TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  BDK3−06 
   
    
   
   
   
   
   
   
   
  Quick ‘n’ Easy 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bandit Kingdoms Regional Adventure 
  Version 1.1 
   
   
   
  by Jerry Blakemore 
  edited and revised for 3.5 by Mike Garis and Britt Frey 
  Reviewed by Jason Bulmahn 
   
  One of Rookroost’s social elites is missing.  Where has she gone?  Why should you care? An adventure for less than 
  honorable characters, APLs 2-12. 
   
   
   
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Quick ‘N’ Easy 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  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. 
  Quick ‘N’ Easy 
   
  Page 3 
  
  Adventure Background 
  Quick ‘n’ Easy is the third installment of the “Thorn in 
  the Eye” series of Bandit Kingdoms regional scenarios.  
  Please make a note of characters that fall under the 
  following categories: 
   
  � Have been branded by Iuz’s minions or have whip 
  scars.  
  � Are members of the Rookroost Thieves Guild. 
  � Have abilities that prevent the detection of thought. 
   These will impair the doppelganger’s use of that 
  special ability. 
  � Have abilities that permit true seeing.  This will 
  reveal the doppelganger’s true form. 
     
  This scenario can be deadly if characters do not act 
  discretely.  It is possible to get off the beaten path or 
  make a poor choice that results in an alternate ending.  It 
  is possible the characters may not even make it to the 
  Green Lady’s mansion.  Rookroost is a dangerous place 
  and most of the residents care only about their own hide. 
   Few will offer help to a stranger. 
   
  Civil disturbances off The Peak will result in the 
  standard Town Guard arriving in 5 minutes.  The Town 
  Guard can be bribed.  A player’s diplomacy or 
  intimidation roll can be increased one point for every 10 
  gp offered.   A successful DC 15 check will result in the 
  players being let go.  The Town Guard can be found in 
  Appendix 1. 
   
  A commotion on The Peak will be answered by a 
  squad from the Bonefist Legion.  They cannot be bribed 
  and will ask few questions.  They will only take 1 minute 
  to arrive.  Legionaries are arrogant and they expect to be 
  obeyed.  They are quick to imprison any they feel are 
  threatening the peace or festivities.  Characters that 
  choose to fight should first be warned that the Bonefist 
  are capable fighters.  If they still choose to do so then 
  every three rounds after combat begins two squads will 
  appear and join the battle.  The Legion is expecting 
  trouble and is ready to react.   
   
  Any who are simply detained should be charged an 
  extra four TU for time spent in the Rookroost Jail.  Due 
  to the large number of people detained, drunkards from 
  the Festival for example, the prisoners will not be 
  properly searched for illegal contraband (such as holy 
  symbols) and will be lumped together.  PCs that are 
  caught after attacking and killing members of the 
  Bonefist Legion or the Town Guard will be executed and 
  their bodies will be unrecoverable. 
   
  You may give out Player’s Handout #1 whenever you 
  wish.  This might help the players grasp the mood of the 
  city. 
   
   
  Adventure Summary  
  The party is enjoying a pint at the Drunken Dragon in 
  Rookroost when an aged stranger offers them a job.  He 
  needs a book, a diary to be exact.  It should be a quick in-
  and-out with little danger involved.  The owner of the 
  diary has dropped out of sight and the characters must 
  enter her home to recover the diary.  When characters 
  inquire about pay, he admits that he possesses little gold 
  with which to pay them; however, the house is packed 
  full of valuables.  After all, it is located in the most 
  exclusive part of Rookroost, The Peak. 
   
  The job is to take place at the Green Lady’s Mansion 
  on The Peak.  She is one of the crème de la crème of 
  Rookroost.  Her family has survived the many political 
  challenges since the city was established.  The current 
  resident is Elara Mornstar and she has proven to be able 
  to survive the change in rule by Iuz.  Some have even 
  whispered that she is a very close friend of Lord Mortoth. 
   Maybe she got a little too close, for no one has seen her 
  since the riot caused by the Rookroost Thieves Guild 
  (RTG).  
   
  The old man emphasizes that now is a good time to 
  gain entrance to the Green Lady’s mansion, as 
  accessibility to The Peak is greater.  The Festival of the 
  Raven traditionally begins on the morrow, and Lord 
  Mortoth has permitted this celebration to continue.  
  During this time, the common folk are allowed to visit 
  the Ravens’ Square.  If asked why the contact does not do 
  the job himself, he reveals whip scars.  He would be 
  turned away at the gate at best, because of his time 
  working in Cranzer’s silver mines.  Worse, he fears that 
  they might send him back to the mines despite his age.   
   
  Making it to the mansion should not be difficult.  
  The party will have to undergo a cursory inspection at 
  The Peak Gate and then slip past some barricades that 
  segregate the Festival goers from those that dwell upon 
  The Peak. 
   
  The characters will have no difficulty finding the 
  Green Lady’s mansion.  Only Lord Mortoth’s Fortress is 
  larger and it is truly the most beautiful home in 
  Rookroost.  Mortoth’s soldiers are posted at the front gate 
  and they will not let anyone enter without an invitation.  
  It should not be difficult to sneak around the corner and 
  climb over the garden fence. 
   
  Their contact told them to find the room with the 
  sweating door.  The diary should be located beyond in 
  this set of rooms.  Once inside, the characters will have to 
  slip past the servants and the home’s guardians.  Over the 
  centuries, the household has paid wizards and trap 
  masters to provide protection from outsiders.  These 
  protections include dozens of animated objects and even 
  a golem. 
  Quick ‘N’ Easy 
   
  Page 4 
  
   
  The successful party will locate Elara’s study and find 
  a diary inside a chest along with a bag full of uncut 
  diamonds, provided the characters survive the mimic and 
  unseen servants that currently guard Elara’s sanctuary.  
  The characters will not understand the writing in the 
  diary unless they can read Draconic.  Even with the 
  ability to read Draconic it will be difficult to comprehend 
  her writings completely, as it is full of innuendo.  If they 
  do understand the book, they will realize that Elara 
  Mornstar is high-ranking member of the RTG.  Merely 
  reading without deciphering the innuendo reveals a high 
  volume of business, but nothing beyond the usual 
  smuggling for which Rookroost is famous.  The 
  characters should take the diary and leave, as the diary 
  will attract the attention of many guardians within the 
  home. 
   
  The party’s contact has arranged a meeting in the 
  Market.  It is crowded with celebrating folks that chose 
  not to pass through The Peak Gate.  He will give them a 
  small amount of gold for their efforts and leave quickly, if 
  allowed to.  This encounter could be interesting.  If the 
  characters decide to turn on their contact, they will find 
  he has brought backup and a melee will ensue in the 
  middle of the festival.  During the confusion the contact 
  will seek to escape with the diary.  He has an advantage 
  when it comes to slipping away, for he is a doppelganger. 
   The Old Goat currently takes his orders from Thorn, an 
  individual that has tried to hurt the RTG in the past. 
   
  Some player characters might be members of the 
  Rookroost Thieves Guild.  If they attempt to contact their 
  Training Master during the course of this adventure, take 
  them aside and read the following: “The training master 
  wants to see whatever you take on this job.  Somehow 
  you better make sure he gets a gander.” 
   
  Introduction: The Offer 
  The adventure begins with the PCs enjoying a pint in 
  Rookroost’s Drunken Dragon Tavern.  An old man 
  introduces himself as the Old Goat.  He seeks to interest 
  a band of adventurers in retrieving a diary from a house 
  full of vast riches.  If good characters resist the offer, the 
  Old Goat explains that the book will be used to subvert 
  an Iuz backed smuggling operation. 
   
  Encounter One:  The Mugging 
  If the characters ignore the offer, this encounter gives 
  them a last chance to be induced into accepting.  The Old 
  Goat has two accomplices appear to mug him for 
  information on the offer.  He hopes that the party will 
  accept the job out of pity for the Old Goat. 
   
  Encounter Two:  The Peak 
  The Festival of the Raven has opened The Peak to the 
  common folk.  All are searched at The Peak Gate, but no 
  one will be charged a gate fee.  The carnival is based in 
  Ravens’ Square, which is boisterous and loud.  Hastily 
  built barricades have been raised to keep the common 
  folk from leaving Ravens’ Square, but it should not be 
  difficult to sneak across them. 
   
  Encounter Three:  On the Outside 
  The party can find Elara’s mansion easily if they follow 
  the Old Goat’s direction.  Now they just have to avoid 
  Mortoth’s guards while breaking into the mansion. 
   
  Encounter Four:  The Green Lady’s Mansion 
  The party makes it inside the home.  The first floor has a 
  few servants going about their business.  They know 
  better than to go upstairs.  The second floor has several 
  guardians, mostly animated objects and constructs that 
  will make things miserable for the party. 
   
   
  Encounter Five:  Beyond the Sweating Door 
  The sweating door is the portal to Elara’s personal 
  chamber.  The party may believe that it is a passage to 
  hell.  The guardians become more deadly and include a 
  golem and mimic.  A successful party will find the diary 
  and a nice bit of treasure. 
   
   
  Encounter Six:  Departure 
  The adventurers will now try to get out without facing 
  more guardians.  What they do not realize is that the 
  diary acts as a beacon for its protectors.  
   
  Encounter Seven A:  The Exchange 
  The Old Goat has arranged to meet the players in the 
  Market.  The market provides a secondary festival for 
  those that do not want to brave The Peak.  He will take 
  the book and give the players a bag of gold in 
  appreciation.  If they attempt a double cross, he has 
  minions ready to strike.  The Old Goat will focus on 
  getting the diary and leaving. 
   
  Encounter Seven B:  Forget the Old Goat 
  If the players decide to keep the diary for themselves, 
  they will be in store for a rude awakening.  The Old Goat 
  is a doppelganger employed by Thorn.  This 
  doppelganger will strike at the possessor of the book.  He 
  has no wish to fail his master. 
   
  Encounter Eight:  Not Again 
  If the characters have the diary, any surviving constructs 
  from Elara’s mansion will attack them. 
   
  Introduction 
  Things are slow in Rookroost.  You and your mates 
  are enjoying a pint in the Drunken Dragon Tavern.  
  Quick ‘N’ Easy 
   
  Page 5 
  
  Fewer locals than normal sit in the pub this late 
  afternoon as most folks are saving their coin for the 
  Festival of the Raven, which starts on the morrow.  
  One of the locals, a common room regular known as 
  the ‘Old Goat’, keeps eyeing your group.  He is a 
  friendly o d fellow and even more amiable when he 
  approaches patrons in the hopes that they will fill his 
  mug. 
  l
  i
   
   
   
  i
   
   
   
  He heads toward you and the room dims a bit as 
  clouds block the sun.  The Old Goat might be a tall 
  fellow, but it is hard to tell from h s stooped back and 
  bowed legs.  His gait is comical and his blackened 
  cane strikes the floor with a frequent staccato.  
  Without even an invitation, he plants himself on an 
  empty stool at the table.  He stares at you and the 
  cataracts in his eyes pulse.  Then he gives a wide grin 
  that reminds you of yellow and black plaid. 
   
  “Got a job for you, I do,” he announces in a high 
  squeaky voice.  He slams his wooden cup on the table. 
   “Fill it up and let’s talk.” 
   
  The party can now ask questions of the Old Goat.  Until 
  they fill his cup he will only make small talk and allude to 
  a job.  When they do fill his cup read the following: 
   
  “I know things are slow for you lot,” The Old Goat 
  states.  “Banditry is down and trade is returning to 
  normal.  I need something and you can help me.  It’s 
  real personal in nature, but for me it’s important.  You 
  hear.” 
   
  He pauses taking the time to look each of you in 
  the eye.  The Old Goat’s smile turns to a wrinkled 
  frown and his pallid eyes narrow to near slits.  The 
  fellow glances over his shoulder at the other patrons 
  and then returns his focus to you. 
  “For you, it should be a simple, quick ‘n’ easy job. 
   Get in, grab a book, and get out.  No fuss. No muss. 
  No killin’.  Just some servants, try not to hurt ‘em 
  none.  Ya’ interested?” 
   
  He looks at the characters, his eyes widen, and his 
  cataracts bulge.  His pale lips form a straight line that his 
  thin chin struggles to support. 
   
  The players may ask a few questions of the Old Goat. 
   This is the information he will provide when asked: 
   
  � “Cannot pay much myself.  But the place you’re goin’ 
  is rich.  You will walk out a lot wealthier, trust me.” 
  � “The home owner?  The Green Lady is well known in 
  Rookroost.  For as long as folks can remember her 
  family has been here.  But now she’s gone missin’!” 
  � “I have no idea where she go.  But nobody seen her 
  since the riots.  You heard of them?  Maybe took part 
  I suspect.  They started here in this bloody tavern.  
  The Thieves Guild had a show down.  Lots of dead 
  thieves, and others.  Power play against Rhaedrick 
  Avenfear.  You heard of Avenfear a’fore?” 
  � “Worried about the Thieves Guild?  I got it on good 
  faith that the Green Lady has not greased their palms 
  for a while now.  Her home can be plucked without a 
  worry about them interfering.  Might need to beat 
  them to it.” 
  � “Why do I want the diary?  A personal question that 
  is.  I prefer not to answer it.” 
  � “Starting tomorrow will be the best time to do it.  
  The Festival of Ravens opens up The Peak to the 
  common folk.  A good day for work is tomorrow, but 
  if you think you’ll be needin weapons, you best find 
  a way to sneak em in.” 
  � “Why do you need me?  I knows the words that 
  opens the door for the diary and the riches.” 
   
  This is the only information he will offer.  Most other 
  inquiries will be ignored.  He is being completely honest 
  in all of these remarks, so there is no need for him to 
  make a Bluff check.  If asked why he does not do the job 
  himself read the following: 
   
  The Old Goat looks at you, h s bottom lip puckering 
  out.  His eyes grow wide in astonishment.  “I’m a little 
  old for this sort of thing, don’t ya’ think.  Plus I got 
  these.” 
  He stands up and turns his back to you. He raises
  his tunic enough to reveal dozens of whip scars across 
  his back. 
   
  He slowly pivots back toward you and says, “Got 
  them in the silver mines, I did.  Sure, folks can enter 
  the Rookroost Peak easy enough during the festival, 
  but folks still gets checked.  You see?  I don’t ever 
  want to get sent back to the Rift, never.  Help me 
  please.” 
   
  He cocks his head to rest on his shoulder as he 
  awaits your reply. 
   
  If characters act concerned about committing robbery 
  read the following: 
   
  “You’re not hurting some innocent babe.  That house 
  is built with blood money, like this entire cursed 
  town.  The Green Lady is who she is because of 
  smuggling.  Maybe she don’t do it herself, but you 
  don’t have to look too far up the family tree to find 
  murderers and cheats.  You won’t be taking nuthin’ 
  that ain’t been took before.” 
   
  If the characters accept the work read the following: 
   
  Quick ‘N’ Easy 
   
  Page 6 
  
  “Tomorrow the Festival of the Ravens starts,” he says. 
  He gives you the address and directions to the Green 
  Lady’s mansion.  Then he states, “The diary can be 
  found in the Lady’s chambers, which can be found on 
  the second floor behind the ‘Kidnapped Door’.  Once 
  inside this part of the house, you will look for yet 
  another door.  Folks be calling this door the ‘Sweating 
  Door’.  Say ‘Greetings Provider of the Seed’, but ya got 
  to say it in Draconic.  Otherwise, you cannot open 
  this door.  I don’t know the words myself.  No good 
  with languages, am I.  You lot can learn somewhere in 
  this town.” 
   
   
   
  The characters have the rest of the afternoon and part of 
  tomorrow to prepare.  They may purchase items listed in 
  the equipment section of the player's handbook.  They 
  may also purchase any number of potions that cost no 
  more than 50 gp each.  Each individual may also purchase 
  one potion that costs no more than 100 gp (all potions 
  must be found in the DMG).  Go to ‘Encounter Two: The 
  Peak’ when they are ready to continue.  If they should 
  refuse the job, go to ‘Encounter One: The Mugging’. 
   
