TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  Spies Like Us
  Spies Like Us
  Spies Like Us
  Spies Like Us    
   
  A One
  A One
  A One
  A One----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
      
   
  by Christopher Reed
  by Christopher Reed
  by Christopher Reed
  by Christopher Reed    
   
   
   
   
   
   
  You are asked to help locate three halfling scouts who have gone missing. What information they 
  have gathered will only be found if you can save them in time. An adventure for characters levels 1-
  6. 
   
   
   
   
   
   
   
   
   
  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. Scenario detail 
  copyright 2000 by 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.  
  
   
  Spies Like Us 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's name 
  at the bottom, and the character's name, race, and gender at 
  the top. This makes it easier for the players to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
    
  T10: 101+ 
  112+ 
  123+ 
  133+ 
  <none> 
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  This is the second scenario for the Principality of Ulek in 
  the RPGA Living Greyhawk Campaign. One of the goals 
  of this scenario is to introduce the players to the 
  Principality of Ulek. Please emphasis the following areas: 
   
  • 
  While the Principality of Ulek is ruled by a dwarf, 
  and all of the nobles are dwarves, it consists of more 
  humans than any other race. 
  • 
  The Principality of Ulek is presently at war with the 
  Pomarj. While there has not been a major battle in 
  some time. The territory east of the hills is currently 
  contested, and a large number of the Principality of 
  Ulek's residents have been forced to flee their homes 
  due to the humanoid invaders of the Pomarj. 
  • 
  The Pomarj is a humanoid state, composed mainly of 
  orcs, goblins and the like. 
  • 
  Half-orcs are, at best, treated as second class citizens, 
  and, in many instances, treated much worse. They 
  are openly treated with disdain. 
  • 
  Gnomes, humans, and halflings are native the 
  Principality of Ulek, and are treated well. 
   
  Oldid Silverbeard is the noble of the Ironhelm province 
  and the city of Eastpass is located within that province. 
  Oldid has heard reports from Havenhill that the powers 
  of the Pomarj had sent in a small group to do some spying 
  there. Fearing that Pomarj spies may be watching him, he 
  sent out heroes to explore this possibility, but all 
  investigations have yielded no spies. This means one of 
  two things, either there are no spies in Eastpass, or the 
  spies were so good they have escaped his notice. Oldid, 
  curious as to which was true, and wanting to find what 
  those Pomarj scum were up to decided to send his own 
  spies to that foul pit. 
   
  So Oldid Silverbeard hired three halfling scouts 
  (Bray Burrowfoot, Lurich Longlegs and Turk Toughtoe) 
  to investigate the disputed lands to the east. They were 
  scheduled to return four weeks after their departure and 
  report any information they had gathered. Oldid would 
  use that information to determine his next move against 
  the humanoids. 
  
   
  Spies Like Us 
   
  Page 3 
   
  However, it has now been five weeks since his scouts 
  departed to the east and he has heard no news. He fears 
  the worst for the three halflings. 
   
  The three scouts began their journey from Eastpass 
  traveling in a generally eastern direction and traveled by 
  horseback on the Prince's Road until they were just north 
  of Fort Stonewall. From there, they traveled south 
  through the hills to Fort Stonewall. After visiting Fort 
  Stonewall, they headed down the hills and into the 
  disputed territory by foot. 
   
  After leaving Fort Stonewall on foot, the three scouts 
  spotted a small goblin scouting force but managed to 
  avoid them and proceeded deeper into enemy territory. 
  In the following days, the halflings were slowed by rains. 
  Eventually, they happened upon a dwarven crypt, but 
  decided to move onward. They pressed on until Turk 
  accidentally took a wrong step and was immobilized by a 
  trap. While the other two halflings tried to free Turk, the 
  trio was discovered by another goblin patrol. By Turk’s 
  urgings, Bray and Lurich quickly fled into the hills. 
   
  The goblins toyed with Turk; jabbing their javelins 
  into him until they thought he was dead, and left him to 
  rot. 
   
  Bray and Lurich managed to escape, but not without 
  a price—while running, Lurich fell and broke his leg. 
   
  At the beginning of this adventure Bray is tending to 
  Lurich's leg so that they may return to Eastpass and 
  deliver their findings—including the types, strength and 
  general locations of the orcish and goblin forces, the 
  location of a dwarvish crypt, and sightings of some 
  strange-looking dwarves (derro). 
   
  The halflings’ path can be found in DM Aid #1. 
   
  Player's Handout #1 contains the route the halflings 
  had planned to take. 
   
  For the PCs, this adventure begins at the Pig and 
  Roost in the city of Eastpass. At this tavern they will meet 
  Arnaun Gemsplitter, who will ask the heroes to partake in 
  an important mission to find some lost halfling scouts. 
   
  After accepting the mission, a possible fight between 
  three visiting half-orcs and the other patrons of the tavern 
  erupts. The PCs have a chance to interfere with the brawl. 
   
  The following day, the PCs are directed to Fort 
  Stonewall, the last civilized stop the halflings made.  
   
  Upon arriving at Fort Stonewall, the PCs learn more 
  about the halfling scouts. 
   
  Heading out into the wild of the disputed territory, 
  the PCs are ambushed by a group of goblins. 
   
  The next day, the PCs locate the first halfling scout, 
  Turk. Searching for tracks and clues will reveal two sets of 
  tracks. The PCs may then investigate where the tracks 
  came from or where they lead. 
   
  If the PCs search in the direction of the tracks’ 
  origins, they come across a large goblin clan. If they then 
  double back and follow the tracks in the other direction, 
  the other two halfling scouts will be found. They are now 
  dead, killed by a goblin scouting force. 
   
  If the PCs first search in the direction of where the 
  tracks lead, they will find the other two halfling scouts 
  (Bray Burrowfoot and Lurich Longlegs) alive. Shortly 
  after finding the two halfling scouts, the PCs will be 
  ambushed by a goblin scouting force. 
   
  When the PCs return to Eastpass, they will run into a 
  band of derro who are on a surface scouting mission. 
   
  When the PCs do make it back to Eastpass, they will 
  be thanked and rewarded for their assistance. 
   
   
  Player Introduction
  Player Introduction
  Player Introduction
  Player Introduction 
  The whisper that spies could be anywhere within Eastpass has 
  The whisper that spies could be anywhere within Eastpass has 
  The whisper that spies could be anywhere within Eastpass has 
  The whisper that spies could be anywhere within Eastpass has 
  spread throughout the city. Spies have already been found in 
  spread throughout the city. Spies have already been found in 
  spread throughout the city. Spies have already been found in 
  spread throughout the city. Spies have already been found in 
  Havenhill, which just proved that the Principality was not the 
  Havenhill, which just proved that the Principality was not the 
  Havenhill, which just proved that the Principality was not the 
  Havenhill, which just proved that the Principality was not the 
  only side in this war that could find ways to suc
  only side in this war that could find ways to suc
  only side in this war that could find ways to suc
  only side in this war that could find ways to successfully spy on 
  cessfully spy on 
  cessfully spy on 
  cessfully spy on 
  its enemy.
  its enemy.
  its enemy.
  its enemy.    
      
  The shops are surprisingly packed with customers despite 
  The shops are surprisingly packed with customers despite 
  The shops are surprisingly packed with customers despite 
  The shops are surprisingly packed with customers despite 
  the concerns that any number of enemy eyes may be watching 
  the concerns that any number of enemy eyes may be watching 
  the concerns that any number of enemy eyes may be watching 
  the concerns that any number of enemy eyes may be watching 
  the cities good folk.
  the cities good folk.
  the cities good folk.
  the cities good folk.    
      
  Through the city, you also see many hand
  Through the city, you also see many hand
  Through the city, you also see many hand
  Through the city, you also see many hand----written notices 
  written notices 
  written notices 
  written notices 
  tacked building walls throughou
  tacked building walls throughou
  tacked building walls throughou
  tacked building walls throughout the city. Many advertise the 
  t the city. Many advertise the 
  t the city. Many advertise the 
  t the city. Many advertise the 
  need for laborers, caravan guards, tavern bouncers and other 
  need for laborers, caravan guards, tavern bouncers and other 
  need for laborers, caravan guards, tavern bouncers and other 
  need for laborers, caravan guards, tavern bouncers and other 
  mundane workers, but you are an adventurer. That is where 
  mundane workers, but you are an adventurer. That is where 
  mundane workers, but you are an adventurer. That is where 
  mundane workers, but you are an adventurer. That is where 
  your talents lie, and a heroic venture is what you are looking 
  your talents lie, and a heroic venture is what you are looking 
  your talents lie, and a heroic venture is what you are looking 
  your talents lie, and a heroic venture is what you are looking 
  for. 
  for. 
  for. 
  for.     
      
  By mid
  By mid
  By mid
  By mid----day your search has yielded n
  day your search has yielded n
  day your search has yielded n
  day your search has yielded no interesting 
  o interesting 
  o interesting 
  o interesting 
  prospects, and your stomach begins to growl. You should be 
  prospects, and your stomach begins to growl. You should be 
  prospects, and your stomach begins to growl. You should be 
  prospects, and your stomach begins to growl. You should be 
  able to scrape together a silver piece or two for a good meal...
  able to scrape together a silver piece or two for a good meal...
  able to scrape together a silver piece or two for a good meal...
  able to scrape together a silver piece or two for a good meal...    
   
