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.
  URC5-S04
  Smooth As Silk
  A One-Round D&D Living Greyhawk®
  County of Urnst Introductory Adventure
  Version 1.0
  By Keera Smith
  A silk merchant has found a secret stash and needs some hunters to gather it up before someone
  else gets their hands on it. He seems to be in a sticky situation, or perhaps this is what he is offering
  to his bunch of heroes. Will they be smooth operators or will they get stuck in a rut? An introductory
  County of Urnst adventure for 1
  st level characters only.
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 2
  Introduction
  This is an RPGA® Network scenario for the
  Dungeons & Dragons® game. A four-hour time
  block has been allocated for each round of
  this scenario, but the actual playing time will
  be closer to three and a half hours. The rest of
  the time is spent in preparation before game
  play, and scoring after the game. The
  following guidelines are here to help you with
  the preparation 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, 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 bold italics. It’s
  strongly recommended that you paraphrase
  the player text instead of reading it aloud.
  Some of this text is general and must be
  adapted to the specific situation or to actions
  of the player characters.
  This is a LIVING GREYHAWK Adventure.
  As a LIVING adventure it is expected that
  players bring their own characters with them. If
  players do not have a LIVING GREYHAWK
  character generated, get a copy of the current
  LIVING GREYHAWK character generation
  guidelines, and a character sheet from your
  convention coordinator or the RPGA Web site,
  and then have any players without a character
  create one. Once all players have a LIVING
  GREYHAWK character, play can begin.
  Along with the other materials 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              
  This adventure may only be played by first
  level characters. These characters may have
  xp greater than zero, but not greater than
  1000 xp. There may be no more than six
  players at the table.
  1. 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
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 3
  # 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
  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.
  2. Add the number of characters playing in
  the adventure to the results of 1, and
  divide by the number of characters. Round
  to the nearest whole number.
  3. 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 which may be no higher
  than 3, which may be rounded down to APL 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). If
  the dog is wounded or has taken any
  nonlethal damage or ability score damage, the
  DC increases by 2. Failure indicates that the
  animal will not attack that round. This is a
  move action that may be attempted each
  round. See page 74 in the PHB for more
  details on the Handle Animal skill.
  Time Units and Upkeep                             
  This is a standard one-round 
  Regional
  adventure, set in the County of Urnst.
  Characters native to the County of Urnst 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.
  Acknowledgements
  The author would like to thank Gregory Ison
  for his story idea; Kevin Ison for all his devious
  assistance; Jeanne Scharfenberg, Triad
  editor; Andrea King for the Rhennee Water
  Dog encounter; and the playtesters: Tanya
  Bowen, Bill Burch, Anthony Chiesi, Rich Clark,
  Brian Glose, Andrea King, Tamara Lehman,
  Jonathon Loveall, Murry McEntire, Barry
  Oviatt, Bill Scharfenberg, and 
  Damon
  Schoonover. If anyone is omitted from these
  acknowledgements, it is the fault of the Triad
  editor alone.
  Adventure Background
  URC5-S04 Smooth As Silk is a LIVING
  GREYHAWK adventure intended for parties
  composed of first level characters. It is an
  introductory adventure, designed to accustom
  both starting characters and players to the
  LIVING GREYHAWK world in general and to
  the County of Urnst in particular.
  Ten months ago, Jacobyne Cyndole, an
  evil drow cleric of Lloth, found a hill that held a
  collapsed building on the side of the
  Artonsamay River. There she decided to make
  a sanctuary and a small temple dedicated to
  Lloth. She cast the unhallow spell deep in the
  building's bowels, giving it a protective evil
  shell. She then left the lair, locking it with a
  coded door and leaving her servants and the
  temple for any of her companions to find
  refuge in or for her later return. She also left a
  small note to solve the code and open the
  door for herself (as she is rather forgetful) or
  her companions if they could not figure out
  how to open it.
  A small group of spiders moved in soon
  after and covered the lair in silk webs, making
  it their new home, their numbers growing
  quickly. Months passed and Jacobyne never
  returned, but the 
  spiders soon began
  exploring out of their new home for food for
  their younglings.
  One week ago, a ship full of Rhennee
  sailors discovered the basement of an old
  ruined building that no one has seen in years
  when a large spider came out and snatched
  up a small deer drinking at the river. They did
  not inspect the building, but knew that
  information involving the basement being full
  of spiders and most likely full of spider silk
  would be worth something to someone.
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 4
  The Rhennee then traveled to Radigast,
  where Trilbey Farvaren got word of their
  discovery from one of their shipmates. He paid
  them handsomely to take a group of his silk
  hunters down to the lair, which will kill two birds
  with one stone; he will keep the Rhennee
  quiet by keeping them busy and he will also
  have his hunters led to the right place.
  The problem he discovered only minutes
  after making the deal with the Rhennee was
  that his regular silk hunters were out on
  another job and would be out of Radigast for
  the next three weeks. By then, it would be too
  late. So he spread the word around about
  needing a group of brave adventurers, making
  sure to tell Faxion, a local barber/beautician,
  who loves to gossip to anyone that will listen.
  Adventure Summary
  Introduction
  The most charismatic of the party, within the
  next day or so, will go into Faxion’s
  Barbershop and hear about Trilbey’s situation
  (See Player’s Handout #1) and rush to the
  Boar’s Tusks to find a group of adventurers to
  team up with. The adventure starts with the
  charismatic character recruiting the other
  players.
  Encounter 1:  A Gain and A Gain
  Characters meet with Trilbey Farvaren (Far-
  vair’-en), a minor merchant in the Farvaren
  merchant house. He offers to hire the
  characters as silk hunters. He will explain how
  to “gather silk” from giant spiders, and why he
  cannot wait for his regular silk hunters. Trilbey
  instructs the characters to meet him at the
  docks in the morning, and he will provide for
  their transport to the “hunting area”.
  Encounter 2:  BOGO Shopping
  The characters are allowed to do some last
  minute shopping in town. Trilbey will not
  provide advances on the characters pay.
  Encounter 3:  Bon Voyage
  Trilbey introduces the characters to a
  Rhennee barge captain (the same one that
  was in URC4-S02 Overdue Books), and starts
  them on their way.
  Encounter 4:  Double Oh Vestum
  The characters will get stopped at the River’s
  checkpoint and the barge will be searched. At
  this point, Captain Vestum will ask the
  characters to retrieve his lost ring that he
  dropped while “investigating the ruins.” He will
  offer them a minor reward for retrieving it for
  him. They will then camp for the evening, so
  that they will be fresh and ready for the next
  morning’s “mission.”
