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.  
   
  YEO3-03 
   
   
   
   
   
   
  Sticks and Stones 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Yeomanry Regional Adventure 
  Version 1.0 
   
  by Kevin Freeman 
   
   
   
  Della, the ‘Rogue Queen of Monmurg,’ has disappeared, and Yeoman officials fear she has broken her contract and fled 
  back to the Hold of the Sea Princes.  Can you stop her before she discloses valuable information to the Scarlet 
  Brotherhood enemies to the south?  A Yeomanry regional adventure for APLs 2-10 and Part Two in the Cold as Stone 
  Saga. 
  
  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 both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  YEO3-03 Sticks and Stones 
   
  Page 2 
  
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  # 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 
  This is a LIVING 
  GREYHAWK 
  Adventure.  As a 
  LIVING adventure it 
  is 
  expected 
  that 
  players bring their 
  own characters with 
  them.  If players do 
  not have a LIVING 
  GREYHAWK 
  character generated, 
  get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character generation 
  guidelines, 
  and 
  a 
  character sheet from 
  your 
  convention 
  coordinator or the 
  RPGA Web site, ant then have any players without a 
  character create on.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
  By following these four steps, you will have 
  determined the APL. Throughout this 
  adventure, APLs categorize the level of 
  challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before 
  the adventure begins whether they would like 
  to play a harder or easier adventure. Based on 
  their choice, use either the higher or the lower 
  adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more 
  either higher or lower than the APL this 
  adventure is being played at, that character will 
  receive only half of the experience points 
  awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  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 
   
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  Time Units and Upkeep 
   
   
   
  This is a one-round Regional adventure, set in the 
  Yeomanry.  Characters native to the Yeomanry 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. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  YEO3-03 Sticks and Stones 
   
  Page 3 
  
  Is It a Full Moon?  
  Is this adventure “Promotion Worthy?” 
  Since the hazards of lycanthropy are a current part of the 
  LIVING GREYHAWK campaign, it may be necessary to 
  determine if this adventure takes place during a full 
  moon.  For game purposes, the full moon lasts three days 
  of each month. For a given scenario that does not state 
  the phase of the moon, roll 1d10 before play begins. On a 
  result of 1, the first day of the scenario is a night of the 
  full moon (roll 1d3 to determine where in the sequence 
  of three nights it falls). 
  Heroic deeds in the name of the Yeoman Militia are 
  possible in this module, and as such, the possibility for 
  promotion exists.  In order for a PC to be considered for 
  promotion at the end of this adventure, the PC must do 
  the following: 
  The GM and all Yeomanry militia members present at the 
  table must unanimously agree that the PC has performed 
  an action and behaved in a manner that would make 
  them a good leader of men in their unit. There must be at 
  least two other military PCs playing the scenario besides 
  the PC up for advancement.  Only one PC can be 
  nominated for advancement per scenario. 
  Adventure Background 
  About the Yeomanry 
  The player so nominated must then gather the names and 
  email addresses of all Yeomanry militia players AND 
  THE DM at the table. 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool Marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.   The 
  Yeomanry is a land populated primarily by freemen 
  Farmers, who are mostly a Suel-Flan mix. 
  The player must then submit a small summary of what 
  happened in the adventure and why he or she should be 
  considered for promotion.  Emailing this information to 
  yeomanry-triad@yahoogroups.com. 
  The Triad will then discuss your promotion and 
  determine whether promotion is granted.  You will be 
  notified via email, and a promotion certificate will be sent 
  to you via snail mail. 
  In order to be considered for promotion, the Yeomanry 
  militia member must have spent a minimum of one year 
  of REAL time as the rank below that being applied for.  
  So in order to be considered for Serjeant, the player must 
  have spent one full year as a Yeoman, and one full year 
  below that as an unranked militiaman.   
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority who 
  has carried a spear for the nation, either now or in the 
  past, is eligible to elect spokesmen on their behalf from 
  their community who in turn elect Grosspokesmen that 
  serve in the Council of Common Grosspokesmen in 
  Loftwick.   
  Is this a “Dustdigger Module?” 
  As this adventure does not significantly involve 
  archeological matters, students in the Academy of Lore 
  may not count this adventure towards their Academy TU 
  requirement. 
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
  A Note to DMs: 
  You can learn more about the Yeomanry at its official 
  website: http://yeomanry.living-greyhawk.com. 
  Sticks and Stones, as you undoubtedly will notice, is a 
  role-playing intensive module.  There are only two 
  planned combats in this adventure.  To properly 
  complete this adventure, the PCs must use their wits, 
  skills, and charm to convince others of their actions, and 
  must work with people whom they might not necessarily 
  want to.  Should a group of PCs attempt to hack their way 
  through this module, they undoubtedly will miss a 
  number of clues and be unable to complete it. 
  Is this a ‘Military Module?’ 
  As the defense of the homeland is imperative in this 
  module, members of the Yeoman military may count this 
  adventure towards any annual TU requirement for their 
  branch of the military. 
  Should you have a group that likes to ‘chop first and ask 
  questions later,’ try to steer them in the proper direction.  
  YEO3-03 Sticks and Stones 
   
  Page 4 
  
  If they fail to get you hints, let the cards fall where they 
  may. 
  Newick 
  Newick is a walled frontier town located near the border 
  of the Hool Mashes.  Its 2,100 residents make their living 
  from farming, fishing, and light forestry.  As one of the 
  first sizable towns between the seized lands in the Hold 
  of the Sea Princes and the relative freedom of the 
  Yeomanry, Newick serves as the (temporary) home for 
  dozens of refugees at any given time.  Due to this large 
  transitional population, Newick can get a bit rough at 
  times, and the militia has a reputation for treating 
  lawbreakers harshly.  There are a number of hastily 
  constructed inns and taverns in town – the one 
  patronized by adventurers is called Haranshire House, 
  named for the region in which Newick stands.  An 
  incredibly irritating gnome named Erdenson, nicknamed 
  “Centipede” due to his ridiculously bushy eyebrows, runs 
  it.  Rumor has it that he is tolerated because he knows 
  secrets that could lead to a huge cache of magical treasure 
  buried somewhere in the Hool. 
  The town’s Grosspokeswoman is Melinda Wendolene, a 
  strong, slim, dark-haired woman in her early 40s who 
  enjoys wearing fine silks.  Although she is a bit 
  unorthodox in her governance of the region, she is a 
  woman of law and keeps her promises.  As a result, she is 
  respected locally but distrusted amongst other members 
  of the Council.  The Yeoman Dustdiggers, led by Olan 
  Demeter, have a very strong presence in the town due to 
  the significant archaeological discoveries that have been 
  found in the region over the last few years.  
  Adventure Summary 
  This adventure begins outside the town of Newick in the 
  southeastern corner of the Yeomanry.  A town runner 
  summons the PCs to the chambers of Grosspokeswoman 
  Melina Wendolene.  Upon reaching Newick and 
  reacquainting themselves with Wendolene, the PCs are 
  given dreadful news: Della, the “Rogue Queen of 
  Monmurg,” is missing – presumably, she has escaped and 
  fled for the Hold of the Sea Princes.  The 
  Grosspokeswoman has no idea where Della has gone, and 
  asks the PCs to find her and bring her to justice. 
  It is suggested that the PCs begin their search at Della’s 
  cottage (on the banks of the river only a mile or so north 
  of town) to see if any clues to her whereabouts remain.  
  The house itself seems to confirm her abandonment of 
  the area—there are no signs of a struggle, and many of 
  her necessities are missing.  However, at the back of the 
  cottage in her vegetable garden, there is a morbid clue to 
  her current predicament – the petrified corpse of 
  someone clearly wearing Militia livery.  This was 
  overlooked in the initial search of her grounds.  No one 
  recognizes the soldier, should the statue be brought back 
  to town. 
  Her cottage contains a couple of other clues.  Her privy 
  has a secret door that reveals a tunnel leading to the 
  riverbank.  Clever PCs might discover tracks leading to 
  the water, and evidence that a boat has moored there on 
  occasion.  Townsfolk across the river can name the boat – 
  it is a small cog called the Delight.  The farmers, not 
  realizing who lived in the cottage across the river, just 
  assumed that the boat had occasional business with 
  merchants there.  However, the Delight is not the ship 
  the PCs are ultimately looking for. 
  The Delight belongs to a rogue named Weldon, a refugee 
  from the Hold of the Sea Princes who knew of Della’s 
  previous history and her flight to the Yeomanry.  He was 
  the de facto leader of the Rascals, a small, insignificant 
  group of thieves based in Newick.  Shortly after her 
  arrival, he approached her and offered leadership of the 
  Rascals to her in hopes that she would turn the group’s 
  fortunes around.  Della accepted this offer, and began to 
  reform the Rascals in a way better suited to her own 
  goals.  Not only would they grow as a thieves’ guild in the 
  Yeomanry, but also they would begin the task of 
  uncovering and ‘disposing’ of Scarlet Brotherhood agents 
  in the region. 
  In the meantime, the Yeomanry was learning valuable 
  information about the Scarlet Brotherhood and the Hold 
  of the Sea Princes through its regular meetings with 
  Della.  Word of this treachery spread to Monmurg, and 
  the powers that be there decided to try to rid themselves 
  of the meddling medusa once and for all. 
  In fact, the corpse in Della’s garden is a Scarlet 
  Brotherhood agent who infiltrated Newick dressed as a 
  militiaman in hopes of discovering the whereabouts of 
  her.   After a few weeks, he discovered her abode, 
  including the secret tunnel that lead to her privy.  In the 
  middle of the night, he and a number of other thugs took 
  a small ship, beached on the banks of the river, and crept 
  through the secret tunnel to ambush her.  She managed 
  to turn one to stone before succumbing to their sleep 
  poison.    
  The ambushers rowed her body to another boat, the Ivory 
  Maiden, which then sailed south to Newick.  She 
  currently is held in a root cellar in a nondescript building 
  near Newick’s docks. 
  The PC investigation leads them on a wild goose chase 
  through some of the less reputable neighborhoods in 
  Newick.  In their effort to find Della, they actually 
  YEO3-03 Sticks and Stones 
   
  Page 5 
  
  uncover her group of rogues, the Rascals, instead of 
  Della’s true captors.  The Rascals are a group Della has 
  been dealing with in order to secure an ‘information 
  network’ in Newick.  The PCs must first come to the 
  realization that these rogues (other than Weldon) know 
  nothing of Della’s disappearance (or that she is a medusa). 
  They only know that a new leader, a woman whom they 
  have not seen, is taking over the guild.  The ultimate 
  discovery of Della becomes much easier if the PCs have 
  the Rascals on their side.  It is their contacts that learn 
  the true fate and location of the Rogue Queen. 
  The note is a summons from Melina Wendolene, the 
  Grosspokeswoman of Newick.  Her seal, a rampant horse 
  crossed with two spears, betrays this.  PCs who have 
  played in either YEO1-04 Rogue Rescue or YEO1-06 
  Cold Blooded recognize this seal. 
  Grosspokeswoman Wendolene kindly requests the 
  presence of the PCs in her office for a matter that can 
  only be disclosed privately.  It mentions that the PCs 
  have served her and the Yeomanry on many occasions 
  before, and that their services are once again needed. 
  There is also a paragraph mentioning that Captain 
  Gariland Oshcott (also encountered in Cold Blooded) 
  would be ‘quite grateful’ would any active militia or army 
  members appear to her summons. 
  After a difficult combat in which Della is rescued, the 
  PCs must wrestle with another moral dilemma 
  concerning the medusa.  Do they turn her Rascals in, 
  knowing that the rogues have committed crimes 
  detrimental to the Yeomanry?  Or do they allow the 
  Rascals to go about their business, fully realizing that not 
  all of their activities are ‘lawful?’ 
  If the PCs do not go to the summons, kindly collect their 
  names and RPGA numbers and inform them that the 
  adventure is over. 
  The decisions that the PCs make not only can affect the 
  future of Della and the Rascals, but also that of the PCs 
  themselves. 
  Assuming that they do accept, continue to read or 
  paraphrase: 
  You 
  know 
  the 
  way 
  to 
  the 
  Office 
  of 
  the 
  Grosspokeswoman quite well by now, and the journey 
  takes only a few minutes.  The building is a two-story 
  stone structure located near the center of town.  Two 
  banners surround the entrance to the building.  One 
  displays the three-spear symbol of the Yeomanry, 
  while the other is of the Grosspokeswoman’s crest, 
  similar to the wax seal on the parchment you carry.  
  Introduction 
  The PCs begin this adventure in the town of Newick, a 
  small city that many PCs already are familiar with.   Feel 
  free to paraphrase the description of Newick, as given 
  above, to help the PCs reacquaint themselves with what 
  the city has to offer.  One they are satisfied with their 
  surroundings, read or paraphrase the following: 
  Two guards, one under each banner, smile as you 
  approach.  Upon showing them your official 
  document, they let you pass up the marble stairs and 
  into the building. 
  Once again, Newick serves as the watering ground for 
  your stalwart band between adventures.  The fare of 
  Haranshire House and the music provided by a 
  traveling minstrel keep your bellies warm and your 
  minds entertained. 
  This is a good point to have PCs who are not familiar with 
  one another to provide descriptions of themselves to the 
  DM and to one another. 
  As you polish off a slab of Midfell cream pie and wash 
  it down with a bottle of Yeoman red, a young girl, 
  perhaps 12 or 13 years of age, approaches.  She gives 
  you a friendly, freckle-faced smile.  You notice that 
  she carries a folded piece of parchment sealed with 
  red wax.  She speaks to you in a rural accent, but her 
  manners betray a more gentile upbringing. 
  “Sorry to disturb your meal, good folk.  The lady’s 
  scribe said I should give this to you.  M’lady 
  apparently thinks qui e kindly of you.”
  t
   
   
  Upon entering the building, you find yourself in a 
  fairly spartan room filled with benches.  At the back 
  of the room sits a single desk.  An elderly man, whom 
  many 
  of 
  you 
  recognize 
  as 
  Kiers, 
  the 
  Grosspokeswoman’s steward, rises from a chair 
  behind the desk. 
  “Ah!  I see that you have gotten my note.  I am indeed 
  happy to see all of you in good health.”  He shakes 
  each of your hands, one after the other. 
  “We 
  probably 
  should 
  go 
  upstairs. 
   