   
  Encounter One
  Encounter One
  Encounter One
  Encounter One    
  Just Getting Started
  Just Getting Started
  Just Getting Started
  Just Getting Started    
  You find a tavern called the Pig and Roast. It is not the nicest 
  You find a tavern called the Pig and Roast. It is not the nicest 
  You find a tavern called the Pig and Roast. It is not the nicest 
  You find a tavern called the Pig and Roast. It is not the nicest 
  place you have s
  place you have s
  place you have s
  place you have seen but it is cheap, and the food smells good. It 
  een but it is cheap, and the food smells good. It 
  een but it is cheap, and the food smells good. It 
  een but it is cheap, and the food smells good. It 
  will suit your needs.
  will suit your needs.
  will suit your needs.
  will suit your needs.    
      
  Entering the establishment, you are seated at one of the 
  Entering the establishment, you are seated at one of the 
  Entering the establishment, you are seated at one of the 
  Entering the establishment, you are seated at one of the 
  three empty tables. 
  three empty tables. 
  three empty tables. 
  three empty tables.     
   
  If any of the PCs are half-orcs, they will be asked to sit at a 
  large table in the corner, unless they have masked their 
  appearance. The tavern is run by “Grudge” Pickaxe, a 
  dwarf who does not think highly of the race. He will 
  serve half-orcs, but will insist that they keep their 
  distance from the other patrons unless approached. 
   
  Have the PCs describe and introduce themselves at 
  this time. 
   
  Within the Pig and Roost are a total of eight round 
  tables. Six of these tables seat four people, while the other 
  two seat eight and will be occupied by the PCs and any 
  half-orcs who enter the tavern. 
   
  The bar is crammed with dwarves, many sit on the 
  stools, but other stand. One of these dwarves is an 
  assistant to Oldid Silverbeard, Arnaun Gemsplitter. 
  Gemsplitter is thin for a dwarf. He has a thin grayish 
  beard and wears nicely pressed green robes. 
   
  Arnaun Gemsplitter
  Arnaun Gemsplitter
  Arnaun Gemsplitter
  Arnaun Gemsplitter (male dwarf Exp2; Bluff, +5, 
  Diplomacy +5, Sense Motive +5). Gemsplitter negotiates 
  small matters for Oldid Silverbeard. 
   
  Gemsplitter has been instructed to find some heroes who 
  will find the three missing scouts, return them to 
  
   
  Spies Like Us 
   
  Page 4 
  Eastpass and gather any other information that may be of 
  importance to Oldid Silverbeard during the trek. 
   
  Since the PCs are heroes, they should be more than 
  willing to jump at the opportunity to help Oldid 
  Silverbeard. If they ask about payment, Arnaun 
  Gemsplitter will explain that often the best payment is 
  not in the form of gems and jewels or even coinage. He 
  will not go into further detail on this. If any PC refuses 
  Arnaun Gemsplitter's offer, the scenario is over. 
   
  Arnaun Gemsplitter has the following information 
  for the PCs: 
   
  • 
  Names and descriptions of the three halflings: 
  • 
  Bray Burrowfoot is a small, thin halfling who 
  loves to collect pressed flowers. He has black 
  hair and black eyes. 
  • 
  Lurich Longlegs is an average halfling who has a 
  keen eye. He has black hair, sideburns and black 
  eyes. 
  • 
  Turk Toughtoe is a heavy-set halfling with a 
  good set of ears for listening, even for a halfling. 
  He also has a beard, which is quite rare for a 
  halfling. He has black hair but brown eyes. 
  • 
  The route that the halflings were planning on taking. 
  This information can be found in Player's Handout 
  #1 and should be given to the PCs. He will also 
  inform the PCs that the halflings were planning to 
  stop at Fort Stonewall to stock up on supplies before 
  moving into the disputed territory. But they did not 
  plan to take any roads after arriving at the fort. He 
  suggests that they should do the same. He will also 
  give them a writ stating that they are on official 
  business for Oldid Silverbeard and they may stay at 
  Fort Stonewall for one evening, if they so desire. 
  • 
  The halfling's mission was to take four weeks, but 
  they are now a week past due. 
  • 
  The PCs can expect to see/meet any humanoid that 
  could be found in the Pomarj. This could include 
  kobolds, goblins, orcs and maybe far worse. 
   
  If the PCs accept this mission, Arnaun Gemsplitter will 
  pay for their drinks and meal plus a room for the night, if 
  needed. He will suggest they rest up and leave in the 
  morning. He will also give them horses, mules or 
  donkeys if needed. He will ask the PCs to leave them at 
  Fort Stonewall when they arrive there. They are only a 
  loan. 
   
  After the PCs have had a chance to role-play and chat 
  with Arnaun Gemsplitter, three half-orcs will enter the 
  tavern. They will be asked to sit at the table in the corner 
  of the tavern that has been set up for all half-orcs. Read 
  the following when this occurs: 
   
  Entering the establishment is a scruffy looking humanoid. As 
  Entering the establishment is a scruffy looking humanoid. As 
  Entering the establishment is a scruffy looking humanoid. As 
  Entering the establishment is a scruffy looking humanoid. As 
  you look closer, you notice that he is a half
  you look closer, you notice that he is a half
  you look closer, you notice that he is a half
  you look closer, you notice that he is a half----orc.
  orc.
  orc.
  orc.    
      
  Quickly, Grudge Pickaxe, the owner of the tavern, rushes 
  Quickly, Grudge Pickaxe, the owner of the tavern, rushes 
  Quickly, Grudge Pickaxe, the owner of the tavern, rushes 
  Quickly, Grudge Pickaxe, the owner of the tavern, rushes 
  up to him and asks him to take a s
  up to him and asks him to take a s
  up to him and asks him to take a s
  up to him and asks him to take a seat in the corner away from 
  eat in the corner away from 
  eat in the corner away from 
  eat in the corner away from 
  the other patrons.
  the other patrons.
  the other patrons.
  the other patrons.    
      
  At this request, the half
  At this request, the half
  At this request, the half
  At this request, the half----orc seems very unpleased and he 
  orc seems very unpleased and he 
  orc seems very unpleased and he 
  orc seems very unpleased and he 
  yells. “I am thirsty. I want to go to the bar. Why do you stop 
  yells. “I am thirsty. I want to go to the bar. Why do you stop 
  yells. “I am thirsty. I want to go to the bar. Why do you stop 
  yells. “I am thirsty. I want to go to the bar. Why do you stop 
  me from giving you coin, dwarf?” 
  me from giving you coin, dwarf?” 
  me from giving you coin, dwarf?” 
  me from giving you coin, dwarf?”     
      
  Dwarves at the bar start to crack their knuckles, 
  Dwarves at the bar start to crack their knuckles, 
  Dwarves at the bar start to crack their knuckles, 
  Dwarves at the bar start to crack their knuckles, 
  wh
  wh
  wh
  whispering threats under their breath. It looks like there will 
  ispering threats under their breath. It looks like there will 
  ispering threats under their breath. It looks like there will 
  ispering threats under their breath. It looks like there will 
  be trouble. 
  be trouble. 
  be trouble. 
  be trouble.     
      
      
  See what the PCs are going to do at this point. If they do 
  nothing, a bar fight will ensue. The PCs can choose to 
  enter the fray or quickly flee the scene. 
   
  The PCs could try to stop the commotion in one of 
  the following ways: 
   
  • 
  Offer to buy the half orc a drink (1 sp) and sit with 
  him at the table. 
  • 
  Use an appropriate skill such as Diplomacy to 
  persuade the half-orc to leave or the dwarves to 
  discontinue their arguing. (DC 15) 
  • 
  Use a show of force (including combat).  
   
  If the PCs choose to enter combat, use the following stats 
  for all tiers, but remember there are thirty dwarves. Since 
  the half-orc is greatly outnumbered, you may wish to 
  simply role-play any combat that may occur. 
   
  Ye
  Ye
  Ye
  Yeogh, male half
  ogh, male half
  ogh, male half
  ogh, male half----orc Bbn3:
  orc Bbn3:
  orc Bbn3:
  orc Bbn3: CR 3; Medium Humanoid 
  (6.5 ft. tall); HD 3d12+12; hp 36; Init +1 (Dex); Spd 40 ft.; 
  AC 14 (+1 Dex, +3 studded leather); Atks +6 melee 
  (1d12+3 [crit x3], greataxe); SA Bbn rage 1/day; SQ Bbn 
  uncanny dodge; AL CN; SV Fort +6, Ref +2, Will +1. 
   
  Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 8. 
   
  Skills: Intuit Danger +6, Jump +6, Listen +6, 
  Wilderness Lore +6; Feats: Toughness, Power Attack 
   
  SQ: Rage—temporarily gains +4 to Strength, +4 
  Constitution, and a +2 morale bonus on Will saves, but 
  suffers a -2 penalty to AC; Uncanny Dodge—retains his 
  Dexterity bonus to AC regardless of being caught flat-
  footed or struck by an invisible attacker. 
  Equipment: studded leather armor (each), greataxe (each), 
  small leather pouch with 27 sp (total). 
   
