TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Andy Collins, Rob Heinsoo, and James Wyatt. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of 
  the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com.  
  DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are 
  trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States 
  of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is 
  purely coincidental. © 2008 Wizards of the Coast, Inc.  
  For rules questions specific to this document email rpgasanctioning@wizards.com. 
  CCQ1-6 
   
   
   
   
   
   
  Cold Hard Cash 
   
  A Dungeons & Dragons® Adventure 
   
  By Gary Affeldt 
  Development by Greg Marks 
  Reviewed by Chris Tulach, RPGA Content Designer 
   
  The rebels need cold hard cash and lots of it to fight the empire. Fortunately, the empire has to 
  pay their troops and all it takes for a small group of people to take it from them. A bit of guile and 
  stealth is required along with a requisite amount of sheer brute force. This adventure is designed 
  for five 6th-level characters. This is a Classic-style event with characters provided and is a 
  qualifier for the D&D Championship. The D&D Championship Series uses 5 player tables. 
  
   
  RPGA® Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure 
  and receive rewards from the RPGA REWARDS program, 
  you must sanction it as part of an RPGA event. This 
  event could be as elaborate as a big convention, or as 
  simple as a group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event, called the senior gamemaster, is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and gets reported back 
  to the RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or usually 
  just DM). Sometimes (and almost all the time in the 
  cases of home events) the senior gamemaster is also the 
  table DM. You don’t have to be a HERALD-LEVEL GM to 
  run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  tracked under your play history. Second, players and 
  DMs gain rewards for sanctioned RPGA play if they are 
  members of the RPGA REWARDS program. Playing this 
  adventure is worth four (4) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about RPGA event sanctioning and 
  RPGA 
  REWARDS, 
  visit 
  the 
  RPGA 
  website 
  at 
  www.rpga.com.  
  Preparing for Play 
  In order to play this adventure, you’ll need copies of the 
  following D&D 4th Edition rulebooks: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. Any 
  other rules referenced in this adventure will be noted in 
  the New Rules Items section at the end of the 
  adventure. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your Senior GM directly after play.  
  Reading Monster Stat Blocks 
  Most of the information should be easy to understand, as 
  it mirrors the information presented in the Monster 
  Manual. Attacks have a letter next to them designating 
  the type: M for melee, R for ranged, C for close, and A 
  for area. A lower-case letter (used only in some melee 
  and ranged attacks) denotes that the attack can be used 
  as a basic attack. 
  Important DM Information 
  Keep in mind the following and note that some of these 
  rules only apply to the D&D Championship Series: 
   
  • 
  Unlike normal RPGA adventures, you are 
  not empowered to make adjustments to the 
  adventure. 
  You 
  may, 
  however, 
  make 
  decisions about how the group interacts 
  with the world of this adventure. This is 
  especially important and applicable outside of 
  combat encounters. However, since this is a 
  tournament, 
  DO 
  NOT 
  adjust 
  combat 
  encounters for groups that are having too easy 
  or too hard of a time in an adventure. It is 
  important that you follow the tactics as written 
  to provide a consistent experience between 
  tables during the tournament.  
  • 
  While following the combats as outlined, 
  try to give everyone a fun experience. Try to 
  feel out what the players like in a game, and 
  attempt to give each of them the experience 
  they’re after when they play D&D. Give 
  everyone a “chance to shine.”  
  • 
  Be mindful of pacing, and keep the game 
  session moving along appropriately. Do not 
  allow the round to stall due to your pacing. 
  RPGA adventures are normally designed to be 
  played within 3.5 – 4 hours; try to be very aware 
  of running long or short but DO NOT adjust the 
  pacing accordingly if the slowness or quickness 
  or play is due to the actions of the players. The 
  tournament scoring varies with how much of 
  the adventure a team completes and as such 
  you should NOT prompt a team to keep moving 
  or give them hints the adventure does not tell 
  you to give. Unlike a normal adventure where 
  you might prompt the players to remain focused 
  if they were to get off track, let the players 
  dictate the speed of play. Because this is a 
  tournament, it is possible that all of the 
  characters may be dead before the end of the 
  adventure. In this event, you may be forced to 
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 2 
  
   
  end prematurely or if you desire, you may score 
  the event and then continue play as if the PCs 
  were 
  all 
  still 
  alive. 
  This is 
  particularly 
  appropriate if all of the characters die in the 
  first hour of play.  
  • 
  Give the players appropriate hints so they 
  can make informed choices about how to 
  interact with their environment. Players 
  should always know when enemies are affected 
  by conditions and are bloodied. When directed 
  to by the adventure, you should be given clues 
  about 
  how 
  to 
  interact 
  with 
  the 
  PCs 
  surroundings so the players can tackle skill 
  challenges, combats, and puzzles without 
  getting too frustrated over lack of information. 
  This helps to encourage immersion in the 
  adventure and gives players “little victories” for 
  figuring out a good choice from a clue. Since 
  this is a tournament, however, you are not 
  allowed to give any clues to the party unless 
  specifically instructed to do so by the adventure. 
  • 
  The adventure happens all in one day. 
  Unless specifically told otherwise in the 
  adventure, the adventure happens all in one day 
  and teams MAY NOT take an extended rest 
  without ending the portion of the event that is 
  scored. If your team discusses the possibility of 
  resting, you MUST inform them that doing so 
  will automatically end their round. If they 
  agree, stop and score the event. If time remains 
  and your team desires, you may to continue play 
  for fun. 
  • 
  Unexpected difficulties and damage. If the 
  PCs do something that requires you to invent a 
  DC or assign some damage that is not covered 
  by the adventure, use the chart on page 42 of 
  the DMG.  
  • 
  Unlike the finals, the qualifying rounds are 
  treated as a normal play experience. Some 
  judges may be used to taking 10 for the 
  initiative or averaging damage; things that may 
  be done in some tournaments. Do NOT do this 
  for the qualifying rounds. Treat this adventure 
  like any other beyond the exceptions listed 
  above.  
   
