TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
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  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
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  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
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  DYV5-03 
   
   
   
   
   
  Dining with the Dragon 
   
  A One Round D&D® LIVING GREYHAWK™ 
  Dyvers Regional Adventure 
  by Kevin Elmore 
  Triad Edit: Joseph L. Selby 
  Circle Edit: Tim Sech 
   
   
   
  With civic tensions skyrocketing and accusations of slave traffic increasing, Lord Darian Kesser calls together the entire 
  Gentry Council at a banquet in his city manor. Those people who wish to bring Kesser's dark activities to light ask you 
  to take advantage of his divided attention and infiltrate his manor so that the truth may be revealed. A time-sensitive 
  adventure for character levels 1 to 14.  (APLs 2 to 12). Part 3 of The Most Despicable Evil series. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 2 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
  Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Distinguishing Nobility in 
  Dyvers 
   
  With such a large gathering of gentry in one location, the 
  proper response to a particular NPC can prove tricky. Of 
  the dozens of Dyvers gentry houses, only six (the “Big 6”) 
  can claim true nobility. Houses Grandhearth, Pengallen, 
  Leardyn, Navoy, Grift, and Maltrus all have patents of 
  nobility stemming back to the Aerdi Empire. All other 
  Dyvers gentry are relatives too far removed from the 
  noble tree, wealthy merchants who bought the title, or 
  local heroes who have been awarded the title for their 
  meritorious service. 
   
  When speaking to one of the “Big 6,” the term “Lord” 
  is placed between the man’s first and last name, denoting 
  that the family name itself is noble. When meeting any 
  other gentryman, the term “Lord” is still used, but placed 
  before his entire name, denoting that he simply has a title 
  of recognition. Thus, Klabert Lord Grandhearth may be 
  speaking to Lord Darian Kesser and the placement of 
  their titles tells a third party how they rank within the 
  Dyvers political spectrum. 
  Marlae Lartoln 
   
  During the massacre that follows Lord Kurault’s 
  exposure, the Lartoln family dies. It is revealed following 
  this event that the Lartolns, along with a number of 
  others Dyvers gentry, do not have the capacity to have 
  themselves raised due to political interference by their 
  enemies or through outstanding debt. Because of 
  Marlae’s involvement with a large number of PCs, some 
  characters may attempt to raise her directly rather than 
  concerning themselves with the restoration of the family 
  patriarch first. If Marlae is brought back to life, the love 
  enchantment that caused her to be involved with so 
  many PCs in the region is broken. She demands the 
  adventurer who returned her to life restore the rest of her 
  family (although she is unable to recoup any expenses 
  this may incur). If the PC is unwilling to do so, she curses 
  him for bringing her back to a life of tragedy and leaves 
  to reclaim what little life still remains for her. 
   
  This effect cancels any special cert a player may have 
  been rewarded by playing Dyv2-04 Eloped?. 
  Lord Halnt Kurault 
   
  Unlike most gods, Iuz himself is taking direct part in 
  today’s events. Any spell that targets the cambion Kurault 
  is reflected to a random guest at the DM’s discretion. For 
  example, if a PC were to cast magic missile at Kurault, the 
  spell might instead strike Klabert Lord Grandhearth. Any 
  area of effect spells fail to do any damage regardless of 
  whether they normally allow spell resistance. Kurault has 
  the protection of Old Wicked for the duration of this 
  adventure. PCs are not punished if they inadvertently kill 
  a gentryman or his family through this type of 
  spellcasting. Once the devastation is complete, no one 
  can tell who caused what deaths. 
  Adventure Background 
   
  Slavery has always been a thorn in the side of the Free 
  Lands of Dyvers. Many people, from as high as Magister 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 3 
  Larissa Hunter to the escaped slaves who now live on the 
  streets of Dyvers, strive to stymie any illegal traffic 
  marring the land. Still, others, ranging from House 
  Pengallen to the Alliance, seek to profit from slavery. 
  House Kesser is in the former camp and is playing a 
  dangerous game by surreptitiously allying itself with the 
  latter camp. 
   
  For several months, Lord Darian Kesser has bought 
  slaves with the intention of releasing them into the care 
  of the Dyvers Anti-Slavery League (DASL). His servant, 
  Parm, has worked with the gnome wizard, Warfungle, to 
  concoct a plausible cover. Parm has served as a bodyguard 
  for two slaver lieutenants and has earned their trust and 
  the trust of their superiors. This esteem deepened when 
  Warfungle secretly led adventurers to their slave transfer 
  point outside of Maraven and the three of them escaped 
  justice. 
   
  With Parm and Kesser allowed to work with the 
  slavers above the two lieutenants, the DASL organizes a 
  strike against the unprotected minions. Kesser appeals to 
  the upper hierarchy of this slaver cell to allow him more 
  control in the region. With his newfound access, Kesser 
  has been leaking noncritical information to the DASL. 
   
  This activity's not without its toll, especially since 
  rumors abound about his involvement. His business, 
  Kesser Ale, is suffering, and he has had to sell off some of 
  his possessions in order to remain out of debt. 
  Furthermore, others involved with slavery (especially 
  House Pengallen and the Alliance) have picked up on 
  Kesser's slave traffic and are setting plans into motion to 
  take this money for themselves. Realizing that time is 
  short, Kesser decides to cash in his chips in order to learn 
  more about those in the upper echelon. 
   
  Simultaneously, the truth of the Great Dyvers Dock 
  Fire of CY 592 has come to light. The Empire of Iuz 
  launched a retributive assault against the Free Lands of 
  Dyvers after learning that House Kurault was secretly 
  funding resistance efforts in the Shield Lands. The 
  Kurault family still held relatives in the war-torn land 
  and hoped its financial aid might spur the nation onto 
  greater success. Instead, the docks were burned and Lord 
  Halnt Kurault was assassinated, replaced these three 
  years 
  Adventure Summary 
   
  Introduction: The players are asked to attend a meeting 
  with Jal Torak, a minor contact within the Dyvers Anti-
  Slavery League. 
  Encounter One The Appetizer: The players meet with 
  Jal Torak. Thanks to inside information, the DASL knows 
  that Lord Darian Kesser of House Kesser plans to host a 
  banquet with the entire Gentry represented. Jal also tells 
  the party of a secret tunnel through the sewers that leads 
  to Kesser's slave pens under his manor. 
  Encounter Two Know Your Prey: The party has a night 
  to find information about recent events in Dyvers. 
  Encounter Three Getting Dirty: Entering the sewers, 
  the party encounters Pug Nootin, the DASL contact 
  within the Constabulary Sewer Patrol. He shows them 
  the secret passageway. At APL 2, there is a gelatinous 
  cube in the way, as a reminder to Dyvers citizens that it's 
  illegal to kill a cube in the sewer. 
  Encounter Four The First Bend: The party encounters 
  the first of Kesser's automated defenses. A trigger trap 
  stretches across the hallway. 
  Encounter Five Cleaning House: The more lethal 
  portion of Kesser's automated defenses activate as 
  constructs assault the party. Higher APLs might find a 
  gift from a DASL contact to help combat the constructs. 
  Encounter Six Halting Overconfidence: The party 
  encounters the last of the automated defenses. This time, 
  Kesser took a cliché from the bard tales and added a twist 
  in order to thwart would-be thieves. 
  Encounter Seven Freeing the Slaves: Finding the slave 
  pens, the party meets Leeza and her fellow slaves. The 
  party might stumble across a secret door, revealing even 
  more slaves living peacefully. Revealing this secret door 
  informs the players that Lord Kesser is actually a member 
  of the DASL and puts up a front as a slaver so that he can 
  gain the trust of a slaver leader. They learn that they are 
  supposed to expose Kesser and publicly humiliate him to 
  strengthen the ruse. 
  Encounter Eight Party Crashers: The party crashes 
  Kesser's banquet and levels accusations on him. If the 
  party has mistreated Leeza from Encounter Seven and 
  Kesser's secret is safe, then she makes a power play to cast 
  a disparaging light on the party. 
  Encounter Nine Party Slayers: The characters get an 
  opportunity to hear the various political topics pressing 
  on the gentry council. 
  Encounter Ten Kurault Exposed: The high priests of 
  Xerbo and Zilchus ask the party to wait for their rewards 
  until after an important announcement. A Zilchan 
  church inquisitor reveals that Lord Kurault is actually an 
  agent of Iuz. When Kurault is exposed as a devil cambion, 
  he teleports in an Iuzian agent who attacks the Gentry. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 4 
  Conclusion: When the pieces are picked up, Kesser is in 
  jail, and the Gentry mourn the loss of some of their 
  members. The armies of Pengallen march on Dyvers to 
  enforce order while the armies of Leardyn march on 
  Dyvers to impose his own order. The city of Dyvers is 
  caught in a civil war. 
  Preparation for Play 
  This module is a sequel to Dyv3-03 Tickling the Tail of 
  the Dragon and Dyv4-07 Tiptoeing Among Dragons. It is 
  highly suggested for the sake of player enjoyment that 
  Dining with the Dragon is played after Tiptoeing Among 
  Dragons. Anyone who plays this module before 
  Tiptoeing Among Dragons will learn some secrets that 
  spoil the events in the prequel. 
   
  Equally, this adventure continues the Dyvers Year 5 
  plotline. It is highly recommended that the players have 
  already participated in Dyv5-01 Setting in the West and 
  Dyv5-02 Rising in the East to fully understand the 
  political upheaval that currently exists in the city. 
   
  NOTE: There may be encounters that require secret 
  Spot or Sense Motive rolls. If it matches your style, you 
  may want to gather these rolls before the module and use 
  them in certain situations so the players don't know that 
  something is up.  
  Introduction 
   
  Divide up the group based on who played at least one of 
  the Dragon prequels. Read the appropriate introduction. 
   
  For the characters who played Tickling the Tail of 
  the Dragon or Tiptoeing Among Dragons, read the 
  following: 
  Although tensions are running high—Knights of 
  Furyondy now bolster the keep at Westguard and two 
  gentry houses were assassinated south of Eastguard—
  little has happened over the past two months. The 
  missive you received this morning may offer a needed 
  distraction from the tedium. Based on your prior 
  involvement with the Dyvers Anti-Slavery League, 
  you've been asked by Jal Torak to meet with him at 
  the Jolly Ogre Inn at sunset. Judging from the tone of 
  his request, this meeting could be instrumental in 
  fighting slavery in the area. 
   
  For everyone else, read the following: 
  Although tensions are running high—Knights of 
  Furyondy now bolster the keep at Westguard and two 
  gentry were assassinated south of Eastguard—little 
  has happened over the past two months. The missive 
  you received this morning may offer a needed 
  distraction from the tedium. The request you received 
  is simple: Meet Jal Torak in the Jolly Ogre Inn at 
  sunset. Judging from the word on the street, Jal may 
  need a favor for the Dyvers Anti-Slavery League, and 
  though such tasks don't pay an exorbitant amount, 
  the perks tend to be worthwhile. 
  Encounter One: The Appetizer 
   
  Any inquiries prior to the meeting on the identity or 
  reputation of Jal Torak warrants a Gather Information 
  check (DC 14—requiring only 2 hours), a Knowledge 
  (local: Velverdyva, Tuflik, Fals Trade Route) check (DC 
  20), or a Bardic Knowledge check (DC 20). Success tells 
  the player that Jal is a member in good standing with the 
  DASL. He often talks with nonmembers and coordinates 
  anti-slavery activities. If no one played Tiptoeing Among 
  Dragons, omit or modify the first paragraph so that these 
  players can be brought up to speed: 
  As you enter the Jolly Ogre Inn, you are greeted once 
  again by Jal Torak, whose grateful smile contrasts 
  sharply with the jagged scar down the side of his 
  grizzled face. He seems oddly optimistic considering 
  the work he is in. 
   
  With greetings relegated to brief formalities, Jal 
  Torak leans close to you and says, "I think this slavery 
  cell is close to its doom. Thanks to the efforts of 
  adventurers like you, the DASL is closer to severing 
  the head of this serpent plaguing Dyvers. One of our 
  sources has revealed a weakness we can exploit." 
   
