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. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  COR5-19 
   
   
  RETRIBUTION 
  A One-Round D&D ® LIVING GREYHAWK  
  Core Adventure 
  Version 1.0 
   
  by Christopher Wills 
  Circle Reviewers: Creighton Broadhurst and Stephen  Radney-MacFarland 
  Playtesters: Paul Looby, Creighton Broadhurst, Andy Lewis, Andy Glenn, Jon Doobie, Kayleigh Wills, Rob Wills, Neil 
  Wright, Ronald Frye, Roland Volz, Duncan McNeill-Burton, Robert Campbell, and Christian Alipounarian. 
   
  An old map purporting to show the location of a hitherto unknown tomb and an eccentric cartographer have sent you 
  tramping around the Cairn Hills for a week of fruitless searching. Your expedition ending in failure, you have returned 
  to the Free City; perhaps there adventure can be found! A one-round Core adventure set in the Free City of Greyhawk 
  for characters level 1-11 (APLs 2-8). 
   
  
  COR5-19 Retribution 
   
  Page 1 
   
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second 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. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  
  COR5-19 Retribution 
   
  Page 2 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Free City of Greyhawk. All characters pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 5 0gp per Time Unit. Luxury 
  Upkeep costs 100 gp 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 that 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 DC 20 
  Survival check, 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 
  This central theme of this adventure is the love affair 
  between the adventurer Yr (sounds like “ear”) and his 
  sweetheart Karin Koeffel. The first threads of events 
  described herein however begin many years ago with the 
  destruction of the Cabal of the Ebon Flame extraplanar 
  lair. 
   
  Yr the Adventurer 
  Yr is in actual fact an alter-ego of the famed adventurer 
  and boon companion to Mordenkainen, Yrag. Yrag is 
  incredibly old, having being born in the Free City over 
  200 years ago. Of lowly station, Yrag spent the first few 
  years of his life surviving as a street urchin on Greyhawk’s 
  streets before being adopted by the mad archmage Zagig 
  himself.  
   
  Subsequently adventuring with such luminaries as 
  Murlynd and Heward, a former member of the Citadel of 
  Eight, Yrag has accumulated many enemies during his 
  long career. During one adventure, Yrag and his 
  companions destroyed a demi-plane populated by the 
  Cabal of the Ebon Flame. Comprised of evil spellcasters 
  and their demonic allies the survivors swore revenge 
  against Yrag and have pursued him ever since. (Some of 
  Yrag’s adventures are detailed in WG 5 Mordenkainen’s 
  Fantastic Adventure by Robert J. Kuntz and Gary Gygax 
  and “Greyhawk’s Circle of Eight” by Erik Mona and Gary 
  Holian published in issue zero of the Living Greyhawk 
  Journal.) The cabal plans to drive Yrag mad by killing 
  everyone he ever cared about.  
   
  As a consequence many of his friends and comrades 
  have fallen at the hands of the cabal. To combat this, Yrag 
  has severed ties with many of his old friends (most of 
  whom have now died of old age anyway) and has over the 
  years assumed a number of different identities. 
   
  However, he is a lonely man now given to brooding 
  and introspection. Thus, when he met and fell in love 
  with Karin, although still cautious, he allowed himself 
  one facet of a normal life.  
   
  Karin Koeffel 
  Karin Koeffel is the owner of the Fruit of the Mill, a 
  prosperous and renowned shop selling locally made 
  beverages and comestibles in the Free City of Greyhawk. 
  Karin is hopelessly in love with the man she knows as Yr 
  but is often given to repeating his stories of adventure to 
  any who will listen. These improbable tales include 
  stories of battles against demon princes, journeys to the 
  bottom of the Lake of Unknown Depths and countless 
  forays into Castle Greyhawk. Though widely thought to 
  be the result of her overactive imagination and devotion 
  to Yr, these are all true accounts of Yr’s adventures.  
   
  However, Karin’s indiscretions have attracted the 
  attention of Yr’s old enemies. Piqued by the similarities 
  between the stories and the known exploits of Yrag they 
  began to observe the shop in the hopes of ascertaining if 
  the two adventurers were one and the same.  
   
  Recent Events 
  Yr is rarely in Greyhawk these days, preferring to spend 
  his time adventuring across Oerth and the known planes. 
  As ever, he quests to destroy the cabal that has caused 
  him so much woe.  
   
  Yr was last in Greyhawk over a month ago, when he 
  spent some time with his old friend Nerof Gasgal (mayor 
  of the city) and snatched a few days with his long-term 
  lover. Unfortunately, agents of the cabal spotted the 
  lovers as they rendezvoused at the New City Fountains – 
  a favored spot for such assignations. Confirming that Yr 
  
  COR5-19 Retribution 
   
  Page 3 
  and Yrag was indeed the same person, they began to plot 
  their diabolical revenge. 
   
  Plots and Machinations 
  Confirming the Yr and Yrag was the same person was but 
  the first step in the Cabal of the Ebon Flame wreaking 
  their revenge on Yrag. Their next step was abducting and 
  then slaying Karin. 
   
  First, they had to establish a base of operation. 
  Luckily enough a perfect venue--the long-abandoned 
  mansion of Dorshak Krane—was within striking 
  distance. The once opulent, but now ramshackle, 
  building is a well known, but avoided landmark in the 
  Artisans’ Quarter. 
   
  The cabal chose a young member, Pavis , a wizard of 
  some small talent, to carry out the kidnapping and 
  subsequent murder of their target. In turn, Pavis hired 
  several unscrupulous members of Greyhawk’s seedier 
  population to aid him in his task. These hirelings are 
  completely in the dark as to Pavis’s true allegiance. Chief 
  among these minions is the unscrupulous but devilishly 
  handsome swashbuckler Starent (who by the end of the 
  adventure has a change of heart). 
   
  Using Starent’s local knowledge, Pavis has hatched a 
  plan that they believe will not only be successful, but also 
  cause the maximum amount of mental anguish (and later 
  physical pain) to Karin. Starent is the only one of Pavis’s 
  cohorts aware of the wizard’s demonic allies. 
   
  The first attack to be launched against Karin takes 
  place while she is at her place of work. The attack, carried 
  out by several minor and expendable demons, is designed 
  to cause as much mayhem and death among the staff and 
  customers of the Fruit of the Mill as possible. However, 
  the goal is not to kill Karin. During this assault Starent 
  enters the shop and “rescues” Karin, in the hopes of 
  gaining her thanks and trust, which is important in 
  subsequent parts of Pavis’s plan. 
   
  During the small hours of the following night, or on 
  a later date if Karin has hired additional guards, to the 
  plan is to kidnap here and bring her back to Dorshak 
  Krane’s mansion where she will be tortured and then 
  killed. 
    
  ADVENTURE SUMMARY 
  This is not a linear adventure. Many of the encounters 
  can happen in any order; some can even happen more 
  than once. The summary below details the most likely 
  course of events.  
   
  The adventure opens with the PCs queuing to enter 
  the Free City of Greyhawk after an unsuccessful 
  expedition in the Cairn Hills. Once they enter the city 
  they return to their patron’s shop, the eccentric 
  cartographer, Melezakan to report on their failure to find 
  the cairn detailed on the (supposedly) ancient map. 
   
  Entering through Druids’ Gate, they easily make 
  their way through the Artisans’ Quarter to Melezakan’s 
  shop, possibly stopping in at the Fruit of the Mill for 
  refreshments on the way.  
   
  Upon arriving at their employer’s shop, he questions 
  them about their findings and is saddened by the PCs’ 
  lack of success. He asks the PCs if they would consider 
  looking into other maps for him. While he carries out 
  some research on some of his other maps, he asks the PCs 
  to wait in the city for a while. To that end, he has 
  arranged lodgings for them at the Able Carters’ Coaching 
  House. 
  Leaving Melezakan’s shop, the PCs have the opportunity 
  to wander the streets of the Artisans’ Quarter perhaps 
  doing some overdue shopping or simply relaxing. During 
  this time the PCs are suddenly made aware of some kind 
  of disturbance at the Fruit of the Mill shop. People run 
  past them screaming about demons and foul murder. 
  Investigating this, the PCs come to the shop and battle 
  the demons inside that seem intent on slaying all 
  occupants of the shop. Assisted by the swashbuckler 
  Starent, the PCs manage to rescue many of those trapped 
  within and to slay or drive off the demons. While tending 
  to the wounded, they speak with Karin and discover that 
  the attacks most likely have some connection with her 
  boyfriend, Yr. 
   
  That evening they investigate the New City 
  Fountains and interrogate the rogue, Sihona. She is able 
  to confirm that Yr and Karin were present about a month 
  ago and that someone else was watching them. She 
  further tells them that this person seems to have taken 
  over Dorshak Krane’s old mansion. 
   
  The PCs then return to their lodgings. In the early 
  hours of the morning, Karin is kidnapped by Pavis and 
  Starent and taken back to Dorshak Krane’s old mansion. 
   
  Later in the evening, the Watch find the PCs and 
  order them to come to the Watch station where the 
  captain, Nellisir Avanson, tells them that Karin has been 
  kidnapped.  
   
  The next evening, or later that day, the PCs 
  investigate Dorshak Krane’s house and discover the 
  cabalist and his minions. After disposing of Pavis and the 
  rest, they rescue Karin. 
   
  TIMELINE OF EVENTS 
  This is a complicated adventure to run. The PCs’ actions, 
  or lack thereof, can have serious implications for Pavis’ 
  plans. The timeline below represents the timing of events 
  if the PCs do not interfere in any meaningful way. 
   
  Day 
  Time 
  (Approx.) 
  Event 
  Starday 
  03:00 PM 
  Attack on Fruit of the Mill. 
  Sunday 
  02:00 AM 
  Karin kidnapped. 
  Sunday 
  All day 
  Karin taunted and tortured. 
  Moonday 
  11:00 PM 
  Karin murdered. 
  Godsday 
  06:00 AM 
  Karin’s 
  mutilated 
  body 
  found. 
   
  The way in which this adventure is written assumes the 
  following things: 
   
  The PCs foil the attack on Karin’s shop. 
   
  The PCs stay at the Able Carters’ Coaching 
  House. 
  
  COR5-19 Retribution 
   
  Page 4 
   
  The PCs investigate the New City Fountains, 
  connecting Yr to the dangers Karin is facing. 
   
  The PCs meet with Nellisir Avanson and accept 
  the job of saving Karin. They may already 
  however have offered to help her and perhaps 
  have already found some clues. 
   
  The PCs break into Dorshak Krane’s old 
  mansion at some point in either the very early 
  morning of Sunday or later that day at some 
  point. 
   
  PREPARATION FOR PLAY 
  This adventure is set in the Artisans’ Quarter of the Free 
  City of Greyhawk. As such, there are a vast number of 
  options open to the PCs during any given encounter. 
  DMS are encouraged to become familiar with the Free 
  City. 
   
  If possible the DM should read The Artisans’ Quarter 
  by Denis Tetreault and Erik Mona appearing in issue 2 of 
  the Living Greyhawk Journal. In addition a copy of the 
  large poster map of the Free City contained within that 
  magazine would be advantageous, but is not essential to 
  the successful running of this adventure, since a section 
  of that map is reprinted at the end of this adventures. 
  While also not necessary to run this adventure, general 
  details regarding the Free City of Greyhawk can be found 
  in The Adventure Begins by Roger E. Moore.  
   
  CAST OF CHARACTERS 
  Many NPCs appear in this adventure, or have an impact 
  on its events. For ease of reference, brief details on each 
  are included below.  
   
  Dorshak Krane: Once a very skilled gemcutter, 
  Dorshak Krane is long dead by the time this adventure 
  begins. The cabalists are using his old mansion as their 
  lair. 
   
   
  Starent: A handsome rogue well accustomed to the finer 
  things in life. His accoutrements are of the finest quality 
  and he obviously takes great care in his appearance.  
   
  Starent is somewhat in love with himself and is quite 
  arrogant to boot! If the PCs allow him to, he will be quite 
  condescending towards them, particularly any fighters 
  who in his mind rely more on strength than skill in 
  battle. 
   
  By the time the PCs discover Pavis’ lair Starent is 
  having second thoughts about his association with the 
  cabal. The PCs’ arrival gives him a welcome opportunity 
  to leave. 
   
   
  Karin Koeffel: Nearing her fiftieth year, Karin is an 
  established and popular personality in the Artisans’ 
  Quarter. She is unfailingly cheerful and always polite. 
  Petite, standing barely over 5 feet tall, she has muddy 
  blonde hair and dark green eyes. She is normally dressed 
  well and is happy to talk with her customers and staff 
  about seemingly trivial pieces of gossip. Karin loves Yr 
  very much and is very proud of his exploits which she 
  will share with anyone who seems interested (this to her 
  is almost everyone!) She is not aware however of his true 
  identity. 
   
  She has owned the Fruit of the Mill for over twenty 
  years, since just after she met Yr. She is an accomplished 
  cook and businesswoman. She is also canny and a good 
  judge of character. 
   
  Melezakan: 
  An 
  eccentric 
  cartographer 
  famed 
  throughout the city for his incredibly detailed bird’s eye 
  view map of the city, Melezakan has an abrasive 
  personality and is obsessive over details. Although not 
  popular, he is often sought out by those requiring a map 
  of the city or its environs. He is also a bit of a coward and 
  not a great judge of character, which has led him to 
  purchase several dozen maps of supposed burial sites lost 
  in the Cairn Hills. Most are forgeries. 
   
  Melezakan is going bald and has lost all hair on the 
  top of his head. To compensate for this, he has taken to 
  growing his remaining hair as long as possible, although 
  he does not take much time over its care. His eyebrows 
  are thick and bushy and his eyes are dark brown in hue. 
   
  He normally wears dark-colored heavy scholarly 
  robes and rarely leaves his shop.  
   
   
  Nellisir Avanson: The charismatic leader of the City 
  Watch in the Artisans’ Quarter, Nellisir is a relaxed leader 
  much beloved by his men. 
   
   
  Pavis: Pavis is a junior member of the Cabal of the Ebon 
  Flame. He is clever, malicious and very patient. He is also 
  fanatically loyal to his demonic overlords.  
   
  He is however, a minor member of the cabal, not 
  particularly skilled in the arts of magic. Pavis is an 
  ambitious soul who sees this mission as the means to 
  advance himself within the cabal’s hierarchy. 
   
  In many other ways he is a typical wizard, physically 
  weak but fiendishly intelligent. He hates melee combat 
  and will do all he can to avoid such.  
   
   
  Yr: Yr (sounds like “ear”) is a powerful adventurer and 
  friend to many luminaries of the Flanaess including 
  Mordenkainen, Bigby and Nerof Gasgal. Yr’s real name is 
  actually Yrag and he is a lot older than his appearance 
  suggests. The best estimate of his age is that he is a little 
  over 200 years old! In his long and varied adventuring 
  career he has adventured with the likes of Heward and 
  Murlynd. One of his many adventures ended in the 
  destruction of a demi-plane inhabited by a cabal of evil 
  spellcasters and their demonic allies. For more 
  information regarding this (and Yr/Yrag) refer to the 
  Adventure Background section above. 
   
  Yr loves Karin, but is cautious when meeting his 
  partner because many of his old friends and lovers have 
  been killed by his implacable enemies. As a result he is 
  often in disguise and rarely visits the Free City. 
   
  Although Yr’s actions have set in motion the events 
  described in this adventure he himself will not be 
  encountered by the PCs. 
   
   
  
  COR5-19 Retribution 
   
  Page 5 
   
  INTRODUCTION 
  Well, that was a waste of time! The last few 
  weeks have been spent tramping about the 
  Cairn Hills searching for a hitherto unknown 
  cairn on behalf of the eccentric cartographer 
  Melezahan of Greyhawk. Melezahan supplied 
  you an apparently genuine map of ancient 
  origin but events have revealed it to be nothing 
  more than fake. 
   
  So it is that you find yourselves outside 
  Druids’ Gate on the east wall of the Free City of 
  Greyhawk. Ahead of you a small queue of 
  travelers has formed, all waiting to answer the 
  guard’s questions and gain entry to the city.  
   
  What the PCs Already Know: The PCs were hired by 
  the brilliant, but decidedly odd, cartographer Melezahan 
  who owns a small shop to the north of the Low Market. 
  He is famed for maintaining an incredibly detailed 
  masterpiece – a bird’s eye view of the Free City. 
   
  In the last decade, Melezahan has become interested 
  in the cairns from which the Cairn Hills get their name. 
  During that time, Melezahan has come into possession of 
  many maps purporting either to show the locations of 
  these ancient burial sites or to detail their internal layout. 
  In the recent past, however, he has become suspicious of 
  some of his suppliers and so hired the PCs to authenticate 
  one of the maps. The agreement was simple, the PCs were 
  to follow the map, locate the cairn and explore it. They 
  could keep any treasure found, except for any antiquities, 
  which Melezahan would keep. Unfortunately, they failed 
  to find the cairn or any treasure. 
   
  Their instructions were to investigate the Cairn Hills 
  in the indicated area and to report their findings to 
  Melezahan, bring with them any antiquities found. 
   
  DRUIDS’ GATE 
  Druids’ Gate is the least-used gate in the Free City. As a 
  consequence, its guards are lax in their duties. In total 10 
  members of the City Watch monitor the comings and 
  goings of the populace. 
   
  The gates are open from sunrise to three hours after 
  sunset. Passage through the gate requires travelers to sign 
  a roster (illiterate travelers simply make their mark after a 
  guard has taken their details). In addition, the guards add 
  coded notes detailing each individual and the time of 
  their passing. Locals, and others well-known to the 
  guards, must only mark their initials.  
   
  k City Watch Man Warrior 1 (9): hp 6. 
   
  k  Junior Sergeant Warrior 2 (1): hp 10. 
   
  Entering the City: After a short wait, the PCs 
  reach the front of the queue. Before entering the city, 
  they must submit to questioning before being allowed to 
  pass through the gates. Here a bored-looking guard 
  briefly questions them. Behind him sits a scribe 
  recording all the PCs’ responses. Each PC must answer 
  the following questions: 
   
  Name 
   
  Birth place  
  ∞ 
  Business in the Free City. 
  In addition, the scribe notes a brief physical description 
  of each traveler and the time of their entry. Unless the 
  PCs give very bizarre answers, or spout anti-Greyhawk 
  sentiments, they are eventually admitted to the city.  
   
  However, two races will receive a slightly harder 
  time when entering the city. 
   
  Half-orcs are generally distrusted in the Free City 
  because of the success of Turrosh Mak and his Orcish 
  Empire 
  in 
  dominating 
  the 
  Pomarj. 
  Individuals 
  demonstrably of orcish heritage are required to submit to 
  a search for hidden contraband and must swear that they 
  are not part of Turrosh Mak’s empire. Any suspect 
  answers results in the PC being held for additional 
  questioning lasting up to 2 hours. 
   
  Centaurs are more an object of curiosity than 
  anything else and are eventually admitted, although such 
  travelers have to put up with more questioning from 
  interested guardsmen than their companions. Such 
  individuals are quizzed about their homeland, their 
  customs and so on before being admitted to the city. 
   
  The guard also relates to the PCs the rules and 
  regulations regarding magic and weapons within the city.  
   
  In regards to magic these are: 
   
  Magic is strongly controlled in Greyhawk and 
  cannot be used in public places except in 
  moments of extreme personal danger.  
   
  Spells that do not damage a foe, such as hold 
  person, are permitted. 
   
  Spells that do damage only to a foe, such as 
  magic missile, are allowed, but only in self-
  defense.  
   
  Spells that damage a wide area, like fireball, 
  bring a prosecution for property damage and 
  any other relevant charges included murder, 
  except in exceptional circumstances. 
  ∞ 
  Spells that are mentally intrusive, like detect evil, are 
  frowned upon. Spells that can be used for a variety of 
  illicit purposes, like invisibility, are also disapproved of. 
  However, the use of either type of spell is legal. 
  In regards to weapons the rules are: 
   
  It is legal to carry the following weapon types 
  through the streets of Greyhawk City: dagger, 
  dart, sling, staff, club, hammer and other similar 
  weapons. They should be tied to one’s belt or in 
  a scabbard whenever possible. 
   
