 
  because 
  Luggin 
  successfully pleads with the PCs to take 
  him there.  
  • 
  They could lose track of Luggin but see 
  signs that he has passed because there 
  are a number of accidents that seem to 
  have occurred along the streets down 
  which Luggin ran.  
  • 
  They could follow directions given by 
  Tagret. 
   
  Luggin’s parents own and live in a boarding 
  house. They are both commoners.  
   
  If the PCs state that they know that Luggin 
  is causing the accidents in the northeast quarter, 
  Luggin’s parents will invite the PCs in and freely 
  explain the following information. The PCs can 
  also get this information from them with a 
  Diplomacy (DC 15) or Intimidate check DC d20 
  + APL. 
  • 
  Luggin started having the accidents a 
  few weeks ago. His parents asked their 
  friend, Tagret, to give him a job in the 
  hopes that keeping Luggin busy would 
  keep him from having accidents. 
  • 
  They were recently visited by a man 
  named Lucius Camelmot who offered to 
  care for Luggin if he kept having 
  accidents. Lucius gave them directions 
  to his estate near the Phostwood, which 
  he said is outside the city and would be 
  a good place for Luggin to live where his 
  accidents might cause less harm. 
  • 
  Lucius said that his father was an earl 
  and was murdered. He fled to the Pale 
  where he could leave scheming nobility 
  behind. 
  • 
  When Luggin’s parents refused to part 
  with Luggin initially, Lucius suggested 
  that the Church might be able to keep 
  him safe, as unpleasant as internment 
  with the Church might be for the boy. 
  Lucius was deeply sympathetic with 
  Luggin’s parents for worrying that the 
  Church might mistreat the boy. 
  • 
  Lucius 
  impressed 
  Luggin’s 
  parents 
  enough that they are sure that Luggin 
  would prosper under Lucius’ care. 
  • 
  With this latest spree of accidents, 
  Luggin’s parents want Luggin to go stay 
  with 
  Lucius 
  but 
  can’t 
  take 
  him 
  themselves. They will plead with the 
  PCs to take Luggin to Lucius’ home. 
  • 
  If the PCs mention how fishy this all 
  sounds, Luggin’s parents will simply 
  disagree because Lucius is such a nice 
  man. 
   
  Luggin’s parents will feed the PCs as they 
  answer the PCs questions and make their 
  request of the PCs. Their home seems 
  remarkably bare. Dinner is a lukewarm soup. 
  The wood stove has just been put out. There is 
  nothing sharp lying around the house, and there 
  is nothing hanging from the walls. There are 
  some shelves mounted on one wall with nothing 
  on them. 
   
  Luggin’s parents will not allow the PCs to 
  take Luggin unless they agree to take him to 
  Lucius. The PCs will have to either magically 
  enchant Luggin’s parents or incapacitate them 
  otherwise. If they try to take Luggin by force, his 
  parents will start calling for the city guard, 
  claiming the PCs are kidnappers. 
  Note: If the PCs promise not to turn Luggin in to 
  the Church, but later do, consider applying a 
  penalty for acting outside of their likely lawful 
  alignment. If the oath-breaking PCs are not 
  lawful, then so be it. 
   
  Encounter Three: Turning in 
  Luggin 
  The only way the Pale Authorities will become 
  involved is if the PCs contact them. Luggin will 
  severely resist the PCs. He will consistently 
  attempt to escape and run from them. If he 
  successfully escapes, refer to Encounter One, 
  under Chasing Luggin. 
   
  The City Guard: The City Guard will initially 
  laugh off the idea that Luggin is the cause of the 
  accidents. He is a peasant boy, after all. 
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  Page 10 
  
  Determined PCs can convince the City Guard 
  that he is causing the accidents with a DC 20 + 
  APL Diplomacy check. Intimidate checks will 
  likely result in the arrest of the PCs. If the PCs 
  fail at the Diplomacy check, the guardsmen will 
  order the PCs to release Luggin. 
   
  Contacts with the Preletal Army, Pale Patrol, 
  Knights Valorous, etc. will meet with similar 
  results. It is possible to contact any of these 
  without venturing toward the Basilica. The City 
  guard has posts at each gate of the city, and in 
  each quarter of the city. If the PCs try, they can 
  easily find guardsmen canvassing the northeast 
  quarter. The other groups have outposts just 
  outside the city walls. The PCs will have 
  difficulty at this juncture getting a struggling boy 
  past the City Guard unless he is somehow 
  hidden. 
   
  To contact the Arcanist Guild or the Church 
  Militant, the PCs will have to go near or to the 
  Basilica (respectively) in the center of the city. 
  Luggin will wonder why they are not heading 
  directly out of the city. As the PCs come into 
  sight of the Basilica (about 500 feet), they will be 
  attacked by Agnak’s hirelings; proceed to 
  Encounter Four: Kidnappers. 
   
  The Arcanist Guild: Whomever they contact 
  will be happy to bring them inside the guild. The 
  Arcanists are open-minded enough to take the 
  PCs at their word. A low-level guild-member will 
  be happy to cast detect chaos on Luggin and 
  promptly be stunned. Someone slightly more 
  advanced will try the same, with the same result. 
  The quick consensus by those guild-members 
  present is as follows: They are grateful that the 
  PCs would request their help, but the Arcanist 
  Guild fears that their already shaky reputation 
  with the Church will only be further tarnished by 
  having the cause of the recent accidents inside 
  their hall. They will advise the PCs to take 
  Luggin to the Church instead. 
   
  The Church Militant:  
   
  The Basilica complex is a model of order. 
  The straight lines of marble columns adorn 
  the facades of all of the buildings. The 
  quadrangles and courtyards between the 
  building are graced with perfectly square 
  marble flagstones. The marble is so clean 
  and bright white, completely pure calcite, 
  that it reflects the sun like virgin snow. In the 
  midst of many of the courts are square 
  marble fountains that have had a permanent 
  daylight spell cast upon the bottom marble 
  stone, brightly illuminating the sprays of 
  water. 
   
  Most of the Basilica is patrolled by highly 
  disciplined, even for the Pale military, Pale 
  Patrolmen, clad in purple and white. Every 
  major building has a single patrolmen posted 
  at each corner, and a pair at the door. 
  Periodically a detail, consisting of five 
  patrolmen led by a sergeant, marches by in 
  lockstep, taking their time, apparently in no 
  rush to get where they are going. 
   
  Even the ministers and functionaries 
  travelling 
  between 
  the 
  buildings 
  are 
  regimented. None of their movements are 
  hurried, their precise steps matching the 
  military precision of the patrolmen. 
   
  Instead of the Pale Patrolmen, the 
  Church Militant headquarters is guarded by 
  Templars, 
  their 
  Pholtan 
  holy 
  symbols 
  gleaming on their chests. As you approach 
  the front door, one of the pair flanking the 
  entrance calls out to you, “What are you 
  doing to that child? Unhand him!” 
  Note: If the PCs release Luggin, and Luggin is 
  conscious and free to move, Luggin will flee on 
  foot. In this place of Law, he will trip over the 
  perfectly smooth flagstones, moving as though 
  over difficult terrain, and quickly be caught by 
  the Church Militant, Pale Patrol, or the PCs, any 
  or all of whom are likely to give chase. 
   
  In response to the Templar’s call, his 
  supervising officer, a brother-corporal, will 
  emerge from the building to confront the PCs. 
  He will at first demand the PCs release the boy. 
  A DC 15 + APL diplomacy check is required to 
  convince the brother-corporal that he should 
  hear them out. If the PCs say that Luggin is an 
  agent of Chaos or otherwise suggest the 
  brother-corporal should detect for Chaos, he will 
  do so (no Diplomacy check needed), as one of 
  the Templars fetches more priest-soldiers from 
  within the building. When the brother-corporal 
  recovers from being stunned a round later, the 
  PCs will be in the Church Militant’s good graces. 
  The situation will be handled by Prior-Lieutenant 
  Vol.  
   
  The PCs can immediately establish that they 
  had the best interest of the Pale in mind. The 
  Church Militant will interview each of the PCs 
  Accidental Anarchist 
   
  Page 11 
  
  separately (this can be hand-waved to save 
  time) regarding the boy, how he caused the 
  accidents, and about the intended kidnappers 
  from Encounter Four. The interviews will all be 
  conducted in a zone of truth (DC 15 Will save to 
  avoid). All interviews will be conducted by 
  Deacon-Sergeant Kyre, who has a +13 on his 
  Sense Motive check with the assistance of the 
  Prior-Lieutenant. The PCs will not be allowed 
  time alone to get their story straight, and any 
  detected evasiveness or lying during the 
  interviews will prevent an individual PC from 
  getting a Favor of Pholtus. 
   
  Encounter Four: 
  Kidnappers 
  There are two circumstances that will trigger this 
  encounter: 
  1. The PCs try to turn Luggin in to Pale 
  authorities at the Basilica, either the 
  Arcanist Guild or the Church Militant, via 
  Encounter Three. In that circumstance, 
  these brigands attack the PCs in the 
  street approximately 500 feet from the 
  Basilica. 
  Creatures: 
  Deacon-Sergeant Kyre: Clr3/Rog3 36 hp. 
  Sense Motive +13. 
  2. The PCs simply leave the city with a 
  cooperative Luggin. These hirelings of 
  Agnak attack the PCs on the road at 
  night when the PCs first make camp. 
  Prior-Lieutenant Vol: Clr4/Pal4 64 hp. 
   
  Regardless of the location, the kidnappers are 
  three hirelings of Agnak. Agnak has hired them 
  to kidnap Luggin. They are a way for Agnak to 
  minimize his own exposure. By hiring them, he 
  does not have to confront the PCs. If they 
  kidnap Luggin, then Agnak will surprise them on 
  their way to deliver the boy to him, ‘rescuing’ 
  Luggin from the kidnappers. The boy will then 
  see Agnak as his savior. However, if the boy is 
  delivered to the Church, Agnak is confident that 
  he can rescue the boy with a quick incursion, 
  once again becoming Luggin’s savior. 
   
  Once 
  the 
  Church 
  Militant 
  hears 
  the 
  suggestion that that there might be some 
  corruption within the Church Militant (per the 
  letter from Encounter Four), they will inform the 
  PCs that Luggin is to be taken to Hatherleigh. 
  There, Prelate Carindrell, one of the staunchest 
  enemies 
  of 
  Chaos, 
  will 
  direct 
  Luggin’s 
  ‘rehabilitation’. Palish PCs may know Carindrell 
  as the former leader of the Valorous League of 
  Blindness, one of the most fundamentalist 
  groups now in the Pale, notorious for their liberal 
  persecution of alleged heretics. 
   