  The 
  Grosspokeswoman is anxious to see all of you and get 
  to business.” 
  Kiers leads you up a flight of stairs and approaches 
  the first door on the right.  He cracks open the door 
  and whispers inside.  “The adventurers are here, 
  m’lady.  Shall I send them in?”  He received a silent 
  response and opens the door, beckoning you to enter. 
  With that, she curtseys formally and exits the friendly 
  confines of Haranshire House. 
  YEO3-03 Sticks and Stones 
   
  Page 6 
  
  “I know that she gave some of you a trinket in your 
  last encounter with her.  Keep it close.  I doubt she 
  will come with you quietly, and I fear you will need it 
  should worse come to worse.  Will you do this for 
  me?” 
  The room beyond is nicely furnished with a 
  darkwood desk, a leather chair, and a shelf filled with
  all sorts of books and scrolls.  For as much as in the 
  room, it is immaculate. 
   
  t
  i
   
   
  i
  A thin, middle-aged woman with raven-colored hair 
  and dressed in simple silks approaches you and kisses 
  you each on both cheeks. 
  Judging by the expression on her face, it would appear 
  that you have little choice in the matter. 
  “Thank you so much for coming!  I am so pleased that 
  you are here.  Kiers, bring us some tea, if you would.” 
  Grosspokesman Wendolene is more than happy to 
  answer any questions that the PCs may have about Della.  
  Below are some common questions that might be asked, 
  and Wendolene’s responses thereto: 
  She acknowledges each of the PCs whom she has met 
  before by name.   PCs should be impressed with her 
  memory. 
  • 
  Why would she wait two years to do this? 
  “Please.  Sit.  There is much that we need to discuss.” 
  I don’t know.  Perhaps her true nature is finally shining 
  through.  Without a doubt she has considerable 
  information about the Yeomanry that people would pay 
  fair coin for. 
  “As you know, two years ago we asked some of you to 
  go to the outskirts of the Hool Marshes to meet a 
  special 
  refugee 
  who 
  sought 
  asylum 
  in 
  the 
  Yeomanry—Della, the Rogue Queen of Monmurg.  
  She claimed to have valuable information about the 
  Hold of the Sea Princes, particularly related to Scarlet 
  Brotherhood activity within those lands.” 
  • 
  Were there any signs that might have led to this?  
  No.  She was always punctual, and frequently had 
  valuable information to give.  In fact, she appeared to 
  enjoy what she was doing—compromising some of the 
  Hold’s secrets. 
  “Of course, unbeknownst to any of us, i  turned out 
  that Della was a medusa, which certainly changed 
  things somewhat in my eyes.  Against my better 
  judgment, I granted her asylum, and prov ded her 
  with a small plot of land just north of town.”
  • 
  Does she have any acquaintances in the region? 
  Not that I know of.  The only people I know she keeps in 
  contact with are the men who visit her on a monthly 
  basis.  They usually bring her supplies and provisions as 
  well.  So far as I know, she has never been seen in town.  
  She is skilled in the art of disguise, though, so it is 
  possible she has other contacts here and there. 
  “Since her arrival, she indeed has proven useful.  We 
  have uncovered a number of Brotherhood plots, and 
  learned the identity of several of their agents in our 
  lands.  She is incredibly stubborn, as is to be 
  expected, but up to this point I have been glad of my 
  decision to spare her life and allow her to stay.  But… 
  [pause for dramatic effect here] …perhaps my 
  judgment has been premature.  She has disappeared, 
  and my council suspects that her departure is 
  voluntary.  She was due for another meeting with my 
  men yesterday.  She never arrived, and my men 
  returned to give me this news.  A cursory 
  investigation of her cottage showed that she was not 
  there.  Most of her personal effects are gone as well, 
  indicating that she has left permanently.” 
  • 
  Who are these men who visit her? 
  They are Miller and Quinton, two of my most trusted 
  aides.  They are in the next chamber down the hall 
  should you desire to speak with them, but I doubt you 
  will learn anything new there.  (Should PCs desire to do 
  this, go to Encounter One.) 
  • 
  Where should we begin our search? 
  That’s up to you, although I might suggest starting at her 
  cottage.  It’s possible we might have overlooked 
  something. 
  “This is clearly a violation of the pact that we had 
  agreed to with her.  In my eyes she is now a fugitive 
  from justice, and should be treated as an enemy of the 
  state.” 
  She is reluctant to tell them anything about the types of 
  information that Della has given her in the past.  For one 
  thing, it could compromise the security of the Yeomanry; 
  for another, given the current circumstances, it could be 
  entirely false. 
  “I charge you, then—those who are relatively familiar 
  with her work and her disposit on—to find her and 
  bring her to me, where she will be dealt with 
  appropriately.  Bring her here, alive, if possible, as she 
  has much to answer for.” 
  If the PCs wish to talk with Miller and Quinton, go to 
  Encounter One.  Assuming that the PCs take 
  YEO3-03 Sticks and Stones 
   
  Page 7 
  
  I can’t rightly say.  Back to the Hold, I suppose, 
  although they probably don’t like her any more than we 
  do.  But we’ll find her, I can guarantee that! 
  Wendolene’s advice and investigate Della’s cottage, go to 
  Encounter Two. 
  Note: Players who have participated in YEO3-01 Guard 
  Dogs may attempt to accuse Grosspokeswoman 
  Wendolene of malfeasance.  Should this happen, she 
  denies any rumors involved with her swindling 
  immigrants and is openly upset at any PC who makes 
  such accusations. 
  Encounter Two: 
  Home Sweet Home 
  This encounter deals with what the PCs discover when 
  they investigate Della’s cottage.  They should find a 
  number of clues that point them in the right direction 
  concerning the Rogue Queen’s whereabouts. 
  Encounter One: 
  Miller and Quinton 
  The walk to Della’s cottage is a short one; it is less 
  than a mile from the northern fringes of Newick.  
  Her home sits atop a rather steep hill overlooking the 
  mighty Javan River, which stretches like a long, blue 
  ribbon from horizon to horizon. 
  As the Grosspokeswoman indicated, Miller and Quinton 
  have a small office one door down from her own.  It is 
  small, cramped, and disheveled.   Miller, a tall, acne-
  scarred blond man of obvious Suloise descent, is present, 
  but Quinton is not.  Miller is short and direct with the 
  PCs, but answers their questions to the best of his ability. 
   Below are listed questions that he might be asked: 
  The cottage itself is small, perhaps 20’ square, with 
  latticed wooden walls and a thatch roof.  It is 
  surrounded by rich greenery, including trees and 
  bushes.  A smaller building, probably the privy, sits 
  some 25 feet from the house.  A small fenced garden, 
  perhaps for vegetables, is behind the house, partially 
  obstructed from your view.  The grounds are clean 
  and immaculately kept, but there are no immediate 
  signs of habitation. 
  • 
  Where is Quinton? 
  At home with his family, I suppose.  With Della gone 
  currently, there is no need for both of us to be here, so 
  the Grosspokeswoman sent him home. 
  • 
  Tell us about your regular visits with Della? 
  We meet in a small copse of trees, near her house, at 
  dusk, on the first day of each month.  Sometimes we go 
  inside too.  We usually bring her food and other sundries 
  so that she can be comfortable. 
  If the PCs choose to explore the cottage: 
  The door to Della’s cottage is unlocked.  Upon 
  opening the door, you see a simple two-room home. 
  The front room has three chairs, a small wooden 
  table, a cupboard for dishes, a desk, and a shelf lined 
  with books.  All of the craftsmanship is relatively 
  simple and unrefined—clearly the work of an 
  unskilled craftsman
   
  . 
  f
  We talk for an hour or so in most cases.  Quinton and I 
  prepare a list of questions for her, and she answers them.  
  Most of the stuff we’re interested in deals with the 
  Yeomanry, of course—you know…like are there any 
  Brotherhood or Hold spies here and such.  I’m not at 
  liberty to tell you exactly what we talk about. 
  A search of this room reveals nothing of value or 
  importance; an indication that something might be 
  amiss.  The desk is empty.  There are no papers, ink, keys, 
  money, or anything similar therein.   
  • 
  What about your most recent visit? 
  It’s not like her to be late, so when she didn’t show, we 
  wondered what was happening.  We waited two hours for 
  her, and then headed back here, to Newick. 
  The back room of the cottage is reached through an 
  open doorway on the back wall o  the living quarters. 
   This room contains a small canopy bed, a footlocker, 
  and a small, mirrored vanity.   
  • 
  Has she been acting ‘unusual’ lately? 
  Not any more unusual than normal.  She’s creepy, I tell 
  you.  And very rude.  It is clear in our meetings that she 
  thinks she is calling the shots.  Ha!  But she does tell us 
  things that we would have difficulty discovering without 
  her. 
  Again, there is nothing obvious here to give PCs any 
  clues.  However, the footlocker is empty, and there are no 
  personal items on or in the vanity.  PCs might ascertain 
  from this evidence that Della has packed up all of her 
  belongings and fled.  Everything of value appears to be 
  gone, and there are no signs of a struggle whatsoever. 
  • 
  Where do you think she’s gone? 
  YEO3-03 Sticks and Stones 
   
  Page 8 
  
  Treasure: The right buyer would pay as much as 150 gp 
  for the entire lot of herbs and the sickle. 
  Her Hold of the Sea Princes captors took all of her 
  ‘important’ belongings with them in hopes that her 
  departure would look voluntary. 
   
  All APLs: L: 13 gp; C: 0 gp; M: 0 gp. 
  If the PCs choose to explore the vegetable garden: 
  The statue is clearly that of a man petrified by Della’s 
  gaze.  If brought back to Grosspokeswoman Wendolene, 
  or if she or someone close to her is brought to the scene, 
  they are unable to identify who the person is.  In fact, no 
  member of the Yeoman militia in Newick recognizes the 
  statue.  This should indicate to the PCs that this person is 
  not what he appears to be.   
  Behind a few small trees sits a small vegetable garden, 
  perhaps 15’ square.  It is surrounded by a small picket 
  fence, painted white.  It is full primarily o  tall tomato
  and corn plants, although other plants can be seen as 
  well. 
  f
   
  However, in the center of the garden, hidden from 
  obvious view, is a more macabre sight.  A statue of a 
  human male in Yeomanry militia garb stands on the 
  ground.  His face displays a look of terror, and his 
  hands are raised as though shielding his eyes from 
  something terrible.  The statue looks very recently 
  carved.   
  Should PCs have access to stone to flesh or a similar spell 
  that restores the statue to its previous form, they can 
  learn a bit more.  With clever questioning, the PCs learn 
  that the man is Braden, a Hold of the Sea Princes 
  operative who has resided in Newick for the past six 
  months in hopes of being able to capture Della and 
  return her to Monmurg for trial (and execution). 
  However, there is something else in and around the 
  vegetable garden.  Creatures have taken refuge in the 
  area, which is teeming with food.  As the PCs are 
  searching the garden, they reveal themselves and attack 
  hungrily! 
  He has been working loosely with a few others in the 
  area, only one of whom he knows by name – Shearer.  
  Braden can reveal that Shearer is working for the Scarlet 
  Brotherhood, and that the operation to capture Della is a 
  joint one.  He is not acquainted with anyone else on the 
  mission.   
  APL 2 (EL 2) 
  After weeks of plotting and reconnaissance, Shearer 
  gathered a few men and attempted a daring attack on 
  Della’s cottage.  However, she was not in the cottage, but 
  in the vegetable garden instead.  They rushed the garden, 
  but Braden caught sight of Della’s terrible gaze and 
  remembers nothing after that.  Reference to his 
  petrification causes Braden to break down into tears. 
  � Monstrous Centipedes, Medium (4): hp 6 each; see 
  Monster Manual. 
  APL 4 (EL 5) 
  � Ankhegs (2): hp 30 each; see Monster Manual. 
  APL 6 (EL 6) 
  Braden also can tell the PCs that upon her capture, they 
  were to enter the secret tunnel in Della’s privy and meet a 
  waiting ship.  He does not know the name of this ship. 
  � Giant Beetles, Stag (2): hp 58 each; see Monster 
  Manual. 
  After his questioning, he gives himself up voluntarily to 
  the authorities. 
  APL 8 (EL 8) 
  Without returning Braden from his current state, 
  however, the PCs will have to find out most of this for 
  themselves. 
  � Will-O’-Wisps (2): hp 54 each; see Monster Manual. 
  APL 10 (EL 10) 
  � Umber Hulks (3): hp 72 each; see Monster Manual. 
  If the PCs choose to explore the privy: 
  After the combat, PCs with the Alchemy or Profession 
  (herbalist or similar profession) skill may make a check 
  (DC 15) to identify some of the other plants.  Most are 
  herbs and spices, but there are some plants used in the 
  creation of sleep poison, invisible ink, and other more 
  clandestine concoctions.  A successful Search check (DC 
  20) also reveals a silver sickle discarded in the brush, used 
  for cutting these herbs and poisons. 
  This small, 5’ square wooden structure has two stalls.  
  One is legitimate, being used for waste disposal, while 
  the other is a secret passage leading down to the river 
  where Della makes her occasional rendezvous with the 
  Delight.  Shearer and his men discovered this passage 
  through their reconnaissance of the area and decided to 
  use it to carry Della away in secrecy. 
  Opening the wooden lid reveals a rope ladder that 
  descends into a small, 3’ diameter shaft.  It descends some 
  YEO3-03 Sticks and Stones 
   
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  40 feet to an earthen chamber about 8’ in diameter.  From 
  there, a passage goes another 30’ to a door cleverly 
  disguised on the outside as earth and vegetation.  The 
  door is unlocked, and opens up to a sandy bank on the 
  shore of the Javan River. 
  The door opens up to daylight.  The Javan river, some 
  80’ wide at this point, flows a mere 10’ or so from the
  cliff from which you emerged.  You can see the walls 
  and structures of Newick to the south.  Across the 
  river are a number of farms, many of which are being 
  tended to as you watch.  A young girl waves at one of 
  you. 
   
