TEXT: URDI-02 
   
   
   
   
   
   
  Live to Love Again 
   
  A One Round D&D LIVING GREYHAWK®
  Duchy of Urnst Introductory Adventure 
  Version 1.0 
   
   
   
   
   
  By Warren Banks 
   
   
   
   
   
   
  Leukish is a city of grand structures – magnificent churches, sophisticated mansions, and the 
  wondrous home of the Honorable Chamber.  But it is also filled with the elaborate games of the 
  Nobility and the constant vying for advantage in the game of politics.  What can a young man in 
  love do when faced with the convoluted dance of the Houses? 
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered 
  trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of 
  Wizards of the Coast, Inc. Scenario detail copyright 2004 by Wizards of the Coast, 
  Inc. ALL RIGHTS RESERVED. This scenario is intended for tournament use only 
  and may not be reproduced without approval of the RPGA Network.  
  Live to Love Again 
   
  Page 1 
  
  INTRODUCTION 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play. The 
  following guidelines are here to help you with 
  both the preparation of the game. Read this page 
  carefully so that you know and can communicate 
  to your players the special aspects of playing an 
  RPGA scenario.  
  PREPARATION  
   
   
     
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once 
  before you run your game. Be sure to familiarize 
  yourself with any special rules, spells, or 
  equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We 
  also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and 
  your sense of fun. It is also a good idea to have a 
  way to track movement during combat. This can 
  be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or 
  as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of 
  the scenario as described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players 
  participating in the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn about equipment and weapons their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players 
  are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold. Some of this text is general 
  and must be adapted to the specific situation or to 
  actions of the player characters. 
  TRACKING  
   
   
   
   
  Introductory modules for LIVING GREYHAWK 
  are not reported.  You may order introductory 
  modules for the Duchy of Urnst region by 
  emailing doutriad@yahoogroups.com 
  LIVING GREYHAWK 
   
   
   
   This is an introductory LIVING GREYHAWK 
  Adventure.  As a LIVING adventure it is 
  expected that players bring their own characters 
  with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet 
  from your convention coordinator or the RPGA 
  Web site, ant then have any players without a 
  character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it 
  is also recommended that you have a copy of 
  the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
  This is an introductory LIVING GREYHAWK 
  Adventure.  It is designed for 1st level characters 
  only.  Characters above 1st level cannot be 
  played in this adventure.  If the adventuring 
  party is missing one of the key elements of an 
  adventuring party (Fighter, Cleric, Wizard, 
  Rogue), you may want to advise them to change 
  Live to Love Again 
   
  Page 2 
  
  characters or to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal 
  or Charisma check (DC 10). Failure indicates 
  that the animal will not attack that round. This is 
  a move action (spoken command) that may be 
  attempted each round. If an animal loses half or 
  more hp in a single round it flees, unless another 
  check is successful.  Once the animal is 
  wounded, the Handle Animal or Charisma check 
  rises to DC 12. 
  TIME UNITS AND UPKEEP 
   
   
  This is a standard one-round Introductory 
  Regional adventure, set in the Duchy of Urnst.  
  Characters native to the Duchy of Urnst 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.  See pg 11 of the LGCS 
  for more information on Lifestyle costs and 
  benefits. 
   
  ADVENTURE 
  BACKGROUND 
   
  Many years ago a Flan woman named Terra 
  Drox began studying under the tutelage of 
  Gaelen Silverhand, a grey elf scholar.  The two 
  fell hopelessly in love and soon were wed.  
  Eventually they had a son, Dalien Silverhand, a 
  passionate creative young man whose thirst for 
  life was unquenchable.  As Dalien grew into 
  manhood he became more and more restless.  
  He needed to see and experience more.  So, on 
  his 20th birthday, Dalien set out from his home 
  in the Celadon forest to see the world.   
   
  For the better part of a year, Dalien 
  Silverhand traveled throughout the Duchy of 
  Urnst learning more about its geography, history 
  and people.  He eventually made his way up to 
  Leukish to catch a boat to Radigast City in the 
  County of Urnst.  He was short money and 
  needed work.  He found work on one of Gordon 
  Schrie’s boats.  It was also where he met Talia 
  Schrie. 
   
  Gordon Schrie was throwing a party for his 
  noble friends aboard one of his largest and 
  finest boats.  His wife Maria and his daughter 
  Talia accompanied Gordon.  Talia, bored, began 
  wandering throughout the boat where she ran 
  into Dalien.  For Dalien it was love at first sight.  
  Fearlessly, he struck up a conversation with 
  Talia and soon won her interest.  Dalien 
  declared his intent to marry her that evening but 
  knew he had his work cut out for him.  The Suel 
  were not known for their tolerance of other races 
  and most nobles were Suel.  To make matters 
  worse, he was a commoner with little money.  
  Still Dalien was determined.  Over the next few 
  weeks, Dalien wooed Talia, sending her letters 
  and presents.  Eventually the two began secretly 
  meeting for moonlight strolls and to profess their 
  love for one another.    
   
  Eventually Gordon Schrie discovered his 
  daughter’s secret romance.  Since he was 
  involved with negotiations that may result in her 
  wedding, he could not have any whisper of 
  scandal about the young woman.  Nor was her 
  chosen paramour acceptable to him.  He 
  confronted her and gave her an ultimatum.  Talia 
  could end the romance nicely or he would end it 
  by other means.  Wishing no harm to befall her 
  beloved, Talia told Dalien that she could no 
  longer see him.  She rebuked his letters and 
  scolded him for his silly behavior.  This only 
  made Dalien more determined; for true love can 
  overcome all obstacles.   Dalien would win 
  Talia’s hand or die trying.  Unfortunately, Dalien 
  has raised Gordon Schrie’s ire with his 
  increased perseverance.  Schrie is now taking 
  steps to remove this mongrel annoyance for 
  good. 
   
  ADVENTURE SUMMARY 
   
  The players are in Leukish and are strolling 
  about town when they witness a man being 
  beaten in an ally way.  Assuming the players 
  help defend the man they will have made a new 
  friend in Dalien Silverhand, a half elf who will 
  inform the players that those men were trying to 
  prevent him from seeing his true love Talia.  
  Dalien will explain how he and Talia, the 
  daughter of the man who sent these thugs, are 
  in love and destine to be together but that Talia’s 
  father is pressuring her to stay away.  Dalien 
  knows he can win her back but he has to do it by 
  that evening because Talia is being shipped 
  away to some unknown location.  With the 
  players help, Dalien feels confident that he can 
  convince her to come with him.  Without their 
  assistance, true love may be lost.  Of course 
  adventurers of their caliber will be compensated. 
  Live to Love Again 
   
  Page 3 
  
   
  The players are then sent by Dalien to 
  gather up a few things for Dalien’s last shot at 
  happiness.  They will need to recover the rare 
  dragon lily (Talia’s favorite flower) and to fetch 
  the bard Servos, who Dalien hired last night to 
  play a love song to Talia.  Once they have 
  managed to secure these things they are to 
  meet Dalien who has spent the day preparing 
  his poem.  From there, the group will head to the 
  Schrie manor where Dalien will present Talia 
  with his gifts and try to convince her to run away 
  with him.  Of course, Gordon Schrie and his men 
  will have something to say about all this and will 
  attempt to finish Dalien off before he gets a 
  chance to enact his plan. 
   
  Provided the players managed to provide 
  Dalien with enough of the proper articles and 
  don’t kill any of the Schrie family, Talia will run 
  off with Dalien.  If they fail, Talia will decide not 
  to leave with Dalien and will go off with her 
  father.  Dalien will be heartbroken and will be 
  forced to go on without his love. 
   
  Note:  Depending on the amount of time that 
  players spend on the different encounters, they 
  may or may not have time to rest.  Keep track of 
  time and be lenient if they're in trouble. 
   
  INTRODUCTION 
  You are in the city of Leukish, capital of the 
  Duchy of Urnst and its largest city.  A 
  bustling port on the Nyr Dyv and the most 
  cosmopolitan city in the Duchy, Leukish has 
  the 
  largest 
  and 
  most 
  diverse 
  public 
  marketplace 
  in 
  the 
  entire 
  Flanaess 
  (according to the merchants who ply their 
  trade here, anyway...), which is why you are 
  here.  You have come to shop, or at least 
  look at what there is to buy. 
   
  The players are in Leukish for any number 
  of reasons.  Whatever the reason is, they are all 
  in the marketplace, either replenishing supplies 
  or simply passing through on their way to 
  another point in the city.  If the players aren’t 
  traveling together as a group, have them 
  introduce themselves to one another after 
  Encounter One: Elven Scum.   
   
  Game Masters may wish to read up on the 
  following rules for this adventure: Grappling 
  (pg.155-157 PH), Disarming (pg.155 PH) and 
  Non-lethal damage (pg.146 PH).  Subdual 
  damage is used frequently in this adventure and 
  it is important to know that the damage heals 
  one point per hour per character level.  Players 
  and GMs will need to track that.  Please make 
  sure that the characters receive a copy of player 
  handout 1: Leukish so that they know the laws 
  and general description of Leukish.  If you don't 
  want to hand it out, that's fine, but make sure to 
  describe in detail the city and its laws. 
   
  ENCOUNTER 1: 
   ELVEN SCUM! 
   
