TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  River of Blood
  River of Blood
  River of Blood
  River of Blood    
   
  A One
  A One
  A One
  A One----Round D&D Living Greyhawk Adventure
  Round D&D Living Greyhawk Adventure
  Round D&D Living Greyhawk Adventure
  Round D&D Living Greyhawk Adventure    
   
  by Erik Mona
  by Erik Mona
  by Erik Mona
  by Erik Mona    
   
   
   
   
   
   
  The Millstream runs red with the blood of the abducted children of Greyhawk's lower class, triggering memories of a 
  crisis thought averted long ago. Absolute Power series, part one. For characters levels 1-3. 
   
   
   
   
   
   
   
   
   
   
   
  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.  
  
   
  River of Blood 
   
  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.  
   
  A copy of Greyhawk: The Adventure Begins, will vastly 
  improve the experience of your players, though it is not 
  required in order that everyone has a good time. 
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  This adventure is untiered. It is for characters levels 1-3. 
  Characters above this level should not be used in this 
  adventure. 
   
   
  An Introduction to 
  An Introduction to 
  An Introduction to 
  An Introduction to     
  Absolute Power
  Absolute Power
  Absolute Power
  Absolute Power    
  River of Blood is the first of Absolute Power, a series of 
  linked LIVING GREYHAWK adventures that will span 
  several years of play. In this opening chapter, a group of 
  beginning adventurers stumbles upon hints that 
  something of great importance is brewing within the 
  shadowed walls of the city of Greyhawk. Clues discovered 
  in this event may not come into play for months, or even 
  years. This type of “continuous” story arc is unusual in 
  long-standing organized play campaigns. What might be 
  taken for granted in a private campaign, the taking of 
  notes for future reference for instance, often falls by the 
  wayside in convention-based play, as players tend to focus 
  on only the obvious goals and encounters set out for 
  them in a splendid, four-hour package. As the Dungeon 
  Master, you should alert the players to the ongoing 
  nature of the Absolute Power series before play begins, so 
  that your players might break out of the convention 
  gaming mentality and prepare themselves for the first 
  step in a much larger journey.  
   
  All of that aside, River of Blood is a stand-alone 
  adventure scenario in its own right. A player can easily sit 
  down for four hours, explore the mystery presented 
  herein, and walk away, never to play another adventure in 
  this series without feeling like she’s been ripped off, or 
  only given a portion of the adventure. If we’ve done a 
  good job putting this adventure together, however, and if 
  you do a good job running it, we’re certainly hoping that 
  players will eagerly await the next installment.   
   
  What, then, is the over-arching “plot” of Absolute 
  Power? It will take years for the entire story to surface. 
  Given the nature of the LIVING GREYHAWK environment, 
  today’s DM is tomorrow’s player, so we wouldn’t think of 
  ruining the entire thing this early. For now, suffice it to 
  say that Absolute Power concerns itself with agents of 
  certain powers scouring the Flanaess, looking for an item 
  or items that will lead them to a source of power thought 
  lost for more than a millennia.  
   
  Of course, many of these agents seek out the power 
  for all the wrong reasons, reasons that will, over time, 
  become clear. As the LIVING GREYHAWK campaign 
  begins, one such agent has infiltrated the notorious home 
  of a convicted killer, and the blunderings of his unusual 
  allies sets a group of beginning adventurers on a trail that 
  may consume years of their adventuring careers, or 
  indeed their very lives. 
   
  
   
  River of Blood 
   
  Page 3 
   
  The River of Blood
  The River of Blood
  The River of Blood
  The River of Blood    
  The City of Greyhawk, known as a haven for thieves and 
  cutthroats as well as a center of culture and industry, has 
  seen its share of scandal. From anonymous knifings of 
  young nobles “slumming it” in the wrong part of town to 
  outright war between its guilds of thieves and beggars, 
  Greyhawk is no stranger to the type of violence most 
  would prefer to keep covered up. 26 years ago, however, a 
  noble of the city was implicated in a series of crimes so 
  horrendous that news of the foul event spread as far as 
  Ratik, confirming provincial wisdom that the city of 
  Greyhawk was good for two things alone: corruption and 
  death. 
   
  The scandal began with the disappearance of eight 
  children, scions of nobles and wealthy merchants who 
  inhabited the High and Garden Quarters of Greyhawk, a 
  haven of culture and wealth separated from the “filth” of 
  the Slum and Thieves Quarters by two walls and the bulk 
  of New Town. Suspicion immediately fell upon the 
  Thieves Guild, triggering press gangs of hired “vigilance 
  committee” members (working at the behest of the 
  families of the abducted) poking their noses south of 
  Black Gate, in Old City, the haunt of thieves and the 
  deathly impoverished. As might be suspected, these 
  searches and accusations led to violence and the 
  destruction of property, and what had begun as an affair 
  of the well-to-do soon spread through Old and New city 
  alike, affecting the lives of both the rich and poor.  
   
  The searches turned up nothing, and after two 
  weeks, even the watch threw up their hands in 
  frustration. Then, the criminal behind the abductions 
  made himself known in a hideously violent act of 
  confession. Merchants traveling east on High Street from 
  the High Market to the Duke’s Gate noticed it first. The 
  waters of the Millstream, the thin creek that runs 
  throughout nearly the entire city, ran red with blood. 
   
  Tracing the blooded river north, investigators came 
  upon an iron gate set against a steep hill, atop which 
  stood the lordly manor of Sir Bluto, knight bachelor of 
  the City of Greyhawk. The millstream, according to city 
  records, emerged from the ground in a natural cave 
  beyond the grate. The key to the grate, according to those 
  same records, was held in trust by none other than the 
  knightly Sir Bluto himself. 
   
  By the time investigators pried open the grate, Sir 
  Bluto had wandered into the Garden Quarter watch 
  station, where he confessed to his grisly crime. Though 
  imprisoned, he soon escaped his captors. Some say he fled 
  across the Nyr Dyv with a band of renegade Rhennee 
  bargemen. Adventurers' reports more than a decade later 
  placed him within the storied edifice known as White 
  Plume Mountain. He has never been brought to justice. 
  Before fleeing Greyhawk, however, Sir Bluto had left a 
  farewell present, of sorts. 
   
  The investigators discovered that the caves below Sir 
  Bluto’s estate had been refined, most likely by some long-
  dead tenant. Ancient wooden doors and walls divided the 
  caves into a number of different chambers. One of these 
  chambers clearly had been used as a holding pen for the 
  children, as it stank of sweat and filth. A thin, dark flight 
  of stairs led from the caves to the house above, allowing 
  the passage from the world of the city to the underworld 
  without risk of being seen. 
   
  And an underworld it was. Near the center of the 
  cavern, where the stream bubbled up from a natural 
  spring, investigators discovered the naked, mutilated 
  bodies of the eight missing children, which had been 
  hanged from barbed chains from the cavern’s ceiling, 
  their lifeblood draining from the quasi-mystical symbols 
  carved into their flesh to the flowing water beneath them. 
  Conventional (though, after the fact, fiercely covered-up) 
  wisdom suggested that the vile Sir Bluto had worshipped 
  fiends in this hidden sanctum, and that the eight 
  dangling corpses had been the culmination of his 
  devotion to his infernal masters. The official story was 
  that Bluto was a madman which, of course, he must have 
  been. The people, with the help and urging of the 
  government, put the killings behind them, for the most 
  part remembering them only by the sobriquet they had 
  picked up thanks to the lurid image first espied by the 
  merchants on High Street: The River of Blood murders. 
  Sir Bluto’s home, within the shadow of the Guild of 
  Wizardry, has remained vacant all these years. The key to 
  the grate, ever since the day the bodies were removed 
  from the caves, has been in the care of the city watch. 
   
  Veralian Took and his Cohorts
  Veralian Took and his Cohorts
  Veralian Took and his Cohorts
  Veralian Took and his Cohorts    
  Three weeks ago, a stranger to the City of Greyhawk 
  arrived under cover of darkness, and made his way to the 
  home of the infamous Sir Bluto. This man, a mercenary 
  by the name of Veralian Took, had been hired by 
  unknown agents to set up residence in the house, 
  investigate the entirety for some hint as to what Sir Bluto 
  had been up to, and report back to his contact at some 
  location to be named later. For the industrious Took, 
  breaking into the home had been easy. Clearing thirty 
  some years of dust and debris, however, had taken more 
  time. Much longer, in fact, than he had originally 
  accounted for.  
   
  Everything likely would have gone as planned if not 
  for Took’s associates. Though his human friends Garoth 
  the Houndsman and Furtok the brute grew restless, 
  always afraid that their trips to the High Market to gather 
  provisions would raise suspicions, it was Took’s inhuman 
  cohorts who caused the true problems. Traveling with 
  Veralian Took was a band of xvarts, blue-skinned 
  goblinoids who he long ago picked up while adventuring 
  in the Bandit Kingdoms. Xvarts have an affinity for rats, 
  and so this particular band of xvarts saw Took, himself a 
  wererat, as something of a messiah. 
   
  Veralian Took might occasionally change form into a 
  rat, but he was no idiot. He knew that smuggling a band 
  of xvarts into the city of Greyhawk would be difficult, and 
  that keeping them there without them causing trouble 
  would prove an even greater challenge. Within a week of 
  gaining entry to Sir Bluto’s home, however, Took 
  
   
  River of Blood 
   
  Page 4 
  discovered the secret passage to the caves below. After 
  befriending some particularly fierce rats who had 
  inhabited the caves and exploring the cavern, the xvarts 
  made the place their home. Veralian Took locked the 
  door from cave to house, effectively trapping the xvarts 
  between home and grate. 
   
  Though xvarts are by nature cavern dwellers, Took’s 
  companions didn’t appreciate being cooped up under Sir 
  Bluto’s house. Worst of all, Veralian Took was taking 
  much longer than he had originally promised, and the 
  xvarts were in serious danger of missing one of their high 
  religious festivals, Raxivort’s Frolic. This most holy of 
  weeks heralded the most sacred time in the xvart’s 
  religious calendar, and Took’s optimism regarding the 
  length of their stay in Greyhawk left the humanoids 
  trapped in a foreign, human city with no females to speak 
  of (xvart females play an important role in the Frolic 
  ceremonies). Though underestimated by their humanoid 
  kin, xvarts are notoriously crafty. Within days, while their 
  human companions scavenged through Sir Bluto’s abode, 
  the xvarts had managed to pry the bars of the safety grate 
  apart just enough to allow passage to the High Quarter. If 
  xvart females could not be found, humans would have to 
  do.  
   
  A New R
  A New R
  A New R
  A New River of Blood?
  iver of Blood?
  iver of Blood?
  iver of Blood?    
  As yet, the xvarts have met with only marginal success. 
  On their first foray to the world beyond the grate, they 
  ventured south, along the millstream. Traveling under 
  the cover of night, two xvarts made it as far south as the 
  wall dividing the bulk of Greyhawk from the Old City. 
  Under ordinary circumstances, the creatures would have 
  been stopped by a thick metal gate at the wall, but this 
  had been pried loose by thieves on some recent caper. 
  Thus, the xvarts delved deeper into the worst 
  neighborhood in the teeming city of Greyhawk, the so-
  called Slum Quarter, where a man’s life is worth only so 
  much as he carries in his pockets. Most often, this 
  amounts to nothing.  
   
  And yet, in these darkened streets, some amount of 
  innocence flourishes still, in the form of children too 
  young to know that their path has been dictated for them 
  since birth. Two such children, Erdan and Dena Pakiss, 
  played on the banks of the Millstream that night. Even 
  though, by the time it passed the south wall, the waters of 
  the Millstream ran with the refuse of a metropolis, these 
  children played. On the night in question, a horrible 
  brand of filth made its way south with the current. The 
  body of the young boy, Erdan, was discovered at dawn. Of 
  the girl, Dena, no sign remained.  
   
  Murders 
  and 
  abductions, 
  even 
  (or 
  perhaps 
  especially) of children, are not unusual in the Slum 
  Quarter, where the most destitute of men bring with 
  them the most despicable of vices. The names of the 
  murdered and missing were entered into certain ledgers 
  in a watch house already swarming with crimes 
  demanding more immediate attention, and the matter, at 
  least so far as city officials were concerned, was largely 
  forgotten.  
   
  Five days later, however, an eight-year-old girl 
  named Caran Meratan vanished while washing her 
  family’s clothes in the Millstream near where Erdan 
  Pakiss was found. Certain inquiries were made in the 
  nearby neighborhoods. A Tenha street vagrant who (it 
  was said) fancied children was beaten to death by an 
  angry mob of Slum Quarter laborers. The man had 
  claimed innocence to the last, and no trace of where the 
  children might have been kept was discovered. 
   
  As yet, the city watch remains (at best) casually 
  interested in the crimes. The superstitious folk of the 
  Slum Quarter keep their children locked up at home, 
  afraid that any of their neighbors might be the fiend 
  responsible. Though the crimes are yet young, some in 
  Old City have raised the specter of the River of Blood, 
  noting the importance of the Millstream in both crimes. 
  The situation is such that, with perhaps one or two more 
  abductions, tensions in the Slum Quarter could grow to 
  bursting. 
   
  Into this state of affairs comes a carriage of would-be 
  adventurers, visiting the city of Greyhawk for what is 
  likely the first time. Their trip is to be interrupted, 
  however, by a little girl who will set them on two 
  mysteries. The first will return another child to her 
  mother. The second will span the entire Flanaess, and 
  will define the newcomers’ adventuring careers. 
   
  Note to Dungeon Masters
  Note to Dungeon Masters
  Note to Dungeon Masters
  Note to Dungeon Masters    
  As has most likely already become obvious, River of 
  Blood deals with some topics that may make players 
  uncomfortable. Before play begins, it might be a good 
  idea to let the players know that the adventure involves 
  children in dangerous situations. If someone expresses 
  discomfort with the idea (as the DM, this applies to you, 
  too), modify the adventure to remove any reference to 
  “Raxivort’s Frolic.” In this case, the xvarts simply 
  discovered the children while exploring the millstream at 
  night. 
  The 
  adventure 
  should 
  play 
  itself 
  out 
  straightforwardly from there.   
   
   
  Encounter One: Introductions
  Encounter One: Introductions
  Encounter One: Introductions
  Encounter One: Introductions    
  As the adventure begins, the PCs find themselves in a 
  carriage meant to seat six (though seven can be 
  accommodated, if uncomfortably). For whatever reason 
  (this should be left to each player to decide for himself), 
  the PCs have traveled from the matriarchal city of 
  Hardby, on the Woolly Bay, north to the cosmopolitan 
  city of Greyhawk. The trip has taken more than two days, 
  with stops at coaching houses along the way. This has left 
  the group with ample time to get to know each other. As 
  play begins, go around the table, allowing each player to 
  give a physical description of their character. Ask each 
  player to keep in mind why his or her character has come 
  to the free city, as well as asking them to share what the 
  others might have learned about their character after a 
  day or so of conversation with a handful of strangers in 
  cramped quarters.  
  
   
  River of Blood 
   
  Page 5 
   
  The wagon in which the PCs begin the adventure is 
  owned by the Able Carter coachhouse, which runs 
  regular carriage travel up and down the Selintan River 
  valley. The two coachmen, Ernst and Eluk, are quiet but 
  efficient teamsters; they keep to themselves most of the 
  trip. 
   
  Once the party has become acquainted, continue 
  with the following, showing the players the attached map 
  of the city of Greyhawk to give them an idea of where 
  they are (the party enters through the Highway Gate at 
  the southern edge of the city): 
   
  The immense walls of Greyhawk seem to grow larger as your 
  The immense walls of Greyhawk seem to grow larger as your 
  The immense walls of Greyhawk seem to grow larger as your 
  The immense walls of Greyhawk seem to grow larger as your 
  carriage approache
  carriage approache
  carriage approache
  carriage approaches the city. Outside the walls, a handful of ill
  s the city. Outside the walls, a handful of ill
  s the city. Outside the walls, a handful of ill
  s the city. Outside the walls, a handful of ill----
  cared
  cared
  cared
  cared----for structures cluster around the River Road. Tired, dirty 
  for structures cluster around the River Road. Tired, dirty 
  for structures cluster around the River Road. Tired, dirty 
  for structures cluster around the River Road. Tired, dirty 
  faces look out at you as your carriage passes by. The larger of the 
  faces look out at you as your carriage passes by. The larger of the 
  faces look out at you as your carriage passes by. The larger of the 
  faces look out at you as your carriage passes by. The larger of the 
  two coachmen, Ernst, ducks his head near the right
  two coachmen, Ernst, ducks his head near the right
  two coachmen, Ernst, ducks his head near the right
  two coachmen, Ernst, ducks his head near the right----hand 
  hand 
  hand 
  hand 
  window. “We’re abou
  window. “We’re abou
  window. “We’re abou
  window. “We’re about at the Highway Gate,” he says in a gruff 
  t at the Highway Gate,” he says in a gruff 
  t at the Highway Gate,” he says in a gruff 
  t at the Highway Gate,” he says in a gruff 
  voice. “Beyond that’s Old City. Should be safe this time of day, 
  voice. “Beyond that’s Old City. Should be safe this time of day, 
  voice. “Beyond that’s Old City. Should be safe this time of day, 
  voice. “Beyond that’s Old City. Should be safe this time of day, 
  but it’s not worth chancin’ it. Stay in the carriage until we get to 
  but it’s not worth chancin’ it. Stay in the carriage until we get to 
  but it’s not worth chancin’ it. Stay in the carriage until we get to 
  but it’s not worth chancin’ it. Stay in the carriage until we get to 
  the Able Carter coachouse, in the Artisans District beyond the 
  the Able Carter coachouse, in the Artisans District beyond the 
  the Able Carter coachouse, in the Artisans District beyond the 
  the Able Carter coachouse, in the Artisans District beyond the 
  Black Gate, insi
  Black Gate, insi
  Black Gate, insi
  Black Gate, inside.” 
  de.” 
  de.” 
  de.”     
      
  The carriage comes to a stop outside two tall towers. A 
  The carriage comes to a stop outside two tall towers. A 
  The carriage comes to a stop outside two tall towers. A 
  The carriage comes to a stop outside two tall towers. A 
  large, twelve
  large, twelve
  large, twelve
  large, twelve----foot
  foot
  foot
  foot----wide archway stands open between the towers. 
  wide archway stands open between the towers. 
  wide archway stands open between the towers. 
  wide archway stands open between the towers. 
  Ernst hops from his perch atop the carriage and opens the right
  Ernst hops from his perch atop the carriage and opens the right
  Ernst hops from his perch atop the carriage and opens the right
  Ernst hops from his perch atop the carriage and opens the right----
  side door. “Now, then,” he says. “The guards here at the gate’ll 
  side door. “Now, then,” he says. “The guards here at the gate’ll 
  side door. “Now, then,” he says. “The guards here at the gate’ll 
  side door. “Now, then,” he says. “The guards here at the gate’ll be 
  be 
  be 
  be 
  wantin' to know your business in the city, and you’ll have to 
  wantin' to know your business in the city, and you’ll have to 
  wantin' to know your business in the city, and you’ll have to 
  wantin' to know your business in the city, and you’ll have to 
  sign in, too.”
  sign in, too.”
  sign in, too.”
  sign in, too.”    
   
  Less than a minute later, the carriage is approached by 
  two guardsmen dressed in red tabards, with a large yellow 
  star emblazoned on the chest. The men wear chainmail 
  beneath their tabards, and are armed with clubs. Plain 
  metal shields are secured on their backs. 
   
  These guards speak in hushed tones with the 
  teamsters before approaching the PCs in the carriage. The 
  apparent leader, a tall human man with dark hair of 
  medium length, asks each member of the party what 
  their business is in Greyhawk. The man is polite, making 
  notations in a logbook after he has heard each PC’s story. 
  If anyone should provide so crass a reason for coming to 
  Greyhawk as “I’m in search of Adventure,” the guard tries 
  to stifle a smile and shakes his head sadly. The guard gives 
  half-orcs a long, serious look before tersely asking them 
  their business in Greyhawk. He knows he’s not allowed 
  to deny half-orcs entry into the city, but that doesn’t 
  mean he has to like it, either. 
   
  Anyone claiming to worship an evil power such as 
  demons, any savage humanoid god, or especially Iuz, will 
  be denied entry to the city. 
   
  After each member of the party has explained their 
  business, the guard asks them to sign their names in his 
  logbook. If they do not know their letters, a simple “X” 
  will suffice. 
   
  Should the party foolishly start any trouble with the 
  gate guards, the two at the carriage will whistle to their 
  companions in the gatehouse. One of the guards within 
  lowers a portcullis in the passage between the towers, and 
  the five additional guards outside the gates (checking on 
  other visitors) rush to the aid of their colleagues. Further, 
  both coachmen set upon the troublemaker with their 
  clubs, eager that the Able Carter business distance itself 
  from any hint that it might have brought troublemakers 
  into the city. 
   
  City Watch Guards, male and female human War1:
  City Watch Guards, male and female human War1:
  City Watch Guards, male and female human War1:
  City Watch Guards, male and female human War1: 
  Meduim Humanoid (5 ft. 5 in. – 6 ft. tall); HD 1d8+5; hp 
  10; Init +2 (Dex); Spd 20 ft.; AC 18 (+2 Dex, +5 chainmail, 
  +1 small steel shield); Atk +3 melee (1d6+1, club), or +2 
  melee (1d8/crit 19-20/x2, longsword), +3 ranged (1d8/19-
  20/x2, light crossbow); AL N or LN; SV Fort +4, Ref +2, 
  Will +0. 
   
  Str 13, Dex 14, Con 14, Int 11, Wis 11, Cha 10. 
   
  Skills: Handle Animal +4, Intimidate +4, Ride +6. 
  Feats: Toughness, Weapon Focus (club). 
      
  Equipment: Club, short sword, light crossbow, 
  chainmail. 
   
  Ernst, male human War1:
  Ernst, male human War1:
  Ernst, male human War1:
  Ernst, male human War1: Meduim Humanoid (6 ft. 3 in. 
  tall); HD 1d8+5; hp 10; Init +2 (Dex); Spd 30 ft.; AC 16 (+2 
  Dex, +4 chain shirt); Atk +4 melee (1d6+2/crit x3, 
  handaxe), +3 ranged (1d8/19-20/x2, light crossbow); AL 
  NG; SV Fort +4, Ref +2, Will +0. 
   
