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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode Forty: In the Company of Rogues is ©2005 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. EPISODE XL In the Company of Rogues By: Gerry Ruiz One of the most prominent members within the Wizards' Cabal is in need of your assistance. Are you willing to take on the task of saving someone who is in dire peril? Recommended for characters that have played Funeral for a Hero, Part Two of the Tome’s Secret Series. A Dave Arneson's Blackmoor Dave Arneson's Blackmoor Dave Arneson's Blackmoor Dave Arneson's Blackmoor adventure for heroes levels 2- 8.

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  • Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode Forty: In the Com pany of Rogues is ©2005 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

    EPISODE XL In the Company of Rogues

    By: Gerry Ruiz

    One of the most prominent members within the Wizards' Cabal is in need of your assistance. Are you willing to take on the task of saving someone who is in dire peril? Recommended for characters that have played Funeral for a Hero, Part Two of the Tome’s Secret Series. A Dave Arneson's Blackmoor Dave Arneson's Blackmoor Dave Arneson's Blackmoor Dave Arneson's Blackmoor adventure for heroes levels 2-8.

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    Preface by Dave Arneson: One day, a little over thirty years ago, I discovered that I was bored. The campaign that I was running had become a drag. It was consumed with these long tedious battles and constant bickering over historical details. These most recently uncovered details would mess up next week’s battle. Curses on all such books! Why not just use one source and be done with it? CLICK! Graph paper, pencil, the old 20-sided dice we never used, some really poorly sculpted plastic monsters…I began to imagine a dungeon. My mind raced…I began to draw. Maybe I can fill it with critters and gold! This dungeon needs a name? Hmm, it’s a dark place in the wilds of wherever. Ahh! Blackmoor! By Sunday night the first six levels of the dungeon were done and the gaming table in the basement had been transformed into a small medieval town with a castle. A dungeon seemed like a good idea since it would keep the players from running all over the place. We still needed some more details… Ah! I drew a map of the town and the country around it. These last details took me most of the rest of the week to complete. I was really excited about this idea. Now everyone could be a hero like in a book but without a tight (and often dumb!) plot. They could do just about anything that they wanted to do, for better or for worse. In that short time, Blackmoor was born. The campaign setting now known as Blackmoor was done within the month with additional details added as needed. Both the setting and the rules continued to grow over the weeks. Most, but alas not all, the guys liked the game and wanted to keep playing. So the next few weeks were spent fleshing things out and trying to maintain the structure. In a very real way I have continued to “flesh things out” over the last thirty years. I continue to run the Blackmoor campaign in the games I judge at conventions and in my classroom. Over the years some 5,000+ people have adventured in Blackmoor in excess of 1,500 game sessions. The roads are well traveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin Clingman: Welcome to the magical world of Dave Arneson’s Blackmoor! The original Blackmoor campaign began over thirty years ago and served as the impetus for an entirely new gaming experience where every player could be both a fantastic hero

    and a winner. The game that would become Dungeons & Dragons relied heavily on the core discoveries made while Dave Arneson created a new gaming genre through his exploration of Blackmoor with his core group of players. So what’s the big deal with Blackmoor? It’s a distinct and compelling world to adventure in. Blackmoor provides a solid, almost classical launching point for players of all gaming backgrounds. Before there were adventure or role-playing games, there was Blackmoor. Blackmoor can be defined by its key precept: High Fantasy. Powerful heroes defend the land against impossible odds. What could be more fun that that? The frontier kingdom of Blackmoor sits in quite a precarious position. Ruled by the young King Uther Andahar, Blackmoor is beset on all sides by enemies and would be conquerors. Blackmoor’s enemies range from the savage Afridhi to the amorphous superbeing, The Egg of Coot. On a moment’s notice, the people of Blackmoor must be prepared to take up arms to defend themselves from invasion or even worse horrors. Compound this political turmoil with the constant discovery of new power and horrible monstrosities to find a populace quite uneasy with their lot in life. Some of them take up arms to define their destinies rather than waiting to become victims of fate. These brave adventurers serve a heroic purpose for both people and country. What is Dave Arneson’s Blackmoor: The MMRPG (Massively Multiplayer Role Playing Game)?: Dave Arneson’s Blackmoor: The MMRPG is designed to allow players to participate alongside each other in groups of 4 to 7 players in the rich fantasy world of Blackmoor that Dave Arneson created over 30 years ago. The campaign allows players to travel all over the world attending conventions and game days that are running Dave Arneson’s Blackmoor events. Since the rules for the campaign are the same everywhere in the world, players can quickly jump right into the action just about anywhere people are playing without having to worry about house rules. These complete rules can be found in Dave Arneson's Blackmoor: The MMRPG Campaign Sourcebook or by visiting www.dablackmoor.com.