  The players are in Leukish in the markets 
  when they discover a man being attacked in a 
  nearby alleyway.  Whether the players are 
  together as a group or not, they will all hear cries 
  for help in both Common and Elven.   
  As you work your way through the busy 
  street markets in beautiful Leukish, the smell 
  of roasted meats and potent herbs cause you 
  to reconsidering spending a few coins on 
  these merchant's wares.  After all, a person 
  needs to eat.  You pause for thought near a 
  gathering crowd.  Thirteen large men have 
  gathered to help carry a priest of St. Cuthbert 
  and his wagon, which appears to have 
  broken a wheel, towards the temple district.   
  As the entourage passes, a sudden burst of 
  shouting in the Elvish tongue can be heard 
  amongst the din of the crowds.  The shouts 
  quickly turn to the Common tongue before 
  becoming muffled.  Someone is shouting for 
  help! 
   
  The shouts are coming from a nearby alley 
  (See Judge's Aid #2: Map of the Market Alley).  
  It is recommended that the players have their 
  figures on the map (if you are using a battle mat) 
  prior to hearing the cries for help.  Give the 
  players one round to get to the alleyway.  The 
  alley is actually fairly wide (15 feet), relatively 
  speaking, as it was built to bring in large wagons 
  used to ship and receive goods.  The alley does 
  have clutter in it; crates, trashcans, etc. for 
  people to take cover behind (including the 
  thugs).   
   
  When the players make their way to the 
  alley, read the following: 
  Hurrying towards the cries of help, you find 
  yourself standing at the mouth of a wide 
  alleyway.  Through the clutter of crates, you 
  are able to make out four hooded cloaked 
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  Page 4 
  
  figures standing over a body providing a 
  savage beating. 
   
  The man being attacked is actually a half elf 
  named Dalien Silverhand.  He has been 
  knocked to -1 hp (of subdual damage) at the 
  beginning of combat and is surrounded by four 
  cloaked attackers.  Unless the players act 
  immediately the cloaked men will give Dalien 
  one last kick, take his stuff and leave.  This will 
  take two rounds.   
   
  Four men in cloaks are attacking him work 
  for Gordon Schrie.  They were instructed to find 
  Dalien 
  Silverhand 
  and 
  convince 
  him 
  to 
  disappear one way or another.  The men are 
  wearing hooded cloaks to conceal their faces 
  and garb.  During the fight, players can make 
  Spot checks (DC 15) to notice a symbol on the 
  men’s outfits.  A Knowledge: Nobility and 
  Royalty check (DC 15) will reveal the symbol of 
  the silver pike to be that of Schrie, a minor noble 
  house.  The player will know that the Schrie 
  have gain most of their wealth through fishing 
  and fish products. 
   
  The attackers are all of Suel birth.  They are 
  all part of Gordon Schrie’s personal guard.  They 
  are confident that they are above the law.  After 
  all, what court would try them for beating a half-
  elf?  Even elves make fun of them.  The men will 
  target demi-humans first, then non-Suel humans 
  and finally Suel.  They will taunt their opponents, 
  especially nonhumans, with insults.  They will 
  question Suel players’ allegiances and try to 
  sway them to their point of view.  All the while 
  they will apply a ferocious beating to their foes.  
  Any Seul PC with the Legitimate or Adopted 
  Child background may try to reason with the 
  thugs, saying that this half elf is now below their 
  notice, or something similar.  Other Seul PCs or 
  human PCs may try to distract the thugs with 
  something else, such as drinking.  Both of these 
  tactics as well as others (allow the players to 
  use their imagination) allow diplomacy or 
  intimidate checks.  Give circumstance bonuses 
  depending on what the players actually say.   
  The thugs will cease harming Dalien and go off 
  to wherever the PCs suggested if they make a 
  Diplomacy or Intimidate check (DC 20). 
   
  The men are using unarmed strikes to beat 
  Dalien.  They will continue to use unarmed 
  strikes to subdue the PCs unless the PCs begin 
  using lethal force.  The men will then draw their 
  long swords and attempt to kill.   
   
  The men will run once half their numbers go 
  down. 
   
  If 
  surrounded 
  and 
  obviously 
  overpowered, 
  they 
  will 
  throw 
  down 
  their 
  weapons and surrender if fleeing is not an 
  option.  They will wait for the town guard to 
  arrive because they are confident they will 
  quickly be let off.  The men won’t talk unless 
  players can magically coerce them or succeed 
  at an opposed Intimidate check (see page 76 in 
  the Player’s Handbook v.3.5).   
   
  The town guard will arrive six rounds after 
  the battle has begun to break things up.  They 
  will take the attackers in but will quickly let them 
  go as Gordon Schrie uses his pull to spring 
  them.  The players will be hassled by the town 
  guard but not arrested.  They will be thoroughly 
  questioned and the threat of arrest will be 
  brought up but ultimately it is hot air.  Of course 
  don’t let the players know that.  Give them a 
  chance to explain themselves and their actions.  
  Perhaps have the town guard ask “And why 
  shouldn’t I arrest you right now?”  Asking for a 
  few Diplomacy rolls should get the players 
  thinking.  Eventually a local will come forth 
  during the questioning and speak on behalf of 
  the players, telling the guards that the players 
  were only trying to save the life of the man being 
  attacked by the four cloaked figures. 
   
  Dalien, if revived before the battle has 
  ended, will hang back out of combat.  If the 
  players defeat the attackers before the town 
  guards arrive and Dalien is conscious, he will 
  urge the players to leave the area with him 
  before the guards arrive but will remain with the 
  players should the players decide to stay.  
  Dalien believes the town guards will make his 
  life worse should he be taken in and will explain 
  so if asked for a reason for fleeing.  He will 
  explain more once they are safely away. 
   
  If the PCs take any of the equipment from 
  the thugs, they are thrown in jail for stealing from 
  the nobility.  This takes 2 TU, but they will not 
  get caught until after the adventure is over.  Any 
  PC with the Legitimate Child or Adopted Child 
  background will only be fined 50 gold Dukes.  If 
  they can make a DC 15 Diplomacy check, they 
  will be let out without paying.  Remind the 
  characters before they take the equipment that it 
  is very obviously branded with the House Schrie 
  emblem.  The PCs can, however, take all of the 
  petty cash that the thugs have, which amounts 
  to 30 gold Dukes. 
   
  Should the players capture any of the men 
  and question them, the guards won’t talk unless 
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  players make an Intimidate check or a 
  Diplomacy check to get the guards to Indifferent.   
  The guard is Hostile thus making the DC 25.  
  The check is even harder for non-humans at DC 
  30.  If they can get the guard to talk, he will tell 
  them he works for Gordon Schrie and he was 
  told to beat up the half-elf Dalien Silverhand.  
  That is all any guard will know. 
   
  Creatures: (EL 3) 
  Schrie Guards (4): 10 hp each; see Appendix 1. 
  Dalien Silverhand: 12 hp; see Appendix 1. 
   
  ENCOUNTER 2: 
  MY GIRL 
   
  Whether the players flee the area with or 
  without Dalien or remain behind with Dalien to 
  speak with the town guards, Dalien will wish to 
  thank his rescuers.  He will offer to buy them a 
  drink at the Strong Man Tavern named so 
  because it was built with the help of 13 of the 
  strongest men from the nearby Temple of Kord.  
  If the players were forced to flee without Dalien, 
  he will track the players down elsewhere in 
  Leukish.   
   
  Once Dalien has a chance to speak freely 
  with the players, read them the following: 
  “I thank you again for saving me from those 
  men.  You are truly honorable individuals.  
  Considering I owe you my life, I find it 
  difficult to ask but I was wondering if you 
  would consider helping me yet again?  For 
  you see, I have met my one true love and if I 
  do not act quickly she will be whisked away 
  by dawn.  What do you say?” 
   
  If the players do not accept, the adventure is 
  over.  If they do accept, Dalien will continue: 
  “Fabulous.  I knew you would aid me for 
  nothing will stand in the way of true love!  
  The object of my affections is Talia Schrie, 
  daughter of the noble Gordon Schrie.  I lost 
  my heart to the beautiful Talia and knew we 
  would be together forever.  I courted her for 
  weeks, all the while meeting with her in 
  secret.  Then one day she told me she didn’t 
  love me anymore and that I should leave; 
  that I was being foolish.  I soon found out 
  why she was behaving so unusually.  A 
  servant for the Schrie whom I had made 
  friends with told me that Gordon Schrie had 
  discovered my letters to Talia and would 
  have no daughter of his mixing with impure 
  blood.   He plans to move Talia out of the city 
  tomorrow morning.  I know Talia still loves 
  me.  I just need to convince her to come 
  away with me.  That is where you come in.  I 
  need some help to pull off my plan.  Here is 
  the money I have saved for my wedding.  It 
  will be of no use to me if I do not win back 
  my dear Talia.  Please take it.” 
   
  The pouch he places on the table contains 
  150 gp.  He has no more money and no amount 
  of bargaining will increase the reward. 
  Placing a crumpled flower from his cloak on 
  to the table, Dalien continues, “Talia’s 
  favorite flower is the rare Dragon Lily.  I had 
  this one especially shipped in but it was 
  ruined in the attack.  I have no time to get 
  another one shipped in.  There is one place 
  in Leukish that has some Dragon Lilies.  I 
  went there originally to get one and was 
  turned down.  Perhaps you will have better 
  luck.” 
   
  Dalien will explain that the owner of the 
  flowers is an old eccentric named Rufus Berle.  
  Dalien was unable to even get in the front door 
  to meet with Rufus Berle and has no idea how 
  much the plant would cost or if he would even 
  part with one.  The players are instructed to 
  meet Dalien back at the Strong Man Tavern 
  around dinnertime with or without the flower.  
  The time is currently about noon.  That gives the 
  players about six or seven hours should they 
  need to make several attempts at getting the 
  flower.  And no, a Mending spell will not make 
  the flower good as new.  It has not been broken; 
  it has been flattened, which is considered 
  warped. 
   
