TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE PACKA
  THE PACKA
  THE PACKA
  THE PACKAGE
  GE
  GE
  GE    
      
  A One
  A One
  A One
  A One----Round D&D 
  Round D&D 
  Round D&D 
  Round D&D LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK ~ Bandit Kingdoms 
   ~ Bandit Kingdoms 
   ~ Bandit Kingdoms 
   ~ Bandit Kingdoms 
  Regional Scenario
  Regional Scenario
  Regional Scenario
  Regional Scenario    
   
   
  by Clayton F. Hinton
  by Clayton F. Hinton
  by Clayton F. Hinton
  by Clayton F. Hinton    
   
   
   
   
   
   
   
  First in the “Hiring Trouble” series, the characters find themselves hired in Rookroost to intercept a package and deliver 
  it to their new employer. Recommended for well-balanced parties with at least one rogue, capable of both urban and 
  rural adventuring. For characters levels 1-6. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail 
  copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  
   
  The Package 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this 
  round of the game), but the actual playing time will be 
  about three hours.  
   
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's name 
  at the bottom, and the character's name, race, and gender at 
  the top. This makes it easier for the players to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of 
  your voting choice while they are completing their 
  forms, so that you are not influenced by their 
  comments on your abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
   
  Judge Introduction
  Judge Introduction
  Judge Introduction
  Judge Introduction    
  Gaiyle Markhalla is hiring adventurers to make trouble 
  for the forces loyal to Iuz in the Bandit Kingdoms. Why 
  she’s doing this is anyone’s guess, as she protects the 
  identity of her employer and has yet to reveal her true 
  purpose. The adventurers are lucky enough to be 
  contacted by her in The Package. 
   
  Nandris Leshite, a diplomat in the service of Graf 
  Tadurinal, Priest of Iuz and ruler of the Midlands, is in 
  trouble. He recently has fallen into disfavor with the 
  Graf, and unfortunately for him is being sent to Dorakaa 
  for an unknown purpose. He has let certain parties in 
  Rookroost know that he is looking for a way out, and 
  Gaiyle’s employer wants to take advantage of the situation 
  by capturing Nandris and trying to convince him to help 
  willingly. 
   
  Nandris will be sent to Dorakaa very soon, through 
  an area of the Midlands known to have some problems 
  with roadside bandits. Though the area is patrolled, these 
  bandits have evaded capture and no one knows whom 
  they work for, or if they’re “self-employed.” Gaiyle wants 
  to use this situation to mask the capture of Nandris and 
  mislead his master as to the reason he is targeted. By 
  making the kidnapping look like an instance of banditry 
  and perhaps with a ransom demand, her employer may be 
  able to make use of Nandris’ knowledge.  
   
   
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis    
  The Package is the first installment of the “Hiring Trouble” 
  series of the Bandit Kingdoms regional scenarios set in 
  the LIVING GREYHAWK campaign. It is recommended that 
  each party be well balanced, with at least one rogue, and 
  capable of both city and rural adventuring. This module is 
  limited to tiers one through three, so characters of 7th 
  level or higher may not participate. Make note of any PCs 
  who are members of the Rookroost Thieves’ Guild. 
   
  This scenario uses a matrix plot structure that is 
  linear for the first section. There is an optional series of 
  encounters and an ending for groups that avoid the patrol 
  in Encounter Five: Pursuit, and have enough time 
  remaining in the round to tackle it. This scenario is 
  designed to allow the PCs maximum creativity in dealing 
  with the problems presented without compromising the 
  pacing so important in tournament play. 
  
   
  The Package 
   
  Page 3 
   
  The adventure begins with Encounter 1: The Offer, 
  where the PCs find themselves talking with Gaiyle 
  Markhalla, who they have been told wishes to hire them 
  for a job. They are to intercept a “package” and deliver it 
  to her, and will be paid 100 gp each for the task.    After 
  accepting the job, they are told the “package” is actually a 
  man named Nandris Leshite. He is a diplomat for Graf 
  Demmel Tadurinal (the ruler of the Midlands) and will be 
  traveling to Dorakaa from Kinemeet soon. He is to be 
  captured en-route, and Gaiyle supplies a description of 
  Nandris and a map to a suggested ambush spot. 
   
  In Encounter 2: Greenkeep Crossing the PCs encounter 
  a party of elves Gaiyle directed them to, for help in 
  getting across the Artonsamay on the way to the 
  Midlands. They are shown across the river aboard a raft, 
  and told to light three torches at night to signal them to 
  send the raft back over when they return. 
   
  The group must deal with the weather and 
  marauding orcs in Encounter 3: Welcome to the Midlands, 
  but are rewarded by finding Gaiyle’s ambush spot just as 
  good as they had hoped for their purpose.  
   
  Encounter 4: The Waiting Game puts the characters in a 
  tense but boring situation, in which they must avoid 
  ambushing the wrong caravan, and hide from a powerful 
  troop of orc mercenaries. Failure here leads the PCs 
  directly to Encounter 5: Pursuit or possibly even Ending 1: 
  Captured! If the group successfully captures Nandris, they 
  go on to Encounter 5: Pursuit. 
   
  Urkull’s patrol is looking for bandits in the area, to 
  be brought into base camp for questioning. Urkull, an 
  egomaniacal half-orc fighter/priest, is also waiting to 
  escort Nandris and his retinue to Fleichshriver, from 
  there to be escorted by a larger contingent of Iuz’s troops 
  to Dorakaa. When Nandris doesn’t arrive as planned, 
  Urkull goes to look for him in Encounter 5: Pursuit. It 
  won’t take him long to figure out what happened, and it’s 
  off to the chase! If the PC’s are savvy, quick, or lucky, they 
  may not be found by Urkull’s patrol, and may go on to 
  Encounter 6: Out of the Frying Pan...(optional encounter), if 
  there is enough playing time left for the scenario. They 
  may be captured by Urkull, which puts them in Ending 1: 
  Captured!    Otherwise, they go on to Ending 2: Greenkeep 
  Delivery. 
   
  Encounter 6: Out of the Frying Pan puts the PCs outside 
  city frequented by troops loyal to the very lord Nandris 
  owes his fealty to. They are faced with how to get into the 
  city with their captive, and the judge is left with some 
  guidelines for how to handle the situation. This 
  encounter leads to either Encounter 7: …And Into the Fire 
  (if time permits), or Ending 3: Rookroost Delivery, or 
  possibly even Ending 1: Captured! 
   
  If time permits, the final encounter is Encounter 7: 
  …And Into the Fire, which should make the PCs wish they 
  just stayed home instead of meeting Gaiyle behind the 
  Roiling Stew inn the other night. There is ample 
  opportunity for roleplay here, and for the party to get 
  itself in quite a bind. This encounter leads into Ending 3: 
  Rookroost Delivery. 
   
  For help in understanding the matrix plotline 
  organization of this module, see DM’s Aid #3. 
   
   
  Encounter 1: The Offer
  Encounter 1: The Offer
  Encounter 1: The Offer
  Encounter 1: The Offer    
  Read the following to the players: 
   
  It’s a cold, winter night in Rookroost in the month of Fireseek, 
  It’s a cold, winter night in Rookroost in the month of Fireseek, 
  It’s a cold, winter night in Rookroost in the month of Fireseek, 
  It’s a cold, winter night in Rookroost in the month of Fireseek, 
  but you’ve got mor
  but you’ve got mor
  but you’ve got mor
  but you’ve got more important things to do than worry about 
  e important things to do than worry about 
  e important things to do than worry about 
  e important things to do than worry about 
  such things. You’ve each been contacted to meet behind the 
  such things. You’ve each been contacted to meet behind the 
  such things. You’ve each been contacted to meet behind the 
  such things. You’ve each been contacted to meet behind the 
  Roiling Stew inn
  Roiling Stew inn
  Roiling Stew inn
  Roiling Stew inn at midnight tonight to discuss something 
   at midnight tonight to discuss something 
   at midnight tonight to discuss something 
   at midnight tonight to discuss something 
  important: a job.
  important: a job.
  important: a job.
  important: a job.    
      
  You see several others gathering in the alley behind the inn 
  You see several others gathering in the alley behind the inn 
  You see several others gathering in the alley behind the inn 
  You see several others gathering in the alley behind the inn 
  this night, presu
  this night, presu
  this night, presu
  this night, presumably other adventurers in search of 
  mably other adventurers in search of 
  mably other adventurers in search of 
  mably other adventurers in search of 
  opportunity. Seemingly from out of nowhere, a woman wearing 
  opportunity. Seemingly from out of nowhere, a woman wearing 
  opportunity. Seemingly from out of nowhere, a woman wearing 
  opportunity. Seemingly from out of nowhere, a woman wearing 
  a brown cloak appears and speaks in a clear, quiet voice:
  a brown cloak appears and speaks in a clear, quiet voice:
  a brown cloak appears and speaks in a clear, quiet voice:
  a brown cloak appears and speaks in a clear, quiet voice:    
      
  “Thank you all for coming,” she begins. “My name is 
  “Thank you all for coming,” she begins. “My name is 
  “Thank you all for coming,” she begins. “My name is 
  “Thank you all for coming,” she begins. “My name is 
  Gaiyle, and I have called you all to this place 
  Gaiyle, and I have called you all to this place 
  Gaiyle, and I have called you all to this place 
  Gaiyle, and I have called you all to this place to offer you a job 
  to offer you a job 
  to offer you a job 
  to offer you a job 
  which involves some travel. It’s a simple job, really, so there 
  which involves some travel. It’s a simple job, really, so there 
  which involves some travel. It’s a simple job, really, so there 
  which involves some travel. It’s a simple job, really, so there 
  shouldn’t be much trouble if you do well.
  shouldn’t be much trouble if you do well.
  shouldn’t be much trouble if you do well.
  shouldn’t be much trouble if you do well.    
      
  “I need you to intercept a package and deliver it to me. I’m 
  “I need you to intercept a package and deliver it to me. I’m 
  “I need you to intercept a package and deliver it to me. I’m 
  “I need you to intercept a package and deliver it to me. I’m 
  willing to pay 100 gold pieces to each of you to perform this task, 
  willing to pay 100 gold pieces to each of you to perform this task, 
  willing to pay 100 gold pieces to each of you to perform this task, 
  willing to pay 100 gold pieces to each of you to perform this task, 
  ppppayable upon delivery of the package. The travel I spoke of 
  ayable upon delivery of the package. The travel I spoke of 
  ayable upon delivery of the package. The travel I spoke of 
  ayable upon delivery of the package. The travel I spoke of 
  earlier will keep you from your other business for no more than 
  earlier will keep you from your other business for no more than 
  earlier will keep you from your other business for no more than 
  earlier will keep you from your other business for no more than 
  a week or two. What do you say?”
  a week or two. What do you say?”
  a week or two. What do you say?”
  a week or two. What do you say?”    
   
  At this point allow the PCs to talk among themselves or 
  agree individually. If anyone wants to negotiate for a 
  higher payment, they soon find that Gaiyle is not willing 
  to pay more for their services. However, she may offer to 
  pay some of the money up-front. Make opposed 
  Diplomacy checks between the best participating PC 
  negotiator and Gaiyle, and assign a +8 to Gaiyle’s check 
  (not her full +19). Apply up to a +2 to the PC’s check for 
  convincing in-character arguments or roleplaying, but 
  award nothing for brashness or arrogance. For each point 
  a PC’s check is higher than Gaiyle’s, she agrees to pay 5 gp 
  up front, to a maximum of 50 gp per PC. 
   
  If any PCs refuse her offer, she asks them to please 
  leave the alley. She gives them one chance to re-think 
  their decision, but that is all. If they still refuse, inform 
  the player(s) that the adventure is over for them and that 
  they should score the tournament. 
   
  If the PCs accept her offer, she goes on to explain the 
  job further: 
   
  “The package I referred to is actually a man named Nandris 
  “The package I referred to is actually a man named Nandris 
  “The package I referred to is actually a man named Nandris 
  “The package I referred to is actually a man named Nandris 
  Leshite, and he is wanted by my employer for the information 
  Leshite, and he is wanted by my employer for the information 
  Leshite, and he is wanted by my employer for the information 
  Leshite, and he is wanted by my employer for the information 
  he knows. He curr
  he knows. He curr
  he knows. He curr
  he knows. He currently works for Graf Demmel Tadurinal as 
  ently works for Graf Demmel Tadurinal as 
  ently works for Graf Demmel Tadurinal as 
  ently works for Graf Demmel Tadurinal as 
  an advisor and diplomat. He’s made arrangements to travel to 
  an advisor and diplomat. He’s made arrangements to travel to 
  an advisor and diplomat. He’s made arrangements to travel to 
  an advisor and diplomat. He’s made arrangements to travel to 
  Dorakaa, and this is a perfect opportunity to capture him. I 
  Dorakaa, and this is a perfect opportunity to capture him. I 
  Dorakaa, and this is a perfect opportunity to capture him. I 
  Dorakaa, and this is a perfect opportunity to capture him. I 
  must stress that Nandris must be captured alive and in good 
  must stress that Nandris must be captured alive and in good 
  must stress that Nandris must be captured alive and in good 
  must stress that Nandris must be captured alive and in good 
  condition. You are not to harm hi
  condition. You are not to harm hi
  condition. You are not to harm hi
  condition. You are not to harm him any more than is necessary 
  m any more than is necessary 
  m any more than is necessary 
  m any more than is necessary 
  to keep him quiet, and even then you should use minimal and 
  to keep him quiet, and even then you should use minimal and 
  to keep him quiet, and even then you should use minimal and 
  to keep him quiet, and even then you should use minimal and 
  non
  non
  non
  non----lethal force to do so. His cooperation is necessary for my 
  lethal force to do so. His cooperation is necessary for my 
  lethal force to do so. His cooperation is necessary for my 
  lethal force to do so. His cooperation is necessary for my 
  employer to get the most use out of him.
  employer to get the most use out of him.
  employer to get the most use out of him.
  employer to get the most use out of him.    
      
  “Nandris will be traveling up the road to Fleichshriver 
  “Nandris will be traveling up the road to Fleichshriver 
  “Nandris will be traveling up the road to Fleichshriver 
  “Nandris will be traveling up the road to Fleichshriver 
  from K
  from K
  from K
  from Kinemeet in a few days. There should be plenty of time for 
  inemeet in a few days. There should be plenty of time for 
  inemeet in a few days. There should be plenty of time for 
  inemeet in a few days. There should be plenty of time for 
  you to carefully make your way into the Midlands with the 
  you to carefully make your way into the Midlands with the 
  you to carefully make your way into the Midlands with the 
  you to carefully make your way into the Midlands with the 
  
   
  The Package 
   
  Page 4 
  assistance of some contacts of mine in Greenkeep, at the edges of 
  assistance of some contacts of mine in Greenkeep, at the edges of 
  assistance of some contacts of mine in Greenkeep, at the edges of 
  assistance of some contacts of mine in Greenkeep, at the edges of 
  the Felreev. I’ve drawn a rough map of a suitable area to wait in 
  the Felreev. I’ve drawn a rough map of a suitable area to wait in 
  the Felreev. I’ve drawn a rough map of a suitable area to wait in 
  the Felreev. I’ve drawn a rough map of a suitable area to wait in 
  ambush f
  ambush f
  ambush f
  ambush for Nandris and his retinue to pass by. I’ve also had a 
  or Nandris and his retinue to pass by. I’ve also had a 
  or Nandris and his retinue to pass by. I’ve also had a 
  or Nandris and his retinue to pass by. I’ve also had a 
  sketch of him drawn up in his usual garb. The weather is cold 
  sketch of him drawn up in his usual garb. The weather is cold 
  sketch of him drawn up in his usual garb. The weather is cold 
  sketch of him drawn up in his usual garb. The weather is cold 
  and wet, as you know, so I recommend you dress appropriately 
  and wet, as you know, so I recommend you dress appropriately 
  and wet, as you know, so I recommend you dress appropriately 
  and wet, as you know, so I recommend you dress appropriately 
  for the trip.”
  for the trip.”
  for the trip.”
  for the trip.”    
      
  Gaiyle hands the PCs a map (Player’s Handout #1
  Player’s Handout #1
  Player’s Handout #1
  Player’s Handout #1) and a 
  well-drawn sketch of Nandris (no handout). He appears 
  to be a small, middle-aged human with short blonde hair 
  and dark eyes, wearing robes and carrying a walking cane.  
   
  “It is very important to my employer that you make this 
  “It is very important to my employer that you make this 
  “It is very important to my employer that you make this 
  “It is very important to my employer that you make this 
  abduction look like something other t
  abduction look like something other t
  abduction look like something other t
  abduction look like something other than what it really is. In 
  han what it really is. In 
  han what it really is. In 
  han what it really is. In 
  other words, the job must remain secret. My suggestion is for you 
  other words, the job must remain secret. My suggestion is for you 
  other words, the job must remain secret. My suggestion is for you 
  other words, the job must remain secret. My suggestion is for you 
  to appear to be bandits, and leave as many witnesses alive as 
  to appear to be bandits, and leave as many witnesses alive as 
  to appear to be bandits, and leave as many witnesses alive as 
  to appear to be bandits, and leave as many witnesses alive as 
  possible to verify this. No lethal force should be used if it can be 
  possible to verify this. No lethal force should be used if it can be 
  possible to verify this. No lethal force should be used if it can be 
  possible to verify this. No lethal force should be used if it can be 
  avoided. You could even make a ra
  avoided. You could even make a ra
  avoided. You could even make a ra
  avoided. You could even make a ransom demand for Nandris, 
  nsom demand for Nandris, 
  nsom demand for Nandris, 
  nsom demand for Nandris, 
  (Gaiyle’s expression changes to one of sarcasm) since he 
   since he 
   since he 
   since he 
  obviously must be worth something if he has guards.
  obviously must be worth something if he has guards.
  obviously must be worth something if he has guards.
  obviously must be worth something if he has guards.    
      
  “Bring Nandris back to my contacts in Greenkeep, with 
  “Bring Nandris back to my contacts in Greenkeep, with 
  “Bring Nandris back to my contacts in Greenkeep, with 
  “Bring Nandris back to my contacts in Greenkeep, with 
  whom I will leave word of my location. Nandris will keep his 
  whom I will leave word of my location. Nandris will keep his 
  whom I will leave word of my location. Nandris will keep his 
  whom I will leave word of my location. Nandris will keep his 
  belong
  belong
  belong
  belongings to help insure his cooperation, but any other loot is 
  ings to help insure his cooperation, but any other loot is 
  ings to help insure his cooperation, but any other loot is 
  ings to help insure his cooperation, but any other loot is 
  free for you to take as you wish. 
  free for you to take as you wish. 
  free for you to take as you wish. 
  free for you to take as you wish.     
      