  If the characters attack the Old Goat, his stats are 
  provided in Appendix #4.  The Old Goat is a 
  doppelganger in the employ of the Thorn.  Thorn wants 
  to take over the Thieves Guild.  He believes there is 
  information in Elara’s diary that will assist him in 
  achieving his goal and he is using the doppelganger to 
  advance his plan.  The Old Goat enjoys the intrigue and 
  every now and then he gets to make a kill, the real Old 
  Goat being one of his recent victims. 
   
  Should the characters attack the Old Goat, the locals 
  will frown on this and the Town Patrol will be called for.  
  They arrive in five minutes.  See Appendix One for their 
  stats. 
   
  The characters might detect that the Old Goat is a 
  doppelganger.  If his identity is discovered, read the 
  following: 
   
  “Folks don’t coddle to my kind.  I’m not here to stab 
  you in the back.  I need this book and this place is 
  rich; you can make a bundle.  Why don’t I do it?  
  Them Iuz clerics don’t care for my kind and they have 
  ways of finding us, just like you did. I don’t want to 
  find myself in their dungeon.  If you do this for me I 
  swear you’ll walk out loaded.  It will also hurt some 
  very bad people, the worst kind. 
   
  Developments: Characters can research the Green Lady 
  if they wish.  They can use the skills of Gather 
  Information, Knowledge: local (Iuz’s Border States), or 
  Bardic Knowledge to learn the following things: 
   
  � DC 10.  The Green Lady, or Elara Mornstar, is 
  respected throughout Rookroost. 
  � DC 12.  Rumor has it the family got their money the 
  old fashioned way; they stole it.  
  � DC 15.  No one has seen her in a while.  Not since 
  the Thieves Guild riots.  
  � DC 20.  Most folks think she pays off the Thieves 
  Guild for protection.  Nothing new about that in this 
  town.  Makes good sense actually. 
  � DC 22.  Lord Mortoth and Elara Mornstar are 
  friends.  Real good friends.  Wink.  Wink.  Nudge.  
  Nudge. 
  � DC 25.  Elara Mornstar is unnaturally young.  
  Nobody I know remembers her as a child. 
  � DC 30.  Word on the street is she belongs to the 
  Thieves Guild.  Watch your back if you cross her.   
  � DC 40.  She’s a Thieves Guild big wig.  How else do 
  you explain her being left alone throughout these 
  troubled times? 
   
  The party can make one roll for learning about the Green 
  Lady for each hour spent gathering information.  PCs 
  with 
  both 
  Gather 
  Information 
  and 
  appropriate 
  Knowledge skills may receive a +2 synergy bonus and 
  characters may assist another character.  The characters 
  can only gain one line of information for each hour they 
  investigate.  You can attain a higher level of information 
  without possessing a lower item first. 
   
  A total of less than 10 on a gather information skill 
  check indicates the characters have attracted the notice 
  of the Thieves Guild.  If a party member is a member of 
  the RTG, he will be given the message, “The training 
  master wants to see whatever you take on this job.  
  Somehow you better make sure he gets a gander.”  If no 
  member of the RTG is in the party, they will receive a 
  note stating, “You’re askin’ questions that you might not 
  need an answer to.  Think about it and then shut your 
  mouth.”  If they continue, the guild will have put the 
  word out that the party is not to be talked to and the DC 
  for any information will raise by 15. 
   
  Time spent researching the Green Lady cannot be 
  used for rest or preparations for the visit to Elara’s 
  mansion. 
   
  RTG members within the party may contact their 
  Training Master or Thief Master for advice on this job.  If 
  they do so, they will be given the same message as if they 
  had rolled less than a 10 on gather information. 
   
  For 25 gp the characters can learn the words that 
  must be spoken in Draconic.  If a player already speaks 
  Draconic, they should have no problem with the phrase. 
   
  Quick ‘N’ Easy 
   
  Page 7 
  
  Encounter One: 
  The Mugging 
  (Skip this encounter if the party has already agreed to 
  help the O d Goat.) 
  l
  t
   
  The party barely steps out of the tavern when you 
  hear a commotion from around the corner.  Muffled 
  grunts and curses reach your ears. 
   
  The Old Goat has a pair of accomplices that are pounding 
  on him.  He hopes the characters will become more 
  sympathetic to his cause, since others are beating him up 
  for the information.  He is playing the weak old man to 
  the fullest of his ability.  The accomplices will flee the 
  minute the party rounds the corner.  A third accomplice 
  actually gives a signal so they can make a clean get away.  
  The party will not be able to catch the accomplices, as 
  they run around a corner, change form appearing like 
  simple commoners, knocked aside by thugs who 
  continued onward.  When they reach the old man read: 
   
  “They heard me talkin’ to you,” he stops and spits out 
  blood.  “They wanted to know where the treasure was. 
   It ain’t no easy treasure but it’s there.  All I want is 
  that book so I can knows…  My Dad” 
   
  His eyes widen and then he coughs a bit before quieting 
  down. 
   
  Now is the time to catch him in a bluff.  The Old 
  Goat will lie about his father being framed by Elara’s 
  father.  He wants the diary to prove his papa’s innocence. 
   If the characters change their mind and accept, go to 
  ‘Encounter Two:  The Peak’.  The Old Goat will tell them 
  what they need to know about the job.  Characters still 
  have the rest of the afternoon and tomorrow to prepare. 
   
  If they refuse to accept, game over. 
   
  Encounter Two: 
  The Peak 
  The Festival of the Raven has opened The Peak to the 
  common folk.  All are searched at The Peak Gate, but no 
  one will be charged a gate fee.  The carnival is based in 
  the square, which is boisterous and loud.  Hastily built 
  barricades have been raised to keep the common folk 
  from leaving the Ravens’ Square.  It should not be 
  difficult to sneak across them. 
   
  When the characters are finished with their 
  preparations, they may go to The Peak.  They will not be 
  able to purchase adventuring items on The Peak.  They 
  may pass through the gate at any time after dawn and 
  before midnight.  Read the following to them when they 
  do go: 
   
  A long queue passes slowly through the gate.  Orcs 
  and half-orcs roughly pat down those that seek 
  entrance.  A dwarf openly wearing a short sword is 
  ordered to leave.  No weapons longer than a dagger 
  are permitted and only ligh  armor may be worn, for 
  this is a celebration, not a battle. 
   
  A human with a holy symbol of Iuz watches the 
  masses enter.  Occasionally, he points at one of the 
  festival goers and the orcs escort the individual over 
  to him for a chat.  It is impossible to hear the 
  conversation 
  from 
  where 
  you 
  are 
  standing.  
  Currently, an obviously nervous human is talking to 
  the servant of Iuz.  The evil man commands two 
  guards to come to him and they jerk the man’s blouse 
  up.  All can see whip scars and a brand mark on his 
  back that looks to be the Old One’s mark.  The man 
  cries aloud as the guards drag him into The Peak Gate 
  tower. 
   
  Characters that have whip scars or have been branded in 
  a previous Bandit Kingdom module should be nervous.  
  If they are caught here, they will be taken to the Rift for a 
  life of slavery.  You should have noted characters marked 
  in this manner already.  Do not select these characters to 
  be brought before the priest.  Just make them a little 
  miserable.  Pick an unscarred member of the party to go 
  before the priest.  All he or she has to do is answer a few 
  questions.  The priest will ask: 
   
  • 
  “Are you a resident of Rookroost?” 
  • 
  “Do you oppose the Old One’s rule?” 
  • 
  “Why should I believe you?” 
  • 
  “Have you ever been to the Rift?” 
   
  The priest will be detecting for bluffs and spotting for 
  holy symbols of good Gods.  If a bluff is detected the 
  characters back will be exposed.  Again, do not select a 
  character that is scarred or branded.  Characters found 
  with a good holy symbol will be imprisoned for 4 TUs. 
   
  As noted earlier, the guards will not allow anyone 
  with bladed weapons that are larger than a dagger or 
  blunt weapons larger than a light mace to enter.  No bows 
  or slings are permitted either.  The same holds true for 
  characters in medium or heavy armor.  A walking staff 
  will be allowed.  Characters will have to sneak in their 
  martial implements.  Note that the priest and the guards 
  change shift at nightfall.  Their replacements will not be 
  able to identify characters that were previously rejected 
  from entering.  The procedure remains the same for the 
  new shift. 
  Quick ‘N’ Easy 
   
  Page 8 
  
   
  Characters that are allowed through The Peak Gate 
  are not charged a gate fee during the Festival of the 
  Raven. 
   
  RTG members may use their guild connections to 
  sneak onto The Peak with their gear.  Let them know that 
  this option will require a 1 IP payment per character to 
  the guild.  Alternatively, the players may pay 100 gold 
  pieces each for entry into The Peak, past the barricades, 
  with their gear.  Characters that take either of these 
  options go straight to Encounter Three:  On the Outside 
   
  Characters may also opt to go over the wall.  Taking 
  this option is dangerous.  The characters will be spotted 
  automatically if they attempt this in the daylight.  After 
  dark, the guards can still spot them.  Players will want to 
  use their Hide and Move Silently skills.  Because of the 
  noisy festivities, all characters will get a +2 on their Move 
  Silently checks. 
   
  The walls consist of hewn stone, which entails a 
  Climb check of DC 25.  The walls are 30’ tall.  A grappling 
  hook can be attached with a successful ranged touch 
  attack against AC 15.  Once a character reaches the top, a 
  rope can be tied to the parapets to allow less skilled 
  climbers a better chance to reach the ramparts.  Do not 
  forget to modify the roll for burdened and armored 
  characters.  Setting up a rope entails using the Use Rope 
  skill.  Characters using a rope can climb at DC 5.  Once 
  the first character starts the climb, the party has two 
  minutes to get over before a patrol crosses the parapets 
  on this part of the wall.  There are plenty of shadowed 
  nooks to hide in up here. 
   
  Once the characters have defeated the guards or 
  blended in with the crowd on the square they may 
  proceed. 
   
  The party in Ravens’ Square is in the midst of the 
  festivities.  Jugglers and bards draw crowds about 
  them.  Children push through the crowd so they 
  might attend the next puppet show.  The boys and 
  girls are dressed in their finest, with a black feather 
  tied to their head by silvered thread.  One child, 
  obviously of rich parentage, wears an entire cloak 
  made of crow feathers.  Hawkers sing loudly about a 
  variety of delicacies they offer to tantalize the tongue. 
   
  However, the carnival is not why you are here.  
  You eye the barricade that blocks Ravens’ Square 
  from the fine homes and shops beyond.  You see a 
  makeshift gate, but the guards are not letting anyone 
  pass. 
   
   
   
  Given a closer look the barricade is not much of a 
  deterrent, just some flimsy wooden sheets nailed 
  together. 
   
  Getting over the barricade will not present a huge 
  problem.  The party need only be discreet to get through 
  unnoticed in this crowd.  If they want to try the gate, 
  they will not succeed.  Only people with a letter signed 
  and sealed by Lord Mortoth are allowed to pass by the 
  guards.  Forgery and Bluff are possibilities.  The 
  characters must make an opposed check against the 
  guards’ Forgery or Sense Motive skills, which are both -1. 
   The guards get a +10 bonus on Forgery and Sense Motive 
  checks due to the personal risks of being wrong. 
   
  Guard Tactics:  If the PCs are spotted climbing the 
  wall, the spotting pair of guards will bang their swords on 
  their metal shields and wait for reinforcements before 
  they engage in melee.  Another pair of guards will arrive 
  every 2 rounds until the entire squad is present.  The 
  sergeant of the guard will arrive with the last pair.  Each 
  squad has 6 orcs and 3 goblins (2 goblins for APL 2).  
  Another full squad appears two minutes later and then a 
  third squad, which includes a Cleric of Iuz and a sorcerer, 
  comes two minutes after that.  These troops are extremely 
  disciplined.  On top of the wall they have enough room 
  to form two ranks.  The first rank will advance with 
  sword and interlocking shields.  The second rank will 
  support the front rank with long spears.  A third rank will 
  engage the party with missile fire.  The second squad will 
  arrive from the opposite side of the first squad.   The third 
  squad comes from behind the first. When the spell 
  casters arrive the cleric will use fear spells on the stronger 
  fighters while the sorcerer will use offensive spells 
  against the party’s spellcasters.  See Appendix One for 
  descriptions of the guards. 
   
  A smart party will flee down into the crowd below 
  them.  This is the best solution, but it must be taken early 
  in the situation before support arrives. 
   
  Encounter Three: 
  On the Outside 
  No matter how the characters get by the barricades, read 
  the following: 
   
  Ravens’ Square is behind you.  The Baron’s Palace 
  dominates the peak as you skirt along Peak Circle 
  Street. 
   
  You find it difficult not to stare at the Baron’s 
  fortress.  The stonework on the palace seems to glare 
  back at you.  Even with the noise from the crowd, you 
  are certain that you can hear screams from inside.  
  After a time you reach the far side of the keep, and 
  from there the party can see several small mansions. 
  You move off the road and duck through the 
  manicured orchards that flank the road.  
  You see the Green Lady’s mansion up ahead.  It is 
  almost as impressive as the palace.  Further, down the 
  road you see orcs in half plate guarding the mansion’s 
  Quick ‘N’ Easy 
   
  Page 9 
  
  gate.  Closer to you are the ivy-covered walls that 
  surround the mansion. 
   
  The Green Lady’s home is a small palace, larger than the 
  other homes the party passed.  20-foot tall, rough, ivy-
  covered walls surround the place making it easier to 
  surmount (DC 10).  From the top of the wall, the party 
  can see that this wall does not intersect the mansion.  
  Several trees have branches that brush the wall. 
   
  The trees extend from the garden, which includes a 
  huge hedgerow maze.  The maze is filled with several 
  benches and flowerbeds.  The hedges reach a manicured 
  height of 8’.  The trees are quite old with large branches 
  and the party can move through the branches with ease.  
  The party can attempt the maze, but they will be slowed.  
  PCs can attempt to jump 5 feet from the wall onto a tree 
  branch that will support them. This is a DC 10 jump 
  check for most characters.  If any characters fail their 
  jump checks, they will take 2d6 damage from the fall.  
  Once in the trees it will take 5 balance checks, one per 
  round, to clear the maze.  Characters crossing the 
  branches move at half their movement rate if they 
  succeed at Balance checks of DC 10.  If a PC fails their 
  balance check by 5 or more, they will fall and take 2d6 
  falling damage. 
   
  A character that falls inside the maze will take some 
  time to get out.  They must pass a check using either their 
  Survival or Intelligence modifier (DC 15).  If they fall at 
  the wall, they will have to make five checks, one per 
  round.  If characters fall beyond the wall, reduce the 
  number of maze checks by the number of successful 
  balance checks they made before falling out of the trees.  
  For each maze check failed, increase the number of maze 
  checks that must be passed by one.  A player also makes 
  the next roll at -1 and this is cumulative for each 
  successive check that is failed.  Players in the trees above 
  can guide characters on the ground through the maze.  
  This gives them a +2 on their roll and if they go the 
  wrong way, they may return immediately without facing 
  a penalty on their next roll.  They do not progress out of 
  the maze on that round however.  A passed maze check 
  reduces the number of maze checks by one.  Once the 
  maze checks equal zero the characters have reached the 
  courtyard.  A party member may drop a rope down to 
  extract their mates.  Climbing up the rope is a DC 5 climb 
  check. 
   
  A cobblestone courtyard surrounded by a 3-foot high 
  wall is all that separates the party from the house.  A large 
  fountain fills the center of the courtyard.  The fountain 
  depicts oversized sylvan creatures frolicking in the wild.  
  Opposite the courtyard are three sets of glass double 
  doors.  Green curtains hide the contents of the room.  
  Use DM’s Aid #6 for the courtyard. 
   
  The glass double doors are locked separately, 
  requiring a DC 20 Open Locks check.  There are no traps 
  present. 
   
  Encounter Four: 
  The Green Lady’s Mansion 
  The house is elegant yet simple.  Wealth is displayed 
  modestly to complement the home or to meet a need.  
  There are no gaudy displays to sooth the owner’s ego.  
  The house is quiet as the party enters. 
   
  Most of the servants have gone to the festival.  A few 
  servants remain and if they see an intruder will flee for 
  the gate without question or challenge.  Roll a d20 every 
  minute the characters are downstairs and outside of the 
  ballroom.  On a result of 1 a servant will enter the 
  hallway.  All servants make spot or search checks without 
  modifiers.  The servants are too scared to enter the 
  second floor or ballroom at night. 
   