  If they are captured alive by the PCs, the 
  kidnappers have a +4 circumstance bonus to 
  Intimidate checks because they know Agnak will 
  kill them more horribly than the Church or the 
  PCs. 
   
  The Church Militant cannot dedicate many 
  resources to the transport. They will send 
  Luggin in a prisoner wagon, as ward to Brother-
  Corporal Verinos. Because the PCs have 
  proven themselves capable and willing to act on 
  the Pale’s behalf in this matter, the Prior-
  Lieutenant 
  would 
  greatly 
  appreciate 
  their 
  assistance as escort to the prisoner transport. 
  The trip to Hatherleigh will take the PCs near 
  Agnak’s estate.  
   
  If questioned, Cryn will have the following 
  information, and the others only know that Cryn 
  made the deal with Agnak: 
  • 
  Cryn doesn’t know why Agnak wants the 
  boy, or about Luggin’s chaotic nature. 
   
  The Church will bind Luggin in shackles and 
  he will be transported in the prison wagon. The 
  wagon and shackles are inscribed with wards of 
  Law, and the shackles act like dimensional 
  shackles on Luggin. While the shackles are on 
  Luggin, he will itch on his wrists and cry and 
  whimper for mercy. The wards will glow while 
  they imprison Luggin, as though the metal were 
  being heated, although it only gets slightly warm 
  to the touch. The shackles and wagon will break 
  in Encounter Six: Leaving the Road, as the 
  Chaos inside Luggin deteriorates the ward. 
  • 
  Agnak is powerful in the ways of Chaos. 
  • 
  Cryn is certain that Agnak would not 
  have revealed his true appearance to 
  Cryn. He may have been wearing a hat 
  of disguise or may be a non-human who 
  was polymorphed. For all she knows, 
  Agnak is really a dragon. 
  • 
  Agnak is the leader of a chaotic evil cult 
  in the Bandit Kingdoms. Cryn tried not to 
  pry about it. 
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  Page 12 
  
  APL 8 (EL 10) 
  • 
  Cryn has never heard of Lucius and 
  doesn’t 
  know 
  where 
  Agnak 
  lives 
  currently. As far as she knows, Agnak is 
  from the Bandit Kingdoms. 
   
  Cryn: Female Grey-Elf Wiz7, 29 hp; see 
  Appendix 5. 
  Feln: Male Human Rng2/Sct4/OBI1, 52hp; 
  see Appendix 5. 
  Encounter Four-A: 
  Kidnappers in the City 
  Loll: Male Wood-Elf Rog5/Asn2, 37 hp; see 
  Appendix 5. 
  Encounter Four-B: 
  Kidnappers on the Road 
  Because Agnak does not need the kidnappers if 
  Luggin enters Church custody, he won’t pay 
  them. The kidnappers also believe Agnak will 
  likely kill them if the boy is taken to the Church. 
  The kidnappers are hoping they can capture 
  Luggin before the Church gets a hold of him. 
  The second day out of Wintershiven, the PCs 
  will be attacked at night when the kidnappers 
  catch up to them. 
  Combat: The kidnappers will all start out 
  invisible, fully prepared for combat, attacking the 
  PCs in the street, just barely in sight of the 
  Basilica. If Luggin is not bound, he will try to run 
  home as soon as the PCs are attacked. The 
  kidnappers will target the PC closest to or 
  holding Luggin first. If Luggin gets away, they 
  will try to retreat. 
  Combat: Again, the kidnappers will all start out 
  invisible. They will attempt to incapacitate 
  whichever PCs are awake first. Luggin will not 
  take a watch, so he will start out asleep. If he is 
  awakened, 
  he 
  will 
  run 
  away 
  from 
  the 
  kidnappers. If the PC sentries are incapacitated 
  without giving an alarm, it is still possible for 
  Luggin to give one when the kidnappers try to 
  bind him. 
  Creatures: 
  Creatures: 
  APL 2 (EL 4) 
  See Encounter Four A for the creatures 
  encountered here as well. 
  Cryn: Female Grey-Elf Wiz2, 9 hp; See 
  Appendix 2. 
  Tactics: The kidnappers are trying to minimize 
  confrontation. Their goal is to neutralize any 
  PCs on look-out before they wake the sleeping 
  PCs. If this is successful, they will try to bind and 
  gag Luggin silently, which will be difficult without 
  a silence spell. Keep checking that the sleeping 
  PCs don’t hear them. Listen checks for combat 
  start at DC 0 normally. 
  Feln: Male Human Rng2, 17hp; See Appendix 
  2. 
  Loll: Male Wood-Elf Rog2, 7 hp; See 
  Appendix 2. 
  APL 4 (EL 6) 
  Cryn: Female Grey-Elf Wiz3, 13 hp; see 
  Appendix 3. 
  Development: If the kidnappers are successful, 
  the PCs can simply track them down the next 
  day. The kidnappers will be having problems 
  keeping Luggin controlled just as the PCs did, 
  and the rope used to bind the boy will repeatedly 
  fray. 
  Feln: Male Human Rng2/Sct1, 24hp; see 
  Appendix 3.  
  Loll: Male Wood-Elf Rog3, 17 hp; see 
  Appendix 3. 
  APL 6 (EL 8) 
   
  Cryn: Female Grey-Elf Wiz5, 21 hp; see 
  Appendix 4. 
  Encounter Five: Caravan 
  Feln: Male Human Rng2/Sct3, 38hp; see 
  Appendix 4. 
  Skip this encounter if short of time. The trip to 
  Hatherleigh is about 80 miles, 70 to Agnak’s 
  estate. Along the way, the PCs will pass by 
  Castle Egremont and the village of Coldriver.  
  Loll: Male Wood-Elf Rog5, 27 hp: see 
  Appendix 4. 
  Accidental Anarchist 
   
  Page 13 
  
   
  Once the fire is out, the caravan drivers 
  want to kill Luggin. The PCs can change their 
  mood by affecting the driver of the burned 
  wagon. He is 2 HD, and has a Wisdom bonus of 
  +1, a Diplomacy bonus of +5, and an additional 
  +6 to resist Intimidation or Diplomacy from the 
  assistance of the other caravan drivers. 
  Role-Play Opportunity: If Luggin is in the 
  Church Militant wagon, villagers who see Luggin 
  will wonder why such a young boy would be 
  treated so harshly. Luggin will cry out to anyone 
  that will listen and beg for mercy. 
   
   
  Skip the rest of this encounter if Luggin is in 
  the Church wagon or if the PCs have otherwise 
  restricted his movement. 
   
  The PCs could also pay for the damage. 
  The wagon is from the Player’s Handbook, as is 
  the lantern. The rugs were worth 1 gp each. The 
  PCs could potentially kill the entire caravan out 
  here in the middle of nowhere, but word would 
  eventually get to the Pale Patrol and it is 
  possible the Church would use a speak with 
  dead spell to determine what happened. 
   
  Unless the PCs keep Luggin from moving, 
  Luggin will constantly try the PCs patience as 
  they travel: 
  • 
  He will try to draw their weapons to look 
  at them. 
   
  • 
  He will remove hats to try them on. 
  Encounter Six: Leaving the 
  Road 
  • 
  If on horseback with a PC, he will try to 
  stand on the horse, falling off, possibly 
  taking the PC with him. 
   
  • 
  If on his own horse, he will take the 
  horse off the road to try jumping it, 
  falling off, but never seeming to learn 
  any better. 
  As the Phostwood comes into view on the 
  horizon, there is a smaller copse of trees that 
  appears south of the road. The estate lies just 
  beyond this wood. 
  • 
  If on foot, he will constantly pick things 
  up from the ground to juggle or balance 
  or otherwise play with (badly, and 
  possibly to the PCs’ detriment). 
   
  Agnak’s meddling with the forces of chaos 
  has led to a creature of chaos entering this 
  plane here in the woods. The beast can sense 
  Luggin and is moving north through the wood 
  toward him. When it reaches the cattle herd, it 
  kills the first cow and frightens the others. 
   
  Eventually a caravan of covered wagons 
  approaches, 
  heading 
  toward 
  Wintershiven. 
  Luggin has gotten his hands on three stones 
  that he is trying to juggle (again!?). As the first 
  wagon in the caravan approaches, Luggin loses 
  control of his stones. 
   
  The wide green expanse of the Phostwood 
  appears on the horizon just as the road 
  passes north of a smaller wood. A huge herd 
  of grazing cattle spreads unevenly across 
  the road, both slightly into the wood and far 
  to the northwest. No sign of any Pale Riders 
  can be seen. This is clearly the place Lucius 
  instructed Luggin’s parents to leave the 
  road. Lucius’ abode must be south through 
  the wood. 
   
  One of the stones strikes the hook holding a 
  lantern above this first wagon. The lantern, 
  which is not lit, swings, splashing oil on the side 
  of the wagon. The hook gives way and the 
  lantern falls, striking the metal tread of the 
  wagon wheel, where it sparks, igniting the oil. 
  The wagon leaps into flame, to the horror of all. 
   
  Roll initiative, as the caravan drivers and the 
  PCs try to put out the fire. The horses pulling 
  this wagon or one of the other wagons may 
  panic. Luggin will run off the road and lie still in 
  hopes that everyone forgets about him. If the 
  wagon burns for 10 rounds, it is ruined beyond 
  hope of repair. If no one is successful at 
  mitigating the fire in 10 rounds, the wagon will 
  be fully engulfed. The wagon contains 20 rugs, 2 
  of which will be damaged by burning each 
  round. 
  On a Spot check of base DC 15 (modify for 
  distance as necessary) the characters may 
  notice several strange quivering masses of flesh 
  mixed amongst the cattle. These are the 
  remains of the Pale Riders and their mounts, 
  who were responsible for this herd of cattle. 
  Trap 
  Stampeding Cattle (CR 3): The PCs can make 
  a DC 35 Spot check to see the creature as it 
  Accidental Anarchist 
   
  Page 14 
  
  attacks the cattle (The beast(s) have significant 
  cover as they approach). A second DC 35 
  Handle Animal check will be sufficient to prevent 
  the stampeding cattle from trampling the PCs, 
  but if they are accompanied by the wagon, the 
  horses run a bit out of control and still manage 
  to overturn the wagon. 
  1d12 trample damage, DC 15 Reflex for half. 
   
