TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to 
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  email rpgahq@wizards.com. 
   
   
  BDK7-01 
   
   
   
   
   
   
   
  The Halfling 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Bandit Kingdoms Regional Adventure 
  Version .9 
   
  by Keith Symcox 
  Circle Reviewer: Britt Frey 
  Triad Reviewer: Theo Judd 
  Assistant Reviewer: Patrick Walsh 
   
  Playtesters: Carl Symcox, Conor Ledgerwood, Matt O’Connor, Bert Campbell, Chris White, David Wyatt 
   
   
  A notorious traitor thought dead has reappeared in a very dangerous place. Are you brave enough to go get him? A one-
  round Bandit Kingdoms Regional adventure set in Johrase and the Rift Canyon for APLs 2-6. 
   
  Resources for this adventure include material first appearing in IUZ6-02 Red Scales, Blue Secrets by Casey Brown.
  
  BDK7-01 The Halfling 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Bandit Kingdoms. Characters native to the Bandit 
  Kingdoms pay 1 Time Units per round; all other 
  characters pay 2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can 
  be found in the Living Greyhawk Campaign Sourcebook. 
   
  
  BDK7-01 The Halfling 
   
  Page 3 
  ADVENTURE BACKGROUND 
  A halfling known as Teddy Bear (TB) Gonagin, a black 
  sheep of the family, seems to have been instrumental in 
  the selling out of the Rookroost Thieves’ Guild to Lord 
  Mortoth at the Millennium Ball in 594 CY. When 
  Mortoth was assassinated at the ball, TB realized that his 
  days were numbered if he stayed in Rookroost, as 
  Mortoth’s successor, Graf Tadurinal, and the Guild both 
  wanted to “talk” to him. He parlayed his vast information 
  of the Rookroost area and the inner workings of the old 
  bureaucracy in exchange for safety with Boneheart 
  Cranzer’s lieutenant, Hulian Braineater. Within months, 
  TB had managed to worm himself quite close to 
  Braineater as an advisor on political and economic 
  matters. 
   
  Upon Cranzer’s return in 595 CY, there was a major 
  shakeup in the power structure at Riftcrag and Braineater 
  scapegoated TB over the silver caravan attacks that had 
  become prevalent in the years Cranzer was gone. TB was 
  removed from his position and given to the torturers. It 
  was assumed that TB eventually died and his soul was 
  eaten by something horrifying. 
   
  As it transpired, TB escaped captivity and is not dead. 
  Boneheart Cranzer has placed a large bounty upon his 
  head, which has attracted the notice of some of the more 
  experienced bounty hunters in the Bandit Kingdoms. A 
  particularly notorious hunter named Ruvash Bloodarrow 
  (detailed in BDK5-02 Trouble at Dragon Rift) recently found 
  him living with the Men of the Rift. However, it was not 
  worth Bloodarrow’s time and effort to recover him, so he 
  sold the information to an insidious slaver known as 
  Nevin Ringblade. Ringblade runs an extensive slaving 
  racket and has many contacts throughout the Bandit 
  Kingdoms. He is not well known because he works 
  through discreet agents and has close ties to the Church 
  of Iuz. After learning about TB, he sent word to an 
  associate in Kinemeet named Arlen to see if the Johrase 
  might be willing to pay for the capture of a person who 
  might know a back way into Riftcrag. He also sent a 
  query to the Rookroost Thieves’ Guild, but the agent 
  charged with the task was assassinated before he could 
  complete it. 
   
  As the adventure starts, the PCs find out that TB is 
  alive and has recently joined the Men of the Rift. Those 
  on the outside reason that if TB escaped Riftcrag, then he 
  might have found some secret way out of the city that 
  might be usable by the Johrase at some later date to gain 
  information about their imprisoned king. 
   
  Lord Hind of the Johrase Council of Nobles has been 
  using his contacts to search out information concerning 
  his monarch. The Johrase have no formal contacts with 
  the Men of the Rift, and were actually responsible for 
  killing several of them defending silver caravans while 
  under contract to Cranzer. Additionally, the Johrase are 
  stretched pretty thin with the rebuilding of their land 
  and are unable to take advantage of this information once 
  they learn of it. Lord Hind would love to talk to this 
  halfling if the PCs can extract him. 
   
  As a complicating factor, the Rookroost Thieves’ 
  Guild has a long memory and remembers TB’s betrayal. 
  Once they find out he is alive (shortly after the beginning 
  of the adventure), they start working to get him back to 
  Rookroost for “re-education”. The PCs have to determine 
  where their loyalties lie at the end of the adventure. 
   
  ADVENTURE SUMMARY 
  Encounter 1: The PCs are sent an offer to help find a 
  notorious slaver named Ruvash Bloodarrow and save the 
  sister of the recruiter. This turns out to be a ruse and the 
  PCs are captured by slavers working for Nevin Ringblade. 
   
  Encounter 2: The PCs awaken in a barn, where they 
  have been taken after capture by slavers. In the process of 
  escaping, they come upon the slavers fighting amongst 
  themselves. The PCs may learn information about a 
  renegade halfling who is of interest to several factions in 
  the Bandit Kingdoms. 
   
  Encounter 3: The PCs may meet with a representative of 
  the Kingdom of Johrase. He expresses an interest in 
  talking with this halfling if they extract him from the 
  Men of the Rift. Or the PCs may meet with the Rookroost 
  Thieves’ Guild, who expresses a deep interest in the 
  halfling as well. 
   
  Additionally, the PCs have an opportunity to 
  research feasible ways into the Rift Canyon. They might 
  talk to a Red Planks information broker, a Rift Barrens 
  nomad, or a member of Moskol’s Legion. Depending 
  upon who they talk to, the PCs can learn up to three 
  methods of getting into the Rift Canyon relatively safely. 
   
  Encounter 4: The PCs must negotiate the path to the 
  bottom of the Rift Canyon. Depending upon the route 
  they take and the method, this may be relatively easy or 
  brutally hard. 
   
  Encounter 5: The PCs may have an opportunity to 
  interact with Tikla, an ogre sympathetic to the goals of 
  Xuv and Friga (introduced in BDK3-03 Trouble at Baco 
  Canyon and BDK5-02 Trouble at Dragon Rift). They can 
  learn the location of the Men of the Rift from him. 
   
  Encounter 6: The PCs are brought before the Plar of the 
  Rift and interrogated by one of his lieutenants, Etroll. 
  They can see the influence that TB Gonagin has with 
  Etroll. They are then told to prove themselves in the 
  arena. 
   
  Encounter 7: The PCs must fight in the arena for the 
  amusement of the Men of the Rift. Encounter 8: The 
  PCs are honored at a Feast of the Slaughter. During the 
  feast, Nevin Ringblade appears and begins negotiations 
  with the Plar for the halfling. 
   
  Encounter 9: TB attempts to bribe the PCs into helping 
  him escape. He offers information about his experiences 
  
  BDK7-01 The Halfling 
   
  Page 4 
  in the mine and his suspicions that he has seen Duke 
  Gellor of the Duchy of the Artonsamay. 
   
  PREPARATION FOR PLAY 
  Before play begins, find out whether any of the characters 
  has any of the following plot points: 
  • Rescuer of the Veth (BDK6-02 Trouble at Gul 
  Bortha)—Natasha gives more information to the PCs 
  (Encounter 3). 
  • Enmity of the Red Planks (BDK5-07 Ebongleam)—Natasha 
  does not talk to the PCs (Encounter 3). 
  • Outlawed by the Rift Barrens Nomads (BDK3-03 Trouble at 
  Baco Canyon)—Hvirta Brighteagle does not talk to 
  them (Encounter 3). 
  • Hunted by Ruvash Bloodarrow (BDK5-02 Trouble at Dragon 
  Rift)—it is easier to convince Hvirta to talk to them 
  (Encounter 3). 
  • Sitting at the Feet of the Master or access to the bridle of 
  resistance (BDK4-03 Trouble at Centaur Mesa)—it is easier 
  to convince Hvirta to talk to them (Encounter 3). 
  • Enmity of the Men of the Rift (BDK5-02 Trouble at Dragon 
  Rift)—the PCs face more challenges with the Men of 
  the Rift (Encounter 6 and 7). 
   
  REGIONAL WARNING 
  If your players are unfamiliar with the Bandit Kingdoms 
  region, read the following aloud before running this 
  event: 
   
  It is important to realize at all times that the Bandit 
  Kingdoms are under the control of Iuz, the Old One, 
  a chaotic, evil deity who revels in torture, depravity 
  and trickery. Government officials tend to imitate 
  many of the attributes of their dread lord. Things 
  that you might take for granted in other lands, such 
  as freedom of worship and the rule of law, are not 
  valued by the rulers of the Combination of Free 
  Lords. You may be able to strike at Iuz, but seldom 
  can you strike at him overtly without paying the 
  final price. Be warned, life is short for those who 
  openly defy Old Wicked. 
   
  INTRODUCTION 
  You have been staying at the Morningstar Inn in the 
  Johrase capital of Kinemeet for the last several days, 
  basking in the sense of freedom that comes from 
  being in a city with a government that cares about 
  the well being of its citizens. Down every street 
  come the sounds of sawing and hammering, as 
  shops and houses are rebuilt to handle the influx of 
  Johrase returning home after 15 years of exile. Prices 
  are high, labor is scarce, and food is short, but 
  everyone you meet has a look of determination to 
  defend their freedom, even at the cost of personal 
  hardship. The one unifying theme of conversation in 
  town is the sense of outrage at the foul sorcery done 
  to the King. 
   
  You received a note asking you to meet at the 
  Alley Cat Tavern at sunset to “talk about taking care 
  of a notorious evildoer.” The note ended with the 
  instructions, “Tell the bartender you are with Arlen. 
  Come ready to leave at once.” 
   
  Verify that the PCs decide to take up the offer, and then 
  continue. 
   
  As you walk through the town, you can see that most 
  of the foreigners in town are workers or tradesmen, 
  hoping to get in on the ground floor if the Johrase 
  nation can prosper. A Rhenee circus has even come 
  to town to entertain the commoners, while 
  merchants from Stoink and Rookroost, hoping to 
  profit from food shortages and the lack of skilled 
  artisans in town, ply their wares from makeshift 
  stalls in the Old Plaza. Obviously, the consensus is 
  that there are fortunes to be made in Kinemeet, if 
  only the situation will last. 
   
  Arriving at the Alley Cat just as the sun is 
  setting, the bartender ushers you into a back room 
  that seems to be used mostly for storage. 
   
  The bartender only knows that the back room was rented 
  by an Oeridian man who paid 20 gp in cash for the 
  uninterrupted use of the room for an hour. When the 
  introductions are over, begin Encounter 1. 
   
  1: ARLEN’S PROPOSITION 
  The door out of the room into the stable yard opens 
  and you see a cloaked man enter, looking over his 
  shoulders as if worried about being followed. When 
  the door is closed, he throws back his hood, 
  revealing his face and a jagged scar along his left 
  cheek. He looks you over for a moment, then smiles. 
  “Allow me to introduce myself. My name is Arlen. I 
  have asked you here because we have an opportunity 
  to take a notorious slaver out of circulation: Ruvash 
  Bloodarrow. This will strike a blow against such foul 
  predators and make life safer for the undefended in 
  the Combination of Free Lords. Are you interested?” 
   