  There are a number of tracks on the sandy shore.  PCs 
  with the Track feat may make a Wilderness Lore check to 
  see what can be revealed: 
  • 
  DC 15: The tracks are recent, and were made by four 
  or five booted individuals roughly human in size and 
  weight. 
  • 
  DC 20: It appears that a boat, perhaps a small 
  rowboat, was used at approximately the same time 
  that the tracks were made. 
  • 
  DC 25: One of the sets of prints is deeper in the 
  sand, indicating that the person was bearing 
  significant weight, whether due to armor or a heavy 
  load is indeterminable. 
  In fact, after rendering Della unconscious with sleep 
  poison, her unconscious body was carried to an awaiting 
  rowboat, which then paddled to the Ivory Maiden. 
  The PCs have a number of directions in which they can 
  go at this point.  The most logical choice, however, is to 
  ask some of the farmers across the river if they have seen 
  anything unusual lately.  This is covered in Encounter 
  Three. 
  Other PCs may wish to return to Newick at this point 
  and discuss their findings with the Grosspokeswoman.  
  She can offer nothing to the PCs at this point other than 
  the petrified soldier is no one that she can identify.  She 
  complements them on their work so far, and promises to 
  find out more information from the soldier (regardless of 
  whether he is still petrified).  If the PCs get stuck, she 
  suggests that perhaps others might have seen what 
  happened at Della’s home. 
  Encounter Three: 
  Being Neighborly 
  This encounter discusses information that the PCs can 
  learn from farms in the vicinity of Della’s home.  There 
  are a number of witnesses to Della’s activity, although 
  none of them recall a boat in the area over the last few 
  days (the Ivory Maiden arrived at night).  However, many 
  do recall a ship being moored near the beach on several 
  occasions—the Delight. 
  The farm immediately across the river from Della’s home 
  belongs to Rufus, an elderly cotton farmer who lives with 
  his wife, their three children, and nine grandchildren.  
  The PCs can hire a ferry (for negligible cost) or walk to 
  Newick and cross the bridge there to the other side. 
  Rufus’s farm is immaculately well kept.  Besides a 
  whitewashed house, there is a barn, an outhouse, and 
  other small structures used to house his equipment.  A 
  number of cows, goats, and chickens roam around the 
  area, grazing for food.   
  Rufus greets the PCs warmly, especially if they say they 
  are on militia business.  He served in the militia himself 
  for ten years, and purchased his land once he received 
  citizenship.  He is in his late 50s with thinning gray hair 
  and watery eyes.  His wife, Charla, is bedridden, having 
  just come down with a cold.  He introduces them to his 
  children (Harrison, Thom, and Hidda, all grown) and his 
  grandchildren.  The youngest, also named Rufus, was the 
  one who waved at the PCs from across the river.  The DM 
  is encouraged to show off the hospitality of this family.   
  He offers them ale and cheese, and asks what he can do 
  for them.  The PCs can learn the following information 
  from Rufus and his family: 
  • 
  Who lives across the river? 
  That lady has been in that cottage over there for a year or 
  so.  I’ve never met her, and she seems to keep to herself 
  most of the time. 
  • 
  Does she ever have visitors? 
  Once in a while.  We see soldiers over there every now 
  and then.  Sometimes they bring stuff with them.  They 
  usually stay for a couple of hours and leave. 
  • 
  Any boats or ships ever go there? 
  Now that you mention it, we do see a small sloop that 
  anchors over there every once in a while.  Pretty little 
  thing.  Some fella hops in a small rowboat and paddles 
  over there.  They talk on the shore, but sometimes they 
  go to her house.  Other times she gets on the boat and 
  goes with him.  I have no idea what they are doing, 
  however. 
  • 
  When does this happen? 
  Once in a while, although there doesn’t seem to be a 
  regular schedule or anything.  Been during the day every 
  time I’ve seen, though. 
  YEO3-03 Sticks and Stones 
   
  Page 10 
  
  • 
  What is this boat called? 
  That’s easy.  It’s the Delight.  It usually comes from the 
  south—from Newick, I would presume. 
  • 
  Any others with him? 
  Not that I can recall, no.  There might be others on the 
  bigger ship, but it is small enough to be piloted by only 
  one or two.  Not to say that more can’t do it, though. 
  • 
  Where can we learn more about this boat? 
  You might try the harbormaster in Newick.  He should 
  have a log of all ships that go in and out of port there.   
  A discussion with any other farmers or residents in the 
  area reveals similar information.  The next step for the 
  PCs is to head into town and talk with the Harbormaster. 
   Proceed to Encounter Four. 
  Encounter Four: 
  The Harbormaster 
  This short encounter simply points the PCs towards the 
  home of Weldon, the leader of the Rascals. 
  The trip back to Newick only takes about an hour.  The 
  Harbormaster’s Office is located on the south shore of 
  the Javan, among the docks and businesses catering to 
  seafarers.  It is a small, squat wooden building built upon 
  the largest pier in town.  The Harbormaster is Lalane, a 
  expatriate from Keoland who has lived in Newick for 
  thirty years.  He is in his late 40s and is accompanied at 
  all times by a three-legged dog named Flash. 
  Upon showing their militia credentials (or a suitable 
  bribe of 10 gp), Lalane is happy to gather any information 
  that he has on the Delight.  He reveals that the ship 
  belongs to a fisherman named Weldon.  His ship 
  frequently enters and exits port, and Weldon is known to 
  fish waters within ten miles north and south of Newick 
  (Weldon also uses his boat to smuggle goods, although 
  Lalane does not know this).  Lalane also knows that 
  Weldon is originally from the Hold of the Sea Princes, 
  although he has been in the Yeomanry for many years.   
  If asked about Weldon’s place of residence, Lalane is 
  quiet (“that’s against the rules”) but a further 10 gp bribe 
  allows the PCs to learn where Weldon lives.  This should 
  take the PCs to Encounter Five. 
  Encounter Five: 
  Weldon’s Home 
  This encounter is intended to reveal that Weldon is just 
  an average man who wants nothing more than to provide 
  for his family.  It should further pressure the PCs in the 
  important decision that they ultimately have to make 
  regarding the future of the Rascals. 
  Weldon’s home is a two-story clapboard house located 
  above his bait shop near the city docks.  An exterior 
  wooden stairway at the rear of the building leads up to 
  the residence, while the entrance to the business is in the 
  front of the building on the ground floor.  The door is 
  locked although Weldon’s wife and children are home 
  and will answer the door if it is knocked upon.  
  Undoubtedly, his wife does not take kindly to those who 
  break and enter into his home. 
  � Locked Simple Wooden Door: 1 in. thick; hardness 
  5; hp 10; Break DC 15; very simple lock (hardness 15; hp 
  30; Open Lock DC 20). 
  The woman who answers the door is Gwen, a tall, very 
  pretty woman in her mid-30s dressed in the typical 
  clothing of the region.  She carries a young infant, a girl 
  (Sasha), close to her while holding a toddler, another girl 
  (Libby), by the hand.  She seems a bit worried at the PCs 
  arrival, but if PCs prove their militia status and are not 
  aggressive, she welcomes them into her home and offers 
  them tea or ale. 
  Gwen’s disposition is entirely dependent on the PCs 
  disposition.  If the PCs are belligerent and mean to her, 
  she insists that they leave lest she call the authorities.  If 
  they are non-threatening and relatively friendly to her, 
  she tries to help them as much as she can, although she 
  tends to be relatively wary of their presence. 
  Regardless of how the PCs act, Gwen asks the PCs a 
  number of questions:  “Who are you?  Why are you here? 
   What do you want?”  She is clearly very nervous, 
  although there is no real reason why she should be.  
  Should the PCs accuse her or her husband of kidnapping, 
  theft, or anything else ‘against the law,’ she breaks down 
  and cries loudly, saying to herself all the while “Why, 
  why, why?” 
  If pressed on this, she claims that she always knew that 
  her husband was up to something, but she could never 
  tell for sure.  However, she knows no more than this.  
  She does relate, however, that Weldon has always been 
  nothing but kind and loving to her and their children, 
  and that he is a wonderful father. 
  Weldon has been very careful not to reveal anything 
  about the Rascals or his smuggling to his wife or 
  children, lest they become worried about him.  His 
  motivations are relatively honorable, although the local 
  authorities might not agree with him.  Should the PCs 
  ever tell Gwen Weldon’s true intentions either related to 
  his smuggling or involvement in the Rascals and his 
  YEO3-03 Sticks and Stones 
   
  Page 11 
  
  disreputable activities associated therewith (purposely or 
  inadvertently), he never forgives them.  The PCs receive 
  the Enmity of the Rascals (see the Treasure Summary). 
  Gwen and Weldon’s home is full of gear and equipment 
  indicative of people who fish for a living, from oars to 
  poles to baskets full of crickets.  There is another staircase 
  inside their home that leads down to the bait shop that 
  Weldon keeps.  A wooden sign carved with a worm and 
  the word “Bait” outside the shop reveals this.  If asked 
  about her husband’s whereabouts, she tells them that he 
  works in the shop below their home (see Encounter Six). 
  Encounter Six: 
  The Rascals’ Hideout 
  This encounter reveals the hideout of the mysterious 
  Rascals, where the PCs learn more about their intentions. 
   While the PCs discover that the Rascals perform some 
  less than legal activities, their hearts essentially are in the 
  right place.  The PCs may also learn about Weldon’s true 
  relationship with Della. 
  As indicated above, Weldon’s bait shop is located on the 
  ground floor of the same building in which they live.  It 
  can be reached either through the front door on the 
  ground floor or via the stairway in Weldon’s home. 
  The strong smell of fish is almost overpowering as 
  you enter the small bait shop.  A number of shal ow 
  wooden bins line shelves along the walls.  Each of 
  these hold worms, crickets, minnows, chicken livers, 
  and other items commonly used for fishing.  
  Mounted along the walls are poles, various grades of 
  fishing line, small nets, fishing spears, hooks, and 
  other fishing accoutrements, as well.  An unsightly, 
  pimple-faced boy, perhaps 14 or 15 years of age, 
  stands behind a small counter.  He appears to be 
  mending a net with needle and thread.  A woven 
  hemp curtain hides another room behind him. 
  l
  The boy is Podrick, more affectionately known as Pod, 
  and he has been Weldon’s apprentice for nearly two 
  years.  He is not terribly bright, but has shown signs of 
  being a promising fisherman.  Weldon is not currently in 
  the shop—he is in the secret underground hideout of the 
  Rascals, which is located through a trapdoor in the floor 
  behind the counter where Pod stands.  A woven rug 
  hides the outline of the door from view.  
  Behind the curtain is the staircase leading up to Weldon’s 
  home, as well as a small cot for Pod. 
  Pod knows that Weldon is there, and will do his best to 
  keep anyone, including the PCs, from discovering his 
  whereabouts.  However, if pressed, he tells the PCs about 
  the trapdoor and the secret rooms beneath.   
  The trapdoor is currently unlocked, and is opened by 
  simply prying it open with something flat (a small 
  crowbar is behind the counter).  Beyond the trapdoor is a 
  fixed wooden ladder that descends into the room below. 
  Unless the PCs use magical means, Weldon and Jake hear 
  their approach, hide in the secret room, and set the trap 
  until the PCs leave or they are discovered.  Should the 
  PCs take Weldon and Jake by surprise, adjust this 
  description accordingly. 
  The trapdoor opens to reveal a small, perhaps 15’ 
  square room of dug earth reinforced by wooden 
  timbers.  The room is sparsely furnished with a large 
  wooden table, six chairs, and little else.  A tapped keg 
  with a number of wooden mugs rests near the corner 
  of the table. 
  There is little of value in the room, as all of the Rascals’ 
  contraband is in the secret room beyond.  There is a 
  standard chance to locate this secret door (Search check 
  DC 20), but the door is trapped by a sleep gas trap that 
  fills the entire room.  The gas dissipates in 2 rounds. 
  All APLs (EL 3 + ½ the APL) 
  � Sleep Gas Trap: CR 3 + ½ the APL; mechanical; touch 
  trigger; repair reset; gas; never-miss; onset delay (1 
  round); poison (sleep gas, Fort save (DC 10 + the APL) 
  negates, unconscious for 1 minute/0); multiple targets 
  (all targets in the room); Search (DC 22); Disable Device 
  (DC 22). 
  If the trap incapacitates all of the PCs, Weldon and Jake 
  quickly flee the scene before the PCs awaken.  Should 
  this happen, the DM will need to improvise how the PCs 
  learn the information below .  Perhaps they can ask Gwen 
  or Pod where they have fled, or something similar.  
  Should enough PCs resist the gas to confront Weldon, 
  read or paraphrase the following: 
  The room beyond the secret door is small, perhaps 
  only eight or ten feet square.  Jumbled along all of the 
  walls are crates, barrels, and sacks filled with all sorts 
  of 
  goods—spices, 
  beer and wine, fruits and 
  vegetables, weapons, bundles of cloth, and other 
  mundane items.  Many of the crates are marked with 
  the crests of the Yeomanry, Keoland, the Hold of the 
  Sea Princes, and Sterich as well as with merchant 
  sigils that you do not recognize.  
  There are also two inhabitants in this room.  One is a 
  young man, perhaps in his late teens, who nervously 
  points a dagger in your direction.  The other is a tall, 
   
