TEXT: SND01-M01 
   
   
   
   
   
   
   
   
   
   
   
   
  Freedom of Speech 
   
  A mini-module for D&D Living Greyhawk Adventure 
  RETIRED 
   
  by Pieter Sleijpen 
   
   
   
   
   
   
  A Sunndi regional mini-module for characters level 1-6, for use as introduction to “Fright at Tristor”. 
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, ALTERNITY, Living Greyhawk and RPGA are 
  registered trademarks of Wizards of the Coast, Inc. RAVENS BLUFF, MALATRA, LIVING 
  CITY, LIVING DEATH, LIVING JUNGLE, LIVING GREYHAWK, and LIVING VERGE are 
  trademarks of Wizards of the Coast, Inc. Scenario detail copyright 2000 by 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.  
  
  Getting Started 
  This is a LIVING GREYHAWK Adventure. As a 
  Living™ adventure, it is expected that players 
  will 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, a character sheet, and a LIVING 
  GREYHAWK log 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. 
   
  This mini-scenario is written as an introduction to 
  the RPGA Living Greyhawk scenario “Fright at 
  Tristor” for use within the region of Sunndi. As 
  per the rules of mini-modules this scenario will 
  cost the PCs that participate 1 TU for in-region 
  characters and 2 TU for out-of-region characters. 
  The nature of mini-modules is such that they are 
  not play-tested to ensure appropriate challenge; 
  all participants must understand that this is a 
  risk. As with regular Living Greyhawk the tier of 
  the party should be determined. 
  LIVING GREYHAWK Tier Structure 
  Because players bring their own characters to 
  LIVING GREYHAWK campaigns, this adventure is 
  tiered. Basically, the challenges in this adventure 
  are proportioned to the average character level 
  of the characters participating in the adventure. 
  To determine the tier that you will use to run this 
  adventure, add the character levels of all the 
  characters. In addition, add the levels of any 
  cohorts or animals according to the values on 
  their certificates. Cross-reference the total and 
  the number of players participating in the game 
  using the chart below to determine the tier used 
  for this adventure. 
   
   
  4 players 
  5 players 
  6 players 
  Lvl 
  Cap 
  T1: 4-12 
  5-13 
  6-14 
  4
  nd  
  T2: 13-22 
  14-24 
  15-26 
  6
  th  
   
  The level cap indicated is the highest level of 
  character allowed to play this adventure. 
  Characters of levels higher than the highest level 
  shown for the highest tier cannot be played 
  Lifestyle 
   
  At the beginning of every scenario, each 
  PC is required to pay upkeep costs matching the 
  level of lifestyle they wish to maintain. The 
  lifestyles, and the effects that each has on play, 
  are: 
   
  Destitute: You have no living space, and must 
  carry all your gear everywhere. You eat poor 
  quality food. You wear a peasant outfit, your only 
  change of clothes. 
   
  Poor: You sleep in poor accommodations, and 
  eat poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
   
  Common: You have common lodgings, and eat 
  common quality food. You have normal clothing 
  for your profession (adventuring); nothing fancy. 
  You probably have two or three sets of clothing. 
   
  High: You stay in good quality lodgings, and eat 
  good quality food. You wear anything in value up 
  to courtier’s outfits, and generally buy a new set 
  of clothing every two weeks. 
   
  Luxury: You have luxurious accommodations 
  (twice the cost of good accommodations), and 
  you eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the value 
  of noble’s outfit, and buy a new set of clothes 
  every week.  
   
  Lifestyles come with bonuses or penalties to 
  Diplomacy, Intimidate, Disguise, and Bluff skill 
  checks. These penalties, shown below, should 
  be applied at the DM’s discretion, and can 
  sometimes backfire—for example, a PC with a 
  poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a 
  city official. A PC with a high lifestyle should 
  have a penalty when dealing with a group of 
  street thugs, where a PC with a destitute lifestyle 
  might not. 
   
  DMs are encouraged to role-play these 
  reactions whenever possible. 
  
