TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Dish Best Serve
  A Dish Best Serve
  A Dish Best Serve
  A Dish Best Served 
  d 
  d 
  d 
  Cold
  Cold
  Cold
  Cold    
   
  A One
  A One
  A One
  A One----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
   
  by Mick Hitch
  by Mick Hitch
  by Mick Hitch
  by Mick Hitch    
   
   
   
   
   
   
  Dyvers has an underbelly that moves to its own rhythm. Only adventures quick on their feet and careful with their 
  sword-arm can meet its challenges and live another day. Are you shrewd enough to thrive the City of Sails? And 
  adventure for characters levels 1-6. 
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail 
  copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
  
   
  A Dish Best Served Cold 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's name 
  at the bottom, and the character's name, race, and gender at 
  the top. This makes it easier for the players to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Lu
  Lu
  Lu
  Luxury
  xury
  xury
  xury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute 
  14 sp 
  -2 
  Poor 
  43 sp 
  -1 
  Common 
  12 gp 
   0 
  High 
  250 gp 
  +1 
  Luxury 
  500 gp 
  +2 
  
   
  A Dish Best Served Cold 
   
  Page 3 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  Dyvers, the City of Sails, may look like a fine and 
  upstanding town of trade on the surface, but deception is 
  its meat and drink. There is never a wax or wane of the 
  moons when there isn’t some faction plotting the demise 
  of a rival within the city. Now is no exception. 
   
  One of the most powerful factions in the City of Sails 
  is the mysterious Alliance, perhaps one of the most 
  powerful organizations of thieves in the entire Flanaess. 
  The Alliance controls nearly every aspect of criminal 
  activity in Dyvers, as well as similar “trades” in much of 
  the surrounding countryside. The Alliance is organized 
  into ‘underguilds’ of the various types of thievery, 
  including burglars, thugs, and pickpockets. The PCs are 
  about to be caught in a private war between several of 
  these Guildmasters. 
   
  Timmorn Darkeyes, the leader of the Infiltrator’s 
  Guild, has had enough. She came to Dyvers three years 
  ago, intent on gaining as much power within the Alliance 
  as she could. She, along with many of her fellow 
  adventuring companions, has settled into the City, 
  strengthening the Alliance and dealing with its 
  annoyances. One of those annoyances is Moloch Davier, 
  the master of the Fence’s Guild. 
   
  Moloch Davier gained his position the old-fashioned 
  way; he had his predecessor assassinated. He is 
  considered to be a bit of a coward by most in the guild, 
  and by all rights he should be dead by now. However, he 
  is very knowledgeable of the trade patterns of the Flan, 
  and he has proven to be a wily negotiator. Because of this 
  value, the man has never been touched. 
   
  In truth, Davier is a spy. He has been well paid by an 
  unknown power within the Pomarj to gather all the 
  information he can about the layout of the dark ducts and 
  tunnels that run under the city, for what reason he does 
  not know. He has also been subtly learning more and 
  more about the shipping patterns of Dyvers. To this end, 
  he has been making some rather bold statements within 
  the Shadow Council. 
   
  Davier claimed that the smuggling of illegal goods in 
  Dyvers should rightfully fall under his jurisdiction. 
  Alcorn Calabreezie, the head of the Smuggler’s Guild, 
  responded that Davier had it backwards, that the fences of 
  the city should answer to him. The two leaders now hate 
  one another, but dare not act openly; the Master Thief is 
  not tolerant of blood feuds within his ranks, at least overt 
  ones. 
   
  Recently the feud became personal. Tham Syken, the 
  sadistic leader of the Pickpocket’s Guild, apparently beat 
  Jhon Siggoran, Calabreezie’s best ship captain, to death. 
  Davier orchestrated the attack as cover for his successful 
  stealing of Jhon’s smuggling diary. When Timmorn found 
  out that Davier had hired the brute to “rough up” one of 
  her best friends, she knew the time had come for revenge. 
   
  Timmorn spent a good deal of her resources to 
  spread rumors to her enemies’ ears. First, Syken was told 
  that Davier planned to eliminate him and gain control of 
  the Pickpocket’s Guild. Syken was enraged, but aft.er a 
  talk with his long-suffering mentor Falon Deccenson, he 
  grudgingly decided to lay low. 
   
  Davier was then told that Syken was aiming to kill him 
  off, in order to keep Davier from double-crossing him. 
  This piece of news had the predictable response from 
  Davier; he contacted an assassin to put a hit on Syken. 
   
  Davier plotted out his plan with the assassin. He 
  would challenge the “Pockets” to a rumble (the Alliance’s 
  preferred method of feuding) to settle the dispute. If 
  Syken comes to the rumble and is brought down by 
  Davier’s men, all the better. But during the battle, Syken 
  would have his guard down long enough for the assassin 
  to slip in, and take him before he even knew what was 
  happening. 
   
  Unfortunately for Davier, the woman he hired was 
  none other than Timmorn herself, clothed in the guise of 
  Beryl the elven assassin. Armed with this knowledge and 
  opportunity, Timmorn plans to have her vengeance over 
  Syken and (with the help of the PCs) over Davier as well. 
   
  It should be noted that Tham Syken did not kill 
  JhonSiggoran. While it is well known that Syken attacked 
  Siggoran, his fists did not deliver the killing blow. Jhon 
  Siggoran died of a sword wound to the heart. Timmorn 
  knows this, but doesn’t care. All that matters is that her 
  friend is dead, and she requires blood vengeance. Syken 
  and Davier will do for starters. 
   
  The PCs are unaware of Timmorn’s plan for them, 
  and she prefers it that way, at least to begin with. She will 
  subtly direct the party into the hire of Syken. From there 
  they will fall into the web of intrigues and murder she has 
  woven and gain the motivation (Timmorn hopes) to 
  defeat Davier. 
   
  Before you run the adventure, review the Dramatis 
  Personae and the history of the Alliance. While this 
  information may not necessarily be revealed to the 
  players, it will help you get a feel for the intrigues of the 
  organization. In particular, note the section on Guild Law 
  and Rumbles. 
   
  Adventure Summary
  Adventure Summary
  Adventure Summary
  Adventure Summary    
  SSSScene One:
  cene One:
  cene One:
  cene One: The characters meet by Thrommel’s Gate 
  and are lured to talk with Fanel Deccenson. He hires the 
  party to represent his Guild in a rumble. 
      
  Scene Two:
  Scene Two:
  Scene Two:
  Scene Two: The party goes to a warehouse where the 
  rumble is set to happen. They encounter their opponents, 
  an adventuring party like themselves. The PCs can settle 
  the rumble any way they like, but their opponents are not 
  going to accept defeat easily. 
      
  Scene Three:
  Scene Three:
  Scene Three:
  Scene Three: When the party goes to the Bird in Hand 
  Inn to gain their reward, they find Syken dead at his table. 
  Timmorn has gained her vengeance, and she leaves the 
  PCs an obvious clue to send them after Davier. 
      
  Scene Four:
  Scene Four:
  Scene Four:
  Scene Four: The clue leads the PCs to a sage’s messaging 
  service. For a price the sage Serian can tell them many 
  
   
  A Dish Best Served Cold 
   
  Page 4 
  things about the Alliance. But perhaps the adventurers 
  can help him solve a small problem… 
      
  Scene Five:
  Scene Five:
  Scene Five:
  Scene Five: At Davier’s pawnbrokerage, the PCs meet up 
  with Jusmine Siggoran, an apprentice rogue who wants 
  vengeance for her father’s death. If the party allows her to 
  join with them, her skills may prove useful in dealing 
  with the several nasty traps Davier has laid. 
      
  Scene Six:
  Scene Six:
  Scene Six:
  Scene Six: Davier is attempting to make his getaway 
  through the sewers, and the PCs catch up with him in a 
  main floodwater tunnel. Davier pits his Pomarj protectors 
  (a band of….kobolds?) against the party. If that wasn’t 
  enough, the floodgates open and the rainwater from the 
  ongoing storm comes smashing through the tunnel. 
      
  Epilogue:
  Epilogue:
  Epilogue:
  Epilogue: Timmorn helps save any PCs caught by the 
  water and thanks them for their efforts. She will reward 
  them with tokens of favor and a fine meal. 
   
   
  Scene One: Abandon Trust, All 
  Scene One: Abandon Trust, All 
  Scene One: Abandon Trust, All 
  Scene One: Abandon Trust, All 
  Ye Who Enter Here
  Ye Who Enter Here
  Ye Who Enter Here
  Ye Who Enter Here    
  The PCs begin the adventure at Thrommel’s Gate, one of 
  the prominent landmarks of the city. This bustling 
  entryway into the city is a prime spot for adventurers: 
   
  Dyvers 
  Dyvers 
  Dyvers 
  Dyvers is not called The City of Sails without reason. From 
  is not called The City of Sails without reason. From 
  is not called The City of Sails without reason. From 
  is not called The City of Sails without reason. From 
  your vantage point, you can see hundreds of pieces of white 
  your vantage point, you can see hundreds of pieces of white 
  your vantage point, you can see hundreds of pieces of white 
  your vantage point, you can see hundreds of pieces of white 
  billowy sailcloth, attached to the masts and riggings of myriad 
  billowy sailcloth, attached to the masts and riggings of myriad 
  billowy sailcloth, attached to the masts and riggings of myriad 
  billowy sailcloth, attached to the masts and riggings of myriad 
  caravels, knarrs, and other fine ships.
  caravels, knarrs, and other fine ships.
  caravels, knarrs, and other fine ships.
  caravels, knarrs, and other fine ships.    
      
  The light breeze brings the salty scen
  The light breeze brings the salty scen
  The light breeze brings the salty scen
  The light breeze brings the salty scent of the Nyr Dyv, and 
  t of the Nyr Dyv, and 
  t of the Nyr Dyv, and 
  t of the Nyr Dyv, and 
  only a few wispy clouds cover a brilliant blue sky. It promises 
  only a few wispy clouds cover a brilliant blue sky. It promises 
  only a few wispy clouds cover a brilliant blue sky. It promises 
  only a few wispy clouds cover a brilliant blue sky. It promises 
  to be a beautiful day, and all seems right with the world.
  to be a beautiful day, and all seems right with the world.
  to be a beautiful day, and all seems right with the world.
  to be a beautiful day, and all seems right with the world.    
      
  Of course, what is pleasant for some is the height of 
  Of course, what is pleasant for some is the height of 
  Of course, what is pleasant for some is the height of 
  Of course, what is pleasant for some is the height of 
  boredom for a hearty adventurer such as you. You have co
  boredom for a hearty adventurer such as you. You have co
  boredom for a hearty adventurer such as you. You have co
  boredom for a hearty adventurer such as you. You have come 
  me 
  me 
  me 
  to Thrommel’s Gate seeking others who would join you in 
  to Thrommel’s Gate seeking others who would join you in 
  to Thrommel’s Gate seeking others who would join you in 
  to Thrommel’s Gate seeking others who would join you in 
  finding fortune and glory. You’ve heard rumors that this is the 
  finding fortune and glory. You’ve heard rumors that this is the 
  finding fortune and glory. You’ve heard rumors that this is the 
  finding fortune and glory. You’ve heard rumors that this is the 
  best place to find such companions. It seems the rumors are 
  best place to find such companions. It seems the rumors are 
  best place to find such companions. It seems the rumors are 
  best place to find such companions. It seems the rumors are 
  true. Several other likely heroes seem to be milling about as 
  true. Several other likely heroes seem to be milling about as 
  true. Several other likely heroes seem to be milling about as 
  true. Several other likely heroes seem to be milling about as 
  well.
  well.
  well.
  well.    
   
  Give the players a chance to meet and introduce 
  themselves. When this is done, read on: 
   
  Your attention is suddenly caught by the small sobs 
  of a young child. Near a corner of one of the shops sits a 
  girl who can’t be more than five summers old. She has her 
  head hung low, her arms wrapped around her knees. She 
  wears a plain brown peasant’s dress, and her face, what 
  you can see of it, is streaked with tears. 
   
  This is Talia, a curly red-haired moppet who 
  specializes in being cutely distracting. If the PCs talk to 
  her, she tearfully tells them that she’s lost her mother in 
  the crowd of people, and doesn’t know where to find her. 
  She will try to take the attention of one of the PCs who 
  looks to have something readily available to steal. When 
  she has a PC suitably distracted, pass this message to 
  another member of the party, preferably one with a high 
  Spot skill or Intelligence score. 
   
  A small boy sneaks up behind 
  A small boy sneaks up behind 
  A small boy sneaks up behind 
  A small boy sneaks up behind (name of player) and filches a 
   and filches a 
   and filches a 
   and filches a 
  few coins off his/her person. The boy slips off into the crowd 
  few coins off his/her person. The boy slips off into the crowd 
  few coins off his/her person. The boy slips off into the crowd 
  few coins off his/her person. The boy slips off into the crowd 
  before you 
  before you 
  before you 
  before you can react.
  can react.
  can react.
  can react.    
   
  This pilfering will occur whether or not they talk to the 
  girl, although interaction with her while it is happening 
  should be encouraged. The boy is to be given an 
  automatic success of his Pick Pockets skill, and at the very 
  least makes off with a few silver pieces the character had 
  forgotten about. 
   
  As soon as the boy has run off, read the following: 
   
  You hear a cry of relief from one side as a striking blonde
  You hear a cry of relief from one side as a striking blonde
  You hear a cry of relief from one side as a striking blonde
  You hear a cry of relief from one side as a striking blonde----
  haired woman in a dark green cloak comes out of the crowd. 
  haired woman in a dark green cloak comes out of the crowd. 
  haired woman in a dark green cloak comes out of the crowd. 
  haired woman in a dark green cloak comes out of the crowd. 
  “Talia!” she cries, “Gods 
  “Talia!” she cries, “Gods 
  “Talia!” she cries, “Gods 
  “Talia!” she cries, “Gods be praised! You scared me half to 
  be praised! You scared me half to 
  be praised! You scared me half to 
  be praised! You scared me half to 
  death!” The girl turns, and her face suddenly beams with joy. 
  death!” The girl turns, and her face suddenly beams with joy. 
  death!” The girl turns, and her face suddenly beams with joy. 
  death!” The girl turns, and her face suddenly beams with joy. 
  “Mommy!” She leaps into the woman’s arms, hugging her 
  “Mommy!” She leaps into the woman’s arms, hugging her 
  “Mommy!” She leaps into the woman’s arms, hugging her 
  “Mommy!” She leaps into the woman’s arms, hugging her 
  tightly. The mother strokes her child’s hair, and says, “It’s fine, 
  tightly. The mother strokes her child’s hair, and says, “It’s fine, 
  tightly. The mother strokes her child’s hair, and says, “It’s fine, 
  tightly. The mother strokes her child’s hair, and says, “It’s fine, 
  dear. Let’s go meet up with your fathe
  dear. Let’s go meet up with your fathe
  dear. Let’s go meet up with your fathe
  dear. Let’s go meet up with your father.” She gives a parting 
  r.” She gives a parting 
  r.” She gives a parting 
  r.” She gives a parting 
  smile to you and your companions. “Thank you for watching 
  smile to you and your companions. “Thank you for watching 
  smile to you and your companions. “Thank you for watching 
  smile to you and your companions. “Thank you for watching 
  aft.er her.” Then she and the girl move off through the crowds 
  aft.er her.” Then she and the girl move off through the crowds 
  aft.er her.” Then she and the girl move off through the crowds 
  aft.er her.” Then she and the girl move off through the crowds 
  of merchants, sailors, and townsfolk.
  of merchants, sailors, and townsfolk.
  of merchants, sailors, and townsfolk.
  of merchants, sailors, and townsfolk.    
   
  With a successful Spot check (DC 12) PCs will note the 
  woman’s piercing violet eyes. 
   
  The woman is Timmorn, clothed in a illusion created 
  by her necklace. She’s doing her friend Falon a ‘favor’ by 
  scouting out a likely bunch of mercenaries he can hire to 
  represent the Pickpocket’s Guild in the rumble. She was 
  the one who gave the players the rumor to meet by 
  Thrommel’s Gate, and is now pointing them out to Falon 
  by this little bit of thievery. 
   
  How the scene progresses from here is up to the 
  party. By this time the PCs should have the suspicion, if 
  not the full realization, that they’ve been had. Don’t let 
  the players get bogged down arguing about whether the 
  boy could pickpocket the PC. The skill succeeded, and 
  that’s that. 
  • 
  If the PC who spotted the theft doesn’t inform his 
  friends of what he/she saw, you can move 
  immediately to Scene 1B. 
  • 
  Larcenous PCs may take the young one’s example 
  and try a bit of filching of their own. The crowded 
  street makes it easier to accomplish (DC 18 to the 
  Pick Pocket check). Allow one try per PC before 
  moving the plot along. If the PC is successful, he/she 
  gains a small purse with 2d8 gp in it. Remember that 
  the PC must be a member of the Alliance to avoid a 
  day in the stockades if caught. 
  • 
  If the party wants to take any hostile actions against 
  the woman or the children, remind them that assault 
  is a crime in Dyvers. They are in a crowded area, and 
  there are at least a dozen guards here, with a squad of 
  the city guard just inside the Gate. If they insist on 
  combat, the guards will overwhelm them with 
  numbers, take them into custody, and put them on 
  the pillory for a month. 
  
   
  A Dish Best Served Cold 
   
  Page 5 
  • 
  If they go looking for the boy, Talia, Timmorn, or 
  one of the guardsmen they will spot the trio talking 
  to a guard by the Gate. Timmorn has been keeping an 
  eye on the party; when they spot her, she will wink at 
  them and dart into an alleyway with her two young 
  partners in crime. By the time the party gets to the 
  alley, it will be empty. 
  • 
  Timmorn and the children have escaped through an 
  open sewer grate. Should the party try to go down 
  the grate, have Falon meet with them (see Falon 
  Steps from the Shadows below). If they insist on 
  investigating the sewer, they will find themselves at 
  an intersection of two tunnels, with several smaller 
  branching tubes at various points in the walls. The 
  wet stone and foul odor makes it virtually impossible 
  to track them. 
  • 
  The guard has just been paid the city’s ‘thieving tax,’ 
  and as such, he will be of little help to the party in 
  apprehending the thieves. In fact, he will flatly 
  refuse to believe that the children were criminals at 
  all. If the PCs get insistent, the guard will take down 
  their names, occupations, and places of residence, 
  and promise to inform them if he finds out any more 
  information about this crime. 
    
