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 scon40@aol.com.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO7-05 
   
   
   
   
  Honor Among Friends 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 0.9.1 
   
  by Jay H. Anderson 
  Reviewers: Yeomanry Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Chris Conner, Britney Conner, Matt Masely, Mat Pennington, and Kevin Grigsby 
   
  Men and women of the Yeomanry are known for always answering the call of duty. What happens when 
  one’s personal honor to one’s fellow man is threatened before the completion of that duty? Can you help 
  someone satisfy his personal honor and complete his Yeomanry duty? Or must one be sacrificed for the 
  other? A Yeomanry regional adventure for APLs 2-8. 
   
  Note: This adventure will be of particular interest to anyone with aspirations of joining or membership in 
  the Brotherhood of Duelists, members of the military, and Rascals. 
   
  Resources: Complete Arcane [Richard Baker], Complete Adventurer [Jesse Decker], Complete 
  Scoundrel [Mike McArtor and F. Wesley Schneider], Complete Warrior [Andy Collins, David Noonan, Ed 
  Stark], Races of the Wild [Skip Willams], Players Handbook II [David Noonan], Spell Compendium 
  [Matthew Sernet, Jeff Grubb, Mike McArtor]. 
  
  Honor Among Friends 
  YEO7-05 
  Page 2 
   
  
  YEO7-05 Honor Among Friends 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA event from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure 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, 2008. 
   
  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. 
  
  YEO7-05 Honor Among Friends 
   
  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 Yeomanry. Characters native to the 
  Yeomanry pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 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 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley. The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor. Its border 
  continues south to where the great river enters the 
  Hool Marshes and the lands of the Sea Princes. 
  The climate is hot nearly year-round in the central 
  valley, though the temperature moderates as one 
  approaches the foothills, particularly in late fall and 
  winter. The Yeomanry is a land populated 
  primarily by freemen farmers, who are mostly a 
  Suel-Flan mix. 
   
  The 
  Yeomanry 
  is 
  one 
  of 
  the 
  few 
  representative democracies in the Flanaess. Any 
  citizen of majority, who has carried the spear for 
  the nation, either now or in the past, is eligible to 
  elect a spokesman on his behalf from his 
  # 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 
  
  YEO7-05 Honor Among Friends 
   
  Page 3 
  community who serves in the Council of Common 
  Grosspokesmen in Loftwick. 
   
  The people of the Yeomanry are rural, 
  cloistered folk with little exposure to either 
  foreigners or magic. They are religious and 
  superstitious, yet reservedly friendly to travelers. 
  Many Yeomen have served in the Militia and are 
  stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its 
  official website: http://www.yeomanry.net. 
  BACKGROUND 
  Fifteen years ago, Brody, Marn, and Dolph were 
  all friends who met in the Yeomanry militia as the 
  Greyhawk wars were beginning. After leaving 
  militia service, they remained together and formed 
  an adventuring group who focused on protecting 
  the Yeomanry from their enemies. Though Brody 
  and Dolph were of differing personalities, Marn 
  was always the connecting force between the two 
  and thus the three of them made for a potent 
  combination. Together (along with a few others), 
  they have performed numerous great deeds on 
  behalf of Grosspokesmen and the Freeholder. 
  About eight years ago, their adventuring group 
  started to dissipate slowly, and, in late CY 591, 
  there was once again only Brody, Marn, and 
  Dolph. After a harrowing battle with the Scarlet 
  Brotherhood, which left Marn shaken to his very 
  core, Marn decided to retire from the adventuring 
  life and devote himself to operating a farm in 
  Newick to help the Yeomanry prosper in the area 
  as well as to feed the hungry amongst the frequent 
  refugees there. 
   
  Brody and Dolph then went their separate 
  ways for a time, though their paths would intersect 
  frequently over the years. Both Brody and Dolph 
  went on to become respected Senior Armsmen of 
  the Brotherhood of Duelists, both lent their aid to 
  traveling merchants when the Landstraad exposed 
  travelers to new dangers, and both have continued 
  to lend their assistance in curbing the incursions of 
  the Scarlet Brotherhood menace. Yet, with each 
  meeting between Brody and Dolph, their friendship 
  has become more strained, slowly transforming 
  into a bitter rivalry. It has even reached the point of 
  them repeatedly engaging in duels against each 
  other, with each duel becoming less friendly than 
  the last. With his superior skill, Dolph has won the 
  majority of these duels, which has infuriated 
  Brody. 
   
  A few months ago, Marn passed away due to 
  illness. Both Brody and Dolph were aware of 
  Marn’s illness. However, neither went to see him, 
  as they were afraid that they would run into each 
  other, creating a situation that Marn did not need 
  to see. Neither Brody nor Dolph believed for a 
  moment that Marn’s illness would claim him. When 
  it did, word was sent to both men, with Brody 
  being the only one to respond so far. 
   
  Marn had written a will in his last few days, but 
  it was incomplete, which has now caused three 
  unfortunate occurrences. First, his will declared he 
  was going to leave his business to his closest 
  adventuring companion. Unfortunately it did not 
  say who that was. Second, Marn had miswritten 
  this as he intended to write closest adventuring 
  companions and leave the business to both Brody 
  and Dolph, hoping this would bring the two back 
  together in his memory. He was looking for a 
  diplomatic and poetic way to mention one first 
  without slighting the other, but failed to do so in 
  time. 
  Third, Brody has learned about the 
  incomplete will and thinks he should quickly claim 
  Marn’s farming business before Dolph shows up. 
  Brody thinks he’s entitled to sole ownership of 
  Marn’s business and is unwilling to share with 
  Dolph. 
   
  Dolph’s last publicly known location placed 
  him near Loftwick. However, in reality, the 
  Yeomanry Militia had contacted Dolph for a 
  mission in the Trevorton area. After completing 
  this mission, Dolph received a ‘request’ to travel to 
  Longspear as soon as possible for another 
  important and secret mission. Dolph soon left for 
  Longspear traveling alone. On the open road, 
  Dolph was attacked by brigands upset with 
  Dolph’s latest work. Although Dolph defeated his 
  enemies, he was substantially wounded. Due to 
  his curse preventing most magical healing, he 
  decided to rest in Thurmaster. Upon a local Militia 
  sergeant learning of Dolph’s recent assignment 
  and mishap on the road, he decides to take 
  matters in his own hands and put out a call for 
  adventurers. 
   
  In addition, the Rascals have a peripheral 
  interest in the situation. Recently, they’ve noticed 
  that Brody has been associating with more and 
  more people with a criminal bent. Since they 
  frequently interact with those same people, they 
  were certainly in a position to observe the moral 
  decline of Brody. The Rascals worry that Brody 
  will soon make a terrible misstep in which he 
  accidentally gives aid to agents of the Scarlet 
  Brotherhood. Given Brody’s past deeds and 
  probable knowledge of Yeomanry secrets, this 
  would be terrible for all of the Yeomanry indeed. 
  
  YEO7-05 Honor Among Friends 
   
  Page 4 
  Months ago, the Rascals sent Carrick to befriend 
  Brody and to become his conduit for his more 
  questionable activities. In this, Carrick was 
  successful to an extent. Carrick unfortunately has 
  no idea that Brody not only appreciates Carrick’s 
  service, but his identity as well. Brody frequently 
  disguises himself as Carrick to perform his truly 
  ‘illicit’ activities, betting that Carrick’s normally 
  shady nature will drag investigative eyes in his 
  direction as opposed to Brody’s. Once Carrick 
  becomes a liability, Brody will sever all times with 
  him, feigning disapproval of Carrick. 
   
  When this adventure begins, Brody and 
  Carrick will have been in Newick for almost a 
  week, with Brody attempting to push Marn’s 
  executor, Keats, to declare him the new owner of 
  Marn’s farming business. As Dolph has not shown 
  up to make his counterclaim, Keats thinks he must 
  soon make his decision without Dolph’s input. 
  Dolph has fully healed in Thurmaster and is ready 
  to make his way to Longspear, coincidentally by 
  traveling through Newick. However, the local 
  Militia sergeant has stopped Dolph just long 
  enough to bring him to a meeting where he hires 
  the PCs to travel with Dolph as an escort to 
  Longspear. 
  ADVENTURE SUMMARY 
  This adventure happens in four major sections. 
  The introduction and Encounters 1 and 2 are 
  primarily meant to introduce the PCs to Dolph and 
  the Brotherhood of Duelists. Not too much time 
  should 
  be 
  spent 
  here. 
  The 
  next 
  section, 
  Encounters 3 and 4, explains the honor crisis 
  Dolph finds himself in and introduces the PCs to 
  rest of the important cast. Encounter 5 is the first 
  flash point for the third section and Encounters 6-8 
  focus on the PCs investigating the cause of the 
  flash point. The final section wraps things up in 
  Encounters 9-10 and the Conclusion. Be sure to 
  leave at least an hour for this to give you plenty of 
  time to adjudicate the multiple possible outcomes 
  of this adventure. What follows is a quick summary 
  of each encounter. 
   
  Introduction—Basic introduction. Brings the 
  PCs together and sets the stage for Dolph. 
   
  Encounter 1—PCs meet Dolph and are asked 
  to escort him to Longspear for Yeomanry Militia 
  business. Dolph thinks he doesn’t need the PCs 
  since his skill is superior to theirs, but he relents. 
   
  Encounter 2—Dolph gets to know the PCs 
  better and talks about the Brotherhood of Duelists 
  to interested persons. 
   
  Encounter 3—Dolph arrives at Newick and 
  decides to catch up on current events with his 
  local friend Marn. He then learns that Marn is dead 
  and Brody is potentially robbing Dolph of his 
  inheritance due to an incomplete will. 
   
  Encounter 4—Dolph and Brody finally meet.  
  Fireworks ensue, ending in an accepted challenge 
  for a duel to the death between the two men. PCs 
  also meet Carrick. 
   
  Encounter 5—Dolph and Brody learn they are 
  each staying at the same inn. Dolph retires for the 
  night and is suddenly attacked. The culprit looks to 
  be Carrick, but it is uncertain. 
   
  Encounter 6—The town guards arrive to take 
  charge of the scene. Brody arrives as well and 
  refuses to call off the duel. Dolph asks the PCs to 
  investigate, seeking some proof to force Brody to 
  cancel the duel. 
   
  Encounter 7—The PCs find the hideout of the 
  thugs that attacked Dolph. Intelligent PCs will 
  capture some of the thugs to gain information. 
   
  Encounter 8—The PCs meet Carrick again. 
  Carrick proclaims his innocence and offers 
  information to suggest that Brody is behind 
  everything, including disguising as Carrick to 
  attempt to kill Dolph. 
   
  Encounter 9—The PCs can confront Brody. If 
  the PCs successfully confront him, Brody attempts 
  to silence the PCs either through money or force. 
   
  Encounter 10—The time of the duel has 
  arrived. Multiple different outcomes are possible 
  depending on the PCs’ actions up to this point, but 
  either Brody or Dolph will be declared the victor of 
  the duel. 
   
  Conclusion—The PCs finish their journey to 
  Longspear. 
  PREPARATION FOR PLAY 
  Is This a Military Adventure? 
   
  As Yeoman officials consider the events of this 
  adventure important to the defense of the 
  Yeomanry, members of any branch of the Yeoman 
  military may count the TUs spent on this 
  adventure toward any annual TU commitment 
  required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does NOT significantly 
  involve archaeological matters, students in the 
  Academy of Lore may NOT count this adventure 
  
  YEO7-05 Honor Among Friends 
   
  Page 5 
  toward any TUs they must spend per year in 
  study. See individual certificates for more details. 
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman 
  military are possible in this adventure, and as 
  such, the possibility for promotion exists. In order 
  for a PC to be considered for promotion at the end 
  of this adventure, the PC must do the following: 
  1. The DM and all Yeomanry military PCs 
  present at the table must unanimously agree 
  that the PC has performed an action and 
  behaved in a manner that would make them a 
  good leader of men in their unit. There must 
  be at least two other military PCs playing the 
  adventure 
  besides 
  the 
  PC 
  up 
  for 
  advancement.  
  Only 
  one 
  PC 
  can 
  be 
  nominated for advancement per adventure. 
  2. The player so nominated must then gather the 
  names and email addresses of all Yeomanry 
  military players and the DM at the table. 
  3. The player must then submit a small summary 
  of what happened in the adventure and why 
  he or she should be considered for promotion.  
  Email 
  this 
  information 
  to 
  yeomanry-
  triad@yahoogroups.com. 
  4. The Triad will then discuss your promotion and 
  determine whether promotion is granted. You 
  will be notified via email, and a promotion 
  certificate will be sent to you via snail mail. 
   
  In order to be considered for promotion, the 
  Yeomanry military character must have spent a 
  minimum of one year of real time at the rank below 
  that being applied for. So in order to be considered 
  for Sergeant, the player must have spent one full 
  year as a Yeoman, and one full year below that as 
  an unranked soldier. 
  BEFORE PLAY 
  In this adventure, all read aloud text items (text 
  that is bolded and italicized) can be either read 
  aloud word-for-word or paraphrased. However, for 
  Encounter 4, it’s suggested that the read aloud 
  text there not be paraphrased as it does much to 
  set the stage for the later encounters. 
   
  You should determine all of the Yeomanry 
  metaorganizations of which the PCs are members. 
  In particular, you are looking for Brotherhood of 
  Duelists or the Rascals, but there’s no need to tell 
  the PCs that. 
   
  You should also familiarize yourself with the 
  New Combatants section of the DMG found on 
  pgs 23 and 24. This will likely come into play for 
  the combat in Encounter 5. 
   
  Also, collect three Sense Motive checks from 
  each PC so that you don’t have to ask for them 
  during some of the encounters with Brody (and 
  tipping off the PCs to Brody’s nature too soon). 
  INTRODUCTION 
  One of the last vestiges of civilization before 
  entering the Hool Marsh, Thurmaster is a small 
  town filled with buildings left abandoned by 
  people looking for safer places to live. The 
  town used to be a haven for families fleeing 
  the dangers of the Hool. Now, many say that 
  the town is full of folk too stubborn to leave. 
   
  You were within a few days ride of 
  Thurmaster when you received word that the 
  local militia was looking for a few adventurers 
  for some work. The information you received 
  mentioned a trip to Longspear would be 
  involved and payment would be given up front. 
  Naturally, you made your way to Thurmaster in 
  the hopes of making easy money. 
   
  Reaching town on a bright warm day, you 
  make your way to the Hound and Tails tavern, 
  where even a complimentary room awaits you 
  until the day of the meeting for the job. On the 
  appointed day, you follow the instructions 
  given in your information and sit down for 
  breakfast at the Hound and Tails. Weismar, the 
  inn’s proprietor, serves up a nice ham-and-egg 
  breakfast, mentioning that the tab has been 
  picked up by the man who sent out the call you 
  received, Sergeant Gaster, the man you are 
  waiting for now. 
   
  But it appears you are not waiting alone, as 
  you see other people in the common room also 
  enjoying a free breakfast. Some you have seen 
  over the past few days and some are more 
  recent arrivals. 
   
  Have the PCs introduce themselves to each 
  other, assuming they have not traveled here 
  together. Allow for the PCs to have their 
  introduction 
  adjusted 
  accordingly 
  for 
  their 
  individual situation. Any player who thinks this 
  introduction would not have gotten his PC to 
  respond should be handed his AR at this time, 
  with no experience and no gold. 
   
  Those who think they would have arrived early 
  could have had time to speak to the Sergeant in 
  
  YEO7-05 Honor Among Friends 
   
  Page 6 
  advance. However, Gaster would advise the PC 
  that all will be revealed at the meeting and it would 
  be best for the details to remain hidden until then. 
  Alternatively, on a successful Gather Information 
  check (DC 15), they can learn about current 
  events in town. The only notable event they learn 
  is that a severely injured hero of some renown 
  reached town about a week ago and that he is 
  staying with the local militia in the barracks to 
  recuperate. 
   
  Once introductions are complete, proceed to 
  Encounter 1. 
  ENCOUNTER 1: DOLPH 
  As your meal and conversation are winding 
  down, two men enter the inn, their  focus 
  appearing to be on your group. One man 
  immediately stands out, with a height well over 
  six feet and dressed quite loudly in bright 
  yellow clothing and armor accentuated with 
  red 
  flourishes. 
  He 
  is 
  a 
  portrait-perfect 
  specimen of Suel with very fair skin, blond 
  hair, a well-defined musculature, and a proud 
  attitude. His body language projects an air of 
  competence you are accustomed to seeing 
  from fellow adventurers. 
   
  The other man is notable mainly by his 
  dress. Clad in the garb of the Yeomanry Militia, 
  he is shorter and rounder than his current 
  companion. Your guess would put his weight 
  easily as twice that of most men, yet he still 
  seems to move with an ease that must only be 
  possible by strong muscles hidden beneath 
  his well-fed frame. His hair is cut short and 
  already he has a strong 5 o’clock shadow, 
  despite it being midmorning. 
   
  The second man speaks, with a voice of 
  much higher pitch than you would expect, 
  “Hello, all. You here for the job for the militia?” 
   
  Give time for the PCs to give their assent and 
  introduce themselves. While doing so, have the 
  players roll Sense Motive. Those beating DC 20 
  should be told that they detect a hint of 
  disappointment and resignation in the first man’s 
  demeanor. 
   
  “Greetin’s, folks. My name is Sergeant 
  Gaster and this man here is Dolph.” Looking at 
  Dolph with a quick look of annoyance, the 
  sergeant continues, “To get right to the point, 
  I’m hirin’ you go with him to Longspear. He’s 
  been ordered to …” 
   
  “Requested,” interrupts Dolph. 
   
  Visibly attempting to avoid rolling his eyes, 
  Sergeant Gaster continues, “requested to 
  report to Longspear for militia business.” 
   
  Pausing for a brief moment, presumably to 
  see if Dolph has anything else to correct, 
  Gaster then continues, “He was on the road 
  south of here, travelin’ alone, when he was 
  ambushed by folks not too pleased with his 
  recent work. Though Dolph here fought them 
  off, he was hurt pretty badly and had to stay 
  over to recover. Now, he insists that he’s fine 
  enough to finish the rest of the trip up to 
  Longspear, but I don’t feel too comfortable 
  about anyone travelin’ alone when he don’t 
  have to. Travelin’ the roads lone lookin’ like 
  you own a dragon’s hoard is one of the fastest 
  ways to get yourself killed. So I’m hirin’ you 
  folks to go with him and make sure he gets 
  there safely.” 
   
  At this, Dolph quickly interjects, “Sergeant, 
  this is really unnecessary. No offense to these 
  fine men (and women), but I’m quite capable of 
  handling myself out there, and from the looks 
  of them, I’m probably more capable than they 
  are. If anything, I’ll have to protect them!” 
   
  “And that’s why I’m hirin’ them and not 
  asking for your opinion. You were almost killed 
  once and, their abilities aside, a man on the 
  road can always use extra sets of eyes and 
  ears. I’m payin’ them and they’s goin’.” 
   
  Dolph lets out a sigh of resentment as 
  Gaster turns to your group, “Any questions?” 
   
  Let the PCs ask what they wish and Sergeant 
  Gaster will be the one primarily answering. Try to 
  have Gaster gloss over things as much as 
  possible. The additional information here is not 
  truly relevant to the scenario and is presented only 
  for completeness. Throughout the discussion, 
  portray Gaster as someone who has made up his 
  mind on the matter and Dolph who is annoyed by 
  the turn of events, but willing to humor the 
  sergeant. If spoken to directly, Dolph will respond. 
  Most of Dolph’s responses can be found in 
  Encounter 2, should you need to reference. 
   
  If the PCs wish, they can make a Knowledge 
  (Local: Sheldomar Valley or Yeomanry) DC 15 or 
  Bardic Knowledge DC 15 to know of Dolph and his 
  general status as a hero of some renown. Feel 
  free to add in information given in the adventure 
  background about Dolph that occurred several 
  years ago. Any PC who is a member of the 
  Brotherhood of Duelists knows who Dolph is 
  
  YEO7-05 Honor Among Friends 
   
  Page 7 
  immediately, and can make an Int check DC 10 to 
  know the same background information. 
  Sergeant 
  Gaster: 
  Male 
  Human 
  (Flan) 
  Fighter7 (Intimidate +8, Sense Motive +4). 
  Dolph: See Appendix 5. 
  The following is a list of pertinent information that 
  Gaster (or in some cases, Dolph) can provide to 
  the PCs: 
  • 
  Why are you paying us up front? 
  “Because Dolph thinks that if you are 
  not honorable enough to do a complete 
  job after you accepted it and been paid, 
  then you’re not the type of folks he 
  would want in his presence anyways.” 
  • 
  Honorable? That’s an odd choice of 
  words. “Dolph is a member of the 
  Brotherhood of Duelists. If you haven’t 
  met them before, then let’s just say 
  honor is pretty important to ‘em.” 
  • 
  Can you provide us anything? “I can give 
  you each horses if you need ‘em and 
  basic travel gear. Just turn ‘em in to the 
  militia folks at Longspear. Dolph here 
  knows the way.” 
  • 
  What’s Dolph’s problem with us? This is 
  answered by Gaster with no comment 
  from Dolph. “Not important. He’ll get 
  over it.” 
  • 
  Why did it take so long for Dolph to 
  recover? “Dolph has a curse that 
  prevents 
  most 
  magical 
  healin’, 
  includin’ any that we had here. So he 
  had to recover naturally.” The curse 
  cannot be removed by the PCs and this is 
  the only detail about it that is shared with 
  the PCs. 
  • 
  What was Dolph’s last mission that he has 
  people after him now? Dolph says 
  dismissively, “I broke up a Scarlet 
  Brotherhood ring that smuggled all 
  kinds of goods, including people. 
  They’re mad because I’ve cost them 
  thousands 
  of 
  gold. 
  Frankly, 
  their 
  revenge on me at this point is a little 
  petty. It won’t bring their operation 
  back.” 
  • 
  If the PCs press Dolph on details of that 
  mission, Dolph says, “I killed all the 
  important people who knew anything 
  and freed all the innocents. They’re in 
  Trevorton recovering, 
  under 
  militia 
  guard.” 
  • 
  Any further questions about Dolph’s 
  previous mission not already covered, 
  Dolph says, “Really, it doesn’t matter 
  anymore.” If the PCs persist, then make it 
  up as needed. Again, this is not the focus 
  of the adventure. 
   
  Once 
  the 
  PCs 
  finish 
  their 
  questioning, 
  Sergeant Gaster hands them each a pouch with 
  50 x APL gold pieces in it. Gaster asks the party to 
  be on their way as soon as possible, since Dolph 
  is already a week late. 
   
  Development: Once the PCs finish this 
  meeting, allow them the chance to make last 
  minute 
  preparations 
  and 
  then 
  proceed 
  to 
  Encounter 2. 
  ENCOUNTER 2: BREAKING 
  THE ICE 
  Once preparations are complete, you set out 
  immediately on the road. Thankfully, the first 
  day of travel is uneventful. Dolph speaks very 
  little while you traveled. Even then, he speaks 
  only when necessary, with short responses 
  that are right to the point. 
   
