TEXT: o one ever said @etjob of a hero 
  wasaneayone ... : 
  You prowl the s t r a p  ok &shrrg by 
  night, seeking anyasye that mighr*know 
  the whereabouts of Priness Alexandria. 
  Her caravan left only three nights 
  ago, h1Ied with retainem and servants, 
  and guarded by her father's own men. 
  1 The wreckage of the caravan was 
  found one day's ride south of thie city, 
  destroyed and bloodied. anly the body 
  of $he Pntlcess was missing. 
  Suddenly; there i s  a scmm. A terrified 
  young girl in torn garments races 
  toward you from the darkness, pleading 
  for her Bfe. Behind her, five black- 
  garbed figures spring from the shadaws 
  in pursuit. Hurled from a distance, 
  a Qlager pierces the young woman's ,, 
  leg and she falls. "Please help mq" 
  she cries out "My name is Lady 
  1 'Alexandria. Prinress of Desburg., ." 
  0 
  2001 Alderac Entertainment Croup, Inc. I 
  
  I 
  This adventure is designed to be easily dropped into your 
  i 
  existing Third-Edition DOD campaign. It can be run in a just 
  a single session and makes for an excellent evening's gaming. 
  To prepare yourself to run the adventure, you should read it 
  completely at least once to familiarize yourself with the 
  material. You may wish to photocopy the map in the center 
  of the book for ease of use as well. The text on the back of 
  the book can be read to your players to introduce them to 
  the adventure. After that, you're ready to begin. Good luck! 
  This module requires the use of the Dungeons and Dragons' 
  Player's Elandbook, Third Edition, published by Wizards of the 
  Coast.' You won't be able to run this adventure without it. 
  tricks an 
  stuff of If 
  construcl 
  ce your ac 
  ?ssays on 
  different, 
  new rule 
  " 
  monsters, 
  ic items. 
  Honor Among Thieves is an adventure designed for 
  a group of four to six characters of fourth to sixth level. 
  After reading the Player Background (found on the back of 
  the outside cover), read the module at least once to 
  familiarize yourself with the various encounters before 
  proceeding to play. The player characters can be of nearly 
  any race or class. 
  The adventure begins as the party searches the grand 
  city of Desburg, looking for clues to the whereabouts of 
  Count Sebastian's young daughter, ~lexandria. She is the 
  only daughter of the widowed Count, and he is desperate 
  for 
  rn. The PCs know that the daughter's caravan 
  set 
  e days ago, but was attacked just one day south 
  of 
  The caravan was found, torn into pieces, and 
  . . - .  
  everyone traveling with the Princess 
  the 
  her retu 
  out thre 
  the city. 
  ; was de: 
  ~ t e  was I 
  dace, d e ~  
  ' .. ...- 
  1. 
  id. Only 
  Aelivered 
  nanding 
  I-.. 
  princess was missing. A ransom nc 
  by 
  anonymous courier to the Count's pi 
  the 
  heads of all the nobility in the region In excnange lur the 
  Princess's safe return. Unable to comply, Count Sebastian 
  has sent a call to any adventurers in the area: "Bring back 
  my daughter safely, and you can have baskets of gold - 
  nearly anything you desire - 
  as your reward." 
  Princess Alexandria is twelve years old, and had been 
  traveling to her aunt's manor house in the country. She 
  has made the journey several times, with no troubles, 
  and although she was parded, the caravan was completely 
  decimated. There were no survivors. Her servants and 
  guards seemed to have died from multiple stab wounds - 
  they were killed swiftly, and professionally. The PCs search 
  the area, and find only a faint trail leading bac into the 
  city of Desburg, away from the slaughtered caravan. 
  While searching the city, the PCs should discover 
  rumors that the local Thieves' Guild (the Minutemen) have 
  been acting very strangely lately. They are holed up 
  beneath the city, armed to the teeth and strangely 
  paranoid. A local wizard, Favrnal, has gone missing. Lastly, 
  a beggar at the south gate saw two members of the 
  Minutemen sneaking into the city just two days ago (the 
  night of the attack), carrying a large, wrapped bundle of 
  cloth that could easily have been the Princess's body. 
  Then, from the darkness of a nearby alley, there comes a 
  terrified scream. 
  The city of Desburg can be any known city within your 
  campaign world, or it can be a new location for the PCs to 
  visit. Design the upper areas of the city as you see fit, and 
  you can easily slip the map in this module into the location. 
  All this module requires is an Inn, a fortified palace, and an 
  as-yet-undefined sewer system. 
  After the PCs have spent some time searching through 
  the area, and speaking to the local peasantry about the 
  kidnapping, they are ready to begin the events of this 
  adventure. 
  
  I. A PITCH BLACK ALLEY 
  E n c o u n t e r :  Five thieves are chasing a young girl 
  through the dark alleys of the city. She wears ragged 
  garments, the remains of once-rich clothing, and a broken 
  iron manacle wraps around her arm. The girl seems pale, 
  terrified, and as she rushes toward the PCs, she screams 
  again, in terror. One of the thieves hurls a dagger, striking 
  her in the leg and making her tumble to the ground. 
  Sir Ishan. a tall, muscular man with a long moustache, 
  kneels resuectfullv 1 
  hands. "MY lady; 7 
  2xandria 
  e to the 
  and kis& 
  gods th 
  ,s her sm, 
  at you a 
  alive! " 
  "I am alive," the little Princess says gratefully, ' 
  of the interventiofi of these brave heroes. Mv fat 
  be told of their deeds, and reward them for their valor.' 