  Arlen is lying; the whole meeting is a setup. He is 
  involved in a racquet of highly specialized human trade 
  involving the capture of very skilled slaves. As a 
  consequence, his operation is sophisticated and well-
  funded. He has scoped the PCs out ahead of time and 
  decided they would make excellent wares. He takes 10 on 
  his Bluff check. His check is 58 after he uses his scroll of 
  glibness. He has already used a scroll of undetectable 
  alignment so he is immune to attempts to magically 
  discern his alignment. He has also used a scroll of delay 
  poison to protect him from the fumes of his trap (see 
  below). He waits for acceptance of the mission before 
  continuing. 
  
  BDK7-01 The Halfling 
   
  Page 5 
   
  Arlen will start by offering 100 gp to each PC as 
  payment for the mission. If the PCs use Diplomacy to 
  improve his starting attitude of Indifferent to Friendly, 
  he is willing to pay up to 150 gp each; to Helpful, 200 gp 
  each. In any case, he is still bluffing. 
   
  When the matter of payment is concluded, continue: 
   
  Arlen checks the doors to make sure no one is 
  listening, and then motions you to come closer. He 
  pulls out of his cloak a gem-encrusted silver ball. 
  “This item is an orb of the crossroads, which allows 
  the wielder to teleport instantly to anyplace within 50 
  miles without error once per week. Bloodarrow 
  captured my sister last week, and I have tracked him to 
  Kinemeet. The orb of the crossroads can get you 
  close to where my sister is being held. We want 
  Bloodarrow alive, so be sure and use weapons that 
  won’t kill.” 
   
  A PC who makes a DC 20 Knowledge (local – Iuz’s Border 
  States) or Bardic Knowledge check knows the orb of the 
  crossroads is a relatively recent source of rumors. It is 
  rumored to be an artifact of the faith of Fharlanghn with 
  many powers and was lost during the Greyhawk Wars. 
  Detect magic reveals a strong magic aura (Arlen placed a 
  Nystul’s magic aura spell on it). If necessary, Arlen can 
  provide the following information: 
   
  • He is borrowing the orb of the crossroads from his 
  superiors (false, this “artifact” is just a gas bomb made 
  up to look like the artifact). 
  • His superiors do not know that he has the orb of the 
  crossroads (true, since no such artifact is in his 
  possession). 
  • He cannot tell them who these superiors are (true). 
  • He is working to rid the Bandit Kingdoms of slavers 
  (partially true, he wants to get rid of all his competition; 
  his Bluff check concerning this lie receives a +5 bonus). 
  • Ruvash Bloodarrow is a notorious slaver who operates 
  from the area around Trallant (true). 
  • Ruvash was rumored to have been killed in the Barrens 
  several years ago, but he believes those rumors are 
  untrue (true). 
  • He plans to turn Ruvash over to the Johrase (false). 
  • He is searching for Ruvash because Ruvash captured 
  his sister last week and Arlen wants her back (false). 
  • Arlen’s sister’s name is Deniska (false). 
   
  When the PCs are ready, Arlen will gather them around 
  the ball. 
   
  Arlen stands up. “I thank you for doing this, as I fear 
  to think of what my sister is going through.” He 
  looks to you with tears in his eyes. “I will be here 
  waiting for you, please hurry.” 
   
  Allow the PCs to make any assurance of help they wish, 
  then continue. 
   
  Arlen carefully removes the ball from its holder and 
  pushes a stud in the center of the ball. A cloud of gas 
  erupts from the ball! 
   
  As the choking fumes surround you, Arlen looks 
  at you with undisguised pity. “You adventurers are 
  so gullible! As if I would hire a band such as you for 
  anything other than latrine duty.” 
   
  Roll initiative. 
   
  Tactics: Consult DM Map 1. The PCs are in the back 
  room of the inn. Arlen has activated a trap that releases a 
  15-foot radius cloud of distilled carrion crawler brain 
  juice (DC 17 Fortitude save resists, paralysis) and drow 
  poison (DC 17 Fortitude save resists, unconsciousness). 
  Due to delay poison, Arlen is not affected by the gas cloud. 
   
  On the first round, Arlen calls his associates to enter 
  and then leaves. On their turn, monsters storm into the 
  room armed with nets and saps (instead of their MM 
  armaments) to subdue anyone who is not unconscious or 
  paralyzed. Three of the bugbears throw additional vials of 
  the distilled carrion crawler juice at conscious targets (+3 
  to hit, treat as grenade-like weapons with DC 17 for the 
  target and DC 13 for those in the splash area). Any 
  characters still standing have to fight the monsters. 
   
  The door back into the inn was rigged by Arlen to 
  lock and bar once the PCs were back inside. It requires a 
  DC 30 Open Lock check to open. Use the door statistics if 
  the PCs try to break it down or destroy it. Successfully 
  opening the door only makes the inn patrons flee in 
  panic. 
   
   
  Reinforced Strong Wooden Door: 2 in. thick; 
  hardness 5; hp 20; AC 5; Break DC 30. 
   
  After the PCs are unconscious, the monsters hustle them 
  out the back door and put them in a wagon. They then 
  drive them out of town to an old barn south of Kinemeet. 
   
  All APLs (EL 11) 
   
  Arlen: male human rogue 7; hp 37; see Appendix 1. 
   
  Bugbear Warriors (4): hp 16 each; Melee Atk +5 sap 
  (1d6+2); Ranged Atk +3 net (entangle); Exotic Weapon 
  Proficiency (net), Weapon Focus (sap); Monster Manual 
  29. 
   
  Minotaurs (4): hp 39 each; Melee Atk +9 sap 
  (1d8+4); Monster Manual 189. 
   
  Development: To make this encounter work, you need 
  to sell Arlen as a believable good guy. This makes it all the 
  more surprising when he turns on them. 
   
  Should the PCs somehow see through Arlen, go to 
  initiative. On his turn, he desperately attempts to activate 
  the gas bomb before they get to him. 
   
  If by some chance the PCs are able to defeat this 
  encounter and take Arlen (dead or alive), then they can 
  recover Player Handout 1 from him. In such an event, skip 
  Encounter 2 and go to Encounter 3. The PCs only get XP for 
  this encounter if they get the letters from Arlen. 
  
  BDK7-01 The Halfling 
   
  Page 6 
   
  If one or more PCs manage to get away, the monsters 
  load up captured PCs and haul them to the barn outside 
  of Kinemeet. Depending upon the actions of the free PCs, 
  you can probably run Encounter 2 normally, perhaps with 
  the free PCs rushing in to save the others just as the 
  monsters turn on Arlen. As long as the PCs manage to 
  capture Arlen through some means and recover the 
  letters, the adventure can continue. 
   
  2: SLAVERS IN THE BARN 
  The PCs have been taken to a barn outside of Kinemeet, 
  where they are being held in a shed attached to the barn 
  until they can be shipped out. As the PCs wake up, Arlen 
  has returned and is angry about the condition of the 
  slaves. The PCs overhear the falling out between the 
  slavers while they recover and reequip themselves. See 
  DM Map 2 for the barn layout. Note that there is no door 
  directly between the slave pen and the barn. 
   
  The acrid smell of gas still lingers in the air as you 
  come to your senses. You can hear people moving 
  around and, from the creak of wood, you must be 
  inside some sort of building. You can feel the 
  sensation slowly returning to your limbs but seem 
  to be unable to move. There is a crack along one wall 
  that lets in a little light, so it must be daytime, 
  although the last thing you remember was 
  happening just after sunset. 
   
  As you struggle to regain the use of your limbs, 
  you hear the sound of an argument outside. You hear 
  a man say in a loud voice “You idiots! I told you one 
  bulb, and you threw in three. That poison is valuable, 
  some of the product is dead, and the rest won’t be 
  able to move for hours!” 
   
  A harsh, guttural voice responds “You not talk 
  Grak like that. We bring you meat for mines, you pay 
  us.” 
   
  The first voice responds “Only a quarter what we 
  agreed. You stupid idiots can’t do anything right.” 
  With that, there is a roar of anger and the sound of 
  combat beginning. 
   
  The PCs’ gear was stripped from them and is piled in the 
  tack room behind the door to the shed they are currently 
  lying in. All nonlethal damage has been recovered and all 
  PCs are at full hit points unless they took lethal damage. 
  If so, they have been stabilized and their wounds bound. 
  Feel free to describe them as feeling sick or nauseous, but 
  they are under no game mechanic effect. 
   
  The PCs are being held in a shed attached to a large 
  barn outside of Kinemeet. In the shed are not only the 
  PCs, but also several dead NPCs who succumbed to the 
  poison gas attack (no equipment). Everyone has been 
  stripped of all possessions except for just enough clothing 
  to maintain decency and have been thrown in the shed 
  like cordwood. They are also tied up with hemp rope (DC 
  22 Escape Artist check to escape or DC 23 Strength check 
  to break). 
   
  Characters opening the door to the shed see that it 
  opens into a tack room in the barn that contains all their 
  equipment piled in a corner. The fighting seems to be 
  coming from the main part of the barn itself. There is a 
  shut door between the tack room and the fighting. The 
  combat only lasts for three rounds – then there is a 
  sudden silence, followed by the sound of looting in the 
  barn. The monsters spend about 10 minutes looting the 
  corpses of their foes before looking in on the PCs, so the 
  PCs have plenty of time to escape the ropes and reequip 
  themselves if they do not simply rush into the barn. 
   
  Grak and company probably will not notice the PCs 
  until someone opens the door from the tack room. When 
  the PCs open the door, read or paraphrase the following. 
   
  The floor of the barn is littered with bodies. There 
  are at several dead monsters on the floor, as well as 
  the body of Arlen, the man who betrayed you. A 
  monstrous figure is squatting over Arlen’s chest, 
  carving something into his forehead with a dagger. 
   
  APL 2 (EL 4) 
   
  Bugbear Warriors (2): hp 16 each; Melee Atk +5 sap 
  (1d6+2); Ranged Atk +3 net (entangle); Exotic Weapon 
  Proficiency (net), Weapon Focus (sap); Monster Manual 
  29. 
   
  APL 4 (EL 6) 
   
  Minotaurs (2): hp 39 each; Melee Atk +9 sap 
  (1d8+4); Monster Manual 189. 
   
  APL 6 (EL 8) 
   
  Minotaurs (4): hp 39 each; Melee Atk +9 sap 
  (1d8+4); Monster Manual 189. 
   
  Tactics: The monster fight out of a sense of self-
  preservation, but a fast Diplomacy check (-10 penalty as a 
  full-round action) that improves their Hostile attitude to 
  Indifferent or better persuades them to back down. They 
  love Arlen no more than the PCs. As long as the PCs let 
  them take Arlen’s money and magical items, they agree to 
  let the PCs live. If their attitude is improved to Friendly 
  or better, they leave the PCs Arlen’s potion of gaseous form 
  and scroll of expeditious retreat. If Helpful, they agree to split 
  the loot 50/50 with the PCs (and PCs gain access to all 
  Arlen’s items). Either way, the monsters leave the letter 
  behind as it serves them no purpose. 
   
