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.  
   
  URD5-I01-MM4 
   
   
   
   
   
  Rary’s Trade 
   
  A One-Round D&D LIVING GREYHAWK®  
  Mini Regional Adventure 
  Version 1 
  Round 1 
  by Cornelius H. Belmont 
   
   
  A simple task has been assigned; deliver a financial support to a unit of men in the desert. 
  APL 6 - 12 
  
  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. 
  Interactive Mini – Rary’s Trade 
   
  Page 1 
  
  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 three 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 standard [number]-round Regional 
  adventure, set in [region].  Characters native to 
  [region] 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 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 
  Interactive Mini – Rary’s Trade 
   
  Page 2 
  
  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. 
  Adventure Background 
   
  There is a group of elite rebels that live at the 
  very edge of the Abbor-Alz and try to cause 
  disruption among Rary’s troops.  They were 
  recruited by the Ducal guard some time ago; their 
  mission is to ambush and use guerilla tactics to 
  whittle at Rary’s forces as well as gather 
  information about troop movements.  They have 
  become very cunning with their work, and 
  consider the traps that they make a work of art. 
   
  The rebels are made up of people who are not 
  exactly mentally stable though, the type of people 
  who nobody would miss if they die in a war.  There 
  are six of them in total, and each one has a unique 
  talent.   
   
  Every three months, the Ducal Guard sends 
  supplies to these rebels.  Food, water, and a sum 
  of money (3,000 gp) are brought to the rebels 
  every three months.  It has been three months, 
  and it is time for payment once again. 
  Adventure Summary 
  Introduction: 
   
  The PCs are hired or given orders to deliver 
  supplies to the edge of the desert for a group of 
  rebels.  They are informed about the uniqueness 
  of this particular group, and of their mission.   
  Encounter 1  
   
  The PCs start traveling into the desert towards 
  the meeting point, and along the way encounter 
  one of the traps set up by the unit.   
  Encounter 2 
   
  One of Rary’s spies in the Ducal Guard 
  informed him of the meeting point, and has 
  arranged one of his men to approach the PCs 
  acting as though they are a member of the rebels. 
   The PCs arrive at the meeting point, and will wait 
  for the rebels to come and take the money.  They 
  are then approached by the dervish and he is 
  willing to talk with them about claiming the money 
  for the rebels.  
   
  The PCs should be able to find out that this is 
  a dervish and not one of the rebels, and either kill 
  him or bring him back to the Ducal Guard.  If he is 
  captured, he will do everything in his power to kill 
  himself. 
  Conclusion 
   
  The PCs deliver the money to the rebels and 
  then return to Ducal Guard.  There they get 
  congratulated for their work, and join with the rest 
  of the groups.    
  Preparation for Play 
   
  Make a note of the weight of each PC in the 
  party, and use that to determine when the trap in 
  Encounter 2 is triggered.  Make note of each PC’s 
  bluff skill for Encounter 3. 
  Introduction A 
   
  You have been recruited by a Master 
  Sergeant from the mill of the assembled 
  adventurers.  You have been brought to a tent 
  for a briefing about your mission.  For some of 
  you, this is a matter of duty for you country, 
  and for others it may be a duty for your 
  pockets.   
   
  “Your mission is simple,” The Master 
  Sergeant continues, “You are to take supplies, 
  including 3,000 Gold Dukes, and deliver them 
  to a group of rebels near the edge of the 
  desert.  We estimate that you have a two day 
  journey ahead of you to the meeting site and 
  upon arriving you will wait until the unit shows 
  up to take the money from you. 
   
  “The 
  group 
  calls 
  themselves, 
  ‘The 
  Traders’, a term that is obviously a pun off of 
  the fact that they are traitors of Rary.  We are 
  Interactive Mini – Rary’s Trade 
   
  Page 3 
  
  not sure how many there are in this group, but 
  we do know that they specialize in guerilla 
  tactics, and have caused much annoyance to 
  Rary’s troops.   
   
  These people are anything but social, and 
  do not like to talk with outsiders.  It was only 
  by chance and situation that we happened to 
  make allies of them, due to their cause we 
  have been funding them.  In the near future, 
  people like this unit may be very important to 
  our cause, so it is important that we stay in 
  good terms with these people. 
  When you meet them, you must use the words 
  “Bear” and “Tempest” in a sentence.  They 
  should respond with a sentence containing 
  “Rampant” and “minions”.” 
   