  A great deal of good information on being a DM for a 
  D&D game can be found in Chapters 1-2 of the Dungeon 
  Master's Guide. 
  Milestones 
  No matter if the characters succeed or fail in an 
  encounter, they reach a milestone if it is the second 
  combat or trap encounter they’ve had since the start of 
  the adventure or their last extended rest. Make certain 
  to mention this information to the players when 
  applicable, as it gives each adventurer another action 
  point and affects how some magic item powers are used.   
  Adventure Background 
  The coastal kingdom of Aeris has a long history, with a 
  benevolent but uninvolved monarchy ruling from 
  Aerithmas, the City of Waves. This peaceful and 
  stagnant rule came to a crashing end two years ago 
  when an unknown empire from across the sea 
  undertook a rapid and successful conquest. 
  Now the Empire has installed its own government 
  in the capital city and has spread from there to the far 
  reaches of Aeris. Only now has it managed to reach the 
  edges of the kingdom and nearly all corners of Aeris 
  have been subjugated. Now that peace reigns, the 
  foreign invaders have begun extensive construction 
  projects and despite their sometimes harsh rule, they 
  are beginning to bring about an age of prosperity not 
  seen under the languid monarchy of ages past. 
   
  For the rebellion to succeed against the empire, the 
  rebels must have money and lots of it. The rebels have 
  targeted the empire’s army payroll, located in an 
  underground bastion. 
   
  The payroll is staged at this heavily guarded 
  underground bastion and from there it is escorted to the 
  troops. Decoy payroll shipments are used to further 
  safeguard the real payroll. 
  Player’s Introduction 
  Once you are seated but before handing out characters, 
  read the following to the players: 
   
  The dim flickering light from a few burning candles 
  barely illuminates the musty and dingy root cellar. 
  Around you are gathered other individuals, all listening 
  to the words of the rebel leader Yovann as he outlines 
  his proposal. 
   
  “For this rebellion to succeed, we need money and 
  lots of it. The empire’s army payroll provides us an 
  opportunity to get this needed resource and all it takes is 
  for someone to walk in and take it. Will you do this?” 
   
  You may now hand out the characters to the players. 
  Once the start time is announced, begin play with 
  Encounter 1. 
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 3 
  
   
  DM’s Introduction 
  Introduction. The PCs are asked by Yovann, a rebel 
  leader, to steal the empire’s army payroll.  
   
  Encounter 1. The PCs can ask Yovann questions 
  and receive the assistance he can offer. 
   
  Encounter 2. The PCs gain entrance into the 
  underground complex where the payroll is kept by 
  defeating the human guards. 
   
  Encounter 3. The PCs make their way down to the 
  vault where the payroll is located. On their way there, 
  the PCs encounter a patrol of dwarves and their hell 
  hound that they must defeat. 
   
  Encounter 4. The PCs ply their skills to avoid other 
  patrols and bypass guards to finally reach the vault’s 
  entrance room. 
   
  Encounter 5. The PCs fight the vault’s guardians.  
   
  Encounter 6. The PCs must retrieve the chests 
  holding the payroll from a room filled with poisonous 
  gas. 
   
  Encounter 7. The PCs deliver the payroll to the 
  rebel leader Yovann at the village of Copper Hill. 
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 4 
  
   
  Encounter 1: What’s Up? 
  Setup 
  Important NPCs: Yovann (rebel leader). 
   
  The PCs are meeting with the rebel leader Yovann in 
  the cellar of a farmhouse located in the small village of 
  Meadow Green. Yovann is asking them to steal the 
  empire’s payroll. 
   
  Proceed 
  with 
  character 
  introductions. 
  Once 
  finished with them, continue with any questions the PCs 
  may have. 
   
  Yovann can relate the following: 
  • 
  Where is the payroll? “It is located in an 
  underground 
  bastion 
  near 
  Allustria’s 
  provincial capital city of Aerithmas and is in a 
  guarded vault. I have a sketch of the bastion’s 
  layout and map showing how to get there.” The 
  PCs receive the sketch and map. 
  • 
  Who or what guards it? “The bastion has about 
  100 guards, mostly human. It is said that there 
  are guardian creatures, but no one knows what 
  they are.” 
  • 
  How much or how big is the payroll? “The 
  payroll is around 30,000 gold, but it is 
  primarily silver and copper. I do not know how 
  many actual coins. Since it is common coinage, 
  it is quite useful for the rebellion as it is hard to 
  trace.” 
  • 
  How do we get in? “In a few days there is an 
  empire holiday feast that takes place from sun 
  down to sun up and any of the bastion’s 
  occupants who can, will be at it. Their guard 
  should be down. I suggest posing as the empire’s 
  soldiers and gain entrance by bringing in 
  supplies. Once inside stealthily make your way 
  to the vault, retrieve the payroll and escape.” 
  • 
  Is there any help you can give us? “I can supply 
  a wagon and a team of mules along with crates 
  and barrels. Unfortunately, the crates and 
  barrels do not have real supplies in them 
  instead being filled with dirt and water. I have 
  some uniforms and forged papers which should 
  withstand anything but thorough scrutiny. 
  Finally, I have a scroll describing a ritual to 
  open doors that are locked, even magically 
  locked ones.” 
  • 
  How do we get out? “You can use the wagon to 
  take the payroll out. If that is not possible, you 
  have to find some method at the bastion to 
  bring the payroll out.” 
  • 
  Where do we take the payroll? “Take it to the 
  village of Copper Hill. I will be there waiting for 
  you.” 
  • 
  What is in it for me? “A chance to strike against 
  the evil empire and to help the rebellion. I can 
  offer you no more and no less than that.” 
  Ending the Encounter 
  Once the PCs are finished asking questions, they receive 
  the wagon, mules, ‘supplies’, uniforms and papers. They 
  also receive the Knock ritual scroll.  
   
  The players should determine who the teamsters for 
  the wagon are (at least one but no more than two PCs) 
  and who are the guards. It is also helpful if one of them 
  is selected as the leader and the one who is speaking for 
  the group. If desired, the players can come up with 
  aliases and cover stories for their PCs also. 
   
  Once the players are ready, continue with 
  Encounter 2. 
  Treasure 
  The PCs gain one (1) Knock ritual scroll (PH 307). 
   
