TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  PAL03-02I 
   
   
  STOLEN CLOAKS AND 
  SILENT DAGGERS 
   
  A One-Round D&D Living Greyhawk®  
  Pale Regional Adventure 
  Version 1 
  Round 1 
  By Thomas Sleeper 
   
   
  Some church cloaks have been stolen from a local craftsman. With the trouble from the Tenhites the 
  Church Militant and Watch are to busy so they look for a few fresh faced adventure's to help out.  
    
  Part one of The Disturbing Cycles 
  An adventure for 1st level PC's 
  . 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and 
  scoring after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate 
  to your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once 
  before you run your game. Be sure to familiarize 
  yourself with any special rules, spells, or 
  equipment presented in the adventure. It may help 
  to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one 
  d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense 
  of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple 
  as a pad of graph paper and a pencil, as handy as 
  a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game 
  session to be a sanctioned RPGA event. As well, 
  you 
  cannot 
  have 
  more 
  than 
  six 
  players 
  participating in the game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag 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 (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. You as the DM can bar 
  the use of even core rulebooks during certain 
  times of play. For example, the players are not 
  free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster 
  Manual when confronted with a monster.  
   
  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 gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Reporting 
   
   
   
   
   
  Introductory modules are not reported to the 
  RPGA. 
  Living Greyhawk  
   
   
   
  This is a Living Greyhawk Adventure.  As a Living 
  Greyhawk adventure it is expected that players 
  bring their own characters with them.  If players do 
  not have a Living Greyhawk character generated, 
  get a copy of the current Living Greyhawk 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on.  Once all players have a 
  Living Greyhawk character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  Living Greyhawk Gazetteer and Living Greyhawk 
  Campaign Sourcebook (LGCS). 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  Living 
  Greyhawk 
  games, 
  this 
  adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  <Title> 
  Round 1 
  Page 2 
  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  trained for war), other 
  than those brought by 
  virtue of a class ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc) 
  use the sidebar chart to 
  determine the number 
  of levels you add to the 
  sum above. Add each 
  character’s 
  animals 
  separately. A single PC 
  may only bring four or 
  fewer animals of this 
  type, and animals with 
  different CRs are added 
  separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  you may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  Note: 
  Living 
  Greyhawk 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a Living Greyhawk 
  adventure. If your group is APL 1 there are two 
  things that you can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained 
  to attack. PCs who want their 
  dogs to attack must succeed 
  at 
  a 
  Handle 
  Animal 
  or 
  Charisma check (DC 10). 
  Failure indicates that the 
  animal will not attack that 
  round. This is a free action 
  (spoken command) that may 
  be attempted each round. If 
  an animal loses half or more 
  hp in a single round it flees, 
  unless 
  another 
  check 
  is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, 
  set in the Pale.  Characters native to the Pale pay 
  one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp 
  per Time Unit. 
  Adventure Background 
  Recently a group of Hextorites have come to the 
  city of Spiral hoping to further weaken the 
  stronghold of Pholtus. One cell of the Hextorites 
  was ordered to find a way to interfer with a coming 
  ceremony to Pholtus. To do this they broke into 
  the Blinding Light Tailors and stole a dozen cloaks 
  and robes to impersonate clerics of Pholtus during 
  the ceremony.  
  Over the next day they began sending some of 
  these cloaks to other groups in the city that would 
  participate in the upcoming fiasco. The leader of 
  the group is expecting someone to come after 
  them to retrieve the stolen garments and is trying 
  to disperse them as quickly as possible without 
  bringing attention to themselves. If the party does 
  not hurry then the cloaks will be distributed 
  through the other cells and this one will disappear 
  to find a new base from which to work in order to 
  throw people of their trail. 
  Adventure Summary  
  Encounter 1: Here the PC's will be eating dinner 
  where they can introduce themselves and role 
  play some to get the feel of their new characters. 
  They will then have an Acolyte of the Church of 
  Pholtus come to them and request that they come 
  <Title> 
  Round 1 
  Page 3 
  
  with him to meet the City Watch who is looking to 
  hire adventures to help them at this time. 
  Encounter 2: Here the PC's will be taken to the 
  Captain of the Watch who will explain that the 
  Watch is being overly taxed due to the presence of 
  the many refugees from Tenh. The Captain will 
  inform them of the stolen items and ask that they 
  look into the matter. He will offer them payment for 
  their services and in the end request that they take 
  the cloacks and anyone they capture to the 
  Church Militant to be dealt with since the cloaks 
  and robes were ordered by the Church. 
  Encounter 3: In this encounter the PC's will come 
  upon Brother Nolan scolding the orphan Olevar 
  before returning to the orphanage. They can 
  speak to Olevar for a small amount of time to find 
  out what he knows before Brother Nolan comes 
  and sends Olevar back inside. He will tell the PC's 
  that Olevar is a liar and not to be trusted. After this 
  the PC's will not be able to speak to Olevar again. 
  Brother Nolan's position in the Church is to sound 
  for the PC's to try to go around him to speak to 
  Olevar again. They can then go into the tailors and 
  speak to Sister Sharee and learn what they can 
  from her over what was taken. 
  Encounter 4: Here Muller and his thugs have set 
  up an ambush for the PC's. Once the PC's have 
  won they will find the tatto Muller has. Asking 
  around about it will send PC's to the Searing Light 
  Tavern. 
  Encounter 5: Here the PC's have come to the 
  Searing Light Tavern and while talking to the 
  Innkeeper they see or hear that someone is 
  sneaking out the back. When they run down the 
  person they find out he is Talorin, a snitch that has 
  been aiding the Hextorites. He claims to not know 
  that they were Hextorites and offers to show them 
  to the hide out of the Hextorites immediately if the 
  PC's agree to release him and not mention him to 
  the Church Militant. 
   
