TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at michaeltlh@earthlink.net.  
  For LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  ULP6-IS02 
   
   
   
   
  THE PAPER CHASE 
  A One-Round D&D® LIVING GREYHAWKTM  
  Principality of Ulek Introductory Regional 
  Adventure 
  Version 1.1 
   
  by Michael Nichols 
  Reviewer: Principality of Ulek Triad 
  Playtesters: X 
   
   
   
  The fall term for Gryrax’s Bardic College is soon to start.  But what, there’s no paper to be had?  How can 
  this be?  And what’s a professor to do?  A Principality of Ulek introductory regional adventure for APL 2. 
   
   
  
  ULP6-IS02 The Paper Chase 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  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 dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. 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.  
  3. Sum the results of step 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. 
  
  ULP6-IS02 The Paper Chase 
   
  Page 2 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs 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 can 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 receives only one-half of the experience 
  points and gold for the adventure. 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.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in the Principality of Ulek.  Characters native to 
  the Principality of Ulek pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp 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 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  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 
  Note: This adventure assumes that the players 
  have not previously played any Living Greyhawk 
  adventures, especially an adventure set in the 
  Principality of Ulek.  Only 1st level characters may 
  play.  Also, the players should be made aware of 
  several rules when adventuring in the Principality 
  of Ulek: 
  1) It is unlawful to shed blood (i.e., use lethal 
  damage) while in cities in the Principality 
  of Ulek unless in defense against the 
  same.  The penalty for use of unprovoked 
  lethal force is 500g & 4 TUs in fines (or 6 
  TUs total in the event the PC cannot pay 
  the fines). 
  2) It is unlawful to steal from NPCs.  The 
  following exceptions are not considered 
  theft: 
  a) looting monsters or humanoids 
  not of the goodly races (humans, 
  half-elves, 
  elves, 
  half-orcs, 
  dwarves, gnomes, and halfings) 
  # 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 
  
  ULP6-IS02 The Paper Chase 
   
  Page 3 
  b) looting 
  thieves 
  or 
  robbers 
  provided that the rightful owners 
  of the goods cannot be found 
  The battle against evil takes on many forms.  
  Sometimes, common citizens take up the torch of 
  heroes by a chance encounter.  This story offers 
  some citizens of the Principality of Ulek the 
  chance to go on their first adventure, but not too 
  far from home! 
  While most of the Prince’s citizens tend to have a 
  goodly heart, some harbor darkness within.  In this 
  case, greed corrupted the hearts of two gnomish 
  brothers, Marl and Karl Boroughs.  Marl is an 
  aspiring illusionist, Karl is a failed novelist, and 
  both are lifelong residents of Gryrax.  While the 
  brothers’ peers accrue wealth from hard work and 
  talent, the Boroughs neither work hard nor have 
  talent.  Rather, the brothers count the ills that the 
  world has done them, specifically from their peers 
  in Gryrax.  Thus, they hearkened to the words of 
  Urdlan that wormed their way into the brothers’ 
  hearts. 
  Through a bout of divine inspiration (or sheer 
  folly), the bothers worked out a get-rich-quick 
  scheme.  On one sultry mid-summer’s afternoon, 
  Karl came home ranting and raving over the latest 
  news from the local writer’s guild.  Lily, a gnomish 
  singer, let slip that her beau, Melvin Quiverblade, 
  awoke that night with a brilliant idea for a play.  
  Karl alleges that Melvin gets all of the good ideas 
  first, like applying to the Bardic College as a 
  professor in creative writing or asking Lily out.  
  Meanwhile, Marl read in some of the newspapers 
  that troubles in the County of Ulek has brought 
  that lumber industry to a grinding halt.  Also, local 
  druids forecasted that a series of severe storms 
  will hit Gryrax in the next several days, temporarily 
  closing down the port.  Finally, classes at the 
  Bardic College were to start in just over a week!  
  The brothers looked at each other, thinking the 
  same thing:  What if they got all of the paper in 
  town and then sold it a couple of days later at 
  double the price!  They would be rich, wizards 
  could not scribe scrolls for a few days, and Melvin 
  might lose his inspiration for wont of something to 
  write it down on! 
  ADVENTURE SUMMARY 
  The adventure begins in Gryrax as the brothers 
  nearly complete their goal, and only a couple of 
  days before classes begin.  In part, the brothers 
  bought some paper, appearing as different 
  “buyers.” Some not-so-lucky merchants found 
  their paper stock suffered several accidents, 
  where the Borough brothers disguised as workers 
  left the paper out in the blowing rain.  The 
  adventure begins with Professor Melvin searching 
  the market place for paper supplies, though there 
  is no paper to be found.  Seeing the PCs nearby, 
  he begs and pleads with them to help him find 
  some paper, anywhere.  He suggests they try the 
  docks while he goes to the caravan grounds. 
  In Encounter One, the party gets jumped by a 
  small band of sap-wielding thieves.  In Encounter 
  Two, the docks’ Quartermaster suggests going to 
  the Tavern “Measure for Measure” where the 
  merchant & patron Findrin is waiting out the 
  weather before heading out to Havenhill.  In 
  Encounter Three, Karl & Marl (in disguise) set up a 
  bar brawl upon overhearing the negotiations of 
  between Findrin and the party.  In Encounter Four, 
  Findrin encourages the party to go after the Karl & 
  Marl before the brothers can make good their 
  escape to Findrin’s warehouse. 
  In the Conclusion, the city watch appears & 
  arrests the defeated Borough brothers.  If 
  successful, Melvin rewards the PC’s for finding 
  paper, and Findrin offers to pay them for a few 
  uneventful days of caravan duty on his way to 
  Havenhill. 
  PREPARATION FOR PLAY 
  The DM need only access to the 3 core rulebooks: 
  Players Handbook, Dungeon Master’s Guide, and 
  Monster Manual I. 
  INTRODUCTION 
   