  “One thing you should know is that there are reported to be 
  “One thing you should know is that there are reported to be 
  “One thing you should know is that there are reported to be 
  “One thing you should know is that there are reported to be 
  mounted patrols in the area you will be going: mercenaries in 
  mounted patrols in the area you will be going: mercenaries in 
  mounted patrols in the area you will be going: mercenaries in 
  mounted patrols in the area you will be going: mercenaries in 
  the employ of Graf Tadurinal of the Mid
  the employ of Graf Tadurinal of the Mid
  the employ of Graf Tadurinal of the Mid
  the employ of Graf Tadurinal of the Midlands. I hear they 
  lands. I hear they 
  lands. I hear they 
  lands. I hear they 
  employ some gnoll trackers, so it would be wise to avoid 
  employ some gnoll trackers, so it would be wise to avoid 
  employ some gnoll trackers, so it would be wise to avoid 
  employ some gnoll trackers, so it would be wise to avoid 
  unnecessary delays in your return to Greenkeep after you have 
  unnecessary delays in your return to Greenkeep after you have 
  unnecessary delays in your return to Greenkeep after you have 
  unnecessary delays in your return to Greenkeep after you have 
  captured Nandris.
  captured Nandris.
  captured Nandris.
  captured Nandris.    
      
  “You should begin travel as soon as possible, as I believe 
  “You should begin travel as soon as possible, as I believe 
  “You should begin travel as soon as possible, as I believe 
  “You should begin travel as soon as possible, as I believe 
  Nandris will pass by the ambush site in 
  Nandris will pass by the ambush site in 
  Nandris will pass by the ambush site in 
  Nandris will pass by the ambush site in as little as five nights 
  as little as five nights 
  as little as five nights 
  as little as five nights 
  from now, possibly even four. You can reach my contacts in 
  from now, possibly even four. You can reach my contacts in 
  from now, possibly even four. You can reach my contacts in 
  from now, possibly even four. You can reach my contacts in 
  Greenkeep by traveling west along the riverbank. When you are 
  Greenkeep by traveling west along the riverbank. When you are 
  Greenkeep by traveling west along the riverbank. When you are 
  Greenkeep by traveling west along the riverbank. When you are 
  hailed by a group of elves, tell them you were sent by Gaiyle, and 
  hailed by a group of elves, tell them you were sent by Gaiyle, and 
  hailed by a group of elves, tell them you were sent by Gaiyle, and 
  hailed by a group of elves, tell them you were sent by Gaiyle, and 
  show them the map. They will help you acros
  show them the map. They will help you acros
  show them the map. They will help you acros
  show them the map. They will help you across the river and into 
  s the river and into 
  s the river and into 
  s the river and into 
  the Midlands. I will provide mounts if you do not already have 
  the Midlands. I will provide mounts if you do not already have 
  the Midlands. I will provide mounts if you do not already have 
  the Midlands. I will provide mounts if you do not already have 
  them, but will need them returned when you are finished.”
  them, but will need them returned when you are finished.”
  them, but will need them returned when you are finished.”
  them, but will need them returned when you are finished.”    
   
  Secretly make an Innuendo check against DC 15 for any 
  PCs who have the skill (Player’s Handbook, Ch. 4). If they 
  succeed, hand them Player’s Handout #2
  Player’s Handout #2
  Player’s Handout #2
  Player’s Handout #2. They may hand 
  it back with writing, so you can assume that is what they 
  are trying to tell Gaiyle using Innuendo, themselves (roll 
  another check at DC 15). Gaiyle will try to answer any 
  questions without using Innuendo, and will just drop her 
  answer into the conversation. Use the same guidelines to 
  determine what she will discuss as per the regular 
  conversation. Gaiyle makes note of PCs who successfully 
  communicate with her discreetly using Innuendo. 
   
  Some players may not know who Graf Tadurinal is, 
  so explain to them that he is the ruler of the Midlands, is 
  a priest of Iuz, and that he lives in Rookroost. If any PCs 
  have Knowledge – Local (Bandit Kingdoms), have them 
  roll against a DC of 15. Success indicates that they have 
  heard of Nandris Leshite: he’s a middle-aged diplomat in 
  the service of Graf Tadurinal, and he had rather humble 
  beginnings here in Rookroost. Gather Information skill 
  (DC 15) may also be used for this purpose, but cannot be 
  used until after the meet with Gaiyle. 
   
  Gaiyle stays to answer any questions, and waits for 
  the PCs to leave the alley before departing. Gaiyle is very 
  devoted to her employer and only wants to make sure the 
  job is completed successfully. She believes the guards for 
  Nandris will number up to 10 poorly armed mercenaries, 
  and should not be able to stand up to the PCs in a well-
  executed ambush. She thinks they may even surrender if 
  given the chance.  
   
  She provides a riding horse or riding pony, complete 
  with saddle and saddlebag, for any character that does not 
  have a mount already. She requires such characters agree 
  to return the mounts (with the saddle and saddlebag) 
  upon completion of the job before agreeing to let the 
  character use the mount. It’s about 110 miles from 
  Rookroost to the ambush site, so remind players that not 
  using mounts will add a week to the travel time, and a 
  Time Unit to the cost of the adventure (this would 
  amount to two TUs for PCs based in the Bandit 
  Kingdoms, or three TUs for PCs who aren’t, if mounts are 
  not used for travel). Also stress that the “package” may be 
  long-gone by the time they arrive at the ambush site if the 
  party is not all mounted. If they still persist in going 
  dismounted, do not run the encounter with Nandris – he 
  is long gone by the time they arrive. 
   
  If the PCs ask where they are to meet her, exactly, 
  she will inform them that her contacts in Greenkeep will 
  tell them that information when they arrive there. 
   
  Should any PC attack her, roll for initiative normally. Six 
  thugs with crossbows are in hiding and have refocused so 
  give them a modified roll of 26 for initiative. Each round 
  they ready themselves to shoot the first PC who takes 
  offensive action against Gaiyle. They each have a 
  modified Hide check of 23, so if the PC doesn’t make a 
  DC 23 Spot check then he or she doesn’t see them in 
  time, doesn’t get a Dex bonus to AC, and the thugs get 
  their sneak attack bonus. Each Spot check must be made 
  individually. Use the following stats for Gaiyle and the 
  thugs: 
   
  Gaiyle Markhalla, female human W
  Gaiyle Markhalla, female human W
  Gaiyle Markhalla, female human W
  Gaiyle Markhalla, female human Wiz8/Rog4:
  iz8/Rog4:
  iz8/Rog4:
  iz8/Rog4: Medium 
  Humanoid (5 ft. tall); HD 8d4 + 4d6 + 24; hp 56; Init +5 
  (Dex, Improved Initiative); Spd 30 ft.; AC 11 (Dex); Atks 
  +7/+2 melee (1d4 [crit 19-20], dagger), +8/+3 ranged (1d4 
  [crit 19-20], thrown daggers); SA spells, Rog sneak attack 
  +2d6; SQ stoneskins (4),    immune to detection/mind 
  reading; AL NG; SV Fort +5, Ref +7, Will +10. 
   
  Str 10, Dex 12, Con 14, Int 18, Wis 12, Cha 14. 
   
  Skills: Bluff +18, Concentration +16, Diplomacy +19, 
  Sense Motive +18, Spellcraft +10, Hide +8, Move Silently 
  +8. Feats: Improved Initiative, Iron Will, Skill Focus 
  (Bluff), Skill Focus (Diplomacy), Skill Focus (Sense 
  Motive). 
   
  SD: Immune to detection/mind reading—Due to 
  magical protections bestowed upon her, Gaiyle is 
  immune to detection and mind-reading magic, unless she 
  wishes to be affected. She is also immune to non-magical 
  attempts at coercion and any form of mind control due to 
  this effect, including charm spells. These protections 
  cannot be revealed by detection spells. 
  
   
  The Package 
   
  Page 5 
   
  Equipment: Cloak, robes, spell component pouch, 2 
  daggers (hidden). None of her equipment detects as 
  magical. 
   
  Spells (4/5/4/4/3): 0—detect magic, detect magic, flare, 
  mending, read magic; 1st—magic missile, obscuring mist, 
  shield, sleep (x2); 2nd—detect thoughts, darkness, see 
  invisibility, mirror image; 3rd—clairaudience/ clairvoyance, 
  hold person, dispel magic; 4th—dimension door, minor globe of 
  invulnerability (spells listed in strikethrough have been 
  pre-cast, and are “up” during the encounter). 
   
  Tiers 1
  Tiers 1
  Tiers 1
  Tiers 1----2222    
  Thugs (6), male human Rog4:
  Thugs (6), male human Rog4:
  Thugs (6), male human Rog4:
  Thugs (6), male human Rog4: Medium Humanoid (6 ft. 
  tall); HD 4d6 + 4; hp 22; Init +6 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 14 (+2 Dex, +2 leather armor); 
  Atks +4 melee (1d6+1 [crit 19-20], short sword), +6 ranged 
  (1d8 [crit 19-20], light crossbow); SA Rog sneak attack 
  +2d6; SQ Rog evasion; AL N; SV Fort +2, Ref +6, Will +1. 
   
  Str 12, Dex 14, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills: Bluff +7, Climb +9, Hide +9, Innuendo +7, 
  Intuit Danger +7, Listen +8, Move Silently +9, Sense 
  Motive +7, Spot +8. Feats: Improved Initiative, Point-
  Blank Shot, Precise Shot. 
   
  Equipment: leather armor, cloak, short sword, light 
  crossbow, quiver with 20 quarrels. 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Thugs (6), male human Rog6:
  Thugs (6), male human Rog6:
  Thugs (6), male human Rog6:
  Thugs (6), male human Rog6: Medium Humanoid (6 ft. 
  tall); HD 6d6 + 6; hp 30 ft.; Init +6 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 15 (+2 Dex, +2 leather armor, 
  Dodge feat); Atks +5 melee (1d6+1 [crit 19-20], short 
  sword), +7 ranged (1d8 [crit 19-20], light crossbow); SA 
  Rog sneak attack +3d6; SQ Rog evasion; AL N; SV Fort +3, 
  Ref +7, Will +2. 
   
  Str 12, Dex 15, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills: Bluff +9, Climb +11, Hide +11, Innuendo +9, 
  Intuit Danger +8, Listen +10, Move Silently +11, Sense 
  Motive +9, Spot +9. Feats: Dodge, Improved Initiative, 
  Point-Blank Shot, Precise Shot. 
   
  Equipment: leather armor, cloak, short sword, light 
  crossbow, quiver with 20 quarrels. 
   
  Augmented Tier
  Augmented Tier
  Augmented Tier
  Augmented Tier    
  For groups that are very powerful, double the number of 
  thugs, and place half of them on the roof of the nearby 
  buildings. Gaiyle opens with dimension door to escape into 
  a nearby building she previously scouted out. 
   
  Gaiyle will try to extricate herself from the combat 
  using invisibility, obscuring mist, sleep, or other defensive 
  spells as the situation warrants. The thugs will help her as 
  best they can, and when she is no longer in danger will 
  retreat in separate directions. Attacking Gaiyle in this 
  situation is pretty stupid so you should feel free to make 
  heads roll in this encounter if it turns ugly. 
   
  The Thugs do not attack any PCs who do not attack 
  Gaiyle or the thugs. Gaiyle sets up another meet later in 
  the night with any PCs who remained neutral or helped 
  her if there was a fight. PCs who attacked her will not be 
  invited to the meet (assuming they even survived).  
   
   
  Encounter 2: Greenkeep 
  Encounter 2: Greenkeep 
  Encounter 2: Greenkeep 
  Encounter 2: Greenkeep 
  Crossing
  Crossing
  Crossing
  Crossing    
  Assuming the PCs take Gaiyle’s directions to heart, they 
  should have no trouble leaving Rookroost the next 
  morning and traveling west up the Artonsamay riverbank 
  towards the Greenkeep. The party should be able to travel 
  the sixty miles between Rookroost and the crossing in 
  under two days if mounted (PH Ch. 9). Make sure to 
  check for rations and such, and remember the weather is 
  cold and wet (though it is not raining hard).  
   
  Just as Gaiyle said, a party of a dozen elves hails them 
  a few miles before the beginning of the forest near a stand 
  of trees by the river.  
   
  “Hail, 
  “Hail, 
  “Hail, 
  “Hail, travelers!” says a songlike voice from up ahead. “What 
  travelers!” says a songlike voice from up ahead. “What 
  travelers!” says a songlike voice from up ahead. “What 
  travelers!” says a songlike voice from up ahead. “What 
  brings you into the Greenkeep, that I might know whether you 
  brings you into the Greenkeep, that I might know whether you 
  brings you into the Greenkeep, that I might know whether you 
  brings you into the Greenkeep, that I might know whether you 
  be friends or enemies?”
  be friends or enemies?”
  be friends or enemies?”
  be friends or enemies?”    
   
  Role-play this encounter with the elven party as time 
  allows. The elven leader, Harken Oakroot, is usually 
  jovial even around non-elves, and the rest of his band 
  behaves similarly. They will only attack the PCs if they 
  are attacked themselves, assuming the PCs show the map 
  and say Gaiyle sent them, like she told them to.     
   
  Tiers 1
  Tiers 1
  Tiers 1
  Tiers 1----2222    
  Harken Oakroot, male wood elf Rgr4/W
  Harken Oakroot, male wood elf Rgr4/W
  Harken Oakroot, male wood elf Rgr4/W
  Harken Oakroot, male wood elf Rgr4/Wiz1:
  iz1:
  iz1:
  iz1: Medium 
  Humanoid (5 ft. tall); HD 4d10 + 1d4 + 5; hp 37; Init +3 
  (Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor); Atks 
  +5 melee (1d8+1 [crit 19-20], long sword), +7 ranged (1d8 
  [crit x3], longbow); SA spells; SQ low light vision, 
  immunity to sleep spells and effects, +2 to Enchantment 
  saves; AL CG; SV Fort +5, Ref +4, Will +3. 
   
  Str 13, Dex 16, Con 12, Int 11, Wis 10, Cha 13. 
   
  Skills: Direction Sense +8, Hide +5, Listen +7, Move 
  Silently +5, Spot +9, Wilderness Lore +10. Feats: Alertness, 
  Precise Shot, Track. 
   
  Equipment: leather armor, cloak, long sword, 
  longbow, quiver with 20 arrows. 
   
  Spells (3/1): 0—detect magic, flare, daze; 1st—charm 
  person. 
   
  Elven Rangers (6), male wood elf Rgr2/Wiz1:
  Elven Rangers (6), male wood elf Rgr2/Wiz1:
  Elven Rangers (6), male wood elf Rgr2/Wiz1:
  Elven Rangers (6), male wood elf Rgr2/Wiz1: Medium 
  Humanoid (5 ft. tall); HD 2d10 + 1d4; hp 22; Init +2 (Dex); 
  Spd 30 ft.; AC 14 (Dex, leather armor); Atks +3 melee 
  (1d8+1 [crit 19-20], long sword), +4 ranged (1d8 [crit x3], 
  longbow); SA spells; SQ low light vision, immunity to 
  sleep spells and effects, +2 to Enchantment saves; AL CG; 
  SV Fort +3, Ref +2, Will +2. 
   
  Str 12, Dex 14, Con 10, Int 11, Wis 11, Cha 13. 
   
  Skills: Direction Sense +6, Hide +6, Listen +5, Move 
  Silently +6, Spot +5, Wilderness Lore +6. Feats: Alertness, 
  Precise Shot, Track. 
   
  Equipment: leather armor, cloak, long sword, 
  longbow, quiver with 20 arrows. 
  
   
  The Package 
   
  Page 6 
   
  Spells (3/1): 0—detect magic, daze, ray of frost; 1st—
  sleep. 
   
  Tier3
  Tier3
  Tier3
  Tier3    
  Harken Oakroot, male wood elf Rgr7/Wiz1:
  Harken Oakroot, male wood elf Rgr7/Wiz1:
  Harken Oakroot, male wood elf Rgr7/Wiz1:
  Harken Oakroot, male wood elf Rgr7/Wiz1: Medium 
  Humanoid (5 ft. tall); HD 7d10 + 1d4 + 8; hp 55; Init +3 
  (Dex); Spd 30 ft.; AC 16 (+3 Dex, +2 leather armor, Dodge 
  feat); Atks +8/+3 melee (1d8+1 [crit 19-20], long sword), 
  +10/+5 ranged (1d8 [crit x3], longbow); SA spells; SQ low 
  light vision, immunity to sleep spells and effects, +2 to 
  Enchantment saves; AL CG; SV Fort +6, Ref +5, Will +4. 
   
  Str 13, Dex 17, Con 12, Int 11, Wis 10, Cha 13. 
   
  Skills: Direction Sense +8, Hide +6, Listen +8, Move 
  Silently +7, Spot +10, Wilderness Lore +12. Feats: 
  Alertness, Dodge, Precise Shot, Track. 
   
  Equipment: leather armor, cloak, long sword, 
  longbow, quiver with 20 arrows. 
   
  Spells (3/1): 0—detect magic, flare, daze; 1st—charm 
  person. 
   
  Elven Rangers (6), male wood elf Rgr4/Wiz1:
  Elven Rangers (6), male wood elf Rgr4/Wiz1:
  Elven Rangers (6), male wood elf Rgr4/Wiz1:
  Elven Rangers (6), male wood elf Rgr4/Wiz1: Medium 
  Humanoid (5 ft. tall); HD 3d10 + 1d4; hp 27; Init +2 (Dex); 
  Spd 30 ft.; AC 14 (Dex, leather armor); Atks +5 melee 
  (1d8+1 [crit 19-20], long sword), +6 ranged (1d8 [crit x3], 
  longbow); SA spells; SQ low light vision, immunity to 
  sleep spells and effects, +2 to Enchantment saves; AL CG; 
  SV Fort +4, Ref +3, Will +3. 
   
  Str 12, Dex 15, Con 10, Int 11, Wis 11, Cha 13. 
   
  Skills: Direction Sense +7, Hide +7, Listen +6, Move 
  Silently +8, Spot +6, Wilderness Lore +8. Feats: Alertness, 
  Precise Shot, Track. 
   
  Equipment: leather armor, cloak, long sword, 
  longbow, quiver with 20 arrows. 
   
  Spells (3/1): 0—detect magic, daze, ray of frost; 1st—
  magic missile. 
   
  Augmented Tier
  Augmented Tier
  Augmented Tier
  Augmented Tier    
  For powerful groups, double the number of elven 
  rangers, and have them simply trail and harass the group 
  until they have gathered up to eight times their original 
  number (48), then proceed as normal. 
   
  If for whatever reason they do not identify 
  themselves, the elves trail them for a few hours after the 
  first encounter and then ambush them with quadruple 
  their original numbers (24 plus their leader), calling for 
  the PCs to surrender and waiting for their response 
  before loosing their arrows. Assume more reinforcements 
  arrive to maintain the numerical advantage until the fight 
  is over. When it is, the elves let surviving PCs go after 
  confiscating the map and sketch of Nandris, and Harken 
  will ask why they didn’t identify themselves. If the 
  remaining PCs are cooperative, the elves give the map 
  and sketch back and the players may continue the 
  adventure. If not, end it here. 
   
  Have the elves warn the PCs that the raft can only 
  hold the PCs and one horse per character if they have 
  extra beasts of burden with them. They will offer to take 
  care of any animals left behind until the party’s return. 
   