   
  Lifestyle 
  Cost 
  Skill Modifier 
  Destitute 
  14 sp 
   
  -2 
  Poor 
   
  43 sp 
   
  -1 
  Common 
  12 gp 
   
   0 
  High 
   
  250 gp  
  +1 
  Luxury  
  500 gp  
  +2 
  Adventure 
  Summary 
  and 
  Background 
  The Theocracy of the Pale is a nation to the far 
  north of the Flanaess and it is the holy land for 
  those who worship Pholtus. Pholtus of the 
  Blinding Light is a strict and unbending deity of 
  law, order, light and the sun and the moons. The 
  dogma of his clergy is that there is only one true 
  way to life and shows little tolerance for those 
  who hold a different lifestyle and opinion on what 
  is right and wrong. As such the faith of Pholtus 
  has got little love with the tolerant and freedom 
  loving people of Sunndi. Still, his clergy is 
  headstrong and as unbending as their faith. They 
  are constantly trying to convert people to their 
  cause. Regularly people from the Pale travel to 
  other nations to show them the light of their faith. 
  Most of the time these travel in groups, because 
  those serving darkness tend to resort to violence 
  when faced with the blinding light of the truth. 
  Once in a while smaller groups are sent out, 
  mostly because of fanaticism and devotion of 
  those involved.  
  Felgar is one of those fanatic people, 
  though unlike many fanatics he prefers words to 
  swords. Together with the young boy Belmir, he 
  has travelled the whole of Flanaess to save the 
  souls of people from imminent doom. Now they 
  have arrived in Pitchfield, the capitol of the 
  kingdom of Sunndi. The laws of Sunndi only 
  rarely outlaw religions as a result of their love of 
  freedom and tolerance. In the eyes of most 
  Sunndians everybody has the right for his own 
  opinion and faith. Though for some the 
  worshippers of Pholtus stretches this tolerance 
  to their limit. Felgar and Belmir have faced 
  ridicule since their arrival in Sunndi, but until now 
  they have never been harmed in any way. Even 
  the ridicule was limited to relatively harmless 
  pranks by youngsters and light-headed jests and 
  words. The old man and his young servant 
  hardly posed a threat to the way of living of the 
  Sunndians. The atmosphere in Pitchfield was no 
  different until they drew the attention of a group 
  of young ruffians. These ruffians belong to a 
  gang 
  known as the Nemoudian Hounds, 
  referring 
  to 
  one 
  of 
  Trithereon’s 
  animal 
  companions. The leaders of this gang have 
  decided that Felgar and his servant deserve a 
  lesson in humility. As happens with many of 
  these lessons, things will run out of control and if 
  the PCs do not intervene this lesson will cost the 
  life of Felgar. Belmir will survive, but after this 
  incident he will want to return home to his 
  parents. The PCs will be asked to guide the 
  young boy home, which will give the reason for 
  why the PCs are in the Pale. 
  Adventure Synopsis 
  Player Introduction 
  The PCs will enter the tavern “The Broken 
  Manacles” in the hope of enjoying a pleasant 
  evening. Once inside they are allowed to enjoy 
  the mood of the place for a short time and to get 
  themselves introduced to each other. 
   
  Encounter 1 
  Young Belmir and his master Felgar, who are 
  spreading pamphlets about Pholtus and the 
  service they will hold tomorrow at sunrise, 
  interrupt whatever the PCs are doing. Felgar will 
  most happily discuss religious matters a bit, but 
  he asks them to come to the service tomorrow 
  for any long discussions since he has got little 
  time this evening.  
   
  Encounter 2 
  The PCs will then witness how Belmir and Felgar 
  are pestered by the Nemoudian Hounds. Vella, 
  the tavern owner and bartender will intervene on 
  Felgar and Belmir’s behalf. This in turn will turn 
  the wrath of the Hounds on Vella, who then 
  besieges those present to come to her help. 
  After a short brawl the Hounds will be thrown 
  out. Under no circumstances will Vella call the 
  City Guard. Being a true Trithereonite, she 
  prefers to handle her own affairs. The Hounds do 
  threaten to avenge themselves and they 
  especially tell Felgar and Belmir that they will be 
  waiting for them. Felgar will besiege the PCs to 
  guide him and Belmir to his sleeping place. If 
  they refuse he is forced to go out alone.  
   
  Encounter 3 
  If the PCs travel along with Felgar and Belmir, 
  the Hounds will ambush them. After a short fight, 
  the Hounds will most likely run. Though Felgar is 
  most likely mortally hurt. Independent from the 
  fact if the PCs are able to save him, he will 
  besiege them to bring Belmir home to his 
  parents in the Pale. He will offer them his 
  meagre savings, which he has hidden in his 
  
  room. He himself is too old to travel and he will 
  stay in Sunndi. If the PCs did not come along 
  with Felgar, Felgar will have died. His last 
  request to the City Guard and the clergy of 
  Trithereon though was that they bring Belmir to 
  his parents. As an alternative way to punish the 
  PCs for their inaptness to help a person in need, 
  they will ask the PCs to full fill this task. They will 
  be offering the same reward, 
  Player Introduction 
  During this mini-scenario it is assumed that the 
  PCs are in Pitchfield and have decided to spend 
  the evening in the Broken Manacles. Why the 
  PCs are in Pitchfield and why they want to travel 
  to this particular tavern is up to the players. The 
  PCs might decide to know each other in 
  advance, having been together prior to this 
  scenario or they might meet each other for the 
  first time in the tavern. If the PCs know each 
  other in advance, allow them to describe 
  themselves to you and the other players before 
  starting the game.  
  The Broken Manacles is a justly famous 
  tavern in Pitchfield and not only because of its 
  past as being the headquarters for the local 
  resistance against the Great Kingdom. More 
  details on this tavern can be found in Appendix 
  A. Feel free to share the information on the 
  Broken Manacles with the players since it is 
  general information easy accessible by anybody 
  within town.  
   