  Heavy 
  rains 
  and 
  gusts 
  have 
  been 
  hammering away at Gryrax for the past few 
  days.  This morning, however, Osprem seems 
  to let up in her fury, as the rain turn into the 
  lightest of drizzles.  You find Gryrax bustling 
  with activity as the citizens hurry about their 
  tasks before the next onslaught of Osprem’s 
  wrath.  Like many others, you find Gryrax’s 
  market place is the place to be.  Unfortunately, 
  many 
  of 
  the 
  booths 
  are 
  only 
  lightly 
  provisioned if open at all.  This seems to have 
  upset a bookish-looking gnome at the next 
  booth over so much that he’s causing a scene. 
   
  “What do you mean you are out of paper?  
  How you all of you be out of paper?  What are 
  the students going to do?  In just a few days 
  when the Bardic College opens for the term!  
  
  ULP6-IS02 The Paper Chase 
   
  Page 4 
  By Garl, what am I going to do?  I am but 
  halfway through writing my play!” 
   
  “Well, Mister Quiverbray, we just don’t 
  have any paper.  Our usual suppliers don’t 
  have any.  Even better, this weather has the 
  port closed.  You could ask the ship captains 
  directly if you don’t believe me, or that bog 
  that they’re calling the Caravan Grounds just 
  out of town. Just be on your way. You’re 
  holding up my line of valued customers!” 
   
  “The insolence!  And my name is Melvin 
  QuiverBLADE not BRAY!  AND, I am a 
  PROFESSOR!  Humph!” As he starts to leave, 
  he looks pleadingly at the crowd for help.  “I 
  teach for the Bardic College, I do!  We’ll pay 
  you, even a premium if anyone can find some 
  paper in this town!  Think of all the young 
  artists.  Will anyone help me? 
  Professor Melvin Quiverblade is willing and able to 
  pay up to a 50% premium over PHB cost for a 
  large stock of paper on behalf of the Bardic 
  College.  He wants to check out the caravan 
  grounds himself, as that seems more hopeful 
  (through fruitless in truth).  He suggests the PCs 
  try the port and whatever else they can think of.  
  Before Melvin sets off, he tells the PC’s that they 
  can meet up with him at the Bardic College itself 
  once they’ve found a supply of paper.  When the 
  party agrees to help Melvin, they may continue the 
  module.  This would be a good time for character 
  introductions if the PCs have not done so already. 
  ENCOUNTER 1: THE 
  TEMPEST 
  Miranda’s Gang 
   