  Anyone who makes a Knowledge: Nature 
  roll (DC 15) will know that the Dragon Lily is a 
  very rare plant and regularly fetches from 100 gp 
  and up depending on breed, size, color, etc.   
   
  Players may think to head to the famed 
  Leukish Gardens to find a plant.  The players will 
  need passes to get into the gardens at 10gp 
  each (or 30gp for the group) and will be met by a 
  male druid of Ehlonna named Timthek Genntill.  
  He will inform the players that they do not have 
  such a beautiful plant, but that he believes that 
  there is a collector of rare plants somewhere in 
  Leukish by the name of Rufus Berle.  His 
  manservant came by recently looking for 
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  someone to help him tend to his overgrown 
  garden. 
   
  The players may be hurt badly if the 
  previous combat didn’t go well.  If they aren’t 
  aware of the several temples around town from 
  the Leukish handout, now might be a good time 
  for Dalien to mention to the players that they see 
  a priest to tend to their wounds.  For this 
  adventure, players may get 1st level spells cast 
  for 10 gp each and 2nd level spells cast for 60 gp 
  each. 
   
  ENCOUNTER 3: MY HOW 
  YOUR GARDEN 
   HAS GROWN 
   
  The owner of the Dragon Lily is Lord Rufus 
  Berle, a wealthy eccentric from a minor house 
  who has a large estate that houses his collection 
  of plant life.  Berle is a recluse and relies on his 
  manservant Daub to run his day-to-day life.  
  However Daub is not the most organized 
  person, which results in Berle shouting and 
  cursing Daub’s name more often than not.   
   
  A recent shipment of plants contained the 
  seeds for several twig blights.  A group of six 
  twig blights now lurk in the garden living off 
  sunlight until the next unwitting soul stumbles 
  along to feed their need for blood.  Rufus and 
  Daub know SOMETHING is living in the garden.  
  Rufus doesn’t care because whatever it is, it is 
  keeping the burglars away.  Daub on the other 
  hand, is afraid.  He was the one who has to 
  maintain the garden and is worried about getting 
  killed next time he’s ordered to prune the trees.  
  Daub has convinced Rufus to hire some 
  gardeners.  When the players arrive, Rufus will 
  be out looking to hire some gardeners as well as 
  catching a drink at the Capital, an upscale 
  tavern near the Honorable Chamber. 
   
  Players wishing to find out more about 
  Rufus Berle may make Gather Information 
  checks to gain tidbits about the man.  Keep in 
  mind it takes 1d4+1 hour to make a check.  Of 
  course Bardic Knowledge checks will get similar 
  info but much quicker.   
  Gather Info DC 10 (Bardic Knowledge DC 15) 
  – I heard that Ol’ Rufus Berle recently bought a 
  man-eating plant to protect his yard from 
  intruders.  I’ve heard of a few would be thieves 
  going in but not coming out. 
  Gather Info DC 15 (Bardic Knowledge DC 20) 
  – Rufus Berle loves plants more than he loves 
  people.  I was talking to Daub, Berle’s 
  manservant about it just the other day.  Rufus is 
  crazy and if it weren’t for Daub, nothing would 
  get done.  It’s no wonder Daub goes to the 
  Capital Inn for a drink every afternoon. 
  Gather Info DC 20 (Bardic Knowledge DC 25) 
  – Rufus Berle’s garden is growing out of control.  
  I hear some nasty plants have taken root there.  
  Berle’s manservant Daub was looking for a druid 
  to come in and help maintain the place but none 
  have volunteered. 
  How to get a Dragon Lily 
  The players have a few options to get the plant.  
  The players will either opt for theft or diplomacy.  
  Those heading up to the door will be given the 
  option of pretending they are here to tend the 
  garden or buying a flower.  The three main 
  methods (theft, posing as gardeners and 
  bartering) are detailed below.  (See Map Two: 
  Berle’s Home for more details) 
  Break and Enter: 
  The first option is to climb the wall to the Berle 
  residence, sneak into the greenhouse and 
  procure a plant.  A Climb check (DC 25) will 
  allow players to scale the brick wall surrounding 
  the grounds without any assistance.  A grappling 
  hook and knotted rope would reduce the Climb 
  check (DC 0).  The wall is 10 feet high and 
  surrounds the entire estate.  The neighborhood 
  around Berle’s estate is quiet thanks to Berle’s 
  odd behavior and several unsettling rumors.  A 
  quick trip over the wall without being seen 
  should be easy.  The players will then have to 
  locate 
  the 
  Dragon 
  Lily 
  and 
  escape.  
  Understandably, complications arise from the 
  alarm but more importantly the Twig blights that 
  have taken up residence there.   
   
  Should the players manage to kill or elude 
  the twig blights, there is still the case of Berle’s 
  two dogs Apollo and Zeus.  If the players make 
  too much noise or trip the alarm on the 
  greenhouse door, Berle will sick his dogs on the 
  would-be thieves.  The dogs are trained to 
  attack all types of creatures and may be brought 
  out as relief from an overwhelming attack by the 
  twig blights.   Berle will give potential crooks the 
  chance to surrender.  If they do he will call off 
  his dogs, otherwise all bets are off.  If twig 
  blights are present and the players are handling 
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  them, Berle will wait until the twig blights are 
  done before calling on his dogs. 
   
  The players will then have to locate the 
  Dragon Lily in the greenhouse.  A Spot check 
  (DC 10) will suffice.  They must then get into the 
  greenhouse without setting off the alarm.  
  Setting off the alarm will cause Berle to release 
  the hounds to attack the players.  (See The Yard 
  Area A – The Greenhouse for more details) 
   
  PCs staking out the backyard will notice that 
  no one seems to be going into the backyard the 
  entire time.  This is because of the twig blights.  
  If the players watch the backyard area for more 
  than 6 hours and make a Spot check (DC 25), 
  they will notice multiple somethings moving in 
  the bushes and the general area in which the 
  movement occurred.  (See The Yard Area C – 
  The Twigblight’s Hiding Spot for more details).   
  Hired Hand: 
   
  The second option is to get themselves work 
  as gardeners.  If the players find out that Berle is 
  looking for someone to help maintain his garden, 
  they can contact either Daub or Berle about the 
  job.  Daub is currently out for the afternoon.  He 
  will be gone from noon until two.  He will be 
  gone by the time the players arrive at the house 
  after speaking with Dalien.  He can be found at 
  the Capital Inn drinking.  The Capital Inn is 
  located 
  near 
  the 
  Government 
  Hall 
  and 
  Honorable Chamber.  If the players find and talk 
  to him about the Dragon Lily, he will tell them he 
  will part with one except he isn’t going back into 
  that garden.  There is something alive out there.  
  Perhaps if they will clear out the garden, he’ll 
  arrange to get them a plant as payment. 
   
  If the players come to the house when Daub 
  isn’t around, Berle will yell at Daub to answer the 
  door then angrily stomp over to answer it 
  himself.  He will look the players up and down 
  and ask if they are here about the garden.  Berle 
  is a hawk nosed, hunch backed old man who 
  lacks the graces that are usually afforded to the 
  common man.  Now is the time for roleplaying 
  and a Bluff check (DC 10) if they wish to pass 
  themselves off as gardeners.  Apply bonuses to 
  the roll for good roleplaying.  If they totally blow 
  it, feel free to add a penalty.  In either case no 
  more than +/-2.  Any player that looks like a 
  woodsy type (Ranger, Druid, possibly an 
  appropriately dressed elf) who does most of the 
  talking will get the players a free pass in.  No 
  Bluff check necessary.  Berle will show the 
  players the garden from the safety of his 
  backdoor and tell them to “Get to work.  The tool 
  shed is over there.”  Berle will then close the 
  door behind the players.  Berle won’t go in the 
  garden and will neglect to mention the creatures 
  living back there. 
   
  If the players fail the Bluff check, they can 
  disguise themselves and try again.  Berle is a bit 
  senile after all.   
   
  Provided the players kill the twig blights and 
  do all the required gardening, they should be 
  around when Daub comes back.  The gardening 
  will take four to five hours.  Daub will see to the 
  players and offer the group 50 gold Dukes as 
  payment.  At this time the players may forego 
  payment to get a Dragon Lily.  Daub is quite 
  relieved not to be the one to clear the garden out 
  and is willing to give them one of the rare 
  flowers. 
   
  If the players attempt to break into the 
  greenhouse while gardening and don’t find the 
  trap, it will go off and Berle will sick the dogs 
  after them.  If Daub is back, he will run and get 
  the guard who will arrive in ten rounds.  Anyone 
  caught by the guard will be thrown in jail.  Those 
  characters will be removed from the remainder 
  of this scenario and face possible conviction.  
  Any PC with the Legitimate Child or Adopted 
  Child background will only be fined 50 gold 
  Dukes.  If they can make a DC 15 Diplomacy 
  check, they will be let out without paying.  All 
  other PCs face 26 TUs worth of hard labor and 
  incarceration.  The price of the flower means 
  major theft charges. 
   