  Mortoth’s guards at the gate will not investigate any 
  noises inside the house, as they have firm orders to 
  remain outside.  However, they will come inside if a 
  servant reports intruders.   If the characters make loud 
  noises in the hallways or ballroom, the servants will flee 
  as well.  The servants will report the noise to the guards.  
  Use the stats in Appendix One for the guards.  They do 
  not have a cleric or sorcerer with them.  The guards will 
  take 5 minutes to arrive.  If the guards are not able to 
  report back then a Bonefist Legion Squad will show up 10 
  minutes after the guards arrived.  In both cases none of 
  the groups will initially go upstairs; instead they will 
  ambush the party if they come back downstairs.  They 
  have orders to cause as little damage to the house as 
  possible. 
   
  The house has many small pedestals for placing 
  candleholders.  The pedestals are spaced out every 10’ 
  along the hallway.  Every third set is lit on the first floor, 
  while none are lit on the second floor. 
   
  1 Lower Ballroom 
  The floor of this room is checkered with red and 
  black marbled tile.  The ceiling stands 25 foo  above 
  you from which dangle three large chandeliers that 
  are curren ly unlit.  A long banquet table splits the 
  middle of the room and ten plush chairs are evenly 
  spaced on both sides of the table.  Two chairs are set 
  at the south end of the table, while one is placed on 
  the north.  A buffet table sits barren against the east 
  wall, while small round tables are placed in each 
  corner.  Two large doors are located on the east wall. 
  One near the north and the other towards the south. 
   
  t
  t
   
  f 
   
   
   
  Two stairways wind up towards the orchestra, 
  which is flanked by a pair o balconies. Each balcony 
  Quick ‘N’ Easy 
   
  Page 10 
  
  is supported by an intricately crafted column, one 
  shaped like a goat-headed demon, the other a woman. 
    Both wield long swords.  A ligh ly painted railing 
  partitions the entire second floor.  Two large glass 
  bowls are placed on pedestals that extend from the 
  orchestra’s balcony.  These bowls currently provide 
  all the light in the ballroom. 
  t
  t
   
   
   
   
  The lights move and flicker and you notice little 
  heads peeking out of each bowl.  Their ears are 
  pointed and one is male, while the o her is female. 
  The female shouts out, “It’s not the boss.” 
  “No, uglier,” the male replies and the pair giggles. 
   “Looks like we get to have some fun.  Intruders!” 
  With that said, the light is squashed. 
   
  Elara has several mephits she uses as personal guards.  
  These are two fire mephits.  They will leave the Upper 
  Ballroom doors open as they intend to cast dispel magic 
  on the creatures in the Trophy Room (room number 13).  
  After the creatures are awakened, the mephits will lure 
  them towards the Ballroom.  The mephits have a network 
  of ducts they use for moving about the second floor of 
  the house.  The ducts have hidden doors located in the 
  ceilings.  It is a free action to enter these, while exiting 
  them requires a move action.  The mephits leave to find 
  their mates (three air mephits) and will prepare the other 
  encounters.  The mephits will not engage the party 
  unless forced to do so. 
   
  ALL APLs (EL 7) 
  � Fire Mephits (2): hp 13 ea; see Monster Manual page 
  182. 
  � Air Mephits (3): hp 13 ea; see Monster Manual page 
  181. 
   
  This room contains nothing of value that the characters 
  can easily transport.  The characters should not want to 
  lug heavy furnishings off The Peak.  The furnishings are 
  expensive, but also custom made and hard to fence.  If 
  the players choose to attempt to take something, have the 
  mephits force the creatures from the trophy room into 
  this one.  Note, this may also alert the servants to the 
  presence of the characters. 
   
  2 Library 
  The walls of this room are covered in shelving all the 
  way up to the 12’ ceiling.  Ano her set o  shelves splits 
  the middle of the room.  All the shelves are full of 
  books.  A set of square tables surrounded by four 
  chairs can be found on either side of these shelves. 
  t
  f
   
  t
  i
  l
   
  f
  l
  . 
   
  3 Gallery 
  Paintings of many important and infamous citizens of 
  Rookroost fill this room.  A large rug with the Raven 
  crest covers the floor. 
   
  4 Wine Storage 
  This room looks like it could hold several thousand 
  bo tles of w ne.  Current y more than half of the racks
  are filled with vintages collected from all four corners 
  of Oerth. 
   
  5 Parlor 
  This is a very comfortable attired room with a small 
  stage on the west wall.  A pair of lutes and a lyre are 
  mounted on the wall.  Several divans are dispersed 
  across the chair as well as cushioned chairs.  Small 
  tables are strategically located about the room. 
   
  6 Entry 
  Two stairs lead to the second floor.  Numerous 
  paintings of the Mornstar family cover the wall.  A 
  huge chandelier dangles from the ceiling. 
   
  7 Downstairs Storage 
  This room contains various cleaning supplies and 
  some broken furniture. 
   
  8 Downstairs Guests’ Suites 
  This is a party house and when a party is thrown it 
  may last a few days or weeks.  That is why there are 
  several suites provided for visitors. 
   
  Currently, no one seems to be expected, as the 
  furnishings are covered with sheets to keep the dust 
  off and all the valuable art pieces are in storage as 
  well. 
   
  9 Downstairs Servants’ Quarters 
  These 
  rooms 
  contain 
  the 
  servants’ 
  personal 
  belongings.  Nothing o  value can be found here.  
  Each room has a bed, table and chair.   
   
  10 Kitchen 
  This is a large kitchen with three large tables and 
  numerous cabinets.  A large firep ace fills the north 
  wall. 
   
  11 Informal Dining 
  Servants probably use this room to eat.  It has a table 
  and some chairs, but very few accoutrements.  
   
  12 Upper Ballroom 
  This area is tiled in red and black similar to the Lower 
  Ballroom.  The floor is polished and slick  The only 
  Quick ‘N’ Easy 
   
  Page 11 
  
  furnishings are some small round tables in the 
  corners of the east wall.  Two large wooden doors are 
  centered on the east wall. 
   
  This room has less to offer than the ballroom below.  
  When they open the door read the following: 
   
  The hallway is dark and no sound can be heard.  The 
  floor is carpeted, which you hope will assist your 
  sneaking about.  A glance at the door reveals ornate 
  carving.  Both doors depict a huge celebration in the 
  ballroom you are leaving.  The engraved guests are a 
  surprising mix of humans and devils. 
   
  13 Trophy Room 
  This room holds a variety of trophy animals.  Many 
  heads adorn the walls as well as a variety of weapons. 
  There are also quite a few beautifully preserved 
  animals on display.  A variety of creatures are posed in 
  the middle of the room.  All are wearing leather 
  collars. 
   
   
  The weapons on the walls are ornamental and will break 
  in combat.  Some of the creatures in the center of the 
  room are actually held in Temporal Stasis.  Wands of 
  Dispel Magic are placed in the ductwork above this room. 
   The mephits will use these wands to take the beasts out 
  of Temporal Stasis.  Once the spell is broken, they will 
  lure the beasties towards the characters.  The mephits 
  that fetch the beasts from the Trophy Room must be 
  careful, as these creatures will attack the mephits if they 
  get too close.   
   
  The leather collars are arcane locked around the 
  creatures’ neck.  Any removal of a collar will awaken that 
  particular creature from Temporal Stasis.  Awakened 
  creatures will attack immediately.  Possession of a collar 
  could be quite beneficial to the individual holding it.  
  Animated objects will not attack anyone touching these 
  collars.  These items produce transmutation and 
  abjuration magical auras. 
   
  There is nothing of value besides the ornamental 
  weapons, which weigh as much as regular weapons. 
   
  APL 2 (EL 2) 
  � Krenshar (2):  hp 11 ea; see Monster Manual page 163. 
   
  APL 4 (EL 3) 
  � Krenshar (3):  hp 11 ea; see Monster Manual page 163. 
   
  APL 6 (EL 4) 
  � Displacer Beast (1): hp 51; see Monster Manual page 
  66. 
   
  APL 8 (EL 8) 
  � Displacer Beast (4): hp 51; see Monster Manual page 
  66. 
   
  APL 10 (EL 10) 
  � Displacer Beast (4): hp 51; see Monster Manual page 
  66. 
  � Gorgon (1): hp 85; see Monster Manual page 137. 
   
  APL 12 (EL 12) 
  � Gorgon (4): hp 85; see Monster Manual page 137. 
   
  14 Guest Servants’ Quarters 
  These 
  rooms 
  resemble 
  the 
  servants’ 
  quarters 
  downstairs.  They are probably intended for guests’ 
  servants. 
   
  15 Storage 
  Cleaning and laundry supplies and some old 
  paintings are all that occupy this room. 
   
  16 Entry Overlook 
  This is the balcony overlooking the entry area. 
   
  17 Upper Guests’ Suites 
  These suites are similar to the guests’ suites on the 
  first floor. 
    
  18 Elara’s Foyer 
  The carving on the green door before you illustrates a 
  cottage located in a copse within a dense forest.  A 
  devil is seen sneaking out the window with a smiling 
  young woman.  An elderly man is rushing out the 
  front door gripping a hand ax. 
   
   
  t
  -
  i
  f
  l
  i
  l
   
   
  This door is locked.  It will take a DC 20 Open Locks 
  check to unlock it.  Once the door is opened, read the 
  following. 
   
  This area is well lit.  You can see a closed door in each 
  wall.  Comfortable divans covered in three shades of 
  green embroidery sit on either side of the door 
  through which you entered.  The ligh  is coming 
  from two medium sized opaque bowls that are set 
  upon columns that stop a foot short of reaching the 
  ten foot h gh ceiling.  A painting on the east wall 
  portrays Rookroost when only three walls surrounded 
  the city.  A well-dressed man of middle age is the 
  subject o  a painting on the west wall.  A brightly 
  colored rug covers the floor. 
   
  A smal  trap door opens in the roof.  Two l ttle 
  heads peek out, grinning manical y. 
  “They’re still here,” one squawks out with glee. 
  Quick ‘N’ Easy 
   
  Page 12 
  
   
  “Da boss ain’t gonna l ke ‘em n here,” his female 
  companion remarks. 
  i
  i  
   
   
   
  l
   
   
   
   
   
  “Intruders!” shouts out the male and the lid slams 
  shut. 
   
  The paintings sway where they hang upon the 
  wall.  The divans bang against wall. The rug caresses 
  your legs as you walk across it. 
   
  The characters have now entered the first room of Elara’s 
  private chambers.  At this time the mephits will inform 
  their mates that the party has arrived.  The rooms will 
  appear to come alive, but most items will not attack the 
  party. 
   
  The mephits leave the room through trapdoors in 
  the ceiling.  Each room in this area has ceiling trapdoors 
  linked by passages.  Medium creatures cannot fit in this 
  network.  Small characters will need a boost to reach the 
  trapdoors. The mephits will seek to chase the characters 
  away.  They will snipe at the party and duck back into the 
  trapdoors if hurt.  Then they will heal themselves before 
  returning to harass the party. 
   
  19 Elara’s Private Dining Room 
  The floor of this room is covered with green and 
  black tiles.  Six chairs with green striped cushions 
  surround a rectangular table that appears to be 
  mahogany.  A large china cabinet takes up most of the 
  north wal . 
  The chairs rock back and forth, as does the table. 
  The drawers in the china cabinet open and slam shut 
  over and over again.  The dishes in the china cabinet 
  rattle and rock back and forth.  A large platter rolls 
  back and forth along the back of the cabinet. 
   
  A lot of things are moving about in here, but it is just a lot 
  of noise.  It should mess with the characters, but not 
  harm them.  There is a mephit entry in the roof. 
   
  20 Elara’s Sitting Room 
  This room has a sofa set in front of the window on the 
  eastern wall.  A long, low table rests in front of the 
  sofa and two chairs are set opposite each other.  A 
  wicker basket rests upon the table.  Two balls of green 
  yarn and darning needles rest inside the basket.  
  There is a suit of plate mail in each corner of the 
  western wall, flanking the only door.  Halberds rest in
  their gauntlets.  Four columns offer support for this 
  room, each having a finely crafted iron snake coiled 
  around it. 
   
  The furniture taps loudly on the floor and the 
  armor rocks back and forth in a threatening manner. 
  The needles knit furiously at the green yarn as the 
  basket spins about. 
   
  The mephits have access to this room through a trap door 
  in the roof. 
   
  For all encounters, the creatures are commanded to 
  kill anyone that comes through the door unless they say 
  “Long live Drevinius Licentius” in Draconic. 
   
  APL 2 (EL 4) 
  � Iron Cobra (2):  27 hp each; see Appendix Three. 
   
  APL 4 (EL 6) 
  � Caryatid Column (1): 53 hp; see Appendix Three. 
   
  APL 6 (EL 8) 
  � Caryatid Column (2): 53 hp each; see Appendix 
  Three. 
   
  APL 8 (EL 10) 
  � Caryatid Column (Advanced) (3): 75 hp each; see 
  Appendix Three. 
   
  APL 10 (EL 12) 
  � Caryatid Column (Advanced) (3): 118 hp each; see 
  Appendix Three. 
   
  APL 12 (EL 14) 
  � Caryatid Column (Advanced) (4): 146 hp each; see 
  Appendix Three. 
   
  21 Elara’s Private Library 
  Bookshelves cover the walls in this room.  Rolled up 
  scrolls and books of all sizes fill the shelves.  A many 
  faceted crystal globe rests upon a round display table. 
   There are doors in both the north and south wal s. 
  l
   
  The books on the shelves bounce about.  Books 
  fly open and the pages loudly clap together.  Scrolls 
  open and close banging against each other. 
   
  The room activity is just here to make the characters 
  nervous.  None of the items will actually attack the 
  characters.  Again they are just making noise.  There is a 
  mephit entry in the roof. 
   
  The crystal globe has a value of 25gp and is 
  extremely fragile (1 hp and 0 hardness).  There are also 
  three magic scrolls.  The scrolls have the spells Alarm, 
  Nystul’s Magic Aura, and Arcane Sight. 
   
  22 Elara’s Closet 
  This room is full of clothing, hats, and shoes.  The 
  great majority of these items are one shade of green 
  or another.  The clothing varies from simple peasant 
  garb to gowns worthy of wearing to court. 
  Quick ‘N’ Easy 
   
  Page 13 
  
   
  The mephits do not have access to this room and have 
  firm orders to stay out under all circumstances. 
   
  23 Elara’s Bedchamber 
  The floor in here is covered in smoothly varnished 
  hard woods.  Several rugs dot the floor and a dozen 
  small paintings hang on the wall.  The walls are 
  covered with mirrors and a large lit candelabrum 
  hangs over the doorway.  The bed is unusual, for it is 
  round.  Green silken spreads cover the mattress.  On 
  the west wall there is a mirror-covered door.  Another 
  door is located on the east wall, as is a fireplace, 
  which is curren ly lit.   A large van ty leans against 
  the south side.   A throne like chair is set before it. 
  t
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  The mephits will take great efforts to make the party 
  miserable in this room.  They aim to make things so 
  uncomfortable for the party that they will leave (without 
  directly attacking the party).  If a mephit suffers a wound, 
  it will flee the room through any open doors, the 
  fireplace, or the three duct trap doors located in the 
  ceiling.  The mephits will heal themselves and plan their 
  next attack. 
   
  Once the characters get rid of the mephits, they will 
  be able to search the room.  When they check out the 
  west door read the following: 
   
  A quick look at the door on the west wal  gives you 
  pause.  The window to its right provides a view of the 
  home’s western courtyard.  It is quite apparent that 
  this door must lead to stairs, or a ladder.  You would 
  be able to see stairs from your current vantage point, 
  so it must be the latter. 
   
  The door is elegantly carved, though the scene 
  depicted it disturbing.  The scene is a view of hell, 
  where agonized souls are digging into the burning 
  earth. A human woman whips the souls, while in the 
  background a dev  looks on approv ngly.  It ooks 
  like the damned souls are sweating, but upon closer 
  inspection you see that moisture has collected on the 
  door. It is most peculiar, considering the time of the 
  year and that the adjacent window shows no traces of 
  condensation. 
   