  "By your 
  says glac 
  I 
  * 
  8. THE COUNT'S REWARD 
  n the d i ~  
  ng from 
  1 
  ;. "Please 
  sandria, I 
  men dr, 
  ". " 
  rkness. B 
  the sh 
  help mc 
  'rincess ( 
  aw wick1 
  3rd to att 
  u, you hl 
  : they arc 
  1 
  fror 
  ehind her, five black-garbed fig;res 
  s pri 
  adows in pursuit. Hurled from a 
  distance, a aagger pierces the young woman's leg and she 
  fall5 
  Y 
  Ale: 
  ie 
  five 
  'e 
  swij 
  BI 
  War 
  w a i ~  
  lor Lneir arrival. 
  :," she CI 
  ~f Desbul 
  .d-lookir 
  ack. 
  ear the d 
  2 still far 
  "My nan 
  se." Behir 
  swords, 
  *ies out. 
  g.. . plea: 
  lg short 
  le is Lad 
  ~d her, th 
  and mob 
  [istant whistle of the Tow 
  off, and there is no time t 
  Minutemen (5): Male Human Rog 6: CR 5; SZ M 
  (humanoid); HD 6d6+6; hp 30; lnit +7 (+3 Dex, +4 
  lmproved Initiative); Spd 30 ft; AC 16 (+3 Dex, +3 Studded 
  Leather Armor mw); Atks Short sword +6, (1 d6+1); 
  SA Sneak attack +3d6, evasion, uncanny dodge; SQ cloak of 
  elvenkind; SV Fort +3, Ref +8, Will +2; Str 13, Dex 17, Con 
  13, Int 15, Wis 10, Cha 9; AL N; Skills: Bluff +7, Climb +13, 
  Disable Device +13, Hide +12*, Listen +11, Move Silently 
  +12, Open Locks +14, Search +11, Spot +11, Tumbling +12, 
  Use Magic Device +8. Feats: Alertness, lmproved Initiative, 
  Weapon Focus (short sword). 
  Tactics: The Minutemen (identified by a double 'M 
  tattoo on their left shoulder) have four ro;nds before thc 
  Town Watch arrives. They seek to kill the Princess and arc 
  willing to give their own lives in the attempt. The PI 
  should learn two things from this fight: first, that the 
  men are better fighters than they are, and secondly, th 
  are fanatical about Alexandria's death. The GM shoulc 
  ensure, however, that the Minutemen do not succeed 
  The Minutemen will flee, cursing, before the Watch car 
  destroy them. Along with the Watchmen comes t 
  Captain of the Guard, S i r  I s h a n  (hp 109). Use this fig 
  as an opportunity to cut the PCs down a peg, witha 
  crippling them, before the real adventure begins. 
  khan: Male Human Ftr 14: CR 12; SZ M (humanoid); 
  HD 14d10+28; hp 109; lnit +5 (+1 Dex, +4 lmproved 
  Initiative); Spd 30 ft; AC 25 (+1 Dex, +2 full plate, +2 
  shield); Atks Longsword +21/+16/+11 
  melee (1 d8+8); SQ 
  +2 longsword, cloak of resistance +2, ring of protection +2; SV 
  Fort +12, Ref +7, Will +7; Str 16, Dex 14, Con 13, Int 12, Wis 
  10, Cha 12; AL LE; Skills: Climb +14, Jump +14. Feats: Cleave, 
  Dodge, Great Cleave, lmproved Critical (longsword), 
  lmproved Initiative, Power Attack, Sunder, Weapon Focus 
  (longsword), Weapon Specialization (longsword), Precise 
  Shot, Run, Spring Attack, Track. 
  The PCs are brought to the palace, where they are 
  greeted by an extremely relieved and thankful Count. To 
  celebrate his daughter's return, Sebastian announces he is 
  holding a grand ball in his daughter's name and the heroes' 
  honor. All of the local nobility are invited. At that gala, the 
  Heroes will be awarded the Stay of Desburg, the nation's 
  highest honor. A reward of gold is bestowed as well. 
  Princess Alexandria only remains for a short time, 
  pleading weariness and shock. She retires to her chambers 
  as soon as it is comfortably possible, hopefully without 
  drawing too much attention to herself. When she leaves, 
  her nurse Matilda offers to go with her, but Alexandria 
  refuses. She is sharp at first, but then, as if remembering 
  herself, speaks to the old woman kindly, inviting her along. 
  After Alexandria leaves, Count Sebastian provides the 
  PCs with rooms in one of the city's best inns (the Golden 
  Goblet). He gives them each a purse of gold (150 gp) in 
  order to get appropriate clothing for the celebration. In the 
  morning he sends their formal invitation. His guards escort 
  the heroes to their suite at the Golden Goblet, and a Herald 
  announces the news of Princess Alexandra's return to the 
  city of Desburg. The rooms at the inn are lovely, the city is 
  at peace, and the remainder of the evening is joyous. 
  3. DURING THE DAY 
  During the next day, the PCs are treated like heroes, 
  allowed the run of Desburg, and have the honor of being 
  greeted and thanked by the local nobility (Barons, etc.,) as 
  they arrive for the evening's gala event. If they try to see 
  Alexandria, they are told that the Princess is resting after 
  her ordeal, and cannot be disturbed. Should the PCs ask for 
  Matilda, she is nowhere to be found. 
  Throughout the city, the Town Watch begins an active 
  assault on the Minutemen at the Count's command. The 
  Thieves' Guild is publicly declared the cause of the 
  kidnapping, and its members are ruthlessly hounded and 
  imprisoned. Many leave the city. Most are incarcerated. 
  ' 
  Anyone in the city that is known to be a sympathizer, 
  suspected of dealing with the Minutemen, or even accused 
  of being involved with the local Thieves' Guild, are taken 
  to the local prison by the Town Watch. 
  If interrogated, none of the prisoners knows anything 
  about the events of the last few days. They know nothing 
  about the Princess' kidnapping. A Sense Motive check (DC 
  15) verifies that the men appear to speaking the truth. The 
  assailants are not among those in prison. 