  Str 15, Dex 14, Con 15, Int 11, Wis 11, Cha 10. 
   
  Skills: Handle Animal +4, Intimidate +4, Ride +6. 
  Feats: Toughness, Weapon Focus (handaxe). 
      
  Equipment: Light crossbow, handaxe, club, chain 
  shirt, pouch containing 22 gp. 
   
  The larger and more outgoing of the Able Carter 
  coachmen, Ernst is a gregarious light-skinned bear of a 
  man. The coachman is quick to smile, and even quicker to 
  whet his thirst with strong alcohol when stopping at 
  some roadside in. He's cautious when on the job, 
  however, and puts the interests of his employer above all 
  else. 
   
  Eluk, male human War1:
  Eluk, male human War1:
  Eluk, male human War1:
  Eluk, male human War1: Meduim Humanoid (5 ft. 6 in. 
  tall); HD 1d8+2; hp 7; Init +6 (Dex, Improved Initiative); 
  Spd 30 ft.; AC 16 (+2 Dex, +4 chain shirt); Atk +3 melee 
  (1d6+2/crit x3, handaxe), +4 ranged (1d8/19-20/x2, light 
  crossbow); AL NG; SV Fort +4, Ref +2, Will +0. 
   
  Str 12, Dex 15, Con 14, Int 11, Wis 11, Cha 10. 
   
  Skills: Handle Animal +4, Intimidate +4, Ride +6. 
  Feats: 
  Improved 
  Initiative, 
  Weapon 
  Focus 
  (light 
  crossbow). 
      
  Equipment: Light crossbow, handaxe, club, chain 
  shirt. 
   
  Eluk is much shorter and fatter than Ernst, and while he 
  is a kind-hearted man, he can't help but resent his 
  partner. He tends to bitterly follow Ernst's lead, and 
  doesn't speak very often. 
   
   
  
   
  River of Blood 
   
  Page 6 
  Encounter Two: A Strange 
  Encounter Two: A Strange 
  Encounter Two: A Strange 
  Encounter Two: A Strange 
  Visitor
  Visitor
  Visitor
  Visitor    
  After the PCs have dealt with the gate guards, Ernst 
  ushers them back into the carriage (if they ever left), 
  closes the door, and retakes his position next to Eluk atop 
  the coach box. In moments, the carriage once again 
  begins its northward journey. 
   
  Passing through the wide archway at the Highway Gate, you 
  Passing through the wide archway at the Highway Gate, you 
  Passing through the wide archway at the Highway Gate, you 
  Passing through the wide archway at the Highway Gate, you 
  emerge into the city of Greyhawk at the part of town Ernst 
  emerge into the city of Greyhawk at the part of town Ernst 
  emerge into the city of Greyhawk at the part of town Ernst 
  emerge into the city of Greyhawk at the part of town Ernst 
  referred to as “Old City.” Looking out y
  referred to as “Old City.” Looking out y
  referred to as “Old City.” Looking out y
  referred to as “Old City.” Looking out your windows, it’s not 
  our windows, it’s not 
  our windows, it’s not 
  our windows, it’s not 
  difficult to see how it picked up that name. The buildings 
  difficult to see how it picked up that name. The buildings 
  difficult to see how it picked up that name. The buildings 
  difficult to see how it picked up that name. The buildings 
  crowded about the wide thoroughfare north of the gatehouse 
  crowded about the wide thoroughfare north of the gatehouse 
  crowded about the wide thoroughfare north of the gatehouse 
  crowded about the wide thoroughfare north of the gatehouse 
  have suffered much through the ages, both from the ravages of 
  have suffered much through the ages, both from the ravages of 
  have suffered much through the ages, both from the ravages of 
  have suffered much through the ages, both from the ravages of 
  time and, apparently, from a good deal of neglect, as 
  time and, apparently, from a good deal of neglect, as 
  time and, apparently, from a good deal of neglect, as 
  time and, apparently, from a good deal of neglect, as well. A 
  well. A 
  well. A 
  well. A 
  throng of children wearing tattered clothes approaches your 
  throng of children wearing tattered clothes approaches your 
  throng of children wearing tattered clothes approaches your 
  throng of children wearing tattered clothes approaches your 
  carriage, palms extended in a begging posture. The coachmen 
  carriage, palms extended in a begging posture. The coachmen 
  carriage, palms extended in a begging posture. The coachmen 
  carriage, palms extended in a begging posture. The coachmen 
  snap their whips in the direction of the crowd, and with a shout 
  snap their whips in the direction of the crowd, and with a shout 
  snap their whips in the direction of the crowd, and with a shout 
  snap their whips in the direction of the crowd, and with a shout 
  urge their horses forward, soon leaving the children behind.
  urge their horses forward, soon leaving the children behind.
  urge their horses forward, soon leaving the children behind.
  urge their horses forward, soon leaving the children behind.    
      
  AAAAfter passing what must have been a regal bathhouse in its 
  fter passing what must have been a regal bathhouse in its 
  fter passing what must have been a regal bathhouse in its 
  fter passing what must have been a regal bathhouse in its 
  own era, the carriage comes to a bridge that spans a thin stream 
  own era, the carriage comes to a bridge that spans a thin stream 
  own era, the carriage comes to a bridge that spans a thin stream 
  own era, the carriage comes to a bridge that spans a thin stream 
  of not
  of not
  of not
  of not----quite
  quite
  quite
  quite----clear water. A handful of weary
  clear water. A handful of weary
  clear water. A handful of weary
  clear water. A handful of weary----eyed women look 
  eyed women look 
  eyed women look 
  eyed women look 
  up at the carriage as you pass by, laundry and pounding stones 
  up at the carriage as you pass by, laundry and pounding stones 
  up at the carriage as you pass by, laundry and pounding stones 
  up at the carriage as you pass by, laundry and pounding stones 
  in hand. 
  in hand. 
  in hand. 
  in hand. Their young children splash and play in the water as 
  Their young children splash and play in the water as 
  Their young children splash and play in the water as 
  Their young children splash and play in the water as 
  you pass overhead.
  you pass overhead.
  you pass overhead.
  you pass overhead.    
      
  At last, the wagon slows to a halt, and Ernst’s voice can be 
  At last, the wagon slows to a halt, and Ernst’s voice can be 
  At last, the wagon slows to a halt, and Ernst’s voice can be 
  At last, the wagon slows to a halt, and Ernst’s voice can be 
  heard above the trot of the horses on cobblestone. “We’re at the 
  heard above the trot of the horses on cobblestone. “We’re at the 
  heard above the trot of the horses on cobblestone. “We’re at the 
  heard above the trot of the horses on cobblestone. “We’re at the 
  Black Gate,” he says. “The guards here will want you to s
  Black Gate,” he says. “The guards here will want you to s
  Black Gate,” he says. “The guards here will want you to s
  Black Gate,” he says. “The guards here will want you to sign 
  ign 
  ign 
  ign 
  your names, and we’ll be ready to go in no time.”
  your names, and we’ll be ready to go in no time.”
  your names, and we’ll be ready to go in no time.”
  your names, and we’ll be ready to go in no time.”    
   
  The scene here at Black Gate is nearly identical to that at 
  the Highway Gate, save that this gate is far busier. Two 
  whole patrols of guardsmen (use the statistics for the 
  Highway Gate guards, above, if necessary) monitor the 
  traffic through the gate, asking that all who pass through 
  sign a ledger coded with the approximate time of day at 
  which they passed through the gate. Per an old tradition, 
  these guards do not enquire about the business of those 
  passing through, a fact much appreciated by the thieves 
  who infest Old City. 
   
  Once the Black Gate has been passed, proceed with 
  the following: 
   
  Beyond Black Gate, it’s as if you’ve entered a completely new 
  Beyond Black Gate, it’s as if you’ve entered a completely new 
  Beyond Black Gate, it’s as if you’ve entered a completely new 
  Beyond Black Gate, it’s as if you’ve entered a completely new 
  city. Brightly colored banners fly from the building
  city. Brightly colored banners fly from the building
  city. Brightly colored banners fly from the building
  city. Brightly colored banners fly from the buildings on either 
  s on either 
  s on either 
  s on either 
  side of the wide street, and painted signs above many doors 
  side of the wide street, and painted signs above many doors 
  side of the wide street, and painted signs above many doors 
  side of the wide street, and painted signs above many doors 
  announce businesses of many kinds. The coach turns west along 
  announce businesses of many kinds. The coach turns west along 
  announce businesses of many kinds. The coach turns west along 
  announce businesses of many kinds. The coach turns west along 
  a narrow road, and to your right, just before a row of tall 
  a narrow road, and to your right, just before a row of tall 
  a narrow road, and to your right, just before a row of tall 
  a narrow road, and to your right, just before a row of tall 
  buildings cuts off your view, you see a large marketplace at 
  buildings cuts off your view, you see a large marketplace at 
  buildings cuts off your view, you see a large marketplace at 
  buildings cuts off your view, you see a large marketplace at 
  wwwwhich hundreds of people have gathered to trade, sell, or 
  hich hundreds of people have gathered to trade, sell, or 
  hich hundreds of people have gathered to trade, sell, or 
  hich hundreds of people have gathered to trade, sell, or 
  perform. 
  perform. 
  perform. 
  perform.     
      
  Traveling down the sideroad, you pass the smell of baking 
  Traveling down the sideroad, you pass the smell of baking 
  Traveling down the sideroad, you pass the smell of baking 
  Traveling down the sideroad, you pass the smell of baking 
  bread. To the right, a small group of halflings have stopped to 
  bread. To the right, a small group of halflings have stopped to 
  bread. To the right, a small group of halflings have stopped to 
  bread. To the right, a small group of halflings have stopped to 
  watch a gnome juggling faintly glowing balls of light. They clap 
  watch a gnome juggling faintly glowing balls of light. They clap 
  watch a gnome juggling faintly glowing balls of light. They clap 
  watch a gnome juggling faintly glowing balls of light. They clap 
  aaaappreciatively as the gnome finishes, bowing with a flourish.
  ppreciatively as the gnome finishes, bowing with a flourish.
  ppreciatively as the gnome finishes, bowing with a flourish.
  ppreciatively as the gnome finishes, bowing with a flourish.    
      
  Suddenly, the left door of the coach flies open. A naked 
  Suddenly, the left door of the coach flies open. A naked 
  Suddenly, the left door of the coach flies open. A naked 
  Suddenly, the left door of the coach flies open. A naked 
  young human girl, perhaps seven years of age, darts into the 
  young human girl, perhaps seven years of age, darts into the 
  young human girl, perhaps seven years of age, darts into the 
  young human girl, perhaps seven years of age, darts into the 
  carriage, slamming the door behind her. The girl’s skin glistens 
  carriage, slamming the door behind her. The girl’s skin glistens 
  carriage, slamming the door behind her. The girl’s skin glistens 
  carriage, slamming the door behind her. The girl’s skin glistens 
  with water,
  with water,
  with water,
  with water, and she curls on the floor, sobbing loudly. The 
   and she curls on the floor, sobbing loudly. The 
   and she curls on the floor, sobbing loudly. The 
   and she curls on the floor, sobbing loudly. The 
  carriage comes to an abrupt stop.
  carriage comes to an abrupt stop.
  carriage comes to an abrupt stop.
  carriage comes to an abrupt stop.    
   
  The little girl, Caran Meratan, has long, dark brown hair. 
  Her left temple is marked by a deep purple bruise, but 
  she appears otherwise physically unhurt. She shivers 
  visibly, her teeth chattering wildly. The girl does not 
  speak, but instead breathes heavily and grunts, as if she 
  has just gone through a profoundly traumatic experience. 
  If someone attempts to console her, she hugs them and 
  buries her face in their chest, sobbing all the while.  
   
  Caran 
  Meratan, 
  female 
  human 
  Com1:
  Caran 
  Meratan, 
  female 
  human 
  Com1:
  Caran 
  Meratan, 
  female 
  human 
  Com1:
  Caran 
  Meratan, 
  female 
  human 
  Com1: 
  Medium 
  Humanoid (4 ft. tall); HD 1d4; hp 2; Init +2 (Dex); Spd 30 
  ft.; AC 12 (Dex); Atk -1 melee (1d3§, unarmed strike); AL 
  NG; SV Fort +0, Ref +2, Will +3. 
   
  Str 9, Dex 14, Con 10, Int 12, Wis 12, Cha 12. 
   
  Skills: Climb +3, Listen +5, Spot +5, Swim +3. Feats: 
  Endurance, Iron Will. 
   
  Seconds after the girl bursts into the coach, the left door 
  flies open to reveal Ernst, with light crossbow leveled. 
  The moment he sees who has broken into his carriage, 
  however, he lowers his weapon. If the girl has not yet 
  been covered up, he averts his gaze until she has.  
   
  Throughout this ordeal, little Caran will not speak. If 
  asked about who she is or why she burst into the carriage, 
  she makes a wild, pointing gesture to the door. Though it 
  may take the PCs a moment to realize it, Caran points to 
  the door because, on the outside, it is emblazoned with an 
  eight-spoked wagon wheel, the crest of the Able Carter 
  coaching company. Cold, beaten, and frightened, the girl 
  emerged from the Millstream wracked by confusion and 
  fear. When she saw the PCs’ carriage, hope returned to 
  her. She recognized the symbol of the eight-spoked 
  wheel as that of the coaching house at which her father 
  works, and ran to it as if to safety. Once the PCs have 
  made the connection that she’s pointing at the crest, she 
  nods. “Father,” she whispers. 
   
  If the PCs don’t make the connection, Ernst the 
  coachman has an epiphany, putting two-and-two 
  together. “There’s a wainwright by name of Barat what 
  works for the coachinghouse. He’s got a little girl, maybe 
  her age, been missing a week now.” 
   
  The party will most likely proceed to the coaching 
  house. 
   
   
  Encounter Three: The Father
  Encounter Three: The Father
  Encounter Three: The Father
  Encounter Three: The Father    
  The Able Carter coaching house is actually something of 
  a compound, replete with a stable, a garage, and front 
  office (as well as a handful of rooms for the coachmen on 
  the second floor of the office building). While most 
  coaching houses are situated outside the city’s walls, the 
  Able Carters have been allowed to set up shop so near the 
  Petit Bazaar by a special compact with the Union of 
  Merchants and Traders, who appreciate nearly obscene 
  discounts for the services of the house. When the PCs 
  
   
  River of Blood 
   
  Page 7 
  arrive, two carriages sit in the small walled-off yard in 
  front of the compound, with heavily muscled laborers 
  loading or unloading baggage from atop the wagons. 
   
  Ernst leads the party to a small outbuilding at the 
  back of the compound, where a thin, tired-looking 
  middle-aged man works at fitting a wooden spoke into an 
  uncooperative wheel. This is Barat Meratan, and when he 
  sees his girl he immediately abandons his work to run 
  and embrace her. 
   
  Barat Meratan, Exp1:
  Barat Meratan, Exp1:
  Barat Meratan, Exp1:
  Barat Meratan, Exp1: HP 7. 
   
  Stifling tears of joy, the wainwright asks the PCs how 
  they came to find his little girl. He asks Caran what 
  happened, but the little girl simply shakes her head, as if 
  she's unwilling to discuss her ordeal as of yet. Once he 
  realizes that he'll get nowhere talking to his daughter, 
  Barat looks to the PCs. 
   
  Barat turns away from his daughter, and looks at you with cold, 
  Barat turns away from his daughter, and looks at you with cold, 
  Barat turns away from his daughter, and looks at you with cold, 
  Barat turns away from his daughter, and looks at you with cold, 
  tear
  tear
  tear
  tear----soaked eyes.
  soaked eyes.
  soaked eyes.
  soaked eyes. "We live in the Slum Quarter, Caran and me. 
   "We live in the Slum Quarter, Caran and me. 
   "We live in the Slum Quarter, Caran and me. 
   "We live in the Slum Quarter, Caran and me. 
  I get enough here to raise her decent, but only just. I thank you 
  I get enough here to raise her decent, but only just. I thank you 
  I get enough here to raise her decent, but only just. I thank you 
  I get enough here to raise her decent, but only just. I thank you 
  for bringing my girl back to me. I'd begun to think. . ."
  for bringing my girl back to me. I'd begun to think. . ."
  for bringing my girl back to me. I'd begun to think. . ."
  for bringing my girl back to me. I'd begun to think. . ."    
      
  "Nelan Pakiss, a washerwoman what lives by us. . . her 
  "Nelan Pakiss, a washerwoman what lives by us. . . her 
  "Nelan Pakiss, a washerwoman what lives by us. . . her 
  "Nelan Pakiss, a washerwoman what lives by us. . . her 
  two kids vanished while playin'
  two kids vanished while playin'
  two kids vanished while playin'
  two kids vanished while playin' in the Millstream about two 
   in the Millstream about two 
   in the Millstream about two 
   in the Millstream about two 
  weeks ago. Well, that ain't completely right. They found her boy, 
  weeks ago. Well, that ain't completely right. They found her boy, 
  weeks ago. Well, that ain't completely right. They found her boy, 
  weeks ago. Well, that ain't completely right. They found her boy, 
  Erdan, all cut up by the side of the water. The girl, Dena, she 
  Erdan, all cut up by the side of the water. The girl, Dena, she 
  Erdan, all cut up by the side of the water. The girl, Dena, she 
  Erdan, all cut up by the side of the water. The girl, Dena, she 
  was friends with Caran, eight, just like my daughter. They 
  was friends with Caran, eight, just like my daughter. They 
  was friends with Caran, eight, just like my daughter. They 
  was friends with Caran, eight, just like my daughter. They 
  never found her." Barat's lips purse t
  never found her." Barat's lips purse t
  never found her." Barat's lips purse t
  never found her." Barat's lips purse tightly, and he wipes away a 
  ightly, and he wipes away a 
  ightly, and he wipes away a 
  ightly, and he wipes away a 
  tear before continuing.
  tear before continuing.
  tear before continuing.
  tear before continuing.    
      
  "I warned my Caran to stay away from the place where 
  "I warned my Caran to stay away from the place where 
  "I warned my Caran to stay away from the place where 
  "I warned my Caran to stay away from the place where 
  they found poor Erdan, but I also told her to do her chores. I was 
  they found poor Erdan, but I also told her to do her chores. I was 
  they found poor Erdan, but I also told her to do her chores. I was 
  they found poor Erdan, but I also told her to do her chores. I was 
  working late at night eight days back, and when I came home, 
  working late at night eight days back, and when I came home, 
  working late at night eight days back, and when I came home, 
  working late at night eight days back, and when I came home, 
  there was no sign of m
  there was no sign of m
  there was no sign of m
  there was no sign of my daughter. I called up some neighbors, 
  y daughter. I called up some neighbors, 
  y daughter. I called up some neighbors, 
  y daughter. I called up some neighbors, 
  and we went looking. I took my group to the Millstream, and 
  and we went looking. I took my group to the Millstream, and 
  and we went looking. I took my group to the Millstream, and 
  and we went looking. I took my group to the Millstream, and 
  when I saw our laundry sitting by the edge of the water, I lost 
  when I saw our laundry sitting by the edge of the water, I lost 
  when I saw our laundry sitting by the edge of the water, I lost 
  when I saw our laundry sitting by the edge of the water, I lost 
  my legs. We couldn't find her." Barat shakes his head. "We 
  my legs. We couldn't find her." Barat shakes his head. "We 
  my legs. We couldn't find her." Barat shakes his head. "We 
  my legs. We couldn't find her." Barat shakes his head. "We 
  couldn't find her and I feared th
  couldn't find her and I feared th
  couldn't find her and I feared th
  couldn't find her and I feared the worst."
  e worst."
  e worst."
  e worst."    
      
  "I went to the watch, but you don't know what it's like in 
  "I went to the watch, but you don't know what it's like in 
  "I went to the watch, but you don't know what it's like in 
  "I went to the watch, but you don't know what it's like in 
  the Slum Quarter. The last thing they wanted to hear about was 
  the Slum Quarter. The last thing they wanted to hear about was 
  the Slum Quarter. The last thing they wanted to hear about was 
  the Slum Quarter. The last thing they wanted to hear about was 
  a missing child. There was a line of criminals to be processed a 
  a missing child. There was a line of criminals to be processed a 
  a missing child. There was a line of criminals to be processed a 
  a missing child. There was a line of criminals to be processed a 
  block long when I went there, I guess some fight had broke
  block long when I went there, I guess some fight had broke
  block long when I went there, I guess some fight had broke
  block long when I went there, I guess some fight had broken out. 
  n out. 
  n out. 
  n out. 
  They took Caran's name, but didn't say a thing. I tried to tell 
  They took Caran's name, but didn't say a thing. I tried to tell 
  They took Caran's name, but didn't say a thing. I tried to tell 
  They took Caran's name, but didn't say a thing. I tried to tell 
  them it might be the same thing as what happened to the 
  them it might be the same thing as what happened to the 
  them it might be the same thing as what happened to the 
  them it might be the same thing as what happened to the 
  Parkiss kids, but they didn't even seem to notice what I was 
  Parkiss kids, but they didn't even seem to notice what I was 
  Parkiss kids, but they didn't even seem to notice what I was 
  Parkiss kids, but they didn't even seem to notice what I was 
  talking about. But the folk of the Slum Quarter've been 
  talking about. But the folk of the Slum Quarter've been 
  talking about. But the folk of the Slum Quarter've been 
  talking about. But the folk of the Slum Quarter've been 
  whispering. 
  whispering. 
  whispering. 
  whispering. They say it's another River of Blood." 
  They say it's another River of Blood." 
  They say it's another River of Blood." 
  They say it's another River of Blood."     
      
  Barat looks at you, furrows his brow, and speaks. "I don't 
  Barat looks at you, furrows his brow, and speaks. "I don't 
  Barat looks at you, furrows his brow, and speaks. "I don't 
  Barat looks at you, furrows his brow, and speaks. "I don't 
  suppose any of you would be in a position to help us out? Nelan 
  suppose any of you would be in a position to help us out? Nelan 
  suppose any of you would be in a position to help us out? Nelan 
  suppose any of you would be in a position to help us out? Nelan 
  Parkiss is dying with grief, and if there's a way to get her little 
  Parkiss is dying with grief, and if there's a way to get her little 
  Parkiss is dying with grief, and if there's a way to get her little 
  Parkiss is dying with grief, and if there's a way to get her little 
  girl back. . . Do you th
  girl back. . . Do you th
  girl back. . . Do you th
  girl back. . . Do you think you have it in your hearts to help us?"
  ink you have it in your hearts to help us?"
  ink you have it in your hearts to help us?"
  ink you have it in your hearts to help us?"    
   