   
  YEO3-03 Sticks and Stones 
   
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  handsome man in is mid 30s.  He has brown hair, 
  green eyes, and a prominent, angular chin.  He 
  appears much more calm, and points a loaded 
  crossbow towards you. 
  “What do you want?” he sneers.  “Speak quickly, lest 
  my trigger finger get itchier!”   
  The goods are a conglomeration of stolen property 
  acquired over the last few weeks by Weldon and the rest 
  of the Rascals.  He intends to take these goods to his ship, 
  the Delight, where he will sell them to points east—
  primarily to people in the Hold of the Sea Princes who 
  are resisting the Scarlet Brotherhood.  His log of illegal 
  activities is hidden away out of sight, but can be found if 
  the PCs have ample opportunity to search the room 
  (Search DC 20). 
  Behind a stack of crates is another concealed door 
  (Search DC 20) that leads to a small 5’-wide tunnel 
  leading to a small cave near the docks.  From this point, 
  loading and unloading smuggled merchandise, as well as 
  moving the Rascals themselves, can go on relatively 
  unnoticed.  The Delight is anchored a mere 20’ from this 
  cave. 
  If the PCs attack, Weldon and Jake defend themselves to 
  the best of their ability, but if they are killed, the 
  adventure is essentially over.  The remaining Rascals are 
  unwilling to help the PCs, meaning that the chance of 
  finding Della is virtually zero.  Should this happen, pass 
  out the scoring sheets and send the players on their way. 
  All APLs (EL 7) 
  � Weldon: hp 38; see Appendix I. 
  � Jake: hp 16; see Appendix I. 
  There should be a few tense moments as the Weldon 
  tries to plead his innocence concerning Della’s 
  disappearance.  He truly had no idea about her 
  whereabouts, and it takes him by surprise to learn that 
  she is missing.  This encounter should end with an 
  uneasy alliance between the PCs and the Rascals to find 
  Della’s true captors, but if things take a turn for the 
  worse, feel free to improvise.  If PCs—especially those 
  enlisted in the militia or army--actively break the law, 
  remind them of their duties.  Should this activity 
  continue, take appropriate action. 
  Of course, Weldon has a suspicion (albeit an incorrect 
  one) as to why the PCs are here.  Unbeknownst to his 
  family, Weldon is the leader of a small group of rogues 
  and thieves called the Rascals who are in the process of 
  trying to make a name for themselves in Newick.  While 
  they are not a malicious organization, they do perform a 
  number of illegal activities, including smuggling, bribery, 
  and petty theft.  All of this has a purpose—to thwart the 
  activities of Scarlet Brotherhood and Sea Princes 
  operatives within the Yeomanry.  He knows that the 
  government would not approve of the Rascals’ activities, 
  but he also feels that the government is not doing 
  enough to prevent foreign infiltration.  As such, he has 
  decided to take the law into his own hands.   
  He was familiar with the activities of Della while in the 
  Hold of the Sea Princes, and when he discovered that she 
  was in the Yeomanry (one of the Rascals’ first clandestine 
  discoveries) he was excited about the opportunities she 
  could provide them were she brought into their midst.  
  Over the last four months, he has been in constant 
  contact with Della.  He occasionally takes his ship, the 
  Delight, north to her home and discusses her joining the 
  Rascals.  While she was hesitant at first, she saw the 
  possibilities that the Rascals possessed.  She realized that 
  Weldon was both smart and cunning, and with her 
  leadership, the Rascals could become a force to be 
  reckoned with.  Not only does she want to increase the 
  clandestine activities of the Rascals, but she also wants to 
  give them a particular mission—the thwarting of Scarlet 
  Brotherhood spies in the Yeomanry.  She figures that this 
  is parallel to the desires of the Yeoman government, and 
  they would tolerate its existence as a result. 
  At this point, however, the PCs know nothing about this. 
   All they know is that Weldon’s ship has been seen near 
  her home.  At the same time, Weldon does not know that 
  Della is missing, and is very surprised to learn this from 
  the PCs (a successful Sense Motive check (DC 15) reveals 
  that his surprise is legitimate). 
  Until it is revealed that Della is gone, he denies any 
  accusation that he is involved with her.  He first claims 
  that he stops at her home on occasion to sell her bait for 
  fishing and fresh fish and fish oil for cooking (as he does 
  with many families, so he claims).  A successful Sense 
  Motive check versus his Bluff reveals that he is hiding 
  something, however. 
  However, if the PCs reveal that she is missing, and/or 
  that Weldon might have had something to do with it, he 
  changes his story.  He has befriended her over the last 
  few months, as her charms have won him over.  He does 
  not want to see anything happen to her, as she is the key 
  to the success of the Rascals, at least in his mind.  With 
  this, he asks his family (if they are present) to go in the 
  back room while he talks to the PCs. 
  As such, he story changes to this: Weldon claims to be 
  putting together an organization whose goal is to end 
  Scarlet Brotherhood infiltration into the Yeomanry 
  (which is partially true).  Knowing the plight of Della, he 
  YEO3-03 Sticks and Stones 
   
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  thought she would be an ideal addition to the 
  organization (which he does not name specifically unless 
  asked).  He has been making occasional journeys to her 
  home in hopes of recruiting her into his fold.  Another 
  opposed Sense Motive/Bluff check reveals that Weldon 
  is still hiding something (the activities and motives of the 
  Rascals are not quite as valorous as Weldon would like 
  the PCs to believe, and he knows much more about 
  Della’s true nature—physical, mental, and otherwise). 
  As stated earlier, this is a very role-playing intensive 
  encounter.  Weldon is unsure of the PCs’ motives, and he 
  certainly does not want to lose everything that he has 
  created so far, whether it be his organization, his 
  business, or his family.  The less he can get away with 
  telling them, the better. 
  Ultimately, Weldon make the PCs a deal.  If they promise 
  not to reveal his identity, or the identity of anyone else 
  associated with the Rascals, and if they do not tell his 
  wife about his activities, he agrees to use the resources of 
  the Rascals to help locate Della.  If pressed, he even 
  agrees to return all of the stolen merchandise in the room 
  (although he continues to acquire more of it in the 
  future).  
  Should the PCs disagree, he informs them that they are 
  on their own.  He reminds them that the Rascals know 
  this region better than any of them do, and their 
  assistance would be invaluable in the process of finding 
  Della.  Weldon also tells the PCs that he is very familiar 
  with her patterns and behavior, and if she is in the area or 
  has passed through Newick at all, he is the one who can 
  find this out. 
  If the PCs threaten to reveal his identity and location to 
  anyone, if they turn the Rascals in to the authorities, or if 
  they do anything else considered harmful to the Rascals 
  (judge’s discretion), he vows that they have made a new 
  enemy in the Rascals.  The PCs receive the Enmity of the 
  Rascals (see the Treasure Summary). 
  With the Rascals’ assistance, the PCs are quickly given a 
  clue as to Della’s location.  Proceed to Encounter Seven. 
  If the PCs have balked at the Rascals’ offer and have 
  decided to go about finding Della on their own, picking 
  up Della’s trail without the help of the Rascals proves to 
  be very difficult.  If the PCs make a concerted effort to 
  continue the search, allow them a single Gather 
  Information check (DC 20 + the APL).  PCs may assist 
  others on this roll, but do not tell them this—make them 
  think of it on their own.  A successful check indicates 
  that one of the PCs overhears a conversation concerning 
  that “rogue turncoat” that clearly refers to Della.  It points 
  them in the direction of her location.  Proceed to 
  Encounter Seven (and modify it accordingly to reflect 
  the alternate source of the information).  Failure 
  indicates that the PCs learn nothing of her whereabouts, 
  and this essentially ends the adventure. 
  The Delight 
  Some PCs may wish to follow the narrow passage and 
  explore Weldon’s ship.  Allow them to do this.  Explain 
  that it is a small, 20’ long sloop clearly augmented for 
  fishing.  There are a number of poles and nets all along 
  the port and starboard of the boat.  There is one small 
  cabin below deck complete with hammock, lantern, and 
  ship’s log (which only lists his legitimate ventures) plus a 
  few other mundane knickknacks.  Embellish this as 
  necessary.  All of the Rascals’ stolen goods are currently 
  located in the secret room described in the section above. 
  Encounter Seven: 
  Scarlet Secrets 
  This encounter assumes that the PCs have agreed to 
  Weldon’s terms and have allowed the Rascals to help 
  them locate Della. 
  It takes two days for the Rascals to uncover information 
  about Della.  This allows time for the PCs to change their 
  spells and to heal themselves for the difficult encounter 
  to follow. 
  You have allowed Weldon and his Rascals the 
  opportunity to gather information regarding whether 
  or not Della has been seen in or near Newick.  The 
  last two days have been painful y boring.  You have 
  waited in a riverside inn for some message to arrive 
  regarding her.   
  l
  i
  l
  Just as you are about to give up hope, there is a rap 
  upon your door.  
  Allow the PCs to react to this.  Assuming they open it, 
  move on. 
  Behind the door is the young man you recognize as 
  Jake, who you saw with Weldon under the bait shop 
  two days prior.  He has an excited look on his face as 
  he literally skips into the room. 
  “We’ve found her!  We’ve found her!  Come quick and 
  talk to Weldon!” 
  W th that, he scampers away, apparently back to 
  We don’s shop. 
  Should the PCs follow, continue: 
  As expected, Jake leads you back to Weldon’s bait 
  shop.  Weldon waits for you inside. 
  YEO3-03 Sticks and Stones 
   
  Page 14 
  
  “Della’s not escaped.  She’s been captured by Scarlet 
  and Hold spies, although we were meant to believe 
  otherwise.  She’s taken quite a liking to the Yeomanry 
  in this last year, and I knew she wouldn’t betray us!  I 
  knew it!” 
   
