TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  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.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  VER4-06 
   
   
   
  A Fools Errand 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Verbobonc Regional Adventure 
   
   
  by Gregory Hanigan 
   
  Circle Edit: Tim Sech 
   
  In Verbobonc City public speakers have begun preaching hate and fear: turning man against gnome.  A feeling of 
  apprehension grows with each passing day.  Like the fields during a drought, everyone is waiting for either the roaring 
  of a fire or the cool spattering of rain.  A Verbobonc regional scenario for lawmen or lawbreakers, APLs 2 through 10 
   
   
  
  VER4-06 A Fools Errand 
   
  Page 2 
  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, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment 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 gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
   
  Living Greyhawk 
   
   
   
   
  This is a 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 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  
  VER4-06 A Fools Errand 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters 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 free 
  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. 
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Verbobonc City.  Characters native to Verbobonc 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. 
  Areas of Influence 
   
   
   
   
  This adventure allows the use of the following influence 
  points for purposes of the Verbobonc Influence 
  document: 
  Viscount 
  Langard, Churches 
  (All), 
  the 
  Wrinkle Academy, the Family, the Gentlemen of the 
  Watch. 
   
  Cast of Characters and Locations 
   
  Lathmir Amanthsal:  Tall, blonde and handsome this 
  human carries himself with a haughty air that shows his 
  disdain for anyone who does not share his racial heritage. 
   Lathmir is a Suel merchant and the most visible 
  proponent of the Scarlet Brotherhood (a network of evil 
  Suel racists and slavers) within Verbobonc City.  
  Although now dedicated to evil, Lathmir does not detect 
  as evil; he is protected by a mind blank spell that is cast 
  on him every morning by a 15th level wizard. 
   
  Uncle Vardis:  This Master Monk keeps his graying hair 
  cropped so short it is difficult to tell that he’s a Suel.  
  However this master monk is the primary antagonist of 
  this series.  Working behind the scenes Vardis now 
  directs the expansion of the Scarlet Brotherhood in 
  Verbobonc.  
   
  Bubulos Intaglio Tympanum:  A retired gnomish 
  Master Sculptor, this elderly gnome is a bit stooped and 
  walks with a cane, but still is filled with energy and 
  excitement about stonework and architecture.  Bub has in 
  his long career worked in stone, pottery, and metal. He is 
  quite comfortable around humans and is not offended 
  when they shorten his already shortened name down to 
  
  VER4-06 A Fools Errand 
   
  Page 4 
  “Bub”.  He now enjoys his retired years by carving 
  keepsakes to be sold at the Guild Hall Plaza. He has in the 
  past been associated with the Family (the organized 
  crime network in Verbobonc). 
   
  Avera Wyrt Tympanum: Bub’s wife. A doting gnomish 
  grandmother, she frets about her husband and feeds 
  everyone else.  
   
  Watch Captain Caleb:  A short and swarthy Rhennee 
  who wears a perfectly groomed Vandyke beard, Watch 
  Captain Caleb grew up working the rivers with the 
  Rhennee. Hence he is one of the most streetwise 
  members of the Gentlemen of the Watch.  Very little 
  occurs in his district of Verbobonc city that he is not 
  aware of.  Although he is not above serving the greater 
  good through a minor evil, he keeps to a strict personal 
  code.   Caleb is Captain to over 30 officers of the 
  Gentlemen in the section of Verbobonc which includes 
  most of the gnomish section and a portion of the 
  government district.   
   
  Uncle Krot: A somewhat short, fat, and balding Oeridian 
  human, Uncle Krot is an accomplished rogue and wizard. 
   As an upper management Family member, Krot has been 
  given the job of troubleshooting the Brotherhood threat 
  by his superiors. He bears no particular ill will toward the 
  characters, as long as they serve their use and do not keep 
  him from his revenge.  
   
  The Bridgeforth Inn: A large three-story wooden and 
  stone inn with an outside beer garden that serves as a 
  base for the Scarlet Brotherhood’s recruitment and 
  visible presence within Verbobonc City.  This building 
  was 
  a 
  down-and-out 
  gambling 
  den 
  before 
  the 
  Brotherhood was able to buy it out and fix it up.  This Inn 
  is located at building #23 on the attached Player Map # 1: 
  Verbobonc City. 
   
  The Bridgeforth Cult: A group of several dozen young 
  and middle aged men have joined Lathmir in his 
  acceptance and promotion of the Scarlet Brotherhood’s 
  philosophy. These men make up the muscle behind the 
  Brotherhood’s attacks upon the gnomes of Verbobonc.  
   
  The Verbobonc City Guild Hall: Human and gnome 
  workers built this large stone and wood structure shortly 
  after they arrived in the lands of Verbobonc.  During 
  those early years it served as a meeting place for the city 
  representatives, usually prominent merchants and land-
  owners.  It was renovated 40 years ago and now serves as 
  an administration building for the city government.  It is 
  distinguished from other city buildings in that it contains 
  a very secret entrance to the non-dimensional space 
  where the Royal Furyondy Mint is located.  Bub 
  Tympanum is the workman who carved the crests into 
  the door leading to the mint. Bub is one of the few 
  individuals in Verbobonc outside of the government who 
  is aware of its existence.   The Guild Hall is the large 
  octagonal-shaped building just south of #54 on the 
  attached Player Map #1: Verbobonc City.  The rectangle 
  to the east represents the fountain in front of the 
  building. 
   
  Guild Hall Square:  This broad square takes its name 
  from its proximity to the Verbobonc City Guild Hall.  It 
  is a common place for city officials to take lunch.  
  Perhaps due to this, it is also a place where many 
  Verbobonc City residents express their opinions about 
  the problems in the city.  Until recently this practice was 
  a way for the lower classes in Verbobonc to informally 
  complain to the city officials.  Lathmir Amanthsal has 
  lately been using this public forum to preach the rhetoric 
  of the Scarlet Brotherhood.  The Guild Hall Square is the 
  open area just east of the Verbobonc City Guild Hall. 
   
  Adventure Background 
   
  In the first adventure of this series, VER4-04 Ship of 
  Fools, the Scarlet Brotherhood began re-asserting its 
  power within Verbobonc.  To accomplish this, they 
  utilized a Suel merchant named Lathmir Amanthsal who, 
  until recruited by the Brotherhood, was a successful spice 
  merchant.  Lathmir and the Brotherhood’s representative 
  (an elderly monk named Uncle Vardis) arrived in 
  Rhynehurst at the same time as the characters.  
  Circumstances threw the Brotherhood and the characters 
  together.  Along they way the characters also had the 
  opportunity to meet one of the Family’s representatives 
  in Rhynehurst, a fat Oeridian man named Uncle Krot.  
  The adventure ended with the characters traveling with 
  Uncle Vardis and Lathmir to Verbobonc City, where after 
  an ambush by the Family, Vardis and Lathmir escaped 
  into the city. 
   
  Now in Verbobonc the Scarlet Brotherhood is in the 
  process of decimating the Family, even as they move in 
  on their ultimate goal. However the Brotherhood's prey 
  has proven to be more elusive now that the Family has 
  recognized the threat they face. As they have done in the 
  past, the Family took to the ground, conserving its 
  resources until they have assessed the weak spots of the 
  Brotherhood’s organization.  
   
  Along with these assassinations the Brotherhood has 
  funded numerous public speakers.  These speakers play 
  upon the fears of another giant invasion, attempting to 
  
  VER4-06 A Fools Errand 
   
  Page 5 
  turn that fear into hatred of the gnomes, in a hope that 
  they can drive a wedge between the human population 
  and the gnomes.   
   
  The Brotherhood has also been working to recruit 
  similar-thinking men to their ranks.  Though their 
  funding of public speakers and the Brotherhood’s loose 
  purse strings they have attracted a substantial number of 
  followers some from Verbobonc City’s wealthy young 
  men. Some men find within the Brotherhood the 
  confirmation of that which they’ve heard from their 
  fathers. Other brutish thugs find that the simplicity of 
  bigotry at the heart of the Scarlet Brotherhood’s 
  philosophy matches their own.  
   
  Groups of these men can now be found gathering at 
  several of the taverns within the city—the Bridgeforth 
  Inn being the most popular. This large Inn with a 
  connected Tavern has been completely taken over by 
  these followers, and serves as a visible base of operations 
  for the Brotherhoods propaganda efforts. These efforts 
  have been so successful that outbreaks of violence against 
  gnomes passing the Bridgeforth Inn have become 
  common.  
   
  Witnessing these events with increasing concern is the 
  Gentlemen of the Watch (the city watch of Verbobonc 
  City) who despite their adherence to the law are 
  streetwise enough to recognize that much more is going 
  on at the Bridgeforth than just a group of bigots making 
  speeches. Lacking direct knowledge of the Brotherhood’s 
  operation at the Bridgeforth Inn, they seek to discover 
  who is behind the recent surge in street violence.  The 
  Gentlemen of the Watch suspect Lathmir, but they as yet 
  have no proof. 
   
  Into this potentially explosive situation enter the 
  characters, and their arrival precipitates each of these 
  groups into action.  
   
  • 
  The Family, restricted in their ability to operate 
  within the city, sees the arrival of the characters 
  as a means to learn vital secrets about the 
  Brotherhood’s plans.  
   
  • 
  The Gentlemen of the Watch see the players as a 
  potential ally in not only assessing and 
  eliminating the new threat in their city, but also 
  to continue their prosecution of the Family.  
   
  • 
  The Scarlet Brotherhood merely sees the arrival 
  of the players as a threat to their operations; one 
  that needs be eliminated.  
  Adventure Summary  
   
  Encounter 1: Setup on a Soapbox. As the players arrive 
  in the Guild Hall Square, they witness one of the public 
  speeches and the resulting assault on an elderly gnome. 
  They have a choice to step in and assist the gnome, but by 
  doing so reveal themselves to the Family, the Scarlet 
  Brotherhood, and the Gentlemen of the Watch.  
   
  Encounter 2A:  Gnome Sweet Gnome.    Provided they 
  choose to intervene, Watch Captain Caleb will thank 
  them and the gnome will invite the players to join him 
  for a supper at home.  Bub leads the characters to a large 
  gnomish rent (the gnomish hillside homes in Verbobonc 
  City are called “rents”) carved into one of the hills in 
  Verbobonc City. On the way he describes his work.   The 
  characters are welcomed into the gnomish home and fed. 
   They have the opportunity to pick up some valuable 
  information on Bub Tympanum, what is occurring in 
  Verbobonc City, and Bub’s history as a master carver.   
   
  Encounter 2B: Familiar Relations.  If the characters 
  choose not to step in they are free to move on to their 
  inn, 
  and 
  will 
  be 
  approached 
  by 
  the 
  Family’s 
  representative, Uncle Krot. Uncle Krot suggests that the 
  characters assist him in their plans, and offers support 
  and a reward if they agree.   However the characters will 
  be acting outside of the scope of the law. 
   
  Encounter 3:  The Carrot…  Krot is welcomed into the 
  gnome’s home and provides some exposition on the 
  status of the Brotherhood within Verbobonc, and what 
  the players can do about it. He requests the players 
  kidnap Lathmir for questioning by the Family, 
  guarantees their safety from prosecution if they do, and 
  offers a reward. 
   
  Encounter 4: …and the Stick.  A runner is sent to 
  escort the characters to meet with Watch Captain Caleb, 
  who wishes to size them up for some bait duty.  Caleb 
  asks the characters to deliver a letter to Lathmir, written 
  to raise suspicions within the Scarlet Brotherhood 
  against Lathmir, provide an excuse for the characters to 
  gather some intelligence, and dangle an inviting target 
  for the monk assassins of the Brotherhood.  If the 
  characters admit their relationship with the Family, 
  Caleb will also instruct the players to do whatever Krot 
  asks them—within their good conscience—but to 
  inform him of Krot’s actions and requests.   
   
  Encounter 5: Telegram for Mr. Amanthsal. The 
  characters investigate the Bridgeforth’s beer garden, with 
  clue trees for Spot, Search, Listen, Gather Information, 
  
  VER4-06 A Fools Errand 
   
  Page 6 
  and Diplomacy checks.   When the letter is delivered 
  Lathmir reacts angrily to the contents, turns the crowd 
  against the characters, and sets up Encounter 6. 
   
  Encounter 6: Killing the Messenger. As the characters 
  return to the watch station to report what they’ve 
  learned, several monk assassins attack them.  Once the 
  characters defeat the assailants the Watch arrives and 
  begins to investigate the attackers for clues.  Watch 
  Captain Caleb thanks the characters, tells them not to 
  leave town and asks them to come to the watch station 
  the following day when the investigations and 
  questioning of the witnesses are complete.  
   
  Encounter 7:  Breaking and Entering.  Later that 
  evening the characters can also infiltrate the Bridgeforth 
  Inn to kidnap Lathmir.  The inn is protected with 
  magical wards. A pair of novice Brotherhood monks waits 
  for the characters to enter, and spring to attack. Lathmir’s 
  suite is on the top floor, and as soon as the players enter 
  his room he draws a dagger, shouts an oath to the 
  Brotherhood and kills himself.  Lathmir’s body falls to 
  the ground, leaving the characters to cut off a part of the 
  body and return to Krot.  If the characters have not 
  already dispatched the monks guarding Lathmir, an 
  extended combat ensues as the party has to fight their 
  way back to the gnome’s home.  The monks using their 
  greater movement speed to keep up and attack the party 
  as they leave. When the characters return to Bub 
  Tympanum’s rent, Krot thanks them for their help, 
  arranges for Lathmir’s reincarnation, and requests that 
  they return the following day when he’s done 
  questioning Lathmir.  
   
  Encounter 8:  Brunch with the In-laws.  The following 
  morning the players, Krot, and Watchman Caleb meet to 
  compare notes.  Depending on the players’ success in (a) 
  defeating the monk/assassins, (b) gathering information 
  at the Bridgeforth and (c) succeeding in getting some of 
  Lathmir back to Krot, they receive information that 
  implies an imminent attack by the Brotherhood on the 
  Guild Hall of Verbobonc.   
   
  Encounter 9: Stop that Gnome.   An extended combat 
  at the Verbobonc Guild Hall, where human monks 
  disguised as gnomes (using potions of reduce person to 
  better match the gnomes stature) engage in public 
  vandalism.  Upon being attacked by the party, the monks 
  dismiss their reduce person spells and defend 
  themselves.  The monks are here primarily as a diversion 
  while Uncle Vardis kidnaps Bub Tympanum, who has 
  knowledge 
  of 
  the 
  precise 
  location 
  of 
  the 
  extradimensional space where the Royal Furyondy Mint 
  is located. 
  Conclusion:   Krot and Caleb meet the customers at 
  dawn to discuss the attacks across the city and what it 
  means to the Tympanums and to the Viscounty. 
   
  Before the Adventure 
   
  Please note the meta-organization affiliations of the 
  various characters; their conduct during the adventure 
  should conform to the expected conduct those 
  organizations demand.  Furthermore, membership in 
  those organizations may have a positive or negative 
  impact on some of the interactions within the scenario.  
  Please see the individual encounters for notes. 
   
  Also please note each character’s race.  Since the Scarlet 
  Brotherhood is extremely racist in nature it will react 
  very unfavorably to those they are bigoted against 
  (basically, anyone except Suel humans, and half-breeds in 
  particular).  Again, please see the individual encounters 
  for notes. 
   
  Lastly, please note what favors, infamies, and approvals 
  exist from the players Adventure Record from VER4-04 
  Ship of Fools.  Especially note if any of the players have 
  the Uncle Vardis’ Approval as it may have an impact on 
  one of the encounters in the scenario.  Please see the 
  individual encounters for notes on this.   
   
  Results from Previous Scenarios 
   
  At a majority of tables playing VER4-04 Ship of Fools, 
  Uncle Vardis and Lathmir escaped into Verbobonc City 
  with a Heward’s handy haversack full of platinum, in 
  order to finance the Scarlet Brotherhood’s plans.  Because 
  of this critical event, the Scarlet Brotherhood agents the 
  characters will confront in this scenario are extremely 
  well-equipped with magic items, potions, and poisons. 
   
  Many of the foes the characters will fight begin combat 
  having drunk several preparatory potions. Bear in mind 
  that spell effects from potions are at the minimum caster 
  level unless noted otherwise. 
   
  Most of the monks also use poison as well; monks lower 
  than 11
  th level (when monks gain immunity to poisons) 
  must make a DC 15 Reflex save on any natural 1 when 
  attacking with a poisoned weapon, or accidentally poison 
  themselves. 
   
   
   
  
  VER4-06 A Fools Errand 
   
  Page 7 
  Introduction 
   
  Much has been said about Verbobonc City’s bustling 
  streets and shops, but not as much on its broad city 
  squares.  The one in front of the Verbobonc City 
  Guild Hall is one of the largest, and serves the city as 
  an area where citizens might catch a quick meal, a 
  place for courting, and a place where the common 
  man of Verbobonc might voice his complaints. 
   
  The Guild Hall is an ancient building, built in the 
  early days of cooperation between Man and Gnome.  
  Now, it is used merely for administrative functions. 
  The Guild Hall is a solid stone and wood structure.  
  The high eaves are decorated with masterful carvings 
  covered with gold leaf and golden tracings.  The 
  Guild Hall makes a dramatic backdrop for angry 
  citizens to voice their complaints. 
    
  But today there isn’t someone ranting about bards 
  practicing after midnight.  Instead you hear someone 
  ranting about gnomes.  
   
   
  Encounter One: Setup on a 
  Soapbox 
   
  Standing on the side of the fountain before the Guild 
  Hall is a tall, blonde human.  The man is finishing up 
  a speech before a throng of several dozen Verbobonc 
  citizens. 
   
  Characters that played VER4-04 Ship of Fools will 
  recognize the speaker as the Suel merchant Lathmir 
  Amanthsal. 
   