  When you stop on the first day to camp for 
  the night, you are taken by surprise as Dolph 
  speaks more than he has since leaving 
  Thurmaster. “So, why are all of you here, 
  really? Is it actually the money that drives each 
  of you, or do some of you have nobler reasons 
  to be adventurers?” 
   
  This is the time when Dolph starts to form 
  opinions about each of the PCs. He interacts with 
  the PCs through casual conversation, attempting 
  to discern who amongst the party may be the 
  honorable sort. Use the description of the 
  Brotherhood of Duelists in DM Aid #1 to get an 
  idea of the Brotherhood’s sense of honor. Dolph is 
  looking particularly for PCs who say they 
  adventure to serve the Yeomanry or to help their 
  fellow man. However, he also marks those who 
  are secretive or are mercenary in their actions. 
  Those whom Dolph would consider to be the 
  honorable sort gain a measure of Dolph’s respect 
  and will tend to be the persons Dolph will speak to 
  during the remainder of the scenario. For now, 
  Dolph will try to speak with each PC, but will not 
  pry if the PC is not forthcoming. 
  
  YEO7-05 Honor Among Friends 
   
  Page 8 
   
  Keep track of those who act honorably around 
  Dolph at all times, and those who act particularly 
  dishonorably. This will be important for a later 
  reward. 
   
  Obviously Dolph warmly interacts with another 
  member of the Brotherhood of Duelists. In 
  addition, Dolph looks amongst those of an 
  honorable nature to see if any of them wield a 
  weapon favored by the Brotherhood of Duelists, 
  specifically longsword, short sword, or rapier. 
  Dolph looks upon those persons with even greater 
  respect (such PCs receive a +2 circumstance 
  modifier on Charisma based skill checks with 
  Dolph). Dolph also asks those PCs if they have 
  considered joining the Brotherhood of Duelists. If 
  asked for more details about the Brotherhood, use 
  the response below. 
   
  The following is a list of pertinent information 
  and responses that Dolph can provide. Also draw 
  upon Encounter 1 information as necessary to 
  answer questions. Try not to spend more than 15 
  minutes on this encounter. 
  What was your problem with us coming with you? 
  Dolph stands up and draws his rapier. He then 
  goes into a quick routine of attacks against an 
  imaginary foe. His skill with the weapon is 
  undeniable, and seems to exceed that of 
  anyone you normally travel with. “I’m a more 
  experienced fighter than any of you. Thus, 
  having you protect me is a bit… impractical.” 
  Why are you an adventurer? “To help my fellow 
  Yeomen against all that would threaten them, 
  especially from the Scarlet Brotherhood.” 
  Will you sponsor me into the Brotherhood? 
  Regardless of who asks, “Not at this time. I do 
  not know you well enough yet to say I would 
  sponsor you. Perhaps we can stay in touch 
  when this is all over.” 
  Would you travel with dishonorable people? “Not 
  those who are blatantly so. I try not to be too 
  quick to judge those whom I’ve just met.”  This 
  is VERY true. Should any PC act horribly 
  dishonest, Dolph demands that PC leave and go 
  elsewhere, thus ending this adventure for that PC. 
   
  Development: Once the conversation with 
  Dolph winds down, proceed to Encounter 3A. 
  ENCOUNTER 3A: WE JUST 
  GOT HERE 
  The next day, just after lunchtime, you arrive at 
  the city of Newick. A mainstay of the 
  southeastern region, Newick provides a strong 
  sense of order, in stark contrast to the 
  conditions found a few days south in the Hool. 
  In 
  fact, 
  Newick 
  was 
  home 
  to 
  Melinda 
  Windomere, a woman known for her strict 
  governance, who is now the Acting Freeholder 
  of the Yeomanry. 
   
  Stopping at an inn, the Haranshire House, 
  Dolph 
  quickly 
  makes 
  arrangements 
  for 
  lodgings overnight. Once done, Dolph turns to 
  you and says, “They have better stores here in 
  Newick. Take the time to stock up on whatever 
  you need. I plan to go visit an old friend.” 
   
  Dolph expects the PCs will ask to accompany 
  him. If they do, Dolph allows them to do so, though 
  he responds in a ‘defeated’ manner, such as, 
  “Very well, you may come.” Should the PCs not 
  go with Dolph, especially if they do not even ask to 
  go 
  with 
  him, 
  he 
  frowns 
  at 
  the 
  PCs 
  in 
  disappointment and moves on. 
   
  Dolph is paying for the rooms tonight. 
  Everyone is sharing a room with another if 
  possible (split gallantly down gender lines), except 
  Dolph who obtained his own room. 
   
  If the PCs decide to go with Dolph, proceed 
  with this encounter starting at the next read aloud 
  text. If any PCs decide not to go with Dolph, 
  proceed to Encounter 3B for those PCs. 
   
  After remounting your horses and traveling 
  out of the south gate, it takes you a little over a 
  half 
  hour 
  to 
  reach 
  your 
  destination, 
  a 
  farmstead. While riding to the farm, Dolph 
  explains, “Back when I was part of an 
  adventuring group, Marn was a good friend I 
  shared many missions with. After a rather 
  traumatic battle, Marn decided to retire from 
  adventuring to be with his family by becoming 
  a farmer. Marn’s a natural at it, especially with 
  his druidic knowledge. But because our lives 
  became drastically different, I haven’t had 
  much occasion to see Marn. This will be the 
  first time I’ve talked with him in two years.” 
   
  When you get closer to the farmstead and 
  the two-story home at its center, you see 
  people gathered out front, seemingly preparing 
  a wagon for travel. As you approach and they 
  turn to you, a woman amongst them beams 
  
  YEO7-05 Honor Among Friends 
   
  Page 9 
  with a wide smile and runs towards Dolph. In a 
  rather flamboyant manner, Dolph expertly 
  dismounts and warmly embraces the woman 
  as they meet. 
   
  “Rhea! It’s good to see you,” exclaims 
  Dolph. 
   
  “And it’s good to see you too,” responds 
  Rhea. “I was worried you wouldn’t get back in 
  time.” 
   
  “In time for what?” 
   
  At that, an abrupt silence fills the air. Rhea 
  slowly pulls back from Dolph and sadness 
  begins to fill her eyes. “Don’t you already 
  know? We are about to head into town to 
  discuss Marn’s will.” 
   
  Dolph becomes very still as he asks the 
  obvious question, “Marn is dead?” 
   
  Rhea responds, “Yes. Come with me, I’ll 
  tell you what’s happened, but we have to be on 
  our way before it’s too late.” 
   
  After this exchange, Dolph climbs in the 
  wagon with Rhea as they further their discussion. 
  They set out for Newick, with the PCs invited to 
  accompany them. Rhea’s brother takes Dolph’s 
  horse and rides it alongside. If asked, the others 
  with Rhea are her brother (Senick), her nephew 
  (Lee), and her friend (Stella). 
   
  As they ride along, Rhea and Dolph have a 
  private conversation. If any of the PCs try to 
  overhear, have them roll a Listen check and tell 
  them that they learn the following: 
  • 
  DC 10: Marn died a couple of months ago 
  due to illness. He left his farm business to 
  his closest adventuring companion but did 
  not 
  say 
  Dolph’s 
  name 
  specifically. 
  Someone else is claiming the inheritance. 
  • 
  DC 15: Brody is another person that Marn 
  and Dolph adventured with. Brody, Marn, 
  and Dolph were close friends with each 
  other. After Marn retired, Brody and Dolph 
  not only grew apart, but became bitter 
  rivals. Brody is now attempting to claim 
  the inheritance. Rhea believes Marn 
  meant the inheritance for Dolph but has 
  no method to prove this. (Note to DM: 
  Rhea simply likes Dolph more than Brody. 
  In truth, she does not know whom he 
  meant either.) 
  • 
  DC 20: Both Brody and Dolph are 
  members of the Brotherhood of Duelists. 
  Their rivalry has often led to them 
  challenging each other to a duel to settle 
  scores, but it only serves to make the 
  other angrier than before. It does not help 
  that Dolph has won the lion’s share of the 
  duels. 
  • 
  DC 25: When Brody came to town a few 
  weeks ago, he was much harsher and 
  colder than Rhea remembered. She 
  believes it has something to do with 
  Carrick, who seems to be Brody’s right 
  hand man. Whenever Carrick is around, 
  Brody tends to take on a more ruthless 
  demeanor. 
  • 
  DC 30: Rhea does not plan to stay in 
  Newick when this is all over. She plans to 
  move back home with her family in 
  Loftwick. She is not a farmer and does not 
  know how to look after the farm without 
  Marn. 
   
  Rhea and the others respond to the PCs as 
  appropriate. All of the bulleted points are 
  information known to all of them. 
   
  Development: Unless the PCs do something 
  notable, proceed to Encounter 4 when ready. 
  ENCOUNTER 3B: JUST 
  HAPPENED TO BE AROUND 
  Since the PCs did not go with Dolph, there are two 
  other places they can be to get them involved 
  again. If the PCs are traveling about town, then 
  have them on the street when Dolph and company 
  ride by. As they pass, Dolph motions to the PCs to 
  come with them. Assuming the PCs do so, 
  proceed to Encounter 4. 
   
  If the PCs are still at the inn, then read or 
  paraphrase the following: 
   
  Sitting in the Inn’s common room as 
  people go in and out, your attention is grabbed 
  when you overhear, “Hey, Brody!” At the 
  entrance, two men were walking out. One of 
  them turns at the address from the inn’s 
  gnome proprietor. Smiling broadly, the gnome 
  continues, “Thought you might want to know 
  Dolph is in town.” 
   
  The man you assume to be Brody seems to 
  have the color drained from his face as he 
  asks, “How do you know?” 
  
  YEO7-05 Honor Among Friends 
   
  Page 10 
   
  “Because he’s staying here. He ran in and 
  out real quick, though. Didn’t have the chance 
  to tell him you’re here.” 
   
  At that, the man with Brody turns to him, 
  stating simply “We have to go now.” With that, 
  Brody nods to the innkeeper and both men 
  head out. 
   
  Let the PCs do what they wish. If they follow 
  Brody and his friend, Carrick, proceed with 
  Encounter 4. The PCs may decide to stop Brody 
  to ask him questions. Brody simply brushes aside 
  their inquiries and continues to his destination, and 
  thus Encounter 4. If the PCs remain in the inn, 
  then pick up with them in Encounter 5. 
   
  Use the information in DM Aid #2 if the PCs 
  instead decide to interact further with the staff of 
  the Haranshire House. 
   
  Development: The PCs should be re-involved 
  with current events. If so, proceed to Encounter 4, 
  with those PCs. If none of the PCs are involved 
  with current events, proceed to Encounter 5. 
  ENCOUNTER 4: 
  CONFRONTATION 
  Brody and Carrick have just arrived. The PCs are 
  all arriving at the same time, despite which 
  direction they are coming from. Alter the following 
  text as needed to accommodate the PCs’ previous 
  actions. Some PCs may try to play peacemaker 
  early. Recognize their efforts and change the read 
  aloud text slightly to reflect their efforts, but 
  ultimately, events should still generally happen as 
  described. 
  You arrive at the office of Keats, the executor 
  of Marn’s estate. From what you understood 
  over quick bits of conversation, Keats is 
  normally a lawyer. However, like many lawyers, 
  Keats offers his services in multiple roles, 
  including as the executor of Marn’s will. As 
  you arrive, you see Dolph exiting the wagon 
  and motioning you to him. 
   
  Once everyone has gathered around, 
  Dolph speaks with repressed anger, “Friends, 
  it’s come to my attention my inheritance from 
  my good friend Marn is in jeopardy. It seems 
  another acquaintance of mine, Brody, had 
  decided to claim it, despite the fact it doesn’t 
  belong to him. I’m going to correct that now. 
  He’s a fellow Duelist brother. I’m sure we can 
  work it out.” 
   
  Without waiting for a response from you, 
  Dolph strides into the executor’s place of 
  business as your group and Rhea follow. 
  Dolph quickly moves through the first room, 
  past the protests of a young page, and throws 
  open the door at the opposite end. He then 
  yells, “STOP whatever you are doing. Nothing 
  else happens until I get filled in.” 
   
  Looking past Dolph into the office beyond, 
  you see three men. The first is a lithe man of 
  average height. He has Flan features, though 
  he is very light skinned for a Flan. Based on 
  his accoutrements and their similarity to 
  Dolph’s, you would assume this man is Brody. 
  He seems to be overdressed for the current 
  weather in various nondescript sets of clothes, 
  though your practiced eye realizes he could be 
  wearing light armor underneath them. You 
  notice the sheathed sword at his side. His face 
  is inscrutable, as if he is nonplussed by the 
  intrusion. 
   
  The man standing next to Brody is also of 
  average height. This man is likewise dressed 
  in nondescript practical clothing, though more 
  form-fitting than that of Brody. He has more 
  typical Flan features, if rather bland. 
   
  The last man was sitting behind a desk. A 
  balding man in his late 40s, he stands to 
  introduce himself. “Greetings. I’m Keats. And 
  you are?” 
   
  Dolph fires back, “I’m Dolph, the man 
  whose inheritance Brody is stealing away!” 
   
  Brody scoffs, “I was here first for weeks. 
  You just got here after being sent notice long 
  ago. You’re the one stealing!” As he says this, 
  Brody’s deadpan manner is replaced by a 
  growing anger. 
   
  Dolph responds, “Be quiet, vulture! With 
  the way you’ve been acting, you have some 
  nerve showing up here. Now get yourself and 
  your foul miscreant out of here!” 
   
   “You arrogant harpy spawn, I’ll do no such 
  thing. You can’t just swoop in here, Oh Great 
  and Mighty Dolph, and take Marn’s last gift to 
  me!” Looking back out of the office towards 
  Rhea, “Besides, it looks like you swooped in 
  and took something of Marn’s already.” 
   
  At that, Dolph draws his rapier with 
  lightning speed, followed immediately by 
  Brody with his sword. The tense moment is 
  interrupted 
  by 
  Keats, 
  who 
  yells 
  out 
  “ENOUGH!” Everyone’s attention shifts to 
  
  YEO7-05 Honor Among Friends 
   
  Page 11 
  Keats who quickly barks out orders, “Dolph 
  and Brody, stay! All of the rest of you, OUT! 
  And you two,” pointing back at Dolph and 
  Brody, “sheathe your weapons or I’ll have you 
  arrested!” 
   
  “I’m staying.” Looking about, you see this 
  statement came from the other man in the 
  room who was quiet up until this point. 
   
  Keats responds with “Fine. Carrick stays 
  too. The rest of you, out!” 
   
  A PC who objects to being pushed out of the 
  room may attempt to use Diplomacy to either 
  remain in the room or to get Carrick forced out. In 
  either case, Keats has had enough of people 
  back-talking to him. The Diplomacy DC to 
  convince Keats to go back on his orders is DC 30 
  (Indifferent to Helpful) and the PC will have to 
  make a rushed Diplomacy check (-10 modifier to 
  the PC’s skill check). If the PC is successful, 
  modify the following as needed to account for the 
  PC’s actions. If the PC fails, then Keats orders him 
  out one last time before having his page fetch the 
  guards to arrest the PC. Dolph will be highly 
  displeased with the PC in question if he forces 
  such an action. 
   
  If Carrick is forced out of the room, he does 
  not respond to the PCs beyond simple courtesy, 
  as he is listening to the conversation in the other 
  room. 
   
  If any PC wishes to listen to the conversation 
  in the other room, have him make a Listen check 
  (DC 22). If he is blatantly trying to listen, such as 
  going to the door and cupping his ear to it, give 
  him a +5 bonus to the roll. If any PC is successful 
  or uses magic to listen, give him Player Handout 
  #1. For those PCs who were not successful, but 
  still made DC 10, give them two to four tantalizing 
  pieces of the conversation on Player Handout #1, 
  which is repeated on DM Aid #3. 
   
  Otherwise, give the PCs a chance to state 
  their actions. They can feel free to chat with Rhea, 
  any of Rhea’s family or friends who are also here, 
  or Keats’s page. None of them has much 
  information to offer that could not have already 
  been provided to the PCs. Use your best judgment 
  in deciding what information they can provide. 
   
  After about three minutes, or if the PCs seem 
  to have no notable actions, have them make a 
  Listen check DC 17. Anyone with access to Player 
  Handout #1 has already succeeded at this check. 
  Successful PCs hear the following as it is yelled 
  from the other room: 
   
  “Let’s finally settle this! I challenge you to 
  a duel to the death!” yells Brody. 
   
  Without missing a beat, Dolph responds, “I 
  accept! The grove just outside the cave where 
  we fought that half-fiend Naga; one hour past 
  dawn!” 
   
  “Done!” 
   
  Read the following for all PCs: 
   
  The door to the other room swings open 
  violently. From beyond, an angry Dolph strides 
  forth. He stops for a moment to look at Rhea 
  and removes the anger from his face. “Please 
  go home, my lady. Brody and I have agreed to 
  decide this once and for all tomorrow morning. 
  By lunch tomorrow, I will come to you to 
  inform you of the outcome.” Looking at the 
  rest of you, the hard edge returns to his voice, 
  “Let’s go.” 
   
  Dolph strides out of the building and takes 
  his horse’s reins, heading off presumably to 
  the Haranshire House Inn. As you follow, you 
  notice that Brody and Carrick have also left, 
  moments after you. However, Brody and 
  Carrick seem to have a short conversation 
  before heading in different directions. 
   
  Verify that the PCs go with Dolph. If they do, 
  proceed to Encounter 5. If a PC attempts to follow 
  or go talk to Brody or Carrick, Dolph admonishes 
  him, stating that once an official duel has been 
  declared, members of the duelist factions may not 
  have casual contact with each other, lest they be 
  suspected of sabotaging the duel. If the PC can 
  come up with an important reason to leave Dolph’s 
  side, Dolph accepts the need for his departure. If a 
  PC still attempts to speak with Brody or Carrick, 
  Brody and Carrick state the same thing as Dolph 
  as far as no contact between duelist factions and 
  then walk away from the PC. 
   
  Following Brody and Carrick will do the PCs 
  little good. Both of them are off to meet with 
  various persons in regards to either Brody’s 
  businesses or the duel tomorrow. Carrick is going 
  to arrange for an impartial observer at the duel. If 
  either man catches the PCs following him, he will 
  be quite upset and will contact the town guard to 
  remove them. Even if the PCs are undetected, 
  Carrick’s actions will be quite boring to them, 
  despite the fact that at some point, Carrick has a 
  secret meeting with the Rascals, making it appear 
  as just another business meeting behind closed 
  doors. As for Brody, after conducting some 
  legitimate business, he goes behind closed doors 
  
  YEO7-05 Honor Among Friends 
   
  Page 12 
  at a convenient time, uses a potion of invisibility, 
  and climbs out the room’s window to evade any 
  prying eyes. When he reappears, he is in his 
  ‘Carrick’ guise so that ‘he’ can make special 
  arrangements for that night. 
   
  Alternatively, the PCs can speak to Keats if 
  they wish. Though Keats is a little busy, he will 
  make some time to speak with the PCs. Here’s the 
  information he can relate. 
  • 
  After ascertaining whom the PCs are with, 
  Keats will not waste time asking the PCs 
  to have the duel called off (Keats knows 
  only Brody can do so now). 
  • 
  Marn was buried before anyone realized 
  the situation with his will. Rhea will not 
  allow his body to be dug up for a speak 
  with dead spell. 
  • 
  Any other recent events you think Keats 
  would be aware of. 
  Keats: Male Human (Flan) Expert4/Warrior2 
  (Diplomacy +12, Sense Motive +10, Spot +7). 
   
  Keats is a lawyer in Newick, though he 
  provides many other legal services to the public 
  when time permits. He’s served time in the 
  Yeomanry militia and has worked heavily with 
  various 
  Yeoman 
  organizations 
  to 
  be 
  very 
  knowledgeable about their workings. 
   
  Development: Though it is assumed the PCs 
  remain with Dolph for the rest of the day, the PCs 
  are free to do what they wish. Though they may 
  have a reason to be suspicious of Brody or 
  Carrick, they have no proof of anything yet. When 
  the PCs are ready, proceed to Encounter 5. 
  ENCOUNTER 5: SUDDEN 
  ATTACK 
  Read the following for PCs who remained with 
  Dolph at the end of Encounter 4. 
   
  After a quick lunch, you travel about with 
  Dolph for the rest of the day. He attends to 
  various tasks, including writing missives to 
  other members of the Brotherhood of Duelists 
  and making arrangements for the morbid 
  possibility of his loss at the duel tomorrow. 
  However, he firmly refuses any of your 
  attempts to talk further about the duel. 
   
  Read the following for all PCs, assuming they 
  return to the inn at the end of the day: 
   
  Finally, your group settles in together that 
  night in the common room of Haranshire 
  House Inn. You’ve just ordered your dinner 
  when Dolph seems to soften his manner. “My 
  apologies to you all. I did not intend for you to 
  be caught up in my personal saga. I know this 
  isn’t exactly what you signed up for.” 
   
  Dolph openly converses with the PCs now. He 
  realizes this is likely to be their last chance to talk 
  before the duel. If the PCs have not said anything 
  about the duel being to the death, Dolph will 
  inform them of it. He is saddened the relationship 
  between Brody and him has reached this point, 
  but he believes this had to happen sooner or later 
  anyway. He’s not going to back down from Brody 
  when it comes to the last wishes of his departed 
  good friend. 
   
  If for some reason none of the PCs are aware 
  of the personal saga Dolph is referring to (i.e. if the 
  entire party skipped Encounter 4), Dolph fills them 
  in with the basic details of what occurred. 
   
  By this point, the PCs will likely be expecting a 
  combat soon. Try to take the PCs off guard as 
  much as possible using conversation with the 
  NPCs, particularly with the inn’s night waitress 
  who has some gossip about the events of late. 
  Use the information in DM Aid #2 for more details 
  about the staff of the Haranshire House. After 
  Brody makes his entrance below, Dolph will retire 
  to his room. Though it is preferable that Dolph 
  retires alone, should a PC really push to be there 
  watching over him, let him do so in order to not 
  arouse his suspicions of a combat. The combat 
  should give the feel of being unexpected and 
  sudden as much as possible. Reference DM Aid 
  #4 for the layout of the inn. 
   
  After about five minutes of quick conversation, 
  read the following. 
   
  Your conversation halts upon hearing a 
  familiar voice at the inn’s entrance. “Town 
  guard will also be there, just in case,” says 
  Carrick as he and Brody enter the inn. Both 
  men stop in their tracks as they lock gazes 
  with Dolph for a moment. Brody breaks the 
  silence first, “Go and get some rest, Carrick. 
  I’m satisfied with things so far. Meet me here 
  tomorrow morning.” Carrick nods and leaves 
  the inn. Brody puts on a smile that looks quite 
  forced. “Good evening,” he says as he strides 
  toward the stairs to his room. 
   