  It is a typical clouded, hot and humid evening in 
  the streets of Pitchfield. After a day of wandering 
  around through the streets of this small city, you 
  have decided to spend the evening within the 
  confines of the famous tavern “The Broken 
  Manacles”. Nothing cures tired legs and hot 
  sweaty days then a pint of good ale or a glass of 
  wine. If nothing else, you might at least learn 
  some new rumours or meet some potential 
  employers.  
   
  It does not take long to get to the Broken 
  Manacles. It is a two story stone structure with a 
  stone roof, several large windows with solid 
  green painted shutters and a large thick wooden 
  door. The sign above the door in clean new paint 
  shows two hands breaking the manacles that 
  held them together. The soft sound of merriment 
  can be heard from the outside, but once you 
  open the door you realize how good it blocks 
  sound. You look into a large and open room, with 
  a second floor balcony looking down upon a 
  stone platform in the middle of the room. A half-
  elven musician is playing background music 
  softly on harp on the platform. There are several 
  guests in the tavern and most of them look like 
  adventurers. Halflings and human maids serve 
  drinks and food and behind the bar a small timid 
  stone platform in the middle of the room. A half-
  elven musician is playing background music 
  softly on harp on the platform. There are several 
  guests in the tavern and most of them look like 
  adventurers. Halflings and human maids serve 
  drinks and food and behind the bar a small timid 
  half-orc is tapping ale. There are several places 
  empty and a staircase leads up to the second 
  floor. The walls are unadorned and the chairs 
  and tables are made out of thick wood and 
  chained together. The place looks like it could 
  survive a tavern brawl relatively unscathed.  
   
  A brass plate can be easily seen above the bar. 
  In it the following words are inscribed: “In 
  memory of those who died for the freedom of all. 
  589 CY” Followed by a list of names. 
   
  Allow the PCs some time to take in the scene. 
  Describe some of the guests. Feel free to 
  improvise this, take care not to overdo it. While 
  there are adventurers among the guests most of 
  the people are normal citizens. Once the PCs sit 
  down a broad shouldered dwarven female with 
  long braided black hair, green eyes and simple 
  clothes will welcome them in her tavern. This is 
  Vella the tavern owner, who makes it her job to 
  know every regular customer by face if not 
  name. She always personally greets guests, 
  never forgets a name and loves to chat for a 
  while before going to other guests. Alert PCs 
  might spot (DC 15) the silver holy symbol of 
  Trithereon around her neck. She is especially 
  interested in past exploits of PCs. Then let them 
  again enjoy the scene a bit, before proceeding to 
  Encounter 1. The Hounds are not there yet. 
   
  Some suggestions on special guests 
  • 
  A group of three elder Trithereon clergy. 
  These people are enjoying a drink while 
  discussing the possibilities of sending official 
  help to the Rebels of Onnwal. They do not 
  wear armour, wearing simple clothes. Their 
  holy symbols are clearly shown though and 
  they are armed with longswords. They are 
  not here for a fight and keep themselves out 
  of any armed conflict. The two human males 
  are Henrad and Jossil. The female half-orc is 
  called “Yellow Tusk”. 
  • 
  Two halfling youngsters and their father. The 
  youngsters are observing the tavern like 
  their life depends on it. Quietly whispering 
  with each other and now and then asking 
  there father something. If approached by the 
  PCs they will be very shy, leaving the talking 
  to their father. Their father was a resistance 
  
  fighter in the past and he is a personal friend 
  of Vella. The two youngsters are Cade and 
  Milo. The father is called Elbor. 
  Encounter 1: The words of 
  Pholtus 
  At some time early in the evening Felgar and 
  Belmir will enter the tavern and spread the 
  pamphlets. Let Belmir first approach the PCs 
  while Felgar is in a heated discussion with the 
  above-mentioned Trithereonites. 
   
  You are enjoying the evening when your 
  attention is drawn to an old tall thin Oeridian man 
  with short white hair, a long white breaded beard 
  and clean white robes. He wears quite visibly a 
  silver circular amulet [knowledge religion DC 10 
  to recognize Pholtus’ holy symbol]. He seems to 
  be arguing theology with the Trithereonites and 
  the discussion is rather heated. Apparently the 
  old man seems to be rather serious in his 
  discussion, while the three Trithereonites are 
  seeing it as a joke. 
   
