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  A One-round D&D 3E Adventure 
  Living Greyhawk Preview 
   
   
  by Robert Wiese 
   
   
   
   
   
  ADVANCED DUNGEONS & DRAGONS, AD&D, GREYHAWK, and RPGA are registered 
  trademarks of TSR, Inc. LIVING GREYHAWK is a trademark of TSR, Inc. Tournament detail 
  copyright 1999 by TSR, Inc. TSR, Inc. is a subsidiary of Wizards of the Coast, Inc. ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network.  
  
   
  A Chance Run-in 
   
  Page 2 
  This is a RPGA Network preview adventure for the 
  Living Greyhawk campaign. It is designed to take place 
  in a four-hour time block, divided as follows: 
  •=
  One hour to generate characters and discuss 
  initial rules 
  •=
  Two-and-a-half hours to play the adventure 
  •=
  Half an hour to wrap up, issue character 
  certificates, and collect all 3E materials. 
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's name 
  at the bottom, and the character's name, race, and gender 
  at the top. This makes it easier for the players to keep 
  track of who is playing which character. 
   
  This adventure will not be scored using the standard 
  RPGA voting system. The goal is to expose players to the 
  3E D&D rules and the Living Greyhawk campaign. 
  Therefore, use the “No Voting” scoring option as 
  described on the scoring packet. 
   
  There is no boxed text to read to the players in this 
  adventure. You will have to describe everything yourself. 
   
   
  Adventure Background 
  In this short adventure, the characters find themselves 
  involved in a thief “turf war,” and have to eliminate the 
  smaller thief group in order to avoid being killed. 
   
  Thieves in the Free City of Greyhawk generally 
  belong to the Greyhawk Thieves Guild, but occasionally 
  some free spirits come along and try to make it solo, or in 
  rival gangs or guilds. These rivals to the powerful 
  Greyhawk Thieves Guild are short-lived, but sometimes 
  troublesome. 
   
  Some weeks ago, a charismatic young man named 
  Lithnar Yinh gathered around himself a group of seven 
  other young people from the streets, and formed a thieves 
  gang he called the River Rats. All of the members are 
  cast-offs from society, looked down upon by others, and 
  generally have had bad luck or come from bad situations. 
  Three others in the River Rats are hardened criminals, as 
  is Lithnar, but four are just young boys (about 17) who 
  have been swayed by Lithnar’s words. 
   
  The River Rats stole on a small scale in the River 
  District of the Free City for weeks without being really 
  noticed. This made Lithnar angry, and so he had his gang 
  rob a store where some expensive jewelry was stolen. 
  This not only brought the gang to the notice of the 
  Nightwatchmen and the City Watch, but also to the notice 
  of the Greyhawk Thieves Guild. The Guild set to work to 
  stamp out the rival before it grew beyond an easy 
  solution. Guild members traced the River Rats and 
  stopped them in the midst of a robbery at a “general 
  store” that sells adventurers’ gear. The River Rats ran, 
  and ducked into a tavern to lose their pursuers. This is 
  where the adventure begins. 
   
  The characters find themselves in this tavern, the 
  Green Dragon Inn, very late. The River Rats run into the 
  tavern room, pursued by the Greyhawk Thieves. The 
  River Rats get the characters involved in the fight, then 
  slip out the back while the characters are fighting. On the 
  way out, one of the River Rats drops a clue. 
   
  The surviving Greyhawk Thieves Guild members 
  blame the characters and threaten to kill them later if they 
  do not find and eliminate the River Rats. So, the 
  characters ask around on the street, using the dropped 
  clue. They are eventually led to the home of Jarzin, one of 
  the River Rats. There they speak with his mother and find 
  out more about the gang. 
   
  Finally, having the clue from Jarzin’s room as to the 
  hideout location, they go to the River Rats’ lair to 
  eliminate the gang, hopefully without killing all the 
  members. 
   
  The Demonstration Aspect 
  During this demonstration of the D&D 3E rules, a lot of 
  the time will be spent on mechanics, and questions will 
  come up. Combat may be slower than in 2nd edition 
  AD&D. Be patient and answer questions to the best of 
  your ability, but please don’t speculate where you are not 
  sure of the rules. 
   
  The second rule is, don’t answer any 3E rules 
  questions outside of the demonstration. You can talk 
  about anything in the game during the demo, but once it is 
  over you are bound by your NDA agreement not to speak 
  about the game specifics. 
   
  The third rule is, no player leaves with a character 
  sheet or rules summary sheet. Certificates will be 
  provided for the characters, so that you can record the 
  race, class, and stats of the characters created. These are 
  what the players take with them. You collect the real 
  character sheets and the rules summary pages. 
   
  Abbreviated spell lists are provided, as all the priest 
  spells would not fit on the priest sheets. Do not let anyone 
  take these away, or take notes on their contents. 
   
  Don’t forget to explain what can be done in a combat 
  round before combat starts. Players won’t know about 
  counter-spelling and “going on the ready” to anticipate a 
  foe’s action. 
   
  Last rule: when the demo is finished, please caution 
  the players not to speak about the specifics of the 3E 
  D&D game.  
   
  Character Creation 
  This demo should have come with a set of 11 demo 
  character sheets, one for each class. If not, go get them, 
  because you need them. Have each player choose a class, 
  and give the player the sheet for that character class. 
  Don’t let two players choose the same class; the idea is to 
  show off various aspects of the game. They’ll cooperate. 
  
   
  A Chance Run-in 
   
  Page 3 
   
  Have the characters assign ability points according to 
  the instructions on the sheet, and fill in remaining 
  information. All ability  modifiers have to be filled in, and 
  then the totals for AC, attack, and so forth added up. All 
  racial and class-specific information the character needs 
  is on the sheet, and many of the choices have been made 
  for the player, using the “starting character packages” for 
  each class as given in the new 3E Player’s Handbook.  
   
  REMEMBER: Human characters get four more skill 
  points than non-human characters at 1st level. The 
  character sheets are set up so that if a player chooses 
  human, he or she should just add four points after figuring 
  out the amount as shown on the sheet/ 
   
  Answer any questions about items on the character 
  sheet. You should have a galley of 3E rules to refer to, 
  and most of the skills are self-explanatory for demo 
  purposes. 
   
  When the players are ready, have them describe their 
  characters to you and each other, and then proceed to part 
  one of the adventure. 
   
   
  The River Quarter – the 
  Setting 
  River Quarter The River Quarter began as a road 
  linking the wharves on the Selintan with the market in 
  front of the Black Gate, when only the Old City was 
  walled. The road became lined with warehouses and 
  businesses, and it was redirected several times until it 
  was quite crooked (much like the people of this quarter, 
  say some). This old road survives today as parts of the 
  Strip and Horseshoe Road A section of the River 
  Quarter was lost when the Foreign Quarter was created, 
  but the two blend well together along Horseshoe Road. 
   
  Crime is greater here than in any other part of the 
  New City, but most of it involves pickpocketing, 
  burglary, mugging drunks, extortion, protection rackets, 
  cargo theft, or smuggling. Actual murder is less 
  common than most people think. Business is conducted 
  without a lot of troubling questions being asked. 
  Rivermen, 
  thugs, 
  mercenaries, 
  thieves, 
  poor 
  adventurers, and wanted men are often seen here, along 
  with foreigners and legitimate merchants of the lower 
  middle class. Restaurants, taverns, inns, bawdy houses, 
  gambling dens, and the like are common. As this quarter 
  is one of the major trade arteries for Greyhawk, its 
  excesses are overlooked to a great extent, though rich 
  folk come here only with bodyguards. 
   
  The City Watch and Nightwatchmen will respond 
  to an alarm here in 3d6 rounds. Patrols here are always 
  at or near maximum strength. People's Constables are 
  common during the day, especially near the Cargo Gate, 
  but they travel in large groups as they are often harassed 
  by residents. Armed groups of priests and lay followers 
  of Pholtus and Trithereon separately roam the streets 
  day and night, searching for evildoers. These two 
  groups are, however, mutually hostile in this area and 
  are prone to attack each other if circumstances permit. 
  Finally, the Thieves' Guild attempts to maintain a 
  degree of order among criminals here to keep its 
  protection, smuggling, and cargo larceny rackets going. 
   
   
  Part One 
  The characters begin the adventure late in the evening at 
  the Green Dragon Inn, located at R2 in the River Quarter 
  on the map provided. It is spring, and the air is a little 
  chilly at night but warm during the day. 
   