  His voice drops suddenly to a hoarse whisper as 
  he confides, "Lord Darian Kesser has been buying and 
  selling slaves for a few years now, using his gentry 
  status and resources to avoid detection. The rumors 
  have hit the streets about his involvement, but folks 
  here in Dyvers are always thirsty, so his ale business 
  hasn't suffered too much. We need to gather proof 
  and expose this snake for what he is!" The glee 
  covering the hardened face does not look too unlike a 
  troll slavering over a halfling, as he addresses you 
  confidently. 
  In his excitement in seeing Kesser brought in, Jal lays out 
  most of his information in his opener. He reveals 
  everything else as he talks with the players. 
  • 
  Jal wants the party to expose Lord Kesser while 
  hosting a banquet, in which the entire gentry 
  council is to be in attendance, tomorrow night. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 5 
  • 
  The DASL is willing to pay each character 50 x APL 
  gold pieces for the task. Due to the short time table, a 
  Diplomacy check (DC 10) causes Jal to consent to 
  pay someone double the amount, but such haggling 
  puts him in such a foul mood that the character does 
  not receive the influence point with the DASL if he 
  goes above 50 x APL. 
  • 
  Jal's DASL sources have uncovered a secret passage 
  in the sewer that leads to Kesser's slave chambers 
  under his mansion. 
  • 
  Those who played Tiptoeing Among Dragons might 
  inquire about Parm. Jal neither confirms nor denies 
  Parm's involvement, stressing that in the DASL, 
  some people maintain anonymity. A Sense Motive 
  check of DC 21 indicates that he clams up quickly 
  when Parm is mentioned. 
  • 
  The secret passage makes use of a sealed tunnel near 
  the Dweomercrafter's Guild. As Kesser and his 
  associates rely on this secret passage to smuggle 
  slaves, it undoubtedly is designed to deter prying 
  eyes. 
  • 
  The banquet is scheduled to begin at 7:00 tomorrow 
  night and should likely go until 10:00. The Dyvers 
  Sewer Patrol changes shifts at 7:00, and the evening 
  crew has constables loyal to the DASL. The party can 
  sneak into the sewers of the Royal District at 7:00. 
  Thus, unless the entire party can sneak past the 
  patrols before shift change, they have 3 hours before 
  the party ends. 
  • 
  Jal's contact (Parm) was unwilling to give details 
  about the secret passage, stressing that the break-in 
  has to be as authentic as possible. Jal received one 
  message to pass to the party: "Don't go on 
  assumptions. Question the pitfalls along the way." 
  • 
  In order to succeed, the party has until 10 PM the 
  following night to reveal Kesser to the Gentry. 
  Assuming they arrive promptly at 7 PM, this 
  gives the party only 3 hours to succeed. 
  NOTE: Lord Kurault is exposed at the end of the party 
  regardless of whether the characters are present or not. 
  Some players may think of alternative means of entry to 
  Kesser’s manor and this may put them in the wrong 
  location when the cambion is exposed. This is a time-
  dependent event. 
  It is important to note that while Jal has become aware of 
  Parm's commitment to the DASL. He has no idea that 
  Lord Darian Kesser is on his side. Parm intentionally 
  leaked this information to Jal so that Kesser would be 
  arrested in what appears to be a legitimate exposure. 
  Treasure:  
  APL 2 – L: 0 gp, C: 200 gp, M: 0 gp. 
  APL 4 – L: 0 gp, C: 400 gp, M: 0 gp. 
  APL 6 – L: 0 gp, C: 600 gp, M: 0 gp. 
  APL 8 – L: 0 gp, C: 800 gp, M: 0 gp. 
  APL 10 – L: 0 gp, C: 1000 gp, M: 0 gp. 
  APL 12 – L: 0 gp, C: 1200 gp, M: 0 gp. 
  Deciphering the Password 
  As Kesser and Parm use the secret passageway to enter 
  and leave the home unseen, the traps and animated 
  objects react to a pass phrase. Since Parm respects Lord 
  Darian's late father, he assigned the pass phrase as, "For 
  your legacy, Lord Hugginsworth." Most likely, players 
  will not be able to figure out this pass phrase, but they 
  may receive a hint if they use divination. Any successful 
  use of divination focused on finding this pass phrase 
  receives the message, "All men wish to continue the 
  legacy of their fathers." It requires a Knowledge (Nobility 
  & Royalty) check (DC 20) or a Bardic Knowledge check 
  (DC 15) to figure out that Lord Darian's father is named 
  Hugginsworth. 
   
  Should divination be cast successfully on Parm's 
  enigmatic message to them, the message that comes back 
  is, "All colors present must be accounted for. Only fools 
  trust in one color." 
  Encounter Two: Know Your 
  Prey 
   
  If the players believe they have all the information they 
  need and are ready to enter the sewers at 7:00 on the 
  night of the party, jump ahead to Encounter Three. 
  More inquisitive players might ask about the party and 
  anything surrounding it. When Jal finishes with the 
  party, it is 8:00 PM, which means they have 23 hours 
  before the shift change in the Dyvers Sewer Patrol. 
   
  Each Gather Information check takes 1d4+1 hours. 
  If someone is willing to spend an extra hour (decided 
  upon before rolling the d4), he can get a +3 circumstance 
  bonus on the skill, up to a maximum of +15 for five extra 
  hours. Furthermore, if someone is willing to spend 50 gp, 
  he can get a +2 circumstance bonus on the skill, up to a 
  maximum of +10 for 250 gp. Contrary to the players' 
  survival instincts, more information can be gathered if 
  the party splits up.  
   
  The information gained depends on what sources are 
  tapped based on the tables below. If a player spends an 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 6 
  influence point from the approved list, it takes one hour 
  less (to a minimum of 1 hour). Roll each Gather 
  Information check separately (take into account other 
  characters assisting) and impart the message secretly to 
  each character if you want to discourage metagaming 
  (even unintentional) and sow mistrust. 
  For the sake of the players, allow them to abort a check if 
  the time it takes will make them late for the infiltration. 
  For example, if the players attempt to gather information 
  at 5 PM, and the die roll indicates that it would take 4 
  hours to gather that information, let the players know 
  that by 7 PM, it'll take 2 more hours to get something. 
  Also for the players' sake, they do not spend the extra 
  money on information until that time is up. 
  If the players choose to spend all night asking questions 
  and forego sleep, apply the appropriate penalty for not 
  sleeping. 
   
   
  Nobility
  (Influences: Gentry, Merchant, any House) 
  < 6 
  The purpose of the Kesser party is to announce 
  the return of Larissa Hunter, who has returned 
  in secret (false). 
  6-15 
  Lord Darian Kesser's ale business hasn't fared 
  well of late, so this party is a great way to gain 
  public acceptance. This may also explain why 
  the high priests of both Zilchus and Xerbo are 
  attending. 
  16-20 
  Tensions are running high as both Lords 
  Pengallen and Leardyn are attending, as well as 
  Ethane Leardyn, whose annexationist views 
  have grown bolder since the magister’s 
  disappearance. 
  21-27 
  Judging from Kesser's time, planning and cost 
  while coordinating the banquet, he plans to 
  announce something large for the Gentry. 
  28-35 
  Rumor has it that Lord Pengallen has made 
  accusations of slavery against Lord Kesser to 
  turn the focus away from his own actions on 
  the eastern border. 
  > 35 
  Quite a few of Kesser's guards have been given 
  leave during the party, which seems odd for a 
  party with most of the Gentry and the two 
  most prominent clerics of the city. 
  Note: The Magister is missing, so influence with her 
  is not useful here. 
   
   
  Criminal (Influences: Merchant, Alliance) 
  < 6 
  An assassin is attending the party with the 
  intent of killing off Kesser for unauthorized 
  slavery (false). 
  6-15 
  No proof has been found, but Kesser is 
  rumored to be involved with the slave trade.  
  16-20 
  No proof has been offered, but House 
  Pengallen and House Kesser are rumored to 
  dabble in the slave trade. 
  21-27 
  Kesser buys slaves, but no one can confirm 
  that he actually sells slaves. 
  28-35 
  House Pengallen and House Kesser are 
  competitors in the slave trade, but Pengallen is 
  coming out ahead. 
  > 35 
  A friend of my uncle's ex-roommate served 
  time with someone who knew of an 
  "entrepreneur" who installed a puzzle trap for 
  Lord Darian Kesser. It's not a fair puzzle. You 
  get punished for choosing the right answer. 
   
   
  Arcane/Mystic
  (Influences: Sorcerer's Guild, Dweomercrafter 
  Guild, Shrine, Temple, Cathedral) 
  < 6 
  A horrific creature, created from the wastes of 
  the Dweomercrafter's Guild stalks the sewers 
  of the Royal District (true, but not during this 
  adventure) 
  6-15 
  No worthwhile information gleaned. 
  16-20 
  The high priests of Zilchus and Xerbo are 
  attending, though they are quiet about their 
  involvement. They are there to level 
  accusations. 
  21-27 
  At least one of the Gentry houses has been 
  infiltrated by an evil outsider. 
  28-35 
  There has been an increase in the sale of silver 
  weapons and scrolls of bless weapon of late. 
  > 35 
  The forces of Iuz learned that House Kurault 
  funded the Shield Lands and swore revenge. 
   
  
  Dyv5-03 Dining with the Dragon 
   
  Page 7 
   
  Law (Influences: Constabulary, Gentry) 
  < 6 
  There is already proof that Kesser is engaged 
  in the slave trade, but he paid enough bribe 
  money that he is officially untouchable (false). 
  6-15 
  The constables have been overworked of late 
  because of increased pressure from the Gentry. 
  16-20 
  Colonel Dolorrak is attending the banquet in 
  an effort to help resolve rising political 
  tensions. 
  21-27 
  People have been killed outside the Royal 
  District with unholy symbols scrawled in their 
  flesh. 
  28-35 
  Foreign men have been seen outside the Royal 
  District with symbols of Iuz carved in their 
  flesh. 
  > 35 
  Constables are to be stationed no closer than 
  200 yards to the Kesser manor on the night of 
  the banquet. 
   
   
  Slavery Interests (Influences: DASL, Alliance, 
  Shadowind Monastery) 
  < 6 
  While fleeing the city, Larissa Hunter was 
  captured by slavers, a fitting end for a coward 
  (false). 
  6-15 
  Due to increased pressure, Kesser's slave traffic 
  in Maraven has ceased, but there are rumors of 
  other slave activity going on there. 
  16-20 
  Kesser only buys slaves. He makes no profit 
  since he doesn't sell slaves, though Pelor only 
  knows where he ships them. 
  21-27 
  The DASL is keeping close tabs on House 
  Pengallen. 
  28-35 
  House Pengallen and House Kesser are 
  competitors in the slave trade, but Pengallen is 
  coming out ahead. 
  > 35 
  There is a rumor that Lord Darian Kesser is 
  losing money because he donates regularly to 
  the DASL, including the slaves he buys. 
  Encounter Three: Getting 
  Dirty 
   
  This encounter is broken up into three parts, depending 
  on the inclination of the party. If the players feel they can 
  sneak past any sewer patrols, they might attempt the 
  break-in prior to the shift change. If any players are 
  members of the sewer patrol or the Dyvers Vermin and 
  Pest Contractors, they are permitted to be in the sewers. 
  Otherwise, they get to meet Pug Nootin, the DASL agent 
  within the Sewer Patrol. 
  Sneaking In 
  For ease of play, if the players try to sneak their way to 
  the secret door, make everyone roll Hide and Move 
  Silently checks. The DC for each check is 16 + APL. One 
  or both of the checks may be nullified if certain spells or 
  abilities (invisibility, silence, etc.) allow the party to 
  navigate undetected for 10 minutes. 
   
  NOTE: As many members of the Sewer Patrol 
  possess Darkvision, the party must be able to navigate in 
  complete darkness. 
  If any character fails his check, the Sewer Patrol 
  discovers the party. The patrol sends the party out of the 
  sewer with a 2 gp fine and a warning that the sewers are 
  off limits. If the party fails a second time, then those who 
  are discovered are arrested and held for 1 TU (obviously 
  with no way to complete the adventure). Those who 
  succeed can wait until the shift change and continue. 
  After the second failure, the Sewer Patrol will be too 
  vigilant for another attempt. It is up to Pug Nootin when 
  he comes on shift. 
  Members of the Sewer Patrol possess the knowledge and 
  contacts to get to the secret entrance without hassle. If 
  the party chooses to follow a member of the Sewer Patrol, 
  they can arrive at the secret passageway any time of the 
  day if the Sewer Patrol member makes a Bluff, 
  Diplomacy, or Intimidate check of DC 12 (depending on 
  how he wants to speak to the patrols).  
  Stand Down, Soldier 
  Members of certain meta-organizations are allowed to be 
  in the sewers. This may allow the PCs to order the 
  current sewer patrol to stand aside or Bluff their way past 
  the constables. Members of the DVPC must succeed at a 
  properly worded Bluff check (DC 5 + APL) to be allowed 
  past the constables.  
   
  High-tier members of the constabulary (sergeants, 
  lieutenants and captains) may order the sewer patrol to 
  let them pass regardless of what branch of the 
  constabulary they belong to. Low-tier members of the 
  constabulary (recruits, deputies, and constables) must be 
  assigned to the sewer patrol (see the Constabulary cert 
  for more details). If they are, they may order the on-duty 
  patrol aside only if they outrank them 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 8 
  APLs 2 and 4: Recruits 
  APLs 6 and 8: Constable’s Deputies 
  APLs 10 and 12: Constables 
  If they don’t outrank them, then they must succeed at a 
  successfully worded Bluff check (DC 10 + APL) to be 
  allowed to pass. Constabulary members that are not 
  assigned to the sewer patrol must succeed at a 
  successfully worded Bluff check (DC 15 + APL) to be 
  allowed to pass. 
  Walk This Way and Do Watch Your Step 
  When the party enters the sewers near the Royal District 
  and makes its way toward the secret door, Sergeant Pug 
  Nootin intercepts the characters. Pug does not spend a 
  lot of time with other people, so his sense of humor 
  amuses mostly just him. When the party fumbles 
  through the sewer, read or paraphrase the following: 
  The stillness of the sewer is interrupted by a gruff 
  voice tinged heavily with a dwarven accent. It booms 
  down the tunnel toward you, "Here now, what's this? 
  Show yerself! Don't make me cross. It be bad 'nuff I 
  gotta work overtime since dose lazy sons a' gnolls 
  din't show for their shift." 
   