  The next night, the elves guide you to a large raft. The group of 
  The next night, the elves guide you to a large raft. The group of 
  The next night, the elves guide you to a large raft. The group of 
  The next night, the elves guide you to a large raft. The group of 
  you boards the raft and crosses the river, with just enough room 
  you boards the raft and crosses the river, with just enough room 
  you boards the raft and crosses the river, with just enough room 
  you boards the raft and crosses the river, with just enough room 
  for each of you with your mounts. After dropping you off on
  for each of you with your mounts. After dropping you off on
  for each of you with your mounts. After dropping you off on
  for each of you with your mounts. After dropping you off on the 
   the 
   the 
   the 
  opposite bank, their leader explains: “Come back to this point 
  opposite bank, their leader explains: “Come back to this point 
  opposite bank, their leader explains: “Come back to this point 
  opposite bank, their leader explains: “Come back to this point 
  and light the three torches located here at night, and we will 
  and light the three torches located here at night, and we will 
  and light the three torches located here at night, and we will 
  and light the three torches located here at night, and we will 
  send the raft over to retrieve you. The raft will not be sent across 
  send the raft over to retrieve you. The raft will not be sent across 
  send the raft over to retrieve you. The raft will not be sent across 
  send the raft over to retrieve you. The raft will not be sent across 
  during the day under any circumstances, and we will make
  during the day under any circumstances, and we will make
  during the day under any circumstances, and we will make
  during the day under any circumstances, and we will make only 
   only 
   only 
   only 
  one trip for you.” Then the elven band crosses the river again, 
  one trip for you.” Then the elven band crosses the river again, 
  one trip for you.” Then the elven band crosses the river again, 
  one trip for you.” Then the elven band crosses the river again, 
  without you.
  without you.
  without you.
  without you.    
   
   
  Encounter 3: Welcome to the 
  Encounter 3: Welcome to the 
  Encounter 3: Welcome to the 
  Encounter 3: Welcome to the 
  Midlands
  Midlands
  Midlands
  Midlands    
  If they follow the map, the PCs’ journey through the 
  Midlands shouldn’t be difficult. After about half the 
  distance is covered to the ambush site, (4 hours if 
  mounted on riding horses) read the following: 
   
  Your trip across the plains of the Midlands has gone by so far 
  Your trip across the plains of the Midlands has gone by so far 
  Your trip across the plains of the Midlands has gone by so far 
  Your trip across the plains of the Midlands has gone by so far 
  without incident. The biting chill of the weather feels like it has 
  without incident. The biting chill of the weather feels like it has 
  without incident. The biting chill of the weather feels like it has 
  without incident. The biting chill of the weather feels like it has 
  drained all the warmth from your bodies. At least it 
  drained all the warmth from your bodies. At least it 
  drained all the warmth from your bodies. At least it 
  drained all the warmth from your bodies. At least it hasn’t 
  hasn’t 
  hasn’t 
  hasn’t 
  rained 
  rained 
  rained 
  rained –––– yet.
   yet.
   yet.
   yet.    
   
  If the PCs have a scout, or are all making very little noise, 
  have the scout(s) make DC 10 Listen checks (PH Ch. 4). 
  Also, have them make DC 5 Move Silently checks (PH 
  Ch. 4), remembering to take their speed and any armor 
  check penalties into account. If successful on both rolls, 
  the PC gains an action in the surprise round (PH Ch. 8). 
  After you roll for initiative, it’s a good idea to write down 
  the names of PCs and NPCs in order of initiative for 
  reference. Remember that initiative is rolled for only 
  once during the entire combat. 
   
  Read this to PCs who act in the surprise round: 
   
  A few clinks and a snap get your attention, and you spot several 
  A few clinks and a snap get your attention, and you spot several 
  A few clinks and a snap get your attention, and you spot several 
  A few clinks and a snap get your attention, and you spot several 
  orcs up ahead through the brush thanks to your keen senses. 
  orcs up ahead through the brush thanks to your keen senses. 
  orcs up ahead through the brush thanks to your keen senses. 
  orcs up ahead through the brush thanks to your keen senses. 
  They don’t see you…yet!
  They don’t see you…yet!
  They don’t see you…yet!
  They don’t see you…yet!    
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Orcs
  Orcs
  Orcs
  Orcs (6): Medium Humanoid (6 ft. tall); HD 1d8; hp 8 (4 
  points subdual damage); Init -1 (Dex, fatigue); Spd 30 ft.; 
  AC 14 (+3 studded leather, +1 small wooden shield); Atks 
  +2 melee (1d6+1, three with clubs) or (1d6+1 [x3], three 
  with half-spears); SQ Darkvision 60 ft., light sensitivity; 
  AL CE; SV Fort +2, Ref +0, Will +0. 
   
  Str 16, Dex 12, Con 16, Int 6, Wis 8, Cha 6. 
   
  Skills: Listen +1, Spot +2. Feats: Alertness 
   
  Equipment: studded leather armor, small wooden 
  shield, halfspear (50%) or club (50%). 
   
  Note: these orcs have suffered subdual damage due 
  to starvation (Dungeon Masters Guide Ch. 3), and are 
  therefore fatigued (DMG Ch. 3), which is already taken 
  into account in their stats. 
   
  
   
  The Package 
   
  Page 7 
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Orcs
  Orcs
  Orcs
  Orcs (8): Medium Humanoid (6 ft. tall); HD 1d8; hp 8 (3 
  points subdual damage); Init -1 (Dex, fatigue); Spd 30 ft.; 
  AC 14 (+3 studded leather, +1 small wooden shield); Atks 
  +2 melee (1d6+1, four with clubs) or (1d6+1 [x3], four 
  with half-spears); SQ Darkvision 60 ft., light sensitivity; 
  AL CE; SV Fort +2, Ref +0, Will +0.     
   
  Str 16, Dex 12, Con 16, Int 6, Wis 8, Cha 6. 
   
  Skills: Listen +1, Spot +2. Feats: Alertness 
   
  Equipment: studded leather armor, small wooden 
  shield, halfspear (50%) or club (50%). 
   
  Note: these orcs have suffered subdual damage due 
  to starvation (DMG Ch. 3), and are therefore fatigued 
  (DMG Ch. 3), which is already taken into account in their 
  stats. 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Orcs
  Orcs
  Orcs
  Orcs (12): Medium Humanoid (6 ft. tall); HD 1d8; hp 8 (2 
  points subdual damage); Init -1 (Dex, fatigue); Spd 30 ft.; 
  AC 14 (+3 studded leather, +1 small wooden shield); Atks 
  +2 melee (1d6+1, six with clubs) or (1d6+1 [crit x3], six 
  with half-spears); SQ Darkvision 60 ft., light sensitivity; 
  AL CE; SV Fort +2, Ref +0, Will +0.     
   
  Str 16, Dex 12, Con 16, Int 6, Wis 8, Cha 6. 
   
  Skills: Listen +1, Spot +2. Feats: Alertness 
   
  Equipment: studded leather armor, small wooden 
  shield, halfspear (50%) or club (50%). 
   
  Note: these orcs have suffered subdual damage due 
  to starvation (DMG Ch. 3), and are therefore fatigued 
  (DMG Ch. 3), which is already taken into account in their 
  stats. 
   
  The opening range is 120 feet. Allow each PC who gets to 
  act a partial action – the orcs do not get to act at all. If any 
  PCs take a moment to study the orcs, they notice they are 
  very poorly equipped and do not appear healthy. Should 
  PCs desire, they could take the surprise round as an 
  opportunity to hide, in order to try a sneak attack later. It 
  may be possible for a scout to warn the rest of the party 
  using hand signals, in which case an ambush could be set 
  for the orcs. This is only possible if there was a scout who 
  was far enough ahead that the rest of the party wouldn’t 
  be visible when the scout heard the orcs (at least 40 ft.). If 
  this is attempted, have each PC attempt a Hide check, and 
  have each orc make a Spot check (at -2), to determine if 
  the orcs spot them. If all of the orcs are unaware of the 
  PCs when they spring an attack, give all acting PCs a new 
  surprise round. Allow the PCs to set the tone of the 
  combat if they have the drop on the orcs and play it 
  smart. Remember not to spend too much time on this 
  combat – it’s meant as an “exercise” to get people warmed 
  up. Have the orcs run away if the combat bogs down; if 
  they can grab some loot on their way out so much the 
  better.    
   
  Read the following only if there is no surprise round: 
   
  TTTThrough the brush ahead, you spot the tip of a spear, and then 
  hrough the brush ahead, you spot the tip of a spear, and then 
  hrough the brush ahead, you spot the tip of a spear, and then 
  hrough the brush ahead, you spot the tip of a spear, and then 
  can make out several orcs. They spot you at the same time, and 
  can make out several orcs. They spot you at the same time, and 
  can make out several orcs. They spot you at the same time, and 
  can make out several orcs. They spot you at the same time, and 
  move to attack!
  move to attack!
  move to attack!
  move to attack!    
   
  The opening range in this case is 80 feet. The brush in the 
  area allows partial cover for anyone who kneels, or full 
  cover for going prone (PH Ch. 8).  
   
  The orcs just want to loot and pillage, and especially 
  eat, since they haven’t done so in over a week. They are 
  mercenaries from the Midlands, but have not been 
  receiving supplies in a long time. They’ve taken to 
  general banditry to survive. They are armed with spears 
  and clubs, and have studded leather armor. They have 
  nothing else of value, and are basically a pitiful bunch of 
  brutes. 
   
  Travel along the map provided by Gaiyle totals about 
  50 miles from the Artonsamay crossing. At 32 miles per 
  day, this will require nearly two full days of travel to 
  arrive (remember you get a free hour of “hustle” per day, 
  so even at a pace of 24 miles per day the PCs should still 
  be able to make it in two days – see PH, Ch. 9). 
  Remember the group only travels as fast as its slowest 
  member (assuming they don’t leave him or her behind).  
   
  It is cold and wet, so PCs who are unprotected from 
  the weather will begin to suffer from the effects after a 
  couple of days; have them make a Fortitude save each day 
  against DC 15, with failure indicating 1d3 points of 
  subdual damage inflicted, in addition to the character 
  being fatigued (DMG Ch. 3). Characters who have taken 
  subdual damage may not recover lost hit points without 
  magic until they are warm, dry, and rested. Characters 
  who are not eating or drinking enough must also deal 
  with these effects (DMG Ch. 3). 
   
   
  Encounter 4: The Waiting 
  Encounter 4: The Waiting 
  Encounter 4: The Waiting 
  Encounter 4: The Waiting 
  Game
  Game
  Game
  Game    
  When the PCs arrive at the road to Fleichshriver, it is 
  simple to find the ambush spot Gaiyle recommended. 
  There are many ways in which to succeed in capturing 
  Nandris, but the main concern for the DM is whether or 
  not the PCs tip anyone off that they are present and a 
  threat. If so, move on to Pursuit and skip the rest of this 
  encounter. Assume word reached the mercenary patrols 
  and they arrived before Nandris did. 
   
  While preparing their ambush, the PCs may take 20 
  on hide checks if they have help and plenty of time 
  (which they should). Any passersby will take 10 on their 
  Spot checks, so there is very little chance of being 
  spotted. The ambush spot is between two rises in the 
  surrounding landscape, at an “S” curve in the road (see 
  Player Handout #3
  Player Handout #3
  Player Handout #3
  Player Handout #3). Assume there is enough 2-4 ft. tall 
  brush cover to limit visibility to 40 ft. for prone (or short) 
  characters. 
   
  After the PCs are prepared to ambush the first thing 
  that comes along, read the following: 
   
  
   
  The Package 
   
  Page 8 
  Your ambush is prepared. And up ahead comes a small caravan! 
  Your ambush is prepared. And up ahead comes a small caravan! 
  Your ambush is prepared. And up ahead comes a small caravan! 
  Your ambush is prepared. And up ahead comes a small caravan! 
  You count 4 soldiers, 3 wagons with teamsters, and a single 
  You count 4 soldiers, 3 wagons with teamsters, and a single 
  You count 4 soldiers, 3 wagons with teamsters, and a single 
  You count 4 soldiers, 3 wagons with teamsters, and a single 
  mounted fellow in bright clothes. You can’t q
  mounted fellow in bright clothes. You can’t q
  mounted fellow in bright clothes. You can’t q
  mounted fellow in bright clothes. You can’t quite make out his 
  uite make out his 
  uite make out his 
  uite make out his 
  hair color at this range, though…
  hair color at this range, though…
  hair color at this range, though…
  hair color at this range, though…    
   
  If the group has a scout or some other means to see over 
  the surrounding rise, give them more advance notice for 
  this and future encounters, modifying the range up by a 
  factor of ten. 
   
  Explain that the group is at a range of 100 feet, and 
  check to see if anyone would like to take an action. Make 
  sure and warn the players against talking to one another 
  lest they might be heard. If they ignore your warning, 
  give the guards a chance to notice the noise (using Listen 
  skill - PH Ch. 4). If none of the PCs has an action, proceed 
  with the following: 
   
  As the caravan gets closer, you get a better look at the man on 
  As the caravan gets closer, you get a better look at the man on 
  As the caravan gets closer, you get a better look at the man on 
  As the caravan gets closer, you get a better look at the man on 
  the horse. He has brown hair 
  the horse. He has brown hair 
  the horse. He has brown hair 
  the horse. He has brown hair –––– this isn’t your man.
   this isn’t your man.
   this isn’t your man.
   this isn’t your man.    
   
  This is actually a merchant caravan; the teamsters won’t 
  fight, and the merchant gallops away as fast as he can if 
  attacked. The merchant has a short temper and won’t 
  abide riff-raff holding him up; he tells his guards to 
  remove any obstacles to his path. Their cargo consists of 
  ¾ tons of grain, and they are bound for Dorakaa. Note 
  that only one member of the caravan is mounted 
  (Yulkin); all of the mercenaries are on foot. 
   
  Yulkin, male human Exp3:
  Yulkin, male human Exp3:
  Yulkin, male human Exp3:
  Yulkin, male human Exp3: Medium Humanoid (6 ft. tall); 
  HD 3d6; hp 15; Init +0; Spd 30 ft. (60 while mounted); AC 
  10; Atks +2 melee (1d4 [crit 19-20], dagger); SA none; SQ 
  none; AL CN; SV Fort +1, Ref +1, Will +3. 
   
  Str 10, Dex 10, Con 10, Int 14, Wis 12, Cha 12. 
   
  Skills: Profession (merchant) +10, Riding +6. Feats: 
  Skill Focus (Profession (merchant)). 
   
  Equipment: noble’s outfit, dagger, belt pouch, 20 gp. 
   
  Horse, Light:
  Horse, Light:
  Horse, Light:
  Horse, Light: Large Animal (9 ft. long); HD 3d8+3; hp 14; 
  Init +1 (Dex); Spd 60; AC 13 (-1 size, +1 Dex, +3 natural); 
  Atks +2 melee (1d4+1[x2], hooves); Face/Reach: 5 ft. x 10 
  ft./5 ft; SQ scent; AL N; SV Fort +5, Ref +4, Will +2. 
   
  Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Listen +6, Spot +6. 
   
  Mercenaries (4), human male War1:
  Mercenaries (4), human male War1:
  Mercenaries (4), human male War1:
  Mercenaries (4), human male War1: Medium Humanoid 
  (6 ft. tall); HD 1d8; hp 8; Init +0; Spd 30 ft.; AC 13 
  (studded leather); Atks +3 melee (1d8+1 [crit x3], short 
  spear), +2 ranged (1d8+1 [crit x3], short spear; AL N; SV 
  Fort +2, Ref +0, Will +0. 
   
  Str 12, Dex 10, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skills: Climb +2, Ride +2, Spot +2. Feats: Weapon 
  Focus (short spear). 
   
  Equipment: short spear, dagger, studded leather 
  armor, belt pouch, 15 sp each. 
   
  Teamsters (3), male human Com1:
  Teamsters (3), male human Com1:
  Teamsters (3), male human Com1:
  Teamsters (3), male human Com1: Medium Humanoid (5 
  ft. 10 in. tall); HD 1d4; hp 3; Init +0; Spd 30 ft.; AC 10; 
  Atks +0 melee (1d3 (sub), unarmed strike); AL N; SV Fort 
  +0, Ref +0, Will +0. 
   
  Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skills: Handle Animal +4, Profession (Teamster) +4. 
   
  Equipment:::: Travelers outfit. 
   
  Draft Horses (6):
  Draft Horses (6):
  Draft Horses (6):
  Draft Horses (6): Large Animal (10 ft. long); HD 3d8+3; 
  hp 14; Init +1 (Dex); Spd 50; AC 13 (-1 size, +1 Dex, Atks 
  +3 melee (1d6+2 [x2], hooves); Face/Reach: 5 ft. x 10 ft./5 
  ft; SQ scent; AL N; SV Fort +5, Ref +4, Will +2. 
   
  Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Listen +6, Spot +6. 
   
  If anyone escapes form this fight, notably the merchant, 
  go on to Pursuit. Otherwise, assume a few hours pass 
  between this encounter and the next. 
   
  A few hours later, a mercenary band of at least two
  A few hours later, a mercenary band of at least two
  A few hours later, a mercenary band of at least two
  A few hours later, a mercenary band of at least two----dozen foot 
  dozen foot 
  dozen foot 
  dozen foot 
  soldiers marches into view. They appear to be orcs, and are 
  soldiers marches into view. They appear to be orcs, and are 
  soldiers marches into view. They appear to be orcs, and are 
  soldiers marches into view. They appear to be orcs, and are 
  equipped with spears and leather armor.
  equipped with spears and leather armor.
  equipped with spears and leather armor.
  equipped with spears and leather armor.    
   
  Ask if anyone wants to do anything at this point. If not, 
  the band passes with no incident, assuming the PCs are 
  quiet and hidden well. The mercenaries will investigate 
  anything unusual, but are mainly looking for loot if it can 
  be found. They will subdue suspected bandits for later 
  questioning…go on to Captured! if the PCs are caught 
  here. 
   
  Tiers 1
  Tiers 1
  Tiers 1
  Tiers 1----2222    
  Orcs
  Orcs
  Orcs
  Orcs (30):
  (30):
  (30):
  (30): Medium Humanoid (6 ft. tall); HD 1d8; hp 4; 
  Init +0; Spd 20 ft.; AC 14 (scale mail); Atks +2 melee 
  (1d8+2 [crit x3], short spear), +1 ranged (1d6+2 [crit x3], 
  throwing axe); SQ Darkvision 60 ft., light sensitivity; SR 
  nil; AL CE; SV Fort +2, Ref +0, Will -1.  
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness.  
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Orcs
  Orcs
  Orcs
  Orcs (30), Bbn1:
  (30), Bbn1:
  (30), Bbn1:
  (30), Bbn1: Medium Humanoid (6 ft. tall); HD 1d12; 
  hp 9; Init +0; Spd 30 ft.; AC 14 (scale mail); Atks +4 melee 
  (1d10+2 [crit x3], great axe), +2 ranged (1d6+2 [crit x3], 
  throwing axe); SA Bbn Rage; SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +4, Ref +0, Will -1.  
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +4. Feats: Alertness.  
   
  SQ: Bbn Rage—+4 Str, +4 Con, +4 hp, -2 AC, 5-round 
  duration. 
   
  Augmented Tier
  Augmented Tier
  Augmented Tier
  Augmented Tier    
  For powerful parties, double the number of orcs. Make 
  sure to mention this in the initial description! 
   
  These mercenaries behave in the same way as the soldiers 
  in Encounter 5: Pursuit if a combat erupts. They are in the 
  service of the Midlands, and have orders to capture any 
  bandits if possible. They are spread into two columns, 
  with a 10-ft. spacing between each orc. 
   