  Green Dragon Inn 
  From Greyhawk: The Adventure Begins 
  This establishment is the haunt of adventurers, thieves, 
  Rhennee (river gypsies), riverrnen, smugglers, and other 
  lowlifes who love the low prices and copious amounts 
  of food. They also appreciate the light hand that the 
  inn's proprietor takes in running the place; he 
  encourages the rowdy, free-for-all atmosphere. Ricard 
  Damaris [N hm Ftr8; hp 54; Str 20, Dex 16, Con 15; 
  chain mail +2, long sword +2 (see below), ring of free 
  action, amulet of proof against charms and illusions] is 
  also well known as a source of information, and he 
  seems to know more rumors and tales than most people 
  hear in a lifetime. Some of the rumors he knows are 
  very dangerous ones involving secret cults, criminal 
  activities, and so forth. Ricard's wife, Florence, is a 
  mediocre cook but expert accountant for the inn; she is 
  almost never seen. His 15-year-old daughter, Clarissa, is 
  spoiled rotten. A dozen rooms are for rent at cheap 
  rates, but their quality is poor. 
   
  Weapons and armor are usually worn in the inn, 
  and the bouncers are all trained former soldiers. 
  Fighting and drunkenness are not only common but 
  encouraged, to some extent. Adventurers who strike it 
  big often come here to celebrate, buying drinks for the 
  house. As wild places go, this is one of the wildest in 
  the city. 
   
  Ricard has a magical sword that aids him in 
  keeping the peace; it casts darkness 3 X /day, weakness 
  2 X /day (DC 12), and can paralyze a lawful being by 
  touch 1 X /day for 2d4 rounds (DC 14). The weapon 
  (named Blade of Chaos), is CN and has Int 12 and Ego 
  12. Ricard's amulet gives him a +4 resistance bonus to 
  saving throws against all charm spells and spell-like 
  effects, as well as all illusion magic. Both the sword and 
  amulet were stolen long ago from a temple to Norebo in 
  Dyvers. Any follower of Norebo god of gambling and 
  chance, (especially rogues and clerics, who get a +4 
  
   
  A Chance Run-in 
   
  Page 4 
  bonus to this check) will have heard of the missing 
  Blade of Chaos if the character succeeds at an 
  Intelligence check (DC 15); a reward is offered for the 
  return of the weapon; death is offered to the one who 
  took it (Ricard). A bard who succeeds at a Bardic 
  Knowledge check (1d20 + Int modifier + bard level, 
  DC 25) recognizes the sword for what it is. 
   
  Ricard's daughter, Clarissa [CN hf Rog1; hp 3; Dex 
  15, Wis 5], is stealing money from the inn's till and 
  from drunken patrons. She has a plan to steal her 
  parents' earnings and head for a more exciting place like 
  Narwell 
  or 
  Safeton. 
  Moderately 
  attractive 
  and 
  seductive, Clarissa is treacherous and faithless, 
  attaching herself to anyone with wealth. 
   
  Ricard has gone home by the time the adventure begins. 
  Clarissa is there, but will treat the characters with disdain 
  because they are clearly poor. 
   
  The characters are in this tavern because they are 
  adventurers and this is a popular tavern with adventurers. 
  If they want more specific reasons, let the players make 
  them up. The characters need not be all together, so you 
  can place them at different tables to start if you think that 
  would help them begin roleplaying their characters. Or, 
  you can start them at the same table, and let them 
  introduce themselves that way. 
   
  There are two serving girls (CG hf, Cha 11 and 16, 
  friendly, vivacious, but tired as it is late) still working, a 
  bartender (N hm, Str 16, Cha 11, not very friendly at this 
  time of night but not overtly rude), and a cook in the back 
  (who won’t come out). There are about six patrons left, 
  all of them roguish-looking. They will talk with the 
  characters about general topics (the corruption in the City 
  Watch, the taxes on river goods which are too high, 
  gossip about other locals which you can make up), but 
  keep the characters at arms’ length. 
   
  After a little roleplaying has happened to get the 
  players into their new characters, the door flies open and 
  six youngish scoundrels (River Rats) run into the tavern 
  room as if being pursued by death itself (the other two are 
  not on this caper). They disperse into the small crowd and 
  do their best to look like they have been there for hours. 
  Very soon after (within one minute) five thuggish-
  looking men and a wizardly-looking figure burst into 
  the room and starting looking hard at everyone there. 
  These men (yes, the Greyhawk Thieves are all men) try to 
  spot the River Rats. Give this a minute, and then have one 
  of the thieves announce that he is a member of the 
  Nightwatchmen, and they are after some young thieves 
  who were caught in the act down the street. If attention is 
  pointed to the Rats immediately, they protest that the men 
  are not Nightwatchmen at all, but thugs from the Thieves 
  Guild. 
   
  This situation will escalate as name-calling starts, but 
  it is really likely that the characters won’t get involved. 
  The trick is to get them involved. So provoke them, either 
  with words or by playing on their apparent vulnerabilities 
  and ideals. Meanwhile, the Rats duck behind the 
  characters for protection as the thieves draw swords and 
  move to “apprehend” the supposed scoundrels. Escalate 
  this into a fight and see what the player characters do.  
   
  This is a good time for a battle mat. You might want to 
  draw the tavern room and table layout, and place dice or 
  figures to represent the people present. Any layout will 
  do, so make a tavern that you like. As this is the players’ 
  first combat in 3E rules, visualizing will be very helpful. 
   
  The River Rats will dodge behind characters, trying to get 
  the Greyhawk Thieves to accidentally wound these 
  innocents. Hopefully, the innocents will retaliate (or so 
  the River Rats hope) and a brawl will start. If that 
  happens, the River Rats slip out again after a couple 
  rounds of ensuring that the brawl will last a while. If you 
  cannot get a brawl going this way, have one of the other 
  patrons take the side of the Rats and accidentally hit one 
  of the characters. 
   
  The Greyhawk Thieves try to kill the River Rats, but 
  they really do not care about bystanders and will shrug off 
  injuries to innocents. Hopefully the characters won’t, 
  since this is how they are supposed to get involved.  
   
  All bystanders are non-combatants who need to be 
  protected as well, though none of the actual combatants 
  will purposefully try to kill innocent bystanders who are 
  avoiding the fight. However, one of the Rats could duck 
  behind a serving girl or other helpless-looking NPC, 
  putting the NPC in jeopardy. If you have this happen, 
  make sure that good PCs can see it. 
   
  It may happen that the characters refuse to get 
  involved in this fight (which would be smart). Don’t 
  force. However, as the Rats make their sneaky exit, one 
  of them will use Pick Pockets skill to successfully plant 
  one of their amulets on a player character, in plain view 
  (like around the neck). After a couple more rounds, the 
  sorcerer among the thieves notices that one of the 
  characters has the gang’s emblem, and directs attacks at 
  the characters. 
   
  Once the Greyhawk Thieves are taking a beating, 
  they retreat (giving attacks of opportunity if they run past 
  PCs; you don’t suffer an attack of opportunity if all you 
  do is move directly away from your opponent). See 
  Aftermath, below. 
   
  This combat should last about 45 minutes or so, bringing 
  the total time spent so far in the adventure to 1 hour 
  including the initial description and roleplaying. 
   
  
   
  A Chance Run-in 
   
  Page 5 
  River Rats 
  See appendix one. 
   
  Greyhawk Thieves 
  Human male Ftr2 (2): SZ M (5'11" humanoid); IM +6; 
  AC 17 (+4 scale mail, +1 sm shield, +2 Dex); Spd 20; 
  hp 21; Atks: bastard sword (+6 attack, 1d10/threat 19–
  20); SA nil; SD nil; SV Fort +6, Ref +2, Will -1; AL 
  NE.  
   
  Str 16, Dex 15, Con 16, Int 10, Wis 8, Cha 9. 
   
  Equipment: scale mail, small shield, bastard sword, 
  pouch containing 8 sp. 
   
  Skills: Intimidate +4, Climb +8. Armor penalty –6. 
   
  Feat: Exotic Weapon Proficiency (bastard sword), 
  weapon focus (bastard sword, +1 to hit), improved 
  initiative (+4 to initiative checks). 
   
  Human male Ro2 (3): SZ M (5'7" humanoid); IM +7; 
  AC 15 (+2 leather armor, +3 Dex); Spd 30; hp 14; Atks: 
  dagger (+2 attack, 1d4+1/threat 19–20), shortbow (+4 
  Ranged, 1d6/threat x3); SA sneak attack +1d6 damage; 
  SD evasion; SV Fort +2, Ref +8, Will +1; AL LE.  
   
  Str 12, Dex 16, Con 14, Int 12, Wis 12, Cha 10. 
   
  Equipment: leather armor, dagger, shortbow, nine 
  arrows, pouch containing 15 sp. 
   
  Skills: Disable Device +6, Hide +7, Jump +3, 
  Listen +2, Move Silently +8, Open Locks +6, Pick 
  Pockets +6, Search +5, Spot +1, Tumble +7. 
   
  Feats: Improved Initiative (+4 to initiative checks), 
  Lightning Reflexes (+2 to Reflex saves). 
   
  Human male Sor2 (1): SZ M (5'8" humanoid); IM +1; 
  AC 11 (+1 Dex); Spd 30; hp 11; Atks: dagger (+1 
  attack, 1d4+2/threat 19–20); SA spells; SD nil; SV Fort 
  +1, Ref +1, Will +4; AL LE.  
   