  If the PCs defeat the monsters, then they can loot the 
  bodies. A search of Arlen’s body reveals a pair of letters. 
  Give them Player Handout 1. 
   
  Should the PCs lose this encounter, then they are 
  taken as slaves to the silver mines and lose 12 TUs before 
  escaping. They gain the Whip Scars plot point and the 
  adventure is over. 
   
  When the players have read the letters, they might 
  know some additional information. Members of the 
  Rookroost Thieves’ Guild recognize the name TB 
  Gonagin as a “person of interest” who is wanted for 
  betraying the Guild to Lord Mortoth at the Millennium 
  Ball in 594 CY. PCs who played BDK5-02 Trouble at Dragon 
  
  BDK7-01 The Halfling 
   
  Page 7 
  Rift recognize the name Ruvash Bloodarrow as that of a 
  bounty hunter who was looking for them in that 
  adventure. 
   
  There are several NPCs mentioned in the letter 
  about whom the PCs can make a Knowledge (local: Iuz’s 
  Border States) check. 
  • Governor Cranzer (DC 10): The nominal ruler of the 
  Bandit Lands of Iuz’s Empire. He has had difficulty 
  reigning in rebellious states like Rookroost, Stoink, and 
  Redhand, but his rule continues through sheer terror 
  which he spreads throughout the land by his heinous 
  acts of treachery and foul play. (DC 20): He is a Greater 
  Boneheart. 
  • Lord Hind (DC 10): The leader of the Johrase council 
  of nobles who rules in the absence of King Ramiki 
  (who was captured by Cranzer in 596 CY). 
  • Ruvash Bloodarrow (DC 10): A notorious bounty 
  hunter. Rumors state that he died a couple of years ago 
  in the barrens. His mention implies they may be false. 
  • Duke Gellor (DC 15): The one-time ruler of the now-
  fallen Duchy of the Artonsomay. He is said to have ties 
  to the former ruling family of the County of Urnst. 
  Common wisdom has it he died defending the Bandit 
  Lands against Iuz’s armies during the Greyhawk Wars. 
  • Durand Grossman (DC 15): The Plar of the Rift. He 
  leads the ragtag band of brigands and scoundrels 
  known as the Men of the Rift. He is not to be trifled 
  with however. It is said even Cranzer is wary to enter 
  the Rift for fear of encountering him. 
  • Halga (DC 20): A high priestess of Iuz. She is feared 
  throughout the entire empire. (DC 30): She is a Greater 
  Boneheart. 
  • TB Gonagin (DC 25): A traitor to the Rookroost 
  Thieves’ Guild for ratting them out at Mortoth’s Ball in 
  594 CY. The halfling was last heard to be working for 
  one of Cranzer’s lieutenants a couple of years ago. 
   
  If the PCs Gather Information on TB Gonagin: 
  • DC 15: Somebody in Rookroost had offered a lot of 
  money for the return of TB Gonagin a couple of years 
  ago. You have not heard anything about it recently. It is 
  rumored that the Rookroost Thieves’ Guild wanted 
  him for something.  
  • DC 20: It is rumored that TB sold out the Guild to Lord 
  Mortoth. 
   
  Rumors about the Duke run like wildfire. Many are 
  wildly false, but some may hold a hint of truth. Should 
  the PCs wish, they may make a Gather Information check 
  about Duke Gellor. If they succeed on a DC 10 roll 1d4 to 
  generate a random rumor from the table below. Add 3 to 
  the result if the check beats DC 20. 
  • 1: Duke Gellor is 40 feet tall and wears purple armor. 
  He likes to kill orcs. 
  • 2: Duke Gellor killed Cranzer and replaced him. He is 
  impersonating the old wizard so that he can get close to 
  Old Wicked and kill him. 
  • 3: Duke Gellor was the ruler of the Duchy of 
  Artonsamay. He was killed when his land was overrun 
  in the Greyhawk wars. 
  • 4: Duke Gellor has been elevated to godhood by 
  Hieroneous and shoots lightning bolts out of his eyes 
  at evildoers who threaten farmers. 
  • 5: Duke Gellor did not really die, but is hiding out in a 
  monastery to Fortubo in Radigast City. 
  • 6: The Duke has a famous nephew named Ramirez who 
  was a demon slayer. Ramirez helped reclaim Stonehill 
  Fortress, but he has not been seen for a couple of years. 
  • 7: There is a magical book called the Codex Artonsamay 
  that can identify the true heir to the Duchy of 
  Artonsamay. 
   
  It is now up to the PCs to decide what to do. They might 
  decide to find out if the Johrase want this information; 
  they might search out Kinemeet or even go to Rookroost 
  to look for a Rookroost Thieves’ Guild contact to see if the 
  Guild is interested in the location of TB Gonagin, their 
  most famous traitor; or they might contact other 
  organizations. All these options are covered in Encounter 
  3. Assume that organizations not listed in Encounter 3 are 
  either not interested or ask the PCs to broker this 
  information to one of the organizations listed (just use 
  your best judgment which one). Should they decide to go 
  to the Rift Canyon on their own, go to Encounter 4. 
   
  3: CONTACT! 
  Several organizations have contacts in town and can help 
  the PCs if approached correctly. Some of these contacts 
  must be located with a Gather Information check. If so 
  the required DC or influence needed is listed in the 
  appropriate sections. These are the mechanics of the 
  contact, but feel free to roleplay the encounters. 
   
  The PCs have two tasks to accomplish in town. One 
  is finding a reason to retrieve the halfling. Several groups 
  want him, but only two really want him enough to offer 
  the PCs anything: the Rookroost Thieves’ Guild and the 
  Johrase. The second thing the PCs must accomplish is 
  finding a safe way into the Rift. The PCs may not realize 
  it, but if they attempt to enter the Rift without knowing a 
  safe route, they encounter a very deadly natural trap. 
  Members of the Men of the Rift meta-org know of Route 1 
  automatically (they know it to be a bit hazardous, but 
  reliable). Otherwise, the PCs can learn of a relatively safe 
  route through the Red Planks, Moskol’s Legion, or Hvirta 
  Brighteagle, a nomad trader. 
   
  CONTACTING THE JOHRASE 
  Anyone can direct the PCs to the manor of Lord Hind, 
  but his regular staff does not abide them unless the group 
  contains a Blooded Member or Knight Protector in the 
  Johrase 
  Mercenaries 
  meta-org. 
  Such 
  important 
  individuals are briefly questioned and then discreetly 
  escorted to speak with “the Gardener.” This is the code 
  name of Talbon Halfspear, a member of Hind’s staff and 
  an espionage specialist. Otherwise, if the PCs mention 
  
  BDK7-01 The Halfling 
   
  Page 8 
  something about a way into Riftcrag or succeed on a DC 
  25 Diplomacy check, they are likewise taken to Talbon. 
   
  They are shown into Talbon’s office in the old 
  gardener’s quarters of Lord Hind’s manor. Read or 
  paraphrase the following. 
   
  A Flannae man in his late 30s sits at a desk piled 
  high with papers. A single everburning lantern 
  illuminates the desk. As you enter, the man finishes 
  reading another parchment, sighs, and then looks 
  up at you. You can see that his face is creased as is 
  from constant worry. He looks you over for a 
  moment as if evaluating you, then smiles and offers 
  you each a seat. “If you’ve been brought here you 
  obviously have something of importance to share. 
  My name is Talbon Halfspear. Who do I have the 
  pleasure of addressing?” 
   
  Allow the PCs to explain why they are here. Assuming 
  that they mention TB or a possible escape route from 
  Riftcrag, Talbon becomes very interested. 
   
  Talbon studies you for a minute and then seems to 
  come to some conclusion. “You may be aware that 
  our King was foully stolen from us last year? It may 
  be possible that this halfling knows something to 
  help us devise a plan for our King’s recovery. But I 
  tell you that this is a long shot, and I cannot spare 
  the resources to go after him just now. We have 
  other pressing issues here at home and cannot risk 
  drawing the attention of the master of Riftcrag. 
  What I can promise, is that should you be able to 
  quietly bring this halfling to me, I will find a way to 
  reward you. If you wish to try to get him, I know of 
  some contacts that might be able to help you.” 
   
  Things Talbon knows and is willing to share: 
  • The Rift Canyon is a dangerous place. It would be best 
  to find a safe route to the canyon floor. 
  • He is aware that there is a Rhenee information broker 
  working with the circus in town. She may know of a 
  safe way into the Rift. Ask for Natasha. 
  • He has reports that there is a Rift Barrens Nomad at the 
  marketplace selling horses. Perhaps he knows a way 
  into the Rift. 
  • There may be other groups who dislike the Old One 
  who can help the group. 
  • He wants the halfling brought straight to him quietly 
  so that his people can interrogate him without alerting 
  Cranzer that the Johrase have his information. 
   
  Talbon Halfspear: Male human (Flan) rogue 7; AL LN; 
  Will +5; Sense Motive +13. 
   
  CONTACTING THE RED PLANKS 
  A DC 15 Gather Information check or a DC 15 Bluff 
  check to pass the word that the PCs are in the market for 
  information provides the Red Planks contact. The contact 
  at the circus is a red-headed trapeze artist named Natasha. 
  PCs who played BDK5-07 Ebongleam might recognize her 
  as same woman who was sitting with Malthos if they 
  make a successful Spot check opposed by her Disguise 
  check (DC 29). 
   
  “Natasha” is a cover identity for Dmitri the Black, a 
  spy for the Red Planks, The persona of Dmitri the Black 
  has changed over the years. The current Dmitri happens 
  to be a woman, but that does not stop her from taking a 
  man’s alias. As a spymaster, she is a trained professional in 
  her art and always behaves as such. She can answer any 
  trapeze-related questions and maintains her cover 
  persona flawlessly. 
   
  She does not talk to any group that contains a 
  character with the Enmity of the Red Planks. If the PCs 
  notice that she is the same person as “Serina” from BDK5-
  07 Ebongleam, she asks them politely to be quiet about it, 
  as she is trying to straighten out her life and leave the life 
  of a courtesan. This is a lie, of course (Bluff +32). 
   
  She can inform the PCs of a safe way into the Rift 
  Canyon for 600 gp. If anyone has the plot point Rescuer of 
  the Veth, the favor can be traded instead of payment. Each 
  influence point spent with the Red Planks will reduce the 
  cost of the information by 200 gp. If any of the PCs are 
  members of the Red Planks, she gives them the “family 
  rate” and knocks 20% off the final amount due. Natasha 
  knows Route 2 into the canyon. If she sees any PCs in 
  medium or heavy armor, she warns them not to take it 
  with them, as she has heard the path down is incredibly 
  treacherous for those so heavily encumbered. 
   