  Swords, axes and other similar weapons may be 
  carried through the streets but they must be in a 
  scabbard or leather head-case. 
   
  Polearms, spears and other large weapons such 
  as crossbows and bows are banned. Visitors 
  must deposit these with the Watch, where they 
  are securely kept. If this is not done, the item 
  are confiscated and a PC must pay a fine of 100% 
  of the items worth to regain it. A successful DC 
  15 + APL Diplomacy check enables the PC to 
  reduce this cost by half. [Note, later on in the 
  adventure PCs may be able to get permission to 
  carry banned weapons around the city]. If the 
  
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  PCs do not get such permission but still use 
  such weapons to successfully free Karin, Yrag 
  uses his influence to allow the PCs to keep their 
  weapons. 
   
  Note: If PCs try and get around these restrictions by 
  buying weapons in the city they will be very securely 
  wrapped and bound by the seller.  
   
  Once the PCs have entered the city, they will no doubt 
  want to report their findings to their patron, Melezahan.  
   
  Read the following: 
   
  Finally, you have answered all the guard’s 
  questions and have been admitted to the city. 
  Ahead of you lie the bustling streets of one of 
  the biggest cities in the Flanaess  
   
  You are on Craftsman’s Way, one of the 
  main thoroughfares of the city. To your right 
  stands the Fruit of the Mill and directly ahead 
  the New City Fountains famed as a moonlit 
  rendezvous for young lovers. 
   
  Beyond all the fountains and the multitude 
  of tradesmen, craftsmen and other businesses is 
  the Low Market. 
   
  At this point hand out copies of Player’s Handout 1: The 
  Artisans’ Quarter. 
   
  ENCOUNTER 1: 
  MELEZAKAN’S 
  In this encounter the PCs report their failure to the 
  cartographer Melezakan. 
   
  Once the PCs reach and enter area 21 on the 
  Artisans’ Quarter map read the following: 
   
  The hubbub 
  of the many traders, street 
  peddlers 
  and 
  merchants 
  of 
  the 
  Artisans’ 
  Quarter is now but a distant buzz. Many roads 
  lead from the marketplace and down one of 
  these streets stands your employer’s place of 
  business. 
   
  It is a tall and narrow shop, its purpose 
  marked by a crudely-painted map set above the 
  building’s only visible entrance. The windows 
  set either side of the door give little clue to the 
  interior. Inside, all is mantled in deep shadow. 
   
  When the PCs enter, continue.  
   
  Inside, the shop is cramped and dusty. Some 
  small amount of light streams in through the 
  windows, illuminating swirling motes of dust 
  dislodged by your entry. 
   
  Cabinets and bookcases line all available 
  wall space and all are filled to overflowing with 
  maps, scroll cases, grimy parchments and no 
  small number of leather bound books. 
   
  At the far end of the room the entire back 
  wall is taken up by a huge map. Painted as if 
  from a bird’s eye view it is incredibly detailed; 
  this must be Melezakan’s famed map of the 
  city! 
   
  In front of this unique piece of artwork is 
  set a long bench covered in inkpots and 
  pigments behind which sits a balding man clad 
  in heavy robes. As you enter, he looks up and 
  coughs. 
   
  “Good! You are back. What did you find? 
  Don’t just stand there,  spit it out!” 
   
  This is indeed the famed cartographer Melezakan. 
   
  k Melezakan; CN human male Expert 6: hp 27; 
  Profession (cartographer) +12, Knowledge (local – Core) 
  +9, Sense Motive -1. 
   
  Melezakan has an abrasive personality and is 
  obsessive with details. Although not popular, he is often 
  sought out by those requiring a map of the city or its 
  environs. A bit of a coward and not a great judge of 
  character, he has purchase several dozen maps of 
  supposed burial sites lost in the Cairn Hills. Most are 
  forgeries. 
   
  Melezakan is balding. To compensate , he grows his 
  remaining hair as long as possible, although he does not 
  take much time over its care. His eyebrows are thick and 
  bushy and his eyes are a dark brown in hue. 
   
  Melezakan desperately wants to know whether his 
  map is accurate or not. When the PCs reveal it is not, he 
  repsonds melodramatically.  
   
  Your news upsets Melezakan.  
   
  Putting his head in his hands, he whispers: 
  “Damn them! Another forgery. Why me? By the 
  gods, why me?” 
   
  After 
  a 
  short 
  while, 
  he 
  regains 
  his 
  composure and looks up at you. 
   
  “My thanks, although I am disappointed 
  you failed to find the cairn. No matter. Another 
  map will be coming into my possession in the 
  next few days. Will you return here then? I 
  wish you to return to the hills to authenticate 
  my latest purchase. In anticipation of your 
  agreement, I 
  have arranged—at 
  no 
  small 
  expense–rooms for you at the Able Carters’ 
  Coaching House. 
   
  The PCs will no doubt have questions. Some of the more 
  obvious ones are listed below. The DM should ad-lib the 
  answers to other questions using these as a baseline. 
  Remember though, that this is simply the hook to keep 
  the PCs in the area; the actual adventure has nothing to 
  do with the Cairn Hills or lost burial places. 
   
  Q: When will you get the map? 
  A: “Three days time. My agent travels from Dyvers as we 
  speak.” 
   
  Q: What’s in it for us? 
  
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  A: “As before, you may keep any items you find except 
  for any antiquities discovered in the tomb. These are 
  mine.” 
   
  Q: Where is the Able Carters’ Coaching House? 
  A: “To the west of the Low Market. I am sure such 
  accomplished adventurers should be able to find it 
  without too much trouble.”  
   
  Melezakan can point to the coaching house on his 
  picture-map if asked. 
   
  Q: Are you really paying for our rooms at the 
  Able Carters’ Coaching House? 
  A: “Yes, but don’t drink and eat too much. I have put 
  some monies aside for suitable refreshments but I am not 
  made of gold.”  
   
  In game terms the PCs receive free Standard upkeep 
  during this adventure as long as they stay at the Able 
  Carters’ Coaching House. 
   
  Development: Once conversation has petered out, 
  the PCs have little to do except go to the Able Carters’ 
  Coaching House; proceed to Encounter 2.  
   
  Later on during the course of the adventure, the PCs 
  may decide to return here to get an idea of the layout of 
  Dorshak Krane’s mansion. PCs doing so should be able to 
  get a good idea of the mansion’s location, dimensions and 
  external layout. They will also notice that part of the roof 
  has fallen in. While returning here is not crucial to the 
  adventure plot, PCs thinking of doing so will gain some 
  useful tactical information (the state of the roof, the 
  number of external doors and the presence of the 
  gardens), which may prove useful when planning their 
  assault. 
   
  ENCOUNTER 2: STREETS 
  OF THE CITY 
  At various points in this adventure the PCs may be 
  wandering the city looking for information or clues. In 
  this case refer to the descriptive notes of the place to 
  breathe life into the Artisans’ Quarter. 
   
  THE ARTISANS’ QUARTER 
  The Artisans’ Quarter is one of the quieter and more 
  peaceful of the districts of Greyhawk City. It lacks the 
  wild taverns, risqué entertainment, and thronged streets 
  of other parts of the Free City. Those working here are 
  hardworking craftsmen and their families. 
   
  Private dwellings here are small but often have small 
  surrounding gardens which the illusion of privacy and 
  space. The trade of each craftsmen is often easily 
  identifiable; examples of their handiwork are often 
  displayed above the building’s door to attract business 
  and many of the artisans work from home. 
   
  A1: Architects’ and Stonemasons’ Guildhall 
  A2: Metalsmiths’ Hall 
  A3: Artisans’ Quarter City Watch Station 
  A4: Carpenters’ Guildhall 
  A5: Performing Artists’ Guildhall 
  A6: Leatherworkers’ Guildhall 
  A7: Fruit of the Mill 
  A8: New City Fountains 
  A9: Nightwatchmen’s Guildstation 
  A10: Grand Tent 
  A11: Halmaster’s Hall 
  A12: The Fat of the Hog 
  A13: Laborer’s Union Hall 
  A14: Eridok’s Expedition Provisions 
  A15: Maldin and Elenderi’s 
  A16: Dorshak Krane’s House 
  A17: Darred Hebren’s Tower 
  A18: The Wild Goose 
  A19: The Broken Staff 
  A20: The Nine of Swords 
  A21: Maps by Melezakan 
  A22: The Grinning Mammet 
  A23: Able Carters’ Coaching House 
   
  Bolded entries appear in one or more of the encounters in 
  this adventure. All other numbered buildings are 
  described in The Artisans’ Quarter by Denis Tetreault and 
  Erik Mona appearing in issue 2 of the Living Greyhawk 
  Journal. 
   
  THE LOW MARKET  
  If and when the PCs enter the Low Market paraphrase 
  the information in this section.  
   
  The Low Market, also called the Old Market or Petit 
  Bazaar, stalls are open for business here every day of the 
  year. Business is brisk from dawn to dusk with a jumbled 
  mish-mash of booths, tents, tables, and stalls selling 
  mundane items of every description. Some vendors even 
  possess handcarts or small wagons they drive through the 
  press, selling their wares while on the move.  
   
  In addition, many stallholders employ children to 
  hawk their wares. A veritable stream of such denizens of 
  the city often follows rich-looking individuals around. 
   
  Prices are as listed in the Player’s Handbook. Luxury 
  items are rarely found here, these almost always being 
  sold in the High Market. 
   
  The Low Market is divided into two areas – the West 
  Market and the East Market. These two markets are 
  divided by the Processional, the city’s broad main 
  thoroughfare, as it winds its way northwards. The West 
  Market is far more disorganized than the East Market, 
  which is laid out in relatively straight lines. At the north 
  end of the West Market stands an immensely old 
  roanwood; its mighty branches once used to hang 
  criminals before the New City Walls enclosed this area. 
   
   
  Thieves and Pickpockets 
  The Low Market is a favorite haunt and training ground 
  for thieves, cutpurses, and pickpockets and is also 
  frequented by the homeless and destitute from the slums. 
  Locals know of this danger to their purses and take 
  appropriate steps to protect their wealth. Travelers not 
  native to Greyhawk City but who make a DC 15 
  
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  Knowledge (local – Core) check are also aware of this 
  danger. Such PCs may also take precautions to protect 
  their purses and gain a +2 circumstance modifier to any 
  opposed Spot checks to notice a pickpocket’s attempt 
  against their person. Similarly PCs generally stating that 
  they are taking care to protect their possessions get this 
  bonus. 
   
  For every hour the PCs spend in the Low Market 
  there is a 10% chance a pickpocket targets them. If the PC 
  is obviously wealthy, displays much coin, or talks loudly 
  about his riches, this chance increases to 25%. The skill of 
  the pickpocket is APL dependant and should be 
  determined randomly using a d20.  
   
  Pickpocket 
  Check  
  Level of Pickpocket 
  0 or lower 
  APL -4* 
  1-3 
  APL -3* 
  4-6 
  APL -2* 
  7-9 
  APL -1* 
  10-12 
  Party APL 
  13-15 
  APL +1 
  16-18 
  APL +2 
  19-21 
  APL +3 
  22 or higher 
  APL +4 
   
  *To a minimum of 1st-level. 
   
  Modifiers: The following modifiers apply to this check: 
  ∞ 
  -1 per additional individual with the target PC. 
  ∞ 
  +2 if PC alone. 
  ∞ 
  +1 if PC openly displays wealth (Rich lifestyle). 
  ∞ 
  +2 if PC openly displays wealth (Luxury lifestyle; not 
  cumulative with Rich lifestyle). 
   
  Pickpocket Skill Level: The table above determines 
  the level of the pickpocket. A pickpocket’s Sleight of 
  Hand check modifier is equal to his level +5. 
   
  Stolen: If the thief is successful in picking a PC’s pocket 
  he gets away with either 3d10+5 gp or the sum of that 
  character’s coin, whichever is lower. 
   
  Development: This is not a combat encounter. A thief 
  will attempt to flee the area as quickly as possible after he 
  attempts the robbery. If threatened with violence, he 
  surrenders if he cannot easily flee. Captured thieves 
  should be handed over to the City Watch. Minor 
  roughhousing is permitted but any badly injured or slain 
  thieves will mark the PCs out for the Watch’s attention 
  and could land guilty PCs in a lot of trouble with the Free 
  City’s laws. 
   
  ENCOUNTER 3: DEATH AT 
  THE MILL 
  In this encounter the PCs battle demons at the Fruit of 
  the Mill. They’re seemingly intent on killing as many of 
  those inside as possible. In reality, the demons are under 
  orders to kill as many of the people in the shop except 
  Karin. However, as the PCs enter the shop, she has been 
  injured and is trying to crawl away from the melee. 
   
  THE FRUIT OF THE MILL 
  One minute you are simply going about your 
  lawful business in the Free City when you 
  become aware of a commotion nearby. People – 
  a mix of ordinary folk and craftsmen – are 
  streaming away from Craftman’s Way. Some are 
  flinging away bundles and packages while 
  others scream of demons! 
   
  This commotion should be enough to get almost any PC 
  interested in finding out what is going on. PCs 
  questioning one of those fleeing can easily find out that 
  some kind of demon is rampaging through the Fruit of 
  the Mill and has trapped and killed many people already.  
   
  PCs approaching the Fruit of the Mill move past 
  nearly abandoned buildings. The only place at which the 
  PCs will see a sizable amount of people is Area 3 (Artisans’ 
  Quarter City Watch Station), which is surrounded by a 
  small crowd all trying to get into the relative safety of the 
  building. Guards inside are struggling to understand the 
  confused reports of loosed demons and cannot get 
  outside to investigate due to the crush of people blocking 
  the entrance. (The same is happening at Druids’ Gate). 
   
  When the PCs arrive on the scene, a crowd of people 
  has gathered around the shop. A few brave regulars have 
  already entered, trying to help Karin and her staff. Their 
  corpses now litter the floor just inside the door. Since 
  that attempt, no one has entered the shop. The screams of 
  those trapped inside echo through the streets. It is these 
  that attract the attention of the PCs to the shop. 
   
  Read aloud the following: 
   
  Ahead of you, a ring of people has formed some 
  distance back from the entrance to the Fruit of 
  the Mill. Most are regular citizens and all seem 
  terrified. A few of the braver ones are clutching 
  cudgels or daggers but they do not dare move 
  toward the shop. 
   
  The only exception is a man clad in 
  immaculate studded leather armor As a breeze 
  catches his muddy blond hair cuts a dashing 
  figure. He does not yet seem to have noticed 
  you, busy as he is haranguing the crowd. He 
  draws his well-made rapier, flourishes it in the 
  air and cries 
   
  “My friends we must rescue those trapped 
  within. Who is with me?” 
   
  At APLs 2 and 4 add: 
   
  Screams of terror and agony echo from inside 
  the shop. In the doorway lies the body of a 
  human male. Blood pools around it; he is 
  almost certainly dead. 
   
  At APLs 6 and 8 omit the above statement and instead 
  add: 
  
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  Page 9 
   
  The front of the shop is shrouded in shadowy, 
  magical darkness; from which echoes screams 
  of terror and agony.  
   
  The PCs have two basic options: they can either attempt 
  to find out what is going on, or they can charge in and try 
  and save those trapped within. If the PCs try to gather 
  information about the nature of the attackers, they are 
  quickly assaulted by a confused jumble of partially 
  contradictory information: 
   
  APLs 2 - 4: It was a small squat and blubbery 
  creature. Almost hairless it had pale, sickly flesh. Its 
  mouth was full of small fangs. 
   
  APL 6: It was a gaunt humanoid that had the stench 
  of death about it. Its skin was black and leathery. It had 
  pointed ears and a large curved horn rising from the back 
  of its head. Half of the creature’s head was taken up with a 
  wide mouth full of jagged teeth.  
   
  APL 8: Combine both of the above statements but 
  there are three of the smaller creatures. 
   
  If the PCs seem to hesitate, perhaps hoping the Watch 
  will sort the situation out, the crowd derides them and 
  Starent attempts to shame them into acting. Good-aligned 
  PCs, particularly lawful clerics and paladins, should leap 
  to the attack at this point. Originally, Starent had planned 
  to heroically enter the shop with the Watch and rescue 
  Karin so as to gain her trust. The arrival of the PCs forces 
  him to improvise.  
   
  DEMON ATTACK! 
  The PCs have several problems to overcome in this 
  encounter beyond the rampaging demons. First, there are 
  several injured citizens scattered about the shop (some of 
  whom are unconscious or near death). Secondly, the Free 
  City has several laws against using large damaging area-
  of-affect spells. Individuals who do not only damage the 
  shop but also fall foul of the Watch when they arrive. 
  Therefore this encounter has a +1 EL modifier. 
   
  APL 2 (EL 2) 
   
  d Dretch (1): hp 15; see the Monster Manual. 
   
  k Starent: male human swashbuckler 1/ fighter 2; 
  hp 27; see Appendix 1. 
   
  k Karin Koeffel: female human expert 3; hp 13 
  (currently 3); see Appendix 1. 
   
  APL 4 (EL 4) 
   
  d Advanced 4 HD Dretch: hp 27; see Appendix 
  1. 
   
  k Starent: human male swashbuckler 3/ fighter 2; 
  hp 43; see Appendix 1. 
   
  k Karin Koeffel: female human expert 3; hp 13 
  (currently 3); see Appendix 1. 
   
  APL 6 (EL 6) 
   
  d Babau: hp 66; see the Monster Manual page 40.  
   
  k Starent: male human swashbuckler 3/ fighter 4; 
  hp 59; see Appendix 1. 
   
  k Karin Koeffel: female human expert 3; hp 13 
  (currently 3); see Appendix 1. 
   
  APL 8 (EL 8) 
   
  d Babau: hp 66; see the Monster Manual page 40. 
   
  d Dretch (3): hp 15, 15, 15; see the Monster 
  Manual page 42 and 43. 
   
  k Starent: male human swashbuckler 3/ fighter 6; 
  hp 75; see Appendix 1. 
   
  k Karin Koeffel: female human Expert 3; hp 13 
  (currently 3); see Appendix 1. 
   
  If during this encounter, Starent’s or Karin’s statistic 
  blocks are required, refer to the Encounter 8 listing in the 
  relevant section of Appendix 1. 
   
  Shop Layout: Refer to Appendix 3 for a map of this 
  area. The Fruit of the Mill is set back from the main 
  thoroughfare and closely flanked by two other 
  businesses. An awning protects the area in front of the 
  shop and two windows, either side of the main door open 
  into the shop. At night these windows are barred and 
  shuttered but during the day they are thrown back to 
  admit Pelor’s radiance. Neither window has glass.  
   
  Inside, the main part of the shop is dominated by 
  three large sets of shelves holding a wide range of locally-
  made foodstuffs and beverages. Smaller shelves line the 
  walls. At the far end of the shop is a counter behind 
  which Karin and her staff would normally serve.  
   
  Two doors give access to the other parts of the 
  building. One leads to storerooms and a cellar. The other 
  opens at the base of a staircase that climbs to Karin’s 
  private apartments over the shop. Both doors are now 
  firmly closed and barricaded. When the demon attacked a 
  few of the customers and staff managed to flee through 
  them and then barricade themselves in. (These areas are 
  not shown on the map as they should play no part in the 
  ensuing combat). Unfortunately this trapped other 
  people in the shop, most of whom are now dead or badly 
  injured. 
   
  Tactics: The demons are here to cause as much 
  mayhem and havoc as possible. They have instructions to 
  kill as many people as they want, except Karin. Karin has 
  been injured as the combat begins and is crawling away 
  from the combat. The demons do not attack her again, 
  even passing up on attacks of opportunity.  
   