  Encounter 5:  Land Ho!
  The party arrives at the location where the
  spiders were sighted. Did the characters bring
  “bait” for the spiders? The characters will have
  to search for the spiders’ trap doors, and will
  be attacked while they do so. At some point
  the Medium spiders will attack. Encounter with
  four medium spiders (EL 3).
  Encounter 6:  Come on Down, the Silk
  is Fine!
  The characters enter the spiders’ lair (enter
  “the parlor”) and start to explore. The players
  should be reminded that fire could burn all the
  webbing.
  Encounter 7:  Deja Boo!
  At some point the characters will detect the
  “sticky” sections of webbing (trap, search
  DC20, bypass easily), and some character
  may be entangled (see condition). Smaller
  spiders will attack when the sticky section is
  touched (attacking from deeper in the lair),
  attacking first any entangled characters.
  Encounter with 4 small spiders and (EL 2).
  Encounter 8:  What's this? Another
  Door?
  The characters may start “harvesting” the silk.
  While cutting it away from the walls of the lair,
  another tunnel is discovered. It leads to a
  stone door (locked and trapped, CR1 trap).
  Encounter 9:  Bad Girls and Ghouls
  The door opens to an older chamber that has
  recently (6 months ago) been converted to a
  temple to Lloth, the Drow spider god. There is
  a chest that is trapped (CR 1). This chamber is
  guarded by a Ghoul, two human zombies and
  three human skeletons (EL 4).
  Encounter 10:  Let's Blow this Silk
  Stand!
  The characters return to the Barge with the
  silk.
  Encounter 11:  Yard Sale
  The characters can return to town to sell the
  silk to Trilbey.
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 5
  Introduction
  The introduction should take approximately
  15-25 minutes.
  At this point, the DM should find the person
  with the highest charisma, take them aside
  and hand them Players Handout #1, which
  reads:
  After arriving in Radigast City you decide
  that a visit to the local barbershop would do
  your appearance some good, considering
  the past few days of travel were rough on
  you. You travel to Faxion’s Barbershop and
  he greets you with a smile.
  Faxion is a large man who will give the player
  whatever they wish from his list of services: a
  haircut, a trim, a wash, a shave… let the
  player choose. Faxion is very talkative by
  nature and has a flaming way of speaking with
  people. Use this to your advantage and make
  the player feel like they’re getting something
  really special. After getting business out of the
  way, Faxion will say:
  “You look like the type that the Silk
  merchant was looking for. I heard that he
  needs a group of adventurers to collect a
  large find for him and boy, is he willing to
  pay for it! Go gather a group at the Boar's
  Tusks to support you and head down to
  Trilbey Farvaren’s Silk Haven. Tell him
  Faxion sent you!”
  Make this seem very important to the story
  hook, make sure the rest of the table doesn’t
  know what is going on. Faxion will then send
  that person on their way to the bar across the
  street, The Boar’s Tusks, a local bar for
  hunters and peacekeepers. Which is where
  the rest of the players come in.
  It is early morning and the smell of
  breakfast and ale surrounds you as you are
  sitting peacefully in The Boar’s Tusks, a
  local tavern in Radigast. There are several
  other adventurers around you and the
  tavern is quiet until ________ (Insert
  previous player’s description here, for
  example, "A ravishing female elf with a great
  haircut") rushes in and points to your table
  of heroes. He/She says in a bold voice:
  _________ (Have the character say whatever
  they wish here to his fellow companions to get
  them recruited. Something to the effect of
  “come with me, I’ve got a job for us.”)
  At this point, the chosen character may
  introduce his/herself, allowing the rest of the
  characters to do the same. A brief description
  of how each character looks should be
  included, though this can be skipped if all the
  players and/or characters know each other.
  (The idea of table tents should be introduced
  to beginners, and they should be encouraged
  to use them.)
  If there are any Centaurs in the party, the
  bartender will approach the group as they dine
  and ask them if they can vouch for the odd
  party member. He will give the Centaur strange
  looks and ask simple questions about their
  appearance/ nature.
  After the introductions, the charismatic
  character that burst in before should explain
  what he/she heard from Faxion and they
  should want to head over to Trilbey
  Farvaren’s, if not, subtly urge them to head in
  that direction. If any character does not
  choose to go along with them, they may stay
  in hopes that they will be recruited later, but it
  is unlikely and you may hint to that person to
  go along.
  Encounter One: “A Gain and
  A Gain”
  This Encounter should take approximately 15
  minutes.
  As you enter Trilbey (Far-vair’-en) Farvaren’s
  Silk Haven, a young boy of about 12 closes
  a large book and hops down from behind
  the counter to greet you. He smiles
  nervously though he is dressed in clean,
  expensive, light blue silken robes. “H-hello
  g-g-good s-s-s-sirs (And m-m-madams if there
  be any, or vise versa) how m-m-may I b-be of
  assistance?”
  He is Tredifus (tread’-uh-fuss) Trilbey’s nephew
  and new apprentice. He has a stuttering
  problem and is nervous around people, but
  he’s very cheerful and happy to help. Once it’s
  been established that they are here to see
  Trilbey about his job offer that they heard from
  Faxion, he will show them to the back where
  there are several chairs placed around a large
  table.
  As you are seated around the table,
  Tredifus will begin to take his leave, but
  stop at the door before he leaves. “W-w-
  would any of y-y-you l-l-like s-s-something t-
  to drink?”
  Tredifus can offer them ale of any kind and
  some fine wine, though he only has red wine
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 6
  to offer them. He can also give any non-
  alcoholic character water. He will then nod and
  tell them that his uncle should be with them
  shortly, then head off to get their drinks.
  DM Warning: Trilbey speaks quite fast and
  repeats himself several times using different
  wording each time. This may quite annoy the
  characters, and if it seems to take up too
  much time, you may paraphrase what he is
  saying.
  In a few short minutes, a tall human man
  dressed in purple silk robes with gold trim
  walks in with perfect posture and sits at the
  head of the table.
  “Greetings, salutations, hello, welcome,
  how do you do and all that. I am Trilbey
  Farvaren. That is my name, and that by
  which I am called is Trilbey Farvaren. You
  may recognize the great Farvaren name,
  that by which we are all named Farvaren,
  the great name that is and always will be
  Farvaren. You may address me by the
  name that I was given and that is Trilbey,
  for that is my name and that is what I wish
  to be called.