   
  This is the sweating door and it leads to a pocket 
  dimension that Elara uses to keep her most valuable 
  items.  The door is made of stone and is arcane locked 
  (Break DC 38).  If the characters say “Greetings Provider 
  of the Seed” in Draconic, the door will unlock and open.  
  Because the door leads to a location on another plane, 
  there is no other way to reach this destination from 
  Oerth. 
   
  Encounter Five: 
  Beyond the Sweating Door 
  The door opens to a room that is disappointing when 
  compared to the rest of the house; that is, until you 
  realize it shouldn’t be here at all.  The floor is 
  hardened stone and the walls are rough and uneven 
  gray stone.  The room is 30’ wide by 70’ long. On the 
  far end is a desk and hard-backed wooden chair.  A 
  large portrait of a devil with his arm ‘round a blond 
  human woman fills the wall behind the desk.  The 
  woman is holding a child and looks con ent in the 
  devil’s embrace.  The scenery behind them is a view 
  of the city of Rookroost from the top of The Peak 
  Gate. 
    
  The diary they seek is on the table.  This room is a pocket 
  dimension, a gift from someone close to Elara Mornstar.  
  The room may only be entered through the door from 
  Rookroost.  They may not teleport or dimension door to 
  gain access to the room.  The only other way to get here, 
  or depart for that matter, is planar travel.  They will not 
  be able to locate the room outside of using the door in 
  Elara’s Bedchamber. 
   
  The room has an unusual quality in that it will 
  expand and contract.  It is currently in its fully contracted 
  state.  When a character touches the diary the room will 
  grow.  This expansion extends the room 30’ to the north 
  south and east.  The west wall is anchored and will not 
  move.  Characters will remain in their present location 
  on the map.  The door moves with the wall.  A character 
  standing next to the door will remain stationary while 
  the door moves away.  A character grasping the door 
  handle will be dragged along with it.   They must make a 
  DC 15 Balance check or they will fall.  A character may 
  make a DC 15 STR check to retain their grip on the door 
  handle each round after they lose their balance.  Each 
  round they are dragged the character suffers 1d4 points 
  of nonlethal damage from the rough floor.  A successful 
  DC 20 Balance check will allow a character to regain their 
  footing.   The room will continue to expand for 6 rounds. 
   
  On the second round of expansion, defenders will 
  enter the room via Dimension Doors.  The defenders are 
  constructs that are instructed to protect the contents of 
  the room.  They will attack the party until destroyed or 
  the party has perished.  The defenders will follow the 
  party out of this room if the party takes anything out of 
  the room.  They will track the items wherever they are 
  taken. 
   
  If the characters allow the door to close, it will lock 
  itself.  It will only remain open if a character holds it 
  open or spikes it open.  An arcane lock spell will also 
  Quick ‘N’ Easy 
   
  Page 14 
  
  come into affect on this side of the door, making the 
  Break DC 38.  The password will not work from this side. 
   The door will open on its own if the party defeats the 
  defenders. 
   
  Also on the desk is a small locked chest with a 
  poison needle trap.  The box holds diamonds and the APL 
  determines their value.  The box also holds some potions 
  and items of magical nature.  These are also set by APL. 
   
  Once the characters escape the room, they can go to 
  ‘Encounter Six: Departure’. 
   
  � Stone Door: 4 in. thick; hardness 8; hp 60; AC 5; Break 
  DC 28 (38 with Arcane Lock). 
   
  � Poison Needle Trap: CR 2; +8 ranged (1) plus 
  greenblood oil poison (1 Con/1d2 Con); Fort save resists 
  DC 13; Search (DC 22); Disable Device (DC 20). 
   
  APL 2 (EL 4) 
  � Dread Guard (1):  47 hp; See Appendix Four. 
   
  APL 4 (EL 5) 
  � Dread Guard (2): 47 hp ea.  See Appendix Four 
   
  APL 6 (EL 6) 
  � Dread Guard (3): 47 hp ea.  See Appendix Four 
   
  APL 8 (EL 10) 
  � Golem, Clay (1):  90 hp; See Monster Manual page 
  134. 
   
  APL 10 (EL 12) 
  � Golem, Clay (2):  90 hp ea. See Monster Manual page 
  134. 
   
  APL 12 (EL 14) 
  � Golem, Stone (1): 107 hp; See Monster Manual page 
  136. 
  � Golem, Iron (1): 129 hp; See Monster Manual page 
  136. 
   
  Encounter Six: 
  Departure 
  This encounter will throw quite a gauntlet of activity at 
  the characters.  The house is alive and will actively attack 
  anyone moving through it.  Any servants that hear the 
  commotion upstairs will flee.  They have passwords that 
  allow them to bypass all dangers safely. 
   
  At APLs 6 and lower the Mephits will have activated 
  the animated objects in the ballroom.  At higher APLs the 
  mephits will also flee as the party is beyond their abilities 
  to defeat.  Any surviving constructs from the Sweating 
  Door will also pursue the party. 
   
  Any other of the creatures or constructs from 
  previous areas will attack if they have survived to this 
  point.  Should the characters flee Elara’s chambers they 
  will be followed by any surviving constructs and trophy 
  room beasts.  The beasts will not attack a construct.  The 
  constructs will only attack the party. 
   
  The stairwells in the main entrance and the ballroom 
  will be hostile after activation.  They will flatten, turning 
  into a slide, when the first character is halfway down.  
  Characters will have to pass a DC 20 Balance check or 
  they will fall.  Characters grasping the banister will have a 
  +5 on their check.  Grabbing the banister is a Reflex save 
  of DC 15.  Failing characters will slide to the ground 
  floor.  Standing characters may be slid into by characters 
  higher up the staircase and must make a DC 20 Balance 
  check or they will be knocked prone.  The check is 
  modified by +5 for holding the banister and –2 for each 
  additional sliding character, and –5 for each sliding 
  character in medium or heavy armor.  A Balance check 
  must be made each turn until the character reaches the 
  bottom. 
   
  If animated, the banquet table, chairs, and/or china 
  cabinet will attack characters that slide down to the floor 
  in the Ballroom.  There will be nothing else to attack 
  them if they go down the stairs in the Entry.  Be aware 
  that the banquet table is large enough to slap a character 
  spider climbing on the ceiling. 
   
  Only the constructs or beasts will follow the 
  characters outside of the house.  The original half-orc 
  guards will have gone to raise the alarm, giving the PCs 5 
  minutes to leave the grounds before a Bonefist Legion 
  Squad shows up.  Otherwise, the characters will have to 
  fight the guards.  Any servants waiting outside the house 
  will flee the property when the characters exit the front 
  door.  The mephits will not go outside under any 
  circumstance.  The characters can jump the garden fence 
  or exit the front gate.  The constructs will continue to 
  follow the room’s contents across all of Oerth.  The beasts 
  will lose interest with the characters that flee into a tree 
  or beyond a gate that blocks their pursuit. 
   
  The characters that leave through the garden will 
  have to deal with the maze, unless they choose to climb 
  up into the trees.  This will require magic or some 
  acrobatics, unless they left a rope dangling from their 
  insertion.  The lowest sturdy branch is 20’ up. 
   
  Once the characters return to Ravens’ Square they 
  must once again sneak past the barricades and through 
  the throng.  This could prove to be quite interesting if 
  any constructs are still following the party. 
   
  Once a party exits The Peak, you must ask them their 
  intention.  If they attempt to read the diary, they must be 
  able to read Draconic.  If they want to understand what 
  Quick ‘N’ Easy 
   
  Page 15 
  
  the diary says they must succeed at a Sense Motive check 
  of DC 25 to read the innuendos in the book.  The book is 
  a record of smuggling activities and protection payments. 
   It lists names of various people in Rookroost with 
  strange terms that will require a DC 35 Sense Motive 
  check to comprehend.  Understanding this provides 
  listings of members in the Rookroost Thieves Guild and 
  the favors they owe to Elara Mornstar.   
   
  If the party chooses to meet the Old Goat and give 
  him the diary go to ‘Encounter Seven A:  The Exchange’.  
  Some parties may say the heck with the Old Man.  These 
  parties will use ‘Encounter Seven B:  Forget the Old 
  Goat’.   If the party does not defeat the constructs and 
  still has the book, they will attack the possessor of the 
  book just before sunrise.  Go to ‘Encounter Eight:  Not 
  Again’. 
   
  APL 2 (EL 2) 
  � Chair (Medium Animated Object) (1): 31 hp; see 
  Monster Manual page 13. 
   
  APL 4 (EL 3) 
  � Chairs (Medium Animated Object) (2): 31 hp each; 
  see Monster Manual page 13. 
   
  APL 6 (EL 6) 
  � China Cabinet (Large Animated Object) (1): 52 hp; 
  see Monster Manual page 14.  Note: the cabinet was full 
  of dishes… 
  � Banquet Table (Huge Animated Object) (1): 84 hp; 
  see Monster Manual page 14. 
   
  Encounter Seven A: 
  The Exchange 
  The marketplace is almost as packed as Ravens’ 
  Square.  You discover that this an alternative site for 
  celebrating during the Festival of the Raven as some 
  folks fear the festival on The Peak and attend this 
  celebration instead.  While not as elaborate as The 
  Peak’s celebration, the participants are just as drunk 
  and playful.  This is where you will meet the Old Goat 
  to give him the diary. 
   
  They will find the Old Goat is pleased to see them again.  
  If they give him the diary without incident, he will hand 
  over a bag of gold (50gp per character).  The contents are 
  nominal, but he told the characters from the start he did 
  not have a lot.  Everyone can go their own way without 
  further incident. 
   
  If they attack the Old Goat, he will attempt to flee 
  into the crowd.  Talon has provided some guild assistance 
  to help the Old Goat in this circumstance.  The stats for 
  the Old Goat and the rogues are provided in Appendix 5.  
  The thieves will seek to trip the characters and make flat-
  footed attacks against those that chase the Old Goat.  
  Once the characters are tripped, they will seek to knock 
  them out.  They will cut any exposed pouches and flee 
  into the crowd.  The Old Goat will not attack unless he 
  absolutely has to. 
   
  Encounter Seven B: 
  Forget the Old Goat 
  If the characters decide that they went through too much 
  trouble and they want to sell the diary themselves they 
  will have some difficulty.  The first complication is that 
  the Old Goat is a doppelganger and has observed them 
  from afar using its ability to change shapes.  Once it 
  realizes the characters will not meet him in the market, 
  he will take measures to take the diary. 
   
  If a single character leaves the party, he will assume 
  their shape and do his best to dress in a similar fashion.  
  This will be difficult if the character impersonated 
  maintains a higher than ordinary life style.  The 
  doppelganger is not going to attack the lone character, 
  but rather seeks to mingle with the rest of the party long 
  enough to steal the diary, while the copied character is 
  away. 
   
  To make this work the DM must take the 
  impersonated character aside and explain they are now 
  trying to steal the diary.  The impersonated character will 
  not know any details of what occurred in the mansion or 
  the plans for selling the diary.  The doppelganger can 
  detect thoughts, which should assist a bit in deceiving 
  the party.  Do not let any character know the Old Goat is 
  the doppelganger.  If the doppelganger realizes that he 
  cannot steal the diary, he will leave. 
   
  The Old Goat has not given up on retrieving the 
  book.  His next plan is to impersonate a party member, 
  possibly the same one, and try to use his Bluff skill to tell 
  the party he has found a buyer for the diary.  He will 
  explain that they need to go to a certain location now and 
  that the party needs to provide a watch out for him.  The 
  dealer will only cut the transaction with him.  He will 
  lead the party to an old abandoned shop on the north side 
  of town.  He tells the party to cover him and he goes 
  inside.  Once inside he will go into the RTG’s tunnel 
  system.  He has the diary and the party will never see it 
  again. 
   
  If the party turns the book over to the RTG they will 
  receive 2 IP from the guild. They will also incur Enmity 
  of the Talon. 
   
  Quick ‘N’ Easy 
   
  Page 16 
  
  Encounter Eight: 
  Not Again 
  If the players do not destroy the constructs, they will 
  have a rude awakening.  The constructs will attack the 
  characters two hours after they lay down to rest.  They 
  constructs will not have had any damage repaired. 
   
  Conclusion 
  If the characters still have the book and the Old Goat is 
  dead, the party can receive 500 gps for it.  Any character 
  that keeps it beyond this module will receive the Enmity 
  of the Rookroost Thieves Guild.  The item is traceable 
  and the RTG does not like the fact that it was stolen.  If 
  an RTG member possesses it, they are expected to return 
  it without comment.  If they comply, they will not incur 
  the Enmity of the Rookroost Thieves Guild. 
   
  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 Four 
  Defeat creatures in the trophy room  
  APL2 60 xp; APL4 90 xp; APL6 120 xp;  
  APL8 240 xp; APL10 300; APL12 360. 
   
  Defeat or bypass the creatures in Elara’s private library. 
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360; APL12 420. 
   
  Encounter Five 
  Defeat the creatures behind the sweating door. 
  APL2 120 xp; APL4 150 xp; APL6 180 xp;  
  APL8 300 xp; APL10 360; APL12 420. 
   
  Encounter Six 
  Putting the furniture back in its place (or in a pile) 
  APL2 60 xp; APL4 120 xp; APL6 180 xp. 
   
  Discretionary roleplaying award 
  APL2 90 xp; APL4 135 xp; APL6 180 xp; 
  APL8 210 xp; APL10 255 xp; APL12 300 xp. 
   
  Total possible experience:  
   
  APL2 450 xp; APL4 675 xp; APL6 900 xp; 
  APL8 1050 xp; APL10 1275; APL12 1500. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Four:   
   
  All APLs: L: 0 gp; C: 4 gp; M: scroll of Alarm (2gp), 
  scroll of Nystul’s Magic Aura (2gp), and a scroll of Arcane 
  Sight (31gp) 
   
  Quick ‘N’ Easy 
   
  Page 17 
  
  Encounter Five:   
   
  APL 2: L: 0 gp; C: 237 gp; M: Potion of Fly (62gp), 
  Potion of Heroism (62gp).  
   
  APL 4: L: 0 gp; C: 312 gp; M: Potion of Fly (62gp), 
  Potion of Heroism (62gp), Brooch of Shielding (125gp) 
   
  APL 6: L: 0 gp; C: 483 gp; M: Potion of Fly (62gp), 
  Potion of Heroism (62gp), Brooch of Shielding (125gp), 
  Scroll of Stoneskin (79gp) 
   
  APL 8: L: 0 gp; C: 550 gp; M: Potion of Fly(62gp), 
  Potion of Heroism(62gp), Brooch of Shielding(125gp), 
  Scroll of Stoneskin(79gp), Amulet of Health +2(333gp) 
   
  APL 10: L: 0 gp; C: 717 gp; M: Potion of Fly(62gp), 
  Potion of Heroism(62gp), Brooch of Shielding(125gp), 
  Scroll of Stoneskin(79gp), Amulet of Health +2(333gp), 
  Glove of Storing(833gp) 
   
  APL 12: L: 0 gp; C: 1051 gp; M: Potion of Fly(62gp), 
  Potion of Heroism(62gp), Brooch of Shielding(125gp), 
  Scroll of Stoneskin(79gp), Amulet of Health +2(333gp), 
  Glove of Storing(833gp), Ring Mind Shielding(666gp) 
   
  Encounter Seven A:   
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 50 gp; M: 0 gp 
   
   
  Total Possible Treasure 
  APL 2 Total: 450 gp 
  APL 4 Total: 650 gp 
  APL 6 Total: 900 gp 
  APL 8 Total: 1300 gp 
  APL 10 Total: 2300 gp 
  APL 12 Total: 3300 gp 
   
  Special 
   
  Encounter Seven B: 
  2 Influence Points from Rookroost Thieves Guild 
  Enmity of the Talon 
   
  Conclusion: 
  Enmity of the Rookroost Thieves Guild 
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 2:   
  Potion of Fly (Adventure; DMG) 
  Potion of Heroism (Adventure; DMG). 
   
  APL 4: (All of APL 2 plus the following)  
  Brooch of Shielding (Adventure; DMG). 
   
  APL 6: (All of APLs 2-4 plus the following) 
  Scroll of Stoneskin (Adventure; DMG). 
   
