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. 
   
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  please visit www.wizards.com/d20 
   
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  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  events is purely coincidental. © 2006 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
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  BDK6-06 
    
   
   
   
   
   
  Never Stir the Wasp’s Nest 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
   
  by Patrick Walsh 
   
  Contributors: Eric Cooley 
  Edited by: Theo Judd 
   
   
  “Do not stir a wasp’s nest unless you wish to be stung,” says an old saying. Boss Renfus and the Free City of Stoink have 
  been stirred. Do you wish to be stung? Members of the Stoink Thieves Guild and the Grand Theocracy of Dimre are 
  encouraged to participate in this adventure. A Bandit Kingdoms Regional Adventure set in Stoink for APLs 2 to 6. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK™ 
  campaign—a 
  worldwide, ongoing D&D campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting at 
  the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to 
  do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), 
  other 
  than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such 
  as 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts) 
  or 
  the warhorse 
  of a character 
  with 
  the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s 
  animals separately. Animals with different CRs 
  are determined separately using the chart; 
  then, take the highest CR animal (or animals), 
  and add 2 (drop fractions). This result is the 
  effective character level for a mixed-CR group 
  of animals. A single PC may only bring four or 
  fewer animals of this type.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  CR 
  1 
  2 
  3 
  4 
  1/4 
  and 
  1/6 
  0 
  0 
  0 
  1 
  1/3 
  and 
  1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  Never Stir the Wasps Nest 
   
  Page 2 
  
  4. If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize 
  the level of challenge the PCs face. APLS are 
  given in even-numbered increments. If the APL of 
  your group falls on an odd number, ask them 
  before the adventure begins whether they would 
  like to play a harder or easier adventure. Based on 
  their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can 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 receives only one-half of the 
  experience points and gold for the adventure. 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. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms 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 suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that 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 
  Things are not going well in the war against the 
  Northern Alliance and Boss Renfus is angry – angry at 
  having his forces betrayed by Lord Bloodhand in the 
  Battle of Marskeer and angry at his “allies” in Dimre for 
  talking him into a “sure thing” that is collapsing as they 
  watch. 
   
  And when Renfus the Mottled gets angry, he gets 
  even. 
   
  Sharpers from the Stoink Thieves’ Guild slipped into 
  the Temple Grimacing one dark Coldeven night and put 
  everyone they could find to the knife. Unfortunately, not 
  everyone was home at the Temple that night. Missing 
  were Lord Bloodhand, the First Sealer of Fate in the 
  Temple Grimacing; his second in command, Argus 
  Fleischriver; and a minor functionary with a penchant for 
  gambling, Govannon the Apothecary – now Renfus has 
  another reason to be angry. 
   
  If found alive, Govannon will provide leads to the 
  location of Argus Fleischriver and eventually Lord 
  Bloodhand himself. Finding (and eliminating) them will 
  eliminate the possibility of an Iuzian loyalist movement 
  forming against Renfus’s rebellion. It will also go a long 
  way towards removing Renfus’ anger from whichever 
  faction brings Govannon back. 
   
  With this last thought in mind, the Stoink Thieves’ 
  Guild and representatives of the Grand Theocracy of 
  Dimre are combing through Stoink to find Govannon 
  and redeem themselves in front of Renfus. To this end, 
  they are tapping all of their resources in the city and 
  offering quick promotion within the ranks for whoever 
  brings in Govannon alive. Other factions in the city are 
  looking as well, following their own motivations… 
   
  Adventure Summary 
  Introduction: Wanted! …by Boss Renfus? 
  PC’s get to Stoink and notice two differences in the 
  wanted posters: all of the posters from the Temple 
  Grimacing are gone and they have been replaced by 
  multiple copies of a single poster, with a large bounty 
  being paid by Boss Renfus. 
   
  Encounter One: The Calling in of Favors: After 
  finding lodgings, the PCs will be contacted by 
  metaorganizations they belong to or have the favor of, 
  Never Stir the Wasps Nest 
   
  Page 3 
  
  requesting the PCs track down Govannon. Some will 
  warn the PCs that Govannon the Apothecary is a priest of 
  the Old One, some will not. 
   
  Encounter Two: The Hunt: The PCs track down 
  various rumors and clues to Govannon’s location. The 
  clues lead to an acquaintance of Govannon, a Ralishazite 
  priest who operates out of the All or Nothing, a gambling 
  house next to the popular tavern known as the Double 
  Dagger. If they fail to put the clues together, a moonrat, 
  who wants Govannon removed from the tunnels, will tip 
  the PCs to his location. 
   
  Encounter Three: Into the Cups: The PCs enter All 
  or Nothing to gain access to the tunnels underneath. The 
  two available entrances are through the basement or an 
  upstairs back room. They should be able to sneak or talk 
  their way in. 
   
  Encounter Four: The Hidden Paw of Fate: This 
  encounter is optional. If the PCs are failing to solve the 
  logic puzzle, one of them will be contacted by a faction of 
  moonrats that want Govannon removed from the tunnels 
  under All or Nothing. They will offer up Govannon’s 
  location in exchange for complete silence about the deal. 
   
  Encounter Five: The Tunnels of Ralishaz: The PCs 
  work their way through the tunnels looking for 
  Govannon. This will mostly be a small number of traps 
  and dungeon hazards for the PCs to get past. 
   
  Encounter Six: Showdown with a Wanted Man: 
  Eventually the PCs end up at the cavern the Ralishazites 
  have converted to a hiding place. Govannon has used his 
  powers to bring some of the undead in the tunnels under 
  his control (types based on APL – skeletons or ghouls 
  most likely). He will resist being captured. 
   
  Encounter Seven: Stoink Standoff! Exiting the 
  tunnels, the PCs find that while All or Nothing has been 
  emptied of patrons, it is full of people. The Stoink 
  Thieves’ Guild arrived while the PCs were in the tunnels 
  and were in the process of confronting the Ralishazites 
  when the PCs surface. Negotiations should then take 
  place – no one group can take the other two and the 
  longer they wait, the greater chance more bounty 
  hunters will show. Eventually the PCs can negotiate a 
  three-way split of the take to seal the deal and the player 
  characters can take Govannon to collect the bounty. 
   
  Encounter Eight: The Lowdrend Monologue: 
  Assuming the PCs survive the Stoink Standoff, they 
  deliver Govannon to Renfus’s “palace” via a cart with the 
  Stoink Thieves’ Guild running interference and a junior 
  priest of Ralishaz riding shotgun to keep other bounty 
  hunters at bay. Lowdrend will accept delivery, pay the 
  PCs the bounty, and suggest they keep quiet about the 
  whole thing. A representative of the STG and the priest 
  of Ralishaz will take their respective cuts of the bounty 
  and leave (taking the cart with them) leaving the PCs to 
  walk the length of Stoink, with a noisy bag of money, to 
  get back to the “safety” of the Double Dagger. 
  Preparation for Play 
  Before play begins, find out which meta-organizations 
  the PCs belong to or have the favor of. Make special note 
  of anyone having affiliations with the following groups: 
  • 
  The Stoink Thieves’ Guild 
  • 
  Grand Theocracy of Dimre 
  • 
  The Red Planks 
  • 
  The Northern Alliance 
   
  If none of the player characters are affiliated with any of 
  the above meta-organizations, make note of which 
  characters are rogues or are described in a way to look 
  like rogues (which should cover many PCs in the Bandit 
  Kingdoms). 
  Regional Warning 
  It is important to realize at all times that the Bandit 
  Kingdoms are under the control of Iuz, the Old One, 
  a chaotic, evil deity who revels in torture, depravity 
  and trickery. Government officials tend to imitate 
  many of the attributes of their dread lord. Things that 
  you might take for granted in other lands, such as 
  freedom of worship and the rule of law, are not 
  valued by the rulers of the Combination of Free 
  Lords. You may be able to strike at Iuz, but seldom 
  can you strike at him overtly without paying the final 
  price. Be warned, life is short for those who openly 
  defy Old Wicked. 
  Introduction 
  Stoink! Home of pickpockets, cutpurses, and 
  scoundrels. After paying the usual assortment of 
  bribes, hush-money, extortions, and intimidations 
  you make your way through the city, cautiously 
  checking the wanted posters to see if… That’s odd, all 
  the usual posters are gone. Instead there are multiple 
  copies of a single poster listing an impressive bounty 
  for one man. 
   
  As you move in a little closer you get to the 
  details. The poster claims one Govannon the 
  Apothecary is very dangerous and is suspected of 
  treason. Additionally, he is wanted for questioning by 
  the Boss of Stoink, Renfus the Mottled, not by the 
  Temple Grimacing. Very unusual. 
   
  Not wanting to be picked as an easy mark by any 
  thieves, you move on to find lodgings, as several 
  obvious questions present themselves. Where are all 
  the other posters for the those wanted by the Church 
  of Iuz? What did this Govannon do? What’s really 
  going on here? 
  Never Stir the Wasps Nest 
   
  Page 4 
  
   
  Who stirred the Wasp’s Nest? 
   
  Bounty Specifics: 
  This information can be readily learned from a DC 15 
  Gather Information check. 
  • 
  Govannon is wanted for treason. 
  • 
  The reward is posted by Boss Renfus. 
  • 
  Govannon is wanted alive and able to talk. 
  • 
  The bounty can be claimed by delivering Govannon 
  to Lowdrend (Boss Renfus’s magical advisor) at the 
  palace. 
  • 
  Reward value at APL2: 6,200gp 
  • 
  Reward value at APL4: 8,200gp 
  • 
  Reward value at APL6: 8,000gp 
   
  Rumors 
  This is easy information that the PCs can pick up from 
  almost anyone in the city. You can roleplay it out or give 
  one bullet worth of information for each successful DC 
  15 Gather Information check. 
  • 
  Last week the priests at the Stoink Temple 
  Grimacing all suffered a fatal case of “Dagger-in-the-
  Back”. 
  • 
  Two days later, all the other bounty posters were 
  pulled down and the Govannon posters went up. 
  • 
  Bounty hunters have been thick as flies recently, but 
  there have been no reliable sightings of Govannon 
  since last week. 
  • 
  The war against the Northern Alliance might not be 
  going very well since the loss at Marskeer. 
  • 
  Govannon wasn’t really an apothecary; at least he 
  had no public shop. 
   
  Refer to Encounter Two: The Hunt, for what information 
  the PCs might know based on a Knowledge (Local – Iuz 
  Border States) check.  
  Encounter One: The Calling in 
  of Favors 
  Encounters: 
  Representatives of the meta-organizations below will 
  contact individual PCs belonging to that meta-
  organization. If none apply, a member of the Stoink 
  Thieves’ Guild will contact a likely PC (see None of the 
  Above further down). These are all roleplay only 
  encounters. 
   
  The Stoink Thieves’ Guild: 
  Any PCs that belong to the Stoink Thieves’ Guild meta-
  organization or has influence with them will be 
  approached by a representative of the organization. Read 
  the following like a mobster with a Philadelphia accent. 
   
  “Greetings. You may have heard that Govannon the 
  Apothecary is a very valuable commodity right now. 
  We need him found to amend an…oversight… on 
  the organization’s part that has angered the Boss. If 
  you and your “associates” find Govannon, turn him 
  over to the Boss’s pet wizard, Lowdrend, at the Palace 
  and tell the spellchucker that this is compliments of 
  the Guild. Doing this favor will help us with the Boss. 
  In return for helping us, we’ll help you – we’ll 
  advance you within the organization and waive the 
  standard requirements. Do we understand each other? 
  Do we have a deal?” 
   
  To claim this boon, all the PC has to do is tell Lowdrend 
  that they are turning Govannon over in the name of the 
  STG when they turn him over. They can claim the reward 
  themselves, minus 10% for the Guild of course. If the PC 
  accepts: 
   
  “Excellent! Stick with us, kid. It’ll be luc-ra-tive. Now 
  get a move on!” 
   
  The Grand Theocracy of Dimre 
  Any PCs that belong to this meta-organization will be 
  approached by a representative of the organization 
  shortly after arrival. Think of a sincere evangelical when 
  portraying this character. 
   
  “In the name of the Ebongleam, greetings to you, 
  friend. As you may have heard, our efforts against the 
  evil that is the Northern Alliance has yet to achieve 
  the full glory that Pholtus promises to all who follow 
  his Light. In this time of Darkness before the coming 
  of the Light, our erstwhile ally, Renfus the Mottled, is 
  wavering in his faith in we, the Faithful. As a result, if 
  we were to find this Govannon the Apothecary, a vile 
  follower of Old Boney, it would surely boost his 
  confidence in the Faith and the surety of our eventual 
  victory. If you and your compatriots would find this 
  lost soul and turn him over to Renfus’ wizard 
  Lowdrend, informing the wizard you do so as a 
  representative of the Ebongleam, the Church will 
  advance you within the hierarchy in recognition of 
  your great works. Will you take on this important 
  mission for the Church?” 
   
  To claim this boon, all the PC has to do is tell Lowdrend 
  that they are turning Govannon over in the name of the 
  Grand Theocracy of Dimre when they turn him over. 
  They 
  can 
  claim 
  the 
  reward 
  themselves. 
  The 
  Never Stir the Wasps Nest 
   
  Page 5 
  
  representative of the Church knows that Govannon is a 
  low level cleric of Iuz and will provide this information if 
  asked. If the PC accepts: 
   
  “Praise be to the Light! Truly, Pholtus’ light shines 
  upon you. Walk with the light in all the dark places 
  you must go. And please hurry, other factions are also 
  looking for him.” 
   
  The Red Planks 
  Any PCs that belong to the Red Planks meta-organization 
  or has influence with them will be approached by a 
  representative of the organization who will slip a message 
  into the PCs pocket. 
   