  Scene 1B: Falon Steps from the Shadows
  Scene 1B: Falon Steps from the Shadows
  Scene 1B: Falon Steps from the Shadows
  Scene 1B: Falon Steps from the Shadows    
  When the party has had some time to react to the 
  thievery, read (or paraphrase) this: 
   
  A cloud moves over the sun’s rays, dimming the light of the 
  A cloud moves over the sun’s rays, dimming the light of the 
  A cloud moves over the sun’s rays, dimming the light of the 
  A cloud moves over the sun’s rays, dimming the light of the 
  street. Strange how the area seems just a bit more ominous 
  street. Strange how the area seems just a bit more ominous 
  street. Strange how the area seems just a bit more ominous 
  street. Strange how the area seems just a bit more ominous 
  now, the shadows a bit more pronounced.
  now, the shadows a bit more pronounced.
  now, the shadows a bit more pronounced.
  now, the shadows a bit more pronounced.    
      
  Suddenly, you hear a “Psssssssst!” from the nearby 
  Suddenly, you hear a “Psssssssst!” from the nearby 
  Suddenly, you hear a “Psssssssst!” from the nearby 
  Suddenly, you hear a “Psssssssst!” from the nearby 
  alleywa
  alleywa
  alleywa
  alleyway. A silhouetted figure is gesturing for you to come 
  y. A silhouetted figure is gesturing for you to come 
  y. A silhouetted figure is gesturing for you to come 
  y. A silhouetted figure is gesturing for you to come 
  closer.
  closer.
  closer.
  closer.    
   
  If the party hesitates (a likely prospect at this point), the 
  figure will step into the light, although he will not move 
  fully out into the street. In either case, they will get a 
  good look at him. 
   
  The figure is a rather oddly
  The figure is a rather oddly
  The figure is a rather oddly
  The figure is a rather oddly----dressed, scruffy human, of perhaps 
  dressed, scruffy human, of perhaps 
  dressed, scruffy human, of perhaps 
  dressed, scruffy human, of perhaps 
  50 years of age. He is stoutly built, and stands with a slight 
  50 years of age. He is stoutly built, and stands with a slight 
  50 years of age. He is stoutly built, and stands with a slight 
  50 years of age. He is stoutly built, and stands with a slight 
  slouch. His dark hair is peppered with gray, as is his full 
  slouch. His dark hair is peppered with gray, as is his full 
  slouch. His dark hair is peppered with gray, as is his full 
  slouch. His dark hair is peppered with gray, as is his full 
  beard. His clothes would be that of a fine merchant gentleman, 
  beard. His clothes would be that of a fine merchant gentleman, 
  beard. His clothes would be that of a fine merchant gentleman, 
  beard. His clothes would be that of a fine merchant gentleman, 
  iiiif it were not for the fact that they are covered in grime and 
  f it were not for the fact that they are covered in grime and 
  f it were not for the fact that they are covered in grime and 
  f it were not for the fact that they are covered in grime and 
  soot. A wide
  soot. A wide
  soot. A wide
  soot. A wide----brimmed black hat sits atop his head. He peers at 
  brimmed black hat sits atop his head. He peers at 
  brimmed black hat sits atop his head. He peers at 
  brimmed black hat sits atop his head. He peers at 
  you through a set of wire
  you through a set of wire
  you through a set of wire
  you through a set of wire----rimmed spectacles and chuckles 
  rimmed spectacles and chuckles 
  rimmed spectacles and chuckles 
  rimmed spectacles and chuckles 
  softly.
  softly.
  softly.
  softly.    
      
  This is Falon Deccenson, who wishes to hire the PCs to 
  represent the Pockets in the upcoming rumble. Use the 
  Dramatis Personae to get an idea of Falon’s personality. 
  He speaks with a thick Dyvers (similar to a Cockney 
  English) accent: 
   
  “The City seems to be treating you poorly today. Perhaps I can 
  “The City seems to be treating you poorly today. Perhaps I can 
  “The City seems to be treating you poorly today. Perhaps I can 
  “The City seems to be treating you poorly today. Perhaps I can 
  bring you a bit of che
  bring you a bit of che
  bring you a bit of che
  bring you a bit of cheer and a bit of coin. Would you be 
  er and a bit of coin. Would you be 
  er and a bit of coin. Would you be 
  er and a bit of coin. Would you be 
  interested in some mercenary work? I have need of skilled 
  interested in some mercenary work? I have need of skilled 
  interested in some mercenary work? I have need of skilled 
  interested in some mercenary work? I have need of skilled 
  adventurers such as yourselves.”
  adventurers such as yourselves.”
  adventurers such as yourselves.”
  adventurers such as yourselves.”    
   
  If the PCs refuse to get involved with Falon, the 
  adventure will end here. If they show interest, however, 
  Falon will gesture them into the alleyway; he will not 
  speak of these matters on the open street. 
   
  “I am Falon Deccenson, and I believe you’ve met a few of my 
  “I am Falon Deccenson, and I believe you’ve met a few of my 
  “I am Falon Deccenson, and I believe you’ve met a few of my 
  “I am Falon Deccenson, and I believe you’ve met a few of my 
  compatriots. Oh, here…”
  compatriots. Oh, here…”
  compatriots. Oh, here…”
  compatriots. Oh, here…”    
   
  Falon will toss the PC who was pickpocketed a small bag, 
  in which they will find the coins they had lost. 
   
  The man grins. “I apologize for the loss. My kids have a good 
  The man grins. “I apologize for the loss. My kids have a good 
  The man grins. “I apologize for the loss. My kids have a good 
  The man grins. “I apologize for the loss. My kids have a good 
  work ethic, but they tend to get a bit carried away. In a way, 
  work ethic, but they tend to get a bit carried away. In a way, 
  work ethic, but they tend to get a bit carried away. In a way, 
  work ethic, but they tend to get a bit carried away. In a way, 
  though, I’m glad they marked you. I am in a spot of trouble, 
  though, I’m glad they marked you. I am in a spot of trouble, 
  though, I’m glad they marked you. I am in a spot of trouble, 
  though, I’m glad they marked you. I am in a spot of trouble, 
  and I worry for my little ones’ safety.
  and I worry for my little ones’ safety.
  and I worry for my little ones’ safety.
  and I worry for my little ones’ safety.    
      
  “You see, there’
  “You see, there’
  “You see, there’
  “You see, there’s a gang of scoundrels from the Trades 
  s a gang of scoundrels from the Trades 
  s a gang of scoundrels from the Trades 
  s a gang of scoundrels from the Trades 
  District who wish to take over the, um, business I and my 
  District who wish to take over the, um, business I and my 
  District who wish to take over the, um, business I and my 
  District who wish to take over the, um, business I and my 
  associates run. They’re a bunch of heartless penny
  associates run. They’re a bunch of heartless penny
  associates run. They’re a bunch of heartless penny
  associates run. They’re a bunch of heartless penny----pinchers 
  pinchers 
  pinchers 
  pinchers 
  who’d run my children into the ground. I can’t allow these 
  who’d run my children into the ground. I can’t allow these 
  who’d run my children into the ground. I can’t allow these 
  who’d run my children into the ground. I can’t allow these 
  ruffians to take control of our area. I 
  ruffians to take control of our area. I 
  ruffians to take control of our area. I 
  ruffians to take control of our area. I need some good
  need some good
  need some good
  need some good----hearted 
  hearted 
  hearted 
  hearted 
  adventurers who are willing to step in and defend the freedom 
  adventurers who are willing to step in and defend the freedom 
  adventurers who are willing to step in and defend the freedom 
  adventurers who are willing to step in and defend the freedom 
  of my little group of urchins. Will you help me?”
  of my little group of urchins. Will you help me?”
  of my little group of urchins. Will you help me?”
  of my little group of urchins. Will you help me?”    
   
  Falon is not feeding the PCs any blarney, he truly fears for 
  the children’s safety. Aft.er all, if he doesn’t find a group 
  to fight for the Pockets, Falon would be forced to have his 
  children fight (emphasize the plight of the orphans to 
  paladins and other Lawful Good PCs who seem hesitant). 
  He is also telling them the truth (as he knows it), and he 
  is not evil, should any PCs be looking for such. He also 
  has the unshakeable opinion that he is teaching his 
  ‘pupils’ the skills they will need to survive; no arguments 
  against thievery will convince him otherwise.  
   
  If the party asks about payment, Falon tells them he 
  can give them a lump sum of 250 gp (not each, total), half 
  now, and half upon successful completion of the mission. 
  He can’t be talked any higher than that at this point; he 
  wants to keep the impression that he’s a poor and needy 
  keeper of orphans, which he is, except for the poor and 
  needy part. He will also mention that the PCs would gain 
  a favor from his ‘family.’ Falon will reveal no specifics of 
  the mission out until he has the party’s commitment. 
   
  The party must indicate they are willing to help if 
  they are to continue the adventure. When they do, Falon 
  sighs in relief. 
   
  “My thanks to you. Here is the situation. The leader of another 
  “My thanks to you. Here is the situation. The leader of another 
  “My thanks to you. Here is the situation. The leader of another 
  “My thanks to you. Here is the situation. The leader of another 
  organization has challenged us to a group fight; the winner 
  organization has challenged us to a group fight; the winner 
  organization has challenged us to a group fight; the winner 
  organization has challenged us to a group fight; the winner 
  gaining full claim over the northern sprawl of the City. As you 
  gaining full claim over the northern sprawl of the City. As you 
  gaining full claim over the northern sprawl of the City. As you 
  gaining full claim over the northern sprawl of the City. As you 
  can im
  can im
  can im
  can imagine, we have few brawlers in our little group; we rely 
  agine, we have few brawlers in our little group; we rely 
  agine, we have few brawlers in our little group; we rely 
  agine, we have few brawlers in our little group; we rely 
  more on stealth than brute force. I would like you to represent 
  more on stealth than brute force. I would like you to represent 
  more on stealth than brute force. I would like you to represent 
  more on stealth than brute force. I would like you to represent 
  us in this fight. With your numbers, it should be an even 
  us in this fight. With your numbers, it should be an even 
  us in this fight. With your numbers, it should be an even 
  us in this fight. With your numbers, it should be an even 
  battle, and with your skill, I feel confident you will prevail.
  battle, and with your skill, I feel confident you will prevail.
  battle, and with your skill, I feel confident you will prevail.
  battle, and with your skill, I feel confident you will prevail.    
      
  “Now, the ti
  “Now, the ti
  “Now, the ti
  “Now, the time for this duel is at high sun today. It will 
  me for this duel is at high sun today. It will 
  me for this duel is at high sun today. It will 
  me for this duel is at high sun today. It will 
  take place in a warehouse owned by a neutral third party. I 
  take place in a warehouse owned by a neutral third party. I 
  take place in a warehouse owned by a neutral third party. I 
  take place in a warehouse owned by a neutral third party. I 
  know adventurers like you are skilled in the arts of combat, 
  know adventurers like you are skilled in the arts of combat, 
  know adventurers like you are skilled in the arts of combat, 
  know adventurers like you are skilled in the arts of combat, 
  but be careful all the same. While you are not required to kill 
  but be careful all the same. While you are not required to kill 
  but be careful all the same. While you are not required to kill 
  but be careful all the same. While you are not required to kill 
  them, they may have no q
  them, they may have no q
  them, they may have no q
  them, they may have no qualms about killing you.
  ualms about killing you.
  ualms about killing you.
  ualms about killing you.    
      
  “Once you have successfully bested these rogues, go to the 
  “Once you have successfully bested these rogues, go to the 
  “Once you have successfully bested these rogues, go to the 
  “Once you have successfully bested these rogues, go to the 
  Bird in Hand Inn two bells aft.er high sun. My partner Tham 
  Bird in Hand Inn two bells aft.er high sun. My partner Tham 
  Bird in Hand Inn two bells aft.er high sun. My partner Tham 
  Bird in Hand Inn two bells aft.er high sun. My partner Tham 
  
   
  A Dish Best Served Cold 
   
  Page 6 
  Syken will be waiting for you there, and he will have the rest 
  Syken will be waiting for you there, and he will have the rest 
  Syken will be waiting for you there, and he will have the rest 
  Syken will be waiting for you there, and he will have the rest 
  of your reward waiting for you.”
  of your reward waiting for you.”
  of your reward waiting for you.”
  of your reward waiting for you.”    
   
  Falon will answer any questions pertinent to the mission 
  to the best of his ability. There is a lot he won’t tell, 
  however: 
   
  • 
  He knows that Syken believes the Pockets are in 
  danger of being overrun, but he does not know about 
  the threat on Syken’s life. He will admit reluctantly 
  that Syken is the true leader of the Pickpockets, but 
  will give no hint of the higher echelons of the 
  Shadow Council. 
  • 
  Falon knows a lot about the Fence’s Guild, but is a 
  strong believer in honor amongst thieves, even when 
  it comes to one’s rivals. The only information that he 
  will venture is the nature of its business, the trade of 
  illegal and stolen goods within the city. 
  • 
  Since this rumble is a formal challenge to the 
  Pocket’s authority, Falon and Syken must deal with it 
  under the rules of the Alliance. If the party offers 
  solutions other than going to the fight, he will insist 
  that he has no other option and reluctantly explain 
  his situation. 
  • 
  Questions about Syken will bring a sigh and a shake 
  of the head from Falon. 
   
  “Tham Syken. There’s a man wh
  “Tham Syken. There’s a man wh
  “Tham Syken. There’s a man wh
  “Tham Syken. There’s a man who’s stayed in the shadows too 
  o’s stayed in the shadows too 
  o’s stayed in the shadows too 
  o’s stayed in the shadows too 
  long. He was one of my students; the best worker I’d ever seen. 
  long. He was one of my students; the best worker I’d ever seen. 
  long. He was one of my students; the best worker I’d ever seen. 
  long. He was one of my students; the best worker I’d ever seen. 
  But as he grew to adulthood, so did his muscle, and his anger. 
  But as he grew to adulthood, so did his muscle, and his anger. 
  But as he grew to adulthood, so did his muscle, and his anger. 
  But as he grew to adulthood, so did his muscle, and his anger. 
  He bullied his way to the top of my family, he did. He’s killed 
  He bullied his way to the top of my family, he did. He’s killed 
  He bullied his way to the top of my family, he did. He’s killed 
  He bullied his way to the top of my family, he did. He’s killed 
  more than one man with his bare han
  more than one man with his bare han
  more than one man with his bare han
  more than one man with his bare hands, and not that far in 
  ds, and not that far in 
  ds, and not that far in 
  ds, and not that far in 
  the past, either. I’m not saying this to scare you, my friends. I 
  the past, either. I’m not saying this to scare you, my friends. I 
  the past, either. I’m not saying this to scare you, my friends. I 
  the past, either. I’m not saying this to scare you, my friends. I 
  just wouldn’t advise tempting fate by testing the man’s temper, 
  just wouldn’t advise tempting fate by testing the man’s temper, 
  just wouldn’t advise tempting fate by testing the man’s temper, 
  just wouldn’t advise tempting fate by testing the man’s temper, 
  is all.”
  is all.”
  is all.”
  is all.”    
   
  Falon is referring to Syken’s attack on Jhon Siggoran, 
  although he won’t reveal that directly to the PCs. Falon 
  believes Syken killed Siggoran in a fit of rage, and he does 
  not know about Davier’s deal with Syken. 
  • 
  Questions about the trio of thieves will bring an 
  amused chuckle from Falon. Talia and the little boy 
  (whose name is Chamley) are two siblings whose 
  parents abandoned them, and have been taken care 
  of by the Pickpockets for almost two years now. As 
  for the woman, all Falon will say is that “she’s a 
  special lady who watches over us.” Falon and 
  Timmorn are good friends; Falon considers her to be 
  his most trustworthy ally in the Guild, and Timmorn 
  respects Falon's paternal instincts towards his 
  underlings. 
  • 
  Falon will underscore the fact that the party does not
  not
  not
  not 
  need to use lethal force in this battle; indeed, the 
  party does not need to fight at all. 
   
   
  Once the party is ready, he gives them the address of 
  an “empty warehouse” in the northwest corner of the city. 
  High sun is about three hours away, so the party has time 
  to get any last minute equipment or to scout out the 
  warehouse. 
   
   
  Scene Two:
  Scene Two:
  Scene Two:
  Scene Two: Let’s Get Ready to 
   Let’s Get Ready to 
   Let’s Get Ready to 
   Let’s Get Ready to 
  Rumble
  Rumble
  Rumble
  Rumble    
  Note:
  Note:
  Note:
  Note:  This encounter may be overpowering for the PCs. 
  It is meant to be; there is a good chance the PCs will be 
  defeated. Defeat does not equate death, however. It is 
  noted strongly throughout this encounter that the rival 
  party will attack to subdue. Only if the PCs become overly 
  aggressive or make the NPCs suitably angry will lethal 
  force be used. 
   
  Let the PCs decide when they wish to go to the 
  warehouse. If they decide to scout out the building, they 
  must arrive over one hour before high sun to be there 
  before their rivals. In this case, use Scene 2a. If they arrive 
  anytime afterwards, go to Scene 2b. In either event, the 
  following describes what they see as they leave for the 
  warehouse. 
   
  The sun has yet to reappear as you trudge through 
  the streets of Dyvers. Clouds have built up in the sky, 
  stubbornly refusing to allow the sunlight to pass. The 
  overcast sky hasn’t slowed down trade any; markets, 
  warehouses, shops, and caravan stalls line every street. 
   
  As you round a corner, you see the building Falon 
  referred to. It is a large structure, two stories tall, made of 
  solid-looking timber. The walls of the building have 
  darkened almost to black from the elements; it looks very 
  old. There are no windows that face the street, and only 
  one set of large double doors, large enough for a wagon to 
  be pulled through. 
   
  These are the NPCs the party will either fight or talk 
  to in this scene: 
   
  Olaf and Sven
  Olaf and Sven
  Olaf and Sven
  Olaf and Sven: These two twin barbarian brothers hail 
  from the wilds of the Northlands, and they look the part. 
  They are every bit the arch-typical Norse Viking type, and 
  they speak in loud voices with goofy Nordic accents. 
  Have fun when playing them! Remember, however, that 
  while they are very good at playing dumb, they are 
  actually quite craft.y. They use this to make the PCs 
  underestimate them. 
      