  Str 10, Dex 12, Con 12, Int 13, Wis 13, Cha 14. 
   
  Equipment: clothing, dagger, spell components in 
  pouch. 
   
  Skills: Spellcraft +7, Concentration +5, Knowledge 
  arcana +3, Diplomacy +4, Listen +5, Spot +2. 
   
  Feat: Toughness (+3 hp), Alertness (+2 to Listen 
  and Spot checks included). 
   
  Spells (cast 6 0-lvl and 4 1st-lvl per day): 0—
  dancing lights, detect magic, flare (save DC 12), 
  mending, read magic; 1st—magic missile, summon 
  monster I. 
   
  Summon monster I spell produces: 
  Abyssal Rat (1): SZ S (outsider); IM +3; AC 17 (+1 
  size, +3 Dex, +3 natural); Spd 20, climb 20; HD 1d8+1; 
  hp 5; Atks: 1 bite (+5 Attack, 1d2); SA disease; SD fire 
  resistance (5), acid resistance (3); SV Fort +3, Ref +5, 
  Will +3; AL CE. 
   
  Str 6, Dex 17, Con 12, Int 4, Wis 12, Cha 2. 
   
  Victims bitten by the rat must make a Fort save 
  (DC 12) or, after 1d4 days, suffer 1d4 temporary Str 
  points in damage. The victim must save every day 
  (same DC) or lose 2 temporary Str points damage until 
  three consecutive successful saving throws are made, 
  the disease is cured magically, or the victim dies. 
   
  Following the River Rats 
  As the River Rats slip out, the characters may notice 
  (successful Spot checks with DC 10 if the characters are 
  actually trying to keep an eye on the Rats, otherwise 
  Spot check with DC 20). Anyone who follows a fleeing 
  River Rat will quickly become lost in the dark, crowded 
  streets (and the streets of the River Quarter would 
  probably be crowded, even at night). The Rats simply 
  know the city better than the characters. Even then, 
  however, there's a chance that one of the characters will 
  be a ranger, who will want to track the River Rats. 
  Tracking on a busy street in the dark should be nearly 
  impossible. Call for tracking checks every corner, and 
  the first one failed means that the path is lost forever. 
  The Rats double back on themselves and otherwise try 
  to throw off pursuit (since they are expecting it), so 
  eventually the characters will lose the trail. 
   
  If the characters send a flying familiar to follow the 
  Rats (for ground-based ones cannot move fast enough 
  or follow a scent trail on the busy streets), they just 
  might succeed. If the familiar is an owl (and only an 
  owl), it can trace the thieves to their lair in Part Three. 
  That would make the investigation phase unnecessary, 
  but that’s okay. 
   
  Aftermath 
  As the Greyhawk Thieves leave (either in retreat or after 
  handing the characters a beating), they threaten the 
  characters that retribution against rival thieves is quick 
  and deadly, and that the characters should leave town 
  immediately as they are now known to the guild.  
   
  If the characters protest, which we hope they do, the 
  thieves tell them that the only way to avoid guilt by 
  association (as a result of this fight) is to root out and kill 
  the River Rats themselves. If they do this, the Greyhawk 
  Thieves Guild will hear about it and not consider that the 
  characters are a rival gang to be crushed. 
   
  It is possible that the characters will tell the 
  Greyhawk Thieves to go to the devil, as it were, 
  especially if they made the thieves retreat. This is simple 
  to handle. The threat is not idle. Pick a player at random, 
  and tell him that during the night some thugs visit where 
  he is sleeping and beat him to within an inch of his life, 
  and then repeat the threat. If that does not work, just keep 
  throwing thieves (use stats from above) at the characters 
  until they are dead or leave town or go after the River 
  
   
  A Chance Run-in 
   
  Page 6 
  Rats. It is not the adventure that we have planned, but it 
  will work fine as a demo. 
   
  Lying near the door where the River Rats fled is a 
  small amulet. It has the image of a rat on it, being 
  surrounded by the legs of a larger spider. The spider 
  looks like it was added after the rat, and by a hand far less 
  skilled at carving. The amulet is a wooden carved item, 
  worth nothing except as a clue to the River Rats. If a Rat 
  slipped an amulet onto the characters, it is this one and 
  they don’t leave it on the ground. 
   
   
  Part Two 
  It is very very late once the combat with the Greyhawk 
  Thieves is completed, and there is no chance for the 
  characters to conduct any useful investigation until the 
  morning. Once it is light, the characters can take their 
  amulet clue and show it around the streets asking people 
  if they know what it is or who it belongs to. 
   
  This section does not have specific NPCs 
  described, because who the characters question depends 
  on what kind of characters the players created. So, I 
  have listed the available knowledge by type of 
  informant, and leave it to you to adjudicate 
  appropriately. 
   
  The characters are in the River District of the Free 
  City, and a map is provided in case they want to 
  conduct an organized search. You can show them the 
  players’ version of the map. 
   
  Do not worry about what specific buildings they 
  inquire about. If they need a store or establishment of 
  type X, give it to them with as little specifics as to 
  location as possible. The idea is to focus on the 
  investigation process, not the layout of the buildings in 
  the Free City. 
   
  Remember these are 1st level characters, and don’t 
  have a lot of money, so don’t exhort more than a silver 
  piece for each person they talk to. 
   
  Information known by merchants 
  This class of informants includes street merchants with 
  carts and owners or workers at the types of businesses 
  to be found in this district. It does not include merchants 
  from other districts, or traveling merchants who are in 
  town temporarily. 
   
  Merchants are not going to be willing to give up 
  what they know without some recompense. They may 
  insist that characters purchase items from them, or ask 
  to be paid outright for the information (though in an 
  under-handed way). 
   
  •=
  On the amulet: Never seen anything like that. 
  Looks like it might have been made anywhere 
  around here, though. Not professional work. Rat, 
  huh? Who’d want to carve a rat? 
  •=
  River Rats: I haven’t heard of them precisely, you 
  understand. There have been some robberies in the 
  district recently, more than usual. If you say these 
  River Rats were behind them, I’ll take your word. 
  (The merchants don’t want to talk about the 
  robberies or the gang, as the characters could be 
  working for the City Watch, and getting entangled 
  in government matters is always a bad idea for the 
  people of the River Quarter.) 
  •=
  Greyhawk Thieves Guild: Who hasn’t heard of 
  them rascals? Run half the town, or so I hear. They 
  mostly operate in the Old City, so thank the gods 
  we are not down there. But they seldom come up 
  this way. We just don’t have any truck with ‘em. 
  But if you get on their bad side, watch out. 
  •=
  On the City Watch and the Nightwatchmen: The 
  City Watch is as corrupt as the Thieves Guild. 
  Matter of fact, I don’t know why the thieves don’t 
  see the Watch as competition. The Nightwatchmen 
  in this district aren’t so bad, but I hear they are just 
  as corrupt elsewhere in the city. 
   
  Information available from street people 
  Street people are bums, homeless persons, and children 
  who just hang out on the street all day. They tend to be 
  better informed than the merchants are, but less willing 
  to give their information. They will also want some 
  compensation, but the cost will be much less than with 
  merchants. 
   
  These people are very guarded. They stick together 
  against outsiders, which the characters certainly are.  
   
  •=
  On the amulet: Some of the young boys who live in 
  alleys know that the amulet is the sign of the Rover 
  Rats, a local thief group, but not exactly. The rat 
  part is, but the spider part is not. The River Rats are 
  considered heroes by these cast-offs, and the boys 
  will go on and on about how they stand up for their 
  own rights to have things and not to be trampled on 
  by society. 
   
  You can let slip at this point that the spider on the 
  amulet puts one or two of the street boys in mind of 
  Jarzin, a boy of 16 or so winters who really likes 
  spiders. By asking several other boys as well (i.e. don’t 
  give all this information out at one stop), the characters 
  can find that Jarzin lives with his mother in a three-
  room apartment on Horseshoe Road. From this it is easy 
  to ask people there until they find the right place. 
  Jarzin’s mother’s name is Udbeila. 
   
  Other street people recognize the rat emblem in 
  association with the River Rats, but have never actually 
  seen it. They conclude that it is the gang’s symbol. 
  
   
  A Chance Run-in 
   
  Page 7 
  •=
  On the River Rats: They are local boys who have 
  gone bad. They steal from the local merchants, not 
  enough for the Watch to take effort to track them 
  down, but enough that the merchants are a little 
  upset.  
  •=
  On where the River Rats are: Nobody knows where 
  their hideout is. They assume it is within three 
  blocks from the district, but no one has ever seen 
  them come out of it. During the day they could be 
  anyone; no one knows who the members are either. 
  •=
  On the merchants: The merchants never know what 
  is going on in front of their faces, let alone in 
  secret. And they really take you for all your coin as 
  well. Cheats. (Actually, the merchants do know a 
  lot about what happens, but not as much as the 
  street urchins do. They are greedy, however, as the 
  urchins know very well). 
  •=
  On the City Watch and the Nightwatchmen: Don’t 
  trust 
  a 
  watchman 
  with 
  anything, 
  but 
  the 
  Nightwatchmen are different. Nightwatchmen are 
  not associated with the government, and are helpful 
  to the people on the streets at night. The City 
  Watch people can be uncaring and even demand 
  bribes to help you. 
   