  Pug and his two deep halfling subordinates do not 
  use torches, so odds are likely they have an advantage 
  over the party. If the party doesn't try to flee, he 
  approaches them and tries to make them nervous. 
   
  For the most part, Pug just wants to relieve his 
  boredom and chooses to take it out on the party. His 
  intent is just to make the party nervous and wonder what 
  to do. Should the party start to flee or fight, he gets back 
  to business. 
  With a guffaw, the dwarf bellows out, "Nah, I'm only 
  kiddin' ya! I'm s'posed to meet ya here. Name's Pug 
  Nootin." He casts a quick glance at the two halflings 
  behind him and says, "Okay, blokes, go take a break 
  somewhere. I gots some business here." With curt 
  nods, the halflings walk away and meld into the 
  darkness. 
   
  Players might be nervous, but the halflings honestly 
  left the area. They are aware that Pug does covert work 
  for the DASL, and they prefer not to get involved. The 
  halflings make themselves scarce and let Pug deal with 
  the party. 
   
  Pug leads the party to the secret door, which is off a 
  secondary tunnel. Signs of the magical waste that seep 
  from the Dweomercrafter's Guild are faintly visible but 
  harmless. He gladly answers any questions, but his 
  knowledge is limited. He knows Jal Torak and was told 
  about this secret entrance just today. He snuck into the 
  sewer at noon and confirmed its existence, though he 
  dares not open it in case it is trapped. 
  An Annoying Guardian (APL 2 only) 
  APL 2 tables have an extra annoyance facing them. 
  Sitting in front of the secret door, munching happily on 
  an unidentifiable corpse, is a gelatinous cube. As Pug 
  rounds the corner of the tunnel, he stops the party. Read 
  the following: 
  As Pug turns a corner, he stops in his tracks, 
  indicating with a silent motion for you to do the 
  same. He whispers almost reverently, "Ya got 
  company. See dat glistenin'? Dat's a cube, and she's 
  gotten herself a thief!" Pug lights a bull's-eye lantern 
  and shines it down the tunnel, illuminating a bloody 
  corpse floating in the air, its arms clutching a golden 
  vase. Pug looks around, as if seeking out an 
  eavesdropper before continuing, "Right, I ain't 
  s'posed to do dis, but I been told by Jal dat dis is 
  important. So, I leave now, and I don't wanna hear 
  'bout some cube bein' killed by ya folks." 
   
  The dwarf plants his fingers in his ears and walks 
  down the tunnel away from the cube, muttering, 
  "Nope, I ain't seen nuthin'."  
  Any Dyvers resident knows that killing a gelatinous cube 
  in the sewers is a criminal offense. Thus, Pug's 
  willingness to walk away and allow a cube to be 
  slaughtered should demonstrate the gravity of the 
  situation. Law-abiding citizens might approach the 
  problem with nonviolence, especially with the many 
  alcoves that exist in the sewer. If the party is willing to 
  wait it out, the cube moves on in half an hour. Note that 
  the cube has Blindsight of 60 feet. Pug was able to see it 
  before it sensed the party, so some characters might not 
  even see the ooze without Pug's lantern.  
  APL 2 (EL 3) 
  �Gelatinous Cube: hp 42; see Monster Manual 
  page 201. 
  Treasure:  
  APL 2 – L: 0 gp, C: 80 gp, M: 0 gp. 
  Encounter Four: The First 
  Bend 
   
  Approximately 500 feet within the secret entrance is a 
  trap. At about halfway between the entrance and this 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 9 
  bend, it is obvious that someone with money had crafted 
  the passage. The passageway is a total of 600 feet long. 
  Somewhere between 200 and 300 feet, the ceiling 
  gradually climbs to 20 feet high, and it becomes clear 
  the walls were carved by diligent hands. The floor 
  levels and becomes cobblestones. The smell of the 
  sewer is almost a distant memory. 
  The trap is 100’ feet before the end of the passageway. 
  APL 2 (EL 1) 
  �Razor-Wire across Hallway Trap: CR 1; mechanical; 
  location trigger; no reset; Atk +10 melee (2d6, wire); 
  multiple targets (first target in each of two adjacent 5-ft. 
  squares); Search DC 22; Disable Device DC 15. 
  APL 4, 6, 8, 10 (EL 3) 
  �Burning Hands Trap: CR 3; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (burning 
  hands, 5th-level wizard, 5d4 fire, DC 11 Reflex save half 
  damage); Search DC 26; Disable Device DC 26. 
  APL 12 (EL 5) 
  �Fireball Trap: CR 5; magic device; proximity trigger 
  (alarm); automatic reset; spell effect (fireball, 8th-level 
  wizard, 8d6 fire, DC 14 Reflex save half damage); Search 
  DC 28; Disable Device 28.  
  NOTE: On the map in DM's Aid #1, the areas of effect 
  for APL 2 are the two black squares, the areas of effect for 
  APLs 4 through 10 are the black squares plus the three 
  dark gray squares, and the areas of effect for APL 12, are 
  the black squares, the dark gray squares, and the light 
  gray squares. The trap goes off as soon as anyone touches 
  the line crossing the hallway at the arrow. 
   
  NOTE: There is still an additional 100’ to the manor, 
  but this distance has been truncated to fit on the page. 
  Encounter Five: Cleaning 
  House 
   
  In this encounter, the player characters contend with the 
  automated defenses of the passage. The constructs that 
  guard the way are hidden in a room designed to resemble 
  a den of torture and enslavement. Note that at APLs 8 and 
  12, there is a hidden room with a fragile wall (compared 
  to the construct stored there). When the construct(s) in 
  the room attack, the construct hidden here (the stone 
  statue at APL 8 or one of the clay golems at APL 12) 
  collapses the wall, which is a full-round action. Since this 
  is not a door that opens up, the Search DC is 28 for those 
  searching for secret doors.  
  The objects are programmed to attack on one of the 
  following triggers: 
  • 
  Someone tampers with the false wall without 
  uttering the password (APLs 8 and 12 only). 
  • 
  Someone enters the room without uttering the 
  password. 
  • 
  Someone presses one of the buttons in Encounter 
  Six without uttering the password (in case someone 
  sneaks past the room). 
  As someone approaches the room (or views it through 
  other means), read or paraphrase the following 
  description: 
  The single lit torch on the far wall of this room casts 
  several long, menacing shadows. On top of one table 
  lies a misshapen form covered by a burlap tarp. On 
  another table are several tools, chains, and manacles. 
  A poker and barbed forceps rest in the cold ashes of 
  an unlit fire pit. In the far corner sits a large pile of a 
  reddish substance. 
  The threat here depends on the APL run. Note that the 
  tarp has the Blind ability and the chain has the Constrict 
  ability.  
  At APLs 10 and 12, Parm left a gift for the party: a 
  golembane scarab. Anyone inside the room who succeeds 
  at a DC 31 Spot check notices a little yellow ribbon 
  buried under some debris on the table (placement on the 
  map at judge's discretion). Tied to this ribbon is the 
  beetle-shaped pin. Picking up the scarab is a move-
  equivalent action that provokes an attack of opportunity, 
  just like picking up a dropped weapon. If someone 
  actively searches the table, the Search DC is 14. (Both 
  DCs decrease by 1 for each round the PCs stay in the 
  room after the initial check is made.) 
  APL 2 (EL 2) 
  �Forceps, Medium Animated Object: hp 20; see 
  Monster Manual page 13. 
  APL 4 (EL 5) 
  �Tarp and Chain, Large Animated Object (2): hp 43, 
  48; see Monster Manual page 13. 
  APL 6 (EL 7) 
  �Wooden Tables, Huge Animated Object (2): hp 72, 
  77; see Monster Manual page 13. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 10 
  APL 8 (EL 8) 
  �Wooden Tables, Huge Animated Object (2): hp 72, 
  77; see Monster Manual page 13. 
  �Stone Statue, Huge Animated Object: hp 90, see 
  Monster Manual page 13. 
  Note: The statue is located in the hidden room. 
  APL 10 (EL 10) 
  �Clay Golem: hp 90; see Monster Manual page 134. 
  APL 12 (EL 12) 
  �Clay Golem (2): hp 90, 90; see Monster Manual page 
  134. 
  Note: One of the clay golems is located in the hidden 
  room. 
  Tactics: As these are constructs, their goal is simple: stop 
  anyone from passing through the room. They pursue for 
  a little bit, but they stop short of the trap in Encounter 
  Four. Most of the time, everything can be found in the 
  room. At APL 8, the hidden room contains a featureless 
  stone statue. At APL 12, the second golem resides in this 
  room. 
  Treasure:  
  APL 10 – L: 0 gp, C: 0 gp, M: scarab, golemsbane (208 gp 
  per character). 
  APL 12 – L: 0 gp, C: 0 gp, M: scarab, golemsbane (208 gp 
  per character). 
  Encounter Six: Halting 
  Overconfidence 
   
  At the end of the hallway is a large stone door with 
  another trap. After hearing tales of secret chambers 
  guarded by mere riddles, Lord Darian could not 
  understand why the rightful owner would need to 
  decipher his own puzzle in order to pass into his 
  chambers. He modified the puzzle trap in order to ensure 
  that people could not pass. He intended to reset the trap 
  to be easier on the player characters, but he didn't have 
  anyone he could trust that could modify the trap. He 
  hopes that Parm's warning is sufficient. As the players 
  arrive at this point, read the following: 
  At the end of the 20-foot-wide hallway is a solid stone 
  door. Next to the door are three panels, a black panel, 
  a gray panel, and a brown panel. Above the panels in 
  the common language is a riddle: 
  "The bear encountered a fox, a hare, and a wolf in the 
  night. The bear asked the other animals if they knew 
  what color it was. 
  "The 
  fox 
  answered, 
  'You 
  are 
  not 
  black.' 
  "The hare replied, 'You are either brown or gray.' 
  "The wolf responded, 'You are brown.' 
  "The bear said, 'At least one of you is right and at least 
  one of you is wrong.' What color is the bear if it is one 
  of the above colors?" 
   
  This riddle is duplicated in Players' Handout #1. 
   
  Though the correct answer to the riddle is "gray," the 
  door does not open if just that panel is pressed. Pressing a 
  panel depresses it for 30 seconds. The proper sequence is 
  brown, gray, black. If a panel is pressed out of sequence, 
  the trap is activated, and all depressed panels pop back 
  up. Likewise, if the correct panel is pressed but the 
  subsequent panel is not pressed within 30 seconds, the 
  panel pops back up and the trap is activated.  
   
  A rogue can use Disable Device to deactivate the 
  trap, giving the party ample time to press any of the six 
  combinations to open the door. The rogue still needs to 
  search to find the mechanism in the grooves of the 
  panels. Anyone can make a Search roll of DC 16 to realize 
  that no panel has been pressed more often than the other 
  panels. If the Search roll beats DC 23 + APL, the searcher 
  discovers three tiny notches etched on the side of the 
  black panel, two tiny notches etched on the side of the 
  gray panel, and one single notch etched on the side of the 
  brown panel. 
  APL 2 (EL 2) 
  �Burning Hands Trap: CR 2; magic device; touch 
  trigger; automatic reset; spell effect (burning hands, 1st-
  level wizard, 1d4 fire, DC 11 Reflex save half damage); 
  Search DC 26; Disable Device DC 26. 
  The location of this trap is the square with the panel, so 
  someone right next to the door is spared, while people 
  behind the person pressing the button could be in peril. 
  APL 4 (EL 4) 
  �Lightning Bolt Trap: CR 4; magic device; touch 
  trigger, automatic reset; spell effect (lightning bolt, 5th-
  level wizard, 5d6 electricity, DC 14 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
  The location of this trap is between the door and the 
  panel, meaning that the bolt carves a 10-foot-wide path in 
  the middle of the passageway. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 11 
  APL 6 (EL 6) 
  �Lightning Bolt Trap: CR 6, magic device; touch 
  trigger, automatic reset, spell effect (lightning bolt, 10th-
  level wizard, 10d6 electricity, DC 14 Reflex save half 
  damage); Search DC 28, Disable Device DC 28. 
  The location of this trap is between the door and the 
  panel, meaning that the bolt carves a 10-foot-wide path in 
  the middle of the passageway. 
  APL 8 (EL 8) 
  �Waves of Exhaustion Trap: CR 8, magic device; touch 
  trigger, automatic reset, spell effect (waves of exhaustion, 
  13th-level wizard, no save, subjects are exhausted); Search 
  DC 32; Disable Device DC 32. 
  The location of this trap is the square with the panel, so 
  someone in one of the corners flanking the panel and the 
  door is spared, while people behind the person might be 
  affected. Affected PCs are exhausted for an hour, which 
  could be a problem if this trap is triggered at 9 PM or 
  later. 
  APL 10 and 12 (EL 10) 
  �Mass Hold Person and Summon Monster VII Trap: 
  CR 10, magic device, touch trigger, automatic reset, 
  multiple traps (one mass hold person trap and one 
  summon monster VII trap that summons a huge air 
  elemental); spell effect (mass hold person, immobilize 
  characters within 30 feet, DC 20 Will save negates, 13th-
  level wizard), spell effect (summon monster VII, 
  13th-level wizard, huge air elemental); Search DC 32; 
  Disable Device DC 32. 
  The mass hold person trap targets the person pressing the 
  panels (unless he is using reach) and works its way down 
  the corridor 30 feet away. The huge air elemental is 
  summoned above the party unless there is not a legal 
  placement within 30 feet of the door, e.g., everyone in the 
  party is enlarged and occupies half the height of the 
  corridor. The air elemental only remains 13 rounds and is 
  willing to chase a fleeing party only as far as Encounter 
  Four. Anyone who does not flee suffers the full wrath of 
  the elemental. 
  This door requires only the button sequence to be 
  pressed. The pass phrase does not work here, though it 
  does keep back the constructs in Encounter Five if they 
  were not defeated already. 
  Alternate Ways 
  Creative players will want to find other ways to press the 
  panels without putting themselves at risk (especially if 
  they triggered the trap once already). Possibilities 
  include: 
  • 
  Using a reach weapon: This method prevents the 
  wielder to be affected by the mass hold person trap 
  (unless he is using natural reach from an enlarge 
  person spell). The lightning bolt trap affects him 
  unless he presses the panel from a corner. Note that 
  the panels require leverage and cannot be pressed by 
  someone flush with the wall (such as by someone in 
  the corners) unless his Strength is at least 25. 
  • 
  Using projectiles: The panels require some 
  manpower to depress. As such, a simple arrow will 
  not work. Any small projectile will only depress the 
  panel if it is launched with at least a +4 strength 
  bonus (such as a composite bow or a throwing 
  dagger). If a larger projectile is launched (such as a 
  rock), it only requires a +2 strength bonus. Note that 
  thrown weapons travel a maximum of five range 
  increments (meaning 50 feet for a rock). 
  • 
  Using magic: There are many possibilities here, so 
  use your best judgment. A sample list may include: 
  • 
  mage hand, unseen servant, prestidigitation: 
  These spells do not exert the proper force to 
  press the panels. 
  • 
  telekinesis: This spell easily exerts the proper 
  pressure. Each combination of plates requires 
  one round of concentration (so this can be done 
  within 6 rounds if the party is not bothered by 
  the trap). 
  • 
  dimension door, teleport: Nothing prevents 
  these spells from working, as long as the caster 
  and his passengers arrive in an empty square.  
  • 
  disintegrate, passwall: If performed on the door 
  or the wall, the PCs may pass freely. 
  • 
  stone shape, knock: This spell opens the door, 
  but it triggers the trap. 
  • 
  Using brute strength: The stone door can be 
  battered down using brute strength. Each attempt 
  activates the trap, to a maximum of one trigger per 
  round. 
  �Stone Door: 3 in. thick; hardness 8; hp 45; AC 5; Break 
  DC 26. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 12 
   