  If the PCs ask about TB, she can sell the PCs the 
  information contained in Player Handout 2 for 100 gp or 
  one IP with the Red Planks. 
   
  “Natasha” (Dmitri the Black): Female human (Rhenee); 
  13 HD; AL N; Will +5; Bluff +22, Diplomacy +18, Disguise 
  +19, Listen +8, Spot +16. 
   
  CONTACTING THE ROOKROOST 
  THIEVES’ GUILD 
  While normally, the Rookroost Thieves’ Guild does not 
  operate in other cities in the Combination, a member of 
  the organization has recently moved to Kinemeet to try 
  to set up a new Guild based upon the Rookroost model. 
  This venture is probably destined to fail, but that does not 
  keep hard-working thieves from trying. This individual 
  still has relatives who work in the Rookroost Guild and is 
  well aware of the duplicity of TB. He does not actually 
  work for the Guild anymore, but he does not tell the PCs 
  that. He can be contacted with a DC 25 Gather 
  Information check. 
   
  Alternatively, the PCs might simply decide to travel 
  to Rookroost. Members of the Rookroost Thieves’ Guild 
  meta-org can automatically make contact and set up a 
  meet. Parties without such a character must make a DC 
  25 Gather Information check or expend 1 IP with the 
  Guild (or associated influence e.g. Rhaedrick Avenfear) to 
  set up the meet. In either case, have them meet the 
  contact at the Drunken Dragon Inn in Rookroost. 
  
  BDK7-01 The Halfling 
   
  Page 9 
   
  Whether they meet a contact in Kinemeet or 
  Rookroost, the PCs meet with Volner One-Eye. Volner 
  informs the PCs that the Guild is very interested in 
  making sure TB is “safely returned home.” Volnor vows to 
  reward them handsomely if they bring TB directly to 
  him. 
   
  If the party includes a member of the Rookroost 
  Thieves’ Guild or two IPs with the Guild, Volner will also 
  give them the information contained in Player Handout 3. 
  Otherwise, he will broker it for the princely sum of 500 
  gp. One IP spent with the Guild reduces the cost to 250 
  gp. 
   
  Volner One-Eye: Male human (Oeridian) rogue 7; 
  AL CN; Will +4; Bluff +14, Disguise +10, Hide +13, Listen 
  +8, Move Silent +13, Spot +16. 
   
  CONTACTING THE RIFT BARRENS 
  NOMADS 
  A PC who makes a DC 20 Gather Information check is 
  directed to a Rift Barrens nomad selling horses in 
  Kinemeet (the PCs can learn about him through the 
  Johrase or just by looking around town for someone who 
  is native to the Rift Canyon area). This nomad is Hvirta 
  Brighteagle (from BDK3-03 Trouble at Baco Canyon). Hvirta 
  is tight-lipped and only talks to about the nomad’s secret 
  way into the Rift Canyon if the characters make a DC 40 
  Diplomacy check. (The DC has been modified to account 
  for the tribal stricture that no one is to be shown the 
  secrets of the nomads without dire necessity.) Note this 
  check is supposed to be challenging. You are not to 
  assume the PCs should be capable of making it. The PCs 
  should have to work for the nomad’s information because 
  it can provide them with the easiest path down. 
  Acquiring this information should be as challenging as 
  navigating one of the more difficult paths into the canyon 
  from the perspective of resource expenditure. This check 
  can be modified by the following plot points or 
  circumstances: 
  • Outlawed by the Rift Barrens Nomads (from BDK3-03 
  Trouble at Baco Canyon) causes Diplomacy checks to 
  automatically fail. If instead one or more PCs played 
  BDK3-03 Trouble at Baco Canyon without incurring the 
  plot point, the DC is reduced by 10. 
  • Sitting at the Feet of the Master or access to the bridle of 
  resistance (from BDK4-02 Trouble at Centaur Mesa) 
  reduces the DC by 5. 
  • Hunted by Ruvash Bloodarrow (from BDK5-02 Trouble at 
  Dragon Rift) reduces the DC by 5. 
  • A PC with 5 or more ranks in either Ride or Handle 
  Animal receives a +2 circumstance bonus. 
  • A PC with the Mounted Combat feat receives a +2 
  circumstance bonus. 
  • A PC who speaks Flan receives a +2 circumstance 
  bonus. 
  • If the PCs are working for the Johrase (assuming they 
  inform him), this reduces the DC by 5, as the nomads 
  consider the Johrase to be honorable Flan warriors. 
  • A PC who lets slip that the party is working for a guild 
  of thieves raises the DC by 5. 
   
  Allow other PCs to aid this check. Hvirta has no contacts 
  with the Men of the Rift, but knows of Route 3 into the 
  canyon. 
   
  Hvirta Brighteagle: Male human (Flan) ranger 6/wild 
  plains outrider 2; AL NG; Will +5; Sense Motive +7. 
   
  CONTACTING MOSKOL’S LEGION 
  PCs who wish to contact Moskol’s Legion must make a 
  DC 20 Gather Information check or else expend 1 IP with 
  the organization to gain a meeting with Raynard 
  Oakheart. Raynard is a refugee from the Tangles who is 
  currently living in Kinemeet. If the PCs found Raynard 
  via Gather Information, then he is reluctant to talk to 
  them unless his reaction can be adjusted from Indifferent 
  to Friendly or better. 
   
  Some PCs might remember that Moskol’s Legion 
  seems to have a contact in Riftcrag (detailed in BDK6-05 
  Grass Roots). Raynard assures the PCs that the Riftcrag 
  road into the canyon is too dangerous for them as it is 
  heavily patrolled by Cranzer’s forces and is far enough 
  from the reputed location of the Men of the Rift that they 
  would probably not survive the journey down the 
  canyon. 
   
  The best Raynard can provide the PCs with is rumors 
  of a way into the canyon marked by red dragon fire (Route 
  1). From his rather vague description, the PCs must still 
  make a DC 20 Survival check to find the route. 
   
  Raynard Oakheart: Male human ranger 3/fighter 3; 
  AL LN; Will +3; Sense Motive +5. 
   
  CONTACTING THE FELLREEV FACTION 
  If the PCs have influence with any member of the 
  Fellreev Faction (Dazark Orcs, Defenders of Greenkeep, 
  Fanlareshan Elves, or Fort Hendricks), they can spend 1 
  IP to gain the information in Player Handout 2. This 
  requires a brief detour to the Fellreev Forest. 
   
  4: INTO THE RIFT 
  There are three viable ways of going into the Rift Canyon. 
  One of them was detailed in IUZ6-02 Red Scales, Blue 
  Secrets and the other two in BDK5-02 Trouble at Dragon Rift. 
  These are listed below as Route 1, 2, and 3. Use whichever 
  is appropriate.  
   
  If the PCs approach the canyon with no information 
  about a path down, then stress just how dangerous it 
  looks to go down the canyon. Allow them to make a DC 
  10 Intelligence or Knowledge (geography) check to 
  realize that descending into the Rift Canyon without 
  knowing a viable route is virtually suicide. Should they 
  continue anyway, the PCs encounter the following on 
  their way down. 
   
  
  BDK7-01 The Halfling 
   
  Page 10 
  All APLs (EL 10) 
   
  Collapsing Rock-wall: CR 7; mechanical; location 
  trigger; no reset; Atk +19 melee (10d6, stone blocks); 
  multiple targets (all targets in a 15-ft.-by-15-ft. area); 
  Search DC 29; Disable Device DC 15.  
   
  Falling Over the Edge: CR 7; DC 16 Reflex save 
  avoids; 80 ft. fall (8d6, fall). 
   
  Falling to the Rift Floor: CR 7; DC 6 Reflex save 
  avoids; 500 ft. fall (20d6, fall). 
   
  ROUTE 1 
  The PCs may learn this route by either having a member 
  of the Men of the Rift meta-org in their party or by 
  speaking with Raynard Oakheart of Moskol’s Legion. 
   
  The beginning of this trail is marked by an ominous 
  burned spot containing several half-melted rocks. 
  The path is ten feet wide, barely wide enough to 
  allow a horse or other large creature to navigate, and 
  contains many switchbacks.  
   
  A PC who makes a DC 15 Knowledge (arcana) check 
  recognizes the burn mark as consistent with dragon fire. 
  A PC who makes a DC 15 Knowledge (local: Iuz’s Border 
  States) check knows there is reputed to be a red dragon in 
  the Rift named Morginstaler. Members of the Men of the 
  Rift meta-org automatically know this. 
   
  At roughly a 10 to 15 degree down angle, the path 
  takes 6 miles to reach the canyon floor, but is relatively 
  free of hazards and monsters. Be sure to have the players 
  set a marching order before springing the trap. 
   
  A PC who makes a DC 15 Survival or Knowledge 
  (geography) check realizes that rock falls are a real threat 
  while traveling down the path. 
   
  Trap: One of the dangers of the Rift is its bizarre weather. 
  Highly localized, swirling, gale-force winds can sweep 
  men away from rock faces in the blink of an eye. Drifting 
  mists can make rock moist and as hazardous as ice and 
  frost. Rock falls are common, and cave-ins are hardly 
  uncommon. This is dangerous terrain, to be sure.  
   
  Roughly halfway down the trail, the first creature 
  weighing more than 200 pounds triggers the trap, as the 
  vibration of their steps sends loose rocks tumbling down 
  onto their heads. If a PC successfully locates and disables 
  the trap, the rocks fall harmlessly over the trail and down 
  into the canyon. A PC who fails the Disable Device check 
  by 5 or more triggers a rock fall onto his or her head. The 
  rock fall affects an area within 20 feet of the triggering 
  character. 
   
  Remember dwarves can use their Search skill to 
  locate difficult stonework traps just like rogues can. The 
  PCs do not have time to take 20 searching for this trap, as 
  they are moving down miles of mountainous terrain. To 
  do so would mean that they are taking over a week to 
  travel the six miles of trail to the bottom of the canyon, 
  and there is really no place to sleep safely on these trails 
  without very special gear (which the PCs probably do not 
  have). 
   
  A PC who is struck by the rocks might be knocked 
  over the edge of the path, but is allowed a Reflex save to 
  avoid falling. A PC who falls must attempt another Reflex 
  save to stop falling at the next switchback before they fall 
  all the way to the Rift Canyon floor. 
   
  APL 2 (EL 4) 
   
  Rocks from Above: CR 2; mechanical; location 
  trigger; no reset; Atk +12 melee (4d6, rocks); Search DC 
  23; Disable Device DC 16. 
   
  Falling Over the Edge: CR 1; DC 12 Reflex save 
  avoids; 20 ft. fall (2d6, fall). 
   
  Falling to the Rift Floor: CR 1; DC 3 Reflex save 
  avoids; 500 ft. fall (20d6, fall). 
   
  APL 4 (EL 6) 
   
  Rocks from Above: CR 3; mechanical; location 
  trigger; no reset; Atk +14 melee (6d6, rocks); Search DC 
  23; Disable Device DC 16. 
   
  Falling Over the Edge: CR 3; DC 14 Reflex save 
  avoids; 40 ft. fall (4d6, fall). 
   