  The Master Sergeant pauses for a moment 
  and looks away, then continues without 
  looking back at your group, “There is one final 
  thing you should know about this group of 
  rebels.”  He takes a deep sigh then continues, 
  “It is quite possible that they are mad, or at 
  least not completely sane.  We do not know 
  about the exact details, but they love to fight, 
  and view their work more as type of art.  They 
  should not do anything hostile to you, but you 
  should still take no chances.  Just remember 
  that your mission is to take the supplies to the 
  meeting point and wait for them to arrive, once 
  they do you should leave as soon as 
  possible.” 
   
  Shortly after the briefing, you are given a 
  chest containing the correct amount of money 
  and several bags weighing approximately 50 
  pounds each.  You were instructed to leave as 
  soon as you had gathered your supplies for 
  the trip. 
   
  The PCs may requisition desert outfits and 
  sturdy mules for the trip if they can’t carry the 
  supplies themselves.  The mules will be carrying 
  large amounts of water for themselves as there is 
  almost none in the section of the hills the PCs are 
  heading for.  Once the PC’s have gathered their 
  equipment for the trip, continue to Encounter One. 
  Encounter One: Trader’s 
  Traps 
   
  As the PCs travel along the edge of the 
  desert, everything is uneventful for the first day 
  and a half. As they are moving forward, they 
  however enter into one of the rebel’s traps set for 
  Rary’s Dervishes.  This trap was designed by the 
  rebel’s tactician. 
   
  Trap: In the sand there is a stone tablet 
  sticking up out of it.  On the tablet is carved a 
  riddle (Player Handout #1).  The riddle in itself is a 
  façade; it is there for the soul purpose of luring the 
  PCs into the trap.  There is actually a 20ft by 20 ft 
  pit under the stone, with a wooden cover over it, 
  covered in a foot of sand.  It has been set up so 
  that when 300 lbs has come onto the wooden 
  area, the wood gives way, and the victims fall 50 
  ft. into that pit with spikes at the bottom.  The 
  following round a Cloud Kill spell goes off on in the 
  pit, filling the bottom 20ft of the pit with the spell.  
  Creatures in the pit must find some way out of the 
  pit.  The walls are made of rough natural rock 
  (Climb DC15).   
  APL 8 (EL 11) 
   
  Cloud Kill Pit Trap: CR 11; mechanical; 
  Proximity trigger; manual reset; DC 25 Reflex save 
  avoids; 50ft deep (5d6 fall), pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+5 each);  
  Spell Effect (Cloud Kill, 9th level caster DC 19; 
  Search DC 25; Disable Device DC 24. 
  APL 10 (EL 13) 
   
  Cloud Kill Pit Trap: CR 13; mechanical; 
  Proximity trigger; manual reset; DC 27 Reflex save 
  avoids; 50ft deep (5d6 fall), pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+5 each) plus 
  Poison (Medium Spider Venom, Injury, DC 14, 1d4 
  Str Damage, Secondary 1d4 Str damage); Spell 
  Effect (Cloud Kill, 9th level caster DC 19; Search 
  DC 27; Disable Device DC 24. 
  APL 12 (EL 15) 
   
  Cloud Kill Pit Trap: CR 15; mechanical; 
  Proximity trigger; manual reset; DC 29 Reflex save 
  avoids; 50ft deep (5d6 fall), pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+5 each) plus 
  Poison (Purple Worm Poison, Injury, DC 24, 1d6 
  Str Damage Secondary 1d6 Str Damage); Spell 
  Effect (Cloud Kill, 9th level caster DC 19; Search 
  DC 29; Disable Device DC 24. 
   
  When the PCs have gotten out of the pit and 
  resolved the situation, they can continue on to the 
  meeting place.  The riddle itself has no purpose, 
  but if the PCs are interested, the answer to the 
  riddle is Tomorrow. 
  Interactive Mini – Rary’s Trade 
   
  Page 4 
  
  Encounter Two: The Meeting 
   
  The following night, the PCs arrive at the 
  meeting location.  A man from Rary’s Dervishes 
  has been waiting for this meeting for three days, 
  and approaches the PCs that night.  He is a pretty 
  powerful fellow, but would like to avoid any 
  violence.  His goal is to convince that PCs that he 
  is a member of the rebels, and that he has come 
  to pick up the money.  When he approaches the 
  group read the following. 
   