  While going about your business, a cloaked and 
  hooded woman passes you in a crowded place. In 
  doing so, she bumps into you and then continues on 
  swiftly without looking back. Rapidly checking your 
  person to see if anything is missing, you find a small 
  piece of paper in one of your pockets. When you look 
  back up to find her, she is gone. 
   
  See Player Handout #1 for the text of the note. 
   
  The Northern Alliance 
  In the unlikely event that one of the PCs is a citizen of 
  the Northern Alliance, they will be contacted by a 
  heavily disguised spy that serves the Alliance. 
  (Remember: Citizens of the Northern Alliance have a -4 
  Circumstance bonus to their Disguise check against 
  officials from the Northern Alliance.) 
   
  Speak in hushed, detached tones when reading the 
  following, never making direct eye contact. 
   
  “Govannon will lead Renfus to his surviving 
  superiors. This would be against the long term 
  interests of the Alliance. Make sure Govannon does 
  not talk, but don’t get caught doing it. Time is of the 
  essence. Do this and your citizenship will not become 
  a topic of conversation – a thing to be avoided during 
  a war, no?” 
   
  To be clear, the PC is being blackmailed into doing dirty 
  work for a Northern Alliance spy. If the PC is tasked with 
  this mission and Govannon lives to talk, Lifestyle costs 
  for the PC will quadruple for this adventure to a 
  minimum of 48 gp (even if the PC pays no upkeep) as 
  word gets out that they are a Northern Alliance spy and 
  the PC has to pay many bribes to stay hidden. 
   
  None of the Above 
  If none of the PCs belong to any of the meta-
  organizations above, they will be contacted by a dapper 
  Oeridian man with a bit of an accent after they have had 
  time to ask around about what is going on (that is, make 
  Gather Information checks). 
   
  He will introduce himself as Gremian Ironknife and 
  explain that he belongs to a guild of “Family Men” (the 
  Stoink Thieves Guild) and understands that the PCs have 
  shown some interest in Govannon. His organization is 
  respected in the city, but needs Govannon turned over to 
  Boss Renfus on their behalf to smooth over an “oversight” 
  on some work they did for the Boss last week. 
   
  If the adventurers would find Govannon and turn 
  him over on behalf of the Stoink Thieves Guild, the Guild 
  will let them claim the reward, plus would owe them a 
  “big favor”. However, there are Guild teams also looking 
  for Govannon in order to bring that money directly into 
  the Guild’s coffers. So if the adventurers want to get the 
  money, they should move quickly. 
  Encounter Two: The Hunt 
  Investigation 
  This part should include asking around (use of skills like 
  Gather Information or Knowledge: (Local-Iuz Border 
  States)) and following up the leads to solve the logic 
  puzzle. Here is what can be learned through 
  investigations. 
   
  Knowledge (Local – Iuz Border States) 
  A PC may attempt a single Knowledge (local) check to 
  learn the following about the current situation (results 
  are cumulative): 
  • 
  DC 10: With Renfus after him, Govannon cannot go 
  to the Stoink Thieves’ Guild for help. 
  • 
  DC 15: “Reputable” places in the city will not hide 
  Govannon, fearing to cross Renfus. 
  • 
  DC 18: There are places in Stoink that will hide 
  anyone for a fee, some better known than others. 
  The Double Dagger is one such place that is rumored 
  to offer this service. 
  • 
  DC 20: Govannon was a minor functionary at the 
  Temple Grimacing in Stoink. 
  • 
  DC 25: Factions in Stoink are generally anti-Iuz, but 
  not all of them are pro-Renfus. 
   
  Gather Information (In general) 
  A PC may spend 1d4+1 hours asking around the city 
  about Govannon (PH, p74). Award a +2 circumstance 
  bonus for every 10gp spent to a maximum of +10. 
  • 
  DC 10: The Stoink Thieves’ Guild is hunting 
  Govannon, as is every bounty hunter in the city. 
  Never Stir the Wasps Nest 
   
  Page 6 
  
  • 
  DC 15: Govannon worked at the Temple Grimacing. 
  • 
  DC 18: Govannon is known to be a gambler. 
  • 
  DC 20: Scrying of any sort has failed to find 
  Govannon’s location. 
  • 
  DC 25: Govannon favored playing dragon chess for 
  money. 
   
  Gather Information (In gambling dens) 
  A PC must spend 1d4+1 hours asking around gambling 
  dens about Govannon (PH, p74) to gain the following 
  information. Award a +2 circumstance bonus for every 
  10gp spent to a maximum of +10. 
  • 
  DC 10: Govannon liked to gamble on his days off. 
  He was OK at it. 
  • 
  DC 13: Govannon was part of the Temple Grimacing. 
  • 
  DC 15: Govannon favored playing Dragon chess for 
  money over any other form of gambling, if an 
  opponent was available. 
  • 
  DC 18: Govannon favored three places to gamble: 
  the Double Dagger, the Horn and Haunch, and the 
  All or Nothing. 
  • 
  DC 20: The Double Dagger is associated with the 
  Stoink Thieves’ Guild. 
   
  The Double Dagger and All or Nothing are next door to 
  each other and found just outside the Towergate. The 
  Horn and Haunch is inside the city, on the corner of 
  Brick Road and Stoat Street, near the old brickworks. An 
  additional DC 15 Knowledge (Local – Iuz Border States) 
  check will provide the information that the All or 
  Nothing also doubles as a shrine to Ralishaz, God of 
  Chance, Ill Luck, Misfortune, and Insanity. 
  If the PCs Go to the Horn and Haunch 
  Due to the large bounty on Govannon (and the complete 
  lack of any other bounties in the city right now), the 
  Horn and Haunch has some bounty hunters staking the 
  place out. These are higher quality bounty hunters than 
  those at the Double Dagger and blend in better: buying 
  enough drinks and food to keep the staff happy, 
  gambling at the tables to fit in, and so forth. 
   
  At the corner of Stoat Street and Brick Road, The 
  Horn and Haunch is a two story brick building 
  showing signs of occasional patching and is flanked 
  by a spice merchant’s shop on one side and a tailor’s 
  shop on the other. The sign out front shows a hunting 
  horn with an animal’s hind quarter roasting on a spit 
  underneath. The sounds of a lively tavern can be 
  heard through the open windows on the ground 
  floor. 
   
  Inside you find a good-sized crowd enjoying their 
  drinks and the welcoming smells of alcohol and food. 
  While the long tables in the center of the room are 
  clearly for drinking and eating, the tables on the 
  outer walls are currently hosting a variety of games of 
  chance. 
   
  Any PC making a DC 18 Spot check will notice a handful 
  of individuals in the room pause for a moment in 
  whatever they are doing to take note of the PCs and give 
  them a quick but thorough once over before going back 
  to their activities. These are the higher quality bounty 
  hunters waiting here to see if Govannon appears. None of 
  them are associated with any of the others, but none are 
  bitter rivals either. They will not approach the PCs nor 
  discuss bounty hunting unless the PCs use Diplomacy to 
  make them Helpful (they start out Indifferent). Fifty to a 
  hundred gold pieces will greatly assist in this (Friendly 
  for 50, automatically Helpful for 100). 
   
  The bounty hunters here all know the following: 
  • 
  Govannon was a gambler who preferred Dragon 
  chess. 
  • 
  The Horn and Haunch was one of his preferred 
  gambling establishments. 
  • 
  Govannon occasionally gambled with another man 
  who wore the symbol of Ralishaz. This man creeped 
  out the serving staff here. 
   
  Govannon will not be appearing here and eventually the 
  PCs will have to move on. 
  If the PCs Go to the Double Dagger 
  Due to the large bounty on Govannon (and the complete 
  lack of any other bounties in the city right now), most of 
  the disreputable locations in Stoink where someone 
  could go to hide are currently staked out by crowds of 
  bounty hunters. It is known that the Double Dagger is a 
  place where people can go to disappear (or make other 
  people disappear), so it is currently full of low-end 
  bounty hunters. 
   
  Just outside the Towergate is the Double Dagger, a 
  ramshackle building that is either built entirely out of 
  old packing crates or just buried under them. The 
  sign over the entrance shows a dead dwarf stabbed in 
  the back while thieves are drinking from a tankard 
  and holding his coin purse. The outside is covered in 
  graffiti that includes praises to Iuz, wardings to keep 
  away the bad luck of Ralishaz, and invitations to the 
  charms of Myrhiss. 
   
  Just outside the front door a hulking eight foot 
  tall brute with a disgusted look on his face sits on a 
  somewhat crushed crate, holding an oversized 
  tankard. He looks at you a moment, sizing you up, 
  before snorting and going back to his drink. 
  Never Stir the Wasps Nest 
   
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  As you step inside, the entire establishment falls 
  silent and every patron in the house turns to stare at 
  you. Almost as one they all turn slightly to look at the 
  large bounty poster of Govannon nailed to the wall 
  beside the entrance, reminding themselves what 
  Govannon looks like, and then turn back to look at 
  you. Hard. 
   
  After a few tense moments most of them decide 
  you’re not Govannon and go back to their 
  conversations. Most of them. The reason for the 
  bouncer’s disgusted look is suddenly apparent. 
   
  Every patron in the Double Dagger is a bounty hunter 
  nursing a cheap beer, trying to get the best spot to see 
  Govannon if he shows up, and desperately trying to NOT 
  look like a bounty hunter. These are not the brightest 
  people and don’t realize that the Double Dagger is 
  associated with the Stoink Thieves’ Guild and this is one 
  of the last places Govannon will appear. And so they are 
  biding their time, trying to be subtle, and driving away 
  the regular crowd, who have reasons to avoid bounty 
  hunters. 
   
  The gambling tables are all empty except for the card 
  dealers. The bounty hunters (all starting attitudes 
  Unfriendly) will stop their conversations if any of the 
  PCs approach and not resume them until the PC(s) move 
  away again or adjust their attitude to Friendly (not that 
  many of them know anything useful anyway). 
   
  The bar wenches, the hobgoblin bartender, and the 
  card dealers are not happy with the situation as the 
  bounty hunters are cheap and not buying much, let alone 
  gambling. As a result, they will be a bit terse with the PCs 
  unless the PCs spend more than 10 gp on drinks and tips. 
  Then the PCs will start getting preferred service over all 
  of the bounty hunters and will freely learn the following 
  information from the staff: 
  • 
  Govannon is a priest of the Old One. 
  • 
  Govannon liked to gamble and preferred dragon 
  chess. 
  • 
  There are no dragon chess games here – the pieces 
  tend to get stolen. 
  • 
  He would play three dragon ante here if he could 
  not find a dragon chess opponent at either All or 
  Nothing next door or at the Horn and Haunch in 
  town. 
  • 
  The wait staff despises the bounty hunters because 
  they are driving away the regulars and tip lousy. 
   
  It should quickly become obvious to the PCs that 
  Govannon is not here, nor will he ever be. 
  If the PCs Go to the All or Nothing 
  Go to Encounter Three: Into the Cups. 
   
  Encounter Three: Into the 
  Cups 
  There are no bounty hunters here as anyone spying on 
  the patrons of the All or Nothing tends to have very bad 
  luck, sometimes fatally so. This does not bother the 
  regular patrons at all as more bad luck for you leaves 
  more good luck for them. 
   
  Just outside the Towergate and next to the Double 
  Dagger is All or Nothing – a barely respectable 
  looking two-story building of clapboard construction 
  (not packing crates like its neighbor, the Double 
  Dagger). The sign out front shows two unusually tall 
  drinking vessels: one is overflowing with gold coins, 
  the other is on its side and contains a small spider’s 
  web. The sound of a lively crowd can be heard from 
  inside. 
   
  The spider webs in the empty cup form the outline of the 
  holy symbol of Ralishaz. A DC 20 Spot check followed by 
  a DC 20 Knowledge (Religion) check will discover this 
  for non-Ralishazites. For followers of Ralishaz, the DC 20 
  Spot check only is needed. 
   
  It is likely that the PCs will arrive here following 
  leads to Govannon. They can learn the following here 
  from the staff after buying a few rounds of drinks or 
  gambling for a while: 
  • 
  Govannon was a regular here, playing dragon chess 
  often. 
  • 
  None of the regular staff has seen Govannon in 
  about a week. 
  • 
  Govannon was here when the Temple Grimacing 
  had the unfortunate outbreak of dagger-in-the-back. 
  But by the time word reached the establishment, he 
  was not to be seen. 
   
  Govannon did play dragon chess with the owner, Mushin 
  Aydin, but never here as it would look bad for the owner 
  to win or lose against a patron. They played over at the 
  Horn and Haunch when Mushin felt it was good to do 
  so. 
   
  If the players want to have their characters gamble 
  here, remember that virtually everyone in this 
  establishment has a minimum of 4 ranks in Profession 
  (gambler). 
   
  After spending some time interacting with the 
  patrons and learning all they are likely to, move to 
  Encounter Four. It should be evening when this happens 
  and there will be a full moon. 
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  All or Nothing Interior 
  See the map in Appendix Four. 
   
  Location 1: The Gambling Den 
  There are many gaming tables in the room and each 
  one is packed full of people. There is a wheel of 
  fortune immediately to the left of the front doors, 
  three tables of blackjack along the left wall, four 
  tables of other card games in the center, and a long 
  dicing table near the back on the right. There is a full 
  bar at the far end of the room long enough to hold 10 
  people. Sitting on three, 3-ft high platforms evenly 
  spaced around the room are the pit bosses, each with 
  an attendant bouncer standing to one side, keeping 
  an eye on the patrons. A fourth bouncer is stationed 
  to the right of the door to the street while the head 
  bouncer circulates the room, moving from one 
  bouncer station to the next. 
   
  This is the main gambling room for the All or Nothing. 
  The pit bosses are priests of Ralishaz, the head pit boss 
  being the owner and high priest, Mushin Aydin. Mushin 
  is sitting on the platform in the back corner. If the priests 
  spot any cheating (or just take a disliking to someone) 
  they will dispatch their bouncer to have the person 
  ejected. 
   
