TEXT: 19
  The Riot Act
  Frog God 
  Games
  James M. Spahn
  The Riot Act
  
  1
  The Riot Act
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder Roleplaying Game
  Greg A. Vaughan
  Art Director
  Charles A. Wright
  Zach of All Trades
  Zach Glazar
  He Tries to Make Good Choices
  Skeeter Green
  FROG GOD GAMES IS
  Author: James M. Spahn
  With additional Material by: Jeff Harkness and Skeeter Green 
  Developers: Skeeter Green and Zach Glazar
  Content Editing: Jeff Harkness, Skeeter Green, and Zach Glazar
  Producer: Bill Webb 
  Editors: Jeff Harkness and Skeeter Green
  Layout Design: Charles A. Wright
  Art Direction and Design: Skeeter Green and Charles A. Wright
  Front Cover Art: Artem Skukaev
  Interior Art: Leif Jones, Brian LeBlanc, Jeremy McHugh
  The Riot Act
  ©2016 Bill Webb, Frog God Games & Necromancer Games. All rights reserved.
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  Frog  
  God 
  Games
  
  2
  Bard's Gate
  Table of Contents
  The Riot Act ..........................................................................................Pg. 3
  New Magic Items .....................................................................................Pg. 14 
  Handout 1...............................................................................................Pg. 15
  Legal Appendix ........................................................................................Pg. 16
  
  3
  The Riot Act
  Introduction
  The Riot Act is an urban adventure for 4 characters averaging 2nd level, 
  set in the city of Bard’s Gate. It highlights several of the city’s locations, 
  especially those in the Bridge district. A mixture of encounters includes 
  roleplaying, investigation, dungeon crawling, stealth, and combat. The 
  adventure does not require any specific classes or races, though bards 
  and rogues may be useful given the nature of their special abilities. It is 
  assumed that the PCs are sympathetic to the Lyreguard or other agencies 
  that serve the interests of Bard’s Gate — or at the very least that their 
  loyalty can be purchased for a few gold coins.
  In addition to the encounters, The Riot Act also includes information 
  on a nefarious organization new to Bard’s Gate, known as The Fool’s 
  Entourage. This group can serve as reoccurring antagonists for a campaign 
  based in Bard’s Gate, or may be replaced if another group of the GM’s 
  own design is a better fit. There are also several modular encounters which 
  could be included or removed, allowing GMs to lengthen or shorten the 
  adventure to suit the individual play style of their group. Finally, there are 
  several new magic items to spice things up. There’s always something 
  new to discover in the belly of Bard’s Gate!
  Players should not read any further so that they can experience all the 
  surprises and thrills offered by The Riot Act. This adventure assumes that 
  the GM has the Pathfinder Roleplaying Game Core Rulebook and Bard’s 
  Gate for reference. However, the adventure can easily be adapted to suit 
  any urban environment in your fantasy campaign.
   
  Adventure Background
  The Fool’s Entourage arrived in Bard’s Gate a few weeks ago with 
  little fanfare. They were little more than a troupe of traveling performers 
  — or so the citizens of Bard’s Gate believed. Made up of acrobats, 
  fire-eaters, minstrels, and dancers, they soon distinguished themselves 
  by way of their robust and daring performances. After a few weeks of 
  street performances in the Bridge district, The Fool’s Entourage drew the 
  patronage of a mysterious merchant princess: Lady Asmarisa. No one in 
  Bard’s Gate could recall where Asmarisa had come from or how long she 
  had been doing business in the city — but she quickly established herself 
  as a trader of silks as well as a patron of the fine arts.
  Unbeknownst to the good people of Bard’s Gate, Asmarisa is a cult 
  leader who wears a magical ring known as a ring of demonic deception. 
  While the ring does not grant her much in the way of magical abilities 
  (it’s meant for demons, after all), it is slowly working its evil upon her — 
  and eventually turns her into a full-fledged succubus. For now, however, 
  she is a beguiling, vain actress with the ability to charm those who hear 
  her song. The Fool’s Entourage that follows her is a cabal of symphonic 
  devotees who worship her. Asmarisa hopes to enthrall all of Bard’s Gate, 
  beginning with those in the Bridge district. With enough worshippers, and 
  their souls, she believes that after she transforms into a true succubus, 
  she can make her mark on the infernal landscape. She has either laid her 
  enchantments upon or made business pacts with many greedy merchants 
  in Bard’s Gate, allowing her to swiftly build her identity as a reputable 
  merchant. Now she is beginning to set the final pieces of her great plan 
  into motion.
  Several months ago, Asmarisa purchased a large building on the 
  southeastern shore of the Bridge district and converted it into a grand 
  theater that she has named The Motley. The Motley opened a few weeks 
  later, and its first show, The Maiden’s Kiss, has become the hottest show in 
  town. Word spread like wildfire, and soon every noble, merchant, peasant, 
  and priest was clamoring to see the show. Reviews from critics in the 
  district were gushing, praise-filled proclamations. In fact, no one had a 
  bad word to say about Asmarisa, The Fool’s Entourage, The Motley or 
  The Maiden’s Kiss. Not one.
  That was when some of the more astute citizens began to get suspicious. 
  The clergy of Oghma at the Auditorium of the Silver Harp were the first to 
  become concerned as their worshippers began turning away from the god 
  of performance and instead began attending shows at The Motley. They 
  went to the Lyreguard claiming that The Fool’s Entourage was engaged in 
  illegal dealings and even that some of those who attended performances 
  at The Motley entered the theater, but never left. They vanished without 
  a trace.
  Several members of the Lyreguard were sent to investigate the matter 
  — if for no other reason than to satisfy the complaining clergymen. 
  After attending a performance, these guards announced that not only was 
  The Fool’s Entourage a magnificent troupe of performers, but that they 
  intended to attend another performance of The Maiden’s Kiss as soon 
  as tickets became available. Thus, the sworn protectors of Bard’s Gate 
  remained oblivious to the truth of Asmarisa and her servants.
  In the week since this investigation closed, The Maiden’s Kiss has 
  become overwhelmingly popular. Shows sell out in minutes. Citizens crowd 
  the Bridge district in dim hopes of getting their hands on a ticket to the next 
  performance. Scalpers sell forged passes. The people demand more shows 
  be added to the playbill, and Asmarisa’s gentle promises that everyone will 
  get the opportunity to see the show are now creating only frustration.
  It’s only a matter of time before the frustration of the people boils over 
  and blood is spilled in the Bridge District.
  Adventure Summary
  A typical night in Bard’s Gate (if such a thing exists) is interrupted as 
  the PCs are passing through the Bridge district and find themselves caught 
  up in a riot! After surviving city-goers who have been driven to violence 
  by — of all things — a sold-out theater performance, they are hired to 
  investigate the performers at this theater and find out why their stage show 
  is driving citizens to madness.
  First, they must survive a riot in the Bridge district and acquire tickets 
  to The Maiden’s Kiss, which is easier said than done. They can attempt 
  to contact a scalper or, if they are particularly bold, petition Asmarisa 
  personally for passes. Each of these options has its own difficulties. Once 
  in the theater and viewing the performance, they find themselves at risk 
  of falling under the same enchantment that has so many other residents 
  of the Bridge district under its thrall. However, during this performance, 
  perceptive PCs may get clues to the truth of The Fool’s Entourage.
  After discovering a secret passage beneath the orchestra pit of The 
  Motley, the PCs explore a hidden tunnel that leads from the theater to the 
  hidden camp of the troupe. Along the way, they must confront thralls who 
  are so deep under Asmarisa’s enchantment that they would kill to protect 
  her. The secret tunnel opens on the camp of The Fool’s Entourage, where 
  if the PCs are stealthy, they learn the terrible plans that Asmarisa has laid 
  out for her servants. If caught, a battle ensues, and the heroes might have 
  to flee for their lives.
  Realizing they must put a stop to the next performance put on by The 
  Entourage, the PCs must storm the theater during its next performance. 
  The Riot Act
  An Adventure in Bard’s Gate 
  By James M. Spahn
  