  "Good Men of Verbobonc. We have suffered 
  grievously over these past few years. Elemental 
  temples, gnomish uprisings, and now a threat from 
  the giants! Great has been our loss in lives and great 
  has been the cost in taxes. 
  “And yet, our land of men did not hesitate when that 
  Temple rose in our midst—we struck it down! We 
  men did not cower when giants walked our lands—
  we drove them off!  Why is it then that we hesitate 
  when faced with revolt from the gnomes?   If the 
  gnomes have chosen to live without the rule of the 
  Viscount—then the gnomes have chosen to live 
  without the protection of the Viscount!  But still the 
  Lord Viscount squanders lives to defend gnomish 
  lands—spilling the blood of men to defend the lives 
  of traitors! 
    
  “Let me ask you good, good men of Verbobonc—what 
  do these craven little moles deserve?” 
   
  Any reply from the crowd is drowned out by screams 
  of a gnome as he is lifted above the crowd by group of 
  young men.  Carrying the struggling gnome, the men 
  move toward the fountain and throw the gnome into 
  the shallow pool.  The speaker looks on, a grim smile 
  on his face.  Do you intervene? 
   
  Wait three seconds to see if the characters move forward 
  to intervene in any way.  If they do, read the following 
  then move on to Encounter 2A: 
   
  A strong hand grasps your arm as you begin to move, 
  “Thank you citizen, but if you would allow the 
  Gentlemen to handle this…” stepping forward is a 
  short and swarthy Rhennee wearing a white tabard 
  denoting the rank of Captain in the Gentlemen of the 
  Watch.  Beyond the watch captain several other 
  members of the watch take the young men into 
  custody while another helps the gnome out of the 
  fountain.  The Captain then raises his voice and 
  addresses the speaker.  “You got what you wanted 
  Lathmir.  I suggest you call it a day.” 
   
  With an arrogant sneer Lathmir steps down from the 
  podium and walks into the crowd, flanked by several 
  other men. 
   
  If they do not intervene, read the following then move 
  on to Encounter 2B: 
   
  Several yards away, a short and swarthy  Rhennee 
  man with a white tabard denoting him as a Captain in 
  the Gentlemen of the Watch brandishes a quarterstaff 
  and shouts at the men who assaulted the gnome: “In 
  the name of the Watch, I hereby place you under 
  arrest and order this crowd to disperse.”  Several other 
  Gentlemen of the Watch step forward and take the 
  men into custody while the Captain helps the gnome 
  from the fountain.  Turning to the speaker the watch 
  captain scowls, “You got what you wanted Lathmir.  I 
  suggest you call it a day.” 
   
  With an arrogant sneer Lathmir steps down from the 
  podium and walks into the crowd, flanked by several 
  other men. 
   
   
  
  VER4-06 A Fools Errand 
   
  Page 8 
  All APLs 
  �Lathmir Amanthsal: male human (Suel) Ari7; hp 45; 
  see Appendix One. 
  �Watch Captain Caleb: male human (Rhennee) 
  Rog2/Ftr6; hp 62; see Appendix One. 
  �Bubulos Intaglio Tympanum: male gnome Exp11; hp 
  68; AL LG, Cha 12. 
   
  Encounter Two A: Gnome Sweet 
  Gnome  
   
  As the ruffians are lead away the captain turns to your 
  group.  “The Gentlemen of the Watch thank you for 
  your intentions, but when dealing with these men, 
  we have learned that it is best to simply arrest those 
  involved and not fan flames over at the Bridgeforth.   
  Fortunately we learned that Lathmir was to give a 
  speech today, and as you can see we were able to stop 
  it before it got out of hand.” 
   
  Watch Captain Caleb is a Rhennee, and one of the more 
  streetwise members of the Watch.  He is aware of the 
  Family within Verbobonc, and has been actively seeking 
  to arrest and convict as many of their number as possible. 
   Caleb greets the gnome as “Master Tympanum” and if 
  asked (see Development, below) regretfully declines any 
  invitation to accompany the characters.  Watch Captain 
  Caleb states that he must bring in his prisoners and 
  report to his superiors.   
   
  Below are provided possible responses to characters upon 
  meeting Caleb and recognizing Lathmir. 
   
  We 
  know 
  Lathmir 
  – 
  he’s 
  with 
  the 
  Scarlet 
  Brotherhood.  Caleb has already read the reports from 
  Captain Nunn of the Rhynehurst Silver Guard (see 
  VER4-04 Ship of Fools for info on Watch Captain Nunn) 
  concerning Lathmir’s connections to the Scarlet 
  Brotherhood.  Caleb, however, lacks proof of such 
  connections.  If the characters mention they’ve met 
  Lathmir before, Caleb immediately requests their 
  assistance in getting the proof he requires.  See 
  Development below. 
   
  Lathmir, eh?  I still have some unfinished “Family 
  business” with him.  Family members or rogues who 
  had received orders from the Family to kill Lathmir in 
  VER4-04 Ship of Fools should be reminded that murder 
  is a high crime in Verbobonc and is punishable by death 
  by hanging, draw and quartering, or stoning (the victim’s 
  family chooses). Caleb picks up on any references to the 
  Family the characters may make, however, and still 
  attempts to get the characters to help him.   
   
  So who is this Lathmir guy anyway?  Characters that 
  have not played the first scenario in this series may be 
  unaware of Lathmir and the Scarlet Brotherhood’s recent 
  activities.  Caleb candidly shares the points of 
  information 
  below 
  and 
  ask 
  such 
  characters—as 
  uninterested third parties—to assist him. 
   
  How is Lathmir these days?  He sure is a good egg.   
  Very few characters may have a positive position on 
  Lathmir’s message and the Scarlet Brotherhood.  They 
  most likely have Uncle Vardis’ Approval noted on their 
  Adventure Records for VER4-04 Ship of Fools.  If such 
  players express admiration of Lathmir, Caleb still asks for 
  their assistance but keeps an eye on the characters just in 
  case they are in league with the Brotherhood.  Please 
  mark off Infamy with of the Gentlemen of the Watch on 
  the characters Adventure Record. 
   
  If questioned, Watch Captain Caleb relates the following 
  information: 
  • 
  For several months, Lathmir has been giving 
  public speeches; He speaks in the square in 
  front of the Guild Hall regularly. 
  • 
  Lathmir began speaking in the public square 
  about four or five months ago.  He quickly 
  attracted many of the layabouts in the city as 
  well as some rather seedy characters. 
  • 
  Over the past two months the speeches have 
  slowly become more confrontational and hate-
  filled toward the gnomes and Rhennee.   
  • 
  Lathmir himself has been observed by paladins 
  in the Watch and they do not detect evil in him. 
  • 
  Lathmir spends most of his time at the 
  Bridgeforth Inn, along with a large group of 
  followers he has attracted.  He is quite free with 
  his gold and most of his followers spend their 
  time drinking. 
  • 
  Generally, Lathmir’s speeches in the square 
  work up a couple of the young men and they 
  then go out and vandalize gnomish and 
  Rhennee sections of the city. Recently there 
  have been some cases of assault.  The people 
  taking part in such crimes are often arrested, but 
  as soon as they are released they return to the 
  Bridgeforth Inn and commit more crimes.   
  • 
  As much as the Gentlemen would like, they are 
  unable to stop Lathmir from speaking; he does 
  not overtly call for the attacks and he appears to 
  not take part in any crimes. 
  
  VER4-06 A Fools Errand 
   
  Page 9 
  • 
  Because of the increase in violence and 
  vandalism, the Gentlemen of the Watch have 
  had to spend more of their resources solving 
  petty crime. 
  • 
  Over the past several years Lathmir has grown 
  in standing among the merchants in the city.  
  His spice trade with the east has grown 
  tremendously, but he keeps very clean books 
  and studiously pays what he owes in taxes. 
   
  Development:  At an opportune moment, Watch 
  Captain Caleb asks the players to accompany the gnome 
  (Bub Tympanum) back to his home while he brings in 
  the Bridgeforth bigots.  Caleb asks the characters if the 
  Watch may meet with them later that evening.  When 
  the characters accept the task of accompanying Bub 
  home, read the following: 
   
  The walk to the gnomish section of Verbobonc City 
  passes pleasantly while Bub Tympanum talks to you 
  about the various buildings that you pass.  “I carved 
  the grotesques for that one,” Bub mentions as you 
  pass a marble fronted building.  “And in that one I 
  made the relief carvings.” Soon your group is in the 
  gnomish community.   Bub leads your party up to a 
  human sized door set into one of the larger hillocks 
  in the area. “If I may, I would like to invite you in for 
  a light supper.”  Bub says, as he opens the door wide. 
   
  Wait for the party to accept.  If they refuse and go to their 
  own 
  inn 
  or 
  residence 
  consult 
  Appendix 
  3: 
  Troubleshooting (then go to Encounter 3).  If the 
  characters decide to refuse and go to the Watch to meet 
  with Caleb go to Encounter 4. 
   
  The foyer leads directly to the dining hall, where the 
  ceiling is high enough for even the tallest of your 
  party.  The bustle of domesticity surrounds you while 
  Bub’s wife Avera Wyrt adds warm bread, cheese, and 
  cured meats to a humble supper of stewed rabbit. Bub 
  returns dressed in dry country clothes, and gives his 
  wife a kiss before saying a prayer to the Great Smith.  
  He then motions your group to help yourselves to 
  some of the stew.  
   
  As the characters eat, Avera Wyrt Tympanum inquires if 
  they 
  wish 
  additional 
  seasoning, 
  and 
  uses 
  her 
  prestidigitation to adjust the flavors of the food.  Please 
  refer to the character summary for notes on how to play 
  her.  
   
  If questioned, Avera Wyrt Tympanum knows the 
  following: 
  • 
  Her husband has been retired for over ten years 
  and has passed the time carving semiprecious 
  stones and creating minor trinkets to be sold at 
  the Guild Hall. 
  • 
  The gnomish community is concerned that they 
  will be driven from the city by the attacks.  
  Already 
  families 
  have 
  chosen 
  to 
  leave 
  Verbobonc and move to the Greenway Valley. 
  • 
  The characters want a spot more tea. (Avera will 
  proceed to fill their cup again regardless of their 
  answer.) 
   
  Bub Tympanum knows and relates the following: 
   
  • 
  Over the past several months, groups of young 
  men have begun attacking the Rhennee and the 
  gnomes in Verbobonc.  They don’t steal, just 
  beat them up. 
  • 
  The group over at the Bridgeforth Inn seems to 
  be the meeting place for most of the young 
  bullies. 
  • 
  Speakers demanding a solution to the “gnome 
  problem” and the “Rhennee problem” have been 
  in the market for over four months. 
  • 
  One of them is known by the name of Lathmir 
  Amanthsal.  He’s a tall blond Suel man.  This is 
  the man the characters saw speaking this 
  afternoon. 
  • 
  Bub sells carved jewelry to visitors and couples 
  down by the Guild Hall.  When he was younger 
  he was a master carver and metalsmith for the 
  Viscounty.  If probed further, Bub speaks at 
  great length about metalworking, engraving, 
  and the metallurgic properties of gold.  Bub 
  admits that he worked as a master engraver for 
  the Viscount.  He does not say where.   
   
  Provided the characters stayed for supper, please go to 
  Encounter 3. 
   
  All APLs 
  �Avera Wyrt Tympanum: female gnome Com4; hp 25; 
  AL LG; Cha 14; Sense Motive +9. 
   
   
  Encounter Two B: Familiar 
  Relations 
   
  If the characters did not assist the gnome read the 
  following: 
   
  
  VER4-06 A Fools Errand 
   
  Page 10 
  The walk to your lodgings is uneventful, although on 
  almost every available post are bills calling for “the 
  good men of Verbobonc” to attend speeches at the 
  Bridgeforth Inn.  Entering your lodgings, a runner 
  approaches and delivers a message. 
   
  The note is from Krot, and requests that the players wait 
  for him at their lodgings.  Please give the characters 
  Player Handout #1, repeated here for convenience: 
   
  Gentlemen, 
  Thank you for not involving yourselves in the events 
  at the Guild Square today.  Your restraint has 
  provided us an opportunity that more brash people 
  would have denied us.  Please wait for me to arrive 
  shortly, and we can discuss a mutually profitable 
  accord. 
   
  Krot. 
   
  PS.  I consider whatever history we have between us 
  to be in the past.  I rarely let enmity stand in the way 
  of a profit; I trust that you feel the same.   
   
  Provided that the characters are willing to wait, Krot 
  arrives within the hour to discuss his proposal. Move to 
  Encounter Three and read the appropriate text (bear in 
  mind, of course, that the meeting with Krot takes place at 
  their lodgings, not at the Tympanum home).   
   
  Encounter Three: The Carrot… 
   
  If the characters are at the Tympanums, read the 
  following: 
   
  A series of quick taps is heard from the front door and 
  Bub rises from his seat to answer the door.  Stepping 
  into the hall is a cloaked figure the size of a gnome; 
  he is greeted with respect by Bub and escorted to the 
  table where Bub gives up his chair for the new guest.  
  Sitting down the gnome throws back his cloak; 
  revealing not the expected clean cut visage of a 
  gnome but instead miniaturized features of a fat 
  Oeridian human.  (Characters who played VER4-04 
  Ship of Fools may recognize the “gnome” as Uncle Krot.) 
  "Forgive the intrusion,” the small man says, “but I 
  wish to speak with your dinner guests.”   
   
  If the characters are not at the Tympanums, please read 
  the following: 
   
  The front door opens and a gnome wearing a dark 
  cloak enters.  The gnome pauses for a moment as he 
  surveys the room, and then approaches your table. 
  Sitting down the gnome throws back his cloak; 
  revealing not the expected clean cut visage of a 
  gnome but instead miniaturized features of a fat 
  Oeridian human.  (Characters who played VER4-04 Ship 
  of Fools may recognize the “gnome” as Uncle Krot.) 
  "Forgive the intrusion,” the small man says, “but I 
  believe we have some business to discuss.” 
    
  Uncle Krot is currently wearing his belt of sizing in order 
  to better disguise himself from the monk/assassins of the 
  Scarlet Brotherhood. 
    
  Below are possible responses from the characters upon 
  meeting Krot, if they have met him before: 
   
  Uncle Krot!  So nice to see you again!  Character who 
  are Family members or who have the Favor of Uncle Krot 
  from VER4-04 Ship of Fools most likely welcome Uncle 
  Krot. 
   
  Uncle Krot!  Assume the position!  Lawful characters 
  may attempt to arrest Uncle Krot.  If so, Krot continues 
  with the development “Krot’s Proposal” (this is not the 
  first time Krot has been arrested and he knows that there 
  is no evidence for him to be held on). If the characters 
  deliver Krot to the Gentlemen of the Watch feel free to 
  role play Caleb taking him into custody and unhappily 
  releasing him immediately on a lack of evidence.  Move 
  on to Encounter Four. 
   
  Uncle Krot!  Die!  Krot in no way wishes to challenge 
  the characters and if attacked, uses his cape of the 
  mountebank to dimension door 300 feet away (appearing 
  in one of the streets several blocks away, casting 
  invisibility immediately, then fleeing back to his 
  headquarters).  Please mark Krot’s Displeasure on the 
  characters’ AR and move on to Encounter Four. 
   
  If at any point the characters refuse to hear him out, Krot 
  shrugs and leaves.  Mark Krot’s Displeasure on the 
  characters’ ARs.  Please move to Encounter Four. 
   
  Development: Krot’s Proposal.  Provided the characters 
  are willing to listen, read the following:  
   
  “The Family wishes to gather some information about 
  the plans of the Scarlet Brotherhood in Verbobonc.  
  To do this we wish you to break into the Bridgeforth 
  Inn and bring Lathmir Amanthsal to us.  You should 
  go very late—past midnight at the earliest.  The east 
  side’s 3
  rd story window offers the most direct route.  It 
  is possible that Lathmir may resist to the point of his 
  death.  If he does it is of no consequence; remove a 
  
  VER4-06 A Fools Errand 
   
  Page 11 
  significant portion of his body, preferably the head, 
  and return as quickly as possible.” 
   
  “Do this well and we will see to it that you are amply 
  rewarded.  We will also see to it that you will not 
  encounter any Gentlemen of the Watch, regardless of 
  how much noise you make in the process of securing 
  Lathmir.  Can I trust you to do this?” 
   
  If the characters refuse, and many Lawfully-aligned 
  characters will, Krot produces a writ by Watch Captain 
  Caleb authorizing the characters to perform the task 
  requested by Krot, instructing them to secrecy, and 
  specifying that they follow Krot’s instructions to the 
  letter. 
   
  The letter is a forgery – but an expert one, and the 
  characters may attempt to discern whether it is a fake.  
  Krot’s forger obtained a Forgery result of 26+APL and the 
  characters, because they do not know Caleb’s signature, 
  receive at least a –2 to their Forgery checks (see the 
  Forgery skill for more details). 
   
  Krot gladly leaves the document with the characters, 
  provided they agree to perform the task. Krot knows that 
  the Bridgeforth Inn is heavily guarded and assumes that 
  Lathmir will not be taken alive.  In fact, he is counting on 
  this in his plans for revenge.  Because of this he will 
  stress—repeatedly if necessary—that if Lathmir dies the 
  characters are to take a portion of his body along with 
  them. 
   
  If the characters agree, Krot shares the information 
  below and makes available one of the following potions 
  to each character: an elixir of sneaking, an elixir of 
  hiding, and a potion of spider climb. 
   