  If Daub is at the house when the players 
  arrive, he will be polite and hear their initial 
  queries.  If they mention they have come for the 
  job of looking after the garden, he will hire them 
  on the spot.  If they attempted to barter with 
  Berle for a plant and failed, he may (at DM’s 
  option) approach the players to work in the 
  garden.  Unlike Berle, Daub will mention that he 
  believes there is some kind of creature living in 
  the garden.  He will also require the players do 
  the gardening while they are there.     
  Barter: 
   
  The third option is to try and barter with 
  Rufus Berle for a plant.  Players who show up at 
  the door and are honest enough to state that 
  they wish to buy a plant may meet with Rufus 
  Berle.  The players will be invited in (albeit 
  gruffly) and told to state their business.  He will 
  talk to them about the plant and why they want 
  it.  The entire time his two large Dobermans 
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  Apollo and Zeus stare menacingly.  Anyone 
  making a Knowledge: Nature roll (DC 15) will 
  impress Berle with their knowledge of plants 
  enough that they receive a +5 on the Diplomacy 
  roll for reducing the price of the plant.  They will 
  also know that the Dragon Lily is a very rare 
  plant and regularly fetches from 100 gp and up 
  depending on breed, size, color, etc.  Berle’s 
  particular breed is worth 250 gp. 
   
  Players can make Diplomacy checks to try 
  and bring the price down.  There is only one 
  shot at this roll so remind players to make 
  assists to the roll if possible.  Berle’s starting 
  price is 250 gp.  For each increment of five over 
  DC 10, Berle will come down 50 gp.  He will not 
  go below 100 gp.  So if the players get a 
  Diplomacy check (DC 15) the price of the plant 
  will be reduced by 50 gp to 200 gp.  This may 
  mean the players can not afford the Dragon Lily.  
  They should have 150 gp from Dalien to help 
  them along and may need to produce some of 
  their own money to pay the full price.  While this 
  method may be easier, it will certainly mean the 
  players get screwed out of their treasure.  Such 
  is the life of an adventurer.  Of course as a DM, 
  it is your prerogative to let Berle have the 
  players clear out his garden for a reduced price.  
  The players get rid of his monsters AND pay to 
  get the plant.  In this case, Berle is willing to 
  drop 100 gp from the final price.   
   The Yard: 
  (See Judge Aid #3: Map of Lord Berle’s 
  Residence for more details) 
  Area A – The Greenhouse 
   
  The greenhouse is a 5-foot wide by 10-foot 
  long glass building.  It is found near the west 
  wall near the house.  The greenhouse is the 
  home of Rufus Berle’s rarest plants.  As such, 
  he has the entire building fitted with a permanent 
  Alarm spell.  Anyone damaging or entering the 
  greenhouse without speaking the password 
  “Petunia” will set off the audible alarm.  Berle will 
  respond immediately upon the sounding of the 
  alarm.  The door is locked with a good lock and 
  an Open Locks check (DC 30) is needed to 
  crack it.  The greenhouse contains ten individual 
  Dragon Lilies as well as several other rare 
  plants.  Anyone with Profession: Herbalist 
  making a check (DC 15) will know a few of these 
  plants exist and that they were only found in the 
  Valley of the Mage and long thought lost.  
  Collectors would pay handsomely for the plants 
  in here but that is beyond the scope of this 
  adventure. 
  Area B – The Tool shed 
   
  This 5-foot by 5-foot wooden shack is 
  located in the southeast corner of the garden.  It 
  is not locked nor does it have one.  Inside the 
  shed are various garden tools that can be used 
  as makeshift weapons.  There is also a scythe 
  and 2 sickles used for gardening that can be 
  used as a weapon.  Keep in mind that a scythe 
  is a martial weapon and that it can do piercing or 
  slashing damage.  Sickles are simple weapons 
  and most classes can use them freely.  All 
  weapons are medium size. 
  Area C – The Twig Blights Hiding Spot 
   
  The twig blights have made a particularly 
  overgrown section their home.  Players making 
  a Spot check (DC 20) will notice something deep 
  within the bushes.  This is the remains of a 
  burglar that had heard rumors of Berle’s wealth 
  and 
  decided 
  to 
  try 
  and 
  make 
  it 
  his.  
  Unfortunately, he was overcome by the twig 
  blights, which dragged his corpse into their nest 
  and fed on him days ago.  There is little left of 
  the body save some bloody bones and a 
  smattering of gore.  Lying next to the bones are 
  some shreds of clothing and a leather backpack.  
  The pack is still in pretty good condition and 
  contains some of the burglar’s equipment.  In 
  the pack players can find: masterwork thieves 
  tools, Potion of Invisibility, Potion of Spiderclimb, 
  Potion of Cure Light Wounds (2), Potion of 
  Lesser Restoration, +1 studded leather, 50-foot 
  rope, and 2 smokesticks.   All of the potions are 
  clearly labeled in somewhat slanted handwriting. 
   
  The players will automatically find the 
  remains and the treasure if they volunteer to 
  work on Rufus Berle’s garden.  Daub will allow 
  the players to keep the treasure and suggest 
  they don’t tell Rufus about it.  If Rufus hears 
  about the treasure, he will try to get the players 
  to hand it over.  If the players hand it over, Daub 
  will try and convince Rufus to let the players 
  keep it for their hard work.   
  The 
  players 
  should be encouraged to roleplay here.  They 
  should be encouraged to put forth an argument 
  to keep the goods and perhaps the DM will even 
  call for a Diplomacy or Bluff check.  Whatever 
  the result, the players should end up with the 
  treasure.  Perhaps if they blow the rolls, Daub 
  could catch up with the players as they leave 
  and give them a bundle they should keep hidden 
  until they are well away from the house.  If this is 
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  the case, at the DM's discretion, the studded 
  leather will be missing.   
   
  The poison caused by the twig blights (if 
  any) will last the rest of the adventure and could 
  pose a problem if players took multiple hits.  
  PCs may buy a Lesser Restoration at any 
  temple in the city for 60 gold Dukes.  If the PCs 
  make a DC 15 Diplomacy check, they can find a 
  paladin who will be willing to cast a Lesser 
  Restoration for 40 gold Dukes.   
  Creatures: (EL 2) 
  Apollo and Zeus (Berle’s attack dogs): 13 hp 
  each; Use Wolf stats on page 283 of Monster 
  Manual. 
  Twig Blights (6): hp 5 each; see Appendix 2. 
  Tactics:  Use your discretion to determine the 
  number of Twig Blights that will attack at once.  
  A particularly strong party may have all of them 
  attack at once, while a weaker party may only 
  have half of them attack at once.  Do not let the 
  party rest or heal between attacks by the Twig 
  Blights. 
   
  ENCOUNTER 4: THERE 
  WAS AN OLD MAN… 
   
  After the players recover the Dragon Lily, 
  they should wind up back at the Strong Man 
  Tavern.  Read them the following when they 
  arrive: 
  As your eyes adjust to the dimness of the 
  cramped confines of the Strong Man Tavern, 
  you spot Dalien hunched over a piece of 
  parchment furiously scribbling with his quill, 
  a frustrated look stitched across his face.  He 
  leans arcing backwards scanning the room 
  for inspiration.  His expression changes as 
  he spots your group. 
  “Hello friends.  I hope you have been having 
  better luck than me.  My poem for Talia has 
  been going rather poorly.  Perhaps you could 
  help?” 
   
  Dalien is trying to write a love poem for 
  Talia.  He is not faring very well.  If the players 
  show interest in helping, he will read them what 
  he has and ask the players to critique it.  If the 
  players 
  feign 
  appreciation 
  convincingly 
  or 
  unconvincingly, Dalien will believe his poem is 
  better than he thought and keep it.  Of course 
  the idea is for the players to help him make a 
  better one.  The fastest route would be to 
  improve his current poem, but players can do a 
  complete rewrite.  Dalien only wants a short 
  poem.  For the sake of time limits, if the players 
  are not interested in helping, move on quickly.  If 
  the players are interested in helping but haven’t 
  come up with a fix fairly quickly, move them 
  along to Encounter Five: Brother Can You Spare 
  A Dime and tell them they can continue to help 
  him with the poem after getting the bard.  This 
  may give them time to think of a fix while moving 
  the game along. 
   
  Dalien is writing a Haiku.  It is a three line 
  poem.  The first and third lines are five syllables 
  while the second line is seven syllables.  
  Typically they involve a seasonal word but for 
  this haiku it in not necessary.  What is necessary 
  is that the players help make Dalien’s poem 
  better.  
   
  Dalien’s haiku: 
  I love your long hair 
  The different colors are 
  Like a bugbear’s fur 
   
   
  A suggested fix is to replace bugbear’s fur 
  with that of another object or creature.  In play 
  test, the players brainstormed a list of two 
  syllable creatures and voted on the best.  The 
  winner was ‘phoenix coat’. 
   
  ENCOUNTER 5: BROTHER 
  CAN YOU SPARE A DIME? 
   
  After the players have returned from 
  attempting to retrieve a Dragon Lily and possibly 
  helping with the poem, Dalien will ask the 
  players to fetch the bard he has hired for tonight.  
  When you are ready to have the players move 
  on to this encounter, read the following: 
  “Time is running short and I just realized that 
  I still have a few things to do.  I need you all 
  to do one thing for me.  I hired a bard.  His 
  name is Salvos and you can find him near 
  the docks at the Bottomless Inn.  Please go 
  and get him and bring him back here while I 
  get changed.” 
   