  Encounter 6: Talorin has led the PC's to the 
  secret hide out that at first appears empty. 
  Searching around a little lets the PC's locate a trap 
  door that leads down to a secret temple of Hextor. 
  There the PC's fight the Cleric of Hextor and some 
  of his minions. If they  win they locate half of the 
  missing cloaks and robes. If they fail the 
  Hextorites flee and find a new spot in the city 
  where they can plot against Spiral. 
   
  Conclusion: The party reports back to the Church 
  Militant either holding the lost clocks and robes or 
  just to gain aid in stopping the Hextorites. If they 
  PC's go for aid then the Hextorites escape. The 
  PC's must also decide whether or not to turn 
  Talorin in. Note: Any mention of Talorin being 
  in league or aiding the Hextorites in any way 
  will cause his arrest and earn his disfavor. 
  Introduction 
   
  Today was a beautiful day in the city of 
  Spiral, 
  and 
  you 
  find 
  yourself 
  in 
  the 
  Lightbringer 
  Inn 
  relaxing 
  between 
  your 
  adventures. It is a busy night as many of the 
  citizens of Spiral have also come to seek the 
  hospitality of the Pious Pilgram. Looking 
  around you see several other people seated at 
  your table who also wear the garb of 
  adventurers. It appears that they will be joining 
  you for dinner on this fine night. 
  Encounter One - Dinner at 
  the Lightbringer Inn 
  At this point the party should introduce each other. 
  As a first level adventure it is unlikely that many of 
  the PC’s will actually know each other.  
   
   
  As you finish the food that the innkeeper 
  brought 
  you 
  and 
  continue 
  to 
  make 
  conversation with your dinning companions, 
  an Acolyte of the church enters the Inn. He 
  pauses and slowly scans the crowd. Soon his 
  eyes rest upon you and those sitting at your 
  table. Moving as quickly as he can through the 
  bustling crowd, he arrives somewhat out of 
  breath at your table.  
   
  “Good evening, I am Acolyte Seandor, and 
  I am searching for some adventurers to help 
  with a problem of the Watch. I noticed that you 
  appeared to be a group of such individuals and 
  I was wondered if you would come with me. 
  The Watch would greatly appreciate your aid in 
  this matter.” 
   
  The Acolyte is searching for a group to look into 
  some stolen items for the Watch. He was not told 
  what was stolen, but tells the party that a Watch 
  Lieutenant will be able to give them all of the 
  information they need as soon as they arrive at the 
  Watch headquarters. He assures any who ask that 
  <Title> 
  Round 1 
  Page 4 
  
  the Watch will pay for their services, although he 
  seems a little put off that someone would ask the 
  Church and Watch for money to find stolen goods. 
  Seandor is young and idealizes the church.  
   
  If the party is reluctant to go he will try and 
  convince them that this is something that needs to 
  be done, but he does not have the power to force 
  the party to do anything. If they refuse to go and 
  see the Watch then the module is over as they will 
  not find out about the stolen cloaks and they will 
  not have a reason to find out about them.  
   
  When the party agrees to go Seandor will smile 
  and be in a rush to have them follow him out. It is 
  a short distance to the headquarters of the Watch 
  in this section of town and the party will soon find 
  themselves being shown into the watch building. 
  At this point Seandor will leave them and they will 
  be escorted by a female half elf to see the Watch 
  Captain. 
   
  Encounter 2 - To Watch for 
  the Watch 
   
  The Acolyte leads you quickly through the 
  streets of Spiral. Soon you find yourself in the 
  building that houses the Watch for this section 
  of the city. Acolyte Seandor smiles at you and 
  gestures to a female half-elf that is striding 
  confidently towards you. As she approaches 
  you see a strange, hairy humanoid behind her 
  being escorted in heavy manacles by several 
  of the City Watch. It wears robes and has two 
  horns, one of which appears to be adorned 
  with a ribbon of bright red.  
   
  She 
  looks 
  stonily 
  at 
  you 
  as 
  she 
  approaches. Seandor introduces her as Leilira 
  Skybreeze, a Sergeant in the City Watch. And 
  says she will take you to the Lieutenant.” 
  Leilira is a slender half elf that stands just over 
  five feet. She is dressed in chain mail armor 
  and wears a bastard sword on her back. As the 
  Acolyte turns to go she motions you to follow 
  her without a word and leads you back into the 
  building. The building seems filled with half-
  elves that move quietly through the halls and 
  make way for your party as Leilira guides you 
  to an oak door. She knocks and a commanding 
  voice orders her to enter. She opens the door 
  and motions your party into the room.  
   