  Jann and Alagor
  Jann and Alagor
  Jann and Alagor
  Jann and Alagor: These two are a half-elven brother and 
  sister team who specialize in the deadly art of the bow. 
  The two are the only family each other has, and each will 
  sacrifice their life if the other is in mortal danger. 
      
  Lester
  Lester
  Lester
  Lester: A brown, curly haired man in his mid-40’s, he’s 
  every bit the rogue and scoundrel one would expect. He’ll 
  talk glibly enough, but he’s not above sneaking an attack 
  on a foe and escaping into the shadows. 
   
  Shara
  Shara
  Shara
  Shara: A beautiful slender elven woman dressed in dark 
  blue robes, Shara is among the least likely of people to 
  talk to the PCs. She has been nearly killed by ‘friendly 
  fellow adventurers’ before, and now she tends to cast 
  spells first and ask questions later. 
   
  
   
  A Dish Best Served Cold 
   
  Page 7 
  Scene 2a: Ya Gotta Kn
  Scene 2a: Ya Gotta Kn
  Scene 2a: Ya Gotta Kn
  Scene 2a: Ya Gotta Know the Territory
  ow the Territory
  ow the Territory
  ow the Territory    
  The layout of the warehouse is shown in Player’s Map #1
  Player’s Map #1
  Player’s Map #1
  Player’s Map #1 
  (You have a near identical copy, GM Map #1. Don’t show 
  this one to the players!) There are several good hiding 
  places on the main floor for thieves to use for a sneak 
  attack opportunity. Anyone who looks for these places 
  specifically can make a Spot check (DC 15). Success will 
  give them a +2 circumstance bonus on Hide rolls. 
   
  The catwalk on the second floor surrounds the 
  combat area on three sides and gives enough of a distance 
  to make firing a crossbow or short bow a feasible idea. 
  The penalties for firing into a melee combat still apply, 
  however. 
   
  The spiral staircases on either side of the building 
  lead up to an office space, with an empty desk and two 
  bookshelves, one on either side of the room. Observant 
  characters (DC 10 Spot check) will notice a lack of dust 
  on the floor, shelves, or desk. (The warehouse is actually a 
  meeting place/dueling arena for the Guild, so the room is 
  well used.) 
   
  On the other side of the office is the room’s most 
  interesting feature. Five large windows look out over the 
  entire warehouse, and the center one is without a 
  windowpane. This area provides half cover from missile 
  attacks originating from the floor, as described in the 
  Player’s Handbook. (+4 to AC, +2 to Reflex saves) 
  Spellcasters here can see most of the main floor, 
  including the catwalks. 
   
  Their opponents will arrive about an hour before 
  high sun. Refer to Scene 2c for their stats. Note that Sven 
  and Jann may not be in the rival party, depending on the 
  number of players at your table. Lester will be the first in, 
  scouting out the area as quietly and sneakily as he knows 
  how. Lester knows about the nooks and crannies in the 
  main floor, and specifically looks for any PCs hiding 
  there. If allowed, he will circle around the area, checking 
  the catwalks and the office windows. He will then sneak 
  out, reporting back to his party members about what he’s 
  seen. 
   
  The opponents are adventurers, just like the PCs, and 
  they aren’t stupid. They will try every opportunity to 
  catch the PCs by surprise. They will not hesitate to come 
  charging in if one of their party is attacked, however. 
   
  If the party attempts a parlay with their rivals, they 
  can learn a few interesting things: 
  • 
  Olaf and Sven are proud to boast that Moloch 
  Davier has hired them; as they consider him to be a 
  powerful merchant baron. 
  • 
  The two will chortle that the big man Tham Syken is 
  too much of a coward to face them himself. Davier 
  told them to specifically target Syken, and take him 
  down. 
  • 
  Olaf will let drop the gossip he heard about this feud: 
  He heard the fight is not about territory, but rather 
  about the murder of a ship captain a tenday ago. He 
  doesn’t know much about the murder, only that a 
  large bear of a man supposedly strangled the captain, 
  JhonSiggoran, on the piers not ten feet from 
  Siggoran’s own ship. This is why Davier has 
  specifically targeted Syken. 
  • 
  They will also promise the party (if asked) that they 
  will only fight to subdue. 
   
  Only Olaf and Sven will willingly show themselves to the 
  party. The others know their value lies in being stealthy 
  and staying at long range. A fight will occur, assuming 
  neither party is willing to surrender. Olaf and Sven 
  certainly won’t, so it is up to the party. 
   
  If the party does surrender to Olaf and Sven, the two 
  laugh, and accept it with good grace. They head out to 
  report their victory. The players can then go back to talk 
  with Syken. (Go to Scene 3) If they avoid reporting back, 
  the adventure is over for them. 
   
  The opponents are not really interested in dueling to 
  the death (although they will do so if provoked). In fact, 
  Olaf and Sven offer these terms: The two best fighters in 
  the party against Olaf and Sven, unarmed. If the party 
  accepts these terms, the combatants will square off, sans 
  weapons. Use the unarmed combat rules from the Player’s 
  Handbook. If the players try anything underhanded 
  (such as other party members interfering in the fight, 
  using deadly weapons or force, etc), all of the rival party 
  will attack, and no quarter will be given. 
   
  There is also the possibility of negotiation. All Falon 
  wants is for his children to be left. alone. If the party can 
  work out a deal that guarantees the Pockets safety, that 
  will satisfy him. Olaf and the rest are willing to talk. 
   
  Scene 2b: Okay, Frontal Assault
  Scene 2b: Okay, Frontal Assault
  Scene 2b: Okay, Frontal Assault
  Scene 2b: Okay, Frontal Assault on 
   on 
   on 
   on 
  Three…
  Three…
  Three…
  Three…    
  Note:
  Note:
  Note:
  Note: Don’t forget to check out the building description 
  in Scene 2a 
   
  When the party enters the building, Olaf and Sven 
  will greet them. (Note: if the table has only 4 players, 
  Sven will not be here) They both start out in position B 
  on the GM map. They are friendly and genial enough. If 
  the party stops to talk, they might learn the bits of 
  information Olaf and Sven provide above in Scene 2a.  
   
  Soon enough, however, they will get down to 
  business. Olaf and Sven are crafty fighters, and they will 
  not give away the positions of their party. In fact, the duo 
  acts as if they are all that’s needed to defeat the party. 
  Once combat is engaged, however, the truth is revealed. 
   
  Jann and Alagor are up in the catwalks (“A” on the 
  GM map), arrows knocked and aimed at the party. (Jann is 
  not here if there are less than 6 players at the table.) Lester 
  is hidden behind one of the crates (T on the GM map), 
  waiting for an opportunity to sneak attack. Shara is 
  looking out of the open window (W on the GM Map), 
  with invisibility cast upon her (or in Tier 1, ducked down 
  below the edge of the window). 
   
  Again, if the party agrees to surrender, Olaf and Sven 
  will accept it and leave with their party to report back to 
  Davier. The party must report back to Syken if they are to 
  continue the adventure; otherwise, hand out the score 
  sheets. 
   
  The opponents are not really interested in dueling to 
  the death (although they will do so if provoked). In fact, 
  Olaf and Sven will offer these terms: The two best fighters 
  in the party against Olaf and Sven, unarmed. If the party 
  
   
  A Dish Best Served Cold 
   
  Page 8 
  accepts these terms, the combatants will square off, sans 
  weapons. Use the unarmed combat rules from the Player’s 
  Handbook. If the players try anything underhanded 
  (such as other party members interfering in the fight, 
  using deadly weapons or force, etc), all of the rival party 
  will attack, and no quarter will be given. 
   
  There is also the possibility of negotiation. All Falon 
  wants is for his children to be left. alone. If the party can 
  work out a deal that guarantees the Pockets safety, that 
  will satisfy him. Olaf and the rest are willing to talk. 
   
  Scene 2c: The Fight
  Scene 2c: The Fight
  Scene 2c: The Fight
  Scene 2c: The Fight    
  Each Tier has tactical advice, based on the varying 
  abilities of the opponents. Don’t feel obligated to use 
  them, however. If you find another option that better 
  challenges the party, do it! Keep in mind, however, that 
  the opponents will not use lethal force unless the PCs do.     
      
  If he table has only 4 players, Sven and Jann will not 
  be present. If the table has only 5 players, Jann will not be 
  present. The odds are (more or less) even in this fight, at 
  least in terms of numbers. If Sven is not present and the 
  party opts for a 2 on 2 brawl, Alagor will be Olaf’s partner. 
   
  Note that spells that have been crossed out have been 
  precast. 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Olaf and Sven
  Olaf and Sven
  Olaf and Sven
  Olaf and Sven, male human Bbn2: 
  male human Bbn2: 
  male human Bbn2: 
  male human Bbn2: CR 2, Medium-size 
  humanoid; HD 2d10+4; hp 16; Init +1 (Dex); Spd 40; AC 
  17 (chain +5, shield +1, Dex +1); Atks +4 melee (1d8+2 
  [crit x3] battleaxe, 1d3+2 fists); SA: Rage; AL N; SV Fort 
  +5, Ref +1, Will +0 
   
  Str 14, Dex 12, Con 14, Int 12, Wis 10, Chr 10 
   
  Skills: Climb +4, Jump +4, Listen +6, Wilderness Lore 
  +6; Feats: Power Attack 
   
  Equipment: chainmail, shield, battleaxe.  
      
  Jann and Alagor
  Jann and Alagor
  Jann and Alagor
  Jann and Alagor, male and female half
  male and female half
  male and female half
  male and female half----elves Ft.r2: 
  elves Ft.r2: 
  elves Ft.r2: 
  elves Ft.r2: CR 2, 
  Medium-size humanoid; HD 2d10+2; hp 14 each; Init +2 
  (Dex); Spd 30; AC 15 (studded leather +3, Dex +2); Atks: 
  +3 melee (1d6+1 [crit 19-20/x2], short sword, 1d3+1 fists) 
  or +5 ranged (1d6 [crit x3] short bow); AL LN; SV Fort +5, 
  Ref +2, Will +0 
  Str 12, Dex 14, Con 14, Int 10, Wis 10, Chr 12 
   
  Skills: Climb +4, Jump +4, Listen +6, Spot +6; Feats: 
  Precise Shot, Point Blank Shot 
   
  Equipment: studded leather armor, short sword, 
  short bow 
   
  Lester
  Lester
  Lester
  Lester, male human Rog2:
  male human Rog2:
  male human Rog2:
  male human Rog2: CR 2; Medium-size humanoid; 
  hp 10; Init +2 (Dex); Spd 30; AC 14 (leather +2, Dex +2); 
  Atks +2 melee (1d6[sub] sap); SA: Sneak Attack; SD: 
  Evasion; AL N; SV: Fort +1, Ref +5, Will +0  
   
  Str 12, Dex 14, Con 12, Int 14, Wis 10, Chr 10 
   
  Skills: Hide +6, Move Silently +6, Spot +4; Feats: 
  Weapon Focus (sap) 
   
  Equipment: leather armor, sap 
   
  Shara
  Shara
  Shara
  Shara, female elf Wiz3: 
  female elf Wiz3: 
  female elf Wiz3: 
  female elf Wiz3: CR 3; Medium Humanoid; HD 
  3d4+6, hp 12; AC 15 (mage armor +4, Dex +1); Attacks: +0 
  melee (1d4-1[crit 19-20/x2] dagger); AL LN; SV: Fort +3, 
  Ref +3, Will +4 
   
  Str 8, Dex 12, Con 14, Int 16, Wis 12, Chr 12 
   
  Skills: Concentrate +8, Spellcraft. +8; Feats: Lightning 
  Reflexes, Silent Spell 
   
  Equipment: dagger 
   
  Spells: 
  0-lvl—daze, 
  ghost 
  sound, 
  mage 
  hand, 
  prestidigitation; 1st-lvl—mage armor, magic missile, sleep; 2nd-
  lvl—web, blindness 
   
  Tactics: At this tier, the opponent’s main advantage is 
  preparedness. If they can get the drop on the party, they 
  can surround on all sides. Non lethal force will be used 
  unless the party uses lethal force. For example, Olaf and 
  Sven use the flat of their axeblades, Lester uses a sap 
  rather than a dagger to sneak attack, etc. The archers and 
  Shara will avoid using their arrows and damaging spells 
  unless necessary. The opponents at this tier do not want 
  to kill the PCs, just defeat them. 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Olaf and Sven
  Olaf and Sven
  Olaf and Sven
  Olaf and Sven, male human Bbn4: 
  male human Bbn4: 
  male human Bbn4: 
  male human Bbn4: CR 4, Medium-sized 
  humanoid; HD 4d10+8; hp 30 each; Init +1 (Dex); Spd 40; 
  AC 17 (splint mail +6, Dex +1); Atks +6 melee (1d8+2 [crit 
  x3] battleaxe, 1d6+2 [crit x3] handaxe, 1d3+2 fists); SA: 
  Rage; AL N; SV Fort +6, Ref +2, Will +1 
   
  Str 14, Dex 12, Con 14, Int 12, Wis 10, Chr 10 
   
  Skills: Climb +6, Jump +6, Listen +8, Wilderness Lore 
  +8; Feats: Power Attack, Two Weapon Fighting 
   
  Equipment: splint mail, battleaxe, handaxe.  
      
  Jann and Alagor
  Jann and Alagor
  Jann and Alagor
  Jann and Alagor, male and female half
  male and female half
  male and female half
  male and female half----elves Ft.r4: 
  elves Ft.r4: 
  elves Ft.r4: 
  elves Ft.r4: CR 4, 
  Medium-sized humanoid; HD 4d10+4; hp 25 each; Init +2 
  (Dex); Spd 30; AC 15 (studded leather +3, Dex +2) Atks +5 
  melee (1d6+1 [crit 19-20/x2], short sword, 1d3+1 fists) or 
  +6 ranged (1d6 [crit x3] short bow); SA: nil, SQ: nil; AL 
  LN; SV Fort +7, Ref +3, Will +1 
   
  Str 12, Dex 14, Con 14, Int 10, Wis 10, Chr 12 
   
  Skills: Climb +6, Jump +6, Listen +8, Spot +8; Feats: 
  Precise Shot, Point Blank Shot 
   
  Equipment: studded leather armor, short sword, 
  shortbow.  
   
  Lester
  Lester
  Lester
  Lester, male human Rog4:
  male human Rog4:
  male human Rog4:
  male human Rog4: CR 4; Medium Humanoid; 
  HD 4d6+4; hp 16; Init +2 (Dex); Spd 30; AC 14 (leather +2, 
  Dex +2); Atks: +4 melee (1d4 [crit 19-20/x2], dagger); SA: 
  Sneak Attack; SD: Evasion; AL N; SV: Fort +2, Ref +6, 
  Will +1  
   
  Str 12, Dex 14, Con 12, Int 14, Wis 10, Chr 10  
   
  Skills: Hide +8, Move Silently +8, Spot +6; Feats: 
  Weapon Focus (dagger) 
   
  Equipment: leather armor, dagger.  
   
  Shara
  Shara
  Shara
  Shara, female elf Wiz
  female elf Wiz
  female elf Wiz
  female elf Wiz6: 
  6: 
  6: 
  6: CR 6; Medium Humanoid; HD 
  6d4+12, hp 24; AC 15 (mage armor +4, Dex +1); Atks: +2 
  melee (1d4-1, [crit 19-20/x2] dagger); AL LN; SV: Fort +4, 
  Ref +4, Will +6 
   
  Str 8, Dex 12, Con 14, Int 16, Wis 12, Chr 12 
   
  Skills: Concentrate +12, Spellcraft. +12; Feats: 
  Lightning Reflexes, Silent Spell, Enlarge Spell 
  
   
  A Dish Best Served Cold 
   
  Page 9 
   
  Spells: 
  0-lvl—daze, 
  ghost 
  sound, 
  mage 
  hand, 
  prestidigitation; 1st-lvl—mage armor, magic missile x2, sleep; 
  2nd-lvl—web, blindness, invisibility, Melfs acid arrow; 3rd-lvl—
  fireball, hold person, Melf’s acid arrow (no verbal component 
  needed) 
   
  Equipment: dagger 
   
  Tactics: The same as Tier One, although the party is a bit 
  more dangerous now. Shara has precast invisibility and 
  stands in the window, waiting for an opportunity to sneak 
  in a good spell. Note that Olaf and Sven have the Two 
  Weapon Fighting Heroic Feat; they will use the handaxe 
  in their off hand. They can also do this if they are using 
  their fists in the 2 on 2 brawl. Jann and Alagor will not 
  hesitate to use their Rapid and Precise Shot feats to fire 
  into melee, and Lester can use his Expertise to defend if 
  he gets in trouble. 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Olaf and Sven
  Olaf and Sven
  Olaf and Sven
  Olaf and Sven, male human Bbn6:
  male human Bbn6:
  male human Bbn6:
  male human Bbn6: CR 6: Medium-size 
  humanoid; HD 6d10+12; hp 42 each; Init +1 (Dex); Spd 
  40; AC 17 (splint mail +6, Dex +1); Atks +8(+2)/+3(+2) 
  melee (1d8+2+2 [crit x3] battleaxe, 1d6+2+2 [crit x3] 
  handaxe, 1d3+2+2 fists); SA: Rage; AL N; SV Fort +7, Ref 
  +3, Will +2 (Note: italic bonus from strength spell) 
   
  Str 15(19), Dex 12, Con 14, Int 12, Wis 10, Chr 10 
   
  Skills: Climb +8, Jump +8, Listen +10, Wilderness 
  Lore +10; Feats: Power Attack, Two Weapon Fighting, 
  Cleave 
   
  Equipment: splint mail, battleaxe, handaxe 
      
  Jann and Alagor, male and female half
  Jann and Alagor, male and female half
  Jann and Alagor, male and female half
  Jann and Alagor, male and female half----elves Ft.f6:
  elves Ft.f6:
  elves Ft.f6:
  elves Ft.f6: 
  Medium-size humanoid; HD 6d10+12; hp 35 each; Init +2 
  (Dex); Spd 30; AC 15 (studded leather +3, Dex +2); Atks 
  +7/+2 melee (1d6+1 [crit 19-20/x2], short sword, 1d3+1 
  fists) or +8/+3 ranged (1d6 [crit x3] short bow); AL LN; SV 
  Fort +8, Ref +4, Will +2 
   
  Str 12, Dex 15, Con 14, Int 10, Wis 10, Chr 12 
   
  Skills: Climb +8, Jump +8, Listen +10, Spot +10; Feats: 
  Agility, Precise Shot, Point Blank Shot, Rapid Shot, 
  Mobility 
   
  Equipment: studded leather, short sword, shortbow 
   
  Lester
  Lester
  Lester
  Lester, male human Rog6:
  male human Rog6:
  male human Rog6:
  male human Rog6: CR 6; Medium-size humanoid; 
  HD 6d6+6; hp 24; Init +2 (Dex); Spd 30; AC 14 (leather +2, 
  Dex +2); Atks +5 melee (1d4 (crit 19-20) dagger); SA: 
  Sneak Attack; SD: Evasion; AL N; SV: Fort +3, Ref +7, 
  Will +2  
   
  Str 12, Dex 15, Con 12, Int 14, Wis 10, Chr 10  
   
   
  Skills: Hide +10, Move Silently 10, Spot +8; Feats: 
  Weapon Finesse (dagger), Expertise, Improved Trip 
   
  Shara
  Shara
  Shara
  Shara, female elf W
  female elf W
  female elf W
  female elf Wiz8: 
  iz8: 
  iz8: 
  iz8: CR 8; Medium Humanoid; HD 
  8d4+16, hp 32; AC 15 (mage armor +4, Dex +1); Attacks: +3 
  melee (1d4-1 dagger); SA: nil; SD: nil; AL LN; SV: Fort +4, 
  Ref +4, Will +6 
   
  Str 8, Dex 12, Con 14, Int 16, Wis 12, Chr 12 
   
  Skills: Concentrate +16, Spellcraft. +16. Feats: 
  Lightning Reflexes, Silent Spell, Enlarge Spell 
   
  Spells: 
  0-lvl—daze, 
  ghost 
  sound, 
  mage 
  hand, 
  prestidigitation; 1st level – armor, magic missile x2, expeditious 
  retreat, burning hands; 2nd level – web, invisibility, bull’s 
  strength x2; 3rd level – fireball, hold person x2, flame arrow; 4th 
  level – improved invisibility, minor globe of invulnerability 
  (only precast in Scene 2b) 
   
  Equipment: dagger 
   
  Tactics: Olaf and Sven have bull’s strength cast upon them, 
  making them tougher, especially when they rage. Lester 
  is now invisible, thanks to Shara, and her own invisibility 
  is now improved. She will also make sure the minor globe 
  is in place as soon as possible if she does not get the 
  opportunity to precast it. 
   