  If the players ask for a description, Dalien 
  will reply, “You’ll recognize him.  He’ll be the 
  one with hooves.” 
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  Salvos the Bard 
   
  Salvos is a drunk, a gambler, and a 
  womanizer.  Unfortunately, he is also a smooth 
  talker and convinced Dalien to hire him.  When 
  the players catch up to Salvos, he will be in dire 
  straights.  He has recently lost all his gold as 
  well as his instrument (his pan flute) gambling 
  with a local tough by the name of Reaver.  
  Reaver is a professional gambler and a very 
  good cheat.  He tricked a drunken Salvos into 
  gambling himself deep into debt and plans to 
  use Salvos as a means of steady income.  
  Reaver will own Salvos.  Salvos will play to earn 
  gold and pay off his debt.  Of course the interest 
  on Salvos’ debt will continue to accrue so that 
  Salvos will never be able to pay off the debt.  
  Reaver has made Salvos an offer.  If Salvos 
  can’t pay off the debt, he will work for Reaver or 
  he will be killed.  Reaver has given Salvos a few 
  hours to think about it. 
   
  When the players arrive at the Bottomless 
  Inn (See Judge's Aid #4: Map of the Bottomless 
  Inn for details), Salvos is sitting at a table 
  playing dice with a local.  Read the following: 
  Raised voices and cheering cut through the 
  malaise that has stricken the rest of the 
  patrons in this bar.  Most of the men drinking 
  here appear to be making a conscious effort 
  to remain unnoticed, sunken in the shadow 
  of the poorly lit inn.  However, a small group 
  of men surround a small table near the back.  
  It is anyone’s guess what could be the cause 
  of 
  such 
  a 
  ruckus. 
   
  Occasionally 
  the 
  bartender looks over at the table and scowls.  
  His broken nose twitches as he furrows his 
  brow in disgust. 
   
  The bartender is Platts.  He is a middle-aged 
  man who appears to have lived a rough life.  His 
  nose is pushed to one side, obviously broken.  
  His eyes are sunken and dark.  He runs a 
  seedier bar in Leukish where questionable acts 
  such as gambling are common.  Platts is 
  displeased and nervous because activities like 
  this are usually kept low key and quiet.  His 
  latest patron Salvos, in an attempt to drum up 
  some cash to pay off his debt, has loudly 
  announced he is looking for a game of chance.  
  Platts is worried that town guard may decide to 
  drop by at just the wrong time.   
   
  Any character obviously involved with the 
  law (a paladin, a cleric of a lawful good god, etc) 
  will have a tougher time dealing with Platts.  He 
  will be considered unfriendly towards those 
  players.  Everyone else will warrant an 
  indifferent mood.  Players able to shift his 
  attitude to Friendly, Diplomacy check (DC 15) 
  will learn that Salvos owes money (including a 
  bar tab with Platts) to some locals.  A very 
  dangerous one named Reaver cleaned him out 
  last night.  He isn’t sure how much but he saw 
  Salvos lose his instrument.  He has been at his 
  bar for the last three days and has yet to 
  entertain the customers.  At indifferent, Platts 
  will simply point out Salvos.  Paying Salvos’ bar 
  tab (12 gp) will move Platts to friendly status 
  with the player who paid the gold.   
  As the players approach the table where Salvos 
  sits, read the following: 
  As you move up closer to the action by the 
  crowded table, all the men cheer and begin 
  to spread throughout the bar mugs in hand.  
  A tall, slim human stands up scraping coin 
  from the table with his forearm.   
  “Thanks for the game pal.  No hard feelings 
  right?” 
  And with that the man turns and head to the 
  bar to spend his winnings.  There slumped in 
  an old wooden chair is a small, pot bellied 
  man sporting three day's growth.  What is 
  more unusual is the set of ram’s horns 
  jutting from either side of his head.  He 
  breathes a heavy sigh and noticing you 
  standing nearby, perks up and begins to 
  speak in a gruff voice. 
  “Well met friends!  I couldn’t help but notice 
  that you look to be people who like to take 
  risks for high reward.  Adventurers like you 
  stare death in the face almost daily.  Why not 
  enjoy your downtime with drink and a game 
  of chance?”  
   
  Salvos will do everything he can to get the 
  players to gamble with him.  Talking with him will 
  be difficult unless the players sit down and play 
  a game or two with him.  Players can try and 
  convince Salvos to leave without gambling but 
  not without a lengthy debate and a Diplomacy, 
  Intimidate, or Bluff check (DC 20).   
   
  The game of chance that Salvos is playing is 
  called Giant’s Bones.  It involves 5d6 and is 
  similar to poker.  Each player in the game rolls 
  5d6 once.  The player with the best result wins.  
  The order from worst to best roll: no matching 
  dice and no straight, a matching pair, three of a 
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  kind, a low straight (1, 2, 3, 4 & 5), a high 
  straight (2, 3, 4, 5 & 6), four of a kind and five of 
  a kind, which is called a Giant Killer.  A tie is 
  broken by the size of the number.  For example 
  a pair of sixes beats a pair of fives.  In the case 
  of no matching dice and no straight OR identical 
  sets (pair, three of a kind, etc), the highest die 
  wins or in the case of sets of matching numbers, 
  the highest non-matching number determines a 
  winner.  If the first die is tied, move to the 
  second die, then the third and so on.  In the 
  case of a tie with identical rolls, re-roll the dice. 
   
  After a game or two, Salvos will be more 
  willing to co-operate.  If Salvos wins, he will want 
  to play more.  He will try and convince the 
  players that they were just unlucky and that next 
  time the dice will turn out better.  If the players 
  win, Salvos will push to play again.  A Sense 
  Motive check (DC 10) on Salvos will reveal he is 
  desperate to win money.  He seems nervous 
  and a bit scared.  He isn’t concealing it very well 
  at all.  At no time does Salvos cheat at the 
  game.  A DM wishing to pass this info along may 
  forgo a check altogether. 
   
  After a few games or several minutes of 
  discussion, Salvos will reveal his situation to 
  players.  If the players ask about his losses, he 
  will confide and ask for help from the players.  
  Salvos owes 50 gp and if he doesn’t pay by 
  tonight it will double.  He only has a few gold left 
  and time is running short.  If the players could 
  lend him some money he would be eternally 
  grateful. 
  Reaver Arrives 
   
  After the players have had a chance to 
  remove Salvos from the bar, Reaver and his 
  men will arrive to collect their coin.  Read the 
  following to the players: 
  A tall well-dressed man with shaggy black 
  hair moves into the bar, flanked by two larger 
  men who appear to be looking for trouble 
  should anyone want to start it.  The three 
  block the front door and the dark haired man 
  slowly moves his eyes across the bar.  You 
  notice Salvos move his eyes towards the 
  floor just as the man locks his gaze on the 
  satyr. 
  “Hello Salvos.  You weren’t thinking of 
  leaving were you?” 
  “Hi Reaver” stutters Salvos, “you’re early” 
   
  Reaver has come to collect his 50 gp.  If 
  Salvos doesn’t have it, he will double the 
  amount and instruct Salvos to come with him 
  and his boys.  After all, if he can’t pay off his 
  debt then Reaver will find a way for him to work 
  it off.   
   
  At this point the players can attempt to 
  speak with Reaver.  They need to pay him the 
  50 gp that Salvos owes and Reaver will call it 
  even.  Of course if the players give Reaver any 
  reason to have his boys attack the players, he 
  will take it.  If Reaver can get the money from 
  the players and slip out of the bar first then he 
  will take that opportunity.   
   
  If the players offend Reaver (and he’s easily 
  offended), can’t pay the debt or just want to fight 
  Reaver then a bar brawl breaks out.  Reaver’s 
  two goons, Pugg and Tom, move into put the 
  hurt on the players but only use subdual 
  damage.  Pugg will attempt to grapple the 
  biggest character that is within reach.  Tom will 
  engage in the barroom brawl but won’t hesitate 
  to draw his heavy flail and begin disarming any 
  character foolish enough to draw a weapon.  
  Reaver will attempt to flee.  Salvos will cower 
  under a table and will provide no help at all.  If 
  the players come after Reaver he will try and 
  defend himself while attempting to escape.  (See 
  Judge's Aid #4: Map of the Bottomless Inn) 
   
  If the players begin using actual weapons, 
  then Pugg and Tom will use lethal force.  Pugg’s 
  Improved Unarmed Strike feat could be really 
  tough on the players.  Feel free to not use 
  Pugg’s attacks of opportunity if the PC’s are 
  having a rough time.  If things are going bad for 
  the players, the town guard will show up to 
  break up the fight.  If the players had a previous 
  run in with the town guard and it didn’t go well, 
  then they will be hauled in by the town guard 
  and questioned.  They will be released in the 
  nick of time as Dalien will come down and bail 
  them out.  Bail is 5 gp per character.  This will 
  come out of their end reward. 
   
  Players may wish to run past Reaver and his 
  men.  If this is the case, Pugg and Tom will give 
  chase but are not running fit.  They will give 
  chase for a few blocks.  Players making a 
  Survival check (DC 10) will be able to lose the 
  two down an alleyway quickly.  If no one can 
  make the roll, Salvos will eventually point the 
  players down a side alley to hide.  Make the 
  chase and hiding dramatic by letting the players 
  know that the two goons are hot on their heels.  
  Roll dice for the men but roll behind your screen 
  so the players don’t know what you rolled.  But 
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  unless the players turn and fight, or are carrying 
  a lot of weight, they should get away. 
  Creatures: (EL 3) 
  Pugg and Tom: hp 12, 11; see Appendix 1. 
  Reaver: hp 12; see Appendix 1. 
  Salvos: hp 23; see Appendix 1. 
   