  APLs 2-4: When first confronted by armed foes the 
  dretch uses its stinking cloud ability around the entrance 
  and front windows of the shop. (This affect only extends 
  10 feet into the shop). Anyone struggling through the 
  cloud is targeted by the dretch using its scare ability, 
  possibly causing the unfortunate PC to flee back through 
  the stinking cloud.  
   
  It then simply attacks any PCs who enters the shop. 
  If attacked by more than four visible PCs, the demon 
  attempts to summon other dretch to the battle.  
   
  This dretch is terrified of Pavis and his demonic 
  overlords. Thus, it will fight to the death. 
   
  APL 2 Note: At APL 2 if the party is made up of 
  predominantly 1st-level characters the dretch fails to 
  summon another demon 
  
  COR5-19 Retribution 
   
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  APLs 6-8: At APLs 6-8, the babau is more cunning 
  than the dretch. (The dretch uses similar tactics to those 
  listed above). The babau attacks the most powerful-
  looking PC first, hoping to quickly eliminate that threat.  
   
     Prior to entering the shop, it has activated its see 
  invisibility ability. In addition, it shrouded the front of 
  the shop with darkness.  
   
  The babau uses the dretch to shield it in combat and 
  to set up flanking attacks. If attacked by more than four 
  visible PCs, the babau attempts to summon another babau 
  to the battle. If reduced to less than 15 hp, the original 
  babau use its greater teleport ability to teleport back to 
  Dorshak Krane’s mansion. Any summoned babau simply 
  teleport away, never to return if similarly injured. If the 
  original babau manages to escape, the PCs face it again 
  when they investigate Dorshak Krane’s mansion.  
   
  Note: These demons are not summoned, Pavis 
  smuggled them into the city and therefore they can use 
  their summoning abilities as normal. 
   
  Events During the Melee: Once the PCs enter the 
  shop, the demon(s) turn to battle them using the tactics 
  laid out above. As soon as Starent enters, he searches out 
  Karin and drags her to safety. Unless he has absolutely no 
  choice, he does not actually fight any of the demons. If he 
  saves Karin relatively quickly, he returns to the shop to 
  save additional victims. 
   
  AFTER THE ATTACK 
  Ten rounds after the PCs arrive on the scene a small 
  patrol of City Watch final reaches the shop. Assessing the 
  situation, they immediately request reinforcements, 
  which arrive within 10 minutes. If combat is still going 
  on in the shop, the guards are not keen to battle the 
  demons, guessing rightly that they do not have the skills 
  or equipment required to prevail. Instead, they keep the 
  crowd back and await additional reinforcements. 
   
  If the combat is over and the PCs have been 
  successful, the guards help move the terrified survivors to 
  safety and tend the wounded. Many of the dead have 
  been mauled and been partially eaten during the attack. 
   
  After the battle has been successfully concluded and 
  any wounded have been stabilized, the PCs may wish to 
  converse with Starent or Karin. If this is the case, use the 
  role-playing notes below and the general notes regarding 
  each individual appearing in the ”Cast of Characters” 
  section at the front of this adventure. 
   
  Starent, human male Swashbuckler/Fighter 
  Starent is a handsome rogue well used to the finer things 
  in life. His accoutrements are of the finest quality and he 
  obviously takes great care over his appearance.  
   
  Unsurprisingly, Starent is somewhat in love with 
  himself and is quite arrogant to boot! If the PCs allow 
  him to, he will be quite condescending towards them, 
  particularly any fighters who in his mind rely more on 
  strength than skill in battle. 
   
  He will constantly refer to Karin as “dear lady.” 
   
  Karin Koeffel; NG human female Expert3 
  Karin is very shaken up by her ordeal. She has had a very 
  scary experience and has been quite badly wounded (she 
  has lost 9 hp) having been slashed across her legs. She is 
  very grateful at being rescued by Starent and the PCs.  
   
  Questioning the Survivors 
  Once the situation is under control, the PCs have a short 
  time to investigate the attack before large numbers of 
  watchmen arrive and take control of the situation. They’ll 
  likely want to question the staff and customers present 
  during the attack. Questioning most of these people is a 
  total waste of time; they are normal people caught up in 
  extraordinary circumstances and have yet to fully 
  understand what befell them. Many are in shock.  
   
  However, Karin is slightly more level-headed than 
  the rest and can provide some information to the PCs. 
  Below are listed some probable questions the PCs may 
  ask and her answers. The DM should improvise answers 
  for questions not listed below using the provided 
  information as a baseline. 
   
  Q: Why did the demons attack you? 
  A: “I don’t know. If only my boyfriend had been here; he 
  would have protected us and killed them all.” 
   
  Q: Who is your boyfriend? 
  A: “Yr…the adventurer; surely you have heard of him? “ 
   
  PCs succeeding on a DC 15 Knowledge (local – 
  Core) have heard of Yr. Apparently he is a skilled 
  mercenary and sellsword who has been based in 
  Greyhawk for about a decade. If Karin is pressed on this 
  point, she relates some of his supposed adventures – 
  battles with demon lords, many expeditions to Castle 
  Greyhawk and even an adventure at the very bottom of 
  Lake of Unknown Depths. All sound very fanciful. She, 
  however, believes them utterly.  
   
  Q: What happened during the attack? 
  A: “Heavily cowled customers entered the shop. I 
  thought they were might be pilgrims of something. They 
  suddenly threw off their cloaks and revealed themselves 
  to be demons! They then mercilessly attacked us. Some of 
  my regulars tried to stop them, but the demons cut them 
  down”. 
   
  Q: How were you injured? 
  A: “A demon clawed me really badly. I thought I was 
  going to die, but it suddenly veered off and attacked 
  Brennan. Poor Brennan, he had a wife and four children.” 
   
  Q: Did the demons seem to attack anyone in 
  particular? 
  A: “No, they seemed intent on killing us all!” 
   
  Q: Has there been any unusual activity around 
  the shop recently? 
  A: “Not really. Yr was here about a month ago and so I 
  took a couple of days off – I love spending time with 
  him!” 
   
  Q: Did you do anything special with Yr? 
  
  COR5-19 Retribution 
   
  Page 11 
  A: “Not really. He saw a couple of friends (I don’t know 
  who) and we spent a couple of evenings at the New City 
  Fountains. Normally only youngsters go there but Yr 
  likes it. It was odd though. While we were there I felt like 
  we were being watched. Yr felt it to; he even drew his 
  sword! Nothing happened though. We came back here 
  shortly afterwards. Yr was on edge the next day and left a 
  couple of days later.” 
   
  A DC 10 Knowledge (local – Core) reveals that the 
  New City Fountains is a small park close by dominated by 
  a large fountain. It is mainly a place where young couples 
  go in the evenings. 
   
  Q: Will you let us investigate this attack for 
  you? You are obviously in danger from these 
  demons! 
  A: “That would be wonderful – you are so brave to think 
  of my safety after everything you have done already. Yes 
  please do investigate this for me. “ 
   
  Q: Do you need further protection? 
  A: “No thank you. The watch has offered me several 
  bodyguards while they also investigate this matter.” 
   
  The answer above is only if asked after the Watch 
  arrive. 
   
  Additional Leads and Observations 
  Beyond talking to Karin there are several other clues to 
  be found here and other information to gain. 
   
  Cloaks: Among the carnage, the overturned shelves, 
  and scattered foodstuffs, the PCs can easily make out a 
  number of dark brown cloaks equal to the number of 
  demons who attacked the shop. Each is an ordinary cloak 
  correctly sized for the demon that wore it. The inside of 
  each cloak bears a stylized representation of a single ebon 
  flame. This is the symbol of the Cabal of the Ebon Flame. 
  A successful DC 20 bardic knowledge or Knowledge 
  (religion) check reveals this. Little more is know about 
  the cabel, except that they reputedly worship demons. If a  
   
  s Cloak of the Ebon Flame: This dark brown 
  cloak is sized for Small or Medium creatures, based on 
  the size of the demon who wore it. The inside of each 
  cloak bears a stylized representation of a single ebon 
  flame. 
   
  If there is no PC in the party with the requisite skills 
  (or if they fail the check) all is not lost. The PCs can 
  research this subject at the Great Library of Greyhawk. 
  There is no admission fee to this impressive building, but 
  it is closed at nightfall. The PCs can find what they seek 
  in the history wing of the building after 2d4 hours 
  research. The Great Library of Greyhawk does not appear 
  on the map included with this adventure. It is area 2 in 
  Clerkburg.  
   
  Searching for Tracks: After the battle the PCs 
  may wish to determine the direction from which the 
  demon or demons came. This is difficult as these city 
  streets are well traveled and the panicked flight of many 
  of the local populace have obliterated most signs. A DC 
  20 Survival check by someone with the Track skill reveals 
  that the creatures came from the direction of the Low 
  Market. This trail however only extends about twenty 
  feet before it is obliterated.  
   
  Other Witnesses: It is likely that the PCs may 
  (correctly) question how one or more stupid demons 
  managed to move about the city without arousing any 
  suspicions. Questioning witnesses outside the shop yields 
  some additional information. One man recalls that a tall, 
  beautiful human female led the cloaked demons and was 
  the one who commanded them to enter the shop. (This 
  was Pavis using a disguise self spell). After the attack 
  began, she disappeared into the crowd (ducking into the 
  New City Fountains and using another disguise self to 
  assume a new form). If the PCs continue this line of 
  investigation, they discover with a DC 10 Gather 
  Information check that the woman and her companions 
  came from the direction of the Low Market. A further DC 
  10 Gather Information check and spending at least 4 gp 
  on bribes gains more information. One of the many 
  urchins of the market remembers trying to sell the 
  woman a cool drink in the eastern portion of the market, 
  but he doesn’t know where they were before that.  
   
  Questioning Starent: The PCs may also want to 
  question (or thank) Starent. He is a devilishly charming 
  man who has obviously has his eye on Karin. If asked to 
  relate his tale, he relates how he was passing by the shop 
  when he heard the screams from inside. Seeing what was 
  going on inside—and realizing that to go on alone would 
  be suicide—he decided to wait for reinforcements. The 
  PCs’ arrival gave him his chance to act. A successful 
  opposed Bluff check against Starent’s Sense Motive check 
  reveals that he is leaving something out. (Starent receives 
  a +4 circumstance bonus to this check as he has had some 
  time to come up with his story). He doesn’t give any 
  further information, citing a gentleman’s need for privacy 
  in his affairs. If the PCs decide to follow Starent he 
  spends the rest of the day randomly moving about the 
  city; having a couple of drinks in a tavern, shopping to 
  replace some damaged equipment and so on. At some 
  point however the PCs lose him. 
   
   
   
   
   
  Detect Magic: If anyone thinks to cast detect 
  magic in the shop or scan any of the people present 
  during the attack, several pieces of jewelry worn by Karin 
  radiate a variety of magical auras. In addition, depending 
  on the APL of the module some of Starent’s items may 
  also radiate as magic. 
   
  Detect Magic Results: ring of protection +3 
  (faint abjuration), ring of mind shielding (faint 
  abjuration). 
   
  If the PCs ask Karin about this, she tells the PCs that Yr 
  gave her all these items as protection. He said he was 
  worried about her being mugged or attacked. She further 
  relates that she thinks he is being silly—the shop hasn’t 
  been burgled for years. If any PCs pushes this point, she 
  thinks for a moment and then remark that actually the 
  shop hasn’t been burgled since she met Yr. (The shop has 
  never been burgled, but she is a bit upset at the moment 
  and will forget to relate this piece of information). 
   
  
  COR5-19 Retribution 
   
  Page 12 
  Finally, the Watch! 
  Ten minutes after the PCs arrive on the scene, a large 
  body of watchmen, led by Captain Nellisir Avanson and 
  accompanied by two clerics of St. Cuthbert arrive on the 
  scene. 
   
  k Nellisir Avanson: male human fighter 6; hp 
  52; Intimidate +10, Knowledge (local – Core) +3, Sense 
  Motive -1, Spot +3. 
   
  k City Watch Officers (20): mix male and 
  female human, half-elf, or dwarf warrior 1: hp 6 each. 
   
  k Junior Sergeants (4): mix male and female 
  human, half-elf, or dwarf warrior 2: hp 10 each. 
   
  k Trenas and Falren: male human cleric 3 (St. 
  Cuthbert); hp 16 each. 
   
  The city watchmen fan-out, securing the immediate area 
  while the clerics tend to the injured and fallen. Nellisir 
  and two of his junior sergeants investigate the interior 
  while another, Semtich, talks with the PCs to get their 
  version of the attack. Semtich is very keen to get the PCs’ 
  names and to discover where they are staying. He thanks 
  them for their help, but tells them that this is now in the 
  hands of the Watch and that everything is under control. 
  He orders two of his men to escort the PCs from the area 
  once he has all the information he requires.  
   
  Troubleshooting: During this fight, the PCs may 
  have been forced to use spells or weapons that are 
  normally banned in the city. As long as they did not use 
  any large damaging area-of-affect spells however, the 
  Watch overlooks this. If however, they set fire to the 
  shop or destroyed large amounts of the surrounding area, 
  they feels the full force of the law. Karin forgives them 
  any damage done to her shop; she is only glad that some 
  of her staff and customers survived the bloodbath. 
   
  It is possible that the PCs spectacularly fail to gather 
  any meaningful information from Karin in the aftermath 
  of the combat. If this happens the PCs will lack vital 
  information, which later they’ll need to connect Karin, 
  Yr, Pavis and his lair at Dorshak Krane’s old mansion. In 
  this situation, a recently-healed Karin tracks down the 
  PCs at their lodgings and buy them all a veritable feast in 
  thanks for their part in her rescue. Starent will not be 
  present. 
   
  Development: After this encounter has finished, 
  the PCs will no doubt have many clues to ponder but no 
  real idea what is going on. Some may suspect that Yr is 
  somehow to blame for these attacks and in this they 
  would be correct. 
   
  There are several possible courses of action open to 
  the PCs. 
   
  They could go directly to the New City Fountains. 
  However, given that it is not the evening they find little 
  here except people strolling through the parkland. 
   
  They could attempt to find out more information 
  about Karin’s boyfriend, Yr. If they decide to do this, 
  proceed to Encounter 5: Gathering Information. 
   
  They could proceed to the Able Carters’ Coaching 
  House. If they choose this course proceed to Encounter 4: 
  Able Carters’ Coaching House. 
   
  ENCOUNTER 4: ABLE 
  CARTERS’ COACHING 
  HOUSE  
  In this encounter the PCs retire to their lodgings at the 
  Able Carters’ Coaching House (A23 on the Artisans’ 
  Quarter map) to relax after their travels through the 
  Cairn Hills and to ponder the day’s events. 
   
  If for some reason the PCs do not take up 
  Melezahan’s offer of free accommodation at the Able 
  Carters’ Coaching House, both parts of this encounter 
  run normally, just in whatever tavern or boarding house 
  the PCs find accommodation. Some parts of the 
  encounter may have to be changed depending on the 
  characteristics of the tavern/boarding house chosen; ad-
  lib these but preserve the general theme of both 
  encounters. 
   
  This building is more of a compound. Stables, a 
  coach house, the inn itself and extensive accommodation 
  surrounds on three sides a cobbled courtyard. Large 
  double gates (closed and watched at night) guard the 
  compound. Many teamsters, stable boys, carters and 
  travelers are encountered here. This place is always busy; 
  being one of the few places travelers can get beds for the 
  night in the Artisans’ Quarter. Melezahan has reserved 
  three double rooms for the PCs. If the PCs require 
  additional rooms they have to pay extra. 
   
  The common room (accessible from the courtyard) is 
  busy and smoky. Many tables are taken already but a few 
  yet remain vacant.  
   
  The barkeep and proprietor, Restaral, is an amiable 
  fellow. He has any baggage delivered to their rooms. He 
  also arranges for food and drink to be served.  
   
  k Restaral: male human expert 2; hp 10; LN;  
  Diplomacy +4, Gather Information +6, Profession 
  (innkeeper) +7. 
   
  Restaral is well connected and knows all about the day’s 
  events at the Fruit of the Mill. He subtly pumps the PCs 
  for information and in return is able to share rumors with 
  the PCs. If the PCs have not yet done so, they can use 
  Gather Information checks here. Using these they can 
  learn anything requiring a DC 20 check or less detailed in 
  Encounter 5: Gathering Information, except the 
  information pertaining to Yrag. 
   
  A RELAXING EVENING 
  After a hard week tramping through the Cairn Hills and 
  battling demons, the PCs are entitled to a little rest and 
  relaxation. Unless Karin arrives, the PCs have a relaxing 
  quiet evening.  
   
  This is a freeform roleplaying encounter. The 
  taproom is a buzz with the news of the Flanaess. If the 
  PCs wish to talk with the other patrons (all of whom are 
  either travelers or coach drivers) they will be able to learn 
  some, or all of the following rumors. (These rumors 
  originally appeared in an article on the LIVING 
  GREYHAWK website by Creighton Broadhurst). 
  
  COR5-19 Retribution 
   
  Page 13 
   
   
  The waters off Asperdi Isle in the realm 
  of the Sea Barons are, if recent conjecture is 
  to be believed, once again being haunted by the 
  Sinking Isle. A site of truly ancient origin the 
  isle was known to the first Oeridians to settle 
  the area. Several warships and a merchantman 
  have all claimed to have sailed close to an island 
  not shown on any chart. Surrounded by 
  bubbling, brown-stained waters and cloying, 
  noxious air no one has thus far admitted to 
  actually setting foot on this strange place. Tales 
  of this island are legion. Many tell of strange 
  ruins that still survive upon the isle and of 
  terrifying battles with fearsome monsters of the 
  deep that dwell in the surrounding waters. No 
  doubt the island’s reappearance heralds a steady 
  stream of adventurers all intent on exploring 
  this mysterious place. 
   
  The court of His Transcendent Imperial 
  Majesty, Overking Xavener celebrated last 
  month the successful reclamation of portions of 
  the Lost Treasure Fleet of the Sea Princes. 
  Earlier in the year, Kalstrand had sponsored a 
  number of expeditions to a newly discovered 
  floating reef said to contain the rotting hulks of 
  several vessels laden with gold and other riches 
  taken 
  when 
  the 
  Sea 
  Princes plundered 
  Pontylver during the Turmoil Between Crowns. 
  This has been proclaimed a welcome victory 
  over the followers of the Scarlet Sign who were 
  also thought to be hunting for the wrecks. 
  However, Kalstrand is noticeably reticent to 
  provide details of exactly what was recovered, 
  leading some skeptics to declare that either they 
  sought specific items or that they have not 
  actually recovered anything of note.  
   
  Word from the frigid lands of the 
  Thillonrian Peninsula speaks of increased 
  tensions between the volatile barbarian tribes 
  who claim that land and the monstrous 
  inhabitants of the Corusk and Griff Mountains. 
  Skirmishes are commonplace with bands of 
  giants and their ogre minions raiding deep into 
  barbarian lands.  
   
  The burnt and partially eaten corpse of 
  a gigantic squidlike creature has been 
  found floating in the Azure Sea. Plainly of 
  magical origin and consisting of several normal 
  creatures fused together the exact origin of this 
  creature is unknown. Many suspect (and fear) 
  that the Brotherhood breeding program is again 
  bearing fruit. 
   
  An unnamed adventurer has surfaced in 
  the Free City of Greyhawk, with what she 
  purports is the holy medallion of Almor. The 
  medallion, thought lost during Almor’s utter 
  destruction at the hands of the Great Kingdom, 
  is an ancient item crafted when the Great 
  Kingdom still championed good. It is a potent 
  symbol of the destroyed Prelacy and no doubt 
  will be pursued by parties interested in 
  refounding that unfortunate realm. 
   