  The waitress comes over to your table and 
  serves each of you your dinner. Dolph looks at 
  his for a minute before declaring, “I’m no 
  
  YEO7-05 Honor Among Friends 
   
  Page 13 
  longer hungry. I want to be fully rested for 
  tomorrow anyway, so I’ll see you all in the 
  morning.” On that note, Dolph leaves the table 
  and heads to his room. The waitress nearby 
  comments, “It’s really sad.” 
   
  Again, if any PC asks to go with Dolph to his 
  room, Dolph mentions it is unnecessary. If the PC 
  pushes it, Dolph relents. 
   
  If the PCs engage in conversation with the 
  waitress, use the following bullet points for the 
  information she can provide. If the PCs begin to 
  somewhat question her, she says “If you could 
  give me about 10 minutes to finish up some 
  duties, I’ll be right back to finish talking with you 
  guys while you eat.” She does return promptly 
  after 10 minutes. 
  • 
  Dolph, Marn, and Brody are well known in 
  this inn as they used to stay here every 
  time their group was in town. 
  • 
  When they went their separate ways and 
  Marn settled here, they each visited kind 
  of frequently, though Dolph has not been 
  around much in recent years. 
  • 
  Brody is a businessman of sorts and has 
  donated money to Marn a few times to 
  help Marn’s farm along. 
  • 
  Dolph is the one whom she’s heard more 
  stories about that mirrored the old stories 
  she had heard about the three of them 
  when they were together. 
  • 
  Whenever she’s met Marn, he tended to 
  speak of Dolph more often than Brody, but 
  she still remembers Marn mentioning both 
  men recently in a friendly light. 
  • 
  Brody and Dolph were in a friendly rivalry 
  of sorts when their group split up, but it’s 
  been getting nastier as time goes on. 
  She’s heard Dolph crippled Brody in one 
  duel, but he reluctantly paid for the spell to 
  heal him. 
  • 
  Carrick is a new guy Brody has been 
  traveling around with. No one seems to 
  know anything about him, but he did seem 
  to show up right when the rivalry between 
  Brody and Dolph started to get real bad. 
  • 
  Carrick is supposedly staying with some 
  friend of his in town, but she does not 
  know whom. 
  • 
  Anything 
  else 
  in 
  the 
  adventure 
  background that happened over five years 
  ago. 
  Continue with this about 20 minutes in game time 
  after Dolph went to his room. In that time, Dolph 
  has retired to bed. Brody has put on his Carrick 
  disguise and uses his boots of teleportation to 
  meet with the thugs he hired earlier in the day. 
  At this point, ‘Carrick’ uses his boots to teleport 
  them into Dolph’s room and immediately attack. 
  Dolph is a light sleeper and is aware of them 
  immediately. In Round 1, the thugs attack Dolph. 
  Dolph responds by standing on his bed and 
  grabbing his rapier. Have each PC make a Listen 
  check (DC 15) to hear a commotion upstairs. 
  In Round 2, the thugs continue to attack Dolph 
  and ‘Carrick’ lands a particularly nasty blow. 
  Dolph, realizing his predicament, lunges for the 
  door and breaks through to the hallway. PCs 
  automatically hear this. 
  If the PCs heard the first sound and headed 
  upstairs, they are entering the hallway as Dolph 
  busts through the door and his attackers are still in 
  his room. If the PCs head upstairs after hearing 
  Dolph bust through the door, when they arrive, 
  they see the thugs surrounding Dolph while he is 
  going full defensive on the ground, fending off their 
  attacks. ‘Carrick’ will still be inside Dolph’s room. 
  If a PC is (or several of the PCs are) with Dolph 
  during this time, adjust events accordingly, as well 
  as the thugs’ actions as they fight the PCs. 
  However, ‘Carrick’ will stick around long enough to 
  deliver a devastating blow, via Arcane Strike, to 
  Dolph before leaving. 
  Initiative rolls are actually not needed for this 
  combat. When the thugs attacked Dolph, initiative 
  was ‘rolled’ then. The initiative order is the thugs, 
  followed by ‘Carrick’ and followed by Dolph. If 
  there are PCs in the room when the attack 
  commences, roll initiative normally, but consider 
  Dolph having rolled a 1. When the remaining PCs 
  join from the common room, since they are new 
  combatants joining a battle in progress, they will 
  automatically go first, in order of their Dexterity 
  scores, highest to lowest (see DMG pg. 23-24). 
  Place them at the top of the stairs. 
  Note that the first action ‘Carrick’ will take is to go 
  out into the hall, make brief eye contact with the 
  PCs, then retreat into the room out of sight. He 
  then uses his boots to escape, though the PCs will 
  not likely realize he’s teleported away. If the PCs 
  are in the room, ‘Carrick’ will first stay long enough 
  
  YEO7-05 Honor Among Friends 
   
  Page 14 
  to deliver a devastating blow to Dolph (treat as an 
  automatic hit with Arcane Strike benefits and it 
  injures Dolph severely). Then ‘Carrick’ will go 
  around a corner in the hallway out of sight of PCs 
  before escaping. If he cannot get out of sight, he 
  uses his boots anyway. No matter the situation, 
  ‘Carrick’ will not cast a spell while being observed. 
  He depends on his items instead. 
  Give all PCs a Spot check as well. Those who 
  make DC 10 should be told that despite the 
  different clothing and somewhat masked features, 
  they can make it out to be Carrick as being part of 
  the attack. Only those who make DC 30 should be 
  told that though the person looks like ‘Carrick’, it is 
  actually a disguise hiding his true identity. 
  Lastly, once the battle with the PCs is joined and 
  ‘Carrick’ escapes, one of the thugs (Nedral) thinks 
  the fight is already a losing proposition and tries to 
  escape via the closest window. Because of this, 
  he is included in the stats below but not in the EL 
  calculation, though he fights if forcibly confronted. 
  APL 2 (EL 5) 
  • 
  Hired 
  Rogues, 
  Male 
  Human 
  (Flan) 
  Rogue2 (3): hp 10; See Appendix 1. 
  • 
  Nedral, Male Human (Flan) Rogue2: hp 
  10; See Appendix 1. 
  APL 4 (EL 7) 
  • 
  Hired 
  Rogues, 
  Male 
  Human 
  (Flan) 
  Rogue4 (3): hp 21; See Appendix 2. 
  • 
  Nedral, Male Human (Flan) Rogue4: hp 
  21; See Appendix 2. 
  APL 6 (EL 9) 
  • 
  Hired 
  Rogues, 
  Male 
  Human 
  (Flan) 
  Rogue6 (3): hp 31; See Appendix 3. 
  • 
  Nedral, Male Human (Flan) Rogue6: hp 
  31; See Appendix 3. 
  APL 8 (EL 11) 
  • 
  Hired 
  Rogues, 
  Male 
  Human 
  (Flan) 
  Rogue8 (4): hp 42; See Appendix 4. 
  • 
  Nedral, Male Human (Flan) Rogue8: hp 
  42; See Appendix 4. 
   
  Tactics: Realizing Dolph no longer presents a 
  significant threat, the thugs try to take out the PCs 
  the best they can, setting up for flanks and sneak 
  attack when possible. They fight to the death only 
  because they are more afraid of what will happen 
  to them in this town after they have attacked a 
  hero of the Yeomanry. Newick does have a strict 
  reputation. 
   
  During the combat, Dolph attempts to aid the 
  PCs by fighting defensively, but by taking a -8 
  penalty on his attack rolls (prone and fighting 
  defensively), he’s not likely to be much help. At 
  APL 2, he will not fight defensively, so as to be a 
  bit more help. 
   
  Treasure: The PCs can gain the following 
  treasure here: 
  APL 2: L: 75 gp, C: 8 gp, M: 3 cloak of 
  resistance +1 (83 gp each), 3 potion of cure light 
  wounds (4 gp each); Total 345 gp. 
  APL 4: L: 59 gp, C: 48 gp, M: 3 chain shirt +1 
  (104 gp each), 3 cloak of resistance +1 (83 gp 
  each), 3 potion of cure light wounds (4 gp each); 
  Total 682 gp. 
  APL 6: L: 59 gp, C: 48 gp, M: 3 chain shirt +1 
  (104 gp each), 3 cloak of resistance +1 (83 gp 
  each), 3 potion of cure moderate wounds (25 gp 
  each), 3 potion of cure light wounds (4 gp each), 3 
  ring of deflection +1 (166 gp each); Total 1257 gp. 
  APL 8: L: 59 gp, C: 15 gp, M: 3 chain shirt +1 
  (104 gp each), 3 cloak of resistance +1 (83 gp 
  each), 3 gloves of dexterity +2 (333 gp each), 3 
  potion of cure moderate wounds (25 gp each), 3 
  potion of cure light wounds (4 gp each), 3 ring of 
  deflection +1 (166 gp each); Total 2224 gp. 
   
  Development: Once the battle is concluded, if 
  the PCs are not actively pursuing Nedral (the thug 
  who ran away), proceed to Encounter 6. If the PCs 
  are actively pursuing Nedral immediately after the 
  combat, proceed to Encounter 7. If the PCs 
  captured Nedral, use the information in Encounter 
  7 to adjudicate what he can tell the PCs. 
  ENCOUNTER 6: THE SHOW 
  MUST GO ON 
  Moments after the last attacker falls, you hear 
  the sounds of several booted footsteps behind 
  you. Turning, you see a group of five town 
  guardsmen come up the stairs to you. At the 
  same time, you see Brody round the corner 
  from 
  the 
  opposite 
  end. 
  Though 
  hastily 
  dressed, he nevertheless has his sword out at 
  the ready. Stopping to see you already have 
  things in hand, he lowers his weapon, while 
  the lead guardsman behind you asks, “What 
  happened here?” 
  
  YEO7-05 Honor Among Friends 
   
  Page 15 
   
  Though Brody has shed the excess clothing, 
  he is still using his hat of disguise to look like he’s 
  hastily dressed. If the PCs somehow determine 
  this and call him on it, Brody says he does that to 
  throw his enemies mentally off balance (a mostly 
  true statement). 
   
  Give the PCs an opportunity to describe what 
  has happened. Both the guardsmen and Brody (to 
  maintain appearances) ask questions. After a few 
  exchanges following a basic description of what 
  occurred, Dolph speaks up: 
   
  “Brody,” Dolph says, “I’m obviously not in 
  a good position to duel you tomorrow. I ask it 
  be postponed for a week.” 
   
  Brody seems to think on this for a moment 
  before answering, “No.” 
   
  Incredulous, Dolph responds “No? Why on 
  Oerth not?” 
   
  “This has been delayed long enough and 
  Marn’s family needs closure. There’s no proof 
  it was Carrick who did this, only suspicion. 
  Simply because you have a curse that 
  prevents magical healing does not mean the 
  rest of us have to suffer for it. Besides,” Brody 
  says as he turns to walk away, “it’s your own 
  fault for being beaten by a bunch of common 
  thugs.” 
   
  After a few moments, Dolph turns to your 
  group and says, “I have a problem. As per the 
  rules, only Brody as the challenger can call off 
  the duel, and he is not inclined to do so. I need 
  you to investigate this, tonight. Turn up 
  something we can use to force Brody into 
  calling off the duel. I suspect Carrick was 
  involved in this, but proof is needed. If proof 
  can be found that Carrick was involved in this, 
  Brody cannot ignore it and must call off the 
  duel.” 
   
  Dolph answers any questions he can, though 
  there is precious little information he can offer. If 
  none of the PCs made the Spot check or 
  volunteered the information already, he mentions it 
  looked like Carrick was one of the men who 
  attacked him. If the PCs mention the duel should 
  be called off because Carrick attacked him, Dolph 
  responds with, “There’s no absolute proof it 
  was Carrick since he was heavily disguised 
  and none of us got a particularly good look at 
  him. Again, proof is needed, not suspicion.” 
   
  The town guards state they will relocate Dolph 
  to a safe place under guard until tomorrow 
  morning. 
   
  The PCs have two leads here. One is the 
  battle itself. Via a Track check (DC 20+APL), the 
  PCs can follow the path of the thug who ran away 
  (assuming he successfully escaped). Note the DC 
  varies by APL due to Nedral’s knowledge of 
  avoiding pursuit also varying by APL (such as 
  sticking to harder surfaces at higher APLs). 
  Alternatively, PCs can go out, talk to people in the 
  streets, and Gather Information on where one 
  could find Carrick. Carrick left the inn only 30 
  minutes ago, so it is plausible the PCs can find 
  folks who saw him walk by recently. 
   
  Development: If the PCs are following the 
  tracks from the thug, proceed to Encounter 7. If 
  the PCs are searching for Carrick (or doing 
  anything other than tracking the thug), proceed to 
  Encounter 8. 
  ENCOUNTER 7: THUGS 
  Your pursuit has led you to a house in a 
  rundown section of Newick. The house seems 
  to have basic maintenance, but little else. As 
  you approach, you hear the sounds of several 
  individuals inside. 
   
  Reference DM Aid #5 for the layout of the 
  house. PCs making a DC 12 Listen check at the 
  door will hear the sounds of general conversation, 
  but nothing notable. 
   
  The thugs are allies by convenience. Though 
  they protect each other to a minor extent, few of 
  them are close friends with each other. All of them 
  know Nedral arrived a short time ago, on the run 
  from somebody. With the PCs’ arrival, they realize 
  the PCs may be the ones chasing him. If the PCs 
  arrive rather quickly, the thugs jump to the 
  conclusion it’s the town guard coming to take them 
  all down and they immediately fight. However, if 
  some time has passed, they talk with the PCs first, 
  just in case the PCs are here for something else 
  entirely. They are not real interested in fighting for 
  Nedral unless they have to. 
   
  When the PCs go inside (or are otherwise 
  discovered by the thugs inside), what happens 
  next depends on how quickly the PCs arrived after 
  pursuing Nedral. If they came here immediately 
  after the combat at the inn, without waiting to talk 
  with the guards or Brody in Encounter 6, proceed 
  to 
  “IF 
  THUGS 
  IMMEDIATELY 
  ATTACK.” 
  Otherwise, if some time has passed between the 
  combat at the inn and the PCs arrival here, read 
  the following text. If the PCs knock, they will hear 
  ‘Come In’ yelled through the door. 
  
  YEO7-05 Honor Among Friends 
   
  Page 16 
  IF THUGS DO NOT IMMEDIATELY ATTACK 
   
  As you enter the house, everyone looks at 
  you with a silent, stony expression. One of 
  them 
  approaches 
  you, 
  and 
  says 
  rather 
  sarcastically, “Can I help you?” 
   
  They 
  talk 
  with 
  the 
  PCs, 
  giving 
  very 
  noncommittal answers. However, if the PCs can 
  sway the thugs to open up, either through friendly 
  words (Diplomacy check DC 25) or though harsh 
  threats (Intimidate check DC 10+APL, based on 
  level of thugs and circumstance bonus on how 
  many others are willing to fight), the thugs offer to 
  answer the PCs’ questions with much the same 
  information as Nedral could have provided. If the 
  PCs beat the DC by 10, the thugs will take the 
  PCs to Nedral. 
   
  Here is the information the thugs or Nedral 
  can provide to the PCs. 
  • 
  ‘Carrick’ did meet with some of them 
  earlier today, a few hours before dusk (this 
  would be after the Dolph/Brody blowup in 
  Encounter 4). 
  • 
  Some of them (including Nedral) first met 
  Carrick a couple of days ago. He was 
  asking for some information about current 
  events in Newick and other unimportant 
  stuff. 
  • 
  When they met ‘Carrick’ today, he was a 
  bit different. He wore a lot more clothes 
  than usual, as if he was trying to hide his 
  identity. He also sounded a little different. 
  • 
  Most of them do not believe it was the real 
  ‘Carrick’ they met a few days earlier but 
  someone 
  else 
  disguising 
  himself 
  as 
  ‘Carrick’, but they really do not care either 
  way. Money is money. 
  • 
  Nedral bumped into ‘Carrick’ as he was 
  walking past him. He noticed a really nice 
  sword ‘Carrick’ had, with an 
  eagle 
  engraved on the hilt and a diamond 
  embedded at the end. It’s a little strange 
  that none of the rest of them noticed this 
  valuable item. (Note: Brody has not been 
  seen using this weapon as he would have 
  used his hat of disguise to hide its 
  features). 
   
  Development: After the PCs speak with the 
  thugs, if the PCs have not yet spoken to Carrick in 
  Encounter 8, then proceed to Encounter 8 when 
  they leave the thugs’ house. If the PCs have 
  already spoken to Carrick and decide to confront 
  Brody with what they have, go to Encounter 9. If 
  the PCs decide to investigate something else and 
  they’ve already spoken to Carrick, then allow them 
  to investigate whatever they wish, but make them 
  aware there is very little other information that can 
  be gained this late at night. If the situation in the 
  thugs’ house devolves into a combat, use the 
  information 
  in 
  “IF 
  THUGS 
  IMMEDIATELY 
  ATTACK” to adjudicate what happens. 
  IF THUGS IMMEDIATELY ATTACK 
   
  As you enter the house, they look at you 
  with silent, stony expressions. They exchange 
  a silent glance before they stand, draw their 
  weapons, and advance towards you. 
   
  There are a total of 12 thugs in the house, 
  between both floors. The number listed in the APL 
  stats are those thugs who fight the PCs and 
  represent the closest thugs to the PCs’ location. 
  The other thugs, except Nedral, escape into the 
  night by whatever means available to them. If 
  directly confronted, the fleeing thugs fight (use the 
  same stats as the rogues who are fighting). Upon 
  hearing the sounds of combat, Nedral will instead 
  hide somewhere in the room he is in, hoping the 
  PCs overlook him. If the PCs get to him, he will not 
  fight them (considering how many of his brethren 
  have already fallen to them). 
  The combat itself should be relatively easy for the 
  PCs, almost comedic. They are adventurers, 
  heroes, and these are just thugs. The best of them 
  were the ones who went to the Inn. Incidentally, 
  they are thugs who actually pay property taxes 
  and the like. So if the PCs cause property damage 
  (since they are not operating in self-defense here; 
  they are the invaders), they will be held 
  accountable. 
  APL 2 (EL 2) 
  • 
  Thug Rogue, Male Human (Flan) Rogue1 
  (1): hp 5; See Appendix 1. 
  • 
  Thug 
  Warrior, 
  Male 
  Human 
  (Flan) 
  Warrior1 (1): hp 7; See Appendix 1. 
  APL 4 (EL 4) 
  • 
  Thug Rogue, Male Human (Flan) Rogue1 
  (2): hp 5; See Appendix 2. 
  • 
  Thug Fighter, Male Human (Flan) Fighter1 
  (1): hp 9; See Appendix 2. 
  APL 6 (EL 6) 
  • 
  Thug Rogue, Male Human (Flan) Rogue2 
  (2): hp 10; See Appendix 3. 
  
  YEO7-05 Honor Among Friends 
   
  Page 17 
  • 
  Thug 
  Fighter, 
  Male 
  Human 
  (Flan) 
  Fighter1/Rogue1 (2): hp 15; See Appendix 
  3. 
  APL 8 (EL 8) 
  • 
  Thug Rogue, Male Human (Flan) Rogue3 
  (3): hp 15; See Appendix 4. 
  • 
  Thug 
  Fighter, 
  Male 
  Human 
  (Flan) 
  Fighter2/Rogue1 (3): hp 24; See Appendix 
  4. 
   
  Tactics: They do not have much to speak of. 
  They are used to working by themselves or in 
  small groups. The rogues attempt to sneak attack 
  via flanking or feinting where possible. The fighters 
  or warriors try to trip their opponents before 
  attacking them. 
   
  Treasure: These thugs know better than to 
  keep the majority of their possessions around their 
  fellow thugs. Nevertheless, the PCs can gain the 
  following treasure here: 
  APL 2: L: 82 gp, C: 55 gp, M: 0 gp. 
  APL 4: L: 130 gp, C: 55 gp, M: 0 gp. 
  APL 6: L: 264 gp, C: 36 gp, M: 0 gp. 
  APL 8: L: 397 gp, C: 55 gp, M: 0 gp. 
   
  Once the PCs finish the combat, they can 
  question any of the thugs who are still alive. If they 
  search the house for Nedral, they will find him 
  below, assuming they succeed at a Search check 
  (DC 15+APL). Use the bullet point information in 
  the first section of this encounter to adjudicate 
  what the thugs or Nedral can tell the PCs, though 
  Diplomacy (DC 25) or Intimidate checks are still 
  needed. 
   
  If the PCs lose this combat, PCs who are still 
  alive are stabilized by the thugs and kept 
  unconscious for two days. Eventually they awaken 
  in the company of the town guard. The town guard 
  will have rescued the PCs once they turned up 
  missing. Though the PCs are rescued and have 
  their lives, they will learn they have lost something 
  of value to them. Proceed to Conclusion E: Beaten 
  by Thugs. 
   
  Development: Once the PCs leave the thugs’ 
  house, proceed to Encounter 8 if they have not yet 
  spoken to Carrick. If the PCs decide to confront 
  Brody with what they have, go to Encounter 9. If 
  the PCs decide to investigate something else and 
  they’ve already spoken to Carrick, then allow them 
  investigate whatever they wish but make them 
  aware there is very little other information that can 
  be gained this late at night. If the PCs lost the 
  combat, proceed to Conclusion E: Beaten by 
  Thugs.   
  ENCOUNTER 8: CARRICK 
  Despite the warm days of late, the night in 
  Newick 
  turns 
  cold 
  as 
  your 
  search 
  for 
  information begins. It seems that even the 
  weather is matching the mood of the events 
  tonight. While traveling the streets, you are 
  hailed from behind. Turning, you see Carrick 
  striding towards you, as he calls out, “We need 
  to talk.” 
   
  Since Carrick left the Inn, he’s gone to meet 
  with fellow members of the Rascals. He’s learned 
  that at the same time he was talking with one of 
  their agents earlier today, ‘he’ was seen hiring a 
  bunch of thugs for a job in the near future, possibly 
  tonight. Carrick has suspected someone has been 
  impersonating him for a time now as he has met 
  several individuals who claim to have had 
  conversations with him he does not remember. 
  However, he could not get confirmation this was 
  happening until now. Disturbed by the news and 
  already 
  having 
  a 
  suspicion 
  of 
  what 
  was 
  happening, Carrick returned to the Inn to speak 
  with Brody. 
   
  Upon arriving, Carrick saw the Inn’s proprietor 
  right away. From his frantic description of events, 
  Carrick realized he was too late and was a wanted 
  man. Carrick then turned to finding the PCs. 
  Though he realizes they will likely want to capture 
  him, they are still his best chance of clearing his 
  name since they are investigating the situation. He 
  intends to give them the address of the place 
  where ‘he’ supposedly hired the thugs. Carrick 
  hopes that the PCs can turn up information to 
  clear him at that address. 
   