  Move on to the next group of travelers after the 
  mercenaries pass by (near sunset). Note that if the PCs were 
  not all mounted (or somehow traveled at a similar speed), 
  
   
  The Package 
   
  Page 9 
  this part of the encounter is skipped – they missed Nandris. In 
  this case, treat the next group as Yulkin’s caravan, and 
  assume someone notices the PCs and informs Urkull’s 
  patrol, then move on to Pursuit. 
   
  It’s been a long day of waiting, and the sun has nearly set 
  It’s been a long day of waiting, and the sun has nearly set 
  It’s been a long day of waiting, and the sun has nearly set 
  It’s been a long day of waiting, and the sun has nearly set 
  behind you. Ambushes can be so boring! But wait, up ahead 
  behind you. Ambushes can be so boring! But wait, up ahead 
  behind you. Ambushes can be so boring! But wait, up ahead 
  behind you. Ambushes can be so boring! But wait, up ahead –––– a 
   a 
   a 
   a 
  carriage? One, two…six foot soldiers, a carriage, and a wagon. 
  carriage? One, two…six foot soldiers, a carriage, and a wagon. 
  carriage? One, two…six foot soldiers, a carriage, and a wagon. 
  carriage? One, two…six foot soldiers, a carriage, and a wagon. 
  You can barely
  You can barely
  You can barely
  You can barely make out the shadow of a single figure on the 
   make out the shadow of a single figure on the 
   make out the shadow of a single figure on the 
   make out the shadow of a single figure on the 
  drapes of the carriage 
  drapes of the carriage 
  drapes of the carriage 
  drapes of the carriage –––– must be from a candle or lantern. Yes, 
   must be from a candle or lantern. Yes, 
   must be from a candle or lantern. Yes, 
   must be from a candle or lantern. Yes, 
  you can see the lantern now through a gap in the drapes.
  you can see the lantern now through a gap in the drapes.
  you can see the lantern now through a gap in the drapes.
  you can see the lantern now through a gap in the drapes.    
   
  The range at this point is 80 feet, unless the PCs had a 
  sentry or scout of some kind, as before. Ask each player 
  what he or she wants to do, and do not permit them to 
  give one another advice unless they want to risk being 
  heard by the approaching men-at-arms (see Listen skill – 
  PH Ch. 4). 
   
  Depending on their actions at this point, inform one 
  of the PCs that he thinks he sees that the passenger of the 
  carriage is a male human with blonde hair, but that it’s 
  hard to tell through the narrow opening in the drapes. 
  Find out the PCs intention at this point. The range is 40 
  ft. from that PC to the nearest soldier. Refer to DM Aid #1
  DM Aid #1
  DM Aid #1
  DM Aid #1 
  for a layout of the escort. 
   
  If the PCs try a more obvious approach, role-play the 
  soldiers as a bit cautious if threatened, or confident if the 
  PCs successfully appear harmless. They will surrender if 
  they are outnumbered, given the chance to do so.  
   
  Note that nobody in this group is mounted – the 
  only horses are the four draft horses pulling the wagon 
  and the carriage. 
   
  Nandris Leshite, male human Rog3:
  Nandris Leshite, male human Rog3:
  Nandris Leshite, male human Rog3:
  Nandris Leshite, male human Rog3: CR 3; Medium 
  Humanoid (5 ft. 8 in. tall); HD 3d6+3; hp 18; Init +0; Spd 
  30 ft.; AC 10; Atks +2 melee (1d4 [crit 19-20], dagger), +2 
  ranged (1d4 [crit 19-20], dagger); SA Rog sneak attack 
  +2d6; SQ Rog evasion; SR nil; AL N; SV Fort +2, Ref +3, 
  Will +4. 
   
  Str 10, Dex 10, Con 12, Int 14, Wis 12, Cha 16. 
   
  Skills: Bluff +9, Diplomacy +11, Intimidate +9, Sense 
  Motive +9. Feats: Iron Will, Skill Focus (Diplomacy), Skill 
  Focus (Sense Motive). 
   
  Equipment: robes, plain walking cane made of oak 
  with a silver handle, belt pouch. 
   
  Description:    Nandris is 32 years old, with short 
  blonde hair and dark eyes, and walks with a mild limp. 
  He will not attack the PC’s unless he is attacked first, and 
  will offer to surrender once the PC’s appear to be in 
  control of the situation. Once captured, Nandris will do 
  what he is told for the most part, having as his only goal a 
  desire to live through this.  
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Midland Soldiers (6), male human War1:
  Midland Soldiers (6), male human War1:
  Midland Soldiers (6), male human War1:
  Midland Soldiers (6), male human War1: Medium 
  Humanoid (6 ft. tall); HD 1d8+1; hp 6; Init +0; Spd 20 ft.; 
  AC 15 (+4 scale mail, +1 small shield); Atks +3 melee 
  (1d6+1 [crit 19-20], short sword), +1 ranged (1d8 [crit 19-
  20], light crossbow); AL N; SV Fort +2, Ref +0, Will +0. 
   
  Str 13, Dex 10, Con 12, Int 10, Wis 11, Cha 9. 
   
  Skills: Climb +2, Spot +1, Swim +2. Feats: Power 
  Attack, Weapon Focus (short sword). 
   
  Equipment: scale mail, small wooden shield, short 
  sword, light crossbow, quiver, 20 quarrels.  
      
  Teamsters (2), male human Com1:
  Teamsters (2), male human Com1:
  Teamsters (2), male human Com1:
  Teamsters (2), male human Com1: Medium Humanoid (5 
  ft. 10 in. tall); HD 1d4; hp 3; Init +0; Spd 30 ft.; AC 10; 
  Atks +0 melee (1d3(sub), unarmed strike); AL N; SV Fort 
  +0, Ref +0, Will +0. 
   
  Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skills: Handle Animal +4. 
   
  Equipment: peasant’s outfit. 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Midland Soldiers (6), male human War3:
  Midland Soldiers (6), male human War3:
  Midland Soldiers (6), male human War3:
  Midland Soldiers (6), male human War3: CR 2; Medium 
  Humanoid (6 ft. tall); HD 1d8 + 1; hp 6; Init +0; Spd 20; 
  AC 15 (+4 scale mail, +1 small shield); Atks +3 melee 
  (1d6+1 [crit 19-20], short sword), +1 ranged (1d8 [crit 19-
  20], light crossbow); AL N; SV Fort +2, Ref +0, Will +0. 
   
  Str 13, Dex 10, Con 12, Int 10, Wis 11, Cha 9. 
   
  Skills: Climb +2, Spot +1, Swim +2. Feats: Power 
  Attack, Weapon Focus (short sword). 
   
  Equipment: scale mail, small wooden shield, short 
  sword, light crossbow, quiver, 20 quarrels.  
      
  Teamsters (2), male human Com1:
  Teamsters (2), male human Com1:
  Teamsters (2), male human Com1:
  Teamsters (2), male human Com1: CR 0.25; Medium 
  Humanoid (5 ft. 10 in. tall); HD 1d4; hp 3; Init +0; Spd 30 
  ft.; AC 10; Atks +0 melee (1d3(sub), unarmed strike); AL 
  N; SV Fort +0, Ref +0, Will +0. 
   
  Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skills: Handle Animal +4, Profession (Teamster) +4. 
   
  Equipment: Peasant’s outfit. 
   
  Draft Horses (6):
  Draft Horses (6):
  Draft Horses (6):
  Draft Horses (6): Large Animal (10 ft. long); HD 3d8+3; 
  hp 14; Init +1 (Dex); Spd 50; AC 13 (-1 size, +1 Dex, Atks 
  +3 melee (1d6+2 [x2], hooves); Face/Reach: 5 ft. x 10 ft./5 
  ft; SQ scent; AL N; SV Fort +5, Ref +4, Will +2. 
   
  Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Listen +6, Spot +6. 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Irrunee, human male Wiz5/R
  Irrunee, human male Wiz5/R
  Irrunee, human male Wiz5/R
  Irrunee, human male Wiz5/Rog2: 
  og2: 
  og2: 
  og2: Medium Humanoid (5 
  ft. 8 in. tall); HD 5d4+2d6+7; hp 27; Init +5 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 11 (Dex); Atks +3 
  melee (1d4 [crit 19-20], dagger), +4 ranged (1d4 [crit 19-
  20], dagger); SA spells, Rog sneak attack +1d6; SQ Rog 
  evasion; AL CE; SV Fort +2, Ref +6, Will +4. 
   
  Str 10, Dex 12, Con 12, Int 17, Wis 11, Cha 12. 
   
  Skills: Bluff +8, Concentration +9(+13 casting 
  defensively), Disguise +7, Forgery +7, Handle Animal +3, 
  Innuendo +6, Intuit Danger +5, Pick Pockets +5, Sense 
  Motive +4, Speak Language (draconic), Spellcraft +8. 
  Feats: 
  Combat 
  Spellcasting, 
  Improved 
  Initiative, 
  Lightning Reflexes, Silent Spell, Still Spell. 
   
  Equipment: Peasant’s outfit, spell component pouch. 
   
  Spells (4/4/3/2): 0—detect magic, detect poison, daze, 
  mending; 1st—chill touch, shield, shocking grasp, burning 
  hands; 2nd—protection from normal missiles, spectral hand, 
  
   
  The Package 
   
  Page 10 
  ghoul touch; 3rd—charm person (silent/still), levitate 
  (silent). 
   
  Notes: Irrunee is along to keep an eye on Nandris 
  and make sure he gets to Dorakaa. He is in disguise as a 
  teamster, and is driving the carriage Nandris is in. He 
  appears to be a middle-aged, grizzled human with long 
  graying hair, a scraggy beard, and a slumped posture (he’s 
  actually a middle-aged man with brown hair, and is 
  normally clean-shaven). Make a Disguise check for 
  Irrunee at “+5” for changing minor details only (PH Ch. 
  4). Make opposed Spot checks for PCs. Any PCs who 
  make the Spot check notice something “funny” about the 
  guy driving the carriage. When combat begins he will use 
  his silent/still charm person on a tough-looking fighter-
  type, then levitate, then protection from normal missiles. He’ll 
  take free actions to plead with any character he charms to 
  protect him from harm. After that he uses his touch-
  based spells, through his spectral hand, and will 
  concentrate on one target (preferably a wizard or 
  sorcerer). Irrunee is very crafty, so adapt his tactics to best 
  fit the situation. Examples include using Bluff to feint or 
  even maintain his cover in the face of an overwhelming 
  attack (only to try his best to get the PCs captured in 
  Encounter 5: Pursuit). An understanding of the Bluff and 
  Disguise rules is important to run this NPC. 
   
  Midland Soldiers (6), male human War3:
  Midland Soldiers (6), male human War3:
  Midland Soldiers (6), male human War3:
  Midland Soldiers (6), male human War3: Medium 
  Humanoid (6 ft. tall); HD 3d8 + 3; hp 17; Init +4; Spd 20; 
  AC 15 (scale mail, small shield); Atks +5 melee (1d6+1 
  [crit 19-20], short sword), +4 ranged (1d8 [crit 19-20], light 
  crossbow); AL N; SV Fort +5, Ref +1, Will +1. 
   
  Str 13, Dex 10, Con 12, Int 10, Wis 11, Cha 9. 
   
  Skills: Climb +4, Spot +2, Swim +3. Feats: Improved 
  Initiative, Power Attack, Weapon Focus (short sword). 
   
  Equipment: scale mail, small wooden shield, short 
  sword, light crossbow, quiver, 20 quarrels.  
      
  Teamster, male human Com2:
  Teamster, male human Com2:
  Teamster, male human Com2:
  Teamster, male human Com2: Medium Humanoid (5 ft. 
  10 in. tall); HD 2d4; hp 6; Init +0; Spd 30 ft.; AC 10; Atks 
  +0 melee (1d3(sub), unarmed strike); AL N; SV Fort +0, 
  Ref +0, Will +0. 
   
  Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skills: Handle Animal +5, Profession (Teamster) +5. 
   
  Equipment: Peasant’s outfit. 
   
  Draft Horses (6):
  Draft Horses (6):
  Draft Horses (6):
  Draft Horses (6): Large Animal (10 ft. long); HD 3d8+3; 
  hp 14; Init +1 (Dex); Spd 50; AC 13 (-1 size, +1 Dex, Atks 
  +3 melee (1d6+2 [x2], hooves); Face/Reach: 5 ft. x 10 ft./5 
  ft; SQ scent; AL N; SV Fort +5, Ref +4, Will +2. 
   
  Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Listen +6, Spot +6. 
   
  Augmented Tier
  Augmented Tier
  Augmented Tier
  Augmented Tier    
  For exceptionally powerful parties, double the number of 
  soldiers. 
   
  If the PCs do nothing, the procession continues down the 
  road. They have missed Nandris, and will have to go 
  home empty-handed. Assume someone in Nandris’ escort 
  saw the PCs but didn’t say anything, and then informs the 
  patrol, and move on to Encounter 5: Pursuit. 
   
  After the combat is over, and as soon as Nandris is 
  able to talk to the PCs, have him introduce himself in a 
  polite manner. He asks questions of the PCs like “who are 
  you” and “what do you want with me” and such things. 
  He also asks the PCs if they know there are patrols in this 
  area, and tells them there will be soldiers looking for him 
  soon. Roleplay him as a hostage negotiator, trying to 
  make sure he survives – he feels that if the group is 
  caught by the patrols, he may be used as a hostage, which 
  means his chances for survival go down drastically. He 
  just wants to live through this, and a patrol catching up 
  with the group would not help his chances in his 
  opinion. 
   
  Each soldier carries 6 sp and 10 cp, and the teamster 
  has 2 sp and 6 cp. The wagon is pulled by two draft 
  horses, as is the carriage. The carriage contains nothing of 
  value besides the drapes (10 gp value), Nandris’ clothing 
  and personal possessions (which include a satchel with 
  diplomatic papers and a pouch with 10 pp) and a small 
  chest with more clothes. These personal possessions 
  amount to a value of 200 gp overall, but remind the PCs 
  that Gaiyle told them Nandris would be keeping his 
  possessions. 
   
  The wagon contains 3 sacks of feed for horses, two 
  barrels of water (20 gallons each), a cooking pot, and 
  enough bread, cheese, beans, and cabbage to last ten 
  people for three days. 
   
  Note that there are no saddlebags or packsaddles for 
  the draft horses to use to carry equipment or loot. If a PC 
  wants to try to control the draft horses and take them 
  away (with or without the wagon), that PC must make a 
  Handle Animals check with DC 15 for each animal. Each 
  attempt takes 15 minutes, the PC may not take 10, and 
  failure means they must either leave the animal or spend 
  the rest of the day trying to control it. Make a note of any 
  overburdened characters or mounts at this point, and 
  determine the party’s overland speed by figuring out 
  what the slowest member’s movement rate is. Also make 
  note of how long the party takes before moving on. 
   
   
  Encounter 5: Pursuit
  Encounter 5: Pursuit
  Encounter 5: Pursuit
  Encounter 5: Pursuit    
  Regardless of whether or not the PCs have Nandris, they 
  will most likely be chased on their way out of the 
  Midlands. The only way to avoid this is if they did not 
  ambush anyone or tip anyone else off to their presence 
  along the road. In this event move on to Ending 2: 
  Greenkeep Delivery. If the party has captured Nandris, then 
  automatically run through this encounter. 
   
  A group of mercenaries have been tasked with 
  patrolling this area for bandits. They are led by a half-orc 
  fighter-priest named Urkull. His orders are to capture any 
  bandits in order to interrogate them and discover the 
  identity of their employer, if any. Graf Tadurinal wants to 
  find out if the banditry that has been occurring of late in 
  his very own realm is the result of outside meddling or 
  just a few scattered bands that have nothing better to do. 
  
   
  The Package 
   
  Page 11 
   
  The patrol is also to be on the lookout for Nandris 
  and his party, and is to escort them to the border on their 
  way to Dorakaa to the northwest. 
   
  Assume the patrol finds out about the PCs in one of 
  two ways: 
  • 
  A passerby notices the PCs or escapes their ambush, 
  happens upon the patrol, and tells them what they 
  saw. The patrol will set out immediately to find the 
  PCs, who will have a 2-hour head start (assuming 
  they left the ambush site right away). This only 
  occurs if the passerby escapes in the direction of 
  Urkull’s patrol (west). 
  • 
  The patrol waited for Nandris to arrive, and set off to 
  find him when he doesn’t arrive on time. In this case, 
  the PCs have a 4-hour head start. 
   
  The patrol moves at an average speed of four miles per 
  hour while tracking. Use DM’s Aid #2
  DM’s Aid #2
  DM’s Aid #2
  DM’s Aid #2 to track the 
  progress of the patrol compared to that the party – it’s 
  probably a good idea to allow the players to take a short 
  break while you fill out this sheet, which will both help 
  keep them guessing and give them something else to do. 
  Make note of the time of day the patrol catches up with 
  the party, and run the combat that ensues accordingly. It’s 
  possible for the fight to occur on the riverbank as the 
  party is waiting for nightfall, and if so they cannot expect 
  help from the other side until after dusk. Should the PCs 
  arrive before sunrise on the first night, the raft is sent 
  then. It is dark for about 14 hours, starting about 5 hours 
  after noon. That’s how long PCs have about 14 hours to 
  get from the ambush site to the riverbank if they want to 
  get across before the next night (see DM Aid #2
  DM Aid #2
  DM Aid #2
  DM Aid #2). They 
  should be told that it is impossible to make it in time if 
  they walk or bring any carts along, and very difficult if 
  they have any draft horses or ponies. Please read the 
  overland travel rules for more info on travel speed, 
  hustling, forced marching, etc. (PH Ch. 9), to prepare for 
  this encounter. 
   
  In order to travel the most direct route at night, 
  someone in the party has to make a successful skill check 
  in Wilderness Lore (DC 13+(Tier)) every hour of travel. 
  Since they have a decent map, failure merely indicates 
  the party is off-track and effectively loses half its 
  movement that hour. If there are any PC’s who have 
  Intuit Direction skill, the DM should roll one check in 
  secret (DC 15 – the PC may not take 10 on this roll); if 
  successful, no further skill rolls are needed for the group 
  to stay on track that sleep cycle. If failed, there is no 
  effect, but if the roll was 1 the party effectively loses their 
  entire first hour of movement, and has to rely on other 
  skills to direct them for subsequent hours of travel in that 
  sleep cycle. However, if another character with Intuit 
  Direction skill succeeds on their check, this cancels the 
  effect of the 1 but gives no benefits (the group has to rely 
  on other skills that day). 
   
  Urkull’s patrol has already traveled four hours this 
  sleep cycle by the time they begin their pursuit. They 
  travel five more hours, and avoid hustling. This means 
  they “force march” for one hour, thus each of their horses 
  takes 1d6 real damage. They then rest for eight hours, and 
  begin again. They will not force march again during the 
  remainder of the pursuit. 
   
  Their trackers, two gnoll rangers, have a Wilderness 
  Lore skill bonus of +(6+(Tier)) each. They both attempt to 
  find tracks, so roll for each individually at “+5” DC due to 
  traveling at full speed (PH Ch. 5), and “+2” DC for 
  unfavorable circumstances (tracking from horseback). 
  Instead of checking every mile, check once per hour at 
  “+5” DC. If either of them succeeds in the check, they 
  remain on the party’s trail for that hour.  
   