  Information available from the City Watch 
  This category does not include the Nightwatchmen, who 
  are not visible at all during the day. This includes only 
  constables on the beat. Should the characters visit the 
  City Watch Station (R1), they find no help. City Wact 
  officers are unfriendly and corrupt, and don’t want 
  outsiders and amateurs meddling in where the City 
  Watchmen can turn a coin or two. 
   
  Use this section also if the characters report their 
  situation to the Watch Post. The Watch members on 
  duty are corrupt (lucky characters) and try to extort a 
  bribe to provide any assistance. Even so, assistance 
  takes a couple days to materialize, and in the meantime 
  the characters get a beating if they do not pursue the 
  matter themselves. 
   
  If they survive the two days of waiting for help 
  from the Watch, they are sent a single officer who acts 
  as officially (but competently) as possible. Run with 
  whatever seems reasonable for this eventuality. 
   
  •=
  On the amulet: Never seen anything like it. Where 
  did you find it? Looks like some cult symbol to me. 
  •=
  On the River Rats: There are lots of thieves in the 
  Quarter. Too many, actually. We cannot stop them 
  all, no matter how hard we try. The city doesn’t 
  give us that much money. But the Greyhawk 
  Thieves Guild will take care of them if they are 
  rival thieves. Why are you interested in some 
  thieves from this Quarter? 
  •=
  On the merchants and the street people: Never 
  trust what those people tell you without double-
  checking. They lie to us all the time. What is your 
  name again? 
   
  As you can see, the Watch people end everything with a 
  question directed at the characters. You should persist 
  in making the characters uncomfortable in talking to the 
  Watchmen on this matter. They can be very helpful, but 
  don’t like interference. The River Quarter City Watch 
  station is filled with corruption as well, and many of the 
  constables are either paid by thieves to look the other 
  way, or actually are a part of a thief gang. 
   
  As you can see, the street people are the best source of 
  information, but it should take some work to get what 
  they need. Make this part of the adventure take 30-45 
  minutes, so that the players can work on establishing 
  personalities for their characters. 
   
  When they finally get to the boarding house on 
  Horseshoe Road, continue with the next section. 
   
  Jarzin’s Home 
  Jarzin and his mother Udbeila live in a three-room 
  apartment in a run-down building on Horseshoe Road, 
  just where The Strip merges with Horseshoe Road. The 
  building is three stories tall, with tenement-like 
  apartments on each floor. A communal dining room and 
  kitchen on the ground floor serve breakfast (rolls and 
  cheese most days) and dinner (which is sort of edible, 
  but not good) daily. There is a toilet room, which the 
  residents call “the necessary,” on each floor. Sewage 
  drains down a single pipe into the sewer, and a cleric 
  who lives there creates water at the top once a week to 
  wash the pipe out, instead of paying rent. 
   
  The apartment consists of Udbelia’s small 
  bedroom, Jarzin’s small bedroom, and a medium-sized 
  living room area shared in common. It is in the upper 
  class of apartments in this building, and very costly by 
  comparison (4 sp a month). 
   
  Udbeila is very poor, and works as a sewing 
  woman in a large cloth-maker’s warehouse in the Old 
  City. She makes just enough to afford this place and a 
  few nice things for Jarzin, whom she dotes over. But 
  she knows that Jarzin’s life is hard, and feels that he is 
  always slighted or mistreated or cursed with bad luck, 
  all at the hands of others. This is important for the 
  adventure; she thinks Jarzin is a victim, and not at all 
  bad. 
   
  When initially approached, she will be very 
  cautious and suspicious. Showing her the amulet will 
  cause her to thank the characters for being so kind as to 
  return it, as really Jarzin has been very down since he 
  lost it (because Lithnar has been berating him, but she 
  
   
  A Chance Run-in 
   
  Page 8 
  does not know that). Jarzin is not in when the characters 
  come in, but if they show themselves sympathetic to 
  Udbeila and Jarzin and their situation, she’ll open up 
  and let them in.  
   
  Here are some important points that she will 
  mention. Work them in as you can. 
   
  •=
  (Jarzin is 17 years old.) She can describe Jarzin 
  very well, and the characters can realize that he was 
  indeed one of the thieves who got them involved in 
  this mess. 
  •=
  Jarzin is a dear boy, quite promising. He would be 
  a fine adventurer if only he could get training, 
  which she cannot afford. It is sad to think that he 
  won’t be able to have a better life. (Actually, Jarzin 
  is weak-willed and has a learning disability.) 
  •=
  Jarzin has been secretive lately about something, 
  and has been going out at night and coming back 
  late. Once he came back out of breath. (She does 
  not know it, but he has been sneaking out after she 
  is asleep as well.) 
  •=
  Jarzin loves spiders. He studies them all the time. 
  He has a number of them in his room, and Udbeila 
  does not like to go in there. She won’t kill them or 
  deny him them, as she loves him too much, but she 
  is always worried that one or more will “escape” 
  into her room and climb on her when she sleeps. 
  •=
  Jarzin has some new friends, but Udbeila does not 
  think much of them. He spends all his time with 
  them, probably even at night when he goes out. He 
  started going out at night soon after meeting them. 
  •=
  If Jarzin is in any trouble, his mother would like the 
  characters to try and get him out of it. She does not 
  want to see him in jail, and the characters should 
  realize he is not evil after talking to his mother for 
  a while. 
   
  She will let the characters examine Jarzin’s room, 
  provided they promise not to let the spiders out. Jarzin’s 
  room is about eight feet square, with a small bed with a 
  mattress of rushes, and a small table. There are also a 
  number of spiders around the room, mostly on the 
  ceilings or in the corners. They do not try to race out of 
  the room when the characters enter, and in general go 
  about their business without paying the characters any 
  mind at all (assuming they have a mind to pay).  
   
  There is only one thing of interest in the room. On 
  the table, carved in with a knife, are three “words.” 
  They are: 
   
  Spider 
  YORBKX MGXNKX 
   
  Clearly this is a code. It is the gang’s code for sending 
  messages when they are necessary. Jarzin came up with 
  it, a feat for which he is quite proud. Since he likes 
  spiders so much, he built the code around them. He has 
  taken the name of the building under which the River 
  Rats have their HQ, and coded it by using the word 
  “spider.” The code is a straight letter-substitution with 
  an offset of six (the number of letters in the word 
  spider), so A becomes G (count six from A to get G). 
  By working this backward, you can get the name of the 
  building, the Silver Garter.  
   
  If the characters are really stumped, and have not 
  figured out that spiders are important to the solution, 
  then allow a character to make an Int check with a DC 
  of 15 to realize that spider must be related to the 
  solution but not actually a part of the solution.  
   
  The Silver Garter is a notorious house of 
  prostitution (see below in Part Three). The River Rats 
  have a two-room space in the sewers under the building, 
  reached from the alley next to the Silver Garter. Ignore 
  the X on the DM’s map, though it will get you into the 
  right neighborhood. 
   
  If the encounter at Jarzin’s home took 10-15 minutes, 
  you are doing well. If the puzzle took longer to solve, 
  then the characters are a little behind but still having 
  fun. 
   
   
  Part Three 
  Having discovered the location of the lair of the River 
  Rats, the characters now have to find precisely where 
  they are and solve their problem somehow.  
   
  The part of the River Quarter near Rotwater Street 
  is even more run down, despite the presence of the 
  temple of Rao (R12), god of serenity. The Silver Garter, 
  one of the most notorious whorehouses in the city, is 
  located at R13. The night gets pretty wild in this street, 
  which is why it is a great place for the River Rats to 
  hide out. They can easily go unnoticed amongst the 
  other revelers at night. 
   
  First, the characters have to figure out that the lair 
  is in the sewers. This they can do in the following ways: 
   
  1. They can wait for Jarzin to show up and follow him 
  in. He arrives a little after sunset, but long before 
  the street really gets wild. He looks over his 
  shoulder to make sure he is not followed into the 
  alley, and then pulls up the grate and slips quickly 
  into the sewer tunnel, closing the gate quietly 
  behind himself.  
  2. They can ask people on the street if they have seen 
  Jarzin (or whoever else they can describe from Part 
  One). Most people will slam the door in their faces, 
  
   
  A Chance Run-in 
   
  Page 9 
  or give vague answers, but after a few tries they can 
  find someone who tells them that the boy they are 
  looking for must live in the tenement at the back of 
  the alley next to the Silver Garter, since he goes 
  down that way whenever he is here.  
  3. They can accost Jarzin and make him take them to 
  the lair. 
   