  Should the PCs decide against helping the folk of the 
  Slum Quarter. . . chances are they won't turn out to be 
  very good adventurers, since they aren't very good at 
  taking the bait. If, however, they decide to give it a go, 
  Barat thanks them, and offers to help out in any way that 
  he can. 
   
  As time goes on, Caran Meratan gets more and more 
  comfortable. Though she's still suffering from shock, 
  gentle PCs will be able to elicit the following information 
  from her, on a successful Diplomacy check (DC 15, or DC 
  10 if the PC in question has already exhibited kindness to 
  her). 
   
  • 
  She was taken by the bloomin (she means "blue 
  men," but she's a little shaken at present. 
  • 
  She doesn't know how many of them there were.  
  • 
  The bloomin came out of the water to her right (she 
  was on the right bank of the millstream, indicating 
  that the xvarts approached her from the north) and 
  punched her in the head. Everything went dark after 
  that. 
  • 
  She woke up somewhere very cold, and very dark. 
  She didn't have her clothes on. (And, in case the PCs 
  ask, the bloomin didn't do anything "naughty" to her, 
  except to push her around a lot. "They're smaller 
  than me," she says. "I think they're jealous.") 
  • 
  She was put in a pit, where she found Dena Parkiss.  
  • 
  She didn't tell Dena about Erdan, and makes the PCs 
  swear that if they save her, they won't tell her, either. 
  • 
  She doesn't know how long she was in the pit, but 
  she thinks it was more than a few days. She cried a 
  lot, and it was very scary.  
  • 
  Dena has a hurt leg, from when the bloomin threw 
  her in the pit. 
  • 
  A few hours ago, the bloomin tossed her a rope, and 
  told her they wouldn't give her food unless she held 
  on. They pulled her to the top and hit her on the 
  head again, just to be mean. 
  • 
  She pretended to be knocked out. 
  • 
  They laid her on a blanket on the floor and fidgeted 
  with a strip of cloth marked with lots of lines on it, 
  just like the women who make clothes use (she 
  peeked when they weren’t looking). (In fact, the 
  xvarts were measuring her for a ceremonial 
  "wedding dress" garment crucial to the rituals 
  involved in Raxivort's Frolic. She should make it 
  clear that they didn’t seem to want to harm or touch 
  her.) 
  • 
  When they didn't seem to be standing very close to 
  her, she stood up and ran. She was still woozy from 
  the punch to the head, and doesn't really remember 
  this part clearly. 
  • 
  She remembers opening a door, and hearing lots of 
  shouts. Eventually, she got outside and fell into the 
  Millstream (she's actually misremembering, here, as 
  she fell into the Millstream before exiting the cave).  
  • 
  She was scared and embarrassed about having no 
  clothes on, so she traveled along the Millstream for a 
  while. She got out when she started to get really cold.  
  • 
  She knew she got out in the "worker quarter," where 
  her dad worked. 
  
   
  River of Blood 
   
  Page 8 
  • 
  She jumped in the PCs carriage because she 
  recognized the symbol of "pa's workplace." 
   
  The PCs can get the following information from Barat (no 
  Diplomacy check needed, since he's interested in helping 
  the PCs in whatever way he can). 
   
  • 
  Erdan Pakiss was found 13 days ago. 
  • 
  Caran disappeared 8 days ago. 
  • 
  The inspector from the watch who took his report 
  seemed decent (if a bit terse), but he hasn’t heard 
  from him since. His name was Inspector Tissen. 
  • 
  He can guide the PCs to Nelan Pakiss' house (in fact, 
  he encourages this—he'd like to give the woman 
  some hope by introducing her to the PCs). 
  • 
  The River of Blood is the name for a mass murder of 
  eight children back in 565. Apparently some knight 
  in the High Quarter did it. He was caught for a time, 
  but got away. 
  • 
  Barat doesn't trust knights or nobles, and thinks the 
  knight (Sir Bugo?) probably paid off the watch and 
  was allowed to leave. 
   
  There are, essentially, three paths the PCs might take 
  from this point forward. If they agree to follow Barat to 
  Nelan Pakiss' home, go to Encounter Four: The Mother. 
  If they decide to investigate the River of Blood mass 
  murder case, go to Encounter Five: Reading Up. If they 
  decide to visit the site of the abductions, go to Encounter 
  Six: The Scene of the Crimes. 
   
   
  Encounter Four: The Mo
  Encounter Four: The Mo
  Encounter Four: The Mo
  Encounter Four: The Mother
  ther
  ther
  ther    
  Should the PCs agree to visit Nelan Pakiss, Barat will 
  agree to be their guide. He takes a moment to speak with 
  his master, who allows him to take the rest of the day off 
  to spend time with his daughter. Thereafter, Barat leads 
  the PCs to the Processional, the wide road that travels 
  along Greyhawk's north/south axis. 
   
  The wainwright leads them once again to the Black 
  Gate, where once again they must sign the ledger. 
  Incidentally, should one of the PCs come up with the 
  idea to requisition a copy of the gate ledgers to see if 
  anyone unusual passed through on the nights on which 
  the two abductions occurred, they will elicit little more 
  than chuckles from the gate guards. They tell the PCs that 
  "all the gold orbs in Greyhawk" wouldn't buy them a copy 
  of the logs. "Hells," the guard admits. "Even I don't know 
  what happens to these things after we turn them in." In 
  other words, there's no chance of the PCs getting access 
  to these ledgers (even if they could, it wouldn't help 
  them, as the xvart abductors traveled along the 
  Millstream and through the broken bars at the wall to the 
  west of Black Gate). 
   
  Turning west off the wide road leading from the Black Gate, you 
  Turning west off the wide road leading from the Black Gate, you 
  Turning west off the wide road leading from the Black Gate, you 
  Turning west off the wide road leading from the Black Gate, you 
  follow Barat as he weaves his way through the rough, narrow 
  follow Barat as he weaves his way through the rough, narrow 
  follow Barat as he weaves his way through the rough, narrow 
  follow Barat as he weaves his way through the rough, narrow 
  streets of the Slum Quarter. The bulk o
  streets of the Slum Quarter. The bulk o
  streets of the Slum Quarter. The bulk o
  streets of the Slum Quarter. The bulk of the buildings here are 
  f the buildings here are 
  f the buildings here are 
  f the buildings here are 
  constructed of ancient stone and moldering wood. Most windows 
  constructed of ancient stone and moldering wood. Most windows 
  constructed of ancient stone and moldering wood. Most windows 
  constructed of ancient stone and moldering wood. Most windows 
  are bereft of glass, and a light breeze carries a faint "unwashed" 
  are bereft of glass, and a light breeze carries a faint "unwashed" 
  are bereft of glass, and a light breeze carries a faint "unwashed" 
  are bereft of glass, and a light breeze carries a faint "unwashed" 
  smell at every turn. And turns there are. Barat seems to know by 
  smell at every turn. And turns there are. Barat seems to know by 
  smell at every turn. And turns there are. Barat seems to know by 
  smell at every turn. And turns there are. Barat seems to know by 
  heart routes that would no doubt leav
  heart routes that would no doubt leav
  heart routes that would no doubt leav
  heart routes that would no doubt leave you lost without the 
  e you lost without the 
  e you lost without the 
  e you lost without the 
  benefit of his guide skills.
  benefit of his guide skills.
  benefit of his guide skills.
  benefit of his guide skills.    
      
  After traveling (you guess) about three blocks through 
  After traveling (you guess) about three blocks through 
  After traveling (you guess) about three blocks through 
  After traveling (you guess) about three blocks through 
  winding alleyways, you come to a rickety old tenement building. 
  winding alleyways, you come to a rickety old tenement building. 
  winding alleyways, you come to a rickety old tenement building. 
  winding alleyways, you come to a rickety old tenement building. 
  Deep black ash stains the left side of the building, where holes in 
  Deep black ash stains the left side of the building, where holes in 
  Deep black ash stains the left side of the building, where holes in 
  Deep black ash stains the left side of the building, where holes in 
  the wall reveal 
  the wall reveal 
  the wall reveal 
  the wall reveal vacant apartments. The entire thing looks like it 
  vacant apartments. The entire thing looks like it 
  vacant apartments. The entire thing looks like it 
  vacant apartments. The entire thing looks like it 
  could fall at any moment.
  could fall at any moment.
  could fall at any moment.
  could fall at any moment.    
      
  "Nelan lives up here," Barat says. "On the fourth floor." 
  "Nelan lives up here," Barat says. "On the fourth floor." 
  "Nelan lives up here," Barat says. "On the fourth floor." 
  "Nelan lives up here," Barat says. "On the fourth floor." 
  With that, he approaches a thin stairway that winds its way up 
  With that, he approaches a thin stairway that winds its way up 
  With that, he approaches a thin stairway that winds its way up 
  With that, he approaches a thin stairway that winds its way up 
  the exterior of the structure, beckoning you to follow.
  the exterior of the structure, beckoning you to follow.
  the exterior of the structure, beckoning you to follow.
  the exterior of the structure, beckoning you to follow.    
   
  Despite appearances to the contrary, the stairs and 
  building (at least on the right-hand side) are quite safe. 
  The wood creaks, particularly as heavy characters make 
  their ascent, but the PCs need not truly fear a collapse. 
   
  Barat leads the PCs to a landing on the fourth floor. 
  The PCs must enter the Pakiss apartment via the window, 
  since the apartment's door and the building's interior 
  stair were both badly damaged by fire several years ago.  
   
  The interior of Nelan Pakiss' apartment is well
  The interior of Nelan Pakiss' apartment is well
  The interior of Nelan Pakiss' apartment is well
  The interior of Nelan Pakiss' apartment is well----kept, though it'
  kept, though it'
  kept, though it'
  kept, though it's s s s 
  clear the family doesn't have much food. The entire apartment is 
  clear the family doesn't have much food. The entire apartment is 
  clear the family doesn't have much food. The entire apartment is 
  clear the family doesn't have much food. The entire apartment is 
  one room, with a large bed with a straw mattress, a table with 
  one room, with a large bed with a straw mattress, a table with 
  one room, with a large bed with a straw mattress, a table with 
  one room, with a large bed with a straw mattress, a table with 
  three unmatched crude wooden chairs, and a corner that seems 
  three unmatched crude wooden chairs, and a corner that seems 
  three unmatched crude wooden chairs, and a corner that seems 
  three unmatched crude wooden chairs, and a corner that seems 
  to have been designated as a kitchen. There, the floor is made of
  to have been designated as a kitchen. There, the floor is made of
  to have been designated as a kitchen. There, the floor is made of
  to have been designated as a kitchen. There, the floor is made of    
  stone, and a small fire burns under a metal pail hanging by its 
  stone, and a small fire burns under a metal pail hanging by its 
  stone, and a small fire burns under a metal pail hanging by its 
  stone, and a small fire burns under a metal pail hanging by its 
  handle from a peg in the wall. The smell of burnt stew hangs 
  handle from a peg in the wall. The smell of burnt stew hangs 
  handle from a peg in the wall. The smell of burnt stew hangs 
  handle from a peg in the wall. The smell of burnt stew hangs 
  heavy in the air. A discarded wooden soldier lies on the floor 
  heavy in the air. A discarded wooden soldier lies on the floor 
  heavy in the air. A discarded wooden soldier lies on the floor 
  heavy in the air. A discarded wooden soldier lies on the floor 
  near the window entrance.
  near the window entrance.
  near the window entrance.
  near the window entrance.    
      
  Nelan Pakiss, a homely, heavyset human w
  Nelan Pakiss, a homely, heavyset human w
  Nelan Pakiss, a homely, heavyset human w
  Nelan Pakiss, a homely, heavyset human woman 
  oman 
  oman 
  oman 
  apparently in her mid
  apparently in her mid
  apparently in her mid
  apparently in her mid----thirties, sits on one of the chairs at the 
  thirties, sits on one of the chairs at the 
  thirties, sits on one of the chairs at the 
  thirties, sits on one of the chairs at the 
  table, absently holding a three
  table, absently holding a three
  table, absently holding a three
  table, absently holding a three----legged broken wooden unicorn 
  legged broken wooden unicorn 
  legged broken wooden unicorn 
  legged broken wooden unicorn 
  toy in her hand. As you enter through the window, she gives a 
  toy in her hand. As you enter through the window, she gives a 
  toy in her hand. As you enter through the window, she gives a 
  toy in her hand. As you enter through the window, she gives a 
  start, but relaxes upon seeing Barat.
  start, but relaxes upon seeing Barat.
  start, but relaxes upon seeing Barat.
  start, but relaxes upon seeing Barat.    
      
  The wainwright approache
  The wainwright approache
  The wainwright approache
  The wainwright approaches her carefully, speaking with a 
  s her carefully, speaking with a 
  s her carefully, speaking with a 
  s her carefully, speaking with a 
  soft voice. "Nelan, these people brought Caran back to me, today. 
  soft voice. "Nelan, these people brought Caran back to me, today. 
  soft voice. "Nelan, these people brought Caran back to me, today. 
  soft voice. "Nelan, these people brought Caran back to me, today. 
  I've brought them here to help you find Dena."
  I've brought them here to help you find Dena."
  I've brought them here to help you find Dena."
  I've brought them here to help you find Dena."    
   
  Nelan Pakiss has endured much in her working class life 
  in Greyhawk's Slum Quarter, but the loss of her children, 
  the sole providers of joy in her life, has nearly killed her. 
  Though Barat's words seem to interest her, they don't 
  ignite any sparks—she's all but completely run out of 
  hope. 
   
  Nelan Pakiss, Com1:
  Nelan Pakiss, Com1:
  Nelan Pakiss, Com1:
  Nelan Pakiss, Com1: HP 2; Equipment: Nothing of value. 
   
  Though it's difficult to get Nelan to show emotion, she is 
  willing to help the PCs with whatever information she 
  can. She might reveal the following bits of information, 
  speaking in a soft, quiet voice: 
   
  • 
  Erdan was 11 years old, and always wanted to sail 
  across the Nyr Dyv. She had taken the children to 
  the Lake of Unknown Depths six years ago, to scatter 
  
   
  River of Blood 
   
  Page 9 
  the ashes of their father, a fisherman who died after 
  eating some diseased food. 
  • 
  She has a little difficulty speaking about it, but Erdan 
  was discovered with a deep gash to the back of his 
  neck. The man from the watch said he was probably 
  hit by a scimitar or a long, curved blade of some kind. 
  She identified his body, but said she almost didn't 
  recognize him at first. "He looked so cold," she says. 
  "So cold." 
  • 
  Dena is a bright young girl, 8 years of age. She has 
  long, blonde hair, and when she was taken she was 
  wearing a long green dress. 
  • 
  The children were at play in the Millstream, near 
  where an old statue of a griffon lies half-submerged 
  in the water. It was one of their favorite spots, 
  because the stream was a little deeper, there, which 
  made for better swimming. (Barat nods when she 
  explains the location, giving the impression that he 
  knows where she's talking about.) 
  • 
  Though the watch was very helpful and considerate 
  at first, she doesn't feel that they've lifted a finger to 
  help her. At first, this bothered her, but now that 
  almost two weeks have passed, she seems resigned to 
  the fact that no one will help her. 
  • 
  The guard who investigated the case was named 
  Inspector Tissen. He’s stationed at the Old City 
  Watch Station. Nelan doesn’t trust him at all. 
  • 
  At that admission, a bit of a glimmer comes to her 
  eye. "Do you think you can help me?" she asks. 
   
  Nelan doesn't know anything about the River of Blood 
  murders, and seems only passively aware that Barat's 
  daughter had been abducted, too. If presented with 
  evidence regarding the case (such as the story about 
  Caran's "bloomin"), she perks up a bit, as it suddenly 
  dawns on her that her daughter might not be lost to her, 
  after all. Still, it will take time for everything to sink in, 
  and time is something Nelan Pakiss had almost given up 
  on. 
   
  After speaking with Nelan, the PCs have a number of 
  options. If they wish to research the original River of 
  Blood murders, proceed to Encounter Five: Reading Up. 
  If they wish to examine the Millstream near the fallen 
  griffon statue, proceed to Encounter Six: The Scene of the 
  Crimes. If they wish to discuss the case with the local 
  lawmen, go to Encounter Seven: The Law, Slum Quarter 
  Style. 
   
   
  Encounte
  Encounte
  Encounte
  Encounter Five: Reading Up
  r Five: Reading Up
  r Five: Reading Up
  r Five: Reading Up    
  There are essentially three ways the PCs can attempt to 
  gather information about the original River of Blood 
  killings. Going to the authorities gets them nothing they 
  haven’t already heard, as city records at the individual 
  watch stations are so pitiful as to be non-existent. A trip to 
  the Great Library of Greyhawk, on the other hand, might 
  turn up some very useful information.  
   
  The Great Library is open every day from dusk until 
  dawn. There is no admission fee. Magical lights are hung 
  throughout the building, remaining lit all hours. Silence 
  is expected of all users, and armor and weapons are 
  strictly banned. 
   
  The PCs won’t be permitted to take any books home, 
  but a discussion with a lesser librarian leads them to the 
  History wing of the library. The librarian happens to be a 
  student of Greyhawk’s recent history, and knows just 
  where to look. Give the PCs Handout One: The River of 
  Blood Murders. 
   
  Lastly, some PCs may wish to use the Gather 
  Information skill. This takes an entire day or evening, 
  and requires 15 gp, used for buying drinks and “making 
  friends” with the locals. If a successful check (DC 15) is 
  made, the PC in question discovers 1d6 “facts” about the 
  case (cull these from Handout One). If the check result is 
  20 or higher, one of the PC’s contacts suggests that the 
  PCs try the Great Library of Greyhawk, which tends to 
  have information on any number of subjects. 
   
   
  Encounter Six: The Scene of 
  Encounter Six: The Scene of 
  Encounter Six: The Scene of 
  Encounter Six: The Scene of 
  the Crimes
  the Crimes
  the Crimes
  the Crimes    
  Eventually, the PCs will get around the checking out the 
  scene of the crime. The fallen griffon statue is something 
  of a Slum Quarter landmark, and Barat Meratan can find 
  it with little difficulty.  
   
  Here, the Millstream is bordered by rows of 
  tenement homes. Relatively few windows look down 
  upon the water, and many of those that do have been 
  boarded up to keep out the winds. Though part of the area 
  is plainly visible from the street, it’s easy to see how, 
  under cover of darkness, it might make for a dangerous 
  locale. 
   
  Of course, any footprints from either of the crimes 
  have long since been trod upon by amateur Slum Quarter 
  vigilantes or the dozens of area residents who still use the 
  place as a laundry spot.  
   
  The water here is not, by any stretch of the 
  imagination, clean. Visibility below the surface is less 
  than six inches, and the water has a very uncomfortable 
  “silty” feel.  
   
  The stream is about eight feet deep near the griffon 
  statue, and about five feet deep everywhere else. 
  “Dragging” the bottom of the area is a difficult enterprise, 
  but three hours of work with a rake or a shovel turns up 
  an old boot and the decades old skull of a cat. 
   
  Investigating the scene can lead to one interesting 
  piece of information, however. If the PCs follow the 
  Millstream north, they eventually come to a series of 
  vertical bars in the wall that divides Old City from New. 
  The bars are obviously meant to prevent passage from one 
  part of the town to the other, but a careful look reveals 
  that the center bars have been bent, allowing even a large 
  man to pass through with relative ease. If Barat is with 
  the PCs, he mentions how odd that is, and says that the 
  
   
  River of Blood 
   
  Page 10 
  city usually tries to keep tight control over who passes 
  from one section of the town to another. 
   
  Though they might not make the connection, the 
  xvarts passed through the bent bars on their two forays 
  into the Slum Quarter. This clue, though minor, may set 
  the PCs on the idea that the “bloomin” used the 
  Millstream as a kind of highway. That in turn may lead 
  them to the wall between the so-called “middle town” and 
  the Garden and High Quarters. There, the Millstream 
  passes under a similar set of bars. In this case, one whole 
  bar has been removed, allowing anyone of size Small or 
  smaller to slip through with ease. Medium creatures may 
  make an Escape Artist (DC 30) check to get through, 
  failure indicating momentarily getting stuck and 
  ultimately being thwarted in the attempt to get through. 
   
   
  Encounter Seven: The Law, Old 
  Encounter Seven: The Law, Old 
  Encounter Seven: The Law, Old 
  Encounter Seven: The Law, Old 
  City Style
  City Style
  City Style
  City Style    
  West of the Processional, the borders between the 
  Thieves District and the Slum Quarter are ill-defined. To 
  most residents of Old City, a tenement is a tenement is a 
  tenement. To the officers of the Old City Watch Station, 
  however, the borders are an easy way to separate the 
  misery of the south end between problems that need to 
  be solved, and problems that will solve themselves. 
   
  Unfortunately, the folk of the Slum Quarter fall 
  strictly within the “problems that will solve themselves” 
  category. Given the skullduggery and traffic of the 
  Thieves Quarter, the watch tends to focus its efforts there. 
  Few of the guards are natives of the Slum Quarter, and to 
  them the region is as arcane and dangerous as it is to any 
  foreigner.  
   
  Should the PCs venture to the Old City Watch 
  Station in search of clues, a lesser officer tells them to 
  wait in a common area until Inspector Tissen is finished 
  interviewing a suspect. The common area is filled with all 
  manner of disreputable types: a towering half-orc female 
  in heavy makeup and two black eyes stews in a corner, 
  smelling of day-old perfume. A handsome lightfoot 
  halfling sits in a chair with his back to the wall, carefully 
  surveying the room. When the PCs’ gaze meets his, he 
  smiles, revealing several freshly missing teeth and a 
  mouth full of blood. A family of destitute beggars sits on 
  the floor near the building’s entrance, absently holding 
  tin cups out in front of them. After about thirty minutes 
  of waiting, Inspector Tissen arrives. 
   
