TEXT: URDI-03 
   
   
   
   
   
   
  Good For What Ales You 
   
  A One Round D&D LIVING GREYHAWK®
  Duchy of Urnst Introductory Adventure 
  Version 1.0 
  Round One 
  By Warren Banks 
   
  It’s Growfest in Goldplains and the Saint Cuthbert clerics are celebrating with a special Stout.  But will the 
  merchant intrigues in the city cause the celebration to go flat?  An introductory Duchy of Urnst scenario 
  for first level characters. 
   
   
   
   
   
   
   
  ased 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.  
   
  
  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 record-
  keeping 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. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  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 judge) 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 judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, get 
  a copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a 
  character create one.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above 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. 
  Good For What Ales You 
   
  Page 2 
  
  LIVING GREYHAWK Levels of Play  
   
  # 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 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added 
  separately. 
   
  Nevertheless, 
  if 
  a 
  character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, 
  with him in the adventure and it will not count 
  toward the APL calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC may gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character will receive only one-half of the 
  experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as 
  well.  This simulates the fact 
  that either the PC was not 
  challenged 
  as 
  much 
  as 
  normal or relied on help by 
  higher-level 
  characters 
  to 
  reach the objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there 
  are three things that the group can do to help even 
  the score. 
  5. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  6. 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 move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Duchy of Urnst.  Characters native to the 
  Duchy of Urnst pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  Good For What Ales You 
   
  Page 3 
  
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
   
  It is spring and Growfest is almost here. 
   House Durnix has been responsible for the 
  production and sale of the majority of the ale in the 
  Duchy and has served the Goldplains Growfest for 
  many 
  years. 
   House 
  Pontirun, 
  who 
  have 
  sponsored all celebrations in their ancestral home 
  of Goldplains, have decided that they will handle 
  the production and sales of ale at this years event, 
  competing directly with House Durnix.  House 
  Pontirun, known mainly as dealers in foodstuffs, 
  has decided to branch out into ales and with their 
  vast resources is threatening to take over much of 
  House Durnix's business in the city.  To make 
  matters worse for House Durnix, Pontirun’s St. 
  Cuthbert Stout is being made from House Durnix’s 
  own recipe, which Pontirun stole for their own 
  ends.  
   
  House Durnix recently discovered House 
  Pontirun’s indiscretion and is not taking this lying 
  down.  They have concocted a plot to disgrace 
  and shame House Pontirun.  Durnix has replaced 
  the St. Cuthbert Stout with kegs of foul tasting ale. 
   The bad beer would hopefully cause such a 
  negative stir amongst festivalgoers that the 
  damage to House Pontirun’s reputation and 
  finances would be significant enough to drive them 
  from competing with House Durnix. 
   
  Burnum Walcott works the nightshift at the 
  Pontirun Brewhouse.  Burnum covets the finer 
  things but lacks the means to acquire them.  So 
  when some men came in the night and paid 
  Burnum a handsome amount of gold to take a long 
  walk, he readily agreed.  While Burnum may not 
  be exceptionally bright, he is rather greedy and 
  curious.  Burnum spied on the men and saw them 
  loading out House Pontirun's special St. Cuthbert's 
  Stout then loading in fakes.  Burnum followed the 
  removed barrels to a Durnix owned warehouse 
  across town and saw the opportunity to make 
  even more gold with a little blackmail scheme.   
   
  Burnum went home, wrote up a note and had 
  it couriered to House Durnix. The note asked for 
  more gold or information about the switch would 
  reach House Pontirun.  It didn't take long for those 
  at House Durnix to figure out who sent the letter.  
  They 
  knocked 
  Burnum 
  unconscious 
  and 
  “relocated him”.  Burnum is currently being 
  transported to another area of the Duchy during 
  this adventure where he will be offered a “job” in 
  his new home.   
   
  Unfortunately 
  for 
  House 
  Durnix, 
  the 
  heightened security for the Growfest celebrations 
  has made it hard for them to move the stolen beer 
  to a new location.  To make matters worse, 
  unbeknownst to House Durnix, Burnum also sold 
  some of Pontirun's ale to line his own pocket. 
   Burnum sold a keg of the tainted “St. Cuthbert 
  Stout” to a local innkeeper by the name of Tug 
  Batterball, to whom Burnum owed a sizable 
  amount of money.  Tug plans to sit on the keg until 
  the festival starts.  Of course Tug is too much of a 
  braggart to keep such a thing a secret. 
  Adventure Summary 
  The players begin in the Thirsty Cudgel, a tavern 
  near the main church of St. Cuthbert.  They have 
  arrived in Goldplains a day before the coming 
  Growfest celebrations.  While in the bar a fight 
  breaks out over the quality of the beer.  Being 
  close to the Church of St. Cuthbert, it doesn’t take 
  long for the militant branch of the church, The 
  Cudgels, to come in and make arrests. 
   
  Because the church discovers tainted barrels 
  of St. Cuthbert Stout, beer that is not to be 
  released until the actual festival begins, they 
  inform the makers of the beer, House Pontirun, of 
  the problem.  A representative of House Pontirun 
  hires the players to look into the matter of the 
  missing beer and its possible recovery. 
   
  The players are now left with three leads all of 
  which should eventually lead them to the home of 
  Burnum Walcott, the night watchman who was 
  paid to look the other way while the beer was 
  taken.  There they will find clues leading to the 
  whereabouts of the stolen beer.   
  Good For What Ales You 
   
  Page 4 
  
   
  The players are now left with the task of 
  securing the beer’s safety and returning it to 
  House Pontirun or accepting a bribe by House 
  Durnix and looking the other way. 
  Preparation for Play 
  Game Masters may wish to read up on the 
  following rules for this adventure: Grappling 
  (pg.155-157 PH), Disarming (pg.155 PH) and 
  Non-lethal damage (pg.146 PH).   
  Introduction 
   
  The players will have arrived in Goldplains for 
  the upcoming Growfest.  The seventh day of 
  Growfest is a holy day for the church of St. 
  Cuthbert.  With the power center for the Church of 
  St. Cuthbert located in Goldplains, the largest 
  number of faithful gather here.  It is also, as many 
  Goldplains residents claim, the home of the 
  biggest and best Growfest celebration in the 
  Duchy of Urnst due in large part to the agricultural 
  base of Goldplains and the large sponsorship by 
  House Pontirun.  The players are all staying at the 
  Thirsty Cudgel, a popular inn amongst travelers.  
  They are in the common room enjoying a drink 
  when the adventure begins. 
  Encounter One: St. Cuthbert 
  Stout 
  Read the following to the players: 
  Sitting in the common room of the Thirsty 
  Cudgel, it is easy to understand why people 
  travel from miles around to take part in the 
  annual Growfest celebrations in Goldplains.  
  Already merchants have been setting up their 
  stalls to sell their best wares.  Food vendors 
  fill 
  the 
  streets 
  and 
  alleyways 
  with 
  mouthwatering aromas while entertainers of 
  various skills vie for your coin.  But the most 
  impressive sight is the small city that has 
  formed outside the walls of Goldplains.   
  The seventh day of Growfest is the holy day 
  for those that worship the god of wisdom and 
  retribution – St. Cuthbert.  On that day the 
  faithful will be lead on a long parade through 
  the streets to the large cathedral near the 
  center of Goldplains.  As the faithful wind 
  through the streets, those not partaking in the 
  ceremony line up along the streets, oak 
  switches in hand, to administer a cudgeling of 
  their own. 
  But the parade does not start for a few more 
  days and the good folk of Goldplains are ready 
  to relax from their hard labors.  Those 
  fortunate enough to gain admission have made 
  their way to the main square for the first night 
  of a weeklong performance by Gallini’s 
  Traveling Circus and his latest menagerie of 
  wild 
  and 
  wonderful 
  creatures. 
   
  Street 
  performers and busy inns provide solace for 
  those that did not manage to secure entrance 
  to Gallini’s big top spectacle. 
  The players are in the Thirsty Cudgel where they 
  were fortunate enough to secure rooms.  Whether 
  the players are here as a group or as individuals 
  does not matter.  What does matter is that they 
  are all currently in the tavern drinking and 
  socializing like everyone else.  The upcoming 
  Growfest celebrations have everyone in town out 
  carousing.  
  The Thirsty Cudgel is a small two-story 
  building sitting across from the watchful 
  silhouette of the main cathedral of St. 
  Cuthbert.  The second floor is a collection of 
  small rooms for those looking for a private 
  place to lay their head.  The ground floor is 
  large main room dedicated to the more 
  lucrative pursuit of selling food and ale.  A 
  wooden bar stretches from the east wall to the 
  middle of the room before taking a hard right.  
  At the west end of the bar is a swinging door 
  that, judging from the smell, leads to the 
  kitchen.  To the east end of the bar is a set of 
  stairs leading to the second floor.  A few 
  circular tables are reduced to a tight squeeze 
  in the corner, for it is standing room only 
  tonight. 
   
  An older, thick-bodied man runs the Thirsty 
  Cudgel.  His name is Tug Batterball.  Tug is 
  consistently dressed in unwashed clothing and is 
  compensating for his baldness with a rather 
  messy comb-over.  Tug claims to be a worshipper 
  of St. Cuthbert only because his inn is located 
  near the main cathedral and it appears to be good 
  for business.  Anyone testing Tug on his 
  faithfulness will quickly he knows little about the 
  tenets of St.Cuthbert. 
   
  The main room is 25 feet wide and 15 feet 
  deep.  Near the east wall is an open doorway that 
  houses a set of stairs leading to the second floor.  
  The bar is ten feet long, running out of the east 
  wall (right side as you look in from the front door) 
  Good For What Ales You 
   
  Page 5 
  
  to the middle of the room where it takes a ninety 
  degree turn and ends at the north wall.  It is here 
  that the gate sits to allow access in and out from 
  behind the bar.  There are a few tables but they 
  have been relegated to the edges of the room in 
  an effort to allow as many people into the inn as 
  possible.  Beside the gate on the north wall is a 
  door that leads to a 20 foot wide, 10 foot deep 
  room that is the kitchen.  There is a back door 
  here to an alley behind the inn where the cook 
  takes deliveries.  Along the east wall is a large 
  fireplace where most of the cooking is done. (See 
  Map One: The Thirsty Cudgel.) 
   
  Allow the players to talk amongst themselves 
  if they like.  This is a good opportunity to do some 
  roleplaying.  Some of the more colorful townsfolk 
  could come up and drunkenly befriend the players. 
   A young adventurer could come up and attempt to 
  solicit advice from the players.  An older, more 
  experienced adventurer could tell the players a 
  thing or two about fighting Trolls.  Be creative.  
   
  After the players have had some time to 
  mingle in the crowded bar read them the 
  following… 
  A burly human loudly slams his tankard on the 
  bar. 
  “This is your finest ale?  This is swill!” brays 
  the hulking figure.  A group of men roar in 
  approval of the slight 
  “Well I don’t serve my finest to the likes of you, 
  but with Growfest tomorrow, I’m feeling in a 
  generous mood” replies the bartender who 
  then reaches back and uncovers a keg with the 
  starburst logo.  “What I have here is some of 
  the finest drink you will ever partake of: St. 
  Cuthbert Stout.” 
  The barkeep twists off the spigot, releases a 
  long pull into a glass and pushes the tap 
  closed.   
  The burly man grasps the tankard handed to 
  him by the barkeep and takes large, ravenous 
  gulps of the brew.  Suddenly a spray of ale 
  fans across the bar. 
  “This stuff is poison!  You may laugh at your 
  little joke but you won’t be laughing for long!” 
  the burly man screams, grabbing the bartender 
  by the apron with one hand while forming a 
  meaty fist with the other. 
  “There must be some kind of mistake!” 
  stammers the barkeep seconds before he is 
  punched in the mouth.   
   
  Carl, the first burly man, just drank some of 
  the putrid St. Cuthbert Stout sold to Tug under the 
  pretense of being the real thing.  Thinking that Tug 
  has played some trick on him, Carl has become 
  enraged.  He and his three friends have started a 
  bar fight.   
   
