TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
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  DYVINTRO5-02 
   
   
   
   
   
   
  A House, A Door,  
  A Dilemma 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Dyvers Introductory Adventure 
  by Eric Paul Price 
  Triad Edit: Kevin Elmore 
   
  The city of sales, the city of opportunity, but only it seems so if you’re already experienced or know someone. 
  Unfortunately, without knowing someone or being experienced already there are few opportunities for the would-be 
  adventurer. Perhaps today will be different. A Dyvers Introductory adventure for first-level characters. 
   
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  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 DM (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 player 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, 2006.  
   
  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 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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table 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).  
   
  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. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  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 
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 3 
  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 1
  st-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 
  Dyvers.  Characters native to Dyvers pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
  Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  Adventure Background 
   
  Slavery still runs rampant in and around the Nyr Dyv. 
  Every once in a while a down–on-their-luck group of 
  rogues tries to buck the system set up by the Alliance and 
  make some gold for themselves. Out of desperation come 
  houses and tunnels carved out of quiet neighborhoods 
  where the group plies their trade. It just so happens that 
  one such group is operating not far from the Sword and 
  Tankard Inn. Meanwhile, the sage, Maulles Wisart, is in 
  need of adventurers to clear out the house belonging to a 
  recently deceased family member. Either job will net the 
  heroes some much needed coin, but choosing the right 
  one could launch a hero or heroine on the path to fame 
  and success.  
  Troubleshooting 
   
  Some players take great pride in breaking a mod. Others 
  do so purely by happenstance. If the adventure gets off 
  course, consider one of these for a course correction. 
  a) The heroes manage to wipe up the slaver threat so 
  quickly it is possible they could still go and complete 
  the house cleaning. Hold the heroes off with questions 
  from both the Dyvers Antislavery League and the Dyvers 
  Constabulary, making it impossible to finish both in 
  time; Maulles Wisart simply had to hire some other 
  group. 
  b) The heroes return to the slaver house after 
  completing the house cleaning. The house is locked 
  and abandoned. The slaver encounters never occur, and 
  the heroes are never the wiser about what was really 
  going on. 
  Adventure Summary 
   
  Introduction: The would-be heroes wait around the 
  Sword and Tankard Inn trying to get hired and 
  wondering where they will be resting their heads 
  tonight. 
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 4 
  Encounter One: A rogue plies his trade in the main hall 
  of the Sword and Tankard.  
  Encounter Two: If the PCs catch the thief in Encounter 
  One, they are offered up the room of the thief and his 
  associates as compensation.  If not, the PCs are offered 
  the gnome wizard who can’t pay for his room, along with 
  the room of two women who don’t return to collect it for 
  the evening. They must pay for the room in that instance. 
  Encounter Three: Fresh from a night’s rest at the Sword 
  and Tankard, the group discovers a newly posted 
  advertisement in the tavern below. A rival group 
  expresses an interest and the group must decide how 
  they will deal with it. On their way to the job they pass a 
  suspicious-looking man standing in a doorway. 
  Encounter Four: The PCs interview for the house 
  “cleaning” with Maulles Wisart. After some diplomacy 
  and salesmanship they get the job but are asked to put 
  down a retainer proving their intent to show up. They are 
  given a key and instructions on how to get to the house. 
  Encounter Five: As the group moves toward their 
  “house cleaning” job, a woman bursts from a doorway and 
  on to the street, obviously beaten. She is dragged back in 
  the house. The heroes must choose to either intervene or 
  head on to the job they got hired to do. 
  Encounter Six: The PCs make their way through an 
  abandoned house, clearing out its vermin occupants. 
  Encounter Seven: The PCs take a detour from the job 
  they were hired for, and investigate the activities of some 
  slavers. 
   
  Introduction 
   
  Before beginning the box text, determine where the PCs 
  are sitting in the main hall of the Sword and Tankard 
  Inn, and have the players indicate where they are sitting. 
  Make a note of their Spot abilities and determine if any 
  are taking any unusual efforts to secure their small 
  personal items and gold.  
  The city of sales. The city of opportunity. The city of 
  selling! The city where anything and everything is 
  possible. What a load of centaur droppings. All that 
  MIGHT be true if your name is repeated nightly by 
  members of the Bardic Hegemony, but for those just 
  trying to become known there seems to be all too 
  many heroes and not nearly enough fat merchants 
  looking to hire. For you, there has been nothing but 
  failed attempt after failed attempt to find any 
  MEANINGFUL employment in the Free City of 
  Dyvers. You’ve gold in your pockets, that much is 
  true, but that does not make your failure so far any 
  easier to swallow. Fate, and the hope of opportunity, 
  has brought each of you to the famous Sword and 
  Tankard Inn. Any and every adventurer of any import 
  started their days in this very spot. Even today, it 
  remains a place where people are hired and stories are 
  told. The place is as crowded as always—perhaps 
  more so tonight—and the Inn keep has already told 
  you there will likely be no more room for staying over 
  tonight.  
  Encounter 1: The Unwelcome 
   
  All the while the PCs are sitting in the main room a 
  young rogue is plying his trade, picking the pockets of 
  the guests. 
  Eirick Tunsal: male human rogue 2; hp 11; see 
  Appendix 1. 
  Give spot checks to the party to spot Tunsal’s activity, 
  assessing circumstance bonuses and penalties based on 
  their actions. If the heroes spot and subsequently stop the 
  rogue proceed to Encounter 2a. 
  If the PCs do nothing, or do not discover the rogue, 
  proceed to Encounter 2b. 
   