  Entering the room you find yourself before 
  another half-elf. He wears the uniform of a 
  Lieutenant of the Watch and rises as you enter. 
  He is broader then most half-elves you have 
  seen. With a nod he dismisses Leilira and 
  says, “Please, be seated.” Motioning to some 
  chairs that are placed before his desk as he 
  sits back down. “Thank you for coming. It 
  seems that the watch is in need of some help 
  in a small matter, and it was thought that 
  perhaps a few adventures might be able to 
  help out.” He pauses for a few moments 
  looking at each party member with intense 
  concentration. 
  Seemingly 
  satisfied 
  he 
  continues 
  “Earlier 
  today 
  several 
  items 
  intended for an official function were stolen 
  from a local craftsman Would you be willing to 
  aid the City Watch and Spiral find these items? 
  I will need your answer and assurance of 
  discretion before I can give out any more 
  information.” 
   
  Note: The hairy humanoid is a Yak Folk who 
  was accidentally teleported to the Pale when a 
  spell went wrong. No one is familiar with what he 
  is but he surrendered with little needed persuasion 
  and so he was brought here until the Church 
  Militant can prepare suitable accommodations to 
  find out what he is and where he comes from.  At 
  this time no one in the City Watch has a remote 
  idea what he is. Some speculate that he may be 
  some kind of small minotaur. 
   
  The Watch Lieutenant’s name is Lesandar 
  Thornian. He only gives it if asked by the party. He 
  wishes to see how observant they are. If the party 
  does not ask his name he does not offer it and 
  considers less of them, worrying that sending a 
  group that does not even care what their 
  employers name out to find stolen property is a 
  foolhardy act, but will follow his orders which state 
  that he needs the party to go and look into the 
  matter. He will not answer any question until 
  everyone in the party agrees to help. Admitting 
  that items meant for the church were stolen is an 
  embarrassment to the Lieutenant. Each person 
  must also promise not to run around giving out the 
  details to the case unless absolutely required to in 
  order to regain the lost items. When the party has 
  all agreed he continues on. He does offer to 
  compensate the party for their time whether or not 
  they find the items. 
   
  The lieutenant continues, “A dozen ceremonial 
  <Title> 
  Round 1 
  Page 5 
  
  cloaks and robes for the Church were stolen 
  last night. Now generally the Watch, or more 
  likely the Church Militant, would investigate 
  such a crime. But with the refugees from Tenh 
  that flood our lands, and the chaos that brings, 
  we find ourselves over taxed stopping many of 
  the more grievous crimes. Because of this the 
  Church has suggested that a group of 
  adventurers might look into this matter so that 
  we can free up members of the Watch to keep 
  on eye on those from Tenh. An idea I whole-
  heartedly 
  support 
  since 
  I 
  know 
  how 
  resourceful adventures can be. 
   
  “The theft occurred sometime last night at 
  the Blinding Light Tailoring. We wanted you to 
  go and investigate this crime and bring anyone 
  bold enough to commit such a crime to the 
  Church Militant for trial.” 
   
  Lesandar can also answer the following questions: 
  - If asked if the criminals must be brought in alive 
  read the following “Every effort must be made to 
  bring them in alive for trial. That’s the official 
  word from my superiors.” He pauses for a 
  moment and says in a slightly hushed tone 
  “That being said, you should in no way 
  endanger yourself to do it. I would hate to lose 
  anyone with the courage to aid the church in a 
  time of need because they were being merciful 
  to someone dumb enough to steal from the 
  church.”  Make it obvious that he’s going out on a 
  limb telling the party this, but he won’t tell them 
  that he is. 
  - He can tell the party where the Blinding Light 
  Tailor shop is located. He suggests they go there 
  in the morning since no one will be there at night. 
  - If asked about the tailors he can tell them that it 
  is a government-funded facility that gives work to 
  orphans. It handles much of the Churches orders 
  for robes. It is ran by Sister Sharee Nicola who 
  also aids with the caring of the orphans. 
  -The orphans live in a building across the street 
  and are cared for by Brother Nolan and Sister 
  Sharee. 
  - The robes that were stolen were meant for an 
  important ceremony to Pholtus that is coming up. 
  He doesn’t know when or what ceremony it was 
  for. 
  - He will offer the party 80 GP each for the job, but 
  only if asked 
   
   
   
  When the party is done Lesandar will rise and 
  call Leilira back in to escort them out. At this point 
  the party can go and find the Tailors but there is 
  no obvious signs of breaking in and no one at the 
  Tailors.  
   