  The players may attempt to stop the bar fight 
  by making a DC 35 Diplomacy check with Carl in 
  order to calm him down.  Offering to take him to 
  another bar to buy him a better drink, offering a 
  better drink out of their own items, or similar offers 
  will give a +5 bonus to this check (may be 
  cumulative, give bonuses for exceptional alcohol). 
  He will not accept any drink from the Thirsty 
  Cudgel as appeasement.  If the PCs offered drinks 
  at another bar and they successfully move Carl to 
  Indifferent (DC 25), he will try to immediately drag 
  the PCs out of the bar to a different bar.  If the 
  PCs fail to move him to Indifferent, he attacks 
  them.  They may pummel him unconscious and 
  attempt to make a DC 25 Diplomacy check in 
  order to get the rest of the bar attendants to stop 
  fighting.  Buying a round of drinks gives a +5 
  circumstance bonus to this Diplomacy check and 
  all PCs may attempt to aid on the check with the 
  bar patrons. 
   
  Since the main room of the inn is only 25 wide 
  by 15 deep, the bar won’t possibly fit all the 
  patrons properly.   When you place players and 
  opponents on the map, place players and the four 
  burly men first, and then fill the rest of the squares 
  with other guests.  The bar should be full except 
  behind the bar.  PCs should feel crammed in the 
  place and a GM may wish to apply penalties for 
  squeezing to everyone in the bar.  If the players 
  ask about where some of the other guests went, 
  some got out quickly while others moved the brawl 
  into the kitchen area and/or outside the bar.  You 
  can’t place all the other patrons in the bar.  They 
  are there if the players finish off the burly men too 
  quickly.  If that is the case, more people jump in to 
  continue to fight until the St Cuthbert Cudgels 
  arrive 
  or 
  the 
  PCs 
  successfully 
  make 
  the 
  Diplomacy check.  Use the Other Guests stats for 
  these brawlers. 
   
   If the players join in the brawl or just watch, 
  describe to the players the wild, cinematic feel of 
  the brawl and encourage players to join in with 
  creative and descriptive cinematic actions.  Let 
  them jump on tables, smash bottles, break chairs 
  and swing from chandeliers.  Thrown bodies can 
  count as a Bull Rush attack.  Stepping on a 
  slippery patch can require a Balance check (DC 
  10). 
  Good For What Ales You 
   
  Page 6 
  
   
  All damage from the fight will be non-lethal 
  unless the players draw weapons, in which case 
  the patrons will respond in kind.  Stress to the 
  players that the fight is mostly a harmless tussle 
  and that lethal damage is inappropriate.  If a PC is 
  dying, a bar patron will step up and do a Heal 
  check on them to stabilize them. 
   
  Not all the bar patrons will attack the players.  
  They will attack randomly.  Feel free to have 
  NPC’s attack other NPC’s.  Don’t roll these attacks 
  simply describe them appropriately.  You have five 
  rounds to create mayhem.  The only NPC in the 
  bar that isn’t fighting is Tug.  He’s hiding beneath 
  the bar and won’t come out until the fight is over. 
   
  If the players attempt to leave the bar, have 
  one (or more) of the patrons try and drag the 
  players back in, even going so far as to step in 
  their way as they try to exit. 
  If the players do 
  make it out of the bar, the Cudgels will eventually 
  track them down and bring them in for questioning. 
   
  If anyone drinks a mug of the foul beer, they 
  must make a DC 26 Fortitude save or become 
  nauseated for 1d4 hours.  If the players spit out 
  the rotten drink after an initial sip, then nothing 
  happens other than a foul aftertaste. 
   
  At the end of five rounds, the Cudgels of St. 
  Cuthbert will arrive.  If the bar fight is still going on, 
  they begin to arrest anyone still in the place. 
  Creatures: 
  Burly Men (4): hp 8; see Appendix One.
  Other guests (12): hp 4; see Appendix One. 
  Encounter Two:  House 
  Arrest 
  After five round of combat (or sooner if need be) 
  and if the bar fight is still in progress, read the 
  following to the players: 
  A glass sails overhead, crashing against the 
  back wall.  Suddenly a body comes hurtling 
  the other way and crashes through a window 
  and on to the street only to reveal dozens of 
  men armed with cudgels about to charge into 
  the bar.   
  With a piercing whistle blast, the door to the 
  Thirsty Cudgel is kicked open as wave after 
  wave of men pour in.  The men all wear a 
  cudgel pin on their cloaks and appear to relish 
  bringing their clubs to bear on the rowdy fight. 
  A tall man in full plate yells clearly above the 
  din, “Patrons of the Thirsty Cudgel.  You are all 
  under arrest for brawling and disturbing the 
  peace.  Surrender immediately or suffer the 
  Cudgel’s wrath.” 
  If the PCs managed to stop the bar fight by taking 
  the burly men to a new bar, skip this box text and 
  move on to Hewart’s introduction speech under 
  the Stopped bar fight heading.   
  If the PCs successfully stopped the bar fight and 
  are still in the bar, read the following: 
  With a piercing whistle blast, the door to the 
  Thirsty Cudgel is kicked open as wave after 
  wave of men pour in.  The men all wear a 
  cudgel pin on their cloaks and appear to relish 
  bringing their clubs to bear, but today they will 
  be disappointed. 
  A tall man in full plate looks around the room, 
  clearly surprised.  He waves for the men to 
  step outside and heads towards the barkeep.  
  Tug nods to him and looks a bit ashamed, then 
  points to you and to the burly men who started 
  the bar fight. 
  Give the PCs a DC 15 Knowledge: Local 
  Metaregion IV or a DC 20 Knowledge: Nobility and 
  Royalty to recognize the Sergeant as Hewart 
  Pontirun.   
   
  With the main cathedral to St. Cuthbert so 
  close by, the number of St. Cuthbert guards and 
  the speed in which they respond should not be 
  surprising.  Over 20 Cudgels are there led by their 
  commanding officer Hewart Pontirun, a 6th level 
  cleric of St. Cuthbert.  The church of St. Cuthbert 
  is sending a message to any and every potential 
  lawbreaker in Goldplains: Do not mess with our 
  holy day.  During Growfest, the church of St. 
  Cuthbert is given limited rights to help enforce the 
  laws from the local nobility.  As a result, during the 
  week long festival the church is allowed to uphold 
  the laws of the church (within reason) and enforce 
  them.   
  Did not stop the bar fight: 
   
  If the players remain conscious, they have two 
  choices: surrender quietly as instructed or get 
  beaten into unconsciousness.  Go around the 
  table and ask each player separately if the will 
  surrender quietly.  Give them a few seconds to 
  reply.  If they haven’t answered yes, they feel 
  several cracks on the head and are knocked out.  
  The Cudgels expect complete and immediate 
  cooperation and will not settle for anything less.  If 
  Good For What Ales You 
   
  Page 7 
  
  they do surrender, the PCs may make a 
  Diplomacy check DC 20 to not be arrested and 
  instead appear for questioning of their own volition 
  later.  If this check is successful, skip to 
  Encounter Three.  
   
  The Cudgels will do nonlethal damage unless 
  the players use lethal force.  Hewart Pontirun will 
  use his Hold Person on fighter types who refuse to 
  go down and Sound Burst on groups of 
  troublesome players.  Pontirun has cast Bull’s 
  Strength upon himself before entering the tavern.   
   
  Anyone belonging to the Church of St. 
  Cuthbert meta-org who openly displays his or her 
  affiliation will be ordered to aid in the arrest.  
  Failure to comply with church orders results in a 
  cudgeling.  Anyone attempting to pass themselves 
  off as church members may make a Bluff check 
  opposed by Hewart’s Sense Motive modifier of +3 
  to convince the Cudgels.  However, they must also 
  produce one of the three holy symbols (the cudgel, 
  the starburst or the crumpled hat) or they will be 
  arrested until such time as their true identity can 
  be ascertained.  It will save the player from being 
  cudgeled if they come along quietly.   
   
  If the players have escaped the tavern before 
  the arrest takes place and still remain in the city, 
  they will be found and taken in for questioning, as 
  they are registered guests at the Thirsty Cudgel.  
  Anyone attempting to avoid the St. Cuthbert 
  patrols may make three successive DC 15 Hide 
  checks to escape notice.  If the players attempt to 
  leave the city, they should do so immediately, 
  otherwise St. Cuthbert priests will be positioned at 
  each gate looking for the players.   
   
  If the players all elude capture by getting out 
  of the city and not returning, then the adventure is 
  over.   
  Stopped the barfight: 
  If the PCs are in the Thirsty Cudgel still, Hewart 
  Pontirun will approach the burly men and talk with 
  them for several minutes.   Then he will talk with 
  the barkeep for several minutes and eventually he 
  will take the keg of ale from the barkeep.  Hewart 
  will return after about 15 minutes to interview the 
  PCs.   
  Hewart finds the PCs and the burly men in 
  whatever bar they have gotten to and talks with 
  them for several minutes before approaching the 
  PCs with his offer. No matter where the PCs go in 
  town, he eventually finds them.  The only way to 
  elude Hewart is to leave Goldplains. 
  “Greetings.  My name is Hewart Pontirun, 
  acting sergeant for the Cudgels of St. 
  Cuthbert.  I heard about your quick dealing 
  with the fight that broke out earlier.  I was 
  impressed with your quick thinking.  The 
  church needs upstanding citizens such as you 
  during this busy time lest Chaos reign.  If you 
  would be interested in some work, I invite you 
  to join me at the Church of St. Cuthbert” 
  If the Players agree, go to Encounter Five.  If 
  they don’t agree, then the adventure is over. 
  Creatures: 
  Hewart Pontirun: hp 45; see Appendix One
  St. Cuthbert’s Cudgels (24): hp 9; see Appendix 
  One
  Encounter Three: 
  Interrogation 
  (This encounter should only be run for those 
  parties that DID NOT stop the bar fight.) 
  The PCs (those that were arrested) have all been 
  thrown in to the same holding cell.  Any PCs that 
  were knocked unconscious will awaken cold and 
  uncomfortable in the jail cell.  If the PCs haven’t 
  met one another yet, now is a good time to get to 
  know one another.  Along with the PCs is a 
  commoner by the name of Jonathan Brook.  He is 
  very nervous as he has never been in any kind of 
  trouble before and has heard rumors about what 
  happens to those who cross the Church of St. 
  Cuthbert.  He will blather on about being beaten 
  until you wish you were dead and how he didn’t do 
  anything wrong and he just has to get out of here. 
   The PCs will be kept here until the priests of St. 
  Cuthbert are ready to interrogate them.  
   
  Anyone belonging to the Church of St. 
  Cuthbert meta-org who helped in arresting the rest 
  of the brawlers will not be placed in a cell and will 
  be comfortably waiting with Hewart Pontirun for 
  the other PCs to arrive.  Anyone who did not help 
  with the arrests is placed in the cell with the rest of 
  the PCs for holding purposes.  Tell the member of 
  the Church meta-org of his situation but to not let 
  on to the other players.  After all, the player(s) will 
  not have had an opportunity to communicate with 
  one another. 
  If the PCs were arrested, read the following: 
  A metal key rattles in the lock of your cell door. 
   As the door swings open, you see a large Suel 
  man dressed in chain mail and a tabard 
  Good For What Ales You 
   
  Page 8 
  
  emblazoned with the symbol of St. Cuthbert 
  flanked by three other men also wearing a 
  similar garb.   
  “Come with me,” orders the Suel and he turns 
  to allow you all to exit before him.   
  (*assuming the players don’t attempt a jailbreak, 
  read on.  Otherwise, use Hewart Pontirun’s stats 
  for the Suel and St. Cuthbert’s Cudgels stats for 
  the three guards.) 
  The group of priests leads you through several 
  twisting corridors and down two flights of 
  stairs to a stone room.  Two guards flank the 
  door to the room, one of who pushes the door 
  open with a grinding rumble as your group 
  arrives. 
  “Wait in here.” orders the Suel, gesturing you 
  in with a motion of his hand.   
  (*assuming the players don’t attempt a jailbreak, 
  read on.  Otherwise, use Hewart Pontirun’s stats 
  for the Suel and St. Cuthbert’s Cudgels stats for 
  the five guards.)  
  As the thick stone door slams behind you, you 
  find yourselves in a 30-foot long by 20-foot 
  wide stone room.  In the center of the room is a 
  heavy wooden table surrounded by more than 
  enough stools to seat you all.  From above, a 
  glowing orb lights the room dimly, casting 
  wide shadows in to dank corners.  The room is 
  deathly silent. 
  The Interrogation Room is 30 ft wide by 20 ft long 
  and is sparsely furnished.  A large, sturdy wooden 
  table (hardness 5, hp 30, break DC 25) sits in the 
  center of the room and is surrounded by enough 
  stools (hardness 5, hp 2) for the PCs and any 
  priests doing the interrogating.  The only way in or 
  out of the room is via a large stone door (hardness 
  8, hp 174, break DC 35).  Standing outside of the 
  room at all times are two guards (use Average 
  Cudgel stats).  A Dwarf in the group can tell that 
  the players are about 40 feet underground at this 
  point. 
   