  Falling to the Rift Floor: CR 3; DC 4 Reflex save 
  avoids; 500 ft. fall (20d6, fall). 
   
  APL 6 (EL 8) 
   
  Falling Boulder: CR 5; mechanical; location trigger; 
  no reset; Atk +19 melee (8d6, boulder); multiple targets 
  (can strike all characters in two adjacent specified 
  squares); Search DC 26; Disable Device DC 15. 
   
  Falling Over the Edge: CR 5; DC 15 Reflex save 
  avoids; 50 ft. fall (6d6, fall). 
   
  Falling to the Rift Floor: CR 5; DC 5 Reflex save 
  avoids; 500 ft. fall (20d6, fall). 
   
  When the PCs have navigated the path down, read The 
  Bottom of the Rift. 
   
  ROUTE 2 
  This route is provided by Natasha of the Red Planks. This 
  route is more difficult than Route 1, requiring several 
  places where Climb and Jump checks are necessary. 
  However, unlike Route 1, the PCs can avoid encountering 
  any traps at all by succeeding on all the checks. 
  Characters have to make two DC 10 Climb checks and 
  two DC 5 Jump checks. A PC who fails these checks 
  causes more rockslides and triggers a trap (see Route 1) at 
  the appropriate APL. (They receive experience for 
  successfully navigating this route regardless of whether 
  they trigger any traps or not.) A PC making a DC 15 
  Survival or Knowledge (architecture and engineering) 
  check recognizes that these dangers make travel difficult 
  if not suicidal and can communicate them to PCs wearing 
  armor (since it interferes with both checks). Hopefully, 
  this convinces the PCs to remove their armor before 
  entering if Natasha did not. Animals unable to make 
  Climb checks are going to trigger the traps unless 
  provision is somehow made for this. There is a wilderness 
  trade shop nearby with lockers for just such an occasion 
  that the PCs can rent to store their armor for the small 
  
  BDK7-01 The Halfling 
   
  Page 11 
  sum of 25 gp (it will be safe). Animals can be safely 
  stabled there as well. If the PCs have magical means to 
  circumvent the Climb and Jump checks, be certain to 
  allow it as long as it is reasonable. 
   
  The trail marked on the map given to you by Natasha 
  was apparently made by a mountain goat, as you 
  cannot imagine how anyone else could manage it. It 
  soon becomes blindingly obvious that no horse 
  could possibly survive the journey down this trail, 
  and having a good supply of rope would not hurt too 
  badly. 
   
  If the PCs insist on taking mounts or animal companions, 
  then the animal must either know the Come trick or the 
  PCs mush push the animals with a DC 20 Handle Animal 
  check. Animal companions are exempt from the Handle 
  Animal check, but the PC should be well-informed that 
  taking the path risks the animal’s life unless it is an 
  animal with a Climb speed or otherwise accustomed to 
  mountainous terrain (for this purpose, consult the 
  Environment heading under the animal’s description). 
   
  When the PCs have navigated the path down, read 
  The Bottom of the Rift. 
   
  ROUTE 3 
  The only way for the PCs to learn of this route is through 
  Hvirta Brighteagle, the nomad. 
   
  The directions given to you by Hvirta lead you to a 
  cleft in the canyon wall. The way looks bad, but after 
  the first little bit it opens up and is good even for 
  horses. It certainly looks better than that path you 
  found earlier this morning with the burned spot at 
  the head of the trail! 
   
  It is a relatively easy descent to the bottom of the Rift 
  Canyon on this trail. Since in this case, they were able to 
  use their skills and resources (Diplomacy and influence 
  most likely) to obtain the safe way around the known 
  hazards of the Rift, the PCs who discover this method 
  down still get the same experience award as navigating 
  Route 1 and Route 2 would have given them. 
   
  When the PCs have navigated the path down, read 
  The Bottom of the Rift. 
   
  THE BOTTOM OF THE RIFT CANYON 
  No matter which trail they take, read or paraphrase the 
  following when the PCs get to the bottom of the Rift 
  Canyon. 
   
  The towering walls of the sides of the Rift Canyon 
  cast the floor of the canyon into perpetual gloom. 
  Strange outcroppings of rock in fantastic shapes 
  protrude from the walls of the sheer cliffs on either 
  side of you. Caves dot the walls like eyes watching to 
  capture the unwary. It looks as though it is about a 
  mile to the other side of the Rift at this point. Far 
  above you, a faint patch of blue indicates the 
  location of the world. To someone not born in the 
  depths of the Oerth, the feeling of claustrophobia is 
  hard to avoid. 
   
  If the PCs include a member of the Men of the Rift meta-
  org in their ranks or have documented evidence (on an 
  AR) of knowing where the Men of Rift have their 
  hideout, skip Encounter 5 and go to Encounter 6. 
  Otherwise, go to Encounter 5. 
   
  5: THE HERMIT 
  You may skip this encounter if the PCs have already 
  determined where the Men of the Rift have their lair in 
  the Rift Canyon. 
   
  After a nerve wracking half day spent creeping from 
  boulder to boulder, hiding from things that you may 
  never quit having nightmares about, you come to a 
  cave that looks as though it once was home to some 
  large humanoids. From the burned remains 
  scattered around, it looks as though it has not been 
  used in several years.  
   
  PCs searching the cave find many remains of large 
  humanoids. A PC who makes a DC 14 Knowledge 
  (nature) check recognizes the remains as ogre bones. A 
  PC who makes a DC 20 Heal check knows that they all 
  died of violent wounds about 2 years ago. A PC who 
  makes a DC 15 Search check finds a small shrine in the 
  back of the cave wreathed with moss flowers that looks to 
  be still tended. A PC who makes a DC 20 Knowledge 
  (religion) check recognizes the shrine as one to Iallanis, 
  the neutral good goddess of good giants, mercy, and 
  beauty. PCs who played BDK5-02 Trouble at Dragon Rift 
  recognize this cave as the cave in which Xuv’s people 
  lived. 
   
  As the PCs are looking around, an elderly ogre is 
  returning from a crevice in the back of the cave. He is 
  returning from harvesting some mushrooms that grow in 
  the deep parts of the cave complex.  
   
  As you are searching about, you hear a quavering 
  voice coming from out of a large crevice in the back 
  wall.  
   
  Those who speak Giant understand it as a song, but others 
  hear only nonsense. Allow the PCs whatever preparation 
  they wish in the 5 rounds that it takes for Tikla the ogre 
  to get to the fissure entrance. 
   
  Tikla is a deformed ogre, with a hunched back and a 
  gimpy leg. He looks shocked to see the PCs and 
  immediately assumes that they are Men of the Rift come 
  to kill him and destroy the shrine to Iallanis that he has 
  been tending for the last couple of years. Nevertheless he 
  is unarmed, and it should be considered an evil act to kill 
  him without provocation. PCs who participated in BDK5-
  02 Trouble at Dragon Rift may recognize Tikla as the ogre 
  who showed them the back way out of the ogre cavern. 
  Unless Tikla recognizes one of the PCs (he recognizes 
  
  BDK7-01 The Halfling 
   
  Page 12 
  any PC who participated in BDK5-02 Trouble at Dragon 
  Rift), his initial attitude is Unfriendly. If the PCs can 
  convince him that they are not Men of the Rift or 
  Erythnul worshippers, (for example by having the holy 
  symbol of a good aligned deity or showing reverence to 
  Iallanis at the shrine) then his reaction shifts to 
  Indifferent. If they can shift his reaction to Helpful, then 
  he provides the following information. Tikla only speaks 
  a few words of Common, so unless the PCs speak Giant, 
  he relies on crude sign language and pantomime. 
  • He is able to give directions to the main lair of the Men 
  of the Rift, a place he refuses to go anywhere near. 
  • He sometimes gets a visit from a strange dragon-like 
  person who brings him food. The dragon-like man’s 
  name is Blegor. 
  • He tends this shrine because it reminds him of the 
  most beautiful ogre he ever knew, named Friga. She 
  escaped from some evil ogres with whom he used to 
  live several years ago. He does not know where she 
  lives, so he stays here waiting for her. 
   
  Tikla: Male ogre, hp 16, AL CG; Monster Manual 198. 
   
  Proceed to Encounter 6 once the PCs have learned the 
  location of the Men of the Rift from Tikla. 
   
  6: THE MEN OF THE RIFT 
  Read the following once the PCs know the location of the 
  Men of the Rift’s lair. 
   
  After being intercepted by a band of scoundrels and 
  ruffians and explaining your situation, you are led 
  into a large cave appointed in barbarous splendor. 
  Around the room are dozens of warriors watching 
  your every move. At the far end of the cavern are 
  three large chairs. The chair to the left is plain and 
  unadorned, and looks to be of fine dwarven make. 
  The chair on the right is carved with a skull motif 
  and decorated with the polished skulls of some type 
  of monstrous humanoid. The chair in the center is 
  larger than the others and is draped in lion skins.  
   
  Only the left-hand chair is presently occupied. 
  In it sits a half-orc dressed in ghastly clerical 
  vestments, his unholy in the shape of a blood drop at 
  his chest. He is sharpening a wicked looking 
  sacrificial dagger as you approach. Behind him, 
  almost obscured by the chair, is a halfling who is 
  whispering in his ear. 
   
  As you get closer, the half-orc gestures for you to 
  stop and then says, “So, what has the great god of 
  slaughter brought for us to feast upon today?!” He 
  stands and strolls around your group as if looking at 
  a cow at market. “It must be something important to 
  bring such city dwellers to the lands of the Plar. 
  Speak, before I lose patience!” 
   
