TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  URD6-I04 
   
   
   
   
   
   
   
   
  The Seventh 
  Night Where Nothing 
  Happens 
   
  An Interactive  
  Set in Leukish in the Duchy of Urnst 
  Version 2 - Gamestorm 
   
   
  by Jonathan and Michelle Ingram 
   
  Encounter Area Authors: Jonathan and Michelle Ingram, Herald Williams, David Thompson, Roy 
  Thalman 
   
  At long last, the grand Leukish Garden will open to the public. The Mayor Governor of Leukish has 
  arranged a public festival to be held in the garden, and a grand bardic competition is being held. Noted 
  singers from across the Flanaess have been invited to perform, and already the first wedding is 
  scheduled for the garden. Security is tight to make sure that absolutely nothing happens. 
   
  Come and scavenge with the Rogues of Seltaren on new ground, the forbidden streets of Leukish!  
   
   
  
  The Seventh Night Where Nothing Happens 
   
  Page 2 
   
  Table of Contents 
   
  Table of Contents ............................................................................................................................................... 2 
  Interactive Overview ........................................................................................................................................... 3 
  Sign Up............................................................................................................................................................ 3 
  Mingle Time..................................................................................................................................................... 3 
  Scavenger Hunt .............................................................................................................................................. 3 
  Scoring ............................................................................................................................................................ 3 
  History of Nothing ............................................................................................................................................... 4 
  Running the Sign-In Table.................................................................................................................................. 5 
  Judging the Night Where Nothing Happens....................................................................................................... 7 
  Judge Roles for This Event............................................................................................................................. 7 
  Preparing for Your Role as a Table Judge ..................................................................................................... 7 
  Preparing for Your Role as a Shared Encounter Area Judge......................................................................... 8 
  Judge Rewards for This Interactive ................................................................................................................ 9 
  A General Note About Judging Nothing.......................................................................................................... 9 
  Mingling Time at the Festival............................................................................................................................ 10 
  Required NPCs For Mingling Time ............................................................................................................... 10 
  Street Vendors for Mingling Time ................................................................................................................. 13 
  Other NPCs For Mingling Time..................................................................................................................... 14 
  Games for Mingling Time.............................................................................................................................. 16 
  Starting the Game............................................................................................................................................. 18 
  The Leukish Gardens ....................................................................................................................................... 20 
  Security At the Opening ................................................................................................................................ 20 
  If the Watch Catches On............................................................................................................................... 22 
  Escaping From Jail........................................................................................................................................ 22 
  The Garden of Songs Bardic Competition........................................................................................................ 23 
  Entering the Competition............................................................................................................................... 23 
  Participating In the Finals.............................................................................................................................. 23 
  Gathering Additional Information ...................................................................................................................... 24 
  Home Encounters Where Nothing Happens .................................................................................................... 25 
  The Leukish Garden...................................................................................................................................... 25 
  The Leukish Jail ............................................................................................................................................ 25 
  The Temple of Lydia ..................................................................................................................................... 28 
  The Church of Ehlonna ................................................................................................................................. 28 
  The Sweetwater Tavern................................................................................................................................ 29 
  Shared Encounters Where Nothing Happens .................................................................................................. 31 
  HLG Warship The Golden Serpent............................................................................................................... 32 
  Gates of the Coriner Wedding Reception ..................................................................................................... 38 
  Coriner Wedding Reception.......................................................................................................................... 43 
  The Loaf of Love Bakery............................................................................................................................... 48 
  The Cathedral of Kord................................................................................................................................... 51 
  Folly by the Sea Tavern ................................................................................................................................ 57 
  The Leukish Office of Public Works.............................................................................................................. 60 
  The Leukish Shipyards.................................................................................................................................. 66 
  The Garden of Songs Bardic Competition Finals ......................................................................................... 68 
  Appendix One: Knowledge Checks.................................................................................................................. 70 
  Appendix Two: Map of Leukish ........................................................................................................................ 75 
   
  
  The Seventh Night Where Nothing Happens 
   
  Page 3 
   
  Interactive Overview 
   
  The Night Where Nothing Happens interactive has four distinct sections that must happen for the event to run 
  smoothly. 
   
  Sign Up 
  Interactive participants will register for the interactive before the interactive actually begins. At the sign-in 
  table, each player will fill out an Interactive Record Sheet for his/her character and will have a chance to 
  collect some information about the event (refer to the "Sign Up Table" section later in this document). 
   
  It is essential that as many players as possible complete sign up before the interactive actually starts. A large 
  number of signups during the interactive slot will adversely impact the performance of the teams during the 
  scavenger hunt. 
   
  Mingle Time 
  The first 90 minutes of the interactive takes place at the opening of the Leukish Gardens in Leukish. The 
  Mayor Governor of Leukish has organised a celebration to commemorate the event. 
   
  During mingle time, interactive judges will assume the role of a vendor at the festival. Details of vendors who 
  can be found at the festival are detailed in the "Mingling Time at the Festival" section (which can be found 
  later in this document). 
   
  Scavenger Hunt 
  Once mingle time is concluded, characters who are participating in the scavenger hunt will gather at a 
  warehouse in the dock district. Each team participating in the scavenger hunt will have a judge assigned to 
  them. It is the responsibility of the characters to organise themselves into teams for the scavenger hunt. 
   
  Once the scavenger hunt begins, the teams have four hours to collect items for the scavenger hunt and 
  make it back to the mustering point for the game to have their collection of items scored. 
   
  Those who are seeking a more lawful event will be recruited during mingling time by a representative from 
  the Church of Wee Jas.  
   
  Scoring 
  Once the scavenger hunt is over, the players re-assemble and the Interactive Coordinator (working with the 
  home table judges) calculate the scores for each team. The winning teams are determined and ARs are 
  completed. 
   
   
  
  The Seventh Night Where Nothing Happens 
   
  Page 4 
   
  History of Nothing 
  While many believed that crime was vanquished in the Duchy when Duke Karll cleaned the thieves out of the 
  capital city of Leukish, it didn’t take them long to find a new home among the low-life cutthroats of Seltaren. 
  Very few people are aware that the chaos of Lower Seltaren has become (slightly) more organized in recent 
  years. Hidden in shadows, the “Rogues of Seltaren” are responsible for most of the shady activities that 
  occur in Seltaren, and whispers say their influence reaches far…   
   
  At the center of the Rogues was an enigmatic Oeridien who has managed to forge a tentative 
  cooperation between the different Bands for the benefit of all. "Masseri's" skills in diplomacy and the finer arts 
  of the Rogues, as well as his ability to arrange reduced jail sentences, make him well respected and able to 
  enforce a modicum of conformity to his rather informal rules. Above all, Masseri worked to regulate the level 
  of thievery in Seltaren, for if crime became too rampant; Duke Karll's attention might go after them in 
  Seltaren.  
   
  As Masseri was starting to spread his influence, many of the rogues did not take well to regulation, and 
  complained that Masseri didn’t seem to want them to have any fun. In response, Masseri ran the first “Night 
  Where Nothing Happens.”  It was a scavenger hunt with a twist; no one must know of the existence of the 
  game and no one would ever know that the items went missing. At the end of the night the items would be 
  returned and it would be as if the night had never happened. To the winning team would go prestige, 
  bragging rights, and valuable prizes.  
   
  The first scavenger hunt went off without a hitch and Masseri’s influence increased. It did not take long 
  for the rogues to start clamoring for another game. Masseri decided to make it an annual event. 
  Unfortunately, the second time the game was run it came very close to being a total disaster when the 
  demon-ridden Teranors decided to get involved [in URD1-05 The Night Where Nothing Happens]. It was a 
  big setback for Masseri, but he wasn’t one to give up. Few of the Rogues were willing to risk another 
  massacre in the third Night, so Masseri opened it up to outsiders, and invited some of the heroes who had 
  come to the Rogues’ aid. The Night was a success and the Rogues were delighted to find that the outsiders 
  brought a lot of easy money with them. Over successive years the event became a tradition and PCs from all 
  over the region gathered each year to compete.  
   
  Masseri disappeared in 595 CYt, but already had the wheels in motion for the next event. A part of 
  Masseri's detailed orders included the appointment of a "First Rogue of Seltaren" from the winning team. 
  Working from Masseri's plans, Tralkes was able to plan and execute the Sixth Night without much trouble. 
  Again profits were high from the event and it was a success on all fronts. The First Rogue provided a 
  counterpoint to Tralke's tendency towards caution. 
   
  Meanwhile, Lord Regent Ellis was chosen by the Honorable Chamber to rule in the absence of the 
  missing Duke Karll. As a part of the political maneuvers that got Lord Ellis elected, he agreed to remove from 
  office Lady Annora Mirathol, Mayor-Governor of Leukish. The new Mayor-Governor (Lord Admor Baerglund) 
  does not have the firm hand of Lady Annora. A loose grip combined with a great number of resignations (in 
  protest) and firings (due to a riot that involved the Watch and the Navy), has resulted in a city in turmoil. With 
  local authorities discredited in the public eye, weakened by dwindling numbers and disorganized due to lack 
  of strong leadership, crime is once more rampant in the city. 
  The Rogues decided is was time to return to Leukish but ran afoul of another group (the "Black Rats") that 
  was trying to claim control of the thieves in the city. With the help of adventurers, some initial contacts were 
  made and the Black Rat operations were damaged. Tralkes (with the encouragement of his First Rogue) 
  decided that they best way to recruit new bands in Leukish was to play to the Rogues strengths.  
  When the Mayor-Governor of Leukish announced a grand festival to celebrate the opening of the Leukish 
  Gardens, he saw his chance. He arranged for a ploy to convince the Black Rats to lay low for a bit, and 
  organized the first Nothing in Leukish.  
   
  Now it is time for the Seventh Night. No one can predict what will happen in Leukish, but one thing is 
  certain – if nothing doesn't happen, the Leukish City Watch (which prides itself on a lack of organized criminal 
  activity in the city) will take a firm hand in dealing with the rogues. 
   
  If you want more background on past Nights Where Nothing Happened you can check out the Duchy of Urnst 
  Wiki for teasers and results (http://duchyurnst.org/wiki/adventuresummaries) and find past files in 
  pastnights.zip in the files section of the Another Interactive Yahoogroup. 
   
  
  The Seventh Night Where Nothing Happens 
   
  Page 5 
   
  Running the Sign-In Table 
   
  The sign-in table should be available to all potential players during the slot before the interactive begins. 
  Depending on your prospective number of players, you may wish to open the sign-in table on previous days 
  as well.  
   
  This Night Where Nothing Happens is divided into two sections, one for low-level characters (those who wish 
  to play at APLs 2-8) and one for high-level characters (those who wish to play at APLs 10-16). There are 
  separate interactive record sheets for each (as labeled). Players should fill out the interactive record sheet 
  before coming to the sign in table. 
   
  Characters who wish to be disguised should fill out an additional interactive record sheet for each disguise. 
  While in disguise, characters have no influence or enmity. 
   
  Cohorts do not need an interactive record sheet. They will only be used to fill out the Lawful group's 
  table (if needed). 
   
  
  The Seventh Night Where Nothing Happens 
   
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  When a player comes to the table with their interactive record sheet, complete the following tasks: 
  1. Have the player fill in the sign-in sheet with name, RPGA #, CL, and whether they would prefer the 
  Lawful mission. 
  2. Record the character's gather information bonuses from the Table below.   
   
  Circumstance 
  Low Leukish 
  High Leukish 
  Character is dressed in a noble's outfit 
  -4 
  +4 
  Character is dressed in a courtier's outfit 
  -2 
  +2 
  Character is non-Suel (but not Rhenee) 
  0 
  -2 
  Character is Rhenee 
  -2 
  -4 
  Living off the Wild lifestyle 
  -2 
  -4 
  Adventurer's standard lifestyle 
  0 
  -2 
  Rich Lifestyle 
  0 
  +2 
  Luxury lifestyle 
  -4 
  +4 
  Character is wearing a military uniform 
  -2 
  0 
   
  3. Player rolls two Gather Information skill checks and records the results on their sheet. If the player 
  showed up for the interactive in costume, you may grant a +1 or +2 bonus to these checks. (If the 
  costume is truly elaborate, consult with the Interactive Coordinator about possibly giving a higher 
  bonus.) 
  4. Allow the player to draw from the appropriate "rumour jar." 
  5. Player rolls four more Gather Information skill checks. Costume bonuses do not apply to these 
  additional rolls. Record the results on the main sign-in sheet. 
  6. Ask the player if his character would prefer a Lawful mission for the interactive (i.e., not participating 
  in the scavenger hunt) or if the character would prefer to participate in the scavenger hunt. If the 
  player chooses the Lawful mini make sure the lawful box is checked on the sign in sheet and instruct 
  him that an NPC will be recruiting for the Lawful mini during Mingling Time.  
  7. If the character is in disguise, they will need to fill out a separate interactive record sheet for the 
  disguised personal. Have the player roll a Disguise skill check and record the result in the upper 
  right-hand corner of the sign-in sheet for that disguise. Characters in disguise have neither influence 
  nor enmity unless an observer sees through the disguise. 
  8. Hand Outs: 
  a. New players (or those who want it) get Player Handout #1. 
  b. All players who are not playing the lawful mini get Player Handout #2 (Rules for Nothing) 
  and Player Handout #4 (Invitation to Nothing). Those characters who don't have influence or 
  membership with the Rogues of Seltaren can come up with a reason they might have ended 
  up with the invitation. 
  c. Rogues of Seltaren also get Player Handout #3 (Rogues of Seltaren). 
  d. Legitimate or adopted children of any house and Officers in the Ducal Guard or Ducal Navy 
  get Player Handout #5 (Invitation to the Coriner Wedding Reception): Make sure to write 
  their name on the bottom of the invite and to print it on Judges Aide #1 (Guest List For the 
  Coriner Wedding Reception). 
  e. 5+ ranks of any Perform skill gets a copy of Player Handout #6 (Notice of the Bardic 
  Competition). 
  9. Write an interactive number in the top right corner of the characters' interactive record sheet. If the 
  character has enmity of the Rogues of Seltaren, this should be a number that is composed of 
  repeated digits (11, 22, 33, 222, 333, etc). Otherwise, any number would do. Characters in disguise 
  will also need numbers (not double digit) on their additional interactive record sheet(s). 
  10. Complete a name tag for the character with the character's name, gender (if different) and race. Add 
  the following stickers to it as needed: 
  a. Legitimate and adopted children of a noble house get a red circle.  
  b. Officers in the Ducal Guard or Ducal Navy get a blue circle. 
  c. Characters with positions in the Houses of the Duchy meta-org get a gold circle. 
  11. Encourage the player to keep the interactive record sheet with them during the event and to wear the 
  name tag in a visible place. 
  
  The Seventh Night Where Nothing Happens 
   
  Page 7 
   
  Judging the Night Where Nothing Happens 
   
  The Night Where Nothing Happens is probably the longest running interactive in all of Living Greyhawk. It 
  has a reputation as a fun interactive for all participants and a long history of making most character types 
  welcome.  
   
  The "Night Where Nothing Happens" is a team-based city-wide scavenger hunt organised by individuals who 
  are loosely affiliated with the Rogues of Seltaren. Although the Rogues themselves do not organise the 
  game, they do participate in it.  
   
  The basic principle of the Night Where Nothing Happens is that no PC or NPC who is not playing the game 
  knows that a game is taking place. At the end of the game, after scoring is complete, the game's organisers 
  return all the scavenger hunt items to their proper place and attempt to cover up any evidence of the game. 
   
  The twist on the scavenger hunt is that the list of items needed for the scavenger hunt is not shared openly – 
  hints are discretely dropped throughout the city and characters must work together and use their wits to 
  collect information and piece together a list of items that are worth points in the game. 
   
  To this end, making something happen is a bad thing that tends to reflect poorly on teams. An item that is 
  taken but not returned, damage that cannot be repaired, making something happen that is visible to those not 
  participating in the game – all of these things (and more) have ramifications for the game. 
   
  Judge Roles for This Event 
  Your job as a judge for this event is to impartially adjudicate two types of encounter areas: home encounters 
  (run solely by you) and shared encounter areas (usually run by a second judge who has specially prepared to 
  judge that encounter area).  
   
  Judges for this event usually have as much or more fun as the players.  
   
  Judges who accompany groups of players through the scavenger hunt are Table Judges. These judges 
  answer general questions for the players about the rules of the game. 
   
  All judges are typically asked to play the role of an NPC during "mingle time". If you are not comfortable with 
  doing this, we understand; however, having live "people" to talk to greatly enriches the interactive experience 
  for players. Please consider making an effort to try this as well. 
   
  Judges who control a single shared encounter area are Shared Encounter Judges. These judges handle 
  areas of the scavenger hunt where items can be found and are sometimes called upon to adjudicate a single 
  encounter area where two or more teams of characters are trying to obtain items they believe. Working as a 
  Shared Encounter Judge can be extremely demanding, but can also be a great deal of fun. 
   
  To insure secrecy, the master item list for the scavenger hunt is kept secret. However, if you are reading this 
  document, you may draw certain inferences from the special descriptions of certain items in this document.  
   
  To ensure a fair game, it is important that you do not give players any hints as to possible scavenger 
  hunt items.  
   
  Preparing for Your Role as a Table Judge 
   
  To prepare for your role as a Table Judge, you should read the following sections of this document: 
   
  1. Judging the Night Where Nothing Happens (this section) 
  2. Mingling Time at the Festival – you will assume the persona of one of the NPCs described in this 
  section during "mingle time." 
  
  The Seventh Night Where Nothing Happens 
   
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  3. The City Watch – Shared encounter areas set outside the Leukish Gardens are subject to the 
  guidelines described in this section. 
  4. The Leukish Gardens – you will need to be familiar with the details of security in the city during this 
  event, especially with security at the prime location of the interactive. 
  5. Gathering Additional Information – you will need to adjudicate any Gather Information skill checks the 
  characters want to make during the scavenger hunt. 
  6. Home Encounters Where Nothing Happens – you will be expected to be familiar with all these areas 
  and should resolve them with your players on your own. 
  7. Shared Encounters Where Nothing Happens – if no shared encounter area judge is available for a 
  particular area, you will have to run the area when your team visits. This will go a lot more smoothly if 
  you have a general understanding of each shared encounter area. 
  8. Appendix One: Knowledge Checks – players are your table will undoubtedly want to utilise their 
  Knowledge skills to figure out how to proceed in the scavenger hunt. The tables in this area will help 
  you provide them with relevant information. 
   
  Questions about your reading should be directed to the Interactive Coordinator or the author of this 
  interactive (jwingram@jwingram.net). 
   
  Adjudicating Forgery Skill Checks 
  If any of the characters at your table have ranks of the Forgery skill and wish to forge their own copies of 
  Player Handout documents (invitations, etc), have the character roll a Forgery skill check. Write the word 
  "FORGERY" at the bottom of the handout and follow it with the result of the Forgery skill check. 
   
  For example, if Bobbie Bootstrap rolls a 17 on his Forgery skill check to forge an invitation to a party, you 
  would write "FORGERY 17" on the bottom of a legitimate player handout invitation to the party. Judges 
  running NPCs who are checking for forgeries know that they have to equal or beat this number to detect the 
  forgery. 
   
  Preparing for Your Role as a Shared Encounter Area Judge 
   
  To prepare for your role as a Shared Encounter Area Judge, you should read the following sections of this 
  document: 
   
  1. Judging the Night Where Nothing Happens (this section) 
  2. Mingling Time at the Festival – you will assume the persona of one of the NPCs described in this 
  section during "mingle time." 
  3. The City Watch – Shared encounter areas set outside the Leukish Gardens are subject to the 
  guidelines described in this section. 
  4. The Leukish Gardens – Shared encounter areas set in the Leukish Gardens are subject to the 
  guidelines described in this section. 
  5. Shared Encounters Where Nothing Happens – You need to review the portion of this section that 
  describes the shared encounter area you have been assigned to run. On the day of the interactive, 
  you should also check with the Interactive Coordinator about any last minute changes or "secret 
  revisions" to your shared encounter area. 
   
  Questions about your reading should be directed to the Interactive Coordinator or the author of this 
  interactive (jwingram@jwingram.net). 
   
  Dealing With Documents 
  At least one of the Shared Encounter Areas in this encounter is accessible only with a proper invitation. It is 
  unlikely that the majority of characters will receive an invitation to these events, and thus forged documents 
  will inevitably be needed.  
   
  Forged copies of invitations will always be on legitimate player handouts. The judge who adjudicates the 
  forgery should write the word "FORGERY" at the bottom of the handout, and should follow it with a number 
  
  The Seventh Night Where Nothing Happens 
   
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  indicating the DC of the Forgery skill check required to detect the forgery. If a document is labelled 
  "FORGERY" and no DC is present, assume that the DC to detect the forged document is 15. 
   
  Judge Rewards for This Interactive 
  A judges mini for those who judge the Night Where Nothing Happens interactive will be available. If the 
  participants in the judges mini are successful in their objectives, their characters typically earn the same 
  rewards as if they had played the interactive and placed second. 
   
  A General Note About Judging Nothing 
  The Night Where Nothing Happens is a scavenger hunt where no one is supposed to know that anything 
  happened. If something happens, take careful note of it. Be sure to report it to the interactive coordinator. If 
  someone fixes something that another team made happen, also take careful note of it. 
   
  Many players will try to make their lives easier by using sentences like "I leave everything the way I found it" 
  or "I put everything back the way it was". This is not sufficient to make sure nothing happens. You should 
  encourage players to TELL you specifically what they are doing. For example, if a character doesn't ask what 
  page a book was open to before closing the book, she can't know for certainty that they reopened the book to 
  the same page. 
   
  If you aren't certain about how to handle a detail and whether or not player generalities would cover it, 
  consult with the Interactive Coordinator. 
   
   
   
   
    
   
   
  
  The Seventh Night Where Nothing Happens 
   
  Page 10 
   
  Mingling Time at the Festival 
   
  The setting for the LARP portion of the interactive is a large public festival in the newly opened Leukish 
  Gardens. During this portion of the interactive, participants in the scavenger hunt will be able to interact in 
  character with important NPCs, gather rumours and clues both inside and outside the garden, and express 
  an interest in doing "nothing" for the evening. 
   
  Required NPCs For Mingling Time 
  Each of these NPCs is required to be present at mingling time and should be run by a separate judge. 
   
  Omwall the All-Knowing 
  Goods for Sale: fortunes and prophecies (legal), forgeries (illegal), registration for the scavenger hunt 
  (definitely illegal), letter from Tralkes inviting the character to the scavenger hunt (the more the merrier) 
  Race: apparently Baklunish 
  Importance: REQUIRED 
   
  Participants from previous Nothings will probably recognize Omwall's purple tent. Omwall, as in previous 
  years, is Fest in disguise. 
   
  Those who don't recognize Omwall and his tent can get his attention about nothing in one of three ways: 
   
  1. Use the method described in Player Handout #4 (Invitation to Nothing) to get his attention. 
  2. Answer "nothing" to all questions he might ask. 
  3. Be introduced to him by someone 
   
  If the character has enmity of the Rogues of Seltaren, Omwall will not refer them to Erlin. 
    
  Omwall will attempt document forgeries for a minimum price of 25gp (his bonus is +12 and he takes 10). 
  However, he will try to get as much money as possible. Omwall's documents will not be accepted as 
  scavenger hunt items (if documents are even on the list of items). However, Omwall cannot forge a 
  document without an example to work from; thus, the character needs access to a real wedding invitation to 
  have Omwall forge one.  
   
  There are three forgery attempts that might be likely for this Nothing: 
   
  • 
  A forgery of the invitation to the Coriner wedding reception takes approximately 30 minutes (send the 
  character away with instructions to come back after this much time has passed).  
  • 
  A forgery of the bardic competition finals takes approximately 20 minutes (again, send the character 
  away with instructions to come back after this much time has passed). 
  • 
  Changing the name on a stolen invitation to the wedding reception takes Omwall only ten minutes. 
  He will ask the character to wait, but won't mind if the character comes back later. 
   
  Judges Note: If you are asked to prepare a forgery, take a copy of the Player Handout involved and write the 
  phrase "FORGERY 22" on the bottom in capital letters. We must be able to identify forged handouts 
  elsewhere in the interactive. 
   
  Omwall will take those interested in Nothing aside to do team registration, then send folks over to the 
  costume shop with instructions to ask Erlin or his assistant about trying on a special costume.  
   
  If the character is interested in nothing but hasn't yet found a team, Omwall will suggest that the character go 
  and find some friends before coming back because this is a team game. 
   
  Team Registration 
  For each team registration you perform, write the character's team name on the player's nametag and on the 
  top of the interactive record sheet for the character. Have the players write the player name, character name, 
  
  The Seventh Night Where Nothing Happens 
   
  Page 11 
   
  and RPGA number on the team registration sheet. KEEP the registration sheets (as the interactive 
  coordinator will be checking them to see the number of teams and how many have found teams). 
   
  Make sure that the colour of the team registration form matches the colour of the character's interactive 
  record sheet. Make sure that the player knows that all team members must have the same colour registration 
  sheets. 
   
  Erlin's Costumes 
  Goods For Sale: various costumes, CLUES 
  Race: Suel 
  Importance: REQUIRED 
   
  Erlin is not actually Erlin; he works for the rogues. Erlin is in charge of the back of the shop, where he 
  dispenses information about nothing to those referred by "Omwall".  
   
  Erlin's assistant deftly runs the costume shop, doing a brisk business in flowery masks and a few other items.  
   
  Talking Points for Erlin's assistant:  
   
  1. The Leukish Gardens: The assistance will gush about the gardens, talking about how he got a 
  private tour from his cousin, how lovely it is, etc. 
  2. The new Mayor-Governor: The assistant doesn't know much about him, but he likes his style – 
  anyone who sponsors a festival where costumes are welcome has some sense of fun inside. 
  3. Nothing: The assistant will pretend not to understand references to nothing. Anyone who says that 
  Omwall suggested that they try on a special costume will be directed to Erlin. 
  4. The situation in Leukish: The assistant will commiserate with the poor, but really thinks they should 
  be leaving the city if they're hungry – there are plenty of jobs for them in the country on the estates. 
  5. The Regency: The assistant doesn't understand what all the factions are fighting over. 
   
  Getting Clues For Nothing 
  This is where characters get clues for the scavenger hunt.  
   
  Erlin will only give clues to characters who don't have enmity with the Rogues. If the character is in disguise, 
  a Spot check (Erlin gets a 15 + the disguised character's level on his roll) is appropriate. 
   
  Assuming the character has no enmity from the Rogues, Erlin is eager to help. Characters can draw clues 
  from the hint jars. Use the pre-rolled Gather Information skill checks from the character's registration sheet to 
  determine which jars are appropriate; once each skill check is used, cross it off the sheet. 
   
  Low Level Characters:  
  Low level characters automatically get extra clues for the scavenger hunt from the "Random" hint jar. (Erlin 
  always bets the underdog!) This is based on the character's level: 
   
   
  Low-level hunt:  
  1st level, 3 extra; 2nd level, 2 extra; 3rd level, 1 extra. 
   
  High-level hunt: 
  7th level, 3 extra; 8th level, 2 extra; 9th level, 1 extra. 
   
  Remember to make sure that the clue colour matches the colour of the character's interactive record sheet. 
   
  Extra Clues 
  Characters can spend one extra time unit (1 TU) getting up to four extra clues from the "Random" hint jar. 
  OR, characters can spend a single influence point with the Rogues of Seltaren to get four extra clues from 
  the "Random" hint jar.  
   
   
  No one may get more than four (4) extra clues. 
   
  
  The Seventh Night Where Nothing Happens 
   
  Page 12 
   
  Duplicate Hints 
  Allow the player to re-draw any duplicate hints. Return the duplicatesto the jar for other players to get later. 
   
  Finishing Up 
  To make sure that you don't give clues to the same player more than once, circle the interactive number on 
  the character's interactive record sheet before letting the player leave your area. 
   
  Luyp 
  Goods for Sale: none 
  Race: Suel 
  Importance: REQUIRED 
   
  Luyp (pronounced loop) is a street urchin who wanders around the festival. He extorts money from the 
  vendors at the festival by threatening to badmouth their goods. He has also figured out that Omwall the All-
  Knowing knows more than he's letting on, and he has heard of Nothing. Putting two and two together, he will 
  tell anyone who seems to be in the dark about mingle time that they need to visit Omwall to find out about 
  Nothing. 
   
  Judge Notes: Luyp exists to make sure that folks figure out where to go to register for Nothing. He can also 
  be silenced as a special mission later in the evening. 
   