  Allow the PCs to sit and wait and possibly 
  formulate a plan.  The priests of St. Cuthbert are 
  currently spying them upon.  The room is 
  magically enchanted to allow the priests to hear 
  and see anything that takes place in the 
  interrogation room through a crystal ball, which is 
  currently in the possession of Hewart Pontirun.  
  Any PC who avoided incarceration will also be 
  given the luxury of watching the PCs through the 
  crystal ball.  Jonathan will be near hysterics.  He 
  will start trying to convince the others that they 
  need a plan to get out of here.  Perhaps they could 
  jump the guard while Jonathan tries to run for 
  help.  He will also blame the PCs for getting him 
  into this mess.  It is adventurers like the PCs that 
  always cause trouble.   
   
  After the PCs are given a chance to roleplay a 
  bit, read them the following.  
  After a long wait, the door slides open and a 
  familiar sight strides in.  It is the tall man in full 
  plate that led the arrest at the Thirsty Cudgel 
  flanked by two other men, one of whom is 
  carrying a large, ornate candle. 
  Modify the following boxed text if none of the 
  characters had been drinking to only include 
  brawling and disturbing the peace. 
  “My name is Hewart Pontirun and I am acting 
  commander of the Cudgels.  You lot were 
  arrested on charges of brawling, disturbing the 
  peace, and being drunk and disorderly in 
  public.  The penalties for these charges are a 
  week in jail, a fine of 100 gold Dukes, or a week 
  of community service per count.” 
  At this point Hewart motions to one of the 
  other men in the room.  The guard places a 
  candle in the middle of the table and lights it.  
  A large yellow flame dances high in the air. 
  “I’m going to ask you a few questions.  It is in 
  your best interest to cooperate with me.  If you 
  do not cooperate, you will be shown the harsh 
  lesson taught by my Lord to those that would 
  attempt to evade justice.  Now place your 
  hands palms down on the table.” 
   
  Anyone not volunteering to place their palms 
  on the table will be grabbed by the two men and 
  forced to place their hands on the table.  If the 
  players still resist, they will be beaten about the 
  head, knocked unconscious using nonlethal 
  damage, 
  and 
  dragged 
  back 
  to 
  their 
  cell.  
  Attempting to cast spells will be seen as hostile 
  and the caster will be summarily given a savage 
  beating and brought back to their cell. 
   
  Hewart Pontirun warn the players of the 
  consequences of the failure to comply and will 
  then begin asking the players questions.  Hewart 
  Pontirun has set up a modified Candle of Truth.   
   
  If a player is brave enough to cast Detect 
  Magic and manages to stay conscious long 
  enough to concentrate and makes a DC 22 
  Spellcraft check they will know that Hewart has lit 
  a Candle of Truth and that it has been modified in 
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  Page 9 
  
  some way.  If the players cannot see or detect a 
  spell, they cannot make the check.    
   
  With normal Candles of Truth, the church had 
  noticed that those strong of will were able to avoid 
  the effects of the magic.  In order to catch the 
  guilty unaware the church is experimenting with a 
  modified version of a Candle of Truth.  This candle 
  behaves like a normal Candle of Truth except 
  instead of a player being unable to lie if they fail a 
  Will save, instead the candle flame raises, turns 
  purple and sparks each time a lie is told.  The 
  players will not be aware they are in a magical 
  effect.  The first hint they will get will be when the 
  candle flame changes appearance. 
   
  If the PCs are caught in a lie, they will get a 
  painful rap across the knuckles with a wooden 
  cudgel and Hewart will calmly reply “Do you wish 
  to rethink your answer?”  If you wish to give the 
  players a demonstration, feel free to use Jonathan 
  as an example.  Have him lie and get whacked 
  first.  That way the players will know what is 
  coming.   
   
  The rap across the knuckles will do no real 
  damage in terms of hit point loss but will leave the 
  players with bruised and swollen hands.  Have the 
  PC make a DC 15 Fortitude save. Each time a PC 
  is smacked by the cudgel, they must make this 
  fortitude save.  If they fail the Fortitude save, tell 
  the players that they are now at a –2 on all to hit 
  rolls because of this.  Failing a second save 
  imposes a -5 penalty to all to hit rolls and failing a 
  third save renders the hand unusable until a spell 
  of the Healing subtype is used upon them.  
  Unusable hands will make fighting or spell casting 
  impossible until they are healed through magic 
  (Cure Light Wounds will suffice) or three days of 
  natural healing. 
  Some of the questions Hewart will ask the PCs: 
  • 
  Did you start the brawl?  Who did?  Describe 
  them. 
  • 
  Did you take place in the brawl? 
  • 
  Did you damage any property? 
  • 
  Did you try to stop the brawl in any way? 
  • 
  Do you know what caused the brawl? 
  • 
  Where do you come from? 
  • 
  Why were you at the Thirsty Cudgel? 
  • 
  What do you know about the barrel of St. 
  Cuthbert Stout that was in the bar?   
  • 
  Did you steal the barrel of St. Cuthbert Stout 
  for Tug (the barkeep)?   
   
  Feel free to make up other questions as 
  needed.  To add drama, tell the players that the 
  others claimed they started the fight; they stole the 
  beer and sold it to the inn, etc.  Hewart is a 
  practiced interrogator and is not above using 
  trickery to extract the truth.   
   
  If the players attempt to rise up against 
  Hewart and the other guards in the room, the two 
  guards outside will rush in and join the fight a 
  round later.  A dozen more men will join the fight 
  two rounds later, acting quickly to the sounding 
  alarm.  The PCs should not be allowed to escape. 
   They are first level characters attempting to break 
  out of the dungeon of a heavily fortified building 
  and will soon be overrun by the Cuthbertians.   
   
  After Hewart (and the GM) is satisfied with the 
  amount of questioning, read the following: 
  “Thank you for your cooperation.  We will need 
  to finish the interrogation of the others 
  involved in this.”    
   
  If the PCs were arrested, he will order the 
  guards to return these prisoners to their cell.  If the 
  PCs came in voluntarily, he will ask them to wait in 
  a dining room until their deliberations are 
  complete.  
  Encounter Four: Simple 
  Threats 
  (This encounter should only be run for those 
  parties that DID NOT stop the bar fight – 
  resolution of Encounter Three.) 
  Once the players have sat around for a while 
  longer, a group of St. Cuthbert priests come and 
  retrieve the players. If the PCs ask, Jonathan will 
  be released at a later date.  He will yell at the 
  players to help him as they leave.  If all players 
  were unconscious from the interrogation, they 
  have been left long enough to heal to full from the 
  nonlethal damage taken. 
  Read the following to the players: 
  You are led to a tasteful yet modestly 
  furnished room and seated in hard high 
  backed chairs.  A pitcher of water is placed on 
  the table in front of you as refreshments and 
  the guards that escorted you from your cell 
  leave the room.  A few minutes later, a side 
  door to the room opens and Hewart Pontirun 
  enters escorting another man.  The man is 
  Good For What Ales You 
   
  Page 10 
  
  dressed in fine aristocrat’s clothing and his 
  lapel bears an ornate pin showing an emerald 
  encrusted Scorpion on a gold shield.  Hewart 
  stands near the back of the room watching you 
  with steely eyes as the obviously wealthy 
  guest moves forward to speak. 
   “My friends, I apologize for any rough 
  treatment my brother Hewart may have given 
  you.  He is a zealous believer in the ways of St. 
  Cuthbert and sometimes forgets his manners.  
  My name is William.  And you are?” 
   
  Allow the players to introduce themselves and 
  then carry on with the box text.  Allow a DC 15 
  Knowledge Nobility and Royalty to identify this 
  man as William Pontirun, a member of House 
  Pontirun and fairly high up in its ranks. 
   
  Unlike his brother Hewart, William adheres to 
  the rules of nobility.  Thus while he may not 
  necessarily be evil, he can be seen as lawful 
  neutral with evil tendencies (stealing House 
  Durnix’s ale recipe).  He is willing to do what he is 
  told to do by those higher in House Pontirun and 
  that which is within the rules of the nobility to 
  maintain his House’s standing.  Thus, though 
  William may be walking a fine line, he won’t detect 
  evil despite some questionable acts.  William is 
  simply using his brother to help himself out of a 
  jam.   
  “It seems that not only have you have been 
  implicated with a bar brawl, but there is a 
  matter of stolen property.  It seems some of 
  the special St. Cuthbert Stout that the Pontirun 
  Brewery has made for this year’s Growfest has 
  wound up in the bar your brawl happened to 
  take place in.  Theft of property carries a high 
  penalty in Goldplains.  I believe that you are 
  innocent of this crime and that is why I would 
  like you to investigate and discover the true 
  culprits.” 
  William sips from a glass of water and 
  continues, “I have been speaking with my 
  brother and have managed to convince him to 
  place you under my charge should you agree 
  to my offer.  The rest of the Cudgels are 
  enforcing order during this festival and the 
  church finds itself unable to spare any of them 
  to look into this matter.  Of course  your 
  services 
  would 
  help 
  fulfill 
  part 
  of 
  the 
  community service requirements that would be 
  imposed as reparation for your conduct at the 
  Thirsty Cudgel.” 
   
  Give the players a chance to accept.  Any 
  player that does not accept the offer will face jail 
  time and a caning at the hands of the St. 
  Cuthbertians.  A DC 10 Sense Motive check will 
  reveal William is not bluffing.  The adventure will 
  also be over for that character and they will endure 
  jail for the duration of the festival for disorderly 
  conduct before being released.  If the players 
  attacked any of the priests, the offending players 
  are given a lengthy stay in prison (8 TU). The idea 
  is that the players should accept the offer like it or 
  not.  If they do not, then they face the 
  consequences.  Dirty dealing is the way of most 
  noble houses and they could care less about fate 
  of a few meager adventurers.   
  When they accept, read them the following: 
  “I’m glad you have accepted.  The raid on the 
  Thirsty Cudgel tonight recovered a barrel of St. 
  Cuthbert Stout.  As I mentioned earlier, this is 
  special beer made by the Pontirun Brewery 
  only for Growfest.  What I haven’t mentioned is 
  that the beer is not released until the start of 
  Growfest, which is tomorrow.  Somehow a 
  barrel of the beer made its way into the hands 
  of Tug Batterball, the owner of the Thirsty 
  Cudgel.  We have him in custody, but have yet 
  to question him. 
  I would like the group of you to find out how 
  that beer got out of our brewery and into his 
  hands. I have arranged for all your gear to be 
  returned to you and have instructed my people 
  at the brewery to aid you in any way possible 
  in your investigation. We must know who is 
  responsible for this by tomorrow morning.  It is 
  just past dusk now, so I suggest you get 
  moving.” 
  Hewart steps forward and adds, “St. Cuthbert 
  will be watching you.  Do not tempt his wrath.” 
   
  If the players wish to know why the church 
  isn’t taking care of this matter, William will inform 
  them that the Church is currently dedicating all its 
  manpower to policing the city as part of the 
  festival.  Besides, the PCs have a greater degree 
  of “moral flexibility” than the Church.  
   
  The players may have a few questions for 
  William Pontirun.  Here is what he can tell them:   
  • 
  The keg has been taken into custody as 
  evidence.  It has not been examined yet.  If 
  the players ask, he can arrange for the players 
  to examine it or retrieve a single sample from 
  it for further analysis.  If anyone drinks the 
  sample, they must make a DC 26 Fortitude 
  Good For What Ales You 
   
  Page 11 
  
  save or become nauseated for 1d4 hours.  If 
  the players spit out the rotten drink after an 
  initial sip, then nothing happens other than a 
  foul aftertaste. 
  • 
  Tug Batterball, the owner of the Thirsty 
  Cudgel, is in custody.  He has yet to be 
  interrogated.  The players may wish to start 
  questioning there. 
  • 
  The Pontirun Brewery will be alerted that the 
  PCs are working for William.  Full cooperation 
  will be given for the length of the investigation. 
  • 
  The players may use Lord William Pontirun’s 
  name to assist with the investigation, but only 
  if it is necessary.  The players are expected to 
  uphold the law and keep William’s name in 
  good standing throughout their investigation. 
   
  Before the players leave, William will return 
  their gear and have the priests of St. Cuthbert heal 
  all their wounds free of charge. 
   