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 5 
  
   
  Encounter 2: Getting In 
  Encounter Level 5  
  Setup  
  This encounter includes the following creatures:  
  5 Human Guards (G) 
  1 Lieutenant Edosard (L) 
   
  The players should place their PCs on the map 
  anywhere they like outside of the actual entrance. 
   
  The PCs have traveled without incident to the 
  underground bastion where the payroll is located.  
   
  As the adventurers enter the area, read: 
   
  With the sun sinking low in the west, your arrival at the 
  bastion was met by three guards, all humans armed 
  with halberds and armored in chainmail. They bar your 
  way with the sharp spear-point of their halberds and 
  brusquely shout, “Halt where you are. Who are you and 
  what are you doing here?” 
   
  Behind them lies a pair of closed iron-bound oak 
  doors with an arrow slit to each side. 
   
  At this point the PCs should present their papers and 
  identify themselves as bringing supplies to the bastion. 
  Assuming the PCs, likely the one chosen as leader, 
  indicates this, the guards relax, lowering their weapons, 
  but still warily watching. 
   
  Lieutenant Edosard reads the paperwork and 
  questions the PC who appears to be the leader about 
  their orders. The PC may attempt to prevent Edosard 
  from discovering their true nature (they are rebels). 
  Bluff skill checks opposed by his perception can prevent 
  this. 
   
  Additionally, the guards inspect the wagon and the 
  cargo to ensure it is not a rebel trick. Diplomacy skill 
  checks opposed by their active Perception can prevent 
  this. Intimidate skill checks opposed by their Will (+5 to 
  defense due to being unfriendly) can also prevent this. 
   
  If the PCs fail to convince the guards nothing is 
  amiss or arouse their suspicions, the guards order the 
  PCs to disarm and they call for reinforcements. If the 
  PCs fail to respond to this order, the guards attack. 
   
  If the PCs are successful in convincing the guards of 
  their legitimacy (they are a supply wagon): 
   
  Two guards from inside the bastion open the iron-bound 
  oak doors while the other three guards wave you 
  forward. As the wagon pulled by the mules lurches 
  forward, one of the guards exclaims, “What is that? 
  Dirt?” 
   
  A stream of dirt spills from a crack in a wooden 
  barrel whose side has given way. 
   
  Edosard and the guards attack, suspecting wrongdoing.  
  Features of the Area 
  Illumination: Lanterns posted on nearby poles brightly 
  illuminate the courtyard. 
   
  Arrow Slits: These arrow slits can be used to loose 
  crossbow bolts at the PCs. They also provide superior 
  cover (-5 attack).  
   
  Doors: The iron-bound oak doors are opened. If 
  they are closed use the following: DC 20 to break down; 
  AC/Reflex 5; Fortitude 10; HP 30. 
  Tactics 
  The human guards prefer to attack in pairs: one using 
  Powerful Strike to knock a PC down to grant the other 
  one combat advantage for attacking a prone PC. 
   
  Once three of the human guards have fallen, the 
  two remaining guards retreat and close the iron-bound 
  oak doors behind them. One goes for reinforcements, 
  while the other holds the doorway. 
  Ending the Encounter 
  If the PCs forgo the ruse and attack the human guards, 1 
  human guard inside goes for reinforcements. When the 
  PCs break through the door, they face another group of 
  5 human guards plus any remaining guards from this 
  encounter. 
   
  Once the human guards are defeated, the PCs may 
  proceed inside the bastion. Continue with the next 
  encounter. 
  Treasure 
  If the PCs search the bodies of the humans they recover 
  their equipment. 
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 6 
  
   
  Encounter 2: Getting In Statistics
   
  Lieutenant Edosard  
  Level 3 Elite Soldier (Leader) 
  Medium natural humanoid  
  XP 350   
  Initiative +5  
  Senses Perception +6 
  HP 86; Bloodied 43 
  AC 20; Fortitude 18, Reflex 15, Will 14 
  Speed 5 
  Saving Throws +2 
  Action Point 1 
  m Halberd (standard; at-will) ✦ Weapon 
  Reach 2; +10 vs. AC; 1d10 + 3 damage and the target is 
  marked.until the end of the human guard’s next turn. 
  M Powerful Strike (standard; recharge 5-6) ✦ Weapon 
  Requires halberd reach 2; +10 vs. AC; 1d10 + 7 damage, and 
  the target is knocked prone. 
  R Crossbow (standard; at-will) ✦ Weapon 
  Ranged 15/30; +9 vs. AC; 1d8 + 2 damage. 
    Battle Lord Tactics 
  The battle champion and its allies deal an extra 1d6 damage 
  against enemies that the battle champion flanks. 
    Battle Talent 
  The battle champion can score critical hits on attacks rolls of 
  natural 19 and 20. 
  Inspiring Assault 
  Whenever it scores a critical hit, the battle champion and allies 
  within 5 squares of it regain 1 hit point. 
  Alignment Unaligned 
   
  Languages Common 
  Skills Streetwise +7 
  Str 16 (+4)  
  Dex 14 (+3)  
  Wis 11 (+1) 
  Con 15 (+3)  
  Int 10 (+1) 
  Cha 12 (+2) 
  Equipment chainmail, halberd, crossbow with 20 bolts 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Human Guard  
  Level 3 Soldier 
  Medium natural humanoid  
  XP 150   
  Initiative +5  
  Senses Perception +6 
  HP 47; Bloodied 23 
  AC 18; Fortitude 16, Reflex 15, Will 14 
  Speed 5 
  m Halberd (standard; at-will) ✦ Weapon 
  Reach 2; +10 vs. AC; 1d10 + 3 damage and the target is 
  marked.until the end of the human guard’s next turn. 
  M Powerful Strike (standard; recharge 5-6) ✦ Weapon 
  Requires halberd reach 2; +10 vs. AC; 1d10 + 7 damage, and 
  the target is knocked prone. 
  R Crossbow (standard; at-will) ✦ Weapon 
  Ranged 15/30; +9 vs. AC; 1d8 + 2 damage. 
  Alignment Unaligned 
   
  Languages Common 
  Skills Streetwise +7 
  Str 16 (+4)  
  Dex 14 (+3)  
  Wis 11 (+1) 
  Con 15 (+3)  
  Int 10 (+1) 
  Cha 12 (+2) 
  Equipment chainmail, halberd, crossbow with 20 bolts 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 7 
  