  APL 8: (All of APLs 2-6 plus the following) 
  Amulet of Health +2(Adventure; DMG). 
   
  APL 10: (All of APLs 2-8 plus the following) 
  Glove of Storing (Adventure; DMG). 
   
  APL 12: (All of APLs 2-8 plus the following) 
  Ring Mind Shielding (Adventure; DMG). 
  Quick ‘N’ Easy 
   
  Page 18 
  
  Appendix I: The Gate Guard 
   
  APL 2 (EL 4) 
   
  � Orcs (6): hp 5 ea; see Monster Manual see page 203. 
   
  � Goblins (2): hp 5 ea; see Monster Manual see page 
  133. 
   
  � Human Clr1 of Iuz: CR 1; Medium Humanoid (5 ft 
  10in.); HD 1d8; hp 4; Init +1; Spd 30 ft.; AC 15 (+4 
  chain shirt, +1 dex); Base Atk/Grapple +0/+0; Atks +0 
  melee (1d8, light flail); SQ Rebuke Undead; AL CE; SV 
  Fort +2, Ref +1, Will +5; Str 10, Dex 12, Con 11, Int 12, 
  Wis 16, Cha 9. 
   
  Skills and Feats: Concentration +4, Knowledge 
  (Religion) +5, Knowledge (Iuz’s Border States) +5, 
  Spellcraft +5; Combat Casting, Spell Penetration. 
   
  Spells Prepared (3/3; base DC = 13 + spell level): 0 
  — [detect magic, light, resistance;] 1
  st — [entropic 
  shield, magic weapon, protection from good*;]. 
   
  *Domain spell. Domains: [Evil (evil spells cast at 
  +1 caster level); Chaos (chaos spells cast at +1 caster 
  level)]. 
   
  Possessions: light flail, chain shirt armor, and 
  silver holy symbol of Iuz. 
   
  � Human Sor1: CR 1; Medium Humanoid (5 ft. 10in. 
  tall); HD 1d4; hp 6; Init +2 (+2 dex); Spd 30 ft.; AC 12 
  (+2 dex); Base Atk/Grapple +0/-1; Atks -1 melee (1d4-1 
  [crit 19-20] daggers); +2 ranged (1d4-1 [crit 19-20], 
  daggers); AL CE; SV Fort +0, Ref +2, Will +2; Str 8, Dex 
  14, Con 11, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Concentration +4(+8 when 
  casting defensively, grappled, or pinned), Knowledge 
  (Arcana) +5, Spellcraft +5; Combat Casting, Toughness. 
   
  Spells Known (5/4; base DC 13 + spell level):  0 — 
  [dancing lights, daze, ghost sound, light;] 1
  st—[magic 
  missile, shield.] 
   
  Possessions: Robes, belt pouch holding 10 sp each, 
  dagger, potion of cure light wounds. 
   
  APL 4 (EL 6) 
   
  � Orcs (6) Ftr1: CR 1; Medium Humanoid (6 ft.); HD 
  1d10; hp 10; Init +0; Spd 20 ft.; AC 14 (+4 scale mail); 
  Base Atk/Grapple +1/+3; Atk +3 melee (1d6+2, club); 
  SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +2, Ref +0, Will –1; Str 15, Dex 10, Con 11, Int 9, Wis 8, 
  Cha 8. 
   
  Skills and Feats: Listen +2, Spot +2; Alertness, 
  Power Attack. 
   
  Possessions: club, scale mail, and belt pouch 
  holding 3 gp each. 
   
  � Goblins (3): hp 5 ea; see Monster Manual see page 
  133. 
   
  � Human Clr1 of Iuz: CR 1; Medium Humanoid (5 ft 
  10in.); HD 1d8; hp 4; Init +1; Spd 30 ft.; AC 15 (+4 
  chain shirt, +1 dex); Base Atk/Grapple +0/+0; Atks +0 
  melee (1d8, light flail); SQ Rebuke Undead; AL CE; SV 
  Fort +2, Ref +1, Will +5; Str 10, Dex 12, Con 11, Int 12, 
  Wis 16, Cha 9. 
   
  Skills and Feats: Concentration +4, Knowledge 
  (Religion) +5, Knowledge (Iuz’s Border States) +5, 
  Spellcraft +5; Combat Casting, Spell Penetration. 
   
  Spells Prepared (3/3; base DC = 13 + spell level): 0 
  — [detect magic, light, resistance;] 1
  st — [entropic 
  shield, magic weapon, protection from good*;]. 
   
  *Domain spell. Domains: [Evil (evil spells cast at 
  +1 caster level); Chaos (chaos spells cast at +1 caster 
  level)]. 
   
  Possessions: light flail, chain shirt armor, and 
  silver holy symbol of Iuz. 
   
  � Human Sor1: CR 1; Medium Humanoid (5 ft. 10in. 
  tall); HD 1d4; hp 6; Init +2 (+2 dex); Spd 30 ft.; AC 12 
  (+2 dex); Base Atk/Grapple +0/-1; Atks -1 melee (1d4-1 
  [crit 19-20] daggers); +2 ranged (1d4-1 [crit 19-20], 
  daggers); AL CE; SV Fort +0, Ref +2, Will +2; Str 8, Dex 
  14, Con 11, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Concentration +4(+8 when 
  casting defensively, grappled, or pinned), Knowledge 
  (Arcana) +5, Spellcraft +5; Combat Casting, Toughness. 
   
  Spells Known (5/4; base DC 13 + spell level):  0 — 
  [dancing lights, daze, ghost sound, light;] 1
  st—[magic 
  missile, shield.] 
   
  Possessions: Robes, belt pouch holding 10 sp each, 
  dagger, potion of cure light wounds. 
   
  APL 6 (EL 8) 
   
  � Orcs (6) Ftr2: CR 2; Medium Humanoid (6 ft.); HD 
  2d10; hp 15; Init +0; Spd 20 ft.; AC 14 (+4 scale mail); 
  Base Atk/Grapple +2/+4; Atks +4 melee (1d6+2, club); 
  SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +2, Ref +0, Will –1; Str 15, Dex 10, Con 11, Int 9, Wis 8, 
  Cha 8. 
   
  Skills and Feats: Listen +2, Spot +3; Alertness, 
  Cleave, Power Attack. 
   
  Possessions: club, scale mail, and belt pouch 
  holding 3 gp each. 
  Quick ‘N’ Easy 
   
  Page 19 
  
   
  � Goblins (3) Ftr2: CR 2; Small Humanoid (4 ft. tall); 
  HD 2d10; hp 11; Init +1; Spd 30 ft.; AC 15 (+1 size, +1 
  dex, +3 studded leather); Base Attack/Grapple +2/-3; 
  Atks +1 melee (1d4-1 [crit 19-20] daggers); +2 ranged 
  (1d6 [X3], short bows); SQ Darkvision 60 ft.; AL NE; 
  SV Fort +2, Ref +2, Will +0; Str 8, Dex 13, Con 11, Int 
  10, Wis 11, Cha 8. 
   
   
  Skills and Feats: Hide +7, Listen +3, Move Silently 
  +4 Spot +3; Alertness, Far Shot, Point Blank Shot. 
   
  Possessions: studded leather armor, and belt 
  pouch holding 10 sp each, short bows, quiver holding 
  12 arrows, and dagger. 
   
  � Human Clr2 of Iuz: CR 2; Medium Humanoid (5 ft 
  10in.); HD 2d8; hp 12; Init +1; Spd 30 ft.; AC 15 (+4 
  chain shirt, +1 dex); Base Atk/Grapple +1/+2; Atks +2 
  melee (1d8+1, light flail); SQ Rebuke Undead; AL CE; 
  SV Fort +3, Ref +1, Will +6; Str 12, Dex 12, Con 11, Int 
  10, Wis 16, Cha 9. 
   
  Skills and Feats: Concentration +5, Knowledge 
  (Religion) +6, Knowledge (Iuz’s Border States) +6, 
  Spellcraft +6; Combat Casting, Spell Penetration. 
   
  Possessions: light flail, chain shirt armor, and 
  silver holy symbol of Iuz. 
   
  Spells Prepared (4/4; base DC = 13 + spell level): 0 
  — [detect magic, light, mending, resistance;] 1
  st — 
  [cause fear, entropic shield, magic weapon, protection 
  from good*;]. 
  *Domain spell. Domains: [Evil (evil spells cast at 
  +1 caster level); Chaos (chaos spells cast at +1 caster 
  level)]. 
   
  � Human Sor2 (2): CR 2; Medium Humanoid (5 ft. 
  10in. tall); HD 2d4; hp 9; Init +2; Spd 30 ft.; AC 12 (+2 
  dex); Base Atk/Grapple +1/+0; Atks +0 melee (1d4-1 
  [crit 19-20] daggers); +3 ranged (1d4-1 [crit 19-20], 
  daggers); AL CE; SV Fort +0, Ref +3, Will +2; Str 8, Dex 
  14, Con 11, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Concentration +5, Knowledge 
  (Arcana) +6, Spellcraft +6; Combat Concentration, 
  Toughness. 
   
  Possessions: Robes, belt pouch holding 10 sp each, 
  dagger, potion of cure light wounds. 
   
  Spells Known (6/5; base DC 13 + spell level):  0 — 
  [dancing lights, daze, flare, ghost sound, light;] 1
  st—
  [magic missile, shield.] 
   
  APL 8 (EL 10) 
   
  � Orcs (6)Ftr4: CR 4; Medium Humanoid (6 ft.); HD 
  4d10; hp 23; Init +0; Spd 20 ft.; AC 14 (+4 scale mail); 
  Base Atk/Grapple +4/+6; Atks +6 melee (1d8+2 [crit 19-
  20, X3], longspear), or (1d8+2, longsword); SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +3, 
  Ref +1, Will +0; Str 15, Dex 10, Con 11, Int 9, Wis 8, 
  Cha 8. 
   
  Skills and Feats: Listen +4, Spot +4; Alertness, 
  Cleave, Great Cleave, Power Attack. 
   
  Possessions: longsword, longspear, scale mail, and 
  belt pouch holding 3 gp each. 
   
  � Goblins (3) Ftr4: CR 4; Small Humanoid (4 ft. tall); 
  HD 4d10; hp 19; Init +1; Spd 30 ft.; AC 15 (+1 size, +1 
  dex, +3 studded leather); Base Atk/Grapple +4/-1; Atks 
  +3 melee (1d4-1 [crit 19-20] daggers); +5 ranged (1d6 
  [X3], short bows); SQ Darkvision 60 ft.; AL NE; SV Fort 
  +3, Ref +3, Will +1; Str 8, Dex 13, Con 11, Int 10, Wis 
  11, Cha 8. 
   
   
  Skills and Feats: Hide +7, Listen +4, Move Silently 
  +4 Spot +4; Alertness, Dodge, Far Shot, Point Blank 
  Shot. 
   
  Possessions: studded leather armor, and belt 
  pouch holding 10 sp each, short bows, quiver holding 
  12 arrows, and dagger. 
   
  � Human Clr4 of Iuz: CR 4; Medium Humanoid (5 ft 
  10in.); HD 4d8; hp 24; Init +1; Spd 30 ft.; AC 15 (+4 
  chain shirt, +1 dex);Base Atk/Grapple +3/+3; Atks +4 
  melee (1d8, light flail); SQ Rebuke Undead; AL CE; SV 
  Fort +4, Ref +2, Will +7; Str 10, Dex 12, Con 11, Int 12, 
  Wis 17, Cha 9. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (Religion) +7, Knowledge (Iuz’s Border States) +7, 
  Spellcraft +7; Combat Casting, Spell Penetration, 
  Weapon Focus (light flail). 
   
  Possessions: light flail, chain shirt armor, scroll of 
  summon monster II, and silver holy symbol of Iuz. 
   
  Spells Prepared (5/5/4; base DC = 13 + spell level): 
  0 — [detect magic, light, mending, read magic, 
  resistance;] 1
  st—[cause fear, entropic shield, magic 
  weapon, protection from good*, shield of faith;] 2
  nd—
  [death knell, hold person, shatter*, spiritual weapon.] 
  *Domain spell. Domains: [Evil (evil spells cast at 
  +1 caster level); Chaos (chaos spells cast at +1 caster 
  level)]. 
   
  � Human Sor4 (2): CR 4; Medium Humanoid (5 ft. 
  10in. tall); HD 4d4; hp 15; Init +2; Spd 30 ft.; AC 13 (+2 
  dex, +1 protection);Base Atk/Grapple +2/+1; Atks +1 
  melee (1d4-1 [crit 19-20] daggers); +4 ranged (1d4-1 
  [crit 19-20], daggers); AL CE; SV Fort +1, Ref +4, Will 
  +3; Str 8, Dex 14, Con 11, Int 12, Wis 10, Cha 17. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (Arcana) +7, Spellcraft +7; Combat Concentration, 
  Dodge, Toughness. 
  Quick ‘N’ Easy 
   
  Page 20 
  
   
  Possessions: Robes, and belt pouch holding 10 sp 
  each, dagger, ring of protection +1, 2 potions of cure 
  light wounds. 
   
  Spells Known (6/7/4; base DC 13 + spell level):  0 
  —[dancing lights, daze, flare, ghost sound, light, ray of 
  frost;] 1
  st—[enlarge person, magic missile, shield;] 2
  nd—
  [bull’s strength.] 
   
  APL 10 (EL 12) 
   
  � Orcs (6) Ftr6: CR 6; Medium Humanoid (6 ft.); HD 
  6d10; hp 40; Init +0; Spd 20 ft.; AC 14 (+4 scale mail); 
  Base Atk/Grapple +6/+8; Atks +8/3 melee (1d8+2 [crit 
  X3], longspear), or (1d8+2, longsword); SQ Darkvision 
  60 ft., light sensitivity; AL CE; SV Fort +4, Ref +2, Will 
  +1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills and Feats: Listen +5, Spot +4; Alertness, 
  Cleave, Great Cleave, Improved Bull Rush, Improved 
  Sunder, Power Attack. 
   
  Possessions: longspear, longsword, scale mail, and 
  belt pouch holding 3 gp each. 
   
  � Goblins (3) Ftr6: CR 6; Small Humanoid (4 ft. tall); 
  HD 6d10; hp 29; Init +1; Spd 30 ft.; AC 15 (+1 size, +1 
  dex, +3 studded leather);Base Atk./Grapple +6/+1; Atks 
  +5/+0 melee (1d4-1 [crit 19-20] daggers); +7/+2 ranged 
  (1d6 [X3], short bow); SQ Darkvision 60 ft.; AL NE; SV 
  Fort +4, Ref +4, Will +2; Str 8, Dex 13, Con 11, Int 10, 
  Wis 11, Cha 8. 
   
   
  Skills and Feats: Hide +7, Listen +4, Move Silently 
  +6 Spot +4; Alertness, Dodge, Far Shot, Point Blank 
  Shot, Precise Shot, Rapid Shot. 
   
  Possessions: studded leather armor, and belt 
  pouch holding 10 sp each, short bows, quiver holding 
  12 arrows, and dagger. 
   
  � Human Clr6 of Iuz: CR 6; Medium Humanoid (5 ft 
  10in.); HD 6d8; hp 30; Init +1; Spd 30 ft.; AC 16 (+5 
  chain shirt, +1 dex);Base Atk/Grapple +4/+4; Atks +5 
  melee (1d8, light flail); SQ Rebuke Undead; AL CE; SV 
  Fort +5, Ref +5, Will +8; Str 10, Dex 12, Con 11, Int 12, 
  Wis 17, Cha 9. 
   
  Skills and Feats: Concentration +8, Knowledge 
  (Religion) +9, Knowledge (Iuz’s Border States) +9, 
  Spellcraft +9; Combat Casting, Lightning Reflexes, 
  Spell Penetration, Weapon Focus (light flail). 
   
  Possessions: light flail, +1 chain shirt, potion of 
  protection from elements (fire), scroll of summon 
  monster II and silver holy symbol of Iuz. 
   