  The investigation portion of the adventure now 
  begins.  At this point the players have two clues: to 
  see about speaking with the owner of the Thirsty 
  Cudgel (see Encounter Six) or to head over to the 
  Pontirun Brewery (see Encounter Seven). 
  Encounter Five: Beer 
  Hunters 
  (This encounter should only be run for those 
  parties that STOPPED the bar fight.) 
  Read the following to the players: 
  You are led to a tasteful yet modestly 
  furnished room and seated in hard high 
  backed chairs.  A pitcher of water is placed on 
  the table in front of you as refreshments and 
  the guards that escorted you in leave the 
  room.  A few minutes later, a side door to the 
  room opens and Hewart Pontirun enters 
  escorting another man.  The man is dressed in 
  fine aristocrat’s clothing and his lapel bears an 
  ornate pin showing an emerald encrusted 
  Scorpion on a gold shield.  Hewart stands near 
  the back of the room watching you with steely 
  eyes as the obviously wealthy guest moves 
  forward to speak. 
   “My friends, the tale of your quick thinking 
  over at the Thirsty Cudgel has impressed me.  I 
  always 
  have 
  need 
  for 
  quick 
  thinking 
  individuals.  My name is William.  And you 
  are?” 
   
  Allow the players to introduce themselves and 
  then carry on with the box text.  Allow a DC 15 
  Knowledge Nobility and Royalty to identify this 
  man as William Pontirun, a member of House 
  Pontirun and fairly high up in its ranks. 
   
  Unlike his brother Hewart, William adheres to 
  the rules of nobility.  Thus while he may not 
  necessarily be evil, he can be seen as lawful 
  neutral with evil tendencies (stealing House 
  Durnix’s ale recipe).  He is willing to do what he is 
  told to do by those higher in House Pontirun and 
  that which is within the rules of the nobility to 
  maintain his House’s standing.  Thus, though 
  William may be walking a fine line, he won’t detect 
  evil despite some questionable acts.  William is 
  simply using his brother to help himself out of a 
  jam.  Though this path of the adventure may not 
  reveal this aspect of William to the players, they 
  may discover this aspect of William’s character 
  later in the adventure. 
  “It seems that the bar brawl was started over a 
  glass of ale.  Unfortunately, that ale was some 
  of the special St. Cuthbert Stout that the 
  Pontirun Brewery has made for this year’s 
  Growfest.  That beer is not released until the 
  start 
  of 
  Growfest, 
  which 
  is 
  tomorrow.  
  Somehow a barrel of the beer made its way 
  into the hands of Tug Batterball, the owner of 
  the Thirsty Cudgel.” 
  William sips from a glass of water and 
  continues, “Fortunately for you, the rest of the 
  Cudgels are enforcing order during this 
  festival and we find ourselves unable to spare 
  any of them to look into this matter.  I would be 
  happy to offer you some recompense for your 
  time and efforts if you were willing to 
  investigate this crime.” 
   
  If asked, William will offer a princely sum of 50 
  gold Dukes per PC for them to look into the 
  matter, as he wants the answer before the 
  morning. 
  When they accept, read them the following: 
  “Good, I’m glad you’ve accepted.  We have 
  Tug Butterball in custody but have yet to 
  question him. 
  I would like the group of you to find out how 
  that beer got out of our brewery and into his 
  hands. 
  I 
  have 
  made 
  the 
  necessary 
  arrangements for my people at the brewery to 
  aid 
  you 
  in 
  any 
  way 
  possible 
  in 
  your 
  investigation. 
  We 
  must 
  know 
  who 
  is 
  responsible for this by tomorrow morning.  It is 
  Good For What Ales You 
   
  Page 12 
  
  just past dusk now, so I suggest you get 
  moving.” 
   
   
  If the players wish to know why the church 
  isn’t taking care of this matter, William will inform 
  them that the Church is currently dedicating all its 
  manpower to policing the city as part of the 
  festival.  Besides, the PCs have a greater degree 
  of “moral flexibility” than the Church. 
   
  The players may have a few questions for 
  William Pontirun.  Here is what he can tell them.   
  • 
  The keg has been taken into custody as 
  evidence.  It has not been examined yet.  If 
  the players ask, he can arrange for the players 
  to examine it or retrieve a single sample from 
  it for further analysis.  If anyone drinks the 
  sample, they must make a DC 26 Fortitude 
  save or become nauseated for 1d4 hours.  If 
  the players spit out the rotten drink after an 
  initial sip, then nothing happens other than a 
  foul aftertaste. 
  • 
  Tug Batterball, the owner of the Thirsty 
  Cudgel, is in custody.  He has yet to be 
  interrogated.  The players may wish to start 
  questioning there. 
  • 
  The Pontirun Brewery will be alerted that the 
  PCs are working for William.  Full cooperation 
  will be given for the length of the investigation. 
  • 
  The players may use Lord William Pontirun’s 
  name to assist with the investigation but only if 
  it is necessary.  The players are expected to 
  uphold the law and keep William’s name in 
  good standing throughout their investigation. 
   
  The investigation portion of the adventure now 
  begins.  At this point the players have two clues: to 
  see about speaking with the owner of the Thirsty 
  Cudgel (see Encounter Six) or to head over to the 
  Pontirun Brewery (see Encounter Seven). 
  Encounter Six: Good Cop, 
  Bad Cop 
  Tug is being held in a cell in the church along with 
  a few other bar patrons, including the burly man 
  that started the fight.  No one in the cell has been 
  questioned yet, so the players are the first.  The 
  burly man is as surly as he was in the bar.  His 
  name is Carl and will be loud and threatening to 
  the players even though he can’t get out of the 
  cell.  But boy when he does, look out!  Tug on the 
  other hand is rather nervous.  He’s been 
  threatened by Carl and is worried he’ll be hurt or 
  worse if he isn’t let out.  Of course, he’s more 
  worried about what will happen if he rats on his 
  friend Burnum Walcott, who is known to have 
  unsavory connections.  Tug doesn’t know Burnum 
  is missing. 
   
  Players may take Tug into a private room (the 
  interrogation room is being used at the moment) 
  under the supervision of any of the priests.  At the 
  PCs request, the priests will wait outside while the 
  players question Tug.  Unfortunately for the 
  players, no lie detecting candle can be had for 
  their use. 
   
  Tug knows the following, which he will reveal 
  freely: 
  • 
  A barrel of St. Cuthbert Stout fell off the back 
  of a wagon.  He was given a good deal on it.  
  A barrel of St. Cuthbert Stout is worth a mint 
  especially during Growfest 
  • 
  The barrel was probably cheap because the 
  beer in it tasted extremely bitter.  After that big 
  galoot hit me, I sampled some to see what he 
  was talking about.  It tasted like I had bitten 
  into a thousand limes.   
  • 
  He got the barrel two nights ago (on 
  Waterday) 
   
  Any player making a Craft (Alchemy) check 
  (DC 10) or who has any ranks in Profession 
  (brewer) will recognize that there is no way beer 
  could taste like that even if it had gone bad.  It 
  would most likely have to be tampered with or a 
  completely different liquid than beer.   
   
  A DC 15 Diplomacy or Intimidate check will 
  get Tug talking.  Provide a bonus to the PC’s roll if 
  s/he is roleplaying the encounter well.  If the 
  players are roleplaying extremely well, don’t even 
  make them roll, reward them with the info for free. 
   A successful roll will reveal: 
  • 
  He bought the beer from Burnum Walcott, a 
  customer of his that owed him a favor.  
  Burnum worked at the Pontirun Brewery 
  • 
  As far as Tug knows, he’s the only one who 
  got a barrel.  Burnum owed Tug money and 
  used the beer to repay his debt. 
  Encounter Seven: Brew’s 
  Clues 
   
  If and when the PCs visit the Pontirun 
  Brewery, they will be directed to Brewmaster Mith. 
   Mith is in charge of overseeing the entire 
  Good For What Ales You 
   
  Page 13 
  
  production of Pontirun Brewery’s beers and ales, 
  including St. Cuthbert Stout.  He will accompany 
  PCs through most places in the brewery as 
  courteously as possible, acting under direct orders 
  from William Pontirun.   
   
  The Pontirun Brewery, traditionally known for 
  making fine spirits (most notably rye whiskey), has 
  recently begun to increase its portfolio by adding 
  the facilities to brew ale.  The festival is the 
  Brewery’s first real foray into the world of ales and 
  Growfest is the unveiling of their new ales.  
  Needless to say, a lot is riding on this batch of 
  beer.  
  Read the following to the players when they meet 
  with Brewmaster Mith: 
  A squat human waves you over.  He could 
  easily pass for a dwarf if it weren’t for the 
  shocking white hair and lack of a beard. 
  “Greetings! You must be the people William 
  told me to expect.  I’m Brewmaster Mith.”   
  Mith sticks out a blockish hand, “How can I be 
  of service to you?”  
  Brewmaster Mith is a short, stocky middle-aged 
  man with wild, unkempt hair that is shocking white 
  in color.  He is easily distracted by anyone 
  showing an interest in Alchemy or Brewing to the 
  point of ignoring all else to discuss his passion.   
  Mith only received word a few minutes ago to 
  expect the players.  Mith can’t believe a barrel of 
  stout is missing.  He did inventory this morning 
  and all barrels were accounted for.   
  The Storage Hall. 
   
    Mith will escort the players to the storage hall 
  and wait for them to do their business.  A DC 15 
  Search check will reveal a barrel positioned oddly 
  near the back of the hall.  This is an empty barrel 
  from the Pontirun Brewery that Burnum added to 
  replace the fake barrel of St. Cuthbert Stout he 
  took to pay off Tug at the Thirsty Cudgel.  It is 
  stamped with the Pontirun & St. Cuthbert Stout 
  seal from the Pontirun Brewery.  By comparing the 
  other barrels to this barrel, and making a DC 15 
  Forgery check, the PCs can determine that the 
  stamps are slightly different.  Mith failed to notice 
  this barrel during his morning inventory.  When 
  you have over a hundred barrels to count, you 
  don’t count them all.  Instead you simply use an 
  abacus and do some multiplication. 
  Interviewing Mith 
   
  Mith is unaware that the beer is tainted or that 
  his entire batch of beer has been replaced by 
  fakes.  Anyone mentioning the tainted beer to Mith 
  will result in him verbally stating his disbelief.  A 
  simple taste test of any of the barrels in the 
  storage hall will prove the beer is not only bad, but 
  not even beer.  Upon performing a taste test, Mith 
  will instantly know that this bitter liquid is not the 
  beer he put in these barrels a week prior.  The 
  liquid in the barrel is a mixture of several foul 
  chemicals including otyugh blood, ground dretch 
  and mild traces of greenblood oil.  Not enough to 
  poison, but enough to make someone rather ill.  
  Mith will not recognize the ingredients unless he is 
  given time to do some analysis.  Otherwise, 
  players will need to make a DC 15 Craft (Alchemy) 
  check to find this out on their own.  Mith is a 
  master brewer and is already set up for tests here 
  at the brewery.  He can perform the test for the 
  players in three hours rather than the day a normal 
  check would require.   He will begin panicking, as 
  Growfest starts tomorrow and Pontirun has no 
  beer to sell and no time to make new beer.  If 
  anyone drinks the sample, they must make a DC 
  26 Fortitude save or become nauseated for 1d4 
  hours.  If the players spit out the rotten drink after 
  an initial sip, then nothing happens other than a 
  foul aftertaste. 
   
  If asked about the difference between the 
  stamps, Mith will be shocked and immediately 
  point out the correct stamp on the single barrel.  
  Until now, Mith had no reason to suspect 
  something was wrong and never gave the barrels 
  a second glance. 
   
  Mith has no idea who might have done this.  
  Mith has been working late at the brewery most 
  nights.  With gentle prodding by the players, Mith 
  will recall that he did spend Godsday worshipping 
  at the St. Cuthbert cathedral.  That was three days 
  ago.  He will also mention that the brewery is 
  carefully guarded and that the night watchman 
  made no mention of a robbery. 
   