   
  Encounter 2: Getting In Map
   
  Ruins of the Wild  
  Horse / Road Bend 
  2x2 
  x1 
  Covered Wagon / Field w/log 
  4x2 
  x1 
  Arcane Corridors 
  Blood Symbol 
  4x4 
  x1 
  Double Doors 
  2x1 
  x1 
  Iron Doors / Floor 
  4x2 
  x2 
  Tower Base / Floor 
  8x10 
  x1 
  Hidden Crypts 
  Alcoves / Floor 
  8x2 
  x1 
   
   
   
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 8 
  
   
  Encounter 3: Once Inside 
  Encounter Level 6  
  Setup  
  This encounter includes the following creatures:  
  2 Dwarf Bolter (B) 
  3 Dwarf Hammerer (D) 
  1 Hell Hound (H) 
   
  After gaining entrance to the underground bastion, the 
  PCs likely leave the wagon and mules behind in the 
  courtyard and cover up the human guards’ deaths. The 
  sketch of the bastion shows them the way to the vault 
  and the PCs likely proceed towards it. On their way 
  there, the PCs encounter a patrol. 
   
  As the adventurers enter the area, read: 
   
  Following the sketch given you, you make your way 
  through one of the bastion’s little-used corridors, 
  heading to the vault with the occasional sounds of 
  revelry accompanying your travels.  
   
  As you approach a double door, you hear someone 
  from behind you gruffly shout, “Halt!” 
   
  Five stern-faced dwarves, heavily armed and 
  armored, stand behind you in the corridor with a sleek, 
  muscular hound at the forefront.  
   
  One of the dwarves demands, “Drop yer’ weapons 
  and surrender. Now.” 
   
  Unless the PCs have done something foolish (judge’s 
  call), they are not actively looking for the PCs. 
   
  Assuming the PCs do not comply with the order to 
  drop their weapons, the dwarves and hell hound attack. 
  Features of the Area 
  Illumination: Lanterns are posted in each hall and 
  room, providing bright illumination.  
   
  Doors: The doors are closed and locked. Use the 
  following if the PCs try opening the doors: DC 20 to 
  break down; AC/Reflex 5; Fortitude 10; HP 20. 
  Tactics 
  The dwarf bolters loose their bolts from around corners 
  while concentrating their fire on unarmored or lightly 
  armored PCs. The dwarf hammerers form a line to keep 
  PCs away from the bolters. Once a dwarf hammerer 
  successfully uses their shield bash to knock a PC prone, 
  the other hammerers attack that PC. The hell hound 
  stays near the hammerers, attacking any PC as 
  commanded by the dwarves. If the PCs group up, the 
  hell hound is commanded to use its fiery breath on 
  them. If no command is given to the hell hound, it 
  attacks the nearest PC. 
   
  When there are two dwarves left, one retreats to get 
  help while the other holds the PCs off. The hell hound 
  does not retreat and fights until it dies. 
  Ending the Encounter 
  If the PCs comply with the dwarf’s order to drop their 
  weapons and surrender, the PCs are led to a prison cell. 
  Their possessions are taken and likely the adventure 
  ends. 
   
  Once the PCs defeat the dwarves, the PCs may have 
  reached a milestone provided this is the second combat 
  they have undertaken. If so, award each PC an 
  additional action point and then continue with 
  encounter 3. 
  Treasure 
  If the PCs search the bodies of the dwarves they recover 
  their equipment. 
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 9 
  
   
  Encounter 3: Once Inside Statistics
   
  Hell Hound  
  Level 7 Brute 
  Medium elemental beast (fire)  
  XP 300   
  Initiative +5  
  Senses Perception +11 
  HP 96; Bloodied 48 
  AC 20; Fortitude 18, Reflex 17, Will 18 
  Resist 20 fire 
  Speed 7 
  m Bite (standard; at-will) ✦ Fire 
  +10 vs. AC; 1d8 + 2 plus 1d8 fire damage. 
  C Fiery Breath (standard; recharge 4-6) ✦ Fire 
  Close blast 3; +9 vs. Reflex; 2d6 + 3 fire damage. 
  Alignment Unaligned  
   
  Languages -- 
  Str 14 (+5)  
  Dex 14 (+5)  
  Wis 17 (+6) 
  Con 16 (+6)  
  Int 2 (-1)  
  Cha 10 (+3) 
   
  Dwarf Bolter  
  Level 4 Artillery 
  Medium natural humanoid  
  XP 175   
  Initiative +5  
  Senses Perception +8; low-light vision 
  HP 46; Bloodied 23 
  AC 17; Fortitude 16, Reflex 16, Will 14 
  Speed 5 
  m Warhammer (standard; at-will) ✦ Weapon 
  +8 vs. AC; 1d10 + 3 damage 
  R Crossbow (standard; at-will) ✦ Weapon 
  Ranged 15/30; +10 vs. AC; 1d8 +3 damage. 
  Aimed Shot 
  The dwarf bolter gains a +2 bonus to attack rolls and deals an 
  extra 1d6 damage with ranged attacks against creatures that  
  don’t have cover. 
  Stand Your Ground 
  When an effect forces a dwarf to move through a pull, a push, or 
  a slide, the dwarf moves 1 square less than the effect  
  specifies. When an attack would knock the dwarf prone, the 
  dwarf can roll a saving throw to avoid falling prone. 
  Alignment Unaligned 
  Languages Common, Dwarven 
  Skills Dungeoneering +10, Endurance +7 
  Str 14 (+4)  
  Dex 16 (+5)  
  Wis 12 (+3) 
  Con 16 (+5)  
  Int 11 (+2) 
  Cha 10 (+2) 
  Equipment chainmail, warhammer, crossbow with 20 bolts 
   