  Assuming the PCs talk with Carrick, Carrick 
  provides his version of events tonight, as well as 
  answering other questions of the PCs to the best 
  of his ability. The following is a list of information 
  Carrick can provide for the PCs. If it’s not on the 
  list, Carrick either does not know or does not 
  believe the answer is pertinent (since he thinks 
  time is short). 
  • 
  Carrick can give the PCs his version of 
  events in of the past 24 hours. However, 
  he 
  will 
  NOT 
  mention 
  his 
  Rascals 
  connection. Whenever asked about his 
  source, he’ll cryptically say “in my line of 
  work, I’ve found it useful to have friendly 
  eyes and ears in many places”. (If a 
  
  YEO7-05 Honor Among Friends 
   
  Page 18 
  Rascal PC is present, see last bullet 
  point.) 
  • 
  Carrick will be sure to declare his 
  innocence of the attack and tell the PCs 
  he suspects someone is impersonating 
  him. (He tells the PCs this whether he’s 
  asked or not.) 
  • 
  Carrick has a friend in town and, out of 
  friendship, decided to stay with him 
  instead of at the Inn. 
  • 
  Carrick has the address of the house the 
  thugs operate out of. He hands over a 
  piece of paper with the address written on 
  it. (He leaves this for the PCs regardless.) 
  • 
  If asked who he believes is impersonating 
  him, Carrick says Brody is the most likely 
  culprit. His reasoning is that they have 
  traveled together and he’s the only other 
  person Carrick knows to have been in all 
  the same places when he was possibly 
  “doubled.” 
  • 
  Any other detail in the adventure’s 
  background, except for anything Brody 
  has done without his knowledge and 
  anything Dolph has done in recent years. 
  Again, he does NOT reveal his connection 
  to the Rascals. (If a Rascal PC is present, 
  see last bullet point.) 
  • 
  Carrick will not turn himself into the town 
  guard. 
  Newick 
  has 
  a 
  reputation 
  of 
  arresting first and asking questions later. 
  Carrick thinks if he turns himself in, the 
  impersonator will have time to get away 
  with whatever he is planning while the 
  town guard asks pointless questions. 
  • 
  Carrick reveals his connection to the 
  Rascals only if a Rascals PC is able to 
  specifically point it out. PCs who are 
  members of the Rascals can make an Int 
  check DC 20 (PCs may add their 
  character level to the check) to recall 
  Carrick is a member in good standing and 
  is, in general, a good guy. 
   
  If the PCs seem to not believe Carrick’s story 
  or attack him, Carrick drops the piece of paper 
  with the address of the house where ‘he’ 
  supposedly hired the thugs. Then Carrick attempts 
  to escape using his potions, such as fly and 
  invisibility. If forced to fight, his stats are available 
  in Appendix 5. If for some very unlikely reason 
  Carrick fights the PCs and defeats them, he 
  leaves them in a state where they will wake up 
  minutes later, with the thugs’ address in one of the 
  PCs hands. 
  Carrick: See Appendix 5. 
   
  Development: If the PCs go to the thugs’ 
  address, proceed to Encounter 7. If the PCs 
  decide to confront Brody with what they have, go 
  to Encounter 9. If the PCs decide to investigate 
  something else, allow them to do so, but make 
  them aware there is very little other information 
  that can be gained this late at night. 
  ENCOUNTER 9: BRODY 
  Heading into the Haranshire House Inn, you 
  see the innkeeper still awake at this time of 
  night. Looking up at you, he mentions, “I 
  couldn’t sleep. Who could after an attack like 
  that? I was just speakin’ to Brody a few 
  minutes ago too. He’s not able to sleep much 
  either.” 
   
  The innkeeper will converse with the PCs, 
  mainly commenting things seem unsettled and 
  quiet after earlier events. If asked why he spoke to 
  Brody recently, Brody came down and was looking 
  for some wine to relax him and help him sleep. He 
  will tell the PCs where they can find Brody’s room. 
   
  When the PCs go to Brody’s door, they will 
  find it locked. Brody is awake and somewhat 
  dressed on the other side. Various candles and 
  magical light sources are on in the room, so light is 
  visible from the crack beneath the door. If the PCs 
  attempt to pick the lock, Brody opens the door and 
  confronts the PCs about their rudeness. If the PCs 
  are polite and knock, they will be invited in. 
   
  At this point, Brody is a slowly changing man. 
  Today has been the lowest he has sunk in recent 
  years. Though he bears great animosity to Dolph, 
  today is the first day he truly resorted to distasteful 
  methods to inflict damage to Dolph. His change of 
  heart slowly began during the attack when he 
  drew blood on Dolph for the first time in a non-duel 
  setting. He is debating the honor of his actions in 
  hiring thugs to attack Dolph. He’s been up all night 
  since the attack, pondering. Currently, his desire 
  to ‘one up’ Dolph is dominating and he’s been 
  rationalizing his actions to himself. 
   
  As Brody talks with the PCs, he’ll put on an 
  uncaring attitude while being slightly dismissive of 
  their comments and poking holes in their 
  investigation. In reality, Brody is very worried and 
  PCs who make a Sense Motive check DC 20 can 
  see this. Brody is shocked they’ve uncovered any 
  information in such a short period of time, much 
  
  YEO7-05 Honor Among Friends 
   
  Page 19 
  less the amount of information they have. 
  Particularly, these are the items the PCs may have 
  uncovered that greatly worry Brody. 
  • 
  The PCs have met the real Carrick and he 
  declares 
  his 
  innocence 
  with 
  the 
  explanation of there being an imposter. 
  • 
  The PCs spoke with the thugs and 
  discovered the thugs noticed a change of 
  behavior and voice between Carrick a few 
  days ago and today. 
  • 
  The PCs learned Nedral bumped into 
  ‘Carrick’ and saw the eagle engraved hilt 
  (with diamond) of a sword. (Note: This is 
  one of Brody’s swords and it is in the room 
  in a locked chest.) 
  • 
  The PCs made a successful Spot check 
  when first viewing ‘Carrick’ and can 
  directly attest to a disguise being used. 
  • 
  They have captured one of the thugs from 
  Encounter 7 and turned him over to the 
  town guard for questioning. 
  • 
  The PCs somehow discover that Brody 
  has 
  a 
  hat 
  of 
  disguise, 
  boots 
  of 
  teleportation, or both.  (This should be 
  unlikely). 
   
  If the PCs inform Brody of at least three of the 
  things on the bullet list above (if the captured thug 
  is Nedral, that counts as two bullet points), then 
  read the following text to the PCs. 
   
  Finally, Brody seems to take in your words 
  seriously. He seems to be debating some 
  thoughts before walking towards the back of 
  the room. As he gets there, he turns to you 
  with a reluctant expression on his face. “It 
  seems you have learned much in your 
  investigations. 
  More 
  than 
  I 
  would 
  have 
  thought. I now see I was foolish to ignore you 
  earlier. I would like the information you’ve told 
  me in this room to stay in this room. Perhaps if 
  I used my extensive contacts to obtain a highly 
  desired item for each of you, you would see to 
  it the information you have given me never 
  leaves here?” 
   
  Yes, Brody has just tried to bribe the PCs and 
  in a pretty big way. If the players ask for 
  clarification, let them know about the specifics of 
  the AR reward, though Brody communicates this 
  in character. The PCs have to make a choice 
  between selling out to Brody or upholding their 
  duty to Dolph. If any PC demands to be paid in 
  gold instead, Brody offers 200 gp to that PC. 
   
  If the PCs accept his offer, then Brody thanks 
  them for their wise decision and bids them good 
  night. Proceed to Encounter 10. 
   
  If the PCs do not accept and begin to press 
  Brody on why he needs to bribe them, Brody 
  responds with “I would hate to be forced to 
  dispatch you simply because you cannot see a 
  good deal in front of you. I ask that you 
  reconsider.” 
   
  If the PCs still do not agree to his bribe or if 
  the PCs are already taking potentially offensive 
  actions (spellcasting, drawing weapons, etc.), 
  Brody draws his weapon while saying “very well 
  then” and attacks the PCs. 
   
  Roll for initiative. This combat is divided into 
  two portions. In the first portion, Brody is still 
  reluctant to fight the PCs, viewing them as 
  innocent people caught up in a half-decade-old 
  rivalry. As such, Brody strikes for nonlethal 
  damage for this portion of the combat. Once Brody 
  has real damage past his temporary hit points, he 
  then grows very angry and strikes out viciously. 
  He attacks whoever seems to be the most 
  vulnerable PC. For this attack he will not be using 
  nonlethal attacks and will be using Arcane Strike 
  to channel one of his highest-level spells available. 
  After this attack occurs, read the following: 
   
  Blade crackling with eldritch energy, Brody 
  slices his sword towards (insert PC’s name). 
  After launching his attack, Brody’s expression 
  drastically changes. Gone is the controlling 
  demeanor, replaced by a look of shock. Brody 
  then pulls his sword back towards him, taking 
  up a defensive stance, but it is clear his mind 
  is no longer on the combat at hand. 
   
  Continue with the combat. Brody is still able to 
  defend himself, but he will not complete his full 
  attack action (if available) nor will he take any 
  attacks of opportunity for one round. If the PCs 
  defeat Brody before his turn comes up again, 
  adjudicate that situation based on the information 
  given later in this encounter. After one round 
  passes, continue with the following text for Brody’s 
  next turn. 
   
  Finally collecting himself, Brody lowers his 
  weapon. Without looking at you, he speaks, 
  “I’ve disgraced myself here. I’ve just tried to 
  kill one of you for nothing more than rightful 
  heroism. This is not how an honorable man 
  would act.” Finally meeting the gaze of your 
  group, “I surrender and I will confess to all of 
  my actions of late. When next I see Dolph, I will 
  
  YEO7-05 Honor Among Friends 
   
  Page 20 
  rescind 
  the 
  duel. 
  Will 
  you 
  accept 
  my 
  surrender?” 
   
  In this Brody is being fully truthful. All of his 
  other actions could be rationalized, but his 
  potentially fatal attack on a PC cannot. The last 
  vestige of Brody’s honor has reasserted itself and 
  he now realizes how far he’s fallen. He is sincerely 
  apologetic. 
   
  For this round, Brody will be compliant to the 
  PCs’ demands. He will no longer be using Combat 
  Expertise and still will not take attacks of 
  opportunity. In fact, his stance should treat him as 
  being effectively unarmed as he is merely holding 
  his sword and not wielding it. 
   
  If the PCs accept his surrender, he accedes to 
  any demands they have. He suggests that due to 
  the lateness of the hour and since no one knows 
  exactly where Dolph is, that confronting Dolph and 
  the town guard should wait until morning. The PCs 
  can keep him prisoner and he will not resist. If the 
  PCs demand to take action tonight, Brody will not 
  protest. However, he is correct in that the town 
  guard will inform them Dolph is under safekeeping 
  until morning and they will not allow the PCs to 
  meet with him. Proceed to Encounter 10. 
   
  If the PCs do not accept his surrender, on 
  Brody’s next turn, his attitude becomes harsh as 
  he yells out, “I should have known you were 
  dishonorable trash!” Continue with the combat. 
   
  Though Brody is without his temporary hit 
  points and may also be at a reduced hit point total 
  by this time, he still remains a potent threat to the 
  PCs (his max hps and temp hps are listed below). 
  In addition, though not in his full gear (he was 
  trying to go to sleep), Brody possesses equipment 
  on par with most adventurers. However, Brody will 
  not take the time to retrieve his other magic items 
  in storage around the room. 
  APL 2 (EL 5) 
  • 
  Brody, 
  Male 
  Human 
  (Flan) 
  Fighter1/Wizard4: hp 23 (plus 9 temp 
  hps); See Appendix 1. 
  APL 4 (EL 7) 
  • 
  Brody, 
  Male 
  Human 
  (Flan) 
  Fighter1/Wizard5/Eldritch Knight1: hp 32 
  (plus 12 temp hps); See Appendix 2. 
  APL 6 (EL 9) 
  • 
  Brody, 
  Male 
  Human 
  (Flan) 
  Fighter1/Wizard5/Eldritch Knight3: hp 42 
  (plus 14 temp hps); See Appendix 3. 
  APL 8 (EL 11) 
  • 
  Brody, 
  Male 
  Human 
  (Flan) 
  Fighter1/Wizard5/Eldritch Knight5: hp 53 
  (plus 16 temp hps); See Appendix 4. 
   
  Tactics: After that outburst, the PCs are in for 
  it, as Brody becomes a combat terror looking to 
  incapacitate and kill the PCs as if they were 
  nothing more than brigands. 
   
  APL 2: In the first round, Brody casts blades of 
  fire as a swift action and attacks the weakest 
  looking PCs first, hoping to quickly remove them 
  from the combat. In subsequent rounds, he will 
  continue attacking, casting swift spells every round 
  until he runs out or until it looks as if he has the 
  combat well in hand. 
   
  APL 4: In the first round, Brody casts 
  glitterdust (still), hoping to remove several PCs as 
  threats, and then casts blade of blood as a swift 
  action. He follows with blades of fire as a swift 
  action and attacks the weakest looking PCs first, 
  hoping to quickly remove them from the combat. In 
  subsequent rounds, he will continue attacking, 
  casting swift spells every round until he runs out or 
  until it looks as if he has the combat well in hand. 
   
  APL 6: In the first round, Brody casts 
  glitterdust (still) hoping to remove several PCs as 
  threats and then casts ruin delver’s fortune as an 
  immediate action to give himself more temporary 
  hit points. He follows with blades of fire as a swift 
  action or Arcane Strike and attacks the weakest 
  looking PCs first, hoping to quickly remove them 
  from the combat.  In subsequent rounds, he will 
  continue attacking, casting swift spells or using 
  Arcane Strike every round until he runs out of 
  spells or until it looks as if he has the combat well 
  in hand. 
   
  APL 8: In the first round, Brody casts 
  blacklight (still) hoping to remove several PCs as 
  threats due to visibility control and casts ruin 
  delver’s fortune as an immediate action to give 
  him more temporary hit points. He follows with 
  explosive cascade if several PCs present an 
  immediate threat or scorching ray on the weakest 
  looking PCs first, hoping to quickly remove them 
  from the combat. In subsequent rounds, he will 
  continue attacking with the best method available 
  to him, either casting damaging spells, such as 
  scorching ray (still) or magic missile (still), or by 
  casting swift spells and attacking, or using Arcane 
  Strike and attacking every round until he runs out 
  of spells or it looks as if he has the combat well in 
  hand. He will cast additional battlefield control 
  
  YEO7-05 Honor Among Friends 
   
  Page 21 
  spells, such as glitterdust (still), if his previous 
  battlefield control spells are failing him. 
   
  Include the following section for treasure: 
   
  Treasure: Though there is a lot of treasure in 
  the room, the PCs will be allowed to claim very 
  little of it. This is because Dolph (and the Town 
  Guard of Newick) will demand Brody’s items back 
  from the PCs and many of the magic items will not 
  work for the PCs anyway due to enchantments 
  Brody had placed on the items. If necessary, 
  Carrick will secretly provide a list of items to Dolph 
  so everything is accounted for. Should the PCs 
  refuse, Dolph and the Town Guard will hunt down 
  the PCs in an effort to reclaim the items. Should 
  the PCs escape Newick, Dolph has the PCs 
  declared fugitives from Yeoman law. The hat of 
  disguise is the only treasure the PCs will 
  eventually be allowed to claim (and is the only 
  item Carrick does not know about): 
  APLs 2 - 8: L: 0 gp, C: 0 gp, M: hat of disguise 
  (150 gp). 
   
  Development: Once the situation has been 
  resolved, if the PCs were defeated by Brody, 
  proceed to Conclusion D: Brody Uncontested. 
  Otherwise, proceed to Encounter 10. 
  ENCOUNTER 10: THE DUEL 
  Dawn breaks over the horizon, warming the air 
  to a comfortable temperature. You hear the 
  sounds of people beginning their day and see 
  caravans readying for their journeys. It seems 
  quite calm and peaceful this morning, at odds 
  with the night before. 
   
  When you go to find Dolph, who was last in 
  the company of the town guard, you learn he 
  has already left for the site of the duel in the 
  company of several town guardsmen. Dolph 
  did leave instructions for someone to lead you 
  to the duel site so you can witness the events. 
   
  If the PCs ask about the location of any thugs, 
  including Nedral, they captured the previous night 
  and turned over to the town guard, the PCs are 
  informed that they are still being held in jail 
  pending a review of their case by a judge later that 
  day. If the PCs somehow captured Carrick and 
  turned him over to the town guard, the guard will 
  mention someone came by and provided an alibi 
  for Carrick regarding the events of last night. 
  Carrick was released pending a review of the case 
  later today at which Carrick is to be in attendance. 
   
  Allow the PCs to perform any additional 
  actions they wish in town. Assuming they head to 
  the duel site reasonably soon after they speak with 
  the town guard, proceed with the following text: 
   
  As you reach the secluded grove to the 
  north of town, you find a number of persons 
  already gathered here, the majority are town 
  guardsmen who seem to be observers for this 
  event. The guards are near two other persons 
  in a bodyguard role, one of whom is Keats, the 
  will’s executor. Keats has a sad expression on 
  his face, but seems resigned to the upcoming 
  duel between men who were once great 
  friends. The other person looks to be a 
  priestess in the livery of the Church of Seven 
  Faiths. She seems to be waiting in an 
  expectant manner. 
   
  Finally, you see Dolph himself. He is 
  dressed just as brightly as you have ever seen 
  him, this time in reds and whites. However, 
  some of your practiced eyes see bulges about 
  his body where you would presume there to be 
  bandages and you wonder if perhaps he was 
  wearing red for more than just a fashion 
  statement. Despite the smile on his face, the 
  occasional grimace in his features testifies to 
  the fact that he is still quite injured from his 
  ordeal last night. 
   
  The priestess is Hania, a cleric of Kord and 
  the impartial observer of the duel. Her purpose 
  here is simply to provide healing services and 
  observe, though she will give her religious 
  perspective on events if asked. 
  Hania: Female Human (Flan/Suel) Cleric8 
  (Heal +12, Sense Motive +6)  
   
  Continue with the section appropriate to the 
  actions that the PCs have taken so far. 
  BRODY SURRENDERED TO THE PCS OR DID 
  NOT SURRENDER, WAS DEFEATED, AND 
  WAS TAKEN PRISONER BY THE PCS 
   
  Seeing your group approach, Dolph turns 
  to you and quickly senses things are not as he 
  expected. He asks of you, “What’s happened?” 
   
  Allow the PCs to tell their version of the tale. 
  Keats and Dolph will listen very attentively, asking 
  appropriate questions. If Brody is unconscious for 
  any reason, Hania goes to Brody and heals him 
  just enough to bring him to consciousness. Brody 
  will silently affirm any rightful accusations made by 
  the PCs. If Brody is asked to make his confession, 
  he will do so and relate all of his actions in the 
  past 24 hours that relate to the attempt on Dolph’s 
  
  YEO7-05 Honor Among Friends 
   
  Page 22 
  life. As the conversation continues, Dolph will be 
  increasingly 
  saddened 
  to 
  hear 
  of 
  Brody’s 
  transgressions, but will also give the impression 
  he suspected as much all along. 
   
  Once the conversation seems to be winding 
  down (or at some other appropriate time), read the 
  following: 
   
  Brody stiffens as he stands straight, 
  looking Dolph in the eye. He solidly proclaims, 
  “I hereby forfeit this duel and declare Dolph 
  the winner.” Then, in a much softer tone, “I’m 
  sorry, my friend. “ 
   
  There is silence for a few seconds before 
  Keats speaks, “Since it was a duel to the 
  death, Dolph, do you wish to take Brody’s life.” 
   
  “No,” is Dolph’s firm response. “That is not 
  necessary. We should turn to healing instead 
  of more pain. Brody, I apologize to you as well. 
  We both got to this terrible place together, 
  thanks to decisions that were not those of 
  friends. One day, I hope we are able to sit at 
  the same table again.” 
   
  “However,” Dolph continues, “I 
  must 
  demand your expulsion from the Duelist 
  Brotherhood. You have permanently stained 
  your honor, sir, and there can be no recovery.” 
   
  Brody nods to this, obviously expecting 
  this declaration. 
   
  Read the next paragraph only if the PCs 
  accepted Brody’s surrender when it was first 
  offered. Otherwise skip the following paragraph. 
   
  “I have one last favor to ask of you, 
  Dolph,” Brody says. Turning to look at your 
  group, “These gentlemen (and ladies) acted 
  with honor when I did not. They represent what 
  the honor of our Brotherhood is all about. I ask 
  that you sponsor these men (and women) into 
  the 
  Brotherhood 
  of 
  Duelists. 
  They 
  are 
  deserving.” 
   
  Continue with the following for all PCs: 
   
  With those final comments, the town guard 
  takes Brody under arrest and leads him away. 
  Keats comes over to Dolph, saying, “I hereby 
  declare you the recipient of Marn’s farming 
  business as specified in his will.” 
   
  Dolph for his part does not seem to be 
  overly pleased, but still musters a half-hearted 
  “Thank you” to Keats. 
   
  “Let us go back to my office and finish 
  discussing the details,” says Keats. He leads 
  Dolph away from the clearing, motioning you 
  to follow, as they head back to Newick. 
   
  Development: Proceed to Conclusion A: 
  Ending with Honor. 
  BRODY 
  DID 
  NOT 
  SURRENDER, 
  WAS 
  DEFEATED AND KILLED BY THE PCS 
   
  Seeing your group approach, Dolph turns 
  to you and quickly senses things are not as he 
  expected. He asks of you, “What’s happened?” 
   
  Allow the PCs to tell their version of the tale. 
  Keats and Dolph will listen very attentively, asking 
  appropriate questions. As the conversation goes 
  on, Dolph will be increasingly saddened to hear of 
  Brody’s transgressions, but will also give the 
  impression he suspected as much all along. As 
  the PCs tell the story, Hania goes over and takes 
  Brody’s body if the PCs brought it with them. If 
  possible (body is not too mutilated), she will cast 
  speak with dead on Brody. The questions and 
  answers are as follows (Brody will voluntarily fail 
  his save): 
  Q: Do you wish to be returned to life? 
  A: No. 
  Q: Do you concede the duel to Dolph? 
  A: Yes 
  Q: Are you guilty of accusations you orchestrated 
  the attack on Dolph last night? 
  A: Yes. 
   
  Once the conversation seems to be winding 
  down (or at some other appropriate time), read the 
  following: 
   
  With those final comments, the town guard 
  takes Brody’s body back to Newick. As they do 
  so, Keats comes over to Dolph, saying, “I 
  hereby declare you the recipient of Marn’s 
  farming business as specified in his will.” 
   
  Dolph for his part does not seem to be 
  overly pleased, but still musters a half-hearted 
  “Thank you” to Keats. 
   
  “Let us go back to my office and finish 
  discussing the details,” says Keats. He leads 
  Dolph away from the clearing, motioning you 
  to follow, as they head back to Newick. 
   
  Development: Proceed to Conclusion A: 
  Ending with Honor. 
  BRODY DID NOT SURRENDER AND WAS NOT 
  DEFEATED BY THE PCS 
  
  YEO7-05 Honor Among Friends 
   
  Page 23 
   
  Note that if the PCs fell in combat to Brody, 
  you should have proceeded to Conclusion D: 
  Brody Uncontested instead of Encounter 10. This 
  section is meant for if the PCs did not successfully 
  confront Brody with information that unnerved him 
  enough that he offered the bribe or if the PCs 
  accepted the bribe instead. 
   