  Encounter Seven: Freeing the 
  Slaves 
   
  In this encounter, the party meets five of the "slaves" 
  locked up in their cells. There is a chance the party may 
  discover that instead of selling slaves, Kesser has been 
  rescuing slaves and treating them decently in his 
  "dungeon." 
  Once through the trapped door, it is a short walk to the 
  stairs leading up to wooden door. Anyone who listens at 
  the door can hear the prisoners whispering with a Listen 
  check of DC 22 (this includes range penalties). On a 
  Listen check of DC 32, the character can make out the 
  conversation. The pretend slaves are bored and are 
  passing the time. Unless the party was particularly noisy 
  at the trapped door (for example, a fireball spell going 
  off), they chitchat about their past lives and future 
  dreams. They never talk about their roles as slaves, as 
  they've been warned about divination magic. 
  When the players open the door to this room, read or 
  paraphrase the following: 
  Beyond the door is a small dungeon, approximately a 
  30-foot square partitioned off with iron bars. Five 
  startled prisoners gawk from four distinct cells as the 
  door opens. Another cell holds rubble and buckets 
  filled with waste next to a bed used to store bread and 
  jars of water. The prisoners, a half-elf, two dwarves, 
  and two halflings, look terrified and hungry. 
   
  Beyond the cells lies a set of heavy double doors. 
  Judging from the thickness of the doors, anyone 
  screaming for mercy here would not receive a reply 
  from above. 
  The idea is to set the mood so that the party loathes Lord 
  Darian Kesser. The prisoners are actually rescued slaves 
  who now serve the DASL by adding to Kesser's 
  credibility. They are all skilled at acting, but Leeza is the 
  ringleader of this batch. She attempts to do all the 
  talking, while the other slaves feign exhaustion. 
   
  The slaves are hungry. They have starved themselves 
  for 2 days in preparation for the rescue. They suffer some 
  minor wounds that they caused themselves, though 
  Ragamuffin's arm was already severed 12 years ago. None 
  of the recent injuries are major.  
   
  The five slaves are: 
  Leeza: Leeza had a promising career in the County of 
  Urnst as a half-elven bard. One night, she drank too 
  much and was easily subdued in an alleyway on her way 
  home. She awoke quite sober in the hold of a slaver ship. 
  Six years of slavery hardened her, and she no longer 
  possesses her happy-go-lucky attitude. As a victim of an 
  attempted strangulation, Leeza realizes her dreams of 
  being a singer are dashed, speaking in a hoarse whisper. 
   
  Using her former bardic knowledge, Leeza was able 
  to gain leverage within the politics of the slave pen. She 
  has a hard time letting this go and can become very 
  vindictive if she feels she is wronged. She doesn't take 
  offense to people not believing her story (though she is a 
  little upset at being rusty), but she becomes hateful 
  toward those that are callous. Should any PC treat the 
  rescued slaves with any hostility, she plans to ruin their 
  reputations during the big surprise upstairs. Note that if 
  the party knows about the secret door, she reluctantly 
  keeps quiet, preferring to preserve Kesser's secret. 
   
  Thanks to the slavers, Leeza is terrified of dogs. She 
  shrieks at anyone bringing a dog or wolf into the 
  dungeon. She calms down eventually, but she insists on 
  keeping a wall of people between her and any dogs. If a 
  player character ignores her pleas and subjects her to a 
  dog, she may attempt to ruin his reputation during the 
  big surprise upstairs. 
   
  Leeza is a noncombatant, but when dealing with the 
  player characters and NPCs, her Bluff score is 6+APL, her 
  Diplomacy score is 6+APL, her Sense Motive score is 
  2+APL, and her Disguise score is 8+APL 
  Ragamuffin and Thornwillow: These two halflings have 
  been friends since they were rescued from the Pomarj 2 
  years ago. Due to the brutality of orcs, Ragamuffin is 
  missing his left arm. Thornwillow has been beaten so 
  often that his entire body is covered with scars and he 
  stutters when he speaks. 
  Rockbeard and Ironknuckle: Rockbeard and his twin 
  sister, Ironknuckle, have worked the mines in the Bandit 
  Kingdoms. When they were freed, they happily agreed to 
  help the DASL. Rockbeard shaves his beard because of 
  his shame in being forced to kill another dwarf while 
  enslaved. Ironknuckle was a skilled pugilist, but a 
  vindictive human overseer has ruined her fighting days 
  by burning the skin off her fingers. Even with this 
  handicap, Ironknuckle could still work the mines and 
  shows this resolve in her face. 
   
  Ragamuffin, 
  Thornwillow, 
  Rockbeard, 
  and 
  Ironknuckle are all noncombatants and not the best at 
  telling tales. They let Leeza do all the talking, nodding 
  affirmatively where appropriate. For purposes of this 
  encounter, each of them has a Bluff +2, Diplomacy +1, 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 13 
  Perform +5, Sense Motive –1, and Disguise +3. If the PCs 
  separate one of these slaves from Leeza, they may be able 
  to convince him or her to talk. Without Leeza around, 
  their disguises start to falter, as reflected by their lower 
  Bluff score. As these slaves are considered Friendly, the 
  Diplomacy DC is only 20. In Leeza's presence, they 
  harden themselves to Indifferent, requiring a Diplomacy 
  check of DC 30. If the PCs are callous or cruel in their 
  demeanor, the slaves' attitude is one level less. 
  Alternatively, the PCs may attempt to Intimidate the 
  slaves. The slaves have endured years of hardship, and 
  nothing the party can throw at them compares to the 
  pains they suffered. If someone wants to try, the 
  Intimidate DC for Leeza and any slave in her presence is 
  35. If a player talks to a slave away from Leeza, then the 
  DC drops to 25. If Kesser's secret is still safe after this 
  Intimidation check, then Leeza plans to ruin the party's 
  reputation in Encounter Eight. 
  The Secret Passageway 
  In the cell containing the food and the waste is the secret 
  door leading to the true quarters of the slaves. It is 
  intentionally repulsive in order to dissuade nosy people. 
  The rescued slaves have placed their waste in this room. 
  Someone investigating the room can realize that there is 
  more waste in the buckets than what five people can 
  create with a Knowledge (Nature) check of DC 20. 
   
  The secret door is easy to find with a Search check of 
  DC 23. With enough examination, one can uncover 
  gouges in the stone floor. Naturally, Leeza tries to 
  convince the players to rescue them and go upstairs. 
  Depending on how she can read the players, she could 
  come up with any of the following excuses: 
  • 
  We haven't eaten in a couple of days because the last 
  cook got sick from working there. 
  • 
  I think there is magic there that keeps us all from 
  entering. 
  • 
  We have to hurry. I heard one of the servants say 
  that the party was ending early. 
   
  Should an inquisitive party open the secret door, 
  read or paraphrase the following: 
  The sight before you is a strange contrast to the 
  dismal cells. Two sturdy oaken tables support goblets 
  and chessboards. At one of the tables are two men 
  enjoying a game before a comfortable fireplace. As 
  the door opens, they gape in your direction with a 
  look of disbelief and panic. From one of three 
  curtained doorways, a woman's face peeks and then 
  quickly darts into the darkness. 
   
  In this room are eight recently freed slaves and three 
  former slaves who have offered to help Kesser with his 
  DASL activities. One of the latter is Rufus, a slave who 
  was rescued from the ship in Tiptoeing Among Dragons 
  (PCs may make a Wisdom check [DC 15] to know him by 
  name). The other slaves came from the DASL raids all 
  across the region. The recently freed slaves are waiting 
  for transport to take them back home.  
   
  Knowing their covers are blown, Leeza explains to 
  the characters how Kesser and Parm are working with a 
  high-ranking slaver in order to gain his trust. Leeza 
  doesn't know much about what happened before 
  yesterday, but she does know that the characters are 
  supposed to rescue the five "slaves" and use them to 
  publicly bring Kesser's activities to light. Leeza believes 
  that the intent is for Kesser to stage an escape and seek 
  refuge with his new partner. Beyond that, Leeza doesn't 
  know Kesser’s plans.  
   
  The other slaves support Leeza's story, though most 
  of them are in the dark about Kesser's intentions. They 
  verify that Kesser and Parm have treated them quite well 
  and that the dungeon only recently was modified to look 
  as atrocious as it does now. A Sense Motive check of DC 
  12 shows that these "prisoners" are telling the truth. 
   
  Players who get this far may feel betrayed when 
  learning of this ruse. Leeza tries to console them (but not 
  as eagerly if they were crass with the slaves) and explains 
  that Kesser is risking everything by taking this gamble. 
  In order to gain the trust of his partner, he needs to 
  become a monster in the public's eye. Furthermore, he 
  needs to suffer an ignominious fall in order to cement 
  the deal. 
   
  The slaves cannot stop the players if they decide to 
  reveal Kesser's secret plan, but it should be obvious to the 
  players that doing so would ruin Kesser's plan and 
  disgrace the DASL.  
   
  Whether the players know the truth about Kesser or 
  not, proceed to Encounter Eight when they decide to 
  pass through the double doors and up the stairs to the 
  manor proper. 
  Encounter Eight: Party 
  Crashers 
   
  In this encounter, the players confront the Gentry, 
  Colonel Dolorrak, and the high priests of Zilchus and 
  Xerbo. This is the party's big moment; so let them plan 
  their strategy. They may decide to fling the doors open, 
  knocking over trays of food, or they may choose a subtler 
  route. Whatever reaction the party is going for will likely 
  be the reaction they'll receive.  
  
  Dyv5-03 Dining with the Dragon 
   
  Page 14 
   
  The stairs from the “dungeon” (what turns out to be a 
  renovated cellar) come up beside the kitchen entrance. 
  The front hall has been transformed into a large banquet 
  hall with tables large enough to sit two gentry houses at 
  each. The gentry have separated into their usual groups 
  (Leardyn sitting with Grandhearth, Pengallen sitting 
  with Siggoran, etc.). The banquet hall is 200’ square with 
  the only prominent feature being the stage for the bards. 
  There is no head table (although all the “Big 6” tables are 
  on the opposite side of the room). Lord Kesser is in the 
  middle of the room, seated with the Hoffers. 
   
  NOTE: Strangely, there are no house guards present. 
  A butler stands at each door (the kitchen, the real dining 
  room, the parlor, the stairs to the upstairs bedrooms, the 
  servant quarters, and the stairs the PCs are coming out 
  of). The butler at the cellar stairs is particularly old. No 
  roll is required to push past him. 
   