  Encounter 2a: The PCs Help 
   
  If the PCs kill the rogue and they have no means to 
  stabilize him (or don’t think to) then a novice cleric of 
  Pelor comes to the rogue’s aid. If the rogue’s death 
  precludes the possibility of stabilizing him (e.g., he is 
  crit’d by the party’s barbarian) then the guard takes a far 
  tougher stance with the group. Modify the box text as 
  necessary. 
  A small crowd has formed around you and the rogue 
  who was working the crowd just a few moments 
  before. From behind a nearby bar an Oeridian man, 
  obviously a barkeep, approaches. It takes only a few 
  minutes, and a brief search of the rogue’s pockets 
  reveals his real agenda in the tavern tonight. “Well 
  Tunsal, you know there is no place for the likes of 
  this in the Sword and Tankard. At that, the city guard 
  arrives through a nearby door, punctuating the 
  Innkeeper’s position... “So, who wants to tell me what 
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 5 
  I am seeing here?” As if on cue, the spectators all turn 
  their eyes to look at you.  
  Lead Guard: Oeridian male ftr2; hp 20; see Appendix 1. 
  Take the opportunity to let the players roleplay the issue 
  with the constabulary. Remember that if the PCs draw 
  weapons and attacked Tunsal first they face a charge of 
  assault, which carries a fine of 5 gold and confiscation of 
  the weapon. Under the circumstances, confiscation of 
  the weapon can be negated if the players are diplomatic 
  in their approach.  
  If Tunsal is permanently dead, things regrettably go 
  much worse for the killing character. See Appendix 3: 
  Dyvers Law for more details. 
  As long as the PCs were not wantonly destructive in 
  apprehending Eirick, the innkeeper thanks them and 
  explains that not all of Eirick's goods can be returned to 
  their owners.  The innkeeper gives them each 50 gp and 
  free lodging for that night. 
   
  Encounter 2b: The PCs Don’t 
   
  Suddenly the voice of one of the inn keep’s rises up 
  over the din of conversation. “What do you MEAN 
  you do not have the sheafs for your bill?”  
  A gnome named Glinkle Twotoes has lost his gold to the 
  rogue Eirick Tunsal and is now unable to pay for his 
  evening’s meal and past room fees.  
  Glinkle Twotoes: male gnome wiz3; hp 10 
  Glinkle’s room is about to come up for rent. Combined 
  with the room of two novice adventurers who did not 
  return for the evening, there is enough room for the 
  heroes to find boarding at the Sword and Tankard for the 
  night.  
  Eirick is observant enough to realize if a PC saw him 
  picking pockets.  If he gets away because those PCs who 
  made their Spot checks stay silent, he nonchalantly slips 
  them 35 gp apiece (though another PC noticing this 
  might mistake Eirick for picking that pocket).  Eirick lets 
  the Alliance know that those particular PCs are friendly 
  to its activities.  
  Development: If the PCs purchase the two rooms (1 gp 
  for each PC, which includes a meal in the morning), go 
  through their preparations for the night and any 
  additional roleplaying. When they are done, proceed to 
  Encounter 3. 
  If the heroes do not stay the night at the Tankard, they 
  have no real chance to see the advertisement posted in 
  the morning. If the party seeks a room somewhere else, 
  proceed to encounter 5 the next day, altering the box text 
  as necessary to reflect their lack of employment. 
   
  Encounter 3: A Chance at 
  Work 
   
  Fresh from a night’s rest at the Sword and Tankard 
  your group of would-be heroes descends the steps 
  from your room and into the main hall. As you stand 
  at the bottom of the steps, a young boy bearing the 
  markings of a page enters the hall, looks around 
  briefly, and heads directly to a board full of mundane 
  announcements. Pulling a pin from his cloak he tacks 
  a parchment upon the board, looks quickly around 
  the room, and grins broadly before running back out 
  into the street. 
  There is another group in the tavern who takes an 
  interest at the new posting—a posting that almost 
  certainly means work. Roll initiative to see who goes first. 
  If the PCs lose initiative to Seros, or elect to do nothing 
  during their “turn,” Seros runs and grabs the 
  advertisement.  
  Development: If Seros gets his hands on the parchment 
  it will be up to the party to get it from him. This is an 
  opportunity to Bluff, Intimidate, bribe (50 gp suffices), or 
  convince the other group into not pursuing the 
  opportunity. Alternatively, you might be able to use 
  Diplomacy to get a fractured table together. 
  Seros Maroy: male gnome Brd1; hp 7; Bluff +5, 
  Diplomacy +5, Sense Motive +3. 
  Seros wrings his hands a lot while speaking and has a 
  tendency to raise his eyebrows in expectation. If the PCs 
  get the parchment he claims the parchment was intended 
  for his group (Opposed Bluff/Sense Motive). If the PCs 
  manage to sense his motives he moves to one of 
  diplomacy, saying there will SURELY be another 
  parchment along, and that his group has been waiting 
  longer. He even reminds the party that it is custom to 
  give the group that has waited the longest first 
  opportunity at any jobs for which they are capable (and 
  that is of course THEM).  
  The PCs lose: The PCs could fail to get the parchment. 
  At that point their options are few.  
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 6 
  They can follow the other group and seek an audience 
  with Maulles Wisart (preferred) – Proceed to the 
  Intermission, altering the box text as appropriate. 
  They can forget about the parchment – steer them 
  outside and run Encounter 5 at some time in the round.  
  Should the PCs attack: The worst thing they could do is 
  let the thing come to a fight. Stats for Seros and his party 
  of four are not given; the heroes can easily best the other 
  group, but they are arrested for their crimes. While a 
  nearby cleric should keep anyone from dying outright, 
  the fine for assault is 5 gp per PC and confiscation of the 
  weapon. Since the PCs are the aggressors, Seros and his 
  crew are allowed to take the note while the PCs are 
  detained.  Proceed to Encounter 5 as the PCs leave the 
  tavern. 
   