  Ships baring yellow sails have once 
  again been spotted plying the waters of 
  Woolly 
  Bay. 
  For 
  many, 
  this 
  is 
  an 
  uncomfortable reminder of the Slavelords, who 
  once terrorized the region before being 
  destroyed by a brave band of adventurers. 
  Others remark that this is nothing but 
  coincidence. 
   
  A fortnight ago, two parched and badly 
  injured 
  adventurers 
  stumbled 
  into 
  Hardby. The only survivors of a much larger 
  party, they claimed to have located the lost 
  mines of Azak-Zil. Following the writings of 
  Pont Sandmorg of Narwell they found the great 
  mesa he spoke of but were set upon by packs of 
  feral ghouls and were driven into the desert. 
  There, the harsh desert conditions, patrolling 
  nomads in the service of Rary and a bloody 
  night-time 
  encounter 
  with 
  manscorpions 
  spelled 
  their 
  companions’ 
  doom. 
  After 
  recounting their ordeal in several of the Scorned 
  City’s taverns the pair disappeared. Their 
  current whereabouts are unknown. 
   
  Over the last few months a number of 
  adventuring parties have disappeared in 
  the vicinity of White Plume Mountain. The 
  adventurers have been hunting for an arrow of 
  elvish make and an ancient Oeridian battle 
  spear widely reputed to have been stolen by 
  Keraptis 
  and 
  hidden 
  here 
  before 
  his 
  disappearance. 
   
  The 
  dark 
  cloud 
  hanging 
  over 
  the 
  necropolis of Unaagh has still not 
  dissipated. Getting close to the structure to 
  study this phenomenon has proved difficult, 
  however, because of roving nomad bands and 
  the inevitable encounters with manscorpions 
  that seem to cluster thickly about the site. 
   
  If the PCs failed to get any meaningful information from 
  Karin in the aftermath of the attack on her shop, she 
  tracks the PCs down and purchases a feast of epic 
  proportions to thank them. During this feast, she gets a 
  little tipsy and recounts all the information about her 
  romance with Yr detailed in Encounter 3: Death at the 
  Mill. She leaves around an hour before midnight. Shortly 
  afterwards, she is abducted by Pavis. If any PCs escort her 
  home, Pavis simply waits until they leave, utilizing his 
  disguise self to assume a different form.  
   
  ENTER THE WATCH 
  Several hours after midnight, the City Watch comes 
  looking for the PCs. Another disturbance has been 
  reported at the Fruit of the Mill and the watch captain, 
  Nellisir Avanson, wishes to personally question the PCs 
  about the day’s events. 
  
  COR5-19 Retribution 
   
  Page 14 
   
  The events listed below happen around three hours 
  after midnight. Modify the text below if the PCs have 
  been out investigating matters or if they are still in the 
  taproom. 
   
  You are suddenly (and rudely) awoken by a 
  loud knocking on the door. A deep voice calls 
  out: 
   
  “You in there – open up in the name of the 
  Watch!” 
   
  PCs opening their door are greeted by the sight of four 
  city watchmen. Any PC making a DC 5 Spot check is able 
  to determine that the watchmen are not hostile. Allow 
  the PCs to make a full round of actions if they so wish. 
  Once the PCs have taken any actions they desire read the 
  following: 
   
  “Evening gentlefolk” says the lead watchman. 
  “Are you by any chance (insert PCs’ names)?” 
   
  If the PCs answer in the affirmative continue: 
   
  “Good. I have orders you are to report to 
  Captain Avanson…now.” 
   
  If the PCs answer in the negative continue: 
   
  “That is strange. You all perfectly match the 
  description of those individuals. You had all 
  better come along with us and see Captain 
  Avanson. He can get to the bottom of this.” 
   
  Troubleshooting: The watchmen are polite, but 
  insistent. They do not leave without the PCs and indicate 
  that the PCs should come with them immediately. 
  Making trouble here would be a bad idea for a PC. If they 
  seem to be on the verge of starting trouble, one of the 
  serving wenches slips out of the tavern for Watch 
  reinforcements.  
   
  Development: Once the PCs leave with the 
  Watchmen proceed to Encounter 6: Interrogation. The 
  Watchmen are polite, but taciturn; they do not tell the 
  PCs why they have been summoned. 
   
  ENCOUNTER 5: 
  GATHERING 
  INFORMATION 
   The PCs are in the Free City of Greyhawk. As such there 
  are many avenues through which they may try to gather 
  information. They could go through this encounter 
  several times as they seek to unearth more information 
  regarding unfolding events. 
   
  Karin Koeffel and the Fruit of the Mill 
  PCs wishing to learn more information about Karin 
  Koeffel must make either a Gather Information or 
  Knowledge (local – Core) check. Consult the table below 
  to determine the results of this check. PCs making a 
  successful check also learn all information revealed by a 
  lesser check. 
   
  DC 
  Knowledge Gained 
  10 
  Karin Koeffel is the owner of the Fruit of the Mill. 
  The Fruit of the Mill is a very popular place. 
  15 
  The Fruit of the Mill sells many tasty locally made 
  foodstuffs and beverages. It is reputed to be the 
  best place in the Artisans’ Quarter to buy food. 
  20 
  Karin’s personally apartments are located above 
  and behind the shop. 
  25 
  The shop has never been burgled although Karin 
  hires no guards. Many of the locals keep an eye on 
  the shop. Members of the Thieves’ Guild are 
  rumored to watch the shop, but for what reason is 
  unknown.  
    
  Yr 
  PCs wishing to learn more information about Yr must 
  make a bardic knowledge, Gather Information or 
  Knowledge (local – Core) check. Consult the below table 
  to determine the results of this check. PCs making a 
  successful check also learn all information revealed by a 
  lesser check. 
   
  DC 
  Knowledge Gained 
  10 
  Yr is pretty famous in the Artisans’ Quarter. He is a 
  wanderer but obviously loves Karin. Middle-aged, 
  but still handsome and strong, many are secretly 
  jealous of him, although they do not begrudge 
  Karin her happiness.  
  15 
  If half the tales about him are true, he must be 
  extremely skilled.  
  20 
  He is a powerful warrior who is very rich. He has 
  made many enemies during his career. One 
  famous tale relates how he destroyed an entire 
  demi-plane inhabited by a powerful cabal of 
  demons and spellcasters. 
  25 
  Yr has powerful friends amongst Greyhawk’s 
  rulers. 
   
  Dorshak Krane 
  PCs wishing to learn more information about Dorshak 
  Krane must make a Gather Information, Knowledge 
  (local – Core) or a Knowledge (history) check. 
  Knowledge (history) checks receive a -5 circumstance 
  check modifier due to the trivial nature of the knowledge 
  sought. Consult the below table to determine the results 
  of this check. PCs making a successful check also learn all 
  information revealed by a lesser check. 
   
  DC 
  Knowledge Gained 
  10 
  Dorshak Krane was an incredibly skilled and 
  paranoid dwarven gem cutter. 
  15 
  He disappeared over a decade ago and was 
  subsequently reported slain by adventurers 
  searching his house on behalf of the city—he still 
  owed taxes you see. 
  20 
  Apparently not all his treasure has been 
  discovered. 
  
  COR5-19 Retribution 
   
  Page 15 
  25 
  Rumor has it that he hid is treasure in a secret 
  compartment in the roof somewhere. 
   
  New City Fountains 
  PCs wishing to learn more information about the New 
  City Fountains must make a Gather Information, 
  Knowledge (local – Core), Knowledge (history) or 
  Knowledge (architecture and engineering) check. 
  Knowledge (history) checks receive a -5 circumstance 
  check modifier due to the trivial nature of the knowledge 
  sought. Consult the below table to determine the results 
  of this check. PCs making a successful check also learn all 
  information revealed by a lesser check. 
   
  DC 
  Knowledge Gained 
  10 
  An underground stream feeds the fountains, 
  which are enspelled to be activated by sunlight. 
  15 
  The fountain itself is said to be lucky. Followers of 
  the Iron Mule (Bleredd, N lesser god of Metal, 
  Mines and Smiths) and the Stonewife (Ulaa, LG 
  intermediate goddess of Hills, Mountains and 
  Gemstones) collect coins thrown into the 
  fountain, using them for charitable works. Such 
  individuals normally clear the fountains in the 
  early mornings. No one steals from the fountain; 
  those caught doing so are savagely beaten by the 
  locals. 
  20 
  Several couples have complained of feeling they 
  were being watched while in the New City 
  Fountains at night. 
  25 
  The Thieves’ Guild is thought to haunt the New 
  City Fountains. Why isn’t known, as muggings 
  there are very rare. 
   
  Yrag 
  PCs wishing to learn more information about Yrag must 
  make a bardic knowledge, Gather Information or 
  Knowledge (local – Core) check. Consult the below table 
  to determine the results of this check. PCs making a 
  successful check also learn all information revealed by a 
  lesser check. 
   
  DC 
  Knowledge Gained 
  10 
  Yrag was the name of a famous warrior adventurer 
  active in the late 560s and 570s. 
  15 
  Yrag was one of the original members of the 
  Citadel of Eight and knew Mordenkainen, Bigby 
  and the other members well. He dropped out of 
  sight in the aftermath of the Battle of Emridy 
  Meadows after a falling out with Mordenkainen. 
  20 
  Although human, Yrag is incredibly old. Tales of 
  his exploits go back at least 100 years. 
  25 
  Ancient city records speak of the mad archmage 
  Zagig adopting an urchin by the name of Yrag. 
  Several learned bards have expressed the opinion 
  that this individual is the same who joined the 
  Citadel of Eight. If this is the case, Yrag is well over 
  200 years old! 
   
  ENCOUNTER 6: 
  INTERROGATION 
  In this encounter the PCs arrive at the City Watch 
  Station (A3 on the Artisans’ Quarter map) and are closely 
  questioned by the Watch captain, Nellisir Avanson. 
  Nellisir is concerned about the attack on the Fruit of the 
  Mill and the subsequent abduction of Karin. The Artisans’ 
  Quarter is generally quiet and Avanson wants it to return 
  to its former status.  
   
  Avanson doesn’t think that the PCs are involved (in a 
  sinister fashion) but they have proved that they are 
  skilled at fighting demons. Thus, he has decided that the 
  PCs are the perfect people to resolve this situation as his 
  men are obviously unable to deal with demons. 
   
   
  k Nellisir Avanson; LG human male Fighter 6: 
  hp 52; Intimidate +10, Knowledge (local – Core) +3, 
  Sense Motive -1, Spot +3. 
   
  Nellisir’s first order of business is to have the PCs recount 
  their version of the day’s events. He listens to all this, 
  only asking questions when the PCs seem unsure of 
  themselves. He asks the following questions to gauge the 
  PCs’ reactions. 
   
   
  What of Starent? We cannot find him and his 
  name and description match those of an 
  unscrupulous rogue known about the Old City. 
   
  Did you know Starent before today? 
   
  Where had you been prior to foiling the attack 
  on the Fruit of the Mill? 
   
  What is your business in the Free City? 
   
  Once the PCs have answered his questions Nellisir takes 
  the PCs though the events of the evening. Read aloud the 
  following: 
   
  “It seems that tragedy has once again beset 
  Mistress Koeffel. 
  Members of the 
  Watch 
  observing the Fruit of the Mill heard sounds of 
  a struggle coming from her apartments in the 
  small hours of the morning. By the time they 
  broke in all was quiet at the Fruit of the Mill 
  but Karin was missing. Daubed on the wall in 
  blood were the words in a language we could 
  not understand.  
   
  “Having secured the area, my men reported 
  this to me. I realize that I do not have the 
  equipment or the expertise to help Mistress 
  Koeffel and it will take me several hours to 
  rouse those that do. My men cannot fight 
  demons, but you can. Will you help her?” 
   
  The PCs have two basic options; they can help Karin or 
  not. If they choose not to, the adventure is over for them. 
  Nellisir is disappointed but allow them to leave. Several 
  days later, Karin’s horribly disfigured body is found on 
  the street outside her shop. Her killers are never found. 
  
  COR5-19 Retribution 
   
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  In the course of the ensuing conversation the 
  following questions may arise: 
   
  Q: Will you pay us? 
  A: “No. It is the duty of all civic-minded people to help 
  the authorities from time to time. A lady’s life is at stake – 
  have you no honor, no principles?” 
   
  Q: What do you think the message means?  
  A: “I have really no idea. Someone has obviously angered 
  these twisted people but who that could be I don’t know. 
  It could be meant for her boyfriend, Yr. By all accounts he 
  is a powerful adventurer. Such people have enemies.” 
   
  Q: Can we see it (the shop/message)? 
  A: “Yes but I am trying to keep the situation quiet at the 
  moment to avoid a panic so you must be discreet. I can 
  keep the shop shut for several days, but I cannot have 
  teams of investigators tramping in and out. People talk 
  and fear travels fast.”  
   
  See the section below for more information about 
  what is found at the shop. 
   
  Q: When did the kidnapping happen? 
  A: “Several hours after midnight.” 
   
  Q: Can you give us a pass to carry our banned 
  weapons through the streets? 
  A: “Yes I can. I will give you a writ with my name on it 
  allowing you to do this for a period of two days starting 
  from today. If you injure any innocents with them, 
  however, I will be unable to help you.” 
   
  Q: Can you give us permission to use large area-
  of-affect damaging spells? 
  A: “No. You are investigating this menace for me. This 
  does not give you the right to set fire to half the city! If of 
  course you end up fighting a horde of demons you must 
  do what you must!” 
   
  Any PC making a Sense Motive check during this 
  conversation believes that the captain is being sincere 
  and is holding nothing back, which is the truth.  
   
  Troubleshooting: If the PCs do not seem to have 
  any leads at all to follow, Nellisisr suggests they try the 
  New City Fountains – Karin mentioned what happened 
  to her and Yr there. 
   
  Development: Once the conversation has drawn to 
  a close the PCs will probably return to the inn to either 
  get some more rest or to begin their investigation. 
  However, speed is of the essence and if they mention 
  going to get some more sleep Nellisir reminds them that 
  a lady’s life hangs in the balance. 
   
  It should be noted that Nellisir’s summons has 
  broken the 8-hours of sleep or rest needed by arcane 
  spellcasters to relearn their spells. This may preclude the 
  PCs from continuing their investigations the same night 
  or next day. 
   
  INVESTIGATING THE MILL 
  PCs investigating the Fruit of the Mill must be discreet, 
  preferably entering during the hours of darkness so as 
  not to attract any attention. The guards inside allow the 
  PCs to search the shop and the apartments above -  
  Captain Avanson having sent word that the PCs were to 
  be allowed access. 
   
  While searching the shop and attendant apartments 
  there are several areas the PCs may find interesting. 
   
  The Shop: Except for the bodies that have now 
  been removed the shop is in the same state as it was after 
  the fight. If the PCs did not investigate the cloaks worn 
  by the attacking demons they may now do so (the guards 
  having left them until a cleric can examine them). Refer 
  to Encounter 3 for more information regarding this. 
   
  The Apartments: The PCs find nothing of interest 
  in the storage rooms and cellar of the shop. Upstairs 
  however in Karin’s apartment her bedroom is in a state of 
  considerable disarray. Furniture is overturned and 
  everywhere is the signs of a struggle. Of primary import 
  however is the diary described below. 
   
  The Message: Daubed in the stairway of leading to 
  Karin’s apartment is the message spoken of by Captain 
  Avanson. It is written in Abyssal. If the PCs possess some 
  means of reading it relates the following: 
   
   ‘We have your woman. Your actions have 
  brought her to this dark place. She will die a 
  horrible death. The retribution of the Ebon 
  Ones is inescapable.’ 
   
  The message is indeed written in blood, however it is not 
  Karin’s. Rather Pavis purchased some pig’s blood for this 
  task. A DC 15 Heal check reveals that this blood has dried 
  quickly, possibly because it was not freshly spilt. 
   
  The Diary: The watch has not yet thoroughly 
  searched Karin’s apartment for clues as they prefer to 
  carry such investigations during the light of day. Thus, 
  they have not yet found Karin’s diary which lies under an 
  overturned side table near her bed. Finding this requires 
  a DC 10 Search check. If a PC finds the diary give him 
  Player’s Handout 2: Karin Koeffel’s Diary. It is written in 
  Common and the text is quite flowery. A swift perusal of 
  the diary reveals only one note of interest. (This is 
  presented in Player’s Handout 2).  
   
  ENCOUNTER 7: NEW CITY 
  FOUNTAINS 
  Perhaps following clues gained from Karin the PCs enter 
  the New City Fountains (A8 on the Artisans’ Quarter 
  map). Alternatively, the PCs could be investigating the 
  area after learning that these parklands are a favored spot 
  for courting couples meeting under Luna’s soft light. 
   
  The encounter text below assumes that the PCs come 
  here at night. If the PCs come here during the day, they 
  will see nothing but parkland and a few couples enjoying 
  the spectacle of the fountains. 
   
  
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  This wooded parkland is dominated by a large 
  square pool in the centre of which is an ornate 
  set of fountains. The pool is surrounded by a 
  low wall and paved walkway.  
   
  THE WATCHER 
  If the PCs come here at night they are able to stroll about 
  without incident. However, a large group of heavily-
  armed individuals do not go unnoticed here. Courting 
  couples who see the PCs quickly leave, assuming that 
  danger must be at hand. If however, the PCs are subtler 
  than this, they are able to blend in.   
   
  Even if they are patrolling the park fully armed and 
  armored, Sihona does not flee. She has been posted here 
  by the Thieves’ Guild to note details of all occurrences 
  and assignations.  
   
  During the hours of darkness, Sihona moves 
  carefully about the park, using the abundant foliage for 
  cover. Normally she stays close to the fountain, but if 
  something out of place seems to be happening elsewhere, 
  she will investigate.  
   
  After half an hour of investigation, PCs in the park 
  making an opposed Spot check against Sihona’s Hide 
  check notice her. Simply approaching her causes her to 
  flee and hide once again. PCs need to creep up on her or 
  otherwise render her unable to flee before being able to 
  talk to her. 
   
  All APLs 
   
  k Sihona: female half-elf rogue 1: hp 6; see 
  Appendix 1. 
   
  Tactics: Sihona is no warrior; she has been instructed to 
  observe the goings on in the fountain after dark and to 
  record details of all the liaisons she can. If threatened, she 
  tries to escape, pausing to fight only if her life is in 
  obvious danger and she has no other means of escape. 
   
  Interrogation: Once captured, Sihona quickly 
  spills the beans regarding what she is doing here as long 
  as her captors agree to allow her to go free afterwards. She 
  also warns the PCs that she is a member of the Thieves’ 
  Guild and is under their protection. Anyone injuring 
  Sihona, or involved in her death is viewed as an enemy of 
  the Guild. Any such individual receives the Nemesis of 
  the Thieves’ Guild AR entry. PCs using nonlethal damage 
  to apprehend Sihona do not get this AR entry.  
   
  The PCs are likely to have many questions for 
  Sihona. Some of the more likely (and her responses) are 
  laid out below. 
   
  Q: What are you doing here? 
  A: “I am doing the job given to me. I am watching the 
  liaisons here and recording 
  who’s seeing who. 
  Knowledge is power and my masters desire to know what 
  is going on.” 
   
  Q: Who are your masters? 
  A: “I work for the Free City’s Thieves’ Guild. If you harm 
  me, you will suffer their wrath!” 
   
  Q: How long have you been doing this? 
  A: “Months; it is easy work and not very dangerous. Until 
  now that is…” 
   
  Q: Have you ever seen Karin and Yr here? 
  A: “Yes I have; but only once. (PCs making a DC 20 Sense 
  Motive check realizes that she is holding something 
  back).” 
   
  Q: Was there anything odd about their visit? 
  A: “Well, it started normally enough. They walked by the 
  fountains holding hands and sat for a while on one of the 
  benches. After that though, Yr got really agitated and 
  even drew his sword. He obviously thought he was being 
  watched—and he was! By dint of my elven heritage, I 
  managed to spot a heavily cloaked man lurking nearby 
  intent on watching the couple.” 
   