  Spells Prepared (5/5/4/4; base DC = 13 + spell 
  level): 0 — [detect magic, light, mending, read magic, 
  resistance;] 1
  st—[cause fear, entropic shield, magic 
  weapon, protection from good*, shield of faith;] 2
  nd—
  [death knell, hold person, shatter*, spiritual weapon;] 
  3
  rd—[bestow curse, invisibility purge, magic circle 
  against good*, prayer.] 
  *Domain spell. Domains: [Evil (evil spells cast at 
  +1 caster level); Chaos (chaos spells cast at +1 caster 
  level)]. 
   
  � Human Sor6 (2): CR 6; Medium Humanoid (5 ft. 
  10in. tall); HD 6d4; hp 20; Init +2; Spd 30 ft.; AC 13 (+2 
  dex, +1 protection);Base Atk/Grapple +3/+2; Atks +2 
  melee (1d4-1 [crit 19-20] daggers); +5 ranged (1d4-1 
  [crit 19-20], daggers); AL CE; SV Fort +2, Ref +4, Will 
  +5; Str 8, Dex 14, Con 11, Int 12, Wis 10, Cha 17. 
   
  Skills and Feats: Concentration +8, Knowledge 
  (Arcana) +9, Spellcraft +9; Combat Concentration, 
  Dodge, Spell Penetration, Toughness. 
   
  Possessions: Robes, and belt pouch holding 10 sp 
  each, dagger, ring of protection +1, potion of 
  invisibility, 2 potions of cure light wounds. 
   
  Spells Known (6/7/6/4; base DC 13 + spell level):  
  0 —[dancing lights, daze, flare, ghost sound, light, 
  open/close, ray of frost;] 1
  st—[enlarge person, grease, 
  magic missile, shield;] 2
  nd—[bull’s strength, Melf’s acid 
  arrow;] 3
  rd—[displacement.] 
   
  APL 12 (EL 14) 
   
  � Orcs (6) Ftr8: CR 8; male Medium Humanoid (6 
  ft.); HD 8d10+16; hp 60; Init +4; Spd 20 ft.; AC 18 (+8 
  full plate); Base Atk/Grapple +8/+13; Atks +16/+11 
  melee (1d8+9 [X3], duom); SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +8, Ref +2, Will +5; Str 20, 
  Dex 10, Con 14, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +5, Speak Language(Orc, 
  Common), Spot +6; Exotic Weapon Proficiency 
  (duom), Greater Weapon Focus (duom), Improved 
  Bullrush, Improved Init, Iron Will, Power Attack, 
  Weapon Focus (duom), Weapon Specialization (duom). 
   
  Possessions: masterwork duom, full plate, 2 
  potions of cure serious wounds, and belt pouch 
  holding 5 gp each. 
   
  � Goblins (3) Ftr5/Rog3: CR 8; Small Humanoid (4 
  ft. tall); HD 5d10+3d6+16; hp 54; Init +4; Spd 30 ft.; AC 
  19 (+1 size, +4 dex, +4 chain shirt); Base Atk/Grapple 
  +7/+3; Atks +14/+9 ranged (1d6+2 [X3], small longbow) 
  or +12/+12/+9 ranged (1d6+2 [X3], small longbow) or 
  +8/+4 melee (1d4-1 [crit 19-20] daggers); SA sneak 
  attack +2d6; SQ Darkvision 60 ft., Evasion, trapfinding, 
  trap sense +1; AL NE; SV Fort +7, Ref +8, Will +4; Str 
  10, Dex 18, Con 14, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +4, Hide +9, Speak 
  Language(Common, Goblin, Orc), Move Silently +13, 
  Quick ‘N’ Easy 
   
  Page 21 
  
  Jump +7, Sense Motive +8, Spot +6, Tumble +11; 
  Arterial Strike, Point Blank Shot, Precise Shot, Rapid 
  Shot, 
  Weapon 
  Focus 
  (longbow), 
  Weapon 
  Specialization (longbow). 
   
  Possessions: masterwork chain shirt, masterwork 
  small longbow, and belt pouch holding 2 gp each, 
  quiver holding 40 arrows, and dagger. 
   
  � Human Clr8 of Iuz: CR 8; Medium Humanoid (5 ft 
  10in.); HD 8d8; hp 40; Init +1; Spd 15 ft.; AC 23 (+10 
  full plate, +2 heavy shield, +1 dex); Base Atk/Grapple 
  +6/+6; Atks +7/+2 melee (1d8+1, heavy mace); SQ 
  Rebuke Undead; AL CE; SV Fort +6, Ref +5, Will +10; 
  Str 10, Dex 12, Con 11, Int 12, Wis 18, Cha 9. 
   
  Skills and Feats: Concentration +14 (+18 for 
  defensive 
  casting), 
  Knowledge 
  (Religion) 
  +11, 
  Knowledge (Iuz’s Border States) +11, Spellcraft +11; 
  Spell Focus(Enchantment), Combat Casting, Heighten 
  Spell, Lighting Reflexes, Skill Focus (Concentration). 
   
  Possessions: +1 heavy mace, +2 full plate, heavy 
  steel shield, potion of protection from elements (fire), 
  scroll of summon monster II and silver holy symbol of 
  Iuz. 
   
  Spells Prepared (6/6/5/5/4; base DC = 14 + spell 
  level; enchantments DC = 15 + spell level): 0 —
  [detect magic, guidance, light, mending, read magic, 
  resistance;] 1
  st—[cause fear, detect good, entropic 
  shield, magic weapon, protection from good*, shield of 
  faith;] 2
  nd—[death knell, hold person, owl’s wisdom, 
  shatter*, spiritual weapon;] 3
  rd—[bestow curse, dispel 
  magic, invisibility purge, magic circle against good*, 
  prayer;] 4
  th—[divine power, heighten hold person, 
  heighten hold person, unholy blight*.] 
   
   
  *Domain spell. Domains: [Evil (evil spells cast at 
  +1 caster level); Chaos (chaos spells cast at +1 caster 
  level)]. 
   
  � Human Sor8 (2): CR 8; Medium Humanoid (5 ft. 
  10in. tall); HD 8d4; hp 25; Init +2; Spd 30 ft.; AC 13 (+2 
  dex, +1 protection);Base Atk/Grapple +4/+3; Atks +3 
  melee (1d4-1 [crit 19-20] daggers); +6 ranged (1d4-1 
  [crit 19-20], daggers); AL CE; SV Fort +2, Ref +4, Will 
  +6; Str 8, Dex 14, Con 11, Int 12, Wis 10, Cha 18. 
  Skills and Feats: Bluff +15, Concentration +11 (+15 
  for defensive casting), Knowledge (Arcana) +12, 
  Spellcraft +12; Combat Casting, Chain Spell, Extend 
  Spell, Toughness. 
   
  Possessions: Robes, and belt pouch holding 10 sp 
  each, dagger, ring of protection +1, potion of 
  invisibility, 2 potions of cure light wounds and a Wand 
  of 
  Magic 
  Missile 
  (5
  th-level 
  caster)(20 
  charges 
  remaining). 
   
  Spells Known (6/7/7/6/4; base DC 14 + spell 
  level):  0 —[dancing lights, daze, flare, ghost sound, 
  light, open/close, ray of frost;] 1
  st—[enlarge person, 
  grease, magic missile, magic weapon, shield;] 2
  nd—
  [bear’s endurance, bull’s strength, Melf’s acid arrow;] 
  3
  rd—[displacement, 
  heroism;] 
  4
  th—[greater 
  invisibility.] 
   
  Quick ‘N’ Easy 
   
  Page 22 
  
  Appendix II: The Bonefist Legion 
   
  Fort Skagund is an outpost of Iuz along the northern 
  Fellreev, dedicated to the destruction of the forest.  The 
  majority of the troops stationed there are unruly 
  chaotic warriors, who are corralled more than 
  commanded in battle.  However, in the last few years a 
  leader rose within the ranks of the Fort’s soldiers, 
  frequently attaining his rank through the public 
  murder of his superiors. 
   
  This leader, Kargus, not only attained rank, but 
  convinced his masters to allow him to keep it through 
  his discipline and martial prowess.  From the chaff of 
  Fort Skagund he has raised an elite force dedicated 
  only to himself and to Iuz.  While technically under 
  the command of Jumper, a member of the Greater 
  Boneheart, 
  the 
  infrequent 
  appearances 
  of 
  the 
  illusionist means that Kargus is largely free to pursue 
  his own agenda.  As a favor to Cranzer, he has been 
  stationed in Groucester for the last two years, watching 
  over Xavendra and marauding over the border into the 
  Barrens. 
   
  The Mistress of Groucester requested that Kargus 
  take his troops south into Rookroost to assist Lord 
  Marshall Mortoth in cleansing the city of its 
  underworld.  Encouraged by further orders from 
  Cranzer, the Bonefist Legion has marched towards the 
  City of Ravens. 
   
  The Legion has now set up shop in the city, 
  replacing or reinforcing the local town guard.  
  Surprising to most, Lord Mortoth and Kargus appear to 
  be working together.  Rumors now say that Mortoth is 
  helping expand the size of the Legion, exactly how big 
  is still speculation. 
  . 
  Organization 
  The Bonefist Legion is made up of at least two 
  phalanxes, each of 60 men.  Each phalanx is further 
  divided into six squads of ten men.  In addition, Kargus 
  maintains a command squad, which he personally leads 
  in battle. 
  Each squad is led by at least an 8
  th level sergeant, with 
  the members of each squad being at least 4
  th level.  
  Phalanx commanders are at least 10
  th level. 
  The majority of the troops are hobgoblin, with humans 
  most frequently in command positions. There are 
  several ogres, gnolls, and bugbears, as well; however, 
  they are mostly relegated to shock troop roles. 
   
  Tactics 
  Bonefist Legionnaires are disciplined, well-trained, and 
  well-equipped, especially when compared to many 
  other armies in Iuz’s service.  They have been trained 
  to seek advantage in combat, including flanking, 
  elimination of opposition spell casters and harriers 
  (rogues), and marching formations that reduce 
  effectiveness of mass combat spells (i.e. not marching 
  in straight columns, scattering when fireballs are 
  employed, etc). 
  While many of the creatures in the Legion are not 
  normally prone to use of such precise tactics, Kargus 
  has beaten the knowledge into them.  Those who could 
  not learn did not survive the lesson. 
   
  Appearance 
  The Bonefist is one of the few organized forces in Iuz’s 
  service that maintains a standard of dress for the 
  troops.  Regardless of armor, the breastplate displays a 
  skeletal fist enameled in white over a lacquered or dyed 
  black background.  Soldiers in heavy armor (most 
  frequently splint or chain) wear full helmets, with the 
  faceplate enameled with a skull.  Soldiers in light 
  armor wear skull shaped half masks that cover their 
  face above the mouth 
   
  Officers wear no insignia, relying on reputation 
  and appearance to identify themselves to the troops. 
   
  Below are the statistics for a “typical squad” of 
  Boneheart Legionnaires, as well as three different 
  sergeants.  While it is not expected that the PCs will 
  engage in combat with a squad during the course of 
  this scenario, it is possible.  If it occurs, simply select 
  one of the sergeants to lead the unit.  Each time the 
  PCs engage, use a different sergeant. 
   
  Bonefist Squad  
  Any APL (EL 11) 
  � Bonefist Warrior (4): male hobgoblin Ftr 4; CR 4; 
  medium humanoid (goblinoid); HD 4d10+12; hp 40; 
  Init +2; Spd 20 ft.; AC 21 (touch 11, flat-footed 20) [+1 
  Dex, +2 heavy steel shield, +8 full plate]; Base 
  Atk/Grapple +4/+7, Atk +9 melee (1d8+5 (x3), 
  masterwork battleaxe) or +7 ranged (1d6+3 (x3), 
  masterwork composite shortbow [+3 Str bonus]); SQ 
  Darkvision 60ft.; AL LE; SV Fort +7, Ref +3, Will +2, Str 
  16, Dex 15, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb -2, Jump +2, Knowledge 
  (History) +2, Move Silent -2; Cleave, Combat Reflexes, 
  Power Attack, Weapon Focus (Battleaxe), Weapon 
  Specialization (Battleaxe). 
   
  Possessions: Full plate, heavy steel shield, 
  masterwork 
  battleaxe, 
  masterwork 
  composite 
  shortbow [+3 Str Bonus], 20 arrows, 10 cold iron 
  Quick ‘N’ Easy 
   
  Page 23 
  
  arrows, 10 alchemical silver arrows, Potion of Bull’s 
  Strength, Potion of Cure Moderate Wounds. 
   
  � Bonefist Harrier (4): male hobgoblin Ftr1/Rog3; 
  CR 4; medium humanoid (goblinoid); HD 1d10+3d6+8; 
  hp 30; Init +8; Spd 30 ft.; AC 18 (touch 13, flat-footed 
  17) [+4 Dex, +4 Chain shirt];Base Atk/Grapple +3/+5, 
  Atk +7 melee (1d8+3 (x3), masterwork longspear) or +8 
  ranged 
  (1d6+2 
  (x3), 
  masterwork 
  composite 
  shortbow[+2 Str Bonus]); SA Sneak attack +2d6; SQ 
  Darkvision 60ft., evasion, trapfinding, trap sense +1; AL 
  LE; SV Fort +5, Ref +7, Will +1; Str 14, Dex 18, Con 15, 
  Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +5, Bluff +5, Climb +4, 
  Intimidate +8, Jump +8, Knowledge (History) +3, 
  Listen +5, Move Silent +11, Search +6, Sense Motive 
  +2, Spellcraft +2, Spot +7, Tumble +12; Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Weapon 
  Focus 
  (longspear). 
   
  Possessions: Masterwork chain shirt, masterwork 
  longspear, dagger, masterwork composite shortbow [+2 
  Str Bonus], 20 arrows, 10 cold iron arrows, 10 
  alchemical silver arrows, Potion of Blur, Potion of Cure 
  Moderate 
  Wounds, 
  4 
  Tanglefoot 
  bags, 
  4 
  Thunderstones. 
   
  � Bonefist Warden: human Clr4; CR 4; medium 
  humanoid; HD 4d8+8; hp 31; Init -1; Spd 30 ft.; AC 17 
  (touch 9, flat-footed 17) (-1 Dex, +8 full plate); Base 
  Atk/Grapple +3/+5, Atk +6 melee [1d10+3 (19-20/x2), 
  greatsword]; SA Spells; AL CE; SV Fort +3, Ref +0, Will 
  +6; Str 14, Dex 8, Con 14, Int 10, Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +9 (+13 casting 
  defensively, grappled, or pinned), Heal +8 (+10 with 
  healer’s kit), Knowledge (Religion) +2, Knowledge 
  (History) +2, Spellcraft +5; Combat Casting, Martial 
  Weapon 
  Proficiency 
  (greatsword), 
  Spell 
  Focus 
  (Enchantment). 
  Spells Prepared (5/5/4; base DC = 12 + spell level, 
  enchantments DC 14 + spell level): 0—create water, 
  cure minor wounds, detect magic, light; 1st—
  protection from good*, bane, bless, doom, shield of 
  faith;] 2nd—[invisibility*, hold person, shatter, 
  remove paralysis]. 
   
   
  *Domain spell. Domains: [Evil (evil spells cast at 
  +1 caster level); Trickery (bluff, disguise, and hide are 
  class skills)]. 
   
  Possessions: Full plate, masterwork greatsword, 
  silver hold symbol of Iuz, healers kit, 2 scrolls of cure 
  moderate wounds, scroll of death knell, 3 scrolls of 
  magic weapon, and 2 scrolls of hold person.  
   
   
  Sergeant Reslan: male human Ftr8; CR 8; medium 
  humanoid; HD 8d10+8; hp 60; Init +2; Spd 30 ft.; AC 20 
  (touch 11, flat-footed 19) (+1 Dex, +9 +1 full plate); Base 
  Atk/Grapple +8/+11; Atk +10/+5 melee (1d8+6, +1 dire 
  flail) and +10 (1d8+4, +1 dire flail), or +12/+7 melee 
  (1d8+7, +1 dire flail) or +11/+6 ranged (1d8+3 (x3), 
  masterwork composite longbow [+3 Str Bonus]); AL 
  LE; SV Fort +9, Ref +5, Will +3; Str 16, Dex 15, Con 12, 
  Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +5, Jump +9, Knowledge 
  (History) +2; Combat Expertise, Exotic Weapon 
  Proficiency (Dire Flail), Improved Trip, Knockdown, 
  Leadership, Power Attack, Two-Weapon Fighting, 
  Weapon Focus (Dire Flail), Weapon Specialization 
  (Dire Flail). 
   