  If the players think to ask about who was 
  working that night or mention Burnum Walcott, 
  Mith will tell the players that they should check the 
  employee records in the office. 
  Pontirun’s Office 
   
  William Pontirun oversees the business end of 
  Pontirun Brewery.  He keeps meticulous records.  
  Anyone making a DC 10 Search check will have 
  no problem tracking down the work schedule for 
  Godsday from Pontirun’s records.  It will show that 
  Burnum Walcott is scheduled to work all week on 
  Good For What Ales You 
   
  Page 14 
  
  the nightshift.  It also shows Burnum was working 
  guard duty with Reg Taylor on Godsday.  The 
  current schedule has Reg working in the brewery 
  loading kegs at this very minute.  It will also show 
  that Burnum Walcott has not been to work in two 
  days.  Further investigation and a second DC 10 
  Search check will uncover Burnum’s home 
  address.  It is 23 King’s Road.  Profession 
  (Merchant), Profession (Clerk) or other applicable 
  professions give a +2 circumstance bonus on 
  these checks. 
   
  While the PCs search for information about 
  Burnum Walcott, Mith will be with them.  He won’t 
  allow the PCs to spend too long in the books and 
  will hurry them out once they find what they need. 
   The PCs are not allowed to leave with the book.  
  Attempting to leave with the book is considered 
  theft.  Still, if the players wish to attempt to steal 
  the book, they will need to create a distraction and 
  hide the book in a pack or cloak.  It will not take 
  long for the brewery to figure out the book is gone 
  as they make entries in the books frequently.  As 
  soon as the PCs make contact with William again, 
  he will immediately demand his book(s) back. 
   
  While the players are going over the employee 
  records, anyone making a DC 23 Spot check will 
  notice a burnt scrap of parchment in the nearby 
  waste bin.  This is the remains of a letter to 
  William recommending someone who might do 
  some dirty work for him.  Namely steal the beer 
  recipe.  The scrap has a name and number written 
  on it: Quarmish Lightfoot and 150.  Players will 
  probably figure the 150 is an amount of gold and 
  rightfully so.  There is no information available on 
  Quarmish Lightfoot in the employee books.  He 
  apparently does not work for the brewery.  Mith 
  does not know he is using House Durnix’s recipe.  
  He was given the formula by William Pontirun and 
  didn’t ask any questions.   
  Finding Quarmish 
   
  A DC 25 Gather Information check will 
  determine that Quarmish was hired by William 
  several months ago.  A DC 20 Gather Information 
  check is needed to find Quarmish Lightfoot in a 
  seedy tavern in town.  Quarmish is a small Gnome 
  with a long mustache and a tendency to smoke a 
  pipe. A Diplomacy DC 35 is needed to discover 
  that Quarmish was hired to steal the Durnix recipe 
  for St. Cuthbert Stout.  Paying Quarmish 25 gold 
  Dukes gives a +2 bonus on this check, so PCs 
  may pay him 275 gold Dukes for the information.  
  At no point in time will Quarmish testify or write 
  down that he performed this service. 
  Interviewing Reg 
   
  The PCs will either find Reg through viewing 
  the work schedule or simply asking around at the 
  brewery.  If the PCs haven’t been pointed in the 
  direction of the books or schedule, have one of the 
  other employees point the PCs to Reg or even 
  have Reg approach the PCs stating: “Mith told 
  me you were asking around and when I told 
  him my story, he said I should see you guys.”  
  Questioning Reg will reveal that Burnum let Reg 
  off early so he could spend it with his girlfriend 
  Sylvia and still get paid.  Reg hasn’t seen Burnum 
  since that night.  If asked where to find Burnum, 
  Reg won’t know his current whereabouts, but will 
  ask the PCs if they tried his house yet.  He doesn’t 
  have the address, but it should be in company 
  records.   
   
  Reg knows Burnum fairly well.  The two 
  weren’t close, but they were friendly.  The opinion 
  formed over the last while is that Burnum is a bit of 
  a braggart and talked about owning valuable 
  things, which seemed like his way of trying to 
  impress people.   
  Encounter Eight:  Burnum 
  Down The House 
   
  A group of four thugs sent by House Durnix 
  “relocated” Burnum Walcott this afternoon.  He is 
  currently in transportation and will not be seen 
  during the course of this module.   
   
  Word reached those at House Durnix of the 
  raid and arrest at the Thirsty Cudgel.  Wanting to 
  make sure that Burnum Walcott didn’t have any 
  further evidence on House Durnix, they have sent 
  the same four men who kidnapped Burnum to 
  ransack his home.  (See Map Two: Burnum 
  Walcott’s House.) 
   
  Before they can finish the job, the PCs arrive.  
  The thugs have two lookouts that have “taken 
  twenty” to hide and have DC 30 hide checks.  
  They warn the thugs in the house by the use of a 
  bird call.  A DC 15 Listen check and a DC 15 
  Knowledge (nature) will tell that this bird call is not 
  native to this area.  This may clue the players in 
  that there is someone watching.  The would-be 
  thieves leave the house by the back door. 
  Burnum’s House 
  The house at 23 King’s Road is a small affair, 
  perhaps 25 feet wide by 30 feet long.  It does, 
  however, have a poorly thatched second story, 
  Good For What Ales You 
   
  Page 15 
  
  which means the person who lives here is 
  somewhat prosperous.  
  Ask PCs for DC 15 Spot checks as they approach 
  Burnum’s House.  If they succeed, read the 
  following: 
  As you approach, you notice that the front 
  door is slightly ajar and there are no lights. 
   
  The PCs should have no problem getting into 
  Burnum’s place.  The front door is easily pushed 
  open.  The backdoor is also unlocked.  The 
  ground floor of the house is trashed but the 
  second floor is not.  Someone has obviously come 
  here looking for something and torn the place 
  apart to find it.   
   
  The PCs should have time to give the entire 
  house the once over.  There is nothing on the 
  ground floor.  Players heading up stairs and 
  making a DC 10 Intelligence check will realize that 
  the entire upstairs has been left untouched.  This 
  might tweak player brains into thinking they 
  interrupted someone before they could finish.   
   
  Looking upstairs in Burnum’s room, a DC 15 
  Search check will notice a loose floor board near 
  the bed.  Looking under the floorboard will reveal a 
  letter detailing the events of the stolen beer (see 
  Appendix Six: Burnum Walcott’s Letter) and 300 
  gold Dukes (Burnum’s payout for looking the other 
  way).  The letter was to be sent to the authorities 
  should House Durnix not pay his blackmail 
  demands.  He never got a chance to send it.  Any 
  PC asking around can easily get the location to 
  the Durnix Warehouse. 
   
  Five rounds after the first PC head upstairs or 
  right after they find the map and letter (whichever 
  the DM decides is appropriate), the thugs will 
  make their move.  They will cast Hold Portal on 
  both doors in the house, starting with the back 
  door if possible.  The door is a simple wooden 
  door (hardness 5, hp 10, break DC 18).  The 
  others will then release two ash rats into the front 
  room of the house as well as throwing alchemical 
  fires through the ground floor windows.  They will 
  then 
  hit 
  the 
  upstairs 
  windows 
  with 
  more 
  alchemical fire if they are not spotted before 
  running off.  If they are spotted, they flee as 
  quickly as possible.  They know the city well and 
  unless PCs are quick thinking and lucky, the men 
  will easily get away. 
   
  If any of the PCs stand guard outside, the 
  rogues and wizards will try and knock out the 
  guards then carry out their plan.  The two rogues 
  will sneak up and attempt to catch them flat-footed 
  and sap them unconscious with the wizards ready 
  to cast Cause Fear should the players avoid being 
  knocked out.  If there are more than a few PCs 
  standing guard, the rogues and wizards may be 
  forced to restructure their plans.  They will then try 
  to set the building ablaze with the ash rats and 
  alchemist fire from a side of the building where no 
  guards are stationed.  In this instance, the wizards 
  won’t cast Hold Portal on any entrance with 
  conscious guards. 
   
  When the attack takes place, read the 
  following to the players: 
  A loud crash comes from the ground floor 
  windows.   
   
  Any player on the ground floor or who 
  investigates the noise: 
  The walls and curtains have burst aflame, and 
  the blaze has begun to spread rapidly.   
   
  The fire in the house will spread quickly due to 
  the presence of the ash rats.  The ash rats can 
  use the flame to heal.  After the third round, 
  players will be forced to make Fortitude saves for 
  smoke inhalation (see Smoke Effects on page 304 
  in DMG).  After six rounds, players anywhere in 
  the house will start to take 1d6 in fire damage.  
  The players will likely look to get out as soon as 
  possible.   
   
  Once out, the players should help organize a 
  bucket brigade or the fire will spread throughout 
  the city.  Due to heightened security, a large group 
  of guards and St. Cuthbert priests arrive on the 
  scene a minute after the blaze starts.  Once they 
  arrive and take control of the situation, the PCs 
  have the opportunity to slip away knowing the fire 
  is being handled.  The priests will all cast Create 
  Water and the blaze should be under control in no 
  time.  If any PCs are trapped in the house and still 
  alive, the St. Cuthbert priests will cast Resist 
  Energy (fire) and rescue the PCs.  Anyone 
  currently charged with crimes will find that helping 
  put out the fire counts towards community service 
  and drops one crime from the list of charges, even 
  if only until the guards arrive. 
   
  If the PCs capture the men, no amount of 
  coercion will make them talk.  They are not only 
  loyal to House Durnix, but fear for their lives 
  should they reveal their mission.  They will gladly 
  go to jail if they must, but are confident that House 
  Durnix will use their pull to get them out.  If the 
  PCs have a spell like Charm Person, the charmed 
  individual will get one of the Durnix men to reveal 
  that he is working for House Durnix and was sent 
  Good For What Ales You 
   
  Page 16 
  
  to search Burnum Walcott’s place for evidence 
  that Burnum would have used to blackmail them 
  about the stolen beer.  He will give the location of 
  the warehouse the beer is hidden in if asked.  
  Creatures: 
  Ash Rat (2): 5 hp; see Appendix One.
  Durnix Rogues (2): 6 hp; see Appendix One.
  Durnix Wizards (2): 4 hp; see Appendix One. 
  Treasure: 
  Loot – 6 gp, Coin – 0 gp, Magic – 0 gp. 
  Encounter Nine:  Turn Back!  
  It’s A Trap! 
   
  The PCs should now have a map to the 
  location of the Durnix warehouse where the beer 
  is being hidden.  If the PCs did not get the map 
  before the house burned down, this is an 
  encounter designed to give the PCs another 
  chance at locating the beer.  
   
  The four men that started the blaze took off 
  running or were captured.  However, their two 
  lookouts saw the PCs escape the blaze and have 
  decided to tail the PCs and set up an ambush in 
  the hopes of knocking out the PCs or persuading 
  them to abandon their quest.  Draw out a generic 
  ambush area along a street ten feet wide and 
  allow the rogues to hide in front of the PCs to 
  sneak attack as they go by.  They have a DC 17 
  Spot check to notice the rogues and initiate a 
  surprise round before the rogue’s sneak attack. 
  Creatures: 
  Durnix Rogues (2): 6 hp; see Appendix One, 
  Encounter Nine. 
  Treasure: 
  Loot – 12.5 gp, Coin – 10 gp, Magic – Potion of 
  Cure Light Wounds (4) – 16.5 gp. 
  Developments:  The two men have pins of the 
  two blue wasps on yellow hidden on their person. 
  A DC 15 Knowledge Nobility and Royalty check 
  will reveal that this is the crest of House Durnix.  
  House Durnix makes a large part of its income 
  through the production of mead and ale.  They 
  may then ask around about Durnix and discover 
  with DC 10 Gather Information check that House 
  Durnix has a large warehouse in town.  A DC 15 
  Gather Information check will reveal that House 
  Durnix was previously the supplier of beer to 
  Growfest celebrations until this year. 
   
  If the PCs are still stuck, give them a DC 10 
  Intelligence check for them to know that nobility 
  knows about nobility.  This is a tip for them to ask 
  William Pontirun, who is still at the church, about 
  the Durnix pin.  He will tell them that perhaps the 
  ale is probably being hidden in the large Durnix 
  warehouse in town and that the PCs should check 
  it out.  
   
  If the PCs are smart enough to subdue their 
  attackers and question them, a DC 15 Diplomacy 
  or Intimidate check will reveal that they were to 
  follow the PCs and make sure they didn’t discover 
  the Durnix warehouse.  They will tell the PCs how 
  to get to the warehouse freely, but will try to use 
  this information to barter their freedom.  If the PCs 
  let the rogues go, they will lead the PCs to the 
  warehouse then flee the city to avoid retaliation by 
  House Durnix.  
  Encounter Ten:  Beer Thirty 
   
  Hopefully, by now, the PCs have made their 
  way to the Durnix warehouse.  Asking anyone will 
  get the PCs the location they seek.  If the PCs are 
  hurt, they may head back to the Church of St. 
  Cuthbert for healing.  Hewart will provide three 
  free Cure Light Wounds spells for the PCs.  After 
  that, they will have to make a donation of 10 gp 
  each.  If they haven’t found the warehouse 
  location, William will provide them with then 
  necessary information.  William will not know 
  anything about the warehouse other than its 
  location though he would warn the players to be 
  careful.  It will most likely be guarded. 
   