  Q: What did he look like? 
  A: “I don’t know—I couldn’t see his face; given his height 
  and build though, he was probably human.” 
   
  Q: Have you ever seen this person again? 
  A: “No, never.” 
   
  Q: Do you know anything else about this 
  mysterious stranger? 
  A: “I followed him out of the gardens—if another thief is 
  working the area, the Guild needs to know about it. 
  Anyway, he followed Yr and Karin back to her shop 
  before doubling back and ending up at the old abandoned 
  mansion of Dorshak Krane. He went inside; I didn’t 
  follow. 
   
  Q: Do you know anything else about him? 
  A: “Well the Guild checked him out. He isn’t a thief and 
  he isn’t harming our interests as far as we can tell –so we 
  have left him alone.” 
   
  �
  wNemesis of the Thieves’ Guild: This PC has 
  injured or killed a member of the Thieves’ Guild of the 
  Free City of Greyhawk. Forevermore, he or shhe is 
  marked by the Guild for retribution. Whenever this PC 
  adventures in the Free City of Greyhawk, upkeep costs 
  are doubled as the PC is charged more for items and 
  services and many small items go strangely missing. In 
  the future, further dire consequences could befall the PC. 
   
  FOLLOWERS OF THE STONEWIFE 
  If the PCs come here during the early hours of the 
  morning, they are able to meet with a follower of the 
  Stonewife as she collects coins from the fountain. 
   
  The fountains are enspelled to be activated by 
  sunlight. As a consequence, Delrena does not speak for 
  long; she must collect all the coins thrown into the water 
  before sunrise. 
   
  In the early morning light you can easily see a 
  chubby middle-aged woman standing in the 
  middle 
  of 
  the 
  fountain. 
  Periodically 
  she 
  reaches 
  into 
  the 
  waters 
  and 
  pulls 
  out 
  
  COR5-19 Retribution 
   
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  something that she puts into a dripping belt 
  pouch. As she works, she softly hums a 
  wordless tune. 
   
  This is Delrena. If the PCs hail her she stops what she is 
  doing and wades over to talk to them. The ensuing 
  conversation is unscripted; use the below notes to guide 
  the conversation. 
   
  Delrena: A homely and chubby woman in her middle 
  age Delrena is a native of the Free City who divides her 
  time between the city and surrounding hills. She is 
  friendly and happy to chat to anyone about almost 
  anything. If the conversation turns to the Cairn Hills, she 
  waxes lyrical about the beauty of the hills. 
  k Delrena: female human cleric 2 (Ulaa): hp 13. 
   
  What Delrena Knows: Delrena has tended these 
  fountains for almost a year and knows the area well. She 
  does not see many people here as most are still sleeping 
  by the time she arrives. However, if questioned about Yr, 
  she recalls a man such as he searching the park early one 
  morning. She didn’t engage him in conversation but did 
  overhear him mumbling to himself “they’ve found me, 
  after all these years, they’ve found me. They must be 
  destroyed.” 
   
  He searched the garden for about an hour and then 
  left. She has not seen him since. 
   
  Troubleshooting: The main thing that can go 
  wrong in this encounter is that the PCs accidentally kill 
  Sihona. This means that they do not get the information 
  she has regarding the mysterious stranger and where he 
  went after spying on Yr and Karin. In this instance the 
  PCs have no way of knowing that they should be 
  investigating the mansion of Dorshak Krane. 
   
  To get them back on the right track next morning, 
  have them summoned back to speak with Captain of the 
  Watch Nellisir Avanson at the City Watch Station (A3 on 
  the Artisans’ Quarter map). Here he tells them that he has 
  received reports of strange noises (including sobbing) 
  coming from the abandoned mansion of Dorshak Krane. 
  From here the PCs can proceed to investigate the house 
  in Encounter 8.  
   
  ENCOUNTER 8: MANSION 
  OF DORSHAK KRANE 
  In this encounter, the PCs have tracked Karin’s 
  kidnappers to the abandoned mansion of Dorshak Krane 
  (A16 on the Artisans’ Quarter map). Here they do battle 
  with Karin’s kidnappers and (hopefully) rescue their 
  captive. 
   
  For the sake of completeness all rooms of this 
  formerly grand mansion are described below. It is not 
  necessary or expected that the PCs explore all parts of the 
  house, but given the multiple points of entry possible for 
  this portion of the adventure it is necessary that the DM 
  be fully conversant with all areas of the building. 
   
  FEATURES OF THE MANSION 
  The mansion has the following generic features. Unless 
  the text of an encounter specifies otherwise, use the 
  below statistics when PCs interact with the features of 
  the mansion. 
   
  Internal Walls: The internal walls on the ground floor 
  are made of stone, but those on the first floor are made of 
  wood slatted over wood. 
   
  s Ground Floor Internal Stone Wall: 1 ft. 
  thick; hardness 8; hp 15; AC 1; Break DC 35; Climb DC 
  25. 
   
  s First Floor Internal Wooden Wall: ½ ft. 
  thick; hardness 5; hp 10; AC 1; Break DC 20; Climb DC 
  25. 
   
  External Walls: The external walls of the mansion are 
  of dressed stone. 
   
  s Stone Wall: 2 ft. thick; hardness 8; hp 30; AC 1; 
  Break DC 45; Climb DC 25. 
   
  Boarded-up Windows: All the windows of this house 
  are boarded up with stout wooden planks nailed into the 
  window frame. 
   
  s Boards: ½ in. thick; hardness 5; hp 5; AC 3; 
  Break DC 13. 
   
  Internal Wooden Doors: Internal wooden doors are 
  relatively easy to break through. Use the statistics below. 
   
  s Wooden Doors: 1 in. thick; hardness 5; hp 10; 
  AC 3; Break DC 13. 
   
  External Doors: Any door leading to the outside of the 
  house uses the statistics below. These doors are made of 
  hardened wood and are locked. At APLs 2-4 a simple lock 
  has been used while at APLs 6-8 an average lock is in 
  place. 
   
  s Good Wooden Doors: 1 ½ in. thick; hardness 
  5; hp 15; AC 3; Break DC 18. 
   
  s Simple Lock: ½ in. thick; hardness 10; hp 15; 
  AC 9; Open Lock DC 20. 
   
  s Average Lock: ½ in. thick; hardness 10; hp 15; 
  AC 9; Open Lock DC 25. 
   
  Once the PCs approach the house, read aloud the 
  following: 
   
  This dilapidated two-story house is set slightly 
  back from the road. All the windows here have 
  been boarded over and part of the roof seems to 
  have collapsed.  
   
  An iron gate pierces a wall to the left of the 
  building. 
  Beyond 
  lies 
  what 
  could 
  be 
  an 
  overgrown garden. 
   
  Getting into the house should be relatively easy for the 
  PCs; there are multiple points of entry and none are 
  particularly well defended. However, the PCs may want 
  to enter surreptitiously and this is more difficult. If they 
  are already operating at the behest of Nellisir Avanson, 
  
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  they may not be bothered about having their entry 
  observed by citizens.  
   
  If, on the other hand, they have not yet agreed to 
  investigate the situation on behalf of the Watch, getting 
  into the building without attracting notice is difficult 
  (particularly during daylight hours). In this situation, 
  entering during the hours of darkness is far easier. The 
  road is not well used during that time and the PCs should 
  be able to (with a little patience) time their entry for 
  when no one else is around. 
   
  GUARDS 
  Two guards patrol the ground floor of the mansion. 
  While Pavis feels the building is secure, he is not taking 
  any risks. When the PCs first arrive at the house 
  randomly determine their location. They move around 
  the house in a clockwise direction but do not enter the 
  kitchen garden (area 5) or the ornamental garden (area 6). 
  While moving about, they do so with caution and make 
  sure that they shut doors behind them. They have been 
  ordered not to go upstairs (although they do not know 
  the reason why) and do their best to abide by this rule. 
   
  Roll 
  Location 
  1 
  Entrance Hall 
  2 
  Kitchen 
  3 
  Great Hall 
  4 
  Study 
   
  All APLs (EL 4) 
   
  d Guards (Thugs), male human fighter 1/ rogue 
  1: hp 12; see Appendix 1. 
   
  At APL 2 if the party is relatively weak or inexperienced 
  split up these two guards, determining each guard’s 
  position in turn. 
   
  Tactics: 
  These 
  thugs 
  have 
  straightforward 
  instruction to kill anyone snooping around the house. 
  Pavis pays them well and has promised them a bonus for 
  each person they slay. They attempt to set up flanking 
  attacks to make use of their sneak attack. 
   
  Treasure: The guards have the following treasure: 
   
  All APLs: Loot 84 gp; Coin 1 gp. 
   
  1. ENTRANCE HALL 
  This area is on the ground floor. From here stairs lead 
  upwards to the first floor (areas 9-13). 
   
  A wide staircase leads up to the first floor 
  dominates 
  this 
  dilapidated 
  entrance 
  hall. 
  Several other doors lead off this area but all are 
  currently closed. 
   
   
  s Double Doors: 1 ½ in. thick; hardness 5; hp 15; 
  AC 3; Break DC 18. 
   
  There is nothing of interest to the PCs here. 
   
  2. KITCHEN 
  This area is on the ground floor. From here a trapdoor 
  allows access to the cellar (areas 7 and 8). 
   
  This area was obviously once a kitchen. Rusted 
  utensils and overturned furniture lie scattered 
  about the floor. Partially hidden under the 
  wreckage can be seen the outline of a trap door. 
  A fireplace stands against one wall. 
   
   
  s Trapdoor: ½ in. thick; hardness 5; hp 10; AC 3; Break 
  DC 12. 
   
  Except for the trapdoor leading to the cellar, there is 
  nothing of interest here for the PCs. 
   
  3. GREAT HALL 
  This area is on the ground floor. 
   
  The bare wooden floor of this large room is 
  worn and pitted. In one corner these boards 
  have rotted through and collapsed, exposing 
  the joists below. Faded and dust-laden curtains 
  obscure several windows. 
   
  There is nothing of interest to the PCs here. 
   
  4. STUDY 
  This area is on the ground floor. 
   
  The walls of this small room are lined with 
  empty bookcases. A fireplace stands against one 
  wall. 
   
  There is nothing of interest to the PCs here. 
   
  5. KITCHEN GARDEN 
  This area is outside the house but accessible from the 
  kitchen and from a locked gate leading off the street. 
   
  This 
  small 
  walled 
  garden 
  was 
  once 
  predominantly 
  planted 
  with 
  herbs 
  and 
  vegetables. Now the garden is a riot of weeds 
  and discarded rotting furniture. 
   
   
  s Locked Iron Gate: 1 in thick; hardness 10 hp 
  30; AC 5; Break DC 25. 
   
  s Simple Lock: ½ in. thick; hardness 10; hp 15; 
  AC 9; Open Lock DC 20. 
   
  The walls surrounding this garden are 10 feet high and 
  topped with sharp stones. While not sharp enough to 
  cause damage they increase the DC for any Climb checks. 
  In total PCs require a DC 27 Climb check to scale this 
  wall. 
   
  There is nothing of interest to the PCs here. 
   
  
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  Page 20 
  6. ORNAMENTAL GARDEN 
  This area is outside the house and accessible from the 
  great hall. 
   
  A network of gravel pathways can still be seen 
  crisscrossing what was once a well-tended 
  ornamental garden. Here and there shrubs and 
  small trees, now hopelessly overgrown, still 
  survive 
  here. 
  Weeds 
  and 
  brambles 
  grow 
  everywhere threatening to overwhelm the 
  surviving 
  pathways. 
  A 
  10-foot 
  high 
  wall 
  encloses this area. 
   
  The walls surrounding this garden are 10 feet high and 
  topped with sharp stones. While not sharp enough to 
  cause damage they do increase the DC to climb the wall 
  by two. In total PCs require a DC 27 Climb check to scale 
  this wall. 
   
  There is nothing of interest to the PCs here. 
   
  7. STORE ROOM 
  This area is in the cellar. 
   
  This was once a storage room. The walls are 
  lined with storage barrels.  
   
  Obviously this text should be amended if the babau is 
  present. 
   
  At APLs 6 and 8 if the injured babau escaped from 
  the attack on the Fruit of the Mill in Encounter 3 it is 
  encountered again here. 
   
  The barrels are now empty; there is nothing of interest 
  here for the PCs. 
   
  APL 6-8 (EL 5) 
   
  d Babau: hp 66 (probably injured); see the Monster 
  Manual page 40. 
   
  Tactics: The babau is likely injured from its 
  previous battle with the PCs.  
   
  If it is aware of the PCs above, initially it hides 
  beneath the stairs, trying to sneak attack anyone coming 
  down the ladder. It then moves to the base of the ladder 
  attempting to stop too many foes entering the room. It 
  uses its darkness ability to cloak the top of the stairs and 
  activates see invisibility before combat begins. 
   
  If it is unaware of the PCs’ approach, it lurks in the 
  well room (area 8) attempting to recover from its wounds.  
   
  If it becomes aware of the PCs but they do not 
  discover it here, it attacks them as they leave the house. 
  At that time it tries to kill Karin and then flees. It is a 
  fanatical member of the cabal and fights to the death to 
  achieve its goal. 
   
  Special Note: The PCs only get the XP for 
  defeating this creature once. 
   
  8. WELL ROOM 
  This area is in the cellar. 
   
  This small chamber is dominated by a walled 
  well roughly in the room’s center. Against the 
  far wall a small grated opening is visible. From 
  the smells emanating from it you guess that the 
  city sewers lie beyond. 
   
  The well is thirty feet deep and contains ten feet of water 
  at the bottom. The small grate does indeed lead to the 
  sewers. In happier times the grate was covered by a well-
  fitting wooden cover that kept the worst of the smells at 
  bay. The wooden cover is long lost. 
   
   
  s Partially Rusted Iron Grate: 1/2 in thick; 
  hardness 7 hp 15; AC 5; Break DC 20. 
   
  There is nothing of interest here for the PCs, unless the 
  babau is found here (see area 7) 
   
  9. GALLERY 
  This area is on the first floor. 
   
  At the top of the stairs stands a pile of 
  furniture seemingly piled up to block off a door 
  barely visible behind it. Two now broken 
  stained-glass windows look down over the 
  stairs. Several other doors lead off this hallway. 
   
   
  If the PCs have made considerable noise while exploring 
  downstairs, Starent is here keeping watch on the stairs. If 
  he is not aware of the PCs approach, he is resting in the 
  storeroom (area 10). 
   
  To determine if Starent is aware of the PCs’ 
  approach, have him make a Listen check every time the 
  PCs make any loud noises (such as breaking down 
  shutters or fighting the guards below). 
   
  If after Starent is dealt with any attempt is made to 
  remove the furniture blocking the door to Area 11 (Guest 
  Bedroom) Pavis and his remaining minions l immediately 
  attack. 
   
  APL 2 (EL 2) 
   
   
  d Starent: male human swashbuckler 1/ fighter 2: 
  hp 27; see Appendix 1. 
   
  APL 4 (EL 4) 
   
   
  d Starent,: male human swashbuckler 3/fighter 2: 
  hp 43; see Appendix 1. 
   
  APL 6 (EL 6) 
   
   
  d Starent: male human swashbuckler 3/fighter 4: 
  hp 59 see Appendix 1. 
   
  APL 8 (EL 8) 
   
  d Starent: male human swashbuckler 3/fighter 6: 
  hp 75; see Appendix 1. 
   
   
  Tactics: Starent is a flamboyant swordsman given to 
  duels of honor. If the PCs give him time, he is not above 
  conversing with them before combat begins; after all he 
  bares them no personal malice (see below). 
  
  COR5-19 Retribution 
   
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  If combat is inevitable however he fights to the best 
  of his ability. Starent’s best ally is mobility and he makes 
  best use of his Dodge, Mobility and Spring Attack feats as 
  well as his Tumble skill. 
   
  Starent prefers not to fight to the death, 
  (surrendering if he gets below 10 hp) and offers 
  opponent’s mercy if they appear badly injured. In 
  exchange for this mercy he expects to be allowed to go 
  free. In addition, if he is victorious, he does not finish off 
  a downed foe, deeming it unsporting. 
   
  Negotiations: When the PCs encounter Starent in 
  this encounter he is a troubled man. While a mercenary, 
  he does not hold with the idea of killing Karin in such an 
  obviously cruel and blood-thirsty fashion and wants 
  nothing more to do with the situation. He believes he was 
  duped by Pavis into bring Karin to her fate and thus does 
  not feel he is responsible for her imminent death. 
   
  If the PCs do not give him a chance to explain 
  himself he leaps into combat and try and fight his way 
  out past the PCs.  
   
  In addition by now he has come to understand the 
  true villainy of Pavis. He has no desire to face Pavis and 
  his demonic minions in combat but he happily gives the 
  PCs an idea of what they will face (this is APL 
  dependant). 
   
  Treasure: The only treasure here is that carried by 
  Starent: 
   
  APL 2: Loot: 67 gp; Coin: 2 gp; Magic: silversheen 
  (21 gp), potion of cure moderate wounds (25 gp), dust of 
  tracelessness (21 gp), potion of shield of faith (+2) (4 gp). 
   
  APL 4: Loot: 52 gp; Coin: 2 gp; Magic: silversheen 
  (21 gp), potion of cure moderate wounds (25 gp), dust of 
  tracelessness (21 gp), potion of shield of faith (+2) (4 gp), 
  +1 studded leather armor (98 gp), cloak of resistance +1 
  (83 gp). 
   
  APL 6: Loot: 25 gp; Coin: 2 gp; Magic: silversheen 
  (21 gp), potion of cure moderate wounds (25 gp), dust of 
  tracelessness (21 gp), potion of shield of faith (+2) (4 gp), 
  +1 studded leather armor (98 gp), cloak of resistance +1 
  (83 gp), +1 rapier (193 gp). 
   
  APL 8: Loot: 25 gp; Coin: 2 gp; Magic: silversheen 
  (21 gp), potion of cure moderate wounds (25 gp), dust of 
  tracelessness (21 gp), potion of shield of faith (+2) (4 gp), 
  +1 studded leather armor (98 gp), cloak of resistance +1 
  (83 gp), +1 keen rapier (694 gp). 
   
  Detect 
  Magic 
  Results: 
  silversheen 
  (faint 
  transmutation), potion of cure moderate wounds (faint 
  transmutation), 
  dust 
  of 
  tracelessness 
  (faint 
  transmutation), potion of shield of faith (+2) (faint 
  abjuration), +1 studded leather armor (faint abjuration), 
  cloak of resistance +1 (faint abjuration), +1 rapier 
  (moderate transmutation and faint evocation). 
   
  10. STOREROOM 
  This area is on the first floor. 
   
  This was once a storeroom. All that remains 
  now are a few splintered and rotted wooden 
  packing crates. 
   
  There is nothing else of interest in this area. 
   
  11. GUEST BEDROOM 
  This area is on the first floor. Pavis has been using this 
  area to hold his captive, Karin. The door leading out into 
  the gallery has been barricaded shut from the outside by a 
  pile of furniture. If any attempt is made to remove this 
  furniture Pavis and his remaining minions will 
  immediately attack. 
   
  Amend the text below if Pavis has retreated to this 
  room. Bear in mind that by the time the PCs reach this 
  location, Karin could already be dead. 
   
  This large chamber is almost completely empty. 
  Dust coats the bare floorboards but roughly in 
  the centre of the room lies Karin. Her arms and 
  legs are securely bound and she is gagged. At 
  sight of you, she starts to mumble and thrash 
  furiously. 
   
  All APLs 
   
  k Karin Koeffel, female human expert 3: hp 13 
  (currently 3); see Appendix 1. 
   
  There is no treasure here. Beyond Karin there is nothing 
  else of interest in this chamber. 
   
  12. SERVANTS’ CHAMBER 
  This area is on the first floor. 
   
  Compared to the other areas you have seen, this 
  room is absolutely packed. One half of the 
  room is filled with a tumbled mass of broken 
  and smashed furniture. This pile is covered 
  with cobwebs and other rubbish. 
   