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    Notes to the Judge: The most important part of Dave Arneson’s Blackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter the episode as necessary to ensure the enjoyment of the group and accommodate any unforeseen actions of the players. However, this ability should not be construed to reward foolish actions by players. In those situations, players should earn what they deserve. We ask that you as the judge use common sense in these situations. The complete episode should be read by the judge prior to play. The duration of the event should be approximately three and a half (3.5) hours of game play with time before and after the event for brief record keeping and preparation. When you run a Dave Arneson’s Blackmoor: The MMRPG episode we assume that you have access to the following books: Dave Arneson’s Blackmoor, the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. You should also have a set of dice (at least one d4, d6, d8, d10, d12, and d20), a way to track combats (such as graph paper or battle mat), some scrap paper, and a writing implement. In addition, you should be familiar with Dave Arneson’s Blackmoor: The MMRPG Campaign Sourcebook . The players should have fully completed Blackmoor character sheet, a character log sheet, a set of dice, a writing implement, and any other useful tools for play such as scrap paper or a miniature to represent their player character. You should have at least four players to have a sanctioned event. Prior to beginning play, the ATL (Average Table Level) should be determined to select the appropriate level of play. To do this, the total level of all players, followers, and animals that are not “class features” are added together (“Class feature” animals are animal companions, familiars, and paladin mounts and do not affect ATL.) The total levels are than divided by six players regardless of the number of players at the table. This number constitutes the party’s ATL. The party may choose to round up or down if the particular number is not an offered ATL.

    Time Units: The Blackmoor calendar has thirty-seven (37) weeks, with each week lasting a ten-day (10). Every character is allowed thirty-seven (37) time units (each unit being a week) for the Dave Arneson’s Blackmoor: The MMRPG campaign year (January 1 to December 31). Playing this event is a cost of one (1) time unit.

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    Blackmoor Background: Check for Wrath of Serpent assassins, Losing Focus Certs (Zoeyjee's dagger & Sliverfish)/

    Episode Background After their unsuccessful attempt to steal “the Tome of Serpents,” the mysterious group of “Serpent Assassins” plot another attempt at acquiring the deadly artifact. Elsewhere, having obtained the Tome of Serpents from the quaint isolated Cumasti village of Cicatri Down, Lady Monica Ladengast (an eccentric noble who specializes in collecting magical items and knowledge of anything that involves magic) returns to her home in Highpoint. Upon receiving word of his daughter’s most recent addition to her collection, Balthazar Ladengast orders Lady Monica to bring the Tome to him. With much reservation, Lady Monica concedes to meet her father in Vestfold. On their way to Vestfold, both Lady Monica and her bodyguard, Brutus, are ambushed. Brutus, of course, tries to save his mistress to no avail. In the struggle, Brutus is knocked unconscious and Lady Monica is taken captive. When he comes to, Brutus quickly realizing what has happened hurries on to Vestfold. Upon arriving he immediately informs Balthazar of this daughter’s kidnapping. Luckily Lady Monica chose not to obey her father completely and left the Tome back in Highpoint. If she had not done so it too would have certainly fallen into the hands of her kidnappers. Upon hearing this Balthazar dispatches Ciaran (a wizard who specializes in retrieving dangerously powerful items) to retrieve the Tome. No sooner does the Tome arrives to Vestfold that Balthazar receives a letter from the kidnappers demanding an outrageous ransom for Lady Monica’s safe return. Realizing that even if he pays the ransom, Balthazar is sure that his daughter is doomed. This is where the heroes come in….

    Episode Hook There are two possible introductions. Introduction A: Played Funeral for a Hero Any hero who participated in the episode “Funeral for a Hero,” especially if they have “the Favor of Lady Monica Ladengast,” receive an urgent letter from Balthazar Ladengast requesting they meet him in Vestfold. Introduction B: All others If none of the heroes have participated in the episode “Funeral for a Hero,” or did and chose to ignore the letter from Balthazar Ladengast, they hear rumors of a reward being offered to anyone willing to assist him with a situation that he needs taken care of.