  Encounter 3 - They Don’t 
  Make Clothes Like They Used 
  To 
   
   
  The next morning as you approach the 
  Blinding Light Tailor you find yourself on a 
  small road that seems to have very few 
  occupants. At the moment you can see an 
  older man in robes berating a Rhennee boy 
  who is sweeping the front walkway of a large 
  building across the street from the Blinding 
  Light Tailor. As you move closer you hear the 
  man say, “... Useless ... When will you learn 
  that you must follow the rules boy? This is not 
  some silly game. I promise you...if you do not 
  straighten up you will be sweeping this walk 
  every day and night until you leave this place. 
  Mark my words boy...” And with that the man 
  turns and storms back into the building. 
   
   
  When the party gets closer they see that the 
  boy is actually closer to a young man. If they 
  decide to talk to him Olevar will admit that he was 
  out here the night before and that he did see some 
  shapes moving around. It will require some money 
  (but not much) and diplomacy rolls to get him to 
  help out. But Olevar is a kid, so a few silver is 
  enough to give the party a big bonus on diplomacy 
  checks. If the party starts throwing gold out Olevar 
  will start off answering their questions easily, but if 
  the party asks to many questions he will try and 
  milk them to see how much he can get 
  Note: if the PC’s give Olevar 10 gp or more he 
  tells them everything he knows, and they receive 
  the Favor of Olevar from Spiral. 
  If asked about what he got in trouble for Olevar will 
  at first respond defensively with something along 
  the lines of  “Why, you writing a book?”,  “Why, 
  this your day to hold his leash?”, etc. Basically 
  give the kid a little attitude he’s about to be too old 
  <Title> 
  Round 1 
  Page 6 
  
  to stay at the orphanage and is just biding his 
  time. 
  Eventually if the party keeps talking and convinces 
  him that they are’nt here to hassle him he’ll tell him 
  he got caught sneaking back into the orphanage 
  last night.  
  If asked why he was sneaking out he implies he 
  was meeting a cleric’s daughter (Diplomacy DC 
  10) but he was really at the market square looking 
  for dropped coins, he’s about to get kicked out of 
  the orphanage because he’s too old. So he’s 
  trying to get some coins up to make it on his own 
  (Diplomacy DC 15) and this is true.  
  If asked if he saw anything and offered cash or a 
  Diplomacy roll is made (DC 21, hey the kid needs 
  some money) Olevar will give out the following info 
  in the order listed.  
  - The boy managed to sneak up close enough to 
  see that there were five people involved. Three 
  entered the building while two more waited 
  outside. 
  - Olevar did not manage to catch sight of any of 
  their faces but he did see that one had a tattoo of 
  a clenched gauntlet. The third guy who went in 
  had it on his right arm. He saw it when the guy 
  came out carrying what appeared to be clothes. 
  - Olevar has heard rumors about a new guy in 
  town with a similar tattoo, or maybe the same. A 
  friend thought it was cool and mentioned it. The 
  person who it belonged to was seen around the 
  Searing Light Tavern. If anyone has knowledge: 
  Local then they have heard of the inn. It is 
  considered a din of chaos and it is rumored that 
  the only reason it is left open is to make the 
  Church Militant’s job of finding the chaotic’s easier. 
  If not Olevar will be willing to mention it. He seems 
  to find the place interesting if anyone senses 
  motive while he talks about it. 
   
   
  As Olevar finishes his last comment a 
  voice comes from behind you. “What is the 
  meaning of this? Why are you here?” Turning 
  you see the older man coming up to you. He 
  moves up behind Olevar and frowns down at 
  him before looking over the party. 
   
   
  This is Brother Nolan who watches out for the 
  orphans. If the party mentions the robbery he will 
  immediately order Olevar to go into the building 
  and clean the kitchen. He will inform the party that 
  he knows nothing about the robbery and that they 
  would be wise to go and speak to Sister Sharee if 
  they have any questions. If anyone says they wish 
  to speak to Olevar again Brother Nolan will insist 
  that he is a liar and that the party will not gain 
  anything of interest to him. A sense motive check 
  on this will show that Brother Nolan is concerned 
  that Olevar will be in trouble. There is nothing the 
  party can say or do that will be able to move him in 
  this. If they attempt to throw their weight around 
  Brother Nolan will point out his rank in the church 
  and politely but coldly ask them to leave the 
  orphanage.  
   
  When the party goes up to the Tailors, 
  whether or not they have talked to Olevar read the 
  following. 
   
   
  The Blinding Light Tailor is a large one-
  story building. Looking around you find no 
  sign of obvious break in. Either the shop was 
  quickly repaired or the people that broke in did 
  so without any obvious signs. As you enter the 
  building you see it is one large room. A woman 
  in robes is sitting at a desk directly in from of 
  the door. The walls have racks where various 
  clothes all in white, silver and gold hang. 
  Children of various ages fill the large room 
  going about the business of creating the 
  different clothes needed by the church. 
  Looking around it is easy to tell how the room 
  is divided by ages where the older girls and 
  boys (13-15 year’s old), are responsible for the 
  finer clothing and the younger children (9-12 
  year’s old) carry the bolts of cloth and other 
  needed materials around for those who 
  actually make the clothing. The tailor appears 
  very orderly and little mess is accumulated 
  even as the children work. 
   