  Whether the party succeeds or is defeated, their next 
  logical stop should be the Bird in Hand Inn. 
   
   
  Scene Three: Dead on Arrival
  Scene Three: Dead on Arrival
  Scene Three: Dead on Arrival
  Scene Three: Dead on Arrival    
  When the party heads for the tavern, read the following: 
   
  The Bird in Hand Inn lies just ahead of you along the central 
  The Bird in Hand Inn lies just ahead of you along the central 
  The Bird in Hand Inn lies just ahead of you along the central 
  The Bird in Hand Inn lies just ahead of you along the central 
  road from the East Gate to the center of town. Most p
  road from the East Gate to the center of town. Most p
  road from the East Gate to the center of town. Most p
  road from the East Gate to the center of town. Most people 
  eople 
  eople 
  eople 
  have turned in for the day, as the clouds above have become 
  have turned in for the day, as the clouds above have become 
  have turned in for the day, as the clouds above have become 
  have turned in for the day, as the clouds above have become 
  more threatening. Off in the distance to the west, forks of 
  more threatening. Off in the distance to the west, forks of 
  more threatening. Off in the distance to the west, forks of 
  more threatening. Off in the distance to the west, forks of 
  bright lightning dance amongst the clouds. A weathered sign 
  bright lightning dance amongst the clouds. A weathered sign 
  bright lightning dance amongst the clouds. A weathered sign 
  bright lightning dance amongst the clouds. A weathered sign 
  depicting a raven held in a chokehold by a meaty fist sways in 
  depicting a raven held in a chokehold by a meaty fist sways in 
  depicting a raven held in a chokehold by a meaty fist sways in 
  depicting a raven held in a chokehold by a meaty fist sways in 
  the win
  the win
  the win
  the wind above a doorway. 
  d above a doorway. 
  d above a doorway. 
  d above a doorway.     
      
  The outer structure is unadorned and utterly without 
  The outer structure is unadorned and utterly without 
  The outer structure is unadorned and utterly without 
  The outer structure is unadorned and utterly without 
  character, as if it was built to be ignored.
  character, as if it was built to be ignored.
  character, as if it was built to be ignored.
  character, as if it was built to be ignored.    
      
  Entering the tavern, you note with some relief a fire 
  Entering the tavern, you note with some relief a fire 
  Entering the tavern, you note with some relief a fire 
  Entering the tavern, you note with some relief a fire 
  crackling in the large fireplace set into one wall. The flames 
  crackling in the large fireplace set into one wall. The flames 
  crackling in the large fireplace set into one wall. The flames 
  crackling in the large fireplace set into one wall. The flames 
  spread welcome warm
  spread welcome warm
  spread welcome warm
  spread welcome warmth from the slight chill of the oncoming 
  th from the slight chill of the oncoming 
  th from the slight chill of the oncoming 
  th from the slight chill of the oncoming 
  storm. A long oak bar lines the opposite side of the entryway. 
  storm. A long oak bar lines the opposite side of the entryway. 
  storm. A long oak bar lines the opposite side of the entryway. 
  storm. A long oak bar lines the opposite side of the entryway. 
  The room has long benches and tables in the center of the room 
  The room has long benches and tables in the center of the room 
  The room has long benches and tables in the center of the room 
  The room has long benches and tables in the center of the room 
  and a row of curtained booths to the side opposite the fireplace.
  and a row of curtained booths to the side opposite the fireplace.
  and a row of curtained booths to the side opposite the fireplace.
  and a row of curtained booths to the side opposite the fireplace.    
      
  A grizzled dwarf polis
  A grizzled dwarf polis
  A grizzled dwarf polis
  A grizzled dwarf polishes the top of the counter, which is a 
  hes the top of the counter, which is a 
  hes the top of the counter, which is a 
  hes the top of the counter, which is a 
  bit strange, considering the bar should be over a dwarf’s head. 
  bit strange, considering the bar should be over a dwarf’s head. 
  bit strange, considering the bar should be over a dwarf’s head. 
  bit strange, considering the bar should be over a dwarf’s head. 
  He wears a black band around the tip of his beard, contrasting 
  He wears a black band around the tip of his beard, contrasting 
  He wears a black band around the tip of his beard, contrasting 
  He wears a black band around the tip of his beard, contrasting 
  its snowy white color. A group of off
  its snowy white color. A group of off
  its snowy white color. A group of off
  its snowy white color. A group of off----duty dwarven warriors 
  duty dwarven warriors 
  duty dwarven warriors 
  duty dwarven warriors 
  merrily gets soused at a table
  merrily gets soused at a table
  merrily gets soused at a table
  merrily gets soused at a table near the fire. Other than that, 
   near the fire. Other than that, 
   near the fire. Other than that, 
   near the fire. Other than that, 
  there are few patrons in the tavern.
  there are few patrons in the tavern.
  there are few patrons in the tavern.
  there are few patrons in the tavern.    
   
  Anyone who goes up to the bar will note that the floor 
  behind it is raised to allow its dwarven bartenders to cater 
  to human clientele. The dwarf behind the bar is Axeforge 
  Brightblade, a retired militia veteran. He owns this bar, 
  along with his brother Fang. 
   
  He takes an interest in the PCs; mainly because 
  anyone of the adventuring type is bound to attract 
  trouble, in his opinion. However, being a retired 
  adventurer himself, he’s friendly enough with them. If 
  the PCs talk with him, he has a few interesting rumors to 
  give them: 
  • 
  If asked about the band around his beard, Axeforge 
  will tell the PCs it is a clan mourning band for his 
  friend Jhon Siggoran, who was killed a week ago on 
  the docks. Axeforge will proudly tell of his old 
  adventuring friends, the Seven Sails, and may even 
  spin a tall tale of their exploits. (The members of the 
  Seven Sails are listed in Timmorn’s background. 
  
   
  A Dish Best Served Cold 
   
  Page 10 
  Feel free to improvise a story of their adventures; 
  Axeforge has been known to exaggerate!) 
  • 
  Axeforge knows that most of his adventuring crew 
  is out in the wilds on missions of various sorts. In 
  particular, Alcorn Calabreezie has been away on a 
  ‘privateering expedition,’ and won’t be back for at 
  least another month. “And when he hears of what 
  happened to Jhon, there’ll be hell t’ pay.” 
  • 
  Axeforge has heard that Tham Syken beat his friend 
  senseless the night of the murder. While he’s not 
  sure if Syken struck the killing blow, he’s quite sure 
  it contributed to Siggoran’s death. He isn’t planning 
  on acting against Syken, however. He will tell the 
  PCs straight out that the man is a Guildmaster of 
  the Alliance. He has no wish to gain the Alliance’s 
  wrath by killing one of its own. “Besides,” he snorts, 
  “he’ll get what’s coming to him soon enough. Jhon 
  had many friends. Not all of ‘em are as forgiving as I 
  am.” 
  • 
  Axeforge has also heard of some strange goings-on 
  in the sewers. A couple of the sewer workers were 
  in the bar last night, and they talked about hearing 
  the echoing sound of dogs barking in several 
  tunnels under the Trades Ward. 
   
  If the party inquires about Syken’s whereabouts, he gives 
  a disgusted snort, and jerks his thumb over to the corner 
  booth. 
   
  A purple velvet curtain covers the booth, and no 
  sound comes from within, even if the PCs call Syken’s 
  name. When they open the curtain, read the following: 
   
  A flash of lightning from the outside window blinds you as 
  A flash of lightning from the outside window blinds you as 
  A flash of lightning from the outside window blinds you as 
  A flash of lightning from the outside window blinds you as 
  you open the curtain. In a brief moment, your eyes readjust to 
  you open the curtain. In a brief moment, your eyes readjust to 
  you open the curtain. In a brief moment, your eyes readjust to 
  you open the curtain. In a brief moment, your eyes readjust to 
  see a burly man with sparse blonde hair seated
  see a burly man with sparse blonde hair seated
  see a burly man with sparse blonde hair seated
  see a burly man with sparse blonde hair seated at the table. He 
   at the table. He 
   at the table. He 
   at the table. He 
  looks well muscled under his brown overcoat, and a dockman’s 
  looks well muscled under his brown overcoat, and a dockman’s 
  looks well muscled under his brown overcoat, and a dockman’s 
  looks well muscled under his brown overcoat, and a dockman’s 
  cap rests atop his head. Distressingly, a wicked looking ebony 
  cap rests atop his head. Distressingly, a wicked looking ebony 
  cap rests atop his head. Distressingly, a wicked looking ebony 
  cap rests atop his head. Distressingly, a wicked looking ebony 
  blade is lodged in his back, and his shoulders are slumped onto 
  blade is lodged in his back, and his shoulders are slumped onto 
  blade is lodged in his back, and his shoulders are slumped onto 
  blade is lodged in his back, and his shoulders are slumped onto 
  the table. He seems quite dead.
  the table. He seems quite dead.
  the table. He seems quite dead.
  the table. He seems quite dead.    
   
  Anyone with healing powers or skills will verify this to be 
  the case. A successful Heal check (DC 15) will determine 
  that the position of the blade severed his spine and killed 
  him instantly. If the roll would succeed at DC 20, the 
  healer knows the blade must have been precisely placed; 
  the killer knew exactly where to strike. 
   
  The blade itself is indeed made of ebony, its handle 
  polished with a carving of sylvan scene. Its blade is long 
  and thin, a finely craft.ed stiletto. 
   
  Aft.er a few moments to examine the body, 
  something else captures the party’s attention: 
   
  Suddenly, one of the customers jumps up from a table, 
  Suddenly, one of the customers jumps up from a table, 
  Suddenly, one of the customers jumps up from a table, 
  Suddenly, one of the customers jumps up from a table, 
  knocking over a mug of ale. The cloaked person’s hood keeps 
  knocking over a mug of ale. The cloaked person’s hood keeps 
  knocking over a mug of ale. The cloaked person’s hood keeps 
  knocking over a mug of ale. The cloaked person’s hood keeps 
  you from seeing any facial features, but the slender form 
  you from seeing any facial features, but the slender form 
  you from seeing any facial features, but the slender form 
  you from seeing any facial features, but the slender form 
  suggests a female. She dashes out the back
  suggests a female. She dashes out the back
  suggests a female. She dashes out the back
  suggests a female. She dashes out the back door, and the only 
   door, and the only 
   door, and the only 
   door, and the only 
  sound made is the clatter of the metal mug as it hits the floor.
  sound made is the clatter of the metal mug as it hits the floor.
  sound made is the clatter of the metal mug as it hits the floor.
  sound made is the clatter of the metal mug as it hits the floor.    
   
  Any adventurer worth their salt will give chase, but it 
  should prove fruitless, at least in the idea of catching the 
  figure. Timmorn has finished her revenge against Syken, 
  and is leading the PCs to her next clue. She gets a good 
  head start on them, as her table is the one nearest the 
  back door. Her ring of free action keeps her safe from spells 
  that would slow her down. 
   
  The PCs will run through the inn’s kitchen, much to 
  the protest of the serving girls within, and out the back 
  door to an empty alleyway. Timmorn uses her shadow 
  jump power at the first opportunity to move out of sight.    
      
  In the unlikely event that Timmorn is captured, she 
  will not speak. She will be impressed at their ability to 
  catch her, but her foremost thought will be of escape. She 
  will have no compunction about killing a PC if they mean 
  to do her harm. She will, however, let the PCs escort her 
  to a City Guard, who’ll take her into custody, then set her 
  free. Killing Timmorn is an evil act, as she has done 
  nothing to harm the PCs. 
   
  In any event, the obvious evidence left. by Timmorn 
  should distract the PCs long enough for her to make her 
  getaway. The long cloak she was wearing lies discarded in 
  front of the doorway. A quick search of the garment will 
  produce a polished black stone with an inscription on it 
  and a wooden scroll case. 
   
  When the players open the scroll case, hand them 
  Players Handout #1. This note was the original message 
  from Davier requesting the killing of Syken. Anyone who 
  can make a successful Knowledge (Dyvers) check (DC 15) 
  will know the scribe mentioned in the letter has a shop 
  near the Temple Quarter. 
   
  Falon has entered the bar at this point, to check on 
  the progress of the adventurers. He is shocked to find 
  Syken dead, although not quite surprised; he has been 
  expecting Syken’s crimes to catch up with him. If there 
  are adventurers still in the bar, or the party reenters the 
  tavern, read the following: 
   
  Falon shakes his head sadly as h
  Falon shakes his head sadly as h
  Falon shakes his head sadly as h
  Falon shakes his head sadly as he regards the corpse of his 
  e regards the corpse of his 
  e regards the corpse of his 
  e regards the corpse of his 
  former student. “Ah, Tham. Told you this’d happen one day, I 
  former student. “Ah, Tham. Told you this’d happen one day, I 
  former student. “Ah, Tham. Told you this’d happen one day, I 
  former student. “Ah, Tham. Told you this’d happen one day, I 
  did.”
  did.”
  did.”
  did.”    
      
  He sighs out a long breath, and then looks urgently to 
  He sighs out a long breath, and then looks urgently to 
  He sighs out a long breath, and then looks urgently to 
  He sighs out a long breath, and then looks urgently to 
  you. “Things have taken on a darker tone, and I have another 
  you. “Things have taken on a darker tone, and I have another 
  you. “Things have taken on a darker tone, and I have another 
  you. “Things have taken on a darker tone, and I have another 
  task for you. My boy Tham here was killed by
  task for you. My boy Tham here was killed by
  task for you. My boy Tham here was killed by
  task for you. My boy Tham here was killed by an assassin’s 
   an assassin’s 
   an assassin’s 
   an assassin’s 
  blade. Someone wanted him dead very badly, and now I fear 
  blade. Someone wanted him dead very badly, and now I fear 
  blade. Someone wanted him dead very badly, and now I fear 
  blade. Someone wanted him dead very badly, and now I fear 
  for my own life. I would ask you to track down who hired this 
  for my own life. I would ask you to track down who hired this 
  for my own life. I would ask you to track down who hired this 
  for my own life. I would ask you to track down who hired this 
  killer, and bring him to justice. I can promise you twice again 
  killer, and bring him to justice. I can promise you twice again 
  killer, and bring him to justice. I can promise you twice again 
  killer, and bring him to justice. I can promise you twice again 
  your original fee if you will do this.”
  your original fee if you will do this.”
  your original fee if you will do this.”
  your original fee if you will do this.”    
   
  If the PCs show him the scroll they have found, he will 
  tell them about Serian’s Scrolls and Such and that the 
  black stone is a claim token for Serian’s message storing 
  service. He will also pay the party their fee for dealing 
  with the rumble, whether they won or lost. 
   
  Falon will dismiss out of hand any ideas on capturing 
  the assassin, noting that this murder was professional, 
  obviously the work of a member of the Assassin’s Guild. 
  He believes it would be much more simple (and safe!) to 
  track down the employer of the assassin. 
   
  While it is unlikely the players will have the 
  capabilities to find out who killed Syken, they may be 
  able to figure out how.  
  
   
  A Dish Best Served Cold 
   
  Page 11 
   
  Syken came to his usual booth at the Bird in Hand, 
  and ordered ale. Timmorn, used her alter self medallion to 
  look like one of the barmaids, brought him a mug laced 
  with sleep potion. A successful Alchemy check (DC 20) 
  can identify the sleep potion from the empty mug by 
  Syken’s hand. 
   
  Axeforge will remember seeing the barmaid (named 
  Abigail) serve the drink, but doesn’t remember pouring it, 
  which struck him as a bit odd. The barmaids will confirm 
  that Abigail is gone, and will remind Axeforge that she 
  left to visit relatives in Calatran three days ago and isn’t 
  expected back until next week. 
   