  A tall, dark
  A tall, dark
  A tall, dark
  A tall, dark----haired man in a well
  haired man in a well
  haired man in a well
  haired man in a well----tailored though working
  tailored though working
  tailored though working
  tailored though working----class 
  class 
  class 
  class 
  suit approaches you. He wears a light moustache on his upper 
  suit approaches you. He wears a light moustache on his upper 
  suit approaches you. He wears a light moustache on his upper 
  suit approaches you. He wears a light moustache on his upper 
  lip, and his hair recedes about halfway up h
  lip, and his hair recedes about halfway up h
  lip, and his hair recedes about halfway up h
  lip, and his hair recedes about halfway up his scalp. A splotch of 
  is scalp. A splotch of 
  is scalp. A splotch of 
  is scalp. A splotch of 
  fresh blood marks the left shoulder of his outfit. He smiles as he 
  fresh blood marks the left shoulder of his outfit. He smiles as he 
  fresh blood marks the left shoulder of his outfit. He smiles as he 
  fresh blood marks the left shoulder of his outfit. He smiles as he 
  walks forward, cleaning off his right hand with a handkerchief 
  walks forward, cleaning off his right hand with a handkerchief 
  walks forward, cleaning off his right hand with a handkerchief 
  walks forward, cleaning off his right hand with a handkerchief 
  with dark reddish
  with dark reddish
  with dark reddish
  with dark reddish----brown stains.
  brown stains.
  brown stains.
  brown stains.    
      
  “I’m told you’re looking for me,” he says. “I’ve given my 
  “I’m told you’re looking for me,” he says. “I’ve given my 
  “I’m told you’re looking for me,” he says. “I’ve given my 
  “I’m told you’re looking for me,” he says. “I’ve given my 
  interviewee 
  interviewee 
  interviewee 
  interviewee a few minutes to think about his crime before 
  a few minutes to think about his crime before 
  a few minutes to think about his crime before 
  a few minutes to think about his crime before 
  confessing, so I’ve got a little time to spare on whatever it is you 
  confessing, so I’ve got a little time to spare on whatever it is you 
  confessing, so I’ve got a little time to spare on whatever it is you 
  confessing, so I’ve got a little time to spare on whatever it is you 
  need.”
  need.”
  need.”
  need.” 
   
  Inspector Tissen does not suffer fools or idealists (and 
  idealistic fools least of all). He’s frank if someone asks 
  him if he was just beating a confession out of a suspect. “I 
  suppose those with a more sheltered life might look at it 
  that way. I see it as a matter of efficiency.” Despite his 
  cruel streak during interrogations, Tissen is an honest, if 
  overworked, officer of the law. 
   
  When asked, he doesn’t seem to even remember the 
  Pakiss case until the PCs also mention Caran Metaran. 
  “When you’ve seen as many bodies as I have,” he says, 
  “they all seem to run together.” He reviews crime scene 
  information that the PCs have probably already figured 
  out, as well as offering some idea why the watch isn’t 
  doing anything further to investigate. 
   
  • 
  Erdan Pakiss was attacked from behind with a sharp, 
  curved weapon, probably a scimitar or long, curved 
  knife. He’d been dead a few hours, at least, by the 
  time his body was found. 
  • 
  He quite casually states that Dena must be dead, by 
  now. 
  • 
  He’ll say the same of Caran, unless the PCs tell him 
  she’s alive and with her father. 
  • 
  He cautions against the group believing Caran’s story 
  of “bloomin.” “Look,” he says. “I’ve seen a lot of these 
  cases. There’s a lot of sick people in Old City. People 
  with. . . vices that most of us just don’t have. I’ve seen 
  kids from situations like that. There’s a certain 
  amount of guilt involved, and she’s probably just 
  making the story up. I mean, come on. Blue men?” 
  • 
  “Anyway,” he says. “The case is closed, as far as I’m 
  concerned.” Tissen explains that seven days ago, a 
  mob of angry, drunken laborers who had heard 
  Barat’s sob story in a local bar sought out and found a 
  Tenha refugee named Qeyah who was known to 
  have a “thing for the children, if you catch my drift.” 
  They beat him to death just off the Processional, and 
  strung his corpse up on an old lamp post. 
  • 
  There was no investigation into Qeyah’s murder. 
  “Sometimes,” Tissen explains, “trash cleans up trash.” 
   
  Of course, Qeyah had nothing to do with the recent 
  abductions, but since there have not been any abductions 
  since the Tenha’s murder, Tissen considers the matter 
  closed. 
  He 
  offers 
  the 
  PCs 
  some 
  back-handed 
  encouragement. “Look, take it from an expert. That girl is 
  dead and buried wherever Qeyah took her. It’s best not to 
  get her mother’s hopes up, when I think the best you’ll do 
  is turn up a corpse.” 
   
  Tissen is not helpful if the PCs ask more about the 
  Qeyah incident. He won’t tell the PCs where the murder 
  occurred, nor will he implicate anyone involved. “Let it 
  rest,” he says, with just a hint of menace in his voice. If 
  the PCs should happen to investigate this red herring 
  further, stymie them at every turn. The people of Slum 
  
   
  River of Blood 
   
  Page 11 
  Quarter look out for their own, and no one will turn in 
  the vigilante who killed a despicable man like Qeyah. 
   
  Incidentally, Barat only heard about Qeyah’s killing 
  three days ago. He has no idea what bar he might have 
  told his story in that week, as he had been drinking very 
  heavily. 
   
  From here, the PCs will probably put two and two 
  together, and will want to investigate the caves beneath 
  the home of Sir Bluto. That leaves them, essentially, with 
  three options. Law-minded PCs might wish to travel to 
  the Garden Quarter City Watch Station, in order to get 
  permission to explore the allegedly abandoned home of 
  Sir Bluto and the caves beneath. Perhaps they also seek 
  the key to the grate in the hill beneath Sir Bluto’s home. 
  In any event, should the PCs seek out the law, proceed to 
  Encounter Eight: The Garden Watchers.  
   
  If the PCs decide to investigate Sir Bluto’s home, 
  proceed to Encounter Nine: A Noble Home. 
   
  Should the PCs simply choose to investigate the 
  grate and the caves, proceed to Encounter Ten: The 
  Blooded Cavern. 
   
  In order to get to any of the remaining encounters in 
  this scenario, however, the PCs must travel up the 
  Processional and through the Garden Gate. There, they 
  must sign another gate ledger (this time maintained by an 
  extremely casual patrol of six guards).  
   
  The city beyond the Garden Gate seems to be part of a completely 
  The city beyond the Garden Gate seems to be part of a completely 
  The city beyond the Garden Gate seems to be part of a completely 
  The city beyond the Garden Gate seems to be part of a completely 
  different metropolis. Whereas the crumbling buildings of Old 
  different metropolis. Whereas the crumbling buildings of Old 
  different metropolis. Whereas the crumbling buildings of Old 
  different metropolis. Whereas the crumbling buildings of Old 
  City seemed to lean upon each other, the structures of the 
  City seemed to lean upon each other, the structures of the 
  City seemed to lean upon each other, the structures of the 
  City seemed to lean upon each other, the structures of the 
  Garden and High Quarters are situated on large yards, reple
  Garden and High Quarters are situated on large yards, reple
  Garden and High Quarters are situated on large yards, reple
  Garden and High Quarters are situated on large yards, replete 
  te te 
  te 
  with well
  with well
  with well
  with well----manicured gardens and fountains. A huge pyramidal 
  manicured gardens and fountains. A huge pyramidal 
  manicured gardens and fountains. A huge pyramidal 
  manicured gardens and fountains. A huge pyramidal 
  building [the Guild of Wizardry] dominates the northeastern 
  building [the Guild of Wizardry] dominates the northeastern 
  building [the Guild of Wizardry] dominates the northeastern 
  building [the Guild of Wizardry] dominates the northeastern 
  skyline, and numerous temples line the wide, paved streets. 
  skyline, and numerous temples line the wide, paved streets. 
  skyline, and numerous temples line the wide, paved streets. 
  skyline, and numerous temples line the wide, paved streets.     
   
   
  Encounter Eight: The Garden 
  Encounter Eight: The Garden 
  Encounter Eight: The Garden 
  Encounter Eight: The Garden 
  Watchers
  Watchers
  Watchers
  Watchers    
  The guards at the Garden Quarter City Watch Station (an 
  impressive structure converted from the home of a 
  nobleman) are able to see the PCs immediately. There's 
  not much criminal activity in the Garden Quarter, so 
  their days are mostly filled patrolling already safe streets. 
   
  This lack of action has bred a certain kind of laziness 
  in the guardsmen. If the PCs present their case for 
  investigating Sir Bluto's home, or the caves beneath it, 
  the men snicker, as if they've heard tales of the "haunted 
  caves" before. They're generally dismissive of the PCs, 
  and won't offer to help. They will, however, warn the PCs 
  from skulking around the Garden Quarter like a bunch of 
  thieves. Bluto House, they say, is government property, 
  and they'll punish anyone breaking in. Their voices, 
  however, don't seem to support the stance, as the guards 
  appear as if even getting out of their chairs would be a 
  major struggle. 
   
  If the PCs ask them for the key to the grate, a 
  sergeant tells them that the key was lost long ago. 
   
   
  Encounter Nine: A Noble 
  Encounter Nine: A Noble 
  Encounter Nine: A Noble 
  Encounter Nine: A Noble 
  Home
  Home
  Home
  Home    
  The PCs might approach an investigation of Bluto House 
  in any number of ways. If they are smart enough to watch 
  the house from a distance, they note movement in the 
  windows, and occasionally hear the muffled barking of 
  dogs. By watching the building for as little as an hour, it's 
  obvious that the place is inhabited. 
   
  Long-term surveillance of the mansion will actually 
  grant the PCs' a view of one of the building's inhabitants. 
  At noon each day, a heavily muscled, bald human with 
  dark skin and a long moustache leaves the building via 
  the front door, and walks to the High Market. Near the 
  house, he looks a lot like an idiot trying to be quiet, and 
  failing miserably. Once he makes it to the main road, 
  however, he acts normally and blends in with the crowd. 
  This is Furtok, a man known to his friends as the Brute. 
   
  If the PCs follow Furtok as far as the High Market, 
  there's a chance he'll notice them. Roll and opposed 
  check between Furtok's Spot or Listen skills (both at -1) 
  and the following PC(s)'s Move Silently or Hide skills, 
  whichever is lower. If Furtok realizes he is being 
  followed, he'll try to lead the PCs into a space off the road, 
  where he can beat them into a pulp with his club. He's 
  not terribly bright, and will go for the kill, afraid that he 
  and his friends will be betrayed to the law of Greyhawk 
  (such as it is). 
   
  If Furtok does not notice his tail, the PCs will be able 
  to see him purchase enough food to feed about twelve 
  men, and a number of packages of raw meat (for the 
  dogs). 
   
  If a PC keeps a watch on the western side of the 
  house (the side on which the outhouse is positioned), he 
  or she will note all three of the human inhabitants of the 
  house over the course of a day. Get the humans' physical 
  descriptions from their respective room keys, below. 
   
  And, of course, there's always the chance that the 
  PCs will simply walk up to the house and knock on the 
  door. If they do so, read the following. 
   
  The door opens, revealing a tall, middle
  The door opens, revealing a tall, middle
  The door opens, revealing a tall, middle
  The door opens, revealing a tall, middle----aged human man with 
  aged human man with 
  aged human man with 
  aged human man with 
  oily black hair and a crooked nose. "Hello," he says in a nasal 
  oily black hair and a crooked nose. "Hello," he says in a nasal 
  oily black hair and a crooked nose. "Hello," he says in a nasal 
  oily black hair and a crooked nose. "Hello," he says in a nasal 
  voice. "Can I help you?"
  voice. "Can I help you?"
  voice. "Can I help you?"
  voice. "Can I help you?"    
   
  This is Veralian Took, the wererat who was sent to Bluto 
  House by agents unknown to discover the root of Sir 
  Bluto's insanity. He offers himself, however, as Shim 
  Dencastle, late of Veluna. Find a way to allow Sense 
  Motive checks without giving away the fact that Took is 
  bluffing. Took's Bluff skill is at +9, and because his story is 
  reasonable, there is no modifier to the PCs' Sense Motive 
  check. 
   
  Allow any player who says something like "I'm 
  keeping a close eye on him" to roll a Spot check (DC 15) 
  
   
  River of Blood 
   
  Page 12 
  to notice that Took's hands are covered with a white dust, 
  not unlike broken plaster. 
   
  Took pretends that he has moved here recently, and 
  has filed all the correct papers with the Office of Housing 
  (in fact, such a body does not exist, but the PCs probably 
  won't know this). He feigns shock and horror at the story 
  of the abducted children, and claims he's never been in 
  the caves beneath the home. Why, he says, if the party 
  would like to come in to explore his home, he'd be more 
  than happy to show them around. 
   
  This, of course, is a ruse. Before he answered the 
  door, Garoth the Houndsman positioned himself in Area 
  3, and stands ready to unleash his hounds when the PCs 
  pass his door. Took attempts to lead the PCs to Room 2, 
  hoping they fall for his trap. If Furtok was not dispatched 
  outside the home, he's hiding in Area 2, club in meaty 
  fist. 
   
  Another strong possibility is that the PCs will simply 
  break into the house, through either the front door 
  (leading into Area 1) or the service entrance, leading into 
  Area 5). Both doors are guarded by decent locks (DC 25). 
  Anyone skulking about area 3 (the main hall) will have to 
  find a way of dealing with the dogs in the library, or their 
  barking will soon alert everyone else in the house.  
   
  A room-by-room description of the house follows. 
  All ceilings are 20 ft. high. Each NPC has been listed at 
  his most likely location, but there's no reason why they 
  might not be wandering around. Garoth and Furtok split 
  the nightly watch. Took sleeps a lot during the day, and 
  keeps an erratic schedule. If one of the three men notices 
  the PCs, he will call out to the others by name. They have 
  worked together for some time, and none of them want 
  to die. They aren't, on the other hand, afraid to kill. . . . 
   
  1.1.1.1.    Entry Hall
  Entry Hall
  Entry Hall
  Entry Hall    
  A 
  A A 
  A long hallway runs from a large ballroom, to the south, to a 
  long hallway runs from a large ballroom, to the south, to a 
  long hallway runs from a large ballroom, to the south, to a 
  long hallway runs from a large ballroom, to the south, to a 
  closed wooden door, at the north wall. Two exits mark the 
  closed wooden door, at the north wall. Two exits mark the 
  closed wooden door, at the north wall. Two exits mark the 
  closed wooden door, at the north wall. Two exits mark the 
  western wall. The northernmost is a wooden door carved with 
  western wall. The northernmost is a wooden door carved with 
  western wall. The northernmost is a wooden door carved with 
  western wall. The northernmost is a wooden door carved with 
  the sun
  the sun
  the sun
  the sun----symbol of Pelor. The other door isn't a door at all, but an 
  symbol of Pelor. The other door isn't a door at all, but an 
  symbol of Pelor. The other door isn't a door at all, but an 
  symbol of Pelor. The other door isn't a door at all, but an 
  arch leadi
  arch leadi
  arch leadi
  arch leading to what appears to be some sort of cloak room. The 
  ng to what appears to be some sort of cloak room. The 
  ng to what appears to be some sort of cloak room. The 
  ng to what appears to be some sort of cloak room. The 
  eastern wall is decorated with dusty, ratty tapestries depicting 
  eastern wall is decorated with dusty, ratty tapestries depicting 
  eastern wall is decorated with dusty, ratty tapestries depicting 
  eastern wall is decorated with dusty, ratty tapestries depicting 
  rural scenes. The red carpet on the floor was probably once quite 
  rural scenes. The red carpet on the floor was probably once quite 
  rural scenes. The red carpet on the floor was probably once quite 
  rural scenes. The red carpet on the floor was probably once quite 
  nice, but is now filled with dust and mold.
  nice, but is now filled with dust and mold.
  nice, but is now filled with dust and mold.
  nice, but is now filled with dust and mold.    
   
  There is nothing of particular interest in this room, 
  though it grants access to the bulk of the first floor. 
   
  2.2.2.2.      Sitting Room
  Sitting Room
  Sitting Room
  Sitting Room    
  Light from the outdoors shines into a sitting room that must 
  Light from the outdoors shines into a sitting room that must 
  Light from the outdoors shines into a sitting room that must 
  Light from the outdoors shines into a sitting room that must 
  once have been elegantly decorated. A plush chair sits in the west 
  once have been elegantly decorated. A plush chair sits in the west 
  once have been elegantly decorated. A plush chair sits in the west 
  once have been elegantly decorated. A plush chair sits in the west 
  corner, but much of its stuf
  corner, but much of its stuf
  corner, but much of its stuf
  corner, but much of its stuffing has been pulled out, probably by 
  fing has been pulled out, probably by 
  fing has been pulled out, probably by 
  fing has been pulled out, probably by 
  rats. A large hemispherical globe of Oerth, about six feet in 
  rats. A large hemispherical globe of Oerth, about six feet in 
  rats. A large hemispherical globe of Oerth, about six feet in 
  rats. A large hemispherical globe of Oerth, about six feet in 
  diameter, marks the northern corner of the room. The detail of 
  diameter, marks the northern corner of the room. The detail of 
  diameter, marks the northern corner of the room. The detail of 
  diameter, marks the northern corner of the room. The detail of 
  the area around the Flanaess is exceptional, but the rest of the 
  the area around the Flanaess is exceptional, but the rest of the 
  the area around the Flanaess is exceptional, but the rest of the 
  the area around the Flanaess is exceptional, but the rest of the 
  world is represented as larg
  world is represented as larg
  world is represented as larg
  world is represented as large swathes of white. A brass symbol of 
  e swathes of white. A brass symbol of 
  e swathes of white. A brass symbol of 
  e swathes of white. A brass symbol of 
  Pelor is attached to the globe by an iron rod running through 
  Pelor is attached to the globe by an iron rod running through 
  Pelor is attached to the globe by an iron rod running through 
  Pelor is attached to the globe by an iron rod running through 
  the world's axis. A ratty old rug that only barely still bears the 
  the world's axis. A ratty old rug that only barely still bears the 
  the world's axis. A ratty old rug that only barely still bears the 
  the world's axis. A ratty old rug that only barely still bears the 
  seal of the city of Greyhawk covers the floor in the center of the 
  seal of the city of Greyhawk covers the floor in the center of the 
  seal of the city of Greyhawk covers the floor in the center of the 
  seal of the city of Greyhawk covers the floor in the center of the 
  room.
  room.
  room.
  room.    
   
  There's nothing under the rug, but the hemispherical 
  globe can be lifted from a socket in the floor by grasping 
  the symbol of Pelor and turning it to the right. This elicits 
  a click, which allows passage to the secret stairway to the 
  caverns (see Area 10 on The Caves map). 
   
  3.3.3.3.    Library (Dog Room) (EL 1)
  Library (Dog Room) (EL 1)
  Library (Dog Room) (EL 1)
  Library (Dog Room) (EL 1)    
  This room must once have been a library, as empty bookshelves 
  This room must once have been a library, as empty bookshelves 
  This room must once have been a library, as empty bookshelves 
  This room must once have been a library, as empty bookshelves 
  line each wall. A few books lie scattered about the room, which 
  line each wall. A few books lie scattered about the room, which 
  line each wall. A few books lie scattered about the room, which 
  line each wall. A few books lie scattered about the room, which 
  reeks of animal sweat and urine.
  reeks of animal sweat and urine.
  reeks of animal sweat and urine.
  reeks of animal sweat and urine.    
   
  After Took searched the library for any sign of that Bluto 
  had been up to and failed (it had been ransacked long 
  ago), he allowed Garoth to house his dogs here.  
   
  Dogs (3): 
  Dogs (3): 
  Dogs (3): 
  Dogs (3): Small Animal (4 ft. long); HD 1d8+2; hp 6; Init 
  +3 (Dex); Spd 40 ft.; AC 14 (+1 size, +3 Dex, +1 natural); 
  Atk +2 melee (1d4+1, bite); SQ Scent; AL N; SV Fort +4, 
  Ref +5, Will +1. 
   
  Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Listen +5, Spot +5, Swim +5. 
   
  SQ: Scent (Ex)—Can detect opponents within 30 ft. 
  by sense of smell. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure: The dogs have destroyed anything of value that 
  escaped the looters of a bygone era except one book, a 
  small leather-bound devotional tome known as the 
  Travels of the Far Wanderer. The book's corners are 
  protected by solid silver tips, making it a valuable find. 
  It's on one of the higher shelves, and is impossible to see 
  unless one climbs up the bookcases. 
   
  4.4.4.4.    Cloak Room
  Cloak Room
  Cloak Room
  Cloak Room    
  This small room has two exits, a wooden door in the 
  This small room has two exits, a wooden door in the 
  This small room has two exits, a wooden door in the 
  This small room has two exits, a wooden door in the 
  southwestern wall and a large arch leading to the entry hall and 
  southwestern wall and a large arch leading to the entry hall and 
  southwestern wall and a large arch leading to the entry hall and 
  southwestern wall and a large arch leading to the entry hall and 
  the front door. Numerous wall
  the front door. Numerous wall
  the front door. Numerous wall
  the front door. Numerous wall----pegs placed at eye level suggest 
  pegs placed at eye level suggest 
  pegs placed at eye level suggest 
  pegs placed at eye level suggest 
  that this room was on
  that this room was on
  that this room was on
  that this room was once a cloak room, where visitors could shed 
  ce a cloak room, where visitors could shed 
  ce a cloak room, where visitors could shed 
  ce a cloak room, where visitors could shed 
  their outer garments for an evening of entertainment.
  their outer garments for an evening of entertainment.
  their outer garments for an evening of entertainment.
  their outer garments for an evening of entertainment.    
   
  There is absolutely nothing of interest, here. 
   