  The bar serves beer and wine from two large barrels 
  in the back wall. Orders for simple foods from the 
  kitchen can be placed here or with the serving wenches. 
   
  From noon until the sun starts going down, there are 
  on average 15 patrons in the place. During evening hours, 
  this number increases to 45 people. From dawn until 
  noon, the establishment is empty of patrons with only 
  some scullions cleaning up the place. 
   
  If the PCs attack the place, Mushin Aydin, the two 
  lesser “pit bosses” (priests of Ralishaz, Clr4 and Clr2), the 
  head bouncer (Osric Pikebreaker), the other 4 bouncers 
  (Ftr2), and all the patrons (all Com1 or War1; offered 
  “double your current bet” for defending the gambling 
  hall) will turn on the PCs and pound them unconscious. 
  The PCs will then be turned over to the Stoink City 
  Watch and thrown in jail. End of adventure. 
   
  All APLs 
  Mushin Aydin: Male human (Bakluni) Clr8; hp 51; see 
  Appendix One. 
  Lesser priests of Ralishaz: Male humans Clr4 and 
  Clr2; hp 29 and 16; see DMG 115. 
  Osric Pikebreaker: Male half-orc; Ftr6; hp 44; see 
  Appendix One. 
  Bouncers (4): Male humans Ftr2; hp 20, 19, 19, and 18; 
  see DMG 117. 
  Commoner Patron (number variable): Male or 
  female human Com1; hp 3; AC 10; Atk +1 melee 
  (1d6+1, club). 
  Off-Duty Militia Patron (number variable): Male or 
  female human War1; hp 5; AC 10; Atk +3 melee 
  (1d6+1, club). 
   
  Location 2: Wine and Beer Storage 
  This room is dark and contains barrels of moderate 
  wine and beer. Two barrels are on their sides on 
  supports with their ends jutting through the wall to 
  the back of the bar. There is a lantern hanging on the 
  wall immediately to the right of the door that can be 
  lit if light is necessary. 
   
  The third barrel down has a trap door under it (DC 15 
  Spot check) that exposes a ladder down into tunnels 
  beneath this part of Stoink. See Encounter Five. 
   
  This room is usually empty of NPCs unless one of 
  the barrels serving the bar needs to be replaced. 
   
  Location 3: The Kitchen 
  This very active room has two fire places for cooking 
  on the exterior wall, two large preparation tables in 
  the center of the room, and three large cupboards for 
  containing food stuffs. The wall to the right has 
  numerous cooking implements hanging on it. Several 
  people are rushing around preparing food and not 
  paying attention to the entryway. 
   
  From noon until midnight, the cooking staff is here 
  preparing food items for the patrons. After midnight the 
  cooks leave for the day and the night assistant takes over, 
  preparing only salted meats and fruit until 3 hours after 
  midnight, when the kitchen stops serving food. The 
  scullions sleep on the floor near the banked fires if the 
  weather is cold or in the hallway outside the kitchen if 
  the weather is warm. During this adventure, the time of 
  year is midsummer so the scullions will be sleeping in 
  hallway outside the kitchen. 
   
  All APLs 
  Cooks (2): Male and female human Exp3; hp 12 and 
  13. 
  Scullions (4): Male or female human (Flan) Com1; hp 
  4, 4, 3, 3. 
   
  Location 4: Receiving and Storage Area 
  This room has stacked crates of dry goods along one 
  wall and stacked empty beer and wine barrels in the 
  corner. The smell and sounds of cooking comes from 
  a hallway. 
   
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  The only time people are in this room is late morning 
  when supplies are being delivered or empty barrels are 
  being stacked here. The back doors are locked at night 
  (DC 20 lock), but not during the day from late morning 
  until sunset. 
   
  Location 5: Stairs Upstairs 
  These stairs lead up to the second floor. 
   
  These stairs are designed to be noisy no matter how you 
  go up them, with a locked door at the top.  
   
  The second floor contains a small shrine to Ralishaz, 
  sleeping quarters for the bouncers and the priests of 
  Ralishaz, and an office with a heavily trapped and warded 
  safe that contains the profits from the gambling hall. 
  Only Mushin Aydin knows the proper way to open the 
  safe safely. 
   
  Traps: The safe is heavily trapped. First of all, any who 
  touch the safe without saying the command word 
  (known only by Mushin) are targeted by a bestow curse 
  which gives the character a -4 penalty on all attack rolls, 
  skill checks, ability checks, and saving thows. If the lock 
  is picked or the chest physically disturbed in anyway, the 
  offender is hit with a sepia snake sigil. Finally, if the safe 
  is breached without saying the command word, a glyph 
  of warding goes off inside the safe which destroys all of 
  the papers detailing the All or Nothing’s accounts and 
  melts the gold to the floor of the safe. 
   
  All APLs (EL 7) 
  Bestow Curse Trap: see DMG 71. 
  Sepia Snake Sigil Trap: see DMG 72. 
  Glyph of Warding (Blast): CR 4 version; see DMG 72. 
  Encounter Four: The Hidden 
  Paw of Fate 
  Once the PCs have tracked Govannon to All or Nothing, 
  Fate will take a hand in the form of moonrats. The 
  moonrats use the abandoned tunnels beneath All or 
  Nothing for their own purposes and Govannon 
  experimenting with undead in the tunnels is interfering 
  with the moonrats’ plans. 
   
  To eliminate this problem without alerting the staff 
  of All or Nothing (and Mushin Aydin), the moonrats 
  have been looking for someone to do their work for 
  them. The PCs are the first likely candidates to appear. 
   
  The first evening possible after the PCs arrive at the 
  All or Nothing (this must occur at night while the moon 
  is up) a commoner will enter the casino and find the 
  most obvious adventurer-looking PC. 
   
  A commoner walks into the gambling house and, 
  after scanning the crowd, walks up to you. He hands 
  you a small scrap of folded parchment and in a 
  toneless voice says, “This is for you.” 
   
  Hand the PC Player Handout Two. 
   
  The commoner will then blink his eyes several 
  times, look around, mutter “This isn’t where I 
  was going,” and then turn and leave. 
   
  If asked, the commoner does not recognize the 
  parchment or the PC and has no idea why he is in All or 
  Nothing – he was heading home. If the PCs start hassling 
  the man inside All or Nothing, the bouncers will break it 
  up. 
   
  If/when the PCs follow the instructions on the 
  parchment, a representative of the moonrats will be 
  waiting behind the gambling house. The moonrat will get 
  the attention of any PCs that appear and draw them a 
  little further back into the shadows before discussing the 
  situation further. 
   
  Use a high pitched and somewhat sarcastic voice for 
  the moonrat. 
   
  In the alley back behind the gambling house, you 
  hear a high pitched voice clearly say, “Ahem. Squeak. 
  Squeak. Squeak, I say.” Turning to look, you see a 
  common rat starring at you. Assured it has your 
  attention, it motions for you to follow it with its paw 
  and then scampers over to a more confidential spot. 
   
  The confidential spot will have multiple rat-sized exits 
  that will allow the moonrat to escape if the PC(s) decide 
  to attack it. Once the PC(s) follow it and do not seem to 
  be about to attack it, the moonrat speaks to them. 
   
  “There is a certain human that many people seek. 
  Would I be correct in believing you seek him also?” 
   
  The rat will wait for some form of assent before 
  continuing. 
   
  “I represent a group that knows where he is and 
  wants him to be elsewhere. If you swear to remain 
  silent about all aspects of this arrangement, I will give 
  you directions to where your prey is. Will you agree 
  to this?” 
   
  The moonrat will provide the PC(s) with the following 
  answers to their questions, but will not give up the 
  location of the secret entrance to the tunnels until the 
  PC(s) swear to secrecy. 
   
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  Who are you? 
  “You may call me Mr. Squeakers, but I recommend 
  not doing that often. It makes me cranky.” 
   
  Who do you represent? 
  “I represent the Righteous Hegemony of Analytical 
  Thinkers. Tell anyone that and they will likely lock 
  you away for the rest of your life.” 
   
  How did you know I (we) are looking for him? 
  “He is protected from scrying. Those who seek him – 
  not so much.” 
   
  What do I (we) get out of this? 
  “The ability to sleep without worrying what that 
  terrible taste in your mouth is when you wake up. We 
  may even owe you a favor – IF you keep silent about 
  this.” 
   
  Aren’t you worried we’ll kill you? 
  “Young house cats can kill me. You can kill me. That 
  makes you no more dangerous than a young house cat 
  – and we can kill cats.” 
   
  Any chance we’ll get some gold out of this? 
  “What? The reward that fat madman in the palace is 
  offering isn’t enough?” 
   
  What’s in this for you? 
  “Peace of mind. A clear conscious. The quiet serenity 
  of serving the civic well-being of this city. What do 
  you care!? You have your reasons, I have mine.” 
   
  What happens if we tell others about you and our 
  agreement? 
  “They’ll think you’re deranged and lock you away. 
  Plus, you’ll spend the rest of your life wondering if 
  that’s really pepper on your food.” 
   
  If the PC(s) agree to and swear to secrecy, Mr. Squeakers 
  will pull out a small scroll that was concealed in a nearby 
  mason jar and give it to the PC(s). Hand the PCs Player 
  Handout Three. The scroll contains a sketch map of the 
  All or Nothing, showing an entrance to tunnels 
  underneath and a note saying “Take the left door when 
  you reach the basement.” While the PCs are looking over 
  the map, Mr. Squeakers will bolt down a nearby hole and 
  escape. 
   
  It should be noted that “Mr. Squeakers” is not the 
  moonrat’s real name but a cover name the moonrats use 
  when dealing with humanoids. Every moonrat contact 
  will refer to himself as Mr. Squeakers, even if female. 
  Why “Mr. Squeakers”? The moonrats know that anyone 
  claiming to be following orders from a talking rat named 
  Mr. Squeakers, a rat who belongs to an organization with 
  the acronym RHAT, will be instantly tagged as a 
  dangerous lunatic and either be locked up or put down. 
  Possibly both. 
   
  Development: The whole exchange is being observed by 
  other moonrats. If the PCs attack and kill Mr. Squeakers, 
  they will earn the Enmity of the Righteous Hegemony of 
  Analytical Thinkers (the Moon Rats of Stoink) and life in 
  Stoink will become very uncomfortable (and unsanitary). 
   
  All APLs 
  Mr. Squeakers, Moonrat: hp 1; see MM2 151 (stats 
  not relevant for this adventure). 
  Encounter Five: The Tunnels of 
  Ralishaz 
  This is a bit of a dungeon crawl, so not all of these 
  encounters will actually happen. It depends on where the 
  PCs go. The tunnels are mostly natural, but the floors 
  have been leveled and tiled with flagstones. 
  Location 1: The Ladder 
  This 10 ft. diameter circular area contains a 40 ft. 
  ladder to the surface. There is the sign of traffic 
  through this area, including carts, but nothing 
  distinct. A single tunnel heads east. 
   
  The ladder is attached to the wall and is not removable 
  without destroying it or taking a lot of time. 
  Location 2: Surplus Storage 
  The tunnel opens into a 20 ft. by 30 ft. room 
  containing various supplies needed by the gambling 
  den, but not often. There are disassembled tables, 
  stacks of stools, and stacks of cheap lumber to repair 
  the wall of the building when fights get out of hand. 
  There is a push cart to the left side of the door to 
  assist in moving things. In the far corner are two 
  doors leading out. 
   
  This room is long term storage and the stacks of stuff are 
  to the ceiling with a fine layer of dust on them. The doors 
  lead further into the tunnels and are not marked. There is 
  nothing of significant value in this room. 
  Location 3: Accounting 
  The tunnel opens to a room that forms a rough 30 ft. 
  square and has a stone floor. There are two other 
  tunnels leading out, one on the left wall and one on 
  the right. There are several locked chests that are 
  bolted to the stone floor evenly space in the room. 
  Immediately to the right side of the entrance is a 
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  Page 11 
  
  small writing table with a shelf above it containing a 
  number of books. 
   
  The chests contain the money paid for various 
  “unadvertised” services provided by the All or Nothing, 
  including storage of stolen goods until it is safe to move 
  them and hiding people that do not want to be found. 
  The chests have locks (DC 35 Open Lock check to pick) 
  and the same three magical traps described in Encounter 
  Three, Location 5. Getting into the chests is not easy and 
  will anger the Ralishazites later (who demand the goods 
  be returned), but if the PCs succeed in opening one of 
  them, they find 500 gp worth of valuables inside 
  (assuming they aren’t destroyed by the glyph of warding). 
   
  On the shelf above the writing table are the 
  accounting books for the All or Nothing, which are in 
  code. It will take 1d4+1 days and a DC 35 Decipher Script 
  check to crack the code and find evidence that the 
  Ralishazites have been involved in a number of illegal 
  ventures over the years and paying Boss Renfus a cut. 
  One of these books shows the illegal ventures that they 
  have NOT been paying Boss Renfus a cut of. These books 
  have a spell cast on them that allows Mushin Aydin to 
  know if they are removed from this room. This will earn 
  the bearer the Enmity of Mushin Aydin and bad luck will 
  plague this person until the books are returned. 
   
  The desk contains three vials of ink and four writing 
  quills. None are of any particularly fine quality. 
   
  The tunnel leading east has a trapped area in front of 
  it. 
   
  All APLs (EL 3) 
  Melf’s Acid Arrow Trap: CR 3; magic device; 
  proximity trigger (alarm); automatic reset; Atk +2 
  ranged touch; spell effect (Melf’s acid arrow, 3
  rd-level 
  wizard, 2d4 acid/round for 2 rounds); Search SC 27; 
  Disable Device DC 27. 
  Location 4: The Meat Locker 
  A secret door hides the entrance to this place, requiring a 
  DC 25 Search check to find it. Remember, searching 
  takes time. See Encounter Six: Showdown with a Wanted 
  Man. 
   