  The sound of a soft polite cough turns your 
  attention to a young man around 15 years old 
  standing next to your table. He also wears white 
  robes and the same symbol. The material of both 
  the symbol and the robes are of a much simpler 
  and cheaper quality. Unlike the old man, the boy 
  clearly if of Flan decent with short black curly 
  hair, sturdy build, dark eyes and a copper 
  coloured skin. In his hands he hold several 
  pieces of parchment, holding one out to you. He 
  seems to avoid eye-contact, looking at his feet. 
   
  Give the players Hand-out 1. Felgar is an old 
  man of clear Oeridian decent with short white 
  hair, a long well kempt beard and grey eyes. He 
  wears simple white robes, sandals and clearly 
  visible the silver holy symbol of Pholtus. Belmir is 
  of Flan decent, sturdy build and with short curly 
  black hair, black eyes and a brown skin. Belmir’s 
  parents were very poor and by offering the 
  service of their son they hoped to gain some 
  absence from their sins. Belmir misses his 
  parents greatly and the old Felgar has not 
  treated him kindly. Belmir is rather shy and he 
  will at most answer with a simple yes, no or do 
  not know. He will tell them to talk with Felgar. An 
  alert person might notice that Belmir is a little bit 
  afraid of Felgar, though at the same time he 
  greatly respects the man (sense motive DC 15). 
  A spot check (DC 15) will show that Belmir has 
  been beaten. Belmir will avoid the subject. 
  Felgar will tell that it was in punishment for 
  Belmir’s sins. Felgar will say that it hurt him as 
  much as Belmir and he is sincere in this. Felgar 
  is a fanatic worshipper of Pholtus and he will not 
  avoid a religious discussion. Read more on the 
  faith of Pholtus in the Living Greyhawk 
  Gazetteer. Felgar will not avoid a discussion, 
  though as all fanatics he does not listen to 
  reasonable arguments. Under no circumstances 
  will he resort to violence though and rude 
  behaviour will only make him sad. He does not 
  want a long discussion though and after a while 
  he will go to other tables. Before he leaves he 
  invites the PCs to come to the service tomorrow 
  at sunrise to further discuss religion. 
   
  While Felgar is not very powerful, he has 
  got a lot of influence in the small community of 
  Pholtus worshippers within Sunndi. The man is 
  charismatic and a good talker. 
   
  Felgar of Pholtus, male human Clr3 (Pholtus): 
  See above for a description. He has not 
  prepared any attack spells. His domains are 
  knowledge and law.  
   
  Belmir, male human, Com1: See above for a 
  description. 
  Encounter 2: The Barking of the 
  Hounds 
  At a certain moment a group of loud-mouthed 
  young men enter the tavern. They are dressed in 
  a rag tag of clothing, and all wear a red leather 
  bracelet around their left arm. As soon as they 
  appear it is clear they are looking for trouble. 
  Most customers ignore them as best as they 
  can. It doesn’t take long for Veshkar, the leader 
  of the group, to find a proper target for their 
  attention. Matter of fact, they had heard of Felgar 
  and his boy servant Belmir and came to the 
  tavern to teach them a lesson. He will 
  immediately pester them. At first he will offer 
  them a glass of rum, which of course Felgar and 
  Belmir will refuse. Felgar will even go so far as to 
  start a lecture. This will only lead to laughter and 
  scorn. Then suddenly Veshkar seem to decide to 
  play a game with the two. At this moment Vella 
  intervenes furiously. She knows Veshkar by 
  name and she is quite clear that she does not 
  agree with his interpretation of Trithereon 
  doctrine. Veshkar listens to Vella’s raging lecture 
  for a few short seconds, when he just laughs and 
  orders his gang to take both Felgar and Belmir. 
  At that moment Vella asks for help from her 
  guests. Some will prefer to keep out of this, 
  
  mostly because they do not like the followers of 
  Pholtus very much. A few will help. If the PCs 
  also help, they somehow face Veshkar and four 
  of his gang members. While the other guests 
  deal with the other gang members. If the PCs do 
  not intervene, Veshkar will be squarely beaten 
  by Vella and thrown out together with his beaten 
  fellow gang members. Of course Veshkar will 
  threaten Vella and tell Felgar they will be waiting 
  for them. After a short speech about cowardice 
  to the guests that kept themselves apart, she 
  and her maids start cleaning up. She will of 
  course thank those PCs that did help her, even 
  though in reality she did not need that help. If 
  any of the PCs actually showed own initiative in 
  helping Felgar and Belmir she will remember 
  those PC. In that case these PCs will be 
  rewarded with 1 favour from her. Since she is a 
  cousin from the king of the dwarves in the 
  Glorioles and a good friend of the current 
  ambassador from that realm, this influence point 
  is quite valuable. 
   