  As you approach the north edge of the wood, 
  the cattle make way for you. Suddenly, the 
  incessant chewing stops. A cry of alarm from 
  one of the steers sends all the cattle south of 
  the road stampeding northward straight 
  towards you. 
   
   
  If Luggin is in the Church wagon, the wagon 
  will be knocked over, knocking unconscious the 
  driver and Brother-Corporal, and freeing Luggin. 
  (Even if you adjudicate that the PCs action 
  prevents the wagon from being knocked over, 
  the chaotic power in Luggin has finally 
  overcome the wards of Law binding him, and he 
  would be free anyway.) Luggin will then try to 
  escape south, through the woods. PCs pursuing 
  Luggin strangely catch their feet repeatedly on 
  roots and branches, essentially as though on 
  rough 
  terrain. 
  PCs 
  with 
  trackless 
  step, 
  accustomed to shifting terrain, or with a freedom 
  of movement effect experience normal terrain.  
   
  After the movement of the cattle, the PCs 
  can easily see the beast(s). The beast(s) 
  respond slightly to Luggin’s will, so if Luggin is 
  running from the PCs, the beast(s) will try to 
  intervene. The beasts start out 50 feet off the 
  road. 
  Creatures: 
  APL 2 (EL 4) 
  Baby Chaos Beast, 28 hp; see Appendix 2. 
   
  APL 4 (EL 6) 
  Chaos Beast 35 hp; see Monster Manual pg. 
  33. The cow taken down by this beast got in 
  some good gores and kicks first, injuring the 
  beast. 
   
  APL 6 (EL 8) 
  Limbo Stalker, 84 hp.  See Planar Handbook 
  pg. 126-27 or Appendix 4.  The Chaos 
  brewing in the nearby forest allows the stalker 
  to use its limited invisibility as long as it is at 
  least 40 ft. south of the road. 
   
  APL 8 (EL 10) 
  Advanced Chaos Beast, 102 hp; see 
  Appendix 5. 
   
  Development: If Luggin gets away, the PCs will 
  not see Agnak. Agnak will leave his outsider ally 
  behind, whom the PCs will encounter when they 
  enter the house. Luggin will run for the first 10 
  rounds, and then hustle the rest of the way 
  through the woods, reaching Agnak’s house in a 
  little more than an hour. It’s possible, but 
  unlikely, that the PCs could still catch him even if 
  they lose sight of him through the forest. 
   
  If Luggin is captured by the PCs and they 
  choose to avoid the woods and instead go on to 
  Hatherleigh, 
  proceed 
  to 
  Encounter 
  Nine: 
  Agnak’s Assault. Brother-Corporal Verinos will 
  insist that they first deliver Luggin and send the 
  inquisition to deal with the forest. Verinos has a 
  second set of warded manacles that he attaches 
  to Luggin before they move on. 
   
  If the PCs track the chaotic creature through 
  the forest, the tracks suddenly begin (end) near 
  the falling water in Encounter Seven: Through 
  the Forest. 
   
  If the PCs have Brother-Corporal Verinos 
  and the prison wagon with them, there is a wand 
  of restoration (it has six charges remaining and 
  the Church will have to be paid for the use of the 
  wand at a cost of 520 gp per charge used) in a 
  compartment beneath the seat. Verinos knows it 
  is there and would inform the party of its 
  existence if at all possible. This is a regular 
  precaution when dealing with the forces of 
  chaos, 
  since 
  a 
  recent 
  incident 
  in 
  the 
  Nutherwood and the awareness of strange 
  things transpiring in the Phostwood. 
   
  If the PCs do not have Brother-Corporal 
  Verinos and/or the prison wagon with them, the 
  judge may at his discretion, have a company of 
  Pale Patrol arrive on the scene as if they heard 
  the commotion nearby. They should have a 
  priest with them who also carries a wand of 
  restoration, which he is willing to use on the 
  party with the same restrictions as above on 
  cost. 
   
  Accidental Anarchist 
   
  Page 15 
  
  Encounter Seven: Through 
  the Forest 
  As the PCs head through the forest, read or 
  paraphrase the following: 
   
  This predominantly coniferous forest is 
  moderately dense. Many of the trees are 
  unusually gnarled. The ground seems to 
  become uneven, and your feet seem to have 
  more difficulty than usual finding a clear 
  path as you step. Toes catch on roots and 
  rocks although the ground looks no less 
  even than any other forest you’ve passed 
  through. 
   
  After about a half mile, the forest looks 
  distorted. Examining any one thing reveals 
  nothing unusual, but objects in the periphery 
  of your vision have a distorted quality, their 
  lines impossibly long and their angles 
  unnatural. 
   
  Looking off to the west, about 50 feet out 
  of your way, you notice a remarkable sight: 
  one of the trees has grown into a perfect 
  arch, emerging from one point only to arc 
  180 degrees and root again. It’s not clear 
  which end is the original root system, and 
  not a branch can be seen. The tree looks 
  otherwise healthy. 
   
   
  The PCs can investigate this if they want, 
  but the tree seems completely normal beyond its 
  unusual growth pattern. Observant PCs will 
  notice that Luggin has become a master juggler. 
  He’s up to 7 rocks and seems to be 
  unchallenged. 
   
  There are a few other sights that the PCs 
  will notice along the way: 
  • 
  A group of trees that appear completely 
  charred except the very tips of their 
  branches which are sprouting bright 
  green needles. If any of these trees are 
  touched, they crumble into a huge pile 
  of ash (touching PC makes a reflex save 
  DC 12 to avoid getting covered with 
  ash), and the green needles fall lightly to 
  the ground. 
  • 
  What at first looks like an eight-legged 
  squirrel 
  zigzags 
  randomly 
  nearby. 
  Closer examination reveals that two 
  squirrel bodies are joined at the neck. 
  Where each should have a head, the 
  other body extends.  
  • 
  As the edge of the wood becomes 
  visible, the PCs find a puddle of water 
  that is being deposited by a stream 
  falling out of midair, approximately 5 feet 
  in the air. The water is salt water but 
  otherwise 
  uninteresting. 
  The 
  PCs 
  cannot stop the source of the flow, the 
  water just continues to fall around the 
  stop. There is nothing to press the stop 
  against to seal the flow. This is where 
  the tracks of the chaotic creature from 
  Encounter Six begin. They just appear 
  inexplicably, near the puddle. 
  A DC 20 Knowledge (The Planes) check will 
  reveal that a chaos beast could cause any of the 
  above except the last one. The last one is 
  reminiscent of the plane Limbo. 
   
  Agnak has begun scrying on the PCs using a 
  crystal ball. PCs can potentially notice the 
  scrying effect. 
   
  Special Rules: After the burned tree, the 
  following rules take effect: 
  All terrain is treated as difficult, which does not 
  stack with other movement slowing effects, 
  including difficult terrain. 
  Lawful spells are impeded: caster must succeed 
  on a spellcraft check, DC 10+APL+Spell Level in 
  order to cast spells with the Lawful descriptor. 
  Everyone gets a –4 to their dex. 
  Any flying creature with less than good 
  maneuverability makes a single check after the 
  first 10 feet of flight in a move action to see if it 
  goes where it wants: Roll a d3. 
  1= turn left 45 degrees 
  2= turn right 45 degrees 
  3= turn or fly straight as normal. 
   
  To most PCs, this feels like being drunk. Luggin, 
  any cleric with the chaos domain, any outsider 
  with the chaotic subtype, and other creatures 
  accustomed 
  to 
  a 
  shifting 
  or 
  unstable 
  environment (Limbo, plane of shadow, etc.) are 
  immune to these effects. 
  Accidental Anarchist 
   
  Page 16 
  
   
  APL 6: (EL 8) 
  Encounter Eight: Agnak’s 
  Estate 
  Blue Slaad, 68 hp, Monster Manual pages 
  229-230. 
  APL 8: (EL 10) 
  Agnak has summoned an outsider ally who is 
  lurking in the woods waiting for the PCs. The 
  outsider is to attack the PCs and try to take 
  Luggin.  
  Gray Slaad, 95 hp, Monster Manual page 
  231. 
  Tactics: The dragon will flee if it is reduced to 
  1/3 of its hit points (29 hp) or less. It will perform 
  a withdrawal and not just flee; it is intelligent. If 
  this occurs, it will attack only to defend itself at 
  this point. 
   
  Agnak has lied to the outsider and will do the 
  same to the PCs. The outsider believes he is 
  supposed to procure Luggin for Agnak. Actually, 
  the outsider is a distraction. When the outsider 
  attacks, Agnak will emerge from his house to 
  assist the PCs. Agnak will introduce himself as 
  Lucien and claim that the outsider is Agnak. 
   
  The slaadi are also intelligent creatures and 
  will not fight to the death unless they feel they 
  have a chance of winning. Judges should use 
  their best judgement based on the intelligence of 
  the salad involved. 
   
  When the PCs reach the edge of the forest, 
  read or paraphrase the following:  
  If the PCs seem to be having trouble with this 
  encounter, and they have Luggin with them, 
  Agnak will come out of the house and help them. 
  Regardless, Agnak will exit the house with 
  undetectable alignment cast just before the 
  outsider goes down, at the latest. Agnak will call 
  the Outsider Agnak. 
   
  You can see what seems to be a large farm 
  house approximately 100 feet from the 
  forest’s edge. A 50-foot circle of perfectly 
  smooth grass surrounds the house. There 
  are small fissures in the ground that radiate 
  from the edge of the this circle, from which 
  steam rise.  
   
  If the PCs do not have Luggin with them, 
  presumably because Luggin ran away and the 
  PCs could not catch him, the outsider will not 
  pursue them if they flee. 
   
  If Luggin is with the PCs, he yells that they’ve 
  made it and takes off at a run, toward the house. 
  Immediately, an outsider steps out of the woods 
  from behind the PCs and attempts to grab 
  Luggin. 
  Special Rules: The chaotic rules from the forest 
  are not present within 50 feet of the house and 
  inside the house. 
  Development: 
  After 
  the 
  combat, 
  Agnak 
  introduces himself as Lucien, and Luggin calls 
  him Lucien. He will offer the PCs dinner and 
  thank them for bringing Luggin safely to his 
  care. He will even go so far as to restore any 
  wisdom drain caused by a chaos beast. 
   
  If Luggin ran ahead, away from the PCs, the 
  outsider is waiting inside the house for the PCs, 
  and Luggin and Agnak are gone. 
   