  • 
  Krot relates that assassinations against the 
  Family have continued here in Verbobonc as 
  they did in Rhynehurst, and they have so far 
  been 
  unable 
  to 
  ascertain 
  where 
  the 
  Brotherhood’s base of operation is located. 
  • 
  Krot views Lathmir as the weakest link in the 
  Brotherhood’s operation and the one that is 
  most in the open.  Krot’s philosophy is to “shake 
  the tree and see what rotten apples fall.  Then, 
  squeeze those apples.” 
  • 
  Krot explains that because of his experience in 
  Rhynehurst, he has been given free hand in 
  Verbobonc to remove the threat posed by the 
  Brotherhood.  He will hint that this is not the 
  first time the Family has combated the 
  Brotherhood. 
  • 
  Krot grudgingly relates that the Family has been 
  hiding themselves, often among the gnomish 
  population here in Verbobonc, in an effort to 
  conserve 
  their 
  strength 
  while 
  gathering 
  intelligence on the Brotherhood. 
  • 
  Krot tells the characters that apart from the 
  assassinations, the public speakers, and the 
  “young fops” attacking the Rhennee and the 
  gnomes, there has been little activity from the 
  Brotherhood.  Krot has a suspicion that the 
  Brotherhood 
  is 
  also 
  trying 
  to 
  gather 
  information, but on what he does not know.   
   
  Krot requests that the characters bring Lathmir to the 
  Tympanum’s rent regardless of whether Krot makes his 
  proposal in Bub Tympanum’s rent.  If necessary he will 
  provide directions to the Tympanum’s rent. 
   
  If the characters did not assist the gnome at the square, 
  Krot points out that the people at the Bridgeforth Inn 
  may be receptive if the players were to go there and try 
  and gather some further information.  Krot tries to 
  dissuade any Rhennee, gnome or half-breed from the 
  attempt (as he thinks they will not succeed).  If the 
  players agree to Krot’s suggestion to go undercover go to 
  Encounter Five.  If the players do not want to take the 
  undercover mission, Watch Captain Caleb’s messenger 
  arrives; go to Encounter Four instead. 
   
  All APLs 
  �Uncle Krot: male human (Oeridian) Rog9/Wiz3; hp 
  73; see Appendix One. 
   
  Encounter Four: …and the Stick 
   
  If the characters are still at the Tympanum’s, read: 
  Another rap is heard from the door and Tympanum 
  jumps up to answer it, letting in a human teenager 
  wearing the tabard of the Watch.  “Forgive my 
  intrusion,” the youth begins, “but my Watch Captain 
  would like to meet with you.  If you are done with 
  your meal, I can escort you to him now.”  Krot lifts 
  one of the larger portions of the Tympanum’s spiced 
  cake onto his tea saucer, and says to your group. 
  “Other than this wonderful cake, my business here is 
  done...” 
   
  If the characters are not at the Tympanum’s, the teenaged 
  Cobwalker finds the characters wherever they are and 
  asks them to come meet Watch Captain Caleb. 
   
  The teen will escort the characters to the nearest Watch 
  Station. If the characters wish they are free to question 
  
  VER4-06 A Fools Errand 
   
  Page 12 
  the teen.  However, he knows nothing more than he was 
  told: Go to the Tympanum home (or wherever the 
  characters were at), collect the adventuring party you 
  find there, and escort them back to the Watch station.   
   
  When the players have finished any questions read or 
  paraphrase the following: 
   
  The back of the Watch station is a large open area 
  where several watchmen are observing Caleb as he 
  spars with a young watchman.  Feinting with his 
  quarterstaff the young watchman sweeps his foot out, 
  tripping Caleb. Grinning the watchman follows with 
  a strike at the prone Captain before him.  But as the 
  young 
  watchman’s 
  quarterstaff 
  misses, 
  Caleb 
  connects with his own kick to the watchman’s knees, 
  dropping him to the ground.   Immediately Caleb 
  rolls to his feet, his quarterstaff spinning.  Then, 
  seeing your group at the entrance, Caleb takes a step 
  back from his opponent, to the great relief of his 
  winded and prone sparring partner. 
   
  “Excellent.  I’m glad you decided to come.”  Caleb says 
  as he walks toward your group.   
   
  Below are provided possible responses from the 
  characters upon meeting Caleb: 
   
  Officer Caleb!  We just saw Uncle Krot!  More lawful 
  characters that received Krot’s forged letter may wish to 
  present it to Watch Captain Caleb at this time.  If they do, 
  read or paraphrase the following: 
   
  Caleb reads the letter with interest, examining seal 
  and the signature very closely.  Finally Caleb looks up 
  and smiles.  “It’s a forgery of course, a very good one.  
   However I would like you to go along with Krot’s 
  plan.  Deliver Lathmir to him, and then report to me 
  all that you’ve seen.  It would be a masterstroke to 
  catch Krot red handed committing a high crime like 
  kidnapping and discovering the Brotherhood’s plans 
  to boot.” 
   
  Then move directly to the Development, below. 
   
  Officer Caleb!  It’s so nice to meet a fellow lawman.  
  Lawful characters that kept quiet about meeting Krot are 
  still asked to assist Caleb.  However the runner who 
  summoned them will report Krot’s presence to the 
  Watch Captain.  Please move to the Development below, 
  and mark Infamy with the Gentlemen of the Watch on 
  Lawful characters’ Adventure Records. 
   
  What do you want, Cop?  Any characters that are 
  belligerent to Watch Captain Caleb are still asked to 
  deliver the note to Lathmir.  But they will raise the 
  suspicion of the Watch Captain.  Please move to the 
  Development below, and mark Infamy with the 
  Gentlemen of the Watch on all the characters’ Adventure 
  Records. 
   
  I ain’t working for the Man, man.  Any characters that 
  flatly refuse to help the Watch are summarily dismissed.  
  Mark off Infamy with the Gentlemen of the Watch on all 
  the characters’ Adventure Records and consult Appendix 
  2: Troubleshooting. 
   
  Development:  The Watch Captain’s Errand 
  Caleb leads the characters to a quiet corner of the Watch 
  station and immediately proceeds to his errand. 
   
  “What we wish of you, seeing how you’ve had some 
  dealings with Lathmir, is to deliver a letter to him at 
  the Bridgeforth Inn.  Also, glean what information 
  you can from his followers when you deliver the 
  letter.  But I must warn you: the men at the 
  Bridgeforth are highly suspicious.  They may not 
  welcome you and I’m sure that Lathmir will not 
  welcome what I say in the letter.” 
   
  Please note that it contains a very badly hidden message 
  to Lathmir: the first letter of each line spells out ‘Vardis 
  Knows’.  This letter is not designed as a secret message to 
  Lathmir, and Lathmir and Caleb are not in league with 
  each other.  Instead, it is an attempt by the Watch to raise 
  suspicions 
  of 
  Lathmir’s 
  loyalties 
  within 
  the 
  Brotherhood’s organization.  It also is meant to present 
  the Brotherhood with a known enemy (the characters) 
  that at least on the surface appears to be attempting to 
  compromise one of their agents.  Caleb figures that the 
  Brotherhood will attack the characters, and provide the 
  Watch with an opportunity, after the characters have 
  defeated the attackers, to question and investigate the 
  assassins.  Putting the characters in harm’s way like this 
  isn’t Caleb’s first choice, but he sees it as the best option. 
   
  Please do not give the players the Letter handout (Player 
  Handout #2) unless they specifically wish to open the 
  sealed letter.  If they do, please provide them with Player 
  Handout #2 and ask them if they wish to reseal the 
  letter.  Resealing the letter will require a DC 15+APL 
  Slight of Hand check or a DC 10+APL Forgery check.  
  Resealing the letter really isn’t necessary—no negative 
  result will occur if they do not—but you shouldn’t let the 
  players know that. 
   
  
  VER4-06 A Fools Errand 
   
  Page 13 
  If the players refuse Caleb’s request, consult Appendix 2: 
  Troubleshooting. 
   
  Encounter Five: Telegram for Mr. 
  Amanthsal. 
   
  When the players reach the Bridgeforth Inn, whether it 
  is on their own or for the purposes of delivering Watch 
  Captain Caleb’s letter, please read following: 
   
  The Bridgeforth Inn is a massive building that stands 
  at the intersection of three trade streets.  The main 
  entrance faces south, and before the heavy double 
  doors are half a dozen long tables.  Shade is provided 
  by a couple of trees under which several score of men 
  sit, drinking beer from tall tankards.  And although it 
  is not yet late – there is still a raucous feeling from 
  the half drunk crowd.   
   
  Generally give the feeling that this is a typical beer 
  garden, complete with barmaids and beefy drunks. 
   
  All APLs 
  �Bridgeforth Bigots (several dozen): most are Com2 
  or Exp2; hp 13 each; generally LN, N, or LE; Sense 
  Motive +4, Spot +4, Will save +3. A few of these bigots are 
  in fact talented monks; for their statistics, see Appendix 
  One. 
   
  If the players have the letter for Amanthsal ask whether 
  they wish to deliver it immediately.  If so, read the 
  following.  If they prefer to investigate the patrons a little 
  more first, continue to the Gather Information section 
  below. 
   
  After the players ask around for Lathmir to deliver their 
  letter read the following: 
   
  Striding out from the crowd is a tall Suel man, blonde 
  hair streaming down to his shoulders.  Haughtily he 
  gazes down at your group.  As the men around him 
  fall silent he speaks.  “Well, look at this.  If it isn’t 
  Caleb’s curs here to make a delivery...”  The men 
  around you laugh at this joke while others just glower 
  at your group.  “Well dogs, go ahead and deliver your 
  bone,” Lathmir says as he stands with his hand 
  outstretched. 
   
  Below are provided possible responses from the 
  characters upon meeting Lathmir: 
   
  Lathmir, Old Buddy.  Characters who have Uncle 
  Vardis’ Approval and who did not attack the monks in 
  the last combat of VER4-04 Ship of Fools may approach 
  Lathmir as a friend.  Lathmir however is Unfriendly 
  towards them.  Only if the characters are known and 
  open members of the Scarlet Brotherhood (an unlikely 
  possibility) is he Indifferent. 
   
  Lathmir…so nice…to see you…  Some characters will 
  have at some point gone against Lathmir.  In such a case, 
  Lathmir will openly show contempt for the characters.  
  His attitude is Hostile, but he won’t directly attack the 
  characters. 
   
  Lathmir – Die!    Please note that assault and 
  manslaughter is illegal in Verbobonc.  Any characters 
  attacking Lathmir (or any other person) in public 
  unprovoked will be arrested by the Watch and 
  imprisoned in accordance to crimes they committed.  
  Please warn the characters if they are about to commit 
  such a crime, and explain to them that their actions will 
  have consequences within the game.  
   
  Development:  After the characters hand over the letter 
  read the following: 
   
  Lathmir’s eyes narrow as he reads the letter. His fist 
  crumples the note in his hand and his reply, though it 
  lacks the arrogant air he once had, simmers with 
  barely restrained fury.  “Go back to that filthy 
  Rhennee and tell him… Tell him that I have received 
  his message.  Now go.”  And with that Lathmir walks 
  back into the inn, throwing the note away as he does 
  so. 
   
  Allow the characters a (DC10 + APL) Spot check to notice 
  one of the men at the tables snatched up the letter as it 
  fell.  If the characters attempt to take the letter from the 
  person he denies having it.  If pressed he stands and 
  loudly derides the characters using similar slurs as 
  Lathmir.  The crowd attitude will shift to Hostile, and 
  although no one attacks the characters, it should be noted 
  that they defend themselves if attacked and the players 
  might be arrested.  Please consult Appendix 2: 
  Troubleshooting 
  for adjudicating violence within 
  Verbobonc.  
   
  Gather Information 
  The players’ options to gather information in this 
  encounter are very broad, and provided they intelligently 
  approach the situation much of the Brotherhood’s plans 
  may be learned.  Below is at table of information with a 
  Gather Information skill roll, along with modifiers for 
  race, affiliation, history, etc.  The characters are free to try 
  
  VER4-06 A Fools Errand 
   
  Page 14 
  separately or coordinate if they wish.  They may not take 
  10 or 20 on their checks. Please note however that the 
  people at the Bridgeforth Inn beer garden are a 
  suspicious lot, and will always attempt to actively Sense 
  Motive or Spot what the characters are attempting.    
   
  Modifiers to Gather Information: 
   
  This Scenario Modifier: 
  Characters assisted the gnome: -2 to Gather Information 
  check. 
  Character delivered the letter in this Encounter: -10 to 
  Gather Information check. 
   
  Historic Modifiers: 
  Character earned Uncle Vardis’ Approval from VER4-04 
  Ship of Fools: +10 to Gather Information check. 
  Character has a Tattoo from COR4-04 Red Tide or similar 
  pro-Suel markings: +4 to Gather Information check. 
  Character has Infamy with the Family: +2 to Gather 
  Information check. 
   
  Meta-Org Modifiers: 
  Character is a member of the Gentlemen of the Watch:  -5 
  to Gather Information check. 
  Character is a member of another law enforcement meta-
  org (Gnarley Rangers, VSA, Protector of the Iron Wood, 
  etc): -2 to Gather Information check. 
   
  APL Modifier: 
  Please subtract the APL from the player’s Gather 
  Information check (APL 2 = -2, APL 4 = -4…).  This is 
  because more powerful characters are more likely to have 
  their exploits known, and disliked, by the Scarlet 
  Brotherhood. 
   
  Racial Modifiers: 
  Character is non-human: -2 to Gather Information check. 
  Character is gnome: additional -2 to Gather Information 
  check. 
  Character is a Rhennee human: -2 to Gather Information 
  check. 
  Character is human subrace other than Rhennee:  +2 to 
  Gather Information check. 
  Character is Suel human: additional +5 to Gather 
  Information check. 
   
  Other Skills: 
  The characters may also attempt to use the following 
  skills in conjunction with their Gather Information skill 
  check.  If so, they should roll these skill checks before 
  their Gather Information roll. 
   
  Bluff: DC = 15 + APL, but apply the racial modifier, as 
  above, as a penalty to the Bluff check. If successful, add 
  +2 to Gather Information check. 
   
  Disguise: DC = 15 + APL, but apply the character’s actual 
  racial modifier (not apparent race when disguised), as 
  above, as a penalty to the Disguise check.  If successful, 
  add +2 to Gather Information check. 
   
  Intimidate: DC = 15 + APL.  If successful, add +2 to 
  Gather Information check. 
   
  Diplomacy:  Use the DCs listed for the Diplomacy skill 
  in the Players Handbook.  For every positive attitude 
  shift add +10 to the Gather Information check.  Assume 
  the crowd begins with an Unfriendly attitude: if the 
  characters delivered the letter before attempting to use 
  Diplomacy, the crowd begins with a Hostile attitude.  
   
  Gather Information DC table: 
  Please relate the information as if it were overheard 
  conversation,  up to the point where the players Gather 
  Information roll reached, then cut off the information 
  with one of the NPC’s reminding the others, “Remember 
  what Master Vardis said – Keep your tongue in your head 
  or you wind up dead.” 
   
  DC 0:  A NPC will spill his beer on the character, and 
  apologize poorly for doing so. 
  DC 5:  A NPC will talk at great length about the beer 
  available here. 
  DC 10: “You got to hand it to that Lathmir, he sure does 
  know how to spend his gold…” A Suel man says as he 
  raises his tankard. 
  DC 15: “Yep, that man knows what’s important, like 
  beating that gnome today – and right under the Watch’s 
  noses!”  
  DC 20: “Shame that some of the boys got nicked, but 
  from what I hear their fines were paid within an hour.  A 
  short stay at the pillory and then it’s back here to drink.”   
  DC 25: “Maybe as a lesson we should go out and show the 
  moles that locking up one of our number doesn’t mean 
  they’re safe.” 
  DC 30: “From what I hear we won’t have to; something 
  big is planned for tomorrow.” 
  DC 35: “Might that have something to do with the 
  gnomish coats I saw Lathmir trying on?”   
  DC 40: “Perhaps mate – that and the alchemist’s fire I’ve 
  been brewing up” 
  DC 45: “We going to burn the grubs out of their holes?” 
  DC 50:  “Nah – the Viscount will do that for us, he’ll have 
  no choice what with all the witnesses to the fires…” 
   
  
  VER4-06 A Fools Errand 
   
  Page 15 
  After this, the characters are free to continue on with 
  whatever errands they wish; as they do, move on to the 
  ambush in Encounter Six. 
   
  Encounter Six: Killing the 
  Messenger 
   
  On their walk back to the Watch station the characters 
  are attacked by a “hit squad” of monk assassins.  Show the 
  players the illustration in Player Handout #3 when the 
  monks attack from the rooftops. 
   
  Note:  As per Appendix 2: Troubleshooting, this 
  encounter may be inserted into another part of the 
  scenario.  
   
  Refer to Appendix 5: DM MAP #3 for this Encounter.  
  All buildings in this area are at least two stories.  Have the 
  characters place themselves in marching order and allow 
  them Spot checks opposed by the monks’ Hide checks 
  (the monks take 10) to spot the monk/assassins hiding on 
  the rooftops surrounding the street.   
   
  APL 2 (EL 6) 
  �Monk Snipers (2): male human (Suel) Mnk4; hp 27 
  each; see Appendix One. 
   
  APL 4 (EL 8) 
  �Monk Snipers (2): male human (Suel) Mnk6; hp 39 
  each; see Appendix One. 
   
  APL 6 (EL 10) 
  �Monk Snipers (2): male human (Suel) Mnk8; hp 59 
  each; see Appendix One. 
  APL 8 (EL 12) 
  �Monk Snipers (2): male human (Suel) Mnk10; hp 73 
  each; see Appendix One. 
   
  APL 10 (EL 14) 
  �Monk Snipers (2): male human (Suel) Mnk12; hp 87 
  each; see Appendix One. 
   
  Tactics: The monks will use the roofs for cover while 
  they fire their poisoned bolts at the characters below.  
  The monks will remain on the roofs, peppering the 
  characters and attempting to break the party up.  If the 
  party takes to the air (possible at higher APL’s) the monks 
  will drink their potions of flying and attack – 
  concentrating on the more obvious spell casters and 
  lightly armored members.  If the party splits up, and 
  attempts to rush up through the buildings to the rooftops 
  above, the monks leap from building to building, keeping 
  the characters away while they continue their attack.  If 
  the party is completely split, with weaker characters on 
  the ground, one or more of the monks step off the roof 
  and use their improved movement to engage the 
  characters in melee.  In all cases the monks attempt to 
  stun on their first melee attack in the round, and/or 
  attempt to trip on their last melee attack.   
   