  After the fight Felgar tries to thank Vella, 
  but she simply states that what she did had little 
  to with any respect for Pholtus or his followers. 
  She simply believes that everybody is entitled to 
  their own opinions and that that was for which 
  her brother died and for which people fought 
  during their rebellion against the Great Kingdom. 
  Felgar and Belmir will then be waiting for some 
  time. At a certain point they want to leave, but 
  they are afraid. They will ask people in the tavern 
  for help. If none is given though, they will leave. 
  Felgar does not want to spend his few gold 
  pieces to protect himself against what most likely 
  is just a gang of mislead youths. 
   
  Tactics: This is a simple tavern brawl 
  and the Hounds will use little tactics. Though just 
  as normal hounds they prefer to swarm on one 
  individual, until that person is down. Under no 
  circumstances will they draw steel during the 
  brawl. They know fully well that Vella does not 
  mind a brawl now and then, and she will not 
  press charges. If somebody draws steel though, 
  the law will be called and the offender will be 
  punished. Hopefully the PCs will realize this as 
  well or else they will be spending several days 
  inside a prison cell. If they actually hurt 
  somebody punishment will be more severe. 
  Killing any of the Hounds is murder. 
   
  Tier 1 (EL 4): 
  Veshkar, male human Ftr1: CR 1; Medium 
  Humanoid; HD 1d10+1; hp 11; Init +0; Spd 30 ft.; 
  AC 13 (+3 studded leather); Atk +3 melee 
  (1d3+2δ, 1 fist); AL CN; SV Fort +3, Ref +0, Will 
  +1; Str 14, Dex 11, Con 12, Int 9, Wis 9, Cha 16. 
  Height 6 ft. 
   
  Skills and Feats: Climb +4, Intimidate 
  +5, Jump +4, Animal Handling (dogs) +7; 
  Weapon focus (long sword), iron will, skill focus 
  (intimidate). 
   
  Equipment: Studded Leather, dagger, 
  longsword, 12 gp, wooden holy symbol of 
  Trithereon. 
   
  Personality: Veshkar is a demagogue 
  with a bad attitude. He considers himself 
  superior to most people and as such he is 
  arrogant, rude and violent. He likes to be in the 
  centre of attention and loves the attention the 
  gang gives him.  
   
  Hounds, male human War1 (4): CR ½; Medium 
  Humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft.; 
  AC 13 (+3 studded leather); Atk +2 melee 
  (1d3+1δ, 1 fist); AL CN; SV Fort +5, Ref +0, Will 
  +0; Str 12, Dex 11, Con 12, Int 10, Wis 10, Cha 
  10. Height around 6 ft. 
   
  Skills and Feats: Climb +4, Intimidate 
  +5, Jump +4, Ride Horse +4; Power Attack, 
  Great Fortitude. 
   
  Equipment: Studded Leather, dagger, 15 
  sp. 
   
  Tier 2 (EL 6): 
  Veshkar, male human Ftr2: CR 2; Medium 
  Humanoid; HD 2d10+2; hp 17; Init +0; Spd 30 ft.; 
  AC 13 (+3 studded leather); Atk +4 melee 
  (1d3+2δ, 1 fist); AL CN; SV Fort +4, Ref +0, Will 
  +1; Str 14, Dex 11, Con 12, Int 9, Wis 9, Cha 16. 
  Height 6 ft. 
  Skills and Feats: Climb +4, Intimidate 
  +6, Jump +4, Animal Handling (dogs) +7; 
  Weapon Focus (long sword), Iron Will, Skill 
  Focus (intimidate), Power Attack. 
  Equipment: Studded Leather, dagger, 
  longsword, 12 gp, wooden holy symbol of 
  Trithereon. 
   
  Hounds, male human War1 (7): CR ½; Medium 
  Humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft.; 
  AC 13 (+3 studded leather); Atk +2 melee 
  (1d3+1δ, 1 fist); AL CN; SV Fort +5, Ref +0, Will 
  +0; Str 12, Dex 11, Con 12, Int 10, Wis 10, Cha 
  10. Height around 6 ft. 
   
  Skills and Feats: Climb +4, Intimidate 
  +5, Jump +4, Ride Horse +4; Power Attack, 
  Great Fortitude. 
   
  Equipment: Studded Leather, dagger, 15 
  sp. 
  
  Encounter 3: Ambush 
  If the PCs do not escort Felgar and Belmir home, 
  this encounter will not take place. Instead, they 
  will hear the following morning that the Hounds 
  had captured Felgar and Belmir and that Felgar 
  had died due to drowning. In this case, the 
  Guard will contact the PCs the following 
  morning. For more information see Conclusions. 
   