  If the PCs decide that they have done enough 
  and bow out of the adventure at this point, let 
  them.  They have solved the mystery of the 
  missing beer.  At this point, their service so far will 
  count as reparation for one of the counts against 
  them.  However the PCs miss out on the 
  experience as well as rewards of the final 
  encounter. William will send men but by the time 
  men for House Pontirun and the Church of St. 
  Cuthbert arrive, the beer will have been dumped 
  and the warehouse abandoned.  
   
  William will be cross with the PCs if they 
  decide to bow out now.  He feels, being a noble, 
  that the PCs are required to help him.  The PCs 
  will be urged to recover the beer by William 
  Pontirun, who will remind the PCs that doing a 
  service for House Pontirun has its benefits while 
  angering House Pontirun does not.  An offering of 
  additional community service credits to those that 
  were implicated in the bar brawl will be made as 
  Good For What Ales You 
   
  Page 17 
  
  well as a reminder of monetary compensation to 
  the players who weren’t.   
   
  If anyone found the scrap of paper with 
  Quarmish Lightfoot’s name on it and tells Lord 
  Pontirun about it, William will request the paper.  
  Lord Pontirun will tell the players that no one by 
  that name is associated with the brewery.  This 
  scrap is obviously evidence for the investigation 
  and should be handed over to the church to aid in 
  scrying for arrests.  A DC 25 Sense Motive check 
  will reveal that William is hiding something.  
  William will call forth Hewart Pontirun and let him 
  know that the PCs have found evidence for the 
  investigation.  Hewart will demand it be handed 
  over and remind the PCs that withholding 
  evidence is against the law.  Let the PCs realize 
  they will be cudgeled if they continue to hang on to 
  the paper.   
  Should the PCs wish to investigate Quarmish 
  Lightfoot, see Encounter Seven: Brew’s Clues for 
  more details regarding his whereabouts. 
   
  The Warehouse 
   
  The Durnix warehouse is a large wooden 
  building with a wooden shingle roof.  It is 60 feet 
  wide, 70 feet long and 30 feet high.  It has four 
  windows, all of which have been blocked out with 
  dirt or paint.  There are two large loading doors on 
  one of the long sides of the building with a smaller 
  door beside it.  There is also a single door on the 
  opposite side of the building.  (See Map Three: 
  The Warehouse) 
   
  When the PCs arrive, there is no one 
  obviously guarding the building.  A DC 20 Open 
  Lock check will open the small doors.  A poor lock 
  protects the large sliding doors and a DC 15 Open 
  Lock check will open it.  The doors are simple 
  wooden doors (hardness 5, hp 10, break DC 15) 
  and should prove no problem to anyone willing to 
  take the time to smash them in. 
   
  PCs with Detect Magic in effect will notice that 
  just inside each doorway is a faint magical aura. A 
  DC 16 Spellcraft check will identify the aura as 
  Abjuration and a DC 21 Spellcraft check will 
  identify it as an Alarm spell.  It is a permanent 
  Alarm spell (of the mental variety) set to alert Hal 
  Durnix to anyone entering the building that doesn’t 
  bear a Durnix pin.  If the PCs kept the pins from 
  the optional Encounter Eight, then they will not set 
  off the alarm. 
   
  Hal Durnix is Chaotic Good.  He is generally a 
  good person (as far as nobles go) but sees little 
  use is using the law to exact revenge when nobles 
  make the laws.  Thus, he has decided to take 
  matters in his own hands.  He is standing on a 
  walkway 25 feet above the players, hidden by an 
  Invisibility spell and using a Ventriloquism spell to 
  mask the location of his voice.  It will take a DC 40 
  Spot check to see him hidden in the shadows 
  above.  Should any PC run up on the walk way 
  and try and locate Durnix, he will use his Helm of 
  Teleportation to relocate on top of a high stack of 
  crates in the north east corner of the warehouse.  
  If PCs still manage to locate him, he will leave the 
  warehouse altogether.   
   
  He has a Spot modifier of +4 and a Listen 
  modifier of +2.  Unless the PCs are stealthy and 
  careful, Hal will probably know the PCs have 
  entered the building.  If he detects the PCs, he will 
  allow them to move into the warehouse and find 
  some of the remaining kegs of St. Cuthbert Stout 
  that he has yet to dump.  He will also instruct his 
  men to hide behind or on top of some crates if 
  enough warning is available.  Otherwise the men 
  will be working to dump beer down the drain.   
   
  Once the PCs are inside the warehouse, he 
  will make his presence known.  At that point, read 
  the following: 
  As you move into the warehouse, an unseen 
  voice begins speaking. 
  “I see I am not the only night owl in 
  Goldplains.  Good evening to you my friends.  
  While you may have entered my warehouse 
  illegally, I hope you will allow me to treat you 
  as though you were invited guests.” 
  A tray of tankards comes floating from out of 
  the darkness and settles at your feet.   
  “Come now, enjoy the ale.  I think you will 
  enjoy it.  After all, it is the real St. Cuthbert 
  Stout, not some of that Pontirun swill.  They 
  may have stolen our recipe for making St. 
  Cuthbert Stout, but they certainly haven’t the 
  skill necessary to make such a fine brew. 
  Surprised by that fact?  Didn’t think good sir 
  William could perform such a heinous act?  
  Well then it will really shock you to learn that 
  he also used his influence with the Church to 
  win the contract for supplying ale to this year’s 
  Growfest, a contract that was previous held by 
  ME! 
  But do not fear.  I do not wish to harm you 
  good people.  All I ask is that you consider an 
  offer.  I need a few hours to dispose of the rest 
  Good For What Ales You 
   
  Page 18 
  
  of House Pontirun’s ale. I would ask that you 
  simply wait until dawn to speak to your 
  benefactor William Pontirun.  Tell him that by 
  the time you arrived at the warehouse, the beer 
  had been dumped into the sewers.  For that I 
  will reward you with 1,500 gold pieces.” 
  With that a large sack lands on the floor 
  nearby with a heavy thud and the ringing of 
  coin. 
  “I know you may be concerned about my 
  honesty since I’m sure Lord Pontirun’s 
  dishonesty has most likely colored your 
  opinion of nobles, but I assure you that I will 
  honor my agreement and that no harm will 
  befall you.” 
  “If you should choose to reject my offer then 
  I’m afraid I have no choice but to detain you 
  until my work is done.  What shall your 
  decision be?” 
   
  If the PCs found the scrap of burnt parchment 
  at Pontirun Brewery and ask about Quarmish 
  Lightfoot, Durnix will be pleased to learn the name 
  of the individual who stole his beer recipe.  Durnix 
  will tell the PCs that he has been trying to locate 
  the gnome thief and will deal with him in due time. 
   Hal will not ask for the paper nor will he take it.     
   
  Allow any PC attempting a Sense Motive 
  check to know that Hal Durnix is being truthful and 
  honest about the offer of a reward.  He will not 
  harm them in any way should they choose to take 
  his bribe.  Hal Durnix will assure them verbally as 
  well if they voice any concerns.  
   
  The PCs now have two options: take the bribe 
  or attempt to defeat Hal Durnix’s men and secure 
  the ale for William Pontirun.   
   
  The sack of coin that dropped on the 
  warehouse floor is an illusion (Minor Image – DC 
  15 Will save after interacting with the image, such 
  as trying to pick it up) cast by Durnix using the 
  Silent Spell meta-magic feat.  Any thoughts of 
  grabbing the money and running will be met only 
  with disappointment.  If any of the PCs escape the 
  warehouse (with or without the illusionary coin) 
  and decide to come back later, the remaining kegs 
  of beer will be smashed with axes and the 
  warehouse will be vacated.  Anyone who fell in 
  battle will be stabilized and locked in the room 
  designated on the map, their gear in a pile outside 
  the door.   
   
  If they take the bribe, they will be asked to 
  remain in the warehouse storeroom until morning, 
  at which time they will be free to go with their new 
  found riches.  The PC’s gear will be taken from 
  them, but returned when they are released.  If they 
  choose that route, read them Conclusion A. 
   
  If they reject the bribe, Hal Durnix will order 
  his men to attack the PCs.  He will attempt to 
  capture the PCs and if he does, will keep them 
  captive until morning.  Durnix will not assist his 
  men by casting spells.  He has already become 
  more involved than he would like.  If the players 
  are captured, read them Conclusion B. 
   
  If the PCs defeat Durnix’s men, Hal Durnix will 
  sigh and make his escape.  Hal Durnix has a Helm 
  of Teleportation and will teleport to a safe house 
  elsewhere in the city.  But before he leaves, read 
  the players Conclusion C. 
   
  The warehouse guards will work to knock a 
  PC to below zero then move on to the next PC, 
  eventually immobilizing the entire party.  Anyone 
  knocked below 0 hp will be stabilized before they 
  die by Hal Durnix.  He does not wish to kill 
  anyone, as the punishment for that crime is too 
  great to risk in a town where he has few friends 
  and little influence.  He will get his Unseen Servant 
  to drop a Goodberry in the mouth of anyone who 
  is about to die, giving one hit point back and 
  stabilizing the PC.  A DC 20 Spot check will allow 
  PCs to see this taking place.  Other than 
  stabilizing PCs who are at negative hit points, Hal 
  Durnix will NOT interfere in the combat in anyway. 
   Hal will not bring PCs to 0 hit points.  He wishes 
  to keep them unconscious.  He will wait until PCs 
  are at –2 hit points or lower before administering a 
  Goodberry. 
   
  If the guards outnumber the PCs at any point 
  in the combat, they will give them the option of 
  surrendering and they will not be harmed.  If the 
  PCs take it, they will be locked in the warehouse 
  office without their gear.  Read them Conclusion 
  B. 
   
  If any PC goes down, the guards will offer to 
  heal their friend if they surrender.  If the PCs 
  surrender, they will be locked in the warehouse 
  office without their gear.  Read them Conclusion 
  B. 
  Creatures: 
  Warehouse Guards (4): hp 10, 10, 10, 10; see 
  Appendix One 
  Treasure: 
  L: 40 gp; C: 20 gp; M: Potion of Cure Light 
  Wounds (4) – 16.5 gp 
  Good For What Ales You 
   
  Page 19 
  
  Conclusions 
  CONCLUSION A:  Took The Bribe 
   
   
  If the PCs accept the bribe, they will be 
  escorted to an office in the warehouse, stripped of 
  all gear, and sealed in with an Arcane Lock.  
   
  The room has no windows.  One guard will be 
  stationed outside the room at all times.  Any 
  attempts to escape by bashing through the walls 
  will alert the guards who will then hurry to attack 
  the PCs.   
  If they do not try and escape, read the following: 
  After a long night sitting in the cramped 
  confines of the warehouse office, the door 
  silently swings open.  About ten feet outside 
  the office you see a large trunk.  The same 
  voice as before speaks to you. 
  “Thank you for your cooperation.  You have 
  earned your reward and are free to go.  You 
  will find it and all your gear in the trunk you 
  see before you.  I want you to know true justice 
  has been served here today. More justice than 
  William Pontirun would ever give should he 
  ever find out about this arrangement.  I 
  suggest you take you newfound riches and 
  leave town for a while until this all blows over. 
   Until next time.” 
  The PCs should now take the money and run.  If 
  the PCs are foolish enough to return to William 
  after taking the bribe with a story about being 
  captured or not finding the Stout, they must make 
  a DC 20 Bluff check to convince him of their story. 
    
  If 
  he 
  believes 
  their 
  story, 
  William 
  is 
  disappointed that they did not manage to capture 
  proof of House Durnix’s efforts or save the Stout. If 
  the PCs successfully stopped the bar fight and 
  were hired by him, he pays the amount he agreed 
  to, saying that the information was worth it.  If the 
  PCs did not stop the bar fight and were charged 
  with crimes, William vouches for their community 
  service with the Cuthbertians and the PCs have 
  served their sentence. 
   