  Brody stands away from Dolph by about 30 
  feet. His dress much different than before, he 
  is now clad in mithral chain armor and various 
  expensive jewelry can be seen all over. He 
  hefts his sword around in practice swings and 
  you can see it is of excellent make, with a 
  valuable jewel in the sword’s hilt. Brody’s face 
  is unreadable at the moment, betraying no hint 
  of emotion. Indeed, it seems both men are 
  subdued in their expressions, perhaps in 
  deference to the upcoming bloodshed. 
   
  The PCs may attempt to confront Brody now 
  with the information they gathered the previous 
  night. Unfortunately, it is too late. The duel is at 
  hand and any information the PCs are likely to 
  have is circumstantial at best. As a lawyer, Keats 
  will explain the PCs do not have enough to 
  warrant the duel being halted. An investigation 
  could be launched later today, but the duel will be 
  done by then. Brody knows the PCs are too late 
  and will remain quiet as others explain the 
  situation to the PCs. 
   
  All may not be lost for the PCs, however. If 
  there is a PC member of the Brotherhood of 
  Duelists sitting at the table, that PC may offer to 
  duel on behalf of Dolph. Since this is a duel to the 
  death, Dolph will NOT ask that PC to duel for him. 
  The PC must volunteer. Duelist Brotherhood PCs 
  should be advised of this option, as it is common 
  etiquette in duels in which someone else duels for 
  another when the original person was unwillingly 
  incapacitated somehow. Dolph will speak to the 
  PC for a short time to verify that the PC 
  understands this is a duel to the death, which 
  means the PC cannot be raised later. 
   
  However, Brody is still having a change of 
  heart, albeit a very slow one. If the Duelist PC 
  accepts the duel on Dolph’s behalf, have that PC 
  roll a Diplomacy check with no assists. If that PC 
  succeeds at DC 10 (at APLs 2-4) or 15 (at APLs 6-
  8), that PC has swayed Brody while the PC was 
  talking 
  to 
  Dolph 
  and 
  Brody 
  rescinds 
  the 
  qualification of the duel to be to the death. Instead, 
  Brody will demand Dolph permanently self-exile 
  himself from the Yeomanry after one month. Dolph 
  will agree to this. 
   
  In addition, at APLs 2-4, if a PC duels in 
  Dolph’s place, Brody will select another PC to take 
  his place in the duel to make the fight a bit more 
  evenhanded. At APLs 6-8, if a PC volunteers to 
  fight for Brody, Brody will accept his offer since 
  one is already fighting for Dolph. Brody will caution 
  whoever fights for him if he thinks the PC is not 
  trying his reasonable best to win, he will rescind 
  the outcome and duel himself. Keats and Hania, 
  as impartial observers, nod their assent. 
   
  Once the duel’s details have been worked out, 
  the duel will commence with Keats giving a 
  countdown ending with “Duel!” If Brody is dueling 
  Dolph, continue with the read aloud text below. If 
  Brody is dueling a PC or there are two PCs 
  dueling each other, use DM’s Aid #6 for the rules 
  of the duel between the participants. If you are 
  running short on time, use the quick duel option 
  instead. If it is two PCs dueling each other and 
  they are resistant to the idea of player vs. player 
  combat (or if you think one player will not 
  appropriately fight for Brody to the best of his 
  ability), again use the quick duel option. Once the 
  duel is decided, use the appropriate read aloud 
  text below. 
   
  If Dolph wins the duel (due to a PC dueling for 
  him), 
   
  A few moments after the last blow is 
  struck, the town guard takes the loser’s body 
  from the clearing and back to Newick. As they 
  do so, Keats comes over to Dolph saying, “I 
  hereby declare you the recipient of Marn’s 
  farming business as specified in his will.” 
   
  Dolph for his part does not seem to be 
  overly pleased, but still musters a half-hearted 
  “Thank you” to Keats. 
   
  “Let us go back to my office and finish 
  discussing the details,” says Keats. He leads 
  Dolph away from the clearing, motioning you 
  to follow, as they head back to Newick. 
   
  If Brody is still alive, due to a PC dueling for 
  him, he wordlessly leaves the clearing for parts 
  unknown. If a PC dueled for Brody and is dead for 
  any reason, Brody will leave word and prepayment 
  with Hania to have the PC raised at the church in 
  Newick. 
   
  Development: Proceed to Conclusion B: 
  Dolph Wins Duel. 
   
  If Dolph and Brody duel each other (no PCs 
  dueling): 
  
  YEO7-05 Honor Among Friends 
   
  Page 24 
   
  Dolph and Brody face off, each circling the 
  other. Brody seems to be eyeing Dolph, 
  looking for signs of weakness, while Dolph 
  begins humming an old Suel battle tune. 
  Smiling at the song, Brody lunges in first for 
  the attack, but Dolph deftly evades his opening 
  strike. 
   
  Brody continues his onslaught against 
  Dolph, swinging his sword numerous times. 
  Despite Brody’s numerous attacks, Dolph 
  simply defends himself, preventing each of 
  Brody’s blows from landing. Dolph doesn’t 
  launch an attach himself. For almost a minute, 
  they continue like this, at a stand-off. 
   
  Then it is Dolph who breaks the monotony. 
  Switching his stance suddenly with one foot in 
  front of the other, Dolph ducks below one of 
  Brody’s wasted swings and stabs his rapier 
  forward, striking true in Brody’s abdomen. 
  However, he doesn’t let up. Dolph advances on 
  Brody, striking again and again upon his torso, 
  forcing Brody to lose ground and a lot of 
  blood. Brody does land a few nicks on Dolph’s 
  arms, but is not able to do any real harm. 
   
  Suddenly Brody trips and falls over a rock 
  in his haste to back up. Dolph doesn’t let up 
  his press on Brody and moves to stand over 
  him. Dolph uses his rapier to disarm Brody of 
  his weapon, knocking it about five feet away 
  from Brody’s outstretched hand. 
   
  Dolph raises his rapier, about to strike a 
  deadly blow, when he reaches too far back and 
  a sickening pop is heard. Dolph screams in 
  pain, unable to complete his strike. The brief 
  opening was all Brody needed. Immediately 
  intoning a few words of power while using his 
  arms to protect himself from Dolph while 
  spellcasting, Brody completes the arcane 
  sequence and an eldritch bolt of lightning rips 
  though Dolph’s chest. 
   
  For a moment, all is still. Then Dolph falls 
  backwards to the ground. The wound in 
  Dolph’s chest was instantly fatal to his already 
  damaged body. Brody stands up soundlessly 
  and gives one last look at Dolph before 
  retrieving his sword. 
   
  Development: Proceed to Conclusion C:  
  Brody Wins Duel 
   
  If Brody wins the duel (due to a PC dueling for 
  either Dolph or Brody): 
   
  A few moments after the last blow is struck 
  in the duel, the town guard goes over to the 
  loser’s body and picks it up. They motion to 
  your group to follow as they head back to 
  Newick. Behind you, you hear Keats go over to 
  Brody and say, “I hereby declare you to be the 
  recipient of Marn’s farming business as 
  specified in his will.” 
   
  Brody for his part does not seem to be 
  overly pleased, but still musters a half-hearted 
  “Thank you” to Keats. 
   
  “Let us go back to my office and finish 
  discussing the details,” says Keats. He leads 
  Brody away from the clearing, heading in a 
  slightly different direction than you. 
   
  If Dolph is still alive, due to a PC dueling for 
  him, then Dolph leaves the clearing with the PCs. 
  If a PC dueled for him and is dead for any reason, 
  Dolph will pay to have the PC raised after getting 
  permission from Brody to do so. 
   
  Development: Proceed to Conclusion C:  
  Brody Wins Duel 
   
  Note: The above listings should have covered 
  all of the possible situations. If you find yourself in 
  a unique situation, adjudicate the encounter as 
  you see fit using the above information as a 
  guideline. In general, it should result in either 
  Conclusion B or Conclusion C, but you are free to 
  choose the appropriate conclusion. 
  CONCLUSION 
  Select the relevant conclusion from those listed 
  below. 
  CONCLUSION A: ENDING WITH 
  HONOR 
   
  After finishing a few details with Keats, 
  Dolph follows through on his promise to Rhea 
  for an update of events. As he goes inside to 
  have a private talk with her, Carrick tracks you 
  down at Rhea’s home. He extends his thanks 
  to you and speaks briefly about recent events 
  before heading off towards Bogspur. With your 
  various conversations concluded, your group 
  gets back on the road shortly after lunch. 
  Unlike your previous travels with Dolph on the 
  road, he is much more talkative to your group. 
  He seems genuinely jovial. Though the events 
  of Newick are still a hurtful memory to him at 
  the moment, he doesn’t let that get in the way 
  of an otherwise enjoyable trip. 
   
  If the PCs want to do anything else before 
  leaving Newick, allow them to do so. Also, Carrick 
  
  YEO7-05 Honor Among Friends 
   
  Page 25 
  would have been scanning the PCs, looking for 
  signs of interest for the Rascals. He’ll collect 
  pertinent information about each PC so as to set 
  up a clandestine meeting later. Continue with the 
  following: 
   
  The warm, bright weather holds for the 
  remainder of your journey to Longspear. You 
  are now riding over the last hill before 
  reaching the entrance of the town. Before 
  continuing onward, Dolph stops all of you for a 
  moment. 
   
  A serious demeanor reappears on his face 
  as he speaks to you. “Thank you, all of you. 
  Without you, a terrible wrong would have 
  occurred in Newick and the stories of Marn, 
  Brody, and I would have been forever stained 
  with the story of a senseless rivalry ending in 
  pointless bloodshed. Thank you for rescuing 
  us from that ignoble fate. You have done the 
  work of heroes and deserve to be recognized 
  for your service. I will see to it that you are. 
   
  Dolph seems to lose his composure 
  momentarily before drawing a piece a paper 
  from his pack. It looks to be a letter of some 
  sort. “I was told to read this to you right before 
  we arrived at Longspear. It was mysteriously 
  left for me by an unknown person. I’ve already 
  had it checked for traps and it is clean.” 
  Opening the note, Dolph reads: 
   
  “To Dolph’s bodyguards,” 
   
  “Thank you for your recent work in Newick. 
  Some of us have been keeping an eye on 
  Brody for quite some time now and were 
  worried he would do something dangerous to 
  the Yeomanry. Killing a hard-working hero like 
  Dolph would have certainly qualified.” 
   
  “You should know that Brody’s descent 
  into dishonor began years before recent times. 
  Brody was consistently dealing with those he 
  would call brigands, thugs, and worse. He had 
  been selling his soul in bits and pieces, by 
  making dirty deal after dirty deal. We sent one 
  of our folks to watch him, but that only made 
  things worse as Brody began using his identity 
  so as to set up our agent as the fall guy when 
  needed.” 
   
  “Finally, Brody took things too far with the 
  ploy on Dolph’s life. Perhaps Brody didn’t 
  intend for things to go that far, but they still did 
  and, if it wasn’t for you, he would have 
  succeeded.” 
   
  “So you have our thanks. Carrick is a good 
  agent and we would have hated losing him like 
  that. Some of you will probably never see 
  Carrick again as he has already moved on to 
  his next assignment. Some of you may see him 
  sooner than you think. Nevertheless, he also 
  wanted you to know he is personally grateful 
  to you for all you’ve done.” 
   
  “Signed, The R.” 
   
  Dolph will offer to sell to the PCs items he 
  recovered from foes on his previous mission 
  (since he has not had a chance to sell them yet). 
  This will allow the PCs to gain all of the items 
  under the Items Found During the Adventure 
  Section. Dolph has even acquired and offers the 
  PCs Brody’s hat of disguise since it was not an 
  established possession of Brody’s. 
   
  PCs gain the Favor of Dolph Anselm, 
  Recognition of the Brotherhood of Duelists, and 
  Contact with the Rascals. Any PC who damaged 
  the thugs’ house in Encounter 7 will receive the 
  Property Damage entry on the AR. Individual PCs 
  gain Recommendation for the Brotherhood of 
  Duelists IF AND ONLY IF they meet all of the 
  following criteria: 
  • 
  PC accepted Brody’s first surrender. 
  • 
  Brody asked Dolph to sponsor that PC into 
  the Duelist Brotherhood. 
  • 
  PC acted honorably around Dolph at all 
  times. 
  • 
  PC did not abandon his guard duties of 
  Dolph 
  in 
  Encounter 
  3 
  by 
  not 
  accompanying 
  him. 
  (This 
  is 
  Dolph’s 
  measure of the PC’s sense of duty. If you 
  think this was well demonstrated in 
  another area, then the PC can still gain 
  the Recommendation). 
  • 
  The party as a whole was not defeated in 
  combat by the thugs and Dolph did not 
  need to ‘rescue’ them in Encounter 5. 
  (This is a demonstration of the PCs’ 
  competency in battle). 
  • 
  PC does not receive the Property Damage 
  entry on the AR. 
  The End 
  CONCLUSION B: DOLPH WINS DUEL 
   
  After finishing a few details with Keats, 
  Dolph follows through on his promise to Rhea 
  for an update of events. Afterwards, your 
  
  YEO7-05 Honor Among Friends 
   
  Page 26 
  group gets back on the road shortly after 
  lunch. Unlike your previous travels with Dolph 
  on the road, he is much more talkative to your 
  group. He seems genuinely jovial. Though the 
  events of Newick are still a hurtful memory to 
  him at the moment, he doesn’t let that get in 
  the way of an otherwise enjoyable trip. 
   
  If the PCs want to do anything else before 
  leaving Newick, allow them to do so. Continue with 
  the following. 
   
  The warm, bright weather holds for the 
  remainder of your journey to Longspear. You 
  are now riding over the last hill before 
  reaching the entrance of the town. Before 
  continuing onward, Dolph stops all of you for a 
  moment. 
   
  A serious demeanor reappears on his face 
  as he speaks to you. “Thank you, all of you. 
  Without you, Marn’s memory would have been 
  dishonored by the machinations of a bully. I 
  wish things could have ended better between 
  Brody and I, but perhaps it’s time I move on 
  from that friendship. All of the best parts of it 
  left us when we lost Marn. I’m sorry I got you 
  involved in so much more than your original 
  assignment intended. Thank you for being with 
  me during these difficult times.” 
   
  Having said his piece, Dolph spurs his 
  mount towards Longspear to check in as 
  ordered. 
   
  Dolph will offer to sell to the PCs items he 
  recovered from foes on his previous mission 
  (since he has not had a chance to sell them yet). 
  This will allow the PCs to gain all of the items 
  under the Items Found During the Adventure 
  Section except the hat of disguise, which the PCs 
  may have already recovered from Encounter 9. 
   
  PCs also gain Recognition of the Brotherhood 
  of Duelists. If the PCs accepted the bribe from 
  Brody, they gain Dirty Money. Individual PCs who 
  damaged the thugs’ house in Encounter 7 will 
  receive the Property Damage entry on the AR.  
   
  The End. 
  CONCLUSION C: BRODY WINS DUEL 
   
  A few hours after the event in the grove, 
  you are approached by a town guardsman with 
  a letter for you group. It seems Dolph wrote 
  one final letter last night and requested your 
  group deliver it to Longspear for him. The 
  guardsman 
  said 
  the 
  letter 
  did 
  leave 
  instructions for further payment for your group 
  due to the extra services you provided. 
   
  Viewing it to be a sensible request, you 
  pack up your things and head to Longspear. 
   
  If the PCs want to do anything else before 
  leaving Newick, allow them to do so. Once they 
  are ready to move on, continue with the following. 
   
  The warm, bright weather holds for the 
  remainder of your journey to Longspear. You 
  are ushered into the presence of a Yeomanry 
  militia sergeant who takes the letter from you. 
  Reading it in front of you, the sergeant says 
  “Accordin’ to this, Dolph had some emergency 
  personal business to attend to and it was a 
  matter of honor. He says you are to be given 
  additional 
  payment 
  for 
  your 
  assistance, 
  despite his death at a duel. I would love to 
  know what happened, but I’m too busy right 
  now to get the details. I’ll have the payment 
  delivered to ya. It’s a shame that you weren’t 
  able to find a way to keep ‘im alive. We’ve lost 
  a good one here.” 
   
  PCs gain Dirty Money if they accepted the 
  bribe from Brody. Individual PCs who damaged 
  the thugs’ house in Encounter 7 will receive the 
  Property Damage entry on the AR. 
   
  In addition, Dolph left instructions to sell the 
  items he recovered from his foes on his previous 
  mission and to use that money to cover the costs 
  of any outstanding debts for him, so that all of his 
  personal items can be sent to his family. These 
  items were sold to Brody and Brody will offer to 
  sell to the PCs items Dolph recovered from the 
  foes on his previous mission. This will allow the 
  PCs to gain all of the items under the Items Found 
  During the Adventure Section except the hat of 
  disguise. 
   
  The End. 
  CONCLUSION D: BRODY 
  UNCONTESTED 
   
  You awake after what feels like a very long 
  sleep. Looking about, you see you are in the 
  Haranshire House, though not in your own 
  room. Going downstairs, the innkeep is 
  surprised to still see you here as he says 
  everyone thought you left three days ago on 
  the morning of Brody and Dolph’s duel. The 
  innkeep goes on to tell you Brody was the 
  victor of the duel and has already left town, 
  leaving instructions with Keats on what to do 
  with Marn’s farm. 
  
  YEO7-05 Honor Among Friends 
   
  Page 27 
   
  When the innkeep asks which room you 
  were in when you woke up, you inform him and 
  he says he did get a payment from some man 
  who rented that room and forbade any sort of 
  housekeeping while he had it. The innkeep 
  hasn’t seen that man since three days ago, but 
  does think he sounded a little familiar, though 
  he couldn’t figure out why. 
   
  You’re told the town guard already sent 
  word to Longspear about Dolph, so there’s 
  nothing left for your group to do. Nothing 
  except ponder why you are still alive. 
   
  If the PCs fell to Brody in Encounter 9, Brody 
  retrieves the PCs. He does not want them dead, 
  seeing the PCs as innocent bystanders in his well-
  deserved hatred of Dolph. Thus Brody arranged 
  for them to be placed in one of the inn’s rooms. 
  Brody visited them often enough to ensure they 
  would not awake until he wished. Carrick left 
  Newick on the day of the duel, worried about being 
  captured by the town guard who believe him to be 
  the culprit of the attack on Dolph. 
   
  Individual PCs gain the Property Damage 
  entry on the AR if they damaged the thugs’ house 
  in Encounter 7. In addition, PCs will not receive 
  access to any of the items listed under the Items 
  Found During the Adventure section. 
   
  The End. 
  CONCLUSION E: BEATEN BY THUGS 
   
  You awake after what feels like a very long 
  sleep. Looking about, you see you are at a 
  church, with town guardsmen standing above 
  you, along with a priest of the church. The 
  guards say you were recovered after you 
  turned up missing during the night when Dolph 
  was attacked. Eventually, you were tracked to 
  a house of thugs and the guards raided the 
  house to get you back. You learn that Dolph 
  and Brody dueled earlier that morning while 
  you were being tended to. Brody won the duel 
  and slew Dolph. Brody had asked the town 
  guardsmen keep you away from him out of fear 
  of retaliation. 
   
  You’re told by the town guard they already 
  sent word to Longspear about Dolph, so 
  there’s nothing left for your group to do.   
  Resigned to your fate, you remain under watch 
  by the city’s officials for the next few days 
  before being released. 
   
  If the PCs attempt to pass on any information 
  to the guards about Carrick’s innocence and 
  Brody’s guilt, they will be told that Carrick has 
  turned up missing since last night. Since he 
  cannot be found and questioned, he is still 
  considered the perpetrator of the attack on Dolph. 
  Furthermore, any evidence the PCs have would 
  be circumstantial at best due to their sources. 
  Thus the case is effectively closed. 
   
  The guards will also advise the PCs that they 
  recovered the majority of their equipment before it 
  was sold. Each PC will have lost his most valuable 
  item (magical or mundane) in terms of gp cost as 
  the thugs will have already sold it. PCs gain the 
  I’ve Been Robbed entry on the AR. Given this 
  development, PCs will not earn the Property 
  Damage entry on the AR as the city officials will 
  think the PCs have been through enough. In 
  addition, PCs will not receive access to any of the 
  items listed under the Items Found During the 
  Adventure section. 
   
   
  The End 
   
  
  YEO7-05 Honor Among Friends 
   
  Page 28 
  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 4 
  Did not provoke Keats into calling Town Guard. 
   
  APL 2: 25 xp. 
   
  APL 4: 35 xp. 
   
  APL 6: 45 xp. 
   
  APL 8: 60 xp. 
  Encounter 5 
  Defeated the thugs. 
   
  APL 2: 65 xp. 
   
  APL 4: 100 xp. 
   
  APL 6: 135 xp. 
   
  APL 8: 170 xp. 
  Encounter 7 & 8 
  Gather enough information that if (or when) 
  presented to Brody would unnerve him enough to 
  offer a bribe.  Presumably the PCs gained the 
  information the thugs to do this, but it is not 
  required that they get this information from the 
  thugs. 
   
  APL 2: 65 xp. 
   
  APL 4: 100 xp. 
   
  APL 6: 135 xp. 
   
  APL 8: 170 xp. 
  Encounter 9 
  Defeat Brody or Accept Brody’s surrender. 
   
  APL 2: 90 xp. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
  All Encounters 
  Did nothing to upset Dolph in a major way (did not 
  act very dishonorably, did not get arrested, etc.). 
   
  APL 2: 25 xp. 
   
  APL 4: 35 xp. 
   
  APL 6: 45 xp. 
   
  APL 8: 60 xp. 
  Story Award 
  Dolph wins the duel (including by Brody’s forfeit). 
   
  APL 2: 135 xp. 
   
  APL 4: 200 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 45 xp. 
   
  APL 4: 70 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 110 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 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. 
  