  Once Syken had quietly passed out in his curtained-
  off corner, Timmorn used her shadow jump power to move 
  into the booth. She carefully slid the dagger into her 
  victim, and then slipped out the window, closing it 
  behind her. Anyone who checks the window will find it is 
  not shuttered from the inside, as the other windows of 
  the inn are, and opens easily.  
   
  Timmorn then walked back into the tavern, this time 
  simply disguised without magic, to wait for the PCs. 
   
  When the PCs are finished investigating, their most 
  logical course is to go to Serian’s to find out about the 
  claim token.   
   
   
  Scene 4: A Little Knowledge
  Scene 4: A Little Knowledge
  Scene 4: A Little Knowledge
  Scene 4: A Little Knowledge    
  The weather has not improved as the players move 
  through the city: 
   
  A light drizzle is falling as the clouds settle over the city. Every 
  A light drizzle is falling as the clouds settle over the city. Every 
  A light drizzle is falling as the clouds settle over the city. Every 
  A light drizzle is falling as the clouds settle over the city. Every 
  now and then a crack of thunder echoes throug
  now and then a crack of thunder echoes throug
  now and then a crack of thunder echoes throug
  now and then a crack of thunder echoes through the seemingly 
  h the seemingly 
  h the seemingly 
  h the seemingly 
  empty streets. While there are few people traversing the roads, 
  empty streets. While there are few people traversing the roads, 
  empty streets. While there are few people traversing the roads, 
  empty streets. While there are few people traversing the roads, 
  you can see several figures huddled in the side streets and 
  you can see several figures huddled in the side streets and 
  you can see several figures huddled in the side streets and 
  you can see several figures huddled in the side streets and 
  alleyways, finding what shelter they can from the storm.
  alleyways, finding what shelter they can from the storm.
  alleyways, finding what shelter they can from the storm.
  alleyways, finding what shelter they can from the storm.    
      
  After about 20 minutes of bone chilling travel, you find 
  After about 20 minutes of bone chilling travel, you find 
  After about 20 minutes of bone chilling travel, you find 
  After about 20 minutes of bone chilling travel, you find 
  tttthe shop. It’s a two
  he shop. It’s a two
  he shop. It’s a two
  he shop. It’s a two----story brick building, with a circular 
  story brick building, with a circular 
  story brick building, with a circular 
  story brick building, with a circular 
  chimney and one large window. A placard on the door bears 
  chimney and one large window. A placard on the door bears 
  chimney and one large window. A placard on the door bears 
  chimney and one large window. A placard on the door bears 
  the symbol of a sage. Beyond that, there is no other indication 
  the symbol of a sage. Beyond that, there is no other indication 
  the symbol of a sage. Beyond that, there is no other indication 
  the symbol of a sage. Beyond that, there is no other indication 
  that this is a place of business.
  that this is a place of business.
  that this is a place of business.
  that this is a place of business.    
      
  You enter through the door and find yours
  You enter through the door and find yours
  You enter through the door and find yours
  You enter through the door and find yourselves in a 
  elves in a 
  elves in a 
  elves in a 
  small, somewhat crowded room, only 10 feet square, you’d say. 
  small, somewhat crowded room, only 10 feet square, you’d say. 
  small, somewhat crowded room, only 10 feet square, you’d say. 
  small, somewhat crowded room, only 10 feet square, you’d say. 
  A sturdy
  A sturdy
  A sturdy
  A sturdy----looking ironbound door frames the other side of the 
  looking ironbound door frames the other side of the 
  looking ironbound door frames the other side of the 
  looking ironbound door frames the other side of the 
  wall, and a window with bars is in the wall to your side. It 
  wall, and a window with bars is in the wall to your side. It 
  wall, and a window with bars is in the wall to your side. It 
  wall, and a window with bars is in the wall to your side. It 
  looks more like a moneychanger’s office than a sage’s domain.
  looks more like a moneychanger’s office than a sage’s domain.
  looks more like a moneychanger’s office than a sage’s domain.
  looks more like a moneychanger’s office than a sage’s domain.    
      
  A bell hanging above the doorway announces your 
  A bell hanging above the doorway announces your 
  A bell hanging above the doorway announces your 
  A bell hanging above the doorway announces your 
  presence. Almost immediately, a tall gangly man in light robes 
  presence. Almost immediately, a tall gangly man in light robes 
  presence. Almost immediately, a tall gangly man in light robes 
  presence. Almost immediately, a tall gangly man in light robes 
  steps up to the window, puffing on a pipe. “Can I help you?”
  steps up to the window, puffing on a pipe. “Can I help you?”
  steps up to the window, puffing on a pipe. “Can I help you?”
  steps up to the window, puffing on a pipe. “Can I help you?”    
   
  Serian the Sage is a scholar and also one of the best-
  informed people of Dyvers. His business is not only 
  knowing the history of the city and the surrounding 
  lands, but also acting as a repository for messages, books, 
  deeds, and other important documents. 
   
  The PCs can give Serian the black stone, and he will 
  return with a small scroll (Players Handout #2). This 
  scroll is a note left for Moloch Davier (whom Serian will 
  verify has the only other claim stone), from ‘Beryl,’ 
  Timmon’s alter ego. The letter accuses him of trying to 
  cheat the assassin out of money, and includes a promise 
  that his involvement will be revealed. 
   
  The sage will at this point offer his services, as he 
  specializes in the city’s history. While Serian guarantees 
  the privacy of each paper that comes under his care, he 
  does read each and every one, just to be on the safe side. 
  As such, Serian is privy to some of the dearest secrets of 
  Dyvers. He will never betray a confidence, but he does 
  give out general knowledge of the city and its environs, 
  for a price. It’s pretty steep, though: 1000gp per question 
  answered. 
   
  Serian knows how expensive his services are. 
  Fortunately for the PCs, he has a soft. spot for 
  adventurers, as he has several friends in the profession. 
  He’s quite fond of puzzles, however, and believes every 
  adventuring party should have at least one nimble mind. 
  If the PCs balk at the price, Serian will make them a deal: 
   
  “Tell you what. I have a small problem that you can perhaps 
  “Tell you what. I have a small problem that you can perhaps 
  “Tell you what. I have a small problem that you can perhaps 
  “Tell you what. I have a small problem that you can perhaps 
  help me solve. If you do so, I shall not only help you with your 
  help me solve. If you do so, I shall not only help you with your 
  help me solve. If you do so, I shall not only help you with your 
  help me solve. If you do so, I shall not only help you with your 
  current situation, but I shall give you three uses of my services 
  current situation, but I shall give you three uses of my services 
  current situation, but I shall give you three uses of my services 
  current situation, but I shall give you three uses of my services 
  frfrfrfree of charge. Fair enough?”
  ee of charge. Fair enough?”
  ee of charge. Fair enough?”
  ee of charge. Fair enough?”    
   
  If the PCs agree to this, Serian goes over to the iron 
  doorway and leads them into a finely decorated parlor 
  with a warm crackling fireplace. On a table in the middle 
  of the room lies an intricately carved wooden box. The 
  top of the box is framed by a multitude of songbirds, and 
  engraved in the midst of them is what looks to be sheet 
  music (Players Handout #3). 
   
  “This box was given to me by a Bardic friend of mine over two 
  “This box was given to me by a Bardic friend of mine over two 
  “This box was given to me by a Bardic friend of mine over two 
  “This box was given to me by a Bardic friend of mine over two 
  months ago. He said I could keep the contents if I could
  months ago. He said I could keep the contents if I could
  months ago. He said I could keep the contents if I could
  months ago. He said I could keep the contents if I could open 
   open 
   open 
   open 
  the box without resorting to force or magic. The method of its 
  the box without resorting to force or magic. The method of its 
  the box without resorting to force or magic. The method of its 
  the box without resorting to force or magic. The method of its 
  opening has eluded me, however. I can find no seam on it, nor 
  opening has eluded me, however. I can find no seam on it, nor 
  opening has eluded me, however. I can find no seam on it, nor 
  opening has eluded me, however. I can find no seam on it, nor 
  can I find any hidden catch. I’ve even had a musician research 
  can I find any hidden catch. I’ve even had a musician research 
  can I find any hidden catch. I’ve even had a musician research 
  can I find any hidden catch. I’ve even had a musician research 
  the notations carved in the wood, but to no avail. If you can 
  the notations carved in the wood, but to no avail. If you can 
  the notations carved in the wood, but to no avail. If you can 
  the notations carved in the wood, but to no avail. If you can 
  open this box, I will answer your questions.”
  open this box, I will answer your questions.”
  open this box, I will answer your questions.”
  open this box, I will answer your questions.”    
   
  Serian will not let any PC cast any spells upon the box, 
  claiming it might harm the contents. The box is a magic 
  item called puzzle box, and can only be opened intact by a 
  special word hinted at in the carving.  
   
  The music is actually a simple substitution cipher, which 
  reads, “The music is not the key. Hush little baby, don’t say a 
  , “The music is not the key. Hush little baby, don’t say a 
  , “The music is not the key. Hush little baby, don’t say a 
  , “The music is not the key. Hush little baby, don’t say a 
  word, momma’s gonna buy you this.”
  word, momma’s gonna buy you this.”
  word, momma’s gonna buy you this.”
  word, momma’s gonna buy you this.” The answer, 
  ‘mockingbird’, is the command word that unseals the box. 
  If the PCs solve the cipher, but not the riddle, an 
  Intelligence check (DC 15) or a check of any musical 
  ability (DC 10) will give them the answer. 
   
  Inside the box is a small leather-bound book. Serian 
  is delighted to find out that it’s a rare treatise on the 
  ancient history of the nearby Gnarly Forest. 
   
  Note that while the puzzle box was indeed sent to 
  Serian as he said, he actually solved the puzzle in a matter 
  of minutes. Rather than simply open it, however, he kept 
  it sealed for an occasion when he wished to give some 
  budding adventurers a bit of a challenge. If the PCs 
  comment on how he should have been able to figure it 
  out on his own, Serian will merely smile enigmatically. 
  
   
  A Dish Best Served Cold 
   
  Page 12 
  Serian will keep the box, amused by its magic he will not 
  sell it.  
   
  Serian does not answer questions by halves. His 
  answers are complete and concise, without any 
  vagueness. 
  • 
  The scribe knows about the structure and general 
  history of the Alliance (use Appendix A to answer 
  questions about it).  
  • 
  He has deduced the connection between the murder 
  of Jhon Siggoran and Tham Syken. He knows for a 
  fact that Moloch Davier ordered the hit on Syken, as 
  the scroll the PCs found was once in his care.  
  • 
  He also knows the information listed in Dramatis 
  Personae of Falon and Davier. He does not know of 
  Davier’s spying for the Pomarj, but he finds it quite 
  odd that Davier has risen to the level of power that 
  he currently has. 
  • 
  Serian knows the least about Timmorn. He is 
  unaware of her dual identity as Beryl the assassin. He 
  does know about Timmorn’s history as an 
  adventurer, including the friendship Jhon Siggoran 
  had with Timmorn. Coupled with the long-standing 
  feud between the Fence’s and Smuggler’s Guilds, he 
  suspects that Timmorn has a hand in this affair. 
  • 
  Any information that the PCs ask about that is not 
  covered in this module Serian will have to research 
  on. The “questions” are certed, and can be used 
  outside the module. The text on the certs explains 
  how to redeem them. 
   
  There is one thing Serian will tell the party for free: The 
  location of Davier’s business office, within the Trade’s 
  Ward. 
   
   
  Scene Five: Closed for 
  Scene Five: Closed for 
  Scene Five: Closed for 
  Scene Five: Closed for 
  Business
  Business
  Business
  Business    
  When the PCs head over to Davier’s shop, this is what 
  they see: 
   
  Moloch Davier’s pawnshop is situated at the juncture of three 
  Moloch Davier’s pawnshop is situated at the juncture of three 
  Moloch Davier’s pawnshop is situated at the juncture of three 
  Moloch Davier’s pawnshop is situated at the juncture of three 
  main roads, with a small market area in the center. The area 
  main roads, with a small market area in the center. The area 
  main roads, with a small market area in the center. The area 
  main roads, with a small market area in the center. The area 
  is called Three 
  is called Three 
  is called Three 
  is called Three Corners by the locals, and is a favored place for 
  Corners by the locals, and is a favored place for 
  Corners by the locals, and is a favored place for 
  Corners by the locals, and is a favored place for 
  the working class scribes and bookkeepers to buy lunch during 
  the working class scribes and bookkeepers to buy lunch during 
  the working class scribes and bookkeepers to buy lunch during 
  the working class scribes and bookkeepers to buy lunch during 
  more pleasant weather. 
  more pleasant weather. 
  more pleasant weather. 
  more pleasant weather.     
      
  The weather is anything but pleasant, however. The 
  The weather is anything but pleasant, however. The 
  The weather is anything but pleasant, however. The 
  The weather is anything but pleasant, however. The 
  drizzle has turned into a downpour, and the western sky is 
  drizzle has turned into a downpour, and the western sky is 
  drizzle has turned into a downpour, and the western sky is 
  drizzle has turned into a downpour, and the western sky is 
  black wit
  black wit
  black wit
  black with thundering cumulonimbus clouds. The storm 
  h thundering cumulonimbus clouds. The storm 
  h thundering cumulonimbus clouds. The storm 
  h thundering cumulonimbus clouds. The storm 
  blocks the fading light of sunset, which in turn darkens an 
  blocks the fading light of sunset, which in turn darkens an 
  blocks the fading light of sunset, which in turn darkens an 
  blocks the fading light of sunset, which in turn darkens an 
  already overcast sky.
  already overcast sky.
  already overcast sky.
  already overcast sky.    
      
  The building you are headed to is a simple one
  The building you are headed to is a simple one
  The building you are headed to is a simple one
  The building you are headed to is a simple one----story 
  story 
  story 
  story 
  affair, a small end piece to the much larger two and three story 
  affair, a small end piece to the much larger two and three story 
  affair, a small end piece to the much larger two and three story 
  affair, a small end piece to the much larger two and three story 
  shops that 
  shops that 
  shops that 
  shops that surround it. In the front is a large picture window, 
  surround it. In the front is a large picture window, 
  surround it. In the front is a large picture window, 
  surround it. In the front is a large picture window, 
  which has blackened drapes covering it from the inside. An 
  which has blackened drapes covering it from the inside. An 
  which has blackened drapes covering it from the inside. An 
  which has blackened drapes covering it from the inside. An 
  awning with a pictogram of three gold spheres keeps the 
  awning with a pictogram of three gold spheres keeps the 
  awning with a pictogram of three gold spheres keeps the 
  awning with a pictogram of three gold spheres keeps the 
  downpour off of the steps leading to the front door. 
  downpour off of the steps leading to the front door. 
  downpour off of the steps leading to the front door. 
  downpour off of the steps leading to the front door. 
  Underneath the awning, you see a sm
  Underneath the awning, you see a sm
  Underneath the awning, you see a sm
  Underneath the awning, you see a small figure fidgeting with 
  all figure fidgeting with 
  all figure fidgeting with 
  all figure fidgeting with 
  the door lock.
  the door lock.
  the door lock.
  the door lock.    
      
  Should the players ask, the symbol on the awning is the 
  standard sign of a pawn shop. 
   
  The figure is Jusmine Siggoran, a young Alliance 
  rogue and the daughter of Jhon Siggoran. She is here to 
  find Moloch Davier, whom she believes had her father 
  killed. 
   
  Jusmine Siggoran, female half
  Jusmine Siggoran, female half
  Jusmine Siggoran, female half
  Jusmine Siggoran, female half----elf Rog2:
  elf Rog2:
  elf Rog2:
  elf Rog2: Medium 
  Humanoid (5 ft. 5 in tall); HD 2d6+4; hp 16; Init +3 (Dex); 
  Spd 30; AC 15 (+2 leather, +3 Dex); Atks +4 melee (1d4 
  [crit 19-20], dagger) or +4 ranged (1d6 [crit x3], shortbow); 
  SA: Sneak Attack; SD: Evasion; AL: CG; SV Fort +1, Ref 
  +7, Will 0 
   
  Str 10, Dex 16, Con 12, Int 14, Wis 12, Cha 15 
   
  Skills: Bluff +4, Climb +4, Disable Device +6, Disguise 
  +4, Gather Information +4, Hide +9, Listen +3, Move 
  Silently +9, Open Locks +7, Perform +8, Profession 
  (Sailor) +3, Search +5, Spot +4, Swim +4; Feats: Dodge 
   
  Equipment: leather armor, dagger, shortbow 
   
  Any outward attacks by the party will have her flee; she 
  may want vengeance on Davier, but she’s not stupid 
  enough to fight a full party of adventurers. Killing her is 
  an evil act and murder. The PCs who strike her down will 
  be in big trouble. Jusmine has many allies in the City, one 
  of which happens to be her mentor, Timmorn. 
   
  If the PCs are reasonable enough with her, she will 
  talk with them and even be inclined to helping them in 
  their search. If treated well, she returns in kind; her 
  friendly outgoing nature will shine through her grief if 
  given the opportunity. Check the Dramatis Personae for 
  details on Jusmine. 
   
  Jusmine can relate the following: 
  • 
  She was the one who found her father on the docks a 
  tenday ago. She knows her father had many bruises 
  to his body, but she also knows he had a large stab 
  wound straight through his chest. 
  • 
  She was able to talk to her father briefly before he 
  died. While most of what was said between them she 
  shyly keeps to herself, she will relate that he told her 
  Syken had assaulted her. He also said that the sword 
  strike came from behind as he was staggering 
  towards his ship. 
  • 
  Jusmine also knows the structure of the Alliance, and 
  most of the information covered in Appendix A. 
  • 
  She has learned through several of her contacts that 
  Moloch Davier hired Tham Syken to rough up her 
  father. She’s come to the pawnshop to confront the 
  man and to find out why he ordered the attack. 
   
  Jusmine was just about to pick the lock on the door as the 
  party meets up with her. It’s lucky she stopped, for the 
  lock is trapped. She’s a bit preoccupied with thinking 
  about revenge, so she will not be checking for traps 
  unless a PC suggests it, or she sets one off. 
      