  Comm
  Comm
  Comm
  Common Dwarves (30), male dwarf Com1:
  on Dwarves (30), male dwarf Com1:
  on Dwarves (30), male dwarf Com1:
  on Dwarves (30), male dwarf Com1: Medium 
  Humanoid (4 ft. tall); HD 1d8; hp 4; Init +0; Spd 30 ft.; AC 
  10; Atks +1 melee (1d4+1 (19-20 [crit x2], dagger); SQ 
  Dwarven traits; AL LG; SV Fort +2, Ref +0, Will +2. 
   
  Str 12, Dex 10, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills: Profession (various) +3, Craft (various) +3, 
  Listen +2, Feats: Iron Will  
   
  Equipment: dagger (each). 
   
  If the PCs do manage to calm the half-orc down, he will 
  be happy to talk with the them about their travels. 
   
  Yeogh has been looking for an ancient crypt located 
  somewhere in the hills of the Principality of Ulek. He has 
  heard that the crypt has a vast amount of treasure. The 
  treasure is said to include gems and jewels and perhaps 
  some strong magical items. He will ask the PCs if they 
  have any information that may help his search, especially 
  the exact location of the crypt. 
  
   
  Spies Like Us 
   
  Page 5 
   
  He is also secretly in the pay of local nobles, 
  including Oldid Silverbeard, to give reports on the 
  activity in the disputed lands. 
   
   
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  On Their Way
  On Their Way
  On Their Way
  On Their Way    
  When the PCs depart on their mission, read the 
  following: 
   
  You leave Eastpass, heading in an easterly direction along the 
  You leave Eastpass, heading in an easterly direction along the 
  You leave Eastpass, heading in an easterly direction along the 
  You leave Eastpass, heading in an easterly direction along the 
  Prince's Road, pushing ahead to get to your destination. The 
  Prince's Road, pushing ahead to get to your destination. The 
  Prince's Road, pushing ahead to get to your destination. The 
  Prince's Road, pushing ahead to get to your destination. The 
  first day passes uneventfully and you stop to rest for the 
  first day passes uneventfully and you stop to rest for the 
  first day passes uneventfully and you stop to rest for the 
  first day passes uneventfully and you stop to rest for the 
  evening.
  evening.
  evening.
  evening.    
   
  Have the PCs decide what watches, if any, they will take. 
  Also, allow them a chance to reselect spells, if needed. 
   
  When they are ready to proceed, continue with the 
  following: 
   
  You awake the next morning. After a couple of days, your 
  You awake the next morning. After a couple of days, your 
  You awake the next morning. After a couple of days, your 
  You awake the next morning. After a couple of days, your 
  journey continues south into the hills. F
  journey continues south into the hills. F
  journey continues south into the hills. F
  journey continues south into the hills. Five additional days 
  ive additional days 
  ive additional days 
  ive additional days 
  pass before you reach Fort Stonewall.
  pass before you reach Fort Stonewall.
  pass before you reach Fort Stonewall.
  pass before you reach Fort Stonewall.    
   
  The PCs will arrive at Fort Stonewall on the evening of 
  their eighth day of travel. Before they enter, they will be 
  asked for their proper identification (the writ). 
   
  When the PCs enter the fort, continue with the next 
  encounter. 
   
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  Fort Stonewall
  Fort Stonewall
  Fort Stonewall
  Fort Stonewall    
  Fort Stonewall is a large stone stronghold, constructed to help 
  Fort Stonewall is a large stone stronghold, constructed to help 
  Fort Stonewall is a large stone stronghold, constructed to help 
  Fort Stonewall is a large stone stronghold, constructed to help 
  defend against the attacks from the Pomarj. Some of the 
  defend against the attacks from the Pomarj. Some of the 
  defend against the attacks from the Pomarj. Some of the 
  defend against the attacks from the Pomarj. Some of the 
  construction here is truly amazing work. The walls are quite 
  construction here is truly amazing work. The walls are quite 
  construction here is truly amazing work. The walls are quite 
  construction here is truly amazing work. The walls are quite 
  tall, alm
  tall, alm
  tall, alm
  tall, almost unbelievably thick and decorated with dwarven 
  ost unbelievably thick and decorated with dwarven 
  ost unbelievably thick and decorated with dwarven 
  ost unbelievably thick and decorated with dwarven 
  runes of great power. .
  runes of great power. .
  runes of great power. .
  runes of great power. .    
      
  Entering 
  Fort 
  Stonewall, 
  you are greeting by 
  Entering 
  Fort 
  Stonewall, 
  you are greeting by 
  Entering 
  Fort 
  Stonewall, 
  you are greeting by 
  Entering 
  Fort 
  Stonewall, 
  you are greeting by 
  Commander Stockbelly and several of his guards.
  Commander Stockbelly and several of his guards.
  Commander Stockbelly and several of his guards.
  Commander Stockbelly and several of his guards.    
   
  Commander Stockbelly is a tall, plump dwarf with 
  graying hair and an extremely long beard that extends 
  past his waist. He has been commander of the fort for the 
  past three years. His job is to defend the hills from the 
  Pomarj forces. 
   
  One of Commander Stockbelly's guards will check 
  the writ given to the PCs by Arnaun Gemsplitter. 
   
  After the writ has been verified, Stockbelly leads the 
  PCs to their room. He only has one free room that can 
  house them. It is a barracks with eight hard beds.  
   
  If the PCs have any questions, Stockbelly will be 
  happy to answer them. He knows the following 
  information: 
  • 
  The goblin forces in the disputed territory have been 
  sending scouts and spies into the local area. 
  • 
  The last goblin scouting party was chased off about 
  two weeks ago. 
  • 
  Bray Burrowfoot, Lurich Longlegs and Turk 
  Toughtoe did indeed make it to Fort Stonewall, but 
  Stockbelly has not heard from them since they left, 
  about five weeks ago. 
  Stockbelly will make sure the PCs are fed and have any 
  food supplies they need before they depart the following 
  day. 
   
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  In the Middle of?
  In the Middle of?
  In the Middle of?
  In the Middle of?    
  From the gates of
  From the gates of
  From the gates of
  From the gates of Fort
  Fort
  Fort
  Fort Stonewall, you can see the hills stretch 
   Stonewall, you can see the hills stretch 
   Stonewall, you can see the hills stretch 
   Stonewall, you can see the hills stretch 
  on before you. You remember Arnaun Gemsplitter's advice 
  on before you. You remember Arnaun Gemsplitter's advice 
  on before you. You remember Arnaun Gemsplitter's advice 
  on before you. You remember Arnaun Gemsplitter's advice 
  that you stay clear of the roads and known paths if you plan to 
  that you stay clear of the roads and known paths if you plan to 
  that you stay clear of the roads and known paths if you plan to 
  that you stay clear of the roads and known paths if you plan to 
  find the halfling scouts. The first day passes without incident 
  find the halfling scouts. The first day passes without incident 
  find the halfling scouts. The first day passes without incident 
  find the halfling scouts. The first day passes without incident 
  and you stop to rest for the e
  and you stop to rest for the e
  and you stop to rest for the e
  and you stop to rest for the evening.
  vening.
  vening.
  vening.    
   
  Have the PCs decide what watches, if any, they are going 
  to be taking. Also, allow them a chance to reselect spells, 
  if needed. 
   
  On the first night, you may wish to give them a scare 
  by informing them that on one of the watches, they hear a 
  noise from nearby. It will turn out to be nothing but a 
  small animal that will scurry off if approached. 
   
  When they are ready to proceed, continue with the 
  following: 
   
  In the morning, you continue onward, spending another day 
  In the morning, you continue onward, spending another day 
  In the morning, you continue onward, spending another day 
  In the morning, you continue onward, spending another day 
  in the hills. On the following day, 
  in the hills. On the following day, 
  in the hills. On the following day, 
  in the hills. On the following day, you finally reach the plains. 
  you finally reach the plains. 
  you finally reach the plains. 
  you finally reach the plains. 
  In some parts the grass around you is several feet high. You 
  In some parts the grass around you is several feet high. You 
  In some parts the grass around you is several feet high. You 
  In some parts the grass around you is several feet high. You 
  encounter nothing during the first hours of your third day of 
  encounter nothing during the first hours of your third day of 
  encounter nothing during the first hours of your third day of 
  encounter nothing during the first hours of your third day of 
  travel since leaving Fort Stonewall. As twilight approaches 
  travel since leaving Fort Stonewall. As twilight approaches 
  travel since leaving Fort Stonewall. As twilight approaches 
  travel since leaving Fort Stonewall. As twilight approaches 
  and the shadows of the evening come upon yo
  and the shadows of the evening come upon yo
  and the shadows of the evening come upon yo
  and the shadows of the evening come upon you, a slight 
  u, a slight 
  u, a slight 
  u, a slight 
  rustling is heard. Suddenly, from the tall grass around you, 
  rustling is heard. Suddenly, from the tall grass around you, 
  rustling is heard. Suddenly, from the tall grass around you, 
  rustling is heard. Suddenly, from the tall grass around you, 
  several goblins pop up and move to attack.
  several goblins pop up and move to attack.
  several goblins pop up and move to attack.
  several goblins pop up and move to attack.    
      