   
  Creatures: 
  Inside the house: 
  APL 2: (EL 4)  
  Although the dizzy sensation from the forest 
  is gone, this is clearly not a place of order. 
  There are random papers strewn on many of 
  the surfaces, and the floors look badly in 
  need of cleaning. The smells of dust and 
  mold pervade the house. Plaster from the 
  walls has fallen off in many places where it 
  lies on the floor, the brick beneath revealed. 
  Very Young Chaos Dragon, 86 hp, See 
  Drconomicon, page 178, or Appendix 2.  Note 
  that the dragon is not an outsider, and 
  therefore is subject to the same environmental 
  effects as the PCs.  
  APL 4: (EL 6) 
  Red Slaad, 52 hp, Monster Manual pages 
  229-230.  The chaotic effects impede the 
  slaad’s stunning croak, but it will only find this 
  out by trying it once. 
   
  Accidental Anarchist 
   
  Page 17 
  
  Encounter Nine: Agnak’s 
  Assault. 
  Agnak has the following info which he will share 
  with the PCs (followed by the truth which he 
  won’t share): 
  • 
  He has been studying chaos for quite a 
  long while and has discovered much 
  about how to control it. (This is true.) 
  If the PCs proceed past the wood after the 
  encounter with the Chaos Beast, Agnak will try 
  to rescue Luggin from the PCs. This encounter 
  will occur approximately one hour after the 
  encounter with the beast from the forest. Agnak 
  and his outsider companion teleport to the road. 
  The outsider will attack from the north, and 
  Agnak will approach from the south to ‘stop’ the 
  outsider. The outsider believes they are splitting 
  up to attack from opposite sides. 
  • 
  He believes he can teach Luggin to 
  control his chaotic nature and avoid 
  harming anyone. (He actually wants to 
  use Luggin as a focus for chaotic 
  energies, although he believes he will 
  have 
  more 
  success 
  if 
  Luggin 
  participates willingly.) 
  Creatures: 
  • 
  Agnak speaks highly of the Church of 
  Pholtus, but he is worried that their 
  doctrine 
  of 
  eradicating 
  Chaos 
  is 
  inappropriate 
  when 
  the 
  Chaos 
  in 
  question is a child like Luggin. In this 
  case, control is the better course. (He is 
  going to come back later and wreak 
  horrible chaotic death on the Pale, with 
  Luggin at his side.) 
  APL 2: (EL 4) 
  Very Young Chaos Dragon, 86 hp, See 
  Drconomicon, page 178, or Appendix 2. 
  APL 4: (EL 7) 
  Red Slaad, 52 hp, Monster Manual page 228-
  229. 
  APL 6: (EL 8) 
  • 
  He has only lived here for a few months. 
  The house was abandoned when he 
  moved in. (He has only been here a few 
  months, but he killed a band of thieves 
  that were squatting here.) 
  Blue Slaad, 68 hp, Monster Manual pages 
  229-230. 
  APL 8: (EL 10) 
  Gray Slaad, 95 hp, Monster Manual page 
  231. 
  • 
  He is from the County of Urnst, where 
  his 
  father 
  had 
  been 
  an 
  Earl. 
  Unfortunately, his father was recently 
  killed during the civil war there and 
  Agnak fled with what wealth he could 
  muster to the Pale. It was only by luck 
  that 
  he 
  was 
  passing 
  through 
  Wintershiven and came into contact with 
  Luggin. (He was born in the Pale and 
  left because he abhors order and the 
  Church of Pholtus. He has been a cult 
  organizer in the Bandit Kingdoms and 
  has recently come to the Pale to find 
  Luggin, 
  after 
  divining 
  Luggin’s 
  existence.) 
  Tactics: Both Agnak and his ally start out 
  invisible, having used Agnak’s potions.  They will 
  likely start out on opposite sides of the road. 
  At all APLs, the outsider will focus its attack on 
  Brother-Corporal Verinos first, even hitting 
  Verinos once after the brother-corporal goes 
  down. Agnak will not appear until either the 
  outsider or Verinos is dead. 
   
  At the lower APLs, Agnak will help 
  significantly more. Agnak would rather endear 
  himself to the PCs and stay under the Church’s 
  radar than risk fighting a pitched battle with 
  them. Agnak will have undetectable alignment 
  up when he appears. 
   
  In actuality, Agnak is going to use Luggin as 
  a focus for chaotic energies. He hopes to use 
  this power to come back and wreak destruction 
  on the Pale. 
  Development: Following the fight, Agnak will 
  introduce himself as Lucius, and identify the 
  outsider as Agnak. Agnak will try to convince the 
  PCs that the boy and the Pale are much safer if 
  Luggin stays with him.  He will even go so far as 
  to restore any wisdom drain caused by a chaos 
  beast. 
   
  Accidental Anarchist 
   
  Page 18 
  
   
  Before fighting, Agnak will be happy to 
  explain the following in hopes of convincing the 
  PCs to relinquish Luggin: 
  • 
  He has been studying chaos for quite a 
  long while and has discovered much 
  about how to control it. (This is true.) 
  • 
  He believes he can teach Luggin to 
  control his chaotic nature and avoid 
  harming anyone. 
  • 
  The Church clearly is incapable of 
  adequately protecting Luggin or the 
  people of the Pale. 
  • 
  The creature (which he calls Agnak) had 
  developed a cult in the Bandit Kingdoms 
  and was going to use Luggin to promote 
  its chaotic power. 
  • 
  He knew of the creature’s plan, and 
  clearly arrived just in time. 
  If he has the chance, Agnak will use plane shift 
  to transport himself and Luggin away.  If the PCs 
  make signficant efforts to stop Agnak, he will 
  simply warn the PCs that they are endangering 
  the entire Pale by delivering the boy to the 
  incompetent and ineffective Church.  The PCs 
  will be able to continue on safely to Hatherleigh. 
  Conclusion 
  If Luggin is Delivered to Agnak 
  The PCs may try to visit Lucius in the future. 
  Under such circumstances they find that Lucius’ 
  house is burned to the ground and the forest 
  around it is free of the chaotic effects discovered 
  before. 
  The dizzy sensation is gone.  The forest 
  looks like any other.  The land just to the 
  forest’s south is even sod, the cracked earth 
  now sealed.  The house is razed to its 
  foundations.  Blackened timbers and bricks 
  sit among scorched earth.  There are no 
  signs of bodies among the ruins.  This looks 
  like it could have been the work of the 
  Inquisition or, perhaps, some more nefarious 
  entity.  There is no clue to the fates of Lucien 
  and Luggin.  One can only hope the boy has 
  found a place to peacefully live in freedom. 
   
  If the PCs were supposed to escort Verinos 
  to Hatherleigh, they are called to an audience 
  with Prelate Carindrell. Again, the PCs will be 
  questioned 
  thoroughly, 
  although 
  this 
  time 
  without the zone of truth. If Verinos lived, he 
  takes most of the blame. If Verinos was killed, 
  they’d better have brought his body. If PCs 
  describe Lucien, Carindrell will identify Lucien as 
  Agnak, the leader of a cult of Tharizdun in 
  Midmeadow.. 
  Prelate Carindrell dismisses you with a 
  shake of his head and a muttered curse 
  about weakness.  A deacon-sergeant steps 
  forward to escort you from his chambers.  
  Whatever may come, the control of Luggin’s 
  Chaos power by forces of evil bodes nothing 
  but ill for the Pale. 
  If the PCs kill Agnak at his House or Luggin 
  and Agnak Escape from His House: 
  The PCs could potentially read the papers in 
  Agnak’s house, which include numerous letters 
  to and from Agnak. They describe the power of 
  the Elder Elemental Eye and Tharizdun. In one 
  closet is a large symbol of an inverted ziggurat, 
  the symbol of Tharizdun. If Verinos is with the 
  PCs, he will hurry them on to Hatherleigh to 
  make his report and the Inquisition will be 
  dispatched to the house to investigate. The PCs 
  can potentially do the same by themselves. 
  Looking around the incredible disarray that 
  is the inside of the house, much of the mess 
  is loose papers.  Even a quick look through 
  the papers finds letters addressed to Agnak. 
   There are innumerable mentions of the 
  Chained Lord, the Elder Eye, Tharizdun, and 
  even the Mad God.  It seems this is actually 
  the home of Agnak.  If Luggin were in the 
  hands of an agent of evil, the danger to the 
  citizens of the Pale is incalculable. 
  If the PCs deliver Luggin to the Church in 
  Hatherleigh: 
  They will arrive safely in Hatherleigh. Once 
  Agnak is gone, Luggin has no place to run and 
  simply weeps the rest of the journey. When they 
  deliver Luggin safely to Prelate Carindrell and 
  make their report, Carindrell identifies Lucien as 
  Agnak, the leader of a cult of Tharizdun in 
  Midmeadow. The PCs are thanked for their 
  good efforts, and Luggin is taken away to a fate 
  unknown. The Inquisition sends a team to 
  investigate the forest, and eventually razes 
  Agnak’s house. 
  The End 
   
  Accidental Anarchist 
   
  Page 19 
  
  Experience Point Summary 
   
  APL8 300 xp 
  Encounters Eight and Nine 
  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. 
  Defeating Agnak’s Outsider ally 
   
  APL2 120 xp 
   
  APL4 180 xp 
  Encounter One 
   
  APL6 240 xp 
  Preventing injury to the girl in the wagon 
   
  APL8 300 xp 
   
  APL2 50 xp 
  Discretionary roleplaying award 
   
  APL4 50 xp 
   
  APL2 0 xp 
   
  APL6 50 xp 
   
  APL4 35 xp 
   
  APL8 50 xp 
   
  APL6 80 xp 
  Encounter Two 
   
  APL8 125 xp 
  Taking Luggin into their custody, whether by 
  pacifying, tricking, enchanting, or forcing his 
  parents. 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL2 50 xp 
   
  APL6 900 xp 
   
  APL4 50 xp 
   
  APL8 1125 xp 
   
  APL6 50 xp 
   
  APL8 50 xp 
  Treasure Summary 
  Encounter Four 
  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. 
  Defeating the kidnappers 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  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. 
  Encounter Five 
  Preventing injury to Luggin from the caravaners 
   