  Gella's Wine Stand 
  Goods for Sale: wines and ales, ranging in price from 3cp to 3gp 
  Race: Suel 
  Importance: REQUIRED 
   
  Talking Points: 
  1. The Leukish Gardens: Gella thinks the festival is a great idea, since her sales haven't been so good 
  lately. Lots of thirsty folks wandering around today. 
  2. The new Mayor-Governor: She's never met the man, but she thinks he prefers wine to ale from what 
  she's heard. 
  3. Nothing: Gella has heard about the Night Where Nothing Happens. If more then four people ask her 
  about it, she will start mentioning to everyone who comes into her shop that it's happening tonight in 
  Leukish (a dumb, but correct, guess on her part). If this happens, she may need to be silenced 
  during the scavenger hunt (her player should tell the interactive coordinator). If she figures out that 
  nothing is happening, she will offer free drinks to anyone who shares a clue with her; she will then 
  repeat clues later if folks pay her for them. 
  4. The situation in Leukish: It's awful that folks don't have money to eat. She helps out all she can, but 
  she has to eat too. 
  5. The Regency: Things have gotten worse since Lord Ellis took over. She hopes that Duke Karll comes 
  back very soon. 
   
  If a character gives Gella a real clue, she may reveal the character's name later if questioned properly when 
  she's silenced. This would earn the character who spilled the beans a minor enmity with the Rogues of 
  Seltaren (something happened). Giving Gella fake clues is okay, unless the player later tells someone else 
  that Gella has clues (this breaks the rules of the game). 
   
  If the character actually tells Gella that Nothing is happening in Leukish and she reveals this later to her 
  silencers, the character who squealed earns the major enmity of the Rogues (something really bad 
  happened). 
  
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  Street Vendors for Mingling Time 
  Several vendors have set up booths and tents in the streets leading to and surrounding the gardens. These 
  vendors are a source of goods and services, but also occasionally of information. One judge could do two of 
  these NPCs if necessary. 
   
  Altra's Handmade Jewelry 
  Goods for Sale: cheap jewelry, 1-5gp in price (she has several rings and necklaces with hummingbird 
  designs) 
  Race: Suel 
  Importance: Medium – she can provide some additional red herrings if you throw in good jewelry descriptions 
  Very importantly, she has rose and hummingbird rings, earrings, and pendants available. 
   
  Talking Points: 
  1. The Leukish Gardens: Altra thinks the garden is nice, but stuffy – obviously not meant for the real 
  folk. 
  2. The new Mayor-Governor: Altra is too busy to know much about politics. 
  3. Nothing; Altra has a blank look on her face if pressed about "nothing". If the same person repeatedly 
  asks her about nothing, she will call the watch and have the character shooed away. 
  4. The situation in Leukish: She hopes that the situation gets better soon – the people are suffering. 
  5. The Regency: She doesn't know much about politics, but she thinks that Ellis should get off his butt 
  and help the people out. 
   
  Gath's Flowers 
  Goods for Sale: flowers of various kinds, ranging from 1sp to 5gp in price. Gath does sell roses of various 
  kinds, which could lead to some confusion if flowers are on the item list. 
  Race: Suel 
  Importance: Medium 
   
  Talking Points: 
  1. The Leukish Gardens: Gath loves the garden and thinks it will be a big hit. 
  2. The new Mayor-Governor: Gath thinks the new Mayor-Governor is just "fabulous" 
  3. Nothing: Gath heard some folks talking about nothing and thought they were a little crazy. 
  4. The situation in Leukish: Gath really wishes the hungry folks would take the time they're not spending 
  eating to learn to bathe. 
  5. The Regency: Gath once sold some flowers to Lord Jolen and his friend. He hopes the Lord Jolen 
  will stop by again to purchase some additional flowers. 
   
  Henna's Alecart 
  Goods for Sale: ale, from 2cp to 1gp in price 
  Race: Oeridian 
  Importance: Medium 
   
  Talking Points: 
  1. The Leukish Gardens: Doesn't much care – she's trying to peddle her wares. 
  2. The new Mayor-Governor: Heard that he tossed his cookies once when he drank real ale, and she 
  doesn't hold value in anyone who can't hold their ale. 
  3. Nothing: She knows nothing about it. If pestered four or more times about it by the same character, 
  she'll tell them to get lost before she calls the watch. If bribed to keep her ears open about it, she'll do 
  so and gladly report what she hears back to the briber. 
  4. The situation in Leukish: Thinks that all the poor are keeping her business bad by giving the city a 
  bad reputation. 
  5. The Regency: Thinks the White Harts need to "get over themselves" 
   
  
  The Seventh Night Where Nothing Happens 
   
  Page 14 
   
  Ernoh's Meat on a Stick 
  Goods for Sale: meat on a stick 
  Race: Oeridian 
  Importance: Low 
   
  Talking Points: 
  1. The Leukish Gardens: If folks come to the party to eat, he'll serve them. 
  2. The new Mayor-Governor: Ernoh doesn't know the man but he met another Baerglund once that he 
  didn't like, so this Baerglund must be pretty worthless. 
  3. Nothing: He won't understand – he knows nothing about nothing and just won't get the innuendo that 
  nothing is really something. 
  4. The situation in Leukish: He's had to cut corners wherever he can. He's sold a lot of rats in the poor 
  district. 
  5. The Regency: On one hand, he doesn't like getting robbed and that's happened several times since 
  things started getting bad in Leukish. On the other hand, he likes selling rat meat for profit. 
   
  Other NPCs For Mingling Time 
  Lady Annora Durnix 
  Race: Suel 
   
  Lady Annora Durnix, like many nobles, is enjoying the festival. She has been visiting Leukish for two weeks 
  now. Her mother is pressing her to get married and feels that Leukish would be an excellent place for the 
  young lady to circulate in society. 
   
  Lady Annora is escorted by an older servant of Suel bloodline. He is quiet and reserved, simply nodding to 
  any request of Lady Annora's unless she asks him a direct question. 
   
  Lady Annora has an invitation to the Coriner wedding reception on her person. She does not advertise this, 
  but won't lie if asked. If she meets a handsome (Charisma 12+) officer of the Ducal Guard or Ducal Navy, 
  she would not be adverse to having that officer escort her to the reception. 
   
  Conversation points for Lady Annora: 
  1. She has been in Leukish for two weeks on a tour of the major cities. She was previously in 
  Meisselburg, admiring the excellent architecture there. 
  2. She finds the gardens lovely, but it isn't the best she has seen – her mother maintains a lovely 
  garden in Nellix. (She seems quite knowledgable about flora and will point out the positive attributes 
  of various plants – "My, what a lovely curvature this petal has – it's very rare in this species", etc.) 
  3. Of all the cities in the Duchy of Urnst, she found Pontyrel to be the loveliest. 
  4. She wants to visit the Celadon, but has heard that the elves have closed the forest. She has several 
  elven acquaintances that she met in and about Nellix. 
  5. She will be turning 20 in a few months and feels that her mother is pressing her to marry. However, 
  she is not in a hurry to do so. 
  6. She thinks Lord Ellis is a bit dashing. 
  7. She thinks Lord Jolen has excellent taste in flowers. She actually was introduced to Lord Jolen at a 
  party two weeks ago. She finds it odd that he found time to converse in private with his male friend 
  when so many young ladies were interested in dancing with him. 
  8. She doesn't quite know what to make of Leukish – parts of it are lovely, but parts of it she doesn't 
  think are safe for a young lady to walk through. A city watch patrol actually found her in the poor 
  quarter and insisted on escorting her back to the noble quarter. 
   
  Lady Annora does not know anything about the Nothing. If someone tells her something about it, she will be 
  fascinated and will want to participate. (You should make it obvious if this happens that she would be a 
  liability to her team – perhaps portray her as a bit clumsy.) 
   
  
  The Seventh Night Where Nothing Happens 
   
  Page 15 
   
  If molested, Lady Annora will cry for the watch. If physically harmed, she will flee to try to find the watch. If 
  she locates a city watch patrol, she will give a description of her attacker(s) to the city watch patrol. 
   
  NOTE: If you as a judge find that there are "sparks" between Lady Annora and a male officer of the Ducal 
  Guard/Ducal Navy, please report this for your interactive summary. Lady Annora's family, after a careful 
  vetting of the character's background, may propose a match between Lady Annora and the young officer. If 
  you intend to make this recommendation, please also check the character's racial background and make a 
  note of his rank. Officers in the Ducal Guard/Ducal Navy will have a blue dot on the player's badge. 
   
  Danole Isgothe 
  Race: Suel 
   
  Danole Isgothe is an immaculately dressed young Suel woman who is enjoying the first day of the gardens 
  being open by taking a long, leisurely walk. Her attire is of fine cloth and she wears simple, elegant jewelry of 
  gold and silver set with gemstones of several different types. 
   
  Danole will engage in conversation with anyone who treats her politely. 
   
  Conversation points for Danole Isgothe: 
  1. She has lived in Leukish for almost two years, after she graduated from Lady Coriner's finishing 
  school. 
  2. She is a professional courtesan, who is skilled with the lute, singing, and at cards. (She is a 
  Hummingbird.) 
  3. She very much likes the gardens. 
  4. Her favourite flowers are roses. Several of her clients send her roses two or three times a week. 
  5. Her favourite meal is a baked mixture of cheese with fresh vegatables served with noodles and fresh 
  bread. 
  6. She very much enjoys the strong coffee that is served at the Coriner estate. 
  7. She would very much like to attend the Coriner wedding reception this evening, but she doesn't have 
  an invitation. It would be an excellent opportunity to meet some interesting people and some 
  prospective clients. (If asked by a handsome young noble to go as a guest, she would gladly agree.) 
  She has the perfect white gown with amethyst buttons and a large amethyst pendant that she would 
  wear. 
  8. She knows that the groom, Lord Jasper Kilbourne, was also a courtesan once. It was through work 
  that he caught the eye of Lady Coriner's niece. 
   
  Danole has never heard of the Night Where Nothing Happens. If someone tells her about it, she will listen 
  quite intently. If told that it's a secret, she will promise to keep it quiet (this is true to an extent – she will not 
  go and blab to the city watch. However, Danole, like many courtesans, feeds information to Lady Coriner, 
  and Danole will be quite certain that Lady Coriner would love to know more about Nothing).  
   
  If molested, Danole will cry for the watch. If physically harmed, she will flee to try to find the watch. If she 
  locates a city watch patrol, she will give a description of her attacker(s) to the city watch patrol. 
   
  Nobles will, at the very least, have a red dot on the player's badge. 
   
  Elbann Kustir 
  Race: Suel 
  Elbann Kustir is a recruiter for the Church of Wee Jas who is looking for independent and dependable 
  adventurers to help arrange a private meeting. 
   
  Classes: Paladin 6/Hunter of the Dead 4 
  Important Skills: Sense Motive +4 
   
  Elbann is recruiting characters for the Lawful mini. 
  
  The Seventh Night Where Nothing Happens 
   
  Page 16 
   
   
  Games for Mingling Time 
  Several vendors have set up games for the crowd during the festival. These games actually continue into the 
  evening and become a home table area. Each game should have its own judge. 
   
  Archery Contest 
  A large portion of the well-manicured lawn inside the garden has been set aside for an archery contest. 
  Contestants are free to try their hand at any time. Crossbowmen are welcome as well. 
   
  The target size and range varies depending on how many previous hits the recipient has made: 
   
  Target Size 
  To Hit Roll 
  Prize Received If Next Shot Misses 
  standard/near 
  15 
  none 
  standard/med 
  17 
  none 
  standard/far 
  19 
  a white ribbon with a brass arrow on it 
  reduced/far 
  21 
  a white ribbon with a brass arrow on it 
  reduced/far+ 
  23 
  a red ribbon with a brass arrow on it 
  reduced/far+
  + 
  25 
  a red ribbon with a brass arrow on it 
  tiny/far++ 
  28 
  a blue ribbon with a brass arrow on it 
  tiny/far++ 
  30 
  a blue ribbon with a silver arrow on it 
   
  Entering the archery contest costs 5sp. 
   
  Ring Toss 
  Characters are handed five metal rings in various colours. The idea is that the character tosses the rings onto 
  a vertical stick from ten feet away in order from largest ring to smallest ring. As soon as the character misses, 
  the game begins again for the next contestant. 
   
  The to hit roll to successful drop each ring over the stick is shown below: 
   
   
  Ring Colour 
  To Hit 
  Roll 
  Prize Received If Next Ring Misses 
  Red 
  15 
  none 
  Yellow 
  17 
  A white ribbon. 
  Green 
  19 
  A brass ring on a white ribbon. 
  Blue 
  21 
  A brass ring on a red ribbon. 
  Black 
  25 
  A brass ring on a blue ribbon. 
   
  This is a simple ranged attack roll. The character may use his base attack bonus and Dex bonus for the rolls, 
  but no ranged attack feats can alter the die roll. 
   
  Characters can attempt to pocket rings during the game. Doing so requires a DC 25 Sleight of Hand check. 
  Other characters may assist this skill check by distracting the vendor; each person who does so gives the 
  character a standard +2 bonus on the skill check. A separate skill check is required for each ring that is 
  stolen. 
   
  The vendor is also willing to sell rings. His first sale will be cheap (1gp for the set), but will double with each 
  additional set he sells. If the character inquiring about a purchase looks wealthy, he may ask for more. 
   
  Entering the ring toss costs 5cp. 
   
  
  The Seventh Night Where Nothing Happens 
   
  Page 17 
   
  Wrestling the Strong Man 
  Buris the strong man will challenge all comers to a wrestling match. His grapple check is +8 for low-level 
  characters and +18 for high-level characters. Buris has equivalent bonuses to Escape Artist. Buris' initiative 
  modifier is +7 (Improved Initiative, +3 Dex bonus) and his touch AC is 13. 
   
  Buris: Male human Ftr 6; CR 6; medium humanoid; HD 6d10+6; hp 56; Init +6 (+2 Dex, +4 improved 
  initiative); Spd 30 ft.; AC 12, touch 12, flat-footed 10; BAB/Grp: +6/+10;  Atk: irrelevant; Full Atk: irrelevant; AL 
  LN; SV Fort +#, Ref +#, Will +#; Str 19, Dex 14, Con 12, Int 8, Wis 10, Cha 8.  
  Skills and Feats: Climb +10; Improved Unarmed Strike, Combat Expertise, Improved Grapple, Weapon 
  Focus (Improved Unarmed Strike), Improved Initiative, Iron Will, Lightning Reflexes, Great Fortitude, Skill 
  Focus (Tumble). 
   
  Possessions: clothing. 
   
  Physical Description: A stocky Oeridian man of strong build. 
   
  Commonly Used Phrases: Yah, I have you now! 
   
  The objective of the game is simple: pin your opponent. This requires two separate grapple checks, one to 
  grapple your opponent and another to pin your opponent.  
   
  If anyone deals lethal damage to Buris, he will call loudly for the watch. The offending character will be carted 
  off to jail. 
   
  The cost to wrestle Buris is 1 silver coin. The prize for winning against Buris is a bent iron disk tied to a string. 
  Buris bends the disk himself when he loses. 
   
  
  The Seventh Night Where Nothing Happens 
   
  Page 18 
   
  Starting the Game 
   
  By the end of mingling time, those players who want to participate in the game should have formed 
  themselves into teams. You may have to provide assistance here, as some people simply don't do well 
  during mingling time. Players should be grouped into teams that are roughly of equivalent character levels. 
   
  Characters who are interested in the Lawful mini-mission at this time should answer their summons from their 
  employer. However, don't force a Lawfully-aligned character to participate in the Lawful mini-mission – it's 
  perfectly okay for Lawful characters to participate in the scavenger hunt too! (Laws are only being bent, not 
  broken.) 
   
  Once the scavenger hunt participants are assembled, read Tralkes' speech to them: 
   
  Tralkes steps up onto a crate and holds his hand up in the air, waiting for the room to be silent. Then 
  he shouts, "What are you all doing here? 
   
  "Surely you know that NOTHING is going on? If any of you are here for anything other than Nothing, 
  please leave now. 
   
  "Go ahead – we'll wait. 
   
  "Is anybody not on a registered team? Please stand with your team. 
   
  This should allow you to easily assign table judges to teams. 
   
  Tralkes continues, "I'm going to have to ask you to submit to Detect Magic and Zone of Truth spells. 
  Nothing personal, but it is important that we confirm that you don't already have any spells in place 
  and that you haven't broken any of the rules yet. Afterwards there will be Discern Lies spells you will 
  need to submit to, but for now we will trust your knowlde that we will be verifying things. 
   
  "If you have broken any rules, this is your chance to plead ignorance. If we can correct for your 
  mistake, we won't worry about it.  
   
  "To your knowledge: 
   
  • 
  Has anybody interfered with any of your competitors? 
  • 
  Has anybody lied about scavenger hunt items? 
  • 
  Has anybody gathered any of the items already? 
  • 
  Does anybody have any non-permanent spell effects currently in place? If so, casters with 
  Dispel Magic are available (for a small fee, of course). 
  • 
  Is anybody planning on breaking any of the rules of the game? 
   
  "Remember to double check which spells are illegal. 
   
  "I have no doubt that you have all carefully read the rules (or had them read to you). We will subtract 
  points from teams that make something happen (such as setting off an alarm or leaving a door 
  unlocked behind you). In addition, I will consider myself in your personal debt if your team makes 
  another team's mistakes "go away." 
   
  "The elite teams have been issued speaking coins so that we can send you emergency messages. If 
  problems arise, we will ask you to help make sure that nothing comes of the problems. If you're in 
  doubt about the issue, you can always ask to try on a special costume again. 
   
  
  The Seventh Night Where Nothing Happens 
   
  Page 19 
   
  "I've never liked people starting with items that you need to win. This is scavenger hunt, after all. So, 
  anything you have with you now or had in your possession earlier doesn't count for the scavenger 
  hunt. You must attain all the scavenger hunt items after you leave here." 
  In case this wasn't clear, tThis means that "I Have That" cards cannot be used. 
   
  "Please remember that you have to be back here by midnight this evening. Those arriving lagte will 
  be penalized and won't be able to claim any items that we've already scored. So be on time! 
   
  "Oh, and this is a team event. I hear the city watch is out on the hunt tonight. Remember that this is a 
  team event and that we don't leave people behind. If your entire team doesn't make it back, you'll be 
  penalized. 
   
  "Now, go and do Nothing for the next few hours. Have fun!" With that, Tralkes steps down and walks 
  away into the crowd. 
   
  Please rememember that we are all here to have fun. Don't let the competitive nature of the game 
  interfere with the fun. Now, go with your assigned judge to your home table. Once there, you will 
  complete Initiative Cards and take care of any pre-hunt details that need to be dealt with. Wait to start 
  scavenging until I give the go-ahead. 
   
   
   
  
  The Seventh Night Where Nothing Happens 
   
  Page 20 
   
  The Leukish Gardens 
   
  The Leukish Gardens were commissioned by Duke Karll Lorinar to bring some of the beauty of the Celadon 
  to Leukish, but (like most public projects of its scope) wasn't quite executed as originally conceived. Instead 
  of a bit of the Celadon in Leukish, the gardens have become a showcase for plants and flowers of all 
  varieties; it bears little resemblance to the Celadon, but is still quite lovely. 
   
  Security At the Opening 
  Security at the Leukish Gardens is tight – after recent unrest, the Mayor Governor does not wish for any 
  disruptions to occur at the festival celebrating the opening of the garden. Also, there will be several notable 
  persons attending private events in the garden on the same evening, including Lord Regent Ellis Lorinar.The 
  Mayor Governor considers the safety of these guests of paramount importance. 
   
  Consequently, the garden has been patrolled 24 hours a day for the past week by trustworthy city watchmen. 
  This has given the city watch ample knowledge of the gardens; if trouble is reported during the festival, a 
  squad of guardsmen can be on site in 10 + 2d10 rounds (1-3 minutes). 
   
  During "mingling time," a squad of guards will arrive at the scene of trouble in 1d5 rounds. 
   
  If no trouble has been reported, a squad of city watchmen passes any given encounter area within the 
  garden 1d10 minutes after the first group arrives at the area. 
   
  Statistics For Garden Patrols 
  A standard patrol for the evening in the gardens consists of eight men, one Senior Watchmen and seven 
  Watchmen. 
   
  Senior Watchman of the Leukish City Watch: Male human Ftr 3/Rog 3; CR 6; medium humanoid; HD  
  3d10+3+3d6+3; hp 38; Init +6; Spd 30 ft.; AC 14, touch 12, flat-footed 12; BAB/Grp: +5/+7;  Atk: +5 
  longsword (1d8+2, 19-20/x2) or +6 sap (1d6+2 SUBDUAL, x2); Full Atk: +5 longsword (1d8+2, 19-20/x2) or 
  +6 sap (1d6+2 SUBDUAL, x2); SA sneak attack +2d6; SQ evasion; AL LN; SV Fort +5, Ref +6, Will +2; Str 
  16, Dex 14, Con 12, Int 12, Wis 12, Cha 10.  
  Skills and Feats: Climb +9, Hide +8, Knowledge (local – NMR IV) +7, Listen +12, Move Silently +8, Search 
  +7, Sense Motive +9, Spot +12, Tumble +8; Alertness, Combat Reflexes, Improved Initiative, Skill Focus 
  (Spot), Skill Focus (Sense Motive), Skill Focus (Listen), Weapon Focus (sap). 
   
  Possessions: chain shirt, longsword, sap, masterwork manacles (two pair), key to manacles. 
   
  Watchman of the Leukish City Watch: male human War 3; CR 3; medium humanoid; HD 3d10+3; hp 25; 
  Init +1; Spd 30 ft.; AC 13, touch 11, flat-footed 12; BAB/Grp: +3/+5;  Atk: +5 sap (1d6+1, x2 SUBDUAL) or +5 
  longsword (1d8+1, 19-20/x2) or +4 light crossbow (1d8, 19-20/x2); Full Atk: +5 sap (1d6+1, x2 SUBDUAL) or 
  +5 longsword (1d8+1, 19-20/x2) or +4 light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +4, 
  Ref +1, Will +3; Str 14, Dex 12, Con 12, Int 8, Wis 10, Cha 10.  
  Skills and Feats: Listen +2, Spot +2; Weapon Focus (sap), Alertness, Iron Will. 
   
  Possessions: leather armour, longsword, light crossbow, 10 bolts, sap, manacles, key to manacles. 
   
  Orders For Garden Patrols 
  Patrols in the garden have been ordered to quickly subdue any troublemakers. Each guard has been issued 
  a sap to allow them to quickly step into fights. The guards have also been assured that failure in the 
  apprehension of rabblerousers and troublemakers will have severe consequences for the guardsmen who 
  were lack in their duties; consequently, the guards are not in an especially trusting mood. 
   
  Each member of a patrol has also been equipped with alarm whistles that can be clearly heard for 250ft in 
  any direction without obstructions; with walls and large trees to reflect sound, it is unclear how much further 
  sound may travel inside the garden. At least two guards in each patrol have orders to relay their alarm signal 
  before taking any other actions. 
  
  The Seventh Night Where Nothing Happens 
   
  Page 21 
   
   
  When each alarm whistle is blown, there is a 20% chance that another patrol hears it. When a patrol hears 
  an alarm, they also sound an alarm before responding (and so on...). This means that there is a chance that 
  two patrols will be arriving on the scene of trouble within three minutes and that there is a chance that three 
  or more patrols will be arriving on the scene of trouble within four minutes. (Note that the vagaries of sound in 
  the garden may mean that the first alarm is heard by the troublemakers, but that a responding alarm may not 
  be heard – the same 20% chances apply to alarms sounded by patrols responding to an alarm). 
   
  Once troublemakers are captured, they are manacled (good locks, Open Locks DC 30). Two guards then 
  return the prisoners to the city jail.  
   
  Anyone with a weapon in hand or otherwise engaged in combat (including obviously hostile spellcasting) 
  when the watch shows up is considered a troublemaker and will be taken to jail; no Diplomacy or Bluff skill 
  check can prevent this from happening.  
   
  Characters without weapons in hand when the watch shows up can probably talk their way out of being taken 
  to jail; to do so, a Bluff, Diplomacy, or Intimidate skill check is required to chance the attitude of the patrol 
  from unfriendly to friendly.  
   
  The base DC of this check depends in large part on the attitude of the patrol towards the character; this, in 
  turn, depends on the behaviour the character was engaged in when the patrol could observe the character: 
   
  • 
  If the character was seen performing a suspicious action (hiding something, carrying a body, carrying 
  a sack that appears to be full, etc), the patrol's initial attitude towards the PC is hostile (base DC 35).  
  • 
  If the character was seen acting in a friendly manner towards someone else seen performing a 
  suspicious action, the patrol's initial attitude towards the character is hostile (base DC 35).  
  • 
  If the character was not seen performing a suspicious action, the patrol's initial attitude towards the 
  PC is unfriendly (base DC 25). 
   
  Apply situational modifiers to the DC for the skill check as follows: 
   
  Situational Modifier 
  DC Modifier 
  Character can produce an invitation to the private concert for Lord Ellis. 
  -4 
  Character is wearing a noble's outfit 
  -4 
  Character has chosen Luxury lifestyle 
  -4 
  Character can produce an invitation to the Coriner wedding 
  -2 
  Character has chosen Rich lifestyle 
  -2 
  Character is wearing a courtier's outfit 
  -2 
  Character is wearing the uniform of an officer in the Ducal Guard or 
  Ducal Navy 
  -2 
  Character appeared to be totally defensive in any situation witnessed by 
  one or more watchmen. 
  +2 
  Character is wearing the uniform of an enlisted man in the Ducal Guard 
  +2 
  Character is wearing the uniform of an enlisted man in the Ducal Navy 
  +4 
  Character has chosen to live off the wild 
  +4 
  This is the character's second attempt to avoid being taken in. 
  +5 
  A description of a similar character causing trouble and escaping from 
  another patrol has been circulated. 
  +10 
   
  To determine whether or not one of these items applies, start by checking the player's interactive record 
  sheet for the character. However, bear in mind the magical devices and spells can also be used to alter the 
  character's appearance during play, so it is best to ask the player if the character is wearing a specific 
  uniform or type of outfit. 
   
  
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  (If you're not certain about which modifiers to apply, consult the the Interactive Coordinator or with one of the 
  Triad members present at the event.) 
   
  Characters who fail the initial check may receive a second check (with an increased DC as noted in the table 
  above); if the second check fails, the character will be taken to jail no matter how many additional attempts 
  the character makes. 
   
  If the character attempts to escape arrest, the patrol will give pursuit if it is able to do so under the 
  circumstances.  
   
  If a character escapes arrest, his description will be circulated among all other patrols inside the garden 
  within 30 minutes time and with all active city watch patrols in Leukish within two hours. Before those times 
  have elapsed, there is a 25% chance that any other patrol the character encounters will have received the 
  description and act approrpriately. 
   
  Characters who escape may attempt to disguise themselves. If this option is chosen, have the character roll 
  a Disguise skill check and note the result on the player's interactive record sheet. All watchmen in 
  subsequent patrols may roll a Spot check against this DC to determine that the character is a known 
  troublemaker and should be apprehended. 
   
  Being taken to jail does not in itself count as something happening unless the character tells the watchmen 
  that he is participating in the scavenger hunt.  
   
  If the Watch Catches On... 
  If a character reveals to the City Watch that "nothing" is happening, there are three primary impacts: 
   
  1. The City Watch immediately doubles the frequency and size of all patrols in the Temple and High 
  districts of Leukish (this includes the Leukish Gardens). 
  2. The Leukish Garden is closed. Everyone who does not possess an invitation to the private concert 
  for Lord Ellis or the Coriner Wedding is questioned by the watch. Anyone behaving suspiciously 
  during this questioning or who cannot provide a suitable answer is detained until they can be 
  questioned in more detail. This questioning can be avoided by a suitable Bluff, Diplomacy, or 
  Intimidate check; treat the guards as initially hostile for this check. 
  3. Something has happened. The character that spilled the beans earns the Major Enmity of the 
  Rogues of Seltaren and is banned from all future Nights Where Nothing Happen.  
   
  Escaping From Jail 
  Characters taken to jail may attempt to escape – the Table Judge for the character should adjudicate this 
  escape attempt from the "Leukish Jail" home table encounter. 
   
   
   
   
  
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  The Garden of Songs Bardic Competition 
   
  As part of the festivities to celebrate opening the garden, the Mayor Governor is sponsoring a bardic 
  competition and several concerts for the public. The initial portion of the bardic competition is held during the 
  day, before the scavenger hunt begins. 
   