  ENCOUNTER 6: A WOOING 
  WE WILL GO 
   
  NOTE: The players may be hurt badly if the 
  previous combat didn’t go well and their 
  resources (spells, etc) expended.  If they aren’t 
  aware of the several temples around town from 
  the Leukish handout, now might be a good time 
  for Dalien to mention to the players that they see 
  a priest to tend to their wounds.  For this 
  adventure, players may get 1st level spells cast 
  for 10 gp each and 2nd level spells cast for 60 gp 
  each.  It is in the player’s best interest they be 
  fully healed for the final combat.  It is no longer 
  non-lethal damage. 
   
  NOTE: the players may have time to rest 
  before going to this encounter.  Dalien will be at 
  the Schrie manor at 8 am the next morning and 
  this is the last chance for him to try and convince 
  Talia to leave with him.  If they go later than this, 
  Talia will be gone.  Thus, they can rest any time 
  during the proceeding day.  They cannot rest 
  outside the Schrie manor, but they can find an 
  inn nearby that is suitable for adventurer's 
  standard, leaving them 5 minutes away from the 
  Schrie manor. 
   
  After the players have gathered (or not 
  gathered) the potential items, Dalien will need to 
  hurry to the Schrie Manor to catch Talia while 
  she is still home.  Dalien will set up under Talia’s 
  window quietly then throw rocks at her window 
  to get here to come forth to be wooed by him.  
  The surrounding bushes are more than ample 
  enough to hide the party should they wish to be 
  there to help Dalien or just make sure he is 
  protected from angry fathers.  Talia’s room has a 
  balcony that is located on the side of the house 
  nearest the carriage house.  (See Judge's Aid 
  #5: Map of Schrie Manor for more details) 
   
  Of course getting on to the estate could 
  prove difficult.  A wall surrounds the manor and 
  can not be scaled without a Climb check (DC 
  25).  Of course a grappling hook and rope will 
  reduce that check to zero.  There are two guards 
  at the front gate.  Occasionally, one of the 
  guards will perform a patrol of the grounds as 
  part of their duties but generally aren’t too 
  attentive.  This is a good time for players to 
  attempt to overpower the remaining guard then 
  KO the other guard as he comes back from 
  guard duty.  If the players just KO the one guard 
  and hide the body, the other guard won’t sound 
  the alarm right away thinking there has been a 
  shift change.  If the players don’t hide the body 
  then the alarm is sounded right away.  If this is 
  the case, the players will have to hide and wait 
  for things to die down before attempting to make 
  their move.  An hour is a safe amount of waiting 
  time. 
   
  If players are having too easy a time, a DM 
  might make things tense by having the guards 
  come by to check the area out.  The players 
  should hide to avoid being spotted.  Dalien will 
  encourage this of course. Simple Hide checks 
  (DC 5) should work (due to darkness, cover, 
  etc), but don’t let the players know that.  Keep 
  them on their toes.  There is always the chance 
  the players may get caught but it is slight.  If 
  they do get caught, allow them to get away.  The 
  guard won’t sound any alarms if the players slink 
  away into the darkness.  Fighting should be a 
  last resort.  The players should know that.  If a 
  fight breaks out now, the entire place will be on 
  guard and the players (at this level) will most 
  likely never get in to see Talia.  Schrie will 
  double the number of guard on patrol.  If the 
  players get caught and fight, then there is a 
  good chance that the players will be captured or 
  killed.  Give the players a chance to surrender 
  first.  If they don’t, then carve them a new pie 
  hole.   
   
  Dalien’s plan is to enter the estate and get 
  Talia’s attention.  Once she comes out on the 
  balcony, he will have Salvos play music while he 
  reads aloud the poem.  After he is done, he will 
  scale the trellis and hand Talia the Dragon Lily.  
  This plan will change according to what the 
  players were able to recover.  Whatever 
  happens, Dalien will insist on entering the Schrie 
  estate to meet with Talia, not performing the 
  entire scene from the top of the wall protecting 
  the grounds. 
   
  Once in, Dalien will need to make a 
  Diplomacy roll (DC 20) to change Talia’s attitude 
  from Friendly to Helpful.  For every item the 
  players have gotten (or fixed in the case of the 
  poem), add a +4 to the roll.  Players may 
  attempt to assist Dalien in his attempt to win 
  over Talia but anyone failing to properly assist 
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  will incur a –2 penalty to the roll as Talia sees 
  these 
  failed 
  attempts 
  as 
  clumsy 
  and 
  unattractive.  Feel free to let the players know 
  that there will be ramifications to failed 
  Diplomacy attempts.  After all, Dalien won’t want 
  the players to bumble around stealing his 
  spotlight.  Talia is his girl.  Dalien has a +4 to his 
  Diplomacy checks.  If the players got the Dragon 
  Lily, corrected the poem and recovered Salvos 
  the roll will be at +16.  Don’t roll a 1!  Good Luck! 
   
  ENCOUNTER 7:  
  FAMILY FEUD 
  Read the following to the players once they have 
  finished their attempt to win Talia over: 
  As the final chords of accompanying music 
  fade to the winds, a voice cuts through the 
  night.  Footsteps and shouting sound 
  through the darkness with a familiar voice 
  ringing above it all.    
  “I thought I told you to be gone half breed.”  
  The angry face of Gordon Schrie blazes in 
  the moonlight.  “Now I’ll see that you never 
  bother me or my daughter again!” 
  Four 
  armed 
  men 
  advance 
  menacingly 
  towards Dalien.   
   
  Dalien’s attempt to win over Talia alerted 
  Talia’s father Gordon, who rounded up some 
  men and is about to put a stop to this once and 
  for all!  If any of the men escaped or were 
  arrested, they are now part of the four men 
  attacking the players.  Use Judge's Aid #5: Map 
  of Schrie Manor for terrain placement and layout 
  for combat.  Gordon will not become involved in 
  combat in any way.  He will keep a fair distance 
  back and will have a readied action to disarm 
  anyone who attempts to attack him.  If forced 
  into combat, he will attempt to disarm a player 
  then deal with him ruthlessly.  The four men 
  under Gordon Schrie’s direction will move to 
  engage the players and will gang up on any 
  player attempting to engage Schrie in combat.  
  Otherwise, they will use sound combat tactics 
  (like flanking, grappling wizards, etc) to take out 
  more troublesome players.  If the players 
  surrender, the guards will stop fighting and 
  apprehend the players but only after they have 
  thrown down their weapons. 
   
  At the beginning of the fifth round, Talia will 
  appear on the scene to stop combat.  The 
  players have four rounds of lethal combat in the 
  meantime.  Keeping track of rounds is important 
  at this point as it could mean the difference 
  between life and death. 
   
  Dalien will hang back waiting for his love to 
  come down to meet him.  He will not want to 
  leave without her.  He will only jump in to 
  combat if the players are being soundly 
  thrashed. 
   
  Creatures: (EL 3) 
  Gordon Schrie: hp 35; see Appendix 1. 
  Schrie Guards (4): hp 10 each; see Appendix 1. 
   
  CONCLUSION 
   
  At the beginning of round five or if combat 
  ends sooner, Talia will come racing onto the 
  scene.  Read the following to the players: 
  “Stop this!  Stop this at once!” Talia screams 
  as she races out of the house.   
   
  Depending 
  on 
  the 
  result 
  of 
  Dalien’s 
  Diplomacy check, Talia will act one of two ways.  
  If Dalien persuaded Talia to come with him, read 
  Ending A.  If Dalien failed in winning Talia back, 
  read Ending B.  Of course, killing Gordon Schrie 
  means Ending C. 
   
  CONCLUSION A 
   
   
   
   
  Staring at her father, Talia defiantly moves to 
  Dalien’s side and takes his hand.   
  “You don’t control me, father.  I am free to 
  love who I want and my heart has chosen 
  Dalien.” 
  “If you leave with him, Talia, you will be 
  disowned from the Schrie and will receive no 
  money or aid from me or anyone else in this 
  family.”  Gordon Schrie roars, his face red 
  with anger. 
  “I don’t care father.  I would rather be happy 
  with love than miserable with money.” Talia 
  replies. 
  Talia turns to the beaming eyes of Dalien and 
  the two embrace in a long, loving kiss as 
  Gordon Schrie turns and stalks off into his 
  house.  Before he goes, he looks at your 
  group and states angrily “I know your faces 
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  now heroes.  Should I see them again, I will 
  make a point of returning the grief you have 
  brought upon my house.” 
   
  The players are now free to leave the Schrie 
  grounds and should do so immediately before 
  Gordon Schrie changes his mind and send the 
  guards after them.   
   
   
  Eventually the players will be tracked down 
  and given a package with a note attached to it.  
  It reads: 
  Thank you for your help.  Talia and I are 
  eternally gratefully and wish to give you this 
  as a token of our appreciation.  I hope you 
  will help you meet someone that inspires you 
  to write beautiful poetry like I did.  We plan to 
  be wed in the coming year. When the 
  arrangements are made, I hope you will 
  attend. 
   
  Inside the package are 50 gp as well as a 
  notebook and quill for each player.  Each book is 
  gold embossed with the player character’s name 
  on the cover. 
   
  CONCLUSION B 
   
   
   
   
   Staring at her father, Talia turns to Dalien. 
  “I love you Dalien but we can never be.  We 
  come from two different worlds and I do not 
  see how those worlds can become one.  
  Please go now before anyone else gets 
  hurt.” 
  Dalien turns defeated as Talia moves to her 
  father’s side. 
  “Leave now adventurers.  My daughter has 
  spoken.” commands Gordon Schrie as 
  several more armed guards move to usher 
  you all to the manor gate.  Gordon Schrie 
  watches you with a predatory grin, holding 
  his daughter tight to his side. 
   