  Possessions: +1 full plate, +1/+1 dire flail, 
  masterwork composite longbow [+3 Str Bonus], 20 
  arrows, 10 cold iron arrows, 10 alchemical silver 
  arrows, 
  Potion 
  of 
  Bull’s 
  Strength, 
  Potion 
  of 
  Displacement, Potion of Cure Serious Wounds. 
   
  � Sergeant Lanik: human Ftr2 / Evoker4 / 
  Spellsword2; 
  CR 
  8; 
  medium 
  humanoid; 
  HD 
  2d10+4d4+2d8; hp 38; Init +6; Spd 30 ft.; AC 16 (touch 
  12, flat-footed 14) [+2 Dex, +4 Studded Leather];Base 
  Atk/Grapple +5/+7; Atk +8 melee [1d8+2 (19-20/x2), 
  longsword]; SA Spells, channel spells, ignore spell 
  failure 10%; AL LE; SV Fort +6, Ref +3, Will +8; Str 14, 
  Dex 14, Con 10, Int 16, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +11 (+15 casting 
  defensively), Handle Animal +4, Jump +7, Knowledge 
  (Arcana) +6, Knowledge (History) +5, Ride +11, 
  Spellcraft +12, Spot +5, Tumble +6;  Combat Casting, 
  Improved Initiative, Leadership, Mounted Combat, 
  Ride-by Attack, Scribe Scroll, Spell Focus (Evocation). 
   
  Spells Prepared (4/4/3/2; base DC = 13 + spell 
  level, evocations DC 14 + spell level): 0—[arcane rune, 
  detect magic, ray of frost (2)]; 1st—[burning hands, 
  magic missile (3), shield]; 2nd—[flaming sphere, 
  glitterdust, levitate, mirror image]; 3rd—[dispel magic, 
  fireball (2)]. 
   
  Channel Spell (Su): Once per day as a free action, 
  Lanik can cast a spell through his weapon as he attacks 
  with it.  The channeled spell counts against his normal 
  daily limit and must specify a target.  The maximum 
  spell level is 1
  st.  A channeled spell targets the creature 
  hit by the spellsword’s weapon, which still gets a 
  saving throw if the spell allows one. 
   
  Possessions: +1 studded leather (15-10=5% arcane 
  spell failure), masterwork longsword, scroll of haste, 
  potion of bull’s strength, potion of blur, spell 
  component pouch, heavy warhorse with light chain 
  barding (+4 AC) and military saddle. 
   
  Heavy Warhorse: hp 30; AC 18; see Monster 
  Manual page 197. 
   
  Quick ‘N’ Easy 
   
  Page 24 
  
  Sergeant Gresik: gnoll Bbn1/Ftr6; CR 8; medium 
  humanoid; HD 2d8+1d12+6d10+27; hp 83; Init +2; Spd 
  40 ft.; AC 18 (touch 12, flat-footed 16) [+2 Dex, +1 
  Natural, +5 Chain Shirt];Base Atk/Grapple +7/+12; Atk 
  +15/+10 melee [2d4+10, spiked chain]; SA Rage 1/day; 
  SQ Darkvision 60ft; AL LE; SV Fort +13, Ref +4, Will 
  +3; Str 20, Dex 14, Con 16, Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +9, Listen +5, Spot +5;  
  Cleave, Exotic Weapon Proficiency (spiked chain), 
  Great Cleave, Instantaneous Rage, Leadership, Power 
  Attack, Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain) 
   
  Rage (Ex): The barbarian can fly into a screaming 
  blood frenzy and gain phenomenal strength and 
  durability, though he also becomes reckless and less 
  able to defend himself.  The following changes are in 
  effect as long as he rages: Str 24, Con 20, hp 101, Fort 
  +15, Will +5, AC 15, spiked chain attack bonus 
  +17/+12, spiked chain damage 2d4+13.  His fit of rage 
  lasts for 8 rounds.  The barbarian may voluntarily end 
  the rage prematurely.  After raging, the barbarian is 
  fatigues (-2 Strength, -2 Dexterity, can’t charge or run) 
  for the duration of that encounter.  He can fly into a 
  rage only once per encounter and only one time per 
  day.  Entering a rage takes no time by itself, but the 
  barbarian can do it only during his action, not in 
  response to someone else’s action. 
   
  Possessions: +1 chain shirt, +1 spiked chain. 
  Quick ‘N’ Easy 
   
  Page 25 
  
  Appendix III: Private Library Guardians
   
   
   
  Tactics: At APL 2, the iron cobras are among the 
  books on the shelf hiding (DC 23 Spot check to see) 
  waiting for an adventurer to come close enough to 
  attack.  If the PC’s do not approach the bookshelf, the 
  cobras will attempt to sneak up on the PC’s for a 
  surprise attack.  At APL 10 and 12, the caryatid 
  columns will use their awesome blow feat and 
  “bounce” the PC’s off each other because they will 
  incur no damage in the process.  
   
  APL 2 (EL 4) 
  � Iron Cobra (2):CR 2; Small Construct; HD 
  3d10+10; hp 27; Int +3; Spd 30ft.; AC 17 (touch 14, flat-
  footed 14) [+1 size, +3 Dex, +3 natural]; BA/G +2/+3; 
  Atk +2 melee (1d6+1, bite); Full Atk +2 melee (1d6+1, 
  bite); SA Poison; SQ Construct Traits, Damage 
  Reduction 5/adamantite, stalk victim, stealth; SR 19; 
  AL N; SV Fort +0, Ref +4, Will +0; Str 12, Dex 17, Con –
  , Int –, Wis 11, Cha 1. Length 3ft. 
   
  Skills and Feats: Hide +13, Move Silently +13 
   
  Poison (Ex): An iron cobra delivers its poison 
  after a successful bite attack.  An iron cobra’s internal 
  poison reservoir holds three doses of poison; refilling 
  the reservoir takes 1 minute.  There are three doses of 
  blue whinnies (p. 297, DMG) in these iron cobras. 
   
  Construct Traits: An iron cobra is immune to 
  mind effects, poison, sleep, paralysis, stunning, disease, 
  death effects, necromantic effects, and any effects that 
  require fortitude saves unless it works on objects.  The 
  creature is not subject to critical hits, subdual damage, 
  ability drain, energy drain, or death from massive 
  damage.  It cannot heal itself, but can be healed 
  through repair.  It cannot be raised or resurrected. 
   
  Stalk Victim (Su): An iron cobra can be ordered 
  by its creator to stalk down and attack any creature 
  whose name is known to the creator.  The iron cobra 
  can detect this creatures location, as if by the locate 
  creature spell at 12
  th caster level. 
   
  Stealth (Ex): An iron cobra gains a +10 
  enhancement bonus on Hide and Move Silently 
  Checks. 
   
  APL 4 and 6 
  � Caryatid Column: CR 6; Medium Construct; HD 
  6d10+20; hp 53; Init +3; Spd 30ft.; AC 22 (touch 13, 
  flatfooted 19)[+3 Dex, +9 natural]; BA/G +4/+9; Atk +12 
  melee(1d10+9 +2 bastard sword 19-20/x2 two-handed); 
  or +9 melee (1d4+7 slam); Full Atk +12 melee (1d10+9 
  +2 bastard sword 19-20/x2two-handed) or +12 melee 
  (1d10+7 +2 bastard sword 19-20/x2) and +4 melee 
  (1d4+2 slam) or +9 melee (1d4+7 2slams); SQ Break 
  Weapon, Column Form, Construct Traits, darkvision 
  60ft., hardness 8, Magic Weapon; AL N; SV Fort +2, Ref 
  +5, Will -3; Str 20, Dex 16, Con –, Int 6, Wis 1, Cha 1. 
  Height 6ft. 
   
  Skills and Feats: Diplomacy -3, Sense Motive +4; 
  Improved Sunder, Power Attack, Weapon Focus 
  (bastard sword) (B) 
   
  Break Weapon (Su): A caryatid column is imbued 
  with a super natural defense against weapon attacks.  
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a 
  Fortitude save (DC 13) or break and become useless 
  dealing no damage to the caryatid column.  As usual, a 
  magic weapon uses either the wielder’s save bonus or 
  its own save bonus, whichever is better.  Non magic 
  ranged weapons automatically shatter upon hitting the 
  caryatid column, dealing no damage.  Magic ranged 
  weapons receive a Fortitude save (DC 13) to resist this 
  effect. 
   
  Column Form (Ex): When at rest (not 
  commanded, or waiting to fulfill a command), a 
  caryatid column takes the form of a simple column of 
  stone.  This column is about 2 feet in diameter, and it 
  extends up to the ceiling of the chamber or to a height 
  of 25 feet, whichever is less.  Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it 
  (Climb check DC 15).  A caryatid column in column 
  form looks like a pillar in most respects.  It does not 
  radiate magic, and true seeing does not reveal its 
  humanoid form.  Careful examination of the column 
  (Search check DC 25) reveals very faint and distorted 
  lines that make the pillar resemble a woman with a 
  sword.  Anyone who successfully makes a Knowledge 
  (architecture and engineering) check (DC 12) notes 
  that the column serves no structural purpose since it 
  bears none of the ceiling’s weight.  A close examination 
  of the top of the column (Search check DC 15) or a 
  keen eye (Spot check DC 20) shows that the column is 
  not cemented or joined to the ceiling.  Dwarves and 
  other creatures with stonecunning receive a free 
  Search check as though actively looking when they 
  pass within 10 feet of a caryatid column.  Changing 
  forms is a free action, and a caryatid column can 
  change once per round. 
   
  Construct Traits: A caryatid column is immune to 
  mind affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  Quick ‘N’ Easy 
   
  Page 26 
  
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but can be healed through repair.  It 
  cannot be raised or resurrected.  A caryatid column has 
  darkvision (60-foot range). 
   
  Hardness (Ex): Link an animated object made of 
  stone, a caryatid column has a hardness of 8. 
   
  Magic Weapon: A magic weapon is incorporated 
  into a caryatid column at the time of its creation.  This 
  weapon, usually a +2 bastard sword, functions in all 
  respects like a normal magic weapon of its type, with 
  one exception:  Whenever it is out of the caryatid 
  column’s hands, it reverts to stone and becomes a 
  nonmagical sculpture.  Should the caryatid column 
  then pick up the weapon, it gains its normal form and 
  magical qualities.  If a caryatid column needs both 
  hands free, it can stow its weapon by simply pressing it 
  against its side; the weapon then merges with the 
  caryatid column’s body and can be retrieved by the 
  caryatid column as any character would draw a 
  weapon. 
   
  APL 8 (EL 10) 
  � Caryatid Column(3): CR 7; Medium Construct; 
  HD 10d10+20; hp 75; Init +3; Spd 30ft.; AC 22 (touch 
  13, flatfooted 19)[+3 Dex, +9 natural]; BA/G +7/+12; 
  Atk +15 melee(1d10+9 +2 bastard sword 19-20/x2 two-
  handed); or +13 melee (1d4+7 slam); Full Atk +15/+10 
  melee (1d10+9 +2 bastard sword 19-20/x2 two-handed) 
  or +15/+10 melee (1d10+7 +2 bastard sword 19-20/x2) 
  and +8 melee (1d4+2 slam) or +13 melee (1d4+7 
  2slams); SQ Break Weapon, Column Form, Construct 
  Traits, darkvision 60ft., hardness 8, Magic Weapon; AL 
  N; SV Fort +3, Ref +6, Will -2; Str 21, Dex 16, Con –, Int 
  6, Wis 1, Cha 1. Height 6ft. 
   
  Skills and Feats: Diplomacy -3, Sense Motive +8; 
  Improved Bull Rush, Improved Sunder, Power Attack, 
  Weapon Focus (bastard sword) (B) 
   
  Break Weapon (Su): A caryatid column is imbued 
  with a super natural defense against weapon attacks.  
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a 
  Fortitude save (DC 13) or break and become useless 
  dealing no damage to the caryatid column.  As usual, a 
  magic weapon uses either the wielder’s save bonus or 
  its own save bonus, whichever is better.  Non magic 
  ranged weapons automatically shatter upon hitting the 
  caryatid column, dealing no damage.  Magic ranged 
  weapons receive a Fortitude save (DC 13) to resist this 
  effect. 
   
  Column Form (Ex): When at rest (not 
  commanded, or waiting to fulfill a command), a 
  caryatid column takes the form of a simple column of 
  stone.  This column is about 2 feet in diameter, and it 
  extends up to the ceiling of the chamber or to a height 
  of 25 feet, whichever is less.  Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it 
  (Climb check DC 15).  A caryatid column in column 
  form looks like a pillar in most respects.  It does not 
  radiate magic, and true seeing does not reveal its 
  humanoid form.  Careful examination of the column 
  (Search check DC 25) reveals very faint and distorted 
  lines that make the pillar resemble a woman with a 
  sword.  Anyone who successfully makes a Knowledge 
  (architecture and engineering) check (DC 12) notes 
  that the column serves no structural purpose since it 
  bears none of the ceiling’s weight.  A close examination 
  of the top of the column (Search check DC 15) or a 
  keen eye (Spot check DC 20) shows that the column is 
  not cemented or joined to the ceiling.  Dwarves and 
  other creatures with stonecunning receive a free 
  Search check as though actively looking when they 
  pass within 10 feet of a caryatid column.  Changing 
  forms is a free action, and a caryatid column can 
  change once per round. 
   
  Construct Traits: A caryatid column is immune to 
  mind affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but can be healed through repair.  It 
  cannot be raised or resurrected.  A caryatid column has 
  darkvision (60-foot range). 
   
  Hardness (Ex): Link an animated object made of 
  stone, a caryatid column has a hardness of 8. 
   
  Magic Weapon: A magic weapon is incorporated 
  into a caryatid column at the time of its creation.  This 
  weapon, usually a +2 bastard sword, functions in all 
  respects like a normal magic weapon of its type, with 
  one exception:  Whenever it is out of the caryatid 
  column’s hands, it reverts to stone and becomes a 
  nonmagical sculpture.  Should the caryatid column 
  then pick up the weapon, it gains its normal form and 
  magical qualities.  If a caryatid column needs both 
  hands free, it can stow its weapon by simply pressing it 
  against its side; the weapon then merges with the 
  caryatid column’s body and can be retrieved by the 
  caryatid column as any character would draw a 
  weapon. 
   
  Quick ‘N’ Easy 
   
  Page 27 
  
  APL 10 (EL 12) 
  � Caryatid Column(3): CR 9; Large Construct; HD 
  16d10+30; hp 118; Init +2; Spd 40ft.; AC 22 (touch 11, 
  flatfooted 20)[-1 size, +2 Dex, +11 natural]; BA/G 
  +12/+22; Atk +26 melee(2d8+18 +3 bastard sword 17-
  20/x2 two-handed); or +22 melee (1d6+10 slam); Full 
  Atk +26/+21/+16 melee (2d8+18 +3 bastard sword 17-
  20/x2 two-handed) or +26/+21/+16 melee (2d8+13 +3 
  bastard sword 17-20/x2) and +17 melee (1d6+5 slam) or 
  +22 melee (1d6+10 2slams); Face/Reach 10ft./10ft.; SQ 
  Break Weapon, Column Form, Construct Traits, 
  darkvision 60ft., hardness 8, Magic Weapon; AL N; SV 
  Fort +5, Ref +9, Will +2; Str 30, Dex 15, Con –, Int 6, 
  Wis 1, Cha 1. Height 10ft. 
   
  Skills and Feats: Diplomacy -3, Sense Motive +14; 
  Awesome Blow (p. 303 MM), Improved Bull Rush, 
  Improved Critical (bastard sword), Improved Sunder, 
  Power Attack, Weapon Focus (bastard sword) (B) 
   
  Break Weapon (Su): A caryatid column is imbued 
  with a super natural defense against weapon attacks.  
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a 
  Fortitude save (DC 13) or break and become useless 
  dealing no damage to the caryatid column.  As usual, a 
  magic weapon uses either the wielder’s save bonus or 
  its own save bonus, whichever is better.  Non-magic 
  ranged weapons automatically shatter upon hitting the 
  caryatid column, dealing no damage.  Magic ranged 
  weapons receive a Fortitude save (DC 13) to resist this 
  effect. 
   