  Looking up as you enter, the middle age 
  woman at the desk frowns slightly at the sight 
  of armed and armored people entering her 
  establishment and says, “Hello, I am Sister 
  Sharee. May I ask what your business is?” 
   
  If asked why they have children working Sister 
  Sharee will explain that the children are not over 
  worked and that this is the only way that the 
  church could feed and cloth all the children, after 
  the explosion of orphans caused by the tragedies 
  in Tenh.  
   
  Sister Sharee will answer any questions the 
  party has, but is reluctant to let them speak to the 
  <Title> 
  Round 1 
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  children. She will insist that they know nothing, as 
  they were all in the orphanage across the way 
  asleep when the clothes were stolen.  
  Sharee knows the following: 
   
  - The Church ordered A dozen robes and cloaks. 
  They were highly decorative and ceremonial, but 
  were obviously meant for the Phultan church and 
  would be easily recognized if seen. She can show 
  the party several other robes and cloaks that were 
  completed to give them an idea of what the 
  clothes looked like. She knows they were meant 
  for an upcoming ceremony but can not tell the 
  party which one as she doesn’t know.  
   
  - Sister Sharee has no idea why anyone would 
  take the robes. They did not take all of the robes 
  and there is still quite a bit of time before the order 
  is due. As the clothes are highly stylized they 
  cannot be worn without being noticed and if they 
  wished to stop the ceremony they should have 
  taken either all the robes and cloaks and waited 
  longer to do it since the Tailors have time to 
  replace the missing items if they have to. 
   
   
  None of the children in here will know anything 
  about the thefts other then they happened last 
  night. Sharee will allow the party to question the 
  children but watches carefully from a discrete 
  distance to ensure the safety of her kids and give 
  the party some privacy in their investigation. 
   
  Encounter 4 - When Thugs 
  Attack 
   
   
  Whether or not the party has decided to speak 
  to Olevar their presence has been noted. The 
  Hextorites knew that the Pholtans would quickly 
  send someone to investigate the stolen clothes. 
  To stop this before anyone got to close the thieves 
  left one of their number and several thugs to stop 
  them.  
   
  The party should all receive a Spot check at DC 
  15 to see the ambush. If anyone specifies as they 
  leave the orphanage that they are expecting an 
  attack the Spot DC drops to 10. 
   
  TACTICS: 
  Muler and his thugs will attack the 
  party as they turn the corner from the Orphanage. 
  Muler is a large bulky man who will try and disarm 
  opponents at first and then let the thugs drop them 
  when they are disarmed. If Muler’s flail is taken 
  from him he will target the person who disarmed 
  him and use his light flail to actually attack the 
  target. Muler will target large fighters with two 
  handed weapons first, then fighters, then clerics 
  and finally mages. The thugs will attack with 
  cudgels and seek to flank when possible. They 
  have orders to attack mages first, then anyone 
  Muler has disarmed, then clerics, then fighters. 
  Muler is a fanatic and will fight until he is dead or 
  unconscious. The thugs will automatically believe 
  that anyone working for the Pholtans is a Pholtan 
  and so will not parlay. If Muler and 2 of the thugs 
  drop the other two will try and flee but not 
  surrender. No thug will leave while Muler is alive 
  out of fear of Muler and his friends. 
   
  What the Party can find out: 
  - Muler will bite off his own tongue before he talks 
  to the party. He is a fanatic. He also bears the 
  tattoo that Olevar described assuming the party 
  talked to him and got that information. If the party 
  did not talk to Olevar they can do a Gather 
  Information check to try and find out about Muler 
  and his tattoo. The DC is 15 and takes 5 hours to 
  find. For every 1 over the DC the time is cut down 
  by half an hour. It will take the party at least half 
  an hour to find out where the tattoo. The Gather 
  Information check will send them to the Searing 
  Light Tavern. 
  - If the party manages to subdue and question a 
  thug they will say they were hired at the Searing 
  Light Tavern. They only know Muler, but believe 
  that they had seen some other men with him at 
  occasions in the tavern. 
   
  At this point the party should be pointed to the 
  Searing Light Tavern.  
   
  Encounter 5 - The Searing 
  Light Tavern  
   
   
  The Searing Light Tavern is a small 
  establishment. It is as clean as any of the other 
  <Title> 
  Round 1 
  Page 8 
  
  buildings along the narrow streets of Spiral, 
  but as you enter you can almost feel the 
  difference. It is darker in this building then 
  almost any other building in all of Spiral. The 
  patrons 
  to 
  the 
  establishment 
  eye 
  you 
  somewhat warily as you make your way in. A 
  muscled man wearing an off white apron 
  approaches you. He has the scars on his arms 
  and face that show he probably lived the life of 
  an adventurer before he started working at an 
  inn. “Good day, can I offer ye some ale?” He 
  asks as he looks you over.” 
   