  I want to ask you all to do a job for me, a
  job I wish you to do so that it can be done
  for me, which you will all be paid
  handsomely for, that which is the job after it
  has been done. And once this job is done
  that I am giving to you, that is after it is
  completed to my liking, then and only then,
  that is when the job is done, will you be
  able to receive your reward that I am paying
  you for the job you are doing for me that I
  wish to be completed as soon as possible.
  So, are you interested?
  At this point, the characters may be drooling
  over their character sheets because in his long
  speech, he failed to tell them anything.
  Tredifus will enter and serve their drinks. They
  may now ask him questions to find out what it
  is they are to be doing for him.
  If anyone does not accept his job offer, he will
  ask them to leave at this point, as not to
  reveal the secret location of the silk he has
  discovered.
  If they choose to ask Trilbey for a pay
  advance, he will refuse and tell them that
  paying for all their travel fees and providing
  some provisions, which seems very fair
  considering the circumstances. If asked about
  what kind of provisions he is providing, he will
  tell them that he will provide 2 everburning
  torches, 6 potions of cure light wounds, 2
  antitoxins and 4 goats, but he will collect them
  immediately when they return.
  Encourage the party to 
  get 
  more
  information about their “mission.”
  • 
  What job are we going to be doing?
  "I need you to ride a ship up the
  Artonsamay River to a cave located on the
  eastern bank. There, on the eastern bank of
  the Artonsamay River, lies a lair full of silk
  for the taking! I need you to enter the lair,
  clear out it’s inhabitants and carefully
  remove the silk and bring it back to me."
  • 
  What kind of “inhabitants”?
  "In the lair there are a few spiders that need
  to be taken care of, killed, booted out, any
  of the sort would be fine. Though I do
  caution you, when you remove the spiders,
  using fire is not an idea that I promote. In
  fact, using the fire that you would normally
  use to kill them will also burn the precious
  silk that they spin and your reward is based
  on how much you bring back to me."
  • 
  How do we gather the silk?
  "It is very simple indeed. In order to gather
  the silk that I need, you must use specific
  gathering rods built to hold rolled silk on
  them. After reaching the silken area, you
  can start anywhere you like, stick the rod in
  the silken area, and turn it. It will then stick
  to the rod, which you can then return to
  me."
  • 
  How much are we getting paid?
  "I will pay you each 100 gold pieces to
  complete this task. That being said, for
  every pound of silk you bring back to me, I
  will pay you an additional 5 gold pieces."
  When 
  the 
  characters 
  have 
  finished
  questioning Trilbey, he will conclude the
  interview.
  "If there are no more questions, then you
  are free to prepare for your voyage. I will
  need those of you who are willing to
  complete this task that I have assigned to
  you, the heroes I have chosen to do this
  quest for me, who are worthy of this deed
  that I so bestow upon you, to meet me at the
  docks, dock number 4, this afternoon at
  exactly 3 o’clock, that is, 3 hours after the
  noon hour, that being the lunchtime hour.
  You may wish to gather tools, potions,
  scrolls and provisions for your journey. I
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 7
  will be providing the travel arrangements,
  bait for the spiders, a few provisions of my
  own, and the rods required for collecting the
  silk. I will meet you at 3 o’clock then.
  Goodbye, so long, see you soon and all
  that!" He then stands and walks out,
  heading back to his work.
  Encounter Two:  BOGO
  Shopping
  This Encounter should take approximately 5
  minutes.
  At this point the characters can leave to
  prepare for the journey, assuming they all
  accept the mission. If someone refuses to take
  him up on his offer for any reason, they may
  stay in Radigast in hopes that they will be
  convinced otherwise, but if they choose not to
  accept it, their adventure ends here.
  As you walk out of Trilbey Farvaren’s Silk
  Haven, a loud, booming voice can be heard
  coming from the marketplace. “By one get
  one! Come one come all! A free club with
  every purchase! Come on down to
  Hickend’s General Shop!”
  Hickend is just looking to attract more
  customers, clubs are free anyway. If the
  characters choose to shop here, let them get
  anything out of the Player’s Handbook that is
  normally accessible to first level characters. If
  they ask, yes, Hickend will give them a free
  club with every purchase.
  The markets in the city of Radigast are
  some of the largest in 
  the 
  Flanaess.
  Characters should be able to find any item
  they need here, at the standard prices as
  listed in the PHB. This encounter is rather
  freeform. Make sure that new players know
  that they can buy things and show them what
  and how (if necessary), but don’t spend too
  much time here. You may use Hickend to
  provide them with what they need or have the
  characters deal with street venders.
  Encounter Three:  Bon
  Voyage
  This Encounter should take approximately 5
  minutes.
  At precisely 3 o’clock, Trilbey will be eagerly
  awaiting the characters at Dock #4 with the
  Rhennee captain, Captain Vestum nearby.
  As you reach dock number four, a very
  large Rhennee man notices and, obviously
  holding back his excitement, looks around
  suspiciously and approaches you.
  This man is Captain Vestum, which you may
  remember from URC4-S02 Overdue Books. He
  loves to pretend that these new jobs he’s
  been hired for lately are “cloak and dagger”
  spy missions and he jumps at the chance to
  play along. He will slip them code phrases first
  to see if they are who they say they are ("Ze
  goblins zleep with ze fishes" or “Ze crops zis
  year are poor because of ze drought”) He will
  look over his shoulder suspiciously to see if
  anyone is watching and wink at the
  characters, a lot. Play this up big! This should
  be a fun encounter for the DM to run and the
  characters to play. If asked who he is he will
  say something like: "My name iz not important,
  but you must get to ze church on time" and
  wink. Eventually Trilbey will realize that Vestum
  is wasting time and approach the characters.
  “I, that is, Trilbey Farvaren, am very
  pleased, that is, overjoyed, excited and
  delighted to see that all of you, you being
  those persons I spoke with earlier at my
  shop, that is, Trilbey Farvaren’s Silk Haven,
  I being he that is Trilbey Farvaren, the
  owner of Trilbey Farvaren’s Silk Haven,
  have decided to take my offer and do this
  task that I have assigned to you to do for
  me, me being Trilbey Farvaren. Thank you
  so very much, you being the brave
  adventurers, heroes, and saviors to my
  cause, my cause being to find, produce and
  sell the greatest silk in all the lands, for
  coming and being so punctual, timely, and
  most importantly on time.
  Trilbey will tell them that Vestum will take them
  to where they need to go as long as they are
  willing to provide the necessary protection to
  the ship.
  He will also ask them if they thought to
  bring bait for the spiders and if they
  remembered to get antitoxins or neutralize
  poisons.