    Chapter 1: Strange Beginnings Allow players a Knowledge: Nobility DC 10 check to know that Balthazar is the head of the Ladengast noble family. (The Ladengasts have appeared in Funeral for a Hero {Monica - sister) and Mountains of Madness {Gerd-son}). The chubby man is Cyrpo Celan (from Losing Focus). Read once players enter the Brown Bottle Tavern and Inn: A chubby dark haired man with an amethyst focus necklace and Cabal robes sits with a distinguished looking older gentleman. The older gentleman can be none other than Balthazar Ladengast., head of the Ladengast noble family. The distinguished looking man stands, "Please join us. There is wine here waiting for you and our food to come shortly." Allow for drinking, introductions, food service, and pleasantries. Some player may ask about Gerd, Monica, or Cyrpo.

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    Asking about Gerd: Yes, I hear he is doing well for himself up in the mountains. He went from wizard to business man in one fell swoop. I am quite proud of him. Asking about Monica: Yes, I would like to discuss Monica with you. I fear for her. That is why I have asked you to this lunch. Cyrpo: Yes, Cyrpo and I know each other from the Cabal. He was one of Gerd's students and he agreed to accompany me. Cyrpo how have you been (player knows Cyrpo)? (He clutches his amethyst and brings it to his heart.) I have been very well this last year. I hope to move up soon to my next focus. And you? What have you been up to? Monica Balthazar will eventually broach the subject of Monica: He looks around cautiously. Balthazar lowers his voice to a whisper. It is my sister Monica that brings us together this day. I fear for her life. She was returning from Cicatri Down with a powerful magic item. She was waylaid on the road back to Vestfold and her bodyguard Brutus escaped to tell the tale. I have received a note from kidnappers. I was so upset I threw it into the fire. It asked for the magic item in return for my sister. Apparently my daughter had the forethought to leave the item in a vault in Highpoint. Strange though it may seem, I was able to have one of my agents locate and retrieve the item from the vault. The note said that I was to turn in the ransom at Skinny’s Shrouded Scrupulous Store on 12th of Hotien so I am so glad that you could come to my request for aid. I can offer you 100gp each for your services to unravel this mystery. What say you? Undoubtedly the heroes might have some questions before they agree to anything… What is this Item that your sister is being ransomed for?

    It’s an artifact of an origin we have not been able to determine. Though at the surface it looks like an archaic tome of spells, both arcane and divine.(A Sense Motive of DC 20 will give hint that he knows more about this item then he lets on. If pressed about it, he’ll say the following..) For over a hundred the clergy of the temple of Faunus, in the Village oc Cicatri Down, have been the keepers of a dark secret, a secret that until recently they shared only with the druid who guarded the Cicatri Vale.” “The story begins a century or so ago when an evil sorcerer of terrifying and great power, known as Suth’lleamen, at the humble little village. He wielded a horrific looking book, which we have come to discover was known as the Tome of Serpents . After defeating Suth’lleamen and the army of deadly vipers that he controlled, the elves tried to decipher the nature of this artifact in attempt to destroy it. As their attempts proved futile they chose to entrust its safe keeping to the druid of Cicatri Vale.” “Several moons ago, an unnatural sickness befell their forest and the druid. Fearing the worst the Tome was retrieved and had been in their safe keeping ever since.” “Since then they’ve had the opportunity to research it a little better. It turns out that the nature of this Tome is more sinister then we could have imagined. They have reason to believe that this tome could be a key, or could lead us to a key that will unlock the prison of a creature so vile that knowledge of its existence has been lost to time. If this creature is ever set free it will spell doom for us all.” My research of this tome has lead me to believe that the creature in question is actually a priestess that lived close to forve centuries ago. What makes her so menacing is her supernatural ability to manipulate and control entire armies, quite possibly the gods themselves. Do you know who these kidnappers are? I am not sure, but I have reason to believe that they might be members of the local thieves’ guild. (A Sense Motive check DC 20 will indicate to the heroes that Balthazar believes this in not true. When pressed about this Balthazar will say that “there have been rumors over the last