  It is pointless to provide a script for the conversation that 
  is sure to ensue at this point, but here are the points that 
  are known or are willing to be discussed. The half-orc is 
  Etroll, the cleric of Erythnul, CE god of slaughter, and 
  Durrand Grossman’s second-in-command. Members of 
  the Men of the Rift meta-org automatically recognize 
  him. Others must succeed at a DC 20 Knowledge (local: 
  Iuz’s Border States) check to recognize him. He has no 
  problem with ignorant PCs assuming he is Plar Durrand, 
  since he knows the Plar is more terrifying than he is 
  (though he is loathe to admit it). The halfling is TB 
  Gonagin. 
  • If the PCs ask, Etroll claims that Durrand Grossman, 
  the Plar of the Rift, is unavailable to talk to the PCs. 
  (He is not telling the truth. He is simply lazy and self-
  important. Etroll’s Bluff modifier is only +3, but it 
  might be wiser for the PCs not to call him on this lie.) 
  If the PCs insist upon talking to the Plar, this makes 
  Etroll angry and triggers a more challenging combat in 
  Encounter 7. 
  • Etroll is short with the PCs. Play him as a short-
  tempered person prone to violence. He will not 
  descend to violence against the PCs directly, but you 
  should convey the impression of violence barely 
  restrained. Any open disrespect triggers their arrest, 
  and Etroll has them thrown into the arena. 
  • There is overwhelming force available to Etroll in the 
  cavern. Make it clear to the PCs that they cannot 
  possibly defeat the many hardened looking warriors in 
  the room. Should the PCs foolishly decide to attack, 
  have them overwhelmed by a dozen or so warriors (use 
  the statistics from the 5th-level hobgoblin fighter from 
  the DMG, page 117). Proceed immediately to the arena 
  using the more challenging combat. 
  • If the PCs attempt to convince Etroll to give up TB, 
  they adjust Etroll’s attitude to Hostile. Etroll attacks 
  indirectly, not by using force, but by actively 
  undermining their arguments. If they cannot 
  subsequently adjust his reaction back to Friendly, they 
  face a more challenging combat in Encounter 7. 
  • The PCs notice that TB seems to be whispering in 
  Etroll’s ear just before Etroll makes any telling points. 
  If any of the PCs have the Enmity of the Men of the Rift, 
  TB and Etroll make Spot checks to see if they see 
  through any Disguise checks. If either recognizes such 
  a PC, TB gestures across the cavern to a person who 
  accuses the party of helping out the ogres and getting 
  many of the men killed. This immediately ends the 
  audience and Etroll calls for a trial by combat in the 
  arena using the more challenging combat in Encounter 
  7.  
  • TB wants to know who wants him and why. He 
  suspects they were sent by the Rookroost Thieves’ 
  Guild, and if the PCs admit as much, then he is 
  adamantly against being turned over. Therefore, such 
  an admission triggers the more challenging combat in 
  Encounter 7. 
  • Play TB like Wormtongue in The Lord of the Rings. As 
  such, TB is always whispering in the ears of Etroll, and 
  backing him up sycophantically with “yes, Master” and 
  
  BDK7-01 The Halfling 
   
  Page 13 
  “of course, Master”. Etroll the firebrand does most of 
  the arguing. Make it clear to the PCs that every time 
  they seem to be making headway that it is TB who is 
  foiling their diplomacy. 
   
  Durrand Grossman, who has been standing unobtrusively 
  with the warriors in the cavern and observing the 
  exchange (arms crossed), is not fond of the influence that 
  TB seems to be gaining over Etroll, and is therefore quite 
  willing to give up the halfling (he has out-lived his 
  usefulness anyway). At a climactic point, he signals to 
  Etroll to conclude the audience. At this point he steps out 
  of the throng of warriors to take the center seat while the 
  crowd murmurs amongst themselves. At this point, the 
  PCs may make a DC 15 Knowledge (local: Iuz’s Border 
  States) check to realize this is Durrand Grossman, Plar of 
  the Rift. He declares that his judgment is to have the PCs 
  fight in the arena, figuring to use Etroll’s love of the 
  bloody sport to influence him to give up the halfling.  
   
  After the Plar takes his place on the center chair, he 
  speaks. Read or paraphrase the following: 
   
  “We are not in the habit of handing over to strangers 
  those who have escaped their shackles. We will see if 
  the God of Slaughter favors you. If you survive, then 
  we may talk of this again.” With that, he claps his 
  hands and many eager warriors surround you. Etroll 
  gives you a smile, one of those chilling smiles that 
  does not make it to the eyes, the smile of a very 
  dangerous man. The man in the center chair turns to 
  a group of warriors. 
   
  “These gentlemen will take you to your test,” he 
  says. 
   
  Behind Etroll, you see the halfling grinning, 
  quite pleased with himself. 
   
   
  The PCs are then led off to the arena. The Plar hears no 
  plea or argument from the PCs until the arena bout is 
  over. 
   
  All APLs 
   
  Guards (12): male human and half-orc fighter 5; 
  hp 47 each; Dungeon Master’s Guide 117 (use hobgoblin 
  fighter 5 statistics). 
   
  Etroll Nurg: Male half-orc cleric 11 of Erythnul; AL 
  CN; Spot +8. 
   
  Durand Grossman, Plar of the Rift: Male human 
  (mixed); 15 HD; AL NE, Will +9; Sense Motive +18. 
   
  TB Gonagin: Male halfling rogue 5; hp 22; see 
  Appendix 1. 
   
  7: THE ARENA 
  The PCs are hustled into a small room and the door is 
  locked and guarded. At the other end of the room is a 
  large stone door. A voice tells them to prepare themselves 
  for combat, as they will shortly be the guests of the God 
  of Slaughter. The PCs have about fifteen minutes to 
  prepare themselves before the stone door in the back of 
  the room opens. A voice from the front of the room then 
  calls to them to go out the stone door. If they do not leave 
  the room after the stone door into the arena opens, then 
  murder holes open up in the back wall and a voice tells 
  them to leave the room or die. If they still refuse, then 
  guards start peppering them with arrows (+8 to hit, 1d8+3 
  piercing damage) through the murder holes until they 
  leave the room or die. Once they are in the arena, the 
  stone door closes. Read or paraphrase the following. 
   
  The arena is a 40-foot by 60-foot oval cave 
  surrounded by 20-foot walls. Above these walls are 
  carved seating. The floor is sandy, without a speck of 
  vegetation. There are ominous-looking stains, 
  probably the blood of previous combatants. At the 
  other end of the oval is a stone door identical to the 
  one through which you just entered. 
   
  The seats are full of humans and humanoids 
  either cheering or booing your appearance. You can 
  see people exchanging money in the stands while 
  gesticulating in your direction. On a raised seat in 
  the stands at the midpoint of the oval sits Etroll in 
  the full ceremonial clerical garb of a priest of 
  Erythnul, 
  surrounded 
  by 
  his 
  ever-present 
  bodyguards. Next to Etroll is the man who 
  pronounced your judgment [Durrand Grossman if the 
  PCs recognized him], looking slightly bored. 
   
  Etroll stands and addresses the crowd. “We are 
  here to witness who the great God of Slaughter 
  wishes to feast upon today. These outlanders say 
  they are worthy, we will see.” With that he raises his 
  staff and the doors on the other side of the arena 
  open. 
   
  APL 2 (EL 4) 
   
  Hyenas (4): hp 13; Monster Manual 274. 
   
  APL 4 (EL 6)* 
   
  Raging Panthers (3): hp 25; see Appendix 1. 
   
  APL 6 (EL 8)* 
   
  Raging Lions (4): hp 42; see Appendix 1. 
   
  *The EL of this encounter has been adjusted by +1 to 
  reflect the raging statistics. 
   
  Should any character in the party have the plot point 
  Enmity of the Men of the Rift from BDK5-02 Trouble at 
  Dragon Rift, admitted to working for the Rookroost 
  Thieves’ Guild, or were perceived as disrespectful to 
  Etroll, then use the monsters listed below, as some extra 
  animals are “accidentally” loosed upon the PCs. 
   
  APL 2 (EL 5) 
   
  Hyenas (6): hp 13; Monster Manual 274. 
   
  APL 4 (EL 7)* 
   
  Raging Panthers (4): hp 25; see Appendix 1. 
   
  
  BDK7-01 The Halfling 
   
  Page 14 
  APL 6 (EL 9)* 
   
  Raging Lions (6): hp 42; see Appendix 1. 
   
  *The EL of this encounter has been adjusted by +1 to 
  reflect the raging statistics. 
   
  Tactics: The animals have been starved by their handlers, 
  so they rush out upon the PCs immediately, pouncing if 
  possible.  
   
  Development: Should the PCs win this combat, their 
  wounds are bound by healers, they are bathed, and then 
  they are given ceremonial crowns of bone with a cloak 
  made from the skin of one of the slain beasts to wear to 
  the Feast of the Slaughter. The PCs gain the plot point 
  Arena Champion. 
   
  8: THE FEAST OF THE 
  SLAUGHTER 
  Your return to the audience cavern finds the room 
  in a distinctly different mood. Men and women are 
  carousing as if there was to be no tomorrow. The 
  noise is simply amazing, and several fights have 
  broken out around the room. As the people notice 
  your arrival, they either cheer or boo, probably 
  depending upon the way that they bet earlier. 
   
  Your guide leads you towards the table of honor, 
  where he introduces you as the champions to 
  Durand Grossman, Plar of the Rift, the man who 
  sentenced you to blood sport. Etroll is seated next to 
  him. On Etroll’s left is the halfling. The Plar then 
  motions for a serving kobold to lead you to seats at a 
  different table, far enough away that it is clear that 
  he does not wish to engage in further conversation. 
   
  You have been at the table for no more than a 
  couple of minutes when a commotion rises from the 
  end of the cavern. You soon see what is causing it, as 
  a dark, cowed figure strides into the cavern and 
  walks towards the head table. Murmurs and 
  whispers rush throughout the crowd. 
   
  “Who is that?” 
   
  “Is it really him?” 
   
  “That’s Nevin Ringblade alright, the infamous 
  slaver!” 
   
  As he passes you, he snarls under his breath 
  “You’ll pay for Arlen’s death, scum.” He then 
  approaches the Plar and bows low. 
   
  “Your Excellency, I have an important matter to 
  discuss in private. May we speak?” 
   
  The Plar nods his head and motions for Etroll 
  and his bodyguard to follow. As they exit the cavern, 
  they leave behind a stunned looking halfling who 
  seems to have recognized the nefarious Nevin. 
   
  Nevin is the author of the letter the PCs found in Arlen’s 
  pocket, as well as the architect of Arlen’s scheme to 
  enslave them. The PCs may realize the initial of the 
  letter’s author (‘N’) and Nevin’s mention of Arlen is no 
  coincidence. They may be very vengeful towards him as a 
  result, but should the PCs think about attacking Nevin, 
  remind them that they would be attacking a guest of the 
  Plar during his feast, which would be quite rude. They are 
  surrounded by the followers of the Plar and would surely 
  be overwhelmed. Should they do it anyway in a manner 
  that is detectable and traceable to themselves, they are 
  captured and thrown to the lions in the arena…this time 
  with lots of lions and no armor or weapons. 
   
  9: A CHANGE OF HEART 
  As Durand and Etroll leave the chamber, you see TB 
  scurrying towards you. As he gets closer he says to 
  you anxiously and with a false heartiness, “Ah 
  friends, how about bygones being bygones and all 
  that, eh? Sorry about that little misunderstanding 
  with the arena, but hey, it worked out OK didn’t it?” 
  He looks around to see if anyone else is paying 
  attention to your group. Satisfied no one is, he 
  continues, “I understand that you might have taken 
  my little joke about the arena the wrong way. 
  Fortunately, you are the forgiving sort and don’t 
  want to see a poor little guy like me eaten by 
  demons, right?” 
   
  TB is absolutely desperate to get away, as he figures that 
  Nevin is here to take him back to Cranzer, and that is 
  NOT going to be pleasant.  
   
  If there is even token resistance from anyone in the 
  party to bringing him along, TB is not above begging and 
  pleading to get the PCs to agree. He resorts to bribes if 
  necessary and flashes a signet ring that he claims is 
  valuable; it is theirs if only they get him out of the Rift 
  Canyon. He also tells them that Nevin is negotiating for 
  the PCs’ heads as well as his own (he is not certain of this, 
  but it is very likely, so he gets +10 to his Bluff check). He 
  also knows the guard at the south cave entrance (a free 
  pass). If they absolutely refuse, then the adventure is 
  over. Go to Conclusion A. 
   