  Dalien will now leave the grounds and 
  tomorrow catch the first boat to Radigast City in 
  the County of Urnst completely heartbroken.  
  The players should now leave and not come 
  back.  Any attempts to attack or kidnap Talia will 
  be met with overwhelming force on the part of 
  Schrie and his men.  The full compliment of 
  guards will arrive next round and will fight to the 
  death.  Any player who survives and doesn’t 
  escape will be thrown in jail for 52 TUs.   
   
  CONCLUSION C 
   
   
   
   
  Staring at you all, tears flowing from her 
  eyes, Talia turns to Dalien with an accusing 
  glare. 
  "You brought them here and they killed my 
  father!  What once I thought was love now 
  turns to cold hate.  Leave now or suffer my 
  reprisal." 
  Talia turns and enters the house while more 
  guards rush around the corners to cover her 
  exit.  As you turn to Dalien, his face 
  crumples and he turns away from you to run 
  into the darkness.   There is no happiness in 
  careless death. 
  The players have killed a noble and if they do 
  not exit immediately, they will be arrested and 
  thrown in jail.  Give the players a chance to 
  leave.  If they haven’t left in the next few rounds, 
  the city guard arrives and arrests them.  They 
  will be thrown in jail for a lifetime’s worth of hard 
  labor.   
   
  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 1  
  Save Dalien via combat or diplomacy 
   
  90xp 
  Encounter 3 
  Defeating Twig Blights 
  60xp 
  Encounter 5 
  Dealing with Salvos' Reaver problem 
  90xp 
  Encounter 7  
  Defeating Schrie’s Guards 
  90xp 
   
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  Successfully uniting Dalien with Talia 
  60xp 
  Discretionary roleplaying award 
  0 – 60 xp 
  Total possible experience 
  450xp 
   
  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 (sell value)  
  Encounter 1  
  If the PCs take any of the equipment from the 
  thugs, they are thrown in jail for stealing from the 
  nobility.  This takes 2 TU, but they will not get 
  caught until after the adventure is over.  Any PC 
  with the Legitimate Child or Adopted Child 
  background will only be fined 50 gold Dukes.  If 
  they can make a DC 15 Diplomacy check, they 
  will be let out without paying.  
  L: 0 C: 30 gp M: 0 
  Encounter 2 
  Payment for helping 
  L: 0 C: 150 gp M: 0 
  Encounter 3 
  (Book Value Listed.  Divide in half and subtract 
  from total gold if used/not recovered) 
  L: 140 gp C: 50 gp M: 2275 gp total, Potion of 
  Invisibility (50 gp), Potion of Spiderclimb (50 gp), 
  Potion of Lesser Restoration (50 gp), Potion of 
  Cure Light Wounds (8 gp), +1 studded leather 
  armor (195 gp). 
  Encounter 7 
  Payment Bonus for uniting lovers 
  L: 0 C:  50 gp M: 0 
  Adventure Maximums 
  400 gp (AR MAX 400). 
   
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  Appendix 1: NPC Stats 
   
  Encounter 1 
   
  Dalien Silverhand: Male Half Elf Ftr 1; CR 1; 
  Medium humanoid (Half Elf); HD 1d10+2; hp 12; 
  Init +6; Spd 30 ft; AC 14 (+2 Dex, +2 armor), 
  touch 12, flatfooted 12; Base Atk +1; Grp +2; Atk 
  +2 melee (1d6+1, 18-20/x2, rapier); SA none; 
  SQ half-elf traits (pg.18 PH); AL CG; SV Fort +4, 
  Ref +2, Will 0; Str.12, Dex.14, Con.14, Int.10, 
  Wis.10, Cha.14; 
  Skills and Feats:  Climb +5, Diplomacy +4; 
  Improved Initiative, Quick Draw; 
  Possessions: Leather armor, rapier, dagger 
   
  Schrie Guards: male human War1; CR ½; 
  medium humanoid (Suel human); HD 1d8+2; hp 
  10; Init +1; Spd 30 ft; AC 15 (+1 Dex, +4 armor), 
  touch 11, flatfooted 14; Base Atk +1; Grp +3; Atk 
  +3 melee (1d8+2, 19-20/x2, long sword) or +3 
  melee (1d6+2, sap); AL LN; SV Fort +4, Ref +1, 
  Will +1; Str.14, Dex.12, Con.14, Int.10, Wis.12, 
  Cha.10; 
  Skills and Feats:  Climb +4, Intimidate +4, Jump 
  +4; Power Attack, Quick Draw. 
  Possessions: Chain shirt, long sword, dagger, 
  sap 
   
   
  Encounter 5 
   
  Pugg: male human Ftr1; CR 1; medium 
  humanoid (Flan mix human); HD 1d10+2; hp 12; 
  Init +2; Spd 30 ft; AC 15 (+2 Dex, +3 studded 
  leather), touch 12, flatfooted 13; Base Atk +1; 
  Grp +8; Atk +4 melee (1d3+3, fist) or +3 melee 
  (1d6+3, club);  AL LN; SV Fort +4, Ref +2, Will -
  1; Str.16, Dex.14, Con.14, Int.8, Wis.9, Cha.10; 
  Skills and Feats:  Intimidate +4, Swim +5; 
  Improved Unarmed Strike, Improved Grapple, 
  Power Attack. 
  Possessions: Studded Leather armor, club, 
  dagger 
   
  Tom: male human Ftr2; CR 2; medium 
  humanoid (Flan mix human); HD 2d10+2; hp 18; 
  Init +6; Spd 30 ft; AC 15 (+2 Dex, +3 studded 
  leather), touch 12, flatfooted 13; Base Atk +2; 
  Grp +4; Atk +4 melee (1d10+2,19-20/x2, heavy 
  flail) or +4 melee (1d6+2, 18-20/x2, rapier);  AL 
  LN; SV Fort +4, Ref +2, Will -1; Str.14, Dex.14, 
  Con.12, Int.14, Wis.9, Cha.10; 
  Skills and Feats:  Intimidate +5, Ride +7; 
  Combat Expertise, Improved Disarm, Improved 
  Initiative, Improved Trip. 
  Possessions: Studded Leather armor, heavy 
  flail, rapier, dagger 
   
  Reaver: male human Rog3; CR 3; medium 
  humanoid (Oeridian human); HD 3d6+6; hp 20; 
  Init +3; Spd 30 ft; AC 17 (+3 Dex, +3 studded 
  leather, +1 deflection), touch 14, flatfooted 14; 
  Base Atk +2; Grp +3; Atk +5 melee (1d6+1, 18-
  20/x2, rapier) or +5 ranged (1d8, 19-20/x2, light 
  crossbow); SA 2d6 sneak attack; SQ trap 
  finding, evasion, trap sense +1; AL LE; SV Fort 
  +3, Ref +6, Will +0; Str.12, Dex.16, Con.14, 
  Int.14, Wis.8, Cha.10; 
  Skills and Feats:  Appraise +8, Balance +8, Bluff 
  +6, Climb +6, Diplomacy +8, Escape Artist +8, 
  Gather Info +6, Hide +8, Open Lock +9, Search 
  +8, Sleight of Hand +10; Point Blank Shot, 
  Precise Shot, Weapon Finesse. 
  Possessions: Studded Leather armor, rapier, 
  sap, light crossbow, 20 bolts, +1 ring of 
  protection, potion of invisibility 
   
  Salvos: male Satyr Brd1; CR 3; medium Fey; 
  HD 5d6+1d6+12; hp 38; Init +2; Spd 40 ft; AC 16 
  (+2 Dex, +4 natural armor), touch 12, flatfooted 
  14; Base Atk +2; Grp +2; Atk +2 melee (1d6, 
  headbutt) or +3 ranged (1d6, x3, short bow); Full 
  Atk: +2 melee (1d6, headbutt) and –3 melee 
  (1d4, 19-20/x2, dagger); or +3 ranged (1d6, x3, 
  short bow); SA spells; SQ damage reduction 
  5/cold iron, low-light vision, Bardic music, Bardic 
  knowledge, countersong, inspire courage;  AL 
  CN; SV Fort +3, Ref +8, Will +8;  Str.10, Dex.15, 
  Con.14, Int.14, Wis.15, Cha.15; 
  Skills and Feats:  Bluff +13, Diplomacy +5, 
  Disguise +3(+5 acting), Hide +17, Intimidate +5, 
  Knowledge(nature) +11, Listen +18, Move 
  Silently +17, Perform(wind instrument) +13, Spot 
  +15, Survival +3(+5 above ground); Alertness, 
  Dodge, Mobility, Run. 
  Possessions: dagger, short bow, 10 arrows 
  Bard Spells Known (2; Save DC 11 + spell 
  level): 0 – Dancing Lights, Ghost Sounds, Light, 
  Lullaby 
   