  4
  Bard's Gate
  In the middle of the show, they are drawn into an epic conflict with 
  the principal performers that begins on stage and eventually leads to a 
  climactic confrontation between a fully demonic Asmarisa atop the 
  Auditorium of the Silver Harp amid throngs of rioting fans who are trying 
  to slay the very men and women attempting to save them.
  Beginning the Adventure
  Assuming the PCs have been in Bard’s Gate for more than a few 
  days, they have undoubtedly heard rumors regarding The Maiden’s Kiss. 
  Everyone who is anyone is already raving about it, which might pique their 
  interests and draw them into the adventure. What’s more likely, however, 
  is that they have a contact, patron, or trusted employer who works for the 
  Lyreguard or the Auditorium of the Silver Harp. If they do not know such an 
  individual, the GM could draw them into the adventure via a simple flyer or 
  posting by either organization looking for independent contractors willing to 
  investigate the growing tension surrounding The Fool’s Entourage. The GM 
  should select whichever organization best suits his individual campaign. No 
  matter who offers the PCs the job, they are offered a payment of 50 gp each 
  to investigate and put a stop to these troubles.
  Act One: Bridge District 
  Blues (CR Varies, 2+)
  Investigating The Fool’s Entourage, the Bridge district is a natural 
  starting point for the PCs. The Bridge district is normally a safe, if 
  sometimes raucous, district in Bard’s Gate. Unfortunately, that is not the 
  case this evening. As the investigation begins, the PCs find themselves 
  smack dab in the middle of a riot at the heart of the district! They’ll need 
  to traverse the raging crowds and other dangers in hopes of finding a way 
  into The Motley theater if they hope to find the terrible secrets behind 
  Asmarisa and The Maiden’s Kiss.
  Bard’s Gate is the heart of the Stoneheart Valley, and the 
  Bridge district is the heart of Bard’s Gate. It is here that the 
  city’s culture is at its zenith. The gleaming Auditorium of the 
  Silver Harp shines down on smaller businesses and homes. 
  Through the King’s Bridge, the lifeblood of Bard’s Gate flows 
  ceaselessly, day and night.
  But tonight, her heart is racing. Tasked by your patron, you 
  have come to the Bridge district on an errand of great im-
  portance. The Maiden’s Kiss is being hailed as the greatest 
  stage show ever put on in the history of the city. Despite add-
  ed showings in recent weeks, tickets are sold out in minutes. 
  It is on the lips and minds of every citizen of the city. They 
  want to see the show. They need to see the show. Nothing 
  will stop them from seeing the show. Nothing. The city is at 
  a fever pitch.
  As you step into the middle of Central Island, you see that 
  this desire has turned violent. Hundreds of city-goers have 
  gathered out in front of the Auditorium and the Temple of 
  Skilled Hands, screaming and yelling. They are demanded 
  tickets. They demanded more shows. Now it seems that they 
  demand blood. Rocks and bottles, fists and elbows, screams 
  and outrage. Here, in the middle of a riot, you and your com-
  panions must find a way to acquire tickets to the most ex-
  clusive show in town — all while avoiding being trampled to 
  death by a raging mob.
  The central courtyard of the Bridge district is cluttered with rioting locals. 
  The PCs will have some difficulty pushing their way through the crowd 
  
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  The Riot Act
  (consider the courtyard as difficult terrain). Moving at half speed requires a 
  DC 15 Strength check; movement at full speed requires a DC 25 Strength 
  check. Attempts to shove through the crowd in this fashion have a 50% 
  chance of drawing a stray elbow or punch from one of the rioters (25% 
  chance the strike lands, inflicting 1d2 points of bludgeoning damage).
  Characters may attempt to make their way to the box office in front 
  of The Motley where they find Braldo, the beleaguered ticket salesman, 
  who is being protected by four other members of The Fool’s Entourage 
  desperately holding back the crowd. Characters who manage to reach 
  Braldo find him frazzled and fearful. Attempts can be made to calm the 
  crowd, but this is not easy. Any attempts to calm the mob (Diplomacy, 
  Intimidate, etc. skill checks) suffer a –4 circumstance penalty due to their 
  frenzy and the cacophony. Particularly clever players might make use of 
  enchantment spells or other methods to convince the crowd to cease their 
  rioting. If these attempts fail, the crowd grows more violent, and Braldo 
  begs the PCs to protect him along with his guards as they fall back into 
  The Motley, where the doors are barred.
  If the PCs manage to calm the crowds or protect Braldo during his 
  escape, he offers them profuse and sincere thanks in addition to a reward 
  of one ticket each to tonight’s showing of The Maiden’s Kiss. If the PCs 
  manage to get tickets from Braldo, reward the PCs as if overcoming a CR 
  2 encounter.
  More subtle PCs might attempt to skirt the edge of the rioting crowd 
  and observe the conflict. If such is the case, a shadowy figure confronts 
  them and offers them quite a deal.
  “Psst. Psst!” you hear a hiss cutting through the roar of the 
  crowd and turn to see a hunched and cloaked figure hiding 
  in the shadows of an alley on the edge of the square, unseen 
  by the rioters. His sharp nose and sly grin combine with 
  greasy dark hair and gleaming eyes to mark him as one of 
  the many grifters who thrive in Bard’s Gate. “You seem a bet-
  ter lot than this rabble, with your fine armor and polished 
  weapons. Undoubtedly, y’ve got a coin or two to spare for a 
  working bloke? Ol’ Tom’s got what ’e’ryone wants tonight.”
  A quick hand flashes a handful of parchment slips. “A few 
  coins will get ye a glimpse at The Maiden’s Kiss.”
  Old Tom is a member of The Fool’s Entourage, as are his four friends 
  hidden in the shadows of the alley. Asmarisa has learned that her troupe 
  is under investigation and hopes to draw the investigators under her 
  enchantment before they can be a threat. Tom sells one ticket to each of 
  the PCs for 10 gp each, though he can be negotiated down to half that 
  price if the PCs try to drive a hard bargain (and make a successful DC 
  15 Diplomacy or DC 17 Intimidate check). Should the party draw their 
  weapons or attempt to attack him, Tom and his friends attack the PCs, 
  hoping to use the chaos of the riot to slay the party outright and escape. 
  While Asmarisa would rather have the PCs under her control, dead is the 
  next best option.
  If the PCs manage to acquire tickets from Tom for less than full price, 
  reward the PCs as if overcoming a CR 3 encounter. 
  BRALDO 
  CR 1
  XP 400
  hp 15 (see Bard’s Gate, Appendix A “Shyster”)
  BRALDO’S MEN (4) 
  CR 2
  XP 600
  hp 20 (see Bard’s Gate, Appendix A “Fortune’s Fool Rogue”)
  OLD TOM 
  CR 2
  XP 600
  hp 23 (see Bard’s Gate, Appendix A “Cutpurse”)
  TOM’S MEN (4) 
  CR 1/2
  XP 200
  hp 10 (see Bard’s Gate, Appendix A “Riverfolk Rogue”)
  RIOTERS (2d6)  
  CR 2
  XP 600
  hp 19 (see Bard’s Gate, Appendix A “Pretender”) 
  Before the Show
  Whether the PCs receive their tickets from Braldo or Ol’ Tom, they’ll 
  have to wait a few hours before the show begins. Wise PCs might choose 
  to hang out near The Motley to make sure things don’t get out of hand 
  again and to make sure they can get good seats. The Maiden’s Kiss begins 
  three hours after they receive the tickets. During that time, there is a 25% 
  chance each hour that they encounter a resident of the Bridge district 
  looking for their own tickets.
  This encounter should be used to emphasize how sought after these 
  tickets are. While it is most likely that they encounter normal residents 
  asking around about tickets, a rich merchant or local celebrity might 
  possibly offer up to 50 gp for their tickets. An inept pickpocket looking to 
  relieve an imperceptive PC from their treasure might also target the party. 
  The GM should customize any such encounters to suit their style of play, 
  but in all cases, use the same statistics as those for the rioters or Ol’ Tom’s 
  men for any of these NPCs.
  Act Two: Backstage Passes
  Now that the PCs have gotten their hands on tickets to the hottest show 
  in town, the investigation can truly begin. After attending a performance 
  of The Maiden’s Kiss (and potentially suffering some unexpected 
  consequences), they discover something sinister buried beneath the drama 
  of it all — quite literally!
  The Curtain Rises (CR Varies, 2+)
  The characters are either ushered into The Motley with the rest of the 
  crowd, or if they got their tickets from Braldo, they’re invited to wait inside 
  the theater until the show begins. If they did get their tickets from Braldo, 
  he tells them to take any of the balcony seats they like. While waiting, the 
  PCs hear the din of performers behind the stage preparing, and see several 
  musicians come out of a small concealed door in front of the stage with a 
  plethora of instruments and take their places in the orchestra pit. If the PCs 
  approach and attempt to talk to either the performers or the musicians, 
  they politely but firmly tell the party that they are busy preparing for the 
  show and have other business to attend to before the curtain rises.
  As attendees begin milling in, the crowd’s excitement and fervor dims 
  along with the stage lights. Then the show begins...
  By the dim lights of The Motley theater, you and your com-
  panions watch the epic tragedy of The Maiden’s Kiss unfold. 
  Powerful performances and untamed passion unfold before 
  your eyes. Heroism and villainy are yours to witness. By the 
  time you realize you’ve been drawn into the high drama so 
  utterly and completely, it’s too late. With an orchestral cre-
  scendo and the flash of a bloody blade, all are left dead on 
  stage, and the lights slowly rise.
  The crowd erupts in a roaring ovation, and you find your-
  self again part of the mob, leaping to your feet with thunder-
  ous applause. The performers come forth one by one for the 
  curtain call. The lead, Lady Asmarisa herself, is the last to 
  appear. Her beauty is unparalleled. Blood red hair, eyes as 
  dark as midnight, with a smile that could drive men to mad-
  ness. She makes her final bow, as do all the others, before 
  they slowly disappear back behind the heavy velvet curtain.
  The GM should require a DC 15 Will save from each of the PCs, as 
  Asmarisa’s plan unfolds. Woven into the dialogue, music, and dance steps 
  are an insidiously powerful, but undetectable mass charm effect. Those 
  