  Weldon informs the PCs that one of his Rascals 
  overheard a conversation while casing a tavern called the 
  Troll’s Keg.  Two sketchy-looking men were muttering 
  under their breath that ‘the rogue wench was safe and 
  sound down below,’ and that ‘she would be taken east 
  very soon.’  Surely this refers to Della! 
  While giving this information to the PCs, Weldon does 
  his best to talk up the abilities and skills shown by the 
  Rascals in uncovering this information.  He also reminds 
  the PCs of their promise to him and his organization.  He 
  suggests they act fast, lest the element of surprise be lost. 
  The Troll’s Keg 
  The Troll’s Keg is a two-story wooden structure located 
  on a small bluff near the Newick Docks.  The ground 
  floor houses the keg room and kitchen, while the second 
  floor contains sleeping rooms.  There is an underground 
  complex as well that serves as the home for the Scarlet 
  Brotherhood and Hold of the Sea Princes agents that are 
  stationed in Newick. 
  The Troll’s Keg is a reputable establishment.  Only the 
  bartender and the agents in the Meeting Room (Area 8, 
  below) know of the secret door in the Root Cellar.  If the 
  PCs enter the tavern with “guns a blazing” they do so at 
  their own peril as the customers have no problem 
  sending the authorities after them. 
  All of the doors in the cellar (other than the secret door) 
  are locked and reinforced. 
  � Locked Strong Wooden Door: 2 in. thick; hardness 5; 
  hp 20; Break DC 25; average lock (hardness 15; hp 30; 
  Open Lock DC 25). 
  1. 
  Keg Room: This large common room is occupied by 
  the paying customers in the tavern.  There is a large 
  bar, a number of tables and chairs, and a fireplace.  A 
  shady-looking bartender, Iskar (see Area 8 and 
  Appendix II for stats), cleans glasses behind the 
  counter.  There are three less-than-reputable looking 
  tavern girls that keep glasses full.  Currently, ten 
  patrons are in the room.  They are all ordinary 
  citizens who do not take kindly to nosy 
  interruptions. 
  If the PCs are acting suspiciously, Iskar rings a bell 
  behind the bar that notifies the agents in Area 8 that 
  something is amiss.  Should the PCs go snooping 
  around, Iskar follows them in hopes of ambushing 
  them in the cellar.  If the PCs are careful and are 
  watching their backs, allow opposed Hide/Spot 
  checks to see if Iskar is discovered. 
  2. 
  Kitchen: The kitchen is not terribly clean, and pots, 
  pans, dishes, and food are scattered everywhere.  A 
  ridiculously fat halfling is preparing some sort of 
  stew, and he attempts to chase interlopers off with a 
  rolling pin if they get too nosy.  There is a back door 
  that leads to a narrow alley in town. 
  3. 
  Sleeping Rooms: These rooms are all similarly 
  furnished, with two beds, a table with washbasin, 
  and a footlocker.  They rent for 1 gp per night.  Fill 
  these rooms with various patrons as you see fit. 
  4. 
  Suite: This is a larger room for more affluent guests.  
  There is a large feather bed, table and chairs, 
  footlocker with lock and key, table with washbasin, 
  and a fireplace.  It rents for 3 gp per night.  Again, 
  have an NPC occupy this room if you desire.  PCs 
  who wander around and invade people’s privacy 
  should be dealt with accordingly! 
  5. 
  Root Cellar: To the untrained eye, this appears to be 
  an ordinary root cellar.  There are boxes and barrels 
  of dry goods stacked here and there.  On one wall, a 
  trapped secret door (Search check DC 20) leads to 
  the agents’ hideout: 
  APL 2 (EL 3) 
  � Poison Needle Trap: CR 3; mechanical; touch 
  trigger (lock); repair reset; Atk +11 melee (1 plus 
  poison, needle); poison (large scorpion venom, Fort 
  save [DC 18] resists, 1d6/1d6); Search (DC 16); 
  Disable Device (DC 16). 
  APL 4 (EL 3) 
  � Poison Needle Trap: CR 3; mechanical; touch 
  trigger (lock); repair reset; Atk +13 melee (1 plus 
  poison, needle); poison (large scorpion venom, Fort 
  save [DC 18] resists, 1d6 Str/1d6 Str); Search (DC 
  18); Disable Device (DC 18). 
  APL 6 (EL 5) 
  � Poison Needle Trap: CR 3; mechanical; touch 
  trigger (lock); repair reset; Atk +15 melee (1 plus 
  poison, needle); poison (purple worm poison, Fort 
  save [DC 24] resists, 1d6 Str/1d6 Str); Search (DC 
  20); Disable Device (DC 20). 
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  APL 8 (EL 5) 
  � Poison Needle Trap: CR 3; mechanical; touch 
  trigger (lock); repair reset; Atk +17 melee (1 plus 
  poison, needle); poison (purple worm poison, Fort 
  save [DC 24] resists, 1d6 Str/1d6 Str); Search (DC 
  22); Disable Device (DC 22). 
  APL 10 (EL 5) 
  � Poison Needle Trap: CR 3; mechanical; touch 
  trigger (lock); repair reset; Atk +19 melee (1 plus 
  poison, needle); poison (purple worm poison, Fort 
  save [DC 24] resists, 1d6 Str/1d6 Str); Search (DC 
  24); Disable Device (DC 24). 
  6. 
  Trapped Room: A PC who is actively examining this 
  room can make a Knowledge (architecture and 
  engineering) or Craft (stonemasonry) check (DC 20) 
  to notice that the ceiling seems unstable.  A dwarf 
  with Stonecunning can make such a check if he 
  enters the room (whether or not he is actively 
  examining the room). 
  This room is another obstacle to keep intruders out 
  of the agents’ affairs.  This 15’ by 15’ room is entirely 
  unadorned save for the door on the opposite side.  
  There is a trapped pressure plate in front of this 
  door—not on the door itself.  Be sure to have the 
  PCs specify where they are searching for traps in this 
  room.  The plate itself is about 3’ square, so it is 
  possible to open the door without triggering the 
  trap. 
  Pressing the plate causes the ceiling to collapse in 
  the room, filling up the entire area.  This makes a 
  considerable amount of noise, and gives those in the 
  rooms beyond plenty of time to prepare themselves 
  while rubble is cleared.  PCs in the room are pinned 
  under the rubble.  PCs who aren’t buried in the room 
  can dig out their friends.  See page 114 of the DMG 
  for more information on pinned PCs and how to free 
  them.  If the PCs take an inordinate amount of time 
  to clear the rubble (or simply make no effort to make 
  good speed to Area 8 after the agents are made aware 
  of their presence), the agents will take their captive 
  and flee the cellar (thus preventing the PCs from 
  capturing Stella or the agents). 
  APL 2 (EL 3) 
  � Collapsing Ceiling Trap: CR 3; mechanical; 
  location trigger (pressure plate); no reset; never miss; 
  onset delay (1 round); ceiling falls (2d6, crush); 
  Reflex save (DC 11) halves; multiple targets (all 
  targets within the room); Search (DC 17); Disable 
  Device (DC 17). 
  APL 4 (EL 4) 
  � Collapsing Ceiling Trap: CR 4; mechanical; 
  location trigger (pressure plate); no reset; never miss; 
  onset delay (1 round); ceiling falls (4d6, crush); 
  Reflex save (DC 13) halves; multiple targets (all 
  targets within the room); Search (DC 19); Disable 
  Device (DC 19). 
  APL 6 (EL 5) 
  � Collapsing Ceiling Trap: CR 5; mechanical; 
  location trigger (pressure plate); no reset; never miss; 
  onset delay (1 round); ceiling falls (6d6, crush); 
  Reflex save (DC 15) halves; multiple targets (all 
  targets within the room); Search (DC 21); Disable 
  Device (DC 21). 
  APL 8 (EL 7) 
  � Collapsing Ceiling Trap: CR 7; mechanical; 
  location trigger (pressure plate); no reset; never miss; 
  onset delay (1 round); ceiling falls (8d6, crush); 
  Reflex save (DC 17) halves; multiple targets (all 
  targets within the room); Search (DC 23); Disable 
  Device (DC 23). 
  APL 10 (EL 9) 
  � Collapsing Ceiling Trap: CR 9; mechanical; 
  location trigger (pressure plate); no reset; never miss; 
  onset delay (1 round); ceiling falls (8d6, crush); 
  Reflex save (DC 19) halves; multiple targets (all 
  targets within the room); Search (DC 25); Disable 
  Device (DC 25). 
  7. 
  Sleeping Quarters: This is a nicely furnished 15’ 
  square room that serves as the sleeping quarters for 
  both Shadana and Brother Maris, the Scarlet 
  Brotherhood agents sent to capture Della.  The room 
  contains a large canopy bed with feather pillows and 
  silk sheets, a vanity with mirror, and various other 
  trinkets and baubles.  
  The only thing of real value here is a series of letters 
  from unknown agents in Monmurg asking for 
  progress reports concerning Della’s capture and 
  deportation.  These documents can be used to 
  substantiate the story that Della was taken against 
  her will, should PCs decide to use it.  Della’s 
  equipment is here as well, and she insists upon it 
  being returned to her. 
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  APL 8 (EL 10) 
  8. 
  Meeting Room: This is the room where the three 
  agents plan a majority of their activities against the 
  Yeomanry.  It is large (approximately 30’ square) and 
  reinforced with oaken timbers.  A large, square table 
  sits in the center of the room, with two imported 
  chairs on either side of it.  A number of maps, letters, 
  and other damning documents rest upon it.  A small 
  door rests on the same wall as the door the PCs came 
  through. 
  � Brother Maris, Human Male Mnk8: hp 54; see 
  Appendix II. 
  � Shadana, Human Female Clr6 of Syrul: hp 38; 
  see Appendix II. 
  � Iskar, Human Male Rog3/Ftr3: hp 45; see 
  Appendix II. 
  Also in this room are the two instigators of Della’s 
  capture: Brother Maris, a tall, thin man in robes with 
  a completely shaved head, and Shadana, a hulking 
  female clad in heavy plate.  Both are clearly of Suel 
  descent.  They attack without hesitation once the 
  PCs enter the room.  Iskar attacks the PCs from 
  behind if he has successfully followed the PCs 
  unobserved. 
  APL 10 (EL 12) 
  � Brother Maris, Human Male Mnk10: hp 68; see 
  Appendix II. 
  � Shadana, Human Female Clr8 of Syrul: hp 54; 
  see Appendix II. 
  � Iskar, Human Male Rog4/Ftr4: hp 66; see 
  Appendix II. 
  If either the collapsing ceiling trap or Iskar’s bell has 
  alerted the agents to the PCs’ presence, they will 
  have had plenty of time to prepare for the PCs’ 
  arrival.  The agents will be fully buffed by all of their 
  spells and items as noted in the tactic section below.  
  Tactics: Both agents fight to the death, for they fear 
  repercussions from the Scarlet Brotherhood for 
  failure much more than they do their own deaths at 
  the hands of the PCs.  Shadana attempts to 
  incapacitate fighter-types via spells (such as hold 
  person, confusion, and other Will-affecting spells) 
  and harm spellcasters through spells requiring 
  Fortitude saves.  Brother Maris uses a combination 
  of stunning blow, flurry of blows, and the like to 
  keep healers occupied. 
  APL 2 (EL 4) 
  � Brother Maris, Human Male Mnk2: hp 14; see 
  Appendix II. 
  � Shadana, Human Female Clr1 of Syrul: hp 7; 
  see Appendix II. 
  Furthermore, if Iskar has been able to, he tails the 
  PCs to this location and attempts to surprise them in 
  the rear while the PCs are fighting the other two 
  agents.  He, like the others, fights to the death.  He 
  attempts to sneak attack as much as possible with his 
  longsword (short sword at APL 2) and to disrupt 
  spellcasters who might hang around at the rear of 
  combat. 
  � Iskar, Human Male Rog1: hp 6; see Appendix II. 
  APL 4 (EL 6) 
  � Brother Maris, Human Male Mnk4: hp 27; see 
  Appendix II. 
  � Shadana, Human Female Clr2 of Syrul: hp 14; 
  see Appendix II. 
  The sequence of spells/magic items the agents use to 
  prepare themselves (if they have sufficient time to 
  do so) is below.  If the PCs avoid alerting the agents 
  of their presence, the agents have only one round to 
  prepare themselves.  Use each agent’s last 
  preparation action below instead of the whole 
  sequence. 
  � Iskar, Human Male Rog1/Ftr1: hp 15; see 
  Appendix II. 
  APL 6 (EL 8) 
  � Brother Maris, Human Male Mnk6: hp 41; see 
  Appendix II. 
  APL 2 
  � Shadana, Human Female Clr4 of Syrul: hp 27; 
  see Appendix II. 
  2 rounds before combat: Maris drinks potion of bull’s 
  strength.  Shadana casts shield of faith.  Iskar drinks 
  potion of sneaking. 
  � Iskar, Human Male Rog2/Ftr2: hp 30; see 
  Appendix II. 
  1 round before combat: Maris drinks potion of 
  wisdom.  Shadana casts bless.  Iskar drinks potion of 
  hiding. 
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  APL 4 
  5 rounds before combat: Maris drinks potion of 
  wisdom.  Shadana casts shield of faith.  Iskar drinks 
  potion of hiding. 
  3 rounds before combat: Maris drinks potion of bull’s 
  strength.  Shadana casts shield of faith.  Iskar drinks 
  potion of sneaking. 
  4 rounds before combat: Shadana casts resist 
  elements (fire) on Maris. 
  2 rounds before combat: Maris drinks potion of 
  wisdom.  Shadana casts protection from good.  Iskar 
  drinks potion of hiding. 
  3 rounds before combat: Shadana casts bless. 
  2 rounds before combat: Shadana casts summon 
  monster IV.  
  1 round before combat: Shadana casts bless. 
  1 round before combat: Shadana casts invisibility.  
  Maris drinks potion of haste. 
  APL 6 
  6 rounds before combat: Maris and Shadana drink 
  potions of bull’s strength.  Iskar drinks potion of 
  sneaking. 
  Treasure: The bodies of the agents can be looted. 
  APL 2: L: 182 gp; C: 25 gp; M: potion of cure 
  moderate wounds (25 gp), potion of bull’s strength 
  (25 gp), potion of wisdom (25 gp), potion of hiding 
  (13 gp), potion of sneaking (13 gp), slippers of 
  spider climbing (167 gp). 
  5 rounds before combat: Maris drinks potion of 
  wisdom.  Shadana casts shield of faith.  Iskar drinks 
  potion of hiding. 
  APL 4: L: 207 gp; C: 50 gp; M: potion of cure serious 
  wounds (63 gp), potion of bull’s strength (25 gp), 
  potion of wisdom (25 gp), potion of hiding (13 gp), 
  potion of sneaking (13 gp), bracers of armor +1 (83 
  gp), slippers of spider climbing (167 gp). 
  4 rounds before combat: Shadana casts protection 
  from good. 
  3 rounds before combat: Shadana casts resist 
  elements (fire) on Maris. 
  APL 6: L: 153 gp; C: 75 gp; M: potion of cure serious 
  wounds (63 gp), 2 potions of bull’s strength (25 gp 
  each), potion of wisdom (25 gp), potion of hiding 
  (13 gp), potion of sneaking (13 gp), bracers of 
  armor +1 (83 gp), mithral chain shirt (92 gp), +1 
  longsword (193 gp), +1 heavy flail (193 gp), 
  slippers of spider climbing (167 gp). 
  2 rounds before combat: Shadana casts bless. 
  1 round before combat: Shadana casts invisibility. 
  APL 8 
  Spells in effect on Shadana already: magic circle 
  against good. 
  APL 8: L: 153 gp; C: 100 gp; M: potion of cure serious 
  wounds (63 gp), 2 potions of bull’s strength (25 gp 
  each), potion of wisdom (25 gp), potion of hiding 
  (13 gp), potion of sneaking (13 gp), bracers of 
  armor +2 (333 gp), potion of haste (63 gp), mithral 
  chain shirt +1 (175 gp), +1 longsword (193 gp), +1 
  heavy flail (193 gp), slippers of spider climbing 
  (167 gp), 2 scrolls of greater magic weapon (7
  th 
  level caster) (58 gp each). 
  5 rounds before combat: Maris and Shadana drink 
  potions of bull’s strength.  Iskar drinks potion of 
  sneaking. 
  4 rounds before combat: Maris drinks potion of 
  wisdom.  Shadana casts shield of faith.  Iskar drinks 
  potion of hiding. 
  3 rounds before combat: Shadana casts resist 
  elements (fire) on Maris. 
  APL 10: L: 153 gp; C: 125 gp; M: potion of cure 
  serious wounds (63 gp), 2 potions of bull’s 
  strength (25 gp each), potion of wisdom (25 gp), 
  potion of hiding (13 gp), potion of sneaking (13 
  gp), bracers of armor +2 (333 gp), potion of haste 
  (63 gp), mithral chain shirt +1 (175 gp), +1 shock 
  longsword (693 gp), +1 frost heavy flail (693 gp), 
  slippers of spider climbing (167 gp), 2 scrolls of 
  greater magic weapon (7
  th level caster) (58 gp 
  each), brooch of shielding (125 gp), 2 scrolls of 
  flame strike (9
  th level caster) (94 gp each). 
  2 rounds before combat: Shadana casts bless. 
  1 round before combat: Shadana casts invisibility.  
  Maris drinks potion of haste. 
  APL 10 
  Spells in effect on Shadana already: magic circle 
  against good, magic vestment. 
  6 rounds before combat: Maris and Shadana drink 
  potions of bull’s strength.  Iskar drinks potion of 
  sneaking. 
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  APL 2 and 4 (EL 7) 
  9. 
  Della’s Cell:  This small 5’ square room is normally 
  used to house stolen or secret materials.  It currently 
  houses Della, the “Rogue Queen of Monmurg.” 
  � Della, Female Medusa: hp 41; see Appendix I. 
  This small chamber is clearly being used as a cell. 
   Curren ly, a lone figure, female by the looks of 
  it, sits in the corner.  Her hands are bound 
  behind her back and her feet are tied.  A small 
  burlap sack covers her entire head, and is bound 
  at the neck by strong cord to keep it from com ng
  off. 
  APL 6 (EL 9) 
  t
  i
   