  Once the PCs exit the tavern with Felgar 
  and Belmir, Felgar will lead them on his way to 
  their apartment relatively nearby. It has been 
  raining quite severely and the streets are muddy 
  and wet. Since the weather has turned for the 
  worst, the streets are nearly empty. Only the 
  rats, street cats and stray dogs can be hear. A 
  particular alert PC though might notice that 
  somebody is following them. This requires a spot 
  check DC 22. This is Gestar, who is only detailed 
  in tier 2. In tier 1 encounter, he will only alert 
  Veshkar and he will not get involved in the 
  scene. If confronted, Gestar will say that he has 
  been admiring one of the heroes (preferably one 
  who showed to be the most influenced by 
  flattery) and has been watching them since the 
  tavern. A successful intelligence check (DC 15) 
  will point out that the PCs indeed saw him there. 
  He will act like he is really admiring the PC, but 
  was too afraid to ask for an autograph. In short, 
  he will act like a hero worshipper youth. Since 
  Veskar knows where Felgar lives, Gestar knows 
  that he does not really need him to trail the PCs. 
  So after the autograph he stop trailing the PCs 
  and he will simply go away.  
   
  Felgar' s apartment is located at a little 
  square with several trees and a fountain on it. It 
  is here that the Hounds are waiting for Felgar. 
  They have hidden themselves reasonably well. A 
  successful spot check (DC 10) though will give 
  the PCs time enough to react. The first thing 
  Veshkar will do though, is to tell the PCs to 
  surrender. They will not be harmed. He admires 
  their courage and fighting prowess, but they only 
  want to teach Felgar and Belmir a lesson in 
  humility. If they resist, he will let the Hounds 
  attack the PCs with saps. If the PCs draw steel 
  and use their weapons in a lethal way he will 
  shout the order to draw real weapons as well. He 
  does not want to kill the PCs, but he will not 
  allow them to kill his men. The dogs are trained 
  to capture people alive and they will try to trip 
  and then grapple opponents. In that case they 
  will also deal subdual damage. If the dogs are 
  hurt though, they will lose self-control and go for 
  the kill. 
   
  If more then half of the Hounds go down, 
  or Veshkar gets seriously hurt, the Hounds will 
  either surrender or retreat. If they can safely flee 
  from the square they will prefer that to surrender. 
  If the combat takes longer then 10 rounds, the 
  Guard will arrive and in that case the Hounds will 
  also retreat. If the PCs do not take special 
  precautions to protect Belmir and Felgar, both 
  will be knocked unconscious in the first round. 
  Felgar will then be trampled over the next round 
  to –5 hit points. Unless the PCs can get him out 
  of harms way and cure him magically, he will die. 
  His last words will be posing the request to bring 
  Belmir to his parents, including offering the 
  reward of 50 gp per PC from the church of 
  Pholtus. If any people died, the Guards will be 
  very stern during the questioning. In this case 
  the PCs will be arrested at least for the night. 
  The next morning they will be released, since 
  they were acting out of self-defence. Else the 
  Hounds will tell that it was just a joke, hoping the 
  PCs will do the same. If not, then again both 
  groups will be arrested for the night to be 
  released the next morning. Though in this case 
  the PCs will be treated a lot better, then when a 
  real crime has taken place. 
   
  Tier 1 (EL 7): 
  Veshkar, male human Ftr1: CR 1; Medium 
  Humanoid; HD 1d10+1; hp 11; Init +0; Spd 30 ft.; 
  AC 13 (+3 studded leather); Atk +3 melee 
  (1d6+2δ, 1 sap) or +4 melee (1d8+2, 1 
  longsword); AL CN; SV Fort +3, Ref +0, Will +1; 
  Str 14, Dex 11, Con 12, Int 9, Wis 9, Cha 16. 
  Height 6 ft. 
   
  Skills and Feats: Climb +4, Intimidate 
  +5, Jump +4, Ride Horse +4; Weapon focus 
  (long sword), iron will, skill focus (intimidate). 
   
  Equipment: Studded Leather, dagger, 
  longsword, 12 gp, wooden holy symbol of 
  Trithereon. 
   
  Nemour and Hestar, war dogs (2): CR 1; 
  Medium Animal; HD 2d8+4; hp 13; Init +2 (Dex); 
  Spd 40 ft.; AC 16 (+2 Dex, +4 natural); Atk +3 
  melee (1d6+3, bite); SA trip; SQ scent; AL N; SV 
  Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, 
  Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5, 
  Swim +5, Wilderness Lore +1. 
   
  Hounds, male human War1 (6): CR ½; Medium 
  Humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft.; 
  AC 13 (+3 studded leather); Atk +2 melee 
  (1d6+1δ, 1 sap;1d6, 1 light mace); AL CN; SV 
  
  Fort +5, Ref +0, Will +0; Str 12, Dex 11, Con 12, 
  Int 10, Wis 10, Cha 10. Height around 6 ft. 
   
  Skills and Feats: Climb +4, Intimidate 
  +5, Jump +4, Ride Horse +4; Power Attack, 
  Great Fortitude. 
   
  Equipment: Studded Leather, dagger, 15 
  sp. 
   