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  Bard's Gate
  who fail their save find themselves unknowingly under the effects of a 
  latent charm person effect, one that takes full effect much later, after 
  the last part of the ritual is performed. They are now unwitting pawns of 
  the seductive actress, as are most who have attended a showing of The 
  Maiden’s Kiss thus far.
  Any PCs making a successful DC 10 Perception check notice that the 
  orchestra exits back through the small concealed hatch that leads into the 
  chambers beneath the stage. If the PCs make successful DC 15 Stealth checks, 
  as the crowds begin to file out into the streets, they can remain hidden in the 
  many shadows and alcoves of The Motley until the theater is empty.
  As the PCs make their way to this concealed door, they’ll need to make 
  an additional DC 15 Stealth check or they risk alerting the stage crew still 
  doing clean up backstage. If the PCs fail the check, 2d6 stage crewmembers 
  come from behind the curtain and rudely usher the PCs out. If the PCs show 
  any resistance at all, the workers become violent and attack.
  STAGE CREW 
  CR 1
  XP 400
  hp 20 (see Bard’s Gate, Appendix A “Guild Journeyman”)
  Once the PCs make their way into the secret passage beneath the 
  orchestra pit, the truth of The Fool’s Entourage begins to reveal itself.
  Passage Beneath the Motley
  What should be a simple crawlspace beneath the stage of 
  The Motley is something more. While there is such a passage 
  that undoubtedly leads to the backstage area, what surprises 
  you is the hole of worked stone with iron ladder rungs that 
  descends deep below the theater and into some deeper, dark-
  er place.
  The problem is that one of the rungs near the top is loose and rusty. The 
  Fool’s Entourage is aware of this and avoids it, but PCs are not likely to do 
  the same. The first time the rung has more than 50 lbs. of weight put on it, 
  the PC that does so must make a DC 15 Reflex save or lose their footing 
  as the rung snaps and they fall, suffering 2d6 points of damage. 
  In addition, the noise of the fall alerts the musicians in BM 2: 
  Performer’s Hall. One of them stops playing and goes to investigate. 
  Once he sees the PCs, he runs to alert his allies, which gives them time to 
  prepare for the PCs’ arrival.
  BM 1: The Slow Descent
  A long winding passage of roughly cut stone slowly mean-
  ders at a downward slope, gently easing in a northeasterly 
  direction. Sconces on the wall hold flickering torches, and the 
  ground is damp with moisture. The passage winds into dark-
  ness with two stone archways leading to other chambers on 
  the western side. Faint music can be heard coming from one 
  of these rooms.
  The torches that line the walls provide ample light for the PCs, but 
  the floor is slick and wet, which makes quick movement difficult and 
  dangerous. If any of the PCs attempt to fight or run, they must make a DC 
  12 Reflex save or fall prone. If combat occurs in this chamber and the PCs 
  opt for speed over safety, things can get slippery.
  Beneath the Motley
  N
  The Motley
  Ladder to Roof
  Backstage Area
  Orchestra Pit
  Stage
  CH
  Bench Seating
  Balcony Seating
  Entrances to Street
  Exit to 
  Sidestreet
  N
  
  7
  The Riot Act
  BM 2: Performer’s Hall (CR 3)
  This room has no door, but instead the archway opens into 
  a lavishly decorated chamber with a round, vaulted ceiling. 
  Hanging from finely crafted wooden racks along three walls 
  is a collection of elegant musical instruments. A plush carpet 
  covers the floor, and expensive furniture fills several corners. 
  What stands out is the small window into the adjacent cham-
  ber, barred like a jail cell.
  Three men sit in the center of the room, playing one of the 
  most beautiful pieces of music you’ve ever heard. The play-
  ing skips slightly as you enter the room, and the serene looks 
  upon the faces of these musicians vanish. It seems odd that 
  one of them continues his playing, with a nervous look to the 
  window, while the other two quickly stop their performance 
  and produce deadly weapons before advancing.
  The three performers remain here performing to keep the zombies in 
  the next chamber sedated, lest they break free of their prison and rampage. 
  However, once the PCs observe the situation, then they have seen too 
  much and must die.
  These thieves-turned-musicians are armed with daggers and wear chain 
  shirts. In addition, if the performers have been alerted to the PCs’ presence 
  ahead of time, they all take the time to poison their blades in preparation.
  While two of the performers actively engage the party in combat, the 
  third one joins only if the battle seems to be going poorly. An unforeseen 
  consequence of combat with these three men is that the zombies in BM 3: 
  Thrall Pit become enraged if the music stops. There is a way to slake their 
  madness. If any of the PCs play a musical instrument, they may attempt 
  a DC 15 Perform (musical instrument) check to calm the zombies while 
  they play. Otherwise, the zombies rampage until destroyed.
  PERFORMING GUARDS (3) 
  CR 1
  XP 400
  hp 20 (Pathfinder Roleplaying Game NPC Codex “Street 
  Performer”)
   