  � Della, Female Medusa Rog2: hp 51; see 
  Appendix I. 
  APL 8 (EL 11) 
  � Della, Female Medusa Rog4: hp 62; see 
  Appendix I. 
  As you enter the room the figure moves, 
  struggling against her bonds. 
  APL 10 (EL 13) 
  “Who’s there?” A muffled voice says. 
  � Della, Female Medusa Rog5/Gldtr1: hp 75; see 
  Appendix I. 
  If by this point the PCs do not realize that she is a 
  medusa, certainly do not clue them in.  However, if 
  the PCs give her reassuring words and tell her that 
  they are here to rescue her, she advises them to cover 
  her head with her hooded cloak before removing the 
  burlap sack over her head.  She also asks that they 
  remove her from her bonds. 
  10. Escape Passage: This passageway descends to sea 
  level, similar to Della’s secret passageway at her 
  home.  It ultimately leads to a sewer, a grate for 
  which is located near the dock.  This grate is trapped 
  with a glyph of warding.  Past the trap and the grate 
  are the docks, where the agents’ ship, the Ivory 
  Maiden, awaits.  The ship itself is unimportant, other 
  than it was the ship used by the agents to transport 
  Della from her home to Newick. 
  If the PCs treat her kindly, she explains how she was 
  ambushed by several armed men, rendered 
  unconscious by some sort of poison, and brought 
  here against her will.  She is grateful for the rescue, 
  but 
  demands 
  to 
  be 
  taken 
  back 
  to 
  the 
  Grosspokeswoman as soon as possible. 
  APL 2 (EL 2) 
  � Glyph of Warding (Blast): CR 2; spell; spell 
  trigger; no reset; spell effect (glyph of warding 
  [blast], 3
  rd level cleric, Reflex save [DC 16] halves, 
  1d8 electricity); multiple targets (all targets with 5 
  ft.); Search (DC 28); Disable Device (DC 28). 
  If she recognizes any of the PCs who treated her 
  kindly in YEO1-04 Rogue Rescue, she returns that 
  kindness.  She does not forget those who help her or 
  do her favors, so she will remain relatively reserved. 
  If, however, she does not recognize any of the PCs, 
  or if they treated her poorly in Rogue Rescue, she 
  becomes rude, impatient, and belligerent until she 
  returns to the comforts of her own home.  She does 
  not instigate combat if pressed, however, and tries to 
  make light of tense situations by claiming that she 
  was ‘only joking.’  
  APL 4 (EL 2) 
  � Glyph of Warding (Blast): CR 2; spell; spell 
  trigger; no reset; spell effect (glyph of warding 
  [blast], 5
  th level cleric, Reflex save [DC 16] halves, 
  2d8 electricity); multiple targets (all targets with 5 
  ft.); Search (DC 28); Disable Device (DC 28). 
  The possibility does exist, however, that those who 
  have had less than friendly dealings with her in the 
  past may try to be rid of her once and for all while 
  she is in a relatively helpless state.  This is allowable, 
  but the more noble PCs in the party are due a good 
  explanation as to why this is happening.  The 
  possibility for in-party squabble is very high in this 
  encounter, and the DM should do her best to try to 
  keep this under control. 
  APL 6 (EL 3) 
  � Glyph of Warding (Blast): CR 3; spell; spell 
  trigger; no reset; spell effect (glyph of warding 
  [blast], 7
  th level cleric, Reflex save [DC 16] halves, 
  3d8 electricity); multiple targets (all targets with 5 
  ft.); Search (DC 28); Disable Device (DC 28). 
  APL 8 (EL 4) 
  Keep in mind that Della is still lawful evil.  For 
  guidelines on how to properly role-play her, be sure 
  to refer to Appendix I. 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding 
  YEO3-03 Sticks and Stones 
   
  Page 19 
  
  [blast], 9
  th level cleric, Reflex save [DC 16] halves, 
  4d8 electricity); multiple targets (all targets with 5 
  ft.); Search (DC 28); Disable Device (DC 28). 
  Finally, undoubtedly some PCs will be at odds, through 
  YEO1-04 Rogue Rescue or through encounters in this 
  module, with Della herself.  Should they lie to the 
  Grosspokeswoman about Della (for example, by saying 
  that she was caught trying to escape), Wendolene 
  believes their story over that of the medusa. 
  APL 10 (EL 4) 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding 
  [blast], 11
  th level cleric, Reflex save [DC 16] halves, 
  5d8 electricity); multiple targets (all targets with 5 
  ft.); Search (DC 28); Disable Device (DC 28). 
  Expectedly, this sends Della into a rage.  Assuming she is 
  unrestrained, she lifts her cowl and attempts to turn the 
  entire party to stone and combat ensues.  Statistics for 
  Della are provided in Appendix I should this happen.  
  Should Della be killed in this manner, the PCs will not 
  receive experience points for being truthful to the 
  Grosspokeswoman.  Somewhat relieved, Wendolene lets 
  the PCs go until they are needed again.  
  Encounter Eight: 
  The Reckoning 
  After the battle is over and Della is rescued, but before 
  Della (if she lives) is brought to the Grosspokeswoman, 
  there should be one more encounter with the Rascals, 
  especially Weldon.  Have Weldon wait for them outside 
  of the Troll’s Keg.  Once the PCs emerge, he expresses his 
  pleasure with their success, and talks to Della (if she 
  lives) to make sure she is all right.   
  If the mission has been completed successfully, do not 
  forget to award the Influence Point from the Council of 
  Common Grosspokesmen (see the Treasure Summary). 
  Should Della be killed by the PCs or should they reveal 
  any information to the Grosspokeswoman about the 
  Rascals (for good or bad), the PCs receive the Enmity of 
  the Rascals (see the Treasure Summary).  Otherwise, they 
  receive the Affinity of the Rascals (see the Treasure 
  Summary). 
  Once more, before the PCs leave to make their report, 
  Weldon pleads his case to not be revealed to the general 
  public or turned into the authorities.  The decision made 
  by the PCs should certainly have future ramifications. 
   
   
  Conclusion 
  The End 
  In this encounter, the PCs return to Grosspokeswoman 
  Wendolene with Della (assuming she still lives), and 
  inform her as to what has transpired.  One more 
  opportunity is provided for the PCs to betray the trust of 
  the Rascals and to lie about Della’s predicament. 
  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. 
  Note: If Della is killed, alter this encounter as needed. 
  Della in hand, you return victoriously to the office of
  Grosspokeswoman Wendolene.  She greets you 
  warmly, although you catch a glimpse of a scowl as 
  she glances in the direction of Della. 
   
   
   
  Encounter Two: 
  Defeating the creatures in Della’s vegetable garden 
   
  APL 2 – 60 xp; 
   
  APL 4 – 150 xp; 
  “So, brave adventurers.  You return with your quarry 
  in hand.  Tell me, how did you manage to find her? 
  Was she difficult to find?  Speak.” 
   
  APL 6 – 180 xp; 
   
  APL 8 – 240 xp; 
   
  APL 10 – 300 xp. 
  Allow the PCs to answer this as they desire.  Keep in 
  mind, however, that the fate of the Rascals and of Della 
  are once again in the PCs hands.  They have the 
  opportunity to talk to her about Weldon and the Rascals, 
  for good or for bad.  If they keep their promise and do not 
  mention the Rascals, award them the full objective 
  experience award.  If they discuss the Rascals but vouch 
  for their existence and their purpose, award the PCs half 
  that experience award. 
  Encounter Six: 
  Treating Weldon with respect and agreeing to his terms 
   
  APL 2 – 30 xp; 
   
  APL 4 – 45 xp; 
   
  APL 6 – 60 xp; 
   
  APL 8 – 75 xp; 
   
  APL 10 – 90 xp. 
  YEO3-03 Sticks and Stones 
   
  Page 20 
  
  Encounter Seven: 
  Being subtle in the investigation of the Troll’s Keg 
   
  APL 2 – 20 xp; 
   
  APL 4 – 30 xp; 
   
  APL 6 – 40 xp; 
   
  APL 8 – 50 xp; 
   
  APL 10 – 60 xp. 
  Disarming or surviving the poison needle trap 
   
  APL 2 – 90 xp; 
   
  APL 4 – 90 xp; 
   
  APL 6 – 150 xp; 
   
  APL 8 – 150 xp; 
   
  APL 10 – 150 xp. 
  Disarming or surviving the collapsing ceiling trap 
   
  APL 2 – 90 xp; 
   
  APL 4 – 120 xp; 
   
  APL 6 – 150 xp; 
   
  APL 8 – 210 xp; 
   
  APL 10 – 270 xp. 
  Defeating the agents 
   
  APL 2 – 120 xp; 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp. 
  Conclusion: 
  Honoring the deal with Weldon and the Rascals (halve 
  this award if they discuss the Rascals but vouch for them) 
   
  APL 2 – 20 xp; 
   
  APL 4 – 30 xp; 
   
  APL 6 – 40 xp; 
   
  APL 8 – 50 xp; 
   
  APL 10 – 60 xp. 
  Telling the truth about Della to the Grosspokeswoman 
   
  APL 2 – 20 xp; 
   
  APL 4 – 30 xp; 
   
  APL 6 – 40 xp; 
   
  APL 8 – 50 xp; 
   
  APL 10 – 60 xp. 
  Total possible experience:  
   
   
  APL 2 – 450 xp; 
   
  APL 4 – 675 xp; 
   
  APL 6 – 900 xp; 
   
  APL 8 – 1,125 xp; 
   
  APL 10 – 1,350 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 (sell value)  
  YEO3-03 Sticks and Stones 
   
  Page 21 
  
  Encounter Two 
  APL 4 (APL 2 Items plus): 
   
  All APLs: L: 13 gp; C: 0 gp; M: 0 gp; 
  � Potion of Cure Serious Wounds (Adventure; 
  DMG) 
  Encounter Seven 
   
  APL 2: L: 182 gp; C: 25 gp; M: 268 gp; 
  APL 6 (APL 2 & 4 Items plus): 
   
  APL 4: L: 207 gp; C: 50 gp; M: 389 gp; 
   
  APL 6: L: 153 gp; C: 75 gp; M: 892 gp; 
  � Mithral Chain Shirt (Adventure; DMG) 
   
  APL 8: L: 153 gp; C: 100 gp; M: 1,404 gp; 
  APL 8 (APL 2 & 4 & 6 Items plus): 
   
  APL 10: L: 153 gp; C: 125 gp; M: 2,717 gp. 
  � Mithral Chain Shirt +1 (Adventure; DMG) 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  � Bracers of Armor +2 (Adventure; DMG) 
  APL 2: L: 195 gp; C: 25 gp; M: 268 gp; Total: 
  488 gp (400 gp); 
  � Potion of Haste (Adventure; DMG) 
  APL 4: L: 220 gp; C: 50 gp; M: 389 gp; Total: 
  659 gp (600 gp); 
  � Scroll of Greater Magic Weapon (Adventure; 7
  th 
  level caster; DMG) 
  APL 6: L: 166 gp; C: 75 gp; M: 892 gp; Total: 
  1,133 gp (800 gp); 
  APL 10 (APL 2 & 4 & 6 & 8 Items plus): 
  APL 8: L: 166 gp; C: 100 gp; M: 1,404 gp; Total: 
  1,670 gp (1,250 gp); 
  � +1 Shock Longsword (Adventure; DMG) 
  � +1 Frost Heavy Flail (Adventure; DMG) 
  APL 10: L: 166 gp; C: 125 gp; M: 2,717 gp; 
  Total: 3,008 gp (2,100 gp). 
  � Brooch of Shielding (Adventure; DMG) 
  Special 
  � Scroll of Flame Strike (Adventure; 9
  th level 
  caster; DMG) 
  � Influence Point with the Council of Common 
  Grosspokesmen 
   
   
  By rescuing Della and once again serving 
  Grosspokeswoman Wendolene of Newick, you have 
  earned an Influence Point with the Council of Common 
  Grosspokesmen.  Use this favor in a future adventure for 
  a benefit as determined by the Yeomanry triad. 
   
  � Enmity/Affinity of the Rascals (circle one) 
   
  Your actions have earned either the respect or the 
  disdain of the Rascals, a loose organization of rogues 
  within the Yeomanry.  As a result, all Gather Information 
  checks done within the Yeomanry will be made with 
  either a +2 circumstance bonus (Affinity) or –2 
  circumstance penalty (Enmity), reflecting the Rascals’ 
  use of contacts or disinformation. 
   