  Treasure: Defeat and loot the monk snipers. 
  APL 2: L: 62 gp; C: 4 gp; M: bracers of armor +1 (x2) (83 gp 
  per character each), potion of cure moderate wounds 
  (x2) (25 gp per character each). 
  APL 4: L: 129 gp; C: 4 gp; M: bracers of armor +1 (x2) (83 
  gp per character each), vest of resistance +1 (x2) (83 
  gp per character each), potion of cure moderate 
  wounds (x2) (25 gp per character each), elixir of 
  hiding (x2) (21 gp per character each). 
  APL 6: L: 129 gp; C: 4 gp; M: bracers of armor +2 (x2) (333 
  gp per character each), vest of resistance +1 (x2) (83 
  gp per character each), potion of cure moderate 
  wounds (x2) (25 gp per character each), elixir of 
  hiding (x2) (21 gp per character each). 
  APL 8: L: 0 gp; C: 4 gp; M: bracers of armor +2 (x2) (333 gp 
  per character each), +1 mighty composite longbow 
  (Str +4) (x2) (231 gp per character each), vest of 
  resistance +1 (x2) (83 gp per character each), potion 
  of cure moderate wounds (x2) (25 gp per character 
  each), elixir of hiding (x2) (21 gp per character each). 
  APL 10: L: 0 gp; C: 4 gp; M: +1 mighty composite 
  longbow (Str +4) (x2) (231 gp per character each), ki 
  straps (x2) (417 gp per character each), bracers of 
  armor +2 (x2) (333 gp per character each), vest of 
  resistance +1 (x2) (83 gp per character each), potion 
  of cure moderate wounds (x2) (25 gp per character 
  each), elixir of hiding (x2) (21 gp per character each). 
   
  Once the fighting is done, the Watch arrives.  Read the 
  following. 
   
  Striding toward your battle-weary group is Captain 
  Caleb, flanked by half a dozen watchmen.  Surveying 
  the carnage, a broad smile crosses his dark 
  complexion.  “Let’s see what these men can tell us…” 
  Caleb motions to the other watchmen and they fan 
  out, pulling out small lenses and examining the scene 
  and the fallen bodies. 
   
  “It should take several hours to complete our 
  investigation,” Caleb says as he watches his men move 
  the monks to a cart.  “But I would like to meet with 
  you in the morning.  May I offer the hospitality of the 
  Watch for your morning meal?” 
   
  
  VER4-06 A Fools Errand 
   
  Page 16 
  If the characters accuse Caleb of setting them up, Caleb 
  honestly admits that it was his plan, and goes on to state 
  that he was confident in the characters ability to defend 
  themselves. 
   
  Resume the adventure with whatever plans the 
  characters have.  If they do nothing else before morning, 
  move on to Encounter Eight. 
   
  Encounter Seven: Breaking and 
  Entering 
   
  This Encounter details the characters’ nighttime assault 
  on the Bridgeforth Inn.  Provided the characters agreed 
  to Krot’s mission in Encounter Three: The Carrot or have 
  decided to freelance this encounter please read the 
  following, paraphrasing if necessary: 
   
  The Bridgeforth Inn is closed and quiet, although the 
  smell of spilt beer still lingers in the air.  A few lights 
  glow in the lower sections, but the upper hallways are 
  dark, and the east side of the building is completely 
  shrouded in darkness. 
   
  Please refer to DM MAP #3: Bridgeforth Inn Map for a 
  detailed floor plan of the Bridgeforth Inn.  Entrance to 
  the upper floors may be achieved through going through 
  the lower floors (most likely resulting in immediate 
  detection) or through the upper story window.  All the 
  windows have curtains drawn on the inside, so the 
  characters cannot see into them.  Provided that they 
  received the potions from Krot scaling the outside 
  window is automatic, otherwise the Climb DC is 20.  
  Every round spent climbing have the player make a 
  Move Silently check as opposed by Listen checks of the 
  monk guards.  The guards have a –10 penalty, as they are 
  on the other side of the wall. 
   
  Lathmir’s room is protected by a number of spells. There 
  is an audible alarm spell on his door and windows.  His 
  door and windows are also arcane locked.  The 
  Bridgeforth Inn is protected with a powerful magical 
  ward that prevents extradimensional travel from 
  working.  Attempts to dimension door or teleport into 
  the Bridgeforth Inn automatically fail, and shunt the 
  caster to the nearest exterior space as though shunting 
  him through a solid object.  In addition, Lathmir is under 
  the effects of a mind blank spell (rendering him immune 
  to divination spells).   
   
  Once the characters are discovered (most likely by the 
  audible alarm spell), roll initiative for the characters, 
  Lathmir, and the monks. The monks ready actions to 
  charge the characters once they see them.  Lathmir 
  readies his action to commit suicide if a non-Brotherhood 
  member enters his room.   
   
  Once the characters open the door to Lathmir’s room, 
  read or paraphrase the following: 
   
  The wooden door swings open before you, revealing 
  Lathmir, who holds a dagger at the ready.  Lathmir’s 
  eyes go wide with recognition, he shouts “I won’t let 
  you stop the destiny of the Suel!” before he plunges 
  the dagger into his chest.  Color drains from his face 
  as he collapses at your feet. 
   
  Lathmir is quite dead having just voluntarily failed his 
  saving throw against poison (wyvern poison, 12 points of 
  Constitution damage).  Lathmir knows that he cannot be 
  effectively or extensively questioned if dead.  However 
  this is not the self-sacrificing gesture he is making it out 
  to be, since he is fully expecting the Brotherhood to 
  resurrect him as soon as they have defeated the 
  characters. 
   
  The monks on guard near Lathmir’s room are not 
  particularly skilled, but they take their guard duties quite 
  seriously.  
   
  All APLs (Noncombatant) 
  �Lathmir Amanthsal: male human (Suel) Ari7; hp 45; 
  see Appendix One. 
   
  APL 2 and 4 (EL 2) 
  �Monk Guards (2): male human (Suel) Mnk1; hp 11 
  each; see Appendix One. 
   
  APL 6 (EL 4) 
  �Monk Guards (2): male human (Suel) Mnk2; hp 19 
  each; see Appendix One. 
   
  APL 8 (EL 6) 
  �Monk Guards (2): male human (Suel) Mnk4; hp 31 
  each; see Appendix One. 
   
  APL 10 (EL 8) 
  �Monk Guards (2): male human (Suel) Mnk6; hp 31 
  each; see Appendix One. 
   
  Tactics: The monks do not immediately raise alarm and 
  attack if they detect the players breaking in, rather they 
  recognize that the characters are attempting to infiltrate 
  and wait until the characters are well inside the inn 
  before attacking.  If the characters try to leave, the monks 
  
  VER4-06 A Fools Errand 
   
  Page 17 
  use their slippers of spider climbing to follow (or their 
  slow fall ability, at APL 8 and 10).  They will bring the 
  fight into the streets of Verbobonc, if necessary. 
   
  Treasure: Defeat and loot the monk guards. 
  APL 2 and 4: L: 50 gp; C: 0 gp; M: slippers of spider 
  climbing (x2) (400 gp per character each). 
  APL 6: L: 50 gp; C: 0 gp; M: slippers of spider climbing 
  (x2) (400 gp per character each), bracers of armor +1 
  (x2) (83 gp per character each). 
  APL 8: L: 50 gp; C: 0 gp; M: slippers of spider climbing 
  (x2) (400 gp per character each), bracers of armor +1 
  (x2) (83 gp per character each), potion of cure 
  moderate wounds (x2) (25 gp per character each). 
  APL 10: L: 50 gp; C: 0 gp; M: ki straps (x2) (417 gp per 
  character each), slippers of spider climbing (x2) (400 
  gp per character each), bracers of armor +1 (x2) (83 
  gp per character each), vest of resistance +1 (x2) (83 
  gp per character each), potion of cure moderate 
  wounds (x2) (25 gp per character each). 
   
  If necessary, remind the players that Krot wants a 
  significant portion of Lathmir’s body.  
   
  Development:  Returning to the Rent 
   
  Once the players have left the Bridgeforth Inn and 
  returned to the Tympanum’s home read the following: 
   
  The Tympanum’s rent is dark, but the door stands 
  open.  Inside you can just make out Krot’s reduced 
  form motioning to your group. 
   
  Wait until the characters enter the rent.  Read the 
  relevant box text as per their success. 
   
  Lathmir is delivered alive: 
  Krot’s small face breaks into a wide grin as he sees 
  Lathmir.  “You remember me—don’t cha’—fop.”  
  Lathmir’s eyes, now wide with fright, search for some 
  means of escape as a moan escapes his lips.  At the 
  door, several scarred and heavily armed rogues 
  materialize out of the night.  Grasping Lathmir 
  between them they drag him broken and shaking 
  away.  “Oh—don’t start blubbering Lathmir” Krot 
  laughs as he follows the group out the door.  “We 
  haven’t even begun...” 
   
  As he leaves Krot glances back at your group. “Thank 
  you for helping me—deal with Lathmir.  We’ll know 
  more in the morning about the Brotherhood’s plans.  
  I will come to you then.” 
   
  Lathmir is partially delivered: 
  Krot takes the bloody remains from your party with a 
  broad grin.  “Oh, good.  He resisted.”  A wiry Rhennee 
  steps beside Krot and whispers a question in his ear.  
  Shaking his head, Krot mutters back.  “No, bring him 
  to the druid, we’ll question him later.”  The Rhennee 
  disappears with what was left of Lathmir.  Krot wipes 
  a bit of blood from his hands.  “Thank you for helping 
  me—deal with Lathmir.  We’ll know more in the 
  morning about the Brotherhoods plans.  I will come 
  to you then”  
   
  Lathmir is not delivered: 
  Shaking his head Krot looks at your group with 
  disgust.  “I had thought that you had the ability to at 
  least bludgeon your way into the Inn—but apparently 
  even that is beyond you.”  Krot motions to several 
  wiry humans lounging about in the gnome’s house.  
  “Come on boys, we’ve got a bit of fixing to do.”  With 
  that Krot and the others move out the door.  
   
  Development:  If the characters have failed to deliver a 
  portion of Lathmir to Krot please mark off Krot’s 
  Displeasure on the characters’ ARs.   
   
  Note:  Krot has arranged for a druid of Bralm to 
  reincarnate Lathmir (Bralm is the Suel god of insects and 
  industriousness).  Krot is counting on Lathmir’s soul 
  noting only that a Lawful Neutral spell caster of a Suel 
  god is attempting to bring his soul back and will agree to 
  return.  However, since Lathmir is being reincarnated, it 
  is unlikely he will return as a Suel human.  In this 
  particular case Lathmir is reincarnated as a gnome, to the 
  great amusement of Krot and to the horror of Lathmir.  
  The twin trauma Lathmir experiences when he returns to 
  life and as a race he holds deep hatred for proves to be too 
  much for him and he slips into madness…but the 
  characters will not discover Lathmir’s madness until the 
  third scenario of this series. 
   
  Also note that unless the characters presented Caleb with 
  the forged note and delivered Lathmir alive then Krot 
  cannot be arrested for kidnapping.  If the players argue or 
  confront Krot – play him as the injured party.  One who 
  received a forged note, and not possessing the capabilities 
  as an upstanding member of society to detect the forgery, 
  passed it on to the players in good faith.  If the characters 
  deliver Lathmir’s body or parts of his body the Watch is 
  unable to prosecute Krot for any crime whatsoever.  Krot 
  points out to the characters that taking possession of a 
  body part and having it resurrected is not a crime.  If the 
  characters try to arrest Krot, refer to the “Uncle Krot! – 
  Assume the position” portion of Encounter Three for 
  Krot’s response.   
  
  VER4-06 A Fools Errand 
   
  Page 18 
  Encounter Eight: Brunch with 
  the In-laws 
   
  Please read the relevant text based upon the characters’ 
  choices: 
   
  Took the Carrot and the Stick Errands: 
  The sun shines warmly on the outside tables where 
  Caleb, accompanied by the Tympanums meets your 
  group for breakfast.  Plates laden with gnomish 
  delicacies cover the table and Caleb seems in high 
  spirits.  “You can come out anytime Krot…” Caleb 
  says to no one in particular, and after a moment Krot 
  appears next to the table – once again gnome sized. 
   
  “I don’t particularly like sitting out in the open like 
  this, Caleb.”  Krot grumbles as he sits down. 
   
  “Well then Krot, let us complete our business and you 
  can slink back into the shadows.” Caleb replies 
  happily. 
   
  Krot nods and flashes his smile.  “Alright.  I’ll start.”   
   
  Took the Stick errand but refused the Carrot: 
  The sun shines warmly on the outside tables where 
  Caleb, accompanied by the Tympanums, meets you 
  for breakfast.  “We’re just waiting for one more 
  person to arrive, and then we’ll get started.” 
   
  Materializing next to your group is Uncle Krot, who 
  is once again disguised as a gnome.  “I got your 
  message Caleb.” Krot says as he sits down.  “What do 
  you want?” 
   
  Caleb replies as Krot reaches for a biscuit.  “We have a 
  common enemy Krot.  Perhaps if we pool our 
  information we might better confront it.” 
   
  Krot flashes a smile.  “Alright.  I’ll start.”   
   
  Did not take the Stick errand – but took the Carrot. 
  Your breakfast is interrupted as watch captain Caleb 
  enters and sits down at your table.  “Where’s Krot?” he 
  asks. 
   
  “Here,” comes the reply as Krot appears, once again 
  dressed as a gnome.  Sitting down at the table Krot 
  reaches for a biscuit.  “Caleb—I always thought we 
  had an understanding.  That’s why I thought that we 
  might…pool our knowledge and better confront the 
  threat we now face.” 
  Caleb nods and flashes a little smile.  “Alright.  You 
  start.”   
   
  Krot relates the following: 
   
  With a sickly smile Krot begins “I’m afraid that little 
  Lathmir has been driven completely insane – either 
  through the Brotherhood’s re-education – or through 
  the shock of returning to this world.  Mostly he’s 
  been ranting about fires purifying the city, bringing 
  about a new order driven by obedience to the Suel, 
  and other rubbish.  However we were able to catch a 
  few snippets about his uncle finding the key to the 
  gate, a burning hall of gold and how through earth 
  and stone man will destroy gnome.   
   
  Caleb knows and relates the following: 
   
  • 
  The monks recently had transmutation spells 
  cast upon them.   
  • 
  The monks weapons were coated in poison 
  • 
  Many of the monks attempted to resist clerical 
  questioning.  However we were able to get them 
  to answer the following questions: 
  Q:  Where is your stronghold located? 
  A:  The Bridgeforth.  
   
  Q:  Where is Uncle Vardis? 
  A:  He moves around much, plotting and 
  planning; but probably at the Bridgeforth. 
   
  Q:  What is the Brotherhood’s plans here in 
  Verbobonc? 
  A:  To make gold burn, and make the Viscount 
  turn. 
   
  Q:  To what purpose? 
  A:  On the March soldiers will fall 
  Once we’ve reached the inner hall   
   
  Q:  How will you accomplish these ends? 
  A:  Through lies and guise  
  We’ll strike in the night 
  And drive the moles from their holes. 
   
  Given the clues presented, the characters may be able to 
  figure out that the Brotherhood is planning to attack the 
  Guild Hall while disguised as gnomes.  If the characters 
  are having trouble, though, feel free to have Bub 
  Tympanum pipe up and exclaim that it’s a riddle.  Then 
  reiterate the burning gold clue (the Guild Hall is 
  decorated with gold leaf), the fires purifying the city 
  (indicates some sort of arson), and—if the characters had 
  
  VER4-06 A Fools Errand 
   
  Page 19 
  reached the point in the questioning at the Bridgeforth 
  Inn—the fact that man-sized gnomish costumes had 
  been made (part of the lies and guise).  Once the players 
  start to piece together the Brotherhood’s plot, read the 
  following, and move on to Encounter 9: 
   
  Caleb nods in agreement with your assessment.  “My 
  concern is that without solid proof, we will be unable 
  to take this before the magistrate.” 
   
  Krot snorts. “You should be more concerned that if 
  we strike too early we won’t be able to kill them all.” 
   
  Caleb turns to your party. “My watchmen will be 
  spread thin through the city tonight, in order to 
  watch as many targets as possible.  Can you protect 
  the Guild Hall?” 
   
  If the characters want to confront the Scarlet 
  Brotherhood at the Bridgeforth Inn, both Caleb and Krot 
  discourage them.  Both of them think it’s foolish to 
  confront the Brotherhood in their stronghold; better to 
  wait for the vipers to come out of their nests. 
   
  Continue with Encounter Nine.  
   
  Encounter Nine: Stop that 
  Gnome   
   
  When the characters have reached the Guild Hall read 
  the following: 
   
  The Guild Hall stands silent in the evening air, its 
  sides thrown into deep shadow.  The square in front 
  of the Hall, though, is well lit and still filled with 
  activity.  A few bards are playing ballads for the 
  courting couples that are out strolling, and every so 
  often a merchant and his family wanders through the 
  square – pausing to watch the minstrels before 
  heading off to their homes.   
   
  At some point early in the evening the Brotherhood 
  strikes.  The Brotherhood members arrive separately at a 
  predetermined alley near the Guild Hall to set their plan 
  into motion.  Note that none of the higher-level Scarlet 
  Brotherhood agents—like Uncle Vardis—are with them. 
   Uncle Vardis is pursuing a separate villainy this night. 
    
  Presuming they players have staked out the Guild Hall, 
  draw the map provided in Appendix 5: DM MAP #1 and 
  ask what position and precautions they are taking.  Please 
  note the “Brotherhood path” on the DM’s map and the 
  characters’ position relative to it, since this affects Spot 
  and Listen checks (-1 per 10 feet of distance).  Allow the 
  characters to cast whatever spells they wish, but note the 
  precise length of time each spell will last. 
   