  If he does not believe their story and they 
  successfully stopped the bar fight and were hired 
  by William, he does not pay them.  If they did not 
  stop the bar fight and were charged with crimes, 
  William does not vouch for them.  The PCs must 
  resolve their sentences by paying the 100 gold 
  Duke fine, spending a week (1 TU) in jail, or a 
  week (1 TU) in community service PER COUNT.  
  The PCs may choose to join the Church of Saint 
  Cuthbert metaorg as their community service.  
  They may count 1 TU of the TUs spent on joining 
  the metaorg as part of their community service.  
  Ie: A PC with 3 counts of crimes may join the 
  Church of Saint Cuthbert metaorg and spend 1 TU 
  for the adventure, 4 TU joining the Saint Cuthbert 
  metaorg as a lay member, and 2 TU on 
  community service.   
   
  If the PCs took his book, William will request it 
  returned or he will charge the PCs with theft.  
  Since it is a noble’s word over a common 
  adventure, they will spend time in prison.  If the 
  PCs still refuse to hand over the book, he will have 
  the PCs captured and incarcerated.  William will 
  recover his book and the PCs will do 2 TU worth of 
  jail time as penance.   
  CONCLUSION B:  Captured 
   
   
  You are roused by the sound of thumping on 
  the door to your warehouse cell.  Eventually 
  the door gives under the powerful blows of the 
  armored shoulder of Hewart Pontirun and his 
  men.   
  “I’m glad to see you are alright.  We found your 
  gear piled up outside, I believe it is all there.  
  I’m sorry we could not have gotten here 
  sooner to assist you.  As it is, we must leave 
  you to your own devices.  The Growfest 
  celebrations have begun.  Your assistance in 
  this matter has been much appreciated.” 
  And with that Hewart turns and orders his men 
  to vacate the premises. 
   
  If the players did not stop the bar brawl and 
  were charged with crimes, all charges are now 
  dropped.  Hewart will direct the players looking for 
  payment or answers to questions to speak with 
  William as he has other matters to attend to.  
  Should the players bring up the possible crime 
  perpetrated by William, Hewart will pause to hear 
  the PCs tell their tale.  If the PCs attempt to follow 
  up on Durnix’s accusations, they will hit a 
  figurative stonewall.  Hewart will demand proof.  
  Since there is no hard evidence, he will take his 
  brother’s word over the PCs.  William will dismiss 
  Durnix’s accusations as desperate claims made 
  by a failing businessman and criminal.  He will 
  decline to meet with the PCs again. 
   
  William is disappointed that they did not 
  manage to capture proof of House Durnix’s efforts 
  and that they did not manage to save the Stout, 
  but he is grateful for the information about House 
  Durnix.  If the PCs successfully stopped the bar 
  fight and were hired by him, he pays the amount 
  Good For What Ales You 
   
  Page 20 
  
  he agreed to, saying that the information was 
  worth it.  If the PCs did not stop the bar fight and 
  were charged with crimes, William vouches for 
  their community service with the Cuthbertians and 
  the PCs have served their sentence.  The 
  adventure ends here.  The PCs will not be invited 
  to the party to collect a further reward nor will they 
  collect the bribe money. 
   
  If the players took the brewery’s book, William 
  will request it returned or he will charge the PCs 
  with theft.  Since it is a noble’s word over a 
  common adventurer’s, they will spend time in 
  prison.  If the PCs still refuse to hand over the 
  book, he will have the PCs captured and 
  incarcerated.  William will recover his book and 
  the PCs will do 2 TU worth of jail time as penance. 
    
  CONCLUSION C:  Save The Stout 
   
  When combat ends, read the following to the 
  players:  
  “Well done my friends.  Well done,” a familiar 
  voice congratulates.  The sack of coin lying on 
  the floor before you disappears. 
  “You have bested my guards and since I am a 
  fair man, I won’t leave you empty handed.  You 
  are free to return the remaining beer to William 
  Pontirun courtesy of House Durnix.  I hope it 
  was worth it to you.” 
   
  The PCs can send word to William Pontirun 
  that they have his beer.  He will send his men to 
  collect the beer and distribute it throughout the 
  city.  
   
  If the PCs attempt to follow up on Durnix’s 
  accusations, they will hit a figurative stonewall.  
  Hewart will demand proof.  Since there is no hard 
  evidence, he will take his brother’s word over the 
  PCs.  William will dismiss Durnix’s accusations as 
  desperate claims made by a failing businessman 
  and criminal.  He will not invite the PCs to his party 
  (thus no reward) and decline to meet with the PCs 
  again. 
   
  If the PCs took the brewery’s book, William 
  will request it returned or he will charge the PCs 
  with theft.  Since it is a noble’s word over a 
  common adventurer’s, they will spend time in 
  prison.  If the PCs still refuse to hand over the 
  book, he will have the PCs captured and 
  incarcerated.  William will recover his book and 
  the PCs will do 2 TU worth of jail time as penance. 
   If he hired the PCs earlier, William will still pay the 
  PCs the 50 gold Dukes, since that was a business 
  contract 
  that 
  they 
  successfully 
  completed, 
  however he will not invite them to the party and 
  the adventure ends here. 
   
  Pontirun Brewery has been spared a huge 
  financial loss and William Pontirun has saved face. 
   He will invite the PCs to his estate to partake in 
  Growfest party he is throwing to show his 
  gratitude.  If they accept read the following: 
  As you mingle amongst the upper class of 
  Goldplains nobility, a tinkling of cutlery on 
  glass catches your attention.  You notice 
  William Pontirun standing on a chair preparing 
  to speak. 
  “Lords and Ladies, today’s gathering is to 
  bring a blessing upon this year’s crops.  But 
  this celebration would not be a joyous one 
  were it not for the heroics of a brave band of 
  adventurers.  I would like to call them up here 
  now to reward them for all that they have done 
  for me.” 
  “Please accept these humble tokens of my 
  appreciation for your able assistance.” 
  Each of you is given a wooden case.  Upon 
  opening it, you discover a platinum tankard 
  embossed with the Pontirun family crest: a 
  green scorpion on a field of yellow. 
  “Come my friends, fill them and let us drink” 
  offers William.  
  If the PCs do not go to the party, they are given a 
  tankard anyway.  It is delivered to them at a later 
  date.  The platinum tankard is worth 150 gp each if 
  sold.   
   
  The PCs may end the game well under the 
  gold and/or experience cap and may come away 
  feeling shortchanged.  This is how the module was 
  intended.  Choosing to take the bribe and allow 
  the stolen beer to be destroyed will find it is a very 
  lucrative decision for the players, but not as rich in 
  experience.  Choosing to help the other noble get 
  back his beer made from a stolen recipe provides 
  more experience, but less gold.  Either way, the 
  players should feel like the nobles are a powerful 
  force in the Duchy of Urnst who regularly play 
  games of power, giving little regard to the regular 
  folk who become involved.   
   
  Good For What Ales You 
   
  Page 21 
  
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  Encounter One 
  Stopping the Bar Brawl 
  150 xp 
   
  or  
   
  Defeating Burly Men 
  100 xp 
   
  Encounter Seven 
  Successfully Discovering Tainted Beer 
  50xp 
  (Note: The players may have discovered this in 
  Encounter Five.  Do not award these experience 
  points twice)   
   
  Encounter Eight 
  Defeating Ash Rats 
  100xp 
   
  Encounter Nine 
  Defeating Durnix Rogues  
  50xp 
   
  Encounter Eleven 
  Defeating Warehouse Guards  
  100 xp 
   
  Discretionary roleplaying award 
  0 – 50 xp 
   
  Total possible experience 
  450xp 
   
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Five 
  Hired by William – No rewards if Conclusion A and 
  failed Bluff check. 
  L: 0 gp; C: 50 gp; M: 0 gp 
  Good For What Ales You 
   
  Page 22 
  
  Encounter Eight 
  Defeat the guards for the Loot, Burnum Walcott’s 
  Life Savings for the Coin. 
  L: 6 gp; C: 50 gp; M: 0 gp 
  Encounter Nine 
  Defeat the Rogues for the Loot. 
  L: 12.5 gp; C: 10 gp; M: Potion of Cure Light 
  Wounds (4) – 16.5 gp. 
  Encounter Ten 
  L: 40 gp; C: 20 gp; M: Potion of Cure Light 
  Wounds (4) – 16.5 gp 
  Conclusion A 
  Hal Durnix’s Bribe 
  L: 0 gp; C: 250 gp; M: 0 gp 
  Conclusion C  
  William Pontirun’s Reward 
  L: 0 gp; C: 150 gp; M: 0 gp 
  Total Possible Treasure 
  400 gp 
  Good For What Ales You 
   
  Page 23 
  
  Appendix One: NPC Stats
  Encounter One 
   
   
   
   
  Burly Men (4): male human War1; CR ½; medium 
  humanoid (Suel human); HD 1d8+2; hp 10; Init +1; 
  Spd 30 ft; AC 11, touch 11, flatfooted 10; Base Atk 
  +1; Grp +3; Atk +3 melee (1d3+2, fist); AL LN; SV 
  Fort +4, Ref +1, Will +3; Str.14, Dex.12, Con.14, 
  Int.10, Wis.12, Cha.10; 
  Skills and Feats:  Climb +6, Intimidate +4, Jump 
  +4, Swim +4; Iron Will, Power Attack. 
  Possessions: nothing 
  Other guests (12): male human Com1; CR ½; 
  medium humanoid (Suel human); HD 1d4; hp 7; 
  Init +1; Spd 30 ft; AC 11, touch 11, flatfooted 10; 
  Base Atk +0; Grp +0; Atk +0 melee (1d3, fist); AL 
  LN; SV Fort +0, Ref +1, Will +1; Str.10, Dex.12, 
  Con.10, Int.10, Wis.12, Cha.10; 
  Skills and Feats:  Climb +6, Jump +4, Profession 
  (Farmer) +8; Swim +4; Skill Focus: Profession 
  (Farmer), Toughness 
  Possessions: nothing 
  Encounter Two 
   
   
   
   
  Hewart Pontirun: male human Cl.6; CR 6; 
  medium humanoid (Suel human); HD 6d8+12; hp 
  45; Init +0; Spd 30 ft; AC 18, touch 10, flatfooted 
  14; Base Atk +4; Grp +6; Atk +6 melee (1d3+2, 
  fist) or +6 melee (1d8+2, heavy mace); AL LN; SV 
  Fort +7, Ref +2, Will +10; Str.14, Dex.11, Con.14, 
  Int.10, Wis.16, Cha.10; 
  Skills and Feats:  Concentration +11, Diplomacy 
  +4, Heal +7, Knowledge (Religion) +10; Cleave, 
  Iron Will, Power Attack, Quick Draw. 
  Possessions: Full Plate, heavy mace, club, dagger 
  Spells Prepared (5/4/4/3; base DC = 13 + spell 
  level): 0—[Create Water, Detect Magic, Guidance, 
  Light, Read Magic]; 1st—[Enlarge Person*, Bless, 
  Cause Fear, Divine Favor, Shield of Faith;] 2nd—
  [Bull’s Strength*, Hold Person (2), Sound Burst 
  (2);] 3rd-[Magic Vestment*, Blindness/Deafness, 
  Inflict Serious Wounds, Summon Monster III;]. 
   
  *Domain spell. Domains: [Destruction (granted 
  +4 to hit & damage bonus equal to cleric level on 
  single melee attack); Strength (enhancement 
  bonus to strength equal to cleric level)]. 
  St. Cuthbert’s Cudgels (24): male or female 
  human Cl.1; CR 1; medium humanoid (Suel 
  human); HD 1d8+2; hp 10; Init +0; Spd 30 ft; AC 
  14, touch 10, flatfooted 14; Base Atk +0; Grp +2; 
  Atk +2 melee (1d3+2, fist) or +3 melee (1d8+2, 
  heavy mace); AL LN; SV Fort +4, Ref +0, Will +4; 
  Str.14, Dex.10, Con.14, Int.10, Wis.14, Cha.10; 
  Skills and Feats:  Concentration +6, Heal +6, 
  Knowledge (Religion) +4; Power Attack, Cleave. 
  Possessions: Chain shirt, heavy mace, club, 
  dagger 
  Spells Prepared (3/3; base DC = 12 + spell level): 
  0—[Create Water, Guidance, Light]; 1st—[Enlarge 
  Person*, Bless, Cause Fear]. 
   