  Intermission 
   
  The box text below assumes the heroes both obtained the 
  advertisement from the wall and crossed the city to 
  pursue the job. If that is not the case (such as if they are 
  following the other group) you must alter the text 
  accordingly. 
  Looking again at the advertisement you pulled down 
  from the tavern wall you see that your would-be 
  employer is all the way across the city, in the Trade 
  District. As you make your way south down the street 
  known as “the Parade” you cut through a side street, 
  skirting the wall around the Rich district in an 
  attempt to save time and beat any other would-be 
  heroes to the sage who posted the notice.  
  Have the players make a Spot check (DC 15) at this point. 
  Those who succeed notice a man standing in a doorway 
  who catches their eye. A follow-up Sense Motive check 
  (DC 12) reveals the person is nervous. If the PCs start 
  toward him he enters the door behind him and closes it. 
  He will not answer if they knock. Since looking nervous 
  is not a crime, the PCs have no legal right to barge into 
  the house.  If they lurk around the house too long, they 
  may attract the attention of a constabulary patrol. 
  Slaver Rogue: male human rog1; hp 7. Alignment: NE. 
  Bluff +4; See Appendix 1. 
  Continuing on your way [past the strange man you 
  saw in the doorway] you make quick work of the walk 
  across the city, arriving at the home of the sage 
  Maulles Wisart without incident. 
  Proceed to Encounter 4. 
  Encounter 4: The Interview 
  Alter the box text below if the PCs followed the other 
  group here. 
  Stepping into the old but stately manner of the sage 
  you are escorted almost immediately into a sizeable 
  study. Books abound, but what catches your eye is the 
  aging Oeridian watching you as you enter. “Greetings. 
  I trust you are the ones who came about my 
  advertisement?” 
  Maulles Wisart: male human (Oeridian) Wiz7/Lore4; hp 
  43. 
  The other group led by Seros Maloy doesn’t have the coin 
  to secure a bond. Even if that party did get the parchment 
  they can not accept the job. Heroes who followed them 
  here see them leave dejected and put off.  
  Roleplay the interview, having Maulles ask the party up 
  front if they are prepared to put down a bond to ensure 
  they will complete the work today. The bond is 5 gold per 
  hero, and the sum is fully refunded at the successful 
  completion of the job. Assuming they agree, Maulles 
  continues with a very brief interview about their 
  experience. The work must be completed today, though, 
  to ensure that the building is not forfeited to the city. 
  Those attempting to Sense Motive believe Maulles 
  Wisart is being completely honest and forthright. 
  What Is Required: Beyond the 5 gold piece bond per 
  hero, travel to the home of Gerda the Apothecary and 
  clear out her home for inspection. You have until the end 
  of the day. 
  What is the Reward: 30 gold per person and any 
  mundane items the group discovers in the house. 
  With the interview over and the party having gotten the 
  job the heroes must proceed directly to the alchemist’s 
  house in order to complete the work today. Proceed to 
  encounter 5. 
   
  Encounter 5: Stranger in the 
  Doorway 
   
  Examining the directions given to you by your new 
  employer you pick your way back up the Parade 
  toward your destination. Suddenly a door to your left 
  slams open, knocking the man standing there almost 
  to the ground. A woman, screaming, falls face-first 
  onto the cobblestone street. 
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 7 
  A Wisdom check (DC 10) lets anyone who noticed the 
  man in the doorway before realize this is the same house 
  as before. The woman escaping into the street is Gerda 
  Milnouse. It is likely that the PCs slept in her room after 
  she didn’t return last night.  
  Gerda Milnouse: female human rgr1; hp 9 (currently 2). 
  APL 2 (EL 1) 
  Slaver Warrior: male Oeridian War1; hp 10; see 
  Appendix 1. 
  If the party does nothing, the slaver straightens himself 
  up and grabs the woman gruffly by her hair, using her as 
  a human shield as he cusses and berates her. She shrieks 
  as he jerks her upwards and back toward the door she just 
  appeared from. While she kicks and screams and pleads 
  for aid the man tells the group to get lost and mind their 
  own business. If they aren’t stopped, he and the woman 
  disappear back into the house in the following round.  
  PCs proceed on to their job:  Proceed to Encounter 6.  
  PCs attack the slaver: If they attack the slaver, run this 
  encounter. The slaver knocks Gerda unconscious once 
  inside and begins summoning help. If the PCs are slow to 
  stop him and have to bust through the door, they 
  discover it to be quite stout. 
  Good Locked Wooden Door: Hardness: 5; Hit Points: 
  15; Break DC (18); Open Lock (DC 15) 
  Once revived, Gerda tells them (quite excitedly) about 
  the other slaves and slavers inside). If they explore the 
  house afterwards, proceed to Conclusion 2 – Defeat of 
  the Slavers. Look at DM's Aid #2 – the Slaver’s house for 
  the rest of this encounter. It details what the heroes find 
  as they seek to uncover what secrets the house holds.  
  Treasure: L:  6 gp; C: 1 gp; M: 0 gp. 
   
  Encounter 6: Back to the Job 
   
  Leaving the thought of the woman in the doorway 
  behind, you continue on to the house to which the 
  sage Maulles Wisart had given you directions. With 
  another 20 minutes of pushing through the crowded 
  streets of Dyvers you finally come to the house the 
  sage described. Sure enough the house looks like it 
  has been neglected for many years. The front of the 
  house is perhaps 30 feet across, its only prominent 
  feature a single door in the middle of its façade. A 
  second story reveals no obvious windows, but 
  numerous vines are visible, protruding from between 
  the planks. The wood is unpainted and unprotected, 
  and is definitely showing its age. 
  Look at DM's Aid #1 – The Herbologist’s House for the 
  rest of this encounter. It details what the heroes find in 
  the abandoned house. When the encounter is complete 
  proceed to Conclusion 1 – The Vermin Killers. 
   
  Encounter 7: To the Rescue 
   
  Look at DM's Aid #2 – the Slaver’s house for the rest of 
  this encounter. It details what the heroes find as they 
  seek to uncover what secrets the house holds. When the 
  encounter is complete proceed to Conclusion 2 – Defeat 
  of the Slavers. 
   
  Conclusion 1: The Vermin 
  Killers 
   
  Read this if the heroes finished the job clearing the 
  vermin out of the abandoned herbalist’s house. 
  Having made your way out of the dilapidated house 
  of the apothecary you trek back across the city to the 
  Trade district, and into the house of the sage, Maulles 
  Wisart. You are ushered directly in to see the aging 
  sage, who is waiting near the door to his study. “I 
  assume you have good news about the house?” 
  Let the characters describe their ordeal in the house. 
  Maulles winces and gasps if there are any particular 
  dangerous or unusual story elements told. When they 
  have finished telling their tale (you may have to ask 
  questions to draw them into telling) finish with the text 
  below. 
  The sage Wisart nods a final time as it becomes 
  apparent that your story has come to an end. “You 
  have done me a great service today and allowed me to 
  bring another chapter of my life to a close. I have 
  arranged for the fee we agreed upon to be left on the 
  bureau as you exit this room. You’ll also find the sum 
  you agreed to forfeit as a voucher for your work. In 
  truth, the gold I have paid cannot begin to tell you 
  the gratitude I feel for you. While I am but a sage of 
  simple means, I place myself at your disposal, should 
  you ever have need of my services in the future.” 
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 8 
  The party finds their reward when they leave. Treasure: 
   
  APL 2: L: 0 gp; C: 30 gp; M: 0 gp.  
   