  Before he leaves, Trilbey will jump as if
  remembering something. “Ah, I just
  remembered, my hunters always use goats,
  as the goats I have given you, but they
  usually tie them to nearby trees in order to
  lure out hidden spiders. They say that this
  is the safest, most effective, best and
  easiest way to get rid of them. Don’t forget
  my words!”
  
  URC5-S04 Smooth As Silk 
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  Trilbey will not be willing to be the bait (though
  they may want him to be!) but he will provide
  the characters with 2 everburning torches, 6
  potions of cure light wounds, 2 antitoxins and
  4 goats but makes a point that they will be
  collected at their return (except for the goats if
  they did not make it alive). He will also give
  them a map (Player's Handout #2).
  Vestum will describe to the characters the
  layout of the riverside they are going to. He will
  tell them that if they decide to bring goats or
  something small to lure the spiders with, that is
  a great idea and he will allow them on board.
  He will also describe for them what happened
  to the deer when they saw it being attacked.
  “Ze deer vas valking over a small hill to get
  a drink from ze river when out of ze ground
  came a spider zat jumped out and attacked
  it, dragging its body back under ze ground.”
  The PCs will receive similar stories from the
  shipmates as well if they ask. If there is
  nothing else that the characters wish to ask
  him, Trilbey will be on his way and wish them a
  Bon Voyage, safe journey and all that. He will
  point out that he has left the rods that they
  need to collect the silk and goats on board the
  ship.
  Vestum will now show the characters on
  board. He will allow horses and smaller animals
  on his ship as long as they remain below
  decks, but characters with horses will probably
  not want to take them in this adventure, he will
  caution taking any horses, he is perfectly fine
  with familiars and animal companions (if the
  characters have them at this point in their
  adventuring careers, they may not) and he is
  also willing to watch them if the characters are
  not willing to risk them in the underground
  area with the spiders.
  Ask about who carries provisions, especially
  fish-based ones (for optional encounter with
  Moneypenny). He will act quite mysterious if
  pressed about why he wants to know.
  Vestum will also show off his pet. A small all-
  black dog that seems more like a first mate
  than a pet. Her name is Moneypenny. She
  has great sea legs and knows her way around
  the ship well. She is very friendly but very
  proper.
  Vestum will remain suspiciously quiet until the
  Radigast shore is almost out of sight and then
  start to express a nervous feeling towards the
  characters.
  Encounter Four: Double Oh
  Vestum
  This Encounter should take approximately 10
  minutes.
  After leaving the docks the boat approaches
  a large wooden structure with a very large
  gate in the middle of the river, blocking the
  path. Vestum orders the crew to drop
  anchor and a small boat approaches the
  barge. On the side of the boat, there reads:
  HNB Griffonwing. A group of men board the
  ship, go below decks and begin inspecting
  cargo and cabins, while a tall, slender man
  approaches Vestum with a stern eye.
  “’Afternoon, Cap’n Vestum. This not be the
  usual crew of the Q, now is it?”
  Vestum will nervously look about and
  present his papers to the man. “Ze eh, zes
  people ar’ here to tour ze river. Zey are not
  part of my crew.”
  The man will eye Vestum suspiciously
  until one of his officals returns and salutes.
  “The usual, sir, nothing but fishing gear and
  a couple of goats.”
  Vestum will grin triumphantly as the
  man snorts and huffs off the barge, back on
  to his boat “One of these days, Vestum, I’ll
  get you. I know what you’re up to with those
  Palites. Her Noble Brilliancy will not permit
  the Peace to be endangered by the likes of
  you river folk.”
  The river gate now opens and the boat
  returns to its course, heading again upriver
  as Vestum breathes a sigh of relief.
  Have any characters who are keeping an eye
  on Captain Vestum throughout the river trip, or
  who roll a successful Spot check (DC 12) roll a
  Sense Motive (DC 12) to determine his uneasy
  energy and suspicious looks over his shoulder.
  Vestum is very nervous because of his
  encounter with the spiders before. If
  approached and asked about it, he will start
  his story:
  "I ‘ave seen ze beasts before, ven ve first
  discovered ze ruins I vas intrigued and vent
  to investigate. It vas a simple mission at
  first, but zen, I vas surrounded. Zey ver
  everyver, coolly I pulled my rapier and
  started killing zem von by von, zey became
  too much vor me, zer ver hundreds of zem, I
  barely escaped vith my life. But in ze midst
  of ze fighting, my ring, a family heirloom,
  slipped off my finger and vas lost. I vould
  
  URC5-S04 Smooth As Silk 
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  get it myself, but zince you are already
  going, I vonder if you all vould be interested
  in finding it? I vould pay you a small reward
  for retrieving it vor me. Your mission,
  zhould you choose to accept it, is to bring
  back my ring, untainted, and return it to me.
  Vell, vat do you zay?"
  The characters may roll another sense motive
  (DC 13) to see if he is speaking the truth,
  which, if it’s not obvious, he isn’t. He did,
  though, lose his ring in the ruins, (he tripped
  outside and it rolled down one of the trap
  doors that lead into the ruins below, he never
  entered the ruins themselves, though he will
  say he did) but the large, impressive battle
  scene did not take place. He will offer them 25
  gold pieces to retrieve his ring for him. If they
  ask, the ring is nothing more than a simple
  signet ring with his name “Vestum” and family
  emblem on it, almost worthless except for its
  sentimental value. If they agree to find it for
  him he will thank them and for the rest of the
  journey, he will seem more at ease.
  The boat will drop anchor when it gets dark
  and the characters will be treated to a very
  nice dinner of beef stew, freshly made that
  afternoon and showed to their bedrooms for
  the evening. This way they may prepare their
  spells and be ready for tomorrow. They may
  set up watches, but the night will be
  uneventful. For the next two nights the same
  will occur until they reach their destination. It
  will take them a total of three days to reach
  the shore they need to get to.
  Optional Encounter with
  Moneypenny: 
  This Encounter should take 5 minutes.
  DM Note: If time permits, you may choose to
  run this optional encounter with the Rhennee
  Waster Dog, Moneypenny. Afterwards, give
  the players a copy of the handout for the CoU
  Kennel Club for their review.