  
  4. AS DARKNESS FALLS 
  &A. EEPUSED ENTEANCE 
  I enter tl 
  rised. Th 
  L--L ----I 
  le palace 
  e Captai~ 
  L-- - 
  --L 
  Encounter: If the party attempts tc 
  by 
  the front gate, they will be rudely surp 
  1 of 
  the Town Watch, Sir Ishan, is escorted uy LwerlLv rllellluers 
  of the guard. They will force the PCs to halt, an 
  vill 
  address the PCs formally, but angrily. The partj 
  : be 
  allowed to pass. 
  Encounter: A Master Thief slips into the PCs room. He 
  is holding a 'flag of truce,' and claims that if the PCs don't 
  listen, hundreds of people will be murdered tonight. 
  dJ1shan x 
  7 will not 
  enter yo1 
  1
  ,
   
  chair by the mahoga~ 
  I. "I'm no 
  ,,,,A, 
  ly desk. " 
  t here to 
  ,,,, , 
  L... 
  IU screan 
  u. I'm he 
  --I,. 
  +- A 
  1, or attac 
  re becau: 
  ld 
  accused of 
  steps fc 
  3 LOO,, 
  me," he sayc 
  fight yo 
  anc 
  lings rig] 
  be5 
  ne now. I 
  leave peacerully, ana you can waLcn vesDurg bathe j 
  blood at the 
  f midnig 
  "But befoi 
  lake that 
  called John : 
  e of the I 
  Society. That girl you've 'resc 
  1 I think 
  ore it ha1 
  -.....-, 
  you're tl: 
  )pens. If 
  C 11- 
  ie sort th lat might 
  g about 5 
  1 
  COI 
  ld 
  fra 
  ht 
  ha 
  1 1  
  knuw, yuu 
  he 
  reward. Un 
  ot 
  allowed to 
  he 
  morni~g to sort t h ~ s  out. until then, I recommend you 
  wait in yo 
  j. My guards will escort you to the 
  palace in t l  
  ~g." 
  His men rest their hands on their 
  swords warlllllt;ly, ,nd Ishan continues. "Move along." 
  nsorting 
  nkly, I bl 
  ve to say 
  - - - - - - . - 
  'VVith thc 
  elieve mj 
  . You we 
  ? Minute 
  J sonk WC 
  re visitec 
  men," hc 
  )rd over, 
  1 by John 
  2 says an 
  anything 
  I Swift, a 
  Igrily. "A1 
  you mig 
  nd for a1 
  to set tl- 
  ~OU, 
  tell n 
  ,-. 
  1 
  ['m wron 
  1 
  stroke o 
  re you m 
  Swift, on 
  . . 
  ht. Your I 
  decisior 
  Masters ( 
  ~hoice." 
  I, hear m 
  ~f the Mi 
  le out. I' 
  nutemen 
  worked 
  ti1 I can 
  pass. Th 
  1
  .
   
  for the 
  prove sol 
  le Count 
  - 
  Len, just 
  though 1 
  et with 
  to get t 
  jou are n 
  you in t. 
  1 
  nething, 
  will me 
  .I 
  1 
  xed' isn 
  dead. Cc 
  x e d  a TI 
  l- -------- v: 
  't a grl , 
  ~ngratula 
  2rror Fie 
  ---2,. 
  A-.. 
  at all. Tf 
  ~tions," 1: 
  nd. A tyy 
  -.-I-. 
  l.. 
  I 6rinces 
  s sarcastj 
  - - - - - - 
  ur room: 
  rea 
  say 
  of ~dlslplle, uuL lsuL ulluedu. lerrur rlerlus car1 only let 
  on noble blood ... and guess who's been invited to th, 
  party they're giving for the 'little Princess', Nobles. A re 
  feast of rich blood for the fiend to take.. . courtesy of tl 
  heroes of the city." H 
  "Let me give you th 
  summoned that thirlr. I L  C31 
  llcu Lllc 
  Princess 
  car; 
  d her. M 
  cap 
  ked in 01 
  freetlulu uriuer Lne C ~ L Y  su ravrnal coula sena it back 1 
  wherever it 
  ut, it att 
  him, actual] 
  of the r 
  escaped. Th; 
  e you COI 
  "Favrnal's too weak to send it back now and all my me 
  are 
  t going 1 
  bell 
  e the boc 
  of tlsr t;sll, assu ~11e W I L ~ I U  
  he s LOW 11urt to 1 
  moved. If th 
  ast on tl 
  blood of eve 
  clenchir 
  4B. HELP PROM THE SHADOWS 
  After the party has left the Town Watch behind, John 
  Swift comes out of the shadows with one of his men. He 
  explains that there is no other way into the palace - 
  with 
  all those nobles inside, security has gone up threefold. 
  There is only one way into the palace now, and that is 
  through the sewers. 
  John can't go with the party because the Town Watch is 
  planning on 'executing' three of his best men in the town 
  square tonight. He can provide them a map of the sewers, 
  however, and even show them the entrance, but from there 
  the party must continue on their own. 
  As GM, encourage the party to trust John. He's genuine, 
  and honestly believes that the Terror Fiend is going to 
  butcher the noble court. He wants the party to trust him, 
  and will do whatever is necessary to gain their alliance for 
  the sake of the city. 
  e bows. 
  he real stc 
  q m  T t  A", 
  card nam ed Favrn 
  wan, an( 
  tured it 1 
  1- -1 J ...- 
  i took h 
  and brou 
  J... 
  L1.. . 
  - 
  er form after it 
  ck. We h 
  - 
  1 
  destroyel 
  lad it loc 
  1 1  
  1 
  ght it ba 
  :A-. 
  - -  7 - .  
  came. B 
  y. Most 
  it's wher 
  acked hi 
  est of u 
  ne in." 