  5.5.5.5.    Kitchen
  Kitchen
  Kitchen
  Kitchen    
  This large room contains a number of tables and counters, on 
  This large room contains a number of tables and counters, on 
  This large room contains a number of tables and counters, on 
  This large room contains a number of tables and counters, on 
  which meals must have been prepared decad
  which meals must have been prepared decad
  which meals must have been prepared decad
  which meals must have been prepared decades ago. The bulk of 
  es ago. The bulk of 
  es ago. The bulk of 
  es ago. The bulk of 
  these tables are filthy, though one seems to have been cleared off, 
  these tables are filthy, though one seems to have been cleared off, 
  these tables are filthy, though one seems to have been cleared off, 
  these tables are filthy, though one seems to have been cleared off, 
  recently. Three galda fruits and a loaf of wheat bread rest on the 
  recently. Three galda fruits and a loaf of wheat bread rest on the 
  recently. Three galda fruits and a loaf of wheat bread rest on the 
  recently. Three galda fruits and a loaf of wheat bread rest on the 
  clean counter.
  clean counter.
  clean counter.
  clean counter.    
   
  The food items here are the makings of the gang's next 
  meal. A number of old knives might be scrounged here 
  by someone desperate for a weapon, but the majority of 
  the cooking implements present are rusted and not 
  sanitary for cooking use. 
   
  6.6.6.6.    Dining Room
  Dining Room
  Dining Room
  Dining Room    
  This fine dining room seems to retain some of the grandeur it 
  This fine dining room seems to retain some of the grandeur it 
  This fine dining room seems to retain some of the grandeur it 
  This fine dining room seems to retain some of the grandeur it 
  must once have projected. A
  must once have projected. A
  must once have projected. A
  must once have projected. A candle chandelier hangs from the 
   candle chandelier hangs from the 
   candle chandelier hangs from the 
   candle chandelier hangs from the 
  
   
  River of Blood 
   
  Page 13 
  ceiling only the slightest bit off
  ceiling only the slightest bit off
  ceiling only the slightest bit off
  ceiling only the slightest bit off----center, and only two of the six 
  center, and only two of the six 
  center, and only two of the six 
  center, and only two of the six 
  chairs here are broken on the room's hardwood floor.
  chairs here are broken on the room's hardwood floor.
  chairs here are broken on the room's hardwood floor.
  chairs here are broken on the room's hardwood floor.    
   
  If the PCs examine the table, they can see that three of 
  the chairs are less dusty than the others. Also, a good deal 
  of crumbs remain on the table, suggesting that it has seen 
  recent use. 
   
  7.7.7.7.    Ballroom/Elaborate Staircase
  Ballroom/Elaborate Staircase
  Ballroom/Elaborate Staircase
  Ballroom/Elaborate Staircase    
  The tiled floor of this immense room showcases a stylized 
  The tiled floor of this immense room showcases a stylized 
  The tiled floor of this immense room showcases a stylized 
  The tiled floor of this immense room showcases a stylized 
  Baklunish repeating
  Baklunish repeating
  Baklunish repeating
  Baklunish repeating----pattern motif. It must have cost a fortune. 
  pattern motif. It must have cost a fortune. 
  pattern motif. It must have cost a fortune. 
  pattern motif. It must have cost a fortune. 
  A small, vacant 
  A small, vacant 
  A small, vacant 
  A small, vacant orchestra box on the western wall provides a 
  orchestra box on the western wall provides a 
  orchestra box on the western wall provides a 
  orchestra box on the western wall provides a 
  good overview of the ballroom chamber, which must have seen it 
  good overview of the ballroom chamber, which must have seen it 
  good overview of the ballroom chamber, which must have seen it 
  good overview of the ballroom chamber, which must have seen it 
  fair share of important events in the past. An elaborate 
  fair share of important events in the past. An elaborate 
  fair share of important events in the past. An elaborate 
  fair share of important events in the past. An elaborate 
  candelabra hangs from the ceiling, though all of the candles 
  candelabra hangs from the ceiling, though all of the candles 
  candelabra hangs from the ceiling, though all of the candles 
  candelabra hangs from the ceiling, though all of the candles 
  have long since melted to noth
  have long since melted to noth
  have long since melted to noth
  have long since melted to nothing, and it does not appear to have 
  ing, and it does not appear to have 
  ing, and it does not appear to have 
  ing, and it does not appear to have 
  been serviced in some time. 
  been serviced in some time. 
  been serviced in some time. 
  been serviced in some time.     
      
  The entire room is ringed by a sweeping staircase that 
  The entire room is ringed by a sweeping staircase that 
  The entire room is ringed by a sweeping staircase that 
  The entire room is ringed by a sweeping staircase that 
  begins near the house's front door and follows the outer wall, 
  begins near the house's front door and follows the outer wall, 
  begins near the house's front door and follows the outer wall, 
  begins near the house's front door and follows the outer wall, 
  leading to the second floor. A portrait above the stairs on the 
  leading to the second floor. A portrait above the stairs on the 
  leading to the second floor. A portrait above the stairs on the 
  leading to the second floor. A portrait above the stairs on the 
  eastern 
  eastern 
  eastern 
  eastern wall displays a paunchy, red
  wall displays a paunchy, red
  wall displays a paunchy, red
  wall displays a paunchy, red----haired man of regal 
  haired man of regal 
  haired man of regal 
  haired man of regal 
  appearance wearing a breastplate and wielding a rapier in a 
  appearance wearing a breastplate and wielding a rapier in a 
  appearance wearing a breastplate and wielding a rapier in a 
  appearance wearing a breastplate and wielding a rapier in a 
  gentlemanly pose. Even from a distance, the man's eyes seem to 
  gentlemanly pose. Even from a distance, the man's eyes seem to 
  gentlemanly pose. Even from a distance, the man's eyes seem to 
  gentlemanly pose. Even from a distance, the man's eyes seem to 
  hold a powerful, and perhaps malevolent, glare.
  hold a powerful, and perhaps malevolent, glare.
  hold a powerful, and perhaps malevolent, glare.
  hold a powerful, and perhaps malevolent, glare.    
      
  Two exits lead from the room. The o
  Two exits lead from the room. The o
  Two exits lead from the room. The o
  Two exits lead from the room. The open Entry Hall extends 
  pen Entry Hall extends 
  pen Entry Hall extends 
  pen Entry Hall extends 
  to the northeast, and an ornate dark wooden door marks the 
  to the northeast, and an ornate dark wooden door marks the 
  to the northeast, and an ornate dark wooden door marks the 
  to the northeast, and an ornate dark wooden door marks the 
  center of the northwestern wall.
  center of the northwestern wall.
  center of the northwestern wall.
  center of the northwestern wall.    
   
  The portrait on the east wall is of Sir Bluto, painted some 
  ten years before his disgrace. In certain circumstances, it's 
  possible that Took and Garoth hide behind the sofa in 
  Area 9 of the 2nd Floor map, hoping to pick off the PCs 
  with their light crossbows once they reach the portrait. 
   
  8.8.8.8.    Outhouse
  Outhouse
  Outhouse
  Outhouse    
  This plain wooden structure smells awful. 
   
  Bluto House, 2
  Bluto House, 2
  Bluto House, 2
  Bluto House, 2nd
  nd
  nd
  nd Floor
   Floor
   Floor
   Floor    
   
  All ceilings are 20 ft. high. 
   
  9.9.9.9.    Landing
  Landing
  Landing
  Landing    
  The elaborate staircase ends at a large open area complete with a 
  The elaborate staircase ends at a large open area complete with a 
  The elaborate staircase ends at a large open area complete with a 
  The elaborate staircase ends at a large open area complete with a 
  balcony overlooking the regal ballroom below. Hallways branch 
  balcony overlooking the regal ballroom below. Hallways branch 
  balcony overlooking the regal ballroom below. Hallways branch 
  balcony overlooking the regal ballroom below. Hallways branch 
  off to the north and east. A musty sofa sits against the north 
  off to the north and east. A musty sofa sits against the north 
  off to the north and east. A musty sofa sits against the north 
  off to the north and east. A musty sofa sits against the north 
  wall, to the right of the hallway.
  wall, to the right of the hallway.
  wall, to the right of the hallway.
  wall, to the right of the hallway.    
   
  It's likely that this area will become a major battle 
  ground, should a fight break out inside the house. As 
  stated above, Took and Garoth hide behind the sofa (3/4 
  cover). This grants them a +7 to their AC and a +3 cover 
  Reflex save bonus. If Furtok is alive when a fight breaks 
  out here, he charges down the stairs swinging his club, 
  oblivious to any sort of tactical advantage the stairs or 
  related cover could provide him. 
   
  10.
  10.
  10.
  10.    Furtok's Room
  Furtok's Room
  Furtok's Room
  Furtok's Room    
  This simple room as seen recent use, as (relatively) fresh 
  This simple room as seen recent use, as (relatively) fresh 
  This simple room as seen recent use, as (relatively) fresh 
  This simple room as seen recent use, as (relatively) fresh 
  bedsheets lie unmade upon the be
  bedsheets lie unmade upon the be
  bedsheets lie unmade upon the be
  bedsheets lie unmade upon the bed, here. A chest of drawers 
  d, here. A chest of drawers 
  d, here. A chest of drawers 
  d, here. A chest of drawers 
  against the north wall stands open, revealing three changes of 
  against the north wall stands open, revealing three changes of 
  against the north wall stands open, revealing three changes of 
  against the north wall stands open, revealing three changes of 
  clothing for a very, very large man. A half
  clothing for a very, very large man. A half
  clothing for a very, very large man. A half
  clothing for a very, very large man. A half----carved wooden apple 
  carved wooden apple 
  carved wooden apple 
  carved wooden apple 
  sits unfinished on the nightstand, next to a simple carving knife.
  sits unfinished on the nightstand, next to a simple carving knife.
  sits unfinished on the nightstand, next to a simple carving knife.
  sits unfinished on the nightstand, next to a simple carving knife.    
   
  Furtok the Brute uses this room while cooped up in Bluto 
  House. He spends most of his time whittling, a craft at 
  which he does not excel. The room contains nothing of 
  true value, as Furtok carries his store of gold coins along 
  with him at all times. If the PCs managed to get this far 
  without alerting the villains to their presence, chances 
  are good that Furtok is here, whittling on his apple while 
  lazily lounging in bed. If the Brute knows interlopers are 
  in the house, however, the chances of him being found 
  here are extremely slim. 
   
  Furto
  Furto
  Furto
  Furtok the Brute, male human Ftr2:
  k the Brute, male human Ftr2:
  k the Brute, male human Ftr2:
  k the Brute, male human Ftr2: Medium Humanoid 
  (6 ft. 7 in. tall); HD 2d10+4(+3); hp 18; Init -2 (Dex); Spd 
  30 ft.; AC 11 (-2 Dex, +2 studded leather); Atk +6 melee 
  (1d6+3, club); AL NE; SV Fort +5, Ref -2, Will –3. 
   
  Str 17, Dex 7, Con 15, Int 7, Wis 5, Cha 6. 
   
  Skills: Climb +7, Jump +7, Listen -1, Spot -1, Swim +7. 
  Feats: Power Attack, Toughness, Weapon Focus (club). 
   
  Equipment: Club, studded leather, 11 gp. 
   
  Furtok knows nothing of Took's plan. He knows they're 
  looking for something in the house, but Took won't tell 
  him what it is. He's getting restless, and is thinking of 
  telling the wererat to find his muscle somewhere else. 
  Furtok is the main "gopher" between the house and the 
  High Market, and on his various trips he's begun to think 
  that he might be able to make a life for himself in 
  Greyhawk. 
   
  Tactics:
  Tactics:
  Tactics:
  Tactics: Furtok the Brute is, first and foremost, an 
  idiot. He thinks anyone smaller than him is "puny," and 
  will leave hand-to-hand combat with an "inferior" to 
  engage what looks to be a more challenging opponent 
  (largely oblivious to the fact that doing so likely triggers 
  attacks of opportunity from his original opponent). 
  Furtok is not interested in surrendering, but that has 
  more to do with the fact that he simply can't understand 
  that he's losing than anything else.  
   
  11.
  11.
  11.
  11.    Garoth the Houndsman's Room
  Garoth the Houndsman's Room
  Garoth the Houndsman's Room
  Garoth the Houndsman's Room    
  Unlike other rooms in the house, this small guest bedroom is 
  Unlike other rooms in the house, this small guest bedroom is 
  Unlike other rooms in the house, this small guest bedroom is 
  Unlike other rooms in the house, this small guest bedroom is 
  meticulously clean, and probably looks much like it looked 20 
  meticulously clean, and probably looks much like it looked 20 
  meticulously clean, and probably looks much like it looked 20 
  meticulously clean, and probably looks much like it looked 20 
  years ago. Someone has recently spent a great deal of time 
  years ago. Someone has recently spent a great deal of time 
  years ago. Someone has recently spent a great deal of time 
  years ago. Someone has recently spent a great deal of time 
  refurbishing the place. The bed is ma
  refurbishing the place. The bed is ma
  refurbishing the place. The bed is ma
  refurbishing the place. The bed is made neatly, and a set of 
  de neatly, and a set of 
  de neatly, and a set of 
  de neatly, and a set of 
  combs and manicurial blades rest on the nightstand.
  combs and manicurial blades rest on the nightstand.
  combs and manicurial blades rest on the nightstand.
  combs and manicurial blades rest on the nightstand.    
   
  Garoth the Houndsman, Took's meticulously clean dog 
  handler, adopted this room early on, and has spent much 
  of his time fixing it up. As a ranger, Garoth spends most 
  of his time in the outdoors, but he's having second 
  thoughts, wondering if the only reason he's so enamored 
  with the woodlands is because he never got a chance to 
  live in the lap of luxury, in a house like this one. Being 
  cooped up in the house while Took pokes around each of 
  the rooms has left Garoth with a lot of time to think, and 
  he's strongly considering betraying his master, stealing 
  
   
  River of Blood 
   
  Page 14 
  his gold, and setting up a life for himself here in 
  Greyhawk. 
   
  Garoth the Houndsman, male human Rgr2:
  Garoth the Houndsman, male human Rgr2:
  Garoth the Houndsman, male human Rgr2:
  Garoth the Houndsman, male human Rgr2: Medium 
  Humanoid (6 ft. tall); HD 2d10+2; hp 13; Init +2 (Dex); 
  Spd 30 ft.; AC 14 (+2 Dex, +2 leather armor); Atk +2/+2 
  melee (1d8+2/19-20/x2, longsword) and (1d6+2/19-20/x2, 
  short sword), +4 ranged (1d8/19-20/x2, light crossbow); 
  SQ Favored Enemy (elves); AL NE; SV Fort +3, Ref +0, Will 
  +0. 
   
  Str 15, Dex 14, Con 12, Int 11, Wis 12, Cha 15. 
   
  Skills: Animal Empathy +5, Handle Animal +5, Listen 
  +5, Spot +5, Wilderness Lore +5. Feats: Improved 
  Initiative, Track, Weapon Focus. 
   
  SQ: Favored Enemy (elves)—The ranger gains a +1 
  bonus on Bluff, Listen, Sense Motive, Spot and 
  Wilderness Lore checks when using these skills against 
  elves. He also gets the same attack and damage bonuses 
  against creatures of this type (the damage bonus with 
  ranged weapons applies only if within 30 ft.). 
      
  Equipment: Longsword, short sword, leather armor, 
  light crossbow, 15 crossbow bolts, pouch with 18 gp. 
   
  Garoth has worked with Veralian Took for four years. He 
  appreciates that Took seems to care for his dogs almost as 
  much as he does, and is loyal to the wererat. If one thing 
  bothers him about his leader, it's that he doesn't know 
  who Took is working for, and Took had never confided in 
  him enough to tell him. 
   
  Tactics:
  Tactics:
  Tactics:
  Tactics: If Garoth cannot get to the library, he hides 
  behind the sofa in Area 9, and attempts to plug the PCs 
  with crossbow bolts as they may their way up the 
  elaborate staircase. He then moves to block the top of the 
  stairs, drawing both of his weapons and engaging in 
  hand-t0-hand combat. Garoth is not as zealous as Took or 
  as stupid as Furtok. If offered a sizable bribe (larger than 
  100 gp), he'll happily abandon his companions to their 
  fates. If the PCs have killed any of his dogs, however, he 
  becomes a frenzied killer, going for the throat of anyone 
  responsible. 
   
  12.
  12.
  12.
  12.    Empty Guest Room
  Empty Guest Room
  Empty Guest Room
  Empty Guest Room    
  A large bed rests against the w
  A large bed rests against the w
  A large bed rests against the w
  A large bed rests against the west wall, next to a simple 
  est wall, next to a simple 
  est wall, next to a simple 
  est wall, next to a simple 
  nightstand. A large chest of drawers against the north wall 
  nightstand. A large chest of drawers against the north wall 
  nightstand. A large chest of drawers against the north wall 
  nightstand. A large chest of drawers against the north wall 
  appears to have been searched hastily, and rests at an odd angle 
  appears to have been searched hastily, and rests at an odd angle 
  appears to have been searched hastily, and rests at an odd angle 
  appears to have been searched hastily, and rests at an odd angle 
  against the wall, as if someone pried it away from the wall, 
  against the wall, as if someone pried it away from the wall, 
  against the wall, as if someone pried it away from the wall, 
  against the wall, as if someone pried it away from the wall, 
  looking for something. There are no sheets 
  looking for something. There are no sheets 
  looking for something. There are no sheets 
  looking for something. There are no sheets on the bed (which has 
  on the bed (which has 
  on the bed (which has 
  on the bed (which has 
  an old, down mattress), and the room does not appear to be in 
  an old, down mattress), and the room does not appear to be in 
  an old, down mattress), and the room does not appear to be in 
  an old, down mattress), and the room does not appear to be in 
  use as a sleeping quarters.
  use as a sleeping quarters.
  use as a sleeping quarters.
  use as a sleeping quarters.    
   
  Took and company tossed this room very early in their 
  investigations and discovered nothing. The PCs won't 
  discover anything, either. 
   
  13.
  13.
  13.
  13.    Dressing
  Dressing
  Dressing
  Dressing Room
   Room
   Room
   Room    
  This small room, connected to the bedroom (Area 14) by 
  an arched doorway, contains many bars from which 
  clothing might be hanged. The floor next to the wall is 
  slanted, slightly, to account for the better presentation of 
  a large collection of shoes. All of the clothes and shoes of 
  old are gone, however, and have been replaced by 
  Veralian Took's four outfits of simple brown leather 
  garments. The room is otherwise empty. 
   
  14.
  14.
  14.
  14.    Took's Room
  Took's Room
  Took's Room
  Took's Room    
  This large bedroom, obviously once the quarters of the master of 
  This large bedroom, obviously once the quarters of the master of 
  This large bedroom, obviously once the quarters of the master of 
  This large bedroom, obviously once the quarters of the master of 
  the h
  the h
  the h
  the house, has been refurbished, recently, but only just. The 
  ouse, has been refurbished, recently, but only just. The 
  ouse, has been refurbished, recently, but only just. The 
  ouse, has been refurbished, recently, but only just. The 
  furniture has been arranged in a pleasing fashion, with cabinet 
  furniture has been arranged in a pleasing fashion, with cabinet 
  furniture has been arranged in a pleasing fashion, with cabinet 
  furniture has been arranged in a pleasing fashion, with cabinet 
  doors and drawers closed and free of dust and grime. The bed, 
  doors and drawers closed and free of dust and grime. The bed, 
  doors and drawers closed and free of dust and grime. The bed, 
  doors and drawers closed and free of dust and grime. The bed, 
  however, is a real mess. The sheets have been pulled from the 
  however, is a real mess. The sheets have been pulled from the 
  however, is a real mess. The sheets have been pulled from the 
  however, is a real mess. The sheets have been pulled from the 
  mattress an
  mattress an
  mattress an
  mattress and arranged in a circle around the bed's center, almost 
  d arranged in a circle around the bed's center, almost 
  d arranged in a circle around the bed's center, almost 
  d arranged in a circle around the bed's center, almost 
  like a nest. Whoever sleeps here must have difficult nights. An 
  like a nest. Whoever sleeps here must have difficult nights. An 
  like a nest. Whoever sleeps here must have difficult nights. An 
  like a nest. Whoever sleeps here must have difficult nights. An 
  arched wooden door on the eastern side of the south wall stands 
  arched wooden door on the eastern side of the south wall stands 
  arched wooden door on the eastern side of the south wall stands 
  arched wooden door on the eastern side of the south wall stands 
  slightly ajar, and appears to lead to some sort of walk
  slightly ajar, and appears to lead to some sort of walk
  slightly ajar, and appears to lead to some sort of walk
  slightly ajar, and appears to lead to some sort of walk----in closet.
  in closet.
  in closet.
  in closet.    
      
  An el
  An el
  An el
  An elaborate writing table against the west wall holds 
  aborate writing table against the west wall holds 
  aborate writing table against the west wall holds 
  aborate writing table against the west wall holds 
  three lit candles, and a piece of parchment rests on the table, 
  three lit candles, and a piece of parchment rests on the table, 
  three lit candles, and a piece of parchment rests on the table, 
  three lit candles, and a piece of parchment rests on the table, 
  along with an open inkwell and a fresh pen.
  along with an open inkwell and a fresh pen.
  along with an open inkwell and a fresh pen.
  along with an open inkwell and a fresh pen.    
   
  Though Veralian Took sleeps in this chamber, which 
  indeed once belonged to Sir Bluto, he doesn't spend a lot 
  of time here. Instead, he spends most of his hours poking 
  holes in the various walls of the mansion, measuring 
  interior walls against the same space outside to determine 
  where secret chambers might be hidden, and tapping on 
  walls with a wooden hammer, hoping to head a hollow 
  sound in return. Took is a very patient man, and 
  furthermore is so methodical in his searches that it's 
  taking him far, far longer to search the house than he 
  initially thought it would. While he doesn't see that as a 
  problem, it's starting to get on the nerves of his human 
  companions, and below the house, the xvarts are near 
  riot. 
   
  In Took's opinion, it may all have been worth it. Just 
  today, he's discovered a secret room at the end of the 
  south hallway from Area 9 (Area 17), and though he has 
  not yet searched the chamber, he feels in his poisoned 
  blood that what he's been looking for will be found 
  within. 
   
  Took will be found in this room only if the PCs have 
  managed to sneak their way into the home. Otherwise, 
  he'll answer the door or hide out behind the sofa in Area 
  9 (see above). No matter when the PCs arrive, they will 
  have interrupted him while writing a message to a point 
  of contact he has been instructed to work with by his 
  controllers, who (as far as he knows) are based out of the 
  Duchy of Urnst. 
   