  Ask 
  any 
  character with 
  provisions,
  especially fish-based ones, (or an odd-shaped
  hat, or some other item that might be
  interesting to a curious pooch) to make a spot
  check vs. Moneypenny’s slight-of-hand check
  (she is trying to ‘liberate’ the goodies) total
  hide check modifier +4. If she is noticed,
  Moneypenny attempts to make off with the
  goods, playing keep-away. The character must
  make a successful touch attack (AC 13) and
  grapple check (Moneypenny has a +7) to
  retrieve the item. It is undamaged due to
  Moneypenny’s soft mouth, but it is likely
  slobbery. If it is (was) food, it is now rendered
  inedible, but Vestum, highly amused by the
  antics, offers the character tasty Rhennee fish
  jerky to replace what was lost. If the character
  tries to physically harm Moneypenny, Vestum
  is quite upset, and it takes a successful
  Diplomacy check (DC 16) and a sincere
  apology to Moneypenny to get him to continue
  the journey. Alternately, the 
  offending
  character can agree to be locked in the hold
  for the duration of the journey.
  Encounter Five:  Land Ho!
  This Encounter should take 45-50 minutes.
  The ship will land on the shore of the river on
  the eastern bank with a small forest in front of
  them. Captain Vestum will show the characters
  off board and direct them to where the
  sighting happened. It is within sight from the
  ship, so if they need anything, all they have to
  do is return and ask, or if they wish to get rid
  of the spiders first, and then return for the
  collecting rods, that is fine too. Vestum will
  remind the characters that taking torches into
  the cave may damage the potential silk that
  they should collect and may put them in a
  great amount of danger.
  The 
  underground 
  spider 
  lair 
  is
  approximately 40 feet from the ship in a small
  clearing of the forest. A ranger may Track DC
  15 to see that there are deer tracks leading to
  the clearing. The round clearing ahead is
  approximately 60 feet wide and 70 feet long.
  The trap door spiders are spread out across
  the clearing about 10 feet apart from each
  other.
  As you reach the shore, you look out onto
  large marsh that is covered in thick forests
  and wildlife. The ground is a soft, beach like
  sand and leads to an area that looks like it
  has been unnaturally cleared and perhaps
  like there has been a building there before.
  Small piles of stone rubble lies around,
  covered now by plant life and seems to
  have been untouched for several years.
  There are small trees scattered through the
  clearing that seem to have just recently
  started their long life.
  Medium Monstrous Spiders (4); hp: 11, 11,
  11, 11 see Monster Manual page 288.
  Tactics: The spiders are underground waiting
  for whatevert decides to wander by for dinner.
  
  URC5-S04 Smooth As Silk 
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  They are in small 5-foot wide tubes
  underground and have "doors" (made from
  webbing and random foliage from the forest to
  conceal it) that cover the holes well enough to
  fool whatever is walking by into thinking that
  the ground is safe. The spiders have tremor
  sense, which will allow the spider to detect and
  pinpoint any creature or object within 60 feet
  in contact with the ground. As soon as a
  character or the bait is close enough to any
  spiders’ trap door they will spring out, taking a
  surprise attack on the character and use their
  poison attack on them.
  If the character is small they will try to drag
  them 
  inside 
  the 
  underground 
  tunnel,
  otherwise, they will continue to attack. Have
  the small characters do a standard grapple
  procedure to see if they are dragged inside
  the spider's tube. If characters are dragged
  inside any tunnel, they are entangled inside
  the spider's web and must make a DC 12
  Escape Artist check or a Strength check,
  Break DC 16 to escape.
  Solution: The characters, if they were smart
  enough to bring bait, can lure the spiders out
  with goats or other such creatures (perhaps
  other players!) by tying the goats to the small
  trees (out of initiative) and then use missile
  weapons and spells to kill the spiders; they
  can do this with each one. However, because
  the holes are so close together, more than
  one may jump out at a time.
  Treasure: The spiders are carrying no
  treasure and there is nothing but silk to be
  found.
  Encounter Six:  Come On
  Down, the Silk is Fine!
  This Encounter should take about 5 minutes.
  At this point, the characters will realize, after
  searching around, that the only way inside the
  spider's lair is through the 5-foot wide tunnels
  that they have made. If they look inside one
  they will see webbing and that is really all they
  can see until they collect the webbing. They
  may enter from any of the four tubes (each
  tube is 10 feet long) and should get the
  webbing from each tube. They should be
  reminded that torches are not a good idea
  and will burn the entirety of the silk.
  DM Note on 5x5 tunnel penalties:
  (From the LIVING GREYHAWK Adventure,
  COR05-07 Rings with Rings by Rainer Nagel)
  “All rooms and corridors except the
  original basement (which is 7 feet high)
  are no higher than 5-1/2 feet (more than
  enough for gnomes), which means that
  all Medium creatures in the hideout fight
  at -2 to all their attack rolls.”
  This means that in a 5x5 foot tunnel, there is
  not enough room for swinging/ fighting unless
  you are a small creature, so you take a -2
  penalty to all attack rolls if they fight in the
  tunnels.
  The players may explore around the area.
  The silk is easy to move through as it is not
  sticky, and it does not require them to collect it
  now, they can simply move through it to the
  next room.
  All the spider tunnels lead to the
  basement of the ruined building. It is a simple
  stone building and from what they can tell it
  appears to have collapsed several years ago.
  The room they are in is a smaller 40' long by
  50' wide room. They may collect the silk and
  transport it from here to the ship if they wish,
  or they may continue on to the next room and
  collect it as they are leaving.
  After crawling and squeezing through the
  spider's tube, you enter what seems to be
  an old basement that is covered floor to
  ceiling with spider's webs.
  Search checks (DC 12 to find the signet ring)
  in this room will find webbing, miscellaneous
  animal bones, a small signet ring that has
  name "Vestum," and some broken wood from
  barrels that will make it seem like this used to
  be a small wine cellar.
  Collecting Silk: The players can collect
  most of the silk in this room very easily without
  being attacked. Every silk collecting rod that
  they have with them will hold up to 4 squares
  of silk. There are 80 squares of silk in this
  room, so they will have used a little over 20
  rods so far. Including the rods for each tube,
  each tube is 10 feet long, so they will have
  used 2 more rods for a total of 22.
  Once they reach the back corner of the
  room they will find an opening leading to the
  adjacent room.
  Encounter Seven:  Deja
  Boo!
  This Encounter should take 30-45 minutes.
  
  URC5-S04 Smooth As Silk 
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  The characters may do a search check for
  traps in this room, DC 20, bypass easily to find
  the sticky sections of webbing in this room,
  made to capture anything that entered here.
  If the characters do not have a rogue-type
  it will require a Spot check DC 20 to find and
  avoid the stickier parts of the webbing. The
  characters may get entangled here and if so,
  see the condition (page 308 of the Player's
  Handbook) When the stickier sections are
  touched or a character is captured in it this will
  cause other spiders to attack. They must make
  a Strength check DC 20 or an Escape Artist
  check DC25 to get out of the sticky silk.