  Entering the Competition 
  Any professional performer or serious amateurs (i.e., those with five or more ranks of an appropriate Perform 
  skill) may enter an appropriate competition. Awards will be given in the following categories: 
   
  • 
  Dance (Skill: Perform Dance) 
  • 
  Singing (Skill: Perform Singing) 
  • 
  Stringed Instrument (lutes, lyres, etc) (Skill: Perform Stringed Instrument) 
  • 
  Wind Instrument (flutes, etc) (Skill: Perform Wind Instrument) 
   
  Characters are not allowed to use magical spells or instruments to enhance their performance. Anyone 
  caught doing so will be disqualified immediately. Ensemble performances are not allowed for this 
  competition, so no one else can assist performances. 
   
  Characters may enter more than one portion of the competition if they desire. 
   
  Each character participating in the competition should roll a Perform check. The character may not take 10 
  and may not take 20. If the character beats a DC of 15 + character level, the character has made it to the 
  finals and must return in the evening. Give the character a copy of Player Handout #7 (Invitation to the Final 
  Round of the Garden of Songs Bardic Competition). 
   
  Characters who make the finals earn a prize of 100gp. If a character makes the finals in more than one 
  category, the character earns a prize of 100gp for each category. 
   
  Characters may enter the competition as late as one hour into the scavenger hunt. After that, entries are 
  closed. 
   
  Participating In the Finals 
  Characters who advance to the finals receive a finalist's invitation to the "Garden of Songs Bardic 
  Competition" (Player Handout #7). The finals precede the private concert of the visiting artists for the Lord 
  Regent.  
   
  Characters who advance to the finals must be at the Festival of Songs Bardic Competition Finals Shared 
  Encounter Area at the start of the 3rd hour of the interactive to participate. Arriving more than ten minutes late 
  forfeits the character's invitation. 
   
   
   
   
   
   
  
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  Gathering Additional Information 
   
  Once the players have divided themselves into teams, they may wish to gather additional information during 
  the scavenger hunt. Teams that do this can find out more about what they need to do to win at the sacrifice of 
  additional time. 
   
  If your team wants to gather additional information, you should have your team roleplay their attempt at 
  gathering information with you.  
   
  You, as the table judge, should decide which character "rolls" the primary skill check based on which player 
  does most of the talking – the players should not be allowed to min/max this or resolve it with a die roll. Up to 
  two other characters can assist. Have the characters roll normally. 
   
  Once you have the result of the additional Gather Information skill check, go and get a soda or a drink of 
  water before you attempt to find the Interactive Coordinator. Give him your skill check and let him know 
  where to find you. He will select an appropriate clue from the hint jar and will deliver it to the table where the 
  players are waiting at his leisure. If no one is there when the Interactive Coordinator arrives with the hint, the 
  time spent gathering information was wasted.  
   
  All this may sound unfair to the players, but it is intended to represent the amount of time that must be spent 
  gathering information. The benefit gained by having additional information must be offset by the players 
  having spent valuable game time collecting that information. 
   
   
  
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  Home Encounters Where Nothing Happens 
   
  There are five home encounter areas for this Night Where Nothing Happens: 
   
  1. The Leukish Garden (other than areas specifically detailed as Shared Encounter Areas) 
  2. The Leukish Jail (this should be visited only if one or more team members is captured by city watch 
  patrols during the event) 
  3. The Church of Ehlonna (in the Temple District) 
  4. The Church of Lendor library (in the Temple District) 
  5. The Torn Sail Tavern on the Leukish docks 
   
  All home encounter areas are to be run by the table DM. 
   
  The Leukish Garden 
  The Leukish Garden features numerous trees, shrubs, and flowers in a setting intended to showcase the 
  beauty of Leukish. The garden is located on the southwest side of Leukish (see Appendix Two for a map of 
  Leukish) in the Nobles District, just northwest of the cemetery. 
   
  Refer to the "Leukish Garden" section of this document for information about security in this area. 
   
  The Leukish Jail 
  If a character is arrested, he is taken to the Leukish jail until some determination can be made about what to 
  do with him.  
   
  Arriving At the Jail As a Visitor 
  A sergeant of the watch greets the characters as they arrive, inquiring politely what business they have. The 
  only business most visitors have here is bailing someone out. 
   
  Bailing Someone Out of Jail 
  Characters taken to jail can be bailed out by their teammates. The amount that must be paid depends on the 
  type of crime and the race/social standing of the character. 
   
  Crime Type 
  Base Bail 
  Commoner 
  Base Bail 
  Leg. Noble 
  Base Bail 
  Rhenee 
  non-violent, mischievous (graffiti, picking 
  pockets, etc) 
  25gp 
  10gp 
  50gp 
  non-violent, expensive (stealing valuables) 
  100gp 
  50gp 
  200gp 
  violent 
  200gp 
  100gp 
  500gp 
  extremely violent (use of martial or exotic 
  weapons to do lethal damage) 
  500gp 
  250gp 
  not available 
  murder of a commoner 
  500gp 
  250gp 
  not available 
  murder of a noble 
  not availabile 
  1000gp 
  not available 
   
  If "not available" is listed, the character cannot be bailed out. The character will be held in jail until a trial can 
  be held. 
   
  Arriving At the Jail As a Prisoner 
  A prisoner arriving at the jail are evaluated by a sergeant of the watch, who makes a determination about the 
  character's status. Treatment at the Leukish jail depends in very large part on the character's apperance and 
  behaviour towards the watch sergeant and the guards who escorted the prisoner. 
   
  • 
  If the character is a noble and behaves politely towards the guards, he will be stripped of weapons 
  and armour and placed in a comfortable holding cell (nice bed, comfortable chair, bookshelf with 
  books, writing table, etc.) He will be given an opportunity to send a note to a representative of his 
  
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  noble house informing them of his situation. Reasonable requests for food and drink will be 
  accomodated. The character's cell probably won't even be locked, unless he is being held for a 
  violent crime. 
  • 
  If the character is noble and behaves with hostility towards the guards, he will be stripped of 
  weapons and armours and placed in a comfortable holding cell. The door will be locked. The 
  character will be given an opportunity to contact his house, but will be treated coldly by the guards. 
  • 
  If the character appears to be in the employ of a noble house and behaves politely, he will be treated 
  very similiarly to a noble. However, the holding cell will not be quite so comfortable, the door will be 
  locked, and the cell will likely be shared with one or two other prisoners of similar status. 
   
  For all the cases discussed so far, the character's possessions will be kept quite safe – the guards will not 
  risk offending most noble houses. Those of lesser status can expect a somewhat harsher treatment: 
   
  • 
  All other characters will be stripped of all possessions except for necessary clothing (necessary 
  clothing does not include footwear, gloves, holy symbols, spell component pouches, and anything 
  else that radiates magic – detect magic will be used as insurance here) and tossed into the common 
  cell for prisoners. This is far from a pleasant place – it is cold and damp. A number of rough prisoners 
  circulate the cell, but do not turn violent unless provoked. (If violence does break out, the guards will 
  stop it by force and lock the character who initiated violence in a solitary cell.) 
  • 
  If the character is Rhenee, he will be stripped naked and locked in a solitary cell in the basement. 
  Rats infest the place; the character will suffer 2d6 rat bites before morning and will need to make a 
  DC 15 Fortitude save to avoid catching a particularly nasty variant of filth fever. The character will be 
  unlikely to make bail unless he has some serious influence. (Influence with any noble house will have 
  the character freed from jail for lesser crimes in one hour, at the expense of the influence point. 
  Characters arrested for greater crimes can spend influence to be moved to more comfortable holding 
  cells, but the "no bail" limitations still apply.) 
   
  What Happens to My Stuff? 
  Commoners jailed run a serious risk of having one or more of their valuable belongings stolen – if more than 
  five items are taken from a prisoner, there is a 5% chance that one item goes missing. This is less likely with 
  obviously magical items. The item stolen should be determined randomly, but you should try to concentrate 
  on non-magical possessions. 
   
  For money seized from prisoners, roll 1d10. This is the percentage of the money that is taken by filching in 
  the property rooms. 
   
  For Rhenee characters, the chance of having items stolen and the amount of money stolen double. 
   
  The property of nobles is generally safe. 
   
  Bad Things To Do In the Holding Cell 
  Characters who cast obvious spells in the holding cell will be ordered to stop. The character will then be 
  moved to solitary confinement, gagged, and shackled. (How gently this is done depends on how politely the 
  character behaves when ordered to stop casting a spell.) 
   
  Breaking Out of Jail 
  Characters who are sent to jail are unlikely to want to stay there. Paying bail is the easy way to get out. Other 
  ways tend to have unpleasant consequences. 
   
  As befits Leukish, nobles have a much easier time getting out of jail than non-nobles. 
   
  Breaking Out of the Comfortable Holding Rooms 
  Those jailed in a comfortable holding room will have a fairly easy time. If the door is not locked and the 
  offense is light, the character can simply give his word to return for trial or to pay a reasonable fine that is 
  levied. This calls for a Bluff skill check at DC 10. 
  
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  If the door is locked, the crime was a little more serious and the DC for the skill check increases to 15. 
   
  Breaking Out of the Holding Cell 
  The holding cell is considerably harder to break out of. The cell is quite large (50ft by 50ft). Three of the four 
  walls are stone and at least one foot thick. The fourth wall is a series of one inch thick iron bars (clean and in 
  good repair) with a door set into the bars. There are three superior locks on the door. Each lock has also 
  been enchanted to resist magical efforts to open it. 
   
  There are two long windows 9ft above the ground; each of these is covered with one inch thick iron bars that 
  are clean and in good repair. These windows do not open; a character using a gaseous form spell or device 
  could pass through them easily. 
   
  Four guards keep watch on the common holding cell. These guards do not listen to prisoner requests. 
  Someone attempting to talk his way out of this cell must succeed at a DC 40 Diplomacy or Bluff skill check 
  (this must be done without the use of any magical items). 
   
  If a fight breaks out in the cell, the guards will first call for backup before entering the cell. One dozen 
  additional guards will show up, half of which enter the cell and the other half of which threaten the prisoners 
  with ranged weapons. Prisoners that don't comply with orders from the guards will be subdued and moved to 
  solitary confinement. (All prisoners, with the possible exception of PCs, know this and will comply with all 
  orders from guards unless a PC promises to make it worth their while – a promise of at least 1000gp is 
  necessary to earn assistance in this regard. Oh, and the character just made a deal with a most unsavory 
  sort – failure to pay the promised money on the character's AR will have severe consequences!) 
   
  Magical transportation (dimension door, teleport, etc) will obviously allow the character to escape. 
   
  Breaking Out of Solitary 
  Characters in solitary are bound, gagged, and shackled to the wall in a dark and damp space that is infested 
  with rats. Escape from these circumstances is extremely difficult. The character might try to talk his way to 
  better accomodations, if he could talk and if there were guards around to listen. 
   
  Consequences of Breaking Out of Jail 
  The description of any escaped characters makes it to all city watch patrols within one hour. Until that time, 
  there is a 50% chance that any watchman the character meets is familiar with the character's description. If 
  the character is recaptured, he is returned to jail and his situation is worsed by one place (comfortable room 
  to holding cell, holding cell to solitary).  
   
  If the character was in solitary before, he is beaten into unconsciousness and placed in the same solitary cell 
  as before. 
   
  Characters that break out of jail and who are not recaptured receive the "Wanted in Leukish" designation on 
  the generic AR for this event. The only exception to this is that nobles may return to the jail willingly; those 
  that do so do not become wanted. 
   
  Any character who breaks out of jail loses all belonging that were confiscated by the guards. 
  NPCs At This Location 
  Senior Watchman of the Leukish City Watch: Male human Ftr 3/Rog 3; CR 6; medium humanoid; HD  
  3d10+3+3d6+3; hp 38; Init +6; Spd 30 ft.; AC 14, touch 12, flat-footed 12; BAB/Grp: +5/+7;  Atk: +5 
  longsword (1d8+2, 19-20/x2) or +6 sap (1d6+2 SUBDUAL, x2); Full Atk: +5 longsword (1d8+2, 19-20/x2) or 
  +6 sap (1d6+2 SUBDUAL, x2); SA sneak attack +2d6; SQ evasion; AL LN; SV Fort +5, Ref +6, Will +2; Str 
  16, Dex 14, Con 12, Int 12, Wis 12, Cha 10.  
  
  The Seventh Night Where Nothing Happens 
   
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  Skills and Feats: Climb +9, Hide +8, Knowledge (local – NMR IV) +7, Listen +12, Move Silently +8, Search 
  +7, Sense Motive +9, Spot +12, Tumble +8; Alertness, Combat Reflexes, Improved Initiative, Skill Focus 
  (Spot), Skill Focus (Sense Motive), Skill Focus (Listen), Weapon Focus (sap). 
   
  Possessions: chain shirt, longsword, sap, masterwork manacles (two pair), key to manacles. 
  Watchman of the Leukish City Watch: male human War 3; CR 3; medium humanoid; HD 3d10+3; hp 25; 
  Init +1; Spd 30 ft.; AC 13, touch 11, flat-footed 12; BAB/Grp: +3/+5;  Atk: +5 sap (1d6+1, x2 SUBDUAL) or +5 
  longsword (1d8+1, 19-20/x2) or +4 light crossbow (1d8, 19-20/x2); Full Atk: +5 sap (1d6+1, x2 SUBDUAL) or 
  +5 longsword (1d8+1, 19-20/x2) or +4 light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +4, 
  Ref +1, Will +3; Str 14, Dex 12, Con 12, Int 8, Wis 10, Cha 10.  
  Skills and Feats: Listen +2, Spot +2; Weapon Focus (sap), Alertness, Iron Will. 
   
  Possessions: leather armour, longsword, light crossbow, 10 bolts, sap, manacles, key to manacles. 
   
  The Temple of Lydia 
  The temple of Lydia is a large cathedral in the heart of the temple district. The inside of the cathedral is a 
  monument to light and music – harp music plays constantly, with young Suel men and women each taking 
  turns at the harp. The cathedral is full of light; someone inside would never guess that it is night outside. 
   
  The church is attended all evening by two acolytes of Lydia, who politely greet everyone who enters the 
  temple. 
   
  If a character wishes to obtain a prayer book here, it is freely given. 
   
  If a character wishes to obtain a harp string, a polite request to the harpist is all that's necessary – she has an 
  adequate supply of spare strings. 
   
  The church of Lydia has a beautiful garden with a greenhouse that is filled with roses, including the Suel 
  blonde and Duke's Grace variants. Each variant is fully labelled. The acolytes will gladly take visitors on a 
  tour of the gardens and greenhouse, but will politely decline requests to pick flowers from the greenhouse. If 
  someone wishes to snip a rose on the fly, a Sleight of Hand check at DC 15 is required. 
   
  If any combat of any kind takes place here, two full city watch patrols will arrive in one minute. This counts as 
  something happening. 
   
  The Church of Ehlonna 
  This description of the Church of Ehlonna is taken directly from URD2-05 Theft of a Flower. 
   
  The church of Ehlonna is a modest and somber church located near the edge of the city. Bells can be 
  seen in the steeple and a thick oak door at the front opens freely, allowing the warm sweet smell of 
  lavender incense to escape. 
   
  Inside, the large dimly lit church is serene. Wooden pews of two distinct sizes – smaller ones up front 
  with larger ones filling in behind – form an aisle up the middle which leads to a decorated wooden 
  altar. Passing each you see an intricate rampant unicorn carved into the side. On the oaken alter 
  ahead of you, a single candle gently burns. 
   
  To the either side of the altar is a stout oaken door. 
   
  The door to the right (facing the altar) is a small storeroom. It holds several prayer books, some robes, and a 
  case of lavender incense. 
   
  The church is attended tonight by Symoh, a 3rd level male human cleric of Ehlonna (who some characters 
  may have met in URD2-05 Theft of a Flower). Symoh is very gracious to the characters, inquiring after their 
  health and promising prayers on their behalf. If any character is injured, Symoh offers to heal the wound (for 
  the standard price). Symoh can also cast one cat's grace spell. 
   
  
  The Seventh Night Where Nothing Happens 
   
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  Characters who want to walk in the church's garden are allowed to do so unescorted. They will have no 
  difficulty in picking a rose here unobserved.  
   
  (Despite the cold air in Leukish, the garden here seems warm and comfortable – characters wearing any kind 
  of cold protection may become warm here. If anyone bothers to cast a detect magic, you can tell them that 
  the entire garden radiates some kind of abjuration effect. This effect keeps the garden warm and flowering in 
  all but the coldest of weather.) 
   
  Characters who wish to acquire incense can do so in one of two ways. If asked politely, Symoh will simply 
  give the character a stick of incense.  
   
  Two hummingbirds frequent the garden here; there is a 50% chance that a hummingbird will be present or 
  will arrive soon after the characters enter the garden. A speak with animals spell will convince either 
  hummingbird to accompany the party in exchange for some sugar water; the hummingbird will also come 
  along willingly without payment on a successful DC 20 Diplomacy check. A charm animals spell will cause 
  the hummingbird to not fear the character. 
   
  If a character wearing a holy symbol of Ehlonna inquires about obtaining a prayer book, Symoh will give the 
  character a prayer book and suggest that perhaps a donation could be made. If the character isn't wearing a 
  holy symbol of Ehlonna, Symoh will state that he would gladly give a prayer book to anyone who made a 
  proper donation (say, 1gp). 
   
  The characters could ask Symoh to show them the garden; he is quite proud of it and would gladly give a 
  tour. In the process, one or two lingering characters could acquire incense or a prayer book without difficulty. 
   
  The characters could also subdue Symoh and take whatever they want.  
   
  Killing Symoh is an evil action. If the characters do this, consult with the Interactive Coordinator about the 
  outcome of these actions. (In addition to being an evil act, killing Symoh would count as something 
  happening.) 
   
  The Sweetwater Tavern 
  The Sweetwater Tavern is a fixture among sailors who visit Leukish. The two-story building has an open-air 
  bar facing the docks, with an awning out in rainy season. The second story appears to be the home for the 
  tavernkeeper. 
   
  The tavern is usually crowded; at any time, there are 2d4+2 sailors here from various ships. In addition to 
  these sailors, a man in a stained Ducal Navy uniform sleeps soundly with his head on one of the tables in the 
  back.  
   
  Alvos, the bartender, is rather ugly and mean-looking. When the characters talk to him, he turns out to be 
  quite jovial.  
   
  The sailors keep to themselves unless someone buys them a drink. The sailors know, among other things, 
  that the flagship of the Ducal Navy (His Lordly Grace's warship the Golden Serpent) is in port. That fella over 
  there is a sailor on that ship. They also know that the guards at the shipyard have been reduced tonight to 
  provide extra security at the Leukish Gardens. 
   
  The characters might be here to acquire any of the following items: 
   
  1. A beer stein – Alvos has two steins here, a white porcelain stein featuring a scene of a stag bounding 
  through the woods pursued by hunters and a very simple wooden stein crafted of rosewood, with a 
  rose carved on the top. He'll sell the rosewood stein for 5gp; the white porcelain stein sells for 50gp. 
  Both steins are kept behind the bar and Alvos will not leave the bar area, so it's not possible to simply 
  jump behind the counter and steal the stein. However, an invisibility spell would do the trick. 
  
  The Seventh Night Where Nothing Happens 
   
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  2. A skin of ale – Alvos will top up a skin for standard price (3cp), assuming the characters want the 
  cheap stuff. Only if specifically asked for Nightshade will he provide it. 
  3. A bit of rope from a ship – Alvos won't mind if the characters take a bit of rope, as long as they buy 
  ale. If they refuse to buy ale, he'll shout loudly for the watch. 
  4. To find a dwarf named Saf – Saf was here earlier, but left. He mentioned something about visiting 
  Folly By the Sea later. 
   
  Waking the Sailor 
  If the characters try to wake the sailor from the Golden Serpent, he can relate to them a great deal about the 
  layout of the Golden Serpent (assuming the characters buy him a drink first). The sailor's filthy clothing marks 
  him as a seaman, not an officer. 
   
  If anyone suggests buying his uniform, the sailor will readily agree for another drink. (For two drinks, he won't 
  even ask for clothing in exchange.)  
   
  For yet another drink, he will provide the password required to board the ship tonight ("A good ale beats a 
  great sunset.") 
   
  As soon as the characters leave, he finishes his drink and goes back to sleep. 
   
   
  
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  Shared Encounters Where Nothing Happens 
   
  There are eight shared encounter areas for this Night Where Nothing Happens: 
   
  1. HLG warship The Golden Serpent at the Leukish docks 
  2. Gates of the Coriner Wedding Reception in the Leukish Garden 
  3. The Coriner wedding reception in the Leukish Garden 
  4. The Loaf of Love Bakery on Bakery Street (in the Merchants District) 
  5. The Cathedral of Kord (in the Temple District) 
  6. The Folly By the Sea Tavern on the Leukish docks 
  7. The Leukish Office of Public Works 
  8. The Leukish Shipyards 
  9. Festival of Songs Bardic Competition Finals 
   
  Each of these encounter areas is described in the following pages.  
   
  To preserve secrecy, the Interactive Coordinator may also have secret details about a shared encounter area 
  that are not published in this document. These details will be shared at the running of this event with the 
  judge of the affected area. 
   
   
  
  The Seventh Night Where Nothing Happens 
   
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  HLG Warship The Golden Serpent 
  by Jonathan Ingram 
   
  His Lordly Grace's warship The Golden Serpent is an heavily-armed greatship of four masts, with a length of 
  150 ft and a beam of 40ft. She carries four catapults forward and two catapults aft as heavy armament, as 
  well as 100+ ballistae on four decks. The large majority of the ballistae lie below decks and are concealed by 
  ports in the side of the ship. 
   
  The forecastle is predominantly occupied by ballistae, with some crew quarters as well. The forecastle 
  accounts for 30 of the ballistae that arm the ship on its three levels (including the upper forward deck). 
   
  The aftcastle is dominated by respectably-sized windows; it is obvious that the cabins for many of the 
  officers, including the captain, are located there. The other notable feature of the aft castle is the name of the 
  ship painted across the sterm in gold paint. 
   
  Location and Travel Time 
  The ship's permanent berth is at the northwesternmost fork of the city's second pier (the second pier to the 
  right of the Citadel shown on the map of Leukish in Appendix Two). This is one of only four berths in the 
  harbor capable of supporting a ship of this size. 
   
  The dock at this point is 20 feet wide. A gangplank runs from the dock to the ship, with guideropes on both 
  sides to keep the lubbers from falling into the water. 
   
  Travel time from the Leukish Gardens to the ship is approximately 20 minutes.  
   
  Maps 
  A paper map of the Golden Serpent's decks will be available at the interactive. 
   
  General Security 
  A pair of marines is stationed at both the top and bottom ends of the gangplank, with orders to challenge 
  non-officers who are leaving and boarding the ship. 
   
  Two watchkeeping master's mates are stationed forward and two are stationed aft, both pairs of mates being 
  stationed on the uppermost deck. Two ordinary seamen are stationed in the nests atop the forward and the 
  aft mizzenmasts. The primary objective of these watchers is to safeguard the general safety of the ship; 
  however, if they see anything on the deck that is of real concern, they will take appropriate measures to see 
  to the safety of the ship. 
   
  Four additional seamen are busy at duties that have them ranging over all the decks. At any given time, there 
  is a 50% chance that a sailor is on any deck; he will remain for 2-3 minutes before departing for the main 
  deck. Once no sailor is present on the current deck, another sailor will arrive in approximately five (5) 
  minutes. 
   
  The forward watch will get Spot and Listen checks against anyone approaching the ship from forward. The 
  aft watch will get Spot and Listen checks against anyone approaching the ship from aft. 
   
  Once any watchman recognizes an intruder, he will instantly cry an alarm. The marines on duty on the main 
  deck will spread the alarm and respond to the call. Within ten rounds, the entire ship's complement that is 
  currently on board (approximately 80 crewmen, 20 marines, 20 mates, and 10 officers) will be available. The 
  marines on board will be on deck within three rounds, albeit without their armour. 
   
  On the lower aft deck, two marines are stationed with orders to secure the officers' quarters that are 
  accessible through that deck. None of the doors to the officers' quarters are locked. (Within the captain's and 
  admiral's quarters, some interior doors are locked.) 
   
  
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  A patrol of two marines walks the deck following a set route. The marines will not enter the officers quarters 
  unless there is a disturbance there. Check the timetable below for the position of this patrol at any given time. 
  (Any "marine" found by an officer in officers quarters will trigger an immediate alarm from the officer.) 
   
  There is a 10% chance that a patrol of the city watch hears any alarm sounded aboard the ship. If this 
  happens, the patrol will also respond to the alarm within one minute. (If during the course of responding to 
  the alarm they encounter someone running in the opposite direction or climbing onto the dock who is wet, 
  that person will be stopped for questioning at the very least.) 
   
  Timeline For the Evening 
   
  Time 
  Event 
  8:00PM 
  Eight bells sounds. Captain Lord Reede and his aide depart for the 
  evening. Watch aboard the ship changes. 1st Lieutenant Lord Baerglund is 
  in his quarters doing quarterbills and duty rosters. The marine patrol 
  departs the main deck. 
  8:30PM 
  One bell sounds. An officer uses the privy in area 6a. 3rd Lieutenant Lord 
  Durnix begins studying navigation in the officers quarters (area 6). 
  9:00PM 
  Two bells sounds. The marine patrol returns to and departs from the main 
  deck. 
  9:30PM 
  Three bells sounds. 1st Lieutenant Lord Baerglund uses his privy in area 
  7c. 
  10:00PM 
  Four bells sounds. One of the officers uses the officers' privy in area 6a. 
  The marine patrol returns to and departs from the main deck. 
  10:30PM 
  Five bells sounds. One of the officers uses the privy in area 6a.  
  10:40PM 
  1st Lieutenant Lord Baerglund walks the decks. 
  11:00PM 
  Six bells sounds. Captain Lord Reede returns from the festivities. The 
  captain has a brief conversation with him on the lower rear deck. 
  Lieutenant Lord Durnix retires for the night. The marine patrol returns to 
  and departs from the main deck. 
  11:20PM 
  1st Lieutenant Lord Baerglung returns to his cabin, opens his safe to 
  retrieve some belongings, and begins composing a letter to his wife. The 
  captain returns to his cabin. 
  11:30PM 
  Seven bells sounds. The captain uses the privy in area 7c. Captain Lord 
  Reede turns in. The captain's servant lays out the captain's uniform for 
  tomorrow and collects his uniform for today for cleaning. He takes the 
  uniform to area 8b and cleans it there for 15 minutes, then turns in. 
  12:00PM 
  Eight bells sounds. Watch aboard the ship changes. 1st Lieutenant Lord 
  Baerglund retires for the night. The marine patrol returns to and departs 
  from the main deck. 
   
  Locations of Note 
  The ship is divided into several sections. Each is described below. 
  1. Upper Forecastle Deck 
  The upper forecastle deck is approximately 60 ft above the water. It houses ten ballistae  and a stock of bolts. 
  As with other areas of the ship, at least four coils of rope and eight fire buckets are available in the event of 
  trouble. The foremast rises from this deck, sprouting three sails (all stowed). The ship's spirithead, with its 
  amber eyes, is accessible from here. 
  2. Lower Forecastle Deck 
  The lower forecastle deck is approximately 50 feet above the water. It houses no ballistae. Two ladders, one 
  port and one starboard, allow access to the upper forecastle deck. Two doors on this level lead to a wide 
  
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  corridor that runs just inside of the forecastle and which contains ten ballistae with ammunition. There is also 
  a stairwell leading down to the main deck level inside this area, and the formast rises through here as well. 
   
  Anyone who succeeds at a DC 5 Listen check at either door (DC 0 at the top of the stairwell) will hear 
  snoring from the deck below. 
   
  Eight firebuckets are spread throughout this area for use in firefighting. 
  3. Main Deck 
  Two marines are stationed here at the top of the gangplank, with orders to question anyone who attempts to 
  leave the ship before allowing them to pass. Anyone other than an officer who is obviously taking anything 
  from the ship will be questioned more vigourously. If the marines are suspicious, the 1st lieutenant will be 
  called. 
   
  The ship's forward mizzenmast rises here, sprouting three sails (all stowed). Atop this mast is a topdeck 
  where two bored seamen talk, whittle, listen to what's said on deck, and occasionally even look at the water. 
   
  Numerous coils of rope and firebuckets can be found here. Two catapults, one to port and one to starboard, 
  have been made fast to the deck here. No ammunition for the catapults is in evidence. 
   
  Two 10ft by 10ft hatches here allow access to the ship's cargo holds. Two blocks with tackle are arrayed 
  above each hatch to allow cargo to be swayed into place and lowered gently below.  
   