  PCs who meet the requirements for joining the 
  Rascals meta-org group are also offered membership in 
  this organization, if they have received the Affinity of the 
  Rascals.  Those who do not currently meet the 
  prerequisites for this meta-org are offered membership 
  once they achieve the prerequisites.   Please see the 
  Yeomanry triad for details on this meta-org. 
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  � Slippers of Spider Climbing (Adventure; DMG) 
  YEO3-03 Sticks and Stones 
   
  Page 22 
  
  Appendix I: Major NPCs 
   
  Poison (Ex): Snakes, Fort save (DC 14), 1d6 Str/2d6 
  Str. 
  Encounter Six: 
   
  Equipment: dagger, shortbow w/ 20 arrows, ring of 
  protection +1, mithral chain shirt. 
  All APLs 
  Weldon: male human Ftr2/Rog4; CR 6; medium 
  humanoid (human); HD 2d10+4d6+6; hp 38; Init +7; Spd 
  30 ft.; AC 17 (touch 13, flat-footed 17) [+3 Dex, +4 armor]; 
  Atk +7 melee (1d6+3/19-20, +1 short sword) or +8 ranged 
  (1d8/19-20, mw light crossbow); SA sneak attack +2d6; 
  SQ evasion, uncanny dodge (Dex bonus to AC); AL NG; 
  SV Fort+5, Ref+7, Will +1; Str 15, Dex 16, Con 12, Int 13, 
  Wis 10, Cha 14. 
  APL 6 
  Della: female medusa Rog2; CR 9; medium monstrous 
  humanoid; HD 6d8+2d6+8; hp 51; Init +3; Spd 30 ft.; AC 
  21 (touch 14, flat-footed 18) [+3 Dex, +3 natural, +1 ring, 
  +4 armor]; Atk +11/+6 ranged (1d6/x3, mw shortbow) or 
  +8/+3 melee (1d4/19-20, mw dagger) and +5 melee (1d4 
  and poison, snakes); SA petrifying gaze, poison, sneak 
  attack +1d6; SQ evasion; AL LE; SV Fort+3, Ref+11, Will 
  +6; Str 10, Dex 16, Con 12, Int 12, Wis 13, Cha 16. 
   
  Skills and Feats: Balance +12, Bluff +11, Climb +11, 
  Disable Devise +10, Hide +12, Listen +10, Move Silently 
  +12, Open Lock +10, Search +10, Tumble +12, Use Rope 
  +11; Dodge, Improved Initiative, Iron Will, Mobility, 
  Skill Focus (bluff), Spring Attack. 
   
  Skills and Feats: Bluff +13, Disguise +13, Gather 
  Information +7, Hide +8, Intimidate +6, Move Silently 
  +12, Spot +12; Point Blank Shot, Precise Shot, Weapon 
  Finesse (snakes). 
   
  Equipment: +1 studded leather armor. +1 short 
  sword, masterwork light crossbow w/20 bolts, dagger, 
  potion of invisibility. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fort save (DC 17) resists. 
   
  Poison (Ex): Snakes, Fort save (DC 15), 1d6 Str/2d6 
  Str. 
  Jake: male human Rog3; CR 3; medium humanoid 
  (human); HD 3d6+3; hp 16; Init +7; Spd 30 ft.; AC 16 
  (touch 13, flat-footed 16) [+3 Dex, +3 armor]; Atk +2 
  melee (1d4/19-20, dagger) or +5 ranged (1d8/19-20, light 
  crossbow); SA sneak attack +2d6; SQ evasion, uncanny 
  dodge (Dex bonus to AC); AL N; SV Fort+2, Ref+6, Will 
  +0; Str 11, Dex 16, Con 13, Int 11, Wis 9, Cha 13. 
   
  Equipment: 
  masterwork 
  dagger, 
  masterwork 
  shortbow w/ 20 arrows, ring of protection +1, mithral 
  chain shirt. 
  APL 8 
  Della: female medusa Rog4; CR 11; medium monstrous 
  humanoid; HD 6d8+4d6+10; hp 62; Init +3; Spd 30 ft.; AC 
  21 (touch 14, flat-footed 21) [+3 Dex, +3 natural, +1 ring, 
  +4 armor]; Atk +14/+9 ranged (1d6+1/x3, +1 shortbow) or 
  +10/+5 melee (1d4+1/19-20, +1 dagger) and +7 melee 
  (1d4 and poison, snakes); SA petrifying gaze, poison, 
  sneak attack +2d6; SQ evasion, uncanny dodge (Dex 
  bonus to AC); AL LE; SV Fort+4, Ref+12, Will +7; Str 10, 
  Dex 16, Con 12, Int 12, Wis 13, Cha 16. 
   
  Skills and Feats: Balance +9, Bluff +7, Climb +6, 
  Disable Devise +6, Hide +9, Listen +7, Move Silently +9, 
  Open Lock +6, Search +6, Tumble +9, Use Rope +6; 
  Dodge, Improved Initiative, Mobility. 
   
  Equipment: studded leather armor, masterwork light 
  crossbow w/20 bolts, dagger. 
  Encounter Seven & Eight: 
  APL 2 & 4 
   
  Skills and Feats: Bluff +16, Disguise +16, Gather 
  Information +9, Hide +10, Intimidate +10, Move Silently 
  +14, Spot +14; Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Finesse (snakes). 
  Della: female medusa; CR 7; medium monstrous 
  humanoid; HD 6d8+6; hp 41; Init +3; Spd 30 ft.; AC 21 
  (touch 14, flat-footed 18) [+3 Dex, +3 natural, +1 ring, +4 
  armor]; Atk +9/+4 ranged (1d6/x3, shortbow) or +6/+1 
  melee (1d4/19-20, dagger) and +4 melee (1d4 and poison, 
  snakes); SA petrifying gaze, poison; AL LE; SV Fort+3, 
  Ref+8, Will +6; Str 10, Dex 16, Con 12, Int 12, Wis 13, 
  Cha 15. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fort save (DC 18) resists. 
   
  Poison (Ex): Snakes, Fort save (DC 16), 1d6 Str/2d6 
  Str. 
   
  Equipment: +1 dagger, +1 shortbow w/ 20 mw 
  arrows, ring of protection +1, mithral chain shirt. 
   
  Skills and Feats: Bluff +11, Disguise +11, Move 
  Silently +10, Spot +10; Point Blank Shot, Precise Shot, 
  Weapon Finesse (snakes). 
  APL 10 
  Della: female medusa Rog5/Gldtr1; CR 13; medium 
  monstrous humanoid; HD 6d8+5d6+1d10+12; hp 75; Init 
  +3; Spd 30 ft.; AC 21 (touch 14, flat-footed 21) [+3 Dex, +3 
   
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fort save (DC 15) resists. 
  YEO3-03 Sticks and Stones 
   
  Page 23 
  
  natural, +1 ring, +4 armor]; Atk +15/+10 ranged 
  (1d6+1+1d6 fire+1d6 electricity/19-20/x3, +1 flaming 
  shortbow) or +11/+6 melee (1d4+1/19-20, +1 dagger) and 
  +8 melee (1d4 and poison, snakes); SA petrifying gaze, 
  poison, sneak attack +3d6, improved feint; SQ evasion, 
  uncanny dodge (Dex bonus to AC); AL LE; SV Fort+6, 
  Ref+12, Will +8; Str 10, Dex 16, Con 12, Int 12, Wis 14, 
  Cha 16. 
   
  Skills and Feats: Bluff +18, Disguise +18, Gather 
  Information +11, Hide +11, Intimidate +14, Move 
  Silently +16, Spot +16; Improved Critical (shortbow), 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Finesse (snakes). 
   
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fort save (DC 19) resists. 
   
  Poison (Ex): Snakes, Fort save (DC 17), 1d6 Str/2d6 
  Str. 
   
  Improved Feint (Ex): The gladiator has learned 
  sneaky tactics such as kicking dirt in a foe’s face, 
  pretending to be badly wounded, or forcing an opponent 
  to stare into the sun.  You can use the feinting in combat 
  Bluff technique as a move-equivalent action. 
   
  Equipment: +1 dagger, +1 flaming shortbow w/ 40 
  +1 shock arrows, ring of protection +1, mithral chain 
  shirt, slippers of spider climbing. 
  Proper depiction of Della, the medusa, is integral to the 
  enjoyment of this adventure.  It is thus necessary to 
  provide some guidelines for role-playing Della in the 
  latter half of this adventure.  The DM should keep in 
  mind that she is Lawful Evil to the core, and she and the 
  PCs probably will not see eye-to-eye on a number of 
  issues. 
  The DM is encouraged to play Della’s alignment to the 
  fullest.  She is a brazen, manipulative thief who has spent 
  her entire life backstabbing and conniving to achieve her 
  present status.  She is not afraid of the PCs, and is more 
  than willing to express her displeasure with them at any 
  time.  She considers them below her—mere mercenaries 
  who care only about coin.  However, she does understand 
  that the PCs are her rescuers, and tries not to irritate 
  them to the point of instigating combat.  She has no 
  problem hurting or sacrificing others so long that her 
  own needs are met. 
   
   
  YEO3-03 Sticks and Stones 
   
  Page 24 
  
  Appendix II: The Enemy Agents 
  APL 4 
  Encounter Seven 
  Brother Maris: male human Mnk4; CR 4; medium 
  humanoid (human); HD 4d8+4; hp 27; Init +3; Spd 40 ft.; 
  AC 16 (touch 15, flat-footed 13) [+3 Dex, +2 Wis, +1 
  bracers]; Atk +7 melee (1d8+3, unarmed strike) or +6 
  ranged (1d4, sling); SA flurry of blows, stunning attack 
  4/day; SQ evasion, still mind, slow fall 20 ft.; AL LE; SV 
  Fort +5, Ref +7, Will +6; Str 16, Dex 16, Con 12, Int 10, 
  Wis 15, Cha 10. 
  APL 2 
  Brother Maris: male human Mnk2; CR 2; medium 
  humanoid (human); HD 2d8+2; hp 14; Init +3; Spd 30 ft.; 
  AC 15 (touch 15, flat-footed 12) [+3 Dex, +2 Wis]; Atk +3 
  melee (1d6+2, unarmed strike) or +4 ranged (1d4, sling); 
  SA flurry of blows, stunning attack 2/day; SQ evasion; AL 
  LE; SV Fort +4, Ref +6, Will +5; Str 15, Dex 16, Con 12, 
  Int 10, Wis 15, Cha 10. 
   
  Skills and Feats: Balance +10, Climb +10, Hide +10, 
  Move Silently +10, Tumble +10; Deflect Arrows, Dodge, 
  Improved Unarmed Strike, Mobility, Weapon Focus 
  (unarmed strike). 
   
  Skills and Feats: Balance +8, Climb +7, Hide +8, 
  Move Silently +8, Tumble +8; Deflect Arrows, Dodge, 
  Improved Unarmed Strike, Mobility. 
   
  Equipment: keys to cellar doors, sling, potion of cure 
  serious wounds, potion of bull’s strength, potion of 
  wisdom, bracers of armor +1. 
   
  Equipment: keys to cellar doors, sling, potion of cure 
  moderate wounds, potion of bull’s strength, potion of 
  wisdom. 
  Shadana: female human Clr2 of Syrul; CR 2; medium 
  humanoid (human); HD 2d8+2; hp 14; Init +0; Spd 20 ft.; 
  AC 18 (touch 10, flat-footed 18) [+8 armor]; Atk +4 melee 
  (1d10+3/19-20, mw heavy flail) or +1 ranged (1d8/19-20, 
  light crossbow); SA spells, rebuke undead, spontaneous 
  casting; AL LE; SV Fort +4, Ref +0, Will +6; Str 15, Dex 10, 
  Con 13, Int 9, Wis 17, Cha 11. 
  Shadana: female human Clr1 of Syrul; CR 1; medium 
  humanoid (human); HD 1d8+1; hp 7; Init +0; Spd 20 ft.; 
  AC 18 (touch 10, flat-footed 18) [+8 armor]; Atk +3 melee 
  (1d10+3/19-20, mw heavy flail) or +0 ranged (1d8/19-20, 
  light crossbow); SA spells, rebuke undead, spontaneous 
  casting; AL LE; SV Fort +3, Ref +0, Will +5; Str 15, Dex 10, 
  Con 13, Int 9, Wis 17, Cha 11. 
   
  Skills and Feats: Concentration +6, Spellcraft +4; 
  Cleave, Power Attack. 
   
  Skills and Feats: Concentration +5, Spellcraft +3; 
  Cleave, Power Attack. 
   
  Spells Prepared (4/3+1, base DC = 13 + spell level): 
  0–[detect magic, guidance x2, resistance]; 1
  st–[bless, 
  obscuring mist, protection from good*, shield of faith]. 
   
  Spells Prepared (3/2+1, base DC = 13 + spell level): 
  0–[detect 
  magic, 
  guidance, 
  resistance]; 
  1
  st–[bless, 
  protection from good*, shield of faith]. 
   
  *Domain spell.  Domains: Evil (Cast evil spells at +1 
  caster level); Trickery (Bluff, Disguise, and Hide are class 
  skills). 
   
  *Domain spell.  Domains: Evil (Cast evil spells at +1 
  caster level); Trickery (Bluff, Disguise, and Hide are class 
  skills). 
   
  Equipment: keys to cellar doors, full plate, mw heavy 
  flail. 
   