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    couple of months of a serpent cult that has seeking to get a hold of the tome.”) Where do you believe we will be able to find the kidnappers and/or Monica? I do not know. You might want to try cheking out Skinny’s since that is where the kidnappers wanted me to drop off the “ransom”. Once the players agree, continue with the following, paraphrase as needed: "Well, before I forget let me give you a description of her. She has long silvered black hair and sparking blue eyes. She does wear fashions that are well.... a bit out of style. And she, she she...." he points to the open window of the tavern. You see a silvered haired woman running in a gray dress across the front of the tavern. "Do something!" Cyrpo yells as several dark figures cross your vision. What do you do? If the heroes choose to not get involved the episode ends fo them here. Go to Finale D

    Chapter 2: Rescue Rounding an alley outside, the heroes find a cornered (fake) Lady Monica Ladengast fighting several serpent assassins (who are disguised as members of the Vestfold Thieves’ Guild). Allow players a spot check. See below: Spot Monica's disguise: Take 20 Pin of Disguise 10 Masterwork kit +2 Disguise Check +23 Total: DC55 Players characters who have met Lady Monica in Funeral for a Hero, have a +4 bonus to this roll to spot the disguise. Sense Motive Monica's words: Bluff +21 Charisma +5 Cloak +1 Glibness +30 Total 57 + d20 roll

    Detection spells on Monica: Detect magic: She has residual magic from her spellcasting. Detect evil/good: Blocked by ring of mind shielding. Other divinations: These should be as cryptic as possible. The chance for incorrect information should be rolled secretly and known only to the game master. Other detection methods: Heal check: Heal check do not pierce disguise checks. The fake Monica is wearing all of the real Monica's accoutrements, which includes a ring of mind shielding. NOTE: If by some miraculous chance any of the heroes is able to see past her ruse and accuse her roleplay Balthazar as the protective brother who almost lost his sister to kidnappers and most be treated as Hostile when it comes to making Diplomacy checks against him. Any attempt to attack her by any of the heroes and that hero will be arrested on the spot. They will spend 2 TUs in jail. For that hero(es), Go to Finale C Unless any of the player characters are members of the Thieves’ Guild metaorg, they have no way of knowing that these “assassins” are not members of the Vestfold Thieves’ Guild. ATL 3 (EL 6) Lead Assassin, Medium Human (Thonian); Rog3/Sor2, hp 20; see appendix 2. Serpent Assassins (2): Medium Human (Thonian); Rog1, hp 7; appendix 2. ATL 5 (EL 8) Lead Assassin, Medium Human (Thonian); Rog4/Sor3, hp 30; see appendix 2. Serpent Assassins (4): Medium Human (Thonian); Rog1, hp 7; appendix 2. ATL 7 (EL 10) Lead Assassin, Medium Human (Thonian); Rog5/Sor4, hp 40; see appendix 2.

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    Serpent Assassins (4): Medium Human (Thonian); Rog1, hp 7; appendix 2. During the combat, the fake Monica, will "pass out." If the combat seems overwhelming after 7 rounds a squad of ten (10) arcane warriors show up and force the “assassins” to flee. After the combat is over, read or paraphrase the following: A wide eyed Balthazar comes out of the tavern. "My eternal thanks. I never could have imagined that that we would find her so quickly. I need to get her home and rested. I want you all to be my guest at my manor home. When we arrive I will be sure that you are compensated. Allow players to determine if they wish to accompany the Ladengasts and stay at the manor house.

    Chapter 3: Intercession Balthazar arranges an impromptu dinner party to honor the heroes on Hotien the 12 (the next day). Players have all day to shop, gather information, or wander the city, but are expected at the party in the evening. Gathering Information: Allow for one rumor at each location with a successful gather information check DC 15. 1. A partner of mine was traveling to Dragonia

    to deliver supplies when his wagon was attacked by dragons! Lucky for him, he had a spare mule with him that he cut loose. The dragons swooped in and ate the mule. He owes that animal his life.

    2. There are large numbers of undead in the southern end of the Greenwood. Be careful when traveling there.

    3. I've heard there are green dragons in the storm killer mountains. Even the elves don't wander too far south in the Redwood because of it.

    4. Have you been to the Redwood? For a forest that old, there's not many new trees, all the ones I see look hundreds of years old! Wonder what could cause that?

    5. You hear about the Peshwah god that fell? I hear that the Wizard's Cabal knows more about it that they are letting on. They always seem to know what's really going on.

    6. Several Skandaharan longships have been raiding the coast of Blackmoor between the Coot's Watch and Maus. The raiders are reported to have glowing blue eyes and to seek out magic items and spell casters.