  A davit to port and another to starboard allow lifeboats and launches to be lowered to and raised from the 
  water. Four lifeboats and two larger launches are made fast here on deck, each covered by a sturdy canvas 
  cover that is tied into place (Use Rope DC 5 to unfasten the cover, Climb DC 5 to enter the boat). 
   
  Two single doors and a pair of double doors enter the forecastle here. The single doors lead to small 
  storerooms where cutlasses, glaives, longspears, nets, and other weapons may be found. The double doors 
  lead to a large crew quarter where 25 or so sailors sleep, play cards, and otherwise entertain themselves. 
  Also in this area are 12 ballistae with ammunition. 
   
  Two single doors and a pair of double doors enter the rearcastle here. The single doors lead to a line of small 
  cabins for lesser officers and guests. The double doors lead to a large mess for officers. 
  4. Lower Rearcastle Deck 
  The lower rearcastle deck boasts four ballistae with ammunition. The rear mizzenmast rises here, sprouting 
  three sails (all stowed). Several coils of rope and at least eight fire buckets are distributed here. 
   
  Two marines stand guard here, with general orders to allow no one to enter the officers' quarters other than 
  officers. Officers the marines do not recognise will be saluted, but will respectfully be denied entry and asked 
  to speak to the 1st lieutenant. 
  5. Upper Rearcastle Deck 
  The upper rearcastle deck boasts two catapults and six ballistae. No ammunition is presently stored here for 
  the catapults. 
   
  Numerous fire buckets and coiled ropes can be found here, all neatly stowed. The ship's wheel is here, 
  attended by a two mates.  
   
  The ship's bell is located here as well. At every half hour, a crew member rings the bell an appropriate 
  number of times. The bell can be disconnected with a Disable Device check at DC 15 or with a DC 20 
  Strength check. The bell is engraved with the name of the ship and with an image of a golden serpent that 
  twists all the way around the bell. (If the bell is replaced without the engravings, a DC 5 Spot check is made 
  
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  by the mate at each bell ringing until the original bell is returned or someone notices that the bell has been 
  switched.) 
  6. Officers' Quarters 
  The ship's six junior lieutenants are quartered here in three small (5ft by 10ft) rooms. There are respectable 
  furnishings (a large table and ten chairs, a small bookcase filled with texts on navigation and seamanship, 
  and several lamps). A sextant lies on the table as well. 
   
  Four firebuckets are secured in niches on the wall.  
  6.a. Officer's Privy 
  This privy is reserved for the use of the ship's junior lieutenants. The door has a simple latch inside for 
  privacy, but otherwise has no lock. There is also a showering space provided. 
   
  6.b. Officer's Quarters 
  This 5ft by 10ft room houses two of the ship's junior lieutenants. Each lieutenant has a narrow bunk and a 
  footlocker; the footlockers are locked with a a good lock. 
   
  6.c. Officer's Quarters 
  This 5ft by 10ft room houses two of the ship's junior lieutenants. Each lieutenant has a narrow bunk and a 
  footlocker; the footlockers are locked with a a good lock. 
   
  6.d. Officer's Quarters 
  This 5ft by 10ft room houses two of the ship's junior lieutenants. Each lieutenant has a narrow bunk and a 
  footlocker; the footlockers are locked with a a good lock. 
  7. 1st Lieutenant's Quarters 
  As the ranking lieutenant, the 1st lieutenant rates his own cabin. The accomodations are luxurious from the 
  perspective of the enlisted men and ensigns. 
   
  7.a. 1st Lieutenant's Bedchamber 
  1st Lieutenant Lord Baerglund is obviously a man who enjoys comforts. He has had a large feather mattress 
  brought aboard ship for his use. A footlocker of very good quality, with an Excellent lock, sits at the foot of the 
  bed. However, since the lieutenant has his own quarters, the footlocker is very rarely locked.  
   
  A bookshelf here includes a copy of The Divine Man. 
   
  7.b. 1st Lieutenant's Office 
  This is obviously an office space – a neat roll-top desk and uncomfortable chair dominate it. The desk is 
  unlocked, but inside the desk is a small safe with a combination lock that is locked (Excellent lock) containing 
  some personal correspondence and a tidy sum of coins (42 pp, 172gp) and a few gems (perhaps 500gp 
  worth) in a small velvet bag. Also present is a small magical hummingbird token on a gold chain, a gift from 
  the lieutenant's wife (a Coriner). 
   
  The 1st Lieutenant always sets the number on his fancy gnomish combination lock to 17 when he closes the 
  safe and always checks it before he opens the safe. If he determines that the safe is not set to the right 
  number, he will immediately order the guards to close the ship off and will then check on the contents of his 
  safe.  
   
  If anything is discovered missing in his safe, the entire crew will be called onto deck and a shipwide search 
  for the thief will begin. This counts as something happening. 
   
  7.c. 1st Lieutenant's Privy 
  The 1st lieutenant has his own hole through which to answer the call of nature. He also has a space for 
  showering. 
  
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  8. Captain's Quarters 
  Spacious and luxurious, this set of rooms rivals the most prestigious inn in Leukish in quality. Plush carpets 
  fill the entire area (+2 bonus to all Move Silently skill checks) except for the privy (8c). A row of large windows 
  on either side of the hull and along the stern provide ample light during the days; the windows are adorned 
  with blue silk curtains. A cushioned bench runs along underneath the stern windows. The curtains are open 
  when the interactive begins and remain open until the admiral returns, when he closed them. 
   
  Each window can be opened. All the windows are locked when the interactive begins (Open Locks DC 25 to 
  open them from outside). A mage hand will also work to open the windows from the outside. 
   
  8.a. Captain's Privy 
  The captain has his own private washroom and privy, a luxury enjoyed by only one other officer (the 1st 
  lieutenant). 
   
  8.b. Servant's Quarters 
  The captain's servant sleeps here. It is a simple room with an unlocked wooden chest that contains 
  appropriate clothing for a servant. There is nothing of value here. 
   
  8.c. Captain's Bedchamber 
  A large bed with a thick feather mattress is found here. There is also a desk here, which is locked with an 
  Excellent lock. Inside the desk is the ship's log as well as other important papers pertaining to the ship's 
  operations and crew. 
   
  The captain's uniforms and his admiral's bicorne are located in the armoire. 
   
  The bookshelf here contains a number of volumes of interest to a collector, including a rare book on growing 
  roses. 
   
  A spare naval ensign can be found folded in the captain's armoire. 
   
  What Can Be Found Here? 
  The characters could visit the Golden Serpent seeking one of several items: 
   
  • 
  A naval officer's uniform – There are many officers uniforms aboard the vessel in areas 6, 7, and 8. 
  • 
  The admiral's hat – Captain Lord Reede wears a very nice bicorne to the evenings' festivities, but his 
  magical bicorne remains in his cabin for the evening. 
  • 
  The ship's bell – Located on the aft deck, the bell is constantly attended by two master's mates. 
  • 
  A coil of rope – Numerous coils of rope can be found in most areas of the ship. 
  • 
  A copy of The Divine Man – The 1st lieutenant is a noted skeptic and keeps a copy of this book with 
  is personal papers. 
  • 
  A magical hummingbird – 1st Lieutenant Lord Reede keeps a small animated hummingbird pendant 
  on a gold chain in his safe. 
  • 
  A naval ensign – The captain has a spare ensign in his armoire. The main ensign is stowed in a 
  locker next to the forward mizzenmast, ready to run up when the ship enters combat. 
   
  NPCs At This Location 
   
  ordinary seaman: male human Exp 3; CR 3; medium humanoid; HD 3d6+6; hp 20; Init +5; Spd 30 ft.; AC 
  11, touch 11, flat-footed 10; BAB/Grp: +2/+4;  Atk: +4 dagger (1d4+2, 19-20x2) or +4 belaying pin (1d6+2, 
  x2); Full Atk: +2 dagger (1d4+2, 19-20x2) or +2 belaying pin (1d6+2, x2); SA none; SQ none; AL N; SV Fort 
  +3, Ref +2, Will +3; Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 10.  
  Skills and Feats: Balance +9, Climb +8, Jump +9, Listen +6, Profession (sailor) +6, Spot +6, Swim +5, Use 
  Rope +7; Endurance, Athletic, Skill Focus (Profession – Sailor). 
   
  Possessions: dagger, belaying pin. 
   
  
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  mate: male human Exp 6; CR 6; medium humanoid; HD 6d6+12; hp 38; Init +5; Spd 30 ft.; AC 12, touch 12, 
  flat-footed 10; BAB/Grp: +4/+6;  Atk: +6 dagger (1d4+2, 19-20x2) or +6 belaying pin (1d6+2, x2); Full Atk: +6 
  dagger (1d4+2, 19-20x2) or +6 belaying pin (1d6+2, x2); SA none; SQ none; AL N; SV Fort +4, Ref +3, Will 
  +5; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 10.  
  Skills and Feats: Balance +12, Climb +11, Jump +12, Listen +11, Profession (sailor) +9, Spot +11, Swim +5, 
  Use Rope +10; Alertness, Endurance, Athletic, Skill Focus (Profession – Sailor). 
   
  Possessions: dagger, belaying pin. 
   
  marine: male human Ftr 4; CR 4; medium humanoid; HD 4d10+8; hp 36; Init +7; Spd 30 ft.; AC 17, touch 13, 
  flat-footed 14; BAB/Grp: +4/+6;  Atk: +7 cutlass (1d6+2, 18-20/x2) or +7 light crossbow (1d8, 19-20/x2); Full 
  Atk: +7 cutlass (1d6+4, 18-20/x2) or +7 light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort 
  +6, Ref +4, Will +3; Str 14, Dex 16, Con 14, Int 8, Wis 10, Cha 8.  
  Skills and Feats: Climb +8, Swim +7; Endurance, Diehard, Weapon Focus (cutlass), Iron Will, Improved 
  Initiative, Weapon Specialization (cutlass). 
   
  Possessions: chain shirt, cutlass, light crossbow, 10 bolts, dagger. 
   
  generic lieutenant: male human Ftr 4; CR 4; medium humanoid; HD 4d10+8; hp 36; Init +7; Spd 30 ft.; AC 
  17, touch 13, flat-footed 14; BAB/Grp: +4/+6;  Atk: +7 cutlass (1d6+2, 18-20/x2) or +7 light crossbow (1d8, 
  19-20/x2); Full Atk: +7 cutlass (1d6+4, 18-20/x2) or +7 light crossbow (1d8, 19-20/x2); SA none; SQ none; AL 
  LN; SV Fort +6, Ref +4, Will +3; Str 14, Dex 16, Con 14, Int 8, Wis 10, Cha 8.  
  Skills and Feats: Climb +8, Swim +7; Endurance, Diehard, Weapon Focus (cutlass), Iron Will, Improved 
  Initiative, Weapon Specialization (cutlass). 
   
  Possessions: chain shirt, cutlass, light crossbow, 10 bolts, dagger. 
   
  1st Lieutenant Lord Baerglund: male human Ftr 8; CR 8; medium humanoid; HD 8d10+16; hp 68; Init +8; 
  Spd 30 ft.; AC 23, touch 16, flat-footed 19; BAB/Grp: +8/+10;  Atk: +13 +2 keen cutlass (1d6+4, 15-20/x2) or 
  +12 masterwork light crossbow (1d8, 19-20/x2); Full Atk: 13/+8 +2 keen cutlass (1d6+4, 15-20/x2) or +12 
  masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +11, Ref +10, Will +7; Str 14, 
  Dex 18, Con 14, Int 8, Wis 10, Cha 8.  
  Skills and Feats: Climb +12, Swim +11; Endurance, Diehard, Improved Critical (cutlass), Iron Will, Improved 
  Initiative, Lightning Reflexes, Weapon Focus (cutlass), Weapon Specialization (cutlass). 
   
  Possessions: +3 chain shirt, +2 keen cutlass, +2 ring of protection, +3 cloak of resistance, potion of cure 
  moderate wounds (x2). 
   
  Captain Lord Ellis Reede: male human Ftr 10; CR 10; medium humanoid; HD 10d10+20; hp 84; Init +8; Spd 
  30 ft.; AC 23, touch 16, flat-footed 19; BAB/Grp: +8/+10;  Atk: +15 +2 keen cutlass (1d6+4, 15-20/x2) or +14 
  masterwork light crossbow (1d8, 19-20/x2); Full Atk: 15/+10 +2 keen cutlass (1d6+4, 15-20/x2) or +14 
  masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +13, Ref +12, Will +10; Str 
  14, Dex 18, Con 14, Int 12, Wis 12, Cha 8.  
  Skills and Feats: Climb +14, Profession (sailor) +14, Swim +13; Endurance, Diehard, Improved Critical 
  (cutlass), Iron Will, Improved Initiative, Leadership, Lightning Reflexes, Weapon Focus (cutlass), Weapon 
  Specialization (cutlass). 
   
  Possessions: +3 chain shirt, +2 keen cutlass, +2 ring of protection, +4 cloak of resistance, potion of cure 
  serious wounds, potion of cure moderate wounds (x2). 
   
   
  
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  Gates of the Coriner Wedding Reception 
  by Jonathan and Michelle Ingram 
   
  Earlier in the day, Lady Umina Coriner and Lord Jasper Kilbourne were wed. By prearrangement with the 
  manager of the Leukish Garden, their wedding reception is being held in the Cliffside Grotto section of the 
  garden. Security is tight, as Lord Regent Ellis Lorinar has accepted an invitation to the reception. 
   
  Location and Travel Time 
  The wedding reception for Lady Umina Coriner and Lord Jasper Kilbourne is being held in the northwest 
  corner of the Leukish Garden. It is a short walk (less than five minutes) from the west entrance of the 
  gardens. From the east and south entrances to the garden, the travel time is 15 and 10 minutes respectively.  
   
  Maps 
  A hand-drawn map of the reception area and the Leukish Gardens will be available at GameStorm. 
   
  General Security 
  Two gates have been set up at the wedding reception in the Cliffside Grotto: a main gate for guests and a 
  service gate for servants.  
   
  The reception itself is patrolled by pairs of guards. Each group of guards consists of one guard with Rogue 
  levels and one guard with Fighter levels. Guards will not hesitate to use lethal force if they feel there is a 
  serious threat to the safety of the guests (regardless of whether or not the characters have used lethal force 
  yet). 
   
  A team of four House Coriner guard captains waits in reserve near the reception, ready to deal with serious 
  issues. 
   
  If any pair of guards raises an alarm, four more pairs of guards will arrive at the scene of the alarm within 
  three rounds (roll 1d3 for each additional pair of guards to determine exactly when they will arrive and a 
  standard direction finding roll (1d8, 1 = north, 2 = northeast, etc) to determine the direction that they will arrive 
  from. In addition, any alarms sounded from inside the reception will cause the gate wardens to carry out the 
  following steps: 
   
  1. Seal the gate: The gate wardens' guards will close the gates, not allowing anyone to enter or leave. 
  2. Call for a city watch patrol: The gate wardens will each dispatch two messengers to locate city watch 
  patrols. It is guaranteed that at least one of the these messengers from each gate will find a patrol in 
  1d2 minutes; thus, it is guaranteed that at least two city watch patrols will arrive at the reception 
  within 2-4 minutes of the alarm being sounded. Each of these patrols will also sound their alarms; 
  this has normal chances for bring additional patrols. 
  3. Dispatch a force of four additional guards inside the reception area to quickly deal with the trouble. 
   
  Gaining Entry to the Reception Via the Main Gate 
  The main gate (or guest gate) is guarded by Adaym Graines, a wiry man who has worked for the Coriners for 
  over ten years. He is corruptable only by the rich and powerful; it is very expensive to bribe him. 
       Whenever he takes an invitation from someone, Adaym asks their name, compares the name with the 
  name on the invitation, checks for the name on the guest list, and makes a notation in the guest list that the 
  guest has arrived. If the name the character gives doesn't match the invitation or if the guest has already 
  arrived but doesn't look like the person who previously arrived, Adaym will quietly summon the guards by 
  drumming his fingers while telling the character that he needs to check the next list. (After many years of 
  doing this job, Adaym has a flawless memory for names and faces.) 
      Adaym gives guests a blue and white favor to wear on their wrist while at the reception. 
   
  Characters can attempt to gain entry into the reception in one of several ways at the main gate: 
  
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  1. By presenting a legitimate invitation: Adaym Graimes will check the invitation against the list of 
  guests. If the name checks out, he will issue a favour and have a servant escort the guest to the 
  reception. 
  2. By pretending to be a wedding guest: Security at the reception is tight, so no one without an 
  invitation is supposed to be admitted. However, if a PC who is obviously a noble has arrived and 
  claims to have lost the invitation will have his name checked against the master guest list. If the 
  name is not on the guest list, the character will not be admitted. If the character's name is actually on 
  the list, Adaym will make a note that the guest has arrived but that the invitation has been lost – 
  anyone using that invitation later in the evening will be in trouble (unless they first have a forger 
  change the name). (Having Lady Annora Durnix, Danole Isgothe, or an PC Hummingbird or noble as 
  a companion grants the character a +4 bonus on the Bluff check to fool Adaym. Showing up without 
  a gift gives the character a -2 penalty.) 
  3. By using a forged invitation: The character using the forged invitation must make a Bluff roll 
  (opposed by Adaym's Sense Motive of +12). Having Lady Annora Durnix, Danole Isgothe, or a PC 
  Hummingbird or noble as a companion grants the character a +4 bonus on thier Bluff check. 
  Showing up without a gift gives the character a -2 penalty. If Adaym doesn't believe the character, he 
  will take his time looking at the invitation. If he believes them he will only glance quickly at it (taking a 
  -2 on his forgery roll). 
        Given Adaym's familiarity with the invitations, he has a total of +12 on his forgery roll. If he 
  detects a forgery (DC should be written on the forgery), he will have the guards take the "guest" into 
  custody and turn them over to the city watch. If he doesn't detect a forgery but made his sense 
  motive check, he will ask a guard to keep an eye on the character (inform the player's table judge). 
  4. By bribing the gate warden: The gate warden of the guest gate cannot be easily bribed; he has a 
  good job and has earned the trust of the Coriners; consequently, he is not cheap. He will order his 
  guards to take anyone attempting to bribe him into custody unless the initial offer is less than 
  1000gp; he won't take less than 1500gp to get someone in, but will try for as much as he can. 
  5. By attempting to deliver an urgent message for a guest: The gate warden will send a guard to 
  fetch the guest so that the message can be delivered. Under no circumstances will a messenger be 
  allowed into the reception. The messenger will wait 1d10+5 minutes for the intended recipient to 
  come out. If no message is forthcoming (or the guest questions the authenticity of the message), the 
  gate warden will have his guards apprehend the messenger and call for the the city watch. If the 
  "messenger" escapes, the gate warden will give a full description to the city watch patrols. This 
  means that the character's description will be available to all city watch patrols within the garden 
  within 30 minutes and within the city within two hours. Adaym will not deliver any messages or 
  packages himself; he expects the messenger to wait. If a messenger refuses to wait, Adaym lets the 
  messenger go and then has the messenger's description circulated to the city watch patrols in the 
  garden. 
  6. By impersonating a groundskeeper: The gate warden doesn't know what hours the 
  groundskeepers work, but he doesn't want one coming through his gate. He will tell the 
  "groundskeeper" to use the service entrance. If the character doesn't look like a groundskeeper, the 
  gate warden will have the guards take the character into custody. (A druid does not look like a 
  groundskeeper! A character with obvious weapons, spell component pouches, holy symbols, etc 
  does not look like a groundskeeper!) If more than one character uses the groundskeeper ruse, 
  Adaym will become suspicious; for every previous time someone has claimed to be a 
  groundskeeper, Adaym receives a +2 bonus on his Sense Motive skill check to detect the imposter. 
  7. By impersonating another guest: The gate warden has been briefed on the name and general 
  appearance of each guest, but he doesn't know them all. However, he has been doing his job for a 
  long time, is familiar with many influential people and common guests at Coriner events, and has 
  been trained in spotting party crashers. A PC can attempt to disguise herself as a guest; the DC for 
  the check depends on the importance of the person being impersonated: 
   
  PC is impersonating... 
  DC 
  A high-ranking member of the Coriner family 
  60 
  Lord Regent Ellis Lorinar or somone who is regularly seen 
  with him 
  55 
  
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  A member of the Honorable Chamber 
  50 
  A well-known member of the Coriner family 
  45 
  An individual who regularly attends Coriner parties in 
  Leukish 
  45 
  An individual who regularly attends Coriner parties in 
  Seltaren 
  40 
  Impersonating an ambassador from some foreign land (if 
  the 
  ambassador 
  has 
  no 
  guards 
  and 
  servants 
  accompanying) 
  40 
  Impersonating an ambassador from some foreign land (if 
  the ambassador has fewer than four guards and two 
  servants) 
  35 
  Impersonating an ambassador from some foreign land 
  (with at least five guards and two servants in train) 
  30 
  An influential noble from another house who does not 
  frequent Coriner events in Leukish or Seltaren 
  25 
   
  However, for this ruse to work, the impersonator must know the name of the guest being 
  impersonated and must have an appropriate invitation. To do this, they will somehow have to gain 
  access to the master guest list or know the name of someone who was invited to the reception. The 
  only copy of the master guest list is in the possession of the gate warden. A properly timed detect 
  thoughts spell would allow someone to learn the name of a guest who has not yet arrived; this would 
  have to be done when Adaym Graines is checking the guest list. (Anyone casting an obvious spell in 
  the area of the gates will be asked to stop by the guards. Failure to comply results in the watch being 
  called.) 
  8. By possessing a letter from the Church of Wee Jas: When a group arrives with a letter from the 
  Church of Wee Jas, Adaym Graines will promptly outfit them with favours (no matter what names 
  they give) and have them escorted to the reception area. A second such party will arouse his 
  suspicions. 
   
  Gaining Entry to the Reception Via the Service Gate 
  The service gate is guarded by Dago Holinax, a stocky Suel servant who has worked for House Coriner for 
  seven years. He is greedy and ambitious; he knows that he is gate warden of the servants gate because of 
  lack of seniority, but still resents it – he knows that the tips and bribes at the main gate would be 
  considerable. When servants and groundskeepers are passed through the gate he gives them a red 
  and white favor to tie to their wrist. 
   
  Pretending to be a servant:  A PC can attempt to impersonate a servant of House Coriner at the service 
  gate. To do this, they must first obtain the special livery that was issued specifically to servants who would be 
  working at the wedding and the reception. If the imposter obtains the appropriate clothing, she must then 
  deal with the gate warden. The gate warden knows many of the servants at the wedding, as they are for the 
  most part longtime servants of House Coriner and are trusted. The DC for the Disguise check to pass as a 
  servant is 20. If the gate warden fails to see through the disguise, he will ask the imposter what duties she 
  has inside the reception. This should be handled by a Bluff skill check by the PC that is opposed by the gate 
  warden's Sense Motive skill check. 
   
  Pretending to be a groundskeeper: Characters can attempt to impersonate a groundskeeper to get 
  through the service gate. If Dago does not make a successful Sense Motive skill check against the 
  character's Bluff skill check, the character will be admitted but warned to stay away from the reception area. 
  (To do this, the character should look like a groundskeeper. A druid does not necessarily look like a 
  groundskeeper! Anyone carrying obvious weapons, holy symbols, or spell component pouches does not look 
  like a groundskeeper!) 
   
  Getting caught:  Failing to impersonate a servant causes the gate warden to hint that a bribe could be 
  arranged. He will accept a bribe of 50gp times the character's level to admit a single individual to the 
  
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  reception; if this amount is increased to 100gp per character level, he will also provide the character with the 
  appropriate livery and an excuse that the interior guards will find acceptable. He will not accept less than 
  50gp per character level, as he is putting a rather cushy job on the line by accepting bribes at all. He will, 
  however, ask for more than this he thinks the character can afford it. 
   
  Dago Holinax can only be bribed this way three times this evening. He knows that getting too greedy will 
  cause problems down the line and he likes his job. 
   
  If no arrangement can be reached, the gate warden will have his guards take the imposter into custody and 
  turn her over to the city watch. If the imposter escapes, the imposter's description is circulated to the city 
  watch patrols. 
   
  Sneaking Over the Fence 
  The reception itself has no permanent physical security, but a "rope fence" has been set up as a perimeter. 
  Crossing the rope fence is not difficult, and much of it is under cover from garden foliage. So, sneaking into 
  the reception through the rope fence is guaranteed success (DC 0) unless the character does something 
  blatantly stupid (like try to walk under the rope in view of the gate warden, guards, or a city watch patrol). 
   
  Note that the simplicity of using this method of approach may lull some players into a false sense of security. 
  Feel free to take advantage of this. 
   
  NPCs At This Location 
   
  Dago Holinax, servant gate warden: Male Suel Human, Exp 5; CR 4; Medium Humanoid (human); HD 
  5d6+10; hp 32; Init +6; Spd 30 ft.; AC 15, touch 12, flat-footed 13; BAB/Grp: +3/+5;  Atk: +6 melee 
  (masterwork dagger, 1d4+2, 19-20/x2); Full Atk: +6 melee (masterwork dagger, 1d4+2, 19-20/x2); 
  Space/Reach 5 ft./5 ft.; SA None; SQ Class Skills: Appraise, Craft (any), Gather Information, Intimidate, 
  Knowledge (local), Knowledge (nobility & royalty), Listen, Profession (any), Sense Motive, Spot; AL NE; SV 
  Fort +3, Ref +3, Will +5; Str 14, Dex 14, Con 14, Int 13, Wis 12, Cha 10.  
  Skills and Feats: Appraise +9, Diplomacy +2, Forgery +9, Gather Information +10, Knowledge (local/Duchy of 
  Urnst) +9, Knowledge (nobility & royalty) +9, Listen +11, Sense Motive +9, Spot +11; Alertness, Improved 
  Initiative, Martial Weapon Proficiency (longsword). 
   
  Possessions: courtier's outfit, masterwork dagger. 
   
  Physical Description: Rather short, with sandy blond hair and blue eyes. Carries himself as if he were far 
  more important than he really is. 
   
  Commonly Used Phrases: Just who do you think you’re dealing with? 
   
  Adaym Graines, main gate warden: Male Suel Human, Exp 9; CR 8; Medium Humanoid (human); HD 
  9d6+36; hp 74; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; BAB/Grp: +6/+6;  Atk: +7 melee 
  (masterwork dagger, 1d4, 19-20/x2); Full Atk: +7/+2 melee (masterwork dagger, 1d4, 19-20/x2); 
  Space/Reach 5 ft./5 ft.; SA None; SQ Class Skills: Appraise, Bluff, Disable Device, Knowledge (local), 
  Knowledge (nobility & royalty), Listen, Open Lock, Sense Motive, Sleight of Hand, Spot; AL N; SV Fort +7, 
  Ref +5, Will +7; Str 10, Dex 14, Con 18, Int 12, Wis 12, Cha 10.  
  Skills and Feats: Appraise +13, Bluff +9, Disable Device +13, Diplomacy +4, Gather Information +2, Forgery 
  +8, Intimidate +2, Knowledge (local/Duchy of Urnst) +7, Knowledge (nobility & royalty) +7, Listen +18, Open 
  Locks +5, Sense Motive +16, Sleight of Hand +10, Spot +18; Alertness, Skill Focus (Sense Motive), Skill 
  Focus (Spot), Skill Focus (listen), Weapon Focus (dagger). 
   
  Possessions: courtier's outfit, masterwork dagger, masterwork thieves tools. 
   
  Physical Description: Aside from standard Suel traits, he is a fairly non-descript individual. Used to 
  avoiding attention, he speaks quietly and simply. 
   
  Commonly Used Phrases: "How can I help you sir?" 
   
  House Coriner operative: male human Rog 4; CR 4; medium humanoid; HD 4d6; hp 18; Init 7; Spd 30 ft.; 
  AC 15, touch 13, flat-footed 12; BAB/Grp: +3/+4;  Atk: +7 masterwork sap (1d6+1, x2 SUBDUAL) or +7 
  masterwork rapier (1d6+1, 18-20/x2) or +7 masterwork light crossbow (1d8, 19-20/x2); Full Atk: +7 
  masterwork sap (1d6+1, x2 SUBDUAL) or +7 masterwork rapier (1d6+1, 18-20/x2) or +7 masterwork light 
  
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  crossbow (1d8, 19-20/x2); SA sneak attack +2d6; SQ evasion; AL N; SV Fort +2, Ref +8, Will +3; Str 12, Dex 
  16, Con 10, Int 12, Wis 12, Cha 12.  
  Skills and Feats: Balance +10, Climb +8, Gather Information +8, Hide +10, Listen +10, Move Silently +10, 
  Open Lock +10, Sense Motive +8, Spot +10, Tumble +10; Alertness, Improved Initiative, Weapon Finesse. 
   