  A: Main Chamber 
  The regular door to this area has a large bronze knocker 
  on it. The door squeaks when opened unless the PCs do 
  something to stop this (such as oiling the hinges). 
   
  The chamber beyond the door contains a bookshelf 
  (full of penny dreadfuls), a reading chair, a side table, and 
  behind a partially closed curtained area a bed is visible. 
  None of the furniture is particularly valuable. 
   
  Whatever 
  APL-appropriate 
  undead 
  under 
  Govannon’s control are stationed in this room. They will 
  attack anyone other than Govannon or Mushin. 
   
  B: Dining Chamber 
  This chamber contains a dining table, four chairs, and a 
  cupboard that keeps its contents fresh. None of the 
  furniture is particularly valuable. 
   
  C: Privy 
  A simple privy. There is a washbasin on a side table as 
  well. 
  Location 5: A Bad Stretch of Tunnel 
  APL 2 
  Read the following text when the PCs get within 30 feet 
  of this location. 
   
  This stretch of tunnel is noticeably colder than the 
  rest of the tunnels – cold enough that your breath 
  starts becoming visible. 
   
  The PCs are approaching a 5 foot patch of brown mold. 
  Remember that any flame brought within 5 feet of the 
  brown mold causes it to instantly double in size. 
   
  APL 2 (EL 2) 
  Brown Mold: DMG 76. 
   
  APL 4 
  Read the following text when the PCs get within 10 feet 
  of this location. 
   
  This stony stretch of tunnel is noticeably moister 
  than the rest of the tunnels with a biting, acrid smell. 
   
  The PCs are approaching a 5 foot patch of green slime. 
  The patch is hidden in grooves on the ceiling and will 
  drip when it detects movement underneath it. Green 
  slime is bright green, wet, and sticky. 
   
  APL 4 (EL 4) 
  Green Slime: DMG 76. 
   
  APL 6 
  Read the following text when the PCs get within 30 feet 
  of this location. 
   
  The stretch of tunnel ahead is damp and floor, walls, 
  and ceiling are noticeably covered with a yellowish 
  layer of some sort. 
   
  Never Stir the Wasps Nest 
   
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  The PCs are approaching a 15 foot patch of yellow mold. 
  Remember that the mold will release spores if anyone 
  approaches within 5 feet of it and anyone within 10 feet 
  of this cloud will need to make DC 15 Fortitude saves 
  immediately and one minute later. 
   
  APL 6 (EL 6) 
  Yellow Mold: DMG p76. 
  Location 6: Uninvited Guest 
  This dark chamber has the sounds of scuttling in it as 
  you approach, but the sound stops when you get 
  close. 
   
  When the PCs reach the entrance to this room, they will 
  be attacked. This should not be a dangerous fight, but it 
  should wear them down a bit. 
   
  None of these creatures has any treasure with them 
  as this is not their lair. They were trapped here when the 
  moonrats collapsed the various tunnel leading out of this 
  area. They are ravenous and will attack immediately. 
   
  APL 2 (EL 2) 
  Choker: MM 34. 
   
  APL 4 (EL 4) 
  Centipede Swarm: MM 238. 
   
  APL 6 (EL 6) 
  Ghasts (3): MM 118. 
  Location 7: The Pool Room 
  There is a pool of clear water in the far corner of this 
  chamber and most of the walls are wet. The stone 
  floor in particular looks very slick. 
   
  Have the PCs make DC 15 Balance check to cross this 
  chamber without falling. This movement counts as 
  difficult terrain. This chamber is under one of the 
  cisterns for the city. The cistern is leaky and water slowly 
  finds its way here from there. Otherwise, this room is 
  empty. 
   
  The PCs might be paranoid about the prospect of a 
  gray ooze or something hidden in the water. Do nothing 
  to calm them. 
  Location 8: Amphitheater Rodentia 
  As you make your way to a bend in the tunnel, you 
  hear the sound of high pitched voices raised in 
  argument ahead. 
   
  When the PCs come around the final corner, they will 
  find a room full of rats arguing with each other and with 
  a rat standing on a 2 ft tall podium at the far end of the 
  room. Unless the PCs are moving silently, the rats will 
  notice the PCs at the same movement and fall silent, 
  staring at the PCs. 
   
  If the PCs made a deal with Mr. Squeakers: One of 
  the rats will walk up to the PCs and explain they went 
  through the wrong door back in the storeroom and they 
  should go back the other way. The rats will otherwise stay 
  silent and stare at the PCs until they leave. 
   
  If the PCs never met Mr. Squeakers or they 
  attacked him: One of the rats will let out a loud squeak 
  and the entire room full of rats will dart out various rat 
  holes throughout the room, emptying the room in the 
  surprise round. (If any player balks about this, tell them 
  there is no way their PC was expecting to find a room full 
  of talking rats and therefore was completely surprised. 
  Talking rats, however, always expect to see talking 
  humanoids and have escape plans for just such a 
  contingency.) 
  Location 9: Dead End 
  The tunnel is collapsed here and goes no further. 
   
  Digging will cause more of the tunnel to collapse. PCs 
  take 4d6 damage in this event (DC 15 Reflex half) from 
  having the ceiling fall on them. A DC 15 Knowledge 
  (architecture and engineering) check determines that 
  these collapses happened within the last week. 
  Encounter Six: Showdown with 
  a Wanted Man 
  Roll a d10 when the PCs enter to determine where 
  Govannon is: 
  • 
  1-5: He is sitting and reading in the main chamber. 
  • 
  6-8: He is sleeping in the curtained off area. 
  • 
  9: He is eating in the dining chamber. 
  • 
  10: He is in the privy. 
   
  What Govannon Knows 
  Govannon knows the following: 
  • 
  Only Mushin is allowed in this area, so anyone else 
  is likely a bounty hunter and should be killed. 
  • 
  The only part of the tunnels he knows is the direct 
  path here (including the trapped area in Location 3. 
  Mushin warned him not to wander and so he hasn’t. 
  This has not stopped him from summoning undead 
  to him, however. 
  • 
  The attack on the Temple Grimacing happened 
  while he was gambling at All or Nothing. 
  • 
  Mushin has shown him the wanted posters and he 
  knows they specify he has to be alive and able to 
  speak in order for the reward to be collected. This of 
  course makes him feel no more safe as Boss Renfus’ 
  Never Stir the Wasps Nest 
   
  Page 13 
  
  “questioning” is likely to include a good bit of 
  torture. 
  • 
  He suspects heavily that the attack was ordered by 
  Boss Renfus. 
   
  Tactics: Govannon the Apothecary will let the undead do 
  most of the fighting. He will cast blindness on any 
  spellcaster as soon as possible. He will gloat when his 
  undead minions are winning the fight or if the PCs are 
  just unlucky. 
   
  Govannon will fight until it looks like he is going to 
  lose and then he surrenders. He is trapped in here and is 
  hoping to escape using his invisibility spell if captured. 
   
  APL 2 (EL 5) 
  Govannon: Male human Clr4 of Iuz; see Appendix 
  One. 
  Human Warrior Skeletons (6): hp 6 each; see MM 
  226. 
  APL 4 (EL 7) 
  Govannon: Male human Clr6 of Iuz; see Appendix 
  Two. 
  Troglodyte Zombies (3): hp 29 each; see MM 266. 
  APL 6 (EL 9) 
  Govannon: Male human Clr8; see Appendix Three. 
  Ghasts (3): hp 29 each; see MM 118. 
  Encounter Seven: Stoink 
  Standoff! 
  When the PCs make their way back up out of the tunnels, 
  they will be expected. The amulet of proof against 
  detection and location (DMG 247) only works that way in 
  the chambers Govannon was staying in. Outside of that 
  area, it works as an amulet of inescapable location (DMG 
  274) and alerts Mushin Aydin that the bearer has left the 
  sanctuary and is therefore no longer under the shrine’s 
  protection. This is a safety feature to avoid having a 
  paying guest break the contract without warning the 
  shrine. 
   
  The Ralishazites will be in position around the door 
  to the wine and beer storage room (see Encounter Three, 
  Location 2), about 10 ft. back. A team from the Stoink 
  Thieves’ Guild has finally managed to track Govannon to 
  the All or Nothing and has snuck in via the back 
  entrance. They have observed the priests and bouncers 
  preparing for “their guest” to make his appearance and 
  are hidden and waiting for confirmation that the “guest” 
  is indeed Govannon. Once confirmed, they will step in to 
  try and take possession of Govannon. 
   
  If fighting breaks out, no telling who will win, but 
  most will die, especially Govannon, and no one wants 
  that (right now). After the tough fight below ground, 
  negotiations should break out. 
  Negotiations 
   
  When it becomes clear that Govannon has been 
  grabbed by the PCs, the Ralishazites will be disinclined to 
  let anyone leave with him. During any discussion that 
  happens, Reynardine and the shooters will make their 
  presence known and demand that Govannon be turned 
  over to them. 
   
  Do not make these negotiations easy. No one side 
  trusts the other two and all will insist that a 
  representative accompany the PCs on the delivery run. 
   
  If the negotiations drag out, have another team of 
  bounty hunters show up and make a play for Govannon. 
  More bounty hunters are putting the pieces together and 
  will start showing up the longer the PCs take to 
  negotiate. 
   
  Stoink Thieves’ Guild 
  These are the negotiating points for Reynardine and his 
  group: 
  • 
  Govannon must be turned in within an hour as the 
  thieves are aware other groups are now closing in on 
  Govannon’s location. 
  • 
  They get at least third of the reward for their trouble. 
  They want all of it, but Govannon being turned in is 
  slightly more important than getting all the money 
  for the thieves. 
  • 
  Reynardine goes along with the PCs for the delivery 
  and to make sure no “accidents” happen. 
  • 
  If the thieves don’t get part of the action, no one else 
  goes home alive. 
  • 
  They don’t care what Govannon wants. 
  • 
  They have a carriage out back that can get everyone 
  to the Palace quickly and safely. 
   
  Ralishazites 
  These are the negotiating points for Mushin Aydin and 
  the staff of All or Nothing. 
  • 
  Mushin does not want Renfus to get Govannon at 
  all. 
  • 
  If convinced of the necessity (by Diplomacy or a 
  good speech), Mushin will let Govannon go for at 
  least a third of the reward for his troubles.  
  • 
  Mushin will be indifferent to what Govannon wants. 
  As a priest of Ralishaz, he knows that bad luck is 
  everyone’s destiny and this is Govannon’s. 
  • 
  Osric goes along with the PCs for the delivery and to 
  make sure no one forgets about Mushin’s cut of the 
  reward. 
  • 
  If the Ralishazites don’t get part of the action, no one 
  else goes home without a bad luck curse. Ralishaz 
  Never Stir the Wasps Nest 
   
  Page 14 
  
  being the god of bad luck and Mushin being his 
  high priest should put some weight behind this. 
   
  If Govannon is dead, neither side cares anymore and will 
  let the PCs go. 
  Fighting 
  If the PCs try and fight their way out, they are likely to be 
  overwhelmed. Both parties opposing them are EL 9 each 
  in their own right (effectively an EL 11 overall) and will 
  fight together to stop the PCs before working out their 
  own differences. Use the tactics below to put down the 
  PCs. If the PCs fall back and try to negotiate after the 
  fight starts, let them. Now that the amulet Govannon is 
  wearing acts like an amulet of inescapable location, the 
  thieves and the priests know time is of the essence and 
  quick talking beats a drawn out fight in this situation. 
   
  Tactics (Ralishazites): Osric and the other bouncers will 
  throw tanglefoot bags first, and then attack those caught. 
  Against difficult or dangerous opponents, Osric will 
  attack to sunder their weapons with his large +2 mithril 
  heavy mace, then tanglefoot bag them, and then hit them 
  until they’re unconscious. The rest of the bouncers will 
  use the similar tactics, attempting to help Osric flank 
  opponents. 
   
  Mushin will support the bouncers and/or harass 
  likely targets. He does not particularly care if Govannon 
  lives or dies during this fight, but he does not want Boss 
  Renfus to succeed. So Mushin will not take any actions to 
  help or hinder Govannon unless it looks like one of the 
  other two parties will escape with Govannon. If that 
  happens, Mushin has given orders to kill Govannon. 
   
  Tactics, Stoink Thieves’ Guild: The guild shooters will 
  fall back to the stacked barrels and use them for cover 
  while shooting their light crossbows. Reynardine will 
  position himself to keep Govannon from escaping. If 
  necessary, he will cast sleep on Govannon and any PCs 
  that seem susceptible. In the worst case, he will cast 
  invisibility and spider climb on himself to avoid being 
  attacked, then study the strongest PC for 3 rounds to 
  enable his Death Attack. If it looks like the PC or the 
  Ralishazites will escape with Govannon, Reynardine will 
  order his crew to kill Govannon. 
   
  Development: If the PCs find a way out without making 
  a deal, they will earn both the Enmity of the Shrine of 
  Ralishaz in Stoink and the Enmity of Reynardine the 
  Assassin. 
   
  All APLs (EL 11) 
  Mushin Aydin: Male human (Bakluni) Clr8; hp 51; see 
  Appendix One. 
  Osric Pikebreaker: Male half-orc Ftr6; hp 44; see 
  Appendix One. 
  Bouncers (4): Male humans Ftr2; hp 20, 19, 19, 18; see 
  DMG 117. 
  Reynardine: Male human Rog5/Asn3; hp 42; see 
  Appendix One. 
  Guild Shooters (3): Male human Rog3; hp 29, 28, and 
  27; see Appendix One. 
  Encounter Eight: The 
  Lowdrend Monologue 
  The PCs Made a Deal with Both 
  Reynardine and Mushin 
  You make your way to the palace with Govannon and 
  your new business partners. When you explain your 
  business, you are immediately brought inside to a 
  lesser courtyard. 
   