  Poisoned needle trap:
  Poisoned needle trap:
  Poisoned needle trap:
  Poisoned needle trap: +5 melee (1d2 [crit x3]) + poison 
  (Fort save to resist (DC 14); 1d6 Str/1d6Str); Search (DC 
  21), Disable Device (DC 20). 
  
   
  A Dish Best Served Cold 
   
  Page 13 
   
  Inside are two rooms, each about 20-foot by 40-foot. The 
  front room looks to have been a shop at one time, but the 
  shelves have been cleared of all goods. There is a scribe’s 
  table with a spilled inkwell and a feather quill atop it; and 
  there’s not much else in the room. 
   
  The back room is Davier’s office and sleeping 
  quarters. There’s a small cot in one corner, a desk covered 
  with papers near the wall opposite the door, and a shelf 
  filled with books. 
   
  The bookshelf contains many scrolls and tomes 
  dealing with the Pomarj and the many wars and battles 
  that the land has instigated. Prominently sitting on the 
  middle shelf is a glittering red gem about the size of a fist. 
  The gem is a ruby, worth about 100 gp, but it is also a trap 
  Davier has set there for his thieving ‘allies.’ Simply 
  touching it will set off a glyph of warding: 
   
  Glyph of war
  Glyph of war
  Glyph of war
  Glyph of warding
  ding
  ding
  ding:::: 5 ft. acid spray (5d4); Reflex save for half 
  damage (DC 15); Search (DC 28); Disable Device (DC 28). 
   
  Should the glyph be set off, the gem will be destroyed in 
  the process. 
   
  The papers on the desk are old pawnshop records 
  from several years ago. Underneath them is a small red 
  book, with the letters JS burned into the leather cover. 
  Listed in the pages are several references to tunnels and 
  duct openings within the sewers, marked as good 
  smuggling entry points. Most of the pages of this book, 
  however, are ripped out. This is the diary Davier stole 
  from Jhon Sigorran’s ship. Jusmine can verify that the 
  book is her father’s. 
   
  A search within the desk drawers (Search DC 15) will 
  find a small velvet pouch. In it is a finely craft.ed 
  appraiser’s glass, with three lenses of varying size. (see the 
  Treasure Summary for a full description) 
   
  There is a secret trap door (Search, DC 20) under the 
  desk, where the chair normally would be. The search rolls 
  only determine who spots the door first, as a piece of the 
  rug behind the desk is caught in the door, making it 
  obvious where Davier may have gone… 
   
   
  Scene Six: Sewers and Kobolds 
  Scene Six: Sewers and Kobolds 
  Scene Six: Sewers and Kobolds 
  Scene Six: Sewers and Kobolds 
  and Floods, Oh, My…
  and Floods, Oh, My…
  and Floods, Oh, My…
  and Floods, Oh, My…    
  The trapdoor has a ladder that goes down about 20 feet to 
  a dirt floor. A small and narrow passageway (5 feet wide) 
  leads downward at a sharp angle for about 60 feet. When 
  the PCs move within 10 feet of the bottom of the ladder, a 
  silent alarm spell is triggered, warning Davier of his 
  pursuers. 
   
  At the end of the passageway the players finally meet 
  their quarry: 
   
  Two torche
  Two torche
  Two torche
  Two torches illuminate this section of a long circular tunnel. A 
  s illuminate this section of a long circular tunnel. A 
  s illuminate this section of a long circular tunnel. A 
  s illuminate this section of a long circular tunnel. A 
  slight ledge on either side hangs over the empty viaduct that 
  slight ledge on either side hangs over the empty viaduct that 
  slight ledge on either side hangs over the empty viaduct that 
  slight ledge on either side hangs over the empty viaduct that 
  the sewer water normally flows through. The duct is dry right 
  the sewer water normally flows through. The duct is dry right 
  the sewer water normally flows through. The duct is dry right 
  the sewer water normally flows through. The duct is dry right 
  now, however, which seems strange, given the storms outside.
  now, however, which seems strange, given the storms outside.
  now, however, which seems strange, given the storms outside.
  now, however, which seems strange, given the storms outside.    
      
  On the opposite
  On the opposite
  On the opposite
  On the opposite side of the tunnel is an opening identical 
   side of the tunnel is an opening identical 
   side of the tunnel is an opening identical 
   side of the tunnel is an opening identical 
  to the one you stand in. Framed within that opening is a 
  to the one you stand in. Framed within that opening is a 
  to the one you stand in. Framed within that opening is a 
  to the one you stand in. Framed within that opening is a 
  small man clothed in robes, with a face that bears a startling 
  small man clothed in robes, with a face that bears a startling 
  small man clothed in robes, with a face that bears a startling 
  small man clothed in robes, with a face that bears a startling 
  resemblance to a weasel.
  resemblance to a weasel.
  resemblance to a weasel.
  resemblance to a weasel.    
      
  He snarls at you, “Why can’t you thrice
  He snarls at you, “Why can’t you thrice
  He snarls at you, “Why can’t you thrice
  He snarls at you, “Why can’t you thrice----damned 
  damned 
  damned 
  damned 
  adventurers mind yo
  adventurers mind yo
  adventurers mind yo
  adventurers mind your own business?” He then points at you, 
  ur own business?” He then points at you, 
  ur own business?” He then points at you, 
  ur own business?” He then points at you, 
  looking down the darkened tunnel. “Kill them.”
  looking down the darkened tunnel. “Kill them.”
  looking down the darkened tunnel. “Kill them.”
  looking down the darkened tunnel. “Kill them.”    
      
  A chorus of unholy yips and barks echo through the 
  A chorus of unholy yips and barks echo through the 
  A chorus of unholy yips and barks echo through the 
  A chorus of unholy yips and barks echo through the 
  tunnel as he disappears into the opening. From the shadows, a 
  tunnel as he disappears into the opening. From the shadows, a 
  tunnel as he disappears into the opening. From the shadows, a 
  tunnel as he disappears into the opening. From the shadows, a 
  pack of reptilian dog
  pack of reptilian dog
  pack of reptilian dog
  pack of reptilian dog----faced humanoids appear on the le
  faced humanoids appear on the le
  faced humanoids appear on the le
  faced humanoids appear on the ledge 
  dge 
  dge 
  dge 
  opposite you, waving swords menacingly. Their size may not 
  opposite you, waving swords menacingly. Their size may not 
  opposite you, waving swords menacingly. Their size may not 
  opposite you, waving swords menacingly. Their size may not 
  be impressive, but the skill with which they handle their 
  be impressive, but the skill with which they handle their 
  be impressive, but the skill with which they handle their 
  be impressive, but the skill with which they handle their 
  blades warn you that these may not be your typical humanoid 
  blades warn you that these may not be your typical humanoid 
  blades warn you that these may not be your typical humanoid 
  blades warn you that these may not be your typical humanoid 
  foes.
  foes.
  foes.
  foes.    
   
  GM Map #2 
  GM Map #2 
  GM Map #2 
  GM Map #2 shows the general layout of the tunnel. Both 
  ends of the tunnel extend into the darkness, although a 
  set of 4 narrow pipes can be seen drawn across the viaduct 
  at the northern edge of the torchlight. 
   
  Davier has escaped through a secret stone door in the 
  back of the alcove he was in. Since the door slides 
  downward to close, it will take a combined Strength of 40 
  to lift. it up. There is a secret trigger on the eastern alcove 
  wall (DC 25, Spot) that opens the door. In any event, it 
  will take at least two rounds to get it open. If opened, the 
  door reveals a stone staircase leading to a Sewer Guild’s 
  entrance. 
   
  Davier’s exit is being covered by a band of elite 
  kobold scouts, sent to him by his Pomarj contact. As the 
  text states, they’re not your standard kobolds: these 
  kobolds have classes and more hit points than the PCs 
  might expect. Hidden in the shadows of the viaduct, just 
  on the edge of the torchlight, are two kobold sorcerers, 
  one to each side and ready to cast. 
   
  Jusmine’s reaction is the same in all tiers: She snarls 
  out, “Davier!” and charges into the viaduct to get to the 
  other side. The kobolds will be in the way, and will 
  prevent her from following their leader. She will then 
  fight the kobolds (along with the party, presumably) and 
  will help the PCs when she can. In the higher tiers, she 
  tends to dodge a lot more, maneuvering for sneak attacks 
  and avoiding the deadlier blows. Also note the kobolds of 
  the higher tiers will combat the PCs before Jusmine, 
  considering them a greater threat. 
      
      
  Note: 
  Note: 
  Note: 
  Note: This combat lasts only five rounds. At the end of 
  five rounds (or sooner if the party finishes their assailants 
  off), go immediately to Scene 6b. 
   
  Tier One
  Tier One
  Tier One
  Tier One    
  (6) Kobold Scouts, Ft.r1:
  (6) Kobold Scouts, Ft.r1:
  (6) Kobold Scouts, Ft.r1:
  (6) Kobold Scouts, Ft.r1: CR 1; Small-size humanoid (3 ft. 
  tall); HD 1d10; hp 10 each; Init +5 (+1 Dex, +4 Improved 
  Initiative); Spd 30; AC 15 (+1 size, +1 Dex, +1 natural, +2 
  leather); Atks +1 melee (1d6-1 [crit 19-20/x2] shortsword) 
  or +3 ranged (1d8 [crit 19-20/x2] lt. crossbow); SQ: 
  Darkvision 60 ft., light sensitivity; AL NE; SV Fort +2, Ref 
  +1, Will +2 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 10, Cha 10 
   
  Skills: Hide +8, Move Silently +4, Jump +4, Climb +4; 
  Feats: Alertness, Weapon Focus (shortsword), Improved 
  Initiative 
  
   
  A Dish Best Served Cold 
   
  Page 14 
   
  SQ: Light sensitivity (Ex)—kobolds suffer a –1 penalty 
  to attack rolls in bright sunlight or within the radius of a 
  daylight spell.  
   
  Equipment: shortsword, light crossbow and quiver of 
  20 bolts, leather armor (small-sized) 
      
  Karak, male kobold Soc2:
  Karak, male kobold Soc2:
  Karak, male kobold Soc2:
  Karak, male kobold Soc2: CR 2; Small-size humanoid (3 
  ft. tall); HD 2d4+3; hp 11; Init +1 (Dex); Spd 30; AC 17 (+1 
  size, +1 Dex, +1 natural +4 mage armor) Atks +0 melee 
  (1d4-2 (crit 19-20.x2], dagger); SD: Darkvision 60 ft., light 
  sensitivity; AL LE; SV Fort +0, Ref +1, Will +4 
   
  Str: 6, Dex: 13, Con: 11, Int: 10, Wis: 10, Chr 12 
   
  Skills: Hide +8, Move Silently +6, Concentration +4, 
  Gather Information +5; Feats: Toughness 
   
  SQ: Light sensitivity (Ex)—kobolds suffer a –1 penalty 
  to attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Equipment: dagger 
   
  Spells (6/4): 0-lvl—dancing lights, resistance, ray of frost, 
  detect magic, mage hand; 1st-lvl—mage armor, burning hands, 
  (Note: One 1st level spell has been used to precast Mage Armor) 
   
  Tactics: The kobolds should be quicker than most of the 
  party in initiative, so strike fast and first. The sorcerer will 
  alternately burn and freeze the PCs. Their goal is not 
  necessarily to defeat the PCs, but to delay them from 
  following their master. 
   
  Tier Two
  Tier Two
  Tier Two
  Tier Two    
  (6) Kobold Scouts, Fgt3:
  (6) Kobold Scouts, Fgt3:
  (6) Kobold Scouts, Fgt3:
  (6) Kobold Scouts, Fgt3: CR 3; Small-size humanoid (3 ft. 
  tall); HD 3d10; hp 22 each; Init +5 (+1 Dex, +4 Improved 
  Initiative); Spd 30; AC 17 (+1 size, +1 Dex, +1 natural, +4 
  scale mail); Atks +4 ranged (1d8 [crit 19-20/x2], light. 
  crossbow), +3 melee (1d6-1 [crit 19-20/x2] shortsword); 
  SA nil; Darkvision 60 ft., light sensitivity; AL NE; SV: Fort 
  +3, Ref +2, Will +3 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 10, Cha 10 
   
  Skills: Hide +8, Move Silently +8, Jump +6, Climb +6; 
  Feats: Alertness, Dodge, Mobility, Weapon Focus 
  (shortsword), Improved Initative 
   
  SQ: Light sensitivity (Ex)—kobolds suffer a –1 penalty 
  to attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Equipment: short sword, light crossbow and quiver 
  of 20 bolts, scale mail (small-sized) 
      
  Karak, male kobold Soc4:
  Karak, male kobold Soc4:
  Karak, male kobold Soc4:
  Karak, male kobold Soc4: CR 4; Small Humanoid (3 ft. 
  tall); HD 4d4+3; hp 17; Init +1 (Dex); Spd 30; AC 17 (+1 
  size, +1 Dex, +1 natural +4 mage armor) Atks +1 melee 
  (1d4-2 [crit x3], dagger); SD Darkvision 60 ft., light 
  sensitivity; AL LE; SV Fort +3, Ref +2, Will +5 
   
  Str: 6, Dex: 13, Con: 11, Int: 10, Wis: 10, Chr 12 
   
  Skills: Hide +10, Move Silently +8, Concentration 
  +10, Gather Information +5; Feats: Toughness, Great 
  Fortitude 
   
  SQ: Light sensitivity (Ex)—kobolds suffer a –1 penalty 
  to attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Spells (6/6/3): 0—dancing lights, resistance, ray of frost, 
  detect magic, daze, mage hand; 1st—mage armor, burning 
  hands, color spray, (Note: One 1st level spell has been used to 
  precast Mage Armor); 2nd—Melf’s acid arrow  
   
  Tactics: The Kobolds of this tier will use their Mobility 
  and Dodge feats to avoid PC blows as best they can, while 
  moving in for quick shots. The sorcerer is not afraid to 
  cast color spray on his own people if he thinks he can get a 
  number of the PCs in the process. 
   
  Tier Three
  Tier Three
  Tier Three
  Tier Three    
  (6) Husky Kobold Scouts, Fgt5:
  (6) Husky Kobold Scouts, Fgt5:
  (6) Husky Kobold Scouts, Fgt5:
  (6) Husky Kobold Scouts, Fgt5: CR 6; Medium 
  Humanoid (4 ft. tall); HD 5d10; hp 30 each; Init +5 (+1 
  Dex, +4 Improved Initiative); Spd 30; AC 19 (+1 size, +1 
  Dex, +1 natural, +6 banded mail); Atks +7 melee (1d8+3 
  [crit 19-20/x2], longsword) or +8 ranged (1d8 [crit 19-
  20/x2], light crossbow); SA nil; Darkvision 60 ft., light 
  sensitivity; AL NE; SV Fort +4, Ref +2, Will +3 
   
  Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 10 
   
  Skills: Hide +8, Move Silently +8, Jump +6, Climb +6; 
  Feats: Alertness, Dodge, Mobility, Weapon Focus 
  (longsword), 
  Weapon 
  Specialization 
  (longsword) 
  Improved Initiative 
   
  SQ: Light sensitivity (Ex)—kobolds suffer a –1 penalty 
  to attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Equipment: longsword, light crossbow and quiver of 
  20 bolts, banded mail (medium-sized) 
      
  Karak, male kobold Soc6:
  Karak, male kobold Soc6:
  Karak, male kobold Soc6:
  Karak, male kobold Soc6: CR 6; Small Humanoid (3 ft. 
  tall); HD ½D8 + Class 6d4+3; hp 23; Init +1 (Dex); Spd 30; 
  AC 17 (+1 size, +1 Dex, +1 natural +4 mage armor) Atks +2 
  melee (1d4-2 [crit x3] dagger); SA: nil; SD: Darkvision 60 
  ft., light sensitivity; AL: LE; SV: Fort +4, Ref +4, Will +6 
   
  Str: 6, Dex: 13, Con: 11, Int: 10, Wis: 10, Chr 13 
   
  Skills: Hide +10, Move Silently +8, Concentration 
  +16, Gather Information +9; Feats: Toughness, Great 
  Fortitude, Skill Focus (Concentration) 
   
  SQ: Light sensitivity (Ex)—kobolds suffer a –1 penalty 
  to attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Equipment: dagger 
      
  Spells (6/6/5/3): 0—dancing lights, resistance, ray of 
  frost, detect magic, daze, prestidigitation, mage hand; 1st—mage 
  armor, burning hands, color spray, magic missile (Note: One 1st 
  level spell has been used to precast mage armor); 2nd—Melf’s 
  acid arrow, invisibility( Note: One 2nd level spell has been used 
  to precast invisibility); 3rd—lightning bolt  
   
  Tactics: These husky kobolds are some of the most 
  formidable warriors of their race. They will also play it 
  smart and not initially charge in. If the party charges into 
  the viaduct or spreads out on the ledge with missile 
  weapons, Karak will blast as many of them as he can with 
  his lightning bolts. Then the warriors will come in to 
  finish the job. 
   
  Scene 6b
  Scene 6b
  Scene 6b
  Scene 6b: Sewer
  : Sewer
  : Sewer
  : Sewer----nami
  nami
  nami
  nami    
  During these five rounds, Davier has rushed up to the 
  Sewer’s Guild entrance. Just inside the entrance is a 
  locked box containing the floodgate switch for the tunnel 
  
   
  A Dish Best Served Cold 
   
  Page 15 
  below. Davier picks the lock upon it, and on the 5th round 
  pulls the lever to open the gates. (if the party finishes the 
  battle sooner, Davier pulls the lever the round aft.er they 
  finish): 
   
  Suddenly, a large rumbling noise can be heard to the south, 
  Suddenly, a large rumbling noise can be heard to the south, 
  Suddenly, a large rumbling noise can be heard to the south, 
  Suddenly, a large rumbling noise can be heard to the south, 
  and the whole tunnel starts to shake like an earthquake in 
  and the whole tunnel starts to shake like an earthquake in 
  and the whole tunnel starts to shake like an earthquake in 
  and the whole tunnel starts to shake like an earthquake in 
  progress. Looking down 
  progress. Looking down 
  progress. Looking down 
  progress. Looking down the south end of the tunnel, you see a 
  the south end of the tunnel, you see a 
  the south end of the tunnel, you see a 
  the south end of the tunnel, you see a 
  huge wall of rainwater filling over two thirds of the tunnel, 
  huge wall of rainwater filling over two thirds of the tunnel, 
  huge wall of rainwater filling over two thirds of the tunnel, 
  huge wall of rainwater filling over two thirds of the tunnel, 
  thundering down the viaduct towards you! 
  thundering down the viaduct towards you! 
  thundering down the viaduct towards you! 
  thundering down the viaduct towards you!     
   