  Once the characters are in position, roll on the random 
  table below every 30 minutes, read the corresponding 
  text and allow the characters to make the associated Spot 
  and Listen checks.   Only run each event once; if you roll 
  the same event a second time, re-roll. 
   
  1: 
  A boisterous group of five young humans dressed 
  in finery approach the Guild Hall from the south and 
  pause in front of the darkened building.   
  Have the players roll a 10+APL+distance Spot check of to 
  notice one of the youths ducking behind the Guild Hall.  
  The group is innocent and the youth behind the hall is 
  relieving himself against the town building. 
   
  2: 
  A group of gnomes, each carrying a box slung 
  over his shoulder, passes the Guild Hall from the 
  north.  One of the gnomes is muttering to the others. 
   
  Have the players roll a 15+APL+distance Spot check to 
  notice the lead gnome is carrying a human-sized lamp.  A 
  10+APL+distance Listen check of will reveal the lead 
  gnome saying the following:  “we should cut to the south, 
  just to be certain.”  The gnomes are discussing the best 
  way to avoid the Bridgeforth Inn and they scatter if 
  confronted by any humans. 
   
  3: 
  Two couples stroll through the central square, as 
  glowing orbs of light follow them.  The orbs suddenly 
  disappear and loud chanting immediately follows. 
   
  A 10+APL+distance Listen check of reveals that the 
  chanting is the casting of a spell – a DC 16 Spellcraft 
  check will reveal that it’s dancing lights, cast by one of 
  the strolling individuals.   
   
  4: 
  The time passes quietly.  Have the characters roll 
  Spot and Listen checks, but there is nothing to notice 
  beyond the usual late-night activity in the Guild Square. 
   
  5: 
  The time passes quietly.  Have the characters roll a 
  DC 15+APL+distance Spot check to detect a gnome 
  dressed in dark clothes moving along the shadows of the 
  Guild Hall.  He is a messenger for the Family, and is very 
  frightened.  He runs if confronted by anyone other than a 
  gnome or by anyone who does not flash the Family 
  recognition sign.    
   
  6: 
  A group of gnomes, some of whom are carrying 
  lanterns approaches from the east. They are obviously 
  drunk and are singing a gnomish drinking song as 
  
  VER4-06 A Fools Errand 
   
  Page 20 
  they come.  Two of them carry barrels on their 
  shoulders that are marked with Herman M’s brand.  
    
  This group is the Brotherhood monks from the 
  Bridgeforth Inn.  All are currently using potions of 
  reduce person in order to better disguise themselves as 
  gnomes.  A DC 15+APL+distance Spot check allows the 
  characters to see that the clothes the gnomes wear are 
  poorly made and the gnomes are wearing fake beards.  A 
  DC 15+APL+distance Listen check allows the characters 
  to hear that the gnomish drinking song is badly 
  pronounced.   
   
  If the monks are not engaged before they reach the front 
  of the Guild Hall, they let their presence be known by 
  throwing the lanterns and casks through the ground 
  floor windows.  The casks and lanterns immediately 
  explode and the monks immediately duck around the 
  darkened corner of the Guild Hall.  The monks then 
  dismiss the reduce person spell and use their improved 
  movement to flee, unless they are stopped by the 
  characters.   
   
  APL 2 (EL 6) 
  �Monk Arsonists (4): male human (Suel) Mnk2; hp 19 
  each; see Appendix One. 
   
  APL 4 (EL 8) 
  �Monk Arsonists (4): male human (Suel) Mnk4; hp 31 
  each; see Appendix One. 
   
  APL 6 (EL 10) 
  �Monk Arsonists (4): male human (Suel) Mnk6; hp 45 
  each; see Appendix One. 
   
  APL 8 (EL 12) 
  �Monk Arsonists (4): male human (Suel) Mnk8; hp 59 
  each; see Appendix One. 
   
  APL 10 (EL 14) 
  �Monk Arsonists (4): male human (Suel) Mnk10; hp 73 
  each; see Appendix One. 
   
  Tactics:  Once detected, the monks attempt to complete 
  their mission of setting the Guild Hall on fire while 
  remaining in disguise.  They will fling the casks of oil 
  through the first story windows, followed by the lamps.  
  The monks are carrying a significant quantity of oil.  
  When it ignites it explodes in a 20-foot radius much like a 
  fireball dealing 1d6 +1d6 per APL (3d6 at APL 2, 5d6 at 
  APL 4, and so on) fire damage to all within the area 
  (Reflex save DC 15 for half damage).   The monks throw 
  one of the barrels at the party as a diversion if necessary. 
  Note:  One of the effects of reduce person is that any 
  reduced item, once it leaves the possession of the reduced 
  person, immediately returns to its original size once it is 
  thrown.  The monks are using this to their benefit by 
  carrying large casks of oil and large oil lamps.  This is why 
  so much damage is caused when the barrels are broken. 
  Reduce person is dismissible and once the monks have 
  completed their mission they dismiss the transmutation 
  magic to fight as humans.  Also note that all of the monks 
  are completing this mission under the effects of several 
  potions.  All these additions are listed in the bracketed 
  stats for the monks in Appendix One. 
   
  Development 1: The Panic:  As soon as the “gnomes” 
  throw their casks of oil or combat breaks out the people 
  filling the Guild Hall Square scatter, creating quite a bit 
  of confusion as people try and run away from the fight.  
  These people are left with the impression that the 
  “gnomes” were setting the Guild Hall on fire. 
   
  Development 2: The Fire: If the monks manage to 
  throw even one cask into the Guild Hall, it quickly 
  catches fire.  The fire can be put out by at least (APL x 4) 
  gallons of water (as from multiple create water spells), or 
  a single quench spell will douse the fires raging in the 
  Guild Hall.  If the characters do not put the fire out, the 
  Watch shows up after combat is over to fight the fire.  
  Anyone standing within ten feet of the Guild Hall while 
  it is on fire takes 1d6 points of fire damage from the heat 
  each round, and must make a DC 15 Reflex save each 
  round or catch on fire.  Furthermore, the burning 
  building fills the area within twenty feet of the Guild 
  Hall with smoke (see Smoke Effects in the DMG). 
   
  Treasure: Defeat and loot the monk arsonists. 
  APL 2: L: 100 gp; C: 4 gp; M: ki straps (x4) (417 gp per 
  character each), bracers of armor +1 (x4) (83 gp per 
  character each). 
  APL 4: L: 100 gp; C: 4 gp; M: ki straps (x4) (417 gp per 
  character each), bracers of armor +1 (x4) (83 gp per 
  character each), potion of cure moderate wounds 
  (x4) (25 gp per character each). 
  APL 6: L: 100 gp; C: 4 gp; M: ki straps (x4) (417 gp per 
  character each), vest of resistance +1 (x4) (83 gp per 
  character each), bracers of armor +1 (x4), (83 gp per 
  character each), potion of cure moderate wounds 
  (x4) (25 gp per character each). 
  APL 8 and 10: L: 100 gp; C: 4 gp; M: ki straps (x4) (417 gp 
  per character each), vest of resistance +1 (x4) (83 gp 
  per character each), bracers of armor +2 (x4) (333 gp 
  per character each), potion of cure moderate wounds 
  (x4) (25 gp per character each). 
   
  
  VER4-06 A Fools Errand 
   
  Page 21 
  Conclusion 
   
  After the battle read the following: 
  It is well after dawn when Krot and Caleb join your 
  group 
  in 
  front 
  of 
  the 
  Guild 
  Hall.  
  All throughout the city you can see evidence of other 
  attacks as columns of smoke drift up from other parts 
  of the city.  You realize that the attack on the Guild 
  Hall was just one of many targets of the Brotherhood. 
   Caleb looks tired and Krot angry as they work their 
  way through the gathering crowds.   
  “They used disguises everywhere.” Krot mutters as he 
  approaches.   
  “Already the people are calling for the Viscount to 
  drive the gnomes out of the city.”  Caleb adds “I don’t 
  know if we will be able to convince them that the 
  gnomes are innocent of this.” 
  “It gets worse.” Krot says “Somebody matching Uncle 
  Vardis’s description broke into Bub Tympanum’s 
  home during the evening and kidnapped him.” 
   
  Caleb’s face pales slightly.  “But what would the 
  Brotherhood want with an old stone carver?” 
   
  “Revenge.”  Krot replies “Or worse...” 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Six: Killing the Messenger 
  Defeat or drive off the monk snipers 
   
  APL 2 
  180 XP 
   
  APL 4 
  240 XP 
   
  APL 6 
  300 XP 
   
  APL 8 
  360 XP 
   
  APL 10 
  420 XP 
  Encounter Seven: Breaking and Entering 
  Defeat the monk guards and retrieve even a piece of 
  Lathmir for Uncle Krot. 
   
  APL 2 
  60 XP 
   
  APL 4 
  60 XP 
   
  APL 6 
  120 XP 
   
  APL 8 
  180 XP 
   
  APL 10 
  240 XP 
  Encounter Nine: Stop That Gnome 
  Corner and defeat the monk arsonists 
   
  APL 2 
  180 XP 
   
  APL 4 
  240 XP 
   
  APL 6 
  300 XP 
   
  APL 8 
  360 XP 
   
  APL 10 
  420 XP 
  Prevent the fire in the Guild Hall, or put it completely 
  out within three rounds. 
   
  APL 2 
  15 XP 
   
  APL 4 
  90 XP 
   
  APL 6 
  105 XP 
   
  APL 8 
  120 XP 
   
  APL 10 
  135 XP 
  Award for Good Roleplaying 
   
  APL 2 
  15 XP 
   
  APL 4 
  45 XP 
   
  APL 6 
  75 XP 
   
  APL 8 
  105 XP 
   
  APL 10 
  135 XP 
   
  Total Possible Experience 
   
  APL 2 
  450 XP 
   
  APL 4 
  675 XP 
   
  APL 6 
  900 XP 
   
  APL 8 
  1,125 XP 
   
  APL 10 
  1,350 XP 
   
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  
  VER4-06 A Fools Errand 
   
  Page 22 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
   
  L:  Looted gear from enemy. 
  C:  Coin, Gems, Jewelry, and other valuables. 
  M:  Magic Items. 
   
  Encounter Six: Killing the Messenger 
  Loot the monk snipers 
  APL 2: L: 62 gp; C: 4 gp; M: bracers of armor +1 (x2) (83 gp 
  per character each), potion of cure moderate wounds 
  (x2) (25 gp per character each). 
  APL 4: L: 129 gp; C: 4 gp; M: bracers of armor +1 (x2) (83 
  gp per character each), vest of resistance +1 (x2) (83 
  gp per character each), potion of cure moderate 
  wounds (x2) (25 gp per character each), elixir of 
  hiding (x2) (21 gp per character each). 
  APL 6: L: 129 gp; C: 4 gp; M: bracers of armor +2 (x2) (333 
  gp per character each), vest of resistance +1 (x2) (83 
  gp per character each), potion of cure moderate 
  wounds (x2) (25 gp per character each), elixir of 
  hiding (x2) (21 gp per character each). 
  APL 8: L: 0 gp; C: 4 gp; M: bracers of armor +2 (x2) (333 gp 
  per character each), +1 mighty composite longbow 
  (Str +4) (x2) (231 gp per character each), vest of 
  resistance +1 (x2) (83 gp per character each), potion 
  of cure moderate wounds (x2) (25 gp per character 
  each), elixir of hiding (x2) (21 gp per character each). 
  APL 10: L: 0 gp; C: 4 gp; M: +1 mighty composite 
  longbow (Str +4) (x2) (231 gp per character each), ki 
  straps (x2) (417 gp per character each), bracers of 
  armor +2 (x2) (333 gp per character each), vest of 
  resistance +1 (x2) (83 gp per character each), potion 
  of cure moderate wounds (x2) (25 gp per character 
  each), elixir of hiding (x2) (21 gp per character each). 
   
  Encounter Seven: Breaking and Entering 
  Loot the monk guards 
  APL 2 and 4: L: 50 gp; C: 0 gp; M: slippers of spider 
  climbing (x2) (400 gp per character each). 
  APL 6: L: 50 gp; C: 0 gp; M: slippers of spider climbing 
  (x2) (400 gp per character each), bracers of armor +1 
  (x2) (83 gp per character each). 
  APL 8: L: 50 gp; C: 0 gp; M: slippers of spider climbing 
  (x2) (400 gp per character each), bracers of armor +1 
  (x2) (83 gp per character each), potion of cure 
  moderate wounds (x2) (25 gp per character each). 
  APL 10: L: 50 gp; C: 0 gp; M: ki straps (x2) (417 gp per 
  character each), slippers of spider climbing (x2) (400 
  gp per character each), bracers of armor +1 (x2) (83 
  gp per character each), vest of resistance +1 (x2) (83 
  gp per character each), potion of cure moderate 
  wounds (x2) (25 gp per character each). 
   
  Encounter Nine: Stop that Gnome 
  Loot the monk arsonists 
  APL 2: L: 100 gp; C: 4 gp; M: ki straps (x4) (417 gp per 
  character each), bracers of armor +1 (x4) (83 gp per 
  character each). 
  APL 4: L: 100 gp; C: 4 gp; M: ki straps (x4) (417 gp per 
  character each), bracers of armor +1 (x4) (83 gp per 
  character each), potion of cure moderate wounds 
  (x4) (25 gp per character each). 
  APL 6: L: 100 gp; C: 4 gp; M: ki straps (x4) (417 gp per 
  character each), vest of resistance +1 (x4) (83 gp per 
  character each), bracers of armor +1 (x4), (83 gp per 
  character each), potion of cure moderate wounds 
  (x4) (25 gp per character each). 
  APL 8 and 10: L: 100 gp; C: 4 gp; M: ki straps (x4) (417 gp 
  per character each), vest of resistance +1 (x4) (83 gp 
  per character each), bracers of armor +2 (x4) (333 gp 
  per character each), potion of cure moderate wounds 
  (x4) (25 gp per character each). 
   
  Maximum Possible Treasure 
   
  APL 2:  
   
   
  450 gp 
   
  APL 4:  
   
   
  650 gp 
   
  APL 6:  
   
   
  900 gp 
   
  APL 8:  
   
   
  1,300 gp 
   
  APL 10:  
   
   
  2,300 gp 
   
   
   
  
  VER4-06 A Fools Errand 
   
  Page 23 
  Appendix One: NPCs 
   
  Important NPCs 
  All APLs 
  �Lathmir Amanthsal: male human (Suel) Ari7; CR 6; 
  Medium-size humanoid (human); HD 7d8+7; hp 45; 
  Init +4; Spd 30 ft.; AC 12 (+2 leather armor), touch 10, 
  flat-footed 12; Base Atk +5; Grp +4; Atk +4 melee (1d4-
  1/19-20, masterwork dagger); AL LE; SV Fort +3, Ref 
  +2, Will +9; Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 
  15. 
   
  Skills and Feats: Appraise +9, Bluff +12, Diplomacy 
  +14, Intimidate +8, Knowledge (history) +5, Listen +4, 
  Profession (merchant) +12, Sense Motive +14; 
  Improved Initiative, Iron Will, Leadership, Negotiator. 
   
  Possessions: masterwork dagger. 
   
  Pre-Cast Spells: Lathmir is under the benefits of 
  mind blank (CL 15
  th) throughout this scenario, which 
  means that divination spells fail to work against him. 
   
  �Watch Captain Caleb: male human (Rhennee) 
  Rog2/Ftr6; CR 8; Medium humanoid (human); HD 
  2d6+6d10+16; hp 62; Init +3; Spd 30 ft.; AC 21 (+3 Dex, 
  + 6 armor, +1 deflection, +1 natural), touch 14, flat-
  footed 18; Base Atk +7; Grp +8; Atk +10 melee (1d6+4 
  plus1d6 Non lethal damage, +1 merciful quarterstaff); 
  Full Atk +10/+5 melee (1d6+4 plus1d6 Non lethal 
  damage, +1 merciful quarterstaff); SA Improved Trip 
  +5; AL LN; SV Fort +7, Ref +7, Will +3; Str 12, Dex 16, 
  Con 14, Int 13, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +10, Diplomacy +11, Gather 
  Information +13, Knowledge Local +10 Intimidate +12, 
  Sense Motive +14, Spot +5, Search +5, Tumble +9; 
  Improved 
  Unarmed 
  Strike, 
  Weapon 
  Focus 
  (quarterstaff), Weapon Specialization (quarterstaff), 
  Improved Trip, Improved Grapple, Combat Reflexes, 
  Lightning Reflexes, Dodge, Defensive Throw*, Prone 
  Attack*. 
   
  Possessions: +1 merciful quarterstaff +1 glamered 
  mithral chainmail, +1 ring of protection, +1 amulet of 
  natural armor, circlet of persuasion, 3 vials of antitoxin, 
  two sunrods. 
  * See Appendix 2: New Rules items 
   
  �Uncle Krot: male human (Oeridian) Rog9/Wiz3; 
  CR 12; Medium humanoid (human); HD 9d6+3d4+24; 
  hp 73; Init +7; Spd 30 ft.; AC 17 (+3 Dex, +2 armor, +1 
  deflection, +1 natural), touch 16, flat-footed 13; Base 
  Atk +7; Grp +7; Atk +8 melee (1d6/18-20, rapier); Full 
  Atk +7/+2 melee (1d6/18-20, rapier); SA Sneak Attack 
  +5d6; SQ evasion, improved uncanny dodge, trap sense 
  +3, rat familiar; AL LE; SV Fort +8, Ref +10, Will +8; Str 
  10, Dex 16, Con 14, Int 16, Wis 10, Cha 12. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +8, 
  Bluff 
  +15, 
  Concentration +8, Diplomacy +15, Disguise +10, 
  Escape artist +13, Hide +13, Knowledge local +8 
  Intimidate +10, Sense Motive +10, Sleight of Hand +13, 
  Spellcraft + 12 Spot +4, Tumble +18; Combat Expertise, 
  Combat Reflexes, Craft Wondrous Item, Improved 
  Initiative, Iron Will, Scribe Scroll, Spell Focus 
  (Illusion).   
   