  As you are waiting around, you notice a 
  man approach your group.  He is wearing a 
  white outfit, complete with a cloak, gloves, and 
  turban.  At his side are two scimitars, both of 
  which 
  are 
  currently 
  sheathed. 
   
  As 
  he 
  approaches he calls out, “Hello, are you the 
  ones from the Ducal Guard?” 
   
  Role-play out the encounter with the PCs a bit, 
  he is a very charismatic fellow.  He will try his best 
  not to lie about things, but in the case he has to lie 
  about something he has max ranks in Bluff and 
  Sense Motive.  He knows that one of the words is 
  ‘Rampant’, but does not know the other word.  For 
  the purposes of this encounter he will not guess 
  the word unless the PCs mention the word and he 
  makes a Sense Motive check opposed by their 
  bluff.  If things are taking too long, he will come out 
  and ask the PCs for the money, and if PCs refuse 
  to hand over the money he will then attempt to 
  take it by force.  
  APL 8 (EL 11) 
  Isurath: Male human Bad1, Fht 5, Dev 5; hp 96; 
  see Appendix One. 
  APL 10 (EL 13) 
  Isurath: Male human Bad1, Fht 5, Dev 7; hp 
  114; see Appendix One. 
  APL 12 (EL 15) 
  Isurath: Male human Bad1, Fht 5, Dev 9; hp 
  132; see Appendix One. 
  Tactics: The first thing he will do will start his 
  Dervish Dance and start fighting defensively.  He 
  also has Elusive Target, and so he will make sure 
  to target the people with two handed weapons, or 
  the sneaky people with his dodge bonus.   If 
  somebody starts attacking him with spells, he will 
  divert his attention to them.   
   
  Once the PCs have dealt with him, move on to 
  the conclusion. 
  Conclusion 
   
  After waiting for another day, the Traders 
  show up, very happy to see you.  They are 
  dressed in black robes and turbans, partially 
  concealing their faces from view, and ride on 
  stallions, at their side there are scimitars.  One 
  of them dismounts, and approaches your 
  group.  He removes his turban revealing his 
  Baklunish 
  face 
  and 
  curly 
  black 
  hair, 
  “Greetings, I am the leader of the Traders, and 
  am glad to see you are here.  We would have 
  been here last night, but we were delayed by a 
  ambush by Rary’s dervishes.” 
   
  He pauses for a moment to look over your 
  group, “I hope your journey here was not too 
  dangerous.” 
   
  He waits for the PCs to ask a question 
  involving the two code words, then responds with 
  something appropriate containing the correct 
  countersign.   
   
  There are six member of the band in total, and 
  they are in no way threatening.  They are happy to 
  see the PCs and had feared that they had also 
  fallen into a trap set by Rary.  If the PCs bring up 
  the trap in the desert, the captain will explain that 
  that was one of their traps set up for Rary’s forces. 
   After the PCs hand over the supplies, the PCs will 
  return to the back to the fortress with no problems. 
   
  Arriving back at the camp, you are 
  approached once again by the captain, and he 
  congratulates you on a job well done.    You 
  are then taken to where the other groups are 
  returning from.  
   
  The End 
  Interactive Mini – Rary’s Trade 
   
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  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  Encounter One 
  Survive the Trap 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Encounter Two 
  Defeat Isurath 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
   
  Total possible experience: 
   
  APL8 562 xp 
   
  APL10 675 xp 
   
  APL12 782 xp 
  Interactive Mini – Rary’s Trade 
   
  Page 6 
  
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  oearthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Two:  The Meeting 
   
   
  APL 8: L: 0 gp; C: 0 gp; M: 675 gp – 2 +1 
  Scimitars (394 gp each), Chain Shirt +1 (112 gp), 
  Ring of Protection +1 (166 gp) 
   
   
  APL 10: L: 0 gp; C: 0 gp; M: 1672 gp – 2 
  +1 Vicious Scimitars (697 gp each), Chain Shirt +1 
  (112 gp), Ring of Protection +1 (166 gp) 
   
  APL 12: L: 0 gp; C: 0 gp; M: 1922 gp – 2 +1 
  Vicious Scimitars (697 gp each), Chain Shirt +2 
  (362 gp), Ring of Protection +1 (166 gp)Total  
  Possible Treasure 
  APL 8: L: 0 gp; C: 50 gp; M: 650 gp  - Total: 650 
  gp 
  APL B: L: 0 gp; C: 0 gp; M: 1150 gp  - Total: 1150 
  gp 
  APL C: L: 0 gp; C: 0 gp; M:  1650 gp  - Total: 1650 
  gp 
   