  YEO7-05 Honor Among Friends 
   
  Page 29 
  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: 0 gp, C: 100 gp, M: 0 gp. 
  APL 4: L: 0 gp, C: 200 gp, M: 0 gp. 
  APL 6: L: 0 gp, C: 300 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 400 gp, M: 0 gp. 
  Encounter 5: 
  APL 2: L: 75 gp, C: 8 gp, M: 3 cloak of 
  resistance +1 (83 gp each), 3 potion of cure light 
  wounds (4 gp each); Total 345 gp. 
  APL 4: L: 59 gp, C: 48 gp, M: 3 chain shirt +1 
  (104 gp each), 3 cloak of resistance +1 (83 gp 
  each), 3 potion of cure light wounds (4 gp each); 
  Total 682 gp. 
  APL 6: L: 59 gp, C: 48 gp, M: 3 chain shirt +1 
  (104 gp each), 3 cloak of resistance +1 (83 gp 
  each), 3 potion of cure moderate wounds (25 gp 
  each), 3 potion of cure light wounds (4 gp each), 3 
  ring of deflection +1 (166 gp each); Total 1257 gp. 
  APL 8: L: 59 gp, C: 15 gp, M: 3 chain shirt +1 
  (104 gp each), 3 cloak of resistance +1 (83 gp 
  each), 3 gloves of dexterity +2 (333 gp each), 3 
  potion of cure moderate wounds (25 gp each), 3 
  potion of cure light wounds (4 gp each), 3 ring of 
  deflection +1 (166 gp each); Total 2224 gp. 
  Encounter 7: 
  APL 2: L: 82 gp, C: 55 gp, M: 0 gp. 
  APL 4: L: 130 gp, C: 55 gp, M: 0 gp. 
  APL 6: L: 264 gp, C: 36 gp, M: 0 gp. 
  APL 8: L: 397 gp, C: 55 gp, M: 0 gp. 
  Encounter 9: 
  APL 2 thru 8: L: 0 gp, C: 0 gp, M: hat of 
  disguise (150 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 157 gp, C: 163 gp, M: 412 gp – 
  Total: 732 gp (450 gp). 
  APL 4: L: 189 gp, C: 303 gp, M: 725 gp – 
  Total: 1217 gp (650 gp). 
  APL 6: L: 323 gp, C: 384 gp, M: 1300 gp – 
  Total: 2007 gp (900 gp). 
  APL 8: L: 456 gp, C: 468 gp, M: 2300 gp – 
  Total: 3224 gp (1,300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Fugitive!: You have stolen goods and fled from 
  the law. You lose all benefits from Yeomanry 
  metaorganizations and lifestyle costs are doubled 
  for any adventure in which you are in or pass 
  through the Yeomanry. 
   
  In future Yeomanry adventures, you are 
  subject to arrest on a result of 20 or greater (roll 
  d20 + PC’s level) - the stolen goods are 
  confiscated, and you are fined 400 gp. You can 
  avoid the fine by spending two Yeomanry 
  Influence Points. To remove this status before 
  arrest, you must return the stolen goods and either 
  pay a fine of 200 gp or spend one Yeomanry 
  Influence Point. 
  Favor of Dolph Anselm: You gain access 
  (Frequency: Regional) to purchase one each of 
  the following: easy travel and nimbleness armor 
  special ability upgrades (MIC), belt of ultimate 
  athleticism (MIC), boots of agile leaping (MIC), 
  trinket of trickery (acrobatic backstab) (CS), 
  defending 
  and 
  holy 
  weapon 
  special 
  ability 
  upgrades. 
  
  YEO7-05 Honor Among Friends 
   
  Page 30 
  Contact with the Rascals: You are secretly 
  contacted by the Rascals and offered an invitation 
  to their organization. 
  Property Damage: You are fined (10 gp times the 
  APL at which this adventure was played) for 
  vandalism of a building. 
  Recognition of the Brotherhood of Duelists: 
  You receive one Influence Point with this 
  organization and +2 circumstance bonus on Cha-
  based skill checks when dealing with members of 
  this organization and Yeomanry government 
  officials. 
  I've Been Robbed: You had an item stolen from 
  you before you were rescued. Three months from 
  the date of this AR, Yeoman officials have located 
  the item, but must compensate the legitimate 
  merchant who had it. You may purchase the item 
  back at a 50% discount. List the item here: 
  _______________. 
  Recommendation 
  to 
  the 
  Brotherhood 
  of 
  Duelists: Dolph Anselm vouches for you if you 
  wish 
  to 
  join 
  the 
  Brotherhood 
  of 
  Duelists 
  metaorganization. If you were already an initiate in 
  the organization, then Dolph has a friendly duel 
  with you so you may advance to Armsman. 
  Dirty Money: You and Brody Marden have an 
  agreement. In exchange for your silence on 
  particular matters, Brody arranges for you. 
   
  You 
  may 
  choose 
  access 
  (Frequency: 
  Regional) to purchase one non-Closed item in the 
  DMG in tables 7-27 and 7-28 worth 20,000 gp or 
  less. _____________________. 
   
  Alternatively, you may gain access to a spell 
  from his spellbook. You may choose one of the 
  following spells (circle spell selected): blacklight 
  (APL 4+, SpC), blade of blood (APL 2+, PH2), 
  explosive cascade (APL 6+, SpC), ruin delver’s 
  fortune (APL 6+, SpC). 
   
  Lastly, you may demand money instead. If 
  used for this, you gain 200 gp. 
   
  If you break this agreement, you lose all 
  benefits above. In addition, word that you have 
  talked gets back to Brody, who arranges for you to 
  be robbed. You lose 2,000 gp (if you do not have 
  enough gold, random magical and other non-PHB 
  items are taken from you to make up the 
  difference or until you are bereft of all such items). 
  Item Access 
  All APLs (all of the following): 
  • 
  Boots of striding and springing (Adventure; 
  DMG) 
  • 
  Dispelling cord (Adventure; MIC; Limit 1) 
  • 
  Hat of disguise (Adventure; DMG) 
  • 
  Ioun stone: deep red sphere (Adventure; 
  DMG) 
  • 
  Lion’s shield (Adventure; DMG) 
  • 
  Mithral breastplate (Adventure; DMG) 
  • 
  Rearguard’s cape (Adventure; MIC; Limit 1) 
  • 
  Third eye aware (Adventure; MIC; Limit 1) 
  • 
  Vest of escape (Adventure; DMG) 
  • 
  Whip of webs (Adventure; MIC; Limit 1) 
   
   
   
   
  
  YEO7-05 Honor Among Friends 
   
  Page 31 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 5 
   
   
   
   
  H I R E D RO G U E  [3]  
  CR 2 
  Male Human (Flan) Rogue 2 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +2, Spot -1 
  Languages Common, Flan, Goblinoid, Halfling  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 10 (2 HD);  
  Fort +2, Ref +6 Will +0; Evasion 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee Masterwork short sword +3 (1d6+1/ 19-20) or 
   
  Primary Masterwork short sword +1 (1d6+1/ 19-20) 
  and 
   
  Offhand Masterwork short sword +1 (1d6/ 19-20) 
  with Two-Weapon Fighting 
  Ranged Dagger +3 (1d4+1) 
  Base Atk +1; Grp +2 
  Atk Options Sneak Attack +1d6; Fighting Defensively (-
  4 attacks for net +4 AC) 
  Combat Gear Potion of cure light wounds 
  Abilities Str 13, Dex 15, Con 12, Int 14, Wis 8, Cha 10  
  SQ Evasion, Trapfinding 
  Feats Two-Weapon Defense, Two-Weapon Fighting  
  Skills Balance +3, Bluff +5, Climb +3, Diplomacy +2, 
  Disable Device +7, Disguise +2 (acting), Escape 
  Artist +6, Gather Information +3, Hide +6, Intimidate 
  +5, Jump +2, Listen +2, Move Silently +6, Open Lock 
  +7, Search +7, Sleight of Hand +6, Survival +1 
  (Find/Follow Tracks) , Tumble +6, Use Rope +4 (bind 
  someone) 
  Possessions 2 masterwork short swords, 5 daggers, 
  masterwork chain shirt, cloak of resistance +1, potion 
  cure light wounds, 20 gp in miscellaneous basic gear, 
  50 gold. 
   
  N E D R AL   
  CR 2 
  As Hired Rogue above, except he has a potion of 
  expeditious retreat instead of a potion of cure light 
  wounds. 
   
  ENCOUNTER 7 
   
   
   
   
  T H UG  R O G U E [1]  
  CR 1 
  Male Human (Flan) Rogue 1 
  NE Medium humanoid (human) 
  Init +6; Senses Listen -1, Spot -1 
  Languages Common, Flan, Halfling  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +3 armor, +1 shield) 
  hp 5 (1 HD);  
  Fort +1, Ref +4 Will -1 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee Masterwork longsword +2 (1d8+1/ 19-20) 
  Ranged Dagger +2 (1d4+2) 
  Base Atk +0; Grp +2 
  Atk Options Sneak Attack +1d6 
  Abilities Str 14, Dex 15, Con 12, Int 13, Wis 8, Cha 10  
  SQ Trapfinding 
  Feats Combat Expertise, Improved Initiative 
  Skills Bluff +4, Disable Device +5, Escape Artist +6, 
  Gather Information +3, Hide +5, Intimidate +6, Move 
  Silently +5, Open Lock +5, Search +5, Sleight of 
  Hand +8, Tumble +6 
  Possessions 
  longsword, 
  2 
  daggers, 
  masterwork 
  studded leather, masterwork buckler, 48 gp in 
  miscellaneous basic gear, 40 gold. 
   
  T H UG  WA R RI O R  [1]  
  CR 1 
  Male Human (Flan) Warrior 1 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Flan, Halfling  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +5 armor, +1 shield) 
  hp 7 (1 HD);  
  Fort +3, Ref +2 Will +0;  
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.; 
  Melee Masterwork longsword +4 (1d8+2/ 19-20) 
  Ranged Dagger +2 (1d4+2) 
  Base Atk +1; Grp +3 
  Special Actions Improved Trip (+6 bonus) 
  Abilities Str 15, Dex 12, Con 14, Int 13, Wis 10, Cha 8  
  Feats Combat Expertise, Improved Trip 
  Skills Climb +4, Handle Animal +3, Intimidate +5, Ride 
  +6 
  Possessions 
  masterwork 
  longsword, 
  2 
  daggers, 
  breastplate, buckler, 48 gp in miscellaneous basic 
  gear, 70 gold. 
   
   
  ENCOUNTER 9 
   
   
   
   
  B R O D Y  MA R D EN 
  CR 5 
  Male Human (Flan) Fighter 1/Wizard 4 
  CN Medium Human (Humanoid) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Draconic, Elven, Flan  
  AC 19, touch 13, flat-footed 17 
   (+2 Dex, +5 armor, +1 shield, +1 deflection); Dodge, 
  Mobility 
  hp 23 (5 HD) plus 9 temporary hit points 
  Fort +4, Ref +3, Will +4 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee +1 longsword +6 (1d8+2)  
  
  YEO7-05 Honor Among Friends 
   
  Page 32 
  Base Atk +3; Grp +5 
  Atk Options Combat Expertise 
  Special Actions Spells (false life still active) 
  Class Spells Prepared (CL 4th/Arcane Spell Failure 
  15%):  
   2nd—3: bladeweave*, glibness (used), false life � 
   1st—4: blade of blood x2* �(one used), blades of 
  fire*, comprehend languages 
   0—4: detect magic, message, prestidigitation, read 
  magic 
  �Already cast, *denotes swift/immediate action spell 
  Abilities Str 13, Dex 14, Con 12, Int 16, Wis 10, Cha 8  
  SQ Spells, Summon Familiar 
  Feats Dodge, Combat Expertise, Mobility, Scribe Scroll, 
  Weapon Focus (Longsword)  
  Skills Concentration +9, Decipher Script +4, Diplomacy 
  +1, Knowledge (arcane) +11, Knowledge (local: 
  Yeomanry) +6, Knowledge (local: Sheldomar Valley) 
  +6, Knowledge (Nobility and Royalty) +8, Profession 
  (Merchant) +3, Ride +5, Spellcraft +13 
  Possessions spell-storing (currently empty) longsword 
  +1, mithral breastplate, buckler, hat of disguise, ring 
  of deflection +1 
  Spellbook spells prepared plus 0—All PHB spells, 1—
  charm person, color spray, identify, mage armor, 2—
  knock, locate object, scorching ray 
  Description Of average height (5’ 10”), Brody is a lithe 
  man. He is very light skinned for a Flan and usually 
  overdresses in nondescript clothes. Brody takes 
  effort to not look like a spellcaster and is usually in 
  mithral armor, depending on his Still spell feat to cast 
  spells. Brody has a constant fake smile (when not 
  upset) and usually tries to remain as unreadable as 
  possible. 
  Note: Brody was once Chaotic Good and over the years 
  drifted to his current alignment. Despite his Chaotic 
  nature, he still has his sense of honor, though twisted 
  and liberally interpreted. In addition, though capable 
  of possessing a familiar, Brody chooses not to 
  summon one. Stats above include benefits from the 
  false life spell. 
  Sources Practiced Spellcaster Feat (Complete Arcane), 
  Blade of Blood Spell (Player’s Handbook II), Spells: 
  blacklight, 
  bladeweave, 
  blades 
  of 
  fire 
  (Spell 
  Compendium). 
   
   
   
  
  YEO7-05 Honor Among Friends 
   
  Page 33 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 5 
   
   
   
   
  H I R E D RO G U E  [3]  
  CR 4 
  Male Human (Flan) Rogue 4 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +3, Spot -1 
  Languages Common, Flan, Goblinoid, Halfling  
  AC 18, touch 13, flat-footed 18 
   (+3 Dex, +5 armor) 
  hp 21 (4 HD);  
  Fort +3, Ref +8 Will +1; Evasion 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee Masterwork short sword +7 (1d6+1/ 19-20) or 
   
  Primary Masterwork short sword +5 (1d6+1/ 19-20) 
  and 
   
  Offhand Masterwork short sword +5 (1d6/ 19-20) 
  with Two-Weapon Fighting 
  Ranged Dagger +6 (1d4+1) 
  Base Atk +3; Grp +4 
  Atk Options Sneak Attack +2d6; Fighting Defensively (-
  4 attacks for net +4 AC) 
  Combat Gear Potion of cure light wounds, tanglefoot 
  bag 
  Abilities Str 13, Dex 16, Con 12, Int 14, Wis 8, Cha 10  
  SQ Evasion, Trap Sense +1, Trapfinding, Uncanny 
  Dodge 
  Feats Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Finesse  
  Skills Balance +4, Bluff +7, Climb +4, Diplomacy +2, 
  Disable Device +9, Disguise +2 (acting), Escape 
  Artist +9, Gather Information +4, Hide +9, Intimidate 
  +6, Jump +2, Listen +3, Move Silently +9, Open Lock 
  +10, Search +9, Sleight of Hand +9, Survival +1 
  (Find/Follow Tracks) , Tumble +9, Use Rope +5 (bind 
  someone) 
  Possessions 2 masterwork short swords, 5 daggers, 
  chain shirt +1, cloak of resistance +1, potion of cure 
  light wounds, tanglefoot bag, 28 gp in miscellaneous 
  basic gear, 292 gold. 
   
  N E D R AL   
  CR 4 
  As Hired Rogue above, except he has a potion of 
  expeditious retreat instead of a potion of cure light 
  wounds. 
   
   
  ENCOUNTER 7 
   
   
   
   
  T H UG  R O G U E [2]  
  CR 1 
  Male Human (Flan) Rogue 1 
  NE Medium humanoid (human) 
  Init +6; Senses Listen -1, Spot -1 
  Languages Common, Flan, Halfling  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +3 armor, +1 shield) 
  hp 5 (1 HD);  
  Fort +1, Ref +4 Will -1 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee Masterwork longsword +2 (1d8+1/ 19-20) 
  Ranged Dagger +2 (1d4+2) 
  Base Atk +0; Grp +2 
  Atk Options Sneak Attack +1d6 
  Abilities Str 14, Dex 15, Con 12, Int 13, Wis 8, Cha 10  
  SQ Trapfinding 
  Feats Combat Expertise, Improved Initiative 
  Skills Bluff +4, Disable Device +5, Escape Artist +6, 
  Gather Information +3, Hide +5, Intimidate +6, Move 
  Silently +5, Open Lock +5, Search +5, Sleight of 
  Hand +8, Tumble +6 
  Possessions 
  longsword, 
  2 
  daggers, 
  masterwork 
  studded leather, masterwork buckler, 48 gp in 
  miscellaneous basic gear, 40 gold. 
   
  T H UG  F IG HT E R  [1]  
  CR 1 
  Male Human (Flan) Fighter 1 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Flan, Halfling  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +5 armor, +1 shield) 
  hp 9 (1 HD);  
  Fort +3, Ref +2 Will +0;  
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.; 
  Melee Masterwork longsword +5 (1d8+2/ 19-20) 
  Ranged Dagger +2 (1d4+2) 
  Base Atk +1; Grp +3 
  Special Actions Improved Trip (+6 bonus) 
  Abilities Str 15, Dex 12, Con 14, Int 13, Wis 10, Cha 8  
  Feats Combat Expertise, Improved Trip, Weapon Focus 
  (longsword) 
  Skills Climb +4, Handle Animal +3, Intimidate +5, Ride 
  +6 
  Possessions 
  masterwork 
  longsword, 
  2 
  daggers, 
  breastplate, buckler, 48 gp in miscellaneous basic 
  gear, 70 gold. 
   
   
  ENCOUNTER 9 
   
   
   
   
  B R O D Y  MA R D EN 
  CR 7 
  Male Human (Flan) Fighter 1/Wizard 5/Eldritch Knight 1 
  CN Medium Human (Humanoid) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Draconic, Elven, Flan  
  AC 21, touch 13, flat-footed 19 
   (+2 Dex, +6 armor, +1 shield, +1 deflection, +1 
  natural); Dodge, Mobility 
  hp 32 (7 HD) plus 12 temporary hit points 
  Fort +6, Ref +3, Will +4 
  
  YEO7-05 Honor Among Friends 
   
  Page 34 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee +1 longsword +7 (1d8+2)  
  Base Atk +4; Grp +6 
  Atk Options Combat Expertise, Spring Attack 
  Special Actions Spells (false life still active) 
  Class Spells Prepared (CL 7th/Arcane Spell Failure 
  15%):  
   3rd—2: lightning bolt (Brody will not use this), still 
  glitterdust 
   2nd—3: bladeweave*, glibness (used), false life � 
   1st—4: blade of blood x2* �(one used), blades of 
  fire*, comprehend languages 
   0—4: detect magic, message, prestidigitation, read 
  magic 
  �Already cast, *denotes swift/immediate action spell 
  Abilities Str 13, Dex 14, Con 12, Int 16, Wis 10, Cha 8  
  SQ Spells, Summon Familiar 
  Feats Dodge, Combat Expertise, Mobility, Practiced 
  Spellcaster, Scribe Scroll, Spring Attack, Still Spell, 
  Weapon Focus (Longsword)  
  Skills 
  Concentration 
  +11, 
  Decipher 
  Script 
  +5, 
  Diplomacy +3, Knowledge (arcane) +13, Knowledge 
  (local: Yeomanry) +6, Knowledge (local: Sheldomar 
  Valley) +6, Knowledge (Nobility and Royalty) +8, 
  Profession (Merchant) +3, Ride +5, Sense Motive +5, 
  Spellcraft +15 
  Possessions spell-storing (currently empty) longsword 
  +1, mithral breastplate +1, buckler, amulet of natural 
  armor +1, hat of disguise, ring of deflection +1 
  Spellbook spells prepared plus 0—All PHB spells, 1—
  charm person, color spray, identify, mage armor, 
  featherfall, 
  2—knock, 
  invisibility, 
  locate 
  object, 
  scorching ray, 3—blacklight, dispel magic, heroism, 
  tongues 
  Description Of average height (5’ 10”), Brody is a lithe 
  man. He is very light-skinned for a Flan and usually 
  overdresses in nondescript clothes. Brody takes 
  effort to not look like a spellcaster and is usually in 
  mithral armor, depending on his Still spell feat to cast 
  spells. Brody has a constant fake smile (when not 
  upset) and usually tries to remain as unreadable as 
  possible. 
  Note: Brody was once Chaotic Good and over the years 
  drifted to his current alignment. Despite his Chaotic 
  nature, he still has his sense of honor, though twisted 
  and liberally interpreted. In addition, though capable 
  of possessing a familiar, Brody chooses not to 
  summon one. Stats above include benefits from the 
  false life spell. 
  Sources Practiced Spellcaster Feat (Complete Arcane), 
  blade of blood Spell (Player’s Handbook II), Spells: 
  blacklight, 
  bladeweave, 
  blades 
  of 
  fire 
  (Spell 
  Compendium). 
   
   
  
  YEO7-05 Honor Among Friends 
   
  Page 35 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 5 
   
   
   
   
  H I R E D RO G U E  [3]  
  CR 6 
  Male Human (Flan) Rogue 6 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +5, Spot -1 
  Languages Common, Flan, Goblinoid, Halfling  
  AC 19, touch 14, flat-footed 19 
   (+3 Dex, +5 armor, +1 Deflection) 
  hp 31 (6 HD);  
  Fort +4, Ref +9 Will +2; Evasion 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee Masterwork short sword +9 (1d6+1/ 19-20) or 
   
  Primary Masterwork short sword +7 (1d6+1/ 19-20) 
  and 
   
  Offhand Masterwork short sword +7 (1d6/ 19-20) 
  with Two-Weapon Fighting 
  Ranged Dagger +7 (1d4+1) 
  Base Atk +4; Grp +5 
  Atk Options Sneak Attack +3d6; Fighting Defensively (-
  4 attacks for net +4 AC) 
  Combat Gear Potion of cure moderate wounds, potion 
  of cure light wounds, tanglefoot bag 
  Abilities Str 13, Dex 16, Con 12, Int 14, Wis 8, Cha 10  
  SQ Evasion, Trap Sense +2, Trapfinding, Uncanny 
  Dodge 
  Feats Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (short sword)  
  Skills Balance +4, Bluff +9, Climb +5, Diplomacy +2, 
  Disable Device +11, Disguise +2 (acting), Escape 
  Artist +11, Gather Information +5, Hide +11, 
  Intimidate +7, Jump +2, Listen +5, Move Silently +11, 
  Open Lock +12, Search +11, Sleight of Hand +10, 
  Survival +1 (Find/Follow Tracks) , Tumble +11, Use 
  Rope +5 (bind someone) 
  Possessions 2 masterwork short sword, 5 daggers, 
  chain shirt +1, cloak of resistance +1, potion of cure 
  moderate wounds, potion of cure light wounds), ring 
  of 
  deflection 
  +1, 
  tanglefoot 
  bag, 
  28 
  gp 
  in 
  miscellaneous basic gear, 292 gold. 
   
  N E D R AL   
  CR 6 
  As Hired Rogue above, except he has a potion of 
  expeditious retreat instead of a potion of cure light 
  wounds. 
   
   
  ENCOUNTER 7 
   
   
   
   
  T H UG  R O G U E [2]  
  CR 2 
  Male Human (Flan) Rogue 2 
  NE Medium humanoid (human) 
  Init +6; Senses Listen -1, Spot -1 
  Languages Common, Flan, Halfling  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +3 armor, +1 shield) 
  hp 10 (2 HD);  
  Fort +1, Ref +5 Will -1; Evasion 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee Masterwork longsword +4 (1d8+1/ 19-20) 
  Ranged Dagger +3 (1d4+2) 
  Base Atk +1; Grp +3 
  Atk Options Sneak Attack +1d6 
  Abilities Str 14, Dex 15, Con 12, Int 13, Wis 8, Cha 10  
  SQ Evasion, Trapfinding 
  Feats Combat Expertise, Improved Initiative 
  Skills Balance +4, Bluff +5, Diplomacy +2, Disable 
  Device +6, Disguise +2 (acting), Escape Artist +7, 
  Gather Information +4, Hide +6, Intimidate +7, Jump 
  +4, Move Silently +6, Open Lock +6, Search +6, 
  Sleight of Hand +8, Survival +1 (Find/Follow Tracks) , 
  Tumble +7, Use Rope +4 (bind someone) 
  Possessions 
  masterwork 
  longsword, 
  2 
  daggers, 
  masterwork studded leather, masterwork buckler, 48 
  gp in miscellaneous basic gear, 40 gold. 
   