  The goblins will get a surprise round to throw their 
  javelins at the PCs, unless the PCs make a successful Spot 
  check (DC 10). The goblins will be about thirty feet away 
  from the PCs. 
   
  The following round, the goblins and the bugbear 
  will engage the PCs in melee and initiative should be 
  rolled. The goblins will form a U-shape formation around 
  the PCs. 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Goblin
  Goblin
  Goblin
  Goblin (6): Small Goblinoid; HD 1d8; hp 4 (each); Init +1 
  (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded 
  leather); Atks +0 melee (1d8-1, morning star), +2 ranged 
  (1d6-1, javelin); SQ Darkvision 60 ft.; AL NE; SV Fort +0, 
  Ref +3, Will +0 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills:::: Hide +6, Listen +3, Move Silently +5, Spot +3; 
  Feats:::: Alertness. 
   
  Equipment: studded leather armor (each), javelin 
  (each), morning star (each), 71 sp (total). 
  
   
  Spies Like Us 
   
  Page 6 
   
  Bugbear
  Bugbear
  Bugbear
  Bugbear (1): Medium-Sized Goblinoid; HD 3d8+3; hp 16; 
  Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +3 natural, +2 
  leather, +1 small shield); Atks +4 melee (1d8+2, morning 
  star), SQ Darkvision 60 ft.; AL CE; SV Fort +2, Ref +4, 
  Will +1 
   
  Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9. 
   
  Skills:::: Climb +3, Hide +2, Listen +3, Move Silently +5, 
  Spot +3; Feats:::: Alertness. 
   
  Equipment: leather armor, morning star 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Goblin
  Goblin
  Goblin
  Goblin (9): Small Goblinoid; HD 1d8; hp 4 (each); Init +1 
  (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded 
  leather); Atks +0 melee (1d8-1, morning star), +2 ranged 
  (1d6-1, javelin); SQ Darkvision 60 ft.; AL NE; SV Fort +0, 
  Ref +3, Will +0 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills:::: Hide +6, Listen +3, Move Silently +5, Spot +3; 
  Feats:::: Alertness. 
   
  Equipment: studded leather armor (each), javelin 
  (each), morning star (each), 71 sp (total). 
   
  Bugbear
  Bugbear
  Bugbear
  Bugbear (2): Medium-Sized Goblinoid; HD 3d8+3; hp 16 
  (each); Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +3 natural, 
  +2 leather, +1 small shield); Atks +4 melee (1d8+2, 
  morning star), SQ Darkvision 60 ft.; AL CE; SV Fort +2, 
  Ref +4, Will +1 
   
  Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9. 
   
  Skills:::: Climb +3, Hide +2, Listen +3, Move Silently +5, 
  Spot +3; Feats:::: Alertness. 
   
  Equipment: leather armor, morning star 
   
   
  Tier 3 
  Tier 3 
  Tier 3 
  Tier 3     
  Goblin
  Goblin
  Goblin
  Goblin (12): Small Goblinoid; HD 1d8; hp 4 (each); Init 
  +1 (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded 
  leather); Atks +0 melee (1d8-1, morning star), +2 ranged 
  (1d6-1, javelin); SQ Darkvision 60 ft.; AL NE; SV Fort +0, 
  Ref +3, Will +0 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills:::: Hide +6, Listen +3, Move Silently +5, Spot +3; 
  Feats:::: Alertness. 
   
  Equipment: studded leather armor (each), javelin 
  (each), morning star (each), 71 sp (total). 
   
  Bugbear
  Bugbear
  Bugbear
  Bugbear (3): Medium-Sized Goblinoid; HD 3d8+3; hp 16 
  (each); Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +3 natural, 
  +2 leather, +1 small shield); Atks +4 melee (1d8+2, 
  morning star), SQ Darkvision 60 ft.; AL CE; SV Fort +2, 
  Ref +4, Will +1 
   
  Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9. 
   
  Skills:::: Climb +3, Hide +2, Listen +3, Move Silently +5, 
  Spot +3; Feats:::: Alertness. 
   
  Equipment: leather armor, morning star 
   
  The PCs can take the goblin's equipment and sell it for 
  50% of book value. Allow them only six of any of the 
  goblin items (studded leather armor, javelin, morning 
  star) and only one of the bugbear items. The rest are too 
  damaged to sell. 
   
   
  Encounter Five
  Encounter Five
  Encounter Five
  Encounter Five    
  Trapped
  Trapped
  Trapped
  Trapped    
  When the PCs camp for the night after the battle with the 
  goblins, the night is uneventful. The next morning (the 
  fourth day since leaving Fort Stonewall), if the PCs are 
  searching for tracks and following the general route the 
  halflings had taken, they may have a chance to find some 
  tracks (Wilderness Lore, DC 15 with Tracking Feat). 
  When the halflings came to this area, it was raining and 
  some of their tracks still remain. 
   
  On the following day, the PCs will have better 
  chances to find the halflings’ tracks (fifth day: Search, DC 
  10 or with Track feat, and a successful Wilderness Lore 
  check of the same DC). Allow them to cast and reselect 
  spells as they continue their journey. 
   
  As you head deeper into the disputed te
  As you head deeper into the disputed te
  As you head deeper into the disputed te
  As you head deeper into the disputed territory, you see up 
  rritory, you see up 
  rritory, you see up 
  rritory, you see up 
  ahead, about one hundred feet or so, a hole in the ground.
  ahead, about one hundred feet or so, a hole in the ground.
  ahead, about one hundred feet or so, a hole in the ground.
  ahead, about one hundred feet or so, a hole in the ground.    
   
  If the PCs go to investigate, unless they make a successful 
  Search check (DC 20—keep in mind that the PCs must 
  take time a Search rather than Spot the pit) they must 
  make a Reflex save (DC 20) or fall into a covered pit. If 
  the PCs are spread out in their approach, only one PC falls 
  in. Roll randomly to determine who the unfortunate PC 
  is. PCs who fall in will take 2d6 points of damage.  
   
  When the PCs move to the original hole, they will 
  discover that inside the hole is a net-like trap, which has 
  actually caught the bearded halfling (Turk Toughtoe). 
   
  He has been dead for nearly a week now, but his 
  body is in surprisingly good condition. 
   
  If the PCs have any ability to speak with dead (such as 
  the spell), the Turk will know the following: 
  • 
  He accidentally triggered the trap and got stuck. It 
  was raining and he just didn't see it. 
  • 
  While his two comrades tried to free him, they were 
  ambushed by a small band of goblins. 
  • 
  His friends managed to escape to the west. 
  • 
  The goblins left him for dead after torturing him and 
  left to find his friends. 
  • 
  There are several large groups of goblins in the 
  nearby area. 
   
  If the PCs search the ground for tracks they will easily 
  (Wilderness Lore with Tracking Feat or Search, DC 5) be 
  able to determine that a small group of humanoids (the 
  three halflings) came from the north into this area. 
  Meanwhile a large group of humanoids (goblins) from 
  the southeast also came into this area. (Wilderness Lore 
  with Track Feat or Search DC 10 to determine who made 
  the tracks). 
   
  Also the PCs will be able to find that both sets of 
  tracks head off back towards the hills in a generally 
  western direction. 
  
   
  Spies Like Us 
   
  Page 7 
   
  From here the PCs have several choices, which 
  include: 
  • 
  Return to Fort Stonewall (or Eastpass) and report 
  what they have found. This will end the scenario for 
  the PCs. Go to Conclusion: Ending A. 
  • 
  Follow the goblin's tracks from where they came 
  from. Go to Encounter Six. 
  • 
  Follow the goblin's (and possibly halfling) tracks to 
  where they lead. Go to Encounter Seven. 
   
   
  Encounter Six
  Encounter Six
  Encounter Six
  Encounter Six    
  Goblin Clan
  Goblin Clan
  Goblin Clan
  Goblin Clan    
  If the PCs decided to investigate where the goblin tracks 
  came from read the following: 
      
      
  You travel the rest of the day and do not see anything 
  You travel the rest of the day and do not see anything 
  You travel the rest of the day and do not see anything 
  You travel the rest of the day and do not see anything 
  until you are just about prepared to stop and re
  until you are just about prepared to stop and re
  until you are just about prepared to stop and re
  until you are just about prepared to stop and rest.st.st.st.    
      
  Ahead, in a makeshift camp you see a large number of 
  Ahead, in a makeshift camp you see a large number of 
  Ahead, in a makeshift camp you see a large number of 
  Ahead, in a makeshift camp you see a large number of 
  goblins. You would estimate that their number is nearly in the 
  goblins. You would estimate that their number is nearly in the 
  goblins. You would estimate that their number is nearly in the 
  goblins. You would estimate that their number is nearly in the 
  hundreds.
  hundreds.
  hundreds.
  hundreds.    
   
  The PCs should get the idea that this is a fight they should 
  avoid at all cost. 
   