  The End 
   
  Conclusion 2: Defeat the 
  Slavers 
   
  Read this if the heroes defeated the slaver cell from the 
  nondescript house in the Old Town district. 
  Having defeated the last of the slavers and made your 
  way back out of the house with the survivors you see 
  at once you have someone watching you as you make 
  your way out into the street. With a curt nod a few of 
  the people who looked like commoners on the street 
  move toward you, swirling in on the survivors you 
  have in tow.  
  “Do not be alarmed. I am D’eeni Urolka, a servant of 
  Murlynd and staunch opponent of the activities of 
  those you just dealt with.” With a warm smile he 
  continues. “Those that you have rescued will be well 
  treated. I do not suppose you found anything that 
  might tell us more about their slavery operations?” 
  Roleplay 
  the 
  final 
  encounter 
  with 
  the 
  Dyvers 
  Anti-Slavery League and the group. When you are 
  satisfied that all has been told, D’eeni hands the group a 
  pouch of coins. The group has taken up a collection to 
  give to the adventurers—hopeful that one day they will 
  grow into a force for good that opposes slavery just as 
  they do. 
  Treasure: 
   
  APL 2: L: 0 gp; C: 35 gp; M: 0 gp. 
  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.  Note that Encounters 6 
  and 7 are mutually exclusive.  Taking one path means 
  that the other path is lost. 
  Encounter 1: The Unwelcome 
  Defeat/Stop Eirick Tunsal 
   
  APL 2 – 60 xp. 
  Encounter 5: Stranger in the Doorway 
  Defeat the slaver at the door 
   
  APL 2 – 30 xp. 
  Encounter 6: Back to the Job 
  Defeat the vermin in the apothecary 
   
  APL 2 – 30 xp.  
  Defeat the vermin in the bedroom 
   
  APL 2 – 60 xp.  
  Defeat the vermin in the guest room 
   
  APL 2 – 90 xp.  
  Survive the Rotten Floor 
   
  APL 2 – 30 xp. 
  Survive the Brown Mold 
   
  APL 2 – 60 xp. 
  Encounter 7: To the Rescue 
  Defeat the slavers on the first floor 
   
  APL 2 – 60 xp. 
  Defeat the slavers on the second floor 
   
  APL 2 – 60 xp. 
  Survive the Dart Trap on the Stairs 
   
  APL 2 – 30 xp. 
  Defeat the slavers in the basement 
   
  APL 2 – 150 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 2 – 90 xp. 
  Total Possible Experience 
   
  APL 2 – 450 xp. 
   
  Treasure Summary 
   
  During an adventure, characters come upon 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 
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 9 
  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.  In the case of potions, they may use 
  Spellcraft to identify them.  Other times they may attempt 
  to use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. Note that Encounters 6 and 7 are 
  mutually exclusive.  Taking one path means that the 
  other path is lost. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Emcpimter 1: The Unwelcome 
   
  APL 2: L: 0 gp; C: 35 or 50 gp; M: 0 gp. 
  Encounter 5: Stranger in the Doorway 
   
  APL 2: L: 6 gp; C: 1 gp; M: 0 gp. 
  Encounter 6: Back to the Job 
   
  APL 2: L: 125 gp; C: 25 gp; M: 0 gp.  
  Encounter 7: To the Rescue 
   
  APL 2: L: 113 gp; C: 81 gp; M: 0 gp.  
  Conclusion A: The Vermin Killers 
   
  APL 2: L: 0 gp; C: 30 gp; M: 0 gp. 
  Conclusion B: Defeat the Slavers 
   
  APL 2: L: 0 gp; C: 35 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 2: L: 131 gp; C: 223 gp; M: 0 gp. Total: 354 gp 
  (450 gp). 
   
   
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 10 
  DM's Aid #1: The Apothecary’s House 
   
  The overall theme of this house is that it is in an 
  advanced state of decay. There is heavy vegetation and 
  thick layers of dust throughout the house, and the entire 
  upstairs structure creaks with the weight of the heroes. It 
  should be clear that the house has been vacant for some 
  time. Feel free to add appropriate flavor to any of the 
  house when describing it to the players. 
  Room A – Gerda’s Apothecary. (EL 1) 
  The room beyond the front door of this dilapidated 
  house is nearly 15 feet deep and twice as wide. The 
  floor is obscured by a thick layer of dust, dirt, and 
  vegetation. Broken glass litters the room, 
  and several plants, some dead, some alive, 
  consume a large portion of this room. 
  Several cabinets and tables can be seen 
  hidden amidst the green of the plants.  
  Hidden in the rubbish and overgrown plants 
  are both items of interest and the first of the 
  denizens. A search check (DC 20) near the 
  cabinets is necessary to find two vials of 
  alchemist ice that are still intact (see sidebar). 
  Those searching the cabinets though find 
  them already occupied by vermin. 
  Encounter: (EL 1) 
   