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  Appendix One – NPC Stats
  Encounter Two APL 8 
   
   
   
  Isurath: CR 11; Male Human (Baklunish); Brd 1, 
  Ftr 5, Dev 5; HD 1d6+2, 10d10+20, ; hp 96; Init 
  +4; Spd 40 ft.; AC 24, touch 17, flat-footed 20; 
  Base Atk/Grp: +10/+11; Atk +13 melee (1d6+4, 
  Scimitar); Full Atk +11/+6 melee (1d6+4, 
  Scimitar) and +11 melee (1d6+4, Scimitar); 
  Space/Reach: 5ft./5 ft.; SA Bardic Knowledge, 
  Bardic Music, Dervish Dance 3/Day, Movement 
  Mastery, Slashing Blades, Faster Movement 
  10ft, Spring Attack, Dance of Death; AL CE; SV 
  Fort +7, Ref +11, Will +7; Str 12, Dex 18, Con 
  14, Int 10, Wis 10 , Cha 14. 
   
  Skills and Feats: Bluff +16, Diplomacy +8, 
  Hide +8, Intimidate +6, Perform Dance +16, 
  Sense Motive +5, Slight of Hand +8 ,Tumble 
  +18; Dodge, Mobility, Two Weapon Fighting, 
  Two Weapon Defense, Weapon Focus Scimitar, 
  Weapon Specialization Scimitar, Elusive Target, 
  Spring Attack, Improved Two-Weapon Defense. 
  Possessions: +1 Scimitars (2), Chain Shirt +1, 
  Ring of Protection +1  
   
  Encounter Two APL 10 
   
   
   
  Isurath: CR 13; Male Human (Baklunish); Brd 1, 
  Ftr 5, Dev 7; HD 1d6+2, 12d10+24, ; hp 114; Init 
  +6; Spd 40 ft.; AC 24, touch 14, flat-footed 15; 
  Base Atk/Grp: +12/+13; Atk +15 melee (1d6+4, 
  Scimitar); Full Atk +13/+8/+3 melee (1d6+4, 
  Scimitar) and +13/+11 melee (1d6+4, Scimitar); 
  Space/Reach: 5ft./5 ft.; SA Bardic Knowledge, 
  Bardic Music, Dervish Dance 4/Day, Movement 
  Mastery, Slashing Blades, Faster Movement 
  10ft, Spring Attack, Dance of Death, Improved 
  Reaction, Elaborate Parry; AL CE; SV Fort +8, 
  Ref +12, Will +8; Str 12, Dex 19, Con 14, Int 10, 
  Wis 10 , Cha 14. 
   
  Skills and Feats: Bluff +18, Diplomacy +9, 
  Hide +8, Intimidate +6, Perform Dance +18, 
  Sense Motive +5, Slight of Hand +8 ,Tumble 
  +20; Dodge, Mobility, Two Weapon Fighting, 
  Two Weapon Defense, Weapon Focus Scimitar, 
  Weapon Specialization Scimitar, Elusive Target, 
  Spring Attack, Improved Two Weapon Defense, 
  Improved Two-Weapon Fighting.   
  Possessions: +1 Vicious Scimitars (2), Chain 
  Shirt +1, Ring of Protection +1  
  Encounter Two APL 12 
   
   
   
  Isurath: CR 15; Male Human (Baklunish); Brd 1, 
  Ftr 5, Dev 9; HD 1d6+2, 14d10+28, ; hp 132; Init 
  +6; Spd 45 ft.; AC 27, touch 15, flat-footed 19; 
  Base Atk/Grp: +14/+15; Atk +17 melee (1d6+4, 
  Scimitar); Full Atk +15/+10/+5 melee (1d6+4, 
  Scimitar) and +15/+13 melee (1d6+4, Scimitar); 
  Space/Reach: 5ft./5 ft.; SA Bardic Knowledge, 
  Bardic Music, Dervish Dance 5/Day, Movement 
  Mastery, Slashing Blades, Faster Movement 
  15ft, Spring Attack, Dance of Death, Improved 
  Reaction, Elaborate Parry, Tireless Dance; AL 
  CE; SV Fort +9, Ref +13, Will +9; Str 12, Dex 
  19, Con 14, Int 10, Wis 10 , Cha 14. 
   