  Possessions: masterwork leather armor, masterwork sap, masterwork rapier, potion of cure light wounds. 
   
  House Coriner guard: male human Ftr 4; CR 4; medium humanoid; HD 4d10+8; hp 36; Init +6; Spd 30 ft.; 
  AC 16, touch 12, flat-footed 14; BAB/Grp: +4/+6;  Atk: +8 masterwork longsword (1d8+2, 19-20/x2) or +7 
  masterwork light crossbow (1d8, 19-20/x2); Full Atk: +8 masterwork longsword (1d8+4, 19-20/x2) or +7 
  masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +6, Ref +4, Will +3; Str 14, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 12.  
  Skills and Feats: Climb, Listen, Ride Spot; Alertness, Iron Will, Improved Initiative, Skill Focus (Spot), 
  Weapon Focus (longsword), Weapon Specialization (longsword). 
   
  Possessions: chain shirt, masterwork longsword, masterwork light crossbow, 10 bolts, dagger, potion of 
  cure light wounds. 
   
  House Coriner guard captain: male human Ftr 8; CR 8; medium humanoid; HD 8d10+16; hp 68; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; BAB/Grp: +8/+10;  Atk: +12 masterwork longsword (1d8+2, 17-
  20/x2) or +11 masterwork light crossbow (1d8, 19-20/x2); Full Atk: +12/+7 masterwork longsword (1d8+4, 17-
  20/x2) or +11 masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +8, Ref +5, Will 
  +4; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 12.  
  Skills and Feats: Climb, Listen, Ride Spot; Alertness, Combat Expertise, Improved Critical (longsword), 
  Improved Grapple, Improved Initiative, Iron Will, Skill Focus (Spot), Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
   
  Possessions: masterwork chain shirt, masterwork longsword, masterwork light crossbow, 10 bolts, 
  dagger, potion of cure serious wounds. 
   
  House Coriner Servant: male human Exp 4; CR 4; medium humanoid; HD 4d6; hp 18; Init +1; Spd 30 ft.; 
  AC 11, touch 11, flat-footed 10; BAB/Grp: +3/+3;  Atk: +4 masterwork dagger (1d4, 19-20/x2); Full Atk: +4 
  masterwork dagger (1d4, 19-20/x2); SA none; SQ none; AL N; SV Fort +1, Ref +2, Will +5; Str 10, Dex 12, 
  Con 10, Int 14, Wis 12, Cha 12.  
  Skills and Feats: Bluff +8, Climb +7, Gather Information +8, Hide +8, Listen +11, Move Silently +8, Sense 
  Motive +11, Swim +7, Spot +14, Tumble, +8; Alertness, Skill Focus (Sense Motive), Skill Focus (Spot). 
   
  Possessions:  masterwork dagger. 
   
   
  
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  Coriner Wedding Reception 
  by Jonathan and Michelle Ingram 
   
  Earlier in the day, Lady Umina Coriner and Lord Jasper Kilbourne were wed. By prearrangement with the 
  manager of the Leukish Garden, their wedding reception is being held in the Cliffside Grotto section of the 
  garden. Security is tight, as Lord Regent Ellis Lorinar has accepted an invitation to the reception. 
   
  Location and Travel Time 
  The wedding reception for Lady Umina Coriner and Lord Jasper Kilbourne is being held in the northwest 
  corner of the Leukish Garden. It is a short walk (less than five minutes) from the west entrance of the 
  gardens. From the east and south entrances to the garden, the travel time is 15 and 10 minutes respectively.  
   
  Maps 
  A hand-drawn map of the reception area and the Leukish Gardens will be available at GameStorm. 
   
  General Security 
  Two gates have been set up at the wedding reception in the Cliffside Grotto: a main gate for guests and a 
  service gate for servants.  
   
  The reception itself is patrolled by pairs of guards. Each group of guards consists of one guard with Rogue 
  levels and one guard with Fighter levels. Guards will not hesitate to use lethal force if they feel there is a 
  serious threat to the safety of the guests (regardless of whether or not the characters have used lethal force 
  yet). 
   
  A team of four House Coriner guard captains waits in reserve near the reception, ready to deal with serious 
  issues. 
   
  If any pair of guards raises an alarm, four more pairs of guards will arrive at the scene of the alarm within 
  three rounds (roll 1d3 for each additional pair of guards to determine exactly when they will arrive and a 
  standard direction finding roll (1d8, 1 = north, 2 = northeast, etc) to determine the direction that they will arrive 
  from. In addition, any alarms sounded from inside the reception will cause the gate wardens to carry out the 
  following steps: 
   
  1. Seal the gate: The gate wardens' guards will close the gates, not allowing anyone to enter or leave. 
  2. Call for a city watch patrol: The gate wardens will each dispatch two messengers to locate city watch 
  patrols. It is guaranteed that at least one of the these messengers from each gate will find a patrol in 
  1d2 minutes; thus, it is guaranteed that at least two city watch patrols will arrive at the reception 
  within 2-4 minutes of the alarm being sounded. Each of these patrols will also sound their alarms; 
  this has normal chances for bring additional patrols. 
  3. Dispatch a force of four additional guards inside the reception area to quickly deal with the trouble. 
   
  Gaining Entry to the Reception 
  Entry to the reception must be done through a previous shared encounter area, the Gates of the Coriner 
  Wedding Reception. All entry to this area happens through that area. 
   
  Inside the Reception 
  Each wedding guest has a blue and white favour tied to their left wrist. Each servant authorized to be in the 
  area wears the livery of House Coriner and also wears a white and red favour tied to their right wrist. If a 
  person inside the reception is seen without the appropriate favour, the guards will quietly ask that person 
  aside and escort them back the appropriate gate warden.  
   
  There are enough pairs of guards inside the reception insure that each guest is seen by at least one guard 
  each round and that typically three guards will see each person from three different angles. Roll opposed 
  Sense Motive or Spot checks for each guard vs a separate Hide check for the imposter. (Note that if an 
  imposter hides the favour, it automatically alerts the guards.) 
  
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  The guards get a +8 bonus to their Sense Motive/Spot rolls against any character who is not Suel and who is 
  wearing servants livery. For those impersonating guests, the guards receive a +4 bonus to their Sense 
  Motive/Spot rolls aginst any character who is not Suel. 
   
  Timeline For the Evening 
  The following timeline of events happens at this shared encounter area: 
   
  Time 
  Event 
  8:00PM 
  Guests begin arriving at the reception. 
  8:15PM 
  The bride and groom arrive at the reception. Entertainers perform in the 
  background as the bride and groom greet their guests. Once greeted, 
  guests mingle until the festivities begin. 
  9:00PM 
  Guests are directed to their seats for dinner. The bride and groom open 
  gifts. Speeches are made. Toasts are given and drunk. 
  9:30PM 
  Lord Regent Ellis Lorinar and Lady Irona Pontirun make a belated arrival 
  and makes a toast to the happy couple. 
  9:50PM 
  Lord Ellis and Lady Irona depart for the final event of the bardic 
  competition. 
  10:30PM The bride and groom cut the cake. In accordance with tradition, the top 
  layer of the cake is broken over the bride's head (the two magical 
  hummingbirds are collected by a servant to be stored until needed later). 
  The remnants are gathered by a servant to be distributed to the hungry of 
  the city. The bride's wedding dress is stripped from her and each piece is 
  tossed to the assembled single female guests as a good luck charm. 
  11:00PM The bride and groom depart in a carriage. Servants begin collecting the 
  gifts and packaging them up for transport. 
  11:30PM The last of the guests leaves and servants begin cleaning up. 
  1:00AM 
  The cleanup is complete and the servants depart. 
   
  Locations of Note 
  If there are specific sections of the shared encounter area that warrant description, note each one below 
  using the "Heading 4" style as a header. For example, a shared encounter area that is a specific building 
  might have interior rooms of interest. If so, these rooms should be described below. 
   
  Lord Regent Ellis Lorinar's Table 
  Naturally, the guest of honour at the wedding has a table reserved near the place of honour for the bride and 
  groom. This table is fully set, but remains unoccupied until Lord Ellis arrives at 9:30PM. The table remains 
  occupied for 20 minutes, until Lord Ellis departs for the final event in the bardic competition. During his stay at 
  the reception, Lord Ellis will drink and eat very little – just enough to be polite. He will publicly beg forgiveness 
  of Lady Coriner and of the bride and groom for not being able to remain longer. 
   
  The Bride and Groom's Table 
  Befitting the occasion, this table is reserved solely for the bride and groom. Two unarmed servants guard the 
  table; their responsibility is to safeguard the table for the bride and groom. Two additional armed servants are 
  always within a single move action of the bride and groom at any time during the reception, with potions of 
  cure light wounds and neutralize poison at the ready. 
   
  The armed servants use the stat block of a House Coriner Operative. The unarmed servants use the stat 
  block of a House Coriner Servant. 
   
  The Gift Table 
  The gift table is located to the left of the bride and groom's table. Two servants guard the table; their sole 
  responsibility is to safeguard the gifts. A scribe sits beside the table, recording each gift and who gave it. 
  Some of the gift wrapping is obviously magical in nature. 
  
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  The servants and scribe use the stat block for a House Coriner servant. 
   
  The Cake Table 
  The wedding cake is located at its own table to the right of the bride and groom's table. Two servants guard 
  the table; their sole responsibility is to safeguard the cake.  
   
  These servants use the stat block for a House Coriner servant. 
   
  The four-tier cake itself is beautiful – ornate silver and gold veins run over white icing to icing flowers that rival 
  brilliant gems in colour. A pair of magical jeweled hummingbirds flitter over the top layer of the cake, feeding 
  on a brilliant ruby rose and a brilliant sapphire lilly. 
   
  What Can the Characters Do Here? 
  Characters at the wedding reception might attempt to perform several actions: 
   
  • 
  Propose a toast to the bride and groom: The character should roll a Perform (oratary) skill check. If 
  the character beats a DC 15, the character impresses the attendees and earns an influence point 
  with House Coriner. 
  • 
  Dance with the bride or groom: Guests at the wedding may reasonably attempt to dance with either 
  the bride or groom. As long as the request is politely worded and the character is a guest, the 
  request will be accepted. 
  • 
  Dance with Lord Ellis or Lady Irona: Lord Ellis is in a foul mood and is not partial to dancing tonight, 
  but Lady Irona would be delighted if the prospective partner is male and has a Charisma of 14 or 
  higher (naturally, the prospective partner must also be a noble).  
   
  The characters might also attempt to obtain one or several items here. 
   
  A Gift From the Wedding 
  The gift table is covered with lavish gifts, some of which have obviously magical wrappings. The gifts come in 
  all sizes, from very small (say, the size of a wand) to very large (say, the size of a desk). The gift table is 
  guarded by two guards and a clerk. A Sleight of Hand check would be required against the guards Spot 
  checks to openly steal and item. Less than obviously though, a pair of House Coriner operatives also 
  watches the gift table; they also can opposed Sleight of Hand checks. 
   
  If the character chooses to make a move to steal a gift during the cake breaking or gown tossing, she 
  receives a +4 bonus on her Sleight of Hand check.  
   
  Anyone approaching the gift table without a gift in hand will draw extra attention from the guards; they receive 
  a +2 bonus on Spot checks made against those approaching without a gift in hand. 
   
  Using invisibility would allow a character to steal a gift practically unobserved. The guards' Spot check would 
  be at -4 if the gift stolen is small. 
   
  A Piece of the Bride's Gown 
  At Suel weddings, the bride's wedding gown is removed from her by the crowd. At noble weddings, this 
  removal is done by servants and the pieces of the gown are thrown into the crowd.  
   
  Lady Umina's gown is quite lovely, and a piece of it would be quite a conversation piece. Consequently, there 
  is a lot of competition to catch the pieces of the gown. Characters attempting to catch a piece of the wedding 
  gown must succeed at a Balance check (DC 12). There are 1d4 NPCs around the character who are also 
  trying to catch the gown; assume that each of them makes this Balance check. To determine who comes up 
  with the piece that was tossed, have each character and NPC roll a Dexterity check; the person with the 
  highest Dexterity check catches the piece (assume that all NPCs have a Dex bonus of +1).  
   
  
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  In the event of a tie, all the characters who tied have hold on the piece. This comes down to a Strength 
  check; assume that all NPCs have a Strength bonus of +1. 
   
  There are six pieces of the wedding gown to be thrown: two arms, a veil, two pieces of the skirt, and the 
  torso. This gives the characters six chance to get a piece of the gown. 
   
  Servants attempting to catch a piece of the wedding gown would attract the attention of security – a servant 
  has no business participating in this wedding tradition. 
   
  A Piece of the Wedding Cake 
  Guests would certainly be served cake. Any guest would have no problem obtaining a piece of cake. 
   
  Someone impersonating a servant would attempt to convince the cake guardians to cut her a piece of the 
  cake after the bride and groom had made the first cut. A DC 15 Diplomacy check would be required, or a 
  bribe of at least 5gp. 
   
  The top tier of the cake is traditionally broken over the bridge's head in Suel weddings. In noble weddings, 
  the remnants of the top tier are gathered by a servant and distributed to poor in the area. A character 
  disguised as a servant could easily slip in here and gather several pieces of cake. 
   
  A Rose 
  The cake is decorated with several dozen roses in various bright gemstone shades. If a character can obtain 
  a whole piece of cake, there is a flat 25% chance that there is a rose on that piece of cake. The character 
  could also make a DC10 Diplomacy check with the cake guardians to have a piece with a rose cut for her. 
   
  A Hummingbird 
  There are no normal hummingbirds living in the immediate area. However, there are two magical 
  hummingbirds flitting about above the wedding cake. It is possible that the characters could distract the two 
  cake guardians if they work together as a team; in doing so, they might be able to acquire one or both of 
  these magical hummingbirds (touch AC 18). However, any distraction sufficient to distract both cake 
  guardians would also attract the attention of at least two pairs of guards, who would certainly investigate the 
  distraction. 
   
  The hummingbirds are enchanted to make a loud warbling sound if touched (unless the pass phrase 
  "Pleasure is the nectar of life" has been spoken first). Triggering the alarm will draw the attention of the 
  guards. If it becomes a major event the characters involved will earn enmity from both House Coriner – for 
  ruining the party – and from the Rogues – something happened. 
   
  Just before the cake breaking, a cake guardian takes the two hummingbirds (speaking the pass phrase) from 
  atop the cake and puts them into a wooden case. He then stows the case in his belt pouch. A character 
  dressed as a guest or a servant could get close enough to attempt a Sleight of Hand check against the 
  servant. (The servant receives a +4 bonus to spot the pickpocket attempt because the case is a closed belt 
  pouch.)  
   
  A magical trap has been placed on the special case that houses the hummingbirds. Search DC 28, Disable 
  Device 28. If either hummingbird makes a warbling sound an invisibility purge is cast (centered on the case).  
   
  The servant could also be bribed to allow the character to use the hummingbirds for a few hours, at the cost 
  of at least 500gp, if the character succeeds at a DC 20 + character level Diplomacy check. 
   
  Lady Umina is also wearing a hummingbird signet ring. This could be slipped from her via a Sleight of Hand 
  check (DC 23). 
   
  After the Wedding 
  The gifts, hummingbirds, and one tier of the cake will all be loaded into a covered wagon for transport to the 
  Coriner's Estate. Two guards will travel with the wagon. 
  
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  NPCs At This Location 
   
  House Coriner operative: male human Rog 4; CR 4; medium humanoid; HD 4d6; hp 18; Init 7; Spd 30 ft.; 
  AC 15, touch 13, flat-footed 12; BAB/Grp: +3/+4;  Atk: +7 masterwork sap (1d6+1, x2 SUBDUAL) or +7 
  masterwork rapier (1d6+1, 18-20/x2) or +7 masterwork light crossbow (1d8, 19-20/x2); Full Atk: +7 
  masterwork sap (1d6+1, x2 SUBDUAL) or +7 masterwork rapier (1d6+1, 18-20/x2) or +7 masterwork light 
  crossbow (1d8, 19-20/x2); SA sneak attack +2d6; SQ evasion; AL N; SV Fort +2, Ref +8, Will +3; Str 12, Dex 
  16, Con 10, Int 12, Wis 12, Cha 12.  
  Skills and Feats: Balance +10, Climb +8, Gather Information +8, Hide +10, Listen +10, Move Silently +10, 
  Open Lock +10, Sense Motive +8, Spot +10, Tumble +10; Alertness, Improved Initiative, Weapon Finesse. 
   
  Possessions: masterwork leather armor, masterwork sap, masterwork rapier, potion of cure light wounds. 
   
  House Coriner guard: male human Ftr 4; CR 4; medium humanoid; HD 4d10+8; hp 36; Init +6; Spd 30 ft.; 
  AC 16, touch 12, flat-footed 14; BAB/Grp: +4/+6;  Atk: +8 masterwork longsword (1d8+2, 19-20/x2) or +7 
  masterwork light crossbow (1d8, 19-20/x2); Full Atk: +8 masterwork longsword (1d8+4, 19-20/x2) or +7 
  masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +6, Ref +4, Will +3; Str 14, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 12.  
  Skills and Feats: Climb, Listen, Ride Spot; Alertness, Iron Will, Improved Initiative, Skill Focus (Spot), 
  Weapon Focus (longsword), Weapon Specialization (longsword). 
   
  Possessions: chain shirt, masterwork longsword, masterwork light crossbow, 10 bolts, dagger, potion of 
  cure light wounds. 
   
  House Coriner guard captain: male human Ftr 8; CR 8; medium humanoid; HD 8d10+16; hp 68; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; BAB/Grp: +8/+10;  Atk: +12 masterwork longsword (1d8+2, 17-
  20/x2) or +11 masterwork light crossbow (1d8, 19-20/x2); Full Atk: +12/+7 masterwork longsword (1d8+4, 17-
  20/x2) or +11 masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +8, Ref +5, Will 
  +4; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 12.  
  Skills and Feats: Climb, Listen, Ride Spot; Alertness, Combat Expertise, Improved Critical (longsword), 
  Improved Grapple, Improved Initiative, Iron Will, Skill Focus (Spot), Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
   
  Possessions: masterwork chain shirt, masterwork longsword, masterwork light crossbow, 10 bolts, 
  dagger, potion of cure serious wounds. 
   
  House Coriner Servant: male human Exp 4; CR 4; medium humanoid; HD 4d6; hp 18; Init +1; Spd 30 ft.; 
  AC 11, touch 11, flat-footed 10; BAB/Grp: +3/+3;  Atk: +4 masterwork dagger (1d4, 19-20/x2); Full Atk: +4 
  masterwork dagger (1d4, 19-20/x2); SA none; SQ none; AL N; SV Fort +1, Ref +2, Will +5; Str 10, Dex 12, 
  Con 10, Int 14, Wis 12, Cha 12.  
  Skills and Feats: Bluff +8, Climb +7, Gather Information +8, Hide +8, Listen +11, Move Silently +8, Sense 
  Motive +11, Swim +7, Spot +14, Tumble, +8; Alertness, Skill Focus (Sense Motive), Skill Focus (Spot). 
   
  Possessions:  masterwork dagger. 
   
   
   
  
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  The Loaf of Love Bakery 
  by Roy Thalman 
   
  The Loaf of Love is a single medium sized building on Bakery Street in the more middle-class area of the city. 
  It has stonewalls with a few small windows in the front showing of a small assortment of baked goods, mostly 
  cakes and pies. The building has several chimney pipes leaving thru the roof. 
   
  Location and Travel Time 
  The Loaf of Love is about ten minutes walk from the Leukish Gardens. 
   
  Maps 
  The “shop” area of the bakery is thirty feet wide facing the street and twenty feet deep moving away from the 
  street. The main door is near the front left corner of the storefront. The rear and right wall have glass display 
  cases preventing access to the public. This effectively makes a 5’ perimeter along those walls that can only 
  be accessed by the staff. There is a small section of the blockade that has no display case, but instead a 
  small folding counter top for access to the front. An archway on the left side of the back wall leads into the 
  kitchen. There is also a closed door on the right side of the back wall leading to the larder. 
   
  The kitchen area is also thirty feet across and twenty feet deep (the same dimensions as the shop and 
  identically oriented). A row of ovens covers the back wall and preparation tables line the front. There are also 
  cupboards above and below the tables for storage. 
   
  The basement larder is down a short flight of stairs and has a very low ceiling (thought it does not require 
  medium sized creatures to squeeze). This area is packed with sacks and barrels of baking goods. This area 
  is roughly the same size as the store above, but the ceiling is only about five feet above the floor. 
   
  Security 
  The street outside the bakery is fairly well traveled, but there are no actual guards for this building. If the PCs 
  create a commotion in the bakery assume someone hears or sees them, and reports it. 
   
  Timeline For the Evening 
  8:00 PM: Closed 
  9:00 PM: Assistants show up to prepare the shop. It is not officially open yet, and trespassers are breaking 
  in. 
  9:45 PM: Baker arrives. 
  10:00 PM: Shop opens. The staff will take special requests, but depending on size it may take several hours. 
  11:00 PM: The staff stops taking special orders, but continues to make their normal faire.  
  12:00 AM: The shop closes, but the staff remains to continue baking. 
   
  What Can the Characters Do Here? 
  Characters might come to the bakery seeking one of several items: 
  • 
  A piece of wedding cake: There is some leftover wedding cake here from a wedding that was held 
  yesterday. A piece can be purchased for 2cp. If the characters can come back in 11:30 hours, a 
  small wedding cake can be available; the characters will have to pay 25gp for this special order. 
  • 
  A blueberry pastry: There was a run on blueberry pastries earlier today; a dwarf came in and bought 
  nearly all of them. Krinak won't have more ready until about 2AM (two hours after the scavenger hunt 
  ends). If asked about the dwarf, Tasy will tell the characters that he mentioned drinking at the Folly 
  By the Sea Tavern earlier that day. No bribe or inducement other than being threatened with 
  lethal force after one of his assistants is killed will convince the baker to make more blueberry 
  pastries early; obviously, this is bad course of action for the characters to follow. 
  • 
  A flower made of frosting: Krinak can whip out as many frosting flowers are a character wants, but 
  will expect to be compensated for his time. Each flower takes five minutes of time, or more if the 
  colouring is unusual (judge's discretion). 
   
  
  The Seventh Night Where Nothing Happens 
   
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  NPCs At This Location 
   
  Krinak Briton aka “The Baker”: Male Human (Suel) Exp 4; CR 3; Medium Humanoid; HD 4d6+4; hp 18; Init 
  +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; BAB/Grp: +3/+4;  Atk: +4 melee Knife or Rolling Pin 1d4+1 / 
  x2; AL N; SV Fort +2, Ref +3, Will +5; Str 13, Dex 11, Con 12, Int 14, Wis 12, Cha 12.  
  Skills and Feats: Appraise +9 (+11 w/ Breads & Pastries), Bluff +8, Craft (Breads) +9, Craft (Pastries) +12, 
  Diplomacy +14, Knowledge (Local: NMR) +9, Profession (Merchant) +8, Sense Motive +10, Spot +8; 
  Lightning Reflexes, Persuasive, Skill Focus: Craft (Pastries). 
   
  Physical Description: Krinak is a five and a half foot tall portly man in his late thirties. Once in the shop he 
  wears an apron and a skullcap to cover his blonde hair. He is usually working in the back, where the PCs can 
  only rarely catch a glimpse of him, but will come forward if there is something that needs his attention. 
   
  Personality: Krinak is very charismatic, but a little on the loud side. He warmly greets any returning 
  patrons he recalls. He is a little hard on Malv, as the boy is his apprentice, but friendly and patient with Tasy. 
   
  Commonly Used Phrases: (if significant) [Commonly used phrases] 
   
  Malv: Male Human (Suel) Exp 1; CR 1; Medium Humanoid; HD 1d6+4; hp 7; Init +0; Spd 30 ft.; AC 10, touch 
  10, flat-footed 10; BAB/Grp: +0/+1;  Atk: +1 melee unarmed 1d3+1 non-lethal; AL N; SV Fort +1, Ref +0, Will 
  +3; Str 13, Dex 10, Con 12, Int 14, Wis 12, Cha 12.  
  Skills and Feats: Appraise 6, Bluff +5, Craft (Breads) +6, Craft (Pastries) +6, Diplomacy +5, Knowledge 
  (Local: NMR) +6, Profession (Merchant) +5, Sense Motive +5, Spot +5; Persuasive, Toughness. 
   
  Physical Description: Malv is a Suel boy of about fourteen years, almost old enough to strike out on his 
  own, but still apprenticed to Krinak. He stands just a few inches shy of six feet, and is a little more muscular 
  than your average Suel man. Malv does most of the bread baking while Krinak does the pastries, so Malv is 
  wearing a similar baker’s outfit to Krinak’s. 
   
  Commonly Used Phrases: (if significant) [Commonly used phrases] 
   
  Tasymina “Tasy”: Female Human (Suel) Exp 1; CR 1; Medium Humanoid; HD 1d6+4; hp 7; Init +0; Spd 30 
  ft.; AC 11, touch 11, flat-footed 10; BAB/Grp: +0/+0;  Atk: +0 melee unarmed 1d3 non-lethal; AL N; SV Fort 
  +1, Ref +1, Will +3; Str 11, Dex 13, Con 12, Int 14, Wis 12, Cha 14.  
  Skills and Feats: Appraise 6, Bluff +6, Craft (Breads) +6, Craft (Pastries) +6, Diplomacy +6, Knowledge 
  (Local: NMR) +6, Profession (Merchant) +5, Sense Motive +5, Spot +5; Persuasive, Toughness. 
   
  Physical Description: Tasy is a very attractive mixed Suel woman of about seventeen years. She stands 
  a few inches over five feet with long light brown hair pinned up in a bun. She doesn’t do any cooking so she 
  wears more stylish and flattering clothing. 
   
  Commonly Used Phrases: (if significant) [Commonly used phrases] 
   
  
  The Seventh Night Where Nothing Happens 
   
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  Available Foods 
   
  Breads 
   
  Loaf of Bread 
  3 cp 
   
  Loaf of Exotic Nut Bread 
  8 cp 
   
  Loaf of Squash Bread 
  1 sp 
   
   
  Pastries 
   
  Sugar Cookie 
  3 cp 
     - Dozen 
  3 sp 
   
  Nut Cookie 
  5 cp 
    - Dozen 
  5 sp 
   
  Frosted Cookie 
  5 cp 
    - Dozen 
  5 sp 
   
  Vanilla Cookie 
  7 cp 
    - Dozen 
  7 sp 
   
  Chocolate Cookie 
  7 cp 
    - Dozen 
  7 sp 
   
  Frosted Vanilla Pastry 
  1 sp 
    - Dozen 
  1 gp 
   
  Frosted Chocolate Pastry 
  1 sp 
    - Dozen 
  1 gp 
   
  Blueberry Pastry 
  5 sp 
    - Dozen 
  5 gp 
   
  Cakes 
    - All cakes are custom orders made with love. Please speak with Tasy about making a special cake just for 
  you. 
   
  
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  The Cathedral of Kord 
  by Herald Williams 
   
  The cathedral of Kord is a massive stone structure on pleasant-looking grounds. A bell tower rises over 100 
  feet into the air, taller than any other building in the district. Stained-glass windows and a rose garden on the 
  south side are features of interest. The cathedral grounds are surrounded by a stone wall approximately 10 ft 
  high (Climb DC 25). 
   
  Location and Travel Time 
  The Cathedral of Kord is in the heart of the Temple District. It is a few minutes’ walk from the Leukish 
  Gardens. 
   
  Maps 
  A map will be provided at GameStorm. 
   
  General Security 
  The entire cathedral grounds are covered with a Hallow spell, with Remove Fear keyed to worshippers of 
  Kord affixed to it. Except where noted otherwise, continual flame torches are used to provide light throughout 
  the cathedral. With the exception of the nave at night, lighting is equivalent to full daylight. At night, the ceiling 
  in the nave combined with a few continual light torches around the walls provide the equivalent of candlelight 
  in that area. The bell tower is not lit at night, as the acolyte who rings the bell carries a torch with him during 
  that activity. 
   
  There are a total of 20 acolytes and 12 guards present at the cathedral site, in addition to the high priest and 
  his assistant. 
   
  Before 10pm, the cathedral is fairly active. Any party that is not very well disguised or hidden is basically 
  guaranteed to be seen and asked about their business by a cathedral guard or acolyte (50% chance of 
  either). PCs will only encounter Kohlath Maladaptor or Lacquitt if they enter an area they are in or cause a 
  general alarm. 
   