  No one in the area knows the amulet by sight. The River 
  Rats don’t paint their brand all over everything. 
   
  The Trap 
  Once in the sewers, the characters find it is very dark. 
  Here, low-light vision stops working and darkvision 
  kicks in, unless the PCs light up a lantern or use magical 
  light. 
   
  They travel down a dirty but dry sewer tunnel for a little 
  while (about a minute), and then (if they can see) they 
  see a door set into the end of the sewer tunnel. This is 
  the River Rats’ lair. 
   
  About 30 feet in front of the lair is a tripwire crossing 
  the tunnel at ankle-height. If tripped, it causes a pit trap 
  to open up with the string at its center, and five feet 
  forward and backward into the tunnel. The fall is only 
  10 feet, but there are two spears set into the ground. 
  PCs falling into the pit take 1d6 for the fall. The two 
  spears are set so that one of them will probably hit a 
  character falling in. Make one attack as a shortspear 
  (1d8) with a +10 attack bonus, and +1 damage bonus 
  for the 10’ fallen. 
   
  This tripwire can be detected on an alertness skill check 
  with a DC of 15. It is easy to avoid, but cutting it will 
  just open the pit and drop the character onto the spears. 
   
  Once past the pit, the characters can try to enter the lair. 
  However, the door is locked (always) and also trapped. 
  There is a fake poison needle trap in the handle; 
  touching the handle at all causes it to go off and do one 
  point of damage. The needle appears to be coated with a 
  strange greenish substance, which is nothing at all 
  serious. But you can make them nervous. 
   
  To get into the room, one must use the secret 
  mechanism in the wall next to the door knob. It can be 
  found using normal searching for secret compartments 
  checks, with a –5 penalty unless there is light present. A 
  panel in the stone pivots to reveal a ring. Pulling on the 
  ring opens the door. When the door is closed, the ring 
  and stone piece reset automatically. 
   
  During the day the lair is empty, but just after dusk all 
  the gang members show up. 
   
  There are a few options for dealing with the situation 
  once they have found the apartment. 
   
  They can try to negotiate: This would involve 
  approaching the River Rats and convincing them to give 
  themselves up. Since the characters have no proof that 
  they have committed any crime, this won’t be that easy. 
  Diplomacy checks might be called for, with a DC of at 
  least 20 (and add penalties for character bungling). Any 
  failure results in a halt to negotiations and possible 
  combat, depending on how things have been going so 
  far. 
   
  This solution will get the Greyhawk Thieves Guild 
  off their backs, as word spreads that the River Rats are 
  in jail. 
   
  They can just attack and kill or capture the River 
  Rats: Tactically, it would be better to take the 
  apartment during the day when there are three foes, and 
  then lie in wait for the others. It is up to the characters 
  as to how to proceed. 
   
  It is to be hoped that the characters don’t kill all 
  these thieves, and try to turn some into good citizens by 
  whatever means they can think of. But killing them all is 
  an option. 
   
  They can try to con the River Rats somehow, such as 
  with passage out of town. This option is entirely up to 
  you as to how to handle it. It is possible that some 
  Rhennee (river gypsies) might smuggle them out of 
  town for a price. 
   
  Smuggling them out of town will not actually solve 
  the characters’ own problems with the guild, so the 
  characters may have to smuggle themselves out of town 
  for a bit as well. If they pursue the option of smuggling 
  the Rats out of town, have some thugs from the guild 
  come beat on them to remind them they are not out of 
  the adventure yet. 
   
  They can turn the River Rats over to the Thieves 
  Guild (if they can figure out how to contact the guild). 
  This is borderline evil, since they know the Rats will be 
  killed. Make sure the characters know when they do this 
  that death is the only future the Rats face. If a combat 
  breaks out here, use the thieves’ stats from Part One as 
  needed. 
   
  River Rats 
  See appendix one. 
   
  
   
  A Chance Run-in 
   
  Page 10 
  The thieves have 24 gold pieces amongst them, which is 
  a lot of money for them. 
   
  Once the thieves are disposed of somehow, the scenario 
  is over. You can discuss any rules questions that remain 
  unanswered, and then collect all the character sheets 
  and the action summary pages. Thank the players and 
  collect their RPGA numbers for the scoring packet. 
  They do not have to vote.  
   
  Remember to collect all character sheets and demo 
  information pages, and issue the Living Greyhawk 
  character certificates to the players with their character 
  information on them. 
   
  
   
  A Chance Run-in 
   
  Page 11 
  Appendix One: The River Rats 
   
  All of the River Rats are 16-18 year-old youths. 
   
  Lithnar Yinh, River Rat Leader, male human Rog2: 
  SZ M (5'10" humanoid); IM +6; AC 14 (+2 leather 
  armor, +2 Dex); Spd 30; hp 10; Atks: shortsword (+1 
  Attack, 1d6/threat 19–20), dagger (+1 attack, 1d4/threat 
  19-20; +3 ranged 10’), sling (+3 ranged 50’, 1d4/threat 
  x2); SA sneak attack +1d6; SD evasion; SV Fort +1, 
  Ref +5, Will +1; AL CN.  
   
  Str 11, Dex 15, Con 12, Int 14, Wis 13, Cha 15. 
   
  Equipment: leather armor, shortsword, dagger, 
  sling, 12 bullets. 
   
  Skills: Disable Device +6, Hide +7, Jump +3, 
  Listen +2, Move Silently +8, Open Locks +6, Pick 
  Pockets +6, Search +5, Spot +1, Tumble +7. 
   
  Feat: Improved Initiative (+4 IM included), 
  Alertness (+2 on Listen and Spot checks) 
   
  Brash and defiant of the system, Lithnar has organized 
  the River Rats to defy the Greyhawk Thieves Guild on a 
  small scale. He does care about the outcasts he has 
  recruited, at least enough not to sacrifice them 
  needlessly to the Thieves Guild, so he tries to keep the 
  Rats’ operations small. But in a pinch, it is every man 
  for himself, and he has made this clear to all members 
  of his gang. 
   
  Jarzin, River Rat, male human Rog1: SZ M (5'7" 
  humanoid); IM +7; AC 13 (+3 Dex); Spd 30; hp 5; 
  Atks: dagger (+0 attack, 1d4/threat 19-20; +3 ranged 
  10’), sling (+3 ranged 50’, 1d4/threat x2); SA sneak 
  attack +1d6; SD nil; SV Fort +0, Ref +5, Will +1; AL 
  CN.  
   
  Str 10, Dex 17, Con 11, Int 10, Wis 13, Cha 13. 
   
  Equipment: dagger, sling, 12 bullets. 
   
  Skills: Disable Device +2, Hide +6, Listen +2, 
  Move Silently +5, Open Locks +4, Pick Pockets +4, 
  Search +5. 
   
  Feat: Improved Initiative (+4 IM included), 
  Lightning Reflexes (+2 on Reflex saves included) 
   
  Young and impressionable, but with a learning 
  disability, Jarzin was easy prey for Lithnar’s schemes. 
  He would become honest if pointed in that direction, 
  but currently he is pointed toward dishonesty. He does 
  not passionately care about anything, which is part of 
  his problem. 
   
  Mariette, River Rat, female human Sor1: SZ M (5'3" 
  humanoid); IM +2; AC 12 (+2 Dex); Spd 30; hp 7; 
  Atks: dagger (+0 Attack, 1d4+2/threat 19–20; +2 
  ranged 10’), quarterstaff (+0 attack, 1d6/threat x2); SA 
  spells; SD nil; SV Fort +1, Ref +2, Will +2; AL LN.  
   
  Str 11, Dex 14, Con 12, Int 14, Wis 11, Cha 12. 
   
  Equipment: clothing, dagger, spell components in 
  pouch. 
   
  Skills: Spellcraft +7, Concentration +5, Knowledge 
  arcana +3, Diplomacy +4, Listen +5, Spot +2. 
   
  Feat: Toughness (+3 hp),  
   
  Spells (cast 5 0-lvl and 3 1st-lvl per day): 0—
  dancing lights, detect magic, flare, mage hand, read 
  magic; 1st—charm person, color spray. 
   
  Owl Familiar: SZ S; IM +0; AC 11; Spd fly 60; HD 
  1; hp 2; Atks: claw (+0 attack, 1d2/threat x2); SA flyby 
  attack; SD silent flight; SV Fort +0, Ref +4, Will +1; 
  AL N. Grants master +2 on Move Silently, has low-light 
  vision, empathic link with master, improved evasion, 
  grants master Alertness feat when within arm’s length, 
  shared spells (spells affecting master can affect 
  familiar). 
   
  Perky and yet with a streak of dark humor, Mariette is 
  in the Rats to get what she can out of her time with the 
  gang, which should be an opportunity to move into the 
  big-time. She is not committed to a life of dishonesty, 
  but wants power and is willing to use this means to get 
  it. If she found a powerful magical device on a theft, she 
  would abandon the Rats and use the device to further 
  herself. 
   