  Assuming they agree, he quickly gathers his things 
  and leads them outside. TB can get them out pretty safely. 
  He knows the guard captain on duty. If they leave 
  immediately, they escape if they take any kind of 
  precaution to cover their trail. If they do not, then have 
  TB suggest it. If they cannot, then roleplay some close 
  encounters with the Men of the Rift, but let them get 
  away. After they have been on the trail a while and TB is 
  certain they are in the clear, he tells them his tale: 
   
  “It’s like this. I’m in the Gintask’a mine, working my 
  way to the surface, when I run across a guard who is 
  putting on a disguise. Now I asks myself, what is a 
  guard doing that for, so I hides out and waits for him 
  to return. And what do I see when he takes off the 
  makeup? It was old Duke Gellor, as sure as I live and 
  breathe. How do I know that? ‘Cause when I was 
  growing up, my dad gave me a lucky coin with his 
  picture on it. I wouldn’t be here now if I hadn’t lost 
  that coin during Lord Mortoth’s ball. Then the most 
  
  BDK7-01 The Halfling 
   
  Page 15 
  surprising thing happened. That ring I showed you 
  just fell off and rolled under a bed. I was afraid it 
  would be lost forever, so I have it here for 
  safekeeping.”  
   
  TB is lying about the ring just falling off, and admits that 
  maybe it did not quite happen that way if the PCs catch 
  him in it, but he swears the rest of it is true. 
   
  If the PCs escort him safely to the Johrase (which he 
  is perfectly happy about), then go to Conclusion B. 
   
  If TB knows or has good reason to suspect that they 
  are working for the Rookroost Thieves’ Guild, then as 
  soon as they are out of the Rift Barrens, he will attempt to 
  escape. If the PCs don’t take precautions against this, TB 
  attempts to escape on the first night out of the Barrens 
  during the most unobservant PCs watch. If the PCs catch 
  him or take precautions to prevent him from escaping, go 
  to Conclusion C. If he escapes, he flees towards the 
  Artonsamay and eventually Dyvers. Go to Conclusion D. 
   
  CONCLUSION 
  All PCs who survived the arena combat in Encounter 7 
  gain the Arena Champion plot point. 
   
  CONCLUSION A 
  Read this if the PCs allow TB to be given to Nevin. 
   
  It is probably better that you didn’t antagonize the 
  dreadful Nevin Ringblade any more than you 
  already had. After all, it is not about right or wrong, 
  it is about who you do not want to offend. The 
  (Johrase, or Rookroost Thieves’ Guild) did not really 
  expect you to succeed anyway, so it is better to just 
  slip away and stay anonymous. There might be 
  better opportunities to be heroic; this was just not 
  one of them. 
   
  TB Gonagin was carried away by Nevin’s goons 
  kicking and screaming. Chances are he will not be 
  screaming for long. At least Nevin forgot to pursue 
  his vendetta… this time. 
   
  CONCLUSION B 
  Read this if the PCs return TB to Talbon Halfspear of the 
  Johrase. 
   
  A heavily cloaked figure leads you through the 
  gardens of Lord Hind’s mansion to an abandoned 
  hut in the gardens. Inside, you see Talbon Halfspear 
  waiting for you. “I thank you for bringing this 
  halfling to me. I hope that we can work together 
  amiably?” He looks at TB, who perks up and replies 
  “Yes sir! I can tell you lots about what is going on. 
  Did they tell you about Duke Gellor?” Talbon looks 
  surprised and replies, “We will talk of this later.” He 
  then turns to you. “You may have done the nation of 
  Johrase a great service. You have earned the thanks 
  of those greater than I.” With that he rings a bell and 
  you are ushered out of the gardens onto a back street 
  of Kinemeet. 
   
  The PCs gain the Favor of Lord Calmert Hind, the Favor of 
  TB Gonagin, and the Enmity of Nevin Ringblade. If the PCs 
  agreed to help the Rookroost Thieves’ Guild but turned 
  TB in to the Johrase instead, then the PCs gain the Enmity 
  of the Rookroost Thieves’ Guild. 
   
  CONCLUSION C 
  Read this if the PCs returned TB to Volner One-Eye for 
  punishment. 
   
  Volnor One-eye looks over the halfling with disdain, 
  and then gives you a satisfied grin. “So, the little rat 
  is finally in the trap. I know some people who are 
  going to be so pleased. I bet he sings like a canary!” 
  He tosses a bag on the table. “Here is something to 
  help you celebrate. You have done us a big favor and 
  we don’t forget those who helped us.” 
   
  With that, he claps his hands twice and two 
  goons come into the room and carry off TB into the 
  dark recesses of the building. Volnor escorts you to 
  the door, thanks you once again, then leaves you on 
  the street. Behind you, you thought for just a 
  moment you heard a scream of pain. 
   
  The PCs gain the Favor of Rookroost Thieves’ Guild and the 
  Enmity of Nevin Ringblade. If the PCs agreed to help the 
  Johrase, but turned TB in to the Guild instead, then they 
  gain the Betrayer of the Johrase Nation plot point. 
   
  CONCLUSION D 
  Read this if TB escapes while taking him to the Volnor 
  One-Eye.  
   
  The note you found on TB’s pillow said “Friends, I do 
  thank you for helping me out of a tight spot. I just 
  can’t see the profit in talking to the Guild just now, 
  so I have decided to ply my trade in another land. I 
  hear Dyvers is nice this time of year. Send my love to 
  the dear old Guild, would you?” Maybe it was not 
  such a grand idea to have told TB that the Guild 
  wanted him back. 
   
  Speaking of the Guild, this might be a good time 
  to see what is happening in Alhaster. 
   
  The PCs gain the Enmity of the Rookroost Thieves’ Guild and 
  the Enmity of Nevin Ringblade. 
   
  CONCLUSION E 
  Read this if the PCs decide to let TB go for one reason or 
  another. 
   
  It just did not seem right to let the poor little guy get 
  turned in and squeezed like a sponge. Everybody 
  makes mistakes and you are confident that TB will 
  turn over a new leaf once he is safely away.  
   
  
  BDK7-01 The Halfling 
   
  Page 16 
  The PCs gain the Favor of TB Gonagin. If the PCs were 
  working for the Guild, then they gain the Enmity of the 
  Rookroost Thieves’ Guild and the Enmity of Nevin Ringblade. 
  If the PCs were working for the Johrase, then they gain 
  Betrayer of the Johrase Nation and the Enmity of Nevin 
  Ringblade. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  2: Slavers in the Barn 
  Defeat the slavers 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
   
  4: Into the Rift 
  Survive the dangers of the descent into the Rift Canyon 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
   
  7: The Arena 
  Defeat the foes in the arena 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
   
  OR 
   
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
   
  Story Award 
  Retrieving TB Gonagin and obtaining the information 
  that he knows. 
  APL 2  
  50 XP 
  APL 4  
  70 XP 
  APL 6  
  90 XP 
   
  Discretionary roleplaying award 
  APL 2  
  40 XP 
  APL 4  
  65 XP 
  APL 6  
  90 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  2: Slavers in the Barn 
   
  APL 2: Coin 100 gp; Loot 42 gp; Magic 200 gp; scroll 
  of protection from arrows (13 gp), wand of cure light wounds 
  (62 gp), brooch of shielding (125 gp); Total 342 gp. 
   
  APL 4: Coin 100 gp; Loot 42 gp; Magic 450 gp; scroll of 
  protection from arrows (13 gp), wand of cure light wounds (62 
  gp), potion of darkvision (25 gp), brooch of shielding (125 gp), 
  stone of alarm (225 gp); Total 592 gp. 
   
  APL 6: Coin 100 gp; Loot 42 gp; Magic 650 gp; scroll of 
  protection from arrows (13 gp), wand of cure light wounds (62 
  gp), brooch of shielding (125 gp), Murlynd’s spoon (450 gp); 
  Total 792 gp. 
   
  Encounter 9: A change of heart 
  All APLs: 200 gp 
   
  
  BDK7-01 The Halfling 
   
  Page 17 
  Treasure Cap 
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  Total Possible Treasure 
   
  APL 2: 542 gp 
   
  APL 4: 792 gp 
   
  APL 6: 992 gp 
   
  ADVENTURE RECORD ITEMS 
  Enmity of the Rookroost Thieves Guild: You may not 
  join the Guild while in possession of this enmity and are 
  removed from the organization if are a member. This may 
  be removed by spending 3 IP with the Guild. Lifestyle 
  costs are doubled for adventures set in Rookroost. NPC 
  members of the Guild will start out unfriendly to you. 
   
  Betrayer of the Johrase Nation: You may not join any 
  meta-organization based in Johrase. Lifestyle costs are 
  doubled for adventures set in Johrase and you suffer a -4 
  circumstance penalty to Charisma based checks with 
  Johrase. 
   
  Arena Champion: This favor acts as an influence point 
  with the Men of the Rift. Because of their extensive 
  contacts inside the Gintask’a silver mines, this favor can 
  be used once to negate any TU penalty for enslavement 
  in the mines (they break you out). 
   
  Favor of Lord Calmert Hind: This favor acts as an 
  influence point with the Johrase nation. It also gains the 
  PC Regional access to the items marked with a * below. 
   
  Favor of the Rookroost Thieves Guild: This favor acts 
  as an influence point with the Guild. It also gains the PC 
  regional access to the items marked with a † below. 
   
  Favor of TB Gonagin: TB may have burned a lot of 
  bridges, but he still has influence in the Bandit 
  Kingdoms. This favor can be spent once to grant a +10 
  circumstance bonus to any Sleight of Hand or Perform 
  check made to earn gold after a Bandit Kingdoms 
  adventure. Alternately, it may be spent to receive Bandit 
  Kingdoms Regional access to sleep arrow or universal 
  solvent. 
   
  Enmity of Nevin Ringblade: This disgruntled slaver 
  dislikes you. You receive a +1 Dissenter WCI point. In 
  addition, you suffer a -2 penalty on all Charisma-based 
  checks involving social interaction while in Riftcrag, 
  Balmund, and Wraithkeep as long as Iuz rules the Bandit 
  Lands. 
   
  Ring of the Swan: This fairly plain thumb ring has a 
  heraldic device upon it “Two swans rampant upon vert 
  with gules bend sinister.” 
   