  The sticky sections of the room are placed
  about 20 feet apart. There are 5 squares that
  are sticky. Roll randomly to determine where
  these specific squares are before the
  characters start walking through the room.
  As you enter through the doorway on the far
  side of the room, it leads to another room,
  also covered in webbing from floor to
  ceiling and looking almost exactly like the
  last room.
  Small Monstrous Spiders (4); hp 4, 4, 4, 4.
  See Monster Manual page 288.
  Tactics: The smaller spiders are hiding toward
  the back section of the area, waiting to attack
  anything that touches or gets caught in the
  trapped sticky sections of webbing. They will
  jump out from different sides of the room and
  attack first those who are entangled and then
  anyone else. Fire or acid damage in this room
  will cause the webbing to catch fire/ burn away
  and will cause the players to lose some of their
  pay at the end of the module.
  After fighting the smaller spiders and
  getting rid of them, the players can collect and
  harvest the silk.
  Collecting Silk: They should use another
  18 rods in this room to collect all the silk and
  should have 10 rods left. If they collect 40
  rods worth, they will receive full gold from it.
  There should only be enough silk for 40 rods
  as there are a couple of squares that do not
  have silk in them. Someone needs to keep
  track of how many rods they have collected
  and make a note of it for the DM's reference
  later. The DM may do this if you would like, but
  the characters should be the ones that should
  be responsible for this. Do not waste time
  with the silk collecting; there is a very
  structured format here. If they say “we get
  all the silk in the room” they are fine and
  you may skip the details.
  Treasure: The spiders are carrying no
  treasure and there is nothing but silk to be
  found.
  Encounter Eight:  What's
  this? Another Door?
  This Encounter should take 20 minutes.
  After cutting away a large section towards
  the back of this room, the webbing there
  seems less than it should be and behind it
  is a large stone door that has 8 rows of
  numbers on it and 10 
  small 
  dials
  underneath the rows. Below the 10 dials is
  a large stone button jutting out from the
  door.
  The door is indeed locked and trapped. The
  only way to open this door is to solve the
  puzzle that is on its front. Give them Player's
  Handout #3.
  The puzzle itself is a number riddle, but it
  has nothing to do with math. The puzzle is
  carved into the door as follows:
  1
  1 1
  2 1
  1 2 1 1
  1 1 1 2 2 1
  3 1 2 2 1 1
  1 3 1 1 2 2 2 1
  0 0 0 0 0 0 0 0 0 0
  Solution: All the dials are currently set to 0. If
  they are turned, they turn to 0, 1, 2 or 3. The
  correct answer is: 1113213211. The trick is to
  speak the numbers starting with the first line
  and then that makes up the second line. For
  example: 1 in the first line would be “one one”
  or 1 1 which is the second line. The second
  line is “two ones” or 2 1, which is the third line.
  The third line is “one two, one one” or 1 2 1 1,
  which is the fourth line. The fourth line is “one
  one, one two, two ones” or 1 1 1 2 2 1, which
  is the fifth line, and so on and so on.
  If the players are having trouble, have
  them all roll a spot check DC 12 to notice the
  corner of a small black journal that has been
  poorly hidden above the doorway. Inside the
  journal there are only two pages that have
  been written on, hand them Player's Handout
  #4.
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
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  If they are still having trouble, drop hints to
  them as you see fit. You may say whatever
  you wish to nudge them in the right direction;
  this is intended to be fun, not to bring the
  module to a screeching halt.
  Hints:
  • 
  There are only three numbers on each dial
  1-2-3
  • 
  The puzzle is not math-based in any way
  •  Reading the numbers as a polynomial
  does not solve the problem
  •  Each subsequent line relates to the
  previous line.
  • 
  If they are still having problems, any clerics
  in the party may use a turn check to ask
  their deity. Or have the player(s) with the
  highest intelligence bonus 
  roll 
  an
  Intelligence check DC15 for the characters
  to solve the puzzle.
  If the dials are turned in the 
  wrong
  combination and the button in the middle of
  the door pushed, this activates the trap.
  Trap: Fusillade of Darts CR 1, Atk +10
  ranged (1d4+1, dart); multiple targets (fires
  1d4 darts at each target in two adjacent 5-ft
  squares); Search DC 14, Disable Device DC
  20.
  If the characters put in the correct answer and
  push the button, the door will open.
  Encounter Nine: Bad Girls
  and Ghouls
  This encounter should take about 45 minutes.
  The room is approximately 40 feet wide and
  40 feet long with tapestries draping along the
  sides and an altar 10 feet from the back and
  15 feet from the left side, 20 feet from the
  right.
  After entering the correct code and pushing
  the button, the large stone door will open,
  revealing a few small steps leading down.
  Heading down them, you enter a large room
  with tapestries covering the walls depicting
  large spiders feasting upon humans and
  dwarves. There are several others showing
  spiders wrapping what looks like Halflings
  in their silk webs and gnomes being
  grotesquely mutilated. There are even
  pictures of what seems to be female elves
  with dark skin sacrificing lighter colored
  elves on an altar before a statue of a female
  half drow, half spider.
  Knowledge (Religion) DC 12 to know that it is
  a temple to Lloth, the drow goddess.
  Candles and incense burners are placed
  around the eerie temple. You get the feeling
  that this place is quite malicious and has an
  unpleasant air about it. After a quick look
  around, you notice a small chest toward the
  front of the temple near the altar.
  Have the characters make spot and listen rolls
  versus the Ghoul's hide and move silently
  checks (see Appendix 1). The Zombies and
  Skeletons should not be as good at hiding/
  moving silently as the ghoul and may be
  spotted first.
  Creatures: Ghoul (1): hp: 13, see Appendix
  1.
  Human Zombies (2): hp: 16, 16 see
  Monster Manual page 266.
  Human Warrior Skeletons (3): hp: 6, 6, 6
  see Monster Manual page 226.
  Tactics: The ghoul will hide in the right corner
  farthest from the door of the temple behind a
  tapestry until the characters’ guard is down
  and then it will surprise them. It was placed
  here to guard the temple and that is what it is
  doing. The zombies will also be hiding behind
  other tapestries on the left side near the altar.
  The skeletons are spread out and not hiding
  very well on the side closest to the door.
  Note: The Unhallowed spell has been cast
  here and the stats for the Ghoul only will
  change slightly because of this, please take
  these changes into account, see Appendix 1.