  Small Monstrous Centipede (4): hp 2; 
  see Monster Manual, page 286. 
  Treasure: L: 3 gp; C: 0 gp; M: 0 gp. 
  Room B – Living, Dining, Kitchen 
  Beyond a now dingy and tattered curtain lies another 
  large common room. Beakers and other glass squat on 
  shelves and tables about the room. 
  There is plenty to explore here, but nothing of interest. 
  As expected, there are a table and chairs, kitchen utensils, 
  and a rocking chair, among other things. 
  Room C – Rotting Floor 
  At the top of the stairs the vines and vegetation left to 
  grow on its own have grown through the floorboards and 
  walls, weakening them significantly. The first PC who 
  places more than 50 pounds of weight on the area 
  directly above the stairs must act quickly to avoid falling 
  through to the kitchen below. 
  Camouflaged Pit Trap: CR 1; mechanical; location 
  trigger; no reset; DC 20 Reflex save avoids; 10 ft. deep 
  (1d6, fall); Search DC 24; Disable Device DC 20. 
  Room D – Plant infested room 
  The door to this room is swollen shut from the weight of 
  plants on the other side.  
  Simple Wooden Door: Hardness: 5; Hit Points: 10; 
  Break DC 13 
  Beyond the swollen door, plants have grown from 
  floor to ceiling, busting through the roof and 
  continuing skyward. Streams of light 
  cascade in from above, casting strange 
  shadows across a room that might have 
  once upon a time been used for storage. 
  While there are flowers of almost every 
  color in the room, several large bulbous 
  flowers catch your eye. 
  A successful Knowledge – Nature check 
  (DC 10) reveals that the bulbous flowers 
  are a common flower that protects itself by 
  spewing a cloud of pollen into the air. 
  Anyone entering the room to search 
  activates the spores, sending a cloud 
  billowing into the room. Aside from minor 
  sneezing there is no adverse effect. A series 
  of Fortitude checks may help to add tension to the mood 
  however. There is nothing else of interest or value in the 
  room.  
  Room E - Bedroom 
  Pushing the door open reveals a large room beyond. 
  Fifteen feet wide and even longer in length, the most 
  dominating feature of the room is an assortment of 
  shelves, tables, and benches full of beakers, glassware, 
  and plants. Most of the plants appear to be dead now, 
  their leaves long since shriveled. A small bed squats 
  against one wall, a thick layer of dust and pollen 
  concealing any detail of what might have once 
  decorated it. 
  A Spot check (DC 15) reveals tiny trails crisscrossing 
  through the dust and pollen. A survival check (DC 10) 
  identifies them as vermin tracks. Lurking under the 
  tables and benches of this room are more of the 
  monstrous centipedes that now infest the home.  
  Encounter: (EL 2) 
  Alchemist’s Ice 
  This silvery substance 
  freezes 
  when 
  it 
  contacts with the air. 
  It typically comes in 
  fragile clay containers 
  designed to explode 
  apart 
  on 
  impact. 
  Other than the fact 
  they do cold damage 
  instead 
  of 
  fire 
  damage they function 
  exactly as alchemist 
  fire. 
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 11 
   
  Small Monstrous Centipede (6): hp 2; see Monster 
  Manual  
  Those who defeat the centipedes and search the tables 
  (DC 18) discover the treasure – an alchemist set, 3 acid 
  flasks, 2 vials of antitoxin, and 1 smokestick. Heavy or 
  extended combat in the room might damage the 
  alchemist set, reducing its value for resale. There are also 
  two vials of “alchemical ice” inside a small protective box. 
  The alchemical ice is very unstable though and becomes 
  inert within 24 hours. 
  Treasure: L: 54 gp; C: 0 gp; M: 0 gp. 
  Room F – Guest Room (EL 2 + 1 ambush) 
  A thick layer of dust and pollen coats the contents of 
  this room. A desk, a chest, and a bed sit quietly in the 
  room. Glass from the window lies broken and 
  fragmented, spread out over the floor and the table 
  positioned directly under what is now a gaping hole 
  in wall. 
  Hidden in the rafters of this room are four monstrous 
  spiders.  Upon detecting the vibrations of the PCs on this 
  floor, the spiders hid in the shadows above the room.  
  These spiders are ground hunters with no web ability.  
  PCs can act in the surprise round if they beat the spiders' 
  Hide check of +11.   
   
  Small Monstrous Spider (4): hp 2; see Monster 
  Manual, page 288. 
  Room G - Garderobe 
  It is plain to see that this room was a garderobe when 
  the house was in use, but like the rest of the house 
  has clearly gone unused for many months. There are 
  two doors leading in, but nothing else about the room 
  draws your attention. Opposite the doors a basket and 
  table sit waiting your inspection. 
  A search of the table (DC 10) reveals a dust covered silver 
  hairpiece and mirror.  
  Treasure: L: 12 gp; C: 0 gp; M: 0 gp. 
  Room H – Basement 
  Having descended the stairs into a chamber below 
  the house it is clear that something has been in the 
  house of late. Containers, some broken some not, 
  litter the shelves and floor of this room, their 
  contents spilled haphazardly about. As you stand at 
  the base of the stairs it is clear that this area is 
  significantly cooler and drier than the house above. 
  A Craft (Alchemy) check (DC 5) reveals that despite 
  being spilled much of the contents of this room are still 
  of use and of value. For each 15 minutes the party spends 
  collecting the spilled contents they find 25 gp worth of 
  alchemical supplies that can be sold in the marketplace. 
  After two hours they have collected all that is salvageable. 
  Those who enter the room and move toward the passage 
  heading down find the air even cooler. 
  As you approach the passage to the south the air 
  becomes dramatically colder. A misty fog escapes 
  your lips as you exhale, and you realize something 
  truly frigid must lie below. 
  Treasure: L: 33 gp; C: 0 gp; M: 0 gp. 
  Room I - Sub Basement (EL 2) 
  If the party descends with a heat source (such as torch or 
  lantern) read the box text below. 
  Descending the stairs with your light in hand casts 
  strange shadows on the cavern below. The walls here 
  are brown, and fuzzy but as if by some strange trick of 
  your light each passing moment seems to make the 
  walls shift and shrink. The area below grows colder 
  and colder, to the point that even your bones begin to 
  ache from the supernatural cold below. 
  If the party descends without a heat source (such as a 
  light spell) read the box text below. 
  Descending the stairs reveals strange shadows on the 
  cavern walls and floor below. The walls seem fuzzy 
  and indistinct. The area is cold here, almost painfully 
  so, and each step you take makes your skin crawl–as if 
  the very heat of your body were being sucked out. 
  The bottom cavern is coated with brown mold. The PCs 
  can feel the stark cold before they encounter the actual 
  patch. A Knowledge (Dungeoneering) check of DC 12 
  lets the PCs realize this before touching the patch. As 
  soon as someone suffers damage from the brown mold, 
  the DC drops to 8. While the mold was once contained in 
  a simple wooden box, it has grown over time, feeding on 
  the heat of passing rats and the alchemist who once lived 
  here. PCs who defeat the mold and search the room 
  discover the body, which while consumed still has 
  significant gold and gems on it. 
  Development: The alchemist who succumbed to the 
  damage of the brown mold died here, having never 
  regained consciousness. Should the entire party fall 
  unconscious here, their bodies are discovered 2 days later 
  by another group of adventurers, and are none the worse 
  for wear after some magical healing and rest.  Their gold 
  is taken as payment, but they retain their equipment. 
  Treasure: L: 23 gp; C: 25 gp; M: 0 gp. 
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 12 
  DM's Aid #2: The Slaver’s House 
   