  ITEM ACCESS 
  APL 2: 
  • Brooch of shielding (Adventure; DMG) 
  • *Silversheen (Regional; DMG) 
  • †Elixir of hiding (Regional; DMG) 
  • †Salve of slipperiness (Regional; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  • Stone of alarm (Adventure; DMG) 
  • *Oil of dolorous blow (Regional; CL 5; 750 GP; SpC) 
  • †Wand of spontaneous search (Regional; CL 1; 750 GP; 
  SpC) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • Murlynd’s spoon (Adventure; DMG) 
  • *Horseshoes of speed (Regional; DMG) 
  • †Scroll of panacea (Regional; CL 7; 700 GP; SpC) 
   
  
  BDK7-01 The Halfling 
   
  Page 18 
  APPENDIX 1: ALL APLS 
  TB  (T E D D Y  BE A R)  G O N A G I N 
  CR  5 
  Male halfling rogue 5 
  AL NE Small humanoid (halfling) 
  Init +4; Senses Listen +1, Spot -1 
  Languages Common, Flan, Halfling, Orc  
  AC 17, touch 15, flat-footed 17 
   (+4 Dex, +2 armor, +1 size) 
  hp 22 (5 HD)  
  Fort +4, Ref +9, Will +1 
  Speed 20 ft. in leather (4 squares), base movement 20 ft.; 
  Melee Masterwork dagger +9 (1d3-1 + sneak attack) 
  Ranged Masterwork dagger +9 (1d3-1 + sneak attack) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -2 
  Abilities Str 8, Dex 18, Con 10, Int 14, Wis 8, Cha 12  
  SQ Evasion, Trapfinding, Trap sense 
  Feats Great Fortitude, Weapon Finesse  
  Skills Bluff +9, Decipher Script +10,Diplomacy +11, Escape 
  Artist +12, Forgery +10,Hide +16,Move Silent +14,Open 
  Lock +12,Search +10,Tumble +12, 
  Possessions combat gear plus a homemade map of the 
  Gintask’a silver mine and signet ring of house Gellor.  
  Sneak attack (3d6) 
  A R L E N 
  CR  7 
  Male human rogue 7 
  AL NE Medium humanoid (human) 
  Init +8; Senses Listen +0, Spot +10 
  Languages Common, Halfling, Orc  
  AC 20, touch 14, flat-footed 20; Uncanny Dodge 
   (+4 Dex, +4 armor, +2 shield) 
  hp 37 (7 HD) 
  Immune poison (delayed) 
  Resist evasion, undetectable alignment 
  Fort +3, Ref +9, Will +2 
  Speed 30 ft. (6 squares) 
  Melee mwk short sword +6 (1d6/19-20) 
  Ranged mwk short bow +9 (1d6/x3) 
  Base Atk +5; Grp +5 
  Atk Options sneak attack +4d6 
  Abilities Str 10, Dex 18, Con 12, Int 14, Wis 10, Cha 16 
  SQ trapfinding, trap sense +2 
  Feats Improved Initiative, Persuasive, Skill focus (Bluff), 
  Skill Focus (Use Magic Device) 
  Skills Bluff +18, Diplomacy +17, Disguise +13, Escape Artist 
  +14, Gather Information +13, Intimidate +17, Search +12, 
  Sense Motive +10, Spot +10, Tumble +14, Use Magic 
  Device +16 
  Possessions +1 studded leather, +1 buckler, masterwork short 
  sword, masterwork hand crossbow, 10 bolts, Heward’s 
  handy haversack, potion of gaseous form, scroll of expeditious 
  retreat (CL 5th), scroll of delay poison, scroll of glibness, scroll of 
  Nystul’s magic aura, scroll of undetectable alignment, letters 
  (Player Handout 1A or 1B) 
  Active Spells delay poison (CL 3rd), glibness (CL 7th), 
  undetectable alignment (CL 3rd) 
   
  
  BDK7-01 The Halfling 
   
  Page 19 
  APL 4 
  7: THE ARENA 
  R A G I N G  P A N T H E R 
  CR  3 
  Male animal 
  AL N Medium Animal 
  Init +4; Senses Listen +6, Spot +6 
  Languages none  
  AC 13, touch 12, flat-footed 9 
   (+4 Dex, +1 natural, -2 rage) 
  hp 25 (3 HD)  
  Fort +5, Ref +7, Will +4 
  Speed 40 ft., base movement 40 ft.; climb 20 ft. 
  Melee Bite +7 (1d6+5), 2 Claws +2 (1d3+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +7 
  Abilities Str 20, Dex 19, Con 17, Int 2, Wis 12, Cha 6 
  SA Low light vision, scent 
  SA Pounce, Improved Grab, Rake (1d3+2) 
  Feats Alertness, Weapon Finesse  
  Skills Balance +7, Hide +3*, Listen +5, Move Silently 
  +11, Spot +5 
  Possessions None 
  Pounce (Ex): If a panther charges a foe, it can make a full 
  attack, including two rake attacks. 
  Improved Grab (Ex): To use this ability, a panther must hit 
  with its bite attack. It can then attempt to start a grapple as 
  a free action without provoking an attack of opportunity. 
  If it wins the grapple check, it establishes a hold and can 
  rake. 
  Rake (Ex): Attack bonus +2 melee, damage 1d3+2. 
  Skills: Panthers have a +8 racial bonus on Jump checks and a 
  +4 racial bonus on Hide and Move Silently checks. 
  Panthers have a +8 racial bonus on Balance and Climb 
  checks. A panther can always choose to take 10 on a Climb 
  check, even if rushed or threatened. *In areas of tall grass 
  or heavy undergrowth, the Hide bonus improves to +8. 
  
  BDK7-01 The Halfling 
   
  Page 20 
  APL 6 
  7: THE ARENA 
  R A G I N G  L I O N 
  CR  4 
  Male animal 
  AL N Large Animal 
  Init +3; Senses Listen +5, Spot +5 
  Languages none  
  AC 13, touch 11, flat-footed 11 
   (+3 Dex, +3 natural, -1 size, -2 rage) 
  hp 42 (5 HD)  
  Fort +8, Ref +7, Will +4 
  Speed 40 ft., base movement 40 ft.; 
  Melee 2 Claws +9 (1d4+7), Bite +4 (1d8++3) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +14 
  Abilities Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 6  
  SQ Low light vision, scent 
  SA Pounce, Improved Grab, Rake (1d4+3) 
  Feats Alertness, Run  
  Skills Balance +7, Hide +3*, Listen +5, Move Silently 
  +11, Spot +5 
  Possessions None 
  Pounce (Ex): If a lion charges a foe, it can make a full attack, 
  including two rake attacks. 
  Improved Grab (Ex): To use this ability, a lion must hit with 
  its bite attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and can 
  rake. 
  Rake (Ex): Attack bonus +9 melee, damage 1d4+3. 
  Skills: Lions have a +4 racial bonus on Balance, Hide, and 
  Move Silently checks. *In areas of tall grass or heavy 
  undergrowth, the Hide bonus improves to +12. 
  
  BDK7-01 The Halfling 
   
  Page 21 
  PLAYER HANDOUT 1 
   
  Hey Arlen, 
   
  Still hanging around Kinemeet? You are going to get yourself 
  killed if you hang out with Grak and his buddies that close to the 
  Johrase. Our friend Ruvash says you need to quit wasting your time 
  looking for Gellor. Says he’s dead and you’ll never collect that 
  bounty from Halga. But I am not convinced. Keep searching and 
  contact me immediately if you hear anything about him. 
   
  Speaking of Ruvash, I got a solid lead on the location of that 
  Gonagin halfling that Cranzer wants so much. Unfortunately, it 
  looks like he has holed up with Durrand and his band in the Rift. 
  Ruvash sold me the tip because it was worth more than his hide to 
  risk going down there. I hear that TB escaped from the Riftcrag 
  prison, so he probably knows a lot about it. I would venture to guess 
  that is why the bounty is so high. You know I never believed it when 
  they said he was dead—you don’t get to be as big a weasel as TB 
  Gonagin without covering your escape routes.  
  Your tale of the Johrase King’s capture last year makes me 
  wonder if that Hind would pay well for a way into Riftcrag. Well, see 
  if your contacts with Hind and his crew are willing to pay for the 
  halfling’s location. I figure you can pretty much guarantee them 
  that he knows something. I’ll start working some other angles to see 
  if someone else wants to pay for the same information. I have it on 
  good authority that Cranzer is willing to pay upwards of 5,000. Be 
  sure to mention that to Hind. 
   
  I’ll meet you at the slave pens when you get back and we can 
  talk about your new cargo. 
   
  Signed, 
  N 
   
  
  BDK7-01 The Halfling 
   
  Page 22 
   PLAYER HANDOUT 2 
   
  During the Millennium Ball at Lord Mortoth’s palace in 594 CY, someone 
  betrayed a large group of adventurers who were attempting to rescue the 
  remains of a freedom fighter named Gaiyle Markhalla. In the ensuing 
  confusion, several adventurers were killed, Lord Mortoth was assassinated 
  by Lady Xavendra and Graf Tadurinal, and the Northern Alliance was 
  formed. 
   
  In the days afterwards, the Rookroost Thieves’ Guild put a reward on the 
  head of TB Gonagin, a thief known in the city. He was next heard of in 
  Riftcrag, working for Cranzer’s lieutenant, Hulian Braineater. Within the 
  year, he seemed to have worked his way into the confidence of several 
  members of the inner circle in Riftcrag. 
   
  This all ended with Cranzer’s return in late 595 CY. There was a short 
  power struggle in Riftcrag and it appears that Hulian scapegoated TB 
  Gonagin over the attacks upon the silver caravans that had happened 
  during Cranzer’s absence. He is now assumed dead or worse.  
  
  BDK7-01 The Halfling 
   
  Page 23 
  PLAYER HANDOUT 3 
   
  TB Gonagin was a sharper in the Rookroost Thieves’ Guild and was tasked 
  with contacting many of the adventurers who were going to help obtain 
  the remains of Gaiyle Markhalla under the cover of the Millennium Ball at 
  Lord Mortoth’s palace in 594 CY. Apparently, TB was working as a double 
  agent and betrayed us to Lord Mortoth. Unfortunately for the little brat, 
  Mortoth got assassinated that night. Since part of his information had led 
  to several of Graf Tadurinal’s men getting killed, everyone wanted him 
  dead. In the confusion following the assassination, several adventurers 
  were killed and Lady Xavendra and Graf Tadurinal formed the Northern 
  Alliance. 
   
  It took us several days to put the pieces together and figure out who had 
  betrayed us. The Eye put a reward on the head of TB Gonagin of 500 gp, but 
  by then he had already fled town. TB was next heard of in Riftcrag, 
  working for Cranzer’s lieutenant, Hulian Braineater. Within the year, he 
  seemed to have worked his way into the confidence of several members of 
  the inner circle in Riftcrag. 
   
  This all ended with Cranzer’s return in late 595 CY. There was a short 
  power struggle in Riftcrag and it appears that Hulian scapegoated TB 
  Gonagin over the attacks upon the silver caravans that had happened 
  during Cranzer’s absence. TB has information about the guild that we 
  would prefer no one else obtain. So if he is alive, bring him to us without 
  anyone else getting to question him. 
  
  BDK7-01 The Halfling 
   
  Page 24 
  DM MAP 1 
  
  BDK7-01 The Halfling 
   
  Page 25 
  DM MAP 2 
  
  BDK7-01 The Halfling 
   
  Page 26 
  DM AID 
  A map of the Combination of Freelords in the area of the Rift Barrens 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BDK (Bandit Kingdoms)/BDK7-01 The Halfling (3E).pdf