  Osprem renews her fury as the heavy rains 
  start up again.  As you make your way through 
  town, the streets empty as folks try to get 
  home, out of the rain.  Even the City Watch 
  seems scarce. 
  The rain starts up again, reducing visibility to 30’.  
  Using the cover of the rain, some desperate 
  thieves (Miranda’s Gang) are out to make a quick 
  mugging when the PCs pass by.  Have the PCs 
  make a sense motive check of 15 or a spot check 
  of 18 to discover something is amiss. 
  APL 2 (EL 3) 
  Miranda, Female Suel/Oeridian Rogue 1: hp 
  5; see Appendix 1. 
  Gonzalo, Male Halfling Rogue 1: hp 6; see 
  Appendix 1. 
  Sycorax, Male Oeridian Warrior 1: hp 7; see 
  Appendix 1. 
  Antonio, Male Human Commoner: hp 5; see 
  Appendix 1. 
  Tactics:  Miranda’s Gang has set up on a generic 
  20’ wide street.  They intend to only knock the PCs 
  unconscious (at most) and steal from them.  Thus, 
  the gang members will only use nonlethal 
  damage.  When the last gang member is standing 
  or after 15 rounds of combat, the thief(s) will 
  attempt to flee. 
  The City Watch 
  The City Watch will appear 15 rounds after the 
  start of combat.  Their arrival effectively ends the 
  combat.  If the PCs have a TPKO (total party 
  knock out), the Watch will revive the PCs & offer to 
  pursue the thieves.  Any PC may spend 1 TU to 
  assist the City Watch to reclaim the stolen gear.  
  They then earn Friendship of the Gryrax City 
  Watch.  Similarly, if the PCs flee leaving behind 
  any unconscious PCs, the unconscious PC(s) may 
  also spend 1 TU to assist the City Watch.  
  Irregardless, the City Watch will investigate the 
  scene.  If the City watch finds evidence at any PC 
  used lethal force, the PC(s) loses 500 g and 5 TUs 
  (or 6 TU’s if the PC cannot pay the fine) as the 
  PC(s) is (are) arrested for battery.  Otherwise, the 
  City Watch will offer the PCs the possessions of 
  the thieves as a reward for helping to bring the 
  gang to justice.  Note: If the PCs defeat Miranda’s 
  Gang before the City Watch arrives, lawful PCs 
  may need a reminder to find the City Watch to 
  report the incident. 
  ENCOUNTER 2: MUCH ADO 
  ABOUT NOTHING 
  Once the PCs reach the docks, they may speak to 
  Quartermaster 
  Francis 
  Seacole 
  or 
  Captain 
  Benedick.  They are merely playing Three-dragon 
  Ante while waiting for the storm to clear.  Both 
  men are middle aged and easygoing.  Captain 
  Benedick has the only ship at port, and he has no 
  paper stowed. Both of them direct the PC’s to 
  Findrin, a merchant at the nearby tavern, 
  “Measure for Measure”.  Findrin had asked the 
  Captain about trading goods before Findrin 
  headed off to Havenhill by caravan. 
  
  ULP6-IS02 The Paper Chase 
   
  Page 5 
  ENCOUNTER 3: MEASURE 
  FOR MEASURE 
  Measure for Measure Tavern 
   
  The Captain’s directions lead you to a 
  place that seems little more than a hole in the 
  wall.  The only indication that you are at the 
  right place is a sign swinging in the blowing 
  rain that shows a smiling halfling waving a 
  hefty spoon.  Then there is the small porthole 
  at the bottom of the steps that serves as the 
  door. 
   