  APL2 40 xp 
   
  APL4 50 xp 
   
  APL6 50 xp 
   
  APL8 50 xp 
  Encounter Six 
  Surviving the cows and defeating the outsider 
   
  APL2 120 xp 
   
  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 
   
  APL4 180 xp 
   
  APL6 240 xp 
  Accidental Anarchist 
   
  Page 20 
  
  is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because 
  they are varied and because characters may 
  want to use them during the adventure. Many 
  times characters must cast identify, analyze 
  dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they 
  may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, 
  etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a 
  characters total and coin value increase at the 
  end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so 
  this 
  total 
  may 
  be 
  modified 
  by 
  other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, 
  Gems, Jewelry, and other valuables; M = Magic 
  Items. 
  Encounter Three: Turning in Luggin 
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp 
  Encounter Four: Kidnappers 
  APL 2: L: 230 gp; C: 0 gp; M: ring of protection 
  +1 (166 gp), potion of invisibility (25 gp x 3), +1 
  chain shirt (104 gp), wand of cure light wounds 
  (62 gp). 
  APL 4: L: 322 gp; C: 0 gp; M: ring of protection 
  +1 (166 gp), potion of invisibility (25 gp x 3), +1 
  chain shirt (104 gp), +1 composite longbow (Str 
  +2) (216 gp), +1 longsword (276 gp), wand of 
  cure light wounds (62 gp), +1 studded leather 
  armor (97 gp). 
  APL 6: L: 572 gp; C: 0 gp; M: ring of protection 
  +2 (666 gp), potion of invisibility (25 gp x 3), 
  wand of magic missiles (1st) (62 gp), +1 chain 
  shirt (104 gp), +1 composite longbow (Str +2) 
  (216 gp), +1 longsword (276 gp), wand of cure 
  light wounds (62 gp), +1 studded leather armor 
  (97 gp), vest of resistance +1 (83 gp), ring of 
  protection +1 (166 gp). 
  APL 8: L: 728 gp; C: 0 gp; M: ring of protection 
  +2 (666 gp), cloak of resistance +2 (250 gp), 
  potion of invisibility (25 gp x 3), scroll of fireball 
  (31 gp), potion of cure moderate wounds (12 gp 
  x 2), wand of magic missiles (1st) (62 gp), +1 
  chain shirt (104 gp), +1 shocking composite 
  longbow (Str +2) (716 gp), +1 longsword (276 
  gp x 2), gloves of dexterity +2 (333 gp x 2), 
  wand of cure light wounds (62 gp), +1 studded 
  leather armor (97 gp), vest of resistance +1 (83 
  gp), ring of protection +1 (166 gp). 
  Total Possible Treasure 
  APL 2: L: 230 gp; C: 50 gp; M: 407 gp - Total: 
  225 gp 
  APL 4: L: 322 gp; C: 100 gp; M: 996 gp - Total: 
  325 gp 
  APL 6: L: 572 gp; C: 150 gp; M: 1807 gp - Total: 
  450 gp 
  APL 8: L: 728 gp; C: 200 gp; M: 3554 gp - Total: 
  650 gp 
  Special 
  The following is available only to PCs that turned 
  in Luggin: 
  Influence with the Church of Pholtus: This 
  PC has performed a valuable service for the 
  Church by guarding Brother-Corporal Verinos 
  and proven their loyalty to the Pale. This 
  influence gives the PC a one-time +5 modifier to 
  a Gather Information, Diplomacy or Bluff check 
  when dealing with Palish authorities. 
   
  The following is available only to PCs that 
  promised Luggin’s parents to take Luggin to 
  Lucien and actually delivered Luggin there. 
  Favor of the Delads: You have performed a 
  valuable service for Luggin’s family by delivering 
  Luggin safely to Lucien. Word of your good deed 
  spreads around the streets of Wintershiven.  
  They spread the word of your kindness among 
  the commoners of Wintershiven. This favor 
  gives the PC a +2 circumstance bonus to Gather 
  Information, Diplomacy or Bluff checks when 
  dealing with commoners in Wintershiven.T. 
  Accidental Anarchist 
   
  Page 21 
  
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  None 
  APL 4 (all of APL 2 plus the following): 
  • 
  None 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  None 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  None 
   
  Appendix 1 - NPCs
  Luggin Delad, Male Human Commoner 1: CR 
  ½; Medium-size Humanoid (Human), HD 1d4+2, 
  hp 5; Init +3; Spd 30 ft.; AC 12, Touch 12, flat-
  footed 10. (+2 Dex); BAB +0/+1; Atk +1 melee 
  (1d3+1 unarmed strike); AL CG; SV Fort +2, Ref 
  +3, Will +2; Str 12 (-2 for age), Dex 14, Con 14, 
  Int 12, Wis 14, Cha 10. 
   
  Skills/Feats: Climb +5, Profession (waiter) 
  +6, Spot +6, Swim +5; Dodge. 
   
  Possessions: Peasant’s outfit. 
   
  Special Qualities: Luggin detects as good, 
  and overwhelmingly chaotic.  
   
  Chaotic Nature: He suffers a –6 to his Dex 
  everywhere on the Prime Material Plane except 
  near Agnak’s house. He is immune to all 
  Chaotic spells and effects, and takes double the 
  effect from Lawful spells and effects and lawfully 
  aligned weapons. 
   
  Hard to Bind: If Luggin is physically bound 
  by inanimate means (manacles or rope), the 
  bindings will take 1 point of damage per hour, 
  bypassing hardness. This damage comes in the 
  form of decay: manacles rust, ropes rot or fray. 
  The only way to avoid this involves inscribing the 
  bindings with wards of Law. PCs can figure this 
  out with a DC 30 Knowledge (arcana) check. 
   
  Agnak, Male Human Clr 7/Entropomancer 7: 
  CR 14; Medium-size humanoid; HD 14d8+14; 
  hp 84; Init +1; Spd 20 ft.; AC 24, Touch 12, Flat-
  footed 23. (+1 Dex, +9 Armor, +3 Shield, +1 
  Ring) BAB/Grp: +10/+10; Atk: +10 (1d4/19-20, 
  +1 silver dagger); Full Atk: +10/+5 melee 
  (1d4/19-20, +1 silver dagger); SA Shard of 
  Entropy 2/day for 5d6 damage, Entropic Field 
  2/day (reroll and wounding); AL CE; SV Fort 
  +12, Ref +5, Will +15; Str 10, Dex 11 (13), Con 
  14, Int 10, Wis 18 (22), Cha 12. 
   
  Skills/Feats: Concentration +17, Knowledge 
  (arcana) 
  +5, 
  Knowledge 
  (religion) 
  +6, 
  Knowledge (the Planes) +5, Bluff +10; Great 
  Fortitude, 
  Magical 
  Aptitude, 
  Practiced 
  Spellcaster, Still Spell, Divine Vigor, Sudden 
  Empower Spell. 
   
  Spells Prepared: (6/6+1/6+1/4+1/4+1/3+1; 
  base DC = 16 + spell level): 0—detect magic, 
  guidance (x3), cure minor wounds, inflict minor 
  wounds; 1st— protection from law*, bless, divine 
  favor, shield of faith, sanctuary, cause fear (x2); 
  2nd—magic missile*, bear’s endurance, deific 
  vengeance 
  (x2), 
  hold 
  person, 
  silence, 
  undetectable alignment; 3rd—blast of force*, 
  blindness/deafness (x2), dispel magic, prayer; 
  4th—Otiluke’s 
  resilient 
  sphere*, 
  doomtide, 
  freedom 
  of 
  movement, 
  restoration, 
  spell 
  immunity; 
  5th—wall 
  of 
  force*, 
  empowered 
  searing light, flame strike, greater command. 
   
  *Domain spell. Domains: Force (once per 
  day the cleric can reroll any damage roll and 
  take the better of the two rolls); Chaos (you cast 
  chaos spells at +1 caster level). 
  Accidental Anarchist 
   
  Page 22 
  
   
  Possessions: +1 full plate, +1 heavy steel 
  shield, ring of protection +1, +1 silver dagger, 
  gloves of Dexterity +2, periapt of wisdom +4, 
  teleportation crystal, and rod of metamagic 
  silent. 
   
  Special Abilities (Luggin is immune to all of 
  these abilities):  
   
  Shard of entropy (Su): Twice per day, for a 
  maximum of 7 rounds, Agnak can create a 
  miniature shard of entropy.  The shard is a 
  chunk of absolute blackness, 2 inches across, 
  and can be moved up to 30 feet by Agnak as a 
  standard action.  Against objects, the shard 
  deals 5d6 points of damage, bypassing the 
  object’s hardness.  Against creatures, Agnak 
  must make a ranged touch attack to hit, and if 
  successful, the shard deals 5d6 points of 
  damage to the target (Fort half, DC 19).  The 
  shard appears in any square adjacent to Agnak 
  when it is created, and it can be used to attack 
  the round it is formed. 
   
  The shard of entropy lurches, jumps, and 
  bounces around the square it’s in.  Any creature 
  who passes through the shard’s square takes 
  damage as if the shard struck her (Fort half), as 
  does any creature that’s in the same square as 
  the shard at the beginning of Agnak’s turn.  
  Agnak can move the shard into another square 
  with a move action, or aim it at a specific 
  creature (dealing damage immediately) as a 
  standard action. 
   
  Entropic Field (Su): As a standard action, 
  Agnak can surround herself with a field of 
  invisible, entropic energy that lasts for 7 rounds. 
   The field extends in a 35-foot radius, centered 
  on Agnak.  All magical healing automatically fails 
  within the entropic field.  It takes Agnak a 
  standard action to dismiss the entropic field. 
   
  The field is strong enough to warp the laws 
  of probability.  Once per round, as a free action, 
  Agnak can force a character within the field 
  (including himself) to reroll an attack, save, or 
  check.  Agnak demands the reroll after he 
  knows whether the attack, save, or check 
  succeeded or failed, but before the exact 
  consequences 
  have 
  been 
  calculated 
  and 
  applied.  The result of the reroll takes 
  precedence, even if it’s worse than the original 
  roll. 
   
  The field causes wounds created within it to 
  continue bleeding, dealing an additional 1 point 
  of damage per round thereafter (at the end of 
  Agnak’s turn) as long as they remain within the 
  field.  A successful Heal check (DC 15) stops 
  the bleeding.  If multiple wounds are suffered, 
  then the creature takes 1 point of damage per 
  wound.  Agnak is subject to the bleeding effect. 
  Description: Agnak is of fairly pure Oridian 
  stock. His broad, rough features are mostly 
  unremarkable, and fairly handsome. There is a 
  significant scar running along his left jaw line. 
  His hair is significant: It is dark brown with 
  patches of blond asymmetrically scattered 
  across his scalp. 
   