  After a period of time, a human of average height 
  garbed in green and yellow robes with sandy-blonde 
  hair, cold blue eyes, and a pointed sandy-blonde 
  goatee strides up, flanked by eight palace guards in 
  banded mail and carrying glaives. 
   
  In an impatient voice, he exclaims, “So you claim 
  to have Govannon. Let’s see him.” 
   
  Let the PCs present their captive and make any 
  declarations as to whose compliments they are 
  presenting. 
   
  Govannon’s Alive and Able to Talk 
  Lowdrend smiles a nasty smile at Govannon. “Oh we 
  are going to have some fascinating conversations, 
  aren’t we Govannon.” It is clearly a statement and not 
  a question. 
   
  “Take Govannon away and pay these people,” 
  Lowdrend snaps at the guards and then turns and 
  leaves as quickly as he arrived. 
   
  The guards relieve you of Govannon and burden 
  you with several bags of gold coins. Reynardine takes 
  his cut and leaves in his carriage. Osric then takes 
  Mushin’s cut from the reward and leaves, balancing 
  his Large war club on one shoulder and the money on 
  the other. 
   
  The group of you are left with a much smaller 
  amount of money, but at least you didn’t get stung, 
  right? 
   
  Govannon’s Alive but Unable to Talk 
  Lowdrend smiles a nasty smile at Govannon. “Oh we 
  are going to have some fascinating conversations, 
  Never Stir the Wasps Nest 
   
  Page 15 
  
  aren’t we Govannon. Once we get you fixed up.” He 
  turns to you and the smile on his face disappears.  
   
  “The bounty posters clearly stated he was to be 
  alive and able to speak. Normally, this would 
  invalidate the bounty, but I have other things to do 
  that are much more important than explaining your 
  ignorance. As it is, Renfus will have to wait a bit 
  before he gets his answers, but get them he will. 
   
  “Guards, take Govannon away from these morons 
  but pay them anyway,” Lowdrend snaps. To you he 
  states, “Tell anyone about this you morons and its 
  screws and hot pokers for the lot of you.” He then 
  turns and leaves as quickly as he arrived. 
   
  The guards relieve you of Govannon and burden 
  you with several bags of gold coins. Reynardine takes 
  his cut and leaves in his carriage. Osric then takes 
  Mushin’s cut from the reward and leaves, balancing 
  his large war club on one shoulder and the money on 
  the other. 
   
  The group of you are left with a much smaller 
  amount of money, but at least you didn’t get stung, 
  right? 
   
  Govannon’s Dead 
  Lowdrend looks at Govannon’s corpse, then at you in 
  disbelief. “What is wrong with you morons, can’t you 
  read? The posters clearly stated ALIVE!” 
   
  If the PCs immediately explain any extenuating 
  circumstances and make a DC 25 Diplomacy check, 
  Lowdrend will simply banish them from the city for a 
  year. If they fail the Diplomacy check, they are 
  imprisoned for a month first (4 lost TUs), and then 
  banished for a year. 
  The PCs Made a Deal with Reynardine 
  Only 
  You make your way to the palace with Govannon and 
  your new business partner. When you explain your 
  business, you are immediately brought inside to a 
  lesser courtyard. 
   
  After a period of time, a human of average height 
  garbed in green and yellow robes with sandy-blonde 
  hair, cold blue eyes, and a pointed sandy-blonde 
  goatee strides up, flanked by eight palace guards in 
  banded mail and carrying glaives. 
   
  In an impatient voice, he exclaims, “So you claim 
  to have Govannon. Let’s see him.” 
   
  Let the PCs present their captive and make any 
  declarations as to whose compliments they are 
  presenting. 
   
  Govannon’s Alive and Able to Talk 
  Lowdrend smiles a nasty smile at Govannon. “Oh we 
  are going to have some fascinating conversations, 
  aren’t we Govannon.” It is clearly a statement and not 
  a question. 
   
  “Take Govannon away and pay these people,” 
  Lowdrend snaps at the guards and then turns and 
  leaves as quickly as he arrived. 
   
  The guards relieve you of Govannon and burden 
  you with several bags of gold coins. Reynardine takes 
  his cut and leaves in his carriage. 
   
  The group of you are left with a much smaller 
  amount of money, but at least you didn’t get stung, 
  right? 
   
  Govannon’s Alive but Unable to Talk 
  Lowdrend smiles a nasty smile at Govannon. “Oh we 
  are going to have some fascinating conversations, 
  aren’t we Govannon. Once we get you fixed up.” He 
  turns to you and the smile on his face disappears.  
   
  “The bounty posters clearly stated he was to be 
  alive and able to speak. Normally, this would 
  invalidate the bounty, but I have other things to do 
  that are much more important than explaining your 
  ignorance. As it is, Renfus will have to wait a bit 
  before he gets his answers, but get them he will.” 
   
  “Guards, take Govannon away from these morons 
  but pay them anyway,” Lowdrend snaps. To you he 
  states, “Tell anyone about this you morons and its 
  screws and hot pokers for the lot of you.” He then 
  turns and leaves as quickly as he arrived. 
   
  The guards relieve you of Govannon and burden 
  you with several bags of gold coins. Reynardine takes 
  his cut and leaves in his carriage. 
   
  The group of you are left with a much smaller 
  amount of money, but at least you didn’t get stung, 
  right? 
   
  Govannon’s Dead 
  If Govannon died, Reynardine will not go to the Palace 
  with the PCs – he’s smarter than that. 
   
  Lowdrend looks at Govannon’s corpse, then at you in 
  disbelief. “What is wrong with you morons, can’t you 
  read? The posters clearly stated ALIVE!” 
   
  If the PCs immediately explain any extenuating 
  circumstances and make a DC 25 Diplomacy check, 
  Lowdrend will simply banish them from the city for a 
  year. If they fail the Diplomacy check, they are 
  imprisoned for a month first (4 lost TUs), and then 
  banished for a year. 
  Never Stir the Wasps Nest 
   
  Page 16 
  
  The PCs Made a Deal with Mushin Only 
  You make your way to the palace with Govannon and 
  your new business partner. When you explain your 
  business, you are immediately brought inside to a 
  lesser courtyard. 
   
  After a period of time, a human of average height 
  garbed in green and yellow robes with sandy-blonde 
  hair, cold blue eyes, and a pointed sandy-blonde 
  goatee strides up, flanked by eight palace guards in 
  banded mail and carrying glaives. 
   
  In an impatient voice, he exclaims, “So you claim 
  to have Govannon. Let’s see him.” 
   
  Let the PCs present their captive and make any 
  declarations as to whose compliments they are 
  presenting. 
   
  Govannon’s Alive and Able to Talk 
  Lowdrend smiles a nasty smile at Govannon. “Oh we 
  are going to have some fascinating conversations, 
  aren’t we Govannon.” It is clearly a statement and not 
  a question. 
   
  “Take Govannon away and pay these people,” 
  Lowdrend snaps at the guards and then turns and 
  leaves as quickly as he arrived. 
   
  The guards relieve you of Govannon and burden 
  you with several bags of gold coins. Osric then takes 
  Mushin’s cut from the reward and leaves, balancing 
  his Large war club on one shoulder and the money on 
  the other. 
   
  The group of you are left with a much smaller 
  amount of money, but at least you didn’t get stung, 
  right? 
   
  Govannon’s Alive but Unable to Talk 
  Lowdrend smiles a nasty smile at Govannon. “Oh we 
  are going to have some fascinating conversations, 
  aren’t we Govannon. Once we get you fixed up.” He 
  turns to you and the smile on his face disappears.  
   
  “The bounty posters clearly stated he was to be 
  alive and able to speak. Normally, this would 
  invalidate the bounty, but I have other things to do 
  that are much more important than explaining your 
  ignorance. As it is, Renfus will have to wait a bit 
  before he gets his answers, but get them he will. 
   
  “Guards, take Govannon away from these morons 
  but pay them anyway,” Lowdrend snaps. To you he 
  states, “Tell anyone about this you morons and its 
  screws and hot pokers for the lot of you.” He then 
  turns and leaves as quickly as he arrived. 
   
  The guards relieve you of Govannon and burden 
  you with several bags of gold coins. Osric then takes 
  Mushin’s cut from the reward and leaves, balancing 
  his Large war club on one shoulder and the money on 
  the other. 
   
  The group of you are left with a much smaller 
  amount of money, but at least you didn’t get stung, 
  right? 
   
  Govannon’s Dead 
  If Govannon died, Osric will not go to the Palace with the 
  PCs – Mushin knows exactly what will happen and wants 
  no part of it. He will not warn the PCs at all. 
   
  Lowdrend looks at Govannon’s corpse, then at you in 
  disbelief. “What is wrong with you morons, can’t you 
  read? The posters clearly stated ALIVE!” 
   
  If the PCs immediately explain any extenuating 
  circumstances and make a DC 25 Diplomacy check, 
  Lowdrend will simply banish them from the city for a 
  year. If they fail the Diplomacy check, they are 
  imprisoned for a month first (4 lost TUs), and then 
  banished for a year. 
   
  Development: If anyone talks about the talking rats, 
  Lowdrend will laugh them off, but the moonrats will 
  know. The PCs will thus earn the Enmity of the 
  Righteous Hegemony of Analytical Thinkers, even those 
  who didn’t personally say anything (they should know 
  better than to associate with loud-mouths). If no one 
  talks, the PCs get the Favor of the Righteous Hegemony 
  of Analytical Thinkers. 
   
  If the PCs accepted the mission from the Stoink 
  Thieves’ Guild or the Theocracy of Dimre and mention 
  this to Lowdrend, they receive the Favor of that meta-
  organization. 
   
  If the PCs accepted the mission from the Red Planks 
  and DO NOT mention this to Lowdrend at all, they 
  receive the Favor of that meta-organization. 
   
  If the PCs were blackmailed into doing the mission 
  for the Northern Alliance and Govannon died before 
  getting to Lowdrend, they receive the Favor of that meta-
  organization. 
  Conclusion 
  The PCs Attack All or Nothing Before 
  Finding Govannon and Get Locked Up 
  Complete adventure failure. 
   
  In the ensuing weeks, Lord Bloodhand and Argus 
  form a network of spies and informants in the areas 
  controlled by Stoink. They work to support the Northern 
  Alliance against Stoink and Dimre. 
  Never Stir the Wasps Nest 
   
  Page 17 
  
  The PCs Get Govannon to the Palace 
  Alive and Able to Talk 
  Renfus has Govannon questioned intensely (read: 
  tortured) until he gives up information leading to the 
  hiding spots for Argus Fleischriver and Lord Bloodhand. 
  Renfus then sends his best assassins to eliminate the two 
  of them. Although Argus is apprehended in this case, 
  Bloodhand manages an escape and continues to elude 
  Renfus. 
   
  Renfus has the skulls of Govannon and Argus 
  cleaned, bronzed, and blessed by a priest of Olidammara. 
  Once he is tired gloating over the skulls, he will have 
  them turned into donation vessels for the Stoink War 
  Orphans and Widows Relief Fund and placed next to the 
  entrance to his court. 
  The PCs Get Govannon to the Palace 
  Alive but Unable to Talk 
  Lowdrend has whatever the problem with Govannon is 
  fixed. Renfus has Govannon questioned intensely (read: 
  tortured) until he gives up information leading to the 
  hiding spots for Argus Fleischriver and Lord Bloodhand. 
  Renfus then sends his best assassins to eliminate the two 
  of them. Although Argus is apprehended in this case, 
  Bloodhand manages an escape and continues to elude 
  Renfus. 
   
  Renfus has the skulls of Govannon and Argus 
  cleaned, bronzed, and blessed by a priest of Olidammara. 
  Once he is tired gloating over the skulls, he will have 
  them turned into donation vessels for the Stoink War 
  Orphans and Widows Relief Fund and placed next to the 
  entrance to his court. 
  The PC Get Govannon to the Palace, but 
  Govannon is Dead 
  Renfus will not be able to get the information he wants 
  out of the corpse, Govannon refuses to be raised, and 
  speak with dead fails. This will make Renfus angry at the 
  adventurers who turned him in (read: the PCs). The PCs 
  will be banished from the city for a month – the PCs will 
  not be allowed in Stoink for their next four TUs. If the 
  PCs failed the Diplomacy check with Lowdrend (see 
  Encounter Eight), they will be imprisoned for a month 
  (loss of 4 TUs) and then banished. 
   
  In the ensuing weeks, Lord Bloodhand and Argus 
  form a network of spies and informants in the areas 
  controlled by Stoink. They work to support the Northern 
  Alliance against Stoink and Dimre. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three 
  Disable, survive, or bypass the traps in Mushin’s office 
   
  All APLs 210 xp 
   
  Encounter Five 
  Disable, survive, or bypass the accounting room trap 
   
  All APLs 90 xp 
   
  Defeat the creatures in the bad stretch of tunnel 
   
  APL2 60 xp 
   
  APL4 120 xp 
   
  APL6 180 xp 
   
  Encounter Six 
  Capture Govannon Alive 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  Encounter Seven 
  Negotiate a deal or escape with Govannon alive 
   
  APL2 60 xp 
   
  APL4 135 xp 
   
  APL6 180 xp 
   
  Story Award 
  Turn Govannon over to Renfus 
   
  APL2 60 xp 
   
  APL4 120 xp 
   
  APL6 180 xp 
   
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  Never Stir the Wasps Nest 
   
  Page 18 
  
  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 items are 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter Five: The Tunnels of Ralishaz 
   
  APL 2-6: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp – The 
  Accounting Books of Mushin Aydin (0gp). 
   