  When you open the door, your misgivings 
  give way to welcoming sensations.  A warm 
  gust of air brushes across your face.  Merry 
  laughter greets your ears.  Scrumptious 
  aromas tingle your nose and palate.  Finally, 
  what must be a spacious living room amazes 
  your eyes.  Numerous alcoves hold either 
  booths or a couch & chairs.  Soft rugs and 
  skins line the floor.  A couple of fireplaces and 
  some lamps warm the place with a soft light.  A 
  halfling runs along a low-slung bar counter as 
  he draws beer from kegs of ale lying level with 
  the counter.  Just now, a halfling lass runs 
  past you and two tables of boisterous gnomes 
  to deliver a tray of savory food twice her size 
  to a well-dressed dwarf that meets the 
  description of Findrin the Merchant. 
  In addition to the locals, two rival acting troupes 
  have filled the tavern to the brim today.  The usual 
  entertainment has been replaced by the troupes 
  firing quips at one another in a war of words.  The 
  tavern owner, Giles Tumblebelly has been 
  listening to them for over an hour.  So far, they 
  haven’t come to blows.  Giles hates to have to 
  clean up from the rare tavern brawl. 
  Meanwhile, the PCs can catch Findrin in a jolly 
  mood as he engages in an extensive lunch.  He is 
  sitting at a booth at the opposite end of the tavern 
  from porthole door.  Findrin is a dwarven merchant 
  who has done quite well for himself in his travels in 
  the Sheldomar Valley.  While he keeps most of his 
  wealth (after taxes), he tithes to the Church of the 
  Soul Forge (with whom his brother Cindrin is a 
  cleric) and donates to the arts.  Thus he favors the 
  tavern “Measure for Measure”, which caters to the 
  students of the Bardic College four blocks away. 
  The PCs should be encouraged to role-play their 
  conversation with Findrin.  He has paper and 
  would actually be thrilled to get full PHB value for 
  his stock at a nearby warehouse.  Otherwise, the 
  negotiations can be resolved through a diplomacy 
  or profession (merchant) check.  At DC of (2 * # of 
  PCs in party), Findrin will sell the PCs paper at a 
  50% markup over PHB standard prices (thereby 
  matching the price Melvin will pay).  For every 5 
  that they exceed the DC, Findrin will reduce the 
  price of his stock by 10% to a minimum of PHB 
  standard cost.  In other words, by every 5 the PCs 
  beat the DC, they can earn between 40g and 200g 
  per PC from Melvin at the Bardic College.  Upon 
  reaching an agreement he will give PCs directions 
  to his warehouse. 
  However, Marl & Karl Borough are present under 
  disguises (they are normally refused entry owing 
  to causing fights and an outstanding bar tab).  
  Marl disguised himself as a halfling named Angelo 
  and Karl disguised himself as a dwarf named 
  Lucio through the alter self spell.  They snuck into 
  the tavern to celebrate their near ascension to 
  wealth.  The real Angelo and Lucio are somewhat 
  known by the troupes, but more so by Findrin, 
  Marl, and Karl. 
  Marl & Karl overhear the PCs’ conversation with 
  Findrin. They decide start up a bar brawl to 
  entangle the PCs and Findrin while the Boroughs 
  make their way to rob Findrin’s warehouse.  After 
  the first round of combat, the Boroughs make 
  good their exit while taking only 1d4 of nonlethal 
  damage each.  The PCs can make a spot check of 
  15 (Findrin automatically succeeds) to notice that 
  the two instigators of the fight have just left the 
  tavern.  Meanwhile, it takes the PCs no more than 
  5 rounds of combat before the PC’s can break free 
  of the combat.  Findrin realizes his warehouse is 
  only locked (no guards), so he asks the PCs to 
  catch up to the Borough brothers, and to delay 
  them while he fetches the City Watch. 
  Angelo (Marl): hp 19. 
  Lucio (Karl): hp 30. 
  Karl begins the fight by accusing Vincentio of 
  seeing Juliet and Angelo accusing Isabella seeing 
  Claudio.  In actuality both Isabella and Juliet are 
  seeing both Vincentio and Claudio.  As the 
  foursome begin to show outrage, Francisca and 
  Elbow yell (in unison) “Food Fight!” 
  APL 2 (EL 3) 
  Isabella, Juliet, Female Gnome Bard1: hp X; 
  see Appendix 1. 
  Vincentio, Claudio, Male Gnome Bard1: hp 
  X; see Appendix 1. 
  
  ULP6-IS02 The Paper Chase 
   
  Page 6 
  Francisca, Elbow, Gnome Experts 1: hp X; 
  see Appendix 1. 
  Note: The encounter level incorporates the 
  infighting between the two troupes. 
  Tactics:  Isabella, Juliet, & Francisca are members 
  of one acting troupe, “The Merry Wives of Wenta”. 
   Vincentio, Claudio, and Elbow are members of 
  “Gentlemen of Veluna”.  Members of each troupe 
  have a 50% chance of attacking a PC, as opposed 
  to a member of the rival troupe.  Any damage 
  done will be nonlethal, whether it comes from 
  thrown food or unarmed strikes.  Reminder: none 
  of the troupe members have improved unarmed 
  strike, thus all of their unarmed attacks provoke 
  attacks of opportunity. 
  ENCOUNTER 4: ALL’S WELL 
  THAT ENDS WELL 
  The PCs catch up to the Borough brothers just as 
  they reach the warehouse.  The Borough brothers 
  have just broke open Findrin’s locks on the 
  warehouse. 
  APL 2 (EL 5) 
  Marl Borough, Male Gnome Illusionist3: hp 
  X; see Appendix 1. 
  Karl Borough Male Gnome Bard4: hp X; see 
  Appendix1. 
   