  Possessions: Krot’s belt of sizing, +2 bracers of 
  armor, +1 ring of protection, +1 amulet of natural 
  armor, ring of wizardry I, rapier. 
   
  Spells Memorized (4/3/2; base DC 13 + spell level, 
  14 + spell level for Illusion spells): 0—detect magic, 
  detect poison, open/close, prestidigitation; 1
  st—mage 
  armor, silent image (3), ventriloquism; 2
  nd—invisibility, 
  scare. 
   
  Pre-Cast Spells: Krot spends almost all of his time 
  in public under the effects of reduce person from his 
  belt of sizing. 
   
  Encounter 6: Killing the Messenger 
  APL 2 (EL 6) 
  �Monk Sniper (2): male human (Suel) Mnk4; CR 4; 
  Medium humanoid (human); HD 4d8+4; hp 27 [35]; 
  Init +1; Spd 40 ft.; AC 15 [17] (+1 Dex, +3 [+5] Wis, +1 
  armor), touch 14 [16], flat-footed 15; Base Atk +3; Grp 
  +5 [+7]; Atk +6 [+8]  ranged (1d8/x3 plus poison, 
  masterwork longbow) or +5 [+7] melee (1d8+2 [1d8+4], 
  unarmed strike); Full Atk +6 [+8]  ranged (1d8/x3 plus 
  poison, masterwork longbow) or +3/+3 [+5/+5] melee 
  (1d8+2 [1d8+4], unarmed strike); SA flurry of blows, ki 
  strike (magic), unarmed strike; SQ evasion, slow fall 
  (20 ft.), still mind; AL LN; SV Fort +5 [+7], Ref +6, Will 
  +7 [+9]; Str 14 [18], Dex 12 , Con 13 [17], Int 10, Wis 16 
  [20], Cha 8. 
   
  Skills and Feats: Jump +14 [+26], Move Silently +9, 
  Hide +9, Spot +10 [+12], Tumble +10; Deflect Arrows, 
  Dodge, Martial Weapon Proficiency (longbow), Zen 
  Archery*, Stunning Fist (Fort DC 17). 
   
  Possessions: bracers of armor +1, potion of cure 
  moderate wounds, masterwork longbow, 10 arrows 
  smeared with medium spider venom (injury poison, 
  Fort DC 14, initial damage 1d4 Str, secondary damage 
  1d4 Str), 2 gp. 
   
  Pre-cast spells: Before engaging the characters, 
  this monk has consumed a potion of bull’s strength, a 
  potion of bear’s endurance, a potion of jump and a 
  
  VER4-06 A Fools Errand 
   
  Page 24 
  potion of owl’s wisdom.  Stats in brackets are the 
  monk’s improved scores. 
  * See Appendix 2: New Rules Item.  
    
  Tactics: The monks take cover behind the low 
  decorative wall atop a building 30 feet high (+4 cover 
  bonus to AC). From there they shoot at the characters, 
  sniping in order to remain hidden (see the sniping 
  rules under the Hide skill description).  The monks 
  deflect the first arrow per round that would otherwise 
  hit each of them.  If pursued onto the roof the monks 
  leap from one roof to the next in order to keep a 
  building between the fighters and them.  If the party’s 
  fighters have all followed them onto the roof, and the 
  party’s spell casters are on the street below they leap 
  from the building to the street and engage the weaker 
  characters left behind in melee, using their stunning 
  attacks whenever possible.   
   
  APL 4 (EL 8) 
  �Monk Snipers (2): male human (Suel) Mnk6; CR 6; 
  Medium humanoid (human); HD 6d8+6; hp 39 [51]; 
  Init +1; Spd 50 ft.; AC 16 [18] (+1  Dex, +3 [+5] Wis, +1 
  AC bonus, +1 armor), touch 15 [17], flat-footed 15; Base 
  Atk +4; Grp +6 [+8] ; Atk +8 [+10] ranged (1d8+4/x3 
  plus poison, masterwork mighty composite longbow) 
  or +6 [+8] melee (1d8+2 [1d8+4], unarmed strike); Full 
  Atk +8 [+10] ranged (1d8+4/x3 plus poison, 
  masterwork mighty composite longbow) or +5/+5 
  [+7/+7] melee (1d8+2 [1d8+4] unarmed strike);  SA 
  flurry of blows, ki strike (magic), unarmed strike; SQ 
  evasion, purity of body, slow fall (30 ft.), still mind; AL 
  LN; SV Fort +7 [+9], Ref +7, Will +9 [+11]; Str 14 [18], 
  Dex 13, Con 12 [16], Int 10, Wis 16 [20], Cha 8. 
   
  Skills and Feats: Jump +20 [+32], Move Silently 
  +11, Hide +11, Spot +12 [+14], Tumble +13; Deflect 
  Arrows, Dodge, Improved Trip, Martial Weapon 
  Proficiency (longbow), Zen Archery*, Point-Blank 
  Shot, Stunning Fist (Fort DC 16 [18]). 
   
  Possessions: bracers of armor +1, vest of resistance 
  +1*, potion of cure moderate wounds, spare elixir of 
  hiding; masterwork mighty composite (Str +4) 
  longbow, 10 arrows smeared with large scorpion 
  venom (injury poison, Fort DC 18, initial damage 1d6 
  Str, secondary damage 1d6 Str), 2 gp. 
   
  Pre-cast spells: Before engaging the characters, 
  this monk has consumed a potion of bull’s strength, a 
  potion of bear’s endurance, a potion of jump and a 
  potion of owl’s wisdom.  Stats in brackets are the 
  monk’s improved scores. 
  * See Appendix 2: New Rules Item. 
   
  Tactics: The monks take cover behind the low 
  decorative wall atop a building 30 feet high (+4 cover 
  bonus to AC). From there they shoot at the characters, 
  sniping in order to remain hidden (see the sniping 
  rules under the Hide skill description).  The monks 
  deflect the first arrow per round that would otherwise 
  hit each of them.  If pursued onto the roof the monks 
  leap from one roof to the next in order to keep a 
  building between the fighters and them.  If the party’s 
  fighters have all followed them onto the roof, and the 
  party’s spell casters are on the street below they leap 
  from the building to the street and engage the weaker 
  characters left behind in melee, using their stunning 
  attacks whenever possible.   
   
  APL 6 (EL 10) 
  �Monk Snipers (2): male human (Suel) Mnk8; CR 8; 
  Medium humanoid (human); HD 8d8+16; hp 59 [75]; 
  Init +1; Spd 50 ft.; AC 17 [19] (+1 Dex, +3 [+5] Wis, +1 
  AC bonus, +2 armor), touch 16 [18], flat-footed 16 [18]; 
  Base Atk +6 [+8]; Grp +9 [+11] Atk +9 [+11] ranged 
  (1d8+4/x3 plus poison, masterwork mighty composite 
  longbow) or +9 [+11] melee (1d10+4, [1d10+5] 
  unarmed strike); Full Atk +9 [+12] ranged (1d8+4/x3 
  plus poison, masterwork mighty composite longbow) 
  or +8/+8/+3 [+10/+10+5] melee (1d10+3, [1d10+5] 
  unarmed strike); SA flurry of blows, Purity of Body, ki 
  strike (magic), unarmed strike; SQ evasion, purity of 
  body, slow fall (40 ft.), still mind, wholeness of body 
  (16 hp); AL LN; SV Fort +9 [+11], Ref +8, Will +10 
  [+12]; Str 16, [20] Dex 12, Con 14 [18], Int 10, Wis 16 
  [20], Cha 8. 
   
  Skills and Feats: Jump +26 [+38], Move Silently 
  +14, Hide +14, Spot +13 [+15], Tumble +16; Deflect 
  Arrows, Improved Trip, Martial Weapon Proficiency 
  (longbow), Weakening Touch (-6 STR for 1 minute)*, 
  Point-Blank Shot, Zen Archery*, Stunning Fist (Fort 
  DC 17 [19]). 
   
  Possessions: bracers of armor +2, vest of resistance 
  +1*, potion of cure moderate wounds, spare elixir of 
  hiding; masterwork mighty composite (Str +4) 
  longbow, 10 arrows smeared with purple worm poison 
  (injury poison, Fort DC 24, initial damage 1d6 Str, 
  secondary damage 2d6 Str), 2 gp. 
   
  Pre-cast spells: Before engaging the characters, 
  this monk has consumed a potion of bull’s strength, a 
  potion of bear’s endurance, a potion of jump and a 
  potion of owl’s wisdom.  Stats in brackets are the 
  monk’s improved scores. 
  * See Appendix 2: New Rules Item 
   
  Tactics: The monks take cover behind the low 
  decorative wall atop a building 30 feet high (+4 cover 
  bonus to AC). From there they shoot at the characters, 
  sniping in order to remain hidden (see the sniping 
  rules under the Hide skill description).  The monks 
  deflect the first arrow per round that would otherwise 
  
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  Page 25 
  hit each of them.  If pursued onto the roof the monks 
  leap from one roof to the next in order to keep a 
  building between the fighters and them.  If the party’s 
  fighters have all followed them onto the roof, and the 
  party’s spell casters are on the street below they leap 
  from the building to the street and engage the weaker 
  characters left behind in melee, using their stunning 
  attacks whenever possible.   
   
  APL 8 (EL 12) 
  �Monk Snipers (2): male human (Suel) Mnk10; CR 
  10; Medium humanoid (human); HD 10d8+20; hp 73 
  [93]; Init +1; Spd 60 ft.; AC 18 [20] (+1 Dex, +3 [+5] Wis, 
  +2 AC bonus, +2 armor), touch 16 [18], flat-footed 17 
  [19]; Base Atk +9 [+11]; Grp +10 [+12]; Atk +11 [+13] 
  ranged (1d8+5/x3 plus poison, +1 mighty composite 
  longbow) or +8 [+12] melee (1d10+5, unarmed strike); 
  Full Atk +11/+6 [+13/+8] ranged (1d8+4/x3 plus 
  poison, +1 mighty composite longbow) or +9/+4 
  [+11//+6] ranged (1d8+5/x3 plus poison, +1 mighty 
  composite longbow) or +10/+10/+5 [+12/+12/+7] 
  melee (1d10+3 [1d10+5], unarmed strike); SA flurry of 
  blows, ki strike (magic), unarmed strike; SQ evasion, 
  purity of body, slow fall (30 ft.), still mind, wholeness 
  of body (20 hp); AL LN; SV Fort +11 [+13], Ref +9, Will 
  +11 [+13]; Str 16, [20] Dex 12, Con 14 [18], Int 10, Wis 
  16, [20] Cha 8. 
   
  Skills and Feats: Jump +28 [+40], Listen +9 [+11], 
  Move Silently +16, Hide +16, Spot +15, Tumble +18; 
  Deflect Arrows, Dodge, Improved Trip, Martial 
  Weapon 
  Proficiency 
  (longbow), 
  Zen 
  Archery*, 
  Weakening Touch (-6 STR for 1 min)*, Point-Blank 
  Shot, Iron Fist (+1d6 Unarmed Strike)*, Stunning Fist 
  (Fort DC 18 [20]). 
   
  Possessions: bracers of armor +2, vest of resistance 
  +1, potion of cure moderate wounds, spare elixir of 
  hiding; +1 mighty composite (Str +4) longbow, 10 
  arrows smeared with gargantuan spider venom (injury 
  poison, Fort DC 31, initial damage 2d6 Str, secondary 
  damage 2d6 Str), 2 gp. 
   
  Pre-cast spells: Before engaging the characters, 
  this monk has consumed a potion of bull’s strength, a 
  potion of bear’s endurance, a potion of jump and a 
  potion of owl’s wisdom.  Stats in brackets are the 
  monk’s improved scores. 
  * See Appendix 2: New Rules Item Tactics: 
  The 
  monks take cover behind the low decorative wall atop a 
  building 30 feet high (+4 cover bonus to AC). From 
  there they shoot at the characters, sniping in order to 
  remain hidden (see the sniping rules under the Hide 
  skill description).  The monks deflect the first arrow 
  per round that would otherwise hit each of them.  If 
  pursued onto the roof the monks leap from one roof to 
  the next in order to keep a building between the 
  fighters and them.  If the party’s fighters have all 
  followed them onto the roof, and the party’s spell 
  casters are on the street below they leap from the 
  building to the street and engage the weaker characters 
  left behind in melee, using their stunning attacks 
  whenever possible.   
   
  APL 10 (EL 14) 
  �Monk Snipers (2): male human (Suel) Mnk12; CR 
  12; Medium humanoid (human); HD 12d8+24; hp 87 
  [111]; Init +1; Spd 60 ft.; AC 18 [20] (+1 Dex, +3 [+5] 
  Wis, +2 AC bonus, +2 armor), touch 16 [18], flat-footed 
  18 [20]; Base Atk +11; Grp +11; Atk +12 [+14] ranged 
  (1d8+5/x3 plus 1 Con plus poison, +1 wounding 
  mighty composite longbow) or +11 [+13] melee (2d6+3, 
  [2d6+5] unarmed strike); Full Atk +12/+7 [+14/+9] 
  ranged (1d8+5/x3 plus poison, +1 mighty composite 
  longbow) or +12/+7 [+14/+9] ranged (1d8+4/x3 plus 
  poison, 
  +1 
  mighty 
  composite 
  longbow) 
  or 
  +12/+12/+12/+7 
  [+14/+14/+14/+9] 
  melee 
  (2d6+3 
  [2d6+5], unarmed strike + poison); SA flurry of blows, 
  ki strike (magic/lawful), unarmed strike; SQ evasion, 
  improved evasion, purity of body, slow fall (40 ft.), still 
  mind, wholeness of body (24 hp) diamond body, 
  greater flurry, abundant step; AL LN; SV Fort +11 
  [+13], Ref +9, Will +11 [+13]; Str 16 [20], Dex 13, Con 
  14 [18], Int 10, Wis 16 [20], Cha 8. 
   
  Skills and Feats: Jump +28 [+40], Listen +15, Move 
  Silently +18, Hide +18, Spot +17, Tumble +20; Deflect 
  Arrows, Dodge, Improved Trip, Martial Weapon 
  Proficiency (longbow), Zen Archery*, Point-Blank 
  Shot, Rapid Stunning*, Stunning Fist (Fort DC 24 [26]) 
  Weakening Touch (-6 STR for 1 min)*, Iron Fist (+1d6 
  Unarmed Strike)*. 
   
  Possessions: bracers of armor +2, vest of resistance 
  +1, potion of cure moderate wounds, ki straps*, spare 
  elixir of hiding; +1 mighty composite (Str +4) longbow, 
  10 arrows smeared  and fists covered with dragon bile 
  poison (contact poison, Fort DC 26, initial damage 3d6 
  Str, no secondary damage), 2 gp. 
   
  Pre-cast spells: Before engaging the characters, 
  this monk has consumed a potion of bull’s strength, a 
  potion of bear’s endurance, a potion of jump and a 
  potion of owl’s wisdom.  Stats in brackets are the 
  monk’s improved scores. 
  * See Appendix 2: New Rules Item Tactics: 
  The 
  monks take cover behind the low decorative wall atop a 
  building 30 feet high (+4 cover bonus to AC). From 
  there they shoot at the characters, sniping in order to 
  remain hidden (see the sniping rules under the Hide 
  skill description).  The monks deflect the first arrow 
  per round that would otherwise hit each of them.  If 
  
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  Page 26 
  pursued onto the roof the monks leap from one roof to 
  the next in order to keep a building between the 
  fighters and them.  If the party’s fighters have all 
  followed them onto the roof, and the party’s spell 
  casters are on the street below they leap from the 
  building to the street and engage the weaker characters 
  left behind in melee, using their stunning attacks 
  whenever possible.  In melee, these monks use their 
  contact poison to incapacitate spell casters first, then 
  fighters.  On his last attack these monks use their 
  weakening touch. 
   
  Encounter Seven: Breaking and Entering 
  APL 2 & APL 4 (EL 2)  
  �Monk Guard (2): male human (Suel) Mnk1; CR 1; 
  Medium humanoid (human); HD 1d8+3; hp 11; Init +1; 
  Spd 30 ft.; AC 13 (+1 Dex, +2 Wis), touch 13, flat-footed 
  12; Base Atk +0; Grp +2; Atk +2 melee (1d6+2 unarmed 
  strike); Full Atk +0/+0 melee (1d6+2 unarmed strike) 
  or +1/+1 melee (1d6+2 plus poison on first hit, 
  siangham); SA flurry of blows, unarmed strike; AL LN; 
  SV Fort +5, Ref +3, Will +4; Str 14, Dex 12, Con 16, Int 
  10, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +5, Escape Artist +5, 
  Jump +6, Spot +6, Tumble +5; Endurance, Diehard, 
  Stunning Fist (Fort DC 12). 
   
  Possessions: 
  slippers 
  of 
  spider 
  climbing, 
  masterwork siangham poisoned with black adder 
  venom (injury poison, Fort DC 11, initial damage 1d6 
  Con, secondary damage 1d6 Con). 
   
   
  APL 6 (EL 4) 
  �Monk Guard: male human (Suel) Mnk2; CR 2; 
  Medium humanoid (human); HD 2d8+6; hp 19; Init +1; 
  Spd 30 ft.; AC 14 (+1 Dex, +2 Wis, +1 armor) touch 14, 
  flat-footed 13; Base Atk +1; Grp +3; Atk +3 melee 
  (1d6+2 unarmed strike); Full Atk +1/+1 melee (1d6+2 
  unarmed strike) or +2/+2 melee (1d6+2 plus poison on 
  first hit, siangham); SA flurry of blows, unarmed strike; 
  SQ evasion; AL LN; SV Fort +6, Ref +4, Will +5; Str 14, 
  Dex 12, Con 16, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +8, Escape Artist +6, 
  Jump +9, Spot +9, Tumble +8; Deflect Arrows, 
  Stunning Fist (Fort DC 13), Endurance, Diehard. 
   