  Brother-Corporal Verinos, Male Human Clr 
  3/Fighter 1: CR 4; Medium-size humanoid; HD 
  3d8+6 + 1d10+2 hp 29; Init +0; Spd 20 ft.; AC 
  18, Touch 10, Flat-footed 18, (+8 armor) 
  BAB/Grp: +3/+4; Atk/Full Atk: +4 (1d6+1, 
  Quarterstaff); AL LG; SV Fort +7, Ref +1, Wil +6; 
  Str 12, Dex 10, Con 14, Int 10, Wis 17, Cha 12. 
   
  Skills: 
  Concentration 
  +7, 
  Knowledge 
  (religion) +5, Sense Motive +5.5; Combat 
  Casting, Divine Vigor, Spell Focus (Law). 
   
  Spells Prepared: 4/3+1/2+1; base DC = 13 + 
  spell level): 0-detect magic, guidance, read 
  magic, create water; 1st-protection from chaos, 
  bless, shield of faith, endure elements; 2nd-calm 
  emotions, align weapon, spiritual weapon. 
   
  *Domain spell. Domains: Law (you cast 
  spells at +1 caster level); Sun (once per day, 
  you can perform a greater turning against 
  undead in place of a regular turning). 
   
  Possessions: Full plate, quarterstaff, silver 
  holy symbol of Pholtus, priest’s robes. 
  Accidental Anarchist 
   
  Page 23 
  
   
  Accidental Anarchist 
   
  Page 24 
  
  Appendix Two – APL 2
  Encounter Four 
   
   
   
   
  Cryn: Female Grey-elf Wiz 2; CR 2; Medium 
  Humanoid (Elf); HD 2d4; hp 6; Init +3; Spd 30 ft.; 
  AC 14 (+3 Dex, ring of protection +1), touch 14, 
  flat-footed 11; BAB/Grp: +1/-1; Atk/Full Atk: -1 
  melee (1d6-2, quarterstaff) or +4 ranged 
  (1d8/19-20, light crossbow); SQ Elf racial 
  abilities; AL CN; SV Fort +0, Ref +3, Will +3; Str 
  6, Dex 17, Con 11, Int 19, Wis 10, Cha 8.  
  Skills and Feats: Concentration +9, Decipher 
  Script +9, Knowledge (arcana) +10, Knowledge 
  (geography) +9, Knowledge (local – Nyrond and 
  her environs) +9, Spellcraft +9;Combat casting, 
  Scribe Scroll.  
   
  Possessions: Ring of protection +1, potion 
  of invisibility, quarterstaff, and spell-book. 
   
  Spells Memorized: 4/3; Base DC = 14 + 
  spell 
  level; 
  0-prestidigitation, 
  acid 
  splash, 
  dancing lights, ghost sound; 1st-grease, mage 
  armor, magic missile. 
  Feln: Male Human Rng 2; CR 2; Medium 
  Humanoid (Human); HD 2d8+4; hp 14; Init +2; 
  Spd 30 ft.; AC 17 (+2 Dex, +5 chain shirt +1), 
  touch 12, flat-footed 15; BAB/Grp: +2/+4; 
  Atk/Full Atk: +5 ranged (1d8+2/x3, masterworkk 
  composite longbow – Str +2) or +4 melee 
  (1d8+2/19-20, longsword slashing); SA Favored 
  Enemy Dwarf; AL CN; SV Fort +5, Ref +5, Will 
  +2; Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 
  8.  
  Skills and Feats: Climb +5, Handle Animal +4, 
  Heal +5, Hide +6, Knowledge (Nature) +6, 
  Listen +7, Move Silently +6, Spot +7, Survival 
  +7, Use Rope +5; Point-Blank Shot, Precise 
  Shot, Rapid Shot, Track 
   
  Possessions: +1 chain shirt, potion of 
  invisibility, masterwork composite longbow (Str 
  +2), longsword, and wand of cure light wounds. 
  Loll: Male Wood Elf Rog 1; CR 1; Medium 
  Humanoid (Elf); HD 1d6; hp 6; Init +4; Spd 30 ft.; 
  AC 17 (+4 Dex, +3 armor), touch 14, flat-footed 
  13; BAB/Grp: +0/+2; Atk: +3 melee (1d8+3/19-
  20, masterwork longsword) or +3 ranged 
  (1d8/19-20, light crossbow); Full Atk: +3 melee 
  (1d8+3/19-20, masterwork longsword) or +1 
  melee (1d8+3/19-20, masterwork longsword) 
  and +0 melee (1d6+1/19-20, shortsword) or +3 
  ranged (1d8/19-20, light crossbow); SA Sneak 
  Attack 1d6; SQ trapfinding, Elf racial abilities; AL 
  CN; SV Fort +0, Ref +5, Will +1; Str 16, Dex 18, 
  Con 10, Int 8, Wis 12, Cha 10.  
  Skills and Feats: Balance +5, Climb +6, Disable 
  Device +3, Escape Artist +6, Hide +7, Jump +5, 
  Move Silently +7, Tumble +7; Two-Weapon 
  Fighting. 
  Possessions: potion of invisibility, masterwork 
  longsword, shortsword, masterwork studded 
  leather armor, 50’ silk rope, light crossbow. 
  Encounter Six 
   
   
   
   
  Baby Chaos Beast: CR 4; Medium Outsider 
  (Chaotic Extraplanar); HD 5d8+5, hp 30; Init +5; 
  Spd 20 ft.; AC 16, touch 11, flat-footed 15; Base 
  Atk/Grp: +5/+6; Atk Claw +6 melee (1d3+1 plus 
  corporeal instability); Full Atk 2 claws +6 melee 
  (1d3+1 
  plus 
  corporeal 
  instability, 
  claw); 
  Space/Reach: 5ft./5ft.; SA Corporeal Instability; 
  SQ darkvision 60ft., immunity to critical hits and 
  transformation, spell resistance 10; AL CN; SV 
  Fort +5, Ref +5, Will +4; Str 13, Dex 13, Con 13, 
  Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9, Escape Artist +9, 
  Hide +9, Jump +6, Listen +8, Search +8, Spot 
  +8, Survival +0 (+2 following tracks), Tumble +9, 
  Use Rope +1 (+3 with bindings); Dodge, 
  Improved Initiative. 
   
  Corporeal Instability (Su): As normal 
  Chaos Beast with the following changes: 
  Original fort save and subsequent charisma 
  checks DC 13; if the afflicted makes a single 
  successful charisma check, the effect is 
  removed, although the wisdom drain lasts until 
  restored. 
   
  Immunity to Transformation (Ex): Effects 
  such as polymorph or petrification force the 
  creature into a new shape, but at the start of its 
  next turn it immediately returns to its mutable 
  form as a free action. 
  Encounter Eight and Nine 
   
   
  Very Young Chaos Dragon: CR 4; Medium 
  Dragon (Chaotic, Extraplanar); HD 9d12+27, hp 
  86; Init +0; Spd 60 ft.. fly 150 ft. (poor); AC 18 
  (+8 Natural), touch 10, flat-footed 18; Base 
  Atk/Grp: +9/+10; Atk: Bite +11 melee (2d6+1); 
  Full Atk Bite +11 melee (2d6+1) and 2 claws 
  (1d6) and 2 wings (1d4); Space/Reach: 5ft./5ft.; 
  SA Breath Weapon 4d4 (DC 17); SQ spell-like 
  Accidental Anarchist 
   
  Page 25 
  
  abilities, Dragon racial abilities, immunity to 
  compulsion effects; AL CN; SV Fort +9, Ref +6, 
  Will +8; Str 13, Dex 10, Con 17, Int 12, Wis 15, 
  Cha 16. 
   
  A chaos dragon speaks Draconic and either 
  Celestial (chaotic good and some chaotic 
  neutral dragons only) or Abyssal (chaotic evil 
  and some chaotic neutral dragons only). 
  Skills and Feats: Escape Artist +12, Hide +12, 
  Listen +14, Move Silently +12, Spot +14, Search 
  +13, Tumble +12 
  Combat: A chaos dragon open combat with its 
  confusion breath weapon, seeking to send its 
  opponents into dissarray.  It uses its spell-like 
  abilities against particularly vexing foes. 
   
  Flyby attack, wing-over, weapon focus 
  (bite), improved natural attack (bite) 
  Keen Senses (Ex): A dragon sees four times as 
  well as a human in shadowy illumination, and 
  twice as well in normal light.  It also has 
  darkvision out to 120 ft. 
  Breath Weapon (Su): A chaos dragon has two 
  types of breath weapon, a line of energy and a 
  cone of confusion gas.  The energy type of its 
  breath weapon by rolling d%: 01-20 acid, 21-40 
  cold, 41-60 electricity, 61-80 fire, 81-100 sonic.  
  Even the dragon itself doesn’t know which type 
  of energy it will emit before it actually breathes.  
  Creatures within the cone of confusion gas must 
  succeed on a Will save or be confused for 
  1d6+2 rounds. 
  Spell-like Abilities: 3/day – protection from law 
  Description: 
  The 
  very 
  personification 
  of 
  unpredictability, a chaos dragon is a whiling 
  cyclone of barely controlled power.  No two 
  chaos dragon look exactly alike, and some 
  people claim that even the same chaos dragon 
  changed its for over time.  While all chaos 
  dragons are roughly the same in appearance - 
  four powerful clawed limbs, mighty wings, long 
  serpentine neck topped by a mouth full of 
  dagger-sharp teeth, jagged-edged tail – each 
  has unique markings and scale patterns that 
  differentiate it from the others of its kind.   
   
  In general, chaos dragons seek to tear down 
  structured societies and civilizations.  Those that 
  tend toward good might use positive means to 
  effect change, but those tending to evil are 
  merely violent and murderous. 
   
  For a brief period of time, a sect of githzerai 
  attempted to make a pact with the chaos 
  dragons, thinking that they could use them just 
  as their enemies, the githyanki, employed red 
  dragons. 
   