  Tactics: Their goal is to defeat the PC’s and then 
  flee from being arrested by the approaching city 
  watch.  Should either brother be reduced to 1/3 hit 
  points, that brother will cast invisibility and flee 
  (leaving the other brother behind).  They combat 
  will last 15 rounds before the City Watch appears 
  (which then ends the combat).  Once again, the 
  City Watch will offer the PCs the Borough 
  brothers’ equipment as a reward for bringing them 
  to justice.  Captain Sledgehammer of the City 
  Watch can question the brothers once they are 
  subdued.  If the PCs have killed both of the 
  brothers, the PCs will have front the cost of two 
  speak with dead spells (one for each brother), so 
  that the City Watch can obtain confessions from 
  the brothers & to confirm (or disprove) whatever 
  explanation the PCs give to the City Watch. 
   
   
   
   
  CONCLUSION 
  Miranda’s gang defeats the PCs:  The PCs are 
  rescued by the Gryrax City Watch.  The City 
  Watch asks the PCs to report the incident no later 
  than noon the following day.  The PCs may 
  continue the adventure in the meantime. Once the 
  PCs report in, the city watch offers them a chance 
  to regain their gear by helping the watch chase 
  down members of Miranda’s gang for 1 TU.  They 
  then earn Friendship of the Gryrax City Watch.  
  Then, the PCs will receive one of the following 
  endings, depending on the result of Encounter 4: 
  A. The PCs defeat (or subdue) the Borough 
  Brothers. The Borough Brothers will 
  willingly confess to the City Watch if 
  captured or questioned through speak 
  with dead spell.  If the PCs bring Melvin 
  paper, Melvin thanks the PCs and rewards 
  them for their assistance.  If the PCs 
  successfully negotiated with Findrin, he 
  offers them a few days of light caravan 
  duty to Havenhill.  The PCs do not earn 
  any XP from the “Caravan Duty”, but they 
  do earn 50g per PC.  Also, the Caravan 
  Duty does cost any extra TU’s. 
  B. Both Borough Brothers flee:  The City 
  Watch arrives and question the PCs.  
  Findrin thanks the PCs and fulfills his 
  bargain with the paper.  However, the 
  culprits behind the Paper Chase remain at 
  large.  Findrin is disappointed, though and 
  he does not offer “Caravan Duty”. 
  C. The Borough Brothers defeat the PCs:  
  The City Watch comes and revives the 
  PCs.  The Borough Brothers left the PCs’ 
  gear, but destroyed/ruined Findrin’s paper 
  stock.  Therefore, they do not receive any 
  gold from Melvin, as they have no paper 
  to deliver.  Also, Findrin cancels any 
  bargain that he and the PCs agreed to, 
  and he does not offer the PC’s “Caravan 
  Duty”. 
  Please read the following box text or paraphrase: 
   
  It has been an eventful day in Gryrax.  For 
  some or all of you, this has been your first 
  adventure.  Do you feel that you have what it 
  takes to make this your career?  If so, 
  Fharlanghn make take you far and wide, or to 
  your own backyard. 
  The End 
   
  
  ULP6-IS02 The Paper Chase 
   
  Page 7 
  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 1 
  Objective: Subdue Miranda’s Gang. 
   
  APL 2: 80 xp. 
   
  Encounter 3 
  Objective: Exit “Measure for Measure” safely. 
   
  APL 2: 80 xp. 
   
   
  Encounter 4 
  Objective: Defeat borough Brothers. 
   
  APL 2: 200 xp. 
   
  Story Award 
  Story Objectives: 
  Objective: Seal bargain with Findrin. 
   
  APL 2: 30 xp. 
  Objective: Obtain Borough Brothers’ Cofession: 
   
  APL 2: 30 xp. 
   
  Discretionary Roleplaying Award 
   
  APL 2: 30 xp. 
   
   
  Total possible experience 
   
  APL 2: 450 xp. 
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  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 1: 
  APL 2: L: 177 gp, C: 0 gp, M: 0. 
  Encounter 3: 
  APL 2: L: 0 gp, C: 200 gp, M: 0 gp. 
  Encounter 4: 
  APL 2: L: 83 gp, C: 0 gp, M:0. 
  Conclusion: 
  APL 2: L: 0 gp, C: 50 gp, M: 0 gp. 
  