  .
  *
   . 
  arly kill€ 
  1. Then 
  .T 
  either d 
  [eve my s 
  LL - -:-1 
  lead or i 
  tory, but 
  --A 
  &L- 
  n prison 
  I can prc 
  ---:---A 
  . The Cc 
  me it to y 
  L..L L 
  )unt isn' 
  ?ou. I hav 
  - 9 -  
  L - -  
  1 
  - 
  U U L  11 
  that fien 
  )hn look: 
  ,is party 
  ry noble 
  goes on, 
  there." Jc 
  id will fe 
  ; earnest, 
  n that happens, 
  have the men to 
  ams, as you well know. 
  5. INTO THE SEWER 
  The opening into the sewer beneath Desburg is a small 
  storm-cellar in the lower area of the city. There is an 
  abandoned building that was once an inn, but is now 
  nothing more than a half-standing wreck. Nevertheless, it 
  has a stone foundation, and the storm-cellar is in good 
  condition. After skillfully picking the lock on the outside 
  door, John shows the party how to open a hidden trap door 
  in the floor of the room below. By torchlight, the party can 
  see swift moving water, and a small ledge that runs 
  alongside the thick waste of the sewer system. John's map 
  shows a route north, under the city and toward the 
  foundation of Count Sebastian's palace. 
  After the party has had time to deliberate and talk to 
  " 
  John Swift, he takes them to meet with Favrnal. If the party 
  refuses, he leaves them, unmolested. Either way, a member 
  of the Town Watch (Ishan's son) sees John Swift leave the 
  " 
  PC's room. He quickly runs to tell his father. At this point, 
  the GM's trap is closed. The players should be encouraged 
  to work with John - he is telling the truth, and can 
  substantiate his statements. 
  
  -. e passage stops at a 15 foot gap in the passage where a 
  le things 
  down tl- 
  "A,,.., 
  1. 
  anged, a1 
  1 Favrnal 
  r-. 
  *7,... 
  A" 
  are some 
  iments: I 
  . ,,,..,,,1. 
  above 
  .h that t 
  .-* ----A 
  + 
  pours w; 
  he PCs I 
  lter dowl 
  lave bee 
  . -L----l 
  I a Ehute 
  n follow 
  L- 
  - - - A : -  
  intb the 
  ing ends 
  ..*- 
  TI.-.. 
  - 
  sewer. T1 
  , and thc 
  iere frorr 
  's 'exper 
  t could be 
  f;cluua, i)ut I know vuu  an handle vuu~arl\res. Watch 
  :e 
  LP 
  . Be sale, gooa L 
  -_la r n a n ~  , 
  m all the innocent people - noble and peasant - 
  e lives you'll save tonight.. . thank you." With that, 
  gone, and there is nothing to do except enter the 
  below as it slowly sludges past. 
  dge on the far side of the sewer 
  ;ide the path. The stone is slippery, 
  possible to jump across without fala-..,. 
  lllL 
  bri 
  be: 
  i 
  m 
  c on the 
  "When J 
  r 
  1 1  
  wail," he 
  rou see il 
  h ~ c k  ar 
  draws a : 
  ., you'll E 
  1 .1 
  1 
  symbol o 
  :now the 
  T M 1 1  
  n the edi 
  're's a tra 
  water, a 
  and wil 
  linu 
  nd a val~ 
  I be almo 
  'he passa: ge end at a 15 fool : gap wht 
  -7 
  :re dirty 
  1 
  water pours 
  m from a grated chute above. lhe raised path ends and 
  channel 1 
  ue. There is 
  e of the 
  ~ater, and a 
  ,e vcaluc L l l c  uaL11. L l l c  ~ ~ g n e  
  is sliYPcly alld is almost 
  .. 
  ossible t 
  lot 
  ugh room 
  'the PCs cnoose ro mrn me valve, the bridge on me far 
  il it reaches the stone beneath their 
  bridge itself has been sabotaged. It 
  n 40 pounds of weight rests on it at 
  . . 
  ies of sharp 
  U" " V  
  the 
  a sr 
  vah 
  PCs mus 
  nall brid 
  ,- L,.-:J- 
  t cross tE 
  ge on th 
  + L A  -"tL 
  Le sewer I 
  .e far sid 
  . TL- -t, 
  to contin 
  sewer w 
  --A,-7 
  "" 
  6. ENTRANCE TO THE SEWER: 
  The trapdoor leads into the sewers, a dank, slimy pl; 
  filled with the stench of refuse. If you managed to hul 
  the party successfully, then they have on their b, 
  clothing, and only a minimum of equipment. That's exactly 
  where you want them. 
  The sewer is high enough for a normal human male to 
  stand, and is over 6 feet wide. Four feet of that, however, is 
  taken up by the stream of sewage passing by in a deep 
  trench. There is a two foot wide path along the right side 
  of the passage, and the PCs can walk down the slippery 
  stone path in order to follow the sewer. 
  It is dark in the sewers, but any natural flame light there 
  will sputter and flame up irregularly from the dampness 
  and the gases that permeate the air. The map given to the 
  party can be found on page #8 of this module. You should 
  notice that while the Minutemen have indicated on the 
  map the places where traps can be found, they did r 
  indicate what those traps entailed. The following traps 2 
  scattered throughout the dungeon at appropriate locatio 
  denoted where a marker is located on the map. If the GM 
  wishes, further markings or traps can be added to the map, 
  to keep the party occupied. Also, traps or creatures which 
  are not indicated on the map can be found, added by rival 
  gangs in the city. Two creatures have been included below 
  to indicate that they wander through the sewers by night; 
  these beasts can 'discover' the party at any time, but will be 
  drawn to their location by any loud noise or strange smell. 