  Add 2 doses of blue whinnis poison to each performer
  BM 3: Thrall Pit  
  (CR Varies, up to 5)
  Through a door of iron bars more at home in a castle dun-
  geon, you see the crude cut stone walls of a room wet with 
  ambient moisture. The scent of mildew hangs heavy in the 
  air. Easily a dozen or more humanoids in tattered cloth-
  ing shamble about this room, appearing to almost dance in 
  slow, stilted, unnatural motions. They turn to look at you 
  as you enter, moaning in an oddly musical fashion. A mind-
  less bloodlust fills their eyes as they reach out with gnarled, 
  blood-drenched hands.
  If the 12 zombies locked within this chamber have not already torn 
  free of their prison due to the end of the music from BM 2: Performer’s 
  Hall, they are a raging frothing mass. Without the music to placate them, 
  these zombies gain +2 to all attack rolls and damage rolls while enraged. 
  Their movement also increases by 10 feet per round while in this state. 
  Empowered by this rage, the zombies surge forth and attempt to rip the 
  door off the hinges to attack the nearest living targets. This takes 2d6 
  rounds for them to accomplish after the music stops. Otherwise, they are 
  placid — for bloodthirsty zombies. They do not become aggressive if 
  music is playing. However, if the PCs enter the chamber and linger, their 
  
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  Bard's Gate
  natural instincts take hold. Within 1d6+1 rounds of PC drawing within 10 
  feet of any of these zombies, their desire takes over and they attack.
  ZOMBIES (12) 
  CR 1/2
  XP 200
  hp 12 (Pathfinder Roleplaying Game Bestiary “Zombie”)
   
  Add Zombie rage* 
  *Note: If the music from BM 2 ends, these zombies become enraged, 
  gaining +2 to attacks and damage. They also move +10 ft. faster per round.
  BM 4: Exit Chamber (CR 4)
  A heavy stone disk, slightly ajar, sits at the far end of the 
  chamber. Groundwater seeps in from the edges and pools 
  around it, creating a thin, murky puddle on the stone floor. 
  The disk has several spidery runes carved across it that are 
  reminiscent of musical notes. This swirling pattern covers 
  nearly half its surface. You can see faint light from the city as 
  well as the evening sky streaming through it.
  The stone disk doorway is under a unique enchantment. It cannot be moved 
  on its own due to a specialized use of arcane lock. To open the door, the 
  would-be user must perform the tune the bards in BM 2: The Performer’s 
  Hall were playing. It need not be a particularly good or accurate performance; 
  a DC 10 Perform check suffices. Humming a few bars does nicely.
  Attempts to open the door without doing this cause the runes to flash 
  and arc with electricity, activating the glyph of warding placed upon the 
  door. Because of the large puddle on the floor, anyone standing in the 
  water also suffers this damage, not just the PC who opened the door. The 
  shallow puddle covers and area 10 feet back from the door.
  If PCs cast comprehend languages, or if they make a successful DC 
  13 Linguistics check, they can make out the musical notation — the 
  same song as the zombie-guards were performing. Alternately, one of the 
  performers from BM 2 is carrying a parchment of sheet music containing 
  the same arrangement.
  GLYPH OF WARDING (BLAST) 
  CR 4 
  XP 1,200 
  Type magical; Perception DC 28; Disable Device DC 28
   
  Trigger touch; Reset none 
  Effect glyph of warding (blast) (2d8 electricity damage, DC 
  17 Reflex save); multiple targets (all targets in a 5 ft. radius)
  If the PCs manage to play the correct tune to bypass the door, award 
  them experience points as if overcoming a CR 3 encounter.
   
  Court of Fools
  The PCs exit the carved stone tunnel under The Motley to find a 
  descending shoreline that ends at a campsite. This riverside camp is 
  where The Fool’s Entourage relaxes, spends their evenings, and hatches 
  their evil plans for Bard’s Gate. As seen on the Court of Fools Map, 
  several tents are set up around a large cooking fire just a few feet from 
  the Stoneheart River. When the PCs arrive, they hear crewmembers of 
  The Motley celebrating after another successful performance. They are 
  talking, rabblerousing, and generally having a good time. They certainly 
  aren’t expecting intruders to have discovered their secret camp beneath 
  the Lyre Bridge. This gives the PCs the chance to sneak into the camp and, 
  if they are stealthy and subtle, learn some crucial secrets that could save 
  Bard’s Gate from the vile enchantments of Asmarisa.
  PCs must make a successful DC 12 Stealth check to approach the camp. 
  It’s only when they draw to the edge of the firelight (as indicated on the 
  map) or try to actively sneak into the tents or rifle through the storage 
  chests that they need to move even quieter (DC 17 Stealth check). 
  CF 1: Stone Disk Entrance
  The stone disk slides away to reveal something unexpect-
  ed: the shores of the Stoneheart River under the shadow of 
  the Lyre Bridge. You wouldn’t be able to see a thing under 
  this long darkness were it not for the campfires twinkling 
  along the shore. A merry music twinkles in the air, along with 
  laughter uttered by those who care nothing for the plights of 
  the world.
  If the PCs remain cautious and move quietly, as mentioned above, they 
  shouldn’t draw the attention of any of The Fools gathered in their small camp.
  CF 2: Drawing Closer  
  (CR Varies, 1+)
  The darkness thins in the light cast by numerous camp-
  fires. The Entourage performers are gathered together in 
  celebration among a dozen tents. All the grace and glory of 
  the stage is gone under the harsh red glow. Instead of en-
  chanting smiles, you see leering and wicked grins. In place of 
  lavish, colorful costumes, you see dingy and discordant rags 
  barely hiding their shame. Their laughter becomes a thing of 
  wickedness. In the darkness and firelight, you see The Fool’s 
  Entourage for what it is: a cabal of degenerate men and wom-
  en celebrating their own madness. Lingering on the edge of 
  shadow, you feel their ichor creep into your heart.
  Court of Fools
  CF3
  CF3
  CF3
  CF1
  CF2
  CF5
  CF6
  CF4
  1 Square = 20 ft.N
  