  Use the following DCs: 
  Ground is soft (due to prior rains) (DC 10) 
  • 
  -1 for every 3 creatures in the party (mounted 
  characters don’t count, but their mounts do); treat a 
  cart or carriage as 3 creatures 
  • 
  +5 if party is attempting to cover its trail (half 
  dismounted speed, or full dismounted speed if a PC 
  makes a Track check, using Wilderness Lore skill, 
  against DC 15) 
  • 
  +5 for the trackers going full-speed 
  • 
  +2 for unfavorable circumstances (tracking from 
  horseback) 
  • 
  +5 for checking every hour instead of every mile 
  (special rule to streamline the process) 
   
  If both gnolls fail in a given check, they may retry after 
  one hour of searching, and without the +5 DC penalty for 
  moving at full speed, +2 for unfavorable circumstances, or 
  the +5 DC penalty for checking every hour instead of 
  every mile. Record a 2 for number of miles traveled in the 
  hour of a failed check on DM’s Aid #2
  DM’s Aid #2
  DM’s Aid #2
  DM’s Aid #2, then skip the next 
  hour(s) to account for the retry. Note that if the PCs 
  backtrack to throw off their pursuers (which should 
  shave 1-2 miles per hour off their overland speed), they 
  force the pursuers to roll Tracking again during the hour 
  they cross the backtracked path. 
   
  If Irrunee has managed to accompany the party (Tier 
  3 only), he tries to make it easier to track the group, slows 
  them down, or whatever else he can do to make things 
  difficult for them. He does not reveal himself to Nandris, 
  who knows nothing about him. If Urkull’s patrol attacks, 
  he joins the combat against the PCs. If not, he tries to stay 
  with the group. 
   
  The patrol’s statistics are as follows: 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Urkull, male h
  Urkull, male h
  Urkull, male h
  Urkull, male half
  alf
  alf
  alf----orc Ftr2/Clr2 of Gruumsh:
  orc Ftr2/Clr2 of Gruumsh:
  orc Ftr2/Clr2 of Gruumsh:
  orc Ftr2/Clr2 of Gruumsh: Medium 
  Humanoid (6 ft. tall); HD 2d10 + 2d8 + 12; hp 36; Init +1 
  (Dex); Spd 30 ft. (60 while mounted); AC 17 (+1 Dex, +4 
  chain mail shirt, +1 small shield); Atks +7 melee (1d6+3 
  [crit x3], halfspear), +4 ranged (1d4, sling); SA spells; SQ 
  Darkvision 60 ft.; AL CE; SV Fort +9, Ref +1, Will +4. 
   
  Str 17, Dex 13, Con 16, Int 10, Wis 13, Cha 9. 
   
  Skills: Concentration +4(+8 casting defensively), 
  Knowledge(Religion) +2, Ride +8, Spot +2. Feats: Cleave, 
  Combat Casting, Dodge, Power Attack, Weapon Focus 
  (halfspear). 
  
   
  The Package 
   
  Page 12 
   
  Equipment: chain mail shirt, medium metal shield, 
  halfspear, sling, pouch with 20 sling stones, iron holy 
  symbol of Gruumsh, two sets of manacles. 
   
  Spells (4/3): Spheres: Evil (+1 to effective level when 
  casting spells in the Evil sphere) and War; 0—create water, 
  cure minor wounds, detect magic, purify food & drink; 1st—
  command, curse, endure elements (cold), protection from good 
  (domain spell). 
   
  Orcs
  Orcs
  Orcs
  Orcs (3):
  (3):
  (3):
  (3): Medium Humanoid (6 ft. tall); HD 1d8; hp 6; 
  Init +0; Spd 30 ft. (60 while mounted); AC 13 (studded 
  leather); Atks +3 melee (1d6+2, club), +1 ranged (1d6+2, 
  throwing axe); SQ Darkvision 60 ft., light sensitivity; AL 
  CE; SV Fort +2, Ref +0, Will -1.  
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness. 
   
  Equipment: studded leather armor, two throwing 
  axes, two sets of manacles. 
   
  Light Warhorses (8):
  Light Warhorses (8):
  Light Warhorses (8):
  Light Warhorses (8): Large Animal (9 ft. long); HD 3d8+9; 
  hp 22; Init +1 (Dex); Spd 60 ft.; AC 14 (-1 size, +1 Dex, +4 
  natural); Atks +2 melee (1d4+3 [x2], hooves), –1 melee 
  (1d3+1, bite) Face/Reach: 5 ft. x 10 ft./5 ft; SQ Scent; AL 
  N; SV Fort +6, Ref +4, Will +2. 
   
  Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills: Listen +7, Spot +7. 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Encounter Level (EL): 
  Encounter Level (EL): 
  Encounter Level (EL): 
  Encounter Level (EL): 8 
   
  Urkull, male half
  Urkull, male half
  Urkull, male half
  Urkull, male half----orc Ftr2/Clr2 of Gruumsh:
  orc Ftr2/Clr2 of Gruumsh:
  orc Ftr2/Clr2 of Gruumsh:
  orc Ftr2/Clr2 of Gruumsh: Medium 
  Humanoid (6 ft. tall); HD 2d10 + 2d8 + 12; hp 36; Init +1 
  (Dex); Spd 30 ft. (60 while mounted); AC 17 (+1 Dex, +4 
  chain mail shirt, +1 small shield); Atks +7 melee (1d6+3 
  [crit x3], halfspear), +4 ranged (1d4, sling); SA spells; SQ 
  Darkvision 60 ft.; AL CE; SV Fort +9, Ref +1, Will +4. 
   
  Str 17, Dex 13, Con 16, Int 10, Wis 13, Cha 9. 
   
  Skills: Concentration +4(+8 casting defensively), 
  Knowledge(Religion) +2, Ride +8, Spot +2. Feats: Cleave, 
  Combat Casting, Dodge, Power Attack, Weapon Focus 
  (halfspear). 
   
  Equipment: chain mail shirt, medium metal shield, 
  halfspear, sling, pouch with 20 sling stones, iron holy 
  symbol of Gruumsh, two sets of manacles. 
   
  Spells (4/3): Spheres: Evil (+1 to effective level when 
  casting spells in the Evil sphere) and War; 0—create water, 
  cure minor wounds, detect magic, purify food & drink; 1st—
  command, curse, endure elements(cold), protection from good 
  (domain spell). 
   
  Gnolls (2), male Rgr2:
  Gnolls (2), male Rgr2:
  Gnolls (2), male Rgr2:
  Gnolls (2), male Rgr2: Medium Humanoid (7 ft. 6 in. tall); 
  HD 2d10 + 2d8 + 5; hp 23; Init +0; Spd 30 ft. (60 while 
  mounted); AC 16 (+1 natural, +4 scale mail, +1 small 
  shield); Atks +6 melee (1d8+3 [crit x3], battleaxe), +3 
  ranged (1d6 [crit x3], short bow); SQ Darkvision 60 ft.; AL 
  CE; SV Fort +8, Ref +0, Will +0. 
   
  Str 16, Dex 10, Con 13, Int 8, Wis 11, Cha 8. 
   
  Skills: Listen +7, Move Silently +4, Ride +4, Spot +4, 
  Wilderness Lore +8. Feats: Alertness, Skill Focus 
  (Wilderness Lore), Track. 
   
  Equipment: Scale mail, medium wooden shield, 
  battleaxe, short bow, quiver with 20 arrows, two sets of 
  manacles. 
   
  Orcs
  Orcs
  Orcs
  Orcs (5):
  (5):
  (5):
  (5): Medium Humanoid (6 ft. tall); HD 1d8; hp 6; 
  Init +0; Spd 30 ft. (60 while mounted); AC 13 (studded 
  leather); Atks +3 melee (1d6+2, club), +1 ranged (1d6+2, 
  throwing axe); SQ Darkvision 60 ft., light sensitivity; AL 
  CE; SV Fort +2, Ref +0, Will -1.  
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness. 
   
  Equipment: studded leather armor, two throwing 
  axes, two sets of manacles. 
   
  Light Warhorses (8):
  Light Warhorses (8):
  Light Warhorses (8):
  Light Warhorses (8): Large Animal (9 ft. long); HD 3d8+9; 
  hp 22; Init +1 (Dex); Spd 60 ft.; AC 14 (-1 size, +1 Dex, +4 
  natural); Atks +2 melee (1d4+3 [x2], hooves), –1 melee 
  (1d3+1, bite) Face/Reach: 5 ft. x 10 ft./5 ft; SQ Scent; AL 
  N; SV Fort +6, Ref +4, Will +2. 
   
  Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills: Listen +7, Spot +7. 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Ur
  Ur
  Ur
  Urkull, male half
  kull, male half
  kull, male half
  kull, male half----orc Ftr4/Clr4 of Gruumsh:
  orc Ftr4/Clr4 of Gruumsh:
  orc Ftr4/Clr4 of Gruumsh:
  orc Ftr4/Clr4 of Gruumsh: Medium 
  Humanoid (6 ft. tall); HD 4d10 + 4d8 + 24; hp 64; Init +1 
  (Dex); Spd 30 ft. (60 while mounted); AC 18 (+1 Dex, +6 
  banded mail, +1 small shield); Atks +12/+7 melee (1d6+6 
  [crit x3], halfspear), +8/+3 ranged (1d4, sling); SA spells; 
  SQ Darkvision 60 ft.; AL CE; SV Fort +11, Ref +3, Will +7. 
   
  Str 18, Dex 13, Con 16, Int 10, Wis 14, Cha 9. 
   
  Skills: Concentration +6(+10 casting defensively), 
  Knowledge (Religion) +3, Ride +11, Spot +4. Feats: Cleave, 
  Combat Casting, Dodge, Power Attack, Silent Spell, 
  Weapon Focus (halfspear), Weapon Specialization 
  (halfspear). 
   
  Equipment: banded mail, medium metal shield, 
  halfspear, sling, pouch with 20 sling stones, iron holy 
  symbol of Gruumsh, two sets of manacles. 
   
  Spells (5/4/3): Domain: Evil (+1 to effective level 
  when casting spells in the Evil sphere) and War; 0—create 
  water, cure minor wounds(x2), detect magic, purify food & 
  drink; 1st—command, curse, endure elements(cold), sanctuary, 
  protection from good (domain spell); 2nd—armor of faith 
  (silent), hold person(x2), spiritual weapon (domain spell). 
   
  Gnolls (2), male Rgr3:
  Gnolls (2), male Rgr3:
  Gnolls (2), male Rgr3:
  Gnolls (2), male Rgr3: Medium Humanoid (7 ft. 6 in. tall); 
  HD 4d10 + 2d8 + 6; hp 34; Init +0; Spd 30 ft. (60 while 
  mounted); AC 16 (+1 natural, +4 scale mail, +1 small 
  shield); Atks +8 melee (1d8+3 [x3], battleaxe), +5 ranged 
  (1d6 [x3], short bow); SQ Darkvision 60 ft.; AL CE; SV 
  Fort +8, Ref +1, Will +1. 
   
  Str 16, Dex 10, Con 13, Int 8, Wis 11, Cha 8. 
   
  Skills: Listen +7, Move Silently +5, Ride +5, Spot +5, 
  Wilderness Lore +9. Feats: Alertness, Skill Focus 
  (Wilderness Lore), Track. 
   
  Equipment: Scale mail, medium wooden shield, 
  battleaxe, short bow, quiver with 20 arrows, two sets of 
  manacles. 
   
  
   
  The Package 
   
  Page 13 
  Orcs
  Orcs
  Orcs
  Orcs (5):
  (5):
  (5):
  (5): Medium Humanoid (6 ft. tall); HD 1d8; hp 6; 
  Init +0; Spd 30 ft. (60 while mounted); AC 13 (studded 
  leather); Atks +3 melee (1d6+2, club), +1 ranged (1d6+2, 
  throwing axe); SQ Darkvision 60 ft., light sensitivity; AL 
  CE; SV Fort +2, Ref +0, Will -1.  
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness. 
   
  Equipment: studded leather armor, two throwing 
  axes, two sets of manacles. 
   
  Light Warhorses (8):
  Light Warhorses (8):
  Light Warhorses (8):
  Light Warhorses (8): Large Animal (9 ft. long); HD 3d8+9; 
  hp 22; Init +1 (Dex); Spd 60 ft.; AC 14 (-1 size, +1 Dex, +4 
  natural); Atks +2 melee (1d4+3 [x2], hooves), –1 melee 
  (1d3+1, bite) Face/Reach: 5 ft. x 10 ft./5 ft; SQ Scent; AL 
  N; SV Fort +6, Ref +4, Will +2. 
   
  Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills: Listen +7, Spot +7. 
   
  Augmented Tier
  Augmented Tier
  Augmented Tier
  Augmented Tier    
  For exceptionally powerful parties, double the number of 
  orcs, and have them all riding light warhorses. 
   
  All patrol members are riding light warhorses. Urkull is 
  very ambitious, and is overconfident when dealing with 
  the “weaker races” (humans and demi-humans). Thus, he 
  has ordered the rest of the patrol to try to overpower the 
  party with brute force when they are discovered. They 
  first surround the party, then simply rush in and try to 
  knock the PCs unconscious (see subdual damage, PH Ch. 
  8) using their clubs and war-trained mounts (see mounted 
  combat, PH Ch. 8). Remember that the PCs may be using 
  riding mounts rather than war-trained ones, which will 
  be very difficult to control in a fight. 
   
  If the combat turns against the patrol, they use their 
  hand axes for full effect, and the orc barbarians use their 
  barbarian rage ability (in Tiers 2-3 only). If Urkull is slain 
  or incapacitated, and the rest of the patrol is 
  outnumbered, they flee. Urkull keeps fighting unless he 
  is the last member of his group left, in which case he runs 
  if facing tough opposition. He orders a retreat only if he 
  feels the group is outnumbered more than 2-1, and even 
  then he is wary of illusion. 
   
  Each patrol member carries two sets of manacles, 
  which they use during combat to tie up helpless foes as 
  the opportunity presents itself. Urkull’s first action is to 
  curse the party the round before the orcs strike. He then 
  envelops any known spellcasters in darkness and uses 
  command “sleep” on the first warrior he sees. He will 
  utilize the darkness effect for a quick escape later, if 
  needed. He enjoys using the Power Attack feat against 
  opponents with little or no armor. 
   
  Treasure carried by the patrol members includes 
  their equipment (as listed in the descriptions) and 10 sp 
  per orc or gnoll. Urkull also carries 5 gp. The light 
  warhorses are worth quite a bit, but first must be 
  captured, then calmed (Handle Animal or Riding DC 25). 
  Note that there is no way to get them across the river to 
  be sold in Rookroost. 
   
  The elves at the crossing will come as promised after 
  the PCs light the three torches at the riverbank, but will 
  not risk being spotted during daylight. Also, the raft is 
  not large enough to hold more than the party (with any 
  NPCs) and one horse per party member, and the elves do 
  not permit more than one trip across the river. Even if the 
  party wants to swim across and have the elves carry the 
  mounts in the raft, either the elves or the mounts will 
  refuse (GM’s choice). Thus, none of the horses, wagons, 
  the carriage, or heavy supplies from previous encounters 
  can be taken across the river. None of the horses from 
  previous encounters swim across the river, and the 
  wagons/carriages cannot be used effectively as rafts. 
  Should heavily-laden parties who manage to avoid or 
  survive the encounter with Urkull’s patrol desire to head 
  down the river to find a crossing, they will automatically 
  be discovered by a patrol similar to Urkull’s bunch, but 
  with double the numbers of orcs and gnolls. Similarly, 
  any party that follows a different path other than using 
  the Greenkeep river crossing are discovered as well, 
  unless they take care to be stealthy and are not heavily-
  laden with loot (i.e., have no extra horses, carts, or 
  supplies with them). Continue throwing patrols at such a 
  party until they are captured, then move on to Ending 1: 
  Captured. Under no conditions may the party keep the 
  horses, carts, carriage, or supplies they discover in the 
  module. 
   
  Should the PCs desire, they might wish to swim 
  across the Artonsamay. This may happen if they miss an 
  opportunity to use the raft by arriving during the day and 
  realize they are being followed. The river narrows at the 
  crossing to about 500 feet, but the current is not too 
  strong (DC 10+(Tier) Swim check – see PH Ch. 4). Note 
  that the river is very cold, and submerged PCs take 
  (Tier)d6 subdual damage at the end of every five minutes 
  (or portion thereof) spent in the water. Characters travel 
  up to ½ their normal movement per round while 
  swimming (PH Ch. 4), so an unarmored human should be 
  able to get across in 34 rounds, or 3 ½ minutes, and five 
  minutes for an unarmored halfling. Give horses ridden by 
  the PCs a Swim skill bonus equal to its Str, which is 
  usually +1 for light horses. PCs have to make quite a few 
  checks to get across, so it is likely that they leave a good 
  deal of equipment and/or loot behind – remember that 
  swim checks are penalized by -1 per 5 pounds of 
  equipment carried. Allow PCs to take 10 on their Swim 
  check if it would result in success, assuming they are not 
  being shot at while they cross. Also allow a +2 due to 
  favorable circumstances for being assisted by a strong 
  swimmer (who then suffers a -2 to Swim checks while 
  assisting). Alternately, a PC may attempt to tow another 
  character, but suffers a -4 to Swim checks and moves at 
  only ¼ normal movement. None of the horses taken 
  from previous encounters will swim across the river. The 
  patrol will investigate the area so will spot any hidden 
  loot or supplies. 
   
  Due to the cold weather, PCs who swam across the 
  river take 1d6 points of subdual damage per hour after 
  they are out of the water until they are either warm or 
  dry, and cannot be healed until they are both warm and 
  dry. Luckily, the elves have a fire ready for the PCs after 
  they cross the river. In addition, spell components that 
  
   
  The Package 
   
  Page 14 
  are vulnerable to water damage are rendered useless until 
  they can be replaced. Taking time to do so now would 
  delay the group. 
   
  The elves do not allow the raft to be used during the 
  daytime, or used multiple times during the night, and use 
  force (preferably non-lethal) if necessary to prevent it 
  from being used in such a way. Urkull does not order his 
  patrol to cross the river – as overconfident as he can be, 
  he does not feel his group is large enough for such a bold 
  action (and he’s right). 
   
  The party may never encounter Urkull’s patrol if 
  they are smart enough to not get bogged down with too 
  much loot, or cover their path, or just get lucky. If so, and 
  if you think there is enough time left for another 
  encounter, Gaiyle meets them in Rookroost (go to 
  Encounter 6: Out of the Frying Pan…). Otherwise, Gaiyle is 
  waiting for them in Greenkeep (go to Ending 2: Greenkeep 
  Delivery). Should the party be taken captive, go on to 
  Ending 1: Captured!, next.  
   
   
  Ending 1: Captured!
  Ending 1: Captured!
  Ending 1: Captured!
  Ending 1: Captured!    
  Use this ending if the PCs are captured by forces in the 
  service of the Midlands or Iuz (such as Urkull’s bunch). 
  Otherwise, skip it (refer to DM’s Aid #3). 
   