  Encounter Six: Showdown with a Wanted Man 
   
  APL 2: Loot: 60 gp; Coin: 0 gp; Magic: 0 gp. 
   
  APL 4: Loot: 0 gp; Coin: 0 gp; Magic: 344 gp - +1 
  chain shirt (92gp), +1 morningstar (167gp), +1 heavy steel 
  shield (85). 
   
  APL 6: Loot: 137 gp; Coin: 0 gp; Magic: 752 gp - +2 
  morningstar (667gp), +1 heavy steel shield (85). 
   
  Encounter Seven:  
   
  If the PCs win a fight against two EL9 groups at the 
  same time, they’ve broken the module and will get more 
  loot than the rules allow. Time to punt. 
   
  Encounter Eight: Introduction 
   
  APL 2: Loot: 0 gp; Coin: 340 gp; Magic: 0 gp. 
   
  APL 4: Loot: 0 gp; Coin: 456 gp; Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 444 gp; Magic: 0 gp. 
   
  Total Possible Treasure 
   
  APL 2: Loot: 60 gp; Coin: 340 gp; Magic: 0 gp; Total: 
  400 gp. 
   
  APL 4: Loot: 0 gp; Coin: 456 gp; Magic: 344 gp; Total: 
  800 gp. 
   
  APL 6: Loot: 137 gp; Coin: 444 gp; Magic: 752 gp; 
  Total: 1,333 gp. This is greater than allowed, so round 
  down to 1,250. 
   
  Special 
  Enmity of Mushin Aydin: You have come to the 
  unfavorable attention of the High Priest of Ralishaz in 
  Stoink. At the beginning of each adventure in the Bandit 
  Kingdoms, you must make a DC 17 Will save or suffer 
  the effects of a bestow curse spell (-4 to all attack, saving 
  throw, skill and ability check rolls) for the duration of the 
  adventure. 
   
  Enmity of the Shrine of Ralishaz in Stoink: For 
  cutting the Shine of Ralishaz out of a share of Govannon’s 
  reward, you are cursed with bad luck (-1 to all die rolls) by 
  Ralishaz himself. This lasts until you donate 2,000 gp to a 
  shrine of Ralishaz or by losing it playing at one of their 
  gambling houses. 
   
  Enmity of Reynardine the Assassin: For cutting 
  Reynardine the Assassin out of a share of Govannon’s 
  reward, you will have to pay an additional 100 gp in 
  bribes anytime you adventure in Stoink to keep him from 
  finding you. 
   
  Banned in Stoink: You are banned from Stoink for the 
  next 52 TUs until Renfus gets over it. This can be negated 
  with the expenditure of one IP with Boss Renfus or other 
  individual with Triad approval. 
   
  Favor of the Righteous Hegemony of Analytical 
  Thinkers: May be redeemed at night in Stoink for a 
  single maximum result (treat as a 20 rolled on d20) on 
  either a Gather Information or Knowledge (Local – Iuz 
  Border States) check. Cross out when used. Also gain 
  Regional access to all items listed below with a *. 
   
  Enmity of the Righteous Hegemony of Analytical 
  Thinkers: Lifestyle costs doubled whenever an adventure 
  takes place at least partially in Stoink as you have to pay 
  Never Stir the Wasps Nest 
   
  Page 19 
  
  to have your food purified and your mouth covered while 
  you sleep. 
   
  Favor of one meta-organization: You are immediately 
  promoted one level in membership for whichever meta-
  organization you performed this duty for. If performed 
  for the Stoink Thieves’ Guild and you are not currently a 
  member, you may join the meta-organization. You also 
  gain Regional access to items below based on 
  organization (circle meta-organization below): 
   
  † Stoink Thieves’ Guild 
   
  ‡ Grand Theocracy of Dimre 
   
  • Red Planks 
   
  • Northern Alliance 
  Items for the Adventure 
  Record 
  APL 2: 
  • 
  *Pipes of the sewers (Regional; DMG) 
  • 
  *Sovereign glue (Regional; DMG) 
  • 
  *Universal solvent (Regional; DMG) 
  • 
  † Elixir of hiding (Regional; DMG) 
  • 
  † Elixir of sneaking (Regional; DMG) 
  • 
  † Goggles of minute seeing (Regional; DMG) 
  • 
  ‡ Elixir of truth (Regional; DMG) 
  • 
  ‡ Phylactery of faithfulness (Regional; DMG) 
  • 
  ‡ Silversheen (Regional; DMG) 
  • 
  • Elixir of swimming (Regional; DMG) 
  • 
  • Horn of fog (Regional; DMG) 
  • 
  • Quaal’s feather token, swan boat (Regional; DMG) 
  • 
  • Hand of the mage (Regional; DMG) 
  • 
  • Hat of disguise (Regional; DMG) 
  • 
  • Robe of bones (Regional; DMG) 
  APL 4 (all of APL 2 plus the following): 
   
  None 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +2 morningstar (Adventure; DMG) 
   
  Never Stir the Wasps Nest 
   
  Page 20 
  
  Appendix One – APL 2
  Encounter Three 
   
   
   
   
  See the Ralishazite Faction in Encounter Seven. 
   
  Encounter Six 
   
   
   
   
  Govannon the Apothecary, Priest of Iuz: Male 
  Human (Oeridian) Clr4 (worships Iuz); CR 4; Medium 
  Humanoid (Human); HD 4d8; hp 23; Init +1; Spd 20 ft.; 
  AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 
  dex); BAB/Grp +3/+3; Atk +4 melee (1d8;20/x2, 
  Masterwork 
  morningstar); 
  SA—; 
  SQ 
  Aura(Ex), 
  Spontaneous Casting, Restricted Spells, Rebuke 
  Undead(Su); AL NE; SV Fort +4, Ref +2, Will +6; Str 10, 
  Dex 13, Con 10, Int 14, Wis 15, Cha 14.  
   
  Skills and Feats: Concentration +0 (+4 when 
  casting 
  defensively), 
  Diplomacy 
  +7, 
  Heal 
  +9, 
  Knowledge (arcana) +7, Knowledge (religion) +9, 
  Profession (Apothecary) +9, Spellcraft +10; Combat 
  Casting, Extra Turning, Improved Turning. 
   
  Languages: Common, Abyssal, Orc. 
   
  Aura (Ex): You have a moderate aura of Chaos and 
  Evil. 
   
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of equal 
  or higher level. 
   
  Restricted Spells: cannot cast Good spells. 
   
  Turn Undead (Su): Can rebuke undead 9 times 
  per day. A rebuking check is made on 1d20+4; 
  rebuking damage is equal to 2d6+7 on a successful 
  check. 
   
  Possessions: Masterwork chain shirt, masterwork 
  morningstar, masterwork heavy steel shield, holy 
  symbol of Iuz. 
   
  Spells Prepared (5/5/4): 0—cure minor wounds 
  (2), detect poison, virtue (2); 1st—bane (DC 13), 
  command (DC 13), cure light wounds, disguise self*, 
  entropic shield; 2nd—bull’s strength, invisibility*, 
  sound burst (2; DC 14). 
   
  *Domain spell. Domains: Mind (Gain a +2 bonus 
  on Bluff, Diplomacy, and Sense Motive checks.); 
  Trickery (Bluff, Disguise, and Hide have been added to 
  your list of cleric class skills.). 
  Encounter Seven 
   
   
   
   
  Mushin Aydin, High Priest of Ralishaz: Male 
  Human (Bakluni) Clr8 (worships Ralishaz); CR 8; 
  Medium Humanoid; HD 8d8+8; hp 51; Init +2; Spd 30 
  ft.; AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex); 
  BAB/Grp 
  +6/+5; 
  Atk 
  +6 
  melee 
  (1d6-1;20/x2, 
  Masterwork quarterstaff); Full Atk +6/+1 melee (1d6-
  1;20/x2, Masterwork quarterstaff); SA—; SQ Aura(Ex), 
  Spontaneous 
  Casting, 
  Restricted 
  Spells, 
  Turn 
  Undead(Su); AL CN; SV Fort +7, Ref +4, Will +9; Str 8, 
  Dex 14, Con 12, Int 16, Wis 16, Cha 10.  
   
  Skills and Feats: Concentration +8, Heal +12, 
  Knowledge (arcane) +13, Knowledge (history) +8, 
  Knowledge (religion) +9, Profession (Gambler) +14, 
  Spellcraft +13; Combat Casting, Craft Wonderous 
  Item, Spell Penetration, Greater Spell Penetration. 
   
  Languages: Common, Elven, Ancient Baklunish. 
   
  Aura (Ex): You have a strong aura of Chaos. 
   
  Spontaneous Casting: Can spontaneously cast 
  cure spells, by sacrificing a pre-prepared spell of equal 
  or higher level. 
   
  Restricted Spells: cannot cast Lawful spells. 
   
  Turn Undead (Su): Can turn undead 3 times per 
  day. A turning check is made on 1d20+2; turning 
  damage is equal to 2d6+8 on a successful check. 
   
  Possessions: Masterwork chain shirt, masterwork 
  quarterstaff, holy symbol of Ralishaz. 
   
  Spells Prepared (6/6/5/5/3): 0—cure minor 
  wounds (3), detect poison (2), read magic; 1st—cure 
  light wounds (2), disguise self*, hide from undead, 
  sanctuary, shield of faith; 2nd—calm emotions (DC 
  15), hold person (DC 15), invisibility*, sound burst (2; 
  DC 15); 3rd—bestow curse (DC 16), dispel magic, 
  magic circle against chaos*, prayer, stone shape; 4th—
  chaos hammer* (DC 17), cure critical wounds, divine 
  power. 
   
  *Domain spell. Domains: Chaos (cast chaos spells 
  at +1 caster level), Trickery (Bluff, Disguise, and Hide 
  are class skills). 
   
  Osric Pikebreaker, Head Bouncer of All or 
  Nothing: Male Half-orc Ftr5/Rog1 (worships Nazarn); 
  CR 6; Medium Humanoid (Orc); HD 1d6+5d10+6; hp 
  44; Init +5; Spd 30 ft.; AC 17, touch 11, flat-footed 16 
  (+4 armor. +2 shield, +1 dex); BAB/Grp +5/+8; Atk +8 
  melee (2d6+5;20/x2, +2 Mithril Large heavy mace) or 
  +9 melee (1d6+3;20/x2, Masterwork sap); SA +1d6 
  Sneak Attack; SQ Trapfinding(Ex); AL LN; SV Fort +5, 
  Ref +4, Will +1; Str 17, Dex 12, Con 13, Int 10, Wis 10, 
  Cha 12.  
   
  Skills and Feats: Intimidate +10, Jump +3, Sense 
  Motive +3, Spot +4; Combat Reflexes, Improved 
  Initiative, Power Attack, Improved Sunder, Quick 
  Draw, Monkey Grip. 
   
  Languages: Common, Orc. 
   
  Sneak Attack: Any time someone you attack is 
  denied their Dexterity bonus to AC, or you are 
  flanking them, you inflict an extra 1d6 damage. Ranged 
  attacks must be within 30 ft. to gain this, and this extra 
  damage is not increased on a critical hit. Creatures that 
  Never Stir the Wasps Nest 
   
  Page 21 
  
  are immune to critical hits ignore this damage, as do 
  creatures with concealment. 
   
  Trapfinding(Ex): You can use the Search skill to 
  locate traps when the task has a DC higher than 20. 
  You can use the Disable Device skill to disarm magic 
  traps. 
   
  Possessions: +2 Mithril, Large, heavy mace, 
  Masterwork chain shirt, Masterwork heavy steel 
  shield, tanglefoot bags (x4). 
   
  Physical Description: A big burly bruiser who has 
  a way of leaning on his Large, Mithril, heavy mace that 
  convinces unruly patrons to calm down quickly. Osric 
  has wispy black hair, grey eyes that seem made of stone 
  when angry, and an olive complexion from his orcish 
  heritage. 
   
  Reynardine: 
  Male 
  Human 
  (Suel) 
  Rog5/Asn3 
  (worships Pyremius); CR 8; Medium Humanoid; HD 
  8d6+8; hp 42; Init +3; Spd 30 ft.; AC 17, touch 13, flat-
  footed 17 (+4 armor, +3 Dex); BAB/Grp +5/+7; Atk +8 
  melee [(1d6+2; 15-20/x2, Keen Masterwork rapier); 
  SA—; SQ—; AL LE; SV Fort +3, Ref +10, Will +2; Str 
  14, Dex 16, Con 12, Int 16, Wis 10, Cha 8.  
   
  Skills and Feats: Balance +10, Bluff +10, Climb +6, 
  Disable Device +14, Disguise +3, Escape Artist +7, Hide 
  +14, Jump +9, Move Silently +14, Open Locks +12, 
  Search +9, Sense Motive +11, Sleight of Hand +13, Spot 
  +9, Tumble +10; Combat Reflexes, Dodge, Mobility, 
  Arterial Strike. 
   
  Languages: Common, Orc. 
   
  Uncanny Dodge (Ex): You retain you Dexterity 
  bonus to AC even if flatfooted or struck by an invisible 
  attacker. 
   
  Improved Uncanny Dodge(Ex): You can no 
  longer be flanked, except by a level 12 rogue. 
   
  Trap Sense(Ex): +1 to Reflex saves and AC against 
  traps. 
   
  Evasion(Ex): On a successful Reflex save against a 
  magical attack, you take no damage. 
   
  Sneak Attack: Any time someone you attack is 
  denied their Dexterity bonus to AC, or you are 
  flanking them, you inflict an extra 5d6 damage. Ranged 
  attacks must be within 30 feet to gain this, and this 
  extra damage is not increased on a critical hit. 
  Creatures that are immune to critical hits ignore this 
  damage, as do creatures with concealment. 
   