  Lastly, the sewer water moves fairly rapidly. Anyone who 
  enters the stream must make a Reflex save (DC 14) in order 
  to avoid being swept along by the current. Characters who 
  fail immediately proceed to the next sewer grate (refer to the 
  Map in the middle ofthis adventure), and suffer 2d6 points of 
  damage from inhaling sewage and slamming into the 
  slippery stone sides of the channel. These grates cannot be 
  removed without actually breaking apart the masonry of 
  the sewer. Players will have to travel around them, and 
  cannot go through them. 
  imp 
  eno 
  Ii 
  o jump 
  n to get 2 
  1 
  across m 
  here is I 
  1 
  side 
  feet 
  coll; 
  *-T, 
  will ex1 
  . Howev 
  spses if I 
  . 
  - -  
  lend unt 
  er, the 1 
  aore tha 
  ... . 
  point. H 
  I spikes, 1 
  . .  - 
  idden in 
  pointed I 
  the watc 
  xpward. 
  ?r below are a ser 
  ally 
  iron 
  Bridge Trap: CR 3; N o  attack roll needed; Search (VC LU); 
  isable De, 
  on Spike 
  {ice (DC 2 
  Trap: CR ; 
  !5). 
  2; N o  atta ck roll nee 
  damage; 
  5% chanc 
  ~oids; Seal 
  e o f  contr 
  rch (DC 3 
  acting a d 
  0); Disabl 
  isease; Re 
  e Device ( 
  flex save ( 
  DC 30). 
  IMAPN! 
  1 
  In me- sewers is a large room, the rloor comp~erely 
  hed out 1 
  md the wearing waters. In the center, 
  :red by r 
  ge, are the twisted iron remains of a 
  valk that 
  ~ssed this room. It is now useless and 
  :red in rotting till ' 
  was 
  covc 
  catv 
  by time E 
  saw sewa 
  once crc 
  . 
  *.. 
  covc 
  T 
  ceil j 
  LL - 
  th. 
  .rious len 
  :oss the ( 
  ---- 
  sizes ha 
  without 
  L 
  ng from the 
  falling into 
  hirty ch: 
  ing. In 01 
  n. 
  - 
  iins of va 
  rder to CI 
  m- 
  - 
  wd~el, r
  ~
  s
   
  I I I U ~ L  use Lrle crlalrls LU s w ~ r ~ g  
  LO the other 
  . While this sounds easy, some of the chains are 
  ched to traps set by the Minutemen. ~ h e s e  
  traps trigger 
  !n any weight beyond 40 pounds is place on the chain. 
  hree Climb checks (DC 16) are necessary to make it 
  ~ss 
  the chamber on the chains. For each chain that a PC 
  .* 
  ; to cross the water (three in all) roll a d20 once on the 
  chains swing so much and 
  lat look the same, trying to 
  1 
  ,__.-I 
  a cnain rnar someone else just used is impossible. 
  Lile 
  side 
  atta 
  ""L.. 
  T 
  acrc 
  uses 
  kart. Beci 
  .e are so 
  ,1 , 
  - - 
  mse the 
  many tl 
  1 -  
  hain: 1 / 2  
  hain Trap 
  in. thick; 
  : CR 3; Nc 
  hardness 
  3 attack rc 
  10; hp 15; 
  dl needed; 
  AC 7; bre 
  : damage \ 
  Z. BRIDGED PASSAGE 
  Encounter: A bridge, crossing the sewer channel, has 
  been sabotaged. At any cross-passage on the map, the PCs 
  should find one of these 'sabotaged' bridges. The GM has 
  free reign to add more, if he feels the party is getting along 
  too swiftly. 
  hain is saf 
  . . 
  .- . - - r. 
  o-/: 
  I ne cnaln IS a raKe ana rtps rrom rne celllng. A Reflex 
  save (DC 16) is necessary t o  grab another chain while falling. 
  If the PC fails this roll, they fall into the water (see below). 
  
  * Permission to photocopy pages 8-9 is granted for personal use only. 
  
  - 
  iites the g 
  IC 20) sav 
  equired tc 
  releases k 
  5 the PC v 
  wered in s 
  vhen he p~ 
  ,mall bladc 
  d
  ,
   " 
  ulls the cb 
  .s. A Forti; 
  hold the 
   is grip an' 
  herwise, tl 
  ) the wate 
  nd the PC 
  F. 
  . damage 
  i n t s  of di 
  (DC 12 t 
  3mage imn 
  . damage c 
  nediately i 
  lealt) or I 
  apped. Sk 
  e charactc 
  -CK- 
  -A- 
  A 
  II hooks tt 
  ~g and fles 
  I .  
  pell. 
  sion. A Re 
  . z 
  Dr one mir 
  ;he spell i 
  ,flex save ( 
  -I (rolling i 
  1 on this c 
  T I U ,  
  lain. 
  tude save 
  tflex save 
  n c n n  
  ,awn 8 .  
  and must 
  et go of 
  8-9: A crossbow bolt fires from the ceiling (ranged ' '". 
  damage 1 d10) strikinj 
  10-11 : The chain is cc 
  (DC 15) is r 
  chain. O t  
  instinctively 
  d falls intc 
  12-13: A ~ O U L  l l o l l l c  311uvL3 
  ,ram the c,,,,,,,. 
  , ,,, 
  lgr 
  ,ases arou 
  ( D 
  ,es for hali 
  14-15: The chain is covered in a palntul contact po 
  The PC suffers 1 d6 pc 
  make a Fortitude save 
  the chain. 
  16-18: This chain is magically tr 
  ~ould the PC grab 
  it he becomes affect by fear. Th 
  tr refuses to release 
  the chain or move further while ~ I I C C L C U .  He sim~lv '---- 
  from the chain, petrified. The spell lasts fc 
  A Will save (DC 18) negates the effects. 1 
  triggered every time this chain is touched. 