  The PCs may decide to try to spy on the goblins to 
  learn some more information. It will be very difficult to 
  do so since there is little cover since they are in the 
  grasslands and it is getting dark, which will aid the 
  goblins even more. Also, the PCs will need to speak 
  Goblin in order to understand any of them. 
   
  If the PCs do successfully spy on the goblin tribe, 
  they can learn that a local warlord has sent them here to 
  set up scouting, spying and raiding missions. 
   
  If the PCs do decide to foolishly attack, use the 
  following simplified stats: 
   
  Gobl
  Gobl
  Gobl
  Goblin
  inin
  in (75): Small Goblinoid; HD 1d8; hp 4 (each); Init 
  +1 (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded 
  leather); Atks +0 melee (1d8-1, morning star), +2 ranged 
  (1d6-1, javelin); SQ Darkvision 60 ft.; AL NE; SV Fort +0, 
  Ref +3, Will +0 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3; 
  Feats: Alertness. 
   
  Equipment: studded leather armor (each), javelin 
  (each), morning star (each). 
   
  NOTE: If the PCs do this encounter, they will find the 
  other two halflings dead in Encounter Seven having been 
  killed by the goblins that will attack the PCs in Encounter 
  Eight. 
   
   
  Encounter Seven
  Encounter Seven
  Encounter Seven
  Encounter Seven    
  Where the Tracks Lead
  Where the Tracks Lead
  Where the Tracks Lead
  Where the Tracks Lead    
  7a: Halflings Alive
  7a: Halflings Alive
  7a: Halflings Alive
  7a: Halflings Alive    
  If the PCs did not go to Encounter Six, read the following: 
   
  Following the tracks you ha
  Following the tracks you ha
  Following the tracks you ha
  Following the tracks you have found, you push onward. A day 
  ve found, you push onward. A day 
  ve found, you push onward. A day 
  ve found, you push onward. A day 
  passes before you find yourself heading back toward the hills.
  passes before you find yourself heading back toward the hills.
  passes before you find yourself heading back toward the hills.
  passes before you find yourself heading back toward the hills.    
      
  The second day goes uneventfully, as you start to travel 
  The second day goes uneventfully, as you start to travel 
  The second day goes uneventfully, as you start to travel 
  The second day goes uneventfully, as you start to travel 
  through the hills.
  through the hills.
  through the hills.
  through the hills.    
      
  The following morning (third day), you continue to 
  The following morning (third day), you continue to 
  The following morning (third day), you continue to 
  The following morning (third day), you continue to 
  travel through the hills. You c
  travel through the hills. You c
  travel through the hills. You c
  travel through the hills. You can no longer see the tracks in the 
  an no longer see the tracks in the 
  an no longer see the tracks in the 
  an no longer see the tracks in the 
  ground. A few hours pass before you hear a soft whisper 
  ground. A few hours pass before you hear a soft whisper 
  ground. A few hours pass before you hear a soft whisper 
  ground. A few hours pass before you hear a soft whisper 
  coming from the bushes, "Who's there?"
  coming from the bushes, "Who's there?"
  coming from the bushes, "Who's there?"
  coming from the bushes, "Who's there?"    
   
  The whisper comes from Bray Burrowfoot, who is hiding 
  in the bushes with Lurich Longlegs. Lurich has a broken 
  leg and Bray has been trying to tend (unsuccessfully) the 
  wound so they can return to Eastpass. Lurich is at 
  negative hit points, and has been that way for over a week. 
  While he is still alive, it is up to the PCs to get him to a 
  point in which he can move on.  
   
  If the PCs are unable to magically cure Lurich they 
  can tend tend him (use the Recovering with Help rules, p. 
  120 of the Player’s Handbook).  
   
  Lurich will be unable to help the PCs in combat, but 
  Bray will be more then willing to help fight, along with 
  anything else that will lead Lurich and him back to 
  Eastpass. 
   
  Bray Burrowfoot, male halfling Rog3:
  Bray Burrowfoot, male halfling Rog3:
  Bray Burrowfoot, male halfling Rog3:
  Bray Burrowfoot, male halfling Rog3: Small Humanoid 
  (3 ft. tall); HD 3d6+6; hp 20; Init +4 (Dex); Spd 20 ft.; AC 
  15 (+2 leather armor, +4 Dex); Atks +3 melee (1d4+1 [crit 
  19–20] dagger) or +8 ranged (1d4+1, sling); SA Rog sneak 
  attack; SQ Rog evasion, Uncanny Dodge; AL CG; SV Fort 
  +1, Ref +9, Will +0. 
   
  Str 10, Dex 18, Con 14, Int 12, Wis 8, Cha 12. 
   
  Skills: Climb +6, Hide +6, Jump +6, Listen +6, Move 
  Silently +6, Pick Pockets +6, Search +6, Spot +6, Tumble 
  +6; Feats: Lightning Reflexes, Point Blank Shot. 
   
  Special Abilities: Rogue sneak attack: +2d6 damage 
  when target is denied his Dex bonus, and is within 30 
  feet. 
   
  Special Qualities: Rogue evasion: If exposed to any 
  effect that normally allows a character to attempt a Reflex 
  saving throws for half damage, he takes no damage with a 
  successful saving throw. Uncanny Dodge: Retains 
  Dexterity bonus to AC regardless of being caught flat-
  footed or struck by an invisible attacker. 
   
  Equipment: leather armor, dagger, 20 darts. 
   
  Lurich Longlegs, male halfling Rog3:
  Lurich Longlegs, male halfling Rog3:
  Lurich Longlegs, male halfling Rog3:
  Lurich Longlegs, male halfling Rog3: Small Humanoid; 
  HD 3d6+3; hp 15 (currently –5); Init +4 (Dex); Spd 20 ft.; 
  AC 15 (+2 leather armor, +4 Dex); Atks +2 melee (1d4 [crit 
  19–20] dagger) or +8 ranged (1d4+1, sling); SA Rog sneak 
  attack; SQ Rog evasion, Uncanny Dodge; AL NG; SV Fort 
  +1, Ref +9, Will +0. 
   
  Str 10, Dex 18, Con 12, Int 12, Wis 8, Cha 12. 
  
   
  Spies Like Us 
   
  Page 8 
   
  Skills: Climb +6, Hide +6, Jump +6, Listen +6, Move 
  Silently +6, Pick Pockets +6, Search +6, Spot +6, Tumble 
  +6; Feats: Weapon Focus (dagger), Dodge. 
   
  Special Abilities: Rogue sneak attack: +2d6 damage 
  when target is denied his Dex bonus, and is within 30 
  feet. 
   
  SQ: Rogue evasion: If exposed to any effect that 
  normally allows a character to attempt a Reflex saving 
  throws for half damage, he takes no damage with a 
  successful saving throw. Uncanny Dodge: Retains 
  Dexterity bonus to AC regardless of being caught flat-
  footed or struck by an invisible attacker. 
   
  Equipment: leather armor, dagger, 20 darts. 
   
  Bray and Lurich know the following information: 
   
  • 
  Goblin forces are in the area. These include spies, 
  scouts and raiding forces. They know the general 
  areas where these forces are, but will only avoid 
  them, as they do not seek any conflict. 
  • 
  While in the hills, they saw some strange-looking 
  dwarves in the middle of the night. 
  • 
  The two of them also believe they have located an 
  ancient dwarven crypt but they will not give the PCs 
  directions to this until they have or dead if 
  Encounter Six was done), returned to Eastpass. They 
  will not even think about the location except that it 
  is in the hills somewhere, so spells like ESP will not 
  reveal the exact location. If any PC charms either 
  halfling, they will inform the PC that going to crypt 
  would be dangerous and they wouldn't want to see a 
  'friend' get hurt. 
  • 
  They know the quickest route back to Eastpass. 
   
  They will gladly depart when the PCs are ready. 
   
  Halflings Dead
  Halflings Dead
  Halflings Dead
  Halflings Dead    
  If the PCs did go to Encounter Six, read the following: 
   
  Following the tracks you have found, you push onward. A day 
  Following the tracks you have found, you push onward. A day 
  Following the tracks you have found, you push onward. A day 
  Following the tracks you have found, you push onward. A day 
  passes before you find yourself headi
  passes before you find yourself headi
  passes before you find yourself headi
  passes before you find yourself heading back toward the hills.
  ng back toward the hills.
  ng back toward the hills.
  ng back toward the hills.    
      
  The second day goes uneventfully, as you start to travel 
  The second day goes uneventfully, as you start to travel 
  The second day goes uneventfully, as you start to travel 
  The second day goes uneventfully, as you start to travel 
  through the hills.
  through the hills.
  through the hills.
  through the hills.    
      
  The following morning (third day), as you continue your 
  The following morning (third day), as you continue your 
  The following morning (third day), as you continue your 
  The following morning (third day), as you continue your 
  search, you see two dead bodies lying on the ground. They have 
  search, you see two dead bodies lying on the ground. They have 
  search, you see two dead bodies lying on the ground. They have 
  search, you see two dead bodies lying on the ground. They have 
  been stabbed many times.
  been stabbed many times.
  been stabbed many times.
  been stabbed many times.    
      
  As you 
  As you 
  As you 
  As you near them, you notice that they are halflings.
  near them, you notice that they are halflings.
  near them, you notice that they are halflings.
  near them, you notice that they are halflings.    
   