  You are all chained and marched for two days across the open 
  You are all chained and marched for two days across the open 
  You are all chained and marched for two days across the open 
  You are all chained and marched for two days across the open 
  plains of the Midlands. In the cold rain at the end of the second 
  plains of the Midlands. In the cold rain at the end of the second 
  plains of the Midlands. In the cold rain at the end of the second 
  plains of the Midlands. In the cold rain at the end of the second 
  day, you can barely make out the shapes of tents and the reddish 
  day, you can barely make out the shapes of tents and the reddish 
  day, you can barely make out the shapes of tents and the reddish 
  day, you can barely make out the shapes of tents and the reddish 
  light of a cooking fire ahead.
  light of a cooking fire ahead.
  light of a cooking fire ahead.
  light of a cooking fire ahead.    
      
  You are each led into a large tent and chained to one of 
  You are each led into a large tent and chained to one of 
  You are each led into a large tent and chained to one of 
  You are each led into a large tent and chained to one of 
  several vertical logs, which are half
  several vertical logs, which are half
  several vertical logs, which are half
  several vertical logs, which are half----buried. After you are all 
  buried. After you are all 
  buried. After you are all 
  buried. After you are all 
  secured, a man wearing the uniform of Iuz’ army enters the tent.
  secured, a man wearing the uniform of Iuz’ army enters the tent.
  secured, a man wearing the uniform of Iuz’ army enters the tent.
  secured, a man wearing the uniform of Iuz’ army enters the tent.    
      
  “Whom do you work for? What were you doing engaging 
  “Whom do you work for? What were you doing engaging 
  “Whom do you work for? What were you doing engaging 
  “Whom do you work for? What were you doing engaging 
  in banditry in 
  in banditry in 
  in banditry in 
  in banditry in these lands without the permission of the Graf?” 
  these lands without the permission of the Graf?” 
  these lands without the permission of the Graf?” 
  these lands without the permission of the Graf?”     
   
  Lieutenant Cramlin is intent upon finding out whether 
  the PCs are working for someone else, or whether they 
  are “self-employed.” He assumes they are bandits without 
  evidence to the contrary from either the captors or the 
  PCs themselves. 
   
  Cramlin has a Sense Motive skill of +1, so he 
  shouldn’t be too hard to fool with a good argument (see 
  the Bluff skill, PH Ch. 4). He wants to believe that the PCs 
  are bandits, and he would be easy to convince that they 
  are working for just about anyone besides Graf Tadurinal. 
  Of course, if he has evidence that leads him to believe the 
  PCs are NOT simple bandits, he will be harder to 
  convince (+2 or more to Bluff DCs) 
   
  If Cramlin can be convinced that the PCs are really 
  just independent bandits, or even working for someone, 
  they are offered a chance to live if they swear not to 
  engage in banditry in the Midlands without the 
  permission of the Graf. They are then sent to work in the 
  silver mines in the Rift for a month, they each gain Whip 
  Scars from their work in the mines, then are released. 
  Each PC deducts four (4) Time Units from their total, in 
  addition to any other Time Unit costs for playing the 
  scenario. PCs who do not swear are instead imprisoned in 
  Rookroost to await execution, and are branded with the 
  Brand of the Condemned; after four months of this they are 
  inexplicably released, and must deduct an additional 
  twelve (12) Time Units for the scenario, in addition to 
  normal costs. In either case PCs receive the Enmity of Graf 
  Tadurinal. PCs also get an Influence Point with Gaiyle 
  Markhalla, and she will make sure they receive any gold 
  they are due, as long as the PC in question kept the 
  mission a secret and misled Cramlin as to their true 
  purpose. None of their equipment is returned, except one 
  item per PC; each PC may select one item they may keep. 
  A plain-looking young man returns it a few days after 
  they are released. 
   
  Should the PCs confess to their true mission 
  (capturing Nandris) and convince Cramlin of their 
  sincerity, they may be able to capitalize off his surprise. 
  By providing a name and description of their employer 
  (Gaiyle) and all the other details of their mission, they are 
  released from captivity as soon as Graf Tadurinal hears of 
  the incident. No time units will need to be deducted in 
  addition to the regular cost of the scenario. Each PC so 
  cooperating with Cramlin gains an Influence Point with 
  Graf Tadurinal, and the Disfavor of Gaiyle Markhalla. 
  However, they do not receive any payment from Gaiyle 
  later. All their equipment is returned when the PCs are 
  released.  
   
  If the PCs cook up another tale that skirts the truth 
  about their real purpose, handle it as if they convinced 
  the officer that they were independent bandits with 
  changes as appropriate.  
   
  Depending on what he overheard, Irrunee may 
  prove to be the group’s undoing in this ending (Tier 3 
  only). Lieutenant Cramlin knows of Irrunee and will 
  separate him from the group right away, and take his 
  report first. This may make convincing Cramlin a tough 
  or impossible challenge.  
   
  Should Cramlin believe the PCs were actually after 
  Nandris from the beginning, and if they don’t “spill 
  everything,” they will be imprisoned in Rookroost to 
  await execution. They must deduct twelve (12) Time 
  Units, and are inexplicably released. They are not paid by 
  Gaiyle, though they do receive the Enmity of Graf 
  Tadurinal. None of their equipment is returned, except 
  one item per PC; each PC may select one item they may 
  keep. A plain-looking young man returns it a few days 
  after they are released. 
   
   
  Ending 2: Greenkeep Delivery
  Ending 2: Greenkeep Delivery
  Ending 2: Greenkeep Delivery
  Ending 2: Greenkeep Delivery    
  If the PCs capture Nandris and were subsequently 
  attacked by the patrol in Pursuit, or if there is not enough 
  time left for another encounter, Gaiyle meets them across 
  the riverbank in Greenkeep (refer to DM’s 
  DM’s 
  DM’s 
  DM’s Aid #3
  Aid #3
  Aid #3
  Aid #3). The 
  raft is sent to fetch them at night, but only if they light 
  the three torches they were told about earlier. If the PCs 
  light the torches at night, read the following: 
   
  
   
  The Package 
   
  Page 15 
  Your mission is nearly complete…you’ve lit the three torches 
  Your mission is nearly complete…you’ve lit the three torches 
  Your mission is nearly complete…you’ve lit the three torches 
  Your mission is nearly complete…you’ve lit the three torches 
  and can barely
  and can barely
  and can barely
  and can barely make out the raft coming towards you from the 
   make out the raft coming towards you from the 
   make out the raft coming towards you from the 
   make out the raft coming towards you from the 
  opposite riverbank after only a few minutes.
  opposite riverbank after only a few minutes.
  opposite riverbank after only a few minutes.
  opposite riverbank after only a few minutes.    
      
  The elves allow you to board the large raft again, and shove 
  The elves allow you to board the large raft again, and shove 
  The elves allow you to board the large raft again, and shove 
  The elves allow you to board the large raft again, and shove 
  off when you’re aboard. Once across the Artonsamay River you 
  off when you’re aboard. Once across the Artonsamay River you 
  off when you’re aboard. Once across the Artonsamay River you 
  off when you’re aboard. Once across the Artonsamay River you 
  climb off the raft and the elves pull it 
  climb off the raft and the elves pull it 
  climb off the raft and the elves pull it 
  climb off the raft and the elves pull it ashore and hide it.
  ashore and hide it.
  ashore and hide it.
  ashore and hide it.    
      
  You are then escorted to a clearing lit by two lanterns, 
  You are then escorted to a clearing lit by two lanterns, 
  You are then escorted to a clearing lit by two lanterns, 
  You are then escorted to a clearing lit by two lanterns, 
  where Gaiyle awaits. 
  where Gaiyle awaits. 
  where Gaiyle awaits. 
  where Gaiyle awaits.     
   
  If the PCs captured Nandris, Gaiyle questions the PCs 
  about what happened, checks Nandris to make sure he is 
  unharmed and has all of his possessions, and corroborates 
  with Nandris that the party’s story is true using Innuendo 
  (DC 20 for PCs to notice this). She then pays the party the 
  remainder they are owed (total payment adds up to 100 
  gp per PC). She takes any missing possessions of Nandris’ 
  out of their pay (use your best judgment – Gaiyle is not 
  trying to be difficult here, just fair). She pays nothing to 
  any PCs involved in misleading her so they can keep the 
  mounts she provided and get paid (remember, Nandris is 
  cooperating and tells her everything he saw). She pays a 
  bonus of 40 gp to PCs who communicated with her in 
  Encounter 1: The Offer using Innuendo and who worked to 
  keep the mission secret and successful. 
   
  Remember that there are many elves in the area 
  (some hidden) when they are discussing this, so violence 
  from the PCs should be met with brutal force, as in 
  Greenkeep Crossing. PCs who treated both Gaiyle and 
  Nandris well and did not give away their true purpose 
  each receive an Influence Point with Gaiyle Markhalla. 
  Those that endangered the secrecy or success of the 
  mission, were overly rude to Gaiyle and/or Nandris, or 
  reported the activities of the elves in Greenkeep instead 
  receive the Disfavor of Gaiyle Markhalla.  
   
  If Irrunee is still with the group (Tier 3 only), Gaiyle 
  finds out about him and he ends up being captured, 
  though this is unknown to the PCs. 
   
  If the PCs were unsuccessful and did not deliver 
  Nandris to Gaiyle, she will still want to know what 
  happened. Based on how the PCs act with her and what 
  they tell her, they may receive the Disfavor of Gaiyle 
  Markhalla as per the criteria listed above. They do not 
  receive any of the promised gold unless they convince 
  her that they did not give away the true purpose of the 
  mission, and that the reason for failure was either out of 
  their hands or due to the incompetence of one or more 
  party members (remember that Gaiyle has a Sense Motive 
  skill of +18 when resolving any Bluff checks). In this case, 
  she only pays those members who she believes were not 
  the reason for failure.  
   
  Encounter 6: Out 
  Encounter 6: Out 
  Encounter 6: Out 
  Encounter 6: Out of the Frying 
  of the Frying 
  of the Frying 
  of the Frying 
  Pan…
  Pan…
  Pan…
  Pan…    
  Should the PCs never encounter Urkull’s patrol, and if 
  you feel there is enough time, go ahead with this 
  encounter followed by Encounter 7: …And Into the Fire, as 
  indicated in DM’s Aid #3
  DM’s Aid #3
  DM’s Aid #3
  DM’s Aid #3. If there is not enough time go 
  straight to Ending 2: Greenkeep Delivery, instead. 
   
  After the PCs light the three torches to signal the 
  elves that they are ready to cross the river (which must be 
  done at night), read the following: 
   
  You’ve lit the three torches and can barely make out the raft 
  You’ve lit the three torches and can barely make out the raft 
  You’ve lit the three torches and can barely make out the raft 
  You’ve lit the three torches and can barely make out the raft 
  coming tow
  coming tow
  coming tow
  coming towards from the opposite riverbank after only a few 
  ards from the opposite riverbank after only a few 
  ards from the opposite riverbank after only a few 
  ards from the opposite riverbank after only a few 
  minutes.
  minutes.
  minutes.
  minutes.    
      
  The elves allow you to board the large raft again, and shove 
  The elves allow you to board the large raft again, and shove 
  The elves allow you to board the large raft again, and shove 
  The elves allow you to board the large raft again, and shove 
  off when you’re aboard. Once across the Artonsamay River you 
  off when you’re aboard. Once across the Artonsamay River you 
  off when you’re aboard. Once across the Artonsamay River you 
  off when you’re aboard. Once across the Artonsamay River you 
  climb off the raft and the elves pull it ashore and hide it.
  climb off the raft and the elves pull it ashore and hide it.
  climb off the raft and the elves pull it ashore and hide it.
  climb off the raft and the elves pull it ashore and hide it.    
      
  Once on the 
  Once on the 
  Once on the 
  Once on the other side, one of the elves speaks: “Gaiyle told 
  other side, one of the elves speaks: “Gaiyle told 
  other side, one of the elves speaks: “Gaiyle told 
  other side, one of the elves speaks: “Gaiyle told 
  us she wanted to meet you in Rookroost. She said she would be 
  us she wanted to meet you in Rookroost. She said she would be 
  us she wanted to meet you in Rookroost. She said she would be 
  us she wanted to meet you in Rookroost. She said she would be 
  waiting for you in the same place she offered you the job, three 
  waiting for you in the same place she offered you the job, three 
  waiting for you in the same place she offered you the job, three 
  waiting for you in the same place she offered you the job, three 
  nights from now, at midnight.”
  nights from now, at midnight.”
  nights from now, at midnight.”
  nights from now, at midnight.”    
   
  If the PCs need any provisions, the elves supply what 
  they need. Remember that there are many more elves in 
  the area when the PC’s are present, so handle any 
  violence with brutal force as in Greenkeep Crossing. 
   
  Travel back to the city will be uneventful. Once they 
  reach the city, there is the problem of getting in with 
  their “package.” Refer to DM’s Aid #4 for a map of the 
  city. There are several things to keep in mind here: 
   
  The city has walls, and a garrison of human, 
  hobgoblin, and orc troops just outside in a large 
  encampment. The gates are guarded by the city’s “police,” 
  which are nothing more than groups of 4-8 armed 
  ruffians (EL 5-6) who use their city badge to extort money 
  from visitors and the poor. They commonly charge “fees” 
  at each gate over and above the standard 1sp gate fee, and 
  have been informed to be on the lookout for someone 
  fitting Nandris’ description. The PCs will be questioned 
  at the gate, but a Bluff check (PH Ch. 4) should get them 
  past (DC from 5-15+ depending on the believability of the 
  story and role-play). The guards are on the lookout for 
  bribes as well, so a Diplomacy check may suffice (DC 10 
  for a 20 gp bribe, adjust as appropriate to actual bribe). 
  Intimidation may work, if the party can convince the 
  guards they are on the business of Iuz, Cranzer, Graf 
  Tadurinal, or Kerzinen (Baron Pernivi), which should 
  require a separate Bluff check. Handle this using your 
  best judgment for determining DCs. Intimidation DCs 
  for simple threats of bodily harm will be quite high (30+), 
  but may result in different tactics (trailing the group and 
  sending for help) if the PCs look like tough hombres. 
   
  PC members of the Rookroost Thieves’ Guild (which 
  requires a special certificate) may use secret entries into 
  the city, however this will require 10% of the entire take 
  to be turned over to the guild after the adventure, and 
  this is the responsibility of the guildmember PC. Remind 
  them of this before they go through with using the 
  guild’s assistance. Failure to meet this obligation will 
  result in the PC being removed from the guild at the end 
  of this adventure. 
  Scaling the wall and helping the party over with ropes 
  could be an adventure in itself. Role-play this and 
  remember to take Climb, Hide and Move Silently skills 
  into account, as well as Spot and Listen (PH Ch. 4). 
  Average patrols on the walls consist of 2 guards every 2-5 
  minutes (EL 3). If they are found, an alarm will be raised 
  
   
  The Package 
   
  Page 16 
  and the PCs will have to flee or be faced with an 
  overwhelming force eventually (EL9+(Tier)). If the party 
  plays this smart don’t make it too difficult or time-
  consuming. Remember that bribery is always a possibility 
  with these guards (see #1, above). 
   
  After the party is inside the city, read the following: 
   
  Now that you’re back in the city, the only thing left is to make 
  Now that you’re back in the city, the only thing left is to make 
  Now that you’re back in the city, the only thing left is to make 
  Now that you’re back in the city, the only thing left is to make 
  the meet with Gaiyle at midnight. It’s unfortu
  the meet with Gaiyle at midnight. It’s unfortu
  the meet with Gaiyle at midnight. It’s unfortu
  the meet with Gaiyle at midnight. It’s unfortunate that she 
  nate that she 
  nate that she 
  nate that she 
  would pick this particular city to meet in, since Graf Tadurinal, 
  would pick this particular city to meet in, since Graf Tadurinal, 
  would pick this particular city to meet in, since Graf Tadurinal, 
  would pick this particular city to meet in, since Graf Tadurinal, 
  the ruler of the Midlands, lives here. His troops are not an 
  the ruler of the Midlands, lives here. His troops are not an 
  the ruler of the Midlands, lives here. His troops are not an 
  the ruler of the Midlands, lives here. His troops are not an 
  uncommon site in the city, and may recognize Nandris…that 
  uncommon site in the city, and may recognize Nandris…that 
  uncommon site in the city, and may recognize Nandris…that 
  uncommon site in the city, and may recognize Nandris…that 
  would not be good.
  would not be good.
  would not be good.
  would not be good.    
   
  As long as the PCs stay out of the busy areas and don’t 
  advertise their captive, they won’t have a problem with 
  being recognized by Midlands troops in the city. If they 
  do go to the busier areas or do something else that would 
  bring attention to Nandris, the troops trail the party and 
  send word to their commander that they have spotted 
  Nandris – by this time they have been told he has been 
  kidnapped. Unless the party can shake the tail (DC 10 
  Spot check to notice the tail – treat as a wall patrol as in 
  #3, above), the Graf’s soldiers eventually attack them. This 
  will be an overwhelming fight (EL 9+), so use however 
  many soldiers you feel is necessary, and capture the PCs. 
  Move on to Captured, modifying where appropriate. The 
  PCs are then taken to the military camp in the Midlands 
  for interrogation. The police forces in the city have been 
  instructed to stand aside and let the Midlands troops 
  capture the PCs and leave with the PCs in their custody. 
   
  If Irrunee is still with the party (Tier 3 only), he tries 
  to get a message to a snitch on the street, to inform the 
  Midlands troops of where Nandris is. Make a DC 20 
  Innuendo check for PCs nearby for them to notice the 
  true meaning of the seemingly friendly discussion 
  Irrunee has with the old beggar. If the PCs stay in one 
  place too long (an hour) after Irrunee is able to send a 
  message in this manner, an overwhelming group (EL12+) 
  of elite Midlands troops arrives. Use the statistics for the 
  soldiers from Nandris’ escort, with enough of them to 
  take the PCs out – their goal is to capture the group. Go 
  on to Ending 1: Captured! Move on to Encounter 7: …And 
  into the Fire if the PC’s move from place-to-place and delay 
  the Graf’s soldiers from converging on their location; 
  assume that the Thieves’ Guild found them before the 
  Graf’s soldiers did. 
   
   
  Encounter 
  Encounter 
  Encounter 
  Encounter 7: …And Into the 
  7: …And Into the 
  7: …And Into the 
  7: …And Into the 
  Fire
  Fire
  Fire
  Fire    
  If the party spent too much time on the first part (Out of 
  the Frying Pan…) you may skip this encounter and go 
  straight to Ending 3: Rookroost Delivery (refer to DM Aid 
  DM Aid 
  DM Aid 
  DM Aid 
  #3
  #3
  #3
  #3). 
   
  When the PCs are in a less-public area, such as an 
  alley or seedy tavern, a PC with skill in Innuendo – 
  preferably a member of the Rookroost Thieves’ Guild, or 
  alternately a roguish-looking PC – is approached by a 
  young, nondescript human male. PC members of the 
  Rookroost Thieves’ Guild member may (DC 10 Int check) 
  recognize him as a fellow member. He tells the group 
  about a man who has a treasure map for sale, and if they’re 
  interested to follow him. Make an Innuendo check at DC 
  15 for the approached PC. If successful, hand the player 
  Player’s Handout #4
  Player’s Handout #4
  Player’s Handout #4
  Player’s Handout #4. For other PCs with Innuendo skill, 
  make a check for them at DC 20. If they make the check, 
  show the player the handout and make sure they know 
  it’s for their eyes only. If the group leaves with the young 
  man (with Nandris in tow), go on to the meet with 
  Master Pashkar. Otherwise, or if anyone attacks Gerin 
  (the young man who delivered the message), move into 
  the ambush. Treat Gerin as one of the guildmember 
  rogues. 
   