  19: The chain is covered in sma 
  iat imbed 
  themselves into the PC's clothin 
  h. If the PC fails 
  a Reflex save (DC 16) the hooks snag, w~nding her f 
  " 
  chain as if affected by a snare sl 
  20: This chain is actually an illu 
  allows the PC to safely grab another chai~ 
  If the save fails or the PC rolls another 2( 
  he tumbles into the water below. 
  11d11~5 
  lute. 
  co rne 
  :DC 20) 
  If for some reason a PC enters the water (5 ft. deep 
  here), a Reflex save (DC 15) is required to avoid being 
  slammed against the catwalk (ld6 points of damage). In 
  addition, there are is a Carrion Crawl 
  adapted to the sewage, waiting in thc 
  meal to come its way. 
  .9) that 1 
  water foi 
  Carrion Crawler: (Large Aberration) CR 4; HD 3dtr+b; 
  hp 19; Init: +2 (+2 Dex); Spd 30 ft, swim 15 ft; AC 17 (-1 
  Size, +2 Dex, +6 Natural); Atks 8 tentacles +3 melee 
  (tentacle paralysis), b 
  lee (1 d4); Face/Rea 
  lOft/Sft; SA Paralysis; 
  t; SV Fort +3, Ref + 
  Str 14, Dex 15, Con 1 
  Vis 15, Cha 6; AL N 
  Climb +lo, Listen +6, Spot +6. Feats: Ale 
  ige 
  ter 
  its 
  es. 
  at 
  ' 
  ite -2 me 
  SQ Sceni 
  4, Int 1, l 
  ~ c h  
  5ft by 
  3, Will +5; 
  ; Skills: 
  Tactics: Because the Crawler has be 
  with filth for so long, it's paralytic atta~n 
  l a  lllULll weal 
  than it once was. The Fortitude save 
  effects only last for 2d6 rounds ii 
  Paralyzed PCs must still contend witn arownmg, our 
  least they have a figh 
  trtness. 
  !en livinj 
  "-1, 
  ;, ,- 
  ; 
  in sew: 
  .."L ,,,,"1 
  12 and 
  nstead c 
  1
  1
   
  ~f minut 
  . 
  1
  .
   
  9. LAIR 
  Encounter:   his bend in the sewer system should lc 
  natural and should not cause the PCs any concern. At t 
  point make secret Spot checks for each of them (DC 20) 
  1ok 
  his 
  I. 
  Tactics: The PCs have just been ambushed by a Chaos 
  Beast (hp 50); another of Favrnel's mistakes. Those failing 
  their Spot check may not act during the surprise round. 
  The chaos beast is hard to fight, moving every round, using 
  mobility, and tumbling to its advantage when possible. 
  Chaos Beast: (Medium-Size Outsider) CR 7; HD 8d8+8; 
  hp 50; lnit +5 (+1 Dex, +4 lmproved Initiative); Spd 20 ft, 
  swim 2Oft; AC 16 (+1 Dex, +5 natural); Atks 2 claws +10 
  melee (1 d3+2 corporeal instability); Face/Reach 5ft by 5ft 
  to l o f t  by lOft/5ft; SA Corporeal instability; SQ SR 15, 
  immune to transformation, immune to critical hits; SV Fort 
  +7, Ref +7, Will +6; Str 14, Dex 13, Con 13, Int 10, Wis 10, 
  Cha 10; AL CN; Skills: Climb +12, Escape Artist +11, Hide 
  +lo, Jump +lo, Listen +9, Spot +9, Tumble +lo. Feats: 
  Dodge, lmproved Initiative, Mobility. 
  10. FALSE GRATE 
  The PCs can see on the map that this grate is false. With 
  the right answer, they can move it and continue toward the 
  palace. It is the only path to the palace entrance, so the PCs 
  have no choice but to find a way through. 
  To the right of the grate, at eye level, is an alcove with a 
  small silver dagger lying in it. Written on a small plate on 
  the back of the alcove wall is the following sequence of 
  letters, written in the common tongue: 
  T N E S S F F T T -  
  In order to open the false grate, the PCs must decide 
  what letter to write in the blank (-). The plate is sensitive 
  to the touch of silver, and will respond to the dagger or any 
  silver item. If they scratch in the correct letter ('O'), the 
  grate opens. The letters stand for: Ten, Nine, Eight, Seven, 
  Six, Five, Four, Three, Two, and One. 
  Should the PCs enter the wrong letter three times in a 
  row, the magic of the plate shuts off, stopping further 
  attempts to open the grate. This failsafe is designed to stop 
  someone from trying every letter in the alphabet. 
  Crate: 2 in. thick; hardness 10; hp 15; AC 7; break DC 28. 
  11. MAGNETIC PRESENCE 
  Encounter: Most thieves wear leather armor; most 
  of the Count's guards wear chain mail. This trap takes 
  lntage of that disparity. 
  he left side of the wall (above the rushing sewer water) 
  is covered by a huge magnet, made to look like normal iron 
  gratings installed tightly against the stone. While walking 
  through a corridor, all the PCs with large amounts of metal 
  (armor, weapons) must make a Reflex save (DC 18), or be 
  pulled across the water, sticking suddenly to the wall. Once 
  the PC is 'caught,' the trap functions like an snave spell, 
  with the following addition: anyone who manages to break 
  free of the magnet falls into the stream. A PC carrying a 
  weapon must make the same save, or lose his grasp on the 
  weapon as it flies from his hand and sticks to the far wall. 
  
  82. THE PALACE 
  No matter what time thev entered the sewers. the PCs 
  should arrive at the palace only a few minutes before 
  midnight, to heighten tension. 