  Veralian Took, who in prior years had been a simple 
  sneak-thief, was inducted into a secret order in Leukish 
  after he was caught breaking into their headquarters 
  (which he thought was a simple warehouse). This order 
  inflicted him with the curse of lycanthropy, which he 
  sees as a boon, since in his hybrid rat/man form he is 
  virtually immune to most normal weapons. This has 
  saved his life on numerous occasions, and he feels as 
  though he owes everything to the Leukish cabal. He will 
  not, under any circumstances, betray their confidence.  
   
  
   
  River of Blood 
   
  Page 15 
  Veralian Took, male wererat (human form) Rog3:
  Veralian Took, male wererat (human form) Rog3:
  Veralian Took, male wererat (human form) Rog3:
  Veralian Took, male wererat (human form) Rog3: 
  Medium Humanoid (5 ft. 6 in. tall); HD 3d6+6; hp 17; Init 
  +7 (Dex, Improved Initiative); Spd 30 ft.; AC 15 (+3 Dex, 
  +2 leather armor); Atk +6 melee (1d6/18-20/x2, rapier), +6 
  ranged (1d8/19-20/x2, light crossbow); SA Curse of 
  Lycanthropy, Sneak Attack +1d6; SQ Evasion, Uncanny 
  Dodge, may shape shift into dire rat or hybrid form as a 
  standard action; AL LE; SV Fort +3, Ref +6, Will +2. 
   
  Str 13, Dex 16, Con 14, Int 12, Wis 15, Cha 16. 
   
  Skills: Bluff +9, Climb +7, Hide +9, Listen +12, Move 
  Silently +9, Open Locks +9, Search +11, Spot +12, Tumble 
  +9. Feats: Improved Initiative, Improved Shape Shift, 
  Weapon Finesse (rapier), Weapon Focus (rapier). 
   
  SA: Curse of Lycanthropy (Su)—Any humanoid hit by a 
  bite attack while Took is in animal form, or by a blow 
  from a slashing or piercing weapon, must succeed in a 
  Fortitude save (DC 15) or contract lycanthropy. 
   
  SQ: Evasion (Ex)—If exposed to any effect that 
  normally allows a character to attempt a Reflex saving 
  throw for half damage (such as a fireball), she takes no 
  damage with a successful saving throw. Uncanny Dodge 
  (Ex)—Retains Dex bonus to AC regardless of being 
  caught flat-footed or struck by an invisible attacker. 
      
  Equipment: Rapier, light crossbow, 15 bolts, leather 
  armor. 
   
  Veralian Took, male wererat (hybrid form) Rog3:
  Veralian Took, male wererat (hybrid form) Rog3:
  Veralian Took, male wererat (hybrid form) Rog3:
  Veralian Took, male wererat (hybrid form) Rog3: 
  Medium Shapechanger (5 ft. 6 in. tall); HD 3d6+9; hp 20; 
  Init +10 (Dex, Improved Initiative); Spd 30 ft.; AC 20 (+2 
  natural, +6 Dex, +2 leather armor); Atk +6 melee (1d6/18-
  20/x2, rapier), +6 ranged (1d8/19-20/x2, light crossbow); 
  SA Curse of Lycanthropy, Sneak Attack +1d6; SQ Evasion, 
  Uncanny Dodge, may shape shift into dire rat or 
  humanoid form as a standard action, Damage Reduction; 
  AL LE; SV Fort +4, Ref +9, Will +2. 
   
  Str 13, Dex 22, Con 16, Int 12, Wis 15, Cha 16. 
   
  Skills: Bluff +9, Climb +7, Hide +12, Listen +12, Move 
  Silently +12, Open Locks +12, Search +11, Spot +12, 
  Tumble +12. Feats: Improved Initiative, Improved Shape 
  Shift, Weapon Finesse (rapier), Weapon Focus (rapier). 
   
  SA: Curse of Lycanthropy (Su)—Any humanoid hit by a 
  bite attack while Took is in animal form, or by a blow 
  from a slashing or piercing weapon, must succeed in a 
  Fortitude save (DC 15) or contract lycanthropy. 
   
  SQ: Evasion (Ex)—If exposed to any effect that 
  normally allows a character to attempt a Reflex saving 
  throw for half damage (such as a fireball), she takes no 
  damage with a successful saving throw. Uncanny Dodge 
  (Ex)—Retains Dex bonus to AC regardless of being 
  caught flat-footed or struck by an invisible attacker. 
  Damage Reduction (Ex)—A lycanthrope in animal or 
  hybrid form gains damage reduction 15/silver. (This 
  means that the lycanthrope ignores the first 15 points of 
  damage from any blow from a weapon or natural weapon. 
  Energy attacks and spells still harm it, and the 
  lycanthrope takes full damage from silver weapons.) 
      
  Equipment: Rapier, light crossbow, 15 bolts, leather 
  armor. 
   
  Veralian Took dislikes his dire rat form, and will not shift 
  into it during the course of this scenario. 
   
  Tactics:
  Tactics:
  Tactics:
  Tactics: Veralian Took will fight to the death, if he 
  must, in order that he not be prevented from breaking 
  through the wall in Area 17. He is fiercely loyal to his 
  mysterious 
  masters, 
  and 
  will 
  not 
  under 
  any 
  circumstances reveal who he is working for, or why he is 
  in the house. 
   
  In hand-to-hand combat, Took prefers to shift into 
  his hybrid form, doing so in full view of his enemies in 
  hopes of frightening them. He laughs off blows that do 
  not hurt him, and strikes to kill. 
   
  Treasure
  Treasure
  Treasure
  Treasure:::: Hidden in a pouch under his mattress, 
  Veralian Took has stuffed away 37 gp. An unfinished 
  letter (Handout Two: Took's Letter) sits on the small table 
  near the window. 
   
  Development:
  Development:
  Development:
  Development: PCs may make a Heal check (DC 15) 
  to know that those afflicted by the bite of a lycanthrope 
  might stave off the disease by eating a sprig of belladonna 
  (also called wolfsbane) within an hour of a lycanthrope's 
  attack. Those eating the sprig must attempt a Fortitude 
  save (DC 20) to shake off the affliction. If a PC with the 
  Heal skill administers the herb, use the character's save or 
  the healer's Heal check, whichever is higher. The 
  character gets only one chance, no matter how much 
  belladonna is consumed. The belladonna must be 
  reasonably fresh (picked within the last week). Sprigs of 
  just such an herb may be purchased in Greyhawk's Petit 
  Bazaar for 10 gp, each. 
   
  However, fresh or not, belladonna is toxic. Since the 
  character is deliberately ingesting poison, he or she 
  automatically takes initial damage of 1d6 points of 
  temporary Strength. One minute later, the character 
  must succeed a Fortitude save (DC 13) or take an 
  additional 2d6 points of Strength damage. 
   
  For magical means of defeating the curse of 
  lycanthropy, see the lycanthropy certificate in the 
  Treasure Summary. 
   
  15.
  15.
  15.
  15.    Trainin
  Trainin
  Trainin
  Training Room
  g Room
  g Room
  g Room    
  The floor of this strange room is covered in dirt and straw. A 
  The floor of this strange room is covered in dirt and straw. A 
  The floor of this strange room is covered in dirt and straw. A 
  The floor of this strange room is covered in dirt and straw. A 
  large weapons rack, now empty, rests against the southern wall, 
  large weapons rack, now empty, rests against the southern wall, 
  large weapons rack, now empty, rests against the southern wall, 
  large weapons rack, now empty, rests against the southern wall, 
  near the door, six cloth and leather dummies hang from thick 
  near the door, six cloth and leather dummies hang from thick 
  near the door, six cloth and leather dummies hang from thick 
  near the door, six cloth and leather dummies hang from thick 
  ropes attached to the ceiling. A dry, musty smell pervades th
  ropes attached to the ceiling. A dry, musty smell pervades th
  ropes attached to the ceiling. A dry, musty smell pervades th
  ropes attached to the ceiling. A dry, musty smell pervades the e e e 
  room, and several of the dummies appear to have rotted over the 
  room, and several of the dummies appear to have rotted over the 
  room, and several of the dummies appear to have rotted over the 
  room, and several of the dummies appear to have rotted over the 
  years. All six of the dummies have been "gutted," as if someone 
  years. All six of the dummies have been "gutted," as if someone 
  years. All six of the dummies have been "gutted," as if someone 
  years. All six of the dummies have been "gutted," as if someone 
  took a sharp
  took a sharp
  took a sharp
  took a sharp----pointed dagger to them in order to see what might 
  pointed dagger to them in order to see what might 
  pointed dagger to them in order to see what might 
  pointed dagger to them in order to see what might 
  have been hidden inside. A free
  have been hidden inside. A free
  have been hidden inside. A free
  have been hidden inside. A free----standing dummy used for 
  standing dummy used for 
  standing dummy used for 
  standing dummy used for 
  holding
  holding
  holding
  holding plate armor stands naked against the west wall.
   plate armor stands naked against the west wall.
   plate armor stands naked against the west wall.
   plate armor stands naked against the west wall.    
   
  As it turns out, nothing was hidden inside the dummies, 
  though Took certainly spent a lot of time checking. 
  Decades ago, Sir Bluto used this room to keep his 
  knightly skills fresh, but it hasn't been used for that 
  purpose in some time. Instead, it's become home to ten 
  rats, who lair in a pile of straw in the northwest corner of 
  the room. These rats have been instructed by Took to 
  attack anyone other than himself, Garoth, and Furtok. 
   
  
   
  River of Blood 
   
  Page 16 
  Rats: 
  Rats: 
  Rats: 
  Rats: CR 1/8; Tiny Animal (1 ft. long); HD 1/4d8; hp 1; 
  Init +2 (Dex); Spd 15 ft., climb 15 ft.; AC 14 (+2 size, +2 
  Dex); Atk +4 melee (1, bite); Face/Reach 2 1/2 ft. x 2 1/2 
  ft./0 ft.; SQ Scent; AL N; SV Fort +2, Ref +4, Will +1. 
   
  Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2. 
   
  Skills: Climb +12, Hide +18, Move Silently +10. Feats: 
  Weapon Finesse (bite). 
   
  SQ: Scent (Ex)—Can detect opponents within 30 ft. 
  by sense of smell. 
   
   
  Tactics:
  Tactics:
  Tactics:
  Tactics: If possible, the rats prefer to swarm a single 
  creature. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure: Buried in the straw is an electrum ring 
  accidentally dropped by a sparring partner of Bluto's 
  several decades ago. It's worth 75 gp. 
   
  16.
  16.
  16.
  16.    Trophy Hall
  Trophy Hall
  Trophy Hall
  Trophy Hall    
  This thin room has been thoroughly trashed, but it appears as 
  This thin room has been thoroughly trashed, but it appears as 
  This thin room has been thoroughly trashed, but it appears as 
  This thin room has been thoroughly trashed, but it appears as 
  thought it might once have been a trophy hall. Among the refuse 
  thought it might once have been a trophy hall. Among the refuse 
  thought it might once have been a trophy hall. Among the refuse 
  thought it might once have been a trophy hall. Among the refuse 
  on the floor, h
  on the floor, h
  on the floor, h
  on the floor, here is a ratty, poorly preserved buck head (with a 
  ere is a ratty, poorly preserved buck head (with a 
  ere is a ratty, poorly preserved buck head (with a 
  ere is a ratty, poorly preserved buck head (with a 
  once
  once
  once
  once----impressive
  impressive
  impressive
  impressive----but
  but
  but
  but----now
  now
  now
  now----broken 16
  broken 16
  broken 16
  broken 16----point rack), a rusty old 
  point rack), a rusty old 
  point rack), a rusty old 
  point rack), a rusty old 
  shield bearing the device of Iuz, and several broken spears, 
  shield bearing the device of Iuz, and several broken spears, 
  shield bearing the device of Iuz, and several broken spears, 
  shield bearing the device of Iuz, and several broken spears, 
  apparently of orcish make. Many of these items apparently once 
  apparently of orcish make. Many of these items apparently once 
  apparently of orcish make. Many of these items apparently once 
  apparently of orcish make. Many of these items apparently once 
  rested on stone pedest
  rested on stone pedest
  rested on stone pedest
  rested on stone pedestals, most of which have been toppled. There 
  als, most of which have been toppled. There 
  als, most of which have been toppled. There 
  als, most of which have been toppled. There 
  are many more pedestals than items that might have rested atop 
  are many more pedestals than items that might have rested atop 
  are many more pedestals than items that might have rested atop 
  are many more pedestals than items that might have rested atop 
  them.
  them.
  them.
  them.    
   
  Before fleeing the city, Sir Bluto ensured that those 
  treasures he truly cared about escaped with him, so what 
  remains here are only those items he decided not to bring 
  along. In short, there's nothing of value in this room. 
   
  However, when Veralian Took first came to the 
  house, it all looked very impressive. He pulled on this, 
  and pushed on that, all in hopes of opening some secret 
  door or finding some secret message. Instead, he ended 
  up breaking a lot of stuff. 
   
  17.
  17.
  17.
  17.    Secret Library
  Secret Library
  Secret Library
  Secret Library    
  Getting into this room will take some work, as Veralian 
  Took has only just discovered it. Apparently, Sir Bluto 
  had the room sealed with plaster, making it look like the 
  walls of the western hall off Area 9. Enough of the wall 
  has been knocked away with a crowbar (which still rests 
  on the floor, here) to allow a Small creature to squeeze 
  into the dark room on a successful Escape Artist check 
  (DC 15). Knocking out the wall is not at all difficult. Once 
  the PCs have done so, continue with the following: 
   
  The room beyond the plaster wall is extremely cramped, but your 
  The room beyond the plaster wall is extremely cramped, but your 
  The room beyond the plaster wall is extremely cramped, but your 
  The room beyond the plaster wall is extremely cramped, but your 
  light reveals a table and chair at the far end of the room, against 
  light reveals a table and chair at the far end of the room, against 
  light reveals a table and chair at the far end of the room, against 
  light reveals a table and chair at the far end of the room, against 
  the wall. Upon the table rest two books an
  the wall. Upon the table rest two books an
  the wall. Upon the table rest two books an
  the wall. Upon the table rest two books and a piece of crumpled 
  d a piece of crumpled 
  d a piece of crumpled 
  d a piece of crumpled 
  parchment. Bizarre mystical seals have been carved into the 
  parchment. Bizarre mystical seals have been carved into the 
  parchment. Bizarre mystical seals have been carved into the 
  parchment. Bizarre mystical seals have been carved into the 
  wooden floor, and a flaky dried rust brown substance fills many 
  wooden floor, and a flaky dried rust brown substance fills many 
  wooden floor, and a flaky dried rust brown substance fills many 
  wooden floor, and a flaky dried rust brown substance fills many 
  of the grooves in the floor. Bizarre inscriptions have been written 
  of the grooves in the floor. Bizarre inscriptions have been written 
  of the grooves in the floor. Bizarre inscriptions have been written 
  of the grooves in the floor. Bizarre inscriptions have been written 
  into the wall in a strange, angular langua
  into the wall in a strange, angular langua
  into the wall in a strange, angular langua
  into the wall in a strange, angular language.
  ge.
  ge.
  ge.    
   
  This was Sir Bluto's inner sanctum, the place to which he 
  ventured to contemplate the diabolical masters he began 
  to follow about seven years prior to the River of Blood 
  murders. Allow PCs with the Knowledge (Arcana) skill to 
  make a check at DC 20 to recognize the primary seal as 
  that of the daemon Anthraxus the Decayed, an extremely 
  powerful being from the Gray Wastes of Hades. Other 
  seals represent the personal devices of other daemons 
  from the lower planes, though they are so obscure that 
  the PCs have no chance of knowing which ones. 
  However, an additional Knowledge (Arcana) check (DC 
  25) reveals that at least six of the seals (there are thirteen, 
  total), including that of Anthraxus, contain a mystical 
  symbol synonymous with disease. 
   
  The writing on the walls is in the Infernal alphabet 
  and language, and consists of several lengthy quotations 
  on the relation of infernal powers to the folk of Oerth. 
  The quotes are taken from a blasphemous volume known 
  as Princes Fallen to the Cleansing Flame, a rare book that 
  many evil cultists will kill for. Most copies are destroyed 
  when discovered by authorities. Anyone who can read 
  Infernal (or who makes a successful Decipher Script 
  check at DC 30) and who has the Knowledge (Arcana) 
  skill may make a Knowledge (Arcana) check at DC 25 to 
  determine the above information. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure: The books on the table are The Death Saga of 
  Molaho Khem and The Poems of Thalac Jiwo (see treasure 
  summary for details). The crumpled up letter (Handout 
  Three) is a first draft of a letter that was sent nearly 30 
  years ago. 
   
   
  Encounter Ten: The Blooded 
  Encounter Ten: The Blooded 
  Encounter Ten: The Blooded 
  Encounter Ten: The Blooded 
  Cavern
  Cavern
  Cavern
  Cavern    
  The caves beneath Bluto House are either natural or 
  worked 
  stone. 
  The 
  floors 
  have 
  generally 
  been 
  smoothened, but some walls remain quite rough. The 
  ceilings in Areas 3, 4, 5, 8, and 9 are roughly 20 ft. tall. 
  Elsewhere, the ceiling reaches about 10 ft. high. Xvarts 
  are blessed with darkvision (60 ft.), so the caverns are 
  completely dark. Most PCs will need to provide some sort 
  of light source, which will, of course, draw attention. 
   
  The creek is about 5 ft. deep throughout most of the 
  cavern, up to about 8 ft. deep in Area 7, where a natural 
  spring fills a small pool (and acts as the source of the 
  entire flow of the Millstream). The current is not strong, 
  so gaining surprise by swimming underwater in the creek 
  is generally a good idea. Remember, however, that 
  anyone wearing armor other than leather or padded 
  suffers a check to their Swim check, in addition to the -1 
  per 5 lb. of gear carried. The average xvart makes Listen 
  checks at +0 and Spot checks at +2. 
   
  Should a xvart notice a PC, he will call out the alarm, 
  which draws xvarts in adjacent rooms within one round 
  and the xvart priests within three rounds. If the PCs 
  make it all the way to the lair of the xvart priests, the 
  priests will not bother to call for aid, assuming that their 
  friends have already been killed. 
   
  1.1.1.1.    Grate Entrance
  Grate Entrance
  Grate Entrance
  Grate Entrance    
  
   
  River of Blood 
   
  Page 17 
  A 10 ft. wide by 6 ft. high metal grate stands against the steep 
  A 10 ft. wide by 6 ft. high metal grate stands against the steep 
  A 10 ft. wide by 6 ft. high metal grate stands against the steep 
  A 10 ft. wide by 6 ft. high metal grate stands against the steep 
  wall of what might be termed the cliff of a hill about thirty feet 
  wall of what might be termed the cliff of a hill about thirty feet 
  wall of what might be termed the cliff of a hill about thirty feet 
  wall of what might be termed the cliff of a hill about thirty feet 
  high. The millstream, shall
  high. The millstream, shall
  high. The millstream, shall
  high. The millstream, shallow and only about five ft. across, 
  ow and only about five ft. across, 
  ow and only about five ft. across, 
  ow and only about five ft. across, 
  flows lazily from the dark cave beyond the grate.
  flows lazily from the dark cave beyond the grate.
  flows lazily from the dark cave beyond the grate.
  flows lazily from the dark cave beyond the grate.    
      
  Looking carefully at the grate, you notice that the left side, 
  Looking carefully at the grate, you notice that the left side, 
  Looking carefully at the grate, you notice that the left side, 
  Looking carefully at the grate, you notice that the left side, 
  near the hinges,  has been pried away from the edge of the cave 
  near the hinges,  has been pried away from the edge of the cave 
  near the hinges,  has been pried away from the edge of the cave 
  near the hinges,  has been pried away from the edge of the cave 
  entrance, about enough that a child or smal
  entrance, about enough that a child or smal
  entrance, about enough that a child or smal
  entrance, about enough that a child or small humanoid might 
  l humanoid might 
  l humanoid might 
  l humanoid might 
  be able to sneak through. A large, forbidding lock at the right 
  be able to sneak through. A large, forbidding lock at the right 
  be able to sneak through. A large, forbidding lock at the right 
  be able to sneak through. A large, forbidding lock at the right 
  side of the grate seems to hold it tight.
  side of the grate seems to hold it tight.
  side of the grate seems to hold it tight.
  side of the grate seems to hold it tight.    
   
  The lock is of excellent quality (DC 30). The spaced pried 
  away from the edge of the cave by the xvarts is large 
  enough that Small-sized character can easily slip through. 
  Medium-sized characters require an Escape Artist (DC 
  30) to perform the same feat. Prying the grate further 
  from the wall requires a crowbar and a successful 
  Strength check (DC 20). Up to two persons can cooperate 
  on the task.  
   
  The grate extends all the way to the bottom of 
  the creek, so swimming under it is not an option. 
   
  2.2.2.2.    Water Tunnel
  Water Tunnel
  Water Tunnel
  Water Tunnel    
  Though the xvarts do not themselves guard the water 
  tunnel, they have asked one of the rats to do it for them. 
  This rat sits on the east bank of the creek, at the exact 
  point where the number "2" appears on the map. It keeps 
  its eyes trained on the grate, and runs to alert the xvarts of 
  intruders. PCs with darkvision may make a Spot roll (DC 
  15) to notice a rat running away from them, further into 
  the cavern, upon their arrival. Should the PCs come at 
  Area 2 from Area 3, the rat will have already rushed to the 
  aid of the xvarts there, and will not be present. 
   
  Rat: 
  Rat: 
  Rat: 
  Rat: Tiny Animal (1 ft. long); HD 1/4d8; hp 1; Init +2 
  (Dex); Spd 15 ft., climb 15 ft.; AC 14 (+2 size, +2 Dex); Atk 
  +4 melee (1, bite); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SQ 
  Scent; AL N; SV Fort +2, Ref +4, Will +1. 
   
  Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2. 
   
  Skills: Climb +12, Hide +18, Move Silently +10. Feats: 
  Weapon Finesse (bite). 
   
  SQ: Scent (Ex)—Can detect opponents within 30 ft. 
  by sense of smell. 
   