  PCs making a DC 20 Search check notice a concealed 
  trapdoor in the ceiling of this room. It is unlocked and 
  leads to the remains of the attic. The trapdoor has not 
  been used in over a decade and is swollen shut. 
   
   
  s Swollen Trapdoor: ½ in. thick; hardness 5; hp 
  5; AC 3; Break DC 15. 
   
  There is nothing else of interest in this area. 
   
  13. MASTER BEDROOM 
  This area is on the first floor. Pavis has been using this as 
  his bedchamber. 
   
  All the original furniture has been removed 
  from this room. However, a sleeping pallet has 
  been spread in one corner. By it are a variety of 
  items including basic camping gear and half-
  finished food. The hearth here 
  has also 
  obviously been used recently. 
   
  
  COR5-19 Retribution 
   
  Page 22 
  APL 2 (EL 4) 
   
  d Pavis: male fiendish human wizard 3: hp 15; see 
  Appendix 1. 
   
  d Quasit: hp 13; see the Monster Manual page 46. 
   
  APL 4 (EL 6) 
   
  d Pavis: male fiendish human wizard 3: hp 15; see 
  Appendix 1. 
   
  d Quasit: hp 13; see the Monster Manual page 46. 
   
  d Dretch (2): hp 15; see the Monster Manual page 
  42. 
   
  APL 6 (EL 8) 
   
   
  d Pavis: male fiendish human wizard 5: hp 28; see 
  Appendix 1. 
   
  d Succubus: hp 38; see the Monster Manual page 
  47. 
   
  APL 8 (EL 10)  
   
  d Pavis: male fiendish human wizard 7: hp 38; see 
  Appendix 1. 
   
  d Succubus: Monk 2: hp 48; see Appendix 1. 
   
  It is highly likely that Pavis hears the PCs coming due 
  either to their combat or conversation with Starent. If he 
  does not hear them coming, alter the tactics listed below 
  as appropriate. To succeed in his task Pavis has been 
  gifted a number of demonic minions. Some of these he 
  used to attack the Fruit of the Mill while he has kept 
  others close-by to provide a final defense against 
  meddling investigators. 
   
  Tactics: Pavis is a fanatical member of the Cabal of 
  the Ebon Flame and stops at nothing to achieve his 
  goal—the death of Karin. He would prefer to make her 
  suffer first but if because of the PCs’ meddling he must 
  speed up his plans then so be it. Pavis is highly intelligent 
  and fights in the best way in which his abilities allow. 
   
  Pavis knows that he does not have the ability to kill a 
  large band of intruders. When he hears combat breakout 
  downstairs he will spend several rounds casting spells on 
  himself as detailed in the APL Tactic breakdown below. 
  Once he has done this he peeks around the stairs to get a 
  feel for the situation. PCs in view of the top of the stairs 
  Spot check against the wizard’s hide to notice him doing 
  this.  
   
  If things are obviously going badly for Starent, Pavis 
  move into the Area 11 where Karin is held. He spends 
  two rounds ranting at her about Yrag and how this is all 
  his fault before performing a coup de grace on Karin. If 
  she survives the first attempt he continues doing so until 
  either she dies or he is interrupted by the PCs. 
   
  Once Karin in dead he flees. If he is unable to do so 
  he fights to the bitter end. 
   
  APL 2: Prior to combat beginning Pavis casts mage 
  armor and mirror image on himself. While the PCs are all 
  bunched together he casts glitterdust on and follow it up 
  with web. Any opponents getting through both these 
  spells are subjected to color spray. He uses ray of 
  enfeeblement and grease on obvious fighter types. 
   
  The quasit actively supports Pavis in this battle. It has 
  been ordered by its masters (of whom it is mortally afraid) 
  to aid Pavis in his task. It uses its cause fear at the earliest 
  opportunity. In subsequent rounds it uses its invisibility 
  ability and poison to the best of its ability. 
   
   APL 4: Use the tactics listed at APL 2 as guidance. 
  Pavis uses his elemental gem to summon an air elemental 
  if in dire straits. Normally the gem would summon a 
  Large elemental but powerful forces have a stake in this 
  battle. Instead, the power of the gem is somewhat 
  nullified and only manages to summon a Medium air 
  elemental (see the Monster Manual page 96). 
   
   Optimally the dretch use their stinking cloud 
  abilities as quickly as possible, preferably using them to 
  separate PCs from their comrades (perhaps by covering 
  the stairs). In subsequent rounds they attempt to 
  summon more of their brethren to the battle before using 
  the scare ability to break up attackers.  
   
  APL 6-8 – Before Combat: At these APLs Pavis is 
  aided by a succubus who has taken the form of Karin 
  Koeffel. Once he encounters the PCs, Pavis attempts to 
  play the part of the posturing villain deriding the PCs and 
  generally ranting at them. In reality this is simply a ruse 
  to allow the succubus to “escape” from his grasp and run 
  towards the PCs – apparently escaping. 
   
  APL 6: Use the tactics listed at APLs 2 and 4 as a 
  guide. In addition, prior to the start of combat, Pavis casts 
  blink, fox’s cunning (raising his Intelligence to 21 and 
  adding +2 to the save DCs of subsequently cast spells) and 
  summon monster III to summon a dretch (which uses its 
  stinking cloud before entering combat). He saves his 
  stinking cloud ability to either further incapacitate 
  individuals caught in his web or to neutralize (or provide 
  concealment against) an enemy spellcaster. If possible 
  Pavis casts web after the succubus is grappling with a PC. 
  This both denies the PC the ability to escape and also 
  stops aid reaching him quickly.  
   
  At this APL (and assuming she is aware of the PCs) 
  before combat starts the succubus will automatically fail 
  to summon a vrock to aid her.Before combat breaks out 
  she runs towards the PCs acting the part of an escaping 
  Karin. If she reaches a male PC she throws herself at him 
  apparently terrified, but in reality with the goal of using 
  her energy drain kiss. 
   
  She then use her suggestion ability to cause 
  dissention among the party primarily targeting obvious 
  fighter types.  
   
  If drawn into combat she seeks to use her energy 
  drain attack to its best advantage. If reduced to 10 hit 
  points or less she flees, never to return, using her greater 
  teleport ability. 
   
  APL 8: Use the tactics listed at APLs 2, 4 and 6 as a 
  guide. At APL 8 Pavis uses web after glitterdust Pavis as 
  describved in APL 6. However, he also casts Evard’s black 
  tentacles against spellcasters and archers if he can do so 
  without catching the succubus in the area of affect. 
  Enervation and phantasmal killer is cast at dangerous-
  looking fighter types. 
   
  At this APL the succubus acts as described at APL 6 
  but also has the benefit of two levels of monk (including 
  the Improved Grapple feat) to assist in her grappling 
  attempts. Additionally at this APL her attempt to 
  summon a vrock does not automatically fail. 
  
  COR5-19 Retribution 
   
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  Treasure: Pavis has the treasure listed below. 
  Additionally, once the PCs discover his spellbook, a loose 
  leaf of parchment falls out. Unless the PCs speak Abyssal 
  or possess some way of translating the letter they are 
  unable to read it. If however they are able to read it, give 
  out Players Handout 3: Pavis’s Correspondence. This 
  missive, while not spelling out all the facts for the PCs 
  should give PCs a good chance of understanding what 
  plot they have thwarted. After reading the letter the PCs 
  might want to gather information regards Yrag. In this 
  case refer to the Yrag section of Encounter 5: Gathering 
  Information. 
   
  APL 2: Loot: 1 gp; Coin: 1 gp; Magic: ring of 
  protection +1 (167 gp), spellbook (75 gp). 
   
  APL 4: Loot: 1 gp; Coin: 1 gp; Magic: ring of 
  protection +1 (167 gp), spellbook (75 gp), wand of Melf’s 
  acid arrow (45 gp), elemental gem (air) (188 gp). 
   
  APL 6: Loot: 1 gp; Coin: 1 gp; Magic: ring of 
  protection +1 (167 gp), spellbook (233 gp), wand of Melf’s 
  acid arrow (45 gp), elemental gem (air) (188 gp), elixir of 
  fire breath (92 gp). 
   
  APL 8: Loot: 1 gp; Coin: 1 gp; Magic: ring of 
  protection +1 (167 gp), spellbook (358 gp), wand of Melf’s 
  acid arrow (45 gp), elemental gem (air) (188 gp), elixir of 
  fire breath (92 gp). 
   
  Detect Magic Results: ring of protection +1 
  (faint abjuration), wand of Melf’s acid arrow (faint 
  conjuration), elemental gem (air) (moderate conjuration), 
  elixir of fire breath (moderate evocation). 
   
  In addition if the PCs think to check Pavis has a cloak 
  identical to those found after the demon attack on the 
  Fruit of the Mill.  
   
   
  s Pavis Confonti’s Spellbook: This spellbook 
  contains the following spells: 
   
  APL 2-4: 0—acid splash, detect magic, flare, ghost 
  sound, read magic; 1st—cause fear, color spray, disguise 
  self, grease, mage armor, ray of enfeeblement; 2nd—fox’s 
  cunning, glitterdust, mirror image, web. 
   
  APL 6: As above plus: 3rd—blink, stinking cloud, 
  summon monster III. 
   
  APL 8: As APL 6 plus: 1st—shield; 3rd—dispel 
  magic; 
  4th—enervation, 
  Evard’s 
  black 
  tentacles, 
  phantasmal killer. 
   
  Cost: APL 2-4: 1,900 gp; APL 6: 2,800 gp; APL 8: 
  4,400 gp. 
   
   
  s Cloak of the Ebon Flame: This dark brown 
  cloak is sized for Small or Medium creatures. The inside 
  of each cloak bears a stylized representation of a single 
  ebon flame. 
   
  14. ATTIC 
  This area is on the first floor. 
   
  Pavis and his cronies do not use this area. A good 
  portion of the roof collapsed several years ago opening 
  the whole attic to the elements. 
   
  This roof space has been exposed to the 
  elements for some time. The smell of damp and 
  the stench of bird droppings are strong here. 
  Your presence has spooked several sparrows; at 
  your arrival they flee, flying through one of the 
  many holes in the roof. 
   
  Pavis and his cronies are used to the sounds of movement 
  from this area. If the PCs enter the house through the 
  roof apply a -2 circumstance modifier to any Listen 
  checks made by the cabalists to detect the PCs’ presence 
  while they are in this area. 
   
  There is nothing of interest to the PCs here except 
  an old scroll tube containing a faded map. A PC finds this 
  item with a DC 15 Search check. 
   
  s Map: This PC has a copy of a map found in the 
  abandoned mansion of Dorshak Krane, purporting to lead 
  to an old abandoned amethyst mine in the Cairn Hills. 
   
  It can be sold for 10 gp. 
   
  This map can be copied if desired; therefore all PCs 
  present can have a copy. 
   
  Proceed to the Conclusion when the PCs have explored 
  Dorshak Krane’s mansion and have battled the cabalists 
  lurking within. 
   
  CONCLUSION 
  Select the relevant conclusion from those listed below. 
   
  Karin Rescued 
  If the PCs defeat Pavis and his cronies and manage to 
  rescue Karin Koeffel refer to the text below. 
   
  Success! You have managed to save Karin 
  Koeffel from the demons and their master, 
  earning her gratitude in the process.  
   
  Your deeds have won you the status of 
  minor celebrities in the Artisans’ Quarter; 
  many people have thanked you for your bravery 
  and many have bestowed small gifts upon you – 
  including many free drinks in the local taverns.  
   
  Unfortunately 
  your 
  original 
  employer, 
  Melezakan 
  has 
  pronounced 
  his 
  latest 
  acquisition a forgery. In a terse note, the 
  eccentric thanks you for your patience but also 
  tells you he no longer has need of your 
  services. If however in the future he has need 
  of your services, he will call. 
   
   
  W  Bounty of St. Cuthbert!: In recognition for 
  your role in saving Karin Koeffel from marauding 
  demons and their master the church of St. Cuthbert in 
  Greyhawk City has made available to you the following 
  enhancements: 
   
  Weapon Enhancements: Bane (Outsiders, evil), 
  Holy. 
   
  Armor Enhancements: Light fortification. 
   
  You must still pay the cost of upgrading your weapon or 
  armor but you may upgrade as many items as you wish. 
  
  COR5-19 Retribution 
   
  Page 24 
  You must be in the Free City of Greyhawk or its Domain 
  to make use of this favor. 
   
  Karin Slain 
  If the PCs fail to defeat Pavis and his cronies or if Karin 
  Koeffel is slain during the PCs’ assault, refer to the text 
  below. 
   
  Your latest adventure has ended failure and to 
  add insult to injury Melezakan has pronounced 
  his latest acquisition a forgery. In a terse note, 
  the eccentric thanks you for your patience but 
  also tells you he no longer has need of your 
  services. If however in the future he has need 
  of your services, he will call. 
   
  If Karin was slain read the following: 
   
  The death of Karin Koeffel weighs heavily on 
  your mind and has shocked many in the 
  Artisans’ Quarter. How her attacker managed to 
  smuggle demons into the Free City is unknown 
  but security at Druids’ Gate has been visible 
  increased. 
   
  If Pavis escaped read the following 
   
  Karin’s mysterious attacker has fled leaving in 
  his wake a trail of death and destruction. 
  Several days after the attack a brooding warrior 
  was reported breaking into Dorshak Krane’s 
  mansion. Rumors are rife that Yr has returned 
  and that he seeks revenge against those who 
  attacked his beloved.  
   
   
  
  COR5-19 Retribution 
   
  Page 25 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 3: Death at the Mill 
  Kill the demon attacker(s) 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  Encounter 8: Mansion of Dorshak Krane 
  Guards 
  Defeat the guards 
  APL 2  
  120 XP 
  APL 4  
  120 XP 
  APL 6  
  120 XP 
  APL 8  
  120 XP 
   
  Area 9: Gallery 
  Defeat Starent 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  Area 13: Master Bedroom 
  Kill Pavis and his demonic minion 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Discretionary Role-Playing Award 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
    
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 3: Death at the Mill 
   
  s Cloak of the Ebon Flame: This dark brown 
  cloak is small/medium-sized (delete as appropriate). The 
  inside of each cloak bears a stylized representation of a 
  single ebon flame. 
   
  Encounter 7: New City Fountains 
   
  W  Nemesis of the Thieves’ Guild: This PC has 
  injured or killed a member of the thieves’ guild of the 
  Free City of Greyhawk. Forever more he is marked by the 
  guild for retribution. Whenever this PC adventures in the 
  Free City of Greyhawk his upkeep costs are doubled as he 
  is charged more for items and services. In addition many 
  small items go strangely missing. In the future further 
  dire consequences could befall the PC. 
   
  Encounter 8: Mansion of Dorshak Krane 
  Guards 
   
  All APLs: Loot 84 gp; Coin 1 gp. 
   
  Area 9: Gallery 
   
  APL 2: Loot: 67 gp; Coin: 2 gp; Magic: silversheen 
  (21 gp), potion of cure moderate wounds (25 gp), dust of 
  tracelessness (21 gp), potion of shield of faith (+2) (4 gp). 
  
  COR5-19 Retribution 
   
  Page 26 
   
  APL 4: Loot: 52 gp; Coin: 2 gp; Magic: silversheen 
  (21 gp), potion of cure moderate wounds (25 gp), dust of 
  tracelessness (21 gp), potion of shield of faith +2 (4 gp), +1 
  studded leather armor (98 gp), cloak of resistance +1 (83 
  gp). 
   
  APL 6: Loot: 25 gp; Coin: 2 gp; Magic: silversheen 
  (21 gp), potion of cure moderate wounds (25 gp), dust of 
  tracelessness (21 gp), potion of shield of faith (+2) (4 gp), 
  +1 studded leather armor (98 gp), cloak of resistance +1 
  (83 gp), +1 rapier (193 gp). 
   
  APL 8: Loot: 25 gp; Coin: 2 gp; Magic: silversheen 
  (21 gp), potion of cure moderate wounds (25 gp), dust of 
  tracelessness (21 gp), potion of shield of faith (+2) (4 gp), 
  +1 studded leather armor (98 gp), cloak of resistance +1 
  (83 gp), +1 keen rapier (694 gp). 
   
   
  Area 13: Master Bedroom 
   
  APL 2: Loot: 1 gp; Coin: 1 gp; Magic: ring of 
  protection +1 (167 gp), spellbook (75 gp). 
   
  APL 4: Loot: 1 gp; Coin: 1 gp; Magic: ring of 
  protection +1 (167 gp), spellbook (75 gp), wand of Melf’s 
  acid arrow (45 gp), elemental gem (air) (188 gp). 
   
  APL 6: Loot: 1 gp; Coin: 1 gp; Magic: ring of 
  protection +1 (167 gp), spellbook (233 gp), wand of Melf’s 
  acid arrow (45 gp), elemental gem (air) (188 gp), elixir of 
  fire breath (92 gp). 
   
  APL 8: Loot: 1 gp; Coin: 1 gp; Magic: ring of 
  protection +1 (167 gp), spellbook (358 gp), wand of Melf’s 
  acid arrow (45 gp), elemental gem (air) (188 gp), elixir of 
  fire breath (92 gp). 
   
   
  s Pavis Confonti’s Spellbook: This spellbook 
  contains the following spells: 
   
  APL 2-4: 0—acid splash, detect magic, flare, ghost 
  sound, read magic; 1st—cause fear, color spray, disguise 
  self, grease, mage armor, ray of enfeeblement; 2nd—fox’s 
  cunning, glitterdust, mirror image, web. 
   
  APL 6: As above plus: 3rd—blink, stinking cloud, 
  summon monster III. 
   
  APL 8: As APL 6 plus: 1st—shield; 3rd—dispel 
  magic; 
  4th—enervation, 
  Evard’s 
  black 
  tentacles, 
  phantasmal killer. 
   
  Cost: APL 2-4: 1,900 gp; APL 6: 2,800 gp; APL 8: 
  4,400 gp. 
   
   
  s Cloak of the Ebon Flame: This dark brown 
  cloak sized for a Small or Medium creature (cross out as 
  appropriate). The inside of each cloak bears a stylized 
  representation of a single ebon flame. 
   
  Area 14: The Attic 
   
  s Map: This PC has a copy of a map found in the 
  abandoned mansion of Dorshak Krane, purporting to lead 
  to an old abandoned amethyst mine in the Cairn Hills. 
   
  It can be sold for 10 gp. 
   
  Conclusion 
   
  W Bounty of St. Cuthbert: In recognition for your 
  role in saving Karin Koeffel from marauding demons and 
  their master the church of St. Cuthbert in Greyhawk City 
  has made available to you the following enhancements: 
   
  Weapon Enhancements: Good. 
   
  Armor Enhancements: Light fortification. 
   
  You must still pay the cost of upgrading your weapon or 
  armor but you may upgrade as many items as you wish. 
  You must be in Greyhawk City or its domain to make use 
  of this favor. 
   
  Total Possible Treasure 
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  Special 
  W  Nemesis of the Thieves’ Guild: This PC has 
  injured or killed a member of the Thieves’ Guild of the 
  Free City of Greyhawk. Forever more he is marked by the 
  guild for retribution. Whenever this PC adventures in the 
  Free City of Greyhawk his upkeep costs are doubled as he 
  is charged more for items and services. In addition many 
  small items go strangely missing. In the future further 
  dire consequences could befall the PC. 
   
  s Pavis Confonti’s Spellbook: This spellbook 
  contains the following spells: 
   
  APL 2-4: 0—acid splash, detect magic, flare, ghost 
  sound, read magic; 1st—cause fear, color spray, disguise 
  self, grease, mage armor, ray of enfeeblement; 2nd—fox’s 
  cunning, glitterdust, mirror image, web. 
   