  River Rats, human Ftr 1 (3): SZ M (5' 9" humanoid); 
  IM +7; AC 14 (+2 leather armor, +2 Dex); Spd 20; hp 
  20; Atks: scimitar (+2 Attack, 1d6/threat 18–20); SA 
  nil; SD nil; SV Fort +5, Ref +2, Will +0; AL CN.  
   
  Str 15, Dex 14, Con 16, Int 11, Wis 9, Cha 11. 
   
  Equipment: leather armor, scimitar. 
   
  Skills: Climb +6, Listen +2, Hide +2, Search +2. 
   
  Feat: Weapon focus (scimitar, +1 to hit), Expertise 
  (take up to –1 from attack and add to AC). 
   
  River Rats, human Rog1 (2): SZ M (5'8" humanoid); 
  IM +7; AC 12 (+2 Dex); Spd 30; hp 5; Atks: dagger 
  (+0 attack, 1d4/threat 19-20; +3 ranged 10’), sling (+3 
  ranged 50’, 1d4/threat x2); SA sneak attack +1d6; SD 
  nil; SV Fort +1, Ref +4, Will +0; AL CN.  
   
  Str 12, Dex 14, Con 12, Int 11, Wis 10, Cha 11. 
   
  Equipment: dagger, sling, 12 bullets. 
   
  Skills: Disable Device +2, Hide +6, Listen +2, 
  Move Silently +5, Open Locks +4, Pick Pockets +4, 
  Search +5. 
   
  Feat: Dodge (+1 AC bonus vs single opponent), 
  Lightning Reflexes (+2 on Reflex saves included) 
   
  
   
  A Chance Run-in 
   
  Page 12 
  Map: River Quarter Detail – DM’s Map 
   
   
   
   
  
   
  A Chance Run-in 
   
  Page 13 
  Allowed Deity List 
   
  Deity 
  Alignment 
  Domains 
  Worshipers 
  Heironeous, 
  Lawful good 
  Good, Law, War 
  Paladins, fighters, and monks 
   
  God of Valor 
   
   
   
  Moradin,  
  Lawful good 
  Earth, Good,  
  Dwarves 
   
  God of Dwarves 
   
  Law, Protection 
  Yondalla,  
  Lawful good 
  Good, Law,  
  Halflings 
   
  Goddess of Halflings  
  Protection 
  Ehlonna,  
  Neutral good 
  Animal, Good,  
  Elves, gnomes, half-elves,  
   
  Goddess of the Woodlands 
  Plant, Sun 
  halflings, rangers, and druids 
  Garl Glittergold,  
  Neutral good 
  Good, Protection,  
  Gnomes 
   
  God of Gnomes 
   
  Trickery 
  Pelor,  
  Neutral good 
  Good, Healing,  
  Rangers and bards 
   
  God of the Sun 
   
  Strength, Sun 
  Corellon Larethian, 
  Chaotic good 
  Chaos, Good,  
  Elves, half-elves, and bards 
   
   God of the Elves 
   
  Protection, War 
  Kord,  
  Chaotic good 
  Chaos, Good,  
  Fighters, barbarians, rogues,  
   
  God of Strength 
   
  Luck, Strength 
  and athletes 
  Wee Jas,  
  Lawful neutral 
  Death, Law,  
  Wizards, necromancers,   
   
  Goddess of Death and Magic 
  Magic 
  and sorcerers 
  St. Cuthbert,  
  Lawful neutral 
  Destruction, Law,   
  Fighters, monks, and soldiers 
   
  God of Retribution 
   
  Protection, Strength 
  Boccob,  
  Neutral 
  Knowledge, Magic,  
  Wizards, sorcerers, and sages 
   
  God of Magic 
   
  Trickery 
  Fharlanghn,  
  Neutral 
  Luck, Protection, 
  Bards, adventurers, and merchants 
   
  God of Roads 
   
  Travel 
  Obad-Hai,  
  Neutral 
  Air, Animal, Earth,  
  Druids, barbarians, and rangers 
   
  God of Nature 
   
  Fire, Plant, Water 
  Olidammara,  
  Chaotic neutral 
  Chaos, Luck,  
  Rogues, bards, and thieves 
   
  God of Thieves 
   
  Trickery 
   
  
   
  A Chance Run-in 
   
  Page 14 
  Spell Lists for Player Characters 
   
  Wizard and Sorcerer Spells 
   
  0-Level Wizard and Sorcerer Spells (Cantrips) 
  School 
  Spell....................................................Effect 
  Abjur 
  Resistance...........................................+1 on saving throws 
  Alter 
  Mage Hand .........................................5-pound telekinesis 
  Alter 
  Mending..............................................Make minor repairs in an object 
  Alter 
  Open/Close .........................................Open or close small or light things 
  Conj 
  Ray of Frost ........................................Ray deals 1d3 cold damage 
  Div 
  Detect Poison......................................Detect poison in one creature or small object 
  Ench 
  Daze....................................................Creature loses next action 
  Evoc 
  Light ...................................................Object shines like a torch 
  Evoc 
  Flare....................................................Dazzles one creature (–1 attack) 
  Illus 
  Dancing Lights....................................Figment torches or other lights 
  Illus 
  Ghost Sound .......................................Figment sounds 
  Necro 
  Disrupt Undead...................................1d6 damage to an undead 
  Univ 
  Detect Magic.......................................Detect spells and magic items within 60´ 
  Univ 
  Prestidigitation....................................Minor tricks 
  Univ 
  Read Magic.........................................Read scrolls and spellbooks 
  Univ 
  Wizard Mark.......................................Inscribes a personal rune (visible or invisible) 
   
  1st-level Wizard and Sorcerer Spells 
  Abjur 
  Alarm..................................................Wards an area for 2 hours/level 
  Abjur 
  Gaze Reflection...................................Reflects gaze attacks back at gazer 
  Abjur 
  Hold Portal .........................................Holds door shut 
  Abjur 
  Protection from Chaos........................+2 AC & saves vs. chaotic, counter mind control, hedge out nonlawful 
  elementals and outsiders 
  Abjur 
  Protection from Evil ...........................+2 AC & saves vs. evil, counter mind control, hedge out nongood elementals 
  and outsiders 
  Abjur 
  Protection from Good .........................+2 AC & saves vs. good, counter mind control, hedge out nonevil elementals 
  and outsiders 
  Abjur 
  Protection from Law...........................+2 AC & saves vs. lawful, counter mind control, hedge out nonchaotic 
  elementals and outsiders 
  Abjur 
  Shield..................................................Invisible disc blocks magic missile attacks 
  Alter 
  Animate Rope.....................................Make a rope move at your command 
  Alter 
  Burning Hands....................................1d4 fire damage/level (max: 5d4) 
  Alter 
  Color Spray.........................................Knock unconscious, blind, or stun 1d6 weak creatures 
  Alter 
  Enlarge................................................Object or creature grows +10%/level (max +50%) 
  Alter 
  Erase ...................................................Erase mundane or magical writing 
  Alter 
  Expeditious Retreat.............................Doubles your Movement 
  Alter 
  Feather Fall.........................................Creature falls slowly 
  Alter 
  Jump ...................................................Creature gets +30 on Jump checks 
  Alter 
  Message ..............................................Whispered conversation at distance 
  Alter 
  Reduce................................................Object or creature shrinks 10%/level (max 50%) 
  Alter 
  Shocking Grasp...................................Touch delivers electric charge (1d8+1/level) 
  Alter 
  Spider Climb.......................................Grants ability to walk on walls and ceilings 
  Conj 
  Grease.................................................Cover 10´ square or 1 object with slippery grease 
  Conj 
  Mage Armor........................................Grant creature +4 armor bonus 
  Conj 
  Mount .................................................Summon riding horse for 2 hrs./level 
  Conj 
  Obscuring Mist ...................................Fog surrounds you 
  Conj 
  Summon Monster I .............................Summons outsider to fight for caster 
  Conj 
  Unseen Servant...................................Creates invisible force (Str 2, 6 hp) that obeys caster’s commands for 1 
  hour/level 
  Div 
  Comprehend Languages......................Understand all spoken and written language 
  Div 
  Detect Secret Passages........................Detect hidden doors within 60´ 
  Div 
  Detect Undead ....................................Detect undead within 60´ 
  Div 
  True Strike..........................................Adds +20 bonus to caster’s next attack roll 
  Ench 
  Charm Person .....................................Make one person your friend for 1 hr./level 
  Ench 
  Hypnotism ..........................................Fascinate creatures (2d4 HD or levels) 
  Ench 
  Sleep ...................................................Casts targets (2d4 HD worth) into comatose slumber 
  