  The status of the party depends on the time that the 
  PCs arrive. Use the following chart to gauge where the 
  guests and guards are located. If the PCs arrive during the 
  council meeting, they can hear arguing through the door 
  (no Listen check is required). PCs may listen at the door 
  for as long as they like. 
  Before 7:00 
  The gala hasn't started yet.  
  Kesser admonishes them and tells them 
  to go back to the basement so the 
  unveiling can commence as planned. If 
  they refuse, then Kesser surrenders, 
  ending the adventure. 
  7:00-7:30 
  Guests arrive and are entertained. 
  For the most part, the guests mingle and 
  hobnob. A bardic troupe performs for 
  the guests. The guests are scattered 
  across various rooms, admiring the 
  trophies of the Kesser home. Marlae 
  Lartoln has sneaked away to a side 
  corridor with her newest “suitor.” 
  7:30-8:30 
  Guests are seated and served. 
  The bardic troupe plays some light 
  dinner music in the dining hall. Servants 
  bring various courses, and the guests 
  laugh and chatter. Heads of houses 
  converse about the relevant politics: the 
  Knights of the Hart in Westguard, the 
  expansion of Pengallen’s holdings in the 
  east, Greyhawk assassins, the return of 
  Ethane Leardyn from Furyondy, the 
  missing magister, etc. 
  8:30-10:00 
  Dinner concludes and the guests prepare 
  for the meeting. The following topics are 
  discussed in this order. (If you haven’t 
  been keeping time, roll 1d8 to see how 
  far into the meeting they are.) 
  • 
  Lord Grift addresses the Knights of 
  the Hart’s presence in Westguard. 
  Both 
  Lords 
  Grandhearth 
  and 
  Leardyn assure everyone they have 
  been peaceful and law abiding since 
  their arrival. 
  • 
  Lord 
  Maltrus 
  addresses 
  House 
  Pengallen making a jurisdictional 
  decision in Oster County.  This line 
  of discussion is interrupted by 
  Atorin Seffren’s accusation that 
  Pengallen is a slave trafficker and a 
  traitor. 
  • 
  Pengallen uses this interruption to 
  make an accusation of slavery 
  against Lord Kesser. Kesser points 
  out 
  that 
  Pengallen 
  has 
  no 
  substantiating evidence and his 
  reputation isn’t one to make such an 
  accusation stick. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 15 
   
  • 
  Lord Navoy states his discomfort 
  with the Knights of Furyondy and 
  their open belief of Dyversian 
  annexation. He calls for an election 
  of a new Magister. 
  • 
  Lord Maltrus diffuses this motion by 
  demanding that House Pengallen 
  pay for the resurrection of House 
  Herall and the slain members of 
  House Seffren whose return to life 
  has been stalled for months by 
  unnecessary gentry debate. 
  • 
  Lord Siggoran, who is generally seen 
  as one of Pengallen’s lackeys, 
  demands that the Herall families 
  stand trial before any expense be 
  levied to revive the families. 
  • 
  Atorin Seffren becomes incensed at 
  the notion of his family being 
  labeled as traitors. This rallies 
  Ethane Leardyn to claim that there 
  are still traitors in the gentry council 
  that are living and need to be dealt 
  with. 
  • 
  Lord 
  Pengallen 
  uses 
  this 
  opportunity to reveal the details of 
  the Great Dock Fire of CY 592. He 
  accuses the Kurault family of being 
  responsible for Iuz’s attack. Lord 
  Grift seconds this claim. 
  NOTE: After this accusation, a Zilchan 
  church inquisitor exposes Kurault as a 
  cambion. Battle ensues and a large 
  number of the gentry are massacred. 
  After 10:00 
  The Gentry are slaughtered. 
  The party arrives at a gruesome sight: 
  Dozens of corpses litter the estate; what 
  few are recognizable belong to the heads 
  of Gentry houses. Kesser is not present. 
  The constabulary shows up and asks how 
  the PCs are involved. Kesser has escaped 
  and alerted the guard. If the PCs reveal 
  the slaves to the guards, the information 
  is lost in the shock of the slaughter. The 
  PCs fail the DASL's mission. 
   
  NOTE: The following Gentry Houses 
  lose all family members in the attack 
  (currently ending the House entirely): 
  • 
  House Dagby 
  • 
  House Gros 
  • 
  House Kayim 
  • 
  House Reshaul 
  • 
  House Sidral 
  • 
  House Siggoran 
   
  Making the Accusation 
  The PCs are not granted an audience in front of the 
  council and must either force their way past the 
  household staff or shout their accusations from the door. 
  Lord Darian Kesser initially denies having any ties with 
  slavery. At first, the Gentry sides with Kesser, but he 
  quickly loses support as the rescued slaves testify against 
  him. The Gentry members can be persuaded to go to the 
  basement to witness the cells. Due to the unhygienic 
  conditions, they do not want to venture past the doors, 
  preferring to view the human misery from their ivory 
  towers. 
   
  The attitudes of the Gentry shift quickly from 
  disbelief to complete outrage. Gossip spreads throughout 
  the guests, with comments like, "I always didn't like 
  him," and, "To think that one of the fellow Gentry could 
  be so base!" Being Gentry, these people are expert at 
  denigrating former friends on short notice. If this 
  happens after Pengallen has made his claims, he uses this 
  opportunity as the proof he needs. Colonel Dolorrak 
  stands from his table and demands that Kesser surrender. 
   
  Disgraced, Lord Darian Kesser surrenders, insisting 
  his innocence. A Sense Motive check (DC 10) makes it 
  seem as though Kesser is truly guilty. Beating a DC of 30 
  shows that Kesser is simply acting the part. (PCs that 
  learned Kesser’s true intentions in the basement receive a 
  +10 circumstance bonus to their check. 
   
  Colonel Dolorrak escorts Kesser out of the manor 
  and takes him to jail. The Gentry rain short praise on the 
  party and are grateful that such a cur has been caught. 
  They ask the PCs to wait in the parlor so they can 
  properly reward them once the council meeting is 
  finished. If they go to the waiting room, read the 
  following. If they dealt with the slaves in a disparaging 
  fashion, instead go to “A Bard Scorned” below. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 16 
  A butler escorts you to the side parlor with a wry 
  smile on his face. Before shutting the double doors, 
  he asks you if you would like any beverages while you 
  wait. Seated in the parlor are a handful of guards, 
  although they seem more interested in their own 
  goblets of wine than your arrival. A number of fine 
  couches line the walls. On the far wall are three glass 
  cases with a number of Lord Kesser’s trophies 
  displayed within. 
   
  If the PCs investigate the trophies, each case holds 
  an item: a scroll case, a hat, and a belt. Beneath each item 
  is a candle with continual flame cast on it. There is a brass 
  plate in each case identifying the items: “Jephtheh’s Tube 
  of Preparation,” “Markessa the Red’s Plumed Hat,” 
  “Turrosh Mak’s Vile Belt”, and “Tritherion’s Sacred 
  Scabbard” respectively. The glass is held in place by a 
  simple latch, but each case is sealed with an arcane lock. 
  If the spell is suppressed or dispelled, the glass comes off 
  without requiring an Open Lock check. If the spell isn’t 
  suppressed or dispelled, then the items can only be 
  retrieved by breaking the glass. 
   
  NOTE: If the PCs begin attempting to figure out a 
  way into the trophy cases before combat begins, the 
  guards watch them intently, making no effort to hide the 
  fact that they’re observing the PCs trying to steal from 
  Lord Kesser (although they do not try to stop the PCs if 
  they do try and take the items). 
   
  NOTE: Descriptions of these items are listed on the 
  AR if any of the PCs put one (or more) on for the final 
  combat. The “complete” version of each item appears at 
  all APLs. 
  Detecting Evil 
  The party might decide to cast detect evil in the banquet 
  hall. The Gentry are not comprised entirely of nice 
  people. A lot of Gentry members have grown to love the 
  power they wield and are not altruistic with their wealth. 
  About a quarter of the banquet guests detect as evil. Lord 
  Kesser does not detect as evil. 
   
  It is important to note that being evil is not a crime 
  in Dyvers. Any PC who accosts a gentryman or his family 
  (other than Kesser) is arrested, losing 52 TUs. If a PC kills 
  a gentryman or a member of his family, he is sentenced 
  to death and turned into a gelatinous cube. The character 
  is removed from play. 
  Detecting Thoughts 
  Someone may try to tap the Gentry for information by 
  using detect thoughts. It is common practice to use mind 
  reading magic to gain a leg up on political opponents. 
  Some of the more unscrupulous gentry even hire 
  doppelgangers to masquerade as family members and 
  read the minds of other gentry present. Because of these 
  practices, mind reading spells and divinations fail when 
  focused on the head of any household. The thoughts of 
  wives and children are not so heavily guarded, but they 
  have been conditioned not to focus on any one subject to 
  avoid being used against their father. Their minds switch 
  to various topics several times, rendering the surface 
  thoughts trivial. Most thoughts focus on upcoming 
  gatherings, past parties, how unfashionable Kesser's 
  décor is. Anything useful to come from this task can be 
  learned from scuttlebutt: House Pengallen has obstructed 
  the resurrection of Houses Herall and Seffren with 
  tedious debate during council meetings, most of the 
  Gentry are appalled at having Knights of Furyondy 
  occupying Dyvers’ western fortress, and everyone 
  harbors some rumor about Larissa Hunter’s secret plans 
  and her current location (all different). 
  The Big Secret 
  It's possible that a properly paranoid party has true seeing 
  cast, in which case, that person easily notices that Kurault 
  is actually a half-devil (with wings, claws, etc). His aide is 
  a rakshasa and an imp hides invisible next to the 
  cambion’s seat. If a PC raises the alarm, Lord Maltrus 
  admonishes them sternly, saying they have already been 
  promised a reward and shouldn’t throw about such 
  accusations toward the gentry so frivolously. It won’t 
  increase the sum of their reward. Although the meeting 
  continues, the high priests are alerted, which sets into 
  motion Kurault’s eventual exposure. 
   
  The involvement of House Kurault with the Great 
  Dock Fire of CY 592 had been brought to the attentions 
  of both Zomawyns in private (the high priests of the two 
  churches are brothers). They plan on using a church 
  inquisitor to expose Kurault if he had been corrupted in 
  any way by Old Wicked. Unfortunately for the high 
  priests, the false Kurault has several allies scrying on the 
  banquet and his exposure begets the massacre. 
   
  If the players are belligerent about it and publicly 
  insist that Kurault is not what he seems, the cambion 
  begins his plan right away. Skip immediately to 
  Encounter Nine. When the priests chase after Kurault, 
  they order the party to stay with the Gentry, cursing, 
  "You've unmade enough of our plans. Make 
  yourselves useful for once and stay here!" The villains 
  come in shortly afterward. 
   
  NOTE: Unlike most gods, Iuz himself is taking 
  direct part in today’s events. Any spell that targets the 
  cambion Kurault is reflected to a random guest at the 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 17 
  DM’s discretion. For example, if a PC were to cast magic 
  missile at Kurault, the spell might instead strike Klabert 
  Lord Grandhearth. Any area of effect spells fail to do any 
  damage regardless of whether they normally allow spell 
  resistance. Kurault has the protection of Old Wicked for 
  the duration of this adventure. PCs are not punished if 
  they inadvertently kill a gentryman or his family through 
  this type of spellcasting. Once the devastation is 
  complete, no one can tell who caused what deaths. 
  A Bard Scorned 
  Leeza plays along with this charade as long as the party is 
  noble in its deeds. She has witnessed slaves being rescued 
  who have been, in turn, exploited by their saviors. 
  Because of this, Leeza is hateful toward those who treat 
  slaves as less than people. 
   
  She turns on the party only if one of the following 
  events occurs: 
  • 
  The party treats the slaves with hostility, refusing to 
  give them food or insisting on tying them up "for 
  their own good." 
  • 
  The party refuses to keep a dog or other canine in 
  check, subjecting Leeza to her greatest fear. 
  • 
  The party performs some deed that would warrant 
  scorn and hatred from Leeza because of callousness 
  (humiliating or molesting a slave in some fashion). 
  NOTE: If the party knows about the secret passageway 
  and the truth about Kesser, Leeza does not turn on the 
  party. She fears that doing so would jeopardize Kesser's 
  work. 
   
  If Leeza holds a grudge against the party, she plays 
  her cards in full view of the entire Gentry and the high 
  priests by telling them of how cruel the party was. 
  Depending on what sets her off, she pleads her case in a 
  manner similar to below: 
  The half-elven slave steps forward and meekly says, 
  "My good lords and ladies, if I may? I'd rather return 
  to the iron mines with blisters on my hands than stay 
  with these scoundrels. They mistreat us and are so, so 
  cruel. Why, I wouldn't be surprised if they were 
  somehow involved in our abduction and now intend 
  to exploit us for their gain. Please, good people, find it 
  in your hearts to help the disadvantaged and protect 
  us from these villains. Don't send us with these 
  wicked people!" Tears well up in her eyes, but she 
  makes a point to aim a look of hatred in your 
  direction. 
   