    7. Gerd Landgest has become a major power in Flatrock.

    8. There are people in Blackmoor with clockwork arms and legs!

    9. I’ve seen at least two beastmen myself. One had the head of a bison and the other one of an ape. Nasty creatures they are. If you see a beastman cover your eyes as quick as you can or you risk the chance of going blind.

    10. A couple of followers of Chamber passed through the town just a week ago.

    11. The Wizards’ Cabal have been passing out small booklets to individuals who might be interested in learning more about their organization.

    12. I hear the Afridhi have a force of 3,000 strong in Robinsport. They patrol and watch the citizens constantly. A huge wooden palisade containing a 1,500 strong garrison has been built just south of the town. Dovar Urlander leads the local occupation

    13. I heard there some trouble down in the Hak plains. Some Peshwah holy man is kickin’ up a ruckus tryin’ to build a horse-based kingdom or some such. Still, best o’ luck to ‘em. Maybe they’ll take a bit of the Afridhi away from Ten and off our necks.

    Shopping: There are many opportunities for shopping in Vestfold. There are no certificates items that may be purchased through standard play. For certable items, see Shopping Certificate: Vestfold. Waldus Waterbee's Bakery Players may choose to visit Zoeyjee and Waldus and enjoy a pastry treat for one silver piece. Any player with Zoeyjee's dagger will be given free pastries.

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    Polished Paragons Polished Paragons is an immaculately clean one story stone building in excellent repair. It is run by Grond Gorduhendo (male dwarf Exp5, hp 21), an aging dwarf with a large belly that is covered by his graying beard. His two sons, Grody (male dwarf Ftr4, hp 36) and Grongo (male dwarf Ftr4, hp 36), work as guards for the establishment. Grond has a number of gems of various types, sizes, cuts and quality for sale. He has an elemental gem: earth (2,250gp) for sale. Jewels and Gewgaws Jewels and Gewgaws is a respectable one story wooden building in first-rate repair. It is run by Aldona Adderway (female half-elf Exp4, 18), a middle-aged half-elf of average height with a slender build. She has long flowing blonde hair and fair skin. She has two guards: Floquir (male half-elf Rng2, hp 13) and Tupill (male half-elf Ftr2, hp 16). Aldona has number of pieces of jewelry for sale and whatever non-magical she does not have, she is willing to have made, if necessary. Items for sale: Ring of Climbing (2,500gp) Ring of Jumping (2,500gp) Ring of Swimming (2,500gp) Ring +2 (8,000gp) The Thaumaturgy The Thaumaturgy is a small magical shop in the market in decent condition. The current owner of the establishment, Trickel “Tackledoom” Turnbottom (male gnome Brd3, hp 14) is a middle-aged gnome of average height with a large nose. He has a high forehead, fair hair, blue eyes and dark brown skin. Trickel had wandering about the various lands of Blackmoor for many years before deciding to settle down in the city of Vestfold. He then purchased the shop from a local family after the previous owner Xyloquomo died last year. Currently, Trickel’s stock is quite small, and contains mainly potions and elixirs but he is willing to sell whatever he has to the player

    characters for a fair price. See the table below for details: Type Description Cost Potion Aid 300 gp Potion Remove Fear 50 gp Potion Sanctuary 50 gp Weapon +1 sickle mace (small sized) 4680 gp Wondrous Item Elixir of Hiding 250 gp Wondrous Item Elixir of Sneaking 250 gp Potion Delay Poison 300gp Potion Neutralize Poison 750gp The Belly Wash Tavern The Belly Wash Tavern is a two story wooden dive in pitiable repair. Many of the city’s shadier folk come here to socialize, gamble and set up illicit deals or transactions. At night, the establishment is usually chock-full, but during the morning hour, the establishment is seemingly empty save the bartender, Rexx Ramble (male human (Thonian) Com4, hp 22), and a lone bouncer, Kudgum Konvorm (male dwarf Ftr5, hp 59). Rexx is a wiry man with dark skin and greasy black hair. He gazes about the room with half squinted eyes almost as if looking deep into one’s mind. Kudgum is a dreadfully gruff looking dwarf with a long scraggily black beard that has pieces of past meals encrusted within it. He is enormously broad shouldered even for a dwarf. He has the aura of someone who does not want to be trifled with. The owner Nidsut Mannglic (male human (Thonian) Exp3, hp 14) is currently elsewhere within the city of Vestfold handling a variety of nondescript matters. A variety of goods are available at the Belly Wash Tavern: Type Description Cost Drink Glass of Aqua Vitae 1 sp Drink Mug of Cheap Ale 1 cp Drink Mug of Dwarven Grog 2 cp Drink Pint of Beer 3 cp Meal Morning meal 1 sp Meal Afternoon meal 2 sp Spellbinding Scripts Spellbinding Scripts is a well-maintained and clean two-story store that sells various writing supplies, from quills to ink to an assortment of paper, plus magical scrolls. The store is owned