  APL 6: As above plus: 3rd—blink, stinking cloud, 
  summon monster III. 
   
  APL 8: As APL 6 plus: 1st—shield; 3rd—dispel 
  magic; 
  4th—enervation, 
  Evard’s 
  black 
  tentacles, 
  phantasmal killer. 
   
  Cost: APL 2-4: 1,900 gp; APL 6: 2,800 gp; APL 8: 
  4,400 gp. 
   
  W Bounty of St. Cuthbert: In recognition for your 
  role in saving Karin Koeffel from marauding demons and 
  their master the church of St. Cuthbert in Greyhawk City 
  has made available to you the following enhancements: 
   
  Weapon Enhancements: Bane (Outsiders, evil). 
   
  Armor Enhancements: Light fortification. 
   
  You must still pay the cost of upgrading your weapon or 
  armor but you may upgrade as many items as you wish. 
  You must be in Greyhawk City or its domain to make use 
  of this favor. 
   
  s Map: This PC has a copy of a map found in the 
  abandoned mansion of Dorshak Krane, purporting to lead 
  to an old abandoned amethyst mine in the Cairn Hills. 
   
  It can be sold for 10 gp. 
   
   
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  Silversheen (Core; CL 5th; DMG) 
  Dust of tracelesness (Core; CL 3rd; DMG) 
  
  COR5-19 Retribution 
   
  Page 27 
   
  APL 4 (all of APL 2 plus the following): 
  Wand of Melf’s acid arrow (6 charges) (Core; CL 3rd; 
  DMG) 
  Elemental gem (air) (Core; CL 11th; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
   
  APL 8 (all of APLs 2-6 plus the following): 
  +1 keen rapier (Core; CL 6th; DMG) 
  Elixir of fire breath (Core; CL 11th; DMG) 
   
   
  
  COR5-19 Retribution 
   
  Page 28 
  APPENDIX 1:  
  APL 2
  Encounter 7: New City Fountains  
   
  k Sihona: female half-elf rogue 1: CR 1; Medium 
  humanoid (elf); HD 1d6; hp 6; Init +3; Spd 30 ft.; AC 13, 
  touch 13, flat-footed 10; Base Atk +0; Grp +0; Atk +0 
  melee (1d4/19-20, dagger); Full Atk +0 melee (1d4/19-
  20, dagger); SA Sneak attack +1d6; SQ Trapfinding, 
  half-elf traits; AL N; SV Fort +0, Ref +5, Will +1; Str 11, 
  Dex 16, Con 11, Int 15, Wis 13, Cha 14. 
   
  Skills and Feats: Bluff +6, Diplomacy +8, Gather 
  Information +8, Hide +7, Knowledge (local – Core) +6, 
  Listen +5, Move Silently +7, Sense Motive +5, Sleight of 
  Hand +7, Spot +5, Search +8; Investigator.  
   
  Possessions: dagger, explorer’s  outfit, 4 gp. 
   
  Encounter 8: Mansion of Dorshak Krane 
  Guards 
  d Guards: male human fighter 1/ rogue 1: CR 2; 
  Medium humanoid (human); HD 1d10+1 plus 1d6+1; 
  hp 12; Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 
  14; Base Atk +1; Grp +2; Atk +4 melee (1d6+1/19-20, 
  masterwork short sword) or +2 melee (1d4+1/19-20, 
  dagger) or +4 ranged (1d4+1/19-20, dagger); Full Atk +4 
  melee (1d6+1/19-20, masterwork short sword) or +2 
  melee (1d4+1/19-20, dagger) or +4 ranged (1d4+1/19-
  20, dagger); SA sneak attack +1d6; SQ trapfinding; AL 
  NE; SV Fort +3, Ref +5, Will +0; Str 13, Dex 16, Con 13, 
  Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +6, Disable Device +7, Hide 
  +7, Jump +3, Listen +5, Move Silently +7, Open Lock 
  +7, Sleight of Hand +7, Spot +5, Tumble +7; Alertness, 
  Dodge, Weapon Focus (short sword). 
   
  Possessions: Masterwork studded leather armor, 
  buckler, masterwork short sword, 3 daggers, 6 gp. 
   
  Area 9: Gallery 
  d Starent: male human swashbuckler 1/ fighter 2; 
  CR 3; Medium humanoid (human); HD 1d10+2 plus 
  2d10+4; hp 27; Init +3; Spd 30 ft.; AC 16, touch 13, flat-
  footed 13; Base Atk +3; Grp +5; Atk +8 melee 
  (1d6+2/18-20, masterwork rapier) or +7 melee 
  (1d4+2/19-20, masterwork dagger) or +7 ranged 
  (1d4+2/19-20, dagger); Full Atk +6 melee (1d6+2/18-20, 
  masterwork rapier) and +5 melee (1d4+2/19-20, 
  masterwork dagger); AL N; SV Fort +7, Ref +3, Will +0; 
  Str 14, Dex 16, Con 14, Int 13, Wis 10, Cha 13.  
   
  Skills and Feats: Balance +7, Bluff +3, Intimidate 
  +3, Jump +8, Listen +1, Ride +5, Sense Motive +4, Spot 
  +1, Swim +4, Tumble +9, Dodge, Two-Weapon 
  Fighting, Two-Weapon Defense, Weapon Finesse, 
  Weapon Focus (rapier). 
   
  Possessions: Masterwork studded leather armor, 
  masterwork 
  rapier, 
  masterwork 
  dagger, 
  dagger, 
  silversheen, potion of cure moderate wounds, dust of 
  tracelessness, potion of shield of faith ˆ(+2), 20 gp. 
   
  Area 11: Guest Bedroom 
  k Karin Koefeel: female human expert 3: CR 2; 
  Medium humanoid (human); HD 3d6; hp 13; Init +0; 
  Spd 30 ft.; AC 13, touch 13, flat-footed 13; Base Atk +2; 
  Grp +2; Atk +2 melee (1d3, unarmed strike); Full Atk +2 
  melee (1d3, unarmed strike); AL NG; SV Fort +3, Ref 
  +1, Will +4; Str 10, Dex 10, Con 11, Int 11, Wis 13, Cha 
  13. 
   
  Skills and Feats: Appraise +6, Diplomacy +9, 
  Gather Information +7, Knowledge (local) +6, Listen 
  +3, Profession (cook) +7, Profession (shopkeeper) +7, 
  Sense Motive +7; Spot +2; Alertness, Great Fortitude, 
  Negotiator. 
   
  Possessions: Artisan’s outfit, ring of protection +3, 
  ring of mind shielding. 
   
  Area 13: Master Bedroom 
  d Pavis: male fiendish human male conjurer 3: CR 3; 
  Medium humanoid (extraplanar, human); HD 3d4+6; 
  hp 15; Init +5; Spd 30 ft.; AC 13, touch 13, flat-footed 
  11; Base Atk +1; Grp +1; Atk +1 melee (1d4/19-20, 
  dagger); Full Atk +1 melee (1d4/19-20, dagger); SA 
  spells, smite good; SQ darkvision 60 ft., resistance to 
  cold 5 and fire 5, spell resistance 8; AL CE; SV Fort +3, 
  Ref +2, Will +3; Str 10, Dex 13, Con 14, Int 16, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (arcana) +8, Knowledge (the planes) +7, Listen +3, 
  Spellcraft +10, Spot +2; Improved Initiative, Scribe 
  Scroll, Spell Focus (conjuration). 
   
  Languages: Abyssal, Common, Draconic, Flan, 
  Infernal. 
   
  Smite Good (Su): Once per day Pavis can make 
  a normal melee attack against a good-aligned foe and 
  deal 3 extra points of damage. 
   
  Spells Prepared: (4/5/3; base DC = 13 + spell level): 
  0—acid splashC (2), flare, ghost sound; 1st—cause fear, 
  color spray, greaseC, mage armor, ray of enfeeblement; 
  2nd—glitterdustC, mirror image, webC. 
   
  C: Conjuration spell; DC = 14 + spell level. Barred 
  Schools: enchantment and evocation. 
   
  Spellbook: 0—acid splash, detect magic, flare, 
  ghost sound, read magic; 1st—cause fear, color spray, 
  disguise self, grease, mage armor, ray of enfeeblement; 
  2nd- fox’s cunning, glitterdust, mirror image, web. 
   
  Possessions: Ring of protection +1, dagger, 
  spellbook, robes, spell component pouch, belt pouch, 
  13 gp. 
   
  
  COR5-19 Retribution 
   
  Page 29 
   APL 4
  Encounter 3: Death at the Mill 
  d Advanced 4 HD Dretch (1): CR 3; Small 
  outsider (chaotic, evil, extraplanar); HD 4d8+8; hp 27; 
  Init +0; Spd 20 ft.; AC 16, touch 11, flat-footed 16; Base 
  Atk +4; Grp +1; Atk +7 melee (1d6+1, claw); Full Atk +7 
  melee (1d6+1, 2 claws) and +4 melee (1d4, bite); SA 
  spell-like abilities, summon demon; SQ DR 5/cold iron 
  or good, darkvision 60 ft., immunity to electricity and 
  poison, resistance to acid 10, cold 10, and fire 10, 
  telepathy 100 ft.; AL CE; SV Fort +6, Ref +4, Will +4; Str 
  12, Dex 10, Con 14, Int 5, Wis 11, Cha 11. 
   
  Skills and Feats: Hide +11, Listen +7, Move 
  Silently +7, Search +4, Spot +7, Survival +0 (+2 
  following tracks); Multiattack, Weapon Focus (claw). 
   
   Summon Demon (Sp): Once per day a dretch 
  can attempt to summon another dretch with a 35% 
  chance of success. This ability is the equivalent of a 1st-
  level spell. 
   
  Telepathy (Su): Dretches can communicate 
  telepathically with creatures within 100 feet that speak 
  Abyssal. 
   
  Spell-Like 
  Abilities: 
  1/day—scare 
  (DC 
  12), 
  stinking cloud (DC 13). Caster level 4th. 
   
  Encounter 7: New City Fountains  
   
  k  Sihona: female half-elf rogue 1: CR 1; Medium 
  humanoid (elf); HD 1d6; hp 6; Init +3; Spd 30 ft.; AC 13, 
  touch 13, flat-footed 10; Base Atk +0; Grp +0; Atk +0 
  melee (1d4/19-20, dagger); Full Atk +0 melee (1d4/19-
  20, dagger); SA Sneak attack +1d6; SQ Trapfinding, 
  half-elf racial traits; AL N; SV Fort +0, Ref +5, Will +1; 
  Str 11, Dex 16, Con 11, Int 15, Wis 13, Cha 14. 
   
  Skills and Feats: Bluff +6, Diplomacy +8, Gather 
  Information +8, Hide +7, Knowledge (local – Core) +6, 
  Listen +5, Move Silently +7, Sense Motive +5, Sleight of 
  Hand +7, Spot +5, Search +8; Investigator.  
   
  Possessions: dagger, explorer’s outfit, 4 gp. 
   
  Encounter 8: Mansion of Dorshak Krane 
  Guards 
  d Guards: male human fighter 1/ rogue 1: CR 2; 
  Medium humanoid (human); HD 1d10+1 plus 1d6+1; 
  hp 12; Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 
  14; Base Atk +1; Grp +2; Atk +4 melee (1d6+1/19-20, 
  masterwork short sword) or +2 melee (1d4+1/19-20, 
  dagger) or +4 ranged (1d4+1/19-20, dagger); Full Atk +4 
  melee (1d6+1/19-20, masterwork short sword) or +2 
  melee (1d4+1/19-20, dagger) or +4 ranged (1d4+1/19-
  20, dagger); SA sneak attack +1d6; SQ trapfinding; AL 
  NE; SV Fort +3, Ref +5, Will +0; Str 13, Dex 16, Con 13, 
  Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +6, Disable Device +7, Hide 
  +7, Jump +3, Listen +5, Move Silently +7, Open Lock 
  +7, Sleight of Hand +7, Spot +5, Tumble +7; Alertness, 
  Dodge, Weapon Focus (short sword). 
   
  Possessions: Masterwork studded leather armor, 
  buckler, masterwork short sword, 3 daggers, 6 gp. 
   
  Area 9: Gallery 
  d Starent: male human male swashbuckler 3/ fighter 
  2: CR 5; Medium humanoid (human); HD 3d10+6 plus 
  2d10+4; hp 43; Init +3; Spd 30 ft.; AC 17, touch 13, flat-
  footed 14; Base Atk +5; Grp +7; Atk +10 melee 
  (1d6+3/18-20, masterwork rapier) or +9 melee 
  (1d4+3/19-20, masterwork dagger) or +9 ranged 
  (1d4+3/19-20, dagger); Full Atk +8 melee (1d6+3/18-20, 
  masterwork rapier) and +7 melee (1d4+3/19-20, 
  masterwork dagger); SA insightful strike; SQ grace +1; 
  AL N; SV Fort +9, Ref +6, Will +2; Str 14, Dex 17, Con 
  14, Int 13, Wis 10, Cha 13.  
   
  Skills and Feats: Balance +9, Bluff +5, Intimidate 
  +3, Jump +13, Listen +2, Ride +5, Sense Motive +4, Spot 
  +2, Swim +4, Tumble +13, Dodge, Two-Weapon 
  Fighting, Two-Weapon Defense, Weapon Finesse, 
  Weapon Focus (rapier). 
   
  Possessions: +1 studded leather armor, masterwork 
  rapier, masterwork dagger, dagger, silversheen, potion 
  of cure moderate wounds, dust of tracelessness, potion 
  of shield of faith (+2), cloak of resistance +1, 20 gp. 
   
  Area 11: Guest Bedroom 
  k Karin Koeffel: female human expert 3: CR 2; 
  Medium humanoid (human); HD 3d6; hp 13; Init +0; 
  Spd 30 ft.; AC 13, touch 13, flat-footed 13; Base Atk +2; 
  Grp +2; Atk +2 melee (1d3, unarmed strike); Full Atk +2 
  melee (1d3, unarmed strike); AL NG; SA -; SQ -; SV Fort 
  +3, Ref +1, Will +4; Str 10, Dex 10, Con 11, Int 11, Wis 
  13, Cha 13. 
   
  Skills and Feats: Appraise +6, Diplomacy +9, 
  Gather Information +7, Knowledge (local) +6, Listen 
  +3, Profession (cook) +7, Profession (shopkeeper) +7, 
  Sense Motive +7; Spot +2; Alertness, Great Fortitude, 
  Negotiator. 
   
  Possessions: Artisan’s outfit, ring of protection +3, 
  ring of mind shielding. 
   
  Area 13: Master Bedroom 
  d Pavis: male fiendish human conjurer 3: CR 
  3; Medium humanoid (extraplanar, human); HD 3d4+6; 
  hp 15; Init +5; Spd 30 ft.; AC 13, touch 13, flat-footed 
  11; Base Atk +1; Grp +1; Atk +1 melee (1d4/19-20, 
  dagger); Full Atk +1 melee (1d4/19-20, dagger); SA 
  spells, smite good; SQ darkvision 60 ft., resistance to 
  cold 5 and fire 5, spell resistance 8; AL CE; SV Fort +3, 
  Ref +2, Will +3; Str 10, Dex 13, Con 14, Int 16, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (arcana) +8, Knowledge (the planes) +7, Listen +3, 
  Spellcraft +10, Spot +2; Improved Initiative, Scribe 
  Scroll, Spell Focus (conjuration). 
   
  Languages: Abyssal, Common, Draconic, Flan, 
  Infernal. 
   
  Smite Good (Su): Once per day Pavis can make 
  a normal melee attack against a good-aligned foe deal 3 
  points of extra damage.  
   
  Spells Prepared: (4/5/3; base DC = 13 + spell level): 
  0—acid splashC (2), flare, ghost sound; 1st—cause fear, 
  
  COR5-19 Retribution 
   
  Page 30 
  color spray, greaseC, mage armor, ray of enfeeblement; 
  2nd—glitterdustC, mirror image, webC. 
   
  C: Conjuration spell; DC = 14 + spell level. Barred 
  Schools: enchantment and evocation. 
   
  Spellbook: 0—acid splash, detect magic, flare, 
  ghost sound, read magic; 1st—cause fear, color spray, 
  disguise self, grease, mage armor, ray of enfeeblement; 
  2nd—fox’s cunning, glitterdust, mirror image, web. 
   
  Possessions: Ring of protection +1, dagger, wand of 
  Melf’s acid arrow (6 charges) elemental gem (air), 
  spellbook, robes, spell component pouch, belt pouch, 
  13 gp. 
  
  COR5-19 Retribution 
   
  Page 31 
   APL 6
  Encounter 7: New City Fountains  
   
  k Sihona: female half-elf rogue 1: CR 1; Medium 
  humanoid (elf); HD 1d6; hp 6; Init +3; Spd 30 ft.; AC 13, 
  touch 13, flat-footed 10; Base Atk +0; Grp +0; Atk +0 
  melee (1d4/19-20, dagger); Full Atk +0 melee (1d4/19-
  20, dagger); SA Sneak attack +1d6; SQ Trapfinding, 
  half-elf traits; AL N; SV Fort +0, Ref +5, Will +1; Str 11, 
  Dex 16, Con 11, Int 15, Wis 13, Cha 14. 
   
  Skills and Feats: Bluff +6, Diplomacy +8, Gather 
  Information +8, Hide +7, Knowledge (local – Core) +6, 
  Listen +5, Move Silently +7, Sense Motive +5, Sleight of 
  Hand +7, Spot +5, Search +8; Investigator.  
   
  Possessions: dagger, explorer’s  outfit, 4 gp. 
   
  Encounter 8: Mansion of Dorshak Krane 
  Guards 
  d Guards: male human fighter 1/ rogue 1: CR 2; 
  Medium humanoid (human); HD 1d10+1 plus 1d6+1; 
  hp 12; Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 
  14; Base Atk +1; Grp +2; Atk +4 melee (1d6+1/19-20, 
  masterwork short sword) or +2 melee (1d4+1/19-20, 
  dagger) or +4 ranged (1d4+1/19-20, dagger); Full Atk +4 
  melee (1d6+1/19-20, masterwork short sword) or +2 
  melee (1d4+1/19-20, dagger) or +4 ranged (1d4+1/19-
  20, dagger); SA sneak attack +1d6; SQ trapfinding; AL 
  NE; SV Fort +3, Ref +5, Will +0; Str 13, Dex 16, Con 13, 
  Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +6, Disable Device +7, Hide 
  +7, Jump +3, Listen +5, Move Silently +7, Open Lock 
  +7, Sleight of Hand +7, Spot +5, Tumble +7; Alertness, 
  Dodge, Weapon Focus (short sword). 
   
  Possessions: Masterwork studded leather armor, 
  buckler, masterwork short sword, 3 daggers, 6 gp. 
   
  Area 9: Gallery 
  d Starent: male human swashbuckler 3/ fighter 4: 
  CR 7; Medium humanoid (human); HD 3d10+6 plus 
  4d10+8; hp 59; Init +3; Spd 30 ft.; AC 17, touch 13, flat-
  footed 14; Base Atk +7; Grp +9; Atk +12 melee 
  (1d6+6/18-20, +1 rapier) or +11 melee (1d4+3/19-20, 
  masterwork dagger) or +11 ranged (1d4+3/19-20, 
  dagger); Full Atk +10/+5 melee (1d6+6/18-20, +1 rapier) 
  and +9/+7 melee (1d4+3/19-20, masterwork dagger); 
  SA, insightful strike; SQ grace +1; AL N; SV Fort +10, 
  Ref +7, Will +3; Str 14, Dex 17, Con 14, Int 13, Wis 10, 
  Cha 13.  
   
  Skills and Feats: Balance +9, Bluff +5, Intimidate 
  +6, Jump +13, Listen +3, Ride +6, Sense Motive +4, Spot 
  +3, Swim +4, Tumble +13, Dodge, Improved Two-
  Weapon Fighting, Two-Weapon Fighting, Two-
  Weapon Defense, Weapon Finesse, Weapon Focus 
  (rapier), Weapon Specialization (rapier). 
   