   
  These are the bodies of Bray Burrowfoot and Lurich 
  Longlegs. They were killed by a group of goblin scouts 
  who found them hiding in the bushes. 
   
  If the PCs attempt to speak with dead, the PCs can find 
  out the following: 
   
  • 
  There are many goblins in the general area. These 
  include spies, scouts and raiding forces. 
  • 
  They will confirm that they were killed by a group of 
  goblins. 
  • 
  While in the hills, they saw some strange-looking 
  dwarves in the middle of the night. 
  • 
  If asked about the dwarven crypt, they will inform 
  the PCs that "greed will only kill them" and they 
  should avoid it if possible. They will not give exact 
  directions, but will reveal that they are indeed in the 
  hills. 
   
   
  Encounter Eight
  Encounter Eight
  Encounter Eight
  Encounter Eight    
  Attacked
  Attacked
  Attacked
  Attacked    
  Having found 
  Having found 
  Having found 
  Having found the two remaining halflings alive 
  the two remaining halflings alive 
  the two remaining halflings alive 
  the two remaining halflings alive (your 
  mission is nearly completed. All you must do is return to 
   All you must do is return to 
   All you must do is return to 
   All you must do is return to 
  Eastpass.
  Eastpass.
  Eastpass.
  Eastpass.    
      
  As you prepare to move on you hear a rock tumble down 
  As you prepare to move on you hear a rock tumble down 
  As you prepare to move on you hear a rock tumble down 
  As you prepare to move on you hear a rock tumble down 
  the rocky hill. You look up to see more of those disgusting 
  the rocky hill. You look up to see more of those disgusting 
  the rocky hill. You look up to see more of those disgusting 
  the rocky hill. You look up to see more of those disgusting 
  goblins ready to attack. 
  goblins ready to attack. 
  goblins ready to attack. 
  goblins ready to attack.     
   
  The goblins race down the hill and attack the PCs. They 
  start the combat forty-five feet away from the PCs. 
   
  The reasons the goblins are here vary based on 
  whether the halflings were discovered dead or alive. 
   
  The goblins had been looking for the two halflings (if 
  Encounter Six was not played) or had killed the two 
  halflings but heard the PCs making noise and decided to 
  check things out (if Encounter Six was played). 
   
  Tier 1 
  Tier 1 
  Tier 1 
  Tier 1     
  Goblin
  Goblin
  Goblin
  Goblin (6): Small Goblinoid; HD 1d8; hp 4 (each); Init +1 
  (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded 
  leather); Atks +0 melee (1d8-1, morning star), +2 ranged 
  (1d6-1, javelin); SQ Darkvision 60 ft.; AL NE; SV Fort +0, 
  Ref +3, Will +0 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3; 
  Feats: Alertness. 
   
  Equipment: studded leather armor (each), javelin 
  (each), morning star (each), 102 sp (total). 
   
  Nil and Bog; male goblin Rog2
  Nil and Bog; male goblin Rog2
  Nil and Bog; male goblin Rog2
  Nil and Bog; male goblin Rog2 (2): Small Goblinoid; HD 
  2d6; hp 8 (each); Init +3 (Dex); Spd 30 ft.; AC 17 (+1 size, 
  +3 Dex, +3 studded leather); Atks +1 melee (1d8, morning 
  star), +4 ranged (1d6, javelin); SA Rog sneak attack; SQ 
  Rog evasion, Darkvision 60 ft.; AL NE; SV Fort +0, Ref +6, 
  Will +0 
   
  Str 10, Dex 16, Con 11, Int 11, Wis 11, Cha 9. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3; 
  Feats: Alertness. 
   
  SA: Rogue sneak attack—+1d6 damage when target is 
  denied his Dex bonus, and is within 30 feet. 
   
  SQ: Rogue evasion—If exposed to any effect that 
  normally allows a character to attempt a Reflex saving 
  throws for half damage, he takes no damage with a 
  successful saving throw. 
  Equipment: studded leather armor (each), javelin (each), 
  morning star (each). 
   
  
   
  Spies Like Us 
   
  Page 9 
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Goblin
  Goblin
  Goblin
  Goblin (10): Small Goblinoid; HD 1d8; hp 4 (each); Init 
  +1 (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded 
  leather); Atks +0 melee (1d8-1, morning star), +2 ranged 
  (1d6-1, javelin); SQ Darkvision 60 ft.; AL NE; SV Fort +0, 
  Ref +3, Will +0 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3; 
  Feats: Alertness. 
   
  Equipment: studded leather armor (each), javelin 
  (each), morning star (each), 102 sp (total). 
   
  Nil and Bog; male goblin Rog2
  Nil and Bog; male goblin Rog2
  Nil and Bog; male goblin Rog2
  Nil and Bog; male goblin Rog2 (2): Small Goblinoid; HD 
  2d6; hp 8 (each); Init +3 (Dex); Spd 30 ft.; AC 17 (+1 size, 
  +3 Dex, +3 studded leather); Atks +1 melee (1d8, morning 
  star), +4 ranged (1d6, javelin); SA Rog sneak attack; SQ 
  Rog evasion, Darkvision 60 ft.; AL NE; SV Fort +0, Ref +6, 
  Will +0 
   
  Str 10, Dex 16, Con 11, Int 11, Wis 11, Cha 9. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3; 
  Feats: Alertness. 
   
  Special Abilities: Rogue sneak attack: 
  Rogue sneak attack: 
  Rogue sneak attack: 
  Rogue sneak attack: +1d6 damage 
  when target is denied his Dex bonus, and is within 30 
  feet. 
   
  Special Qualities: Rogue evasion
  Rogue evasion
  Rogue evasion
  Rogue evasion: If exposed to any 
  effect that normally allows a character to attempt a Reflex 
  saving throws for half damage, he takes no damage with a 
  successful saving throw. 
   
  Equipment: studded leather armor (each), javelin 
  (each), morning star (each). 
   
  Tier 3 
  Tier 3 
  Tier 3 
  Tier 3     
  Goblin
  Goblin
  Goblin
  Goblin (12): Small Goblinoid; HD 1d8; hp 4 (each); Init 
  +1 (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded 
  leather); Atks +0 melee (1d8-1, morning star), +2 ranged 
  (1d6-1, javelin); SQ Darkvision 60 ft.; AL NE; SV Fort +0, 
  Ref +3, Will +0 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3; 
  Feats: Alertness. 
   
  Equipment: studded leather armor (each), javelin 
  (each), morning star (each), 102 sp (total). 
   
  Nil and Bog; male goblin Rog4
  Nil and Bog; male goblin Rog4
  Nil and Bog; male goblin Rog4
  Nil and Bog; male goblin Rog4 (2): Small Goblinoid; HD 
  4d6; hp 16 (each); Init +8 (Dex, Improved Initiative); Spd 
  30 ft.; AC 18 (+1 size, +4 Dex, +3 studded leather); Atks +3 
  melee (1d8, morning star), +7 ranged (1d6, javelin); SA 
  Rog sneak attack; SQ Rog evasion, Uncanny Dodge, 
  Darkvision 60 ft.; AL NE; SV Fort +1, Ref +8, Will +1 
   
  Str 10, Dex 18, Con 11, Int 11, Wis 11, Cha 9. 
   
  Skills: Hide +7, Listen +4, Move Silently +7, Spot +7; 
  Feats: Alertness, Improved Initiative. 
   
  Special Abilities: Rogue sneak attack: 
  Rogue sneak attack: 
  Rogue sneak attack: 
  Rogue sneak attack: +2d6 damage 
  when target is denied his Dex bonus, and is within 30 
  feet. 
   
  Special Qualities: Rogue evasion
  Rogue evasion
  Rogue evasion
  Rogue evasion: If exposed to any 
  effect that normally allows a character to attempt a Reflex 
  saving throws for half damage, he takes no damage with a 
  successful saving throw. Uncanny Dodge
  Uncanny Dodge
  Uncanny Dodge
  Uncanny Dodge: Retains 
  Dexterity bonus to AC regardless of being caught flat-
  footed or struck by an invisible attacker. 
   
  Equipment: studded leather armor (each), javelin 
  (each), morning star (each). 
   
  The PCs can take the goblins’ equipment and sell it for 
  50% of book value. Allow them only eight of any item 
  (studded leather armor, javelin, morning star) with the 
  rest being too damaged to be of selling value. 
   
   
  Encount
  Encount
  Encount
  Encounter Nine
  er Nine
  er Nine
  er Nine    
  The Derro?
  The Derro?
  The Derro?
  The Derro? 
  If the either of the halflings are still alive, the PCs will 
  have the chance to encounter the strange-looking 
  dwarves (derro) that the halflings spoke of during their 
  trek back to Eastpass. This will occur only in the middle 
  of the second night on their return to Eastpass. 
   
  If neither of the halflings are still alive skip this 
  encounter completely. 
   
  You travel back to Eastpass, as directed by the two halfings.
  You travel back to Eastpass, as directed by the two halfings.
  You travel back to Eastpass, as directed by the two halfings.
  You travel back to Eastpass, as directed by the two halfings.    
      