   
  The man is Rodney Melhin. He is the owner 
  and bartender of the Searing Light Tavern. He has 
  worked very hard to keep his place open and in 
  truth his establishment is not nearly as bad as 
  rumors have it being. If it was, Rodney knows he 
  would have lost his business long ago. Because of 
  this he goes out of his way to not have trouble with 
  the Church. Rodney knows nothing of the robbery 
  at the tailors. If they mention that tattoo, Rodney 
  will nod and tell them that the man who had the 
  tattoo was named Muler. He would come by the 
  inn now and then for a drink. He also had several 
  friends who would come in now and then, but they 
  seemed to avoid talking to anyone other then 
  Muler and Rodney does not know where they are 
  located. 
   
   
  At this point everyone in the party should 
  make a spot check. The DC is 15 for anyone not 
  talking directly to Rodney and a DC of 20 for those 
  who are. Read the following to the PC’s.  
   
  As you are talking to Rodney there is a 
  small movement to your right near the bar. 
  Rodney whirls and points at a man that is 
  about to enter the kitchen and yells, “Talorin, 
  ye old fool. Don’t be thinkin’ ye can get out on 
  yer tab. Get back here.”  The man throws his 
  mug at the party and run’s for the back door 
  pointing at the party and yelling “I ain’t gonna 
  pay for this dish water, sides it’s on them. ”  
   
  Anyone that made a Spot check can choose to roll 
  initiative to try and catch Talorin before he gets out 
  of the inn. If they do not then Talorin will get to 
  move on the surprise round in order to escape. 
  Talorin is a short and more then slightly 
  overweight. If the party decides to run him down it 
  is only a matter of time before they catch him. 
  Whey they do he immediately surrenders. He has 
  no noticeable weapons.  
   
   
  If the party doesn’t go after Talorin have him 
  come up to them as they leave the tavern. If they 
  do they catch him and he offers to help them as 
  long as they do not turn him into the Church 
  Militant. In the end Talorin is a coward and can be 
  threatened into showing them the way to the 
  thieves, but he insists on showing them and 
  leaving the Watch and the Church Militant out of it 
  if the party suggests that they just turn him in.  
   
  Talorin knows the following: 
  Note: The text assumes that the party chases him, 
  if they don’t adjust as neccasry. 
   
  - Talorin knows Muler and had dealings with him, 
  although he did not know they planned to steal 
  from the church. When he over heard the party he 
  thought it might be a good idea to relocate to a 
  new town for a while. 
   
  - Talorin knows that Muler’s friends live in a small 
  building not far from where the PC’s are now. He 
  can show them in exchange for going free. 
   
   
  Talorin is an excellent liar. It is most unlikely 
  that any PC will be able to tell that he is lying. 
  Talorin fears the Church Militant but knows that 
  the Hextorites are just as bad if not worse. He will 
  agree to show the party where they are somewhat 
  reluctantly but in truth it is his job to take them 
  there. He will use bluff to make it seem like he is 
  reluctantly taking them. 
   
  Encounter 6 - A New Foe 
   
   
  Talorin leads you through the back allies of 
  Spiral. Even here the order of Pholtus can be 
  seen. Almost no trash can be seen in even the 
  smallest and darkest of the allies. Soon he 
  leads you to the mouth of an ally and points to 
  a small one-story house. The two windows that 
  you see are both shuttered tightly. A single 
  door can be seen in the front. 
   
  Talorin looks around nervously before 
  ducking back into the ally and whispering to 
  <Title> 
  Round 1 
  Page 9 
  
  the group. “Muler told me to go to that house 
  when I heard anything strange. I have never 
  been inside. Can I go now? I promise that I 
  have told you everything I know.” 
   
   
  Talorin has told them everything he knows. It 
  is now up to the party to decide if they want to let 
  him go or not. It will be easy to subdue and tie him 
  up. If the party lets him go Talorin will thank them 
  and quickly run off. If they choose to hold him for 
  now and let him go after they check out the house 
  he will still grant them the favor. If they let him go 
  now but tell the Church Militant about his part in 
  the affairs later then they will have him arrested 
  and the party will earn his disfavor. 
   
   
  The house has one door in the front. It’s only 
  windows are both shuttered and also located in 
  the front of the house. The party can easily break 
  into the house and the street they are on appears 
  deserted. Once inside they will find a large front 
  room with a small table and 6 chairs scattered 
  around the room. There are two smaller rooms in 
  the back. The first has a set of bunk beds and two 
  small chests that hold some sturdy pairs of 
  clothes. The second room is similar except it also 
  has a trap door under a carpet in between the two 
  beds. 
   
   
  Opening the trap door you see a small 
  staircase leading down. It goes about fifteen 
  feet down and leads down a small tunnel. At 
  the end of the tunnel a door stands slightly 
  open. Inside you hear light chanting and a faint 
  noise of some squeaking animal. 
   
   
  The Cleric of Hextor, Davoren, is aware that 
  someone is coming. He has his two acolytes with 
  him and he is pretending to do a pretend 
  ceremony. He has a marmot in a cage on the alter 
  waiting to sacrifice it when the PC’s come into the 
  room. The room is a small shrine to Hextor. Muler 
  failed to check in at the appointed time so Davoren 
  knew that soon someone would be stopping by. 
  He has two rogues in the room also. Both rogues 
  are hiding and completely out of sight from the 
  door hiding behind some crates and barrels at the 
  back of the room. 
   