  ULP6-IS02 The Paper Chase 
   
  Page 8 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 260 gp, C: 250 gp, M: 0 gp – Total: 
  510 gp (450 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Title: Friendship of the Gryrax City Watch: The PC 
  has chosen stay for 1 TU and to assist the City 
  Watch to track down members of Miranda’s Gang 
  of thieves in Gryrax.  In addition to retrieving all of 
  the PC’s stolen gear, they have earned the 
  respect and friendship of the Gryrax City Watch.  
  For 1 calendar year, the PC gains a +1 
  circumstance bonus to Charisma-based skill 
  checks with the Gryrax City Watch and a +1 
  circumstance 
  bonus 
  to 
  Profession 
  (law 
  enforcement) checks. In addition, the PC may 
  immediately switch to a lawful-alignment as the 
  PC has gained a new-found respect for the law. 
  
  ULP6-IS02 The Paper Chase 
   
  Page 9 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 1 
   
   
   
   
  Miranda, 
  Female 
  Suel/Oeridian 
  Rogue 
  2: 
  medium humanoid (human); HD 2d6+2;hp 12; Init 
  +7; Spd 30 ft.; AC 16, touch 13, flat-footed 13 (+3 
  Dex, +3 armor); Base Atk/Grp: +1/+2; Atk +2 
  melee (1d6+1 nonlethal, sap); Full Atk +2 melee 
  (1d6+1 nonlethal, sap); SA sneak 1d6; SQ 
  evasion, trapfinding; AL CN; SV Fort +1, Ref +6, 
  Will +2; Str 12, Dex 16, Con 12, Int 14, Wis 11, 
  Cha 12. 
   
  Skills & Feats: Appraise +7, Bluff + 6, Escape 
  Artist +8, Gather Information +8, Hide +8, 
  Intimidate +8, Knowledge (Sheldomar Valley) +7, 
  Move Silently +8, Search +7, Sense Motive +5, 
  Tumble +8; Improved Initiative, Iron Will. 
   
   
   
  Languages: Common, Dwarven, Halfling. 
   
  Possessions: MW Studded Leather, sap. 
   
  Gonzalo, Male Lightfoot Halfling Rogue 1: small 
  humanoid (halfing); HD 1d6+1; hp 7; Init +3; Spd 
  20 ft.; AC 17, touch 14, flat-footed 14 (+1 size, +3 
  Dex, +3 armor); Base Atk/Grp: +0/-4; Atk +2 
  melee (1d4 nonlethal, sap); Full Atk +2 melee (1d4 
  nonlethal, sap); SA sneak 1d6; SQ trapfinding; AL 
  CN; SV Fort +2, Ref +6, Will +2; Str 11, Dex 16, 
  Con 13, Int 13, Wis 12, Cha 8. 
   
  Skills & Feats: Climb +6, Escape Artist +7, 
  Hide +11, Jump +6, Listen +9, Move Silently +9, 
  Search +5, Spot +7, Tumble +7; Alertness. 
   
   
   
  Languages: Common, Halfling, Dwarven. 
   
  Possessions: Studded Leather, sap. 
   
  Sycorax, Male Oeridian Warrior 1 medium 
  humanoid (human); HD 1d8+1; hp 12; Init +6; Spd 
  30 ft.; AC 14, touch 10, flat-footed 14  (+3 armor, 
  +1 shield); Base Atk/Grp: +1/+3; Atk +3 melee 
  (1d6+2 nonlethal, sap); Full Atk +3 melee (1d6+2 
  nonlethal, sap); AL CN; SV Fort +4, Ref +0, Will 
  +0; Str 14, Dex 11, Con 12, Int 10, Wis 10, Cha 8. 
  Skills & Feats: Climb +6, Hide +1, Jump +6; 
  Toughness 
  Languages: Common 
  Possessions: sap, studded leather. 
  Antonio, Male Human Commoner 1: medium 
  humanoids (human); HD 1d4+1; hp 5 ; Init +6; Spd 
  30 ft.; AC 13, touch 10, flat-footed 13  (+3 armor); 
  Base Atk/Grp: +0/+2; Atk +2 melee (1d6+2 
  nonlethal, sap); Full Atk +2 melee (1d6+2 
  nonlethal, sap); AL CN; SV Fort +2, Ref +0, Will 
  +0; Str 14, Dex 11, Con 12, Int 10, Wis 10, Cha 8. 
   