  9
  The Riot Act
  If the PCs draw within 60 feet of the performers’ camp, they get their 
  first hint at what the actors truly are. At this distance, they are drawing 
  dangerously close to the firelight. They need to remain as still and silent as 
  possible to avoid being noticed. A DC 17 Stealth check is required to move 
  any closer to the camp undetected. If the PCs are noticed, 1d4 wicked 
  performers attack initially, with 1d2 joining the attack each round, until 
  a total of 10 performers are subdued or slain. The other performers flee 
  the camp, either into the river or back along the passage to The Motley.
  THE FOOL’S ENTOURAGE (10) 
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game NPC Codex “Street 
  Performer”)
  CF 3: Performer’s Tent
  Five tents of brightly colored cloth, each one high with a 
  pointed top, ring the outer edge of the performers’ camp. 
  While tall, they are not large and likely capable of sleeping 
  only one or two at a time. Still, they cast long shadows, and 
  their canvas is damp in the night air.
  Each tent serves as home to 2 people, either performers or crewmembers. 
  The entry flaps all point toward the fire, thus making direct entry rather 
  difficult. Characters can use a small bladed weapon such as a knife, 
  handaxe, or short sword to cut a hole and enter in that fashion. Characters 
  must do so delicately if they hope to avoid notice, making a successful DC 
  15 Stealth check to cut through silently. Lifting one of the cloth walls and 
  entering is not possible because the tents are staked down very tightly. The 
  tent collapses if these stakes are removed.
  Characters who manage to slip into one of the tents run the risk of 
  encountering one of the members of The Entourage. There is a 1-in-
  6 chance that one of these NPCs is in the tent, though there is also a 
  65% chance that the person is sleeping. If PCs enter carefully, making a 
  successful DC 17 Stealth check, it is possible to perform a coup de grace 
  or pass unnoticed. If a performer is awake or awakened, they immediately 
  scream out that intruders are present and attacks.
  Each tent contains a pair of bedrolls laid out on the floor with a 
  footlocker set in front of it. These wooden footlockers are unlocked. See 
  “Footlocker Contents” to determine what the PCs find.
  CF 4: Stage Manager’s Tent (CR 4)
  This tent — just as brightly colored, but larger than the oth-
  er tents surrounding the performer’s camp — has a red pen-
  nant flying from its crest. It is easily large enough to house 
  half a dozen people. Light streams out onto the sandy edges 
  of the Stoneheart River from a large, open flap.
  Like the regular performer’s tents, PCs who are careful in their attempts 
  to cut the canvas of the stage manager’s tent can slip in through such a tear 
  (DC 17 Stealth check to succeed). However, because of the interior light 
  and its open flap, it is far more difficult to remain unnoticed once inside. 
  Between their closeness to the campfire and the long shadow their passage 
  would cast, PC may attempt a DC 20 Stealth check to remain unnoticed. 
  A single failed attempt immediately reveals their presence. The interior 
  light comes from a small lantern sitting on a footlocker at the edge of the 
  stage manager’s bed.
  Footlockers, large wooden chests, a full-sized wardrobe, and an array 
  of props used in the performances put on by The Fool’s Entourage pack 
  the interior of this tent. Any PCs who casually root through the tent find 
  items similar to what can be found in the normal performer’s tents. What 
  they do not realize is that the stage manager has a secret storage chest 
  buried in the sandy ground beneath a large rug set in the center of the floor 
  (discovered with a successful DC 20 Perception check). His cot sits atop 
  the rug. Moving the rug and digging up the tent is no easy task, however.
  The footlocker is locked and trapped. The stage manager has the key. 
  Any attempt to open the chest, after the lock has been disabled, activates 
  the trap — a simple poison needle trap coated in a reagent that, while not 
  deadly, does inflict horrible pain on its victim. Those who fail their DC 14 
  Fortitude save to resist its effects suffer 1d6 points of damage and scream 
  out in agony as a violent, white-hot pain shoots through their body. For the 
  next 1d4 rounds, they are blinded by this pain and unable to act.
  Inside the stage master’s chest are a copy of his journal, several sets 
  of very fine clothing, a bright red high-collared cloak that functions as a 
  cloak of protection +1, a potion of cure light wounds in an old wine bottle, 
  and the stage manager’s personal weapon —a gentleman’s walking cane 
  that is a +1 club. A small journal in the bottom also reveals Asmarisa’s 
  nefarious plot (see Handout 1).
  POISON NEEDLE TRAP 
  CR 4 
  XP 1,200 
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset automatic reset 
  Effect Atk +15 melee (1 plus Galera’s toxic touch poison)
  GALERA’S TOXIC TOUCH 
  Type poison (injury); save Fort DC 14; frequency 1/round; ini-
  tial effect 1d6 points of damage; secondary effect blindness 
  and paralysis for 1d4 rounds; cure 2 consecutive saves
   
  Footlocker Contents
  The footlockers of The Fool’s Entourage contain 5d10 sp and 
  a collection of 1d3 random items determined by rolling 1d12 and 
  consulting the chart below:
  1d12
  Result
  1
  A set of stage clothes.
  2
  A small makeup kit.
  3
  A set of loaded dice.
  4
  A bottle of cheap wine.
  5
  A stage dagger with a collapsible blade (it 
  inflicts no damage in combat).
  6
  A collection of ragged beggar’s clothes 
  with half a dozen hidden pockets.
  7
  A stage sword with blunted edges (–1 to all 
  attack rolls due to improper balance, inflicts 
  1d4 points of damage in combat).
  8
  A heckler’s recorder (1 only; see New Magic 
  Items).
  9
  A reinforced mask of tragedy. If worn in 
  combat, it protects the face.
  10
  An electric slide whistle (1 only; see New 
  Magic Items).
  11
  A longsword that appears to be nothing 
  more than a cheap wooden prop, but can 
  actually serve as a well-balanced club if 
  wielded in combat.
  12
  A large pouch containing 22 sp.
  
  10
  Bard's Gate
  CF 5: Asmarisa’s Tent  
  (CR Varies, 2+)
  This large and lavish tent is easily twice the size of any of 
  the others. Silk cloth the color of blood is dusted with silver. 
  It looks to be more appropriate for traveling royalty than 
  any performer. Its entrance is large enough for two to walk 
  abreast and, judging from the size, it could probably sleep 
  a dozen or more travelers quite comfortably. Two wooden 
  poles hold up the entry flap as an awning. Inside, you can see 
  it is finely decorated.
  Because it is so close to CF 6: The Firepit, getting into Asmarisa’s 
  tent is no easy task, requiring a DC 22 Stealth check, and nosing about 
  likely draws attention. It is lavishly furnished with finery of all manner. A 
  small table is set with a silver dinner set and a large bed with silk sheets 
  is in the far corner. Opposite this corner is a small stone altar carved with 
  demonic symbols and covered with the tools and trappings of demonology. 
  Standing on one side of this altar is a quasit named Marlowe.
  When the PCs first enter the chamber, Marlowe is standing still and is 
  likely to be mistaken for a statue. It requires a DC 12 Perception check 
  to even notice the “Marlowe statue” amongst the trapping of the tent, and 
  another DC 18 Perception check to notice it is “alive”. If the PCs discover 
  him, Marlowe does everything in his power to flee, flying immediately to 
  alert Asmarisa that her plans have been discovered. He does not attempt 
  to engage them in combat.
  The altar has a hidden compartment that can be discovered with a 
  successful DC 18 Perception check. Unfortunately, this secret door is 
  trapped with a glyph of warding, and spouts a gout of fire whenever 
  anyone other than Asmarisa touches it. What’s more, the flame is large 
  enough to alert anyone outside the tent to the presence of the PCs, and 
  sets the tent on fire. 
  Once the tent is on fire, the flames spread quickly. On the first round, the 
  fire burns the tent behind and beside the altar, but inflicts no damage. On 
  the second round, any PC standing next to the altar must make a DC 13 
  Fortitude save or suffer 1d3 points of damage as the flames spread. On the 
  third round, the tent is so engulfed in fire that anyone inside suffers 1d3 
  points of damage. This damage continues for 10 rounds until the entire 
  tent has burnt to nothing.
  Inside the hidden compartment are a sapphire (250 gp), a pair of silk 
  gloves stitched with pearls (150 gp), a ruby studded domino mask (400 
  gp), and a concealable bodice dagger that functions as a +1 dagger.
  GLYPH OF WARDING (BLAST) TRAP 
  CR 4 
  XP 1,200 
  Type magical; Perception DC 28; Disable Device DC 28
   
  Trigger spell; Reset none 
  Effect spell effect (glyph of warding [blast], CL 5th, 2d8 fire, 
  DC 15 Reflex save half damage); multiple targets (all targets 
  within 5 ft.); additional damage (catches tent on fire)
  MARLOWE, QUASIT 
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary “Demon, 
  Quasit”)
   