  The overall theme of this house is that it is an otherwise 
  normal house like any other in this section of the city. 
  The house is plainly decorated, with simple furniture and 
  little of interest to a party of adventurers. Feel free to add 
  appropriate flavor to any of the house when describing it 
  to the players. 
  Room A – Front Room 
  Pushing your way into the house reveals a large room 
  that runs the width of the house. A plain archway in 
  the middle of the far wall leads into the rest of the 
  house. A few pieces of furniture and carpet dot this 
  room, but nothing of any apparent interest. 
  There is nothing of value in this room.  
  Room B – Living, Dining, Kitchen 
  Before heroes can look around in this room they must 
  deal with the slavers now standing guard here. If the 
  heroes busted through the front door the slavers are 
  alerted to their arrival and flip the table up across the 
  archway, granting themselves a +4 cover bonus to their 
  Armor Class. 
  Encounter: (EL 2) 
   
  Slaver Warriors (x3): hp 7; see Appendix 1. 
  Treasure: L: 18 gp; C: 2 gp; M: 0 gp. 
  Once the slavers have been dispatched you can read the 
  box text below. 
  With the slavers now out of the way you turn your 
  attention back to the room. Like the one you just left 
  this room is mostly open. A set of stairs ascend out of 
  sight on the far side, and the wall beneath the stairs 
  hints at something to your left, perhaps a kitchen. A 
  table [tipped up on its side to make a crude wall] is 
  the only other thing of interest. 
  The room was a guard room and meeting area for the 
  slavers. There is nothing else of interest here. 
  Room C – Trapped Stairs 
  The last step at the top of the stairs unleashes a volley of 
  tiny darts, shooting down from some unseen point above. 
  Fusillade of Darts: CR 1; mechanical; location trigger; 
  manual reset; Atk +10 ranged (1d4+1, dart); multiple 
  targets (fires 1d4 darts at each target in two adjacent 5 ft 
  squares (first two people up the stairs); Search DC 14; 
  Disable Device DC 20; 
  Room D – Wizard’s Room 
  The door to this room is locked. 
  Good Locked Wooden Door: Hardness: 5; Hit Points: 
  15; Break DC (18); Open Lock (DC 25) 
  The wizard has the key to this room and the chest inside. 
  Unless precautions are taken bashing the door alerts the 
  rest of the house occupants who prepare for whoever has 
  come into their house. 
  The room beyond the locked door is plain. A simple 
  bed, table, and chest are the only furniture to be seen. 
  A rug covers the floor in front of the bed, and a 
  decanter sits on the table. There does not appear to be 
  anything threatening in this room. 
  The chest is locked (DC 20) 
  Inside the chest are two spellbooks, one empty, one with 
  spells. The spellbook belongs to the slaver wizard, and 
  has the following spells inscribed within – detect magic, 
  read magic, light, daze, mage armor, color spray, sleep, 
  magic missile. 
   
  Treasure: L: 15 gp; C: 0 gp; M: 0 gp. 
   
  Room E – Main Sleeping Room 
  As below, the PCs will have to dispatch the slavers here 
  before an investigation of the room can be done. 
  Development: Holes in the floor allow the slavers here 
  to spy down into the main room. PCs who were noisy 
  either getting in or defeating the slavers in Room B will 
  have alerted the slavers and given them time to prepare. 
  Otherwise, these slavers will be unprepared (prone, 
  unarmored, and surprised by entering PCs) 
  Encounter: (EL 2) 
   
  Slaver Warriors (x3): hp 7; see Appendix 1. 
  With slavers dispatched you cast a glance about the 
  room.  Six beds sit side by side along the west and east 
  walls. A long blue rug runs the length of the room 
  between the beds. Several small chests are visible, 
  though some of them have been haphazardly slid 
  beneath a bed to keep them out of sight. Two tables 
  sit, one near each door. On them, lanterns, saps, and 
  other miscellaneous gear that no doubt is of great use 
  to would-be slavers. 
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 13 
  A sacking of the room reveals a lot of mundane items – 
  clothing, saps, etc. Hidden (Search check DC 18) amidst 
  the mundane items around the room are a number of 
  more valuable items that could be resold.  
  Treasure: L: 30 gp; C: 2 gp; M: 0 gp. 
   
  Room F – Garderobe 
  This is a garderobe. There is nothing of interest here. 
  Room G – Leader’s Room 
  At the time of the incident the slaver wizard, rogue, and 
  leader were down inspecting the slaves and making 
  preparations to leave that night. As such this room can be 
  explored without incident. 
  The door swings open with an awful squeak – the 
  kind any one of you knows is purposefully designed 
  to avoid a stealthy entry. Inside, an oversized room 
  nearly 15 feet wide and 20 feet long seems strangely 
  empty. A simple bed and chest sit in the center of the 
  room; a small table with a dagger on it sits near the 
  top of the bed. A lantern in the center of the room 
  could be used to cast light in the room, but it is 
  presently dark. 
  Despite being the leader’s room, there is little of interest 
  here. Still, hidden among some plain clothes in the chest 
  are a gold necklace (taken from a slave) and a note (See 
  Player’s Handout #1).  
  Treasure: L: 20 gp; C: 0 gp; M: 0 gp. 
   
  Room H – Slave Chamber 
  From the top of the stairs going down… 
  From your vantage point you see a steep set of stairs 
  descending into a basement room below. Handrails 
  run the length of the stairs on both the right and left 
  sides of the tunnel and seem well used - perhaps even 
  necessary to traverse safely up and down.  
  The top half of the left handrail and the bottom half of 
  the right handrail are coated with contact poison. 
  Contact Poison: CR 1; mechanical; touch trigger; manual 
  reset; (carrion crawler juice, DC 13 Fortitude save resists, 
  paralysis/0). 
  Once again, the bandits must be dealt with before a 
  thorough search can be made. Still… 
  The bottom of the stairs opens up into a single large 
  chamber. Several disheveled and dirty people sit, squat 
  and stand around the room. Each appears to be chained 
  to the floor and to each other. Most do not appear capable 
  of anything. 
  Encounter: (EL 5) 
   
  Slaver Leader: hp 20; see Appendix 1. 
   