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    and run by Nilrem Zrawid (male human (High Thonian) Wiz5, hp 16) a small, hoary man with white hair that has seemingly not been combed in many years. Guarding the establishment is a tall, muscular, but dimwitted half-orc named Vagandob (male half-orc Ftr4, hp 40). He has grayish skin tones and a large skull with a protruding forehead. Upon entering Spellbinding Scripts, the player characters are immediately greeting by Nilrem who questions their interest today. He continually tries to push to make a sale. He gives them a fair price but is a relentless salesman. Check the following table for available items for sale. Gear Case, map or scroll (leather) Gear Ink Gear Inkpen Gear Paper (sheet) Gear Parchment (sheet) Gear Sealing wax Skinny's Shrouded Scrupulous Store As you approach the general store, you see the two-story shop is in decent repair. A slender male halfling sits in a rocking chair on the front porch. His beady dark eyes peer in your direction, as he continues to smoke upon a long slender pipe. As you approach, he removes the pipe from his mounth and begins to speak in a smooth pleasant voice, “Hello chaps, what can this halfling do for you fine folk on this good day?” The halfling, Bilthoner Bilimil (male halfling Rog4, hp 24), is currently the eyes and ears for the Skinny’s Shrouded Scrupulous Store. This general store, which does have a variety of goods for sale, also has information for sale. Most of the store’s profit is made off of the sale of information gathered. The store is owned and operated by members of Vestfold thieves’ guild, which is the best organized and, perhaps, strongest thieves’ guild in all of Blackmoor. This is one of their few slightly overt operations in the city of Vestfold. If the player characters mention the name Ligmy Loterman to Bilthoner, he cocks his head slightly and states that he believes they have business inside; he then resumes smoking his pipe and rocking in his chair.

    A high-pitched bell rings when people enter the store. It continues to jingle until the door is closed. As this occurs, a tall plumb male halfling with dark hair comes from the back of the store and warmly greets you, “Good day chaps, what can I do for thee? Is there anything in particular you are looking for? Perhaps a nice sturdy backpack or a good leather scroll case?” The halfling, Vitigais Verdigo (male halfling Rog6, hp 34), runs the shop. He begins to try and sell the player characters a variety of currently available goods and gear. See the table for details on what is currently available. Ligmy Loterman is unavailable at this time if players inquire. Items available to purchase: Type Description Armor Masterwork studded leather (small and medium) Armor Masterwork leather (small only) Gear Acid (flask) Gear Backpack Gear Bottle, wine, glass Gear Caltrops Gear Candle Gear Case, map or scroll (leather) Gear Crowbar Gear Flask (empty) Gear Grappling hook Gear Oil (1-pint flask) Gear Piton Gear Rope, hempen (50 ft.) Gear Rope, silk (50 ft.) Gear Sack (empty) Gear Signal whistle Tomes, Texts and Manuscripts It is a strong wooden building in good condition with a large front double door with long brass door handles that seem to have been built for a giant or other large creature. Opening the large double doors, you see they lead into an entrance hallway that is covered with a spotlessly clean red rug. On the far side of the hallway is another set of double doors of equal size to the ones now behind you.