  TERROR FIEND 
  The hidden door from the sewer into the palace leads 
  between the castle's stonework and empties into a dark 
  corridor fairly near the main ballroom. Through a slit cut 
  in the stone, you can hear the laughter and revelry of the 
  Count's gala. The party is taking place in a huge ballroom 
  - 
  h large 
  'ully aroL 
  mber, yc 
  xandra a 
  you pus1 
  nk you, r 
  mg, and 
  roundine 
  .1.1 . 1 - 
  stone p 
  md the o 
  )u hear 
  illars an 
  pulent rc 
  the higk 
  Id- Sloth 
  )om. Fro1 
  I-pitched 
  - 
  draping 
  n the far 
  voice c 
  scatterc 
  end of tl- 
  ~f Prince 
  3d 
  le 
  SS 
  s she rises to give a speech to the assembly. 
  I the door aside, you hear the her say, ".,.and 
  loble guests, for your final gift. The gift of.. ." 
  es change and sharpen, as her body 
  lge tree. 
  IS 
  long tee! 
  'S, 
  L 1 1 1 3  UlCak out ~ ~ L I U I I X  
  L l l c  xduIcLt3d 
  ie 
  ts 
  errime nanc 
  :3i 
  J L I C C  
  the Terrc 
  ; palace 
  4. 
  re a strax 
  ; rows of 
  .,, 
  L,,, 
  H& ski, 
  th as she 
  ,,,, +L, 
  1 blacker 
  continue 
  . ,"+L,,, 
  sr Fiend 
  guards 
  attacks ,g 
  with a 
  " 
  Jeefully, 
  mere sw 
  ki'iling tl- 
  ipe of i 
  The Terror Fiend feeds on the blood of nobility, and is in 
  a frenzy of hunger and lust with so many nobles about. The 
  guards in the room are dead. It will be several minutes 
  before more arrive. Providing the Fiend enough time to kill 
  the nobles assembled here. 
  Tactics: Although several of the nobles try to help, the 
  general panic of nearly a hundred people is certainly going 
  to affect the fight. The Terror Fiend has no problem using 
  the nobility as hostages, putting them in danger, or even 
  slaughtering them outright (most die from a single strike). 
  It gets stronger as more nobles die to its claws. Use this to 
  the creature's advantage during the fight. Put your PCs in 
  positions where thy must save the lives of nobles instead 
  of directly battling the creature. The fight will be more 
  interesting that way. 
  .13. THE COUNT'S GRATITUDE 
  After the battle is finished and the Terror fiend is 
  defeated, Count Sebastian calls together the nobility and 
  listens to the PCs' story. Once he is convinced of the truth, 
  he commands the Minutemen in his prison be released. He 
  asks that his daughter's body be brought to the palace for 
  proper burial. It is a sad day in Desburg. 
  A few days should pass before the grateful count awards 
  the PCs with the stay of desbuvg (funerals and all). After the 
  ceremony, John Swift approaches the party to thank them 
  for their efforts. He rescued his men while the party was in 
  the sewers. He and his men are truly grateful. Swift shakes 
  their hands and says, "You have a friend in Desburg." He 
  smiles and adds, "and a few Minutemen as well." 
  "But don't worry about the sewer map," John laughs. "It's 
  already useless." He gives the PCs a broad wink, and then 
  leaves them to celebrate their well-earned victory. 
  Large Monstvous Humanoid 
  Terror Fiends are not actually devils of any form, but are 
  monstrous creatures that feed on the blood and fear of 
  nobility. Their senses are so acute that they can tell if 
  someone is descended of noble blood simply by their scent. 
  They are huge creatures, nearly nine feet tall, but gangly 
  and strangely jointed. Their skin is a greenish-black, and 
  their features resemble that of a very ugly elven humanoid. 
  Their arms and legs are covered with barbed spikes which 
  gives them a form of natural armor, and they have huge 
  barbed tails that are split like a cat o'nine tails at the end. 
  They are dangerous and cunning, and capable of taking the 
  form of an individual that they have just killed. 
  Terror Fiends are merciless and utterly evil, preying on 
  humanity's elite in order to quench their thirst for blood. 
  Worse, they grow stronger when they feed on such blood, 
  and thus often seek to hunt nobles as a predator seeks prey 
  Ad intelligent beings, fiends speak Infernal, Human, 
  Elven, Dwarf, and Common. They gain no memories of 
  
  their host after they have killed someone and assumed the 
  victim's form, but are often clever enough to pass 
  themselves off successfully for a number of days while they 
  gather information about their new form. Their new form 
  can be any race, size or sex, although most Terror Fiends 
  prefer to hunt within their own gender to make 
  duplication that much easier. 
  COMBAT 
  A Terror Fiend prefers to lure its victims into solitude, 
  and then devour them and take their form. This way, it can 
  be supplied with an unending feast of noble blood as it 
  moves from unsuspecting royal house to the next. 
  In melee, however, it is a terrible opponent, lunging 
  with both claws and using its tail to tangle opponent's 
  weapons. It has the ability to silence the area in which it 
  fights, thus giving it even more advantage and removing its 
  prey's ability to scream for help. 
  Silent Scream (Sp): The Terror Fiend can create a circle 
  of silence in a ten-foot radius around its body. No sound 
  can exit this shield, although those inside the field can still 
  hear the normal sounds of the world outside. 
  Polymorph Self (Su): Similar to the wizard's spell 
  polymovph, the Terror fiend can take the form of the last 
  creature that it killed. Once assumed, the Terror Fiend can 
  retain this form indefinitely.~his form is not an illusion; 
  while in the new form, the Terror Fiend has no access to its 
  physical abilities, although it may still manifest its Silent 
  Scream. The fiend may return to its original form at any 
  time, and may return to its current 'attained form' at will. 
  Regeneration (Ex): A Terror Fiend regenerates 2 hp 
  per round. However, when it is infused with noble blood, it 
  regains an additional hit point for each point of damage 
  dealt to someone born of noble lineage. This effect works 
  on those that aren't aware of their true heritage. 