  The 
  chaos 
  dragons’ 
  innate 
  unpredictability and disloyalty ensured the 
  failure of this effort, though the two kinds of 
  creatures may still be encountered side by side 
  in rare instances. 
  Accidental Anarchist 
   
  Page 26 
  
  Appendix 3 – APL 4
  Encounter Four 
   
   
   
   
  Cryn: Female Grey-elf Wiz 3; CR 3; Medium 
  Humanoid (Elf); HD 3d4; hp 9; Init +8; Spd 30 ft.; 
  AC 14 (+3 Dex, ring of protection +1), touch 14, 
  flat-footed 11; BAB/Grp: +0/-1; Atk/Full Atk: -1 
  melee (1d6-2, quarterstaff) or +4 ranged 
  (1d8/19-20, light crossbow); SQ Elf racial 
  abilities; AL CN; SV Fort +1, Ref +4, Will +3; Str 
  6, Dex 17, Con 11, Int 19, Wis 10, Cha 8.  
  Skills and Feats: Concentration +10, Decipher 
  Script +10, Knowledge (arcana) +10, Knowledge 
  (geography) +9, Knowledge (local – Nyrond and 
  her 
  environs) 
  +10, 
  Spellcraft 
  +12;Combat 
  casting, Improved Initiative, Scribe Scroll.  
   
  Possessions: Ring of protection +1, potion 
  of invisibility, quarterstaff, and spell-book. 
   
  Spells Memorized: 4/3/2; Base DC = 14 + 
  spell 
  level; 
  0-prestidigitation, 
  acid 
  splash, 
  dancing lights, ghost sound; 1st-grease, magic 
  missile, 
  mage 
  armor; 
  2nd-glitterdust, 
  blindness/deafness 
  Feln: Male Human Rng 2/Sct1; CR 3; Medium 
  Humanoid (Human); HD 3d8+6; hp 21; Init +2; 
  Spd 30 ft.; AC 17 (+2 Dex, +5 chain shirt +1), 
  touch 12, flat-footed 15; BAB/Grp: +2/+4; 
  Atk/Full Atk: +6 ranged (1d8+2/x3, masterworkk 
  composite longbow – Str +2) or +4 melee 
  (1d8+2/19-20, longsword slashing); SA Favored 
  Enemy 
  Human 
  +2, 
  Skirmish 
  +1d6; 
  SQ 
  trapfinding; AL CN; SV Fort +5, Ref +7, Will +2; 
  Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 8.  
  Skills and Feats: Climb +5, Handle Animal +4, 
  Heal +5, Hide +9, Knowledge (Nature) +6, 
  Listen +7, Move Silently +9, Spot +8, Survival 
  +7, Use Rope +5; Point-Blank Shot, Precise 
  Shot, Rapid Shot, Track, Weapon Focus 
  (longbow). 
   
  Possessions: +1 chain shirt, potion of 
  invisibility, +1 composite longbow (Str +2), +1 
  longsword, and wand of cure light wounds. 
  Loll: Male Wood-elf Rog 3; CR 3; Medium 
  Humanoid (Elf); HD 3d6; hp 12; Init +4; Spd 30 
  ft.; AC 17 (+4 Dex, +3 armor), touch 14, flat-
  footed 13; BAB/Grp: +2/+5; Atk: +6 melee 
  (1d8+3/19-20, masterwork longsword) or +7 
  ranged (1d8/19-20, light crossbow); Full Atk: +5 
  melee (1d8+3/19-20, masterwork longsword) or 
  +3 melee (1d8+3/19-20, masterwork longsword) 
  and +2 melee (1d6+3/19-20, shortsword) or +5 
  ranged (1d8/19-20, light crossbow); SA Sneak 
  Attack +2d6; SQ evasion, trapfinding, trap sense 
  +1, Elf racial abilities; AL CN; SV Fort +0, Ref 
  +6, Will +1; Str 16, Dex 18, Con 10, Int 8, Wis 
  12, Cha 10.  
  Skills and Feats: Balance +5, Climb +5, Disable 
  Device +4, Escape Artist +9, Hide +9, Jump +5, 
  Move Silently +9, Tumble +9; Improved Weapon 
  Familiarity, Two-Weapon Fighting. 
  Possessions: potion of invisibility, masterwork 
  longsword, shortsword, +1 studded leather 
  armor, 50’ silk rope, light crossbow. 
   
  Accidental Anarchist 
   
  Page 27 
  
  Appendix 4 – APL 6
  Encounter Four 
   
   
   
   
  Cryn: Female Grey-elf Wiz 5; CR 5; Medium 
  Humanoid (Elf); HD 5d4; hp 15; Init +8; Spd 30 
  ft.; AC 15 (+3 Dex, ring of protection +2), touch 
  13, flat-footed 12; BAB/Grp: +2/+0; Atk/Full Atk: 
  +0 melee (1d6-2, quarterstaff) or +5 ranged 
  (1d8/19-20, light crossbow); SQ Elf racial 
  abilities; AL CN; SV Fort +1, Ref +4, Will +4; Str 
  6, Dex 17, Con 11, Int 20, Wis 10, Cha 8.  
  Skills and Feats: Concentration +11, Decipher 
  Script +11, Knowledge (arcana) +11, Knowledge 
  (geography) +11, Knowledge (local – Nyrond 
  and her environs) +11, Spellcraft +13;Combat 
  casting, 
  Craft 
  Wonderous 
  Item, 
  Improved 
  Initiative, Scribe Scroll.  
   
  Possessions: Ring of protection +2, potion 
  of invisibility, quarterstaff, spell-book, and wand 
  of magic missiles (1st). 
   
  Spells Memorized: 4/5/3/2; Base DC = 15 + 
  spell 
  level; 
  0-prestidigitation, 
  acid 
  splash, 
  dancing lights, ghost sound; 1st-grease, mage 
  armor, magic missile, ray of enfeeblement, 
  shield; 
  2nd-glitterdust, 
  blindness/deafness, 
  invisibility; 3rd-haste, hold person. 
  Feln: Male Human Rng 2/Sct3; CR 5; Medium 
  Humanoid (Human); HD 5d8+10; hp 30; Init +3; 
  Spd 40 ft.; AC 17 (+2 Dex, +5 chain shirt +1), 
  touch 12, flat-footed 15; BAB/Grp: +2/+4; 
  Atk/Full Atk: +6 ranged (1d8+2/x3, masterworkk 
  composite longbow – Str +2) or +4 melee 
  (1d8+2/19-20, longsword slashing); SA Favored 
  Enemy Human +2, Skirmish +1d6/+1 AC; SQ 
  trackless step, trapfinding; AL CN; SV Fort +6, 
  Ref +7, Will +2; Str 14, Dex 15, Con 14, Int 12, 
  Wis 14, Cha 8.  
   
  Skills and Feats: Climb +5, Handle Animal 
  +7, Heal +5, Hide +11, Knowledge (Nature) +6, 
  Listen +11, Move Silently +11, Spot +11, 
  Survival +7, Use Rope +9; Point-Blank Shot, 
  Precise Shot, Rapid Shot, Track, Weapon Focus 
  (longbow). 
   
  Possessions: +1 chain shirt, potion of 
  invisibility, +1 composite longbow (Str +2), +1 
  longsword, and wand of cure light wounds. 
  Loll: Male Wood-elf Rog 5; CR 5; Medium 
  Humanoid (Elf); HD 5d6; hp 20; Init +4; Spd 30 
  ft.; AC 18 (+4 Dex, +3 armor), touch 15, flat-
  footed 14; BAB/Grp: +3/+6; Atk: +6 melee 
  (1d8+3/19-20, masterwork longsword) or +7 
  ranged (1d8/19-20, light crossbow); Full Atk: +6 
  melee (1d8+3/19-20, masterwork longsword) or 
  +4 melee (1d8+3/19-20, masterwork longsword) 
  and +3 melee (1d6+3/19-20, shortsword) or +7 
  ranged (1d8/19-20, light crossbow); SA Sneak 
  Attack +3d6; SQ evasion, trapfinding, trap sense 
  +1, uncanny dodge, Elf racial abilities; AL CN; 
  SV Fort +1, Ref +8, Will +1; Str 16, Dex 18, Con 
  10, Int 8, Wis 12, Cha 10.  
  Skills and Feats: Balance +5, Climb +5, Disable 
  Device +4, Escape Artist +9, Hide +12, Jump 
  +5, Move Silently +12, Tumble +10; Improved 
  Weapon Familiarity, Two-Weapon Fighting. 
  Possessions: potion of invisibility, masterwork 
  longsword, shortsword, +1 studded leather 
  armor, 50’ silk rope, light crossbow, vest of 
  resistance +1, and ring of protection +1. 
  Encounter Five 
   
   
   
   
  Limbo Stalker: Large Magical Beast (Chaotic, 
  Extraplanar); HD 8d10+48, 84 hp; Init +2; Spd 
  40 ft.; AC 23 (-1 size, +2 Dex, +12 natural), 
  touch 11, flat-footed 21; BAB/Grp: +8/+19; Atk: 
  Claw +15 (1d10+7); Full Atk: 2 Claws +15 
  (1d10+7) and bite +12 (2d8+3); Spc/Rch: 10 
  ft./10 ft.; AL CN; SQ: Darkvision 90 ft., fast 
  healing 5, immunity to electricity and fire, 
  resistance to acid 5 and cold 5, limited 
  invisibility, low light vision, scent; Saves: F +12, 
  R +8, W +3; Str 24, Dex 14, Con 22, Int 2, Wis 
  12, Cha 10. 
  Skills/Feat: Listen +3, Spot +3 
  Multiattack, Track, Weapon Focus (claws) 
  Description: A feral beast of fangs and claws 
  that stands as tall as an ogre, this creature 
  resembles an anthropomorphic serpent, with 
  cunning yellow eyes and massive, thick-muscled 
  limbs. 
   
  One of the predators that attack slaadi from 
  time to time, Limbo Stalkers are ravenous 
  beasts and skilled hunters.  Although they are 
  more than a match for the average githzerai and 
  Accidental Anarchist 
   
  Page 28 
  
  can easily subsist on a diet of them, Limbo 
  Stalkers seek out slaadi in particular – the 
  bigger the better (making blue and green slaadi 
  the preferred targets).  This is because Limbo 
  Stalkers lay their eggs in the rotting carcasses of 
  other creatures, giving their young something to 
  feed on the moment they hatch, and the corpse 
  of a slaad lasts much longer than that of a 
  githzerai. 
  Tactics: Using their limited invisibility ability to 
  camouflage themselves, Limbo stalkers wait for 
  just the right opportunity to strike.  The Limbo 
  stalker then lurches out of its concealment, bull 
  rushing the target into a solid object.  Once the 
  target is prone, the Limbo stalker launches a 
  flurry of claw and bite attacks. 
  Limited 
  Invisibility 
  (Ex): 
  Just 
  as 
  other 
  predators 
  use 
  their 
  environments 
  as 
  camouflage, a Limbo stalker is able to exert its 
  will over its immediate surroundings in Limbo to 
  conceal its own presence.  By making a DC 16 
  Wisdom check as a free action, a Limbo stalker 
  can wrap itself in an are of controlled Limbo so 
  that it seems to vanish.  If this check fails, a 
  Limbo stalker can attempt to the check once per 
  round as a free action.  Once a Limbo stalker 
  established control, it need not check again. 
   