  Dwarf Hammerer  
  Level 5 Soldier 
  Medium natural humanoid  
  XP 200   
  Initiative +4  
  Senses Perception +4; low-light vision 
  HP 64; Bloodied 32 
  AC 23; Fortitude 18, Reflex 15, Will 17 
  Speed 5 
  m Warhammer (standard; at-will)✦ Weapon 
  +11 vs. AC; 1d10 + 3 damage 
  M Shield Bash (minor; recharge 5-6) 
  +9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked 
  prone or pushed 1 square (dwarf hammerer’s choice). 
  R Throwing Hammer (standard; at-will)✦ Weapon 
  Ranged 5/10; +10 vs. AC; 1d6 +3 damage. 
  Stubborn (Immediate interrupt, when an enemy tries to push the 
  dwarf hammerer or knock it prone; at-will) 
  The hammerer makes a melee basic attack against the enemy. 
  Stand Your Ground 
  When an effect forces a dwarf to move through a pull, a push, 
  a slide the dwarf moves 1 square less than the effect  
  specifies. When an attack would knock the dwarf prone, the 
  dwarf can roll a saving throw to avoid falling prone. 
  Alignment Unaligned 
  Languages Common, Dwarven 
  Skills Dungeoneering +11, Endurance +5 
  Str 17 (+5)  
  Dex 10 (+2)  
  Wis 14 (+4) 
  Con 16 (+5)  
  Int 11 (+2) 
  Cha 12 (+3) 
  Equipment plate armor, heavy shield, warhammer, 3 throwing  
  hammers 
   
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 10 
  
   
  Encounter 3: Once Inside Map
   
  Arcane Corridors  
  Blood Symbol / Floor 
  4x4 
  x1 
  Broken Doors / Floor 
  4x2 
  x1 
  Couches / Floor 
  8x2 
  x2 
  Double Doors / Floor 
  2x1 
  x1 
  Flame Blast / Floor 
  4x2 
  x1 
  Lightning / Floor 
  8x2 
   
  Single Door / Floor 
  2x1 
   
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 11 
  
   
  Encounter 4: Stealth & Guile 
  Skill Challenge Level 6, Complexity 
  3  
  Setup 
  Number of Successes: 8 
  Number of Failures: 4 
  Primary Skills: Bluff, Diplomacy, Dungeoneering, 
  Intimidate, Perception and Stealth. 
  Important NPCs: Human Guard 
   
  The PCs should attempt to get the vault by stealth and 
  guile: avoiding guards and patrols; traveling via little 
  used corridors and rooms; browbeating anyone who 
  challenges their authority; or by convincing any who 
  challenge them they are suppose to be here. 
   
  Despite that many of the bastion’s occupants are 
  celebrating the empire’s holiday by feasting there are 
  still guards and patrols. One slip up could bring you 
  unwanted attention or even the entire garrison down on 
  your heads. 
   
  There are five (5) scenes described, sufficient enough for 
  the PCs to reach a success or failure for the skill 
  challenge. Once the PCs have reached the number of 
  successes or failures indicated, you can stop running the 
  other scenes.  
   
  You should tell the players which skill can be used 
  in each scene and in addition, let the players know if 
  their PCs attack and slay the human guards, this draws 
  unwanted attention and alerts the garrison. This means 
  it counts as a failure. 
   
  Additional bonuses for the skill challenge: 
  • 
  The PCs may opt to role-play the skill challenge. 
  You may award a +2 for good role-playing and a 
  -2 for poor role-playing. 
  • 
  It is DC 21 for using a secondary skill to assist 
  the primary skill. It is your judgment call 
  whether the secondary skill can be used or not. 
  Skill Challenge 
  Scene 1 
  The guard’s face flushes red with anger, “You there. 
  What are you doing here? You shouldn’t be here. What 
  is your explanation for this?” 
   
  The PCs are confronted by a lone human guard who 
  demands to know who they are and what they are doing 
  here. He is angry as he is not at the feast and is instead 
  on duty. 
   
  Bluff (DC 17): You convince the guard that you are 
  supposed to be here by spinning a believable lie. PCs 
  can cooperate to aid in the skill check. 
   
  Diplomacy (DC 17): You calm the guard down, 
  placating him. PCs can cooperate to aid in the skill 
  check. 
   
  Intimidate (DC 17): You verbally confront the guard, 
  questioning his authority to question you. PCs can 
  cooperate to aid in the skill check. 
  Scene 2 
  The bored guard at the door you must go through, eyes 
  you with suspicion, “I am not to let anyone through the 
  door without proper orders.” 
   
  The PCs are confronted by a lone human guard who is 
  ordered to not allow anyone through a door without the 
  proper orders. 
   
  Bluff (DC 17): You persuade the guard that you are 
  someone important and that you have the authority to 
  order them to let you pass. PCs can cooperate to aid in 
  the skill check. 
   
  Intimidate (DC 17): You verbally confront the guard, 
  bullying him into submission and into letting you pass. 
  PCs can cooperate to aid in the skill check. 
  Scene 3 
  With the sounds of a patrol heading your way, you find 
  yourself in a room with three doors exiting it. With 
  seconds to spare, you have to determine which door the 
  patrol is going to use, which door they are checking to 
  see if it is locked and which door they are going to 
  ignore. 
   
  The PCs have to choose the correct door, thus avoiding 
  the patrol’s unwanted attention. 
   
  Dungeoneering 
  (DC 
  17): 
  Your 
  knowledge 
  of 
  dungeons comes in handy as you know how they are 
  guarded and patrolled, thus allowing you to pick the 
  right door. The PCs cannot cooperate to aid in the skill 
  check. 
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 12 
  
   
  Perception (DC 17): You can hear which hall the 
  patrol is coming from and by looking at the doors and 
  floor, you determine the wear made by hands and feet, 
  thus allowing you to pick the right door. The PCs cannot 
  cooperate to aid in the skill check. 
  Scene 4 
  The young human male has barely any whiskers on his 
  face and his voice is still high-pitched, “But sir, I am not 
  allowed to let anyone to pass without today’s password. 
  If you don’t have today’s password, I can’t let you pass. 
  If you give me the correct password you can pass.” 
   
  The PCs are confronted by a lone human guard who is 
  young and inexperienced.  
   
  Bluff (DC 17): You persuade the guard that you do not 
  have today’s password because the new day’s password 
  has been issued and the guard does not have the correct 
  password. PCs can cooperate to aid in the skill check. 
   