  Trapfinding(Ex): You can use the Search skill to 
  locate traps when the task has a DC higher than 20. 
  You can use the Disable Device skill to disarm magic 
  traps. 
   
  Death Attack: If you study your victim for 
  3 rounds, attack that target within another 3 rounds, 
  then make a sneak attack with a melee weapon that 
  successfully deals damage, you can paralyze or kill the 
  target if they fail a Fortitude save (DC 16). 
   
  Poison Use: You do not risk accidentally 
  poisoning yourself when applying poison to a blade. 
   
  Poison Resistance: You have a +1 to all saving 
  throws against poison. 
   
  Possessions: Keen Masterwork Rapier, Mithril 
  chain shirt. 
   
  Spells Known (3/2): 1st—disguise self, jump, sleep 
  (DC 15); 2nd—invisibility, spider climb. 
   
  Stoink Thieves’ Guild Shooters: Male Human 
  (Oeridian) Ftr3 (worship Nerull); CR 3; Medium 
  Humanoid; HD 3d10+6; hp 28; Init +2; Spd 30 ft.; AC 
  15, touch 12, flat-footed 13 (+3 armor, +2 Dex); 
  BAB/Grp +3/+5; Atk +6 melee 1d6+2;18-20/x2, 
  Masterwork 
  rapier), 
  +6 
  melee 
  (1d6+2;20/x2, 
  Masterwork sap), or +6 ranged (1d8;19-20/x2, 
  Masterwork light crossbow); Full Atk +6 Two-handed 
  (1d8;19-20/x2, Masterwork light crossbow), +5/+5 
  Two-handed, Within 30', Rapid Shot (1d8+1;19-20/x2, 
  Masterwork light crossbow), +4/+4 Two-handed, Rapid 
  Shot (1d8;19-20/x2, Masterwork light crossbow), +6 
  One-handed (1d6+2;18-20/x2, Masterwork rapier), +6 
  One-handed (1d6+2;20/x2, Masterwork sap); SA—; 
  SQ—; AL LE; SV Fort +5, Ref +3, Will +2; Str 15, Dex 
  14, Con 14, Int 12, Wis 12, Cha 8.  
   
  Skills 
  and 
  Feats: 
  Climb 
  +8, 
  Craft 
  (Weaponsmithing) +3, Intimidate +5, Jump +8, Move 
  Silently +4; Combat Reflexes, Point Blank Shot, Precise 
  Shot, Rapid Shot, Rapid Reload (Crossbow, Light). 
   
  Languages: Common, Orc. 
   
  Possessions: 
  masterwork 
  light 
  crossbow, 
  masterwork rapier, masterwork sap, masterwork 
  studded leather. 
  Never Stir the Wasps Nest 
   
  Page 22 
  
  Appendix Two – APL 4 
  Encounter Three 
   
   
   
   
  See the Ralishazite Faction in Encounter Seven. 
   
  Encounter Six 
   
   
   
   
  Govannon the Apothecary, Priest of Iuz: Male 
  Human (Oeridian) Clr6 (worships Iuz); CR 6; Medium 
  Humanoid (Human); HD 6d8; hp 33; Init +1; Spd 20 ft.; 
  AC 19, touch 11, flat-footed 18 (+5 armor, +3 shield, +1 
  Dex); BAB/Grp +4/+4; Atk +5 melee (1d8+1;20/x2, 
  +1 Morningstar); SA—; SQ Aura(Ex), Spontaneous 
  Casting, Restricted Spells, Rebuke Undead(Su); 
  AL NE; SV Fort +5, Ref +3, Will +7; Str 10, Dex 13, Con 
  10, Int 14, Wis 15, Cha 14.  
   
  Skills and Feats: Concentration +0 (+4 casting 
  defensively), Diplomacy +7, Heal +11, Knowledge 
  (arcana) +9, Knowledge (religion) +11, Profession 
  (Apothecary) +11, Spellcraft +12; Combat Casting, 
  Extra Turning, Improved Turning, Still Spell. 
   
  Languages: Common, Abyssal, Orc. 
   
  Aura(Ex): You have a moderate aura of Chaos and 
  Evil. 
   
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of equal 
  or higher level. 
   
  Restricted Spells: cannot cast Good spells. 
   
  Turn Undead(Su): Can rebuke undead 9 times 
  per day. A rebuking check is made on 1d20+4; 
  rebuking damage is equal to 2d6+9 on a successful 
  check. 
   
  Possessions: +1 chain shirt, +1 morningstar, +1 
  heavy steel shield, holy symbol of Iuz. 
   
  Physical Description: (if significant) [Details about 
  appearance] 
   
  Spells Prepared (5/5/5/3): 0—cure minor wounds 
  (2), detect poison, virtue (2); 1st—bane (DC 13), 
  command (DC 13), cure light wounds, disguise self*, 
  entropic shield; 2nd—bull’s strength, bear’s endurance, 
  invisibility*, 
  sound 
  burst 
  (2; 
  DC 
  14); 
  3rd—
  nondetection*, protection from energy, searing light. 
   
  *Domain spell. Domains: Mind (Gain a +2 bonus 
  on Bluff, Diplomacy, and Sense Motive checks.); 
  Trickery (Bluff, Disguise, and Hide have been added to 
  your list of cleric class skills). 
  Encounter Seven 
   
   
   
   
  Mushin Aydin, High Priest of Ralishaz: Male 
  Human (Bakluni) Clr8 (worships Ralishaz); CR 8; 
  Medium Humanoid; HD 8d8+8; hp 51; Init +2; Spd 30 
  ft.; AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex); 
  BAB/Grp 
  +6/+5; 
  Atk 
  +6 
  melee 
  (1d6-1;20/x2, 
  Masterwork quarterstaff); Full Atk +6/+1 melee (1d6-
  1;20/x2, Masterwork quarterstaff); SA—; SQ Aura(Ex), 
  Spontaneous 
  Casting, 
  Restricted 
  Spells, 
  Turn 
  Undead(Su); AL CN; SV Fort +7, Ref +4, Will +9; Str 8, 
  Dex 14, Con 12, Int 16, Wis 16, Cha 10.  
   
  Skills and Feats: Concentration +8, Heal +12, 
  Knowledge (arcane) +13, Knowledge (history) +8, 
  Knowledge (religion) +9, Profession (Gambler) +14, 
  Spellcraft +13; Combat Casting, Craft Wonderous 
  Item, Spell Penetration, Greater Spell Penetration. 
   
  Languages: Common, Elven, Ancient Baklunish. 
   
  Aura (Ex): You have a strong aura of Chaos. 
   
  Spontaneous Casting: Can spontaneously cast 
  cure spells, by sacrificing a pre-prepared spell of equal 
  or higher level. 
   
  Restricted Spells: cannot cast Lawful spells. 
   
  Turn Undead (Su): Can turn undead 3 times per 
  day. A turning check is made on 1d20+2; turning 
  damage is equal to 2d6+8 on a successful check. 
   
  Possessions: Masterwork chain shirt, masterwork 
  quarterstaff, holy symbol of Ralishaz. 
   
  Spells Prepared (6/6/5/5/3): 0—cure minor 
  wounds (3), detect poison (2), read magic; 1st—cure 
  light wounds (2), disguise self*, hide from undead, 
  sanctuary, shield of faith; 2nd—calm emotions (DC 
  15), hold person (DC 15), invisibility*, sound burst (2; 
  DC 15); 3rd—bestow curse (DC 16), dispel magic, 
  magic circle against chaos*, prayer, stone shape; 4th—
  chaos hammer* (DC 17), cure critical wounds, divine 
  power. 
   
  *Domain spell. Domains: Chaos (cast chaos spells 
  at +1 caster level), Trickery (Bluff, Disguise, and Hide 
  are class skills). 
   
  Osric Pikebreaker, Head Bouncer of All or 
  Nothing: Male Half-orc Ftr5/Rog1 (worships Nazarn); 
  CR 6; Medium Humanoid (Orc); HD 1d6+5d10+6; hp 
  44; Init +5; Spd 30 ft.; AC 17, touch 11, flat-footed 16 
  (+4 armor. +2 shield, +1 dex); BAB/Grp +5/+8; Atk +8 
  melee (2d6+5;20/x2, +2 Mithril Large heavy mace) or 
  +9 melee (1d6+3;20/x2, Masterwork sap); SA +1d6 
  Sneak Attack; SQ Trapfinding(Ex); AL LN; SV Fort +5, 
  Ref +4, Will +1; Str 17, Dex 12, Con 13, Int 10, Wis 10, 
  Cha 12.  
   
  Skills and Feats: Intimidate +10, Jump +3, Sense 
  Motive +3, Spot +4; Combat Reflexes, Improved 
  Initiative, Power Attack, Improved Sunder, Quick 
  Draw, Monkey Grip. 
   
  Languages: Common, Orc. 
   
  Sneak Attack: Any time someone you attack is 
  denied their Dexterity bonus to AC, or you are 
  flanking them, you inflict an extra 1d6 damage. Ranged 
  attacks must be within 30 ft. to gain this, and this extra 
  Never Stir the Wasps Nest 
   
  Page 23 
  
  damage is not increased on a critical hit. Creatures that 
  are immune to critical hits ignore this damage, as do 
  creatures with concealment. 
   
  Trapfinding(Ex): You can use the Search skill to 
  locate traps when the task has a DC higher than 20. 
  You can use the Disable Device skill to disarm magic 
  traps. 
   
  Possessions: +2 Mithril, Large, heavy mace, 
  Masterwork chain shirt, Masterwork heavy steel 
  shield, tanglefoot bags (x4). 
   
  Physical Description: A big burly bruiser who has 
  a way of leaning on his Large, Mithril, heavy mace that 
  convinces unruly patrons to calm down quickly. Osric 
  has wispy black hair, grey eyes that seem made of stone 
  when angry, and an olive complexion from his orcish 
  heritage. 
   
  Reynardine: 
  Male 
  Human 
  (Suel) 
  Rog5/Asn3 
  (worships Pyremius); CR 8; Medium Humanoid; HD 
  8d6+8; hp 42; Init +3; Spd 30 ft.; AC 17, touch 13, flat-
  footed 17 (+4 armor, +3 Dex); BAB/Grp +5/+7; Atk +8 
  melee [(1d6+2; 15-20/x2, Keen Masterwork rapier); 
  SA—; SQ—; AL LE; SV Fort +3, Ref +10, Will +2; Str 
  14, Dex 16, Con 12, Int 16, Wis 10, Cha 8.  
   
  Skills and Feats: Balance +10, Bluff +10, Climb +6, 
  Disable Device +14, Disguise +3, Escape Artist +7, Hide 
  +14, Jump +9, Move Silently +14, Open Locks +12, 
  Search +9, Sense Motive +11, Sleight of Hand +13, Spot 
  +9, Tumble +10; Combat Reflexes, Dodge, Mobility, 
  Arterial Strike. 
   
  Languages: Common, Orc. 
   
  Uncanny Dodge (Ex): You retain you Dexterity 
  bonus to AC even if flatfooted or struck by an invisible 
  attacker. 
   
  Improved Uncanny Dodge(Ex): You can no 
  longer be flanked, except by a level 12 rogue. 
   
  Trap Sense(Ex): +1 to Reflex saves and AC against 
  traps. 
   
  Evasion(Ex): On a successful Reflex save against a 
  magical attack, you take no damage. 
   
  Sneak Attack: Any time someone you attack is 
  denied their Dexterity bonus to AC, or you are 
  flanking them, you inflict an extra 5d6 damage. Ranged 
  attacks must be within 30 feet to gain this, and this 
  extra damage is not increased on a critical hit. 
  Creatures that are immune to critical hits ignore this 
  damage, as do creatures with concealment. 
   
  Trapfinding(Ex): You can use the Search skill to 
  locate traps when the task has a DC higher than 20. 
  You can use the Disable Device skill to disarm magic 
  traps. 
   
  Death Attack: If you study your victim for 
  3 rounds, attack that target within another 3 rounds, 
  then make a sneak attack with a melee weapon that 
  successfully deals damage, you can paralyze or kill the 
  target if they fail a Fortitude save (DC 16). 
   
  Poison Use: You do not risk accidentally 
  poisoning yourself when applying poison to a blade. 
   
  Poison Resistance: You have a +1 to all saving 
  throws against poison. 
   
  Possessions: Keen Masterwork Rapier, Mithril 
  chain shirt. 
   
  Spells Known (3/2): 1st—disguise self, jump, sleep 
  (DC 15); 2nd—invisibility, spider climb. 
   
  Stoink Thieves’ Guild Shooters: Male Human 
  (Oeridian) Ftr3 (worship Nerull); CR 3; Medium 
  Humanoid; HD 3d10+6; hp 28; Init +2; Spd 30 ft.; AC 
  15, touch 12, flat-footed 13 (+3 armor, +2 Dex); 
  BAB/Grp +3/+5; Atk +6 melee 1d6+2;18-20/x2, 
  Masterwork 
  rapier), 
  +6 
  melee 
  (1d6+2;20/x2, 
  Masterwork sap), or +6 ranged (1d8;19-20/x2, 
  Masterwork light crossbow); Full Atk +6 Two-handed 
  (1d8;19-20/x2, Masterwork light crossbow), +5/+5 
  Two-handed, Within 30', Rapid Shot (1d8+1;19-20/x2, 
  Masterwork light crossbow), +4/+4 Two-handed, Rapid 
  Shot (1d8;19-20/x2, Masterwork light crossbow), +6 
  One-handed (1d6+2;18-20/x2, Masterwork rapier), +6 
  One-handed (1d6+2;20/x2, Masterwork sap); SA—; 
  SQ—; AL LE; SV Fort +5, Ref +3, Will +2; Str 15, Dex 
  14, Con 14, Int 12, Wis 12, Cha 8.  
   