  Remove DR due to Asmarisa’s ring of demonic deception.
  CF 6: Firepit (CR Varies, 2+)
  Gathered around a roaring bonfire are a dozen or more 
  men and women in varying states of drunkenness. They are 
  laughing, singing, and generally having a grand time. Every 
  few moments one of them cries out “For Asmarisa!” and they 
  all raise their glasses before taking a drink. After a minute or 
  two, one of them climbs atop a large footlocker and calls for 
  order. He is better dressed than the other members of The 
  Entourage, with a fine doublet, a broad baldric, and an over-
  size top hat. When he smiles, the dark edges of his lips accen-
  tuate his perfectly kept van dyke.
  “Tonight, my fellow Fools! Tonight! Before the rising of 
  the sun, indeed at the very stroke of midnight, all of Bard’s 
  Gate shall bow before our beloved Lady Asmarisa and we 
  shall be the rulers of this wretched city! As we speak, As-
  marisa is preparing the final components of the ritual at The 
  Motley!”
  “They call it King’s Bridge for a reason, eh lads! Soon our 
  lady Asmarisa will climb atop the Auditorium and lay her 
  enchantment upon the great idol at its peak! One song from 
  its silver strings, and everyone in this city will be hers — and 
  ours — to command! So raise your glasses to the Fools who 
  became Kings!”
  The crowd erupts with a raucous cheer and tilts back their 
  drinks, pleased to know the vile schemes of their beloved 
  queen will come to pass all too soon.
  In their drunken revelry, The Fools have revealed Asmarisa’s plan to the 
  unseen PCs. Unfortunately, being close enough to hear their madness is 
  a dangerous thing. Each round, even if the PCs remain stealthy, there is a 
  cumulative 10% chance that they are discovered. The speech giver is the 
  stage manager Kit Phillips. If Kit or any of the others notice the PCs, they 
  immediately draw weapons and make every possible effort to slay the 
  PCs. Unfortunately, they are all mildly intoxicated and suffer a –1 penalty 
  to all their attack rolls.
  The PCs may stand and fight, or they may decide to fall back to the 
  stone tunnels that led them to the performer’s camp. This is not the only 
  means of escape, however. If the PCs draw far enough away, they could 
  Oops!
  This scene requires delicacy and stealth on the part of the PCs, 
  and any experienced GM knows that this is not often gamers’ strong 
  suit. Many players often prefer to charge in, swords swinging and 
  spells flying. Such recklessness prevents them from discovering the 
  secret truth behind The Entourage. Clever GMs can keep the PCs 
  on the right path by making slight changes to the adventure as it is 
  written. Here are two examples:
  Example 1: If the PCs accidentally reveal themselves to The 
  Fools before discovering the journal of Kit Phillips or before 
  hearing his speech, the performers attempt to kill them. During the 
  battle, the PCs see that one of these men is carrying a note, which 
  the GM should highlight to the players. He clutches this note in 
  one hand as he charges into battle — having been reading it when 
  the PCs were discovered. The PCs can recover it, and the GM can 
  provide them with Handout 1 instead of providing it to them when 
  they discover the stage manager’s journal.
  Example 2: If the performers drive the PCs away or force them 
  to flee down the stone passage, the GM can move right to Part 
  Three: All the Gate’s a Stage, though the GM is encouraged to 
  make sure the performers who discovered them continue their 
  pursuit, thus adding to the chaos of the final part of the adventure
  
  11
  The Riot Act
  attempt to dive into the cold evening waters of the Stoneheart River and 
  swim away, though the members of The Entourage likely try to follow 
  them along the riverbank.
  KIT PHILLIPS 
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game GameMastery Guide 
  “Wanderer”)
  THE FOOL’S ENTOURAGE (12) 
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game NPC Codex “Street 
  Performer”)
  Act Three:  
  All the Gate’s a Stage
  With the terrible truth of Lady Asmarisa’s plan revealed, the PCs must 
  hurry to stop her before she can bring all of Bard’s Gate under her spell. 
  Rushing back to The Motley, they must climb to the roof of the theater and 
  leap from rooftop to rooftop in a tense chase with Lady Asmarisa and a 
  handful of her bodyguards as the rioting populous swells below — eager 
  to protect their newly crowned goddess.
  The Motley (CR 5)
  Read the following if the PCs flee back down the stone tunnel to The 
  Motley. Change details as needed to fit the situation. If PCs fought The 
  Fool’s Entourage under the Lyre Bridge, for example, they may not be 
  in full flight as they return. If they departed the camp in some other way, 
  you’ll also need to adjust accordingly. 
  Fleeing the encampment of The Fool’s Entourage, you and 
  your allies rush back down the stone passage and into The 
  Motley. You emerge from the hidden passage and into the 
  orchestra pit to hear cries of alarm! Above and behind you, 
  the curtains that separate the stage and backstage areas have 
  been pulled away. Several of the performers are there, weap-
  ons drawn as if waiting.
  In the long shadows against the rear wall of the backstage 
  area is a ladder that undoubtedly ascends to the roof of the 
  theater. Holding onto its highest rungs is Lady Asmarisa her-
  self. Cascading hair the color of blood and glowing, infernal 
  emerald eyes give her a deadly, exotic beauty. To your sur-
  prise, she smiles and blows a kiss to you and your friends. 
  “Farewell, my devoted fans. You can die knowing that your 
  spilled blood pleases me to no end.”
  She motions for her men to dispatch you and ascends the 
  last few rungs of the ladder, vanishing to the roof above.
  Five members of The Fool’s Entourage are here and immediately 
  attack the PCs, using the high ground to their advantage. While they are 
  attacking PCs still in the orchestra pit, they receive a +1 bonus to melee 
  attack rolls. PCs who take the time to move out of the pit and into the 
  aisles or onto the stage suffer no such penalty.
  Two of the attackers move to protect the ladder by which Asmarisa 
  escaped, throwing daggers at the most dangerous targets while the other 
  three thugs engage the PCs in melee.
  THE FOOL’S ENTOURAGE (5) 
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game NPC Codex “Street 
  Performer”)
  To the Roof! (CR Varies)
  As if the forces of nature or the gods themselves were accen-
  tuating your pursuit of Lady Asmarisa, you open the hatch to 
  the roof of The Motley to a crack of thunder, a flash of lightning 
  and a sudden rainstorm. The wooden roof itself has a flat cen-
  ter and slopes gently down on each side. Just as you get to your 
  feet, you see Lady Asmarisa leaping from the northern edge of 
  the roof, easily clearing the distance of the street below and 
  scrambling across the adjacent building. She’s moving with 
  amazing speed and grace, charging from rooftop to rooftop in 
  hopes of reaching the Auditorium of the Silver Harp.
  Even through the storm and amid this chaos, you are 
  shocked to see the evening streets of Central Island flooded 
  with citizens. Locals milling about in a stupor fill the alleys, 
  roads and plazas. A low moan comes from crowd, a sluggish 
  song of worship: “Asmarisa. Asmarisa. Asmarisa.” Already, 
  she is beginning to bring the city under her control...
  This encounter has multiple aspects. As the PCs pursue Asmarisa to the 
  roof of the Auditorium of the Silver Harp, they face several threats along 
  the way. These include: 
  • Dangerous jumps between various buildings.
  • Using clotheslines and banners that run between some buildings to 
  shimmy longer distances.
  • Marlowe, Asmarisa’s quasit companion. 
  • The rioting crowd hurling things from the streets below. 
  • The rain-slicked roofs of the city.
  • Facing off against Asmarisa herself. 
  Rooftop Chase
  1 square = 200 ft.
  N
  
  12
  Bard's Gate
  The GM is encouraged to remove the rain-slicked roofs or the encounter 
  with Marlowe if the party is already in rough shape, but the plethora of 
  threats is designed to ratchet up the tension and keep them going from 
  danger to danger as they struggle to save the city. Each aspect of this 
  encounter is detailed below.
  Always with the Greatest of Ease
  Whenever the PCs come to the edge of a roof, they can leap to an 
  adjacent building. Each rooftop is 1d6 x 5 feet apart. Characters may 
  attempt Acrobatics checks to jump the distance, but as the roofs are wet, 
  they suffer a +2 penalty to the DC.
  Characters who fail the Acrobatics check plummet to the hard 
  cobblestone streets below, suffering 2d6 points of damage. Moreover, 
  throngs of local citizens under the influence of Lady Asmarisa surround 
  them and immediately attack.
  Clothesline Climbers
  Instead of leaping between rooftops, PCs may instead attempt to use 
  the clotheslines between some of the buildings to move hand-over-hand 
  across longer distances. This requires a successful DC 13 Climb check for 
  two consecutive rounds, which can slow their progress and expose them 
  to attack from Marlowe.
  Particularly reckless PCs might grab hold of one of the clotheslines, 
  cut it free and swing across the span. This is a bad idea, as the cords are 
  long enough that such a swing results in them immediately falling to the 
  cobblestone streets, suffering 2d6 points of damage.
  Demonic Interloper
  Asmarisa’s companion is her last line of protection. He is a quasit, 
  though Asmarisa’s ring of demonic deception diminishes his power. 
  He does not have the defenses normally granted a quasit, and can be 
  damaged by mundane weapons. He is a constant nuisance to the PCs, 
  flying in and out of melee range and using his claws and bite to deadly 
  effect. Additionally, he uses his cause fear effect to slow the PCs pursuit. 
  Fortunately, if the PCs slay the annoying demon, Asmarisa permanently 
  loses 15 hit points as their unholy connection is severed. If Marlowe is 
  reduced to 8 or fewer hit points, he abandons Asmarisa and flees into the 
  night as a desperate effort at self-preservation.
  MARLOWE, QUASIT 
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary “Demon, 
  Quasit”)
   
  Remove DR due to Asmarisa’s ring of demonic deception.
   