  Intimidate (DC 17): By preying on his inexperience 
  and youth, you browbeat him into letting you pass. PCs 
  can cooperate to aid in the skill check. 
  Scene 5 
  The intersection through which you must pass is in 
  plain view of the guards. Fortunately for you, they seem 
  distracted, as they are busy telling each other jokes.  
   
  The PCs must get past the guards. 
   
  Bluff (DC 17): You distract the guards somehow, 
  allowing you to pass by unobserved. Perhaps a noise 
  they go to investigate or some other ploy. PCs can 
  cooperate to aid in the skill check. 
   
  Intimidate (DC 17): You confront the guards, 
  chastising them for being distracted and not paying 
  attention to anything while they are on duty. PCs can 
  cooperate to aid in the skill check. 
   
  Stealth (DC 17): The PCs must use the shadows and 
  timing to pass through the intersection to avoid the 
  guard’s notice. 
  Ending the Encounter 
  Success: The PCs make it to the vault entrance with 
  little or no trouble. 
   
  Failure: The PCs make it to the vault entrance with 
  a great deal of trouble. Each PC uses two (2) healing 
  surges. This simulates an unavoidable combat that took 
  place, with a PC using one healing surge during the 
  combat and a second healing surge after the combat.  
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 13 
  
   
  Encounter 4: Stealth & Guile Statistics
   
  Human Guard  
  Level 3 Soldier 
  Medium natural humanoid  
  XP 150   
  Initiative +5  
  Senses Perception +6 
  HP 47; Bloodied 23 
  AC 18; Fortitude 16, Reflex 15, Will 14 
  Speed 5 
  m Halberd (standard; at-will) ✦ Weapon 
  Reach 2; +10 vs. AC; 1d10 + 3 damage and the target is 
  Marked until the end of the human guard’s next turn. 
  M Powerful Strike (standard; recharge 5-6) ✦ Weapon 
  Requires halberd reach 2; +10 vs. AC; 1d10 + 7 damage, and 
  the target is knocked prone. 
  R Crossbow (standard; at-will) ✦ Weapon 
  Ranged 15/30; +9 vs. AC; 1d8 + 2 damage. 
  Alignment Unaligned 
   
  Languages Common 
  Skills Streetwise +7 
  Str 16 (+4)  
  Dex 14 (+3)  
  Wis 11 (+1) 
  Con 15 (+3)  
  Int 10 (+1) 
  Cha 12 (+2) 
  Equipment chainmail, halberd, crossbow with 20 bolts 
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 14 
  
   
  Encounter 5: Just Outside 
  Encounter Level 7  
  Setup  
  This encounter includes the following creatures:  
  1 Venom-Eye Basilisk (B) 
  4 Grimlock Minions (G) 
   
  After traversing the underground bastion, the PCs arrive 
  at the vault’s entrance room. 
   
  As the adventurers enter the area, read: 
   
  Following the passageway leads you to the vault’s 
  entrance lit by lanterns. Across the room is a large 
  obviously locked iron door. Tucked into each of the four 
  corners is a small statue of a dragon’s head. 
   
  The grimlocks serve as the basilisk keepers. The basilisk 
  does not attack them, and responds to simple 
  commands, such as attacking the PCs as they enter the 
  room. 
  Features of the Area 
  Illumination: Lanterns brightly illuminate the room.  
   
  Dragon’s Head Statue: Use the following statistics 
  if the PCs damage the statue: small size; DC 20 to break; 
  AC 8; Reflex 8; Fortitude 8; 20 HP. 
   
  Illusionary Wall: From inside the vault entrance, 
  this appears to be an ordinary stone masonry walls 
  (blocks line-of-sight). From the side room, where the 
  basilisk and grimlocks are located, the walls are 
  transparent (does not block line-of-sight). Regardless, 
  the walls do not block line-of-effect. This means the 
  stone-eye basilisk can use its petrifying gaze through it. 
  A DC 21 Insight checks reveals the wall’s true nature. 
   
  Vault Door: The large iron door is closed and 
  locked. In addition it is arcane locked (PH 301). Use the 
  following: DC 21 Thievery to open lock; DC 26 Thievery 
  to open Arcane Lock; DC 25 to break down; AC/Reflex 
  4; Fortitude 12; HP 120. 
  Tactics 
  The stone-eye basilisk attacks from behind the 
  illusionary wall using its petrifying gaze. The basilisks 
  and the grimlocks remain quiet as to not give away their 
  location.  
  Ending the Encounter 
  Once the PCs defeat the basilisks, the PCs should come 
  up with a method to open the vault door. These methods 
  include: the Knock ritual scroll; the wizard’s ritual 
  Knock; break down the vault’s door; and using Thievery 
  skill checks to unlock it.  
   
  Once the vault door is opened, continue with 
  encounter 6. 
  Treasure 
  The PCs can recover the grimlocks’ equipment. 
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 15 
  
   
  Encounter 5: Just Outside Statistics
   
  Stone-Eye Basilisk  
  Level 12 Soldier 
  Large natural beast (reptile)  
  XP 700   
  Initiative +9  
  Senses Perception +13 
  Baleful Gaze Any creature within 5 squares of the stone-eye 
  basilisk that attacks the basilisk is slowed until the end of its  
  next turn. This effect doesn’t rely on the target seeing the 
  basilisk. 
  HP 126; Bloodied 63 
  AC 28; Fortitude 26, Reflex 22, Will 22 
  Immune petrification 
  Speed 4 
  m Bite (standard; at-will) 
  +17 vs. AC; 2d8 + 5. 
  C Petrifying Gaze (standard; recharge 4-6) ✦ Gaze 
  Close blast 3; +17 vs. Fortitude; the target is slowed (save 
  ends). First failed Save: The target is immobilized (save ends). 
  Second Failed Save: The target is petrified (no save). 
  Alignment Unaligned  
   