   
  Encounter 7 
   
  Gordon Schrie: Male Human Ari2/Exp4; CR 6; 
  Medium 
  humanoid 
  (Suel 
  Human); 
  HD 
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  Schrie Guards: male human War1; CR ½; 
  medium humanoid (Suel human); HD 1d8+2; hp 
  10; Init +1; Spd 30 ft; AC 15 (+1 Dex, +4 armor), 
  touch 11, flatfooted 14; Base Atk +1; Grp +3; Atk 
  +3 melee (1d8+2, 19-20/x2, long sword) or +3 
  melee (1d6+2, sap); AL LN; SV Fort +4, Ref +1, 
  Will +1; Str.14, Dex.12, Con.14, Int.10, Wis.12, 
  Cha.10; 
  2d8+4d6+6; hp 35; Init +2; Spd 30 ft; AC 18 (+2 
  Dex, +5 chain shirt, +1 deflection), touch 13, 
  flatfooted 16; Base Atk +4; Grp +6; Atk +7 melee 
  (1d6+3, 18-20/x2, +1 rapier); AL LN; SV Fort +2, 
  Ref +3, Will +9; Str.14, Dex.14, Con.12, Int.13, 
  Wis.14, Cha.12; 
  Skills and Feats:  Appraise +9, Bluff +10, 
  Diplomacy 
  +10, 
  Gather 
  Info 
  +10, 
  Knowledge(nobility) 
  +10, 
  Listen 
  +10, 
  Profession(shipmaking) +8, Swim +8; Combat 
  Expertise, Combat Reflexes, Improve Disarm, 
  Quick Draw; 
  Skills and Feats:  Climb +4, Intimidate +4, Jump 
  +4; Power Attack, Quick Draw. 
  Possessions: Chain shirt, long sword, dagger, 
  sap 
   
  Possessions: +1 Chain shirt, +1 rapier, dagger 
  x2, +1 ring of protection 
   
   
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  Appendix 2: Twig Blight 
  (From Monster Manual 2, page 197 updated for 3.5) 
  Small Plant 
  Hit Dice: 1d8+1 (5 hp) 
  Initiative: +1 
  Speed: 20 ft. 
  AC: 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14 
  Attacks: 2 claws +0 melee 
  Damage: claws 1d3-1 plus poison 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: Poison 
  Special Qualities: Damage Reduction 5/slashing or bludgeoning, Plant traits 
  Saves: Fort +3, Ref +1, Will +0 
  Abilities: Str.8, Dex.13, Con.12, Int.5, Wis.11, Cha.4 
  Skills: Hide +8, Listen +1, Move Silently +4, Spot +1 
  Feats: Stealthy 
   
  Climate/Terrain: Any temperate land and underground 
  Organization: Solitary 
  Challenge Rating: 1/3 
  Treasure: None 
  Alignment: Always Chaotic Evil 
  Advancement: 2-3 HD (Small) 
  Level Adjustment: +2  
   
  Twig blights are tree-like creatures of evil disposition.  They can root themselves in normal soil 
  and draw nutrients like normal plants, and they look much like woody shrubs in this mode.  But 
  these monsters have a special taste for blood, and they greatly prefer that to making food through 
  photosynthesis.  Indeed, a twig blight that lives underground must subsist on blood, since it gets 
  no sunlight. 
  A twig blight normally stands about 3 ½ feet tall.  Its leafless branches interlock to create a 
  humanoid shape. 
  Sages believe that the first twig blights grew from seeds of the Gulthias Tree, which sprouted 
  from a wooden stake used to slay an ancient vampire.  Instead of producing fruit, twig blights 
  reproduce through their root systems, like aspen trees. 
  Twig blights speak Sylvan. 
   
  Combat 
  Twig blights usually huddle together in a group, trying to blend in with an area’s natural vegetation 
  (or with piles of debris or firewood) until suitable prey comes along.  They particularly enjoy 
  lurking near campsites or waterholes, where they can often catch prey unaware. 
  Poison (Ex): A twig blight delivers its poison (Fortitude save DC 11) with each successful claw 
  attack.  The initial damage is 1 point of Strength damage; there is no secondary damage. 
  Plant Traits (Ex):  A twig blight is immune to poison, sleep, paralysis, stunning, and polymorphing.  
  It is not subject to critical hits or mind-affecting effects.  The creature also has low-light vision. 
  Skills and Feats: A twig blight gains skills and feats as a plant. 
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  Judge Aid #1: Map of Leukish 
   
   
   
   
   
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  Judge Aid #2: Map of the Market Alley 
   
   
   
   
   
   
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  Judge Aid #3: Map of Lord Berle's Residence 
   
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  Judge Aid #4: Map of the Bottomless Inn 
   
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  Judges Aid #5: Map of Schrie Manor 
   
   
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  Player Handout 1: Leukish 
   
  Leukish is the capital of the Duchy of Urnst and its largest city with a population of over 26,000 
  (approx. 19,000 human, 2,500 dwarf, 2,500 gnome & 2,000 halfling).  The majority of the human 
  populous is Suel.  Leukish is also the home of the largest gathering of Renee barge folk in the 
  Duchy.  The Renee do not like the favoritism the Suel show towards other Suel and the merchant 
  class.  The majority of Leukish looks disfavorably upon the Renee.   
   
  In 200 CY, Leukish was formed as a trading post along the Nyr Dyv by the mouth of the Lower 
  Lukala River.  It was to accommodate trade between Furyondy and Nyrond.  In 237 CY, the 
  capital of the Duchy of Urnst moved from Seltaren to Leukish.  Since that time, Leukish has 
  become the seat of political power in the Duchy.  It is here that His Most Lordly Grace Karll 
  Lorinar, the Duke of Urnst, Warden of the Abbor-Alz, at the suggestion of the Honorable 
  Chamber, decrees the laws for the Duchy.  Mayor-Governor Lady Annora Mirathol, a noble from 
  a minor house with ties to House Lorinar, runs the city of Leukish.  Lady Mirathol is in her forties, 
  iron-gray hair, short, stout, but still physically fit.  Lady Mirathol still maintains her training from her 
  days as an officer in the Ducal Guard.  Duke Karll appointed Annora Mirathol to the post after the 
  previous Mayor-Governor Hadric was imprisoned for life on charges of corruption.
   
  Located on the Nyr Dyv, Leukish has also become a great port city, handling tones of cargo that 
  is to be shipped to most foreign lands throughout Oerth.  As a result, Leukish’s main source of 
  income comes from selling and shipping foodstuffs, metals and gems brought in from other parts 
  of the Duchy.  Leukish also builds ships, and has naval docking facilities. It usually builds galleys, 
  merchant ships and barges, and occasionally warships.  Leukish people also earn a living fishing.  
  This is reflected in the diet of the average Leukishite.  Fish, shrimp and fresh water crab are all 
  common meals. 
   
  Leukish is not only a home of the navy, with 1,500 men on naval patrol duty but it is also home to 
  the ground force of the Duchy (the cavalry is located in Seltaren) that Duke Karll uses to protect 
  Duchy borders.  Over 2,000 soldiers and marines defend and patrol Leukish and its streets.  This 
  may account for the lack of organized thieves guild in the city.  While thievery is a common crime, 
  there is no organized force behind it.  Bribery, once a common crime, has become less 
  commonplace since the removal of former Mayor-Governor Hadric.  Duke Karll has made it a 
  point to weed out corruption in the government and has largely been successful in doing so.  
  Rumor has it that he has formed a secret police to track and monitor such activities in the city.   
   
  Anyone caught committing a crime will be incarcerated at the jail (a large castle) 15 miles south of 
  the city until such time as the busy court system can try the offender.  Mostly poorer common folk 
  see trial as richer and well-connected offenders (ie. nobles or wealthy Suel) simply bribe their way 
  to freedom.  However, violent crimes are severely looked down up on and difficult to bribe out of.   
   
  Standard Punishments for Common Offenses: 
  - 
  bribing an official or city employee: 2 weeks per offence (2 TU per offence) 
  - 
  illegal access to restricted city property: 2 weeks (2 TU) or 200 gp fine 
  - 
  assaulting (threatening) a city employee or official: 1 month per offence (4 TU per 
  offence) 
  - 
  battery (attacking) a city employee or official: 2 months per offence (8 TU per offence) 
  - 
  assaulting member of ducal guard: 5 months per offense (20 TU per offence) 
  - 
  battery of ducal guard: 10 months per offence (40 TU per offence)  
  - 
  attempted murder: life imprisonment at hard labor 
  - 
  murder: death by magic. 
  - 
  minor theft (100 gp or less):  two weeks per offence (2 TU per offence) 
  - 
  major theft (101 gp or more): 6 months per offence (26 TU per offence) 
   
  Live to Love Again 
   
  Page 25 
  
  The buildings of Leukish all seemed tall and narrow, with pointy arches and square towers. 
  Columns and pillars are everywhere and roofs and towers steeply peaked.  There are several 
  unique areas to Leukish including the docks, the government section (which houses the 
  honorable chamber), the temple section and the famed Leukish gardens which are now restricted 
  access.  A pass, purchased at the government building (10 gp per person or a group rate of 30 gp 
  for parties of 4 or more), will allow visitors to view the spectacular flora from the hours of dawn till 
  dusk.   
   
  Leukish also sports a government funded hospital for the poor, run mainly by non-clerics as well 
  as an alchemist.  And what capital city would be complete without entertainment?  A racing arena 
  provides entertainment, up to 5000 spectators.  Each Freeday, 12 races involving 8 horses each 
  are held. Betting on one horse per race is allowed with magical wards in place to prevent 
  cheating, magic or otherwise. 
   
  Of note, the old temple section of Leukish is receiving new life with the dust of the Temple 
  Coalition Revolt beginning to settle.  Most Suel deities as well as some of the more popular 
  Duchy religions are represented here.  Parishioners of Lendor, Kord, Lydia, Wee Jas, Norebo, 
  Osprem & Xerbo, Phaulkon, Phyton, Ehlonna, St. Cuthbert, Pelor and Myhriss will all find major 
  places of worship, though only those gods in the Seul Pantheon will be located in the temple 
  section of the city.   
   
  Live to Love Again 
   
  Page 26 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Duchy of Urnst/URD3-A02 - Live to Love Again.pdf