  If the party protests and tries to counter the bard's 
  statements with its own, assign a lead speaker to make a 
  Diplomacy check. If the party does not deny the 
  allegations, then Leeza automatically wins her Diplomacy 
  check. If the other PCs may assist; Leeza has no assist as 
  the other slaves have no interest in the matter. Assign 
  bonuses and penalties per the following guidelines: 
  Event, item, or reputation 
  Modifier 
  to skill 
  For each influence, favor, or boon of the 
  Gentry Council expended. 
  +3 
  For each influence, favor, or boon of a 
  member of the Gentry expended. 
  +2 
  For each character that has the Adoration 
  of Marlae from Dyv2-04 Eloped?. 
  +2 
  For each influence, favor, or boon of the 
  Alliance, Constabulary, Dyvers Anti-
  Slavery League, or Shadowind Monastery 
  expended. 
  +1 
  If any character has the Ire of a Stranger 
  from Dyv3-04 Splintered Timbers. 
  -1 
  If any character has the Enmity with 
  House Pengallen from Dyv4-05 Tiptoeing 
  Among Dragons. 
  -1 
  For each character who Kept Elven 
  Heirlooms from Dyv4-06 A House 
  Divided. 
  -1 
  If the party was crass in presenting the 
  slaves (insulting Gentry members, hauling 
  up the slaves in chains, etc.) 
  -1 to -5 
  For each character that is Responsible for 
  Innocent Deaths from Dyv4-01 Legacy of 
  Elemental Evil. 
  -2 
  For each character Wanted! In Calatran 
  from Dyv4-06 A House Divided. 
  -2 
  For each character that has Ire of the 
  Gentry from Dyv3-01 Funeral for a Friend. 
  -4 
  Living High or Luxury lifestyle. 
  -1 or -2 
  NOTE: Living a higher lifestyle while trying to convince 
  the Gentry that they have the best interest of slaves at 
  heart will backfire on the character. This only applies for 
  the person making the roll (or an assist). If the lead 
  speaker has above-standard lifestyle, let him know that 
  the Gentry looks unfavorably at the ostentatious display 
  of wealth so that he may choose a different speaker. 
   
  The lead speaker must match or beat Leeza's 
  Diplomacy roll. The party may not take 10 on this roll 
  unless the speaker has Skill Mastery, since this is a 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 18 
  stressful situation. Leeza's Diplomacy score is 6+APL and 
  also cannot take 10. 
   
  If the party succeeds, then the Gentry decide that 
  Leeza is simply delirious from not having enough food. 
  They pile thanks onto the party. If the party fails, the 
  Gentry eject them from the banquet and offer them no 
  rewards. The module is finished. Word comes later that 
  the gentry were massacred. 
  Encounter Nine: Party Slayers 
   
  Whether the party is praised or reviled, the gentry have 
  pressing topics to discuss. The slaves are also taken for 
  questioning. The characters are escorted to the parlor to 
  wait for the meeting to finish. 
  The order of events at this stage is: 
  1. 
  Kesser is arrested and escorted out. 
  2. 
  Party waits in the parlor. 
  3. 
  Gentry continues its meeting. 
  4. 
  Kurault is exposed. 
   
  After Kesser exits the manor, the high priest of 
  Xerbo exerts control. Read or paraphrase the following: 
  With a clap of his hands, Asyth Zomawyn, the high 
  priest of Xerbo, silences the assembly. In a booming 
  voice that sounds as if it comes from the sea itself, he 
  says, "Members of the Gentry, if you will grace me 
  with your attention. These adventurers performed a 
  great duty by exposing Lord Kesser as a slaver. I am 
  sure we all want to express our gratitude, but there is 
  business at hand that must be completed. If we could 
  please return to the task at hand…." 
   
  Jereader Zomawyn, the high priest of Zichus, 
  escorts you to the parlor where you see armed guards 
  for the first time this evening. All wear the crest of 
  House Kurault, though they are more focused on the 
  food and wine laid out before them than making you 
  feel welcome. Zomawyn closes the doors as he leaves. 
   
  The velvet cushions of the parlor couches are soft 
  are comfortable. Periodically, a member of the 
  constabulary wanders in to ask you questions and 
  searches the shelves and desks for information about 
  Kesser's slavery involvement. Almost immediately, 
  the grand hall erupts in arguments and accusations. 
   
  Provided the party remains quiet, interested 
  characters can listen in on the grand hall. The guards 
  don't prevent the characters from eavesdropping; they 
  just bar people from leaving. The characters can pick up 
  comments from the list below. It becomes apparent that 
  the topics of discussion are largely determined by the 
  “Big 6.” Comments by Houses Hoffer, Juletine, and 
  Darkleaf are ignored. The council has heard them many 
  times before. 
   
  Listed below are the general topics that are discussed 
  over the remainder of the council meeting. This isn’t a 
  full transcription, but the highlights of who was involved 
  and what they were saying so the PCs can see a bit of the 
  complex politics that happen in Dyvers. Depending on 
  when they arrived to the banquet and how much they 
  listened to at the cellar door, some of what’s listed below 
  may have already been heard and should be excluded 
  here. 
  • 
  Grift addresses the Knights of the Hart’s presence in 
  Westguard. How much wine did it take to think 
  such actions were in any way acceptable? These 
  men represent an overt and clear threat to our 
  sovereignty! Both Lords Grandhearth and Leardyn 
  assure everyone they have been peaceful and law 
  abiding since their arrival. 
  • 
  Hoffer rebuts Grift simply because Grift spoke. 
  Your rhetoric sickens me. Let us address real 
  issues, such as how Grift should step down from 
  the Gentry Council for assaulting my son. 
  • 
  Juletine seizes on Leardyn’s response to Grift. The 
  men who abducted my child claim ties to you, 
  Leardyn. Do you still deny involvement? 
  • 
  Maltrus addresses House Pengallen making a 
  jurisdictional decision in Oster County. We should 
  not concern ourselves with foolish decisions in 
  the west. Some perverse interpretation of the law 
  was enforced by the House Pengallen in Oster 
  County, well out of the reach of Mareven. Now 
  two gentry families have died because of it. There 
  is much to answer for in this regard. This line of 
  discussion is interrupted by Atorin Seffren’s 
  accusation that Pengallen is a slave trafficker and a 
  traitor. 
  • 
  Pengallen uses this interruption to make an 
  accusation of slavery against Lord Kesser. If you’re 
  so concerned with the application of the law, 
  Bailen, then I would turn your scrutiny to our 
  host. The rumors of his illegal slaving operations 
  are in truth fact. He is a black mark on our 
  austere council. Kesser points out that Pengallen 
  has no substantiating evidence and his reputation 
  isn’t one to make such an accusation stick. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 19 
  • 
  Navoy states his discomfort with the Knights of 
  Furyondy and their open belief of Dyversian 
  annexation. He calls for an election of a new 
  Magister. Gentlemen all, I can only echo the 
  concerns of Helsim Lord Grift. The presence of 
  the Knights of the Hart is disconcerting when 
  our seat of executive power remains empty. We 
  are all gathered. We should take this opportunity 
  to name a new magister. 
  • 
  Maltrus diffuses this motion by demanding that 
  House Pengallen pay for the resurrection of House 
  Herall and the slain members of House Seffren 
  whose return to life has been stalled for months by 
  unnecessary gentry debate. One matter at a time, 
  Navoy. I will not allow this snake to dodge his 
  crimes. Not again. You have experienced great 
  wealth over the past few years, Pengallen. It is 
  time you use your prosperity to make amends for 
  your transgressions. 
  • 
  Siggoran, who is generally seen as one of Pengallen’s 
  lackeys, demands that the Herall families stand trial 
  before any expense be levied to revive the families. 
  Honorable Lord Maltrus, I would remind you 
  that both the Herall and Seffren families have 
  been accused of consorting with the Greyhawk 
  guilds in an effort to subvert Dyvers. Considering 
  the weight of their position on our eastern 
  border, I would insist that their trial be 
  completed before any expense is incurred for 
  their resurrection. There is certainly no need to 
  return them to life if we simply want another 
  cube in the sewers. 
  • 
  Atorin Seffren becomes incensed at the notion of 
  his family being labeled as traitors. This rallies 
  Ethane Leardyn to claim that there are still traitors 
  in the gentry council that are living and need to be 
  dealt with. The self-serving bureaucracy I see 
  tonight clogs the very veins that make this great 
  city run. You should be ashamed of yourselves. 
  All of you. Especially you, Lord Pengallen. Do not 
  think we are not aware that your actions in Oster 
  County were your own response to my father 
  welcoming Knights of the Hart to Westguard. 
  Your actions have caused the death of innocent 
  lives! 
  • 
  Pengallen uses this opportunity to reveal the details 
  of the Great Dock Fire of CY 592. He accuses the 
  Kurault family of being responsible for Iuz’s attack. 
  Lord Grift seconds this claim. Innocent lives, is 
  that it. Your boy has a knack for the obvious, 
  Enruhl. His time in Furyondy has not furthered 
  his education apparently. If you wish to know of 
  actions causing the death of innocent lives, then 
  I would turn you to our proud Lord Kurault. He 
  was secretly funding the Shield Lands in their 
  war efforts. The Great Dock Fire was caused by 
  forces of Old Wicked in retaliation to Kurault’s 
  actions. Thousands dead. Even more homeless. 
  It’s time you look at the larger picture, boy, and 
  see what’s happening around you. 
  • 
  Hoffer, again, offers his complaint simply because 
  Grift spoke. See how Grift flaunts its power over 
  us? The Gnarley Forest is too important to place 
  under Grift's control. The entire Council should 
  have a say on the resources available. 
  Continue through these for as long as the PCs want to 
  continue listening. If they say they don’t want to listen to 
  the council meeting any more, skip to the following box 
  text where a Zilchan inquisitor exposes Kurault as a half-
  fiend. 
  Regardless of where you stand in the parlor, you can 
  all here the voice of Jereader Zomawyn, high priest of 
  Zilchus, boom over the gentry’s bickering. “You who 
  is known as Lord Halnt Kurault, as witnessed by high 
  priests Jereader and Asyth Zomawyn, we know the 
  claims of Lords Pengallen and Grift to be true. 
  Surrender yourself to our custody and you will not be 
  harmed.” 
   
  “How dare you have one of your lackeys lay 
  hands on me, Zomawyn. Do you know who I am?” 
  Kurault’s voice thunders. 
   
  A new voice speaks, one you’ve never heard 
  before. “I invoke the name of Zilchus, the Great 
  Guildmaster. Reveal yourself, devil!” 
   
  There is a commotion of voices, a cacophony of 
  spells being cast at the same time. A brief silence is 
  followed by a flood of screams. China shatters as 
  tables are overturned and the floor shakes as a large 
  number of people begin to flee for their lives. 
  The PCs may try to run out into the ballroom, but when 
  they open the doors, they run into a wall of force (if the 
  PCs caused a large enough commotion that they skipped 
  directly to this encounter, and then they get to witness 
  the beginning of the massacre). 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 20 
   
  Encounter Ten: Kurault 
  Exposed 
   
  Kurault is actually a half-fiend sent by Iuz to subvert 
  Dyvers. When Iuzian forces realized that House Kurault 
  funded the resistance in the Shield Lands, they 
  kidnapped and killed Halnt Kurault and sent a 
  replacement. The fake Kurault had help, of course, a lich 
  living in the Dyvers sewers who maintained its disguise 
  by casting a powerful variant of polymorph other. 
  If the PCs were in the waiting room when the massacre 
  begins, read the following. 
  As you open the parlor doors, the sight on the other 
  side is one of pure horror. Standing in the center of 
  the room is a person that had, only a few minutes ago, 
  looked like Halnt Kurault, now exposed as a winged 
  cambion. Beside him a rakshasa finishes a spell. 
  People around them collapse to the floor. On the far 
  side of the room, a sickly green fog slowly rolls across 
  its victims. Gentryman and their families, who had 
  only moments ago been debating politics, now fall to 
  the ground dead. Behind you, guards that once paid 
  you no attention now ready their weapons, exposing 
  the crests of House Kurault that had been hidden in 
  the folds of their clothes. 
   
  NOTE: Kurault used a Metamagic rod to quicken a 
  wall of force. The door from the parlor into the banquet 
  hall is blocked. These walls are invisible, so the PCs will 
  most likely discover the wall is there the hard way. At 
  APLs 10 and 12 (where the PCs are meant to fight 
  creatures in the banquet hall and not the parlor), if they 
  don’t have a disintegrate spell available to destroy the 
  wall, Athys Zomawyn casts miracle and destroys the wall 
  in the 3rd round of combat. Realizing their spells are 
  ineffective against Kurault, the Zomawyn brothers set 
  out to do what they can. The cloudkill is dispelled once 
  the PCs enter combat and the wall of force is destroyed as 
  stated above. At APL 10, the high priests also kill the 
  rakshasa and the imp. Once Kurault leaves the mansion, 
  the high priests follow him. The round after they leave, 
  the ice devil appears (this should be the first round of 
  combat the PCs are engaged in as Kurault disappears 
  once someone engages him in melee combat). 
   
  NOTE: If a PC inadvertently uses magic to get to 
  Kurault faster (such as dimension door) and does not 
  spend the first round discovering there is an invisible 
  wall sealing him in the parlor, Kurault merely looks at 
  him, shouts “Hail Iuz!” and disappears. Any spells 
  targeted on Kurault instead affect a random person in the 
  banquet hall as explained in the front matter of this 
  adventure. 
   