  Skills and Feats: Bluff +20, Diplomacy +10, 
  Hide +8, Intimidate +6, Perform Dance +20, 
  Sense Motive +5, Slight of Hand +8 ,Tumble 
  +22; Dodge, Mobility, Two Weapon Fighting, 
  Two Weapon Defense, Weapon Focus Scimitar, 
  Weapon Specialization Scimitar, Elusive Target, 
  Spring Attack, Improved Two Weapon Defense, 
  Improved Two-Weapon Fighting, Greater Two-
  Weapon Defense.  
  Possessions: +1 Vicious Scimitars (2), Chain 
  Shirt +2, Ring of Protection +1  
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  Appendix Two New Classes 
   
  The Dervish as Presented in Complete Warrior. 
  The Dervish 
   
  Base 
  Fort 
  Ref 
  Will 
  AC 
   
  Level Attack Save 
  Save 
  Save 
  Bonus Speacial 
   
   
   
   
   
   
  1 
  +1 
  +0 
  +2 
  +2 
  +1 
  Dervish Dance 1/Day, Movement Master,  
   
   
   
   
   
   
   
   
  Slashing Blades 
   
   
   
   
   
  2 
  +2 
  +0 
  +3 
  +3 
  +1 
  Fast Movement +5 ft.  
   
   
   
   
  3 
  +3 
  +1 
  +3 
  +3 
  +1 
  Spring Attack, Dervish Dance 2/Day  
   
   
  4 
  +4 
  +1 
  +4 
  +4 
  +1 
  Dance of Death 
   
   
   
   
   
  5 
  +5 
  +1 
  +4 
  +4 
  +2 
  Fast Movement +10 ft., Dervish Dance 3/Day  
   
  6 
  +6 
  +2 
  +5 
  +5 
  +2 
  Improved Reaction 
   
   
   
   
   
  7 
  +7 
  +2 
  +5 
  +5 
  +2 
  Elaborate Parry, Dervish Dance 4/Day  
   
   
  8 
  +8 
  +2 
  +6 
  +6 
  +2 
  Fast Movement +15 ft.  
   
   
   
   
  9 
  +9 
  +3 
  +6 
  +6 
  +3 
  Tireless Dance, Dervish Dance 5/Day  
   
   
  10 
  +10 
  +3 
  +7 
  +7 
  +3 
  A Thousand Cuts 
   
   
   
   
   
   
  AC Bonus (Ex): A dervish gains this bonus to Armor Class as long as she is wearing no armor or light 
  armor and not carrying a shield.  This bonus to AC applies even against touch attacks or when the 
  dervish is flat-footed.  She loses this bonus when she is immobilized or helpless, when she wears any 
  armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.   
  Dervish Dance (Ex): A dervish can become a whirling dancer of death a certain numbers of times per 
  day.  While in this dervish dance, she can take a full attack action (for melee attacks only) and still move 
  up to her speed.  However, the dervish must move a minimum of 5 feet between each attack when using 
  this ability, and she cannot return to a square she just exited *though she may return to the square later 
  during her full attack).  The dervish is subject to attacks of opportunity while dancing, but may tumble 
  normally as part of her move.  A dervish prevented from completing her move is also prevented from 
  finishing her full attack.   
   
  If a dervish wields a slashing weapon while in a dervish dance, she gains a bonus on her attack 
  and damage rolls.  The bonus is +1 at 1st level, and it increases y an extra +1 odd-numbered level 
  thereafter.   
   
  A dervish may only perform a dervish dance while wielding a slashing weapon (she may use a 
  double weapon, or multiple weapon, only if both ends of the weapon or all weapons are slashing type.)  
  She cannot perform dervish dance in any armor heavier than light or if she is using a shield.  While 
  dancing, a dervish cannot use skills or ability that involve concentration or require to remain still, such a 
  Move Silently, Hide, or Search.  A dervish with bardic music ability can , however, sing while she dances, 
  and a dervish can also use Combat Expertise feat while in a dance.  A dervish cannot perform a dervish 
  dance while under the effect of a rage of frenzy ability.   
   
  A dervish can perform a dervish dance only once per encounter.  A dervish dance last 1 round for 
  every two ranks of perform (dance) that he character has.  At the end of a dervish dance, the character 
  becomes fatigued for the duration f the encounter (unless she is 9th-level dervish, at which this limitation 
  on longer applies). 
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  Movement Mastery (Ex): A dervish is so certain of it’s movement that she is unaffected by 
  adverse conditions when making a Jump, Perform (Dance), or Tumble check that she may take 10 even 
  if stress and distraction would normally prevent her from doing so.   
   