  Surrounding the building or area the PCs are in are 
  12 thieves’ guild members loyal to Pashkar. They attack 
  with sleep spells and saps at first, moving to lethal 
  weapons if any of their comrades fall dead or dying. If 
  they are unable to open the combat with sneak attacks 
  (due to a defensible situation for the PCs), the leader first 
  announces that they are surrounded, “all we want is 
  Nandris, you can all go free if you surrender now.” 
   
  If Irrunee is with the group (Tier 3 only), he lays low; 
  he’ll surrender as soon as he can. 
   
  Tiers 1
  Tiers 1
  Tiers 1
  Tiers 1----2222    
  Ukner, male human Rog6:
  Ukner, male human Rog6:
  Ukner, male human Rog6:
  Ukner, male human Rog6: Medium Humanoid (5 ft. 11 
  in. tall); HD 6d6+6; hp 30 ft.; Init +6 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 15 (+2 Dex, Dodge feat, +2 
  leather armor); Atks +4 melee (1d6(sub), sap), +4 melee 
  (1d4 [crit 19-20], dagger), +6 ranged (1d4 [crit 19-20], 
  dagger); SA Rog sneak attack +3d6; SQ Rog evasion; AL 
  N; SV Fort +2, Ref +7, Will +2. 
   
  Str 10, Dex 15, Con 12, Int 13, Wis 10, Cha 13. 
   
  Skills: Bluff +10, Climb +11, Disable Device +10, Hide 
  +13, Intuit Danger +9, Listen +9, Move Silently +13, Open 
  Locks +11, Sense Motive +9, Spot +9. Feats Dodge, 
  Improved Initiative, Skill Focus (Hide), Skill Focus 
  (Move Silently). 
   
  Equipment: leather armor, cloak, 2 daggers, sap. 
   
  Guildmember rogues (7), male human Rog3:
  Guildmember rogues (7), male human Rog3:
  Guildmember rogues (7), male human Rog3:
  Guildmember rogues (7), male human Rog3: Medium 
  Humanoid (5 ft. 10 in. tall); HD 3d6; hp 15; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 14 (+2 Dex, +2 leather 
  armor); Atks +2 melee (1d6(sub), sap), +2 melee (1d4 [crit 
  19-20], dagger), +4 ranged (1d4 [crit 19-20], dagger); SA 
  Rog sneak attack +2d6; SQ Rog evasion; AL N; SV Fort +1, 
  Ref +5, Will +1. 
   
  Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skills: Bluff +8, Climb +8, Disable Device +8, Hide +8, 
  Intuit Danger +6, Listen +6, Move Silently +10, Open 
  Locks +6, Spot +6. Feats: Dodge, Improved Initiative, Skill 
  Focus (Move Silently). 
   
  Equipment: leather armor, cloak, 2 daggers, sap. 
   
  Guildm
  Guildm
  Guildm
  Guildmember thugs (3), male human Rog1/Ftr2:
  ember thugs (3), male human Rog1/Ftr2:
  ember thugs (3), male human Rog1/Ftr2:
  ember thugs (3), male human Rog1/Ftr2: 
  Medium Humanoid (6 ft. tall); HD 1d6 + 2d10; hp 21; Init 
  
   
  The Package 
   
  Page 17 
  +5 (Dex, Improved Initiative); Spd 30 ft.; AC 14 (+1 Dex, 
  Dodge feat, +2 leather armor); Atks +3 melee (1d6+1(sub), 
  sap), +3 melee (1d6 [crit 19-20], short sword), +3 ranged 
  (1d4 [crit 19-20], dagger); SA Rog sneak attack +1d6; SQ 
  none; AL N; SV Fort +2, Ref +2, Will +0. 
   
  Str 12, Dex 13, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skills: Climb +6, Hide +7, Intuit Danger +4, Move 
  Silently +7. Feats: Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Weapon Focus (short sword). 
   
  Equipment: leather armor, cloak, 2 daggers, sap. 
   
  Guildmember spellcasters (2), male human Rog1/Wiz2:
  Guildmember spellcasters (2), male human Rog1/Wiz2:
  Guildmember spellcasters (2), male human Rog1/Wiz2:
  Guildmember spellcasters (2), male human Rog1/Wiz2: 
  Medium Humanoid (5 ft. 10 in. tall); HD 1d6 + 2d4; hp 
  12; Init +4 (Improved Initiative); Spd 30 ft.; AC 10; Atks 
  +1 melee (1d6(sub), sap), +1 melee (1d4 [crit 19-20], 
  dagger) +1 ranged (1d4 [crit 19-20], dagger); SA Rog 
  spells, sneak attack +1d6; SQ none; AL N; SV Fort +0, Ref 
  +2, Will +3. 
   
  Str 10, Dex 10, Con 10, Int 14, Wis 10, Cha 10. 
   
  Skills Concentration +6(+10 casting defensively), 
  Hide +5, Move Silently +5, Speak Language (Orcish), 
  Speak Language (Draconic), Spellcraft +6. Feats: Alertness, 
  Combat Casting, Improved Initiative. 
   
  Equipment: robes, cloak, spell component pouch, 
  dagger, sap. 
   
  Spells (4/3): 0—detect magic, ray of frost, flare, daze; 
  1st—sleep, magic missile, shield. 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Ukner, male human Rog6:
  Ukner, male human Rog6:
  Ukner, male human Rog6:
  Ukner, male human Rog6: Medium Humanoid (5 ft. 11 
  in. tall); HD 6d6 + 6; hp 30 ft.; Init +6 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 15 (+2 Dex, Dodge feat, +2 
  leather armor); Atks +4 melee (1d6(sub), sap), +4 melee 
  (1d4 [crit 19-20], dagger), +6 ranged (1d4 [crit 19-20], 
  dagger); SA Rog sneak attack +3d6; SQ Rog evasion; AL 
  N; SV Fort +2, Ref +7, Will +2. 
   
  Str 10, Dex 15, Con 12, Int 13, Wis 10, Cha 13. 
   
  Skills: Bluff +10, Climb +11, Disable Device +10, Hide 
  +13, Intuit Danger +9, Listen +9, Move Silently +13, Open 
  Locks +11, Sense Motive +9, Spot +9. Feats Dodge, 
  Improved Initiative, Skill Focus (Hide), Skill Focus 
  (Move Silently). 
   
  Equipment: leather armor, cloak, 2 daggers, sap. 
   
  Guildmember rogues (7), male human Rog5:
  Guildmember rogues (7), male human Rog5:
  Guildmember rogues (7), male human Rog5:
  Guildmember rogues (7), male human Rog5: Medium 
  Humanoid (5 ft. 10 in. tall); HD 5d6 + 5; hp 26; Init +6 
  (Dex, Improved Initiative); Spd 30 ft.; AC 14 (+2 Dex, +2 
  leather armor); Atks +4 melee (1d6+1(sub), sap), +4 melee 
  (1d4 [crit 19-20], dagger), +5 ranged (1d4 [crit 19-20], 
  dagger); SA Rog sneak attack +3d6; SQ Rog evasion; AL 
  N; SV Fort +2, Ref +6, Will +1. 
   
  Str 12, Dex 15, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills: Bluff +10, Climb +10, Disable Device +10, Hide 
  +10, Intuit Danger +8, Listen +8, Move Silently +12, Open 
  Locks +8, Spot +8. Feats: Dodge, Improved Initiative, Skill 
  Focus (Move Silently). 
   
  Equipment: leather armor, cloak, 2 daggers, sap. 
   
  Guildmember thugs (3), male human Rog2/Ftr3:
  Guildmember thugs (3), male human Rog2/Ftr3:
  Guildmember thugs (3), male human Rog2/Ftr3:
  Guildmember thugs (3), male human Rog2/Ftr3: 
  Medium Humanoid (6 ft. tall); HD 2d6 + 3d10 + 5; hp 34; 
  Init +5 (Dex, Improved Initiative); Spd 30 ft.; AC 14 (+2 
  Dex, Dodge feat, +2 leather armor); Atks +6 melee 
  (1d6+1(sub), sap), +6 melee (1d6+1 [crit 19-20], short 
  sword), +5 ranged (1d4+1 [crit 19-20], dagger); SA Rog 
  sneak attack +1d6; SQ Rog evasion; AL N; SV Fort +4, Ref 
  +5, Will +1. 
   
  Str 14, Dex 13, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills: Climb +8, Hide +9, Intuit Danger +6, Move 
  Silently +9. Feats: Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Weapon Focus (short sword). 
   
  Equipment: leather armor, cloak, 2 daggers, sap. 
   
  Guildmember spellcasters (2), male human Rog2/Wiz3:
  Guildmember spellcasters (2), male human Rog2/Wiz3:
  Guildmember spellcasters (2), male human Rog2/Wiz3:
  Guildmember spellcasters (2), male human Rog2/Wiz3: 
  Medium Humanoid (5 ft. 10 in. tall); HD 2d6 + 3d4 + 5; 
  hp 12; Init +4 (Improved Initiative); Spd 30 ft.; AC 10; 
  Atks +1 melee (1d6(sub), sap), +1 melee (1d4 [crit 19-20], 
  dagger), +1 ranged (1d4 [crit 19-20], dagger); SA Rog 
  spells, sneak attack +1d6; SQ none; AL N; SV Fort +0, Ref 
  +2, Will +3. 
   
  Str 10, Dex 12, Con 12, Int 15, Wis 10, Cha 10. 
   
  Skills Concentration +9(+13 casting defensively), 
  Hide +9, Move Silently +9, Speak Language (Orcish), 
  Speak Language (Draconic), Spellcraft +10, Spot +6. Feats: 
  Alertness, Combat Casting, Improved Initiative. 
   
  Equipment: robes, cloak, spell component pouch, 
  dagger, sap. 
      
  Spells (4/3/2): 
  Spells (4/3/2): 
  Spells (4/3/2): 
  Spells (4/3/2): 0—detect magic, ray of frost, flare, daze; 
  1st—ray of enfeeblement, magic missile, shield; 2nd—
  invisibility, mirror image. 
   
  Augmented Tier
  Augmented Tier
  Augmented Tier
  Augmented Tier    
  For groups of PCs that are very powerful in combat, 
  double the number of thugs and spellcasters (six and four, 
  respectively). 
   
  The attackers have been tasked with bringing Nandris 
  and his “companions” to see Master Pashkar. They attack 
  using subdual damage (PH Ch. 8) until any of their 
  members fall from lethal blows, dead or dying. Once that 
  happens they draw their daggers/swords and the leader 
  tells them to “give up now, or die.” They then proceed to 
  use lethal attacks against PCs who continue to resist. 
  Surviving PCs are taken to see Pashkar. If half their 
  numbers fall, they retreat in separate directions. 
   
  Should the PCs defeat the thieves and/or drive them 
  off, go on to Ending 3: Rookroost delivery. If the PCs agree 
  (or are forced) to go to the meet with Pashkar, read the 
  following: 
   
  You are led through several back alleys into an old abandoned 
  You are led through several back alleys into an old abandoned 
  You are led through several back alleys into an old abandoned 
  You are led through several back alleys into an old abandoned 
  bakery. Upon entering the building you realize it’s actuall
  bakery. Upon entering the building you realize it’s actuall
  bakery. Upon entering the building you realize it’s actuall
  bakery. Upon entering the building you realize it’s actually y y y 
  being used. The windows are boarded up, but the hearth has a 
  being used. The windows are boarded up, but the hearth has a 
  being used. The windows are boarded up, but the hearth has a 
  being used. The windows are boarded up, but the hearth has a 
  fire and there are several sturdy chairs and tables in the front 
  fire and there are several sturdy chairs and tables in the front 
  fire and there are several sturdy chairs and tables in the front 
  fire and there are several sturdy chairs and tables in the front 
  room. 
  room. 
  room. 
  room.     
      
  You are shown to the back, where a man is sitting and 
  You are shown to the back, where a man is sitting and 
  You are shown to the back, where a man is sitting and 
  You are shown to the back, where a man is sitting and 
  drinking tea. He is dressed in blacks and browns, and you notice 
  drinking tea. He is dressed in blacks and browns, and you notice 
  drinking tea. He is dressed in blacks and browns, and you notice 
  drinking tea. He is dressed in blacks and browns, and you notice 
  aaaa dark brown cloak on the table next to him. His face is aged, 
   dark brown cloak on the table next to him. His face is aged, 
   dark brown cloak on the table next to him. His face is aged, 
   dark brown cloak on the table next to him. His face is aged, 
  but not weary, and his eyes are nearly black. His long red hair 
  but not weary, and his eyes are nearly black. His long red hair 
  but not weary, and his eyes are nearly black. His long red hair 
  but not weary, and his eyes are nearly black. His long red hair 
  stands in contrast to the rest of his clothing and features, and 
  stands in contrast to the rest of his clothing and features, and 
  stands in contrast to the rest of his clothing and features, and 
  stands in contrast to the rest of his clothing and features, and 
  drapes over one eye.
  drapes over one eye.
  drapes over one eye.
  drapes over one eye.    
  
   
  The Package 
   
  Page 18 
      
  “I am glad you could join me, Nandris. I be
  “I am glad you could join me, Nandris. I be
  “I am glad you could join me, Nandris. I be
  “I am glad you could join me, Nandris. I believe there is a 
  lieve there is a 
  lieve there is a 
  lieve there is a 
  matter of a debt you owe me? Who are these friends of yours?”
  matter of a debt you owe me? Who are these friends of yours?”
  matter of a debt you owe me? Who are these friends of yours?”
  matter of a debt you owe me? Who are these friends of yours?”    
      
  Nandris looks up, alarmed, and replies: “Pashkar, I was 
  Nandris looks up, alarmed, and replies: “Pashkar, I was 
  Nandris looks up, alarmed, and replies: “Pashkar, I was 
  Nandris looks up, alarmed, and replies: “Pashkar, I was 
  under the impression our debt was repaid with the information 
  under the impression our debt was repaid with the information 
  under the impression our debt was repaid with the information 
  under the impression our debt was repaid with the information 
  I supplied to you. As for my ‘friends,’ they captured me e
  I supplied to you. As for my ‘friends,’ they captured me e
  I supplied to you. As for my ‘friends,’ they captured me e
  I supplied to you. As for my ‘friends,’ they captured me en route 
  n route 
  n route 
  n route 
  to Dorakaa.”
  to Dorakaa.”
  to Dorakaa.”
  to Dorakaa.”    
      
  Pashkar looks back to survey your group, seeming to wait 
  Pashkar looks back to survey your group, seeming to wait 
  Pashkar looks back to survey your group, seeming to wait 
  Pashkar looks back to survey your group, seeming to wait 
  for something…
  for something…
  for something…
  for something…    
   
  Pashkar is referring to a debt Nandris owes him for his 
  training in the guild nearly ten years ago, before he was in 
  the service of Graf Tadurinal. Pashkar is waiting for 
  someone in the group to explain what is going on, and 
  will peer intently at them for several moments.  
   
  If anyone uses violence in the room, Ukner’s group 
  wades in, using similar tactics from earlier in this section. 
  Pashkar’s statistics are as follows:  
   
  Master Pashkar, male human Rog8:
  Master Pashkar, male human Rog8:
  Master Pashkar, male human Rog8:
  Master Pashkar, male human Rog8: Medium Humanoid 
  (5 ft. 11 in. tall); HD 8d6 + 8; hp 38; Init +7 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 16 (+3 Dex, Dodge 
  feat, +2 leather armor, also see SQ); Atks +10/+5 melee 
  (1d4 [crit 19-20], dagger), +9 ranged (1d4 [crit 19-20], 
  dagger); SA Rog sneak attack +4d6; SQ Rog evasion, 
  Expertise feat; AL N; SV Fort +3, Ref +9, Will +3. 
   
  Str 11, Dex 16, Con 13, Int 14, Wis 12, Cha 12. 
   
  Skills Bluff +12, Climb +13,: Disable Device +13, 
  Hide +14, Intimidate +12, Intuit Danger +12, Listen +12, 
  Move Silently +14, Open Locks +14, Sense Motive +12, 
  Spot +12. Feats: Expertise, Improved Initiative, Weapon 
  Finesse (dagger), Weapon Focus (dagger). 
   
  Equipment: leather armor, cloak, 2 daggers, sap 
   
  Pashkar attempts to escape from combat, but is not 
  adverse to fighting one-on-one if he is chased. He, like 
  Ukner, likes to feint gullible-looking opponents in 
  combat (both for sneak attacks and quick getaways). He 
  uses his Expertise feat to improve his AC against strong-
  looking opponents. 
   
  There are several things to keep in mind in this 
  encounter: 
   
  • 
  Pashkar and Nandris don’t know exactly what the 
  PCs are up to, unless the PCs tell them. 
  • 
  Pashkar just wants some money, and will settle for 
  200 gp in cash or barter that is on-hand. He felt 
  slighted when his protégé, Nandris, left Rookroost to 
  work as a diplomat of all things (sheesh). 
  • 
  Nandris really just wants to get out of this alive, so he 
  will keep quiet until he thinks the PCs are gaining 
  ground with Pashkar, at which point he interjects 
  diplomatic comments that help them along. 
  • 
  The Sense Motive skills of both Nandris and Pashkar 
  are very high, so it will be difficult for the PCs to get 
  away with outright lies. However, Pashkar doesn’t 
  have any clue what the PCs would want with 
  Nandris, so he has no reason not to believe them 
  (base DC 10 for bluffs). Allow a +2 bonus to the roll if 
  Nandris helps convince Pashkar in a bluff attempt 
  (judge’s option). 
   
  Familiarity with the Bluff rules will help in this 
  encounter. If Pashkar doesn’t fall for a reason to let them 
  go, then he wants gold to make up for Nandris’ past 
  transgression. He holds the PCs and Nandris for ransom 
  until this money is paid. Luckily for the PCs, if they don’t 
  pay the money someone else (Gaiyle) will, and they will 
  be released just in time to make the meet. 
   
  If the PCs pay Nandris’ debt, or somehow convince 
  Pashkar to let them go, they will be free to leave the old 
  bakery unharmed. Nandris will be tight-lipped after the 
  encounter. If Irrunee is still with the group (Tier 3 only), 
  he also refrains from comment. 
   
   
  Ending 3: Rookroost Delivery
  Ending 3: Rookroost Delivery
  Ending 3: Rookroost Delivery
  Ending 3: Rookroost Delivery    
  Gaiyle will be present at the alley behind the Roiling Stew 
  inn at the appointed hour (midnight). Assuming they 
  have Nandris in tow, read the following: 
   
  The familiar alleyway behind the 
  The familiar alleyway behind the 
  The familiar alleyway behind the 
  The familiar alleyway behind the Ro
  Ro
  Ro
  Roiling Stew inn
  iling Stew inn
  iling Stew inn
  iling Stew inn has a 
   has a 
   has a 
   has a 
  different quality to it tonight…ah, yes, it must the feeling of 
  different quality to it tonight…ah, yes, it must the feeling of 
  different quality to it tonight…ah, yes, it must the feeling of 
  different quality to it tonight…ah, yes, it must the feeling of 
  success! After everything, you still have “the package” and that 
  success! After everything, you still have “the package” and that 
  success! After everything, you still have “the package” and that 
  success! After everything, you still have “the package” and that 
  means you get paid 
  means you get paid 
  means you get paid 
  means you get paid –––– hopefully.
   hopefully.
   hopefully.
   hopefully.    
      