  From 10pm on, the cathedral is basically closed to outsiders. Two cathedral guards are stationed at the 
  entrance and will tell prospective visitors to come back tomorrow unless they are accompanied by a cleric of 
  Kord or member of the Priesthood of Kord meta-org. In this case, they will allow the member and those she is 
  willing to vouch for to enter the public areas of the cathedral as long as they behave themselves. 
   
  One acolyte is always present in the main cathedral area (1D), except for a couple of minutes before and 
  after each hour, when he climbs the bell tower, rings the bell, and returns. He otherwise behaves the same 
  as the other acolytes in the cathedral. 
   
  Each 15 minutes that the PCs are in the cathedral after 10pm, there is a 10% chance of encountering 1d2 
  acolytes or guards outside their rooms. The DM should choose what combination of acolytes and guards are 
  encountered based on the PCs’ location and activity. 
   
  If the cathedral’s occupants find any non-worshippers wandering about unescorted, they will bluntly and 
  firmly insist that they leave. If the PCs refuse to do so, an alarm will be raised and the cathedral guards will 
  attempt to grapple the PCs and throw them out bodily, with the acolytes supporting them with spells as 
  needed. The cathedral occupants resort to lethal violence only if it is used against them (in any form). 
   
  In the event of hostilities, cathedral guards will take a free action on their first turn to bellow a warning. Before 
  10pm, this will bring the full strength of the cathedral to bear within 3 rounds. From 10pm on, it will take 
  2d4+2 rounds for help to start arriving, with 1d3 cathedral guards/acolytes entering the fray each round 
  thereafter. 
   
  
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  The actions of High Priest Kohlath and his assistant Lacquitt are outlined in the descriptions of their quarters 
  below. Note especially Lacquitt’s actions from Hour 3:45 on. 
   
  Timeline For the Evening 
   
  8PM: The cathedral is open to any who wish to visit (so long as they behave themselves). At any given time, 
  only 4 guards are “on-duty” and they are not terribly vigilant as they figure the level of activity and the 
  reputation of Kord’s followers as being able to take care of themselves is enough to keep troublesome people 
  away. 
   
  High Priest Kohlath Maladaptor is not present on the cathedral grounds. Lacquitt is in his quarters (area 3D) 
  writing correspondence. 
   
  8:30PM: Kohlath arrives at the cathedral from other business and spends the next half hour in his study 
  preparing for the next Godsday’s services. 
   
  9PM: The acolytes – except for the one detailed to toll the bells – hold a wrestling match in the private 
  gymnasium (see area 2B below). Four of the guards loiter around watching the entire time while the others 
  continue “wandering patrols”. Kohlath acts as referee. Lacquitt continues working on his correspondence. 
   
  10PM: The cathedral “closes” for the night. The acolytes and guards who do not have specific duties (as 
  detailed in General Security above) retire to the barracks where they spend about 15 minutes in evening 
  prayers and then mostly go to sleep. 
   
  Kohlath goes to his bedroom and turns in. Lacquitt spends the next 45 minutes practicing somatic and verbal 
  components for various spells (i.e., he does not actually cast any spells). 
   
  10:45PM: Lacquitt casts Divination, asking what challenges he will face in the coming day. The response 
  includes hints about the activities going on with Nothing, but is vague enough that he only knows that it is 
  possible something “interesting” may happen by midnight. He does not want to set the cathedral on alert, 
  since the divination isn’t clear as to whether the event is good, bad, or indifferent, but it is enough to prod him 
  into donning armor and weapons and casting protective and enhancement spells that last for an hour or 
  more, as reflected in the second stat block for him below. 
   
  11PM: Except for those with specific duties and Lacquitt, everyone in the cathedral is asleep by this time. 
  Lacquitt keeps an eye on the nave through the peephole described in Area 3D. If he notices anything 
  unusual, he takes a round or two to cast appropriate spells, warns Kohlath, and then moves to act. More 
  details about his tactics are provided in the description of his quarters. 
   
  Locations of Note 
  1A – Cathedral Grounds Walls 
  The cathedral grounds are surrounded by a 10 foot high stone wall, with a large gate in the center of the 
  northern wall. The climb DC for this wall is 25. 
   
  1B – Cathedral Grounds 
  The cathedral grounds are well-kept and basically open. There are numerous places where the ground has 
  been trampled or torn up and restored – signs of various athletic activities. A flower garden has been planted 
  on the south side of the cathedral itself.  
   
  PCs examining the ground around the northern walls will notice that there are signs of a foundation about 20 
  feet north of the existing walls. 
   
  The north “wing” of the cathedral has an impressive stone façade. It rises some 40 feet, with a few small 
  windows at about 25 and 35 feet above ground level. The other wings are studded with magnificent stained-
  
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  glass windows showing Kord and champions of the faith. Near the point where the building flares out to 
  become the western wing, there is a ladder that leads up to the bottom of the bell tower. 
   
  Numerous statues of Kord are spread around the grounds. Each of them depicts Kord in some act of 
  prowess and strength – wrestling giants, etc. 
   
  1C – Entrance 
  Impressive doors of ironwood lead into the cathedral entrance. During hours 3 and 4, two guards stand just 
  outside the doors. Besides being heavy, the doors are weighted so that those not familiar with them must 
  make a DC 20 STR check to open them (all of the NPCs outlined below are familiar with the doors). The 
  entrance itself is simply decorated, with the primary item of interest being a donation box set next to each of 
  the archways leading to the nave (area 1D). 
   
  1D – Nave 
  This area encompasses most of the northern “wing”, plus the central intersection and southern end of the 
  cathedral. At the northern end, the ceiling rises to approximately 20 ft, then rises to over 30 ft in the central 
  and southern sections. The entire ceiling is magically enchanted to provide the appearance of being open to 
  the sky (which is always sunny and blue in the day, clear and star-studded with the moons in the appropriate 
  phases at night). 
   
  The nave is dominated by an enormous statue of Kord carved of granite, the whole measuring 15 ft high and 
  weighing some 20 tons. The statue carries a bronze shield decorated like the holy symbol of Kord (a star 
  made of spears and maces) over its left shoulder and a 20ft tall bronze spear in its right hand. In human 
  terms, the bronze shield is the equivalent of a tower shield; the spear is the equivalent of a huge longspear. 
  The shield and spear are each enchanted with a permanent alarm spell that is triggered if it is removed from 
  the statue. 
   
  The statue is also the focus of a permanent invisibility purge spell. This spell radiates from the entire statue, 
  making the use of invisibility very difficult in the cathedral. 
   
  Two small alcoves just south of the central area provide a place for the presiding priest(s) to meditate prior to 
  services. An altar of red stone covered with a blue cloth stands toward the southern end of the nave. PCs 
  poking around either of these areas at any time will draw suspicion and be questioned about their business. 
   
  1E – East and West Wings 
  These two areas provide additional space for worshippers and also host indoor athletic activities that require 
  goodly amounts of space. The ceiling is approximately 30 ft up and can be opened to the sky in good 
  weather (this effect is achieved through the muscle of a number of priests and acolytes pulling on thick 
  cables of rope located in the far northern corner of each wing). 
   
  The stairs next to the West wing lead up to level 2. The stairs next to the East wing lead up to level 3. PCs 
  will not be allowed to use these stairs under any normal circumstances. 
   
  2A – Nave  
  This area is open and has no floor – it is a continuation in the “Z-axis” of areas 1D and 1E and is included 
  merely for completeness’ sake. There are no access points between this area and the rest of level 2. 
   
  2B – Private Gymnasium 
  This area provides space for athletic contests between the acolytes and guards. This is where the wrestling 
  match mentioned in the timeline takes place. 
   
  2C – Barracks 
  The acolytes sleep in the western barracks and the guards in the eastern barracks. The rooms are furnished 
  with bunk beds and small chests. During hours 1 and 2, there are typically 1d4 people in each room, though 
  as the guards and acolytes are on good terms it is up to the DM to decide what mix of acolytes and guards to 
  use depending on circumstances. 
  
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  3A - Nave 
  This area represents the very top of the nave. As with area 2A, there is no accessway between this area and 
  the rest of level 3. 
   
  3B – Kohlath’s Study 
  This area is very nicely decorated with tapestries and busts of previous high priests. A mahogany desk and 
  chair are set up along the western wall. A small bookshelf with a number of obviously neglected books 
  (primarily religious treatises on the worship and philosophies of Kord) stands next to the door to area 3C. 
   
  The floor is covered with a fine rug containing the symbol of Kord. Any cleric of Kord standing barefoot on the 
  rug can treat it as a divine focus for the purposes of clerical abilities. 
   
  3C – Kohlath’s Bedroom 
  The primary item of interest in this room is Kohlath’s bed – a heavy wooden frame covered with a mountain 
  of animal furs that sits in the northeast corner of the room. Other furnishings include a small bedside table, a 
  basin for washing up, and a sturdy wardrobe. 
   
  3D – Lacquitt’s Study 
  A small writing desk and simple chair sit in the northwest corner of this room. Five more chairs of a more 
  comfortable nature are arranged around a table in the center of the room. These items have all seen heavy 
  use, as Lacquitt frequently entertains guests (his way of keeping up on events in the Duchy). 
   
  Unbeknownst even to Kohlath, there is a small peephole in the southern wall angled such that Lacquitt can 
  see a fairly good section of the nave. Unless he becomes aware of trouble, Lacquitt remains in this room for 
  most of the evening, as described in the timeline above.  
   
  3E – Lacquitt’s Library 
  The walls of this room are covered with bookshelves that reach to the ceiling and are full of books, most of 
  which look used. A wide variety of topics are covered, although nothing illegal or particularly disturbing can 
  be found here. Perhaps the most controversial tome is a copy of “The Divine Man” autographed by the 
  author, though it is clear the book has never been read. 
   
  3F – Lacquitt’s Bedroom 
  Unlike Kohlath, Lacquitt prefers a more “civilized” sort of bed. The frame is made of wrought iron. The legs 
  are sculpted to look like four strong men bearing the rest of the frame. Otherwise, the furnishings are 
  basically the same as in Kohlath’s bedroom. 
   
  Level 4 – The Bell Tower 
  The bell tower sits atop the very center of the cathedral and rises over 100 feet high. A small door (not shown 
  on the map) leads inside the base of the tower. An iron ladder on the west side of the north wing of the 
  cathedral provides a way to reach the base of the bell tower. 
  4A – Tower Lift 
  The acolyte in charge of tolling the bells is required to pull himself up on this platform by sheer brute strength. 
  No strength check is needed as long as the weight being lifted does not exceed the combined amount of the 
  lifting characters’ “lift over head” limits. 
   
  4B – Tower Top 
  Four large bells are present at the top of the bell tower. Ringing them at any time other than on the hour or a 
  failure to ring on the hour will cause a general alarm and is very likely to bring the watch as well. 
   
  What Can the Characters Do Here? 
  The characters might come here looking for several items: 
  • 
  An autographed copy of the Divine Man – Lacquitt has one in his library. 
  
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  • 
  A prayer book – Any acolyte would gladly provide a pious visitor with a prayer book. (For Kord, they 
  have lots of pictures of wrestling and stuff.) Prayer books can also be found in areas 3B, 3C, 3D, 3E, 
  and 3F. 
  • 
  A statue of Kord – After 10PM, a party could get in and out with a statue without much trouble if they 
  are careful. However, there is a flat 20% chance that an acolyte or guard has decided to walk the 
  grounds and sees the characters. These statues weight about 50 pounds each (assume 30 pounds 
  base + 5d10 pounds for any random statue), making them unwieldly to get over the wall – the 
  characters might want to find another way to get the statue out. The statues are too large to fit inside 
  a Heward's Handy Haversack or Bag of Holding (but a portable hole would work nicely). 
  • 
  The shield or spear of Kord – The characters might try to steal the shield and/or spear from the 
  statue of Kord in the nave of the cathedral. 
   
  The characters might also come here looking to complete one of several tasks: 
  • 
  Wrestle a Kordite – any acolyte will welcome an offer to wrestle 
  • 
  Best a Kordite in a feat of strength – Several large rocks are on the grounds. These can be lifted until 
  someone wins the contest. 
   
  NPCs At This Location 
  Cathedral Guard: Male human Ftr 3; CR 3; Medium humanoid (Suel human); HD 3d10+6; hp 28; Init +1; 
  Spd 30 ft.; AC 15, touch 11, flat-footed 14; BAB/Grp: +3/+10;  Atk: +7 melee (2d6+4, MW greatsword) or +7 
  melee (1d3+3, unarmed strike) or +4 ranged (1d6+3, javelin); Full Atk: +7 melee (MW greatsword) or +7 
  melee (1d3+3, unarmed strike) or +4 ranged (1d6+3, javelin); Space/Reach 5 ft./5 ft.; SA None; SQ None; AL 
  CG; SV Fort +5, Ref +2, Will +3; Str 16, Dex 13, Con 14, Int 10, Wis 11, Cha 10.  
  Skills and Feats: Intimidate: +6, Listen: +5, Spot +5; Alertness (+2 listen/spot), Improved Grapple, Improved 
  Unarmed Strike, Iron Will, Weapon Focus (unarmed strike). 
   
  Possessions: Chain shirt, masterwork greatsword, 3 javelins. 
   
  Physical Description: The guards are selected as much for their physical appearance and bearing as for 
  their abilities. As such, they are uniformly tall, muscular, and quiet. 
   
  Commonly Used Phrases: None. 
   
  Cathedral Acolyte: Male/female human Clr 3 (Kord); CR 3; Medium humanoid (Suel human); HD 3d8+3; hp 
  21; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; BAB/Grp: +2/+4;  Atk: +4 melee (1d4+2, dagger) or +2 
  ranged (1d4+2, dagger); Full Atk: +4 melee (1d4+2, dagger) or +2 ranged (1d4+2, dagger); Space/Reach 5 
  ft./5 ft.; SA Spells, Spontaneous Casting, Turn Undead; SQ None; AL CG; SV Fort +4, Ref +1, Will +6; Str 14, 
  Dex 10, Con 12, Int 10, Wis 16, Cha 12.  
  Skills and Feats: Climb: +4, Concentration +5, Heal +9, Knowledge(religion: Kord) +4, Spellcraft +4, Swim 
  +4; Athletic (+2 climb/swim), Brew Potion, Run. 
  Domains: Chaos, Strength 
  Spells: 4/3+1/2+1 (DC 13+spell level), domain spells in bold 
   
   
  0: Detect Magic, Guidance, Purify Food and Drink, Resistance 
   
   
  1: Bless, Divine Favor, Enlarge Person, Magic Weapon 
   
   
  2: Bull’s Strength, Bear’s Endurance, Lesser Restoration 
   
  Possessions: Robes, dagger, holy symbol of Kord, spell component pouch. 
   
  Physical Description: Varies, though all are basically Suel in appearance and generally physically fit. 
   
  Commonly Used Phrases: None. 
   
  High Priest Kohlath Maladaptor: Male human Clr10(Kord)/Ari2; CR 12; Medium humanoid (Suel human); 
  HD 10d8+30 plus 2d8+6; hp 93; Init +6; Spd 30 ft.; AC 20, touch 14, flat-footed 18; BAB/Grp: +7/+13;  Atk: 
  +12 melee (+1 anarchic greatsword, 2d6+5, 19-20/x2) or +9 ranged (javelin, 1d6+3, x2); Full Atk: +12/7 
  melee (+1 anarchic greatword, 2d6+4, 19-20/x2) or +9 ranged (javelin, 1d6+3, x2)]; Space/Reach: 5 ft./5 ft.; 
  SA Spells, Spontaneous Casting, Turn Undead, DR 1/-; SQ None; AL CG; SV Fort +12, Ref +5, Will +16; Str 
  16, Dex 14, Con 16, Int 10, Wis 23, Cha 12.  
  Skills and Feats: Concentration +18, Diplomacy +15, Gather Information +6, Heal +16, Intimidate +6; 
  Diehard, Endurance, Great Fortitude, Improved Grapple, Improved Initiative, Improved Unarmed Strike. 
   
  Domains: Good, Strength 
  
  The Seventh Night Where Nothing Happens 
   
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  Spells: 6/6+1/6+1/4+1/4+1/3+1 (DC 16+spell level), domain spells in bold 
   
   
  0: Detect Magic, Guidance, Light, Mending, Purify Food and Drink, Resistance 
   
   
  1: Bless, Divine Favor, Enlarge Person, Entropic Shield, Obscuring Mist, Sanctuary, Shield of Faith 
   
   
  2: Aid, Bear’s Endurance, Hold Person, Lesser Restoration, Resist Energy, Silence, Zone of Truth 
   
   
  3: Dispel Magic, Invisibility Purge, Magic Vestment, Searing Light, Summon Monster III 
   
   
  4: Death Ward, Discern Lies, Freedom of Movement, Greater Magic Weapon, Spell Immunity 
   
   
  5: Dispel Evil, Greater Command, Righteous Might, Spell Resistance 
   
  Possessions: +2 glamered adamantine chain shirt, +1 anarchic greatsword, 3 javelins, adamantine holy 
  symbol, ring of protection +2, periapt of wisdom +4, belt of strength +4, pink rhomboid ioun stone, potions: 
  cure moderate wounds, bull’s strength, enlarge person. 
   
  Physical Description: Kohlath is about as pure Suel as they come, short of being from the northern 
  barbarian tribes. He is tall, muscular, handsome, and friendly-looking with short blond hair and clear blue 
  eyes. Picture Arnold Schwarzenegger in his prime, but with the appropriate hair and eye color. 
   
  Commonly Used Phrases: None 
   
  Lacquitt: Male human Clr7 (Kord); CR 7; [Size] [type] [(subtype)]; HD 7d8+7; hp 45; Init +0; Spd 20 ft.; AC 
  23, touch 10, flat-footed 23; BAB/Grp: +5/+6;  Atk: +7 melee (+1 heavy mace, 1d8+2, x2) or +5 ranged (dart, 
  1d4+1, x2); Full Atk: +7 melee (+1 heavy mace, 1d8+2, x2) or +5 ranged (dart, 1d4+1, x2); Space/Reach: 5 
  ft./5 ft.; SA Spells, Spontaneous Casting, Turn Undead; SQ None; CG; SV Fort +6, Ref +2, Will +8; Str 12, 
  Dex 10, Con 12, Int 14, Wis 17, Cha 14.  
  Skills and Feats: Concentration +9, Diplomacy +9, Heal +8, Knowledge(History) +8, Knowledge(Religion) +8, 
  Listen +5, Sense Motive +4, Spot +5; Alertness, Negotiator, Spell Focus (Enchantment), Spell Penetration. 
   
  Domains: Luck, Strength 
  Spells: 6/5+1/4+1/3+1/1+1 (DC 13+spell level, 14+spell level for Enchantment spells), domain spells 
  in bold 
   
   
  0: Detect Magic, Guidance, Light, Mending, Purify Food and Drink, Resistance 
   
   
  1: Bless, Divine Favor, Enlarge Person, Obscuring Mist, Sanctuary, Shield of Faith 
   
   
  2: Bull’s Strength, Calm Emotions, Hold Person, Silence, Sound Burst 
   
   
  3: Blindness/Deafness, Locate Object, Prayer, Protection from Energy 
   
   
  4: Divination, Freedom of Movement 
   
  Possessions: +1 full plate, Spined Shield, +1 bane (aberrations) heavy mace, amulet of natural armor +1, 
  figurine of wondrous power (silver raven), wand of cure light wounds (50 charges), 5 darts, silver holy 
  symbol. 
   
  Physical Description: Lacquitt doesn’t quite fit the stereotype of a cleric of Kord. Although he is in good 
  health and certainly no 90-lb weakling, he has focused more on his intellectual prowess. His hair is blond, 
  though starting to show the least bit of grey. His eyes are not quite blue. He tends to cock his left ear towards 
  whoever is speaking. 
   
  Commonly Used Phrases: None 
   
   
  
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  Folly by the Sea Tavern 
  by David Thompson 
   
  The tavern is a two-story building by the docks of Leukish. The current head chef and owner (now), a Gervrin 
  Halwain has served travelers in Leukish for years, and is well-known for his fine seafood dishes. Though the 
  clientele is often rough, with bar fights not uncommon, it is considered a fine establishment by most of the 
  population of Leukish. [taken from URD1-I01 An Empty Seat] 
   
  Location and Travel Time 
  As mentioned, the Folly By the Sea Tavern is down by the docks. It is built on a little jetty that has a clear 
  view [on the 2nd floor] of the water and vessels that are coming in and out as it is the only 2-story building 
  around. The 2nd floor clientele is more refined than those that partake in the food & drink on the 1st floor. 
  Gervrin is hailed by both clientele as a wonderful person. In addition, several Houses have taken an interest 
  in his cooking.  
   
  The travel time from Folly By the Sea Tavern to the Leukish Gardens is 20 minutes. 
   
  Map 
  The building is 40’ x 50’. It has two main entrances, one on the 1st floor and one on the 2nd floor. The 2nd floor 
  dining area has glass windows that highlight the great view that is offered. In both general floors a 30’ x 30’ 
  area can be used to convey the eating/drinking portion with the rest as a bar and then a kitchen (1st floor 
  only). There are private rooms along the 40’ side that are 10’ x 10’ and can be reserved. The wait staff is 
  extremely helpful and will do their utmost not to offend anyone. 
   
  The 2nd floor far private dining area is reserved and will remain closed for most of the evening. 
   
  General Security 
  Gervrin doesn’t hire security. Most of the clientele will be protective of any major disturbances and will call the 
  City Watch. Woe to those that cause a major disturbance to those on the 2nd floor. Those that are refined 
  have friends in high places or are in those high places themselves. So bad tidings to those, for instance, if 
  the Nyrond Ambassador was eating upstairs with several Honorable Chamber members. Many of the nobles 
  bring their own security that often waits in the downstairs private rooms, outside, or in the stairwell between 
  floors. 
   
  Outside the lighting is pretty good same with the 1st floor. The 2nd floor the lights are dimmed during the 
  evening. 
   
  Timeline For the Evening 
  8:00pm  
  Nothing starts.  
   
  8:15pm  
  Sev Ubul & Amea Tarnel enter the dining area on the 2nd floor. They seem to be waiting for 
  someone. PCs start talking with them find out that they are waiting for their friend from the OPW (as they call 
  it) to finish off her work. Seems their friend isn’t off of work until 9pm and so they are arriving early to get a 
  spot and relax and talk. [This friend is Morwenna Gavelkind, who is finishing off the documents on the new 
  Sewer System]  
   
  8:30pm  
  Gorsh Bar, Maintenance Employee with the Office of Public Works enters the dining area on 
  the 1st floor. He is in his work uniform [Spot DC 20 to notice his badge in his back pocket]. He talks with folks 
  and generally wants to relax before heading off to work at 9:25. [1/2 hour travel time to arrive around 10pm] 
  He is quite proud of his job. 
   
  8:45 pm 
  A hooded and cloaked man enters and heads to the 2nd floor, entering the reserved dining 
  room on the 2nd floor and ordering a fancy meal meant to serve five to six people. The windows to the room 
  remain draped and the door remains closed. 
   
  
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  9:15 pm 
  The hooded and cloaked man from the 2nd floor reserved dining room leaves, heading out 
  the door and back into the temple district. If PCs wish to follow him they must make a DC 20 Survival check 
  (with the Track feat) or other appropriate check, but he subsequently disappears once he gets to the temple 
  district. 
   
  9:45pm  
  Morwenna Gavelkind arrives to the 2nd floor to meet up with her friends. Conversation can be 
  overhead [Listen DC 20] that she just approved the newest Sewer System. One of the three forms she had to 
  do over so hence why she was late. PC could attempt to Slight of Hands her Badge vs her Spot check. DC 
  20 to get the item too. 
   
  10:30pm 
  Saf the dwarf enters the tavern and purchases a tankard of ale. 
   
  Events 
  Sometime during the evening members of the lawful party will enter the tavern escorting a guest. They will 
  head to the 2nd floor reserved dining room and will remain there for 30 minutes after they arrive guarding the 
  door to the 2nd floor reserved dining room. They may or may not overhear, see, or interfere with anything. 
   
  Talking to the Dwarf 
  The dwarf is named Saf, and he has a fondness for blueberries. He bought out the blueberry pastries at the 
  Loaf of Love bakery yesterday and has only two remaining. 
   
  He won't sell the pastries, but he will arm wrestle for them. To run arm wrestling, roll opposed grapple 
  checks. Saf will only arm wrestle other Medium-sized creatures (or smaller). Saf's grapple bonus is +12. 
   
  If Combat Starts... 
  Norl the bartender immediately shouts for the watch, and at least two of the tavern patrols run out the doors 
  repeating the cries. If Norl is somehow subdued without shouting an alarm, the other patrons are alarmed 
  and flee in terror, reporting the incident to a nearby city watch patrol. The watch arrives in one minute (ten 
  rounds) and a second patrol arrives 30 seconds later. 
   
  None of the patrons put up any serious resistance. Saf the dwarf, while a formidable combatant, isn't looking 
  for trouble and goes along quietly if given the opportunity. 
   
  Characters Might Come Here Seeking... 
  The characters might be here to acquire any of the following items: 
  1. A beer stein – Plain wooden steins can be purchased here for 1gp each. With a little ingenuity, the 
  characters could even steal one. There are no porcelain steins here, and there are no white steins 
  here. 
  2. A skin of ale – The bartender will top up a skin for standard price (7cp), assuming the characters 
  want the cheap stuff. If asked for Nightshade, he will say that he don't carry that swill here. 
  3. A blueberry pastry – Saf the dwarf is here with two blueberry pastries from 10:30PM on. Asking the 
  bartender for a blueberry pastry will simple get the characters a weird look. (Repeated requests to 
  the bartender for blueberry pastries will get the bartender to threaten to call the watch.) 
  4. A ribbon – Saba the barmaid has a red garter decorated with white ribbon that she wears under her 
  skirts. Asking politely for it will get a polite refusal unless the asker is male, has a Charisma of 14 or 
  higher, and agrees to give Saba a kiss in exchange for the garter. It isn't possible to use Sleight of 
  Hand to take the garter off of Saba without her knowing it (she's wearing it around her leg and 
  constantly moving around). Dealing any damage, lethal or otherwise, to Saba will result in the 
  bartender calling the city watch. 
   
  NPCs at this Location 
  Morwenna Gavelkind: Female Human (Suel) Exp5; CR 5; Medium Humanoid (Human); HD 5d6; hp 22; Init 
  +1; Spd 30 ft/x4; AC 11 (+1 dex), touch 11, flat-footed 10; Base Atk/Grapple +3/+3; SA&SQ None AL LN; SV 
  Fort +1, Ref +2, Will +5; Str 10 (+0), Dex 12 (+1), Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 14 (+2);  
  
  The Seventh Night Where Nothing Happens 
   
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  Skills: Bluff¹ +10, Decipher Script +8, Diplomacy¹ +18, Gather Information¹ +13, Knowledge (history) +6, 
  Knowledge (nobility) +10, Listen¹ +9, Profession (Lawyer) +12, Profession (Scribe) +7, Sense Motive¹ +11. 
  Feats: Negotiator, Skill Focus (Profession (Lawyer); Gather Information).  
   
  Possessions: Badge, OPW Keys 
   
  Physical Description: Nothing special 
   
  Commonly Used Phrases: Are you sure the laws support that? 
   
  Gorsh Bar: Male Human (Oeridian) Com2; CR 2; Medium Humanoid (Human); HD 2d4-2; hp 5; Init -1; Spd 
  30 ft/x5; AC 9 (-1 dex), touch 9, flat-footed 9; Base Atk/Grapple +1/+3; Full Atk +3 One-handed  
  (1d6+2;20/x2, Club); SA&SQ None; AL CG; SV Fort -1, Ref -1, Will +0; Str 14(+2), Dex 9(-1), Con 9(-1), Int 
  10(+0), Wis 10(+0), Cha 12(+1); 
  Skills: Climb¹ +4, Listen¹ +5, Profession (Cleaner) +8, Spot¹ +3. 
  Feats: Run, Skill Focus (Profession (Cleaner)). 
   
  Possessions: Badge, OPW Keys 
   
  Physical Description: Nothing special 
   
  Commonly Used Phrases: I’m a cleaner and I’m very good at it. 
   
  Norl the bartender: Male Human (Suel) Ftr 4/Exp 4 
   
  Saba the barmaid: Female Human (Suel) Com 3 
   
  Patrons (13): Male Human (Suel), various classes and levels 
   
  Hooded Man - Elbaan Kustir: Male Human (Suel) Pal 6/ Hunter of the Dead 4; 
   
   
   
   
   
  
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  The Leukish Office of Public Works 
  by David Thompson 
   
  The Office of Public Works (aka OPW) is an ancient stone building in the Great Kingdom/Oeridian style, with 
  massive stone columns and small square windows. The marble is weather-stained gray and some windows 
  appear cracked. [URD3-02 Test of Faith] 
   
  Location and Travel Time 
  The OPW is in the Temple District. It is only a ten minute walk away from the Leukish Gardens. 
   