  Slashing Blades: A dervish treats the scimitar as a light weapon (rather than a one-handed 
  weapon) for all purposes including fighting with two weapons. 
   
  Fast Movement (Ex): At 2nd level and higher, a dervish gains an enhancement bonus to her 
  speed.  A dervish in any armor heavier than light or carrying a medium or heavy load loses this bonus. 
   
  Spring Attack: At 3rd level, a dervish gains the Spring Attack feat, even if she does not meet the 
  prerequisites. 
   
   
  Dance of Death: At 4th level, a dervish gains the benefit of the Cleave feat while performing a 
  dervish dance, even if she does not meet the prerequisite for the feat.  She does not have to move 5 feet 
  before making the extra attack granted by this ability. 
   
  Improved Reaction (Ex): When she attains 6th level, a dervish gains a +2 bonus on initiative 
  rolls. 
   
  Elaborate Parry (Ex): When she attains 7th level, a dervish gains an extra +4 bonus to Armor 
  Class when she chooses to fight defensively or use all-out defense in melee combat. 
   
  Tireless Dance: When a Dervish reaches 9th level, the character no longer becomes fatigued 
  from the duration of the encounter at the end of the dervish dance.   
   
  A Thousand Cuts (Ex): When a dervish reached 10th level, once per day she may double the 
  number of melee attack she makes while performing a full attack action (whether in a dervish dance or 
  not).  If a dervish uses this ability in conjunction with her dervish dance, she can make up to two attacks 
  between moves.  
   
  The dervish also grains the benefit of the Great Cleave feat with slashing weapons while 
  performing a thousand cuts, even if she does not meet the prerequisites.  She does not have to move 5 
  feet before making any extra attacks granted by this ability.       
   
  A dervish using this ability receive an extra attack from the Haste spell, but the bonuses provided 
  by the spell do not stack with the bonuses granted by the class.  
   
   
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  Appendix Three New Feats 
   
  As Presented in Complete Warrior 
  Elusive Target [Tactical] 
   
  Prerequisites: Dodge, Mobility, Base Attack +6 
   
  Benefit: The Elusive Target feat enable the use of three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by 
  your Dodge feat.  If that foe uses the Power Attack feat against you, the foe gains no bonus on the 
  damage roll but still takes the corresponding penalty on the attack roll.   
   
  Divert Defense: To use this maneuver, you must be flanked and you must designate on of the 
  flanking attackers to be affected by your Dodge feat.  The first attack of the round from the designated 
  attacker automatically misses you and may strike the other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered flat-footed.  If the designated attack is making a 
  full attack against you, its second and subsequent attacks function normally.  
   
  Cause Overreach: To use this maneuver, you must provoke an attack of opportunity form a foe 
  by moving out a threatened square.  If the foe misses you, you can make a free trip attempt against this 
  foe, and the foe does not get a chance to trip you if your attempt fails.    
   
  Improved Two-Weapon Defense [General] 
   
  Prerequisites: Dex 17, Two Weapon Fighting, Two-weapon Defense, Base Attack Bonus +6. 
   
  Benefit: When wielding two weapons 9not including natural weapons or unarmed strikes0, you 
  gain a +2 shield bonus to your Armor Class.  When you are fighting defensively or using the total defense 
  action, this shield bonus increases to +4. 
  Greater Two-Weapon Defense [General] 
   
  Prerequisites: Dex 19, Improved Two-Weapon Defense, Two Weapons Defense, Two-Weapon 
  Fighting, Base Attack Bonus +11 
   
  Benefit: When wielding two weapons 9not including natural weapons or unarmed strikes0, you 
  gains a +3 shield bonus to your AC.  When you are fighting defensively or using the total defense action, 
  this shield bonus increases to +6. 
   
   
   
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  Page 11 
  
  Player Handout #1 – Riddle in the Sand 
  A Simple sandstone rising up out of the sand, engraved on it is the following written 
  in Common. 
   
  I never was yet always will be 
  No one has seen me and never will 
  Yet I am the confidence of all who live 
  Bringing hope to all who need it 
  What am I? 
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I01 - Amongst the Hills (APL 2-16)/URD5-I01-MM4 - Rary's Trade.pdf