  On the second night of your return, 
  On the second night of your return, 
  On the second night of your return, 
  On the second night of your return, [a PC on watch] gets 
   gets 
   gets 
   gets 
  the feeling that you 
  the feeling that you 
  the feeling that you 
  the feeling that you are being watch.
  are being watch.
  are being watch.
  are being watch.    
   
  The PC is being watched by the derro, who do not wish to 
  get into a conflict at this point in time. 
   
  If any PC approaches them, they will back off being 
  careful not to interact with the PCs. The derro will 
  definitely not discuss why they are here or any details 
  pertaining to them or those of their kind. 
   
  The derro are not hostile but if the PCs make any 
  aggressive action, the derro will attack hoping to capture 
  the PCs so they can be used as slaves. 
   
  The derro's interest is mainly to see what is on the 
  surface near their current home. They have come from a 
  nearby cave, which they have taken great care to hide. 
  Any PC who attempts to locate the cave can do so with 
  Search check (DC 20). 
   
  Derro
  Derro
  Derro
  Derro (12): Medium-Sized Humanoid (Dwarf); HD 
  1d8+1; hp 6 (each); Init +2 (Dex); Spd 20 ft.; AC 16 (+3 
  studded leather, +1 buckler shield, +2 Dex); Atks -1 melee 
  (1d4-1, daggers); SA Dwarven traits, SQ Dwarven traits, 
  Darkvision 30 ft., Sunlight Vulnerability; SR 18; AL CE; 
  SV Fort +3, Ref +2, Will +0. 
   
  Str 9, Dex 14, Con 13, Int 10, Wis 10, Cha 6. 
   
  Skills: Listen +1, Spot +1; Feats: Blind-Fight. 
   
  SQ: Sunlight Vulnerability—Derro lose 1 point of 
  temporary Constitution for every hour they are exposed 
  to sunlight, dying when their Constitution reaches 0. Lost 
  Constitution is recovered 1 point per day out of the sun. 
   
  Equipment: studded leather (each), buckler shield 
  (each), daggers (each). 
   
  Marrow and Bunes, male derro Wiz3:
  Marrow and Bunes, male derro Wiz3:
  Marrow and Bunes, male derro Wiz3:
  Marrow and Bunes, male derro Wiz3: Medium 
  Humanoid (Dwarf); HD 3d4+3; hp 20; Init +6 (Dex, 
  Improved Initiative); Spd 20 ft; AC 12 (+2 Dex); Atks +0 
  melee (1d4-1 (19-20/crit x2), dagger); SQ Dwarven traits, 
  
   
  Spies Like Us 
   
  Page 10 
  Darkvision 30 ft., Sunlight Vulnerability; SR 18; AL CE; 
  SV Fort +4, Ref +3, Will +4. 
   
  Str 9, Dex 14, Con 16, Int 16, Wis 13, Cha 6. 
   
  Skills: 
  Concentration 
  +6, 
  Craft 
  (Guide) 
  +5, 
  Knowledge (Arcana) +6, Knowledge (History) +6, Scry +6, 
  Spellcraft +6; Feats: Blind-Fight, Improved Initiative, Spell 
  Focus (Enchantment). 
   
  SQ: Sunlight Vulnerability—Derro lose 1 point of 
  temporary Constitution for every hour they are exposed 
  to sunlight, dying when their Constitution reaches 0. Lost 
  Constitution is recovered 1 point per day out of the sun. 
   
  Spells (4/2/1): 0-lvl—daze x2, detect magic, resistance; 1st-
  lvl—charm person, sleep; 2nd-lvl—tasha's hideous laughter 
  Equipment: dagger (each) 
   
  Du
  Du
  Du
  Dur, male derro savant Wiz5:
  r, male derro savant Wiz5:
  r, male derro savant Wiz5:
  r, male derro savant Wiz5: CR 5; Medium Humanoid 
  (Dwarf); HD 5d4+3; hp 30; Init +6 (Dex, Improved 
  Initiative); Spd 20 ft; AC 12 (+2 Dex); Atks +1 melee (1d4-
  1 (19-20/crit x2), dagger); SA Dwarven traits; SQ Dwarven 
  traits, Darkvision 30 ft., Sunlight Vulnerability; SR 18; AL 
  CE; SV Fort +4, Ref +3, Will +5. 
   
  Str 9, Dex 14, Con 16, Int 17, Wis 13, Cha 6. 
   
  Skills: Alchemy +5, Concentration +8, Knowledge 
  (Arcana) +8, Knowledge (History) +8, Scry +8, Spellcraft 
  +8; Feats: Blind-Fight, Improved Initiative, Silent Spell, 
  Spell Focus (Enchantment). 
   
  SQ Sunlight Vulnerability—Derro lose 1 point of 
  temporary Constitution for every hour they are exposed 
  to sunlight, dying when their Constitution reaches 0. Lost 
  Constitution is recovered 1 point per day out of the sun. 
   
  Spells (4/4/3/2): 0-lvl—daze x2, detect magic, resistance; 
  1st-lvl—charm person, hypnotism, shield, sleep; 2nd-lvl—
  protection from arrows, tasha's hideous laughter, web; 3rd-lvl—
  hold person, suggestion 
   
  Equipment: dagger (each) 
   
  Derro have white skin with bluish undertones, their hair 
  is pale yellow. Their staring eyes white with no irises or 
  pupils. They have humanlike body hair, and males have 
  mustaches but no beards. Their clothes are woven from 
  animal fur, and their armor is leather studded with copper 
  and brass. 
   
   
  Encounter Ten
  Encounter Ten
  Encounter Ten
  Encounter Ten    
  Return to Eastpass
  Return to Eastpass
  Return to Eastpass
  Return to Eastpass    
  You continue your trek back to Eastpass with the information 
  You continue your trek back to Eastpass with the information 
  You continue your trek back to Eastpass with the information 
  You continue your trek back to Eastpass with the information 
  you have learned.
  you have learned.
  you have learned.
  you have learned.    
      
  Your trip takes you approximately two weeks, but you 
  Your trip takes you approximately two weeks, but you 
  Your trip takes you approximately two weeks, but you 
  Your trip takes you approximately two weeks, but you 
  make it back with no incidents.
  make it back with no incidents.
  make it back with no incidents.
  make it back with no incidents.    
   
  The PCs may attempt to locate some goblin scouting 
  parties or the dwarven crypt. Give them a chance to try to 
  find some if they are interested, but all attempts will 
  prove to be unsuccessful. 
   
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  Ending A
  Ending A
  Ending A
  Ending A    
  If the PCs found Turk Toughtoe and decided to return to 
  Fort Stonewall or Eastpass right away, read the following: 
   
  You have decided to return to Eastpass (or Fort Stonewall) 
  You have decided to return to Eastpass (or Fort Stonewall) 
  You have decided to return to Eastpass (or Fort Stonewall) 
  You have decided to return to Eastpass (or Fort Stonewall) 
  with the little information you have learned. You are thanked, 
  with the little information you have learned. You are thanked, 
  with the little information you have learned. You are thanked, 
  with the little information you have learned. You are thanked, 
  but questioned what has happened to the other two scouts. You 
  but questioned what has happened to the other two scouts. You 
  but questioned what has happened to the other two scouts. You 
  but questioned what has happened to the other two scouts. You 
  can only hope that they make their way b
  can only hope that they make their way b
  can only hope that they make their way b
  can only hope that they make their way back to Eastpass and 
  ack to Eastpass and 
  ack to Eastpass and 
  ack to Eastpass and 
  safety.
  safety.
  safety.
  safety.    
   
  The PCs will be given 50 sp each for their help in this 
  mission. 
   
  Ending B
  Ending B
  Ending B
  Ending B    
  If the PCs found Bray Burrowfoot, Lurich Longlegs and 
  Turk Toughtoe but all were dead read the following: 
   
  You return to Eastpass with the information y
  You return to Eastpass with the information y
  You return to Eastpass with the information y
  You return to Eastpass with the information you have learned. 
  ou have learned. 
  ou have learned. 
  ou have learned. 
  You are thanked for your efforts in the matter.
  You are thanked for your efforts in the matter.
  You are thanked for your efforts in the matter.
  You are thanked for your efforts in the matter.    
   
  The PCs will be given 100 sp each for their help in this 
  mission. 
   
  Ending C
  Ending C
  Ending C
  Ending C    
  If the PCs found Turk Toughtoe and saved Bray 
  Burrowfoot and Lurich Longlegs read the following: 
   
  You return to Ea
  You return to Ea
  You return to Ea
  You return to Eastpass with valuable information plus Bray 
  stpass with valuable information plus Bray 
  stpass with valuable information plus Bray 
  stpass with valuable information plus Bray 
  Burrowfoot and Lurich Longlegs still alive. You are thanked 
  Burrowfoot and Lurich Longlegs still alive. You are thanked 
  Burrowfoot and Lurich Longlegs still alive. You are thanked 
  Burrowfoot and Lurich Longlegs still alive. You are thanked 
  for your efforts in the matter. You are informed that you have 
  for your efforts in the matter. You are informed that you have 
  for your efforts in the matter. You are informed that you have 
  for your efforts in the matter. You are informed that you have 
  acted as any hero would in this mission and favors fall upon 
  acted as any hero would in this mission and favors fall upon 
  acted as any hero would in this mission and favors fall upon 
  acted as any hero would in this mission and favors fall upon 
  those who risk their lives in
  those who risk their lives in
  those who risk their lives in
  those who risk their lives in such ways.
   such ways.
   such ways.
   such ways.    
   