  Rioting Rabble
  Asmarisa’s enchantment grabs hold of many citizens who have seen 
  The Maiden’s Kiss. She has summoned them to the streets tonight to 
  witness her final victory and to protect her from any interlopers who 
  might attempt to stop her. If the PCs don’t plummet to the streets, they 
  can avoid the thralls attacking them directly. However, their stupor 
  builds to a fever pitch and eventually they begin to hurl whatever is at 
  hand at PCs while the heroes move across the rooftops of the Bridge 
  district in pursuit of Asmarisa.
  Once PCs reach the rooftops, one of the rioters has a cumulative 10% 
  chance per round to throw whatever is at hand at one of the PCs. After 10 
  rounds (a 100% chance that one of the rioters attacks), an additional rioter 
  attacks during each successive round thereafter. This means two rioters 
  attack on the 11th round, three on the 12th, etc.
  When the rioters attack, roll 1d6 on the Rioter Attack Table to see 
  exactly how these thralls attempt to stop the PCs.
  Rioter Attack Table
  1d6
  Result
  1
  A large rock hits a PC in the leg, inflicting 1d2 points 
  of damage.
  2
  The PC is stuck in the side by a thrown dagger and 
  suffers 1d4 points of damage.
  3
  A handful of offal hits a PC square in the face. The 
  character reeks of dung and must make a DC 12 
  Acrobatics check or risk slipping from the roof (20% 
  chance if save fails) and falling to the streets below 
  for 2d6 points of damage.
  4
  An expensive bottle of wine hits the PC (1d2 points 
  of damage), ruining both a fine vintage and the 
  character’s clothes. 
  5
  One of the deranged rioters hurls a live cat skyward! 
  The poor feline strikes the PC and immediately sinks 
  its claws into him, clinging for dear life while hissing 
  and scratching. The PC takes a single point of dam-
  age each round for the next 1d4 rounds unless they 
  spend an entire round dislodging the angry beast.
  6
  How in Bard’s Gate did they manage to throw an 
  entire halfling this high?!? A full-sized, 3-foot-tall 
  halfling comes barreling into the sky and hits one of 
  the PCs full on. The PC suffers 1d4 points of damage 
  as the halfling flails drunkenly. The PC must then 
  make a DC 15 Acrobatics check or be knocked off 
  the roof by the 50-lb. living projectile.
  ENCHANTED RIOTERS 
  CR 2 
  XP 600 
  hp 20 (Pathfinder Roleplaying Game GameMastery Guide 
  “Noble Scion”)
   
  Remove mwk longsword, shortbow and lance
  The Song of the Succubus
  You leap onto the roof of the Auditorium of the Silver Harp, 
  the temple to Oghma, so named for the massive silver harp that 
  rests atop the holy site. Asmarisa stands before this large harp, a 
  flashing blade in her hand as she is about to pluck the glittering 
  strings. She turns and gazes at you with a mirthless twinkle in 
  her jade eyes. “You’re too late! Bard’s Gate is mine and its peo-
  ple will worship me as the goddess I am! You shall be the first 
  sacrifice made in the name of Asmarisa, Succubus Queen of 
  Bard’s Gate! Indeed, I already have worshippers among you!”
  Her jade eyes suddenly darken to a blood red color, and 
  horns break from her forehead to curl in black swirls around 
  her hair. Surprisingly, she offers you a warrior’s salute with 
  her sword and takes a duelist’s stance.
  If any of the PCs failed the Will save while watching The Maiden’s Kiss 
  in the early scenes of this adventure, Asmarisa’s dormant enchantment 
  now takes hold of them. They come under the effects of the charm person 
  effect, and defend Asmarisa as if she were their beloved — including 
  defending her against their former friends!
  The ring of demonic deception that Asmarisa wears has finally fully 
  claimed her, turning her into a true succubus. She still wears the ring, 
  however, so her abilities are reduced. If slain, her physical form vanishes 
  — as does Marlowe the imp if he is still alive — both banished back to the 
  infernal planes for a century.
  Once Asmarisa is defeated, her enchantment upon the people of Bard’s 
  Gate ends. They awaken as if from a deep stupor and slowly disperse back 
  to their homes, rain soaked and confused.
  
  13
  The Riot Act
  LADY ASMARISA 
  CR 7 
  XP 3,200
  CE Medium outsider (chaotic, demon, evil, extraplanar) 
  (Pathfinder Roleplaying Game Bestiary “Demon, Succu-
  bus”)
  Init +3; Senses darkvision 60 ft., detect good; Perception +21
   
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
  hp 84 (8d10+40)
  Fort +7; Ref +9; Will +10
  Immune electricity, fire, poison; Resist acid 10, cold 10; SR 9
   
  Speed 30 ft., fly 50 ft. (average)
  Melee longsword +9/+4 (1d8+1/19–20) or 2 claws +11 
  (1d6+1)
  Special Attacks energy drain (1 level, DC 22), profane gift
  Spell-Like Abilities (CL 12th; melee touch +11):
  Constant—detect good
  At will—charm person (DC 22)
   
  Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
  Base Atk +8; CMB +11; CMD 22
  Feats Agile Maneuvers, Combat Reflexes, Iron Will, 
  Weapon Finesse
  Skills Bluff +27, Diplomacy +19, Disguise +19, Escape 
  Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, 
  Perception +21, Sense Motive +13, Stealth +14; Racial 
  Modifiers +8 Bluff, +8 Perception
  Languages Abyssal, Celestial, Common, Draconic; telepa-
  thy 100 ft., tongues
  SQ change shape (small/medium humanoid; alter self)
  Gear longsword, ring of demonic deception (New Magic 
  Items)
   