  Skills 
  and 
  Feats: 
  Climb 
  +8, 
  Craft 
  (Weaponsmithing) +3, Intimidate +5, Jump +8, Move 
  Silently +4; Combat Reflexes, Point Blank Shot, Precise 
  Shot, Rapid Shot, Rapid Reload (Crossbow, Light). 
   
  Languages: Common, Orc. 
   
  Possessions: 
  masterwork 
  light 
  crossbow, 
  masterwork rapier, masterwork sap, masterwork 
  studded leather. 
  Never Stir the Wasps Nest 
   
  Page 24 
  
  Appendix Three – APL 6 
  Encounter Three 
   
   
   
   
  See the Ralishazite Faction in Encounter Seven. 
   
  Encounter Six 
   
   
   
   
  Govannon the Apothecary, Priest of Iuz: Male 
  Human (Oeridian) Clr8 (worships Iuz); CR 8; Medium 
  Humanoid (Human); HD 8d8; hp 43; Init +1; Spd 20 ft.; 
  AC 22, touch 11, flat-footed 21 (+8 armor, +3 shield, +1 
  Dex); BAB/Grp +6/+6; Atk +8 melee (1d8+2;20/x2, 
  +2 Morningstar); Full Atk +8/3 melee (1d8+2;20/x2, 
  +2 Morningstar); SA—; SQ Aura(Ex), Spontaneous 
  Casting, Restricted Spells, Rebuke Undead(Su); 
  AL NE; SV Fort +4, Ref +2, Will +7; Str 10, Dex 13, Con 
  10, Int 14, Wis 16, Cha 14.  
   
  Skills and Feats: Concentration +0 (+4 casting 
  defensively), Diplomacy +7, Heal +15, Knowledge 
  (arcana) +11, Knowledge (religion) +13, Profession 
  (Apothecary) +15, Spellcraft +14; Combat Casting, 
  Extra Turning, Improved Turning, Still Spell. 
   
  Languages: Common, Abyssal, Orc. 
   
  Aura(Ex): You have a moderate aura of Chaos and 
  Evil. 
   
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of equal 
  or higher level. 
   
  Restricted Spells: cannot cast Good spells. 
   
  Turn Undead(Su): Can rebuke undead 9 times 
  per day. A rebuking check is made on 1d20+4; 
  rebuking damage is equal to 2d6+11 on a successful 
  check. 
   
  Possessions: 
  Masterwork 
  full 
  plate, 
  +2 morningstar, +1 heavy steel shield, holy symbol of 
  Iuz. 
   
  Physical Description: (if significant) [Details about 
  appearance] 
   
  Spells Prepared (6/6/5/5/3): 0—cure minor 
  wounds (2), detect poison, read magic, virtue (2); 1st—
  bane (DC 14), command (DC 14), cure light wounds 
  (2), disguise self*, entropic shield; 2nd—bull’s 
  strength, bear’s endurance, invisibility*, sound burst (2; 
  DC 
  15); 
  3rd—bestow 
  curse 
  (DC 
  16), 
  blindness/deafness 
  (DC 
  16),m 
  nondetection*, 
  protection from energy, searing light; 4th—confusion 
  (DC 17), divination, summon monster IV. 
   
  *Domain spell. Domains: Mind (Gain a +2 bonus 
  on Bluff, Diplomacy, and Sense Motive checks.); 
  Trickery (Bluff, Disguise, and Hide have been added to 
  your list of cleric class skills.). 
   
  Encounter Seven 
   
   
   
   
  Mushin Aydin, High Priest of Ralishaz: Male 
  Human (Bakluni) Clr8 (worships Ralishaz); CR 8; 
  Medium Humanoid; HD 8d8+8; hp 51; Init +2; Spd 30 
  ft.; AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex); 
  BAB/Grp 
  +6/+5; 
  Atk 
  +6 
  melee 
  (1d6-1;20/x2, 
  Masterwork quarterstaff); Full Atk +6/+1 melee (1d6-
  1;20/x2, Masterwork quarterstaff); SA—; SQ Aura(Ex), 
  Spontaneous 
  Casting, 
  Restricted 
  Spells, 
  Turn 
  Undead(Su); AL CN; SV Fort +7, Ref +4, Will +9; Str 8, 
  Dex 14, Con 12, Int 16, Wis 16, Cha 10.  
   
  Skills and Feats: Concentration +8, Heal +12, 
  Knowledge (arcane) +13, Knowledge (history) +8, 
  Knowledge (religion) +9, Profession (Gambler) +14, 
  Spellcraft +13; Combat Casting, Craft Wonderous 
  Item, Spell Penetration, Greater Spell Penetration. 
   
  Languages: Common, Elven, Ancient Baklunish. 
   
  Aura (Ex): You have a strong aura of Chaos. 
   
  Spontaneous Casting: Can spontaneously cast 
  cure spells, by sacrificing a pre-prepared spell of equal 
  or higher level. 
   
  Restricted Spells: cannot cast Lawful spells. 
   
  Turn Undead (Su): Can turn undead 3 times per 
  day. A turning check is made on 1d20+2; turning 
  damage is equal to 2d6+8 on a successful check. 
   
  Possessions: Masterwork chain shirt, masterwork 
  quarterstaff, holy symbol of Ralishaz. 
   
  Spells Prepared (6/6/5/5/3): 0—cure minor 
  wounds (3), detect poison (2), read magic; 1st—cure 
  light wounds (2), disguise self*, hide from undead, 
  sanctuary, shield of faith; 2nd—calm emotions (DC 
  15), hold person (DC 15), invisibility*, sound burst (2; 
  DC 15); 3rd—bestow curse (DC 16), dispel magic, 
  magic circle against chaos*, prayer, stone shape; 4th—
  chaos hammer* (DC 17), cure critical wounds, divine 
  power. 
   
  *Domain spell. Domains: Chaos (cast chaos spells 
  at +1 caster level), Trickery (Bluff, Disguise, and Hide 
  are class skills). 
   
  Osric Pikebreaker, Head Bouncer of All or 
  Nothing: Male Half-orc Ftr5/Rog1 (worships Nazarn); 
  CR 6; Medium Humanoid (Orc); HD 1d6+5d10+6; hp 
  44; Init +5; Spd 30 ft.; AC 17, touch 11, flat-footed 16 
  (+4 armor. +2 shield, +1 dex); BAB/Grp +5/+8; Atk +8 
  melee (2d6+5;20/x2, +2 Mithril Large heavy mace) or 
  +9 melee (1d6+3;20/x2, Masterwork sap); SA +1d6 
  Sneak Attack; SQ Trapfinding(Ex); AL LN; SV Fort +5, 
  Ref +4, Will +1; Str 17, Dex 12, Con 13, Int 10, Wis 10, 
  Cha 12.  
  Never Stir the Wasps Nest 
   
  Page 25 
  
   
  Skills and Feats: Intimidate +10, Jump +3, Sense 
  Motive +3, Spot +4; Combat Reflexes, Improved 
  Initiative, Power Attack, Improved Sunder, Quick 
  Draw, Monkey Grip. 
   
  Languages: Common, Orc. 
   
  Sneak Attack: Any time someone you attack is 
  denied their Dexterity bonus to AC, or you are 
  flanking them, you inflict an extra 1d6 damage. Ranged 
  attacks must be within 30 ft. to gain this, and this extra 
  damage is not increased on a critical hit. Creatures that 
  are immune to critical hits ignore this damage, as do 
  creatures with concealment. 
   
  Trapfinding(Ex): You can use the Search skill to 
  locate traps when the task has a DC higher than 20. 
  You can use the Disable Device skill to disarm magic 
  traps. 
   
  Possessions: +2 Mithril, Large, heavy mace, 
  Masterwork chain shirt, Masterwork heavy steel 
  shield, tanglefoot bags (x4). 
   
  Physical Description: A big burly bruiser who has 
  a way of leaning on his Large, Mithril, heavy mace that 
  convinces unruly patrons to calm down quickly. Osric 
  has wispy black hair, grey eyes that seem made of stone 
  when angry, and an olive complexion from his orcish 
  heritage. 
   
  Reynardine: 
  Male 
  Human 
  (Suel) 
  Rog5/Asn3 
  (worships Pyremius); CR 8; Medium Humanoid; HD 
  8d6+8; hp 42; Init +3; Spd 30 ft.; AC 17, touch 13, flat-
  footed 17 (+4 armor, +3 Dex); BAB/Grp +5/+7; Atk +8 
  melee [(1d6+2; 15-20/x2, Keen Masterwork rapier); 
  SA—; SQ—; AL LE; SV Fort +3, Ref +10, Will +2; Str 
  14, Dex 16, Con 12, Int 16, Wis 10, Cha 8.  
   
  Skills and Feats: Balance +10, Bluff +10, Climb +6, 
  Disable Device +14, Disguise +3, Escape Artist +7, Hide 
  +14, Jump +9, Move Silently +14, Open Locks +12, 
  Search +9, Sense Motive +11, Sleight of Hand +13, Spot 
  +9, Tumble +10; Combat Reflexes, Dodge, Mobility, 
  Arterial Strike. 
   
  Languages: Common, Orc. 
   
  Uncanny Dodge (Ex): You retain you Dexterity 
  bonus to AC even if flatfooted or struck by an invisible 
  attacker. 
   
  Improved Uncanny Dodge(Ex): You can no 
  longer be flanked, except by a level 12 rogue. 
   
  Trap Sense(Ex): +1 to Reflex saves and AC against 
  traps. 
   
  Evasion(Ex): On a successful Reflex save against a 
  magical attack, you take no damage. 
   
  Sneak Attack: Any time someone you attack is 
  denied their Dexterity bonus to AC, or you are 
  flanking them, you inflict an extra 5d6 damage. Ranged 
  attacks must be within 30 feet to gain this, and this 
  extra damage is not increased on a critical hit. 
  Creatures that are immune to critical hits ignore this 
  damage, as do creatures with concealment. 
   
  Trapfinding(Ex): You can use the Search skill to 
  locate traps when the task has a DC higher than 20. 
  You can use the Disable Device skill to disarm magic 
  traps. 
   
  Death Attack: If you study your victim for 
  3 rounds, attack that target within another 3 rounds, 
  then make a sneak attack with a melee weapon that 
  successfully deals damage, you can paralyze or kill the 
  target if they fail a Fortitude save (DC 16). 
   
  Poison Use: You do not risk accidentally 
  poisoning yourself when applying poison to a blade. 
   
  Poison Resistance: You have a +1 to all saving 
  throws against poison. 
   
  Possessions: Keen Masterwork Rapier, Mithril 
  chain shirt. 
   
  Spells Known (3/2): 1st—disguise self, jump, sleep 
  (DC 15); 2nd—invisibility, spider climb. 
   
  Stoink Thieves’ Guild Shooters: Male Human 
  (Oeridian) Ftr3 (worship Nerull); CR 3; Medium 
  Humanoid; HD 3d10+6; hp 28; Init +2; Spd 30 ft.; AC 
  15, touch 12, flat-footed 13 (+3 armor, +2 Dex); 
  BAB/Grp +3/+5; Atk +6 melee 1d6+2;18-20/x2, 
  Masterwork 
  rapier), 
  +6 
  melee 
  (1d6+2;20/x2, 
  Masterwork sap), or +6 ranged (1d8;19-20/x2, 
  Masterwork light crossbow); Full Atk +6 Two-handed 
  (1d8;19-20/x2, Masterwork light crossbow), +5/+5 
  Two-handed, Within 30', Rapid Shot (1d8+1;19-20/x2, 
  Masterwork light crossbow), +4/+4 Two-handed, Rapid 
  Shot (1d8;19-20/x2, Masterwork light crossbow), +6 
  One-handed (1d6+2;18-20/x2, Masterwork rapier), +6 
  One-handed (1d6+2;20/x2, Masterwork sap); SA—; 
  SQ—; AL LE; SV Fort +5, Ref +3, Will +2; Str 15, Dex 
  14, Con 14, Int 12, Wis 12, Cha 8.  
   
  Skills 
  and 
  Feats: 
  Climb 
  +8, 
  Craft 
  (Weaponsmithing) +3, Intimidate +5, Jump +8, Move 
  Silently +4; Combat Reflexes, Point Blank Shot, Precise 
  Shot, Rapid Shot, Rapid Reload (Crossbow, Light). 
   
  Languages: Common, Orc. 
   
  Possessions: 
  masterwork 
  light 
  crossbow, 
  masterwork rapier, masterwork sap, masterwork 
  studded leather. 
  Never Stir the Wasps Nest 
   
  Page 26 
  
  Judge Aid One 
  Map One: All or Nothing Interior and Environ: 
   
   
   
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  Map Two: Tunnels under All or Nothing 
   
   
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  Map Three: Battle Map, Encounter Five, Location 6 
   
   
  Never Stir the Wasps Nest 
   
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  Map Four: Battle Map, Encounter Six 
   
   
   
  Never Stir the Wasps Nest 
   
  Page 30 
  
  Player Handout One 
  The Apothecary serves the Old One. The Mottled One 
  seeks the Sealers of Fate through the Apothecary, to 
  seal their fates. The Veth will be avenged through this. 
  Accomplish this without involving the Red Planks and 
  you will rise in our esteem. 
  Never Stir the Wasps Nest 
   
  Page 31 
  
  Player Handout Two 
   
   
   
   
   
   
   
   
   
   
   
  Never Stir the Wasps Nest 
   
  Page 32 
  
  Player Handout Three 
   
   
   
   
   
   
   
   
   
   
  Never Stir the Wasps Nest 
   
  Page 33 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/596/Normal Scenarios/BDK6-06 - Never Stir the Wasp's Nest (APL 2-6)/BDK6-06 - Never Stir the Wasp's Nest.pdf