  Skills & Feats: Climb +6, Spot +4, Jump 
  +6; Armor Proficiency (Light), Martial Weapon 
  Proficiency (sap). 
  Languages: Common. 
  Possessions: Sap, Studded Leather. 
  ENCOUNTER 3 
   
   
   
   
  Isabella, Juliete, Female Gnome Bards1: Small 
  Humanoid (Gnome); CR 1; HD 1d6+2; hp 8 each; 
  Init +2; Spd 20 ft.; AC 15, touch 13, flat-footed 13 
  (+1 size, +2 Dex, +2 armor); Base Atk/Grp: +0/-5; 
  Atk +0 melee (1d2-1 nonlethal, unarmed strike) or 
  -1 ranged (1d3-1 plus 1 point splash, wineglass); 
  Full +0 melee (1d2-1 nonlethal, unarmed strike) or 
  -1 ranged (1d3 plus splash, wineglass); SQ bardic 
  music, bardic knowledge; AL CG; SV Fort +2, Ref 
  +4, Will +3; Str 9, Dex 14, Con 14, Int 12, Wis 12, 
  Cha 16. 
   
  Skills & Feats: Bluff +7, Disguise +7, Listen 
  +3, Perform (Comedy) +7, Profession (Acting) +5, 
  Sense Motive +5, Speak Language N/A, Tumble 
  +6; Skill Focus Perform(Comedy). 
   
  Ability (Sp): Spell-Like Abilities: 1/day—speak 
  with animals (burrowing mammal only, duration 1 
  minute). A gnome with a Charisma score of at 
  least 10 also has the following spell-like abilities: 
  1/day—dancing 
  lights, 
  ghost 
  sound, 
  prestidigitation. Caster level 1st; save DC 10 + 
  gnome’s Cha modifier + spell level. 
   
  Languages: Common, Gnomish, Dwarven, 
  Elven, Halfling, Giant, Suel. 
   
  Spells Known (4/2 save DC = 3 + spell level): 
  0 
  – 
  Message, 
  Mage 
  Hand, 
  Open/Close, 
  Prestidigitation. 
   
  Possessions: 3 wineglasses, Artisan Outfit. 
   
  Vincentio, Claudio, Male Gnome Bards1: Small 
  Humanoid (Gnome); CR 1; HD 1d6+2; hp 8 each; 
  Init +2; Spd 20 ft.; AC 15, touch 13, flat-footed 13 
  (+1 size, +2 Dex, +2 armor); Base Atk/Grp: +0/-4; 
  Atk -3 melee (1d3 nonlethal, tankard) or +1 melee 
  (1d2 nonlethal, unarmed strike); Full -3 melee 
  (1d3 nonlethal, tankard) or +0 melee (1d2-1 
  nonlethal, unarmed strike); SQ bardic music, 
  bardic knowledge; AL CG; SV Fort +2, Ref +4, Will 
  +3; Str 10, Dex 14, Con 14, Int 10, Wis 11, Cha 
  14. 
  
  ULP6-IS02 The Paper Chase 
   
  Page 10 
   
  Skills & Feats: Bluff +6, Disguise +6, Listen 
  +2, Perform (Comedy) +6, Profession (Acting) +4, 
  Sense Motive +4, Tumble +6; Skill Focus 
  Perform(Comedy). 
   
  Ability (Sp): Spell-Like Abilities: 1/day—speak 
  with animals (burrowing mammal only, duration 1 
  minute). A gnome with a Charisma score of at 
  least 10 also has the following spell-like abilities: 
  1/day—dancing 
  lights, 
  ghost 
  sound, 
  prestidigitation. Caster level 1st; save DC 10 + 
  gnome’s Cha modifier + spell level. 
   
  Languages: Common, Gnomish. 
   
  Spells Known (4/2 save DC = 3 + spell level): 
  0 
  – 
  Message, 
  Mage 
  Hand, 
  Open/Close, 
  Prestidigitation. 
   
  Possessions: tankard, Artisan Outfit. 
  Francesca, Elbow, Gnome Experts(Stagehands) 
  1: small humanoids (human); HD 1d6+2; hp 7 
  each; Init +6; Spd 30 ft.; AC 12, touch 11, flat-
  footed 13  (+2 armor, +1 size); Base Atk/Grp: +0/-
  3; Atk +2 melee (1d2+1 nonlethal, unarmed strike) 
  or -1 ranged (1d2+1, nonlethal, thrown food, range 
  10’); Full Atk +1 melee (1d3+2 nonlethal, unarmed 
  strike) or -2 ranged (1d4 +2 nonlethal, thrown 
  food); AL N; SV Fort +1, Ref +0, Will +2; Str 12, 
  Dex 11, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills & Feats: Balance +7, Climb +9 (+11 
  with ropes), Jump +6; Listen +6, Craft 
  (Stages) +4, Spot +4, Use Rope +4; Skill 
  Focus Balance, Skill Focus Climb. 
  Ability (Sp): Spell-Like Abilities: 1/day—speak 
  with animals (burrowing mammal only, duration 1 
  minute). A gnome with a Charisma score of at 
  least 10 also has the following spell-like abilities: 
  1/day—dancing 
  lights, 
  ghost 
  sound, 
  prestidigitation. Caster level 1st; save DC 10 + 
  gnome’s Cha modifier + spell level. 
   