  Maps 
  Coming in by the front door you enter a 35’ W x 15’ L room that has two 10’ hallways on either side of the 15’ 
  W greeting desk. In this encounter the hallway to the left is of importance. Down the hallway to the 3rd left 
  door is the Lunchroom. 5th left door is the Maintenance Equipment room. Just past that 5th door is stairs going 
  up and down and the 15’ hallway that connects over to the right side hallway. The 8th and last door on the left 
  side is Morwenna’s room. Each of the rooms are generally 15’ x 15’ w/ a window. Various office furniture are 
  in each of the rooms except the lunchroom and maintenance.  
   
  General Security 
  Outside the building there is no security patrolling.  
   
  The windows and doors have alarm spells on them which will emit a loud noise and alert the security that is 
  in the building along with the watch patrol down the street. Depending on the time the security inside the 
  building could be on lunch and therefore not on patrol.  
   
  There are maintenance workers cleaning the building during the evening. 
   
  Windows and door alarms can be deactivated by a badge from an employee. This will remove the alarm for 
  10 rounds and then the alarm will be active again. If a window or door is still open after the 10 rounds then it 
  will emit a noise that can be heard by folks who are not in the immediate area on the floor with a Listen DC 
  15. 
   
  People inside the building that are not wearing a uniform of a maintenance worker or of the security or have a 
  badge will be immediately subdued for questioning on trespassing. Security and maintenance have message 
  buttons to contact each other if need be. Security has a message button to contact City Watch if given a 
  chance. 
   
  The first time an alarm sounds in the building, a city watch patrol will respond within two minutes. If they find 
  nothing wrong, they assume that it's a fluke. 
   
  The second time an alarm sounds, a city watch patrol will respond within two minutes. They secure the 
  building and conduct a room-by-room search of the building. Anyone found inside will be interrogated; if 
  someone is found inside with the proper credentials, the patrol will (at a minimum) take that person to jail for 
  questionning. If nothing is found wrong, the patrol shortens its patrol and hangs out in the area. 
   
  The third time an alarm is sounded and nothing is found wrong, the patrol will station itself outside the office. 
  Every 15 minutes, the patrol will make a full circuit of the building. Every hour, half the patrol will do a sweep 
  of the building for trouble. 
   
  Timeline For the Evening 
   
  At 8PM  Morwenna Gavelkind, a worker in the City Public Works Office [1st floor, 8th door on the left] is 
  working late tonight on the newest sewer design specs. She is in the final review and will be approving the 
  design specs. tonight to put it in construction. 
   
  
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  Dimpler Erq is on security duty tonight on the 1st floor, right hallway. 
    
  8pm-9pm 
  As above. No change. 
   
  9pm-9:15pm 
  Morwenna has finished her work. She has signed all three[3] original copies and placed one 
  in each of these places. 1. Out box outside door in sealed envelope labeled “City Controller’s Office Clerk, 3rd 
  floor, Sewer Design”. 2. File drawer labeled “Approved” under “Sewers”. 3. Folder on desk labeled “City 
  Public Works Clerk, 1st Floor, Sewer Design”. She leaves to go to The Folly By the Sea to meet up with 
  friends. 
   
  9pm-10pm 
  Dimpler is making his rounds throughout the building. He has a Listen DC 20 to hear 
  “anything unusual going on” and will come investigate.  
   
  9:45PM  
  The strike force prepares to move into the building unless they observe a city watch patrol 
  stationed outside the building. If a watch patrol shows up in the next 15 minutes, the strike force will wait until 
  ten minutes have passed before moving into the building (if this happens, you will have to adjust the timeline 
  below to account for the strike force's late arrival). 
   
  10pm  
  Dimpler is on lunchbreak. He won’t hear anything unless he makes a Listen check vs Move 
  Silently w/ +3 circumstance bonus for each PC going by the door. If  an Alarm goes off and he hears it he will 
  come to investigate only after trying to make contact with the Maintenance Team on whether it was them or 
  not. 
   
   
  The Maintenance Team of Gorsh Bar, Upec Riv, and Wartell Vent arrive to work and start cleaning 
  up. They each have their uniforms on and have their badges that deactivate the Alarms. 4th team member 
  Cerii Indal doesn’t show up for work as she was killed by a strike force group for her badge and information. 
  If Gorsh’s badge is stolen at “The Folly By the Sea Tavern” then he thinks he forgot it somewhere. He has 
  done this before and it has been found later. He hasn’t had to resort to a Wizard from the City’s Security 
  Office to trace where the missing badge went, yet. 
   
  10:15pm 
  Strike Force members arrive and find Dimpler in the lunchroom. He is quickly stunned then 
  killed before he could call for help. The Strike Force also finds and kills the members of the Maintenance 
  Team. They set up evidence that frames Cerii Indal. They plant the evidence in her locker box. 
   
  10:30-11pm 
  Strike Force members enter in Morwenna’s Office and use Forgery to add additional works 
  into the sewers on all three originals. It is noted on it that no trace of these additions should show up on 
  public records. It is notarized by a Cynric Grek, Chief Executive to the Mayor Governor. If all originals are 
  taken as part of “Nothing” the Strike Force will wait around until a “team” shows up for them to “question” 
  where the meeting place is. If the character reveal the location of the meeting place, the strike force learns 
  (and later reports unless they are all killed) that Nothing has moved to Leukish. This earns the characters 
  who revealed the game a Major Enmity from Tralkes. 
   
  11pm-12am 
  Strike Force are here or not depending on above circumstance. If here, they will attempt to 
  quickly subdue and kill anyone who arrives. They will wait for Masseri's men to replace the plans from 
  Nothing, complete their mission, and leave the bodies of Masseri's men behind to frame the Rogues of 
  Seltaren for the other deaths. 
   
  Please note what PCs do with the bodies. Remember the rules, nothing is supposed to draw attention to 
  Nothing. If the PCs leave the Brotherhood bodies then an investigation is opened up on “who dispatched 
  them”. The characters should take the Brotherhood bodies and dispose of them; in that way the trail is still 
  only after the killers. 
   
  Judges Note: If multiple groups of PCs are present at the same time, an APL-appropriate backup strike 
  force will arrive to engage the new group of characters. If one group of characters flees from one strike team, 
  the remaining team members from that strike team will give pursuit unless it looks like the other strike team is 
  getting beaten; in that eventuality,  the second (or third or whatever) strike team will join forces with the strike 
  team that is having trouble. 
  
  The Seventh Night Where Nothing Happens 
   
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  Locations of Note 
  Building Doors & Windows 
  Strong Wooden Door, 2in, Hardness 5, 20 hp, Break 25, Open Lock 20 
  Glass Window, 2’ x 2’, Hardness 1, 1 hp, Break 1, Open Lock 25 
   
  Alarm Trap, CR 1, Magical, Location trigger [Doors & Windows], Automatic reset [10 rounds], Audible Alarm, 
  Search DC 26 (Detect Magic or Arcane Sight Automatic), Disable Device 21 or Badge to suppress for 10 
  rounds; Alarm doesn’t go off if door is opened from the inside. 
   
  1st Floor, 3rd Left Door-Lunchroom 
  Table, chairs, a small stove and cabinet with Dimbler’s food. If he is dead then his body is slumped into his 
  food. Nothing is taken from his body. Heal DC 15 to determine that he was killed with a blunt object. DC 20 to 
  determine it was an unarmed strike. 
   
  1st Floor, 3rd Right Door – Plan Room 
  Several large wooden tables dominate the center of this room, which seems to be extremely neat and tidy. 
  Large cases of books and special cases for larger documents (like blueprints and maps) are placed against 
  the wall. Each of these cases is locked with a Good lock. This room itself is locked with an Excellent lock at 
  night; anyone who works here who sees the door open, finds the door unlocked, or sees anyone coming from 
  or going to this room will get to safety and then call for the city watch. 
   
  1st Floor, 5th Left Door-Maintenance Room 
  This is the supply room for the Maintenance Team. Inside are 4 clean uniforms of Medium size. Cerii’s 
  Locker Box is here with the planted evidence. Inside are: a “hidden” holy symbol to Syrul. Also found is 
  information on the next Western Flanness Trade Company caravan (that could only be gotten by a member 
  of the Strong Harts faction [Strong Harts Faction members know this]), and a note from “MT” addressed to 
  “LT” saying to send the information from the last SH meeting to the next coven to the west.  
   
  1st Floor, 8th Left Door- Morwenna’s Room 
  Depending on time Morwenna could be here or not. If so she is busy working on the approval. If the PCs 
  (that she can see) all have uniforms on, then she thinks that the Maintenance Team is starting work early. 
  She will say hello and hand the trash over to be taken. She will then mention that she is almost done and if 
  they could come back after she is done to clean up the room she will appreciate it, say about 9:15pm. If PCs 
  have weapons showing, she will not say anything and proceed as normal. Sense Motive check can only be 
  attempted if the PCs are in the room and actively Sense Motive for 10 rounds (PHB pg 81). If combat occurs 
  Morwenna will grab something off her desk and throw it at the window to sound the Alarm. 
   
  Characters May Come Here Seeking... 
  Characters in the scavenger hunt may come here seeking: 
   
  • 
  A sewer access permit – Blank permits are easily accessible in the first floor offices. All that's 
  required is getting inside the exterior security of the building and bypassing the guard. 
  • 
  Plans for the sewers – Master plans for the sewers can be found in the plan room on the first floor. 
  • 
  Plans for the sewer expansion – A copy of these plans is in Morwenna's office, Getting them may be 
  more difficult than the players expect, due to the presence of the strike team and/or Morwenna. 
   
  NPCs At This Location 
  Dimpler Erq: Male Human(Suel) War2; CR 2; Medium Humanoid (Human); HD 2d8; hp 13; Init +0; Spd 20 
  ft/x4; AC 15 (+5 armor), touch 10, flat-footed 15; Base Atk/Grapple +2/+3; Full Atk +4 One-handed  
  (1d8+1;19-20/x2, Longsword); SA&SQ None; AL LG; SV Fort +3, Ref +0, Will +1; Str 12(+1), Dex 10(+0), 
  Con 10(+0), Int 12(+1), Wis 12(+1), Cha 10(+0); 
  Skills: Intimidate¹ +5, Listen¹ +5, Sense Motive¹ +3, Spot¹ +5. 
  Feats: Alertness, Weapon Focus (Longsword). 
   
  Possessions: Badge, Longsword, Breastplate Armor, OPW Keys 
  
  The Seventh Night Where Nothing Happens 
   
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  Physical Description: Badly in need of a haircut, jaw may have been broken in the past 
   
  Commonly Used Phrases: Just doing my job! 
   
  Morwenna Gavelkind: Female Human(Suel) Exp5; CR 5; Medium Humanoid (Human); HD 5d6; hp 22; Init 
  +1; Spd 30 ft/x4; AC 11 (+1 dex), touch 11, flat-footed 10; Base Atk/Grapple +3/+3; SA&SQ None AL LN; SV 
  Fort +1, Ref +2, Will +5; Str 10(+0), Dex 12(+1), Con 10(+0), Int 14(+2), Wis 12(+1), Cha 14(+2);  
  Skills: Bluff¹ +10, Decipher Script +8, Diplomacy¹ +18, Gather Information¹ +13, Knowledge (history) +6, 
  Knowledge (nobility) +10, Listen¹ +9, Profession (Lawyer) +12, Profession (Scribe) +7, Sense Motive¹ +11. 
  Feats: Negotiator, Skill Focus (Profession (Lawyer); Gather Information).  
   
  Possessions: Badge, OPW Keys 
   
  Physical Description: Nothing special 
   
  Commonly Used Phrases: Are you sure the laws support that? 
   
  Strike Force Note: 
  If caught they'll say that they were hired mercenaries by a man that didn't show them his face who wanted 
  documents from the OPW. If they've had a chance to drop off the incriminating evidence, they'll go to jail 
  peacefully (trusting that they can buy or bribe their way out). If they haven't, they'll try to escape and head to 
  Cerii's home to plant the evidence. 
   
  APL 2 (EL 4) 
  Strike Force Monk: Male Human(Suel) Mnk2; CR 2; Medium Humanoid (Human); HD 2d8+2; hp 15; Init +7; 
  Spd 30 ft/x4; AC 15 (+3 dex, +2 misc), touch 15, flat-footed 12; Base Atk/Grapple +1/+2; Full Atk +4 One-
  handed (1d6+1;20/x2, Unarmed Strike), +4 One-handed (1d6+1;20/x2, Kama); SA&SQ Armor Restriction, 
  AC Bonus(Ex), Flurry of Blows(Ex), Evasion(Ex); AL LE; SV Fort +4, Ref +6, Will +5; Str 12(+1), Dex 16(+3), 
  Con 12(+1), Int 12(+1), Wis 14(+2), Cha 8(-1); 
  Skills: Balance¹ +7, Climb¹ +5, Escape Artist¹ +7, Jump¹ +5, Listen¹ +7, Move Silently¹ +6, Spot¹ +7, Tumble 
  +8; Improved Initiative, Improved Unarmed Strike², Deflect Arrows², Stunning Fist², Weapon Finesse. 
   
  Possessions: Badge, OPW Keys (taken off of bodies), Potion of Cure Light Wounds, Disguise Kit, 
  Tanglefoot Bag, Alchemical Tooth 
   
  Strike Force Sneak: Male Human(Suel) Rog2; CR 2; Medium Humanoid (Human); 
  HD 2d6; hp 10; Init +6; Spd 30 ft/x4; AC 14 (+2 armor, +2 dex), touch 12, flat-footed 12; 
  Base Atk/Grapple +1/+2; Full Atk +3 One-handed  (1d8+1;20/x2, Masterwork heavy mace), +2 One-handed  
  (1d6+1;20/x2, Sap); SA&SQ Evasion(Ex), Sneak Attack +1d6, Trapfinding(Ex); AL LE; SV Fort +0, Ref +5, 
  Will -1; Str 12(+1), Dex 14(+2), Con 10(+0), Int 14(+2), Wis 8(-1), Cha 10(+0); 
  Skills: Disable Device +7, Disguise¹ +5, Escape Artist¹ +7, Forgery¹ +10, Hide¹ +7, Listen¹ +4, Move Silently¹ 
  +7, Open Lock +7, Search¹ +7, Spot¹ +4, Tumble +7. 
  Feats: Improved Initiative, Skill Focus (Forgery). 
   
  Possessions: Badge, OPW Keys (taken off of bodies), Masterwork Heavy Mace, Disguise Kit, Tanglefoot 
  Bag, Forger’s Kit 
   
  Physical Description: Nothing special 
   
  Commonly Used Phrases: Nothing 
   
  APL 4 (EL 6) 
  Strike Force Monk: Male Human(Suel) Mnk4; CR 4; Medium Humanoid (Human); HD 4d8+4; hp 27; Init +7; 
  Spd 40 ft/x4; AC 16 (+1 armor, +3 dex, +2 misc), touch 15, flat-footed 13; Base Atk/Grapple +3/+4; Full Atk 
  +6 One-handed  (1d8+1;20/x2, Unarmed Strike), +6 One-handed (1d6+1;20/x2, Kama), +4/+4 One-handed, 
  Flurry of Blows  (1d8+1;20/x2, Unarmed Strike); SA&SQ Armor Restriction, AC Bonus(Ex), Flurry of 
  Blows(Ex), Evasion(Ex), Fast Movement(Ex), Still Mind(Ex), Ki Strike(Su), Slow Fall(Ex); AL LE; SV Fort +5, 
  Ref +7, Will +6; Str 12(+1), Dex 16(+3), Con 12(+1), Int 12(+1), Wis 15(+2), Cha 8(-1); 
  Skills: Balance¹ +7, Climb¹ +5, Escape Artist¹ +7, Jump¹ +9, Knowledge (religion) +5, Listen¹ +9, Move 
  Silently¹ +8, Spot¹ +9, Tumble +10. 
  Feats: Improved Initiative, Improved Unarmed Strike², Deflect Arrows², Stunning Fist², Weapon Finesse, 
  Eyes in the Back of Your Head. 
   
  Possessions: Badge, OPW Keys (taken off of bodies), Bracers of Armor +1, Potion of Cure Light Wounds 
  x2, Disguise Kit, Tanglefoot Bag, Alchemical Tooth 
  
  The Seventh Night Where Nothing Happens 
   
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  Physical Description: Nothing special 
   
  Commonly Used Phrases: Nothing 
   
  Strike Force Sneak: Male Human(Suel) Rog4; CR 4; Medium Humanoid (Human); HD 4d6; hp 18; Init +8; 
  Spd 30 ft/x4; AC 16 (+2 armor, +4 dex), touch 14, flat-footed 16; Base Atk/Grapple +3/+4; Full Atk +8 One-
  handed  (1d6+2+Drow Poison;18-20/x2, +1 Rapier), +7 One-handed (1d6+1;20/x2, Sap); SA&SQ Uncanny 
  Dodge(Ex), Trap Sense(Ex), Evasion(Ex), Sneak Attack +2d6, Trapfinding(Ex); AL LE; SV Fort +2, Ref +9, 
  Will +1; Str 12(+1), Dex 19(+4), Con 10(+0), Int 14(+2), Wis 8(-1), Cha 10(+0); 
  Skills: Disable Device +11, Disguise¹ +7, Escape Artist¹ +11, Forgery¹ +12, Hide¹ +11, Listen¹ +6, Move 
  Silently¹ +11, Open Lock +11, Search¹ +9, Spot¹ +6, Tumble +11. 
  Feats: Improved Initiative, Skill Focus (Forgery), Weapon Finesse. 
   
  Possessions: Badge, OPW Keys (taken off of bodies), +1 Rapier, Potion of Cat’s Grace(used-stat 
  added), Vest of Resistance +1, Potion of Fox’s Cunning, Drow Poison x2[Injury, DC 13 
  Unconsciousness/Unconsciousness 2d4 hours], Disguise Kit, Tanglefoot Bag, Forger’s Kit 
   
  Physical Description: Nothing special 
   
  Commonly Used Phrases: Nothing 
   
  APL 6 (EL 8) 
  Strike Force Monk: Male Human(Suel) Mnk6; CR 6; Medium Humanoid (Human); HD 6d8+6; hp 39; Init +9; 
  Spd 50 ft/x4; AC 23 (+4 armor, +5 dex, +1 deflection, +3 misc), touch 19, flat-footed 18; Base Atk/Grapple 
  +4/+9; Full Atk +9 One-handed  (1d8+1;20/x2, Unarmed Strike), +9 One-handed (1d6+1;20/x2, Kama), +8/+8 
  One-handed, Flurry of Blows  (1d8+1;20/x2, Unarmed Strike); SA&SQ Armor Restriction, AC Bonus(Ex), 
  Flurry of Blows(Ex), Evasion(Ex), Fast   Movement(Ex), Still Mind(Ex), Ki Strike(Su), Slow Fall(Ex), Purity of   
  Body(Ex); AL LE; SV Fort +6, Ref +10, Will +7; Str 12(+1), Dex 20(+5), Con 12(+1), Int 12(+1), Wis 15(+2), 
  Cha 8(-1); 
  Skills: Balance¹ +9, Climb¹ +5, Escape Artist¹ +13, Jump¹ +13, Knowledge (religion) +5, Listen¹ +11, Move 
  Silently¹ +12, Spot¹ +11, Tumble +14. 
  Feats: Improved Trip², Improved Initiative, Improved Unarmed Strike², Improved Grapple, Deflect Arrows², 
  Stunning Fist², Weapon Finesse, Eyes in the Back of Your Head. 
   
  Possessions: Badge, OPW Keys (taken off of bodies), Bracers of Armor +2, Potion of Mage Armor(used-
  stat added), Potion of Cat’s Grace(used-stat added), Potion of Cure Light Wounds x2, Disguise Kit, 
  Tanglefoot Bag, Alchemical Tooth  
   
  Physical Description: Nothing special 
   
  Commonly Used Phrases: Nothing 
   
  Strike Force Sneak: Male Human(Suel) Rog5/Asn1; CR 6; Medium Humanoid (Human); HD 6d6; hp 26; Init 
  +8; Spd 30 ft/x4; AC 19 (+5 armor, +4 dex), touch 14, flat-footed 19; Base Atk/Grapple +3/+4; Full Atk +9 
  One-handed  (1d6+2;18-20/x2, +1 Rapier), +7 One-handed (1d6+1;20/x2, Sap); SA&SQ Uncanny 
  Dodge(Ex), Trap Sense(Ex), Evasion(Ex), Sneak Attack +4d6, Trapfinding(Ex), Death Attack(DC 14), Poison 
  Use; AL LE; SV Fort +2, Ref +11, Will +1; Str 12(+1), Dex 19(+4), Con 10(+0), Int 16(+3), Wis 8(-1), Cha 
  10(+0); 
  Skills: Disable Device +13, Disguise¹ +9, Escape Artist¹ +12, Forgery¹ +15, Hide¹ +17, Listen¹ +8, Move 
  Silently¹ +12, Open Lock +12, Search¹ +11, Spot¹ +8, Tumble +11. 
  Feats: Improved Initiative, Skill Focus (Forgery), Weapon Finesse, Weapon Focus (Rapier). 
   
  Possessions: Badge, OPW Keys (taken off of bodies), +1 Rapier, Potion of Cat’s Grace(used-stat 
  added), Vest of Resistance +1, Potion of Fox’s Cunning, Drow Poison x2[Injury, DC 13 
  Unconsciousness/Unconsciousness 2d4 hours], Cloak of Elvenkind, +1 Chain Mail, Disguise Kit, Tanglefoot 
  Bag, Forger’s Kit 
   
  Physical Description: Nothing special 
   
  Commonly Used Phrases: Nothing 
   
  APL 8 (EL 10) 
  Strike Force Monk: Male Human(Suel) Mnk8; CR 8; Medium Humanoid (Human); HD 8d8+8; hp 51; Init +9; 
  Spd 50 ft/x4; AC 26 (+4 armor, +5 dex, +1 deflection, +6 misc), touch 22, flat-footed 21; Base Atk/Grapple 
  +6/+12; Full Atk +12/+7 One-handed  (1d10+3;20/x2, +1 Unarmed Strike), +12/+7 One-handed  
  (1d6+2;20/x2, Masterwork kama), +11/+11/+6 One-handed, Flurry of Blows  (1d10+3;20/x2, +1 Unarmed 
  
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  Strike); SA&SQ Armor Restriction, AC Bonus(Ex), Flurry of Blows(Ex), Evasion(Ex), Fast Movement(Ex), Still 
  Mind(Ex), Ki Strike(Su), Slow Fall(Ex), Purity of Body(Ex), Wholeness of Body(Su); AL LE; SV Fort +7, Ref 
  +11, Will +11; 
  Str 14(+2), Dex 20(+5), Con 12(+1), Int 12(+1), Wis 20(+5), Cha 8(-1); 
  Skills: Balance¹ +9, Climb¹ +6, Escape Artist¹ +16, Jump¹ +14, Knowledge (religion) +6, Listen¹ +16, Move 
  Silently¹ +14, Spot¹ +16, Tumble +16. 
  Feats: Improved Trip², Improved Initiative, Improved Unarmed Strike², Improved Grapple, Deflect Arrows², 
  Stunning Fist², Weapon Finesse, Eyes in the Back of Your Head. 
   
  Possessions: Badge, OPW Keys (taken off of bodies), Bracers of Armor +2, Potion of Mage Armor(used-
  stat added), Potion of Cat’s Grace(used-stat added), Amulet of Mighty Fists +1, Gauntlets of Ogre Power +2, 
  Potion of Cure Moderate Wounds x2, Disguise Kit, Tanglefoot Bag, Alchemical Tooth  
   
  Physical Description: Nothing special 
   
  Commonly Used Phrases: Nothing 
   
  Strike Force Sneak (2): Male Human(Suel) Rog5/Asn1; CR 6 each; Medium Humanoid (Human); HD 6d6; 
  hp 26; Init +8; Spd 30 ft/x4; AC 19 (+5 armor, +4 dex), touch 14, flat-footed 19; Base Atk/Grapple +3/+4; Full 
  Atk +9 One-handed  (1d6+2;18-20/x2, +1 Rapier), +7 One-handed (1d6+1;20/x2, Sap); SA&SQ Uncanny 
  Dodge (Ex), Trap Sense(Ex), Evasion(Ex), Sneak Attack +4d6, Trapfinding(Ex), Death Attack(DC 14), Poison 
  Use; AL LE; SV Fort +2, Ref +11, Will +1;Str 12(+1), Dex 19(+4), Con 10(+0), Int 16(+3), Wis 8(-1), Cha 
  10(+0); 
  Skills: Disable Device +13, Disguise¹ +9, Escape Artist¹ +12, Forgery¹ +15, Hide¹ +17, Listen¹ +8, Move 
  Silently¹ +12, Open Lock +12, Search¹ +11, Spot¹ +8, Tumble +11. 
  Feats: Improved Initiative, Skill Focus (Forgery), Weapon Finesse, Weapon Focus (Rapier). 
  Spells: DC 10 + Spell level + 3 
  0/1 
  1: Critical Strike, Distract Assailant  
   
  Possessions: Badge, OPW Keys (taken off of bodies), +1 Rapier, Potion of Cat’s Grace(used-stat 
  added), Vest of Resistance +1, Potion of Fox’s Cunning, Drow Poison x2[Injury, DC 13 
  Unconsciousness/Unconsciousness 2d4 hours], Cloak of Elvenkind, +1 Chain Mail, Disguise Kit, Tanglefoot 
  Bag, Forger’s Kit 
   
  Physical Description: Nothing special 
   
  Commonly Used Phrases: Nothing 
   
   
  
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  The Leukish Shipyards 
  The Leukish shipyard is quite idle, but is normally well-guarded. However, tonight several of the regular 
  guards have taken "extra duty", hiring on as temporary guards for the city watch (which had to pull in quite a 
  few extras to provide all the tight security for the opening of the gardens). 
   
  Location and Travel Time 
  The Leukish Shipyard is in the Waterfront District. It is a 20 minute walk away from the Leukish Gardens. 
   
  Maps 
  A map of the shipyard will be provided at GameStorm. 
   
  General Security 
  A single guard sleeps near the locked front gate in the guardhouse. He has a -8 total effective Listen skill (+2 
  for Alertness, -10 for being asleep). The gate is locked with a good lock (DC 30). 
   
  The shipyard is surrounded by a six foot high wooden fence (Climb DC 10).  
   
  Two guard dogs wander the shipyard (use stats for a war dog). If the dogs spot the characters, they begin 
  barking loudly (roll a DC 10 Listen check for the guard to see if he wakes up, and don't forget to apply his -10 
  penalty for being asleep). Even if he wakes up, the guard does not arrive to investigate the noise for two 
  minutes. 
   
  The characters could kill the dogs without too much impact (though it counts as something happening). If the 
  guard discovers the dogs dead when he arrives, he will call for a city watch patrol; the patrol will arrive in four 
  minutes.  
   
  Subduing the dogs does not count as something happening. 
   
  Characters could also win the dogs over with a charm animal spell, a wild empathy check, or fresh meat. A 
  speak with animals spell would allow the characters to negotiate with the dogs; they will agree to stop barking 
  if the characters give them food. 
   
  Timeline For the Evening 
  8:00 PM: The guard takes a leisurely walk around the shipyard. 
  8:45 PM: The guard returns to his station and falls asleep. 
  9:00 PM: A stray cat wanders through the shipyard, exciting the dogs and causing them to bark furiously. The 
  dogs chase the cat through the shipyard, possibly causing alarm to any teams that might be trying 
  to be unobtrusive. 
  9:45 PM: The guard wakes up. He unwraps his "lunch" (bread and cheese with a partially drunk bottle of 
  wine) and eats. 
  10:00 PM: The guard starts taking a tour of the shipyard, but has to answer a call of nature. 
  10:20 PM: The guard returns from the outhouse and begins his tour of the shipyard. 
  10:35 PM: The guard calls for the dogs. If they do not come, he looks for them. 
  10:45 PM: The guard returns to his station near the gates. 
  10:50 PM: Two city watch patrols show up looking for a thief who was last seen in this area. They split up, 
  patrolling the shipyard and searching anyplace someone could reasonably try to hide. If the guard 
  is not present  
  11:40 PM: The city watch patrols leave the shipyard. The guard goes back to sleep. 
   