  TACTICS Davoren will target any fighters first in 
  the hopes of breaking their will. The rogues will 
  ready actions and both attempt to flank and take 
  out any mages or clerics that cast spells the first 
  round. The warriors are positioned between the 
  Cleric and the party. They will attempt to keep 
  everyone away from the cleric while he casts. 
  Everyone in the room is fanatical and will fight to 
  the death.  
   
  Encounter 7 - An Ending? 
   
   
  After the last of your foes falls you begin to 
  look around. A stone symbol of a spiked 
  gauntlet clenched around four barbed arrows 
  rests before a small pedestal behind which the 
  cleric had been chanting. A similar sigil is on a 
  necklace that the cleric is wearing. In the back 
  of the room there are several crates. In one 
  you find 6 robes and cloaks that match the 
  ones you were sent to find. Turning to leave 
  you are left to wonder... are there more of 
  these clerics hiding in the area and what 
  happened to the remaining cloaks. 
   
  Conclusion 
   
  If the PC's win they must now determine if they will 
  allow Talorin to go free for helping them or if they 
  will turn him into the Church Militant for his part in 
  working with the Hextorites. Note: As far as any 
  PC can tell, Talorin did not know they were 
  Hextorites. If the PC's arrive at Conclusion C they 
  still gain the favor or disfavor of Talorin based 
  upon whether or not they mention him to the 
  Church Militant. If they do not paraphrase the 
  letter arriving from Conclusion A. If they do not 
  then paraphrase what they hear about Talorin's 
  rise in stature from Conclusion B. 
   
  Conlusion A: (Assuming Talorin is set free 
  and he is not mentioned to the Church 
  Militant). After you have finished off the last of 
  the Hextorites you take the stolen property and 
  go to the Church Militant to report. After 
  hearing your tale you are paid for your 
  services and they ask, rather forcefully, that no 
  word of the Hextorites inside the city be sent 
  out. Later that night as you are eating a small 
  boy approaches you and gives you a letter. 
  <Title> 
  Round 1 
  Page 10 
  
  Opening it you find a letter from Talorin 
  thanking you for sparing him and promising 
  you aid in the future if you need him as 
  repayment.  
   
  Conclusion B: (Assuming PC's win but turn 
  Talorin into the Church Militant or they 
  mention him when turning in the Cloaks). After 
  you have finished off the last of the Hextorites 
  you take the stolen property and go to the 
  Church Militant to report. After hearing your 
  tale you are paid for your services and they 
  ask, rather forcefully, that no word of the 
  Hextorites inside the city be sent out. Not long 
  after your excursion you hear that Talorin, 
  although arrested after your adventure, has 
  been freed and is now a respected member of 
  the church. But some how you know that no 
  matter how well this turned out for Talorin, he 
  will not forget that you were the ones that 
  turned him in. 
   
  Conclusion C: (The PC's flee from the 
  Hextorites). Having fled the Hextorites to save 
  your lives and perhaps your very souls you 
  rush to get the Church Militant. Hearing your 
  tale they quickly gather a force and have you 
  lead them back to the where the Hextorites had 
  been a short time before. Arriving there you 
  find that everything from the lower room is 
  removed with the exception of a few empty 
  crates. The Church Militant is greatly angered 
  that the threat of the Hextorites was allowed to 
  escape, but pays you for the work you did do 
  and then leaves you to your own means. Still, 
  you know that somewhere in Spiral the 
  Hextorites are rebuilding...and they know who 
  you are. 
  THE END 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter Three 
  Speak to Olevar and find out what he knows about 
  the theives. 
   
  APL2 50 xp. 
  Encounter Four 
  Defeat Muller and his thugs 
  APL2 100 xp. 
  Encounter Five 
  Capture Talorin and get him to show them the hide 
  out of the Hextorites 
  APL2  50 xp. 
  Encounter Six 
  Defeat Davoren and his men 
  150 
  Story Award 
  Informed the Church Militant of what they know 
  and return the stolen Cloaks and Robes: 
  APL2 50 xp. 
  Discretionary roleplaying award 
  APL2 0-50 xp. 
  Total possible experience:  
   
  APL2 450 xp. 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  <Title> 
  Round 1 
  Page 11 
  
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Four:   
   
  APL 2: L: 116 gp; C: 0 gp; M: 0 gp 
  Encounter Five: 
   
  APL 2: L: 1 gp; C: 0 gp; M: 0 gp 
  Encounter Six: 
   
  APL 2: L: 209 gp; C:1000 gp; M: 0 gp 
  Encounter Seven: 
   
  APL 2: L: 0 gp; C: 1200 gp; M: 0 gp 
  Total Possible Treasure : 
  400 GP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Appendix I - Enemy Stats 
   