  The chest is locked and trapped.
  Poison Dart Trap: CR1, Atk. +8 ranged (1d4
  plus poison). Poison (bloodroot DC 12
  Fortitude save resists. 1d4 Con plus 1d3
  Wis) Search DC 20. Disable Device DC 20.
  Treasure: Inside the chest there are various
  religious items worth 75 gold pieces.
  Encounter Ten: Let's Blow
  This Silk Stand!
  This encounter should take about 5 minutes.
  After collecting all the salvageable silk you
  can from the den, you return to the ship
  where Captain Vestum is overjoyed to have
  you back and to be leaving. The crew
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 13
  places the silk you’ve collected below
  decks as you prepare to return to Radigast
  to collect your well-deserved pay.
  If the characters found the signet ring:
  Captain Vestum is thrilled to see that you
  retrieved his ring and as promised, hands
  over your payment. "Zank you all zo much. I
  cannot tell you how much zis means to me!"
  He will place it on his finger and smile at
  you. "Are you ready to leave now?"
  Vestum will now give them their payment that
  he promised if the ring was returned.
  If the characters did not find the ring:
  Captain Vestum eagerly approaches you,
  looking hopeful. As he sees your faces, he
  frowns and turns to return to the deck,
  sighing and waving his hand. "Let us
  depart."
  Vestum will not give the players their reward
  and the players do not receive full gold.
  It is now getting on toward evening, Vestum
  will start the journey home but stop again
  when it is getting too dark to see anything,
  they will then have another decent meal and
  bed down for the evening, to return after a few
  days down stream. The nights are uneventful
  and the trip back is very peaceful.
  Encounter Eleven: Yard
  Sale
  This encounter should take about 5 minutes.
  After a few nights’ sleep and many long
  hours journey back to Radigast, the docks
  seem to welcome you home, as the trip was
  long enough to wear one down. With silk on
  board, the ship docks and the crew weighs
  anchor. Captain Vestum approaches you,
  patting Moneypenny on the head, and gives
  a hearty laugh, "It vas a vonderful journey
  and a great adventure, pleaze look me up if
  you ever need anozer trip down ze
  Artonzamay az I zo enjoy our little outings!"
  He then shows you off board and reminds
  you that he will stay until everything has
  been taken off the ship.
  The characters may take everything off the
  ship and load it onto a cart that Vestum will let
  them 
  borrow. 
  Moneypenny, 
  Vestum’s
  waterdog, will whimper as the characters
  leave.
  You arrive again to Trilbey Farvaren’s Silk
  Haven and Tredifus eagerly begins to
  unload the cart of its silk gatherings. Trilbey
  will then walk out to greet you. "Ah, you
  have returned successful! I will have
  Tredifus, my assistant, that is, my
  apprentice who is doing such a fine job,
  count the rods you 
  have 
  collected,
  determine how many yards of silk you have
  recovered and at that point I will give you
  the reward you so have earned."
  Tredifus will count the rods, use the chart
  below to determine how much the characters
  will receive.
  100 gp for accepting and completing the job.
  40 rods
  200 gp
  30 rods
  150 gp
  20 rods
  100 gp
  10 rods
  50 gp
  anything less than 10
  25 gp
  The characters should have collected at least
  40 rods worth of silk, if they state that they
  take the time to do this, and then they will
  receive full gold. If they, however, stop and do
  not collect all of the silk, hold them
  accountable and count how many rods they
  collected.
  After handing over your pay, Trilbey will
  smile and tip his hat. "I do again thank you
  for what you have done, you have helped
  me in a pinch and I will not soon forget that
  which you have completed for me. If you
  are ever in Radigast, be sure to pop in and
  say hello, as you are always welcome in
  Trilbey Farvaren’s Silk Haven, that is, my
  shop, that is the store I am running, that is
  the finest silk haven in Radigast! Goodbye,
  have a great day, so long and all that. May
  your journeys be as smooth as silk."
  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 Five
  Using bait to draw out spiders, 30 xp;
  Defeating the Trap Door Spiders, 90 xp:
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 14
  Encounter Seven
  Defeating the Spiders, 60 xp;
  Encounter Eight
  Solving puzzle; opening the door, 30 xp;
  Encounter Nine
  Opening the Chest ,30 xp;
  Defeating the Monsters, 150 xp
  Encounter Ten
  Retrieving Signet Ring for Vestum, 30 xp;
  Discretionary Roleplaying Award
  Enrolling the group to come with or going
  along with the other player, 30 xp;
  Total possible experience:
  450 xp;
  Treasure Summary
  During an adventure, characters encounter
  treasure, usually finding it in the possession of
  their foes. Every encounter that features
  treasure has a “treasure” section within the
  encounter description, giving information
  about the loot, coins, and magic items that
  make up the encounter’s treasure.
  The loot total is the number of gold pieces
  each character gains if the foes are plundered
  of all their earthly 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.
  L: Looted gear from enemy
  C: Coin, Gems, Jewelry, and other valuables
  M: Magic Items (sell value)
  Encounter One:
  Agreeing to take the harvesting job, showing
  up to do so and completing it.
  L: 0 gp; C: 100 gp; M: 0 gp
  Encounter Nine:
  If the characters loot the ghoul and his temple,
  including opening the chest.
  L: 75 gp; C: 50 gp; M 0 gp
  Encounter Ten:
  If the players find the Signet Ring lost by
  Vestum and return it to him.
  L: 0 gp; C: 25 gp; M: 0 gp
  Encounter Eleven:
  If the players collect the maximum amount of
  silk and sell it to Trilbey.
  L: 0 gp; C: 200 gp; M 0 gp
  Total Possible Treasure
  L: 75 gp; C: 375 gp; M: 0 gp
  Total: 450gp
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 15
  Appendix 1: Spells and Monsters
  Encounter Nine:
  The spell Unhallow has been cast in this
  particular part of the underground building. It will
  do the following:
  Unhallow makes a particular site, building or
  structure an unholy site. This has three major
  effects.
  First, the site or structure is guarded by a magic
  circle against good effect, which will do the
  following:
  This spell wards a creature from attacks by good
  creatures, from mental control and from
  summoned creatures. This spell has three major
  effects.
  First, the subject gains a +2 deflection bonus to
  AC and a +2 resistance bonus on saves (this
  stacks with the Bless bonus). Both these
  bonuses apply against good creatures.