  Possessions: bracers of armor +1, slippers of spider 
  climbing, masterwork siangham poisoned with sassone 
  leaf residue (contact poison, Fort DC 16, initial damage 
  2d12 hp, secondary damage 1d6 Con). 
   
  APL 8 (EL 6) 
  �Monk Guard: male human (Suel) Mnk4; CR 4; 
  Medium humanoid (human); HD 4d8+8; hp 31; Init +1; 
  Spd 40 ft.; AC 15 (+1 Dex, +3 Wis, +1 armor), touch 15, 
  flat-footed 14; Base Atk +3; Grp +5; Atk +6 melee 
  (1d4+2), Masterwork dagger plus poison) or +5 melee 
  (1d8+2, unarmed strike); Full Atk +3/+3 melee (1d8+2, 
  unarmed strike) or +4/+4 melee (1d6+2 plus poison on 
  first hit, siangham); SA flurry of blows, ki strike 
  (magic), unarmed strike; SQ evasion, slow fall (20 ft.), 
  still mind; AL LN; SV Fort +6, Ref +5, Will +7; Str 14, 
  Dex 12, Con 14, Int 10, Wis 17, Cha 8. 
   
  Skills and Feats: Jump +14, Move Silently +9, Hide 
  +9 , Spot +10, Tumble +11; Deflect Arrows, Endurance, 
  Diehard, Weakening Touch (-6 STR for 1 min)*, 
  Stunning Fist (Fort DC 15). 
   
  Possessions: bracers of armor +1, slippers of spider 
  climbing, 
  potion 
  of 
  cure 
  moderate 
  wounds, 
  masterwork siangham poisoned with deathblade 
  (injury poison, Fort DC 20, initial damage 1d6 Con, 
  secondary damage 2d6 Con). 
  * See Appendix 2: New Rules Item 
   
  APL 10 (EL 8) 
  �Monk Guard: male human (Suel) Mnk6; CR 6; 
  Medium humanoid (human); HD 6d8+12; hp 45; Init 
  +1; Spd 50 ft.; AC 16 (+1  Dex, +3 Wis, +1 AC bonus, +1 
  armor), touch 16, flat-footed 15; Base Atk +4; Grp +6; 
  Atk +7 melee (1d4+2, Masterwork dagger plus poison); 
  or +6 melee (1d8+2, unarmed strike); Full Atk +5/+5 
  melee (1d8+2, unarmed strike) or +6/+6 melee (1d6+2 
  plus poison on first hit, siangham); SA flurry of blows, 
  ki strike (magic), unarmed strike; SQ evasion, purity of 
  body, slow fall (30 ft.), still mind; AL LN; SV Fort +8, 
  Ref +7, Will +9; Str 14, Dex 12, Con 14, Int 10, Wis 17, 
  Cha 8. 
   
  Skills and Feats: Jump +20, Move Silently +11, 
  Hide +11, Spot +12, Tumble +13; Deflect Arrows, Fists 
  of Iron (+1d6 on unarmed attacks)*, Power Attack, 
  Flying Kick (+1d12 on charge attacks)*, Extra Stunning 
  (stunning 9 times per day)*, Improved Trip, Stunning 
  Fist (Fort DC 21). 
   
  Possessions: bracers of armor +1, slippers of spider 
  climbing, vest of resistance +1*, potion of cure 
  moderate wounds, ki straps*, masterwork siangham 
  poisoned with wyvern poison (injury poison, Fort DC 
  17, initial damage 2d6 Con, secondary damage 2d6 
  Con). 
  * See Appendix 2: New Rules Item 
   
  Encounter Nine – Stop that gnome 
  APL 2 (EL 6) 
  �Monk Small Sized (4): male human (Suel) Mnk2; 
  CR 2; Small humanoid (human); HD 2d8+6; hp 19 [23]; 
  Init +1 [+2]; Spd 20 ft.; AC 15 [17] (+2 Dex, +2 [+4] Wis, 
  +1 size), touch 15 [17], flat-footed 14 [16]; Base Atk +1; 
  Grp -1 [+0]; Atk +4 [+5] melee (1d4+2 [1d4+3], unarmed 
  
  VER4-06 A Fools Errand 
   
  Page 27 
  strike); Full Atk +2/+2 [+3/+3] melee (1d4+2 [1d4+3], 
  unarmed strike); SA flurry of blows, unarmed strike; 
  SQ evasion, AL LN; SV Fort +6 [+8] Ref +4 [+5], Will +5 
  [+7] Str 14 [16 (+4 bulls str, -2 reduce person)], Dex 12 
  [14] , Con 16 [20], Int 10, Wis 14 [18], Cha 8. 
   
  Skills and Feats: Balance +5 [+6], Escape Artist +7 
  [+8], Jump +8 [+7], Spot +8 [+10], Tumble +9 [+10]; 
  Deflect Arrows, Stunning Fist (Fort DC 18 [20]), 
  Endurance, Diehard. 
   
  -OR- 
   
  �Monk Medium Sized (4): male human (Suel) 
  Mnk2; CR 2; Medium humanoid (human); HD 2d8+6; 
  hp 19 [23]; Init +1; Spd 30 ft.; AC 13 [15] (+1 Dex, +2 
  Wis), touch 13 [15], flat-footed 12; Base Atk +1; Grp +3 
  [+5]; Atk +3 [+5] melee (1d6+2 [1d6+4], unarmed 
  strike); Full Atk +1/+1 [+3/+3] melee (1d6+2 [1d6+4], 
  unarmed strike); SA flurry of blows, unarmed strike; 
  SQ evasion, AL LN; SV Fort +6 [+8], Ref +4, Will +5 
  [+7] Str 14 [18], Dex 12, Con 16 [20], Int 10, Wis 14 
  [18], Cha 8. 
   
  Skills and Feats: Balance +5, Escape Artist +7, 
  Jump +8, Spot +8 [+10], Tumble +9; Deflect Arrows, 
  Stunning Fist (Fort DC 18 [20]), Endurance, Diehard. 
   
  Possessions: bracers of armor +1, ki straps*, large 
  cask of oil and alchemist’s fire. 
   
  Pre-cast spells: Before engaging the characters, 
  this monk has consumed a potion of bull’s strength, a 
  potion of bear’s endurance, a potion of owl’s wisdom 
  and a potion of reduce person. Stats in brackets are the 
  monk’s improved scores. 
  * See Appendix 2: New Rules Item 
   
  Tactics:  The monks are under strict orders to 
  throw the casks of oil through the windows of the 
  Guild Hall and cause as much damage as possible and 
  in full sight of the populace.  If they are attacked they 
  attempt to accomplish this task first, making a clear 
  showing that it is “gnomes” burning the Guild Hall.  
  Any of the local populace flees from the attackers the 
  round following the explosions of the oil.  After this, 
  the monks dismiss the reduce person spell and fight 
  the characters as medium sized monks.   
   
  APL 4 (EL 8) 
  �Monk Small Sized (4): male human (Suel) Mnk4; 
  CR 4; small humanoid (human); HD 4d8+8; hp 31 [39]; 
  Init +1 [+2] ; Spd 30 ft.; AC 17 [19] (+2 Dex, +3 [+5] Wis, 
  +1 armor, +1 size), touch 17 [19], flat-footed 15 [17]; 
  Base Atk +3; Grp +1 [+2]; Atk +6 [+7] melee (1d6+1 
  [1d6+3], unarmed strike); Full Atk +4/+4 [+5/+5] melee 
  (1d6+1 [1d6+3], unarmed strike); SA flurry of blows, ki 
  strike (magic), unarmed strike; SQ evasion, slow fall 
  (20 ft.), still mind; AL LN; SV Fort +6 [+8], Ref +5 [+6], 
  Will +7 [+9]; Str 14 [16 (+4 bulls str, -2 reduce person)], 
  Dex 12 [14], Con 14 [18], Int 10, Wis 17 [21], Cha 8. 
   
  Skills and Feats: Jump +14 [+15], Move Silently +9 
  [+10], Hide +9 [+14], Spot +10 [+12], Tumble +11 [+12]; 
  Deflect Arrows, Endurance, Diehard, Weakening 
  Touch (-6 Str for 1 min)*, Stunning Fist (Fort DC 20 
  [22]). 
   
  -OR- 
   
  �Monk Medium Sized (4): male human (Suel) 
  Mnk4; CR 4; Medium humanoid (human); HD 4d8+8; 
  hp 31 [39]; Init +1 ; Spd 40 ft.; AC 15 [17] (+1 Dex, +3 
  [+5] Wis, +1 armor), touch 15 [17], flat-footed 14; Base 
  Atk +3; Grp +5 [+7]; Atk +6 [+8] melee (1d4+2) [1d4+4], 
  Masterwork dagger plus poison) or +5 [+7] melee 
  (1d8+2 [1d8+4], unarmed strike); Full Atk +4/+4 
  [+6/+6] melee (1d4+2) [1d4+4], dagger plus poison or 
  +3/+3 [+5/+5] melee (1d8+2 [1d8+4] , unarmed strike); 
  SA flurry of blows, ki strike (magic), unarmed strike; 
  SQ evasion, slow fall (20 ft.), still mind; AL LN; SV Fort 
  +6 [+8], Ref +5 , Will +7 [+9]; Str 14 [18], Dex 12, Con 14 
  [18], Int 10, Wis 17 [21], Cha 8. 
   
  Skills and Feats: Jump +14 [+16], Move Silently +9, 
  Hide +9, Spot +10 [+12], Tumble +11; Deflect Arrows, 
  Endurance, Diehard, Weakening Touch (-6 Str for 1 
  min), Stunning Fist (Fort DC 20 [22]). 
   
  Possessions: bracers of armor +1, potion of cure 
  moderate wounds, ki straps*, large cask of oil and 
  alchemist’s fire. 
   
  Pre-cast spells: Before engaging the characters, 
  this monk has consumed a potion of bull’s strength, a 
  potion of bear’s endurance, a potion of owl’s wisdom 
  and a potion of reduce person. Stats in brackets are the 
  monk’s improved scores. 
  * See Appendix 2: New Rules Item 
   
  Tactics:  The monks are under strict orders to 
  throw the casks of oil through the windows of the 
  Guild Hall and cause as much damage as possible and 
  in full sight of the populace.  If they are attacked they 
  attempt to accomplish this task first, making a clear 
  showing that it is “gnomes” burning the Guild Hall.  
  Any of the local populace flees from the attackers the 
  round following the explosions of the oil.  After this, 
  the monks dismiss the reduce person spell and fight 
  the characters as medium sized monks.   
   
  APL 6 (EL 10) 
  �Monk Small Sized (4): male human (Suel) Mnk6; 
  CR 6; Small humanoid (human); HD 6d8+12; hp 45 
  [57]; Init +1 [+2]; Spd 40 ft.; AC 18 [20] (+2  Dex, +3 [+5] 
  
  VER4-06 A Fools Errand 
   
  Page 28 
  Wis, +1 AC bonus, +1 armor, +1 size), touch 18 [20], 
  flat-footed 16; Base Atk +4; Grp +2 [+3]; Atk +7 [+8] 
  melee (1d6+1 [1d6+3], unarmed strike); Full Atk +5/+5 
  [+6/+6] melee (1d6+1 [1d6+3], unarmed strike); SA 
  flurry of blows, ki strike (magic), unarmed strike; SQ 
  evasion, purity of body, slow fall (30 ft.), still mind; AL 
  LN; SV Fort +8 [+10], Ref +7 [+8] , Will +9 [+11]; Str 14 
  [16 (+4 bulls str, -2 reduce person)], Dex 12 [14],  Con 
  14 [18], Int 10, Wis 17 [21], Cha 8. 
   
  Skills and Feats: Jump +16 [+17], Move Silently 
  +11 [+12], Hide +11 [+16], Spot +12 [+14], Tumble +13 
  [+14]; Deflect Arrows, Fists of Iron (+1d6 on unarmed 
  attacks)*, Power Attack, Flying Kick (+1d12 on charge 
  attacks)*, Extra Stunning (stunning 9 times per day)*, 
  Improved Trip, Stunning Fist (Fort DC 21 [23]). 
   
  -OR- 
   
  �Monk Medium Sized (4): male human (Suel) 
  Mnk6; CR 6; Medium humanoid (human); HD 6d8+12; 
  hp 45 [57]; Init +1; Spd 50 ft.; AC 16 [18] (+1  Dex, +3 
  [+5] Wis, +1 AC bonus, +1 armor), touch 16 [18], flat-
  footed 15; Base Atk +4; Grp +6 [+8]; Atk +6 [+8] melee 
  (1d8+2 [1d8+4], unarmed strike); Full Atk +5/+5 
  [+7/+7] melee (1d8+2 [1d8+4], unarmed strike); SA 
  flurry of blows, ki strike (magic), unarmed strike; SQ 
  evasion, purity of body, slow fall (30 ft.), still mind; AL 
  LN; SV Fort +8 [+10], Ref +7 , Will +9 [+11]; Str 14 [18], 
  Dex 12, Con 14 [18], Int 10, Wis 17 [21], Cha 8. 
   
  Skills and Feats: Jump +20 [+22], Move Silently 
  +11, Hide +11, Spot +12 [+14], Tumble +13; Deflect 
  Arrows, Fists of Iron (+1d6 on unarmed attacks)*, 
  Power Attack, Flying Kick (+1d12 on charge attacks)*, 
  Extra Stunning (stunning 9 times per day)*, Improved 
  Trip, Stunning Fist (Fort DC 21 [23]). 
   
  Possessions: bracers of armor +1, vest of resistance 
  +1*, potion of cure moderate wounds, ki straps*, large 
  cask of oil and alchemist’s fire. 
   
  Pre-cast spells: Before engaging the characters, 
  this monk has consumed a potion of bull’s strength, a 
  potion of bear’s endurance, a potion of owl’s wisdom 
  and a potion of reduce person. Stats in brackets are the 
  monk’s improved scores. 
  * See Appendix 2: New Rules Item. 
   
  Tactics:  The monks are under strict orders to 
  throw the casks of oil through the windows of the 
  Guild Hall and cause as much damage as possible and 
  in full sight of the populace.  If they are attacked they 
  attempt to accomplish this task first, making a clear 
  showing that it is “gnomes” burning the Guild Hall.  
  Any of the local populace flees from the attackers the 
  round following the explosions of the oil.  After this, 
  the monks dismiss the reduce person spell and fight 
  the characters as medium sized monks.  The monks use 
  as frequently as possible their Stunning Attack, Fists of 
  Iron, and their Flying Kick feats. 
   
  APL 8 (EL 12) 
  �Monk Small Sized (4):  male human (Suel) Mnk8; 
  CR 8; small humanoid (human); HD 8d8+16; hp 59 
  [75]; Init +1 [+2]; Spd 40 ft.; AC 20 [22] (+2 Dex, +4 [+6] 
  Wis, +1 AC bonus, +2 armor, +1 size), touch 20 [22], 
  flat-footed 18 [20]; Base Atk +6; Grp +4 [+5]; Atk +9 
  [+10] melee (1d8+1 [1d8+3], unarmed strike); Full Atk 
  +7/+7/+2 [+8/+8/+3] melee (1d8+1 [1d8+3], unarmed 
  strike); SA flurry of blows, ki strike (magic), unarmed 
  strike; SQ evasion, purity of body, slow fall (40 ft.), still 
  mind, wholeness of body (16 hp); AL LN; SV Fort +9 
  [+11], Ref +8 [+9], Will +11 [+13]; Str 14 [16 (+4 bulls 
  str, -2 reduce person)], Dex 12 [14], Con 14 [18], Int 10, 
  Wis 18 [22], Cha 8. 
   
  Skills and Feats: Jump +24 [+25], Move Silently 
  +14 [+15], Hide +14 [19], Spot +14 [+16], Tumble +14 
  [+15]; Deflect Arrows, Fists of Iron (+1d6 on unarmed 
  attacks)*, Power Attack, Flying Kick (+1d12 on charge 
  attacks)*, Extra Stunning (stunning 9 times per day)*, 
  Improved Trip, Stunning Fist (Fort DC 23 [25]). 
   
  -OR- 
   
  �Monk Medium Sized (4):  male human (Suel) 
  Mnk8; CR 8; Medium humanoid (human); HD 8d8+16; 
  hp 59 [75]; Init +1; Spd 50 ft.; AC 18 [20] (+1 Dex, +4 
  [+6] Wis, +1 AC bonus, +2 armor), touch 18 [20], flat-
  footed 17 [19]; Base Atk +6; Grp +8 [+10]; Atk +8 [+10] 
  melee (1d10+2 [1d10+4], unarmed strike); Full Atk 
  +6/+6/+1 [+8/+8/+3] melee (1d10+2 [1d10+4], unarmed 
  strike); SA flurry of blows, ki strike (magic), unarmed 
  strike; SQ evasion, purity of body, slow fall (40 ft.), still 
  mind, wholeness of body (16 hp); AL LN; SV Fort +9 
  [+11], Ref +8, Will +11 [+13]; Str 14 [18], Dex 12, Con 
  14 [18], Int 10, Wis 18 [22], Cha 8. 
   
  Skills and Feats: Jump +24 [+26], Move Silently 
  +14, Hide +14, Spot +14 [+16], Tumble +14; Deflect 
  Arrows, Fists of Iron (+1d6 on unarmed attacks)*, 
  Power Attack, Flying Kick (+1d12 on charge attacks)*, 
  Weakening Touch (-6 Str for 1 min)*, Improved Trip, 
  Stunning Fist (Fort DC 23 [25]). 
   
  Possessions: bracers of armor +2, vest of resistance 
  +1*, potion of cure moderate wounds, ki straps*, large 
  cask of oil and alchemist’s fire. 
   
  Pre-cast spells: Before engaging the characters, 
  this monk has consumed a potion of bull’s strength, a 
  potion of bear’s endurance, a potion of owl’s wisdom 
  
  VER4-06 A Fools Errand 
   
  Page 29 
  and a potion of reduce person. Stats in brackets are the 
  monk’s improved scores. 
  * See Appendix 2: New Rules Item.   
   