  T H UG  F IG HT E R  [2]  
  CR 2 
  Male Human (Flan) Fighter 1/Rogue 1 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +5 
  Languages Common, Flan, Halfling  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +5 armor, +1 shield) 
  hp 15 (2 HD);  
  Fort +3, Ref +4 Will +0;  
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.; 
  Melee Masterwork longsword +5 (1d8+2/ 19-20) 
  Ranged Dagger +2 (1d4+2) 
  Base Atk +1; Grp +3 
  Atk Options Sneak Attack +1d6 
  Special Actions Improved Trip (+6 bonus) 
  Abilities Str 15, Dex 12, Con 14, Int 13, Wis 10, Cha 8  
  SQ Trapfinding 
  Feats Combat Expertise, Improved Trip, Weapon Focus 
  (longsword) 
  Skills Climb +6, Gather Information +3, Handle Animal 
  +3, Intimidate +6, Ride +8, Spot +5 
  Possessions 
  masterwork 
  longsword, 
  2 
  daggers, 
  masterwork breastplate, masterwork buckler, 48 gp in 
  miscellaneous basic gear, 70 gold. 
   
   
  ENCOUNTER 9 
   
   
   
   
  B R O D Y  MA R D EN 
  CR 9 
  Male Human (Flan) Fighter 1/Wizard 5/Eldritch Knight 3 
  CN Medium Human (Humanoid) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Draconic, Elven, Flan  
  
  YEO7-05 Honor Among Friends 
   
  Page 36 
  AC 22, touch 13, flat-footed 20 
   (+2 Dex, +6 armor, +2 shield, +1 deflection, +1 
  natural); Dodge, Mobility 
  hp 42 (9 HD) plus 14 temporary hit points 
  Fort +9, Ref +6, Will +7 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee +1 longsword +12 (1d8+3) or 
   
  +1 longsword +12/+7[ (1d8+3)  
  Base Atk +6; Grp +8 
  Atk Options Arcane Strike (Swift Action—sacrifice a 
  spell and gain the spell level to weapon attack rolls 
  and 1d4 per spell level to weapon damage rolls for 1 
  round), Combat Expertise, Spring Attack 
  Special Actions Spells (false life and heroism spells 
  still active) 
  Class Spells Prepared (CL 9th/Arcane Spell Failure 
  15%): 
   4th—2: explosive cascade�, ruin delver’s fortune* 
   3rd—3: heroism �, lightning bolt (Brody will not use 
  this), still glitterdust 
   2nd—4: bladeweave*, glibness (used), false life �, 
  still magic missile 
   1st—5: blade of blood x2*, blades of fire*, 
  comprehend languages, feather fall* 
   0—4: detect magic, message, prestidigitation, read 
  magic 
  �Already cast, *denotes swift/immediate action spell 
  Abilities Str 14, Dex 14, Con 12, Int 18, Wis 10, Cha 8  
  SQ Spells, Summon Familiar 
  Feats Arcane Strike, Dodge, Combat Expertise, 
  Mobility, Practiced Spellcaster, Scribe Scroll, Spring 
  Attack, Still Spell, Weapon Focus (Longsword)  
  Skills 
  Concentration 
  +15, 
  Decipher 
  Script 
  +9, 
  Diplomacy +5, Knowledge (arcane) +18, Knowledge 
  (local: Yeomanry) +10, Knowledge (local: Sheldomar 
  Valley) +10, Knowledge (Nobility and Royalty) +11, 
  Profession (Merchant) +5, Ride +9, Sense Motive +8, 
  Spellcraft +20 
  Possessions spell-storing (currently empty) longsword 
  +1, mithral breastplate +1, buckler +1, amulet of 
  natural armor +1, hat of disguise, headband of 
  intellect +2, ring of deflection +1 
  Spellbook spells prepared plus 0—All PHB spells, 1—
  charm person, color spray, identify, mage armor, 2—
  knock, invisibility, locate object, scorching ray, 3—
  dispel magic, haste, fireball, tongues, 4—confusion, 
  stoneskin 
  Description Of average height (5’ 10”), Brody is a lithe 
  man. He is very light-skinned for a Flan and usually 
  overdresses in nondescript clothes. Brody takes 
  effort to not look like a spellcaster and is usually in 
  mithral armor, depending on his Still spell feat to cast 
  spells. Brody has a constant fake smile (when not 
  upset) and usually tries to remain as unreadable as 
  possible. 
  Note: Brody was once Chaotic Good and over the years 
  drifted to his current alignment. Despite his Chaotic 
  nature, he still has his sense of honor, though twisted 
  and liberally interpreted. In addition, though capable 
  of possessing a familiar, Brody chooses not to 
  summon one. Stats above include benefits from the 
  false life and heroism spells. 
  Sources Arcane Strike Feat (Complete Warrior), 
  Practiced Spellcaster Feat (Complete Arcane), blade 
  of blood Spell (Player’s Handbook II), Spells: 
  blacklight, bladeweave, blades of fire, explosive 
  cascade, ruin delver’s fortune (Spell Compendium). 
   
  
  YEO7-05 Honor Among Friends 
   
  Page 37 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 5 
   
   
   
   
  H I R E D RO G U E  [3]  
  CR 8 
  Male Human (Flan) Rogue 8 
  NE Medium humanoid (human) 
  Init +4; Senses Listen +6, Spot -1 
  Languages Common, Flan, Goblinoid, Halfling  
  AC 20, touch 15, flat-footed 20; Two-Weapon Defense 
   (+4 Dex, +5 armor, +1 Deflection);  
  hp 42 (8 HD);  
  Fort +4, Ref +11 Will +2; Evasion 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee Masterwork short sword +12 (1d6+2/ 19-20) or 
   
  Primary Masterwork short sword +10/+5 (1d6+2/ 
  19-20) and 
   
  Offhand Masterwork short sword +10 (1d6+1/ 19-
  20) with Two-Weapon Fighting 
  Ranged Dagger +10/+5 (1d4+2) 
  Base Atk +6; Grp +8 
  Atk Options Sneak Attack +4d6; Fighting Defensively (-
  4 attacks for net +4 AC) 
  Combat Gear Potionof cure moderate wounds, potion 
  of cure fight wounds, tanglefoot bag 
  Abilities Str 14, Dex 18, Con 12, Int 14, Wis 8, Cha 10  
  SQ Evasion, Improved Uncanny Dodge, Trap Sense +2, 
  Trapfinding, Uncanny Dodge 
  Feats Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (short sword)  
  Skills Balance +5, Bluff +11, Climb +7, Diplomacy +2, 
  Disable Device +13, Disguise +2 (acting), Escape 
  Artist +14, Gather Information +6, Hide +14, 
  Intimidate +9, Jump +3, Listen +6, Move Silently +14, 
  Open Lock +15, Search +13, Sleight of Hand +12, 
  Survival +1 (Find/Follow Tracks) , Tumble +14, Use 
  Rope +6 (bind someone) 
  Possessions 2 masterwork short swords, 5 daggers, 
  chain shirt +1, cloak of resistance +1, gloves of 
  dexterity +2, potion of cure moderate wounds, potion 
  of cure light wounds, ring of deflection +1, tanglefoot 
  bag, 28 gp in miscellaneous basic gear, 92 gold. 
   
  N E D R AL   
  CR 8 
  As Hired Rogue above, except he has a potion of 
  expeditious retreat instead of a potion of cure light 
  wounds. 
   
   
  ENCOUNTER 7 
   
   
   
   
  T H UG  R O G U E [3]  
  CR 3 
  Male Human (Flan) Rogue 3 
  NE Medium humanoid (human) 
  Init +6; Senses Listen -1, Spot -1 
  Languages Common, Flan, Halfling  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +3 armor, +1 shield) 
  hp 15 (3 HD);  
  Fort +2, Ref +5 Will +0; Evasion 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee Masterwork longsword +5 (1d8+1/ 19-20) 
  Ranged Dagger +4 (1d4+2) 
  Base Atk +2; Grp +4 
  Atk Options Sneak Attack +2d6 
  Special Actions Improved Feint (+6 bonus) 
  Abilities Str 14, Dex 15, Con 12, Int 13, Wis 8, Cha 10  
  SQ Evasion, Trap Sense +1, Trapfinding 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative 
  Skills Balance +4, Bluff +6, Diplomacy +2, Disable 
  Device +7, Disguise +2 (acting), Escape Artist +8, 
  Gather Information +5, Hide +7, Intimidate +7, Jump 
  +4, Move Silently +7, Open Lock +7, Search +7, 
  Sleight of Hand +9, Survival +1 (Find/Follow Tracks) , 
  Tumble +8, Use Rope +4 (bind someone) 
  Possessions 
  masterwork 
  longsword, 
  2 
  daggers, 
  masterwork studded leather, masterwork buckler, 48 
  gp in miscellaneous basic gear, 40 gold. 
   
  T H UG  F IG HT E R  [3]  
  CR 3 
  Male Human (Flan) Fighter 2/Rogue 1 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +0, Spot +5 
  Languages Common, Flan, Halfling  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +5 armor, +1 shield) 
  hp 24 (3 HD);  
  Fort +4, Ref +4 Will +0;  
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.; 
  Melee Masterwork longsword +6 (1d8+2/ 19-20) 
  Ranged Dagger +3 (1d4+2) 
  Base Atk +2; Grp +4 
  Atk Options Sneak Attack +1d6 
  Special Actions Improved Trip (+6 bonus) 
  Abilities Str 15, Dex 12, Con 14, Int 13, Wis 10, Cha 8  
  SQ Trapfinding 
  Feats Combat Expertise, Improved Initiative, Improved 
  Trip, Power Attack, Weapon Focus (longsword) 
  Skills Climb +7, Gather Information +2, Handle Animal 
  +4, Intimidate +5, Ride +10, Spot +5 
  Possessions 
  masterwork 
  longsword, 
  2 
  daggers, 
  masterwork breastplate, masterwork buckler, 48 gp in 
  miscellaneous basic gear, 70 gold. 
   
   
   
  ENCOUNTER 9 
   
   
   
   
  B R O D Y  MA R D EN 
  CR 11 
  Male Human (Flan) Fighter 1/Wizard 5/Eldritch Knight 5 
  
  YEO7-05 Honor Among Friends 
   
  Page 38 
  CN Medium Human (Humanoid) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Draconic, Elven, Flan  
  AC 23, touch 13, flat-footed 21 
   (+2 Dex, +7 armor, +2 shield, +1 deflection, +1 
  natural); Dodge, Mobility 
  hp 53 (11 HD) plus 16 temporary hit points 
  Fort +10, Ref +6, Will +7 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee +1 longsword +14 (1d8+3)  or 
   
  +1 longsword +14/+9 (1d8+3)  
  Base Atk +8; Grp +10 
  Atk Options Arcane Strike (Swift Action—sacrifice a 
  spell and gain the spell level to weapon attack rolls 
  and 1d4 per spell level to weapon damage rolls for 1 
  round), Combat Expertise, Spring Attack 
  Special Actions Spells (false life and heroism spell still 
  active) 
  Class Spells Prepared (CL 11th/Arcane Spell Failure 
  15%): 
   5th—1: teleport � 
   4th—3: explosive cascade, still blacklight, ruin 
  delver’s fortune* 
   3rd—4: heroism �, lightning bolt (Brody will not use 
  this), still scorching ray x2 
   2nd—5: bladeweave*, glibness (used), false life �, 
  still magic missile x2 
   1st—5: blade of blood x2*, blades of fire*, 
  comprehend languages, feather fall* 
   0—4: detect magic, message, prestidigitation, read 
  magic 
  �Already cast, *denotes swift/immediate action spell 
  Abilities Str 14, Dex 14, Con 12, Int 18, Wis 10, Cha 8  
  SQ Spells, Summon Familiar 
  Feats Arcane Strike, Dodge, Combat Expertise, 
  Mobility, Practiced Spellcaster, Scribe Scroll, Spring 
  Attack, Still Spell, Weapon Focus (Longsword)  
  Skills 
  Concentration 
  +17, 
  Decipher 
  Script 
  +11, 
  Diplomacy +5, Knowledge (arcane) +20, Knowledge 
  (local: Yeomanry) +10, Knowledge (local: Sheldomar 
  Valley) +10, Knowledge (Nobility and Royalty) +11, 
  Profession (Merchant) +6, Ride +11, Sense Motive 
  +9, Spellcraft +22 
  Possessions spell-storing (currently empty) longsword 
  +1, mithral breastplate +2, buckler +1, amulet of 
  natural armor +1, hat of disguise, headband of 
  intellect +2, ring of counterspells (dispel magic), ring 
  of deflection +1 
  Spellbook spells prepared plus 0—All PHB spells, 1—
  charm person, color spray, identify, mage armor, 2—
  knock, glitterdust, invisibility, locate object, 3—dispel 
  magic, haste, fireball, tongues, 4—confusion, fire 
  shield, stoneskin, 5—feeblemind, wall of force 
  Description Of average height (5’ 10”), Brody is a lithe 
  man. He is very light-skinned for a Flan and usually 
  overdresses in nondescript clothes. Brody takes 
  effort to not look like a spellcaster and is usually in 
  mithral armor, depending on his Still spell feat to cast 
  spells. Brody has a constant fake smile (when not 
  upset) and usually tries to remain as unreadable as 
  possible. 
  Note: Brody was once Chaotic Good and over the years 
  drifted to his current alignment. Despite his Chaotic 
  nature, he still has his sense of honor, though twisted 
  and liberally interpreted. In addition, though capable 
  of possessing a familiar, Brody chooses not to 
  summon one. Stats above include benefits from the 
  false life and heroism spells. 
  Sources Arcane Strike Feat (Complete Warrior), 
  Practiced Spellcaster Feat (Complete Arcane), blade 
  of blood Spell (Player’s Handbook II), Spells: 
  blacklight, bladeweave, blades of fire, explosive 
  cascade, ruin delver’s fortune (Spell Compendium). 
   
   
  
  YEO7-05 Honor Among Friends 
   
  Page 39 
   APPENDIX 5 – ALL APLS (NPCS) 
   
  ENCOUNTER 1 
   
   
   
   
  D O L P H  A N S EL M 
  CR 12 
  Male Human (Suel) Ex-Bard 2/Fighter 6/Duelist 4 
  LG Medium Human (Humanoid) 
  Init +8; Senses Listen +8, Spot +0 
  Languages Common, Elven, Flan, Giant, Goblin, Orc, 
  Suel, Sylvan, Undercommon 
  AC 26, touch 21, flat-footed 17 
   (+6 Dex, +3 class, +5 armor, +2 deflection); Dodge, 
  Mobility 
  hp 75 (12 HD)  
  Immune Any magical (spell, spell-like or supernatural) 
  ability that directly manipulates Dolph’s hit points. 
  Fort +7, Ref +19, Will +8 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.; 
  Melee +1 Holy Elven Thinblade +19 (1d8+4 / 15-20) or 
   
  +1 Holy Elven Thinblade +19/+14/+9 (1d8+4 / 15-
  20) 
  Base Atk +11; Grp +12 
  Special Actions Bardic Music (2/day--Countersong, 
  Fascinate, Inspire Courage +1) 
  Combat Gear 2 potion of fly 
  Class Spells Known (CL 2th): 
   1st (1/day)—detect secret doors, feather fall 
   0 (3/day)—dancing lights, detect magic, open/close, 
  prestidigitation, read magic 
  Abilities Str 13, Dex 22, Con 8, Int 16, Wis 10, Cha 12  
  SQ Bardic Knowledge +5, Canny Defense, Enhanced 
  Mobility, Grace (included above in stats), Improved 
  Reaction (included above in stats) 
  Feats Combat Reflexes, Dodge, Exotic Weapon 
  Proficiency (Elven Thinblade), Improved Critical 
  (Rapier), Mobility, Mounted Combat, Power Attack, 
  Weapon Finesse, Weapon Focus (Rapier), Weapon 
  Specialization (Elven Thinblade)  
  Skills Balance +16, Climb +7, Diplomacy +10, Gather 
  Information +3, Handle Animal +7, Jump +14, 
  Knowledge (Local: Sheldomar Valley) +8, Knowledge 
  (Nobility & Royalty) +8, Listen +8, Perform +6, Ride 
  +17, Sense Motive +8, Speak Language N/A, Tumble 
  +22 , 
  Possessions holy elven thinblade +1, bracers of armor 
  +5, gloves of dexterity +4, headband of intellect +2, 2 
  potion of fly, ring of deflection +2, vest of resistance 
  +2  
  Canny Defense (Ex) When not wearing armor or using 
  a shield, a duelist adds 1 point of Intelligence bonus 
  (if any) per duelist class level to her Dexterity bonus 
  to modify Armor Class while wielding a melee 
  weapon. If a duelist is caught flat-footed or otherwise 
  denied her Dexterity bonus, she also loses this 
  bonus. 
  Enhanced Mobility (Ex) When wearing no armor and 
  not using a shield, a duelist gains an additional +4 
  bonus to AC against attacks of opportunity caused 
  when she moves out of a threatened square. 
  Description Standing well over six feet tall, his 
  presence is towering. He is also very well defined 
  muscularly but with a grace that seems out of place 
  with his body frame. He tends to dress loudly, either 
  reds or yellows, and is usually just a small step below 
  garish. 
   
  Dolph is a romantic at heart. He believes the good 
  guys always win and that he is definitely one of the 
  good guys. Due to his charmed life and success at 
  adventuring, this has also led to a small amount of 
  conceit within him. Dolph always tries to be helpful 
  but usually believes that he is one of (if not the) best 
  fighter in any group of people he is with. His words 
  are usually very diplomatic with a hint of superiority in 
  his tone. 
   
  Dolph mainly seeks to do good deeds and help his 
  fellow Yeoman. During this scenario, much of Dolph’s 
  actions will be motivated by his good memories of 
  Marn and his desire to prevent Brody from taking 
  away Marn’s last gift to him. There’s also a childish 
  desire within Dolph to ‘beat’ Brody as well. Towards 
  Brody, most rules of civility are forgotten as six years 
  of 
  bad 
  blood 
  between 
  them 
  are 
  instantly 
  remembered. 
  Note Dolph suffers from the effects of a curse he 
  acquired in his earlier adventuring days. At the time, 
  he lacked the ability to remove it, and as time went 
  on, he’s been less inclined to remove the curse due 
  to the benefits the curse grants. The full details of the 
  curse are outside the scope of this adventure, but 
  simply put, the curse prevents any direct magical 
  manipulation of Dolph’s hit point total, including spells 
  or spell-like and supernatural abilities. As such, cure 
  wounds spells fail on Dolph as well as spells/abilities 
  that increase his Constitution score like bear’s 
  endurance. Similarly, detrimental spells such as harm 
  or a wraith’s Constitution Drain also fail. Spells that 
  simply do damage to Dolph still affect him normally. 
  Sources Elven Thinblade (Complete Warrior). 
   
   
  ENCOUNTER 7 
   
   
   
   
  C A R RI C K  
  CR 8 
  Male Human (Flan) Rogue 8 
  NE Medium humanoid (human) 
  Init +7; Senses Listen +6, Spot +5 
  Languages Common, Flan, Halfling, Suel 
  AC 20, touch 16, flat-footed 20 
   (+4 Dex, +4 armor, +2 Deflection);  
  hp 42 (8 HD);  
  Fort +3, Ref +9 Will +1; Evasion 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  
  YEO7-05 Honor Among Friends 
   
  Page 40 
  Melee +1 rapier +11 (1d6+1/ 18-20) 
  Base Atk +6; Grp +6 
  Atk Options Sneak Attack +4d6; Fighting Defensively (-
  4 attacks for net +3 AC) 
  Combat Gear Potion of cure light wounds, potion of fly, 
  potion of gaseous form, potion of invisibility, scroll of 
  teleport, wand of glitterdust 
  Abilities Str 10, Dex 16, Con 12, Int 16, Wis 8, Cha 14  
  SQ Evasion, Improved Uncanny Dodge, Trap Sense +2, 
  Trapfinding, Uncanny Dodge 
  Feats Danger Sense, Improved Initiative, Weapon 
  Finesse, Weapon Focus (short sword)  
  Skills Appraise +8, Balance +5, Bluff +13, Decipher 
  Script +9, Diplomacy +6, Disguise +4 (acting), 
  Escape Artist +10, Forgery +11, Gather Information 
  +10, Jump +2, Knowledge (Local: Sheldomar Valley) 
  +10, Listen +6, Move Silently +14, Open Lock +14, 
  Search +14, Sense Motive +4, Sleight of Hand +12, 
  Spot +5, Survival +1 (Find/Follow Tracks) , Tumble 
  +14, Use Magic Device +7 (+9 scrolls)Use Rope +5 
  (bind someone) 
  Possessions rapier +1, studded leather +1, gloves of 
  dexterity +2, potion cure light wounds, potion of fly, 
  potion of gaseous form, potion of invisibility, ring of 
  deflection +2, scroll of teleport, wand of glitterdust, 28 
  gp in miscellaneous basic gear, 30 gold. 
  Description Carrick dresses in practical clothing of a 
  nondescript dark nature, though more form fitting 
  than Brody. His clothes usually have lots of pockets, 
  including a few secret ones. Possessed of typical 
  Flan features, Carrick tends to keep his face just 
  bland enough to give the average person a difficult 
  time describing him. 
   
  Carrick is a man of secrets. He prefers to hold all of 
  the cards and tries to act only when he does. 
  Otherwise, he tries to use others to act for him, so he 
  can maintain a level of disassociation when things do 
  not go as expected. In times of desperation, he will 
  reach out to others, but prefers to handle things 
  himself. He tries to maintain an air of mystery about 
  him so that his movements can go undetected if 
  needed. The other notable portion of Carrick’s 
  personality is his sense of good. Almost a well-
  intentioned vigilante in execution, Carrick has no 
  problem greasing a few palms or ‘convincing’ a few 
  folks to get the information he wants and the outcome 
  for the good of the people. 
  Sources Danger Sense Feat (Complete Adventurer) 
   
   
  
  YEO7-05 Honor Among Friends 
   
  Page 41 
  DM AID #1: THE BROTHERHOOD OF DUELISTS 
   
   
  The Brotherhood of Duelists fosters the skills of swordsmanship and fair play among equals. 
  Members of the Brotherhood are educated on the fine arts of swordplay, weapon skills, and the value of 
  sportsmanship. The Duelists foster the dueling tradition that was nearly lost after the Yeomanry broke 
  with Keoland. With the lost of the nobility, at least in title, there was little call for the services of duelists as 
  champions. The spirit of swordsmanship found a home among members of the military who wanted to 
  retain the old styles and traditions while keeping with the new ideals of the democratic Yeomanry 
  Government. This is the only way to legally duel in the Yeomanry. 
   