  NOTE: At APLs 10 and 12, the guards surrender 
  immediately as soon as the PCs prepare to enter combat. 
  If the PCs were in the banquet hall when the massacre 
  begins, read the following. 
  With a rod in his left hand, the monstrous cambion 
  begins his slaughter. Beside him a rakshasa reveals its 
  true form and all those seated near them fall to the 
  ground dead. The high priests Zomawyns leap to 
  action, but both their spells prove ineffective. 
  Disastrously, any spells they target on the half-fiend 
  instead affect one of the hapless guests. 
  Kurault used a metamagic rod to quicken a wall of force. 
  The PCs have been surrounded by the wall. This should 
  be handled as if the PCs were trapped in the parlor with 
  the exception that there is no ceiling to the enclosure 
  (the ceiling of the banquet hall is thirty feet up) and PCs 
  may fly over as well as 
   
  The banquet hall is a large room 200 feet square with 
  a 30-foot tall ceiling. A set of elaborate double doors leads 
  into the main corridor. The doors to the 40-foot square 
  parlor are in the lower left corner. The room contains 
  over 15 large tables and holds 150 people total. 
  NOTE: The ice devil, K’zburt, is not native to this plane. 
  He can be banished and cannot summon other devils. 
  The rakshasa is native to this plane and cannot be 
  banished. 
  APL 2 (EL 4) 
  �House Kurault Guards (2): human male Ftr1; hp 13 
  each; see Appendix 1. 
  �House Kurault Captain: human male Ftr3; hp 28; see 
  Appendix 1. 
  APL 4 (EL 6) 
  �House Kurault Guards (4): human male Ftr1; hp 13; 
  see Appendix 1. 
  �House Kurault Captain: human male Ftr5; hp 44; see 
  Appendix 1. 
  APL 6 (EL 8) 
  �House Kurault Guards (4): human male Ftr2; hp 22, 
  22, 22, 22; see Appendix 1. 
  �House Kurault Captain: human male Ftr7; hp 60; see 
  Appendix 1. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 21 
  APL 8 (EL 11) 
  �House Kurault Guards (4): human male Ftr4; hp 50, 
  50, 50, 50; see Appendix 1. 
  �House Kurault Captain: human male Ftr10; hp 94, see 
  Appendix 1. 
  APL 10 (EL 13) 
  �K'zburt, Ice Demon: hp 147; see Monster Manual 
  page 56. 
  APL 12 (EL 15) 
  �K'zburt, Ice Demon: hp 147; see Monster Manual 
  page 56. 
  �Sasha, Rakshasa: hp 108, see Appendix 1. 
  �Slinky, Imp familiar: hp 54, see Appendix 1. 
  Tactics: At lower APLs, the guards are aware that the 
  room is sealed. They’re purpose is to kill anyone in the 
  room with them (whether this is house guards from 
  other gentry houses or the PCs). 
  At higher APLs, the ice devil and the rakshasa use spells 
  that can affect the PCs and as well as any remaining 
  gentry nearby (including ice storm, lightning bolt, etc.) 
  NOTE: wall of ice, 13th-level caster: 13 in. thick; 
  hardness 0; hp 39; AC auto-hit; Break DC 28. 
  Treasure:  
  APL 2 – L: 150 gp, C: 0 gp, M: +1 falchion (281 gp per 
  character), brooch of shielding (125 gp per character), 
  potion of cure light wounds (4 gp per character). 
  APL 4 – L: 13 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +1 full plate (304 gp per character), brooch of 
  shielding (125 gp per character), potion of cure light 
  wounds (4 gp per character). 
  APL 6 – L: 38 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +2 full plate (471 gp per character), brooch of 
  shielding (125 gp per character), potion of cure light 
  wounds x2 (4 gp each per character). 
  APL 8 – L: 38 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +2 full plate (471 gp per character), brooch of 
  shielding (125 gp per character), potion of cure light 
  wounds x2 (4 gp each per character), potion of enlarge 
  person (25 gp per character), ring of protection +2 (667 gp 
  per character). 
  APL 10 – L: 38 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +2 full plate (471 gp per character), brooch of 
  shielding (125 gp per character), potion of cure light 
  wounds x2 (4 gp each per character), potion of enlarge 
  person (25 gp per character), ring of protection +2 (667 gp 
  per character). 
  APL 12 – L: 51 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +2 full plate (471 gp per character), bracers of 
  armor +4 (1333 gp per character), brooch of shielding x2 
  (125 gp each per character), cloak of charisma +4 (1333 gp 
  per character), necklace of adaptation (750 gp), potion of 
  blur (25 gp each), potion of cure light wounds x2 (4 gp 
  each per character), potion of enlarge person (25 gp per 
  character), ring of protection +2 (667 gp per character), 
  scroll of protection from arrows (13 gp each), scroll of see 
  invisibility (13 gp each). 
   
  As the adrenaline rush of combat begins to 
  subside, you see the toll of today’s events. Dozens of 
  bodies lie strewn across the floor. Strangled sobs 
  come from women too shocked to let loose their 
  grief. Most of the “Big 6” used magical means to flee 
  the combat when Kurault was first revealed. Many of 
  the lesser gentry were not so fortunate, as proven by 
  their bloodied corpses. Across the room, two people 
  slowly rise, overwhelmed by the carnage. Ethane 
  Leardyn and Derreg Lord Pengallen slowly survey the 
  massacre, moving as if they were underwater. Finally, 
  their eyes rest on each other. A spark of 
  understanding lights in their eyes, and their senses 
  return to them. Both make a path to the door, leaving 
  without comment or explanation.  
  Conclusion 
   
  The PCs may spend the next two days doing what they 
  want, trying to find out who has been killed, trying to 
  find Kurault, or whatever else they choose. Once they 
  have nothing else to do or two days have passed, read the 
  following. 
   
  No one knows how long the devil cambion lived 
  as Lord Kurault. No one knows how many gentry 
  were killed in what is already being called the Kesser 
  Massacre. Some of the gentry, using magical means, 
  disappeared during the slaughter and have yet to be 
  accounted for. Two days have passed when shouting 
  can be heard on the street. People are running toward 
  the east and west gates of the city. At first there are 
  claims that the magister has returned. Then others 
  surface that Furyondy has finally chosen to annex 
  Dyvers. Still others claim that Greyhawk has sent an 
  army to finish what it could not do economically. 
   
  A momentary calm falls over the crowds when 
  they learn the truth. Two armies march toward either 
  side of the city, both flying the flag of Dyvers. The 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 22 
  garrisons at Eastguard and Westguard have emptied 
  and now march on the city. Gates open and for the 
  first time in centuries, an army occupies the city of 
  sails. 
   
  On the eastern half of the city, heralds begin to 
  pass the word. “Having learned of the traitorous 
  actions of the House Leardyn, the keep at Eastguard 
  has been ordered by Derreg Lord Pengallen to protect 
  the City of Dyvers. Flock to his banner and save us 
  from those that would deliver us to our enemies!” 
   
  On the west, criers shout “The forces of 
  Westguard have come to protect you from the villainy 
  of House Pengallen. Flock to the banner of House 
  Leardyn and show our enemies that we still believe in 
  things such as honor and valor.” 
   
  While some citizens shut their doors and lock 
  their shutters, others swarm to the streets, weapons in 
  hand. The city is galvanized, choosing sides and 
  decrying their neighbors as traitors. Although there 
  will be numerous accounts of the next few days, one 
  phrase will bind them all together: Civil War. 
   
  The End 
  Experience Point Summary 
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three 
  Defeating or bypassing the gelatinous cube: 
   
  APL2  
  90 xp 
  Encounter Four 
  Getting past the trigger trap: 
   
  APL2 –  
  30 xp 
   
  APL4 – 
   90 xp 
   
  APL6 –  
  90 xp 
   
  APL8 –  
  90 xp 
   
  APL10 –  
  90 xp 
   
  APL12 – 
   150 xp 
  Encounter Five 
  Getting past the constructs: 
   
  APL2 – 
   60 xp 
   
  APL4 –  
  150 xp 
   
  APL6 –  
  210 xp 
   
  APL8 –  
  240 xp 
   
  APL10 – 
  300 xp 
   
  APL12 –  
  360 xp 
  Encounter Six 
  Getting past the puzzle trap: 
   
  APL2 –  
  60 xp 
   
  APL4 –  
  120 xp 
   
  APL6 –  
  180 xp 
   
  APL8 –  
  240 xp 
   
  APL10 – 
  300 xp 
   
  APL12 –  
  300 xp 
  Encounter Ten 
  Defeating the forces of Iuz: 
   
  APL2 –  
  120 xp 
   
  APL4 –  
  180 xp 
   
  APL6 –  
  240 xp 
   
  APL8 –  
  330 xp 
   
  APL10 –  
  390 xp 
   
  APL12 –  
  450 xp 
  Story Award 
  "Rescuing" the slaves and bringing Kesser's activities to 
  light: 
   
  APL2 –  
  40 xp 
   
  APL4 –  
  60 xp 
   
  APL6 –  
  80 xp 
   
  APL8 –  
  100 xp 
   
  APL10 –  
  120 xp 
   
  APL12 –  
  140 xp 
  Discretionary roleplaying award 
   
  APL2 –  
  50 xp 
   
  APL4 –  
  75 xp 
   
  APL6 –  
  100 xp 
   
  APL8 –  
  125 xp 
   
  APL10 –  
  150 xp 
   
  APL12 – 
   175 xp 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 23 
  Total possible experience: 
   
  APL2 –  
  450 xp 
   
  APL4 –  
  675 xp 
   
  APL6 –  
  900xp 
   
  APL8 –  
  1,125 xp 
   
  APL10 –  
  1,350 xp 
   
  APL12 –  
  1,575 xp 
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter One: Introduction 
  APL 2 – L: 0 gp, C: 100-200 gp, M: 0 gp. 
  APL 4 – L: 0 gp, C: 200-400 gp, M: 0 gp. 
  APL 6 – L: 0 gp, C: 300-600 gp, M: 0 gp. 
  APL 8 – L: 0 gp, C: 400-800 gp, M: 0 gp. 
  APL 10 – L: 0 gp, C: 500-1000 gp, M: 0 gp. 
  APL 12 – L: 0 gp, C: 600-1200 gp, M: 0 gp. 
  Encounter Three: Getting Dirty 
  APL 2 – L: 0 gp, C: 80 gp, M: 0 gp. 
   
  Encounter Five: Cleaning House 
  APL 10 – L: 0 gp, C: 0 gp, M: scarab, golemsbane (208 gp 
  per character). 
  APL 12 – L: 0 gp, C: 0 gp, M: scarab, golemsbane (208 gp 
  per character). 
   
  Encounter Ten: Party Slayers 
  APL 2 – L: 150 gp, C: 0 gp, M: +1 falchion (281 gp per 
  character), brooch of shielding (125 gp per character), 
  potion of cure light wounds (4 gp per character). 
  APL 4 – L: 13 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +1 full plate (304 gp per character), brooch of 
  shielding (125 gp per character), potion of cure light 
  wounds (4 gp per character). 
  APL 6 – L: 38 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +2 full plate (471 gp per character), brooch of 
  shielding (125 gp per character), potion of cure light 
  wounds x2 (4 gp each per character). 
  APL 8 – L: 38 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +2 full plate (471 gp per character), brooch of 
  shielding (125 gp per character), potion of cure light 
  wounds x2 (4 gp each per character), potion of enlarge 
  person (25 gp per character), ring of protection +2 (667 gp 
  per character). 
  APL 10 – L: 38 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +2 full plate (471 gp per character), brooch of 
  shielding (125 gp per character), potion of cure light 
  wounds x2 (4 gp each per character), potion of enlarge 
  person (25 gp per character), ring of protection +2 (667 gp 
  per character). 
  APL 12 – L: 51 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +2 full plate (471 gp per character), bracers of 
  armor +4 (1333 gp per character), brooch of shielding x2 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 24 
  (125 gp each per character), cloak of charisma +4 (1333 gp 
  per character), necklace of adaptation (750 gp), potion of 
  blur (25 gp each), potion of cure light wounds x2 (4 gp 
  each per character), potion of enlarge person (25 gp per 
  character), ring of protection +2 (667 gp per character), 
  scroll of protection from arrows (13 gp each), scroll of see 
  invisibility (13 gp each). 
   
  Total Possible Treasure 
   
  APL 2 
  450 gp 
   
  APL 4 
  650 gp 
   
  APL 6 
  900 gp 
   
  APL 8 
  1,300 gp 
   
  APL 10 
  2,300 gp 
   
  APL 12 
  3,300 gp 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 25 
  Appendix 1: NPC Stats 
   
  APL 2
  Encounter Ten 
   
   
   
   
  Kurault House Guards (2): Human Ftr1; CR 1; 
  Medium Humanoid (human); HD 1d10+3; hp 13 each; 
  Init +1; Spd 20 ft; AC 16 (+5 armor, +1 Dex), touch 11, 
  flat-footed 15; Base Atk +1; Grp +4; Atk/Full Atk +5 
  melee (2d4+4, falchion) or +2 ranged (1d8, light 
  crossbow); AL LE; SV Fort +5, Ref +1, Will +0; Str 16, 
  Dex 12, Con 16, Int 10, Wis 10, Cha 8; 
   
  Skills and Feats: Handle Animal +3, Intimidate +3, 
  Ride +5; Blind-Fight, Power Attack, Weapon Focus 
  (Falchion). 
   