  *Domain spell. Domains: [Destruction (granted 
  +4 to hit & damage bonus equal to cleric level on 
  single melee attack); Strength (enhancement 
  bonus to strength equal to cleric level)]. 
  Encounter Seven  
   
   
   
  Durnix Rogues (2): male human Rog1; CR 1; 
  medium humanoid (Suel human); HD 1d6; hp 6; 
  Init +3; Spd 30 ft; AC 15, touch 13, flatfooted 12; 
  Base Atk +0; Grp +1; Atk +3 melee (1d6+1, 18-
  20/x2, rapier); SA: 1d6 Sneak Attack; SQ: Trap 
  Finding; AL CN; SV Fort +0, Ref +5, Will +1; 
  Str.12, Dex.16, Con.10, Int.12, Wis.12, Cha.12; 
  Skills and Feats:  Bluff +5, Climb +5, Disable 
  Device +7, Hide +7, Listen +5, Move Silently +7, 
  Open Locks +7, Search +5, Spot +5; Dodge, 
  Weapon Finesse. 
  Possessions: Leather armor, rapier, dagger, sap. 
  Durnix Wizards (2): male human Wiz1; CR 1; 
  medium humanoid (Suel human); HD 1d4-1; hp 3; 
  Init +2; Spd 30 ft; AC 12, touch 12, flatfooted 10; 
  Base Atk +0; Grp +0; Atk +0 melee (1d4, 19-
  20/x2, dagger); AL CN; SV Fort +0, Ref +2, Will 
  +2; Str.10, Dex.14, Con.8, Int.18, Wis.10, Cha.10; 
  Skills and Feats:  Concentration +4, Decipher 
  Script +8, Knowledge (Arcana) +8, Knowledge 
  (Nobility) +8, Knowledge (Planes) +8, Knowledge 
  (Religion) +8, Spellcraft +8; Combat Casting, 
  Scribe Scrolls. 
  Possessions: dagger, sap 
  Good For What Ales You 
   
  Page 24 
  
  Spells Prepared (3/2; base DC = 14 + spell level): 
  0—[Daze, Detect Magic, Ray of Frost]; 1st—
  [Cause Fear, Hold Portal]. 
  Spellbook: 0—[all]; 1st—[Alarm, Cause Fear, 
  Feather Fall, Hold Portal, Magic Missile, Ray of 
  Enfeeblement, Sleep]. 
  Ash Rat: CR 1; small magical beast; HD 1d10; hp 
  5; Init +8; Spd 40 ft, Climb 20 ft; AC 16, touch 15, 
  flat-footed 12; BAB/Grp: +2/-2; Atk +0 melee (1d4-
  2, bite) or +6 ranged touch (1d4 fire, flame spit); 
  SA: Flame spit, heat; SQ Darkvision 60ft, fire heal, 
  fire subtype, low-light vision, smoky hide; AL CN; 
  SV Fort +2; Ref +6; Will+1; Str 6, Dex 18, Con 11, 
  Int 2, Wis 13, Cha 3. 
  Skills and Feats: Climb +14, Hide +9*, Move 
  Silently +5; Improved Initiative. 
   
  Flame Spit (Su): Once per round, an ash rat 
  can spit flames at one target up to 10 feet away. 
  This attack deals 1d4 points of fire damage. 
   
  Heat (Ex): An ash rat’s body heat deals 1d2 
  points of fire damage to each creature (except for 
  another ash rat) that touches it.  Any flammable 
  item in contact with an ash rat must make a 
  successful Reflex save (DC 10) or catch fire.  
  When an ash rat dies, its body burns away 
  completely in one round. 
   
  Fire Heal (Ex):  Fire and heat heal an ash 
  rat’s wounds.  For every round that the creature is 
  exposed to flame or heat intense enough to deal 
  at least 1 point of damage, the creature instead 
  gains the benefit of a cure minor wounds spell (1 
  hit point healed).  Two or more ash rats touching 
  each other provide enough heat for fire healing. 
   
  Fire Subtype (Ex):  A creature with the fire 
  subtype has immunity to fire.  It has vulnerability to 
  cold, which means it takes half again as much 
  (+50%) damage as normal from cold, regardless 
  of whether a saving throw is allowed, or if the save 
  is success or failure. 
   
  Smoky Hide (Ex):  An ash rat continually 
  sheds smoke from its body.  This smoky haze is 
  so thick that it grants the creature concealment 
  (20% miss chance) and makes hiding easier (see 
  Skills, below).  Though it is difficult to see the ash 
  rat because of the smoke rising from its body, the 
  smoke itself is visible, provided that the area has 
  sufficient light by which to see it. 
  Encounter Nine 
   
   
   
   
  Durnix Rogues (2): male human Rog1; CR 1; 
  medium humanoid (Suel human); HD 1d6; hp 6; 
  Init +3; Spd 30 ft; AC 15, touch 13, flatfooted 12; 
  Base Atk +0; Grp +1; Atk +3 melee (1d6+1, 18-
  20/x2, rapier) or +3 ranged (1d6; light crossbow); 
  SA: 1d6 Sneak Attack; SQ: Trap Finding; AL CN; 
  SV Fort +0, Ref +5, Will +1; Str.12, Dex.16, 
  Con.10, Int.12, Wis.12, Cha.12; 
  Skills and Feats:  Bluff +5, Climb +5, Disable 
  Device +7, Hide +7, Listen +5, Move Silently +7, 
  Open Locks +7, Search +5, Spot +5; Dodge, 
  Weapon Finesse. 
  Possessions: 
  Leather 
  armor, 
  rapier, 
  light 
  crossbow, dagger, sap, 30 crossbow bolts Potion 
  of Cure Light Wounds (2), 30 gold Dukes. 
  Encounter Ten 
   
   
   
   
  Warehouse Guards (4): male human War1; CR 
  ½; medium humanoid (Suel human); HD 1d8+2; 
  hp 10; Init +1; Spd 30 ft; AC 15, touch 11, 
  flatfooted 14; Base Atk +1; Grp +3; Atk +4 melee 
  (1d8+2, 19-20/x2, long sword); AL LN; SV Fort +4, 
  Ref +1, Will +1; Str.14, Dex.12, Con.14, Int.10, 
  Wis.12, Cha.10; 
  Skills and Feats:  Climb +6, Intimidate +4, Jump 
  +4, Swim +4; Power Attack, Weapon Focus (long 
  sword). 
  Possessions: Chain shirt, long sword, dagger (2), 
  sap, Potion of Cure Light Wounds, 40 gold Dukes. 
   
   
   
  Good For What Ales You 
   
  Page 25 
  
  Appendix Two: Ash Rat 
  (from Monster Manual 2, page 24 updated for 3.5) 
  Small Magical Beast 
  Hit Dice: 1d10 (5 hp) 
  Initiative: +8 
  Speed: 40 ft., climb 20 ft. 
  AC: 16 (+1 size, +4 dex, +1 natural), touch 15, flat-footed 12 
  Attacks: Bite +0 melee, or flame spit +6 ranged touch 
  Damage: Bite 1d4-2, flame spit 1d4 fire 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: Flame spit, heat 
  Special Qualities: Darkvision 60 ft., fire heal, fire subtype, low-light vision, smoky hide 
  Saves: Fort +2, Ref +6, Will +1 
  Abilities: Str.6, Dex.18, Con.11, Int.2, Wis.13, Cha.3 
  Skills: Climb +14, Hide +9*, Move Silently +5 
  Feats: Improved Initiative 
   
  Climate/Terrain: Any warm land 
  Organization: Solitary, nest (10-40) or horde (41-60) 
  Challenge Rating: 1 
  Treasure: None 
  Alignment: Always Chaotic Neutral 
  Advancement: 2-3 HD (Small) 
  Level Adjustment: -  
   
  Spreading fires throughout towns, fields and forests, ash rats constitute a deadly menace to any 
  civilized society.  These little nomadic horrors are naturally drawn to large sources of flame; in 
  fact, they get their nourishment from heat in a way that not even the sages understand.  These 
  creatures are so hot that they ignite any combustibles they touch.   
   
  An ash rat is a 2-foot-long rodent with orange eyes.  It has the general shape of a rat, and its fur 
  is black, gray or brown.  Its oversized front teeth are a dull yellow color.  An ash rat’s exact 
  appearance is difficult for most onlookers to discern because it exudes a perpetual cloud of sooty 
  smoke that hides it from view. 
   
  Combat 
  An ash rat normally flees from combat if possible.  When cornered, it fights defensively, spitting 
  fire at those who threaten it.  Its heated body is painful to the touch, which prevents prudent foes 
  from closing. 
  Flame Spit (Su): Once per round, an ash rat can spit flames at one target up to 10 feet away. 
  This attack deals 1d4 points of fire damage. 
  Heat (Ex): An ash rat’s body heat deals 1d2 points of fire damage to each creature (except for 
  another ash rat) that touches it.  Any flammable item in contact with an ash rat must make a 
  successful Reflex save (DC 10) or catch fire.  When an ash rat dies, its body burns away 
  completely in one round. 
  Fire Heal (Ex):  Fire and heat heal an ash rat’s wounds.  For every round that the creature is 
  exposed to flame or heat intense enough to deal at least 1 point of damage, the creature instead 
  gains the benefit of a cure minor wounds spell (1 hit point healed).  Two or more ash rats 
  touching each other provide enough heat for fire healing. 
  Good For What Ales You 
   
  Page 26 
  
  Fire Subtype (Ex):  A creature with the fire subtype has immunity to fire.  It has vulnerability to 
  cold, which means it takes half again as much (+50%) damage as normal from cold, regardless 
  of whether a saving throw is allowed, or if the save is success or failure. 
  Smoky Hide (Ex):  An ash rat continually sheds smoke from its body.  This smoky haze is so 
  thick that it grants the creature concealment (20% miss chance) and makes hiding easier (see 
  Skills, below).  Though it is difficult to see the ash rat because of the smoke rising from its body, 
  the smoke itself is visible, provided that the area has sufficient light by which to see it.   
  Skills:  An ash rat uses its Dexterity modifier instead of its Strength modifier or Climb checks.  *In 
  smoky or foggy areas, an ash rat gains a +8 bonus on Hide checks. 
  Good For What Ales You 
   
  Page 27 
  
  Appendix Three: Goldplains 
  Good For What Ales You 
   
  Page 28 
  
  Appendix Four: Adventure Timeline 
   
  During the month of Coldeven 
   
  Starday (22nd): nothing of note 
   
  Sunday (23rd):  nothing of note 
   
  Moonday (24th):  nothing of note 
   
  Godsday (25th):   
  -Burnum offers to cover co-worker Reg Tailor’s shift so he can spend time with his girlfriend Sylvia.   
  -Burnum Walcott lets robbers in to steal St.Cuthbert Stout.   
  -Burnum follows robbers to Durnix warehouse.   
  -Burnum takes a keg of St.Cuthbert stout to pay off his debt to Tug Batterball owner of the Thirsty Cudgel. 
   
  Waterday (26th):   
  -Burnum sells Tug Batterball a keg of tainted St.Cuthbert to pay off his debt to Tug.   
  -Burnum doesn’t turn up for work. Works on blackmail plan. 
   
  Earthday (27th):   
  -Burnum sends blackmail letter to House Durnix.   
  -House Durnix assassins kill Burnum. 
   
  Freeday (28th):  
  -Tug gives customers some tainted St.Cuthbert Stout which results in a bar fight.  The Church of 
  St.Cuthbert breaks up the fight and arrests everyone in the tavern.  The players are hired to track down 
  the ale.  They have until morning. 
   
  First Day of Growfest: 
  -Adventure ends 
   
   
  Good For What Ales You 
   
  Page 29 
  
   
   
  Appendix Five: Maps 
   
  Map One: The Thirsty Cudgel 
   
   
   
   
   
  Map Two: Burnum Walcott’s House 
   
  Floor One  
   
   
   
   
   
   
  Floor Two 
   
  Good For What Ales You 
   
  Page 30 
  
  Map Three: Durnix Warehouse 
   
   
  Good For What Ales You 
   
  Page 31 
  
  Appendix Six: Burnum Walcott’s Letter 
   
   
   
  To Whom It May Concern: 
   
  On Godsday, the 25th of Coldeven, I witnessed several men removing kegs 
  from the Pontirun Brewery.  I followed the men to a warehouse in the 
  western part of town.  The warehouse appeared to be the same one used by 
  Durnix Brewery to store their beer.   
  I wish to remain anonymous for I am scared of what House Durnix would 
  do to me, but I ask that you hurry to the warehouse and catch these fiends 
  red handed.  
  Good For What Ales You 
   
  Page 32 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Duchy of Urnst/URD3-A03 - Good for What Ales You.pdf