  Possessions: +1 studded leather armor, +1 rapier, 
  masterwork dagger, dagger, silversheen, potion of cure 
  moderate wounds, dust of tracelessness, potion of 
  shield of faith (+2), cloak of resistance +1, 20 gp. 
   
  Area 11: Guest Bedroom 
  k Karin Koeffel: female human expert 3: CR 2; 
  Medium humanoid (human); HD 3d6; hp 13; Init +0; 
  Spd 30 ft.; AC 13, touch 13, flat-footed 13; Base Atk +2; 
  Grp +2; Atk +2 melee (1d3, unarmed strike); Full Atk +2 
  melee (1d3, unarmed strike); AL NG; SA -; SQ -; SV Fort 
  +3, Ref +1, Will +4; Str 10, Dex 10, Con 11, Int 11, Wis 
  13, Cha 13. 
   
  Skills and Feats: Appraise +6, Diplomacy +9, 
  Gather Information +7, Knowledge (local) +6, Listen 
  +3, Profession (cook) +7, Profession (shopkeeper) +7, 
  Sense Motive +7; Spot +2; Alertness, Great Fortitude, 
  Negotiator. 
   
  Possessions: Artisan’s outfit, ring of protection +3, 
  ring of mind shielding. 
   
  Area 13: Master Bedroom 
  d Pavis: male fiendish human conjurer 5: CR 6; 
  Medium humanoid (human); HD 5d4+13; hp 28; Init 
  +5; Spd 30 ft.; AC 13, touch 13, flat-footed 11; Base Atk 
  +2; Grp +2; Atk +2 melee (1d4/19-20, dagger); Full Atk 
  +2 melee (1d4/19-20, dagger); SA spells, smite good; SQ 
  darkvision 60 ft., resistance to cold 5 and fire 5, DR 
  5/magic, spell resistance 10; AL CE; SV Fort +3, Ref +2, 
  Will +4; Str 10, Dex 13, Con 14, Int 17, Wis 10, Cha 9. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (arcana) +10, Knowledge (the planes) +9, Listen +4, 
  Spellcraft +12, Spot +3; Brew Potion, Improved 
  Initiative, Scribe Scroll, Spell Focus (conjuration), 
  Toughness. 
   
  Languages: Abyssal, Common, Draconic, Flan, 
  Infernal. 
   
  Smite Good (Su): Once per day Pavis can make 
  a normal melee attack against a good-aligned foe to deal 
  5 points of extra damage. 
   
  Spells Prepared: (4/5/4/3; base DC = 13 + spell 
  level): 0—acid splashC (2), flare, ghost sound; 1st—
  cause fear, color spray, greaseC, mage armor, ray of 
  enfeeblement; 2nd—fox’s cunning, glitterdustC, mirror 
  image, webC; 3rd—blink, stinking cloudC, summon 
  monster III. 
   
  C: Conjuration spell; DC = 14 + spell level. Barred 
  Schools: enchantment and evocation. 
   
  Spellbook: 0—acid splash, detect magic, flare, 
  ghost sound, read magic; 1st—cause fear, color spray, 
  disguise self, grease, mage armor, ray of enfeeblement; 
  2nd—fox’s cunning, glitterdust, mirror image, web; 
  3rd—blink, stinking cloud, summon monster. 
   
  Possessions: Ring of protection +1, dagger, wand of 
  Melf’s acid arrow (6 charges), elemental gem (air), elixir 
  of fire breath, spellbook, robes, spell component pouch, 
  belt pouch, 13 gp. 
   
  
  COR5-19 Retribution 
   
  Page 32 
  APL 8 
  Encounter 7: New City Fountains  
   
  k Sihona: female half-elf rogue 1: CR 1; Medium 
  humanoid (elf); HD 1d6; hp 6; Init +3; Spd 30 ft.; AC 13, 
  touch 13, flat-footed 10; Base Atk +0; Grp +0; Atk +0 
  melee (1d4/19-20, dagger); Full Atk +0 melee (1d4/19-
  20, dagger); SA Sneak attack +1d6; SQ Trapfinding, 
  half-elf traits; AL N; SV Fort +0, Ref +5, Will +1; Str 11, 
  Dex 16, Con 11, Int 15, Wis 13, Cha 14. 
   
  Skills and Feats: Bluff +6, Diplomacy +8, Gather 
  Information +8, Hide +7, Knowledge (local – Core) +6, 
  Listen +5, Move Silently +7, Sense Motive +5, Sleight of 
  Hand +7, Spot +5, Search +8; Investigator.  
   
  Possessions: dagger, explorer’s  outfit, 4 gp. 
   
  Encounter 8: Mansion of Dorshak Krane 
  Guards 
  d Guards: male human fighter 1/ rogue 1: CR 2; 
  Medium humanoid (human); HD 1d10+1 plus 1d6+1; 
  hp 12; Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 
  14; Base Atk +1; Grp +2; Atk +4 melee (1d6+1/19-20, 
  masterwork short sword) or +2 melee (1d4+1/19-20, 
  dagger) or +4 ranged (1d4+1/19-20, dagger); Full Atk +4 
  melee (1d6+1/19-20, masterwork short sword) or +2 
  melee (1d4+1/19-20, dagger) or +4 ranged (1d4+1/19-
  20, dagger); SA sneak attack +1d6; SQ trapfinding; AL 
  NE; SV Fort +3, Ref +5, Will +0; Str 13, Dex 16, Con 13, 
  Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +6, Disable Device +7, Hide 
  +7, Jump +3, Listen +5, Move Silently +7, Open Lock 
  +7, Sleight of Hand +7, Spot +5, Tumble +7; Alertness, 
  Dodge, Weapon Focus (short sword). 
   
  Possessions: Masterwork studded leather armor, 
  buckler, masterwork short sword, 3 daggers, 6 gp. 
   
  Area 9: Gallery 
  d Starent: male human swashbuckler 3/ fighter 6: 
  CR 9; Medium humanoid (human); HD 3d10+6 plus 
  6d10+12; hp 75; Init +4; Spd 30 ft.; AC 18, touch 14, flat-
  footed 14; Base Atk +9; Grp +11; Atk +15 melee 
  (1d6+6/15-20, +1 rapier) or +14 melee (1d4+3/19-20, 
  masterwork dagger) or +14 ranged (1d4+3/19-20, 
  dagger); Full Atk +13/+8 melee (1d6+6/15-20, +1 rapier) 
  and +12/+10 melee (1d4+3/19-20, masterwork dagger); 
  SA insightful strike; SQ grace +1; AL N; SV Fort +11, 
  Ref +9, Will +4; Str 14, Dex 18, Con 14, Int 13, Wis 10, 
  Cha 13.  
   
  Skills and Feats: Balance +10, Bluff +5, Intimidate 
  +10, Jump +13, Listen +4, Ride +6, Sense Motive +4, 
  Spot +4, Swim +4, Tumble +14, Dodge, Improved Two-
  Weapon Fighting, Mobility, Spring Attack, Two-
  Weapon Fighting, Two-Weapon Defense, Weapon 
  Finesse, Weapon Focus (rapier), Weapon Specialization 
  (rapier). 
   
  Possessions: +1 studded leather armor, +1 keen 
  rapier, masterwork dagger, dagger, silversheen, potion 
  of cure moderate wounds, dust of tracelessness, potion 
  of shield of faith (+2), cloak of resistance +1, 20 gp. 
   
  Area 11: Guest Bedroom 
  k Karin Koeffel: female human expert 3: CR 2; 
  Medium humanoid (human); HD 3d6; hp 13; Init +0; 
  Spd 30 ft.; AC 13, touch 13, flat-footed 13; Base Atk +2; 
  Grp +2; Atk +2 melee (1d3, unarmed strike); Full Atk +2 
  melee (1d3, unarmed strike); AL NG; SA -; SQ -; SV Fort 
  +3, Ref +1, Will +4; Str 10, Dex 10, Con 11, Int 11, Wis 
  13, Cha 13. 
   
  Skills and Feats: Appraise +6, Diplomacy +9, 
  Gather Information +7, Knowledge (local) +6, Listen 
  +3, Profession (cook) +7, Profession (shopkeeper) +7, 
  Sense Motive +7; Spot +2; Alertness, Great Fortitude, 
  Negotiator. 
   
  Possessions: Artisan’s outfit, ring of protection +3, 
  ring of mind shielding. 
   
  Area 13: Master Bedroom 
  d Pavis: male fiendish human conjurer 7: CR 8; 
  Medium humanoid (extraplanar, human); HD 7d4+17; 
  hp 38; Init +5; Spd 30 ft.; AC 13, touch 13, flat-footed 
  11; Base Atk +3; Grp +3; Atk +3 melee (1d4/19-20, 
  dagger); Full Atk +3 melee (1d4/19-20, dagger); SA 
  spells, smite good; SQ darkvision 60 ft., resistance to 
  cold 5 and fire 5, DR 5/magic, spell resistance 12; AL 
  CE; SV Fort +6, Ref +3, Will +5; Str 10, Dex 13, Con 14, 
  Int 17, Wis 10, Cha 9. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (arcana) +12, Knowledge (the planes) +11, Listen +5, 
  Spellcraft +14, Spot +4; Brew Potion, Great Fortitude, 
  Improved Initiative, Scribe Scroll, Spell Focus 
  (conjuration), Toughness. 
   
  Languages: Abyssal, Common, Draconic, Flan, 
  Infernal. 
   
  Smite Good (Su): Once per day Pavis can make 
  a normal melee attack against a good-aligned foe and 
  deal 7 points of extra damage. 
   
  Spells Prepared: (4/6/5/4/2; base DC = 13 + spell 
  level): 0—acid splashC (2), flare, ghost sound; 1st- cause 
  fear, color spray, greaseC, mage armor, ray of 
  enfeeblement, 
  shield; 
  2nd—fox’s 
  cunning, 
  glitterdustC(2), mirror image, webC; 3rd—blink, dispel 
  magic, stinking cloudC, summon monster III; 4th—
  enervation, Evard’s black tentaclesC, phantasmal killer. 
   
  C: Conjuration spell; DC = 14 + spell level. Barred 
  Schools: enchantment and evocation. 
   
  Spellbook: 0—acid splash, detect magic, flare, 
  ghost sound, read magic; 1st—cause fear, color spray, 
  disguise self, grease, mage armor, ray of enfeeblement, 
  shield; 2nd—fox’s cunning, glitterdust, mirror image, 
  web; 3rd—blink, dispel magic, stinking cloud, 
  summon monster; 4th—enervation, Evard’s black 
  tentacles, phantasmal killer. 
   
  Possessions: Ring of protection +1, dagger, wand of 
  Melf’s acid arrow (6 charges), elemental gem (air), elixir 
  of fire breath, spellbook, robes, spell component pouch, 
  belt pouch, 13 gp. 
   
   
  d Succubus Monk 2: CR 8; Medium outsider 
  (chaotic, , evil, extraplanar); HD 6d8+6 plus 2d8; hp 48; 
  
  COR5-19 Retribution 
   
  Page 33 
  Init +1; Spd 30 ft., fly 50 ft. (average); AC 23, touch 14, 
  flat-footed 21; Base Atk +7; Grp +8; Atk +8 melee 
  (1d6+1, claw); Full Atk +8 melee (1d6+1, 2 claws) or 
  +6/+6/+6 melee (1d6+1, flurry of blows); SA energy 
  drain, spell-like abilities, summon demon, SQ DR 
  10/cold iron or good, darkvision 60 ft., immunity to 
  electricity and poison, resistance to acid 10, cold 10, 
  and fire 10, SR 19, telepathy 100 ft., tongues, evasion; 
  AL CE; SV Fort +9, Ref +10, Will +10; Str 13, Dex 14, 
  Con 13, Int 16, Wis 14, Cha 26. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +4, 
  Bluff 
  +19, 
  Concentration +10, Diplomacy +12, Disguise +17 (+19 
  acting), Escape Artist +10, Hide +13, Intimidate +19, 
  Jump +6, Knowledge (the planes) +12, Listen +19, 
  Move Silently +11, Search +12, Spot +19, Survival +2 
  (+4 following tracks), Tumble +9, Use Rope +1 (+3 with 
  bindings); Deflect Arrows, Dodge, Improved Grapple, 
  Mobility, Persuasive.  
   
  Languages: Abyssal, Celestial, and Draconic. 
   
  Spell-Like Abilities: At will—charm monster 
  (DC 22), detect good, detect thoughts (DC 20), ethereal 
  jaunt (self plus pounds of objects only), polymorph 
  (humanoid form only, no limit on duration), 
  suggestion (DC 21), greater teleport (self plus pounds 
  of objects only). Caster level 12th. The save DCs are 
  Charisma-based. 
   
  Energy Drain (Su): A succubus drains energy 
  from a mortal it lures into some act of passion, or by 
  simply planting a kiss on the victim. If the target is not 
  willing to be kissed, the succubus must start a grapple, 
  which usually provokes an attack of opportunity, 
  unless the succubus has the improved grapple feat. The 
  succubus’s kiss or embrace bestows one negative level. 
  The kiss also has the effect of a suggestion spell, asking 
  the victim to accept another kiss from the succubus. 
  The victim must succeed on a DC 21 Will save to 
  negate the effect of the suggestion. The DC is 21 for the 
  Fortitude save to remove a negative level. These save 
  DCs are Charisma-based. 
   
  Summon Demon (Sp): Once per day a 
  succubus can attempt to summon 1 vrock with a 30% 
  chance of success. This ability is the equivalent of a 3rd-
  level spell. 
   
  Tongues (Su): A succubus has a permanent 
  tongues ability (as the spell, caster level 12th). Succubi 
  usually use verbal communication with mortals. 
   
  Skills: Succubi have a +8 racial bonus on Listen 
  and Spot checks. While using her alter self ability, a 
  succubus gains a +10 circumstance bonus on Disguise 
  checks.) 
  
  COR5-19 Retribution 
   
  Page 34 
  APPENDIX 2: NEW RULES ITEMS
  Swashbuckler 
  The following is a distilled summary of the 
  swashbuckler class. All information necessary to use 
  this class in this adventure is included below. Full 
  details of the class appear in Complete Warrior.  
   
  The swashbuckler embodies the concepts of daring and 
  panache. Favoring agility and wit over brute force, the 
  swashbuckler excels both in combat situations and 
  social interactions, making her a versatile character 
  indeed. 
  Hit Die: d10. 
   
  Leve
  l 
  BA
  B 
  Fort 
  Re
  f 
  Wil
  l 
  Special 
  1 
  +1 
  +2 
  +0 
  +0 
  Weapon 
  Finesse 
  2 
  +2 
  +3 
  +0 
  +0 
  Grace +1 
  3 
  +3 
  +3 
  +1 
  +1 
  Insightful 
  strike 
   
  Class Skills: 
  The swashbuckler’s class skills (and the key ability for 
  each skill) are Balance (Dex), Bluff (Cha), Climb (Str), 
  Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump 
  (Str), Profession (Wis), Sense Motive (Wis), Swim (Str), 
  Tumble (Dex), and Use Rope (Dex).  
   
  Skills Points at each level: 4 + Int modifier. 
   
  Class Features: 
  All of the following are class features of the 
  swashbuckler. 
   
  Weapon 
  and 
  Armor 
  Proficiency: 
  Swashbucklers are proficient with all simple and 
  martial weapons, and with light armor. Some of the 
  swashbuckler’s class features, as noted below, rely on 
  her being no more than lightly armored and 
  unencumbered. 
   
  Weapon Finesse (Ex): A swashbuckler gains 
  Weapon Finesse as a bonus feat at 1st level even if she 
  does not qualify for the feat. 
   
  Grace (Ex): A swashbuckler gains a +1 
  competence bonus on Reflex saves at 2nd level. This 
  bonus increases to +1 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Insightful Strike (Ex): At 3rd level, a 
  swashbuckler becomes able to place her finesse attacks 
  where they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage rolls 
  (in addition to any Strength bonus she may have) with 
  any light weapon, as well as any other weapon that can 
  be used with Weapon Finesse, such as a rapier, whip, or 
  spiked chain. Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s 
  insightful strike. A swashbuckler cannot use this ability 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
  
  COR5-19 Retribution 
   
  Page 35 
  APPENDIX 3: THE FRUIT OF THE MILL 
  
  COR5-19 Retribution 
   
  Page 36 
  APPENDIX 4: MANSION OF DORSHAK KRANE 
   
  Key 
  1. Entrance Hall 
  2. Kitchen 
  3. Great Hall 
  4. Study 
  5. Kitchen Garden 
  6. Ornamental Garden 
  7. Store Room 
  8. Well Room 
  9. Gallery 
  10. Storeroom 
  11. Guestroom 
  12. Servants' Chamber 
  13. Master Bedroom 
  14. Attic 
  
  COR5-19 Retribution 
   
  Page 37 
  PLAYER HANDOUT 1: THE ARTISANS’ QUARTER 
   
   
  A1: Architects’ and Stonemasons’ Guildhall 
  A2: Metalsmiths’ Hall 
  A3: Artisan’s’ Quarter City Watch Station 
  A4: Carpenters’ Guildhall 
  A5: Performing Artists’ Guildhall 
  A6: Leatherworkers’ Guildhall 
  A7: Fruit of the Mill 
  A8: New City Fountains 
  A9: Nightwatchmen’s Guildstation 
  A10: Grand Tent 
  A11: Halmaster’s Hall 
  A12: The Fat of the Hog 
  A13: Laborer’s Union Hall 
  A14: Eridok’s Expedition Provisions 
  A15: Maldin and Elenderi’s 
  A16: Dorshak Krane’s House 
  A17: Darred Hebren’s Tower 
  A18: The Wild Goose 
  A19: The Broken Staff 
  A20: The Nine of Swords 
  A21: Maps by Melezakan 
  A22: The Grinning Mammet 
  A23: Able Carters’ Coaching House 
  
  COR5-19 Retribution 
   
  Page 38 
  PLAYER’S HANDOUT 2: KARIN KOEFFEL’S DIARY 
  [Dated 1 month previously] 
   
  What a strange day. Yr spent the night here again and we 
  spent a romantic evening together. I brought out a special 
  bottle of wine I had been saving and we drank it talked all 
  afternoon and into the evening.  
   
  Then he suggested that we go for a stroll and eventually 
  ended up at the New City Fountains—Yr likes it there. 
   
  We strolled about the park enjoying the night air and sat for 
  a while on a bench just relaxing—we both have such hectic 
  lives and Yr is in almost constant danger when he is 
  adventuring.  
   
  All of a sudden though Yr jumps up and draws his sword—I 
  don’t know why he insists on carrying it everywhere! He 
  even searched the surrounding undergrowth. He said he 
  thought we were being watched and I believed him—it is 
  horrible to think that someone was spying on us. Anyway, 
  that ruined the mood and so we came back here. Yr stayed 
  again but before going to bed double-checked all the doors 
  and windows. He even brought his sword into the 
  bedroom—like he would need that to subdue me! 
   
  
  COR5-19 Retribution 
   
  Page 39 
  PLAYER’S HANDOUT 3: PAVIS’S CORRESPONDENCE 
   
  Pavis, 
   
  You have done well. The news that you have found the one 
  known as Yrag is auspicious in the extreme. Truly our 
  demonic lord is with us this day. With the death of the 
  woman known as Karin, another thread of Yrag’s life 
  unravels. Soon, all who he knows will be dead and he will 
  be lost. 
   
  Verily he will know that he cannot hide from us by simply 
  changing his name. Our desire for revenge negates his 
  pathetic attempts to escape our vengeance. Soon the long 
  watch will be over. For many years we have hunted him; 
  now our time is at hand.  
   
  I prey for your success and will sacrifice a slave in your 
  honor. Contact me in the usual way when the deed is done, 
   
  Arinohal 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR5-19 Retribution (3E).pdf