  23 (+1 D 
  ~cks: 4 Cla 
  c -..I.... 
  1 
  ielee 
  nage: Claw 
  lr higher. 
  +10 
  (Dex &Imp 
  ex, +12 na 
  ws +7 me1 
  Ilrrtre, darbed tail 
  I Ld4, entangle on 
  ft by five f 
  e. c:l.-...~r. 
  ntangle, p~ 
  cia1 Qualit 
  I+ (see de 
  olymorph , 
  ies: Regen 
  scription) 
  tural) 
  ee, bite 
  I 
  Q 
  - .- 
  t/five ft. 
  tail 
  Int 16 
  Skills: Va 
  Feats: Al 
  I":+:-+ 
  - - - 'C 
  Treasure 
  Alignme1 
  Advance ment Range: 9-16 HD 
  L"LLL 
  TI 
  plati 
  L,", 
  llcal 
  poin 
  from 
  the 1 
  nt Sebas 
  ice to th 
  - nn . 
  order to 
  e within 
  I - -  
  L - - -  
  STAR OF DESBURG 
  This award is the highest honor in the country. It comes 
  with a small badge to all those inducted into the noble 
  , 
  order of the stav. This badge itself is magical, crafted by 
  tian's mages in 
  reward valor and 
  e county. Anyon 
  the Kingdom that 
  1 
  d r~ wearing the baclge ueats him very well. 
  lhants offer lower prices and better merchandise, and 
  :ommon peasant doffs his hat to him. 
  t the end of the adventure, each of the PCs that 
  pnntributed will be awarded the Star of Desburg. 
  1e badge is a small eight-pointed star made of worked 
  num and gold, with a single flawless sapphire at the 
  t. Written on a banner entwined through the star's 
  ts are the words 'given in gratitude.' The badge hangs 
  L a small blue ribbon that is designed to be pinned on 
  :ecipients chest. 
  This badge has two magical functions, both active only 
  when it is worn. First, it grants the wearer an enhancement 
  bonus of +2 to their Charisma. This bonus increases to +4 
  when dealing with any city officer, guardsman, or official 
  representative of the city of Desburg. 
  Castev Level: 12th; Pvevequisites: Enchant Wondrous Item, 
  charm pevson; Mavket Pvice: 10,000 gp; Weight: -. 
  
  Alderac Entertainment Group, Inc. (AEG) i s  an award- 
  winning industry leader in the collectible card game, 
  roleplaying game, and miniatures game c a t e g o r i e s .  AEG 
  develops and publishes popular game-based entertainment 
  products, including Warlord: Saga of the Stovm, Legend of 
  i 
  the Five Rings, 7th Sea, Doomtown, Favscape, Sevies Archev, and 
  ' 
  the Clan War miniatures game. For more information on 
  AEG, visit the company's website at www.alderac.com. 
  t 
  All material in the module that i s  indented and printed 
  in the s a n s  s e r i f  t y p e f a c e  i s  Open Game Content, except 
  for the proper n a m e s  of NPC's, and may be used pursuant 
  to the Open Game License. Material contained in the New 
  Monstev, New Magic Item, and New Spell sections i s  also 
  Open Game Content. I l l u s t r a t i o n s  on those p a g e s  are not 
  Open Game Content and are owned solely by Alderac 
  Entertainment Group, Inc. In addition, to the extent any 
  material i s  derived wholly from the d20 SRD and/or 
  the Dungeons and Dragons" Player's Handbook, Third 
  Edition, such as spell names and magic items, that material 
  i s  also d e s i g n a t e d  as Open Game Content. All other 
  content i s  designated as closed content, including but 
  not limited to: NPC and Pre-generated character names, 
  character background text, monster descriptions and all 
  other module text not otherwise required to be Open 
  Games Content. 
  Alderac Entertainment Group (AEG) reserves the right 
  to publish addenda and/or modification to the designation 
  of Open Game Content within this adventure on our web 
  site if either by the unilateral action of AEG, by agreement 
  of parties (including AEG) or by operation of l a w  there i s  
  a change to the designation of Open Game Content. 
  Dungeons and Dragons" and Wizards of the Coast" are 
  trademarks of Wizards of the Coast, and are used in 
  accordance with the Open Game and d20 Licenses. 
  Links to the full text of both the Open Game and d20 
  l i c e n s e s ,  when available, can be found on the Alderac 
  Entertainment Group web 
  site, and are hereby 
  incorporated by this reference as if fully set forth herein. 
  ? 
  Future versions of this adventure will contain the entire 
  text of those licenses, once finalized. 
  7 
  Author: Ree Soesbee 
  Project Manager: jim pinto 
  ~ d i t o r :  
  J e n s  Bergensten, Dave Lepore 
  Creative Director: Mark Jelfo 
  Graphic Design: Steve Hough 
  Cover Illustration: Cris Dornaus 
  Cartography: Cris Dornaus 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a) "Contributors" means the copyright andlor trademark owners who have 
  contributed Open Game Content; (b) "Derivative Material" means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or 
  adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) "Open Game Content" means the game 
  mechanic and includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product ldentity and is an enhancement over the prior 
  art and any additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) "Product Identity" 
  means product and product line names, logos and identifying marks including trade 
  dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) "Trademark means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the 
  associated 
  products 
  contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" 
  means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in 
  terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game Content distributed 
  using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 
  of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or 
  You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
  You are copying, modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark. The use of any Product ldentity in Open 
  Game Content does not constitute a challenge to the ownership of that Product Identity. 
  The owner of any Product ldentity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the 
  Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License vl.0 Copyright 2000, Wizards of the Coast, Inc. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/AEG/Mini Modules/Honor Among Thieves (4th-6th).pdf