  Tactics:  The monks are under strict orders to 
  throw the casks of oil through the windows of the 
  Guild Hall and cause as much damage as possible and 
  in full sight of the populace.  If they are attacked they 
  attempt to accomplish this task first, making a clear 
  showing that it is “gnomes” burning the Guild Hall.  
  Any of the local populace flees from the attackers the 
  round following the explosions of the oil.  After this, 
  the monks dismiss the reduce person spell and fight 
  the characters as medium sized monks.  The monks use 
  as frequently as possible their Stunning Attack, Fists of 
  Iron, and their Flying Kick feats. 
   
  APL 10 (EL 14) 
  �Monk Small Sized (4): male human (Suel) Mnk10; 
  CR 10; Small humanoid (human); HD 10d8+20; hp 73 
  [93]; Init +1 [+2]; Spd 50 ft.; AC 21 [23] (+2 Dex, +4 [+6] 
  Wis, +2 AC bonus, +2 armor, +1 size), touch 21 [23], 
  flat-footed 19 [21]; Base Atk +7; Grp +5 [+6];  Atk +10 
  [+11] melee (1d8+1 [1d8+3], unarmed strike); Full Atk 
  +8/+8/+3 [+9/+9/+4] melee (1d8+1 [1d8+3], unarmed 
  strike); SA flurry of blows, ki strike (magic), unarmed 
  strike; SQ evasion, purity of body, slow fall (50 ft.), still 
  mind, wholeness of body (20 hp); AL LN; SV Fort +10 
  [+12], Ref +9 [+10], Will +12 [+14]; Str 14 [16 (+4 bulls 
  str, -2 reduce person)], Dex 12 [14], Con 14 [18], Int 10, 
  Wis 18, [22] Cha 8. 
   
  Skills and Feats: Jump +28 [+31], Listen +9 [+11], 
  Move Silently +16 [+17], Hide +16 [+21], Spot +15 
  [+17], Tumble +18 [+19]; Deflect Arrows, Fists of Iron 
  (+1d6 on unarmed attacks)*, Power Attack, Flying Kick 
  (+1d12 on charge attacks)*, Extra Stunning (stunning 
  13 times per day)*, Weakening Touch (-6 STR for 1 
  Minute)*, Improved Trip, Stunning Fist (Fort DC 24 
  [26]). 
   
  -OR- 
   
  �Monk Medium Sized (4): male human (Suel) 
  Mnk10; CR 10; Medium humanoid (human); HD 
  10d8+20; hp 73 [93]; Init +1; Spd 60 ft.; AC 19 [21] (+1 
  Dex, +4 [+6] Wis, +2 AC bonus, +2 armor), touch 19 
  [21], flat-footed 18 [20]; Base Atk +7; Grp +9 [+11];  Atk 
  +9 [+11] melee (1d10+2 [1d10+4], unarmed strike); Full 
  Atk +7/+7/+2 [+8/+8/+3] melee (1d10+2 [1d10+4], 
  unarmed strike); SA flurry of blows, ki strike (magic), 
  unarmed strike; SQ evasion, purity of body, slow fall 
  (50 ft.), still mind, wholeness of body (20 hp); AL LN; 
  SV Fort +10 [+12], Ref +9, Will +12 [+14]; Str 14, [18] 
  Dex 12, Con 14 [18], Int 10, Wis 18, [22] Cha 8. 
   
  Skills and Feats: Jump +28 [+30], Listen +9 [+11], 
  Move Silently +16, Hide +16, Spot +15 [+17], Tumble 
  +18; Deflect Arrows, Fists of Iron (+1d6 on unarmed 
  attacks)*, Power Attack, Flying Kick (+1d12 on charge 
  attacks)*, Extra Stunning (stunning 13 times per day)*, 
  Weakening Touch (-6 STR for 1 Minute)*, Improved 
  Trip, Stunning Fist (Fort DC 24 [26]). 
   
  Possessions: bracers of armor +2, vest of resistance 
  +1*, potion of cure moderate wounds, ki straps*, large 
  cask of oil and alchemist’s fire. 
   
  Pre-cast spells: Before engaging the characters, 
  this monk has consumed a potion of bull’s strength, a 
  potion of bear’s endurance, a potion of owl’s wisdom 
  and a potion of reduce person. Stats in brackets are the 
  monk’s improved scores. 
  * See Appendix 2: New Rules Item.   
   
  Tactics:  The monks are under strict orders to 
  throw the casks of oil through the windows of the 
  Guild Hall and cause as much damage as possible and 
  in full sight of the populace.  If they are attacked they 
  attempt to accomplish this task first, making a clear 
  showing that it is “gnomes” burning the Guild Hall.  
  Any of the local populace flees from the attackers the 
  round following the explosions of the oil.  After this, 
  the monks dismiss the reduce person spell and fight 
  the characters as medium sized monks.  The monks use 
  as frequently as possible their Stunning Attack, Fists of 
  Iron, and their Flying Kick feats. 
   
   
   
  
  VER4-06 A Fools Errand 
   
  Page 30 
  Appendix Two: New Rules Items 
   
  Defensive 
  Throw 
  [GENERAL], 
  From 
  Complete Warrior 
  You can use your opponent’s weight, strength, and 
  momentum against her, deflecting her attack and 
  throwing her to the ground. 
  Prerequisites:  Dex 13, Combat Reflexes, Dodge, 
  Improved Trip, Improved Unarmed Strike 
  Benefit: If the opponent you have chosen to use your 
  Dodge feat against attacks you and misses, you can 
  make an immediate trip attack against that opponent.  
  This attempt counts against your allowed attacks of 
  opportunity in the round.   
   
  Extra Stunning [GENERAL], From Complete 
  Warrior 
  You gain extra stunning attacks. 
  Prerequisites:  Stunning fist, base attack bonus +2. 
  Benefit: You gain the ability to make three extra 
  stunning attacks per day. 
  Special:  You can take this feat multiple times.  Its 
  effects stack. 
   
  Fists of Iron [GENERAL], From Complete 
  Warrior 
  You have learned the secrets of imbuing your unarmed 
  attacks with extra force. 
  Prerequisites:  Improved Unarmed Strike, Stunning 
  Fist, base attack bonus +2.  
  Benefit: Declare that you are using this feat before you 
  make your attack roll (thus, a missed attack roll ruins 
  the attempt).  You deal an extra 1d6 points of damage 
  when you make a successful unarmed attack.  Each 
  attempt counts as one of your uses of the Stunning Fist 
  feat for the day.  
   
  Flying Kick [GENERAL], From Complete 
  Warrior 
  You literally leap into battle, dealing devastating 
  damage 
  Prerequisites:  Str 13, Jump 4 ranks, Improved 
  Unarmed Strike, Power Attack. 
  Benefit: When fighting unarmed and using the charge 
  action, you deal an extra 1d12 points of damage with 
  your unarmed attack.  
   
  Prone Attack [GENERAL], From Complete 
  Warrior 
  You can attack from a prone position without penalty 
  Prerequisites:  Dex 15, Lightning Reflexes, base attack 
  bonus +2 
  Benefit: You can make an attack from the prone 
  position and take no penalty on your attack roll.  If 
  your attack roll is successful you may regain your feet 
  immediately as a free action.  Opponents gain no bonus 
  on melee attacks against you while you are prone. 
  Special:  A fighter may select Prone Attack as one of 
  his fighter bonus feats. 
   
  Rapid Stunning [GENERAL], From Complete 
  Warrior 
  You can use your stunning attacks in rapid succession. 
  Prerequisites:  Combat Reflexes, Stunning Fist, base 
  attack bonus +6. 
  Benefit: You may use one additional stunning attack 
  (or other special attack that counts against your daily 
  limit of stunning attacks) per round. 
  Normal: You may only attempt a stunning attack (or 
  other special attack that counts against your daily limit 
  of stunning attacks) once per round. 
  Special:  A fighter may select Rapid Stunning as one of 
  his fighter bonus feats. 
  A character can take this feat multiple times.  Its effects 
  stack. 
   
  Weakening 
  Touch 
  [GENERAL], 
  From 
  Complete Warrior 
  You can temporarily weaken an opponent with your 
  unarmed strike. 
  Prerequisites:  Wis 17, Improved Unarmed Strike, 
  Stunning Fist, base attack bonus +2. 
  Benefit: Declare that you are using this feat before you 
  make your attack roll (thus, a missed attack roll ruins 
  the attempt).  You can make an unarmed attack that 
  deals no damage, but instead applies a -6 penalty to the 
  targets Strength score for 1 minute.  Multiple 
  weakening touches delivered on the same target are 
  not cumulative.  Each attempt to deliver a weakening 
  touch counts as one of your Stunning Fist attacks for 
  the day.  Creatures with immunity to stun effects 
  cannot be affected by this feat. 
  Special:  A fighter may select Rapid Stunning as one of 
  his fighter bonus feats. 
   
  Zen Archery [GENERAL], From Complete 
  Warrior 
  Your intuition guides your hand when you use a 
  ranged weapon. 
  
  VER4-06 A Fools Errand 
   
  Page 31 
  Prerequisites:  Wis 13, base attack bonus +1. 
  Benefit: You can use your Wisdom modifier instead of 
  your Dexterity modifier when making a ranged attack 
  roll.  
   
  Vest of Resistance (from Tome and Blood): These 
  garments offer magic protection in the form of a +1 to 
  +5 resistance modifier to saving throws (Fortitude, 
  Reflex, and Will). 
   
  Caster Level: 5
  th; Prerequisites: Craft Wondrous 
  Item. Resistance, caster level must be three times that 
  of the vest’s bonus, Market Price: 1,000gp (+1), 4,000gp 
  (+2), 9,000gp (+3), 16,000gp (+4), or 25,000gp (+5); 
  Weight: 1lb. 
   
  Ki straps (from Sword and Fist): These straps, when 
  wrapped around both hands, grant the wearer with a +5 
  enhancement bonus to her DC with a monk’s stunning 
  at or the Stunning Fist feat.  Wearing the straps is like 
  wearing gloves; they take up the “gloves” slot on a 
  character’s body.  
   
  Caster Level: 7
  th; Prerequisites: Craft Wondrous 
  Item, monk level 3
  rd+; Market Price: 5,000gp. 
   
  
  VER4-06 A Fools Errand 
   
  Page 32 
  Appendix Three:  Troubleshooting 
   
  In the running of the scenario some parties may 
  through their actions deviate substantially from the 
  general plotline of the scenario.   This section is 
  designed to provide some guidance for you as the DM 
  to handle such groups in a way that allows for the 
  scenario to continue to the end while allowing for 
  unconventional character choices.  Please follow the 
  suggestions 
  below 
  if 
  the 
  characters 
  seriously 
  compromise the scenario. 
  Be aware that you may have to alter or paraphrase the 
  given read-aloud text liberally if the characters deviate 
  from the primary path of this scenario. 
  Missing the gnome hook:  The most common 
  deviation would be to not help the gnome in 
  Encounter 1.  Failing to do so essentially eliminates the 
  players from the Gentlemen of the Watch experience.  
  Please note that Encounter 2B: Familiar Relations was 
  written to specifically allow such player’s access to the 
  Family, but not Watch, encounters. 
  If the characters miss the gnome hook, insert 
  Encounter 6 immediately after Encounter 2B – assume 
  that the “hit squad” was closing in on Krot, saw the 
  characters, and correctly surmised that the characters 
  had spoken with Krot.  In such a case the players will 
  be operating outside of the authorization of the Watch 
  and so may be delayed by the guard when they come to 
  investigate after the fight.  Also do not read the read-
  aloud text for that encounter—play the Watch as 
  suspicious of the characters but interested in the 
  bodies of the monks.  In playing the Watch it is 
  important to remember that there have been quite a 
  few such attacks in the city as of late, and the guard is 
  very interested in seeing who is behind the attacks.  
  Use your judgment in such a case, and as long as the 
  characters were not overly destructive in their 
  response (such as laying lightning bolts down across 
  city streets) the Watch will release them after some 
  intense questioning.   
  Missing the Carrot Hook:  If the characters refuse 
  Krot but helped the gnome, the Watch will still ask the 
  characters for assistance in delivering the letter to 
  Lathmir in Encounter 5 (which leads directly to 
  Encounter 6).  If necessary refer to the timeline of 
  events and allow the characters to do what they wish. 
  Completely off the scenario:  A few, hopefully very 
  few, parties may decide to deny all hooks.  In such a 
  case refer to the timeline of events and allow the 
  characters to act as they wish within that timeline.  
  Characters that belong to Lawful meta-orgs may, for 
  instance, go to the Watch on their own.  In such a case, 
  provided that they go to the Watch prior to the 
  delivery of Lathmir’s letter, Caleb will gladly use them 
  for bait duty instead of his own people. 
  Likewise, characters that belong to the Family need 
  only approach their contacts within the city to be 
  drafted into attempting to kidnap Lathmir.  Krot is no 
  more interested in endangering the lives of his own 
  men than Caleb is. Feel free to use your judgment if 
  the players warrant an attack by the “hit squad” from 
  Encounter 6.  This might happen if the players attempt 
  to infiltrate the crowd at the Bridgeforth Inn or 
  attempt to break in on their own.  If the characters are 
  attacked by the hit squad allow them two minutes to 
  question the defeated or dead monks before the Watch 
  shows up.  Use the information the Watch has for a 
  guide as to what they might learn from the “hit squad.” 
  If the players attempt to contact Lathmir or otherwise 
  attack him, pick up the adventure at Encounter 7: 
  Breaking and Entering, and then proceed to Encounter 
  8.  Highly resourceful characters may even be able, 
  through the use of diplomacy in Encounter 5 and 
  spells in Encounter 7, piece together what is occurring 
  and attempt to stop it in Encounter 9.  By all means 
  allow such go-it-alone characters to gain the experience 
  points from that portion of the scenario.  Do not, 
  however, read any of the text that corresponds to the 
  Watch or the Family, and cross any influence points 
  and favors off the characters’ ARs. 
  Crime in Verbobonc:  If the characters perform any 
  unprovoked attacks in a public place, any number of 
  witnesses report to the Gentlemen of the Watch, and 
  the characters are arrested.  Refer to the Verbobonc 
  Laws document, or charge the characters anywhere 
  from 4 to 26 TUs in jail based on the severity of their 
  crimes (only murder should warrant a sentence longer 
  than 18 TUs).  Note that attacking the monks in 
  Encounter 6 does not count as an unprovoked attack, 
  as the characters are defending themselves.  Also, 
  fighting the monks in Encounter 9 is not against the 
  law, once the characters know that the “gnomes” are up 
  to some crime (but attacking others in that Encounter, 
  such as the strolling couples, would almost certainly be 
  considered a crime). 
  
  VER4-06 A Fools Errand 
   
  Page 33 
  Appendix Four:  Timeline of Events 
   
  If this scenario plays out as expected, this is the 
  timeline of events that occur: 
   
  Earthday - 3:00 PM: 
  Lathmir speaks at Square, 
  Tympanum is attacked, the Watch responds. 
   
  Earthday - 7:00 PM  
  Watch Captain Caleb has 
  his letter raising suspicion within the brotherhood 
  delivered to Lathmir. 
   
  Earthday - 8:00 PM  
  Brotherhood “hit squad” 
  attacks the carriers of the letter and Caleb collects 
  evidence at the crime scene, and learning much of the 
  Brotherhood’s plans in the process.  
   
  Earthday - 12:00 PM 
  Family agents enter the 
  Bridgeforth Inn looking to kidnap Lathmir.  Lathmir 
  commits suicide and the agents leave – taking 
  Lathmir’s head with them. 
   
  Freeday - 1:00 AM Krot has Lathmir reincarnated.  He 
  comes back as a gnome and is driven insane in the 
  processes, however does provide substantial clues to 
  Krot as to the Brotherhood’s plans. 
   
  Freeday - 9:00 AM Krot and Caleb grudgingly meet to 
  discuss the Brotherhood and piece together the 
  Brotherhood’s plans. 
   
  Freeday - 11:00 PM. 
  The 
  Brotherhood 
  firebombs the Guild Hall, severely damaging the 
  building, and strikes at several other buildings 
  throughout the city.   
   
  Freeday - 11:00 PM 
  The Brotherhood kidnaps 
  Bub Tympanum. 
   
  Starday- 6:00 AM Krot and Caleb meet at the Guild 
  hall to compare information about the evening’s 
  attacks and discover the kidnapping of Bub 
  Tympanum. 
    
  
  VER4-06 A Fools Errand 
   
  Page 34 
  Appendix Five:  Maps 
  Player Map #1 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  VER4-06 A Fools Errand 
   
  Page 35 
  DM MAP #1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  VER4-06 A Fools Errand 
   
  Page 36 
  DM MAP #2 
  DM MAP #2
   
   
  
  VER4-06 A Fools Errand 
   
  Page 37 
  DM MAP #3 
   
   
   
   
   
  
  VER4-06 A Fools Errand 
   
  Page 38 
   
   
   
   
  
  VER4-06 A Fools Errand 
   
  Page 39 
  
  VER4-06 A Fools Errand 
   
  Page 40 
   
  Player Handout #1 
   
  
  VER4-06 A Fools Errand 
   
  Page 41 
   
  Player Handout #2 
   
  
  VER4-06 A Fools Errand 
   
  Page 42 
   
  Player Handout #3 
   
   
  
  VER4-06 A Fools Errand 
   
  Page 43 
   
  Critical Event Summary 
   
  If you are playing this event before October 31, 2004, please answer the following questions about your table and send 
  the results to gregoryhanigan@comcast.net 
   
   
  Did Lathmir Amanthsal die?  If so, was a significant portion of Lathmir Amanthsal delivered to Uncle Krot? 
   
   
  Was the Guild Hall damaged by the monks? 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/594/Normal Scenarios/VER4-06 - A Fool's Errand (APL 2-10)/VER4-06 - A Fools Errand.pdf