  Energy Drain (Su) A succubus drains energy from a mortal 
  she lures into an act of passion, such as a kiss. An unwilling 
  victim must be grappled before the succubus can use this 
  ability. The succubus’s kiss bestows one negative level. The 
  kiss also has the effect of a suggestion spell, asking the vic-
  tim to accept another act of passion from the succubus. 
  The victim must succeed on a DC 22 Will save to negate the 
  suggestion. The DC is 22 for the Fortitude save to remove a 
  negative level. These save DCs are Charisma-based.
  Profane Gift (Su) Once per day as a full-round action, a 
  succubus may grant a profane gift to a willing humanoid 
  creature by touching it for 1 full round. The target gains a 
  +2 profane bonus to an ability score of his choice. A single 
  creature may have no more than one profane gift from a 
  succubus at a time. As long as the profane gift persists, the 
  succubus can communicate telepathically with the target 
  across any distance (and may use her suggestion spell-like 
  ability through it). A profane gift is removed by dispel evil or 
  dispel chaos. The succubus can remove it as well as a free 
  action (causing 2d6 Charisma drain to the victim, no save).
  Concluding the Adventure
  In the aftermath of what eventually becomes known as The Maiden’s 
  Riot, the people of Bard’s Gate find their interest in theater waning for 
  quite a few months. The Lyreguard attempts to hunt down members of 
  The Fool’s Entourage and are likely to ask the characters to assist in their 
  efforts, which gives the GM the opportunity to expand the material in 
  this adventure into an extended campaign. The city puts The Motley up 
  for sale, and enterprising PCs might even try to purchase the theater — if 
  they can manage to scrounge up 10,000 gp. Their patron awards them with 
  their promised payment, and most certainly comes to them again should 
  any other troubles arise.
  If the PCs are defeated or if Asmarisa manages to play the Silver 
  Harp atop the Auditorium for five uninterrupted rounds, she brings all 
  the assembled rioters under her control. This has serious ramifications 
  for the enchanted. Asmarisa sends these poor thralls out into the district, 
  systemically causing as much chaos as possible. The PCs may find 
  themselves drawn into guerilla fights against the Succubus Queen and the 
  newly formed Fool’s Army. 
  However, such an action does not go unanswered atop the patron temple 
  of the city. Jared Strahn does not sit idly and allow this transgression 
  to continue through the evening. Jared arrives within the hour with 
  a contingent of Lyreguard to drive off or destroy Asmarisa, and works 
  tirelessly with the Brothers of Song to subdue and aid any of the enchanted 
  citizens. Being a vain tactician, Asmarisa quickly sees the writing on the 
  wall, and flees Bard’s Gate, for now. It is up to the GM to determine how 
  much chaos the rioters cause, and how long they cause it. 
  Bard’s Gate is a strong city, and while Asmarisa’s plan shows that the city 
  is vulnerable to acts of aggression, the characters and NPCs of Bard’s Gate 
  can be counted on to rally and protect the city to the best of their ability. 
  Asmarisa, extremely pleased with herself over her new transformation, 
  is an excellent long-term foe for the characters as they rise in power and 
  prestige. She can be brought back at nearly any time as a power “behind 
  the scenes”. She my back other groups to harass the characters or the city, 
  leading to no end of further adventures. 
  
  14
  Bard's Gate
  Wondrous Items
  Electric Slide Whistle
  Aura faint evocation; CL 7th
  Slot —; Price 3,305 gp; Weight 1 lb.
   
  DESCRIPTION
  This unassuming slide whistle has a unique, but odd 
  property. Once per day when played, 1d4 bolts of electric 
  energy leap from the tip of the whistle, each functioning 
  as a magic missile. Unfortunately, if used more than once 
  per day, a single such electric magic missile leaps from the 
  whistle and strikes the user.
   
  CONSTRUCTION 
  Requirements
  Craft Wondrous Item, magic missile; Cost 1,655 gp
  Heckler’s Recorder
  Aura faint abjuration; CL 3rd
  Slot —; Price 1,150 gp; Weight 1 lb.
   
  DESCRIPTION
  This appears to be a crudely crafted, almost unplayable, 
  wooden flute. However, it has the bizarre ability to interrupt 
  any musical performance with a single, discordant note that 
  cuts through all other noise. While this can make it a useful 
  but irritating signal whistle, it also allows the user to interrupt 
  or end any musical effect or harpy’s song. This sharp, off-key 
  note rings so loudly that those affected by it cannot use their 
  musical abilities for one hour afterward.
   
  CONSTRUCTION 
  Requirements
  Craft Wondrous Item, must possess bardic performance 
  (coutersong) class feature; Cost 650 gp
  Ring
  Ring of Demonic Deception
  Aura moderate abjuration and transmutation; CL 13th
  Slot ring; Price 90,000 gp; Weight —
   
  DESCRIPTION
  A single red bloodstone adorns this simple silver ring. While 
  not useful to non-planar beings, outsiders highly value and 
  seek after it. When worn by an outsider, that creature has 
  its abilities reduced. For example, damage reduction is 
  removed, spell resistance is halved, and the being cannot 
  cast any spells or use any spell-like effects that mimic a spell 
  of 3rd level or higher. Any familiars bound to an outsider 
  wearing this ring also experience these effects.
  While a huge limitation for most outsiders, it grants several 
  benefits. Any attempts to cast divination magic on them, 
  magically reveal their true nature, or otherwise discern 
  their identity reveal the outsider to be nothing more than a 
  mundane commoner. This allows the outsider to act almost 
  invisibly on the mortal plane of existence — a dangerous 
  advantage while scouting the Prime Material planes.
  Any familiars bound to an outsider wearing this ring also 
  experiences these effects.
  If worn by a mortal, the ring has a 1% chance per day of 
  turning the wearer into a demon (succubus, incubus or GM’s 
  choice). However, the ring grants the wearer the charm 
  person ability of the succubus to use at will.
   
  CONSTRUCTION 
  Requirements
  Forge Ring, creator must be an outsider, greater polymoph; 
  Cost 45,000 gp 
  New Magic Items
  
  15
  The Riot Act
  Player Handout 1
  Soon Bard’s Gate will be in the service of its new queen. Lady Asmarisa has 
  promised unimagined rewards to members of the Entourage. I shall have the 
  grandest estate in the city and a veritable army of servants and lackeys. Wine 
  will flow like blood and gold beyond counting shall be laid at my feet! I can 
  practically taste it!
  Ah, the Lady is as clever as she is beautiful. With each performance, the 
  people of this city are bent more and more to her will. Many are little more than 
  unknowing thralls, awaiting her call. And soon, that call shall sound! Indeed, at 
  the stroke of midnight!
  Already, she has departed for the Auditorium. Once she ascends to the great 
  silver harp at its crest, lays her dark enchantment upon its strings and plays her 
  song for all to hear, the city shall be hers! Or, should I say ours? Surely, she shall 
  be the queen, but I shall be her prince — loyal beyond measure, devoted beyond 
  love, and powerful beyond imagining. Bard’s Gate shall be ours — all for a 
  simple song.
  
  16
  Bard's Gate
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  System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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  material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Jonathan Tweet, Monte Cook, and Skip Williams.
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  Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. 
  Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. 
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  Skip Williams.
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  Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt 
  James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. 
  Wesley Schneider, Tork Shaw, and Russ Taylor.
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  Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
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  Reynolds, Owen K.C. Stephens, and Russ Taylor.
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  Steven Helt, Thurston Hillman, Tim Hitchcock, Mike Kallio, Rob McCreary, Jason Nelson, Tom Phillips, 
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  Shaw, Owen KC Stephens, and Russ Taylor.
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  Taylor.
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  Bard’s Gate Copyright 2006 Necromancer Games, Inc.; Authors Clark Peterson, Casey Christofferson and 
  Shane Glodoski based on original material created by Clark Peterson and Bill Webb.
  Elemental Moon Copyright 2007 Necromancer Games, Inc.; Authors: Lance Hawvermale and Andy Luke 
  Crossness.
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  Jack Barger.
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  Webb.
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  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
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  material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  cer, Greg A. Vaughan, and Kevin Wright.
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  The Lost Lands: Bard’s Gate © 2016, Frog God Games, LLC; Authors: Casey Chrisofferson, Matt Finch, 
  Skeeter Green, and Greg A. Vaughan with additional new material by James M. Spahn; Based on original 
  content from Necromancer Games.
  The Riot Act © 2016, Frog God Games, LLC; Author: James M. Spahn with additional new material by Jeff 
  Harkness and Skeeter Green; Based on original content from Frog God Games and Necromancer Games.
  
  18
  Bard's Gate
  The Riot Act
  Frog God 
  Games
  ISBN 978-1-62283-385-6
  The Riot Act is an urban adventure for 4 characters 
  averaging 2nd level, set in the city of Bard’s Gate.  
  It highlights several of the city’s locations, especially  
  those in the Bridge district. A mixture of encounters includes 
  roleplaying, investigation, dungeon crawling, stealth,  
  and combat. The adventure does not require any specific 
  classes or races, though bards and rogues may be useful given 
  the nature of their special abilities. It is assumed that the PCs 
  are sympathetic to the Lyreguard or other agencies that serve 
  the interests of Bard’s Gate — or at the very least that their 
  loyalty can be purchased for a few gold coins.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Lost Lands/Bard's Gate - The Riot Act.pdf