  Any surviving kobolds upon seeing this will panic, and 
  try to run, but it will be for naught, and they will be swept 
  away down the tunnel, not to be seen again. 
   
  Kobolds should be the least of the player’s worries at 
  this point. They have one round before the water hits. If a 
  PC takes no action, they will be swept away by the waters, 
  thrown about several channels within the sewers, and 
  dumped out into the waters of the Nyr Dyv just offshore 
  from the harbor. They will take 1d6 damage per tier level 
  from the ordeal. 
   
  There are several ways to avoid this fate, however. A 
  Dexterity check (DC 15) will let those on the ledge slip 
  into the entrances on either side, which will provide 
  enough shelter from the onrush of water. PCs in the 
  viaduct itself will have to make a Dexterity check (DC 20) 
  to make it to the safety of the entrances. 
   
  Those who do not succeed on their checks will be 
  initially swept away. However, they will have a chance to 
  grab onto the pipes at the northern end. An attack roll 
  hitting AC 12 will allow the PC to grab onto the pipe. 
   
  If they manage this, they need to hang on for three 
  rounds. After that, the current will have slowed enough to 
  let them pull themselves to safety. Hanging on is a 
  Strength check (DC 13). A character with the Swim skill 
  may use that instead. 
   
  There are two NPCs who can rescue PCs needing 
  help. Jusmine will be initially caught in the wave of water, 
  but will catch one of the pipes. She will be able to catch a 
  PC who fails a check at the pipes, although saving PCs 
  who are either unconscious or at death’s door will be her 
  first choice. 
   
  Then there is Timmorn, who came onto the battle 
  from the north end of the tunnel just before the wave 
  hits. Thinking quickly, she has hooked a rope and grapple 
  hook to her belt, and snagged the grapple tightly around 
  one of the pipes. Timmorn will dive into the water and be 
  able to catch any two PCs who are in need of her help. 
  Again, Timmorn will first catch unconscious or fallen 
  PCs. 
   
  Of course, Timmorn and Jusmine will only be there 
  to help the PCs if they’ve been treated decently. If the PCs 
  managed to insult the two, they’ll be on their own. 
   
  The above idea is only one way the PCs can make it 
  to safety. Reward quick thinking and workable ideas with 
  relative success. 
   
   
  EPILOGUE
  EPILOGUE
  EPILOGUE
  EPILOGUE    
  This epilogue assumes the PCs followed the trail to 
  Davier, fought his minions, and have not angered 
  Timmorn or Jusmine during the scenario. See the Other 
  Endings section if the players did otherwise. 
   
  Once the PCs have gotten to safety, Timmorn will 
  step forward, aft.er making sure any injured PCs she 
  saved are stable. 
   
  The woman before you is cloaked in darkness. Dressed all in 
  The woman before you is cloaked in darkness. Dressed all in 
  The woman before you is cloaked in darkness. Dressed all in 
  The woman before you is cloaked in darkness. Dressed all in 
  black, with raven hair to match, she seems at home in the 
  black, with raven hair to match, she seems at home in the 
  black, with raven hair to match, she seems at home in the 
  black, with raven hair to match, she seems at home in the 
  shadows of the flickering torchlight. Her face is angular, yet 
  shadows of the flickering torchlight. Her face is angular, yet 
  shadows of the flickering torchlight. Her face is angular, yet 
  shadows of the flickering torchlight. Her face is angular, yet 
  very attractive, especially her twinkling violet eyes.
  very attractive, especially her twinkling violet eyes.
  very attractive, especially her twinkling violet eyes.
  very attractive, especially her twinkling violet eyes.    
      
  “Hmm,” she says with a smile, ”You’ve had quite a day. 
  “Hmm,” she says with a smile, ”You’ve had quite a day. 
  “Hmm,” she says with a smile, ”You’ve had quite a day. 
  “Hmm,” she says with a smile, ”You’ve had quite a day. 
  But introductions will h
  But introductions will h
  But introductions will h
  But introductions will have to wait. We need to get over to 
  ave to wait. We need to get over to 
  ave to wait. We need to get over to 
  ave to wait. We need to get over to 
  that door.”
  that door.”
  that door.”
  that door.”    
   
  If there are party members on the side of the tunnel 
  opposite from the door Davier used, they will need to 
  figure a way across the rushing current. While you should 
  accept any ingenious ways across, don’t let them puzzle 
  over it too much. A quick check back in the passageway 
  will reveal two sturdy planks long enough to form a 
  bridge over the water. Timmorn will find them if the 
  party seems stumped. 
   
  Jusmine climbed up to the other side and has figured 
  out how to open the stone door, along with any PCs that 
  climbed up to this side. Once the party is fully together, 
  the staircase up will reveal the Sewer Guild entrance 
  shack and the opened floodgate controls. 
   
  Timmorn will then introduce herself, using her title 
  as Chief Investigator of the Magister and will ask the 
  party what has happened here. She will be very interested 
  in the evidence of Davier’s assassination request for 
  Syken and the recovered diary of Jhon Siggoran. 
      
  “You’ve done quite well. You’ve identif
  “You’ve done quite well. You’ve identif
  “You’ve done quite well. You’ve identif
  “You’ve done quite well. You’ve identified a traitor to the city 
  ied a traitor to the city 
  ied a traitor to the city 
  ied a traitor to the city 
  and uncovered some disturbing information about our city 
  and uncovered some disturbing information about our city 
  and uncovered some disturbing information about our city 
  and uncovered some disturbing information about our city 
  defenses. Magister Hunter will be quite interested to hear 
  defenses. Magister Hunter will be quite interested to hear 
  defenses. Magister Hunter will be quite interested to hear 
  defenses. Magister Hunter will be quite interested to hear 
  about kobold forces in our sewers. You have my thanks, and 
  about kobold forces in our sewers. You have my thanks, and 
  about kobold forces in our sewers. You have my thanks, and 
  about kobold forces in our sewers. You have my thanks, and 
  my favor. Come, the least I can do is buy you all drink
  my favor. Come, the least I can do is buy you all drink
  my favor. Come, the least I can do is buy you all drink
  my favor. Come, the least I can do is buy you all drinks and 
  s and 
  s and 
  s and 
  food for tonight.” 
  food for tonight.” 
  food for tonight.” 
  food for tonight.”     
   
  Timmorn leads the party back to the Bird in Hand Inn, 
  where Falon is waiting. When the party explains what has 
  happened, he looks much relieved at the news. He pays 
  the party 250 GP for their work, as promised. Timmorn 
  then asks Axeforge for a full feast for the PCs and her 
  friends. 
   
  You notice that the rain outside has slackened, turning into 
  You notice that the rain outside has slackened, turning into 
  You notice that the rain outside has slackened, turning into 
  You notice that the rain outside has slackened, turning into 
  misty drizzle. The fire’s warmth combined with the good food 
  misty drizzle. The fire’s warmth combined with the good food 
  misty drizzle. The fire’s warmth combined with the good food 
  misty drizzle. The fire’s warmth combined with the good food 
  and good company, help you relax from the day’s 
  and good company, help you relax from the day’s 
  and good company, help you relax from the day’s 
  and good company, help you relax from the day’s 
  unpleasantness. One thing you 
  unpleasantness. One thing you 
  unpleasantness. One thing you 
  unpleasantness. One thing you will say about Dyvers, whether 
  will say about Dyvers, whether 
  will say about Dyvers, whether 
  will say about Dyvers, whether 
  in shadows or in daylight: It’s certainly not dull.
  in shadows or in daylight: It’s certainly not dull.
  in shadows or in daylight: It’s certainly not dull.
  in shadows or in daylight: It’s certainly not dull.    
   
  Other Endings
  Other Endings
  Other Endings
  Other Endings    
  If the party had the misfortune to anger either Timmorn 
  or Jusmine, they will not be there to help the PCs. They 
  
   
  A Dish Best Served Cold 
   
  Page 16 
  can still return to Falon and tell him what they know. As 
  long as they can identify Davier as the purchaser of the 
  hit on Syken, Falon will pay them the extra 250 gp. 
   
  The End
  The End
  The End
  The End    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Scene One
  Scene One
  Scene One
  Scene One    
  Handling pickpocketing without violence 
  10 XP 
   
  Scene Two
  Scene Two
  Scene Two
  Scene Two    
  Winning the Rumble (in combat) 
  80 XP 
   
  OR 
  Negotiating a settlement that benefits the 
  Pockets (without combat) 
  80 XP 
  Not killing any of the rival party 
  80 XP 
  Talking with opponents 
  10 XP 
   
  Scene Three
  Scene Three
  Scene Three
  Scene Three    
  Talking with Axeforge 
  20 XP 
  Finding clues on how Syken was killed 
  25 XP 
   
  Scene Four
  Scene Four
  Scene Four
  Scene Four    
  Solving puzzle 
  25 XP 
   
  Scene Five
  Scene Five
  Scene Five
  Scene Five    
  Avoiding setting off traps 
  25 XP 
   
  Scene Five
  Scene Five
  Scene Five
  Scene Five    
  Fighting off the Kobolds 
  125 XP 
  Surviving the flashflood 
  50 XP 
   
  Total experience for objectives 
  450 xp 
  Discretionary roleplaying award 
  0-50 xp 
   
  Total possible experience
  Total possible experience
  Total possible experience
  Total possible experience    
  500 xp
  500 xp
  500 xp
  500 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft. is against the law, but may be practiced by 
  some player characters. Items worth more than 200 
  gp that are of personal significance to the owner 
  (including family heirlooms), and all magical items, 
  will be discovered in the possession of the character 
  by one means or another. The character must return 
  the item and pay a fine equal to three times the value 
  of the item stolen. In addition, the PC caught 
  receives campaign-decided penalties for being 
  known as a thief, such as Infamy. For other stolen 
  items that meet the criteria in #1 above, use your 
  judgment and the circumstances within the game to 
  determine whether a PC thief gets away with the 
  theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Scene One: 
  Scene One: 
  Scene One: 
  Scene One:     
  • 
  125 gp (Half payment for fighting in the rumble) 
      
  Scene Three:
  Scene Three:
  Scene Three:
  Scene Three:    
  • 
  125 gp (Half payment for fighting in the rumble) 
  • 
  Masterwork Stiletto (Value 325 gp): This long thin 
  blade is crafted from blackened steel. The carved 
  ebony handle depicts a skyclad elven maiden 
  dancing joyously around an ancient oak trunk. This 
  stiletto, while slightly different than a dagger, is the 
  equivalent of a dagger for game purposes. 
      
  Scene Four: 
  Scene Four: 
  Scene Four: 
  Scene Four:     
  • 
  (3) Services of Serian the Sage: This certificate 
  entitles the bearer to one question answered by 
  Serien the Sage of the Free City of Dyvers. Serien’s 
  specialty is the Free Lands of Dyvers and its environs, 
  including the Gnarley Forest and the Nyr Dyv. This 
  certificate may be redeemed in one of two ways: (1) 
  The character, when in the City of Dyvers, can go to 
  Serien and ask a question relating to the above 
  specialty. The GM will then answer the question to 
  the best of Serien’s ability. Serien has a +10 in 
  Knowledge: Free Lands of Dyvers, and always uses 
  the “take 20” option for checking his skill. Serien’s 
  research will normally take 1d4 hours. If the 
  question falls outside the knowledge of the GM and 
  the module, Serien will tell the PC he cannot 
  
   
  A Dish Best Served Cold 
   
  Page 17 
  research the question at this time. (2) This certificate 
  can be mailed to Ask Serien, c/o Mick Hitch, 508 5th 
  St #6, Coralville, IA 52241 along with a question 
  relating to the above specialty and a self-addressed 
  stamped envelope. Serian will research the question, 
  and return his results as soon as possible. Please 
  allow 6-8 weeks for processing. This certificate has 
  no GP value, and may not be traded or transferred. 
      
  Scene Five:
  Scene Five:
  Scene Five:
  Scene Five:    
  • 
  100 gp ruby (if the party recovered it without setting 
  off the glyph) 
  • 
  Appraiser’s Eyeglass (Value 150 gp): This small 
  eyepiece, kept within a red velvet pouch, is specially 
  designed for seeing minute flaws in valuable items. It 
  is a brass tube, about two inches long, with a small 
  slot at one end. One of three supplied crystal lenses 
  can slide into the slot for varying degrees of 
  magnification. This monocle is to be considered 
  Artisan’s Tools for the Appraisal and Forgery skills. 
      
  Epilogue:
  Epilogue:
  Epilogue:
  Epilogue:    
  • 
  250 gp (from Falon for completing the 
  investigation) 
  • 
  Friendship and/or Dislike: The following 
  characters are either friendly to above named 
  PC, or dislike the above named PC, as marked 
  (circle one): 
   
   
  Falon Deccenson Friendly/Disliked 
   
   
  Timmorn Darkeyes 
  Friendly/Disliked 
   
   
  Jusmine Siggorn Friendly/Disliked 
   
   
  Moloch Davier 
   
  Friendly/Disliked 
  If the character is friendly to the PC, he/she will 
  remember the PC favorably, and treat the PC with 
  respect. If the character dislikes the PC, he/she will 
  ignore the PC, and treat the PC unfavorably if 
  confronted. If a PC gains both a Friendship and a 
  Dislike of the same character, the two cancel each 
  other, making both void. [Note to DM: Use your 
  judgment as to whether a PC has earned a Friendship 
  or Dislike from the NPCs. If the PC treated the NPC 
  well and helped the NPC accomplish his/her goals, 
  the PC has earned a Friendship. If the PC was rude or 
  callous to the NPC and hindered the NPC in 
  accomplishing his/her goals, the PC has earned a 
  Dislike. Note that simply investigating Davier earns a 
  Dislike from him] 
  • 
  1 Alliance Influence Point from the Infiltrator’s 
  Guildmistress: This character has gained a favor from 
  Timmorn Darkeyes and the Alliance of Dyvers. 
  [Note to GM: Award this only if Jusmine is alive and 
  not seriously harmed. PCs who earned a Dislike from 
  Timmorn will not get an Influence Point from her.] 
   
  
   
  A Dish Best Served Cold 
   
  Page 18 
  Appendix or DM Aid
  Appendix or DM Aid
  Appendix or DM Aid
  Appendix or DM Aid    
  DM's Aid 1: New Magic Item
  DM's Aid 1: New Magic Item
  DM's Aid 1: New Magic Item
  DM's Aid 1: New Magic Item    
  Puzzle Box
  Puzzle Box
  Puzzle Box
  Puzzle Box  
   
  These items were originally created by scholarly mages to safeguard their valuables. Contrary to the name, these items can 
  take the shape of any container that closes that is less than 2 foot by 2 foot by 2 foot large. A puzzle of some sort is inscribed 
  on the container, such as a rebus or a cryptogram. These items stay sealed until the solution of the puzzle is given. That 
  solution acts at the “command word” for opening. When the command word is given the box remains open for 5 minutes, 
  and then closes again.  
   
  Knock spells are useless against the item, and a successful dispel magic spell will only cause the puzzle to disappear for 1d4 
  rounds.  
   
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, Leomund’s secret chest and misdirection; Market Price: 750 gp; Weight: 2 
  to 100 lbs.  
  
   
  A Dish Best Served Cold 
   
  Page 19 
  DM's Aid 2: Dramatis Personae
  DM's Aid 2: Dramatis Personae
  DM's Aid 2: Dramatis Personae
  DM's Aid 2: Dramatis Personae    
   
  Falon Deccenson
  Falon Deccenson
  Falon Deccenson
  Falon Deccenson 
  Human Male, Age 45 
  12th level Rogue, AL: N 
  Black hair streaked with gray, blue eyes 
   
  Falon Deccenson is the erstwhile mentor of a group of 
  larcenous little orphans known as the Pockets. Although 
  officially the Pockets are an underguild of the Alliance, 
  most rogues of the city scoff at the group, considering 
  them to be petty scavengers, and not worth the time. 
  That’s just the way Falon likes it. 
   
  Falon grew up just like his children did, alone on the 
  streets of Dyvers. As he grew to manhood, he became a 
  defender of his friends and family. When his only family, 
  a little sister named Deanna, was killed by a murderous 
  drunken mercenary, he made it his life’s work never to let 
  a child be defenseless on the streets again. 
  He has organized the orphans of the city into an intricate 
  network of spies and pickpockets. He teaches them the 
  ways of the street and the fine art of filching, as well as 
  making sure they have a roof over their heads and food in 
  their bellies. In return, they provide him with a bounty of 
  coins from what they take off the streets and some of the 
  best information gathering in the city. 
   
  For several years, he has let one of his best students, 
  Tham Syken, claim leadership of the Pockets. While 
  Falon disapproves of Syken’s bullying ways, he himself is 
  rather intimidated by the man. He keeps his peace, 
  training the young ones, and giving Syken advice when 
  needed. 
      
  Role
  Role
  Role
  Role----playing
  playing
  playing
  playing: Falon is a gruff but friendly man, 
  although he does have more than a bit of greediness in 
  him. He likes to play at being the gentleman, especially 
  when it is so obvious that he is not. His devotion to the 
  orphans of Dyvers could almost be considered an 
  obsession. There is no surer way of provoking Falon’s 
  temper than to attempt to cause harm to one of his 
  children. He speaks in a thick English Cockney accent. 
  Timmorn Darkeyes
  Timmorn Darkeyes
  Timmorn Darkeyes
  Timmorn Darkeyes 
  Drow Elf female, Age 155 
  7th level Rogue/7th level Shadowdancer, AL: CN 
  White hair, deep violet eyes (usual appearance) 
   
  Timmorn Darkeyes is the current head of the 
  Infiltrators’s Guild in Dyvers. As might be expected, there 
  is much more to the woman than meets the eye. 
   