  Languages: Common, Gnomish. 
   
  Possessions: 
  Leather 
  armor, 
  masterwork 
  artisan tools. 
  ENCOUNTER 4 
   
   
   
   
  Marl Borough, Male Gnome Illusionist3: Small 
  Humanoid (gnome) altered self into Humanoid 
  (dwarf); CR 3; HD 3d4+9; hp 19; Init +0; Spd 20 
  ft.; AC 11, touch 11, flat-footed 10 (+1 Dex); Base 
  Atk/Grp: +1/0; +1 melee (1d4-1, dagger) or +2 
  ranged (1d4-1, dagger); Full Atk +1 melee (1d4-1, 
  dagger) or +2 ranged (1d4-1, dagger); SQ: 
  Summon Familiar (bat); AL CE; SV Fort +4, Ref 
  +2, Will +4; Str 8, Dex 13, Con 16, Int 15, Wis 12, 
  Cha 8. 
   
  Skills & Feats: Concentration +12, Knowledge 
  (Arcana) +8, Knowledge (Sheldomar Valley) +8, 
  Listen +5, Spellcraft +10; Scribe Scroll, Skill Focus 
  (Concentration), Spell Focus (Illusion). 
   
  Ability (Sp): Spell-Like Abilities: 1/day—speak 
  with animals (burrowing mammal only, duration 1 
  minute). A gnome with a Charisma score of at 
  least 10 also has the following spell-like abilities: 
  1/day—dancing 
  lights, 
  ghost 
  sound, 
  prestidigitation. Caster level 1st; save DC 10 + 
  gnome’s Cha modifier + spell level. 
   
  Languages: Common, Gnomish. 
   
  X Spells Known/Prepared (4/3/2, save DC = 2 
  + spell level, +3 if Illusion; Forbidden Schools: 
  Abjuration & Evocation): 0 – Detect Magic, 
  Message, Prestidigitation, Read Magic; 1st – Color 
  Spray, Disguise Self, Unseen Servant ; 2nd – 
  Alterself,  Invisibility. 
   
  Spellbook: not present 
   
  Possessions: Spell Component Pouch. 
  Karl Borough, Male Gnome Bard4: Small 
  Humanoid (gnome) altered self into Humanoid 
  (halfing); CR 3; HD 3d4+9; hp 30; Init +0; Spd 20 
  ft.; AC 15, touch 12, flat-footed 14 (+3 armor, +1 
  dex, +1 size); Base Atk/Grp: +3/-1; Atk +5 melee 
  (mw rapier, 1d4/crit 18-20x2); Full Atk +5 melee 
  (mw 
  rapier, 
  1d4/crit 
  18-20x2); 
  SQ 
  Bardic 
  Knowledge, Bardic Music; AL CE; SV Fort +4, Ref 
  +5, Will +4; Str 10, Dex 13, Con 16, Int 8, Wis 10, 
  Cha 15. 
   
  Skills & Feats: Bluff +11, Disguise +11, Gather 
  Information +9, Listen +8, Perform (Acting) +5, 
  Spot +2, Tumble +8; Alertness, Persuasive. 
   
  Ability (Sp): Spell-Like Abilities: 1/day—speak 
  with animals (burrowing mammal only, duration 1 
  minute). A gnome with a Charisma score of at 
  least 10 also has the following spell-like abilities: 
  1/day—dancing 
  lights, 
  ghost 
  sound, 
  prestidigitation. Caster level 1st; save DC 10 + 
  gnome’s Cha modifier + spell level. 
   
  Languages: Common, Gnomish. 
   
  X Spells Known/Prepared (3/3/1, save DC = X 
  + spell level): 0 – Daze, Detect Magic, Mage 
  Hand, Message, Open/Close, Prestidigitation; 1- 
  Cure Light Wounds, Disguise Self, Tasha’s 
  Hideous Laughter; 2- Alterself, Invisibility. 
   
  Possessions: MW rapier, MW studded leather
   
  
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