   
  A Chance Run-in 
   
  Page 15 
  Evoc 
  Magic Missile .....................................1d4+1 damage; +1 missile/2 levels above 1st (max 5) 
  Evoc 
  Tenser’s Floating Disc........................3’ diameter horizontal force-disc, holds 100lb/level 
  Illus 
  Change Self.........................................Change own appearance 
  Illus 
  Minor Illusion.....................................Silent image of your design; concentration 
  Illus 
  Nystul’s Magical Aura........................Grant object false magic aura 
  Illus 
  Nystul’s Undetectable Aura................Mask magic item’s magic aura 
  Illus 
  Ventriloquism.....................................Throws voice for 1 minute/level 
  Necro 
  Cause Fear ..........................................One creature flees for 1d4 rounds 
  Necro 
  Chill Touch.........................................Deal 1d6 damage + 1 Str damage; 1 touch/level 
  Necro 
  Ray of Enfeeblement...........................Ray reduces Str 1d6 points +1 point/2 levels 
  Univ 
  Identify................................................Determine single feature of magic item 
   
  
   
  A Chance Run-in 
   
  Page 16 
  Cleric Spell List 
   
  0-Level Cleric Spells (Orisons) 
  Create Water..........................................................Create 2 gallons/level of pure water 
  Cure Minor Wounds..............................................Cures 1 point of damage 
  Detect Magic.........................................................Detect spells and magic items within 60´ 
  Detect Poison ........................................................Detect poison in one creature or small object 
  Guidance ............................................................+1 on one roll, throw, or check 
  Light 
  ............................................................Object shines like a torch  
  Mending 
  ............................................................Make minor repairs in an object 
  Purify Food and Drink ..........................................Purify 1 cubic foot/level of food or water 
  Read Magic ...........................................................Read scrolls and spellbooks  
  Resistance ............................................................+1 on saving throws  
  Virtue 
  ............................................................Target gains 1 temporary hp 
   
  1st-level Cleric Spells 
  Bless 
  ............................................................+1 attack and +1 vs. fear for allies 
  Bless Water ...........................................................Makes holy water (costs 25 gp) 
  Cause Fear ............................................................One creature flees for 1d4 rounds 
  Command ............................................................One creature obeys your one-word command for 1 round 
  Comprehend Languages........................................Understand all spoken and written language 
  Cure Light Wounds...............................................Cures 1d8 +1/level damage (max +5) 
  Curse 
  ............................................................Enemies get –1 attack, –1 vs. fear 
  Curse Water...........................................................xx 
  Deathwatch............................................................See how wounded creatures within 30´ are 
  Detect Chaos .........................................................Detect chaotic creatures, spells, or objects 
  Detect Evil ............................................................Detect evil creatures, spells, or objects 
  Detect Good ..........................................................Detect good creatures, spells, or objects 
  Detect Law Detect lawful creatures, spells, or objects 
  Detect Undead.......................................................Detect undead within 60´ 
  Doom 
  ............................................................One creature gets –2 on attacks, damage, saves, and checks 
  Endure Elements ...................................................Ignore first 5 damage from one energy type each round (1 day) 
  Entropic Shield......................................................Ranged attacks against you suffer 20% miss chance 
  Guiding Hand........................................................Attack and damage bonus +1/3 levels; 1 minute 
  Inflict Light Wounds.............................................Touch attack, 1d8 +1/level damage (max +5) 
  Invisibility to Undead............................................Undead can’t perceive targets (1/level) 
  Magical Stone .......................................................3 stones become +1 projectiles, deal 1d6+1 damage 
  Obscuring Mist......................................................Fog surrounds you 
  Protection from Chaos...........................................+2 AC & saves vs. chaotic, counter mind control, hedge out nonlawful 
  elementals and outsiders 
  Protection from Evil..............................................+2 AC & saves vs. evil, counter mind control, hedge out nongood elementals 
  and outsiders 
  Protection from Good............................................+2 AC & saves vs. good, counter mind control, hedge out nonevil elementals 
  and outsiders 
  Protection from Law..............................................+2 AC & saves vs. lawful, counter mind control, hedge out nonchaotic 
  elementals and outsiders 
  Random Action .....................................................One creature acts randomly for one round 
  Remove Fear .........................................................+4 vs. fear for 1 creature +1 creature/4 levels 
  Sanctuary ............................................................xx 
  Shield of Faith.......................................................Shimmering aura grants +2 or better deflection bonus 
  Summon Monster I................................................Summons outsider to fight for caster 
   
  
   
  A Chance Run-in 
   
  Page 17 
  Cleric Domains 
  Air Domain  
   
  Deities: Obad-Hai 
   
  Granted Power: Turn or destroy earth creatures as a 
  good cleric turns undead. Rebuke or command air creatures as 
  an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 plus your Charisma 
  modifier. 
   
  Air Domain Spells 
  1 Obscuring Mist 
   
  Animal Domain 
   
  Deities: Ehlonna, Obad-Hai 
   
  Granted Power: You cast animal friendship once per 
  day. Knowledge (nature) is a class skill. 
   
  Animal Domain Spells  
  1 Calm Animals 
   
  Chaos Domain  
   
  Deities: Corellon Larethian, Erythnul, Gruumsh, Kord, 
  Olidammara 
   
  Granted Power: You cast chaos spells at +1 caster 
  level. 
   
  Chaos Domain Spells  
  1 Protection from Law 
   
  Death Domain 
   
  Deities: Nerull, Wee Jas 
   
  Granted Power: You may use a death touch once per 
  day. Your death touch is a spell-like ability that is a death 
  effect. You must succeed at a melee touch attack against a 
  living creature (using the rules for touch spells). When you 
  touch, roll 1d6 per your cleric level. If the total at least equals 
  the creature’s current hit points, it dies. 
   
  Death Domain Spells  
  1 Cause Fear 
   
  Destruction Domain 
   
  Deities: St. Cuthbert, Hextor 
   
  Granted Power: You gain the smite power, the 
  supernatural ability to make a single melee attack with a +4 
  attack bonus and a damage bonus equal to your cleric level (if 
  you hit). You must declare the smite before making the attack. 
  It is usable once per day. 
   
  Destruction Domain Spells  
  1 Inflict Light Wounds 
   
  Earth Domain 
   
  Deities: Moradin, Obad-Hai 
   
  Granted Power: Turn or destroy air creatures as a good 
  cleric turns undead. Rebuke or command earth creatures as an 
  evil cleric rebukes undead. Use these abilities a total number 
  of times per day equal to 3 plus your Charisma modifier. 
   
  Earth Domain Spells  
  1 Magic Stone 
   
  Evil Domain 
   
  Deities: Erythnul, Gruumsh, Hextor, Nerull, Vecna 
   
  Granted Power: You cast evil spells at +1 caster level.  
   
  Evil Domain Spells  
  1 Protection from Good 
   
  Fire Domain 
   
  Deities: Obad-Hai 
   
  Granted Power: Turn or destroy water creatures as a 
  good cleric turns undead. Rebuke or command fire creatures 
  as an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 plus your Charisma 
  modifier. 
   
  Fire Domain Spells  
  1 Burning Hands 
   
   
  Good Domain 
   
  Deities: Corellon Larethian, Ehlonna, Garl Glittergold, 
  Heironeous, Kord, Moradin, Pelor, Yondalla 
   
  Granted Power: You cast good spells at +1 caster level.  
   
  Good Domain Spells  
  1 Protection from Evil 
   
  Healing Domain 
   
  Deities: Pelor 
   
  Granted Power: You cast Healing spells at +1 caster 
  level. 
   
  Healing Domain Spells  
  1 Cure Light Wounds 
   
  Knowledge Domain 
   
  Deities: Boccob, Vecna 
   
  Granted Power: All Knowledge skills are class skills. 
  You cast divinations at +1 caster level. 
   
  Knowledge Domain Spells  
  1 Detect Secret Passages 
   
  Law Domain 
   
  Deities: St. Cuthbert, Heironeous, Hextor, Moradin, 
  Wee Jas, Yondalla 
   
  Granted Power: You cast law spells at +1 caster level.  
   
  Law Domain Spells  
  1 Protection from Chaos 
   
  Luck Domain 
   
  Deities: Fharlanghn, Kord, Olidammara 
   
  Granted Power: You gain the power of good fortune, 
  which is usable once per day. This extraordinary ability 
  allows you to reroll one roll that you have just made. You 
  must take the result of the reroll, even if it’s worse than the 
  original roll.  
  
   
  A Chance Run-in 
   
  Page 18 
   
  Luck Domain Spells  
  1 Entropic Shield 
   
  Magic Domain 
  Deities: Boccob, Vecna, Wee Jas 
  Granted Power: Use scrolls, wands, and other devices with 
  spell completion or magic word activation as a wizard of one-
  half your cleric level (at least 1st level). For the purpose of 
  using a scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels stack.  
   
  Magic Domain Spells  
  1 Nystul’s Undetectable Aura 
   
  Plant Domain 
   
  Deities: Ehlonna, Obad-Hai 
   
  Granted Power: Rebuke or command plant creatures as 
  an evil cleric rebukes or commands undead. Knowledge 
  (nature) is a class skill. 
   