  Column Form (Ex): When at rest (not 
  commanded, or waiting to fulfill a command), a 
  caryatid column takes the form of a simple column of 
  stone.  This column is about 2 feet in diameter, and it 
  extends up to the ceiling of the chamber or to a height 
  of 25 feet, whichever is less.  Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it 
  (Climb check DC 15).  A caryatid column in column 
  form looks like a pillar in most respects.  It does not 
  radiate magic, and true seeing does not reveal its 
  humanoid form.  Careful examination of the column 
  (Search check DC 25) reveals very faint and distorted 
  lines that make the pillar resemble a woman with a 
  sword.  Anyone who successfully makes a Knowledge 
  (architecture and engineering) check (DC 12) notes 
  that the column serves no structural purpose since it 
  bears none of the ceiling’s weight.  A close examination 
  of the top of the column (Search check DC 15) or a 
  keen eye (Spot check DC 20) shows that the column is 
  not cemented or joined to the ceiling.  Dwarves and 
  other creatures with stonecunning receive a free 
  Search check as though actively looking when they 
  pass within 10 feet of a caryatid column.  Changing 
  forms is a free action, and a caryatid column can 
  change once per round. 
   
  Construct Traits: A caryatid column is immune to 
  mind affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but can be healed through repair.  It 
  cannot be raised or resurrected.  A caryatid column has 
  darkvision (60-foot range). 
   
  Hardness (Ex): Link an animated object made of 
  stone, a caryatid column has a hardness of 8. 
   
  Magic Weapon: A magic weapon is incorporated 
  into a caryatid column at the time of its creation.  This 
  weapon, usually a +2 bastard sword (+3 in this case), 
  functions in all respects like a normal magic weapon of 
  its type, with one exception:  Whenever it is out of the 
  caryatid column’s hands, it reverts to stone and 
  becomes a nonmagical sculpture.  Should the caryatid 
  column then pick up the weapon, it gains its normal 
  form and magical qualities.  If a caryatid column needs 
  both hands free, it can stow its weapon by simply 
  pressing it against its side; the weapon then merges 
  with the caryatid column’s body and can be retrieved 
  by the caryatid column as any character would draw a 
  weapon. 
   
   
  APL 12 (EL 14) 
  � Caryatid Column(3): CR 11; Large Construct; HD 
  21d10+30; hp 146; Init +3; Spd 40ft.; AC 23 (touch 12, 
  flatfooted 20)[-1 size, +3 Dex, +11 natural]; BA/G 
  +15/+25; Atk +30 melee(2d8+19 +4 bastard sword 17-
  20/x2 two-handed); or +25 melee (1d6+10 slam); Full 
  Atk +30/+25/+20 melee (2d8+18 +4 bastard sword 17-
  20/x2 two-handed) or +30/+25/+20 melee (2d8+14 +4 
  bastard sword 17-20/x2) and +20 melee (1d6+5 slam) or 
  +22 melee (1d6+10 2slams); Face/Reach 10ft./10ft.; SQ 
  Break Weapon, Column Form, Construct Traits, 
  darkvision 60ft., hardness 8, Magic Weapon; AL N; SV 
  Fort +6, Ref +9, Will +3; Str 30, Dex 16, Con –, Int 6, 
  Wis 1, Cha 1. Height 10ft. 
   
  Skills and Feats: Diplomacy -3, Sense Motive +14; 
  Awesome Blow (p.303 MM), Combat Reflexes, 
  Improved Bull Rush, Improved Critical (bastard 
  sword), Improved Sunder, Power Attack, Weapon 
  Focus (bastard sword) (B) 
   
  Break Weapon (Su): A caryatid column is imbued 
  with a super natural defense against weapon attacks.  
  Whenever a creature strikes a caryatid column with a 
  Quick ‘N’ Easy 
   
  Page 28 
  
  melee weapon, the weapon must succeed on a 
  Fortitude save (DC 13) or break and become useless 
  dealing no damage to the caryatid column.  As usual, a 
  magic weapon uses either the wielder’s save bonus or 
  its own save bonus, whichever is better.  Non magic 
  ranged weapons automatically shatter upon hitting the 
  caryatid column, dealing no damage.  Magic ranged 
  weapons receive a Fortitude save (DC 13) to resist this 
  effect. 
   
  Column Form (Ex): When at rest (not 
  commanded, or waiting to fulfill a command), a 
  caryatid column takes the form of a simple column of 
  stone.  This column is about 2 feet in diameter, and it 
  extends up to the ceiling of the chamber or to a height 
  of 25 feet, whichever is less.  Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it 
  (Climb check DC 15).  A caryatid column in column 
  form looks like a pillar in most respects.  It does not 
  radiate magic, and true seeing does not reveal its 
  humanoid form.  Careful examination of the column 
  (Search check DC 25) reveals very faint and distorted 
  lines that make the pillar resemble a woman with a 
  sword.  Anyone who successfully makes a Knowledge 
  (architecture and engineering) check (DC 12) notes 
  that the column serves no structural purpose since it 
  bears none of the ceiling’s weight.  A close examination 
  of the top of the column (Search check DC 15) or a 
  keen eye (Spot check DC 20) shows that the column is 
  not cemented or joined to the ceiling.  Dwarves and 
  other creatures with stonecunning receive a free 
  Search check as though actively looking when they 
  pass within 10 feet of a caryatid column.  Changing 
  forms is a free action, and a caryatid column can 
  change once per round. 
   
  Construct Traits: A caryatid column is immune to 
  mind affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but can be healed through repair.  It 
  cannot be raised or resurrected.  A caryatid column has 
  darkvision (60-foot range). 
   
  Hardness (Ex): Link an animated object made of 
  stone, a caryatid column has a hardness of 8. 
   
  Magic Weapon: A magic weapon is incorporated 
  into a caryatid column at the time of its creation.  This 
  weapon, usually a +2 bastard sword (+4 in this case), 
  functions in all respects like a normal magic weapon of 
  its type, with one exception:  Whenever it is out of the 
  caryatid column’s hands, it reverts to stone and 
  becomes a nonmagical sculpture.  Should the caryatid 
  column then pick up the weapon, it gains its normal 
  form and magical qualities.  If a caryatid column needs 
  both hands free, it can stow its weapon by simply 
  pressing it against its side; the weapon then merges 
  with the caryatid column’s body and can be retrieved 
  by the caryatid column as any character would draw a 
  weapon. 
   
   
   
  Quick ‘N’ Easy 
   
  Page 29 
  
  Appendix IV: Behind the Door 
   
  APL 2 -6 
  � Dread Guard: CR 3; Medium Construct; HD 
  5d10+20; hp 47; Int +0; Spd 20ft.(can’t run); AC 17 
  (touch 10, flat-footed 17) [+6 banded mail, +1 light steel 
  shield]; BA/G +3/+6; Atk +6 melee (1d8+3 [19-20/x2], 
  longsword); SQ Cold Resistance 10, Construct Traits, 
  Fire Resistance 10; AL N; SV Fort +1, Ref +1, Will +2; 
  Str 17, Dex 11, Con –, Int 6, Wis 13, Cha 2.  
   
  Skills and Feats: Spot +9; Cleave, Power Attack. 
   
  Construct Traits: A Dread Guard is immune to 
  mind affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but can be healed through repair.  It 
  cannot be raised or resurrected.  A dread guard has 
  darkvision (60-foot range). 
   
   
   
  Quick ‘N’ Easy 
   
  Page 30 
  
  Appendix V: The Old Goat and Friends 
   
  All APLs 
  � Old Goat: Sor6 Doppelganger: CR 9; Medium 
  Monstrous 
  Humanoid 
  (Shapechanger); 
  HD 
  4d8+6d4+27; hp 60; Init + 3; Spd 30; AC 18 (+4 natural, 
  +3 Dex, +1 Deflection); Base Atk/Grapple+7/+7; Atk 
  +8/+3 melee (1d4+1, dagger) or +7 melee (1d6, 2 slams), 
  +8/+3 base ranged (1d4+2 Dagger); SA: Detect 
  Thoughts (Su); SQ: Change Shape, Immunity to sleep 
  and charm effects; AL NE; SV Fort +6, Ref +9, Will +11; 
  Str 10, Dex 16, Con 16, Int 14, Wis 14, Cha 18. 
   
  Skills and Feats:  Concentration +8 (+12 when 
  casting defensively), Bluff + 21, Diplomacy +11, 
  Disguise +19 (with change shape +29, with change 
  shape and Detect Thoughts +33), Sense Motive +9 
  Speak Language (common, elf, halfling); Combat 
  Casting, Eschew Materials, Greater Spell Focus 
  (Illusion), Spell Focus (Illusion). 
   
  Possessions:  +1 Dagger, belt pouch holding 300 
  gp, potion of cure moderate wounds, +1 ring of 
  protection, slippers of spider climbing. 
   
  Spells Known (6/7/6/4; base DC 14 + spell level, 
  illusions DC 16 + spell level):  0 —[dancing lights, 
  daze, flare, ghost sound, light, open/close, ray of frost;] 
  1
  st—[color spray, expeditions retreat, magic missile, 
  shield;] 2
  nd—[hypnotic pattern, mirror image;] 3
  rd—
  [displacement.] 
   
  � Halflings (2) Rog9:  CR 9; male Small Humanoid; 
  HD 
  9d6+9; 
  hp 
  43; 
  Init 
  +4;  
  Spd 20 ft.; AC 21 (+1 size, +5 studded leather, +4 dex, +1 
  deflection); Base Atk/Grapple +8/+3; Atk +11/+6 melee 
  (1d4+2, [crit 18-20/x2] rapier) or +14/+9 ranged (1d3, 
  non-lethal, bolas) or +9/+4 melee (1d4 non-lethal, sap); 
  SA sneak attack +5d6; SQ evasion, improved uncanny 
  dodge, racial +2 bonus to fear saving throw, trap 
  finding, trap sense +3, uncanny dodge; AL CE; SV Fort 
  +4, Ref +12, Will +4; Str 10, Dex 19, Con 13, Int 14, Wis 
  10, Cha 8. 
   
   
  Skills and Feats: Balance +6, Bluff +11, Climb +14, 
  Hide +20, Jump +16, Move Silently +18, Tumble +18, 
  Search +12, Sense Motive +11, Slight of Hand +18, 
  Speak Language (common, elven, gnome, halfling, 
  gnoll, goblin, orc), Spot +13;Combat Expertise, Exotic 
  Weapon 
  Proficiency 
  (Bolas), 
  Improved 
  Feint, 
  Improved Trip. 
   
  Possessions: +2 small rapier, 3 sets of small bolas, 
  +2 small studded leather, small sap, 3 tanglefoot bags, 2 
  thunderstones, potion of displacement, potion of cat’s 
  grace, potions of darkvision, potion of invisibility, +1 
  ring of protection and belt pouch holding 5 gp each. 
   
  � Humans (4) Rog9: CR 9; male Medium Humanoid; 
  HD 
  9d6+9; 
  hp 
  43; 
  Init 
  +7;  
  Spd 30 ft.; AC 19 (+5 studded leather, +3 dex, +1 
  deflection); Base Atk/Grapple +8/+9; Atk +11/+6 melee 
  (1d6+3, [crit 18-20/x2] rapier) or +11/+6 ranged (1d4+1 
  non-lethal, bolas) or +9/+4 melee (1d6+1 non-lethal, 
  sap); SA sneak attack +5d6; SQ evasion, improved 
  uncanny dodge, trap finding, trap sense +3, uncanny 
  dodge; AL CE; SV Fort +3, Ref +10, Will +3; Str 12, Dex 
  17, Con 13, Int 14, Wis 10, Cha 8. 
  Skills and Feats: Balance +5, Bluff +11, Climb +13, 
  Hide +15, Intimidate +11, Jump +15, Move Silently 
  +15, Tumble +17, Search +12, Sense Motive +11, Slight 
  of Hand +17, Speak Language (common, elven, 
  halfling, 
  gnoll, 
  goblin, 
  orc), 
  Spot 
  +13;Combat 
  Expertise, 
  Exotic 
  Weapon 
  Proficiency 
  (Bolas), 
  Improved Feint, Improved Initiative, Improved Trip. 
   
  Possessions: +2 rapier, 3 sets of bolas, +2 studded 
  leather, sap, 3 tanglefoot bags, 2 thunderstones, potion 
  of displacement, potion of cat’s grace, potions of 
  darkvision, potion of invisibility, +1 ring of protection 
  and belt pouch holding 5 gp each. 
   
   
   
   
    
   
    
   
    
   
  Quick ‘N’ Easy 
   
  Page 31 
  
  Appendix VI: The House 
   
   
  Quick ‘N’ Easy 
   
  Page 32 
  
  Appendix VII: Builder Book Feats and Equipment
   
  Chain Spell [Metamagic] 
  You can cast spells that arc to other targets in addition 
  to the primary target. 
   
  Benefit:  You can chain any spell that specifies a 
  single target and has a range greater than touch.  The 
  chained spell affects that target (the primary target) 
  normally, and then arcs to a number of secondary 
  targets equal to your caster level.  Each arc affects one 
  secondary target.  You choose the secondary targets as 
  you like, but they must all be with in 30 feet of the 
  primary target, and not target can be affected more 
  than once.  You can affect fewer secondary targets than 
  the maximum. 
   
  If the chained spell deals damage, the secondary 
  targets each take half as many dice of damage as the 
  primary target (rounded down) and can attempt Reflex 
  saving throws for half of the secondary damage.  For 
  spells that do not deal points of damage, the save DC’s 
  against arcing effects are reduced by 4.   A chained spell 
  uses up a slot three levels higher than the spell’s actual 
  level. 
   
  Knock-Down [General] 
  Your mighty blows can knock foes off their feet. 
   
  Benefit: Whenever you deal 10 or more points of 
  damage to your opponent in melee, you make a trip 
  attack as a free action against the same target. 
   
  Duom   
  The duom is a longspear with a standard spearhead, as 
  well as two blades curved so that they point backward 
  along the shaft.  The weapon has reach.  Those 
  proficient with the duom can also attack adjacent foes 
  with the reversed heads using a practiced “reverse 
  thrust.”  Apply a –2 penalty on the attack roll if you use 
  the duom to attack a second, adjacent opponent in the 
  same round you attacked the first opponent. 
  Quick ‘N’ Easy 
   
  Page 33 
  
  Players Handout #1 
   
  Festival of the Raven 
   
  When Latavius established his hill fort in 299 CY, he not only attracted the attention of competing Robber Barons, 
  but the ravens as well.  No one knows if Latavius set up his home on the birds nesting ground or if they were attracted 
  by the food source.  Latavius is known for staking his enemies on the walls of the fort and letting the ravens eat his foes. 
   This is how Rookroost is rumored to have gotten its name. 
   
  Even after Latavius had been murdered the name stuck, as did the tradition of feeding the birds.  The years passed 
  and though many Robber Barons were replaced and more walls were built round the city, it never succumbed to an 
  invader.  Around 350 CY the rumors first circulated: as long as the birds nested on The Peak, the city would be safe from 
  outside forces. 
   
  In 403 CY, Metrinus organized the Festival of Ravens.  He thought the creation of the festival would secure his 
  place with the people and prolong his rule.  He chose the raven as a symbol of the city’s strength.  The people enjoyed 
  that first celebration.  The fashionable folk took to wearing a raven’s feather and this tradition is passed down even to 
  today.  While Metrinus did not live to see a second festival, the city now had a common time to enjoy themselves and 
  visit The Peak just like the rich and mighty. 
   
  The festival is enjoyed today as it has been for years.  Children will wear black feathers to honor the 
  ravens.  The common folk join the lords and merchants on The Peak for the chance to indulge in good 
  wine and delicious culinary treats.  Bards employ their trade, imploring people to join them in the 
  feather dance, to sing the words to Latavius’s Eyes or Metrinus Has Lost His Gloves (Or Was It His 
  Head).  Even Lord Mortoth allows the festival to continue, as it lessens some of the tension between 
  Rookroost’s population and the Old One’s forces. 
    
   
  Quick ‘N’ Easy 
   
  Page 34 
  
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