  3.3.3.3.    Large Cavern
  Large Cavern
  Large Cavern
  Large Cavern    
  The rank and file of Took's xvart followers rest on straw 
  mats in this room. If they are aware of PCs coming from 
  Area 2, they cluster along the wooden wall to the south, 
  hoping to surprise them as they enter. If they hear 
  crunching glass or fighting sounds from Area 9, they 
  stand ready outside the door to that room, with a readied 
  action of throwing their daggers at whoever opens the 
  door. If they are not anticipating an attack and notice the 
  PCs at the last minute, they raise the hue and cry in their 
  own language, which brings their allies in Areas 4, 5, and 
  6 running. 
   
  Xvart warrior (4): 
  Xvart warrior (4): 
  Xvart warrior (4): 
  Xvart warrior (4): Small Humanoid (4 ft. tall); HD 1d8+3; 
  hp 7; Init +1 (Dex); Spd 20 ft.; AC 13 (+1 size, +1 Dex, +1 
  shield); Atk +0 melee (1d6-1, short sword) or +2 ranged 
  (1d3-1, dagger); SQ Darkvision, 60 ft., speak with animals; 
  AL CE; SV Fort +0, Ref +3, Will +0. 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Move Silently +4, Spot +2. Feats: 
  Toughness. 
   
  SQ: Speak with Animals (Sp)—Once per day, a xvart 
  can speak with animals as a 1st-level druid to 
  communicate with rats or bats, including dire varieties. 
   
  Equipment: Short sword, daggers (3), small wooden 
  shield. 
   
  Rats (8)
  Rats (8)
  Rats (8)
  Rats (8): : : : Tiny Animal (1 ft. long); HD 1/4d8; hp 1; Init +2 
  (Dex); Spd 15 ft., climb 15 ft.; AC 14 (+2 size, +2 Dex); Atk 
  +4 melee (1, bite); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SQ 
  Scent; AL N; SV Fort +2, Ref +4, Will +1. 
   
  Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2. 
   
  Skills: Climb +12, Hide +18, Move Silently +10. Feats: 
  Weapon Finesse (bite). 
   
  SQ: Scent (Ex)—Can detect opponents within 30 ft. 
  by sense of smell. 
   
  4.4.4.4.    Leader's Room
  Leader's Room
  Leader's Room
  Leader's Room    
  This room is the dwelling space of Xikchit, the xvart 
  leader. Xikchit is very worried about missing Raxivort's 
  Frolic, and is pleased that the priests have come up with a 
  way that they might still gain Raxivort's glory even when 
  trapped in this city. He is about a week from telling Took 
  that, despite the fact that he is blessed as a wererat, he and 
  his gang of xvarts are going to depart for greener pastures. 
   
  Xikchit (the leader), male xvart Ftr3:
  Xikchit (the leader), male xvart Ftr3:
  Xikchit (the leader), male xvart Ftr3:
  Xikchit (the leader), male xvart Ftr3: Small Humanoid (4 
  ft. 1 in. tall or long); HD 3d10+3; hp 19; Init +6 (Dex, 
  Improved Initiative); Spd 15 ft.; AC 20 (+1 size, +1 Dex, +8 
  full plate); Atk +6 melee (1d6+3/18-20/x2, scimitar), +5 
  ranged (1d8/19-20/x2, light crossbow); SQ Speak with 
  Animals; AL CE; SV Fort +4, Ref +3, Will +2. 
   
  Str 15, Dex 14, Con 12, Int 11, Wis 14, Cha 13. 
   
  Skills: Climb +6, Hide +6, Jump +6, Listen +4, Move 
  Silently +4. Feats: Improved Initiative, Power Attack, 
  Weapon Focus (scimitar). 
   
  SQ: Speak with Animals (Sp)—Once per day, a xvart 
  can speak with animals as a 1st-level druid to communicate 
  with rats or bats, including dire varieties. 
      
  Equipment: Falchion, light crossbow, 15 bolts, full 
  plate. 
   
  Tactics:
  Tactics:
  Tactics:
  Tactics: Xikchit is a rather despicable sort. He knows a 
  smattering of common, and if a fight breaks off, he'll 
  claim that he will call it off if he can do personal battle, to 
  the death, with the party's largest warrior-type. This is in 
  fact an old trick of the gang's. They will merely fall upon 
  the party en force after the fight, no matter who wins. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure: Xikchit keeps a small gem idol of a flaming 
  hand hung on a thong 'round his neck. It's worth 30 gp. 
   
  5.5.5.5.    
  Captive Room
  Captive Room
  Captive Room
  Captive Room    
  Two xvarts guard this room, which seems to contain 
  nothing but a pile of old rotting animal skins. In fact, the 
  skins cover a wooden trap door, which in turn covers a 6 
  
   
  River of Blood 
   
  Page 18 
  ft. diameter cylindrical tunnel (30 ft. deep). Dena Pakiss 
  rests at the bottom of that tunnel with a festering broken 
  leg. The furs muffle her cries. 
   
  Xvart warrior (2): 
  Xvart warrior (2): 
  Xvart warrior (2): 
  Xvart warrior (2): Small Humanoid (4 ft. tall); HD 1d8+3; 
  hp 7; Init +1 (Dex); Spd 20 ft.; AC 13 (+1 size, +1 Dex, +1 
  shield); Atk +0 melee (1d6-1/19-20/x2, short sword) or +2 
  ranged (1d3-1/19-20/x2, dagger); SQ Darkvision, 60 ft., 
  speak with animals; AL CE; SV Fort +0, Ref +3, Will +0. 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Move Silently +4, Spot +2. Feats: 
  Toughness. 
   
  SQ: Speak with Animals (Sp)—Once per day, a xvart 
  can speak with animals as a 1st-level druid to 
  communicate with rats or bats, including dire varieties. 
   
  Equipment: Short sword, daggers (3), small wooden 
  shield. 
   
  Dena Pakiss, Com1:
  Dena Pakiss, Com1:
  Dena Pakiss, Com1:
  Dena Pakiss, Com1: HP 1 (of 3). 
   
  6.6.6.6.    Partially Collapsed Water Tunnel
  Partially Collapsed Water Tunnel
  Partially Collapsed Water Tunnel
  Partially Collapsed Water Tunnel    
  The tunnel here was not in fact collapsed, but rather was 
  plugged up with large stones and blocks of mortar. A Spot 
  check (DC 10) reveals that many of these stones have 
  been marked with the seals of the city of Greyhawk and 
  the Guild of Wizardry. This is meant as a warning, as the 
  Directors of the city at the time of the River of Blood did 
  not want anyone to go beyond this point. A slightly more 
  difficult Spot check (DC 20, dwarves may apply their +2 
  Stonecunning bonus) reveals that the "debris" was 
  carefully arranged so as not to block the flow of the 
  Millstream. 
   
  Near the top of the pile, a small tunnel has been 
  cleared. The xvarts made this tunnel early in their 
  explorations, when they sought to discover everything 
  they could about the caverns. Unfortunately for them, 
  the Guild of Wizardry had left a nasty surprise back in 
  565 CY, and the first xvart through the tunnel was 
  immolated in flame. His blackened bones still rest on the 
  opposite side of the cave in, reminding the priests in Area 
  7 of their loss. 
   
  Unless the PCs are deliberately being quiet, the 
  xvarts in Area 7 have a strong chance of hearing them (a 
  DC 10 Listen check). Of course, the PCs might also swim 
  under the debris, which is their best chance at taking the 
  priests unawares. 
   
  7.7.7.7.    Priest's Room/Sacrifice Chamber/Spring
  Priest's Room/Sacrifice Chamber/Spring
  Priest's Room/Sacrifice Chamber/Spring
  Priest's Room/Sacrifice Chamber/Spring    
  This room is the grim chamber in which Sir Bluto 
  sacrificed eight children to his infernal masters in 565 
  CY. Thereafter, the city had it sealed up. The only sign 
  that remains of the crime is a faint outline of an eight-
  pointed star symbol on the ceiling above the natural 
  spring (See Handout Four). The tips of the star are 
  slightly marred, as they once held hooks, from which 
  barbed chains could hang. These hooks are long since 
  gone, but the city never bothered to fully wipe away the 
  symbol. 
   
  Now, the chamber is the home of the xvart high 
  priest, Lacknaq, and his two underpriest companions, 
  Decif and Mestak. 
   
  Lacknaq, male xvart Clr 2:
  Lacknaq, male xvart Clr 2:
  Lacknaq, male xvart Clr 2:
  Lacknaq, male xvart Clr 2: Small humanoid (4 ft. tall); HD 
  2d8; hp 9; Init +1 (Dex); Spd 20 ft.; AC 15 (+5 chainmail); 
  Atk +2 melee (1d6, light mace), +1 ranged (1d8/19-20/x2, 
  light crossbow); SQ Speak with Animals, Domains: Evil, 
  Trickery; AL CE; SV Fort +3, Ref +0, Will +6. 
   
  Str 13, Dex 11, Con 10, Int 12, Wis 16, Cha 14. 
   
  Skills: Concentration +8, Heal +6, Hide +4, 
  Knowledge (religion) +5, Move Silently +2, Spellcraft +5. 
  Feats: Combat Casting. 
   
  SQ: Speak with Animals (Sp)—Once per day, a xvart 
  can speak with animals as a 1st-level druid to communicate 
  with rats or bats, including dire varieties. Domain: Evil: 
  Casts evil spells at +1 caster level. Domain: Trickery: 
  Bluff, Disguise, and Hide are class skills. 
      
  Equipment: Light mace, sliver holy symbol of 
  Raxivort, chainmail, potion of love, necklace with magical 
  iron key. 
   
  Spells Prepared (4/3+1): 0—cure minor wounds (2), 
  light (2); 1st—bane, cause fear, command, protection from good 
  (e).  
   
  Dacif, male xvart Clr1:
  Dacif, male xvart Clr1:
  Dacif, male xvart Clr1:
  Dacif, male xvart Clr1: Small Humanoid (4 ft. tall); HD 
  1d8; hp 5; Init +1 (Dex); Spd 20 ft.; AC 10; Atk +1 melee 
  (1d4/19-20/x2, dagger), +0 ranged (1d4/19-20/x2, dagger); 
  SQ Speak with Animals, Domains: Evil, Trickery; AL CE; 
  SV Fort +2, Ref +0, Will +2. 
   
  Str 13, Dex 11, Con 10, Int 12, Wis 16, Cha 14. 
   
  Skills: Concentration +4, Heal +7, Hide +4, 
  Knowledge (religion) +5, Listen +5, Move Silently +2, 
  Spot +5. Feats: Alertness. 
   
  SQ: Speak with Animals (Sp): Once per day, a xvart 
  can speak with animals as a 1st-level druid to communicate 
  with rats or bats, including dire varieties. Domain: Evil: 
  Casts evil spells at +1 caster level. Domain: Trickery: 
  Bluff, Disguise, and Hide are class skills. 
      
  Equipment: Dagger, wooden holy symbol of 
  Raxivort. 
   
  Spells Prepared (3/2+1): 0—cure minor wounds (3); 
  1st—inflict light wounds (2), change self (e). 
   
  Mestak, male xvart Clr1:
  Mestak, male xvart Clr1:
  Mestak, male xvart Clr1:
  Mestak, male xvart Clr1: CR 1; Small Humanoid (4 ft. 
  tall); HD 1d8; hp 5; Init +1 (Dex); Spd 20 ft.; AC 10; Atk +1 
  melee (1d4/19-20/x2, dagger), +0 ranged (1d4/19-20/x2, 
  dagger); SQ Speak with Animals, Domains: Evil, Trickery; 
  AL CE; SV Fort +2, Ref +0, Will +2. 
   
  Str 13, Dex 11, Con 10, Int 12, Wis 16, Cha 14. 
   
  Skills: Concentration +4, Heal +7, Hide +4, 
  Knowledge (religion) +5, Listen +5, Move Silently +2, 
  Spot +5. Feats: Alertness. 
   
  Special Qualities: Speak with Animals (Sp): Once per 
  day, a xvart can speak with animals as a 1st-level druid to 
  communicate with rats or bats, including dire varieties. 
  Domain: Evil: Casts evil spells at +1 caster level. Domain: 
  Trickery: Bluff, Disguise, and Hide are class skills. 
  
   
  River of Blood 
   
  Page 19 
      
  Equipment: Dagger, wooden holy symbol of 
  Raxivort. 
   
  Spells Prepared (3/2+1): 0—cure minor wounds (3); 
  1st—inflict light wounds (2), change self (t). 
   
  Tactics:
  Tactics:
  Tactics:
  Tactics: If the xvarts hear the PCs coming, Dacif casts 
  change self to make himself look like Dena Pakiss. He 
  knows enough Common to act like a scared little girl. 
  Lacknaq then bargains his and Mestak's life for the 
  release of the girl, who they don't want, anyway. They try 
  to blame the whole Raxivort's Frolic plan on their leader, 
  Xikchit. Assuming the PCs agree to their terms, Dacif 
  attempts to lead the group into traps, suggesting that she 
  thinks the xvarts kept their treasure in Area 8, etc. 
   
  8.8.8.8.    Rat Lair 
  Rat Lair 
  Rat Lair 
  Rat Lair     
  Five dire rats live in this room, which used to be blocked 
  off dead space between the natural cavern wall and the 
  wooden walls of Areas 3 and 9. Their scent abilities allow 
  them to detect anyone within 30 ft. If they don't smell 
  like xvart, they smell like dinner. There is nothing of 
  value in this room. 
   
  Dire Rats (5): 
  Dire Rats (5): 
  Dire Rats (5): 
  Dire Rats (5): Small Animal (3 ft. long); HD 1d8+1; hp 5; 
  Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 15; Atk +3 melee 
  (1d4, bite); SA Disease; SQ Scent; AL N; SV Fort +3, Ref 
  +5, Will +3. 
   
  Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4. 
   
  Skills: Climb +11, Hide +11, Move Silently +6. Feats: 
  Weapon Finesse (bite). 
   
  SA: Disease (Ex)—Filth fever—bite, Fortitude save 
  (DC 12), incubation period 1d3 days; damage 1d3 
  temporary Dexterity and 1d3 temporary Constitution. 
   
  SQ: Scent (Ex)—Can detect opponents within 30 ft. 
  by sense of smell. 
   
  9.9.9.9.    Wine Cellar
  Wine Cellar
  Wine Cellar
  Wine Cellar    
  Old wine racks line both walls of this room. All of the 
  wine spoiled, and glass from about three dozen broken 
  bottles litters the floor. Anyone attempting to Move 
  Silently through this area must make their checks at a -5 
  penalty. Non-xvarts walking through this area will attract 
  the dire rats from Area 8, who emerge from a hole in the 
  wall about a foot from the floor in the southeast corner of 
  the room. 
   
  10.
  10.
  10.
  10.    Stairs to Bluto House
  Stairs to Bluto House
  Stairs to Bluto House
  Stairs to Bluto House    
  These spiral stairs lead to the hemispherical secret 
  trapdoor in Area 2 of the 1st Floor of Bluto House. The 
  door is locked from the north side, meaning it's difficult 
  to get in from the xvart side. The lock is of good quality 
  (DC 20). 
   
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  The PCs may bring some of Took's gang to the Garden 
  Quarter City Watch Station. This will elicit a good deal of 
  surprise on behalf of the guards there, who aren't used to 
  having this type of thing happening in their part of town. 
  The guards ask the PCs to stay in town for a while in case 
  they need to be questioned, but nothing ever comes of it. 
   
  If the PCs return Dena Pakiss to her mother (most 
  likely by getting Barat to guide them to her tenement), 
  Nelan brightens up, thanking the heroes for their kind 
  deed. She offers to cook them stew (a not all that 
  appetizing prospect, from the smell of the kettle 
  simmering in the corner) any time they wish. Dena and 
  Caran play together, making Erdan's old wooden toy 
  soldier ride the three-legged wooden unicorn toy. Due to 
  Barat's talk in Slum Quarter taverns, the folks there are 
  filled with appreciation for what the PCs did. The people 
  in the quarter are willing to do them a favor later 
  (influence point with the population of Greyhawk's Slum 
  Quarter). 
   
  In the course of their investigations, the PCs have 
  unearthed clues about Took's contact in Erybend, 
  someone called the Lowborn, and a whole lot of things 
  having to do with the number eight. What these clues 
  mean, and where they lead, will be revealed in the next 
  adventure in the Absolute Power series. 
   
  TTTThe End
  he End
  he End
  he End    
   
   
  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 Five:
  Encounter Five:
  Encounter Five:
  Encounter Five:    
  Researching the Original River of Blood 
  mystery: 
  25 xp 
   
  Encounter Six:
  Encounter Six:
  Encounter Six:
  Encounter Six:    
  Following the Millstream north to the damaged 
  bars: 
  25 xp 
   
  Encounter Nine:
  Encounter Nine:
  Encounter Nine:
  Encounter Nine:    
  "Casing" the house before entering 
  25 xp 
  Defeating Veralian Took 
  75 xp 
  Defeating Garoth the Houndsman 
  50 xp 
  Defeating Garoth's dogs 
  25 xp 
  Defeating Furtok 
  50 xp 
   
  Enc
  Enc
  Enc
  Encounter Ten:
  ounter Ten:
  ounter Ten:
  ounter Ten:    
  Defeating Xvarts (in general) 
  75 xp 
  Rescuing Dena Pakiss 
  100 xp 
   
  Total experience for objectives 
  450 xp 
  Discretionary roleplaying award 
  0-50 xp 
  
   
  River of Blood 
   
  Page 20 
   
  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    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below 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 characters 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 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources 
  of extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 1,000 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief 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. 
   
  • 
  11 gp (from Furtok) 
  • 
  37 gp (from Verlaian Took) 
  • 
  18 gp (from Garoth the Houndsman) 
  • 
  75 gp electrum ring (discovered in the straw and dirt 
  floor of Area 15). 
  • 
  30 gp gem carved in the shape of a flaming hand 
  (from Xikchit) 
   
  • 
  Influence Point in Residents of City of Greyhawk 
  Influence Point in Residents of City of Greyhawk 
  Influence Point in Residents of City of Greyhawk 
  Influence Point in Residents of City of Greyhawk 
  Slum Quarter
  Slum Quarter
  Slum Quarter
  Slum Quarter (one per PC, not tradable): This point 
  will be useful in future adventures with residents of 
  the Slum Quarter in the City of Greyhawk. They 
  remember what your character did, and are willing 
  to do you a favor in the future. 
   
  • 
  Magical iron key (value 10 gp, common): This small 
  key-like object does not open any normal locks. It is 
  made of iron, vaguely cylindrical, about 2 inches 
  long. It has points on both ends, and some grooves 
  cut in the circumference. It detects faintly as 
  magical, but the emanations are so faint that you 
  cannot determine the type of magic. 
   
  • 
  Tome: The Death Saga of Molaho Khem (value 75 gp, 3 
  lbs.): This worn tome measures seven inches across 
  the spine and six inches across the top and bottom. It 
  is two inches thick, and contains 100 pages of pliable 
  parchment. 
  The 
  book 
  contains 
  five 
  printed 
  woodcuts, each signed with the monogram "E.M." 
  The illustrations depict the saga's hero overcoming 
  various challenges, and finally being laid to rest. The 
  text is written in the Common tongue. 
   
  The Death Saga of Molaho Khem reveals the final 
  days of the great hero of legend, when he returned to 
  Dar-Kesh Anam, the city of his birth, to combat an 
  alien menace. The book's conclusion suggests that 
  Khem defeated a group known as the Hivecouncil, 
  but was poisoned by their ebbing lifeblood. His body 
  was magically preserved at the moment before death 
  in the Kushkava, the city's highest tower. 
   
  Tales of Molaho Khem are relatively common in 
  the Flanaess, and seem to date since before the 
  Migrations. Every culture stakes a claim on him, and 
  many explorers seek out the fabled city of Dar-Kesh 
  Anam, seeking to draw truth (and perhaps a bit of 
  fortune) from the ancient stories. Thus far, the city 
  remains undiscovered. 
   
  • 
  Tome: Travels of the Far Wanderer (value 50 gp, 2 lbs.): 
  This small leather-bound devotional tome contains 
  45 pages of aphorisms and devotionals to the god 
  Celestian. The text is not illuminated, but an 
  intricate star-shaped design has been worked into 
  the leather cover. The cover's tips are bound in 
  sturdy silver (accounting for half the volume's 
  worth). A priest of Celestian might pay up to double 
  the book's "street value" to acquire it. 
   
  • 
  Tome: The Poems of Thalac Jiwo (value 30 gp, 2 lb.): 
  Written by Thalac Jiwo, also known as Thalac the 
  Sighted, this is a collection of prophetic poems. 
  Although his prophecies are thickly buried in 
  riddles, word-play, and vague descriptions, scholarly 
  wizards agree that Thalac was an amazingly talented 
  seer. The volume is written in Old Oeridian. 
   
  A poem near the middle of the book has been 
  circled in blood red ink. Entitled "The Lowborn," the 
  poem contains the following passage: 
   
  When the mystic device doth shine 
   
   
  o'er broken basalt walls 
   
  And nameless echoes sound 
  
   
  River of Blood 
   
  Page 21 
   
   
  within the Dreadful halls 
   
  We've come upon the date 
   
   
  of the Gathering of Eight. 
   
  • 
  Potion of love (value 150 gp): This potion causes the 
  character drinking it to become charmed with the 
  first creature he or she sees after consuming the draft 
  (as charm person spell—drinker must be a humanoid 
  of Medium-size or smaller, Will save, DC 14). He or 
  she actually becomes enamored if the creature is of 
  similar race. Charm effects wear off in 1d3 hours, but 
  the enamoring effect is permanent. The flask storing 
  the potion is made of ceramic, with a wooden cap. 
   
  Lycanthropy
  Lycanthropy
  Lycanthropy
  Lycanthropy—Curse of the Wererat (not tradable): The 
  above-named PC has been cursed with lycanthropy from 
  a wound inflicted by the wererat Veralian Took. On the 
  next night of the full moon (this must occur in play), the 
  PC involuntarily changes into dire rat form and becomes 
  a ravening beast, forgetting his or her own identity. The 
  character remains in animal form, assuming the 
  appropriate alignment, until dawn and remembers 
  nothing about the incident (the PC retains his or her 
  original alignment when in "normal" form). 
   