  Equipment: keys to cellar doors, full plate, mw heavy 
  flail. 
  Iskar: male human Rog1/Ftr1; CR 2; medium humanoid 
  (human); HD 1d6+1d10+4; hp 15; Init +5; Spd 30 ft.; AC 
  14 (touch 11, flat-footed 13) [+1 Dex, +3 armor]; Atk +6 
  melee (1d8+6/19-20, mw longsword) or +3 ranged 
  (1d8/19-20, mw light crossbow); SA sneak attack +1d6; 
  AL LE; SV Fort +4, Ref +3, Will +0; Str 18, Dex 13, Con 15, 
  Int 8, Wis 10, Cha 8. 
  Iskar: male human Rog1; CR 1; medium humanoid 
  (human); HD 1d6+2; hp 6; Init +5; Spd 30 ft.; AC 14 
  (touch 11, flat-footed 13) [+1 Dex, +3 armor]; Atk +4 
  melee (1d6+4/19-20, short sword) or +2 ranged (1d8/19-
  20, mw light crossbow); SA sneak attack +1d6; AL LE; SV 
  Fort +2, Ref +3, Will +0; Str 18, Dex 13, Con 15, Int 8, Wis 
  10, Cha 8. 
   
  Skills and Feats: Bluff +3, Climb +7, Gather 
  Information +3, Hide +4, Intimidate +1, Jump +7, Move 
  Silently +4, Search +3, Spot +4; Dodge, Improved 
  Initiative, Mobility. 
   
  Skills and Feats: Bluff +3, Climb +5, Gather 
  Information +3, Hide +4, Intimidate +1, Jump +7, Move 
  Silently +4, Search +3, Spot +4; Dodge, Improved 
  Initiative. 
   
  Equipment: keys to cellar doors, studded leather 
  armor, mw longsword, mw light crossbow w/ 10 bolts, 
  potion of sneaking, potion of hiding, slippers of spider 
  climbing. 
   
  Equipment: keys to cellar doors, studded leather 
  armor, short sword, mw light crossbow w/ 10 bolts, 
  potion of sneaking, potion of hiding, slippers of spider 
  climbing. 
  YEO3-03 Sticks and Stones 
   
  Page 25 
  
  APL 6 
  APL 8 
  Brother Maris: male human Mnk6; CR 6; medium 
  humanoid (human); HD 6d8+6; hp 41; Init +3; Spd 50 ft.; 
  AC 17 (touch 16, flat-footed 14) [+3 Dex, +2 Wis, +1 
  bracers, +1 monk]; Atk +8/+5 melee (1d8+3, unarmed 
  strike) or +7 ranged (1d4, sling); SA flurry of blows, 
  stunning attack 6/day; SQ evasion, still mind, slow fall 30 
  ft., purity of body; AL LE; SV Fort +6, Ref +8, Will +7; Str 
  16, Dex 16, Con 12, Int 10, Wis 15, Cha 10. 
  Brother Maris: male human Mnk8; CR 8; medium 
  humanoid (human); HD 8d8+8; hp 54; Init +3; Spd 50 ft.; 
  AC 19 (touch 17, flat-footed 16) [+3 Dex, +3 Wis, +2 
  bracers, +1 monk]; Atk +10/+7 melee (1d10+3, unarmed 
  strike) or +9/+4 ranged (1d4, sling); SA flurry of blows, 
  stunning attack 8/day; SQ evasion, still mind, slow fall 50 
  ft., purity of body, wholeness of body, leap of the clouds; 
  AL LE; SV Fort +7, Ref +9, Will +9; Str 16, Dex 16, Con 12, 
  Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Balance +12, Climb +12, Hide +12, 
  Move Silently +12, Tumble +12; Deflect Arrows, Dodge, 
  Improved Trip, Improved Unarmed Strike, Mobility, 
  Spring Attack, Weapon Focus (unarmed strike). 
   
  Skills and Feats: Balance +14, Climb +14, Hide +14, 
  Move Silently +14, Tumble +14; Deflect Arrows, Dodge, 
  Improved Trip, Improved Unarmed Strike, Mobility, 
  Spring Attack, Weapon Focus (unarmed strike). 
   
  Equipment: keys to cellar doors, sling, potion of cure 
  serious wounds, potion of bull’s strength, potion of 
  wisdom, bracers of armor +1. 
   
  Equipment: keys to cellar doors, sling, potion of cure 
  serious wounds, potion of bull’s strength, potion of 
  wisdom, potion of haste, bracers of armor +2. 
  Shadana: female human Clr4 of Syrul; CR 4; medium 
  humanoid (human); HD 4d8+4; hp 27; Init +0; Spd 20 ft.; 
  AC 18 (touch 10, flat-footed 18) [+8 armor]; Atk +8 melee 
  (1d10+5/19-20, +1 heavy flail) or +3 ranged (1d8/19-20, 
  light crossbow); SA spells, rebuke undead, spontaneous 
  casting; AL LE; SV Fort +5, Ref +1, Will +7; Str 16, Dex 10, 
  Con 13, Int 9, Wis 17, Cha 11. 
  Shadana: female human Clr6 of Syrul; CR 6; medium 
  humanoid (human); HD 6d8+6; hp 38; Init +0; Spd 20 ft.; 
  AC 18 (touch 10, flat-footed 18) [+8 armor]; Atk +9 melee 
  (1d10+5/19-20, +1 heavy flail) or +4 ranged (1d8/19-20, 
  light crossbow); SA spells, rebuke undead, spontaneous 
  casting; AL LE; SV Fort +6, Ref +2, Will +8; Str 16, Dex 10, 
  Con 13, Int 9, Wis 17, Cha 11. 
   
  Skills and Feats: Concentration +8, Spellcraft +6; 
  Cleave, Power Attack, Weapon Focus (heavy flail). 
   
  Skills and Feats: Concentration +10, Spellcraft +8; 
  Cleave, Power Attack, Sunder, Weapon Focus (heavy 
  flail). 
   
  Spells Prepared (5/4+1/3+1, base DC = 13 + spell 
  level): 0–[detect magic, guidance x2, resistance x2]; 1
  st–
  [bless, cure light wounds, obscuring mist, protection 
  from good*, shield of faith]; 2
  nd–[cure moderate wounds, 
  hold person, invisibility*, resist elements]. 
   
  Spells Prepared (5/4+1/4+1/3+1, base DC = 13 + spell 
  level): 0–[detect magic, guidance x2, resistance x2]; 1
  st–
  [bless, cure light wounds, obscuring mist, protection 
  from good*, shield of faith]; 2
  nd–[cure moderate wounds, 
  hold person, invisibility*, remove paralysis, resist 
  elements]; 3
  rd–[bestow curse, blindness/deafness, cure 
  serious wounds, magic circle against good*]. 
   
  *Domain spell.  Domains: Evil (Cast evil spells at +1 
  caster level); Trickery (Bluff, Disguise, and Hide are class 
  skills). 
   
  Equipment: keys to cellar doors, full plate, +1 heavy 
  flail, potion of bull’s strength. 
   
  *Domain spell.  Domains: Evil (Cast evil spells at +1 
  caster level); Trickery (Bluff, Disguise, and Hide are class 
  skills). 
  Iskar: male human Rog2/Ftr2; CR 4; medium humanoid 
  (human); HD 2d6+2d10+8; hp 30; Init +5; Spd 30 ft.; AC 
  16 (touch 12, flat-footed 14) [+2 Dex, +4 armor]; Atk +8 
  melee (1d8+7/19-20, +1 longsword) or +6 ranged (1d8/19-
  20, mw light crossbow); SA sneak attack +1d6; SQ 
  evasion; AL LE; SV Fort +5, Ref +5, Will +0; Str 18, Dex 
  14, Con 15, Int 8, Wis 10, Cha 8. 
   
  Equipment: keys to cellar doors, full plate, +1 heavy 
  flail, potion of bull’s strength, 2 scrolls of greater magic 
  weapon (7
  th level caster). 
  Iskar: male human Rog3/Ftr3; CR 6; medium humanoid 
  (human); HD 3d6+3d10+12; hp 45; Init +5; Spd 30 ft.; AC 
  17 (touch 12, flat-footed 17) [+2 Dex, +5 armor]; Atk +10 
  melee (1d8+7/19-20, +1 longsword) or +8 ranged (1d8/19-
  20, mw light crossbow); SA sneak attack +2d6; SQ 
  evasion, uncanny dodge (Dex bonus to AC); AL LE; SV 
  Fort +6, Ref +6, Will +2; Str 18, Dex 14, Con 15, Int 8, Wis 
  10, Cha 8. 
   
  Skills and Feats: Bluff +4, Climb +9, Gather 
  Information +4, Hide +7, Intimidate +2, Jump +9, Move 
  Silently +7, Search +5, Spot +5; Cleave, Dodge, Improved 
  Initiative, Mobility, Power Attack. 
   
  Equipment: keys to cellar doors, mithral chain shirt, 
  +1 longsword, mw light crossbow w/ 10 bolts, potion of 
  sneaking, potion of hiding, slippers of spider climbing. 
   
  Skills and Feats: Bluff +6, Climb +11, Gather 
  Information +6, Hide +7, Intimidate +3, Jump +11, Move 
  Silently +7, Search +5, Spot +6; Cleave, Dodge, Improved 
  Bull Rush, Improved Initiative, Mobility, Power Attack. 
  YEO3-03 Sticks and Stones 
   
  Page 26 
  
  YEO3-03 Sticks and Stones 
   
  Page 27 
   
  Equipment: keys to cellar doors, +1 mithral chain 
  shirt, +1 longsword, mw light crossbow w/ 10 bolts, 
  potion of sneaking, potion of hiding, slippers of spider 
  climbing. 
  APL 10 
  Brother Maris: male human Mnk10; CR 10; medium 
  humanoid (human); HD 10d8+10; hp 68; Init +7; Spd 60 
  ft.; AC 20 (touch 18, flat-footed 17) [+3 Dex, +3 Wis, +2 
  bracers, +2 monk]; Atk +11/+8/+5 melee (1d10+3, 
  unarmed strike) or +10/+5 ranged (1d4, sling); SA flurry 
  of blows, stunning attack 10/day, ki strike +1; SQ evasion, 
  still mind, slow fall 50 ft., purity of body, wholeness of 
  body, leap of the clouds, improved evasion; AL LE; SV 
  Fort +8, Ref +10, Will +10; Str 16, Dex 16, Con 12, Int 10, 
  Wis 16, Cha 10. 
   
  Skills and Feats: Balance +16, Climb +16, Hide +16, 
  Move Silently +16, Tumble +16; Deflect Arrows, Dodge, 
  Improved Initiative, Improved Trip, Improved Unarmed 
  Strike, Mobility, Spring Attack, Weapon Focus (unarmed 
  strike). 
   
  Equipment: keys to cellar doors, sling, potion of cure 
  serious wounds, potion of bull’s strength, potion of 
  wisdom, potion of haste, bracers of armor +2, brooch of 
  shielding. 
  Shadana: female human Clr8 of Syrul; CR 8; medium 
  humanoid (human); HD 8d8+8; hp 54; Init +0; Spd 20 ft.; 
  AC 20 (touch 10, flat-footed 20) [+8 armor, +2 magic 
  vestment]; Atk +11/+6 melee (1d10+5+1d6 cold/19-20, +1 
  frost heavy flail) or +6 ranged (1d8/19-20, light crossbow); 
  SA spells, rebuke undead, spontaneous casting; AL LE; 
  SV Fort +7, Ref +2, Will +10; Str 16, Dex 10, Con 13, Int 9, 
  Wis 18, Cha 11. 
   
  Skills and Feats: Concentration +12, Spellcraft +10; 
  Cleave, Power Attack, Sunder, Weapon Focus (heavy 
  flail). 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1, base DC = 14 + 
  spell level): 0–[detect magic, guidance x2, resistance x3]; 
  1
  st–[bless, cure light wounds x2, obscuring mist, 
  protection from good*, shield of faith]; 2
  nd–[cure 
  moderate wounds, hold person, invisibility*, remove 
  paralysis, 
  resist 
  elements]; 
  3
  rd–[bestow 
  curse, 
  blindness/deafness, dispel magic, magic circle against 
  good*, magic vestment]; 4
  th–[confusion*, cure critical 
  wounds, poison, summon monster IV]. 
   
  *Domain spell.  Domains: Evil (Cast evil spells at +1 
  caster level); Trickery (Bluff, Disguise, and Hide are class 
  skills). 
   
  Equipment: keys to cellar doors, full plate, +1 frost 
  heavy flail, potion of bull’s strength, 2 scrolls of greater 
  magic weapon (7
  th level caster), 2 scrolls of flame strike 
  (9
  th level caster). 
  Iskar: male human Rog4/Ftr4; CR 8; medium humanoid 
  (human); HD 4d6+4d10+24; hp 66; Init +5; Spd 30 ft.; AC 
  17 (touch 12, flat-footed 17) [+2 Dex, +5 armor]; Atk 
  +12/+7 melee (1d8+7+1d6 electricity/19-20, +1 shock 
  longsword) or +10 ranged (1d8/19-20, mw light 
  crossbow); SA sneak attack +2d6; SQ evasion, uncanny 
  dodge (Dex bonus to AC); AL LE; SV Fort +8, Ref +7, Will 
  +2; Str 18, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +7, Climb +12, Gather 
  Information +7, Hide +8, Intimidate +5, Jump +12, Move 
  Silently +8, Search +6, Spot +7; Cleave, Dodge, Great 
  Cleave, Improved Bull Rush, Improved Initiative, 
  Mobility, Power Attack. 
   
  Equipment: keys to cellar doors, +1 mithral chain 
  shirt, +1 shock longsword, mw light crossbow w/ 10 
  bolts, potion of sneaking, potion of hiding, slippers of 
  spider climbing. 
   
   
  
  DM Aid: Map of the Troll’s Keg
   
   
  YEO3-03 Sticks and Stones 
   
  Page 28 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/593/Normal Scenarios/YEO3-03 - Sticks and Stones (APL 2-10)/YEO3-03 - Sticks and Stones.pdf