  Tier 2 (EL 9): 
  Veshkar, male human Ftr2: CR 2; Medium 
  Humanoid; HD 2d10+2; hp 17; Init +0; Spd 30 ft.; 
  AC 13 (+3 studded leather); Atk +4 melee 
  (1d6+2δ, 1 sap) or +4 melee (1d8+2, 1 
  longsword); AL CN; SV Fort +4, Ref +0, Will +1; 
  Str 14, Dex 11, Con 12, Int 9, Wis 9, Cha 16. 
  Height 6 ft. 
  Skills and Feats: Climb +4, Intimidate 
  +6, Jump +4, Ride Horse +4; Weapon Focus 
  (long sword), Iron Will, Skill Focus (intimidate), 
  Power Attack. 
  Equipment: Studded Leather, dagger, 
  longsword, 12 gp, wooden holy symbol of 
  Trithereon. 
   
  Gestar, male human Rog1: CR 1; Medium 
  Humanoid; HD 1d6; hp 6; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 (+3 Dex, 
  +3 studded leather); Atk +0 melee (1d4, 1 
  dagger; or 1d6δ, sap), +3 missile (1d8, light 
  crossbow); SA sneak attack +1d6; AL CN; SV 
  Fort +0, Ref +5, Will +0; Str 10, Dex 16, Con 11, 
  Int 12, Wis 10, Cha 10. Height 5 ft. 6 inch. 
  Skills and Feats: Bluff +4, Escape Artist 
  +7, Hide +7, Listen +4, Move Silently +7, Pick 
  Pocket +7, Search +5, Sense Motive +4, Spot 
  +4, Tumble +7; Improved Initiative, Dodge. 
  Equipment: Studded Leather, dagger, light 
  crossbow, 12 gp, wooden holy symbol of 
  Trithereon. 
   
  Nemour and Hestar, war dogs (2): CR 1; 
  Medium Animal; HD 2d8+4; hp 13; Init +2 (Dex); 
  Spd 40 ft.; AC 16 (+2 Dex, +4 natural); Atk +3 
  melee (1d6+3, bite); SA trip; SQ scent; AL N; SV 
  Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, 
  Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5, 
  Swim +5, Wilderness Lore +1. 
   
  Hounds, male human War1 (7): CR ½; Medium 
  Humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft.; 
  AC 13 (+3 studded leather); Atk +2 melee 
  (1d6+1δ, 1 sap; 1d6, 1 light mace); AL CN; SV 
  Fort +5, Ref +0, Will +0; Str 12, Dex 11, Con 12, 
  Int 10, Wis 10, Cha 10. Height around 6 ft. 
   
  Skills and Feats: Climb +4, Intimidate 
  +5, Jump +4, Ride Horse +4; Power Attack, 
  Great Fortitude. 
   
  Equipment: Studded Leather, dagger, 15 
  sp. 
  Conclusion 
  At the end of this mini-module the PCs most 
  likely have agreed to bring Belmir back to his 
  parents. These live in Wintershaven, the capitol 
  of the Pale. The journey itself will be uneventful. 
  On the way back from Wintershaven they will 
  hear about the animal mutilations and the reward 
  in Tristor. If there is a ranger, druid or cleric of a 
  nature orientated deity in the group this news will 
  also come through their contacts. In that case 
  they 
  will 
  also 
  be 
  directed 
  to 
  Sheaves 
  Thunderash. 
   
  
  Handout: Pamphlet of Pholtus 
   
   
   
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  Appendix A – The Broken 
  Manacles 
  Description 
  Near the northern gate, also known as the 
  Glorioles Gate, on a corner of two small streets 
  stands a large two storey high stone building. 
  As many of the buildings within the city its 
  walls are thick and even the roof is made out 
  of flat limestone. This keeps out the heat of the 
  day. The thick green wooden shutters, small 
  windows and reinforced doors give the 
  impression of a small fortress and the building 
  is a bit out of place in the neighbourhood. To 
  the trained eye it should be clear that the 
  building is older then the surrounding houses. 
  Above the main entrance hangs a large sign 
  with in fresh paint two arms breaking the 
  manacles that bound them together.  
   