  Slaver Wizard: hp 9; see Appendix 1. 
   
  Slaver Rogue: hp 7; see Appendix 1. 
   
  Slaver Warrior (2): hp 9; see Appendix 1. 
  Development: You must adjudicate how prepared the 
  slavers are. If the party has been noisy and investigated 
  the upstairs before coming here the slavers are ready to 
  waylay the party with color spray and attacks as soon as 
  they clear the downstairs. If the battle is going badly the 
  leader plots his escape. He uses slaves or fallen PCs as 
  hostages and shields and starts up the stairs, attempting 
  to trade their lives for his own. If he or the others escape 
  in this fashion the PCs receive only half experience for 
  the encounter. 
  If the PCs are all knocked out, or are partially knocked 
  out with their companions routed, they are taken as 
  slaves. They lose all their gold, but are recovered three 
  time units later much worse for wear but alive. 
  Treasure: L: 30 gp; C: 77 gp; M:  gp. 
   
  Room I - Lower Slave Chamber 
  A second set of stairs descends to another large 
  subterranean chamber. Crates litter the floor, some 
  with their lids off and others still firmly nailed shut. 
  There is nothing of interest in this chamber. The crates 
  were used to hide the unconscious slaves while they were 
  being transported out of the city.
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 14 
  DM’s Aid #3: House Map (For Both Slavers and Herbologist) 
   
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 15 
  DM’s Aid #4: House Map (For Both Slavers and Herbologist) 
   
  Below is a list of laws and punishments a DM is mostly to deal with during a regional adventure. These laws are applied 
  differently for Alliance members. The standard Dyvers law is listed first with the Alliance version following in italics. 
  This change applies to all Alliance guilds unless specifically noted in the law’s text. 
   
  Assault: The fine is 5 GP. Also, if weapons were used, 
  the weapons are confiscated. The fine is 4 GP for 
  Initiates, 2 GP for Journeymen, and 1 GP for Masters. 
  Weapons are not confiscated if used. 
   
  Breaking and Entering: The fine is 250 GP and 2 TUs 
  in jail. If the member is part of the Enforcers Guild, 
  Footpads Guild, or Infiltrators Guild, the fine is 100 GP 
  and 1 TU in jail for Initiates, 50 GP for Journeymen, 
  and 25 GP for Masters. There is no jail time for the top 
  two tiers. 
   
  Destruction of a Gelatinous Cube: The fine is 100 gp 
  and 2 TUs public service finding a new cube. The fine 
  is 1000 gp for Initiates, 2000 gp for Journeymen, and 
  4000 gp for Masters, but there is no public service 
  required. Alliance members should understand the 
  importance of the cubes and the service they provide 
  by constantly cleaning the sewers. 
   
  Destruction of Private Property: The fine is 150% of 
  the cost of the property. Optionally, the PC may spend 
  1 TU in jail per 50 GP of the fine. If the member is part 
  of the Cutpurses Guild, Enforcers Guild, Footpads 
  Guild, or Smugglers Guild, the fine is 100% of the cost 
  of the property for Initiates, 50% of the cost of the 
  property for Journeymen, and 25% of the cost of the 
  property for Masters. Optionally, the PC may spend 1 
  TU in jail per 100 GP of the fine. 
   
  Destruction of Public Property: The fine is 200% of 
  the cost of the property. Optionally, the PC may spend 
  1 TU in jail per 50 GP of the fine. The fine is 150% of 
  the cost of the property for Initiates, 75% of the cost of 
  the property for Journeymen, and 35% of the cost of 
  the property for Masters. Optionally, the PC may 
  spend 1 TU in jail per 100 GP of the fine. 
   
  Drawing Weapons: The fine is 2 GP, plus 1 TU doing 
  civic duties, which can be completed at the end of the 
  adventure. If you can prove that it was self-defense, 
  then the fine is 1 GP. The fine is 4 GP but no time in 
  jail for Initiates, 2 GP for Journeymen, and 1 GP for 
  Masters. 
   
  Endangering Innocents: The fine is 4 GP per 
  innocent endangered. The fine is 4 GP (total, not per 
  innocent endangered) for Initiates, 2 GP for 
  Journeymen, and 1 GP for Masters. Weapons are not 
  confiscated if used. 
   
  Manslaughter (Accidental Death): Adjudicated by the 
  Triad acting as an in-character “court.” Outcomes could 
  lead to as many as 208 TUs in prison. Adjudicated by 
  the Triad acting as an in-character “court.” Outcomes 
  could lead to as many as 104 TUs in prison for Initiates, 
  52 TUs in prison for Journeymen, and 26 TUs in prison 
  for Masters. 
   
  Murder (Intentional Death): This is an evil act. The 
  character should be turned over to the Triad for 
  removal from the campaign. This is an evil act, even for 
  Alliance members. The character should be turned 
  over to the Triad for removal from the campaign. The 
  only difference is that the character won’t be executed. 
  It may show up later in a module as an evil member of 
  the Alliance. 
   
  Poaching: The fine is 100 GP and 1 TU in jail. If the 
  member is part of the Fences Guild or Smugglers 
  Guild, the fine is 100 GP (but no TUs in jail) for 
  Initiates, 50 GP for Journeymen, and 25 GP for 
  Masters. 
   
  Theft-Petty (Up to 100 GP of value): The fine is 200% 
  of the total value, as well as 1 TU doing civic duties. 
  The fine is 10% of the total value stolen for Initiates, 5% 
  of the total value stolen for Journeymen, and 1 GP for 
  Masters. 
   
  Theft-Grand (Over 100 GP of value): The fine is 200% 
  of the total value, as well as 1 TU in jail per 100 GP of 
  the total value. The fine is 20% of the total value stolen 
  for Initiates, 10% of the total value stolen for 
  Journeymen, and 5% for Masters, but no time in jail. 
   