  What Can Be Found Here? 
  Characters might come here looking for any of the following items: 
   
  • 
  A naval officer's uniform – There is a faded and often patched uniform of a naval officer (without a 
  bicorne) hanging in the wardroom closet on the brig. If the characters don't know that the brig has a 
  
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  wardroom or what it's used for, they will have to search the entire ship. This should take around 10 
  minutes, assuming they make the reasonable conclusion that the officers would get cabins. 
  • 
  A coil of rope from a warship – There is an old Ducal navy brig (the Duke's Cub) here that has been 
  decommissioned. Coils of rope are freely available aboard her. 
  • 
  A carving of a hummingbird – the shipyard manager has a carving of a hummingbird feeding from a 
  flower on his desk. (One assumes it was made by a family member; it was, in fact, carved by the 
  shipyard manager.) 
  • 
  A Ducal Navy ensign – There are no flags aboard the Ducal navy brig. However, a careful search of 
  the office would reveal that the shipyard manager has an ensign stashed away in his locker (Search 
  DC 28). 
  • 
  A ship's bell – The decommissioned brig has a ship's bell, as do two other ships under construction. 
  The decommissioned brig's bell bears the name of the brig (the Duke's Cub). The other two bells 
  have not yet been engraved, as the ships are still under construction. 
   
  NPCs At This Location 
   
  shipyard guard: male human War 2; CR 2; medium humanoid; HD 2d10; hp 16; Init +1; Spd 30 ft.; AC 13, 
  touch 11, flat-footed 12; BAB/Grp: +2/+2;  Atk: +2 light crossbow (1d8, 19-20/x2); Full Atk: +2 light crossbow 
  (1d8, 19-20/x2); SA none; SQ none; AL N; SV Fort +3, Ref +1, Will +0; Str 10, Dex 12, Con 10, Int 12, Wis 
  10, Cha 12.  
  Skills and Feats: Bluff +3, Listen +2, Sense Motive +3, Spot +2; Alertness, Skill Focus (Sense Motive). 
   
  Possessions: leather armor, light crossbow, 10 bolts, dagger. 
   
  Physical Description: A middle-aged Suel man who is quite plump about the waist and seems to be very 
  timid. 
   
  
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  The Garden of Songs Bardic Competition Finals 
  The Garden of Songs bardic competition finals is an illustrious event. Many influential nobles are present, 
  including Lord Regent Ellis Lorinar. The characters do not get to interact with these people, but their mere 
  presence insures that entering the competition could do much for the character's reputation. 
   
  Location and Travel Time 
  The finals are held in the center of the Leukish Gardens. Public seating is available at a distance from the 
  stage; closer to the stage, security is tight as a number of influential nobles are in attendance, including Lord 
  Regent Ellis Lorinar. 
   
  General Security 
  A cordon of guards (Ftr 2) is stationed around the stage and central arena to keep those without business 
  here out. They are backed up by six Backup Guards (Ftr 8), who are considerably tougher. The guards here 
  will attempt to subdue troublemakers if combat breaks out, but won't hesitate to use lethal damage if their 
  attackers do. 
   
  Guard: male human Ftr 2; CR 2; medium humanoid; HD 2d10+2; hp 18; Init +2; Spd 20 ft.; AC 21, touch 11, 
  flat-footed 20; BAB/Grp: +2/+4;  Atk: +5 glaive (1d10+2, 19-20/x2) or +4 longsword (1d8+2, 19-20/x2); Full 
  Atk: +5 glaive (1d10+2, 19-20/x2) or +4 longsword (1d8+2, 19-20/x2); SA none; SQ none; AL LN; SV Fort +4, 
  Ref +1, Will +2; Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 10.  
  Skills and Feats: Listen +4, Ride +5, Spot +4; Alertness, Combat Reflexes, Iron Will, Weapon Focus (glaive). 
   
  Possessions: full-plate armor, longsword, heavy steel shield, glaive. 
   
  backup guards: male human Ftr 8; CR 8; medium humanoid; HD 8d10+16; hp 68; Init +6; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 14; BAB/Grp: +8/+10;  Atk: +12 masterwork longsword (1d8+2, 17-20/x2) or +11 
  masterwork light crossbow (1d8, 19-20/x2); Full Atk: +12/+7 masterwork longsword (1d8+4, 17-20/x2) or +11 
  masterwork light crossbow (1d8, 19-20/x2); SA none; SQ none; AL LN; SV Fort +8, Ref +5, Will +4; Str 14, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 12.  
  Skills and Feats: Climb, Listen, Ride Spot; Alertness, Combat Expertise, Improved Critical (longsword), 
  Improved Grapple, Improved Initiative, Iron Will, Skill Focus (Spot), Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
   
  Possessions: masterwork chain shirt, masterwork longsword, masterwork light crossbow, 10 bolts, 
  dagger, potion of cure serious wounds. 
   
  Timeline For the Evening 
   
  Time 
  Event 
  8:00PM 
  Competitors are still trying to qualify for the finals in numerous categories. 
  8:45PM 
  The last qualification attempt finishes. An announcement is made that the 
  final competition will begin at 10PM. The organiser goes to have a bite of 
  dinner before the finals. Servants begin cleaning the area. 
  9:30PM 
  The organiser returns. 
  10:00PM Lord Regent Ellis Lorinar arrives. 
  10:10PM Dagon Bluebeard, the second contestant to compete, is thrown out for 
  using magic to gain an advantage. A loud "boo" arises from the audience. 
  Dagon leaves quickly, leaving his invitation to the finals behind at the prep 
  area for the performers. 
  11:00PM The competition is over and prizes are awarded. Contestants and guests 
  begin filing out. Two contestants throw their invitations to the finals into the 
  trash. 
  11:45PM Drunken servants return to clean the area. 
   
  
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  Running the Finals 
  Competitions are held in four categories: 
   
  • 
  Dance (Skill: Perform Dance) 
  • 
  Singing (Skill: Perform Singing) 
  • 
  Stringed Instrument (lutes, lyres, etc) (Skill: Perform Stringed Instrument) 
  • 
  Wind Instrument (flutes, etc) (Skill: Perform Wind Instrument) 
   
  Regardless of how many PCs have reached the finals in a particular category, there are at least two NPCs 
  present as well in the same category competing against the PC. It is quite possible that one of the NPCs 
  could win the competition. 
   
  The entire area is under the affects of an invisibility purge spell to rule out sabotage by invisible persons. 
   
  The use of magic is prohibited and two wizards actively maintain detect magic spells to detect cheating. If 
  someone is caught cheating, their name will be publicly announced and they will be escorted off the stage 
  and out of the area. (You should reveal this by having an NPC make the first Perform checks.) Characters 
  caught cheating should earn the Enmity of the Nobles on the influence certificate. 
   
  Use of magic is not impossible here, but a nondetection spell would go a long way towards making it 
  practical. 
   
  The following NPCs are competing in the competition: 
   
  1. Aatos Tay, a dancer from Greyhawk (Perform +11, Average of Rolls 18) 
  2. Sora Sobellios, a singer from Dyvers (Perform +13, Average of Rolls 20) 
  3. Milja Radayne (Suel), a singer from Nyrond (Perform +10, Average of Rolls 17) 
  4. Cyral, a lute player from Greyhawk (Perform +14, Average of Rolls 21) 
  5. Jorss, a flute player from Zeif (Perform +17, Average of Rolls 24) 
  6. Versenia Moonglow (elf), a pipe player from the Kingdom of Celene (Perform +14, Average of Rolls 
  21) 
  7. Lady Mornaela U'morael (Suel), a lute player from Nellix (Perform +12, Average of Rolls 19) 
  8. Dvalor Wingfoot (elf), a dancer from unknown parts (Perform +9, Average of Rolls 16) 
  9. Dagon Bluebeard, a singer from parts unknown (thrown out early in the competition for cheating) 
   
  Each participant who has reached the finals must roll three Perform checks and average them. The character 
  may not take 10 or take 20 on these checks. The character who receives the highest average roll for their 
  category win the contest. 
   
  Performers who are Suel receive a +2 circumstance bonus to their perform check due to the audience. (This 
  bonus has already been figured in for NPCs.) 
   
  First prize for winning the contest is a beautiful wood carving of the character's instrument of choice (dancing 
  shoes for dancers, etc) as well as 1000gp. 
   
   
   
   
   
   
  
  The Seventh Night Where Nothing Happens 
   
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  Appendix One: Knowledge Checks 
   
  Knowledge skill checks extremely common requests during the Night Where Nothing Happens interactive. 
  Should characters attempt these skill checks, refer to the tables below to determine what they learn. Any 
  references to the Knowledge (local) skill should be interprested as Knowledge (local – Nyrond Metaregion). 
   
  Bakeries 
  Knowledge (local), Craft (baking), or Craft 
  (Cooking) is appropriate for this skill check. 
   
  DC 
  What the Character Knows... 
  5 
  There are scores, if not over a hundred, 
  bakeries in Leukish. 
  10 
  Many of the bakeries in Leukish are on 
  Bakery Street. 
  10 
  Most bakeries don't open until around 
  midnight, when they start the baking for the 
  next day. 
  15 
  Several famous bakeries are located in 
  Leukish. They cater almost exclusively to 
  the rich and powerful. 
  20 
  The Loaf of Love Bakery is very well 
  known, and the baker there, Krinak Briton, 
  is said to be the best. 
  25 
  House Coriner upset several influential 
  bakers by choosing the baker from Loaf of 
  Love to make the wedding cake. 
  25 
  The Loaf of Love bakery opens at 9PM to 
  start the next day's preparations. Krinak 
  Briton shows up around 10. 
  30 
  Krinak Briton has an affinity for baking with 
  blueberries. 
  35 
  Krinak Briton bribed Dame Coriner to use 
  his bakery for the wedding cake. He 
  expects to earn it back quickly from the new 
  business that will follow – everyone does 
  what the Coriners do, after all. 
   
  Coriner Wedding Reception 
  Knowledge (local) or Knowlege (nobility and 
  royalty) is appropriate for this information. 
   
  DC 
  What the Character Knows... 
  10 
  Lady Umina Coriner and Lord Jasper 
  Kilbourne are getting married today.  
  10 
  The wedding reception for Lady Umina 
  Coriner and Lord Jasper Kilbourne is being 
  held in the arboretum of the Leukish 
  Garden tonight. 
  10 
  There are usually two entrances to fancy 
  functions, one for guests and another for 
  servants. 
  15 
  Security at the reception will be tight 
  because Lord Regent Ellis Lorinar will be 
  attending. 
  15 
  Guests for the Coriner wedding have been 
  arriving all week. All the best inns are full. 
  20 
  The main gate warden for House Coriner, 
  Adaym Grimes, controls the guest list. 
  20 
  House Coriner placed a large order four 
  weeks ago for red, white, and blue ribbons. 
  25 
  Dago Holinax is gate warden of the 
  servants gate for the reception. 
  30 
  Dago Holinax can be bribed, as he's a 
  greedy fellow. 
  30 
  Adaym Grimes can be bribed, if you have 
  enough money. Don't offer him less than 
  1000 unless you want to go to jail. 
  30 
  Servants at the wedding will be given red 
  and white ribbon favours. 
  30 
  Guests at the wedding will be given blue 
  and white ribbon favours. 
  35 
  Guests at the wedding will be given blue 
  and white ribbon favours adorned with tiny 
  silver hummingbirds. 
   
  The Divine Man 
  Knowledge (local) or Knowledge (religion) is 
  appropriate for knowing this information. 
   
  DC 
  What the Character Knows... 
  10 
  The Divine Man is a famous book about the 
  Skeptic philosophy. 
  15 
  Several copies of the book are known to be 
  in Leukish. 
  20 
  One of the priests at the Cathedral of Kord 
  has a copy of the book. 
  20 
  At least one Ducal Navy officer is known to 
  have a copy of the book. There are quite a 
  few skeptics in the Ducal Navy. 
  25 
  A priest named Lacquitt at the Cathedral of 
  Kord has a copy of the book. 
  30 
  1st Lieutenant Lord Baerglund of HLG The 
  Golden Serpent has a copy of the book. 
  35 
  1st Lieutenant Baerglund's copy of the book 
  is autographed by the author. 
   
  Ducal Navy 
  Knowledge 
  (local), 
  Knowledge 
  (nobility 
  and 
  royalty), or Profession (Sailor) is appropriate for 
  this information. 
   
  DC 
  What the Character Knows... 
  5 
  Leukish is the main port for the Ducal Navy. 
  
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  5 
  Ducal Navy ships are frequently in Leukish. 
  5 
  The city watch doesn't trust sailors. 
  5 
  Sailors have a reputation for drinking and 
  carousing with slattern women. 
  10 
  House Kaste recently declared itself for the 
  White Harts. 
  10 
  Officers in the Ducal Navy wear funny-
  shaped hats called bicornes. 
  10 
  The Ducal Navy offices are in the 
  Waterfront district. 
  10 
  Ducal Navy ships use hourglasses to keep 
  time and ring the bell aboard ship every 30 
  minutes. 
  15 
  The Ducal Navy is the second largest 
  customer for the Leukish Shipyard. 
  15 
  Large Ducal Navy ships carry a lot of 
  sailors and marines. 
  15 
  No one of lower rank goes into the quarters 
  of a higher-ranking officer on a navy ship 
  without orders. 
  20 
  The 
  Duke's 
  Cub 
  was 
  recently 
  decommissioned. 
  25 
  The Duke's Cub was decommissioned 
  quickly, just days after House Kaste 
  declared itself for the Strong Harts. Captain 
  Kaste was drummed out of the service and 
  forced into retirement. 
  30 
  Lord Captain Ellis Reede, captain of the 
  Golden Serpent, wears a magical bicorne. 
   
  Knowledge (history) is appropriate for this 
  information. 
   
  DC 
  What the Character Knows... 
  5 
  The Ducal Navy mainly patrols the Nyr Dyv 
  areas adjacent to the Duchy of Urnst. 
  5 
  A few years back, Lord Regent Ellis lead a 
  Ducal Navy attack on a pirate stronghold. 
  10 
  The Ducal Navy has several really big 
  ships, called greatships, that have four 
  masts and really big crews. 
  15 
  Even when in port, Ducal Navy ships are 
  supposed to stay at a high security state. 
  Marines actively patrol the decks. 
  15 
  HLG Warship The Golden Serpent is in 
  dock now. 
  20 
  The 1st Lieutenant of the Golden Serpent is 
  Lord Baerglund. 
  20 
  Lord Captain Ellis Reede is captain of the 
  Golden Serpent. 
  20 
  Lord Captain Ellis Reede has something of 
  a green thumb. He likes roses. 
  25 
  1st Lieutenant Load Baerglund is a skeptic. 
  30 
  Lord Captain Ellis Reede has a book on 
  growing roses in his quarters. 
  35 
  1st Lieutenant Lord Baerglund of the Golden 
  Serpent, has an autographed copy of The 
  Divine Man in his quarters. 
  Flowers 
  See "Roses". 
   
  Folly By the Sea Tavern 
  Knowlege (local), Profession (sailor), or Craft 
  (brewer) is appropriate for this information. 
   
  DC 
  What the Character Knows... 
  5 
  Folly By the Sea is located in the Waterfront 
  District. 
  10 
  Folly By the Sea is frequented by sailors. 
  10 
  It's a rough place. 
  15 
  Folly By the Sea doesn't serve wine. 
  20 
  One of the barmaids at Folly By the Sea, 
  Saba, has a weakness for cute guys. 
  25 
  Saba wears a red garter. 
  30 
  Saba decorates her garter with white 
  ribbons. 
   
  Gardens 
  See "Roses". 
   
  HLG Warship The Golden Serpent 
  Knowledge (history) or Profession (sailor) is 
  appropriate for this information. 
   
  DC 
  What the Character Knows... 
  5 
  It's a big ship, with four masts. 
  10 
  The Golden Serpent is a greatship, sporting 
  four masts and five top decks. 
  10 
  She carries close to 100 ballista and two 
  large catapults. 
  15 
  She carries a complement of almost 1000 
  sailors and marines. 
  20 
  Lord Baerglund is her 1st Lieutenant. 
  20 
  Lord Capaain Ellis Reede is her captain. 
  25 
  There is a safe in Lord Baerglund's 
  quarters. 
  25 
  There is a safe in Lord Reede's quarters. 
  25 
  Lord Baerglund is a noted skeptic. 
  30 
  Lord Captain Ellis Reede has a book in his 
  quarters about growing roses. 
  35 
  1st 
  Lieutent 
  Lord 
  Baerglund 
  has 
  an 
  autographed copy of The Divine Man. 
   
  House Coriner 
  Knowlege (nobility and royalty) is appropriate for 
  this information. 
   
  DC 
  What the Character Knows... 
  5 
  House Coriner is known for throwing lavish 
  parties. 
  5 
  House Coriner is throwing a wedding 
  reception in the garden tonight. 
  
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  Page 72 
   
  10 
  The wedding reception tonight is for Lady 
  Umina Coriner and Lord Jasper Kilbourne. 
  15 
  Lady Umina Coriner is Dame Coriner's 
  granddaughter. 
  15 
  House Coriner sponsors a group of 
  beautiful and well-educated courtesans 
  called the Hummingbirds. 
  15 
  Lord Jasper Kilbourne used to be a 
  Hummingbird. 
  20 
  House Coriner spent a small fortune on the 
  wedding reception. 
  25 
  Dame Coriner commissioned two magical 
  hummingbirds to fly above the wedding 
  cake. They're worth a fortune! 
  30 
  Krinak Briton, the baker at Loaf of Love, 
  bribed Dame Coriner to let him make the 
  wedding cake. 
  35 
  One of Dame Coriner's favorite savings is, 
  "Pleasure is the nectar of life." 
   
  Hummingbirds 
  Knowledge (local) or Knowledge (nature) is 
  appropriate for this information. 
   
  DC 
  What the Character Knows... 
  5 
  Hummingbirds beat their wings really fast 
  and drink from flowers. 
  10 
  Hummingbirds like a warm environment. 
  That's why you don't see them in winter. 
  15 
  Two hummingbirds live in the garden 
  behind the church of Ehlonna. It's kept 
  warm magically. 
  20 
  There are certain to be hummingbirds in the 
  gardens once spring arrives. 
  25 
  The Coriners have set up hummingbird 
  feeders all over their estate. 
   
  Knowledge (nobility and royalty) is appropriate for 
  this information. 
   
  DC 
  What the Character Knows... 
  5 
  House Coriner sponsors a group of 
  courtesans known as the Hummingbirds. 
  10 
  Hummingbirds 
  are 
  trained 
  at 
  Dame 
  Coriner's finishing school. 
  10 
  Hummingbirds primarily serve the nobility, 
  but wealthy merchants also utilise their 
  services. 
  20 
   
  25 
  Hummingbirds are often privy to valuable 
  information, but they also have a reputation 
  for keeping quiet about what they see and 
  hear. 
  30 
  Dame Coriner uses the Hummingbirds to 
  gain influence at court. 
  35 
  Dame Coriner uses the Hummingbirds as 
  her own private spy network. 
   
  Leukish Garden 
  Knowledge (local) is appropriate for this skill 
  check. 
   
  DC 
  What the Character Knows... 
  5 
  The Leukish Garden is opening this week. 
  5 
  There is a giant party going on to celebrate 
  the opening, with lots of mercants and 
  games and even a bardic competition. 
  10 
  The garden is extensive and has lots of 
  different kinds of flowers and trees. 
  10 
  The city watch has been patrolling the 
  gardens for a week now in anticipation of 
  the opening. The Mayor-Governor says 
  nothing can go wrong. 
  15 
  The rose garden in the Leukish Garden has 
  many common varieties of roses. 
  20 
  The manager of the garden tried to get the 
  famous Suel Blonde rose for the rose 
  garden, but was turned down. 
   
  Leukish Government 
  Knowledge 
  (local) 
  is 
  appropriate 
  for 
  this 
  information. 
   
  DC 
  What the Character Knows... 
  5 
  The Leukish government occupies several 
  buildings in the Trade District. 
  10 
  All the government buildings in Leukish 
  have magical protections. 
  10 
  Government 
  employees 
  have 
  magical 
  cards that get them access to the buildings. 
  10 
  Most government buildings shut down at 
  night. 
  10 
  The Office of Public Works is designed in 
  the Grand Kingdom style. It has two stories, 
  small windows, and is built of grey stone. 
  Many of the windows appear cracked. 
  15 
  Cleaners clean the government buildings at 
  night. 
  15 
  Sewer access is controlled by the Office of 
  Public Works. 
  15 
  The city watch pays extra attention to the 
  government buildings. 
  20 
  The Office of Public Works is planning to 
  expand the sewers. 
  25 
  Morwenna Gavelkind is one of the chief 
  planners for the Office of Public Works. She 
  is assigned to the sewer expansion project. 
  25 
  The Plan Room at the Office of Public 
  Works 
  contains 
  plans 
  for 
  the 
  city, 
  government offices, the sewers, and pretty 
  much everything in the city. 
   
  
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  Page 73 
   
   
   
  Leukish Shipyards 
  Knowledge (local). Profession (sailor), or Craft 
  (shipwright) are appropriate for this information. 
   
  DC 
  What the Character Knows... 
  5 
  Ships are built in the shipyard at the east 
  end of the harbour. 
  10 
  The Ducal Navy does a lot of business with 
  the shipyard. 
  10 
  The shipyard uses a lot of wood and nails. 
  15 
  The Ducal Navy owes money to the 
  shipyard. 
  15 
  The shipyard has four guards and two 
  guard dogs at night. 
  20 
  There is a guard shack near the main gate 
  of the shipyards. 
  30 
  Several of the night guards for the shipyard 
  have signed on with the city watch for extra 
  patrols tonight. 
   
  Loaf of Love Bakery 
  Knowledge (local) or Craft (baking) is appropriate 
  for this information. 
   
  DC 
  What the Character Knows... 
  5 
  It's on Bakery Street. 
  10 
  It's relatively new. The baker opened it last 
  year. He has a reptuation for doing good 
  work. 
  15 
  The baker's name is Krinak Briton. 
  15 
  He makes fabulous blueberry pastries, 
  which he absolutely refuses to rush order. 
  Once they're gone, they're gone until 
  tomorrow. 
  15 
  The bakery opens at 9PM to sell off the 
  day's leftovers. The baker shows up at 
  10PM to start baking. 
  20 
  Krinak Briton made the wedding cake for 
  the Coriner wedding reception. 
  20 
  Krinak Briton is said to make beautiful 
  flowers out of nothing but cake frosting. 
  35 
  The bakery sold out of blueberry pastries 
  today. 
  35 
  Krinak Briton bribed Dame Coriner to let 
  him make the wedding cake. He's already 
  made up the cost of the bribe in orders from 
  new customers for the next three months. 
   
  Lord Ellis/Lady Irona 
  Knowledge (local) or Knowledge (nobility & 
  royalty) is appropriate for this information. 
   
  DC 
  What the Character Knows... 
  5 
  Ellis Lorinar is Lord Regent of the Duchy of 
  Urnst. He was appointed as regent by the 
  Honorable Chamber when Duke Karll had 
  been missing for some time. Jolen and 
  Broden, Karll's sons, contend that the 
  regency should have gone to one of them 
  as the rightful heir. 
  10 
  Lord Regent Ellis is engaged to Lady Irona 
  Pontirun. 
  15 
  Lady Irona Pontirum is said to enjoy parties 
  a great deal. 
  20 
  Lady Irona Pontirun is an accomplished 
  amateur dancer. She rarely misses an 
  opportunity to dance. 
  30 
  Lady Irona is making preparations for her 
  wedding to Lord Ellis. 
  35 
  Lady Irona told Lord Ellis that she expects 
  him to dance with her tonight at the 
  reception. He refused, and they've been 
  giving each other the silent treatment ever 
  since. 
   
  Office of Public Works 
  See "Leukish Government". 
   
  Roses 
  Knowledge (local) or Knowledge (nature) is 
  appropriate for this information. 
   
  DC 
  What the Character Knows... 
  5 
  Roses are very common in the gardens of 
  Leukish. 
  10 
  There is a large rose garden in the Leukish 
  Gardens. Many temples and churches also 
  grow roses, and most noble estates of 
  respectable size have at least a few roses. 
  10 
  Most private gardens prohibit the picking of 
  roses. 
  10 
  Roses do not bloom in cold weather. 
  15 
  A few specific varieties of rose can be 
  found only in Leukish, where they were 
  bred. 
  20 
  Famed Suel Blonde roses are grown only in 
  Leukish. The fame Duke's Grace rose is 
  grown primarily on Lorinar estates across 
  the Duchy of Urnst. 
  30 
  The gardens of the Temple of Lydia boast a 
  greenhouse for growing roses.  
  35 
  Both Suel Blonde and Duke's Grace roses 
  can be found in the greenhouse at the 
  Temple of Lydia. 
   
  Knowledge (nobility & royalty) is appropriate for 
  this information. 
   
  DC 
  What the Character Knows... 
  15 
  The wedding cake for the Coriner wedding 
  
  The Seventh Night Where Nothing Happens 
   
  Page 74 
   
  reception is decorated with roses. 
  20 
  Krinak Briton made beautiful frosting roses 
  in jewel colours for the cake. 
   
  Sewers 
  See "Leukish Government". 
   
  Skeptics 
  Knowledge (local) or Knowledge (religion) is 
  appropriate for this information. 
   
  DC 
  What the Character Knows... 
  5 
  Skeptics don't believe in gods. 
  10 
  Skeptidcs doubt the divinity of those who 
  claim to be gods. 
  15 
  A famous skeptic book, The Divine Man, is 
  frequently discussed in Leukish social 
  circles by skeptics. 
  20 
  The 1st Lieutenant on The Golden Serpent, 
  Lord 
  Baerglund, 
  frequently 
  attends 
  meetings with other skeptics. 
  25 
  A copy of The Divine Man was seen a year 
  or so ago inside the Cathedral of Kord. 
  35 
  1st Lieutenant Lord Baerglund has an 
  autographed copy of The Divine Man in his 
  quarters aboard ship. 
   
  Taverns and Inns 
  Knowledge (local) or Craft (brewing) is appropriate 
  for this information. 
   
  DC 
  What the Character Knows... 
  5 
  There are hundreds of taverns in Leukish. 
  5 
  Taverns are a great place to meet 
  bartenders and barmaids. 
  5 
  Most people drink their ale from mugs, 
  except for snooty nobles. 
  10 
  The Waterfront district of Leukish is home 
  to scores, if not over a hundred, taverns. 
  15 
  Sailors say that the best ale in town can be 
  found at the Sweetwater Tavern. 
  15 
  Folly By the Sea is said to be a good place 
  to go to meet in confidence. 
  20 
  Fancy steins aren't too common in the 
  taverns. 
  25 
  Alvos, the bartender at the Sweetwater 
  Tavern, has a couple of steins on display. 
   
  Temples and Churches 
  Knowledge (local) or Knowledge (religion) is 
  appropriate for this information. 
   
  DC 
  What the Character Knows... 
  5 
  There are more than a dozen churches and 
  temples in Leukish, representing all the 
  major faiths. 
  10 
  The Cathedral of Kord was completed very 
  recently. 
  10 
  Duke Karll used to visit the church of 
  Ehlonna regularly. He and the priest there 
  seemed to be on good terms. 
  15 
  A few years back there was some trouble in 
  the old church of Zilchus. 
  15 
  The temple of Lydia is frequented by 
  musicians and artists, as well as those in 
  need of healing. There is always a harpist 
  playing. 
  15 
  There always seems to be wrestling going 
  on in the Cathedral of Kord.  
  15 
  Most churches and cathedrals of any size 
  use magical protections on their sacred and 
  valauble items. 
  20 
  The gardens at the Cathedral of Kord are 
  filled with statues and rocks of many sizes. 
  The Kordites find it entertaining to test 
  themselves against bigger and bigger 
  weights. 
  20 
  There is a large statue of Kord in the nave 
  of the Cathedral of Kord. It is armed with a 
  shield and a spear. 
  20 
  The insignificant church of Ehlonna in the 
  city has a small garden behind it that is kept 
  warm by magic. 
  25 
  There are magical protections in the 
  Cathedral of Kord. 
  30 
  Two hummingbirds reside in the garden 
  behind the church of Ehlonna. 
  35 
  Magical alarms are placed on the spear 
  and shield worn by the statue of Kord in the 
  cathedral. 
  
  The Seventh Night Where Nothing Happens 
   
  Page 75 
   
  Appendix Two: Map of Leukish 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/596/Interactives/URD6-I04 - 7th Night Where Nothing Happens 7-1.1/URD6-I04 - Night Where Nothing Happens 7-2.1.pdf