  Possessions: Breastplate, falchion, light crossbow, 
  10 bolts, dagger. 
  Kurault House Captain: Human Ftr3; CR 3; Medium 
  Humanoid (human); HD 3d10+6; hp 28; Init +1; Spd 20 
  ft; AC 19 (+8 armor, +1 Dex), touch 11, flat-footed 18; 
  Base Atk +3; Grp +6; Atk/Full Atk +8 melee (2d4+5, +1 
  falchion) or +5 ranged(1d8, light crossbow); AL LE; SV 
  Fort +5, Ref +2, Will +3; Str 16, Dex 13, Con 14, Int 10, 
  Wis 10, Cha 12; 
   
  Skills and Feats: Handle Animal +7, Intimidate +7, 
  Ride +10; Blind-Fight, Cleave, Iron Will, Power Attack, 
  Weapon Focus (Falchion). 
   
  Possessions: Masterwork full plate, light crossbow, 
  20 bolts, dagger, captain's tabard, +1 falchion, brooch of 
  shielding, potion of cure light wounds. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 26 
  APL 4
  Encounter Ten 
   
   
   
   
  Kurault House Guards (2): Human Ftr1; CR 1; 
  Medium Humanoid (human); HD 1d10+3; hp 13 each; 
  Init +1; Spd 20 ft; AC 16 (+5 armor, +1 Dex), touch 11, 
  flat-footed 15; Base Atk +1; Grp +4; Atk/Full Atk +5 
  melee (2d4+4, falchion) or +2 ranged (1d8, light 
  crossbow); AL LE; SV Fort +5, Ref +1, Will +0; Str 16, 
  Dex 12, Con 16, Int 10, Wis 10, Cha 8; 
   
  Skills and Feats: Handle Animal +3, Intimidate +3, 
  Ride +5; Blind-Fight, Power Attack, Weapon Focus 
  (Falchion). 
   
  Possessions: Breastplate, falchion, light crossbow, 
  10 bolts, dagger. 
  Kurault House Captain: Human Ftr5; CR 5; Medium 
  Humanoid (human); HD 5d10+10; hp 44; Init +1; Spd 
  20 ft; AC 20 (+9 armor, +1 Dex), touch 11, flat-footed 
  19; Base Atk +5; Grp +8; Atk/Full Atk +11 melee 
  (2d4+6, falchion) or +8 ranged (1d8, light crossbow); 
  AL LE; SV Fort +6, Ref +2, Will +3; Str 17, Dex 13, 
  Con 14, Int 10, Wis 10, Cha 12; 
   
  Skills and Feats: Handle Animal +9, Intimidate +9, 
  Ride +12; Blind-Fight, Cleave, Iron Will, Power Attack, 
  Weapon Focus (Falchion), Weapon Specialization 
  (Falchion). 
   
  Possessions: light crossbow, 20 bolts, dagger, 
  captain's tabard, +2 falchion, +1 full plate, brooch of 
  shielding, potion of cure light wounds. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 27 
  APL 6
  Encounter Ten 
   
   
   
   
  APL 6 (EL 8) 
  Kurault House Guards (4): Human Ftr2; CR 2; 
  Medium Humanoid (human); HD 2d10+6; hp 22 each; 
  Init +1; Spd 20 ft; AC 16 (+5 armor, +1 Dex), touch 11, 
  flat-footed 15; Base Atk +2; Grp +5; Atk +7 melee 
  (2d4+4, falchion) or +3 ranged (1d8, light crossbow); 
  AL LE; SV Fort +6, Ref +1, Will +0; Str 16, Dex 12, Con 
  16, Int 10, Wis 10, Cha 8; 
   
  Skills and Feats: Handle Animal +4, Intimidate +4, 
  Ride +8; Blind-Fight, Cleave, Power Attack, Weapon 
  Focus (Falchion). 
   
  Possessions: Breastplate, masterwork falchion, 
  light crossbow, 10 bolts, dagger. 
  Kurault House Captain: Human Ftr7; CR 7; Medium 
  Humanoid (human); HD 7d10+14; hp 60; Init +1; Spd 
  20 ft; AC 21 (+10 armor, +1 Dex), touch 11, flat-footed 
  20; Base Atk +7; Grp +10; Atk +13 melee (2d4+8, 
  falchion) or +10 ranged (1d8,  light crossbow); Full Atk 
  +13/+8 melee (2d4+8, 18-20/2, falchion) or +10 (1d8, 
  19-20/2, light crossbow); AL LE; SV Fort +7, Ref +5, 
  Will +4; Str 17, Dex 13, Con 14, Int 10, Wis 10, Cha 12; 
   
  Skills 
  and 
  Feats: 
  Handle 
  Animal 
  +11, 
  Intimidate +11, Ride +14; Blind-Fight, Cleave, Combat 
  Reflexes, Iron Will, Lightning Reflexes, Power Attack, 
  Weapon Focus (Falchion), Weapon Specialization 
  (Falchion). 
   
  Possessions: light crossbow, 20 bolts, dagger, 
  captain's tabard, +2 falchion, +2 full plate, brooch of 
  shielding, 2 potions of cure light wounds. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 28 
  APL 8
  Encounter Ten 
   
   
   
   
  Kurault House Guards (4): Human Ftr4; CR 4; 
  Medium Humanoid (human); HD 4d10+12; hp 40 
  each; Init +5; Spd 20 ft; AC 17 (+6 armor, +1 Dex), 
  touch 11, flat-footed 16; Base Atk +4; Grp +7; Atk/Full 
  Atk +9 melee (2d4+6, falchion) or +5 ranged (1d8, light 
  crossbow); AL LE; SV Fort +7, Ref +2, Will +1; Str 17, 
  Dex 12, Con 16, Int 10, Wis 10, Cha 8; 
  Skills and Feats: Handle Animal +6, Intimidate +6, 
  Ride +10; Blind-Fight, Cleave, Improved Initiative, 
  Power Attack, Weapon Focus (Falchion), Weapon 
  Specialization (Falchion). 
   
  Possessions: Banded mail, masterwork falchion, 
  light crossbow, 10 bolts, dagger, potion cure light 
  wounds. 
  Kurault House Captain: Human Ftr10; CR 10; 
  Medium Humanoid (human); HD 10d10+20; hp 94; 
  Init +1; Spd 20 ft; AC 23 (+10 armor, +1 Dex, +2 
  deflection), touch 11, flat-footed 20; Base Atk +10; Grp 
  +14; Atk +18 melee (2d4+10, falchion/15-20x2) or +13 
  ranged (1d8, light crossbow); Full Atk +18/+13 melee 
  (2d4+10, falchion/15-20x2) or +13/+8 ranged (1d8, 
  light crossbow); AL LE; SV Fort +9, Ref +6, Will +5; Str 
  18, Dex 13, Con 14, Int 10, Wis 10, Cha 12; 
   
  Skills 
  and 
  Feats: 
  Handle 
  Animal 
  +14, 
  Intimidate +14, Ride +17; Blind-Fight, Cleave, Combat 
  Reflexes, Great Cleave, Greater Weapon Focus 
  (Falchion), Improved Critical (Falchion), Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (Falchion), Weapon Specialization (Falchion). 
   
  Possessions: light crossbow, 20 bolts, dagger, 
  captain's tabard, +2 falchion, +2 full plate, brooch of 
  shielding, 2 potions of cure light wounds, potion of 
  enlarge person, ring of protection +2. 
  
  Dyv5-03 Dining with the Dragon 
   
  Page 29 
  APL 12
  Encounter Ten 
   
   
   
   
  Sasha the Rakshasa: Sor6: CR 13; Medium outsider; 
  HD 7d8+28+6d4+24; hp 108; Init +7; Spd 40 ft.; AC 25 
  (+4 armor, +3 Dex, +9 natural), touch 12, flat-footed 23; 
  Base Atk +10; Grp +10; Atk +10 melee (1d6, bite); Full 
  Atk +10 melee (1d6, bite) and +5 melee (1d4, 2 claws); 
  SA Detect thoughts, spells; SQ Change shape, DR 
  15/good and piercing, darkvision 60 ft., SR 33; AL LE; 
  SV Fort +11, Ref +10, Will +11; Str 10, Dex 16, Con 18, 
  Int 12, Wis 12, Cha 29. 
   
  Skills and Feats: Bluff +26, Concentration +16, 
  Diplomacy +13, Disguise +23, Intimidate +7, Listen 
  +13, Move Silently +13, Perform (oratory) +19, Sense 
  Motive +11, Spellcraft +14, Spot +11; Combat Casting, 
  Improved Familiar*, Improved Initiative, Maximize 
  Spell, Widen Spell. 
   
  Spells Known (6/9/8/8/8 (7)/8/4 (3); base DC = 19 
  + spell level): 0—daze, detect magic, mending, 
  message, open/close, prestidigitation, ray of frost, 
  resistance, touch of fatigue; 1st—charm person, grease, 
  magic missile, ray of enfeeblement, true strike; 2nd—
  glitterdust, mirror image, scorching ray, Tasha’s 
  hideous laughter, touch of idiocy; 3rd—blink, dispel 
  magic, hold person, lightning bolt; 4th—charm 
  monster, confusion, dimension door, stoneskin; 5th—
  cloudkill, cone of cold, feeblemind; 6th—circle of 
  death, flesh to stone. 
   
  Precast spells: stoneskin (on self, shared with 
  familiar), widened circle of death on banquet guests 
   
  Possessions: noble outfit, cloak of charisma +4, 
  bracers of armor +4, scroll of see invisibility, necklace 
  of adaptation, potion of blur, scroll of protection from 
  arrows. 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  rakshasa 
  can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 22 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
  Slinky, Imp familiar: CR —; Tiny outsider (evil, 
  lawful, extraplanar); hp 54; Init +3; Spd 20 ft., fly 50 ft. 
  (perfect); AC 26 (+2 size, +3 Dex, +11 natural), touch 15, 
  flat-footed 23; Base Atk +4; Grp -4; Atk +9 melee 
  (1d4+poison, sting); Full Atk +9 melee (1d4+poison, 
  sting); Space/reach 2-1/2 ft./0 ft.; SA Poison, spell-like 
  abilities; SQ Alternate form, DR 15/good or silver, 
  darkvision 60 ft., fast healing 2, immunity to poison, 
  improved evasion, resistance to fire 5, speak with 
  master, granted abilities; AL LE; SV Fort +6, Ref +9, 
  Will +7; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Diplomacy +9, Hide +17, Listen 
  +13, Move Silently +14, Sense Motive +11, Spellcraft 
  +13, Spot +11; Alertness, Dodge, Weapon Finesse. 
   
  Possessions: noble outfit, brooch of shielding 
   
  Poison (Ex): Injury, Fortitude DC 12, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Spell-Like Abilities: At will—detect good, detect 
  magic, invisibility (self only); 1/day—suggestion. 
  Caster level 6th; save DC 10+spell level.  
   
  Alternate Form (Su): As polymorph, caster level 
  12th, except that Slinky can only assume the form of a 
  human or a raven. 
   
  NOTE: For purposes of familiar death, if Slinky is 
  killed before her master, Sasha must make a DC 15 
  Fortitude save. If she fails, she loses a sorcerer level, 
  resulting in one less 5th-level spell and one less 6th-
  level spell per day being cast and the loss of charm 
  monster, feeblemind, and flesh to stone. Should she 
  make her save, she retains all her sorcerer levels. 
   
   
  
  Dyv5-03 Dining with the Dragon 
   
  Page 30 
  Player Handout #1 
  The following riddle is written in common on the wall above three panels: a black panel, a gray panel, and a brown 
  panel. The panels are in the wall next to a stone door. 
   
  The bear encountered a fox, a hare, and a wolf in the night. The bear 
  asked the other animals if they knew what color it was. 
   
  The fox answered, “You are not black.” 
  The hare replied, “You are either brown or gray.” 
  The wolf responded, “You are brown.” 
   
  The bear said, “At least one of you is right and at least one of you is 
  wrong.” What color is the bear if it is one of the above colors? 
   
  
  Dyv5-03 Dining with the Dragon 
   
  Page 31 
  DM Aid #1 
   
   
  600 feet to 
  sewer 
  entrance 
  Upstairs 
  of Kesser 
  estate 
  Contains an 
  enemy only 
  at APLs 8  
  and 12.
  
  Dyv5-03 Dining with the Dragon 
   
  Page 32 
  Critical Events Summary 
   
  • 
  Did the PCs haggle with the DASL for more money? 
   
   
  YES 
  NO 
   
  • 
  Did the PCs sneak past the sewer patrol? 
   
   
   
  YES 
  NO 
   
  • 
  Did Pug Nootin lead the PCs to Kesser’s manor? 
   
   
  YES 
  NO 
   
  • 
  Did the party kill the gelatinous cube if one was present? 
   
  YES 
  NO 
   
  • 
  Did the PCs treat the slaves poorly?  
   
   
   
  YES 
  NO 
   
  • 
  Did the party find the secret room for the slaves? 
   
   
  YES 
  NO 
   
  • 
  Did Leeza attempt to denounce the party? 
   
   
   
  YES 
  NO 
   
  • 
  Did she succeed?  
   
   
   
   
   
  YES 
  NO 
   
  • 
  Did someone in the party discover Kurault’s secret early? 
   
  YES 
  NO 
   
  • 
  Did anyone kill a bystander through wanton negligence? 
   
  YES 
  NO 
   
  • 
  Did any PC take one of Kesser’s trophies during the meeting? 
   
  YES 
  NO 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/595/Normal Scenarios/DYV5-03 - Dining with the Dragon (APL 2-12)/DYV5-03 - Dining with the Dragon.pdf