  Once inside, a traveller will be 
  pleasantly surprised. If the outside suggests a 
  Spartan simple tavern, the inside is different. 
  Certainly, the furniture is sturdy and simple and 
  in many cases the chairs are chained to the 
  tables. The walls are unadorned and show the 
  naked stone out of which the building is made. 
  Even the wooden beams that support the 
  second floor are sturdy, simple, but effective. 
  In the middle of the room there is a circular 
  stone platform with steps leading up to it. This 
  platform is reserved for the musicians that 
  heighten the romantic or festive mood of the 
  place. A large wooden bar can be found 
  behind the platform. A large brass sign hangs 
  clearly visible above the bar, in it the following 
  words are engraved in common, dwarves and 
  elves: "In memory of those who died for our 
  freedom. 589 CY" Under these words a list of 
  names follows. A wooden staircase leads up to 
  the second storey, which also contains tables. 
  Unlike the ground floor though, it contains 
  several private booths that can be closed with 
  curtains. The area around the platform and the 
  bar on the first floor are not covered by this 
  second story. So people on the second storey 
  have an unobstructed view of whatever 
  happens below. A large net though covers this 
  area against any object people might want to 
  throw from above.  
  In short, the interior is build to survive 
  a tavern brawl without too much cost to the 
  owner. Still, well placed continual flames, the 
  smell of fresh flowers and the daily-cleaned 
  straw on the ground give the place a 
  comfortable and romantic aura. It has the feel 
  of a tavern for adventurers, which does not 
  make it popular with adventurers but with a lot 
  of people who love to feel an adventurer for 
  one night without the usual risks involved with 
  such a job. 
   
  The Employees 
  The owner of The Broken Manacles is the 
  dwarf female Vella Ironbeard, cousin of the 
  king of the Glorioles and respected member of 
  the local Trithereon temple. Her brother was 
  the original owner of the tavern, who was 
  executed during the Greyhawk Wars for his 
  activities against the Great Kingdom. Shortly 
  after the war she took over the tavern and she 
  greatly improved it. Under her brother it was an 
  average tavern, now it is justly famous and not 
  only because of the atmosphere and the 
  quality of food and drink. She is outgoing, tries 
  to have a chat with all her guests and strangely 
  enough she almost always remembers those 
  with whom she has had a chat. In short, she is 
  rather strange for dwarf' s standards. She is a 
  broad shouldered dwarf with long braided 
  black hair, green eyes and simple clothes. She 
  does not have a beard. Vella does not mind a 
  brawl within her tavern, as long as those who 
  do not want to get involved are kept out and as 
  long as no weapons are drawn. She is a good 
  person to have as a friend, but a bad person to 
  have as an enemy. She has got influence with 
  both the temple of Trithereon in Sunndi, the 
  Council 
  of 
  Lords 
  through 
  her 
  family 
  connections with the dwarves of the Glorioles 
  and friendship with Hazendel. Besides her 
  contacts though, she also is a formidable 
  fighter who has fought a lot during the 
  Greyhawk Wars. Still, she prefers her current 
  job far above warfare. 
   
  Vella has got a knack for hiring the 
  right kind of people and she does not care of 
  what race or background her employees come. 
  So there are halflings, humans and the 
  occasional half-elf that serve the guests. The 
  barman is usually a small timid half-orc named 
  Werner, who is a very good listener. The 
  gnome 
  illusionist 
  Drap 
  who 
  serves 
  as 
  protection against magic is a very good friend 
  with Werner and tends to help out on busy 
  nights. The cook is also a half-orc, but the man 
  is surprisingly good in the kitchen and even 
  elves praise him. All her employees are good 
  natures, have a good sense of humour, are 
  patient and can withstand a lot of roughness.  
   
  The Fare 
  The Broken Manacles serve all kinds of drink, 
  though it is one of the few places in Pitchfield 
  where one can buy Dwarves Stout for a 
  reasonable price. There is a large selection of 
  ales. The wine card is a lot less extensive. 
  Meals are served as well, though the kitchen 
  
  closes around 10 pm. Meals are relatively 
  simple, but of a surprisingly good quality. 
   
  Stories about the Broken Manacles 
  The Broken Manacles is an old building with a 
  long history as a tavern. During its long history 
  it had many names and most of them have 
  been long forgotten. As with many old 
  buildings there are many myths and legends 
  about the place and most of them involve 
  murder and ghosts. The most recent events 
  though are not myths. During the final decades 
  of occupation by the forces of the Great 
  Kingdom a cell of the resistance had its 
  headquarters here. At that time the tavern was 
  known as the Sleeping Willow. There was 
  nothing special about it and the owner, Keldar 
  Ironbeard, brother of Vella Ironbeard, preferred 
  to keep it that way. After all, a famous tavern 
  only draws attention. Rumours tell that the 
  cellars of the place have been used to 
  interrogate and kill people that worked for the 
  Great Kingdom and that their spirits still haunt 
  the place. Vella will become furious when 
  people suggest that this took place. In a war 
  people might be forced to do all kind of evil 
  things, but her brother did not resort to the 
  same tactics as the agents of Ivid The 
  Undying! Fact is that the people of Ivid did find 
  out several weeks before commander Osden 
  liberated Pitchfield. The soldiers came out of 
  nowhere, killed all the guests that resisted and 
  arrested the rest. All were publicly executed, 
  including Keldar Ironbeard. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Sunndi/SND1-M01 - Freedom of Speech.pdf