  Unlawful Imprisonment: The fine is 300 GP and 2 
  TUs in jail. If the member is part of the Enforcers 
  Guild, Footpads Guild, or Infiltrators Guild, the fine is 
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 16 
  300 GP for Initiates, 150 GP for Journeymen, and 75 
  GP for Masters, but no time in jail. 
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 17 
  Appendix 1: NPCs 
   
  Eirick Tunsal: Slaver Rogue: Human (Oeridian) male 
  Rog2; CR 2; medium humanoid; HD 2d6+2; hp 13; Init 
  +6; Spd 30 ft.; AC 12, touch 11, flat-footed 11 (+2 
  Dexterity, +1 Padded); Base Atk +1; Grp +3; Atk +3 melee 
  (1d6+1/19-20, short sword); Full Atk +2 melee (1d6+2/19-
  20, short sword); Space/Reach 5 ft./5 ft.; SA sneak attack 
  +1d6; SQ  trapfinding, evasion; AL N; SV Fort +1, Ref +5, 
  Will +1; Str 14, Dex 14, Con 12, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Bluff +6, Disable Device +5, Escape 
  Artist +6, Hide +6, Move Silent +6, Open Lock +6, Search 
  +5, Sense Motive +6, Sleight of Hand +8; Deft Hands, 
  Improved Initiative. 
   
  Possessions: 
  padded 
  armor, 
  short 
  sword, 
  8 
  wheatsheafs. 
   
  Description: long, roundish face with brown spiky 
  hair. 
  Slaver Warrior: Human (Oeridian) Male War1; CR 1/2; 
  medium humanoid; HD 1d8+1; hp 9; Init +5; Spd 30 ft.; 
  AC 14, touch 11, flat-footed 13 (+3 studded leather, +1 
  Dexterity); Base Atk +1; Grp +3; Atk +3 melee (1d6+2/18-
  20, rapier) or +2 ranged (1d6/x3, short bow); Full Atk +3 
  melee (1d6+2/18-20, rapier) or +2 ranged (1d6/x3, short 
  bow); Space/Reach 5 ft./5 ft.; AL NE; SV Fort +3, Ref +1, 
  Will +0; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Intimidate +4, Jump +5, Ride +3, 
  Swim +3; Run, Improved Initiative. 
   
  Possessions: studded leather armor, rapier, shortbow, 
  20 arrows, 4 gold wheatsheafs. 
   
  Description: Typical Oeridian males, in studded 
  leather with rapier and shortbow. 
  Slaver Wizard: Human (Oeridian) Male Wiz1; CR 1; 
  medium humanoid; HD 1d4+5; hp 9; Init +0; Spd 30 ft.; 
  AC 10, touch 10, flat-footed 10; Base Atk +0; Grp +0; Atk 
  +0 ranged (1d8 medium light crossbow); Full Atk +0 
  ranged (1d8, medium light crossbow); Space/Reach 5 
  ft./5 ft.; AL NE; SV Fort +2, Ref +0, Will +1; Str 10, Dex 
  10, Con 15, Int 14, Wis 8, Cha 10. 
   
  Skills and Feats: Concentration +6, Decipher Script 
  +6, Knowledge – Arcana +6, Knowledge – Local +6, 
  Spellcraft 
  +6; 
  Scribe 
  Scroll, 
  Summon 
  Familiar, 
  Toughness, Spell Focus - Enchantment. 
   
  Wizard Spells Prepared (3/2; save DC 12 + spell 
  level): 0 – daze (DC 13), detect magic, ray of frost; 1
  st – 
  mage armor, color spray (DC 14). 
   
  Spellbook: 0 – spell1, spell2, spell3; 1
  st – mage armor, 
  color spray, sleep, magic missile. 
   
  Possessions: brown robes, medium light crossbow, 
  12 wheatsheafs. 
   
  Slaver Leader: Human (Oeridian) male Ftr2; CR 2; 
  medium humanoid; HD 2d10+4; hp 20; Init +4; Spd 20 ft.; 
  AC 17, touch 10, flat-footed 17 (+5 breastplate, +2 shield); 
  Base Atk +2; Grp +5; Atk +7 melee (1d8+3/x3, battleaxe); 
  Full Atk +7 melee (1d8+3/x3, battleaxe); Space/Reach 5 
  ft./5 ft.; AL NE; SV Fort +5, Ref +0, Will +0; Str 16, Dex 
  10, Con 14, Int 13, Wis 10, Cha 12. 
   
  Skills and Feats: Bluff +2, Climb +3, Intimidate +6, 
  Open Lock +2, Swim +8; Improved Initiative, Weapon 
  Focus - Battleaxe, Power Attack, Combat Expertise. 
   
  Possessions: breastplate, masterwork battleaxe, 2 
  potions of cure light wounds, 420 wheatsheafs. 
   
  Description: A largish man with long flowing brown 
  locks and several scars visible on his arms and face. 
  Slaver Rogue: Human (Oeridian) male Rog1; CR 1; 
  medium humanoid; HD 1d6+1; hp 7; Init +6; Spd 30 ft.; 
  AC 14, touch 12, flat-footed 12 (+2 Dexterity, +2 Leather); 
  Base Atk +0; Grp +1; Atk +1 melee (1d6+1/18-20, rapier); 
  Full Atk +1 melee (1d6+1/18-20, rapier) or +2 ranged 
  (1d8/x3, longbow); Space/Reach 5 ft./5 ft.; SA sneak 
  attack +1d6; SQ Trapfinding; AL CE; SV Fort +1, Ref +4, 
  Will +1; Str 12, Dex 15, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Balance +6, Bluff +4, Disable Device 
  +4, Escape Artist +6, Hide +5, Move Silent +5, Open Lock 
  +5, Search +4, Sense Motive +5, Tumble +5; Combat 
  Reflexes, Improved Initiative. 
   
  Possessions: longbow, leather armor, 20 arrows, 18 
  wheatsheafs. 
   
  Description: brown leather and no color, this 
  Oeridian looks like a hundred others on the street. 
   
  
  DYVINTRO 5-02 A House, A Door, A Dilemma 
   
  Page 18 
  Player Handout #1 
   
  Per our agreement find the latest shipment. 
  We will be leaving this section of the city and 
  moving to the Trade District to find better 
  marks. Medrika says that she is almost ready 
  to begin work in Maraven. Leave message at 
  the Civic Temple if you have a specific request. 
   
  Kedmar 
   
  
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