  Thereafter, the character is subject to involuntary 
  transformation under the full moon and whenever 
  damaged in combat. He or she feels an overwhelming 
  rage building up inside and must succeed a Control 
  Shape check (see below) to resist changing into animal 
  form. 
   
  Any character who has contracted lycanthropy and is 
  aware of his of her condition can learn Control Shape 
  (Wis) as a class skill. This determines whether the 
  afflicted lycanthrope can voluntarily control his or her 
  own shape. 
   
  Check: The afflicted character must make a check at 
  moonrise each night of the full moon (Luna) to resist 
  involuntarily assuming animal form. An injured 
  character must also make a check for involuntary change 
  after accumulating enough damage to reduce his or her 
  hit points by one-quarter and again after each additional 
  one-quarter lost (save DC same for a full moon). 
   
  Task 
  DC 
  Resist involuntary change/return to humanoid form (full 
  moon*) 
  25 
  Resist involuntary change/return to humanoid form (not full 
  moon) 
  20 
  Voluntary change (full moon) 
  10 
  Voluntary change (not full moon) 
  15 
   *For game purposes, the full moon lasts three days of each month. For a 
  given scenario that does not state the phase of the moon, roll 1d10 
  before play begins. On a result of 1, the first day of the scenario is a 
  night of the full moon (roll 1d3 to determine where in the sequence of 
  three nights it falls).  
   
   
  Retry Restrictions: Check for an involuntary change 
  once each triggering event occurs. On a failed check to 
  return to humanoid form (see below) the character must 
  remain in animal or hybrid form until the next dawn, 
  when he or she automatically returns to humanoid form. 
   
  When returning to normal form after an involuntary 
  change, the character attempts a Wisdom check (DC 15) 
  to realize what has happened. If the check succeeds, the 
  character becomes aware of the affliction and can now 
  voluntarily attempt to change into animal or hybrid form, 
  using the appropriate DC. An attempt is a standard action, 
  and may be made each round. Any voluntary change to 
  animal form or hybrid form permanently changes the 
  character's alignment to LE, removing him or her from 
  play. 
   
  An afflicted character who is aware of his or her 
  condition can also try to return to humanoid form after 
  assuming animal or hybrid form, using the appropriate 
  DC. Only one attempt is allowed, however, as described 
  above. 
   
  When the character involuntarily assumes animal or 
  hybrid form (flip a coin), he or she becomes a 
  (temporarily) LE NPC, to be run at the behest of the 
  Dungeon Master. See the Monster Manual for details on 
  the wererat's animal and hybrid forms (during the two 
  months of 2000 in which that reference is not yet in 
  print, the curse is considered to be dormant). 
   
  The PC does not gain the Curse of Lycanthropy feat 
  (as described in the MM), and hence cannot pass the 
  disease to others. 
   
  Lycanthropy can be cured in one of two ways. A 
  remove disease or heal spell cast by cleric of at least 12th 
  level cures the affliction, provided the character receives 
  the spell within 3 days of the attack (any good temple 
  with a ranking priest will cast this spell for a donation of 
  360 gp or 720 gp, respectively). 
   
  The only other way to remove the affliction is to cast 
  a remove curse spell on the character during one of the 
  three days of the full moon. After receiving the spell, the 
  character must succeed at a Will save (DC 20) to break the 
  curse (the caster knows if the spell works).  
   
  
   
  River of Blood 
   
  Page 22 
  DM Reference One: River of Blood Timeline
  DM Reference One: River of Blood Timeline
  DM Reference One: River of Blood Timeline
  DM Reference One: River of Blood Timeline    
   
  3 weeks ago: 
  Veralian Took and company arrive in the city of Greyhawk 
  17 days ago: 
  Took discovers secret passage to caves below the house of Sir 
  Bluto 
  14 days ago:  
  Took's xvart allies escape the caves for the first time and enter 
  the city 
  13 days ago: 
  Erdan Pakiss' body discovered on the banks of the Millstream, 
  in the Slum Quarter 
  Erdan's sister, Dena, who was with him when he disappeared, 
  cannot be found 
  8 days ago: 
  Caran Meratan goes missing 
  7 days ago: 
  Tenha vagrant beaten to death in the Slum Quarter by an angry 
  mob 
  Today: 
  The PCs enter the city by carriage, and encounter a frightened 
  Caran Meratan 
   
  
   
  River of Blood 
   
  Page 23 
  DM Reference Two
  DM Reference Two
  DM Reference Two
  DM Reference Two: The Xvart
  : The Xvart
  : The Xvart
  : The Xvart    
   
  Xvart
  Xvart
  Xvart
  Xvart    
  Small Humanoid
  Small Humanoid
  Small Humanoid
  Small Humanoid    
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice: 1d8+3 (7 hp) 
  Initiative:
  Initiative:
  Initiative:
  Initiative: +1 (Dex) 
  Speed:
  Speed:
  Speed:
  Speed: 20 ft.  
  AC:
  AC:
  AC:
  AC: 13 (+1 size, +1 Dex, +1 shield) 
  Attacks:
  Attacks:
  Attacks:
  Attacks: Short sword +0 melee; or dagger +2 ranged; or net +2 ranged 
  Damage:
  Damage:
  Damage:
  Damage: Short sword 1d6-1; dagger 1d3-1; net entangle 
  Face
  Face
  Face
  Face/Reach:
  /Reach:
  /Reach:
  /Reach: 5 ft. by 5 ft./5 ft. 
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities: Darkvision 60 ft., speak with animals 
  Saves:
  Saves:
  Saves:
  Saves: Fort +0, Ref +3, Will +0 
  Abilities:
  Abilities:
  Abilities:
  Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8 
  Skills:
  Skills:
  Skills:
  Skills: Hide +6, Move Silently +4, Spot +2 
  Feats:
  Feats:
  Feats:
  Feats: Toughness 
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain: Any forest and underground. 
  Organization:
  Organization:
  Organization:
  Organization: Gang (4–9), band (10–100, plus 1 leader of 4th to 6th level and 1 3rd-level net-using sergeant per 20 
  adults), or tribe (40–400, plus 1 leader of 6th to 8th level, 1–2 lieutenants of 4th to 5th level, 1–4 clerics of 1st to 5th level, 
  1 3rd-level net-using sergeant per 20 adults, and 3-30 giant rat guards) 
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating: 1/4 
  Treasure:
  Treasure:
  Treasure:
  Treasure: Standard 
  Alignment:
  Alignment:
  Alignment:
  Alignment: Usually chaotic evil 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
   
  Xvarts are small humanoids living primarily in the Bandit Kingdoms, former lands of the Horned Society, the Bone 
  March, the Pomarj, near Verbobonc, and the Vesve. Although xvarts have a primitive society compared to humans, it 
  serves them well and allows them to support large tribes on limited resources. As a whole they are not a threat to 
  civilization, as they fear humans and prefer to occasionally take out their aggression on kobolds. Goblins often use xvarts 
  as spies for warbands, and xvarts often act as mediaries between goblins and kobolds. 
   
  Xvarts have bright blue skin and vivid orange eyes. Tolerant of most weather extremes, they dress in little more 
  than loose cloth doublets. Xvarts of both sexes are mostly bald, having only a fringe of wiry black hair on the back and 
  sides of the head that connects with their eyebrows.  Their ears are large. Xvarts' claws look impressive but are 
  insufficient for combat, and their teeth are no larger than those of a human child. 
    
  Xvarts speak Goblin; those with Intelligence scores of 12 or above also speak Draconic. 
   
  Comb
  Comb
  Comb
  Combatatatat    
  Xvarts prefer to ambush and overwhelm their opponents, resorting to superior numbers instead of fairness. Although 
  they fear humans and only attack them if they have a tremendous edge in numbers, xvarts hate halflings and almost 
  always attack them, even if their numbers are equal. 
   
  Xvart officers sometimes have better armor (preferring a chain shirt to anything more cumbersome). Sergeants are 
  trained in the use of the net, and other officers learn the net or Two-Weapon Fighting with a dagger or another short 
  sword. Hunting parties use scouts to drive prey toward a readied net, and ambushes usually involve at least one net and 
  enough xvarts to pile upon every person in a group. 
      
  Speak with Animals 
  Speak with Animals 
  Speak with Animals 
  Speak with Animals (Sp
  (Sp
  (Sp
  (Sp): Once per day a xvart can speak with animals as a 1st-level druid to communicate with rats 
  or bats, including dire varieties.  
      
  Skills
  Skills
  Skills
  Skills: Xvarts gain a +2 racial bonus to Move Silently checks and a +4 size bonus to Hide checks. 
   
  Xvart Characters
  Xvart Characters
  Xvart Characters
  Xvart Characters    
  A xvart’s favored multiclass is fighter; xvart leaders tend to be fighters or fighter/clerics. Xvart clerics can choose two of 
  the following domains: Animal, Evil, and Trickery.  Xvart clerics prefer spells that summon rats and bats or create fire. 
  Xvart Society 
   
  Xvarts are tribal. Their leaders are generally the strongest and most clever creatures in the tribe. They live in a 
  communal existence, with hunting parties leaving the lair daily to bring back food for the entire tribe. If hunting is 
  poor, they sometimes resort to stealing livestock or crops from farms. They war with enemy humanoids for territory but 
  never with their own kind, preferring to move or eliminate a common foe when the population grows too high. Xvarts 
  rarely raid unless a powerful leader has driven them to a cause, such as avenging many deaths by adventurers or the 
  
   
  River of Blood 
   
  Page 24 
  encroachment of humans. When they take prisoners, it is only for torture and ransom, as the xvarts have little need for 
  laborers. 
   
  These creatures live in caves underground or in deep and remote portions of forests. Their camps are well-patrolled 
  by xvarts, bats, and rats, and are kept reasonably clean, particularly when compared to goblins. Often a tribe is allied with 
  one or more wererats, with the tribe providing shelter in emergencies and the wererats ferrying ransom notes. Xvarts 
  with lycanthropy are greatly respected by their peers. Other tribes form close alliances with goblins, although these 
  pairings never involve worg mounts, as the canines tend to eat the rat guardians. 
   
  Xvarts worship the god Raxivort, who teaches that xvarts will eventually come to dominate and rule all of the small 
  creatures of the world, aided by rat and bat allies and using the tools of fire and the sword as their means to this goal. 
   
   
  Raxivort (Lord of Xvartkind, Master of Rats, Night Flutterer), CE lesser god 
  Raxivort (Lord of Xvartkind, Master of Rats, Night Flutterer), CE lesser god 
  Raxivort (Lord of Xvartkind, Master of Rats, Night Flutterer), CE lesser god 
  Raxivort (Lord of Xvartkind, Master of Rats, Night Flutterer), CE lesser god of Xvarts, Rats, 
  of Xvarts, Rats, 
  of Xvarts, Rats, 
  of Xvarts, Rats, 
  Wererats, and Bats
  Wererats, and Bats
  Wererats, and Bats
  Wererats, and Bats 
   
  Raxivort (RAKS-ih-vort) is the god of xvarts, once the greatest general of his race, taken in by the demon lord 
  Graz’zt, and granted abilities by his lord. After centuries of serving as Graz’zt’s Master of Slaves, Raxivort was able to loot 
  the demon’s armory and claim his own Abyssal realm. While he can take the form of a great rat or bat, his natural form is 
  that of a strong but ugly xvart wearing silken garments over blue mail. He carries the falchion Azure Razor, favors 
  throwing blades of various sizes, and creates fans of acidic fire from his left hand (his symbol is a blue flaming hand). He 
  combats most other nonhuman gods and avoids demons entirely. 
   
  Xvarts are the inheritors of the world. They and their rat, wererat, and bat allies will destroy their enemies, particularly the 
  goblins and kobolds. With cunning, numbers, and small allies, the xvarts will overwhelm all opposition. Like Raxivort himself, fire 
  and knives are the tools of the xvarts against their hated foes. Those that can take the shape of rat or bat are doubly blessed. 
   
  Most clerics of Raxivort are xvarts, although some rat- and bat-creatures worship him as well. The less militaristic 
  clerics search out old ruins to find stores of magic and weapons that can be brought back for their tribe. His clerics are 
  more open-minded about and less fearful of humans than other xvarts, and take the role of negotiator or diplomat when 
  humans are encountered. 
   
  Domains
  Domains
  Domains
  Domains Animal, Evil, Trickery; Weapons
  Weapons
  Weapons
  Weapons falchion (m), dagger. 
  
   
  River of Blood 
   
  Page 25 
  DM Reference Three: A Picture of a Xvart 
  DM Reference Three: A Picture of a Xvart 
  DM Reference Three: A Picture of a Xvart 
  DM Reference Three: A Picture of a Xvart     
  (illustration by Sam Wood) 
   
   
   
   
   
   
  
   
  River of Blood 
   
  Page 26 
  Handout One: The River of Blood Murders
  Handout One: The River of Blood Murders
  Handout One: The River of Blood Murders
  Handout One: The River of Blood Murders    
   
  An investigation at the Great Library of Greyhawk reveals a fair amount of information about the River of 
  Blood murders, which haunted the city back in 565 CY. The murders began as a series of abductions of upper 
  class children, many of whom were apparently snatched from their own homes. The children ranged in ages 
  from six to thirteen. Both boys and girls were abducted. No matter how hard you look, however, the 
  identities of the children cannot be ascertained. 
   
  Suspicion immediately fell upon the Thieves Guild, triggering press gangs of hired “vigilance committee” 
  members (working at the behest of the families of the abducted) poking their noses south of Black Gate, in 
  Old City, the haunt of thieves and the deathly impoverished. As might be suspected, these searches and 
  accusations led to violence and the destruction of property, and what had begun as an affair of the well-to-do 
  soon spread through Old and New city alike, affecting the lives of both the rich and poor.  
   
  The searches turned up nothing, and after two weeks, even the watch threw up their hands in frustration. 
  Then, the criminal behind the abductions made himself known in a hideously violent act of confession. 
  Merchants traveling east on High Street from the High Market to the Duke’s Gate noticed it first. The waters 
  of the Millstream, the thin creek that runs throughout nearly the entire city, ran red with blood. 
   
  Tracing the blooded river north, investigators came upon an iron gate set against a steep hill, atop which 
  stood the lordly manor of Sir Bluto, knight bachelor of the city of Greyhawk. The Millstream, according to 
  city records, emerged from the ground in a natural cave beyond the grate. The key to the grate, according to 
  those same records, was held in trust by none other than the knightly Sir Bluto himself. 
   
  By the time investigators pried open the grate, Sir Bluto had wandered into the High Quarter watch 
  station, where he confessed to his grisly crime. Though imprisoned, he soon escaped his captors. Some say he 
  fled across the Nyr Dyv with a band of renegade Rhennee bargemen. Reports of adventurers more than a 
  decade later placed him within the storied edifice known as White Plume Mountain. He has never been 
  brought to justice. Before fleeing Greyhawk, however, Sir Bluto had left a farewell present, of sorts. 
   
  The investigators discovered that the caves below Sir Bluto’s estate had been refined, most likely by some 
  long-dead tenant. Ancient wooden doors and walls divided the caves into a number of different chambers. 
  One of these chambers clearly had been used as a holding pen for the children, as it stank of sweat and filth. 
  A thin, dark flight of stairs led from the caves to the house above, allowing the passage from the world of the 
  city to the underworld without risk of being seen. 
   
  And an underworld it was. Near the center of the cavern, where the stream bubbled up from a natural 
  spring, investigators discovered the mutilated bodies of the eight missing children, which had been hanged 
  from barbed chains from the cavern’s ceiling, their lifeblood draining from the quasi-mystical symbols carved 
  into their flesh to the flowing water beneath them. Conventional (though, after the fact, fiercely covered-up) 
  wisdom suggested that the vile Sir Bluto had worshipped fiends in this hidden sanctum, and that the eight 
  dangling corpses had been the culmination of his devotion to his infernal masters. The official story was that 
  Bluto was a madman which, of course, he must have been. The people, with the help and urging of the 
  government, put the killings behind them, for the most part remembering them only by the sobriquet they 
  had picked up thanks to the lurid image first espied by the merchants on High Street: The River of Blood 
  murders. Sir Bluto’s home, within the shadow of the Guild of Wizardry, has remained vacant all these years. 
  The key to the grate, ever since the day the bodies were removed from the caves, has been in the care of the 
  city watch. 
  
   
  River of Blood 
   
  Page 27 
  Handout Two: Took's Letter
  Handout Two: Took's Letter
  Handout Two: Took's Letter
  Handout Two: Took's Letter    
   
  Aspohar of Erybend, 
   
   
  I have been told that I am to report to you, now, ever since our unfortunate accident. Well, fine. I'm reporting to 
  you. After fruitless searches in Perrenland, we've been led to the city of Greyhawk, of all places. S. believes that an old 
  murderer, a pompous knight named Sir Bluto, might have been on the same trail we followed some 20 years ago. I'm to 
  toss his old house, looking to see if he was onto something.  
   
  It's been a hell of a search. My xvarts are complaining they've been cooped up in the basement for too long. They're 
  afraid they're going to miss Raxivort's Frolic, their holy ritual that's coming up real soon. When we left we didn't expect 
  to stay for so long, so there aren't any females in the band, and they need them for the ceremony. I imagine they're 
  bouncing off the walls down there. I get a chuckle just thinking about it. 
   
  I'm working with two humans. Furtok is a big man who would break my neck the instant he found out that I think 
  he's an easily used buffoon, but since he's completely illiterate, I don't have much to fear of him reading this letter! I 
  think I'll have him deliver it, tomorrow. 
   
  My other assistant is a Houndsman. Garoth by name. I've met a lot of killers in my day, but this one is as stone-faced 
  as any of them. Which is why it's so damn odd that he gets on so well with his dogs. Makes you wonder, eh? 
   
  Like I said, things were going nowhere until I took another look at the building from the outside and from the first 
  floor, and noticed that there had to be more to the second floor than you can see. Sure enough, one of the walls up there 
  is plaster. There's a chamber beyond the hole we've poked through, but we haven't yet had a chance 
  
   
  River of Blood 
   
  Page 28 
  Handout Three: Bluto's 
  Handout Three: Bluto's 
  Handout Three: Bluto's 
  Handout Three: Bluto's Letter
  Letter
  Letter
  Letter    
   
  All is prepared and in full readiness. The subjects are secured below my home, and everything has been set according to 
  the ancient traditions. No one suspects The city has turned upon itself looking for the children, but as yet no one has 
  come calling. They do not suspect me. 
   
  I have cause to believe that but three two beings in all of Greyhawk guessed at my plan. Divination must have 
  played a role, for I have been silent and efficient in all my dealings. My inquiries at the Great Library set me on the path 
  of Hendicarr, an agent of our enemy in Urnst, who had consulted some of the same tomes I requested. I had the 
  assistant librarian who helped me murdered. The thugs I hired to beat Hendicarr to death, regrettably, failed, but they 
  left the man with a crushed leg and on the first boat back to Leukish. I trust he shall not bother us again in the future. 
   
  The second man, a Caballist named Merrok, was heard in a local inn to predict that eight children of high birth 
  would be abducted before the crimes were solved. This was at the time of the fifth abduction. I have reason to believe 
  this is the same Merrok who gave your agents trouble in Exag last year, and there can be little doubt that he too sought 
  the Octych, no doubt to keep it from the hands of your Dread and Awful Presence. In any event, one of my servants was 
  able to sneak poison into his cup, and his body now rots at the bottom of the Selintan. 
   
  I hesitate to mention the third, who for all I know may be a spectre of my fearful imaginings. I confess that the 
  stress of this task has at times proved greater than my resolve, and I fear that I have more than once fallen prey to 
  visions. On Starday last, after I had secured the last of the sacrifices in the caverns below my home, I took a leisurely 
  stroll to a local establishment known as the Patrician’s Club. I find the food there pleasing, and sought to keep up 
  normal appearances so close to the final night. It could not have been later than midnight when I ventured there, but as 
  I walked through the High Market, I was accompanied only by the echoes of my own footsteps. The streets of the High 
  Quarter were barren that night.  
   
  And there, at the center of the empty marketplace, stood a tall, fair-skinned being in regal red robes. The figure 
  beckoned to me, and I approached. As I did so, I realized that the being was human, but was neither man nor woman. 
  The sexless thing’s eyes were a dull black that almost seemed to glow with the light of the moons. It extended long, bony 
  fingers tipped with ragged nails, silently counting. When it reached the number eight, the thing threw back its head, 
  smiling widely, revealing a mouth of needle-like teeth. Could it have been the Lowborn? Could an apparition from the 
  past appear in this very city, so close to our triumph? I ran. Ran from the thing, and from the square, and I did not stop 
  running until I was behind the locked doors of my bedchamber.  
   
  A part of me, I must confess, weeps at what I am about to do. In years past, no doubt I would have stood with the so-
  called “vigilance committees” who scour the streets in search of clues to the whereabouts of the missing children. But 
  that was before my induction into our unholy order. Before the revelation on the shores of the Veng that has dictated 
  my path since the day it happened, some fifteen years back. 
   
  Blessed be the Reaper of Life. Blessed, too, be the Thirteen, and the kindred of Hades, of Gehenna, and of Tarterus. 
  Blessed be all those honored in the Hall of Dread with the wretched stains of innocent sacrifice and the crush of sacred 
  bone against unholy pestle. Within days, I will carve the blood symbiology into innocent flesh. I will trace the flow of 
  deathblood against the Octych rune. The path to the first gate shall be laid clear! 
   
  Your servant, 
   
  Bluto 
   
  Flocktime, 565 CY 
  
   
  River of Blood 
   
  Page 29 
  Handout Four: The Symbol on the Ceiling
  Handout Four: The Symbol on the Ceiling
  Handout Four: The Symbol on the Ceiling
  Handout Four: The Symbol on the Ceiling    
   
   
  
   
  River of Blood 
   
  Page 30 
   
  
   
  River of Blood 
   
  Page 31 
   
  
   
  River of Blood 
   
  Page 32 
   
  
   
  River of Blood 
   
  Page 33 
  Path of the Millstream
  Path of the Millstream
  Path of the Millstream
  Path of the Millstream 
  (Map by Denis Tetreault) 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/591/COR1-03 River of Blood (APL 2)/COR1-03 River of Blood.pdf