  Languages -- 
  Skills Stealth +12 
  Str 20 (+11)  
  Dex 12 (+7)  
  Wis 14 (+8) 
  Con 22 (+12)  
  Int 2 (+2)  
  Cha 8 (+5) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Grimlock Minion  
  Level 14 Minion 
  Medium natural humanoid (blind)  
  XP 250   
  Initiative +6  
  Senses Perception +7; blindsight 10 
  HP 1; a missed attack never damages a minion 
  Immune gaze 
  AC 24; Fortitude 24, Reflex 23, Will 23 
  Speed 6 
  m Greataxe (standard; at-will) Weapon 
  +17 vs. AC; 7 damage (9 damage against bloodied target). 
  Alignment Evil 
  Languages Common, Deep Speech 
  Str 17 (+11)  
  Dex 12 (+9)  
  Wis 15 (+10) 
  Con 14 (+10)  
  Int 7 (+6)  
  Cha 9 (+7) 
  Equipment greataxe 
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 16 
  
   
  Encounter 5: Just Outside Map
   
  Arcane Corridors  
  Blood Mist / Floor 
  4x4 
  x1 
  Double Doors / Floor 
  2x1 
  x1 
  Fire Vortex / Runes 
  4x4 
  x2 
  Flame Blast / Floor 
  4x2 
  x1 
  Iron Doors / Floor 
  4x2 
  x1 
  Lightning / Floor 
  8x2 
   
  Magic Wall / Floor 
  4x2 
   
   
  Starting map without illusionary walls 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  With illusionary walls 
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 17 
  
   
  Encounter 6: Vault 
  Skill Challenge Level 6, Complexity 
  1  
  Setup 
  Number of Successes: 4 
  Number of Failures: 2 
  Primary Skills: Dungeoneering, Endurance, First Aid, 
  Healing, Perception, Thievery. 
   
  The sunken area fills with an invisible, heavier-than-air 
  poisonous gas. It is treated as a trap. There are hidden 
  vents that if opened, clear the gas from the room. The 
  mechanism to do so is hidden in the poison gas filled 
  area. 
   
  With the vault door opened, the contents are revealed. 
  In front of you there is a small landing on which sits an 
  empty handcart. There is a set of stairs leading thirty 
  feet down to a sunken area containing thirty neatly 
  stacked wooden and iron-bound chests. The chests are 
  all marked with numbers and letters. 
   
  Assuming the PCs go down into the sunken area to 
  retrieve the payroll, they trigger the poison gas trap. 
   
  Each chest weighs 50 lbs. Use the following: AC 8; 
  Reflex 8; Fortitude 8; 15 HP. 
   
  If a player attempts to use a secondary skill, you 
  must adjudicate if it can be used or not. If it can be used, 
  it is a DC 21 skill check. A success grants a +2 bonus to 
  the primary skill check. 
   
  Please note that only the skill Thievery is used to 
  determine the success or failure of this skill challenge. 
  The other skills assist in some way. 
  Skill Challenge 
  Dungeoneering (DC 21): Using this skill does not 
  count as a success or failure for the skill challenge. A PC 
  may make a skill check to determine how this poison 
  gas trap works. A success provides a +2 bonus to 
  Perception and a failure provides no penalty or bonus. 
   
  Endurance (DC 21): Using this skill does not count as a 
  success or failure for the skill challenge. Every PC must 
  make an Endurance check at the beginning of each turn 
  as a free action to resist the cumulative and debilitating 
  effects of the poisonous gas for as long as they remain in 
  one of the trap’s squares. A success provides a +2 bonus 
  to the PC’s Fortitude for the next attack the trap makes 
  and a failed check provides a -2 penalty to the PC’s 
  Fortitude for the next attack the trap makes. 
   
  Healing (DC 21): Using this skill does not count as a 
  success or failure for the skill challenge. A PC may take 
  a standard action to tend to a PC that has succumbed to 
  the poison gas’ effects (is slowed or immobilized). A 
  success provides the afflicted PC a +2 bonus to a saving 
  throw versus the poison gas at the end of their next turn 
  and a failure provides no penalty or bonus. 
   
  Perception (DC 21): Using this skill does not count as a 
  success or failure for the skill challenge. A PC may take 
  a standard action to search for the hidden control panel 
  to open the air vents to clear the gas out of the room. 
   
  Thievery (DC 21): A PC must first make a successful 
  Perception check to find the mechanism that opens the 
  vents to clear the room of the poison gas. Once found, a 
  PC can work to operate the mechanism. 
  Ending the Encounter 
  Success: The PCs clear the air of the poisonous gas. 
   
  Failure: The controls fuse and the PCs cannot clear 
  the air of the poisonous gas.  
   
  The encounter ends when the PCs retrieve all thirty 
  chests; if all the PCs are unconscious from the poisonous 
  gas; or if the PCs decide to quit retrieving chests. 
   
  Continue with encounter 7. 
   
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 18 
  
   
  Encounter 6: Vault Statistics
   
  Poisonous Gas  
  Level 6 Obstacle 
  Trap  
  XP 1250   
  Trap: Sixteen squares in the room are filled with a  
  heavier-than-air poisonous gas that attacks when triggered. 
  Perception  
  ✦DC 21: The character notices the poisonous gas. 
  Trigger 
  The trap is triggered when a creature enters one of the sixteen 
  Squares in the room.  
  Attack 
  Opportunity Action  
  Melee 
  Target: Creature in one of the sixteen squares triggering the trap. 
  Attack: +8 vs. Fortitude; slowed (save ends). 
  First Failed Save: Target is immobilized instead of slowed (save 
  ends). 
  Second Failed Save: Target is unconscious for 1d4 hours instead 
  of immobilized (no save). 
  Countermeasures  
  ✦See the skill challenge above.  
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 19 
  
   
   
  Encounter 7: Get Away 
  Encounter Level 8  
  Setup  
  This encounter includes the following creatures:  
  3 Griffins (G) 
  3 Human Mages (Devastators) (G) 
   
  After retrieving the chests containing the payroll, the 
  PCs manage to get it and themselves out of the 
  underground bastion. It is assumed the PCs use the 
  wagon they were given to carry the payroll. The PCs 
  have taken an extended rest before arriving at this 
  encounter.  
   
  As the adventurers enter the area, read: 
   
  With the underground bastion two days behind you, 
  and no sign of pursuit, you manage to rest up from your 
  exertions. The sun is shining and there is only a few 
  clouds in the sky today. This made it easier to spot the 
  flying creatures hurtling down towards you. 
   