  The PCs will be given 100 sp each for their help in this 
  mission, plus the Favor of Oldid Silverbeard. 
   
  Bray will give the PC who aided them the most in 
  combat with his dagger, while Lurich will give the PC 
  who most aided his return to Eastpass with his necklace. 
   
  If possible, avoid giving both items to the same PC. 
   
  The halflings will also give the PCs a (single) rough 
  and crude map with the directions to the dwarven crypt. 
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter One:
  Encounter One:
  Encounter One:
  Encounter One:    
  Getting information from half-orcs 
  25 xp 
  
   
  Spies Like Us 
   
  Page 11 
   
  Encounter Four:
  Encounter Four:
  Encounter Four:
  Encounter Four:    
  Defeating goblins 
  100 xp 
   
  Encounter Five:
  Encounter Five:
  Encounter Five:
  Encounter Five:    
  Avoiding pit trap 
  25 xp 
   
  Encounte
  Encounte
  Encounte
  Encounter Six:
  r Six:
  r Six:
  r Six:    
  Locating goblin clan 
  25 xp 
      
  EITHER OR (NOT BOTH)
  EITHER OR (NOT BOTH)
  EITHER OR (NOT BOTH)
  EITHER OR (NOT BOTH)    
  Encounter Seven:
  Encounter Seven:
  Encounter Seven:
  Encounter Seven:    
  Rescuing halflings safely 
  50 xp 
   
  Encounter Eight:
  Encounter Eight:
  Encounter Eight:
  Encounter Eight:    
  Defeating goblins 
  150 xp 
   
  Encounter Eleven:
  Encounter Eleven:
  Encounter Eleven:
  Encounter Eleven:    
  Dealing with derro peacefully 
  50 xp 
   
  Conclusion (or before):
  Conclusion (or before):
  Conclusion (or before):
  Conclusion (or before):    
  Getting information from halflings 
  50 xp 
   
  Total experience for objectives 
  450 xp 
  Discretionary roleplaying award 
  0-50 xp 
   
  Total Possible Experience
  Total Possible Experience
  Total Possible Experience
  Total Possible Experience    
  500 xp
  500 xp
  500 xp
  500 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary 
  PCs may keep items from the scenario which are listed on 
  the treasure list or which meet the following conditions: 
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g. armor on foes). If it 
  is not listed in the text, the PCs cannot keep it. Items 
  of this nature can be sold for 50% of book value, or 
  recorded on a log sheet. 
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  PC to form relationships with NPCs, but these will 
  not be certed and cannot bring material benefit to 
  the PC. Contacts (sources of extra information) must 
  be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some PCs. Items which are worth more than 500 gp, 
  which are of personal signficance to the owner 
  (including family heirlooms), and magical items will 
  be discovered in the possession of the PC by one 
  means or another. The PC who stole them must 
  return the item and pay a fine equal to three times 
  the value of the item stolen. In addition, the PC 
  caught receives on Infamy point from being a known 
  thief. For other items which meet the criteria in #1 
  above, use your judgment on whether a PC rogue 
  gets away with the theft or not. 
   
  Any item retained according to these rules which does 
  not have a certificate will not ever have a certificate issued 
  for it. 
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things which it later finds 
  unreasonable but which were allowed at the time. 
   
  Next to mundane items are the values of the items. 
  They can be sold as described above (basically 50% of 
  book value). 
   
  Encounter One:
  Encounter One:
  Encounter One:
  Encounter One:    
  • 
  3 suits of half-orc sized studded leather (Value 25 gp 
  each) 
  • 
  3 greataxes (Value 20 gp each) 
  • 
  27 sp 
   
  Encounter Four:
  Encounter Four:
  Encounter Four:
  Encounter Four:    
  • 
  6 suits of goblin-sized studded leather (Value 25 gp 
  each) 
  • 
  6 javelins (Value 1 gp each) 
  • 
  6 morning stars (Value 8 gp each) 
  • 
  71 sp 
   
  Encounter Eight:
  Encounter Eight:
  Encounter Eight:
  Encounter Eight:    
  • 
  8 suits of goblin-sized studded leather (Value 25 gp 
  each) 
  • 
  8 javelins (Value 1 gp each) 
  • 
  8 morning stars (Value 8 gp each) 
  • 
  102 sp 
   
  Encounter Nine:
  Encounter Nine:
  Encounter Nine:
  Encounter Nine:    
  • 
  12 suits of derro-sized studded leather (Value 25 gp 
  each) 
  • 
  12 buckler shield (Value 16 gp each) 
  • 
  15 daggers (Value 2 gp each) 
  • 
  250 sp 
   
  Conclusion:
  Conclusion:
  Conclusion:
  Conclusion:    
  • 
  Lurich Longlegs' Necklace (Value 195 gp, 1 lb.): This 
  beautiful silver necklace was given to the PC 
  indicated on the top of the certificate. It is composed 
  of ten very fine silver threads that wrap around each 
  other. It also has a small charm with the mark of the 
  Longlegs family. Trading or selling this item is 
  considered a disgrace to Lurich, since it was given to 
  the PC as a gift. Any resident of Eastpass will not 
  accept this necklace for any reason [trade, gift, etc.] It 
  will grant the PC a +2 circumstance bonus to 
  Diplomacy checks made against any member of the 
  Longlegs clan.  
  • 
  Bray Burrowfoot's +1 dagger (Small, Value 2305 gp, 1 
  lb.): This dagger was given to the PC named on the 
  top of the certificate by Bray Burrowfoot. It is a 
  beautiful steel dagger with a small ruby on a golden 
  pommel. 
  • 
  Dwarven Crypt Map (Value 0 gp): This map is very 
  rough and crude. It was given to the PC by Bray 
  
   
  Spies Like Us 
   
  Page 12 
  Burrowfoot and Lurich Longlegs. It is said to hold 
  the directions to an ancient dwarven crypt. It has no 
  value except to those who might be in search of the 
  crypt.    
  • 
  Influence Point with Oldid Silverbeard (one per PC): 
  This favor will be usable at a future date and time for 
  several opportunities including possible attainment 
  of mundane items such as armor and weapons.    
  • 
  50 sp or 100 sp (per PC)    
   
  
   
  Spies Like Us 
   
  Page 13 
  DM Aid #1 (Halflings Actual Route Taken)
  DM Aid #1 (Halflings Actual Route Taken)
  DM Aid #1 (Halflings Actual Route Taken)
  DM Aid #1 (Halflings Actual Route Taken)    
   
   
   
  
   
  Spies Like Us 
   
  Page 14 
  Player Handout #1 (Halflings planned route)
  Player Handout #1 (Halflings planned route)
  Player Handout #1 (Halflings planned route)
  Player Handout #1 (Halflings planned route)    
   
      
      
      
      
  
   
  Spies Like Us 
   
  Page 15 
  Spi
  Spi
  Spi
  Spies Like Us
  es Like Us
  es Like Us
  es Like Us Story Summary
   Story Summary
   Story Summary
   Story Summary    
  for use at Florida Fall Fantasy 2000 Only
  for use at Florida Fall Fantasy 2000 Only
  for use at Florida Fall Fantasy 2000 Only
  for use at Florida Fall Fantasy 2000 Only    
      
  Please fill out the following and return to Christopher Reed at 6245 Westgate Drive; Apartment 
  #1905; Orlando, FL 32835. 
   
   
  1. Were any of the three half-orcs killed? 
  YES 
  NO 
  a) If so, which ones? 
  _______________ 
   
   
  2. Did the PCs find Turk Toughtoe? 
  YES 
  NO 
   
   
  3. Did the PCs visit the goblin tribe? 
  YES 
  NO 
   
   
  4. Did the PCs save Bray Burrowfoot and Lurich Longlegs? 
  YES 
  NO 
   
   
  5. Did the PCs encounter the derro? 
  YES 
  NO 
  a)If so, did the react peacefully? 
  YES 
  NO 
   
   
  6. Were the PCs informed about the dwarven crypt? 
  YES 
  NO 
   
   
  7. Which conclusion did you use? 
  A 
  B 
  C 
   
   
  8. Which PC received Bray Burrowfoot's dagger? 
   
  Real Name: 
  E-mail: 
  RPGA #: 
  PC Name: 
   
  _________________________________________________________ 
   
   
  9. Which PC received Lurich Longlegs' necklace? 
   
  Real Name: 
  E-mail: 
  RPGA #: 
  PC Name: 
   
  _________________________________________________________ 
   
   
  10. Which PC received the Dwarven Crypt Map? 
   
  Real Name: 
  E-mail: 
  RPGA #: 
  PC Name: 
   
  _________________________________________________________ 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/591/Normal Scenarios/ULP1-02 - Spies Like Us (APL 2-6)/ULP1-02 - Spies Like Us.pdf