  This effect ends the moment the Limbo 
  stalker moves or attacks.  It likewise ends if 
  another sentient creature exerts control over the 
  same area of Limbo and uncovers the stalker.
  Accidental Anarchist 
   
  Page 29 
  
  Appendix 5 – APL 8
  Encounter Four 
   
   
   
   
  Cryn: Female Grey-elf Wiz 7; CR 7; Medium 
  Humanoid (Elf); HD 7d4; hp 21; Init +8; Spd 30 
  ft.; AC 15 (+3 Dex, ring of protection +2), touch 
  13, flat-footed 12; BAB/Grp: +3/+1; Atk/Full Atk: 
  +1 melee (1d6-2, quarterstaff) or +6 ranged 
  (1d8/19-20, light crossbow); SQ Elf racial 
  abilities; AL CN; SV Fort +3, Ref +6, Will +6; Str 
  6, Dex 17, Con 11, Int 20, Wis 10, Cha 8.  
  Skills and Feats: Concentration +13, Decipher 
  Script +12, Knowledge (arcana) +12, Knowledge 
  (geography) +12, Knowledge (local – Nyrond 
  and her environs) +12, Spellcraft +14;Combat 
  casting, Craft Wonderous Item, Empower Spell, 
  Improved Initiative, Scribe Scroll.  
   
  Possessions: Ring of protection +2, cloak of 
  resistance +2, potion of invisibility, quarterstaff, 
  spell-book, scroll of fireball, potion of cure 
  moderate wounds, and wand of magic missiles 
  (1st). 
   
  Spells Memorized: 4/6/4/3/2; Base DC = 15 
  + spell level; 0-prestidigitation, acid splash, 
  dancing lights, ghost sound; 1st-shield, grease, 
  magic missile, ray of enfeeblement, mage 
  armor, protection from good; 2nd-alter self, 
  glitterdust, blindness/deafness, scorching ray; 
  3rd-haste, hold person, fireball; 4th-arc lightning, 
  greater invisibility 
  Feln: Male Human Rng 2/Sct 4/OotBI 1; CR 7; 
  Medium Humanoid (Human); HD 7d8+14; hp 49; 
  Init +3; Spd 40 ft.; AC 18 (+3 Dex, +5 chain shirt 
  +1), touch 13, flat-footed 15; BAB/Grp: +4/+6; 
  Atk/Full Atk: +8 ranged (1d8+2/x3, masterworkk 
  composite longbow – Str +2) or +6 melee 
  (1d8+2/19-20, longsword slashing); SA Favored 
  Enemy Human +2, Skirmish +1d6/+1 AC, 
  ranged precision +1d8; SQ trackless step, 
  trapfinding; AL CN; SV Fort +6, Ref +10, Will +4; 
  Str 14, Dex 15 (17), Con 14, Int 12, Wis 14, Cha 
  8.  
   
  Skills 
  and 
  Feats: 
  Climb 
  +5, 
  Craft 
  (bowmaking) +6, Handle Animal +8, Heal +3, 
  Hide +12, Knowledge (nature) +7, Knowledge 
  (religion) +6, Listen +12, Move Silently +12, 
  Spot +12, Survival +8, Use Rope +5; Improved 
  Rapid Shot, Many Shot, Point-Blank Shot, 
  Precise Shot, Rapid Shot, Track, Weapon Focus 
  (longbow). 
   
  Possessions: +1 chain shirt, potion of 
  invisibility, +1 shocking composite longbow (Str 
  +2), +1 longsword, gloves of dexterity +2, and 
  wand of cure light wounds. 
  Loll: Male Wood-elf Rog 7; CR 7; Medium 
  Humanoid (Elf); HD 7d6; hp 28; Init +4; Spd 30 
  ft.; AC 19 (+5 Dex, +3 armor), touch 16, flat-
  footed 14; BAB/Grp: +5/+8; Atk: +8 melee 
  (1d8+3/19-20, masterwork longsword) or +10 
  ranged (1d8/19-20, light crossbow); Full Atk: +8 
  melee (1d8+4/19-20, +1 longsword) or +6 melee 
  (1d8+4/19-20, +1 longsword) and +5 melee 
  (1d6+3/19-20, 
  shortsword) 
  or 
  +10 
  ranged 
  (1d8/19-20, light crossbow); SA Sneak Attack 
  +4d6; SQ evasion, trapfinding, trap sense +2, 
  uncanny dodge, Elf racial abilities; AL CN; SV 
  Fort +2, Ref +9, Will +2; Str 16, Dex 18 (20), 
  Con 10, Int 8, Wis 12, Cha 10.  
  Skills and Feats: Balance +8, Climb +7, Disable 
  Device +6, Escape Artist +12, Hide +15, Jump 
  +5, Move Silently +15, Tumble +13; Improved 
  Weapon Familiarity, Two-Weapon Fighting, 
  Weapon Finesse. 
  Possessions: potion of invisibility, +1 longsword, 
  shortsword, +1 studded leather armor, 50’ silk 
  rope, light crossbow, vest of resistance +1, 
  gloves of dexterity +2, sassone leaf residue x2 
  (DC 16, 2d12 hp/1d6 Con; see DMG pg 297), 
  potion of cure moderate wounds, and ring of 
  protection +1. 
  Encounter Six 
   
   
   
   
  Advanced Chaos Beast: CR 10; Large 
  Outsider (Chaotic Extraplanar); HD 12d8+48, hp 
  102; Init +4; Spd 30 ft.; AC 17, touch 10, flat-
  footed 17; Base Atk/Grp: +12/+22; Atk Claw +17 
  melee (1d4+6 plus corporeal instability); Full Atk 
  2 claws +17 melee (1d4+6 plus corporeal 
  instability, claw); Space/Reach: 10ft./10ft.; SA 
  Corporeal 
  Instability, 
  Improved 
  Grab; 
  SQ 
  darkvision 60ft., immunity to critical hits and 
  transformation, spell resistance 20; AL CN; SV 
  Fort +12, Ref +8, Will +8; Str 22, Dex 11, Con 
  18, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +21, Escape Artist 
  +15, Hide +15, Jump +21, Listen +16, Search 
  +16, Spot +16, Survival +0 (+2 following tracks), 
  Tumble +17, Use Rope +1 (+3 with bindings). 
   
  Dodge, Improved Initiative, Mobility, Ability 
  Focus (Corporal Instability), Improved Grab 
  Accidental Anarchist 
   
  Page 30 
  
   
  Corporeal Instability (Su): As normal 
  Chaos Beast, but DC 20. 
   
  Improved Grab (Ex): If the Chaos Beast 
  hits an opponent smaller than itself with a claw 
  attack, it can attempt to start a grapple as a free 
  action, 
  without 
  provoking 
  an 
  attack 
  of 
  opportunity. 
   
  Immunity to Transformation (Ex): Effects 
  such as polymorph or petrification force the 
  creature into a new shape, but at the start of its 
  next turn it immediately returns to its mutable 
  form as a free action. 
  Accidental Anarchist 
   
  Page 31 
  
   Appendix 8 – New Magic Items/Abilities
  Teleportation Crystal 
  When clenched tightly in one hand and the 
  Draconic rune inscribed on one face uttered, this 
  perfectly clear crystal allows the holder to 
  teleport, as the spell. The crystal crumbles into a 
  white dust when used. Caster level 10th. 
   
  Moderate 
  conjuration; 
  CL 
  10th; 
  Craft 
  Wonderous Item, teleport; 2250 gp. 
   
  Improved Rapid Shot (Complete Warrior pg. 
  101) 
  You are an expert at firing weapons with 
  exceptional speed. 
  Prerequisites: Manyshot, Point Blank Shot, 
  Rapid Shot. 
  Benefit: When using the Rapid Shot feat, you 
  ignore the –2 penalty on all your ranged attack 
  rolls. 
  Special: A fighter may select Improved Rapid 
  Shot as one of his fighter bonus feats. 
   
  Accidental Anarchist 
   
  Page 32 
  
  Encounter Flow Chart 
  The unlabeled arrows mark the fullest, intended experience for the players. 
  Encounter One:
  Here Comes
  Luggin
  Encounter One-B:
  Chasing the Cat
  Encounter One-C:
  Chasing the
  Horses
  Encounter One-D:
  Talking to Tagret
  Encounter Two:
  Luggin's Parents
  Encounter Three:
  Turning in Luggin
  Encounter Four-A:
  Kidnappers in City
  Encounter Four-B:
  Kidnappers on the
  Road
  Encounter Six:
  Leaving the Road
  Encounter Five:
  On the Road
  Encounter Seven:
  Through the Wood
  Encounter Eight:
  Agnak's Estate
  Encounter Nine:
  Agnak's Assault
  By Ignoring the Cat
  By Ignoring the Horses
  By Turning in Luggin Directly
  By Ignoring the Parent's Request
  By agreeing to help Church
  By Chasing
  Luggin Home
  By Turning in Luggin
  after talking to Tagret
  By Changing their mind about turning in Luggin
  By Continuing to
  turn in Luggin
  By Keeping
  Luggin From
  Running Away
  By flying over the
  wood
  Accidental Anarchist 
   
  Page 33 
  
  Player Handout - Kidnapper’s Letter 
   
   
  My Dearest Cryn, 
   
  I hope you and those two geniuses you consort with have not wasted the 
  advance I gave you. It has come to my attention that the boy’s condition has 
  attracted the attention of Palish authorities. The time for action is at hand if he is 
  not to be discovered. 
   
  Use whatever means necessary to take him into your custody so long as your 
  identity and his remain secret. If for some reason he is captured by those buffoons 
  in the Church Militant, fear not. I have already secured his release to me under 
  such circumstances. I’m sure you’ll understand that should he find his way into 
  the hands of the Pholtans, there will be no more money for the three of you. 
   
  I so look forward to seeing your lovely face again soon, pocked though it may 
  be. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sincerely, A 
   
  P.S. Advise that half-fiend Loll that if the boy should come to any harm while 
  in your custody, I will extract the loss to myself from the zest of his flayed hide. 
  Accidental Anarchist 
   
  Page 34 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Theocracy of the Pale/PAL5-M01 - Accidental Anarchist.pdf