  Having determined the location of the payroll through 
  divinations, the empire has sent mages riding on flying 
  mounts to retrieve it. 
  Features of the Area 
  Trees: These 30 foot tall trees can be used for cover and 
  concealment. 
  Tactics 
  The human mages are mounted on the griffins. They 
  start with thunder burst followed by dancing lightning. The 
  griffins use thunder charge when attacking, but do not 
  receive two attacks because the riders are not 7th level or 
  higher. 
   
  See DMG 46 for rules on mounted combat and 
  DMG 47 for rules on flying.  
  Ending the Encounter 
  Once the PCs defeat the griffins and the human mages, 
  continue with encounter 8. 
  Treasure 
  The PCs can recover the human mages’ equipment. 
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 20 
  
   
  Encounter 7: Getaway Statistics
   
   
  Griffion 
  Level 7 Brute 
  Large natural beast (mount)  
  XP 300   
  Initiative +6  
  Senses Perception +9 
  HP 98; Bloodied 49; see also blood frenzy 
  AC 18; Fortitude 19, Reflex 15, Will 14; see also blood frenzy 
  Immune fear (only while bloodied) 
  Speed 6, fly 10 overland flight 15 
  m Claws (standard; at-will) 
  +10 vs. AC; 2d6 + 7 damage 
  M Rabid Charger (while mounted by a friendly rider of 7th level 
  or higher; at will) ✦ Mount 
  When it charges, the griffon makes two claw attacks in addition 
  to its rider’s charge attack. 
  Blood Frenzy (only while bloodied)  
  The griffon can take an extra move action each turn. It also 
  Gains a +2 bonus to attack rolls and takes a -2 penalty to all 
  defenses. 
  Thunder Charge (standard, usable only while flying; at-will)  
  When a griffon charges, it gains a +4 bonus to its attack roll 
  Instead of the normal +1 bonus. 
  Alignment Unaligned 
   
  Languages -- 
  Str 20 (+8)  
  Dex 16 (+6)  
  Wis 12 (+4) 
  Con 18 (+7)  
  Int 2 (-1)  
  Cha 6 (+1) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Human Mage (Devastator)  
  Level 4 Elite Artillery 
  Medium natural humanoid  
  XP 350   
  Initiative +4  
  Senses Perception +5 
  HP 78; Bloodied 39 
  AC 19 Fortitude 13 Reflex 16, Will 15 
  Speed 6 
  Saving Throws +2 
  Action Point 1 
  m Quarterstaff (standard; at-will) ✦ Weapon 
  +4 vs. AC; 1d8 damage 
  r Magic Missile (standard; at will) ✦ Force 
  Ranged 20; +7 Reflex; 2d4 + 4 force damage. 
  R Dancing Lightning (standard; encounter) ✦ Lightning 
  The mage makes a separate attack against 3 different targets: 
  ranged 10; +7 Reflex; 1d6 + 4 lightning damage. 
  A Thunder Burst (standard; encounter) ✦ Thunder 
  Area burst 1 within 10; +7 Fortitude; 1d8 + 4 thunder damage, 
  and the target is dazed (save ends). 
    Spell Shaper 
  Whenever the devastator uses a close burst or an area attack 
  power, it can choose up to two allies in the power’s area of 
  effect. Those allies are not targeted by the power. 
    Endless Power (minor; recharge 6) 
  The devastator regains the uses of an expended encounter 
  power. 
  Alignment Unaligned 
   
  Languages Common 
  Skills Arcana +11 
  Str 10 (+2)  
  Dex 14 (+4)  
  Wis 17 (+5) 
  Con 12 (+3)  
  Int 18 (+6) 
  Cha 12 (+3) 
  Equipment robes, quarterstaff, wand 
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 21 
  
   
  Encounter 7: Getaway Map 
  Arcane Corridors  
  Ruins of the Wild 
  8x8 
  x1 
  Road / Crevasse 
  8x2 
  x1 
  Cabin / Field w/Trees 
  8x8 
  x2 
  Ruined Tower / Field w/Trees 
  8x8 
  x1 
  Horse / Road Bend 
  2x2 
  x1 
  Covered Wagon / Field w/Log 
  4x2 
   
   
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 22 
  
   
  Encounter 8: Delivery 
  Setup 
  Important NPCs: Orbisan (rebel leader). 
   
  This conclusion assumes the PCs successfully make 
  their escape from the underground bastion and travel 
  to the village of Copper Hill to deliver the payroll to 
  the rebel leader Yovann. The DM should adjust 
  accordingly if that is not the case.  
   
  Though fraught with danger and intrigue, you escape 
  from the underground bastion and make your way to 
  village of Copper Hill. The rebel leader Yovann is 
  already there, waiting for you.  
   
  He looks to you expectantly, “Do you have it?” 
   
  Allow the PCs to interact with Yovann as much as 
  they desire.  
  Conclusion 
  If the PCs successfully retrieved the entire payroll: 
   
  The rebellion, flush with the cold hard cash won by 
  your daring deeds, is able to mount new operations 
  against the empire which one day may drive them out, 
  returning the lands to their rightful owners, the 
  people. 
   
  If the PCs successfully retrieved part of the payroll: 
   
  The rebellion, assisted by what cold hard cash won 
  you gained, continues to survive. The lack of this 
  critical resource curtails new operations against the 
  empire and delays the day when they are driven out. 
   
  If the PCs failed to retrieve any of the payroll: 
   
  The rebellion, starved of cold hard cash, withers on 
  the vine. Fortunately its roots run deep and one day it 
  may flourish again, but until that time comes, the 
  empire continues to hold its iron grip on the lands and 
  the people. 
   
  Ending the Encounter 
  Once the PCs finish interacting with Yovann and 
  hand 
  over 
  the 
  payroll, 
  the 
  encounter 
  ends.
   
   
   
   
   
  Cold Hard Cash  
   
   
   
   
   
   
   
   
  Page 23 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/Living Forgotten Realms/RPGA Championship/CCQ1-6 Cold Hard Cash/CCQ1-6 Cold Hard Cash.pdf