  As before, Gaiyle steps from the shadows, speaking in her 
  As before, Gaiyle steps from the shadows, speaking in her 
  As before, Gaiyle steps from the shadows, speaking in her 
  As before, Gaiyle steps from the shadows, speaking in her 
  usual quiet voi
  usual quiet voi
  usual quiet voi
  usual quiet voice:
  ce:
  ce:
  ce:    
      
  “I’m glad you were successful. I heard you had a run
  “I’m glad you were successful. I heard you had a run
  “I’m glad you were successful. I heard you had a run
  “I’m glad you were successful. I heard you had a run----in 
  in 
  in 
  in 
  with one of Nandris’ old acquaintances?” 
  with one of Nandris’ old acquaintances?” 
  with one of Nandris’ old acquaintances?” 
  with one of Nandris’ old acquaintances?”     
   
  She questions the PCs about what happened, check 
  Nandris to make sure he is unharmed and has all of his 
  possessions, corroborate the party’s story with him using 
  Innuendo (DC 20 for a PC to notice), and then pays the 
  PCs the remainder they are owed (total payment adds up 
  to 100 gp per PC). She takes any missing possessions of 
  Nandris’ out of their pay, unless the PCs claim they used 
  them to pay Nandris’ debt to Pashkar (use your best 
  judgment – Gaiyle is not trying to be difficult here, just 
  fair). Gaiyle offers to make up for the party paying for 
  Nandris’ debt, if they paid in cash or bartered with their 
  own possessions. She pays a bonus of 40 gp to PCs who 
  dealt “smoothly” with the Thieves’ Guild (i.e., either 
  talking their way out or paying Nandris’ debt). She also 
  pays this bonus to PCs who communicated with her in 
  Encounter 1: The Offer using Innuendo and who worked to 
  keep the mission secret and successful, but does not pay it 
  twice to the same PC. 
   
  If there is trouble, use the muscle from Encounter 1: 
  The Offer to deal with the PCs. Any PC who attacks her, 
  Nandris, or the hired muscle will not get paid at all. 
   
  If Irrunee is still with the group (Tier 3 only), Gaiyle 
  finds out about him and he ends up being captured, 
  though this is unknown to the PCs. 
   
  PCs who treated both Gaiyle and Nandris well and 
  did not give away the purpose of the mission each receive 
  an Influence Point with Gaiyle Markhalla. Those that 
  endangered the secrecy or success of the mission, were 
  overly rude to Gaiyle and/or Nandris, reported the 
  activities of the elves in Greenkeep, or kept the mount 
  
   
  The Package 
   
  Page 19 
  provided by Gaiyle and kept any of Nandris’ possessions 
  instead receive the Disfavor of Gaiyle Markhalla. PCs who 
  receive the 40 gp bonus for dealing smoothly with the 
  Thieves’ Guild automatically receive the Favor from Gaiyle 
  Markhalla unless they are eligible to receive the Disfavor of 
  Gaiyle Markhalla, in which case they receive neither. 
   
  Any PC who cooperated with Ukner’s group and 
  Master Pashkar receives one Influence Point with the 
  Rookroost Thieves’ Guild. To receive this reward, they 
  may not have been involved in combat against any of the 
  NPC guild members, and had to help convince the party 
  to go along with the arrangement from the beginning. 
  Whether money was paid to Pashkar is irrelevant, only 
  that they cooperated. PCs who used lethal force against 
  guildmembers instead receive the Enmity of the Rookroost 
  Thieves’ Guild. PC members of the guild lose their 
  membership if they attacked fellow guild members at all, 
  or if they took advantage of the secret entrances to the 
  city without turning over 10% of the money earned by the 
  entire party during the mission (the guild will find out 
  how much the party earned, and any loot discovered as 
  well). 
   
  The 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 1: The Offer 
  Ask for more details on mission 
  25 
   
  Encounter 3: Welcome to the Midlands 
  Defeat the orcs 
  50 
   
  Encounter 4: The Waiting Game 
  Defeat / Avoid discovery 
  25 
  Defeat escort; capture Nandris 
  75 
  Successfully hide the apparent purpose of attack 
   25 
   
  Encounter 5: Pursuit 
  Defeat Urkull’s patrol 
  100 
   OR 
  Avoid Urkull’s patrol 
  50 
   
  Ending 1: Captured! 
  Mislead Cramlin from true purpose 
  25 
  Barter information to Cramlin for leniency 
  25 
   
  Ending 2 or 3: Greenkeep Delivery 
  Deliver Nandris to Gaiyle in good condition 
  25 
   
  Encounter 6: Out of the Frying Pan… 
  Get into the city without raising an alarm 
  25 
   
  Encounter 7: …And Into the Fire 
  Negotiate release with Pashkar 
  25 
  Defeat Ukner’s band 
  50 
   
  Maximum Experience for Objectives 
  400 
  Discretionary Role-Playing Experience 
  0-50 
   
  Total XP Available
  Total XP Available
  Total XP Available
  Total XP Available    
  450
  450
  450
  450    
   
   
  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 that 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. 
      
  
   
  The Package 
   
  Page 20 
  Encounter 1: The Offer 
  • 
  Up to 50 gp paid up-front, depending on 
  negotiations with Gaiyle. 
   
  Encounter 3: Welcome to the Midlands 
  • 
  Weapons and armor from the orcs, which can be sold 
  at only 25% of listed value due to shoddy condition 
   
  Encounter 4: The Waiting Game 
  • 
  20 gp from Yulkin, 15sp each from his guards 
  • 
  Nandris’ personal possessions (200 gp value) 
  • 
  Drapes off the carriage (10 gp value) 
  • 
  Weapons and armor off the soldiers 
   
  Encounter 5: Pursuit 
  • 
  5 gp, 70 sp from the patrol 
  • 
  Weapons and armor from the patrol 
  • 
  16 sets of manacles (4 sp each) 
   
  Ending 1: Captured! 
  For PCs who keep the mission a secret and mislead 
  Cramlin as to their true purpose: 
  • 
  100 gp per PC, plus may keep any one personal item 
  (everything else they carried is lost) 
  • 
  Influence Point with Gaiyle Markhalla 
  • 
  Enmity of Graf Tadurinal 
  • 
  Brand of the Condemned for PCs who are condemned 
  to death and later released; the Time Unit cost of the 
  scenario is increased by 12. 
  • 
  Whip Scars for PCs who are sent to the silver mines of 
  the Rift. The Time Unit cost of the scenario is 
  increased by 4. 
   
  For PCs who spill everything to Lieutenant Cramlin: 
  • 
  PCs may keep all equipment 
  • 
  Disfavor of Gaiyle Markhalla 
  • 
  Influence Point with Graf Tadurinal 
  • 
  For PCs who do not successfully hide their true 
  purpose, but don’t spill everything to Lieutenant 
  Cramlin: 
  • 
  PCs may keep any one personal item (everything else 
  they carried is lost) 
  • 
  Enmity of Graf Tadurinal 
  • 
  Brand of the Condemned; the Time Unit cost of the 
  scenario is increased by 12. 
   
  Ending 2: Greenkeep Delivery 
  • 
  100 gp per PC, minus any payment made in 
  Encounter 1: The Offer, minus the value of Nandris’ 
  possessions if kept by that PC; characters who are 
  involved in a deception aimed at both keeping one or 
  more mounts provided by Gaiyle and getting paid 
  receive nothing. 
  • 
  40 gp per PC as a bonus to characters who 
  communicated with her using Innuendo in 
  Encounter 1, and worked to insure the secrecy and 
  success of the mission 
  • 
  Influence Point with Gaiyle Markhalla for PCs who 
  treated both Gaiyle and Nandris well and did not 
  give away their true purpose 
  • 
  Disfavor of Gaiyle Markhalla for PCs who endangered 
  the secrecy or success of the mission, were overly 
  rude to Gaiyle and/or Nandris, reported the activities 
  of the elves in Greenkeep, or kept the mount 
  provided by Gaiyle and kept any of Nandris’ 
  possessions 
   
  Ending 3: Rookroost Delivery 
  • 
  100 gp per PC, minus any payment made in 
  Encounter 1: The Offer, minus the value of Nandris’ 
  possessions if kept by that PC; characters who are 
  involved in a deception aimed at both keeping one or 
  more mounts provided by Gaiyle and getting paid 
  receive nothing. 
  • 
  40 gp per PC as a bonus to characters who 
  communicated with her using Innuendo in 
  Encounter 1, and worked to insure the secrecy and 
  success of the mission. 
  • 
  40 gp per PC as a bonus for dealing “smoothly” with 
  the Thieves’ Guild (i.e., either paid Nandris’ debt or 
  talked their way out of it somehow); note that a PC 
  may only receive one 40 gp bonus, not two. 
  • 
  Gaiyle will agree to repay any PCs who used their 
  own gold or personal possessions to pay Nandris’ 
  debt to Pashkar. 
  • 
  Influence Point with Gaiyle Markhalla for PCs who 
  treated both Gaiyle and Nandris well and did not 
  give away their true purpose. 
  • 
  Disfavor of Gaiyle Markhalla for PCs who endangered 
  the secrecy or success of the mission, were overly 
  rude to Gaiyle and/or Nandris, reported the activities 
  of the elves in Greenkeep, or kept the mount 
  provided by Gaiyle and kept any of Nandris’ 
  possessions 
  • 
  Influence Point with the Rookroost Thieves’ Guild for 
  PCs who cooperated and dealt with the situation 
  “smoothly” (see text). 
  • 
  Enmity of the Rookroost Thieves’ Guild for PCs who used 
  lethal force against guild members. 
   
  Descriptions: 
  • 
  Enmity of Graf Tadurinal: The character above has 
  done a disservice to Graf Tadurinal, ruler of the 
  Midlands. Should this character be captured by the 
  Graf’s forces in later adventures, he or she will be 
  subject to harsh punishment. 
  • 
  Disfavor of Gaiyle Markhalla: The character named 
  above has dealt with Gaiyle in a rude and/or 
  unprofessional manner. Gaiyle will treat this 
  character poorly in future encounters. 
  • 
  Enmity of the Rookroost Thieves’ Guild: The character 
  above has earned the malevolence of the Rookroost 
  Thieves’ Guild; in any encounter with guildmembers 
  
   
  The Package 
   
  Page 21 
  in the future, this character will not be shown mercy 
  or quarter. 
  • 
  Brand of the Condemned: The character named above 
  has been branded with the symbol of those 
  condemned to death in Iuz. If captured by forces 
  loyal to Iuz, it is likely the PC will be assumed to be 
  an escaped prisoner, and put to death. 
  • 
  Whip Scars: The character named above has received 
  horrible whip scars on his or her back from working 
  in the silver mines of the Rift Canyon. 
   
   
  
   
  The Package 
   
  Page 22 
  DM’s Aid #1
  DM’s Aid #1
  DM’s Aid #1
  DM’s Aid #1    
   
  
   
  The Package 
   
  Page 23 
  DM’s Aid #2
  DM’s Aid #2
  DM’s Aid #2
  DM’s Aid #2    
   
   
  Instructions: Find out the speed of the party in mph (PH Ch. 9). Begin when the PCs capture Nandris or allow someone 
  to escape that sees them. Cross off the hours as you complete each row, entering how far each group travels and how far 
  they have traveled total. Use the aid at the bottom to track each group’s position if necessary. Remember that after 
  sunrise (13 hours after Nandris is captured), the raft will not be sent by the elves.  
   
   
   
   
   
   
  Patrol's speed: 4 mph
  Party speed:
  Hour
  Notes
  This Hour
  Total
  This Hour
  Total
  1
  Begin
  (-10)
  2
  3
  Patrol begins chase if informed about PCs
  4
  5
  Patrol begins chase if not  informed about PCs
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  End
  combat with patrol if they overtake PCs
  50 miles
  Player Characters
  Urkull's Patrol
  Miles Travelled
  -10 
  0 
  10 
  20
  30
  40 
  50
  
   
  The Package 
   
  Page 24 
  Encounter 1: The 
  Encounter 1: The 
  Encounter 1: The 
  Encounter 1: The 
  Offer
  Offer
  Offer
  Offer    
  DM’s Aid #3
  DM’s Aid #3
  DM’s Aid #3
  DM’s Aid #3    
      
   
  Encounter 2: 
  Encounter 2: 
  Encounter 2: 
  Encounter 2: 
  Greenkeep Crossing
  Greenkeep Crossing
  Greenkeep Crossing
  Greenkeep Crossing  
  Encounter 3: 
  Encounter 3: 
  Encounter 3: 
  Encounter 3: 
  Welcom
  Welcom
  Welcom
  Welcome to the 
  e to the 
  e to the 
  e to the 
  Encounter 4: The 
  Encounter 4: The 
  Encounter 4: The 
  Encounter 4: The 
  Waiting Game
  Waiting Game
  Waiting Game
  Waiting Game    
  Encounter 5: 
  Encounter 5: 
  Encounter 5: 
  Encounter 5: 
  Pursuit
  Pursuit
  Pursuit
  Pursuit    
  Urkull’s patrol avoided 
  AND enough time left 
  for another encounter?
  Encounter 6: Out 
  Encounter 6: Out 
  Encounter 6: Out 
  Encounter 6: Out 
  of the Frying 
  of the Frying 
  of the Frying 
  of the Frying 
  Pan…
  Pan…
  Pan…
  Pan…    
   
  Enough time left for 
  another encounter? 
  N
  Y
  Encounter 7: 
  Encounter 7: 
  Encounter 7: 
  Encounter 7: 
  …And Into the 
  …And Into the 
  …And Into the 
  …And Into the 
  Ending 3: 
  Ending 3: 
  Ending 3: 
  Ending 3: 
  Rookroost 
  Rookroost 
  Rookroost 
  Rookroost 
  Ending 2: 
  Ending 2: 
  Ending 2: 
  Ending 2: 
  Greenkeep 
  Greenkeep 
  Greenkeep 
  Greenkeep 
  Ending 1: 
  Ending 1: 
  Ending 1: 
  Ending 1: 
  Captured!
  Captured!
  Captured!
  Captured!    
  
   
  The Package 
   
  Page 25 
  DM’s Aid #4
  DM’s Aid #4
  DM’s Aid #4
  DM’s Aid #4    
      
  
   
  The Package 
   
  Page 26 
  Player’s Handout #1
  Player’s Handout #1
  Player’s Handout #1
  Player’s Handout #1    
   
   
   
  Scale: 1 hex = 20 miles 
   
  
   
  The Package 
   
  Page 27 
  Player’s Handout #2
  Player’s Handout #2
  Player’s Handout #2
  Player’s Handout #2    
      
  (Note: do not show this to handout other PCs) 
   
  With your skill in Innuendo, you think Gaiyle wants very much for this mission to succeed, and that she will reward 
  individuals well if they help keep it a secret and help it succeed. Also, Nandris may be very easy to convince to be 
  cooperative, and should not be treated roughly. It’s obvious to you that she wants you to keep this information to 
  yourself, as well as discreetly confirm that you understood her.  
   
  If you wish to use Innuendo to communicate something to Gaiyle, just write your comments below and hand this back 
  to the judge. 
  
   
  The Package 
   
  Page 28 
  Player’s Handout #3
  Player’s Handout #3
  Player’s Handout #3
  Player’s Handout #3    
      
   
  Map of Ambush Site
  Map of Ambush Site
  Map of Ambush Site
  Map of Ambush Site    
   
  
   
  The Package 
   
  Page 29 
  Player’s Handout #4
  Player’s Handout #4
  Player’s Handout #4
  Player’s Handout #4    
   
   
  (Note: do not show this handout to other PCs) 
   
  Using your skill with Innuendo, you realize the conversation is not about a treasure map at all. It is 
  about your captive, Nandris. And someone high up in the thieves’ guild wants Nandris delivered to 
  him, soon. 
   
  The option to delivering Nandris does not appear to be pleasant. 
   
  If you want to cooperate, just hand the note back and nod your head to the DM. If not, just hand this 
  note back and say you’re not interested. 
  
   
  The Package 
   
  Page 30 
  Critical Events Summary 
  Critical Events Summary 
  Critical Events Summary 
  Critical Events Summary     
  For 
  For 
  For 
  For The Package
  The Package
  The Package
  The Package    
   
  Judge, please fill this form out and send to the following address: 
   
   
   
  Clay Hinton
  Clay Hinton
  Clay Hinton
  Clay Hinton    
      
      
  Bandit Kingdoms Triad Point
  Bandit Kingdoms Triad Point
  Bandit Kingdoms Triad Point
  Bandit Kingdoms Triad Point----of
  ofof
  of----Contact
  Contact
  Contact
  Contact    
      
      
  2921 Buckskin 
  2921 Buckskin 
  2921 Buckskin 
  2921 Buckskin Run #902
  Run #902
  Run #902
  Run #902    
      
      
  Fort Worth, TX 76116
  Fort Worth, TX 76116
  Fort Worth, TX 76116
  Fort Worth, TX 76116    
   
  Were any PC’s overly rude to Gaiyle, or did any PC’s attack her and survive? ( Y / N ) If so, please provide character 
  names, player names, and RPGA #’s. 
   
   
    
  Did the party fight Urkull’s patrol? ( Y / N ) If so, did they win or lose? ( Y / N ) Did Urkull survive? ( Y / N ) 
   
  Did the party make it to the river before the first morning? ( Y / N ) If not, please briefly describe how they crossed. 
   
   
  Was Nandris successfully delivered to Gaiyle alive? ( Y / N ) 
   
  Were any of the PC’s Captured? ( Y / N ) If so, did any of them “spill everything” to Lieutenant Cramlin? ( Y / N ) If not, 
  did any of them successfully mislead him from their true purpose? ( Y / N ) Please provide character names, player 
  names, and RPGA#’s. 
   
   
   
  Did the part
  Did the part
  Did the part
  Did the party go on to Encounter 6? ( Y / N ) How did they enter the city?
  y go on to Encounter 6? ( Y / N ) How did they enter the city?
  y go on to Encounter 6? ( Y / N ) How did they enter the city?
  y go on to Encounter 6? ( Y / N ) How did they enter the city?    
   
   
  Did the party go on to Encounter 7? ( Y / N ) Did the party pay back Nandris’ debt, or somehow talk their way out of it? ( 
  Y / N ) Please explain briefly. 
   
  Please list any recipients of the following, and provide the character name, player name, and RPGA #: 
  Influence Point with Gaiyle Markhalla: 
   
   
  Disfavor of Gaiyle Markhalla: 
   
   
  Influence Point with Graf Tadurinal: 
   
   
  Enmity of Graf Tadurinal: 
   
   
  Influence Point with the Rookroost Thieves’ Guild: 
   
   
  Enmity of the Rookroost Thieves’ Guild: 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/3.0 Adventures/The Package.pdf