  Established as a method of ranking warriors within the Yeomanry, the Brotherhood of Duelists has 
  grown past its military origin. Originally the "Dueling Club," the choice of 'club' over a word like 'guild' 
  noted the independent nature of the organization and distanced it from the growing mercantile powers 
  using 'guild.' The Brotherhood is a fairly sizable organization with chapter houses in Loftwick, Longspear, 
  and Westburn. Farvale and North Reach often host Melees, but do not have permanent facilities for the 
  Brotherhood. 
   
  Dueling laws in the Yeomanry began fairly simply, allowing for an armed settlement of disputes so 
  long as an independent source could vouch for the consent of both parties to do so. Eventually the laws 
  where changed so that only members of the Brotherhood might engage in such combats. An important 
  note to these laws is the inviolability of a duel; interfering through magical or mundane reasons is a 
  criminal offense. 
   
  Trial by combat still exists in the Yeomanry. Duelists can legally be retained as champions in such 
  combats. Combat trials are generally to the death and terms of the combat are not as formal as the 
  Brotherhood's dueling bylaws; the terms of the combat are instead set at the trial. Compensation is 
  negotiated on a case-by-case basis by the Duelist with the person who seeks a champion. This practice 
  is looked down upon by much of the populace but it is very lucrative for surviving Duelists. 
   
  The current incarnation of the Brotherhood maintains the old values and offers a valuable service to 
  the Council of Common Grosspokesmen; a source of training and discipline that is not directly funded by 
  the government. The Brotherhood is seen as a tactical, if unorthodox, asset by the Freeholder. Because 
  of the Keoish origin and upper class nature of the dueling tradition, it should be noted that Duelists are 
  often seen, rightly or not, as Royalists (Keoish sympathizers) by Yeoman commoners. 
   
  The Duelists' motto, "One heart, One country, One blade" echoes this dual sense of competition and 
  unity. Most of the weapons provided as prizes for the Melees and Grand Melees have this motto inscribed 
  along it. 
   
  Yeomanry PCs looking to join this organization must be vouched for membership by an Armsman 
  member of the Brotherhood they met in play. PCs begin as Initiates. Participation in the first duel 
  promotes the Initiate to Armsman, win or lose. Armsmen are full members of the Brotherhood and have 
  the right to enter Melees, but they do not have the right to vote. An Armsman earns Voting Rights by 
  winning a duel. 
   
  
  YEO7-05 Honor Among Friends 
   
  Page 42 
  DM AID #2: HARANSHIRE HOUSE NPCS 
   
  The Haranshire House: The inns and taverns of Newick are for the most part hastily constructed 
  structures and the Haranshire House is no exception. Since the establishment is typically patronized by 
  adventurers, it is one of the more prosperous and larger inns in Newick. The Haranshire House is both a 
  notable inn due to its stay-over guests as well as a hotspot tavern, since oft times adventurers can be 
  found here looking for work. The inn is managed by Erdenson, nicknamed “Centipede”, and he has a 
  small staff of approximately 10 people working for him. The most notable NPCs are described below. 
  Erdenson a.k.a. “Centipede”: A very irritating gnome, Erdenson earned his nickname due to his 
  ridiculously bushy eyebrows. Most believe he is only tolerated by adventurers due to the secrets he often 
  possesses, including knowledge of secrets that can lead to a huge cache of magical treasure somewhere 
  in the Hool. However, Erdenson avoids giving anyone information about this and usually points 
  adventurers to other jobs that are still prosperous for the adventurer. Erdenson is also very good at 
  overhearing the conversation of others and has used his capably nosy nature to retain his clientele by 
  discovering what they were seeking and leaving notes inside their rooms. 
  Donna, the morning shift leader: Donna is a motherly woman of middle age who possesses a bright 
  disposition. She is a Flan human, tall in height and solidly built around her torso. She is a very optimistic 
  woman and does her best to help others to get into the mood of dealing with the world that day. Primarily, 
  she acts as waitress and room service to the inn’s guests. The PCs are unlikely to have any interaction 
  with her. 
  Cirale, the afternoon shift leader: Cirale is a middle-aged halfling female, though with a less talkative 
  disposition than most others who work at the Haranshire House. Cirale is of below average height, but is 
  a capable and muscular halfling. Due to the nature of her shift, she tends to interact with the guests the 
  least and thus does not possess the same social graces as her fellow workers. Strangely, this 
  characteristic of hers strongly endears her to Erdenson, and Erdenson believes she is the only one who 
  doesn’t lie about her true feelings. Primarily, she acts as the housekeeper of the inn. Only PCs who leave 
  Dolph’s side during the day will likely interact with her. 
  Alice, the evening shift leader: Alice is a very attractive Suel woman in her mid 20s. She is often cited 
  as the reason so many patron the Haranshire House at night, since she is so easy on the eyes. She is 
  also a very conversational person, willing to talk to anyone and feeling like they are good friends within 
  minutes. Alice is a mostly open individual, willing to talk about almost anything. Because of this, she is 
  also a great source of gossip and current events in town as most tongues are loosened when she is 
  around. Due to Erdenson’s past disapproval of her ‘friendliness’ with customers, Alice does avoid getting 
  into long, drawn out conversations until she is done with any immediate tasks for the Haranshire House. 
  Luckily for her, her proficiency still allows her to speak with guests often. Primarily, she is the main 
  waitress of the tavern at night while Erdenson runs the bar, checking guests into rooms as they arrive 
  with intentions of staying at the Haranshire House. The PCs will likely interact with her. 
   
   
  
  YEO7-05 Honor Among Friends 
   
  Page 43 
  DM AID #3: CONVERSATION FROM ENCOUNTER 4 
   
  Keats: Now perhaps we can settle this without you two sinking to the level of juvenile barbarism. 
   <a long pause> 
  Keats: Dolph, Marn's will is an unfinished writing. The only clear directive given is that his business is to 
  be given to his closest adventuring companion. Now please state your claim as to why you believe that 
  would be you. 
  Dolph: Marn and I <pause> and Brody, were members of the militia together and we eventually joined 
  into an adventuring band. Though there were others in the group, Marn and I <sigh> and Brody had a 
  friendship that was above and beyond the group. But Brody was always the headstrong one, while Marn 
  and I were more levelheaded. Frankly, we bonded more with each other because of our personalities 
  while Brody ran off at the mouth. Later, Marn retired from adventuring life after a pretty stressful 
  experience and Brody and I split up soon after that. Since that time, I've visited Marn and Rhea whenever 
  I had a chance and I've always been a warmly welcomed guest in their home, as Rhea can attest to. 
  Brody: Interesting. Then why did it take you so long to respond to the summons of Marn's death? 
  Dolph: I was serving the interests of the Yeomanry in various missions and I've been out of touch a bit. 
  Brody: Hah! Tell me, when was the last time you took a break from your 'duties'. 
   <a pause> 
  Dolph: Good people like myself don't take breaks when there's still work to be done. 
  Brody: Really? I bet that means you haven't 'taken a break' to see Marn in forever. When was the last 
  time you saw him in person? 
  <a pause> 
  Dolph: Two years ago. But I've corresponded with Marn regularly! 
  Brody: (dripping with sarcasm) Fantastic, you're a pen pal! At least I had the decency to show up at 
  Marn's birthday party. I've visited him in person at least six times a year for the past half decade. So how 
  can you claim you are the better friend? 
  Dolph: You can't measure friendship in visits. 
  Brody: Oh, how do you measure it? By how much ink you ship to him because you are too busy with 
  some "greater purpose?" 
  Dolph: Don't you dare insult me! 
  Keats: Calm down gentlemen. 
  Brody: Sorry, I have trouble being calm like perfect Dolph over there when I'm the hothead who runs his 
  mouth. 
  Dolph: You almost run it faster than your legs after I've dueled you! 
  Keats: Cool It Now! 
  Brody: I'm not afraid of pretty-boy arrogant jerks like you! 
  Dolph: That sure looked like fear in your eyes last time I whipped your sorry keister! Or maybe it was self-
  pity when you realized just how pathetic you really are! 
  Brody: That's IT! I'm sick of you and your attitude. 
  Keats: STOP THIS! 
  Brody: Let's finally settle this! I challenge you to a duel to the death! 
  
  YEO7-05 Honor Among Friends 
   
  Page 44 
  Dolph: I accept! The grove just outside the cave where we fought that half-fiend Naga; one hour past 
  dawn! 
  Brody: Done! 
   
   
   
  
  YEO7-05 Honor Among Friends 
   
  Page 45 
   DM AID #4: MAP #1 – HARANSHIRE HOUSE 
   
  Floor 1 
   
   
  1. Dining Hall / Tavern (has multiple windows). 5. Storeroom 
  2. Bar / Innkeeper desk  
   
   
  6. Meeting Room 
  3. Kitchen 
   
   
   
   
  7. Storeroom for Bar and Room Keys 
  4. Storeroom 
   
   
   
   
  8. Open Area for Staff / Stairs to Cellar 
  . 
  Floor 2 
   
   
  9. Open area for Inn’s guests and hallways (windows at the hallways). Has placement for the NPCs in 
  Encounter 5. R1, R2, and R3 are the Hired Rogues. N is Nedral. D is Dolph. 
  10. Dolph’s Room. Has a window on the right side of the room. For Encounter 5, C is ’Carrick’s’ location. 
  11. PCs’ Rooms. Where possible, rooms have a window either on the bottom or right side of the room. 
  12/13. Large and Standard guest rooms. Some are occupied by other guests. Where possible, rooms 
  have a window either on the bottom or left side of the room. The room in the upper central area of the 
  floor map does not have a window (and is usually given to those extra paranoid groups of adventurers 
  who have no care of privacy or of the fact they are sleeping in a well-policed town). 
  
  YEO7-05 Honor Among Friends 
   
  Page 46 
   
  Floor 3 
   
   
  14. Brody’s Suite. 
  15. Suites for other guests, though most are currently empty. The other suites are decorated similarly to 
  the suite Brody is staying in. 
   
   
   
   
   
   
   
  
  YEO7-05 Honor Among Friends 
   
  Page 47 
  DM AID #5: MAP #2 – THUGS’ HIDEOUT 
   
   
   
  Note: All of the rooms have been altered from their original intent. The rooms are empty except for a few 
  leftover pieces of furniture from the room’s original purpose. 
  1. Front Room/Sitting Area. 
   
   
  4. Dining Room 
  2. Bedroom 
   
   
   
   
  5. Kitchen 
  3. Bedroom 
   
   
   
   
  6. Office 
   
   
  
  YEO7-05 Honor Among Friends 
   
  Page 48 
  DM AID #6: RULES OF THE DUEL 
   
   
  The rules of a duel between members of the Brotherhood of Duelists are usually the results of a 
  negotiation resulting in the terms of the duel. Just about all aspects of a duel are up for negotiation, but 
  there are a few hard guidelines that come from the highest members of the Brotherhood. 
  • 
  A member cannot challenge another member of a lower tier/skill ranking. 
  • 
  Once the duel has been accepted, only the challenger can call off the duel and must directly 
  inform the challenged when the duel is called off. 
  • 
  The challenger must provide an impartial observer to witness the duel. This observer must be 
  either a fellow member of the Brotherhood of Duelists, a respected official of the Yeomanry, or a 
  respected government official of a nation allied with the Yeomanry. 
  • 
  The challenged always chooses the time of the duel, though it is generally considered bad form to 
  choose a time in the middle of the night or a time more than a month in the future. 
  • 
  Once the duel has been accepted and terms decided, neither of the duelists, nor their 
  companions, may have casual contact with the opposing duelist. In fact, it is suggested that both 
  parties interact with each other as little as possible until time of the duel. 
  Neither duelist can take actions that would lead to the harm of the opposing duelists. Inaction to prevent 
  harm to a fellow duelist is not considered breaking this rule, though again is still considered bad form. 
  • 
  Given those guidelines, the rules of the duel are whatever the challenger and challenged 
  negotiated as the rules, including victory conditions. Unless specifically negotiated otherwise, 
  duelists are expected to: 
  • 
  begin 30 feet away from each other when the duel begins. 
  • 
  not use movement methods that are generally unavailable to your opponent, such as flight. 
  • 
  not allow more than 1000 feet between themselves and their opponent. To fail to do so is to invite 
  disqualification and again is bad form. 
   
  QUICK DUEL OPTION 
   
  If running short of time or the players are averse to fully rolling dice out for the duel, this option can be 
  used instead. However, this version should only be used if a PC is involved in the duel and thus is no 
  longer a duel to the death. Otherwise, the text given in Encounter 10 should be used to describe the duel 
  between Dolph and Brody. 
  In this version of the Duel, both participants involve themselves in five rounds of attack rolls. Each 
  participant’s attack roll must be unmodified by any situational modifier that the participant possesses. 
  Modifiers that apply to all attacks made by the participant when using a particular weapon are still 
  acceptable. Fighting defensively, Combat Expertise and similar abilities/feats are also acceptable. 
  In each round, each participant makes an attack roll and compares it to their target’s AC. The winner of 
  each round is the participant who exceeded their opponent’s AC the most. For example, if Brody’s attack 
  roll resulted in 29 vs. Dolph’s AC of 26 and Dolph’s attack roll resulted in 26 vs. Brody’s AC of 21, Dolph 
  would win that round since he exceeded Brody’s AC by five points. 
  The best of five rounds is declared the winner. 
   
   
   
  
  YEO7-05 Honor Among Friends 
   
  Page 49 
  DM AID: NEW RULES 
  NEW FEATS 
  Arcane Strike (Complete Warrior) 
  You can channel arcane energy into your melee attacks. 
   
  Prerequisite: Ability to cast 3rd-level arcane spells, base attack bonus +4. 
   
  Benefit: When you activate this feat (a free action that does not provoke an attack of opportunity), 
  you can channel arcane energy into a melee weapon, your unarmed strike, or natural weapons. You must 
  sacrifice one of your spells for the day (of 1st level or higher) to do this, but you gain a bonus on all your 
  attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d4 
  points x the level of the spell sacrificed. The bonus you add to your attack rolls from this feat cannot be 
  greater than your base attack bonus. 
   
  For example, Yarren the bladesinger has a base attack bonus of +11 and the ability to cast 4th-level 
  arcane spells. On his turn, he chooses to sacrifice one of his 4th-level spells for the day, marking it off as 
  if he had cast it. Until his next turn, Yarren gains an extra +4 bonus on his attack rolls and an extra 4d4 
  points of damage with a single melee weapon of his choice (his rapier). 
  Danger Sense (Complete Adventurer) 
  You are one twitchy individual. 
   
  Prerequisite: Improved Initiative. 
   
  Benefit: Once per day, you can reroll an initiative check you have just made. You use the better of 
  your two rolls. You must decide to reroll before the round starts. 
  Practiced Spellcaster (Complete Arcane) 
  Choose a spellcasting class that you possess. Your spells cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen spellcasting class increases by +4. This can’t increase your 
  caster level beyond your HD. However, even if you can’t benefit from the full bonus immediately, if you 
  later gain non-caster-level HD you may be able to apply the rest of the bonus. For example, a human 5th-
  level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th 
  (since he has 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his 
  cleric caster level would become 9th (since he now has 9 HD). A character with two or more spellcasting 
  classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect. 
   
  This does not affect your spells per day or spells known. It only increases your caster level, which 
  would help you penetrate SR and increase the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat 
  twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster. 
  NEW ITEMS 
  Elven Thinblade (Races of the Wild) 
   
  This rapierlike exotic weapon is the size of a longsword but much lighter. Like the lightblade, it is 
  favored by dexterous Elf fighters and rogues. 
   
  A character can use the Weapon Finesse feat to apply his Dexterity modifier instead of his Strength 
  modifier to attack rolls with an Elven thinblade. 
   
  Characters proficient with the Elven thinblade may treat it as a rapier or longsword for the purpose of 
  any of the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, 
  Weapon Focus, and Weapon Specialization. 
  NEW SPELLS 
  Blacklight (Spell Compendium) 
  Evocation [Darkness] 
  Level: Darkness 3, Sorcerer/Wizard 3 
  
  YEO7-05 Honor Among Friends 
   
  Page 50 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A 20-ft.-radius emanation centered on a creature, object, or point in space 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates or none (object) 
  Spell Resistance: Yes or no (object) 
   
  With a few short words of power, you draw the light from the surrounding area. Within just a few 
  seconds, the light dims to utter darkness. 
   
  You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, 
  but you can see normally within the blacklit area. Creatures outside the spell’s area, even you, cannot see 
  through it. 
   
  You can cast the spell on a point in space, but the effect is stationary unless you cast it cast on a 
  mobile object. You can cast the spell on a creature, and the effect then radiates from the creature and 
  moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell 
  resistance. 
   
  Blacklight counters or dispels any light spell of equal or lower level, such as daylight. 
   
  Material Component: A piece of coal and the dried eyeball of any creature. 
  Blade of Blood (Players Handbook II) 
  Necromancy 
  Level: Assassin 1, blackguard 1, cleric 1, duskblade 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 round/level or until discharged 
  Saving Throw: None 
  Spell Resistance: No 
   
  Red blood erupts along the weapon’s blade, bludgeon or point. The blood drips to spatter in thick, 
  viscous drops upon the ground.  
   
  This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living 
  creature, blade of blood discharges. The spell deals an extra 1d6 points of damage against the target of 
  the attack. You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 
  of damage (for a total of 3d6 points of extra damage). 
   
  The weapon loses this property if its wielder drops it or otherwise loses contact with it. 
  Blades of Fire (Spell Compendium) 
  Conjuration (Creation) [Fire] 
  Level: Ranger 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Touch 
  Targets: Up to two melee weapons you are wielding 
  Duration: 1 round 
  Saving Throw: None 
  Spell Resistance: No 
   
  With a word your weapons burst into flame. You feel no heat and the flames merely tickle your skin. 
   
  Your melee weapons each deal an extra 1d8 points of fire damage. This damage stacks with any 
  energy damage your weapons already deal. 
  Bladeweave (Spell Compendium) 
  Illusion [Pattern] 
  Level: Bard 2, Sorcerer/Wizard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  
  YEO7-05 Honor Among Friends 
   
  Page 51 
  Target: You 
  Duration: 1 round/level (D) 
  Saving Throw: See text 
  Spell Resistance: See text 
   
  With a shout you unleash the power of the spell, causing every movement you make with your 
  weapon to seem beautiful and full of flourish. 
   
  Once per round, choose one target that you successfully attacked with a melee weapon. That 
  creature must succeed on a Will save or be dazed for 1 round. Spell resistance applies to this effect. 
  Explosive Cascade (Spell Compendium) 
  Evocation [Fire] 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: One 5-ft. square/level, all of which must be connected in one continuous path (S) 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  You hold the metal tube out from your body and cast the spell. A bright ball of flame manifests and 
  skips across the battlefield, immolating targets in its path. 
   
  You create a path of flame when you cast this spell. Anything along this path takes 1d6 points of fire 
  damage per caster level (maximum 10d6) to all creatures and objects it touches. The flame lights up the 
  area as if it were a torch, and small sparks and decaying flames remain in the area for 1 round, shedding 
  light as candles but dealing no damage. A creature or object can be affected only once by each casting of 
  this spell. 
   
  If the damage from the flame destroys an interposing barrier, the flame can move beyond the barrier 
  if it has area remaining. 
   
  Material Component: Bat guano, sulfur, and copper packed into a metal tube with one closed end. 
  Ruin Delver’s Fortune (Spell Compendium) 
  Transmutation 
  Level: Bard 4, sorcerer/wizard 4 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1d4 rounds 
   
  In desperate need, you cry out a word imbued with power, granting you a bit of extra luck when you 
  need it most. 
   
  When the spell is cast, choose from one of the following effects. 
  • 
  Gain a luck bonus on Fortitude saving throws equal to your Charisma modifier, and immunity to 
  poison. 
  • 
  Gain a luck bonus on Reflex saving throws equal to your Charisma modifier, and the evasion 
  ability. 
  • 
  Gain a luck bonus on Will saving throws equal to your Charisma modifier, and immunity to fear 
  effects. 
  • 
  Gain temporary hit points equal to 4d8 + your Charisma modifier. These hit points vanish at the 
  end of the spell’s duration. 
   
  You can cast this spell multiple times. Each time you do, choose a different benefit. 
   
   
  
  YEO7-05 Honor Among Friends 
   
  Page 52 
  PLAYER HANDOUT #1 – THE CONVERSATION 
   
  Keats: Now perhaps we can settle this without you two sinking to the level of juvenile barbarism. 
   <a long pause> 
  Keats: Dolph, Marn's will is an unfinished writing. The only clear directive given is that his business is to 
  be given to his closest adventuring companion. Now please state your claim as to why you believe that 
  would be you. 
  Dolph: Marn and I <pause> and Brody, were members of the militia together and we eventually joined 
  into an adventuring band. Though there were others in the group, Marn and I <sigh> and Brody had a 
  friendship that was above and beyond the group. But Brody was always the headstrong one while Marn 
  and I were more levelheaded. Frankly, we bonded more with each other because of our personalities 
  while Brody ran off at the mouth. Later, Marn retired from adventuring life after a pretty stressful 
  experience and Brody and I split up soon after that. Since that time, I've visited Marn and Rhea whenever 
  I had a chance and I've always been a warmly welcomed guest in their home, as Rhea can attest to. 
  Brody: Interesting. Then why did it take you so long to respond to the summons of Marn's death? 
  Dolph: I was serving the interests of the Yeomanry in various missions and I've been out of touch a bit. 
  Brody: Hah! Tell me, when was the last time you took a break from your 'duties'? 
   <a pause> 
  Dolph: Good people like myself don't take breaks when there's still work to be done. 
  Brody: Really? I bet that means you haven't 'taken a break' to see Marn in forever. When was the last 
  time you saw him in person? 
  <a pause> 
  Dolph: Two years ago. But I've corresponded with Marn regularly! 
  Brody: (dripping with sarcasm) Fantastic, you're a pen pal! At least I had the decency to show up at 
  Marn's birthday party. I've visited him in person at least six times a year for the past half decade. So how 
  can you claim you are the better friend? 
  Dolph: You can't measure friendship in visits. 
  Brody: Oh, how do you measure it? By how much ink you ship to him because you are too busy with 
  some "greater purpose"? 
  Dolph: Don't you dare insult me! 
  Keats: Calm down gentlemen. 
  Brody: Sorry, I have trouble being calm like perfect Dolph over there when I'm the hothead who runs his 
  mouth. 
  Dolph: You almost run it faster than your legs after I've dueled you! 
  Keats: Cool It Now! 
  Brody: I'm not afraid of pretty-boy arrogant jerks like you! 
  Dolph: That sure looked like fear in your eyes last time I whipped your sorry keister! Or maybe it was self-
  pity when you realized just how pathetic you really are! 
  Brody: That's IT! I'm sick of you and your attitude. 
  Keats: STOP THIS! 
  Brody: Let's finally settle this! I challenge you to a duel to the death! 
  
  YEO7-05 Honor Among Friends 
   
  Page 53 
  Dolph: I accept! The grove just outside the cave where we fought that half-fiend Naga; one hour past 
  dawn! 
  Brody: Done! 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/597/Normal Scenarios/YEO7-05 - Honor Among Friends  (APL 2-8)/YEO7-05 - Honor Among Friends.pdf