  Encounter 4 
   
  Muler, Human Fighter 1: Hit Dice: 1D10+2, HP 
  12, Movement 20ft, Initiative +2, AC 18 (+5 
  Breastplate, +2 Dex); Attacks +4 Melee (1d10+4 
  Heavy Flail or 1d8+4 Flail), Disarm Check +8, 
  Grapple +4; Face/Reach 5ft by 5ft/5ft; AL: LE; 
  Saves Fort +4, Ref +2, Will +0; Str 16, Dex 14, 
  Con 14, Int 13, Will 10, Cha 8; Skills: Jump +7, 
  Climb +7, Intimidate +3, Swim +7; Feats: Combat 
  Expertise, 
  Improved 
  Disarm, 
  Quick 
  Draw; 
  Equipment: Breastplate, Heavy Flail, Light Flail 
   
  Thugs, Human War1 (4): Hit Dice 1D10+1, HP 
  11, Movement 30ft, Initiative +7, AC 16 (+3 
  Studded Leather, +3 Dex); Attacks +4 Melee 
  (1d6+2 club), +3 Melee (1d4+2 Dagger), Grapple 
  +3; Face/Reach 5ft by 5ft/5ft; AL: LE; Saves: Fort 
  +3, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 9, 
  <Title> 
  Round 1 
  Page 12 
  
  Will 12, Cha 9; Skills: Climb +6, Jump +6; Feats: 
  WF-club, Improved Initiative; Equipment: Club, 
  dagger, Studded leather armor 
   
  Encounter 5 
   
  Talorin, Human Exp3: Hit Dice 3D6. HP 14, 
  Movement 30ft, Initiative +1, AC 11 (+1 Dex); 
  Attack +2 Melee (1d4 dagger), +2 Grapple; 
  Face/Reach 5ft by 5ft/5ft; AL: N; Saves: Fort +1, 
  Ref +2, Will +3; Str 10, Dex 12, Con 10, Int 12, 
  Will 10, Cha 16; Skills: Bluff +11, Diplomacy +11, 
  Disguise +9, Forgery +7, Gather Info +9, Listen +6 
  Sense Motive +8, Spot +6; Feats: Negotiator, 
  Persuasive; Equipment: Dagger  
   
  Encounter 6 
   
  Davoren, Human Clr2: Hit Dice 2D8+4, HP 19, 
  Movement 
  20ft, 
  Initiative 
  +5 
  AC 
  18 
  (+5 
  Breastplate, +2 large wooden sheild, +1 Dex); 
  Attacks- +2 Touch, +3 Melee (1d8+1 Flail), +2 
  Grapple; Face/Reach 5ft by 5ft/5ft; SA: Command 
  Undead, Destruction Domain/Smite Power +4 to 
  hit and +2 to damage once per day and must be 
  declared before the attack is made; Saves: Fort 
  +4, Ref +1, Will +6; Str 12, Dex 12, Con 14, Int 10, 
  Wis 16, Cha 14; Skills- Concentration +9, 
  Diplomacy +7, Knowledge: Religion +5; Feats: 
  Skill Focus: Concentration, Improved Initiative, 
  WF- Flail; Domains: Destruction*, War* Spells: 0-
  lvl: Detect Magic, Detect Poison, Cure Minor 
  Wound (2) 1-lvl: Inflict Light Wounds*, Bane, Cure 
  Light 
  Wounds, 
  Obscuring 
  Mist; 
  Equipment: 
  Breastplate, Flail, Silver Holy symbol of Hextor, 
  large wooden sheild. 
   
  Acolytes, Human War1 (2): Hit Dice 1D10+1, HP 
  11, Movement 30ft, Initiative +7, AC 16 (+3 
  Studded Leather, +3 Dex); Attacks +4 Melee 
  (1d8+2 long sword), +3 Melee (1d4+2 Dagger), 
  Grapple +3; Face/Reach 5ft by 5ft/5ft; AL: LE; 
  Saves: Fort +3, Ref +3, Will +1; Str 14, Dex 16, 
  Con 14, Int 9, Will 12, Cha 9; Skills: Climb +6, 
  Jump +6; Feats- WF-long sword, Improved 
  Initiative; Equipment: long sword, dagger, Studded 
  leather armor 
   
  Roges, Human Rog1 (2): Hit Dice 1d6+1, HP: 7, 
  Movement 30ft, Initiative +7, AC 16 (+3 Studded 
  Leather, +3 Dex); Attacks +2 Melee (1d6+2 
  Rapier), +2 Grapple; Face/Reach 5ft by 5ft/5ft; AL: 
  LE; SA: Sneak Attack +1d6, Trap finding; Saves: 
  Fort +1, Ref +5, Will +0, Str 14, Dex 16, Con 12, 
  Int 12, Will 10, Cha 10; Skills: Bluff +4, Disable 
  Device +5, Hide +9, Intimidate +4, Listen +4, Move 
  Silent +9, Open Locks +7, Sleight of Hand +7, 
  Spot +4, Tumble +7; Feats- Improved Initiative, 
  Stealthy; Equipment: Rapier, Studded Leather 
  armor,  dagger. 
   
  <Title> 
  Round 1 
  Page 13 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Theocracy of the Pale/PAL3-A02 - Stolen Cloaks and Silent Daggers.pdf