  Plant Domain Spells  
  1 Entangle 
   
  Protection Domain 
   
  Deities: Corellon Larethian, St. Cuthbert, Fharlanghn, 
  Garl Glittergold, Moradin, Yondalla  
   
  Granted Power: You can generate a protective ward, a 
  spell-like ability to grant someone a resistance bonus on her 
  next saving throw equal to your level. Activating this power is 
  standard action. The protective ward is an abjuration effect 
  with a duration of 1 hour that is usable once per day. 
   
  Protection Domain Spells  
  1 Sanctuary 
   
  Strength Domain 
   
  Deities: St. Cuthbert, Kord, Pelor 
   
  Granted Power: You can perform a feat of strength, 
  which is the supernatural ability to gain an enhancement 
  bonus to Strength equal to your level. Activating the power is 
  a free action, it the power lasts 1 round, and it’s usable once 
  per day.  
   
  Strength Domain Spells  
  1 Endure Elements 
   
  Sun Domain 
   
  Deities: Ehlonna, Pelor 
   
  Granted Power: Once per day, you can perform a 
  greater turning against undead in place of a regular turning (or 
  rebuking) attempt. The greater turning is like a normal turning 
  (or rebuking) attempt except that the undead creatures that 
  would be turned (or rebuked or commanded) are destroyed 
  instead. 
   
  Sun Domain Spells  
  1 Endure Elements* 
   
  Travel Domain 
   
  Deities: Fharlanghn 
   
  Granted Power: For a total of 1 round per your cleric 
  level per day, you can act normally regardless of magic effects 
  that impede movement (similar to the effect of the spell free 
  action). This effect occurs automatically as soon as it applies, 
  lasts until it runs out or is no longer needed, and can operate 
  multiple times per day (up to the total daily limit). Wilderness 
  Lore is a class skill. This is a spell-like ability. 
   
  Travel Domain Spells  
  1 Expeditious Retreat 
   
  Trickery Domain 
   
  Deities: 
  Boccob, 
  Erythnul, 
  Garl 
  Glittergold, 
  Olidammara, Nerull 
   
  Granted Power: Bluff, Disguise, and Hide are class 
  skills.  
   
  Trickery Domain Spells  
  1 Change Self 
   
  War Domain 
   
  Deities: 
  Corellon 
  Larethian, 
  Erythnul, 
  Gruumsh, 
  Heironeous, Hextor 
   
  Granted Power: Free Martial Weapon Proficiency (if 
  necessary) and Weapon Focus with the deity’s favored 
  weapon.  
   
  War Deity 
  Favored Weapon 
  Corellon 
  Longsword 
   Larethian 
  Erythnul 
  Morningstar 
  Gruumsh 
  Spear (halfspear, shortspear, or longspear) 
  Hextor 
  Flail (light or heavy) 
  Heironeous 
  Longsword 
   
  War Domain Spells  
  1 Magic Weapon 
   
  Water Domain 
   
  Deities: Obad-Hai 
   
  Granted Power: Turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke or command water creatures as 
  an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 plus your Charisma 
  modifier. 
   
  Water Domain Spells  
  1 Obscuring Mist 
   
  
   
  A Chance Run-in 
   
  Page 19 
  Druid Spells 
  0-Level Druid Spells (Orisons)
  Create Water..........................................................Create 2 gallons/level of pure water 
  Cure Minor Wounds..............................................Cures 1 point of damage 
  Detect Magic.........................................................Detect spells and magic items within 60´ 
  Detect Poison ........................................................Detect poison in one creature or small object 
  Flare 
  ............................................................Dazzles one creature (–1 attack) 
  Guidance ............................................................+1 on one roll, throw, or check 
  Know Direction.....................................................Druid discerns north 
  Light 
  ............................................................Object shines like a torch 
  Mending 
  ............................................................Make minor repairs in an object 
  Purify Food and Drink ..........................................Purify 1 cubic foot/level of food or water 
  Read Magic ........................................................... 
  Read scrolls and spellbooks  
  Resistance ............................................................+1 on saving throws 
  Virtue 
  ............................................................Target gains 1 temporary hp 
   
  1st-level Druid Spells
  Animal Friendship.................................................Gain permanent animal companions 
  Calm Animals........................................................Calms 2d4 HD +1 HD/level or animals, beasts, and magical beasts 
  Cure Light Wounds...............................................Cures 1d8 +1/level damage (max +5) 
  Detect Animals or Plants.......................................Detect specific species of animals or plants 
  Detect Snares and Pits...........................................Detect natural or primitive snares and traps 
  Endure Elements ...................................................Ignore first 5 damage from one energy type each round 
  Entangle 
  ............................................................Plants entangle everyone (affects circle with 40´ radius) 
  Faerie Fire ............................................................Outlines creatures with light, canceling blur, concealment, etc. 
  Goodberry ............................................................2d4 berries each cure 1 h.p. (max 8 h.p./24 hours) 
  Invisibility to Animals...........................................Animals can’t perceive targets (1/level) 
  Obscuring Mist......................................................xx 
  Pass without Trace ................................................1 creature/level leaves no tracks 
  Shillelagh ............................................................Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level 
  Summon Natural Creature I ..................................Summons animal to fight for caster 
   
  
   
  A Chance Run-in 
   
  Page 20 
  Bard Spells
   
  0-Level Bard Spells (Cantrips)
  Dancing Lights......................................................Figment torches or other lights 
  Daze 
  ............................................................Creature loses next action 
  Detect Magic.........................................................Detect spells and magic items within 60´ 
  Flare 
  ............................................................Dazzles one creature (–1 attack) 
  Ghost Sound..........................................................Figment sounds 
  Light 
  ............................................................Object shines like a torch 
  Mage Hand............................................................5-pound telekinesis 
  Mending 
  ............................................................Make minor repairs in an object 
  Open/Close............................................................Open or close small or light things 
  Prestidigitation ......................................................Minor tricks 
  Read Magic ...........................................................Read scrolls and spellbooks  
  Resistance ............................................................+1 on saving throws 
   
  
   
  A Chance Run-in 
   
  Page 21 
  Quick Point-Buy Help 
  28 points (heroic character) 
   
  Point Buy Scale 
  Cost 
  Score Modifier 
   — 
  6 
  –2 
   — 
  7 
  –2 
   0 
  8 
  –1 
   1 
  9 
  –1 
   2 
  10 
  +0 
   3 
  11 
  +0 
   4 
  12 
  +1 
   5 
  13 
  +1 
   6 
  14 
  +2 
   8 
  15 
  +2 
   10 
  16 
  +3 
   13 
  17 
  +3 
   16 
  18 
  +4 
   — 
  19 
  +4 
   — 
  20 
  +4 
   
  Apply racial ability adjustments 
  after buying your scores. Final 
  scores may range from 6 to 20. 
   
  Human 
  no adj. 
  Dwarf 
  +2 Con, –2 Cha 
  Elf +2 Dex, –2 Con 
  Gnome 
  +2 Con, –2 Str 
  Half-Elf 
  no adj. 
  Half-Orc 
  +2 Str, –2 Int 
   
   
  –2 Cha 
  Halfling 
  +2 Dex, –2 Str 
  Typical 
  Cost 
  Score Modifier 
   10 
  16 
  +3 
   6 
  14 
  +2 
   6 
  14 
  +2 
   4 
  12 
  +1 
   2 
  10 
  +0 
   0 
  8 
  –1 
   
  Typical & Focused 
  Cost 
  Score Modifier 
   16 
  18 
  +4 
   6 
  14 
  +2 
   4 
  12 
  +1 
   2 
  10 
  +0 
   0 
  8 
  –1 
   0 
  8 
  –1 
   
  Multi-talented 
  Cost 
  Score Modifier 
   10 
  16 
  +3 
   6 
  14 
  +2 
   6 
  14 
  +2 
   6 
  14 
  +2 
   0 
  8 
  –1 
   0 
  8 
  –1 
   
  Heavily Focused 
  Cost 
  Score Modifier 
   16 
  18 
  +4 
   10 
  16 
  +3 
   2 
  10 
  +0 
   0 
  8 
  –1 
   0 
  8 
  –1 
   0 
  8 
  –1 
   
  Balanced & Flawless 
  Cost 
  Score Modifier 
   10 
  16 
  +3 
   4 
  12 
  +1 
   4 
  12 
  +1 
   4 
  12 
  +1 
   4 
  12 
  +1 
   2 
  10 
  +0 
   
  Focused & Flawless 
  Cost 
  Score Modifier 
   16 
  18 
  +4 
   4 
  12 
  +1 
   2 
  10 
  +0 
   2 
  10 
  +0 
   2 
  10 
  +0 
   2 
  10 
  +0 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Adaptable/ADP1-01 - A Chance Run-In.pdf