  Second, the barrier blocks any attempt to
  possess the warded creature or to exercise
  mental control over the creature including
  enchantment (charm) effects and enchantment
  (compulsion) effects that grant the caster
  ongoing control over the subject. The protection
  does not prevent such effects from targeting the
  protected creature, but it suppresses the effect
  for the duration of the protection from good
  effect. If the protection from good effect ends
  before the effect granting mental control does,
  the would-be controller would then be able to
  mentally command the controlled creature.
  Likewise, the barrier keeps out a possessing life
  force but does not expel one if it is in place
  before the spell is cast. This second effect works
  regardless of alignment.
  Third, the spell prevents bodily contact by
  summoned creatures. This causes the natural
  weapon attacks of such creatures to fail and the
  creatures to recoil if such attacks require
  touching the warded creature. Evil summoned
  creatures are immune to this effect. The
  protection against contact by 
  summoned
  creatures ends if the warded creature makes an
  attack against or tries to force the barrier against
  the blocked creature. Spell resistance can allow
  a creature to overcome this protection and touch
  the warded creature.
  Next, all turning checks made to turn undead
  take a –4 penalty, and turning checks to rebuke
  undead gain a +4 profane bonus. Spell
  resistance does not apply to this effect.
  Finally, you may choose to fix a single spell
  effect to the unhallowed site. The spell effect
  lasts for one year and functions throughout the
  entire site, regardless of its normal duration and
  are or effect. You may designate whether the
  effect applies to all creatures, creatures that
  share your faith or alignment, or creatures that
  adhere to another faith or alignment.
  For this particular spell, Jacobyne decided to
  use a bless effect that will apply to creatures
  that share the faith of Lloth or those that are
  chaotic evil, which means that this will effect the
  Ghoul, but will not effect the zombies or
  skeletons, as they are neutral evil. The Ghoul
  will get a +1 morale bonus on attack rolls and on
  saving throws against fear effects. Also, he is
  resistant to all good summoned creatures and
  gets a +2 bonus to his AC and to saves.
  Ghoul, CR 1, Medium Undead; HD 2d12; hp 13;
  Init +2, Speed 30 ft; AC 16 (+2 Dex, +2 natural,
  +2 deflection vs. good aligned characters) touch
  14 (vs. good), flat-footed 14 (vs. good);Atks Bite
  +3 melee (1d6 +1 plus paralysis); or Bite +2
  melee (1d6+1 plus paralysis) 2 claws +0 melee
  (1d3 plus paralysis); SA: Ghoul Fever (disease,
  Fort DC12, damage 1d3 Con and 1d3 Dex),
  paralysis (Fort DC12, paralyzed 1d4+1 rounds.);
  SQ Darkvision 60ft., undead traits, +2 turn
  resistance; AL CE; SV Fort +2 (3 vs. fear), Ref
  +4 (5 vs. fear), Will +7 (8 vs. fear) Str 13, Dex 15,
  Con -, Int 13, Wis 14, Cha 12.
  Skills and Feats: Balance +6, Climb +5, Hide
  +6, Jump +5, Move Silently +6, Spot +7;
  Multiattack
  Ghoul Fever (Su): Disease-bite, Fortitude
  DC 12, incubation period 1 day, damage 1d3
  Con and 1d3 Dex. The save DC is Charisma
  based.
  Paralysis (Ex): Those hit by a ghoul’s bite
  or claw attack must succeed on a DC 12
  Fortitude save or be paralyzed for 1d4+1
  rounds. Elves have immunity to this paralysis.
  The save DC is Charisma based.
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 16
  Appendix 2: Player’s Handouts
  Player’s Handout #1
  After arriving in Radigast City you decide that a visit to the local
  barbershop would do your appearance some good, considering the past
  few days of travel were rough on you. You travel to Faxion’s Barbershop
  (pronounced Fax-ee-on) and he greets you with a smile.
  Faxion is well known throughout Radigast for his astounding work in cuts,
  shaves and the local gossip. He will tend to your needs and then he will
  look you up and down briefly, rubbing his chin thoughtfully. He then says
  to you with a hearty laugh:
  “You look like the type that the Silk merchant was looking for. I
  heard that he needs a group of brave adventurers to collect a large
  find for him and he is willing to pay for it. Go gather a group at the
  Boar's Tusks to support you and head down to Trilbey Farvaren’s
  Silk Haven. Tell him Faxion sent you!”
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 17
  Player’s Handout #2
  Trilbey’s Map
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 18
  Player’s Handout #3
  *Print 6 copies of this*
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 19
  Player’s Handout #4
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 20
  Additional Resources:  Map of Radigast City
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 21
  Additional Resources:  Map of the County Of Urnst
  
  URC5-S04 Smooth As Silk 
  Inroductory Adventure
  Page 22
  County of Urnst Kennel Club
  (upcoming meta-organization)
  Rhennee Water Dog
  20-22” at the shoulder, females slightly smaller; 42-55 lbs
  Bred by the Rhennee all along the Nyr Dyv
  Characteristics: Medium sized dog with densely curly hair to protect from the water’s chill. Powerfully
  muscled limbs, webbed toes, and a thick, rudder-like tail all assist the Water Dog in swimming
  efficiently. Soft mouth, so as not to damage anything he retrieves. Color is varied, but most commonly
  dark brown or black.
  History: Over centuries, the Rhennee carefully bred a dog to assist them with their life’s work. A
  properly trained Water Dog herded fish into nets, carried messages between ships, retrieved anything
  that fell overboard, and guarded the catch and boats when in port. They were honored members of
  the crew and often were fed first, before even the captain, since without them oftentimes a catch
  would be impossible.
  Modern Use: These dogs still assist many a Rhennee fisherman in their daily tasks and provide
  companionship and amusement during the long months on the water. Though relations are
  improving, the Rhennee are still wary of outsiders, and for a non-Rhennee to be given a Water Dog
  pup is generally considered quite an honor. More recently, these dogs are available for purchase in
  many port cities from non-Rhennee breeders looking for a buck, but without the proper training,
  buyers find themselves with an extremely energetic, bored creature that may turn to chewing and
  other destructive behavior to amuse themselves. Properly trained, well-bred dogs can carry a pack for
  hours, stand watch over camps, fetch and carry anything that they can pick up or drag, and never
  become tired.
  Personality:  Eager, alert, energetic, eager to please. These dogs need training from an early age to
  focus these qualities constructively. Rhennee Water Dogs have a natural affinity for water, and may
  jump gleefully into any nearby pond or stream without provocation.
  A Rhennee Water Dog sits guard over his master’s boat.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/County of Urnst/URC5-A04 - Smooth As Silk.pdf