  Timmorn is one of the founding members of an 
  adventuring group known as the Seven Sails. Together 
  along with her compatriots Alcorn Calabreezie, Jhon 
  Siggoran, Axeforge and Fang Brightblade, Raymen 
  Babbit, and Wayland Farseeker, she adventured over the 
  waves of the Nyr Dyv for over 20 years. The group 
  disbanded about four years ago, although all of them keep 
  in close touch with each other. 
   
  Timmorn’s ambition in Dyvers is to be nothing less 
  than the Master Thief of the Alliance. Her past 
  experience, coupled with her sly pirating plans, have 
  earned her the position she now holds in the Alliance. 
  She is also the Chief Investigator of Larissa Hunter’s 
  court, and the leader of the mysterious order of the 
  Knights of the Post. 
      
  Role
  Role
  Role
  Role----playing
  playing
  playing
  playing: Timmorn’s personality is hard to nail 
  down, as she is a master of disguise. When she is not 
  acting in a role, she is an outgoing and fun-loving person. 
  She’s enamored of the glamour of aristocracy, so she 
  tends to act like a charismatic rich noblewoman when in 
  public. (Think Bette Davis with an attitude). When her 
  temper flares, however, she can do unspeakable actions 
  that would make even the most evil of creatures blanch. 
   
  Timmorn always wears a magical necklace that gives 
  her the power of an alter self spell. No matter what 
  disguise she wears, however, the necklace never alters the 
  deep violet color of her eyes. She also wears a ring of free 
  action. 
      
  Note:
  Note:
  Note:
  Note: Timmorn is a 7th level Shadowdancer, a 
  prestige class detailed in the Dungeon Master’s Guide. The 
  powers she has that may be relevant in this module are: 
  Hide in Plain Sight: May use the Hide skill even while 
  observed within 10’ of shadow; Shadow Jump 40’: Can 
  dimension door between shadows. 
  
   
  A Dish Best Served Cold 
   
  Page 20 
  Moloch Davier
  Moloch Davier
  Moloch Davier
  Moloch Davier 
  Human Male, Age 43 
  5th level Rogue/3rd level Mage, AL: NE 
  Black hair, brown eyes 
   
  Moloch Davier is the head of the Fence’s Guild, and he 
  considers himself lucky to be in that position. It is quite 
  true that he has had more than his share of good fortune.  
   
  Raised by poor peasant parents, he vowed never to let 
  anyone force him into poverty. He gained an 
  apprenticeship with a pawnbroker with the city and soon 
  learned the ways of finance and appraisal. He also learned 
  the ways of graft, and the trafficking of stolen goods. His 
  knowledge of what to sell when and to whom was 
  uncanny, and soon he was a member in good standing of 
  the Fence’s Guild. 
   
  Membership was not good enough for him. He 
  craved control of the Guild. The Guildmaster at that time 
  was a powerful man in the prime of his life, however. 
  Every plan he came up with to get rid of his master came 
  up short. Then one day, he was contacted by a mysterious 
  little man in a cloak and hood. 
   
  Davier found out that the cloaked one was a contact 
  for a rising power in the Pomarj. Davier was offered a job 
  as a spy for the City’s nemesis. In return, the strange 
  figure would arrange for his Guildmaster’s demise. He 
  was as good as his word, and Davier quickly assumed 
  control of the Fence’s Guild. 
   
  Currently, Davier has been working on gaining the 
  secret smuggling routes through the sewers of the city. 
  He has just about gathered everything he needs to give a 
  full report to his masters. He believes he can now afford 
  to make a few bold moves before he runs to the safety of 
  his benefactors. 
      
  Role
  Role
  Role
  Role----playing
  playing
  playing
  playing: Davier considers himself one of the 
  smartest men in Dyvers, and hehas no qualms about 
  showing that arrogance. He is a villain through and 
  through; when he talks, it is as if he has a perpetual sneer 
  on his face. 
  Jusmine Siggoran
  Jusmine Siggoran
  Jusmine Siggoran
  Jusmine Siggoran 
  Human Half-elf, Age 18 
  2nd level Rogue, AL: CG 
  Black hair, sea blue eyes 
   
  Jusmine is a favorite daughter of the Harbor area, as she 
  was raised not only by her father and grandfather, but by 
  most of the folk of the Dyvers wharfs. She is the only 
  daughter of Jhon Siggoran, a well-respected ship captain 
  and heir to the Siggoran Shipping Company. 
   
  What little is known about her parentage died with 
  her father. He simply arrived one misty morning from an 
  extended sea voyage with her cradled in his arms. His 
  claims as her father have been verified by church 
  divination, but he never spoke of Jusmine’s mother. 
  Jusmine has been puzzled and frustrated by her father’s 
  silence, but he promised her that one day she would 
  know the truth. 
   
  Jusmine now lives with her grandfather Ramius, a 
  retired naval captain. She stands to gain a considerable 
  fortune; The Siggoran Shipping Company is the largest 
  merchant marine fleet in the City. It’s a slim chance she’ll 
  take on the responsibility of the business, however. She 
  has a free spirit and is much more interested in her 
  father’s shadier dealings. 
   
  Jusmine is a full-fledged member of the Alliance and 
  is being personally mentored by Timmorn Darkeyes. 
      
  Role
  Role
  Role
  Role----playing
  playing
  playing
  playing: Jusmine is a friendly and easy-to-like 
  girl, although she’s a terrible tease. She’s very competitive 
  and tends to take defeat a bit personally. She is intensely 
  loyal to her friends and her oaths as an Alliance member. 
   
  
   
  A Dish Best Served Cold 
   
  Page 21 
  Player’s Handout #1
  Player’s Handout #1
  Player’s Handout #1
  Player’s Handout #1    
   
   
   
   
   
   
   
  Tom Syken 
  10,000 GP 
  left at Serian’s
   
  MDv 
  
   
  A Dish Best Served Cold 
   
  Page 22 
  Player’s Handout #2
  Player’s Handout #2
  Player’s Handout #2
  Player’s Handout #2    
   
  Davier, 
   
  Your payment was insufficient by half of what 
  you promised. It is not wise to cheat the Quiet. 
  Be aware that we make no guarantees on your 
  anonymity from this point on. Do not cross us 
  again 
  or 
  the 
  death 
  becomes 
  yours.
   
  
   
  A Dish Best Served Cold 
   
  Page 23 
  Players Handout #3
  Players Handout #3
  Players Handout #3
  Players Handout #3    
   
   
   
  
   
  A Dish Best Served Cold 
   
  Page 24 
  Player Map 1
  Player Map 1
  Player Map 1
  Player Map 1    
   
  
   
  A Dish Best Served Cold 
   
  Page 25 
  GM Map 1
  GM Map 1
  GM Map 1
  GM Map 1    
      
  
   
  A Dish Best Served Cold 
   
  Page 26 
  GM Map 2
  GM Map 2
  GM Map 2
  GM Map 2    
      
  
   
  A Dish Best Served Cold 
   
  Page 27 
  Appendix A 
  Appendix A 
  Appendix A 
  Appendix A --
  ----
  -- The Alliance of Dyvers
   The Alliance of Dyvers
   The Alliance of Dyvers
   The Alliance of Dyvers    
  By Rob Flaherty and Mick Hitch 
   
  In the City of Sails, anyone will tell you that there is no Thieve’s Guild in Dyvers. They would be telling the truth. The 
  rogues of Dyvers are far too numerous and sophisticated for a mere single guild. In fact, there are many
  many
  many
  many different 
  organizations that cater to the roguish arts. These factions, or Underguilds, are united with each other; and together form 
  one of the most formidable powers in Dyvers: The Alliance. 
   
  Overview
  Overview
  Overview
  Overview    
  History:
  History:
  History:
  History: The rogues of the City were not always as united as they are today. Some three centuries ago, the many different 
  organizations (smuggling rings, thug squads, pirate bands, etc.) fought amongst themselves, leading to a vicious series of 
  subtle but deadly gang wars. Several of the more powerful crime families realized that the squabbling would only lead to 
  their own doom. So, in CY 261, three of the leaders (who remain nameless to this day) formed a pact of brotherhood.  
   
   
  Throughout the darkness of the nights, they gave each other gang a choice: join with them, or be wiped out. Those 
  who chose to join swelled their ranks and made it all the easier to squash those who stood against them. There were 
  actually few that chose not to ally. The rogues found over the years how cooperation could net them far more profit and 
  power than they could possibly achieve separately. One of the most powerful leaders of the Alliance in recent years even 
  became Magister of Dyvers. That man was known as Margus. 
   
   
  Margus made sure that his fellow rogues would always feel welcome to ply their trades in his city. Laws were passed 
  that allowed petty thievery without penalty, only requiring a 10% theft ‘fine’ if one was caught. Guildhalls like the 
  Dungeoneer’s Haven were given full license to run within the city, without worry of Guard persecution. Dyvers soon 
  gained a reputation as a den of thieves and cutthroats. Ironically, the openness of rogues within the city made for a much 
  safer life for the citizens, as long as they kept their wits about them. 
   
   
  After some time, Margus grew tired of his position. No one within the high echelons of the Alliance truly knows 
  what motivated him, but Margus decided to step down from his responsibilities as Magister and Master Thief. He also 
  felt it was time to ensure some of the secrecy of the Alliance’s power. He handpicked one of his most loyal lieutenants to 
  succeed him and started to plot his own ‘demise’. 
   
   
  Working with his chosen successor, the two waited for the right moment. The open call of the Knights of the Hart 
  to annex Dyvers played right into their hands. With cool calculation and open charm, his operatives incited the Captain 
  of the Free Army, Larissa Hunter, into rebelling against a Magister who seemed little concerned with what could be a 
  very real threat. She in turn convinced the Gentry to give a vote of No Confidence in the Magister, and Margus was 
  promptly ousted from his position. Margus himself disappeared, and to this day no one is quite sure where he went, or if 
  he is even still alive. 
   
   
  With the support of the rest of the Gentry, Larissa Hunter became the new Magister of Dyvers. The new 
  government is no-nonsense, ably militant, and has no knowledge of the true forces that make Dyvers the trade power 
  that it is. 
   
  Organization:
  Organization:
  Organization:
  Organization: While the criminal work of the Alliance is indeed a unified front, there are many divisions within the 
  guild. Many of these are large enough to be considered guilds in and of themselves. They all answer to the Master Thief, 
  a shadowy figure who controls the guilds’ coordinated activities. (Note:
  Note:
  Note:
  Note: For clarity’s sake, the Master Thief is referred to 
  as a ‘he.’ This should not be taken as a sign that the Master Thief is male.) Each distinct district of the city has its own 
  “Boss,” who is responsible for overseeing the criminal activity within that area. 
   
   
  Above them is the Shadow Council, consisting of the Master Thief and the leaders of the underguilds. Each 
  underguild is responsible for the various types of crime throughout the city. Underguilds have risen and fallen with the 
  times as their importance waxes and wanes in the Alliance. These are the current underguilds working in Dyvers: 
   
   
  Guilds marked with an asterisk (*) are Guilds are openly seen by the public. 
   
  • 
  The Circle of Courtesans and Escorts is the branch of the seductive givers of pleasure. * 
  • 
  The Actor’s Hegemony is the Bardic association of Dyvers. * 
  • 
  The Association of Performing Artists is the branch of street performers and entertainers. * 
  • 
  The Enforcer’s Guild holds most of the Alliance’s brute muscle. 
  
   
  A Dish Best Served Cold 
   
  Page 28 
  • 
  The Infiltrator’s Guild is devoted to the fine art of spying and covert operations. Most of the Guild’s assassins belong 
  to this underguild. 
  • 
  The Smuggler’s Guild works at the movement of stolen and covert goods through the busy trade port. 
  • 
  The Fence’s Guild deals in the actual trade and sale of such goods. 
  • 
  The Footpad’s Guild is a ring of stealthy second-story cat burglars. 
  • 
  The Slaver’s Guild is a faction of the Alliance created to interact with the Slavelords of the Nyr Dyv. 
  • 
  The Pickpocket’s Guild (usually just called the “Pockets”) is a sly group of filching orphans. * (semi-public) 
  • 
  The Beggar’s Guild is an underestimated group of panhandlers and vagrants dedicated to helping the less fortunate 
  of Dyvers. * 
  • 
  The Dungeoneer’s Guild deals with roguish adventurers of all sorts. * 
   
   
  The Master Thief has direct control over the Enforcer’s and Infiltrator’s Guild. The leaders of these branches are 
  considered to be his prime lieutenants, and they ruthlessly ferret out any treasonous behavior in the ranks of the 
  Alliance. It should also be noted that while it is called the ‘Shadow Council,’ it is hardly a democracy. The Master Thief is 
  the true power and has the support and loyalty of enough people within the Alliance and throughout the City to 
  overrule the entire Council, if he so chooses. 
   
  Guild Law:
  Guild Law:
  Guild Law:
  Guild Law: Most of the Alliance’s policing is handled by the Infiltrator’s Guild, who acts as a KGB-like Internal Affairs 
  division. Treason against the Alliance is punished by swift and immediate death. Such sentences can be overturned by 
  the Master Thief, though this happens very rarely. Guildmasters have the same authority to mete out punishments as the 
  Master Thief does, as long as the crime falls completely within their jurisdiction. Bosses also have the authority to 
  punish, although they may not kill without the permission of the Master Thief. They may be overruled by any member 
  of the Shadow Council, and the crime must happen within their ward. 
   
   
  Group squabbles are handled a bit differently. The current Master Thief, as Margus before him, is a stickler for a 
  unified guild. Therefore, any potential feuds are almost always ordered to settle it in a “rumble.” 
   
   
  Alliance rumbles are held within various abandoned buildings around the City, usually in Wards that are neutral to 
  the two factions. Each side will field a number of fighters. The rules are quite simple. The last man standing wins the 
  issue. The opponents can make deals, trade promises, and fight to the death if they wish. There is always a neutral 
  member of the Shadow Council (sometimes it’s even the Master Thief himself!) to keep record of who won, and to make 
  sure promises made are kept. “Honor Amongst Thieves” is enforced here, as deals made in the Rumble are considered 
  binding by the Alliance. Breaking ones word in a rumble is considered treason, and has been the cause of many a death 
  within the Alliance ranks. 
   
  Selected Guil
  Selected Guil
  Selected Guil
  Selected Guild Descriptions
  d Descriptions
  d Descriptions
  d Descriptions    
   
  The Infiltrator’s Guild
  The Infiltrator’s Guild
  The Infiltrator’s Guild
  The Infiltrator’s Guild    
  Guildmaster: 
  Guildmaster: 
  Guildmaster: 
  Guildmaster: Timmorn Darkeyes (Rog7/Shd7)    
  Guildhall Location: 
  Guildhall Location: 
  Guildhall Location: 
  Guildhall Location: Unknown    
   
  Description: One of the most important branches in the Alliance (and indeed, perhaps even in the city) is invisible to the 
  casual observer of Dyvers. The Infiltrator’s Guild is a network of spies, assassins, and troubleshooters that over the years 
  has insinuated itself into almost every aspect of the city. Their membership is the most diverse of the underguilds; 
  stealthy fighters, deadly assassins, diviner and illusionist mages, and even a few clerics are among their ranks. The 
  information that the Infiltrator’s Guild supplies to the Alliance is invaluable; from advance notice of caravan cargos, to 
  troop movements with the Pomarj, to what mistresses the high nobles of Greyhawk are seeing. The Infiltrators work in 
  tandem with the Enforcers to police the guild ranks. The Infiltrators find the treachery, and the Enforcers remove it. 
  That’s not to say the Infiltrators aren’t capable of handing out punishments, of course. The cold-blooded Guild assassins 
  have handled more than one quiet execution. 
   
  The Smuggler’s Guild
  The Smuggler’s Guild
  The Smuggler’s Guild
  The Smuggler’s Guild    
  Guildmaster: 
  Guildmaster: 
  Guildmaster: 
  Guildmaster: Alcorn Calabreezie (Rog7/Ftr5)    
  Guildhall Location: 
  Guildhall Location: 
  Guildhall Location: 
  Guildhall Location: The Bonnie Damsel (when in port) 
   
  Description: Dyvers is a town built for sailors; indeed some of the finest ships of the Nyr Dyv were built in the City of 
  Sails. Since waterborne trade makes up the majority of Dyvers business, it’s no surprise that the smuggling wing of the 
  guild is oriented toward the water. Alcorn Calabreezie heads a fleet of five guild-owned ships, and his partner 
  JhonSiggoran directs the flow of ill-gotten and illegal goods to and from the various shady captains who enter the busy 
  
   
  A Dish Best Served Cold 
   
  Page 29 
  trade ports. Ironically, the one underguild it should have the best relation with is its most vocal critic as of late. The 
  Smugglers usually work closely with the Fence’s Guild to ensure the smooth trafficking of what is stolen to interested 
  buyers. The Fence’s Guild is currently in a subtle struggle with the Smugglers for control of the underworld economy of 
  Dyvers. Allies of the Smuggler’s Guild include the Courtesans, the Performers, and the Infiltrators. The latter make good 
  use of the underguild’s fleet to deploy its spies throughout the Nyr Dyv. 
   
  The Pickpocket’s Guild
  The Pickpocket’s Guild
  The Pickpocket’s Guild
  The Pickpocket’s Guild    
  Guildmast
  Guildmast
  Guildmast
  Guildmaster: 
  er: 
  er: 
  er: Tham Syken (hmFtr5/Rog5) 
  Guildhall Location: 
  Guildhall Location: 
  Guildhall Location: 
  Guildhall Location: Various abandoned buildings    
   
  Description: The Pickpocket’s Guild, better known as simply the “Pockets,” is less a guild than it is a loosely organized 
  gang of street urchins. Formed under the tutelage of the sly Fanel Deccenson, this band of scruffy-looking children 
  makes it their mission to clean the pockets from those who really didn’t need that many coins. The Pockets look out after 
  their own, as most of them are without family. They live in various abandoned buildings throughout the city and have a 
  knowledge of the city sewers that is almost unequaled. The Pockets have currently become a bit more reserved, as one of 
  their nastier members, Tham Syken, bullied his way into the Pocket’s leadership and now controls the group through 
  threats of violence. 
  Notable NPCs: Fanel Deccenson (hmT12), easily one of the stealthiest and fastest pickpockets in the Flan. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/591/Normal Scenarios/DYV1-02 - A Dish Best Served Cold (APL 2-6)/DYV1-02 - A Dish Best Served Cold.pdf