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    Cracking open the second set of double doors, you see that it leads into a huge, warehouse-like room filled tightly with scores of bookcases filled with a variety of books, manuals, manuscripts, scrolls, texts and tomes of an assortment of topics, sizes and colors. In the middle of the room is a small clearing with a large light brown lamp that lies on the ground before a sizeable wooden desk. A single door lies behind the wooden desk just off to your right. Behind the desk sits a bookish, highbrowed High Thonian man engrossed in a thick text he is reading. The tall, skinny man wears a clean, wrinkle free set of brown robes and soft leather boots. Upon noticing you, he silently nods in your direction. The High Thonian man, Eugenne Silverfish (male human (High Thonian) Nob3, hp 14) is the owner of the bookstore Tomes, Texts and Manuscripts. Some of his recent collections for purchase are as follows: Myths and Legends of the Dragons 500gp The Realms of Blackmoor 500gp Skandaharian Fairy Tales 25gp Sea Creatures of Blackmoor 200gp The Wizards' Cabal The Wizard’s Cabal was founded in Vestfold in the Year 900. The stronghold Ardenn, located in Vestfold, continues to be the primary headquarters for the Cabal. Should the players choose to visit Ardenn, use Wizard Siggnafer Sillias (High Thonian Wizard) as the contact person. Players may purchase +1 arms and armor here as per the certificate in the treasure summary.

    Chapter 4: Dinner Party The small dinner party Balthazar promised has actually become a gala of who is who in Vestfold society including the mayor of Vestfold! The dinner is held in a large ballroom. There is a band playing in a genteel ballroom style. . During the dinner, the heroes will have an opportunity to socialize with nobles and

    prominent members of the Wizards Cabal. It is also a perfect opportunity for the heroes to gather information and rumors as well as hear stories. This is a perfect opportunity to have fun with the players and roleplay out this encounter. People in attendance:

    • Balthazar Ladengast • Monica Ladengast • Siggnafer Sillias • Cyrpo Selan • Jovellanos (from Funeral) • Gor Delk (mayor of Vestfold) • Ursula Zov: High Spellwise of War • Siidonis: High Spellwise of Knowledge • Veda Sonrean: Highspellwise of the

    Mystical Arts • Mengar Torerdyn, High Inquisitor of the

    Arcane Inquisition • Kyoryl Maloune, Profector General • Col, Clockwork Inquisitor • Ciaran, Close Friend and Confidant of

    Balthazar Important Note: The Cabal members are here as a social function and not a sorcerer hunt for PCs. Rumors: 1. Recent arrests that have been made of

    thieves guild members. (Any rogue in the party will get the feeling that he could be next.)

    2. “Those Thieves” turn kidnappers!! It is the thieves' guild threatening to corrupt our society. A person can't feel safe!

    3. I heard the King’s Guard caught an assassin not two steps from Uther’s door! He had a dagger forged from the flames of Hell itself-it melted through the floor when they killed him, and it’s still there!

    4. Many strange shadows have still been seen at night.

    5. They say that there is a thieves' guild war among the various towns. They say each town and city has a guild. Can you believe there is that much corruption.

    Players may make a Spot check DC 25 to notice a small figure looking in the window. (This is a

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    thieves’ guild member who is actually scouting the heroes out.)

    Chapter 5: Contact If the heroes notice the shadowy figure outside during the dinner party, they might choose to follow him back to his hideout. (This is a member of the real Thieves Guild, looking to get the PCs help.) If not, this Thieves guild member will interrupt the PCs peaceful slumber, who will ask for their help. He asks that they come with him to the Skinny's Shrouded Scrupulous Store. If the heroes choose to attack or attempt to capture him in order to turn him over to the authorities, the episode ends. Go to Finale E At this point, the heroes arrive at Skinny's Shrouded Scrupulous Store either by invitation from their midnight intruder or by following their stalker here. Ligmy Loterman is waiting for them. “Ligmy informs the heroes that the damsel they rescued is not Lady Monica but an imposter, and that this imposter is in fact part of a plot to steal the Tome of Serpents. Since the Thieves Guild is being accused of the kidnapping, he asks for the heroes help to clear their name. He knows that tonight the real villains of this insidious plot are going to attempt to steal the Tome and erase the evidence by killing the real Lady Monica, which the villains still hold captive. Being pressed for time the heroes are being given two options; either rescue Lady Monica or stop the theft. They will provide each player a favor in the future (+10 to one Gather Information, Disguise, or Bluff check or one lock/trap disabled while in Vestfold) for helping to clear their name. Going to get Monica: The players are sent to a large double door warehouse. The doors are locked and trapped. ATL 3: Locked Door DC 20, Break DC 13, Hardness DC 5, 20 hit points

    Bestow curse trap CR 4; magic device; touch trigger; automatic reset; spell effect (bestow curse, 5th level cleric, DC 14, Will negates); Search DC 28 Disable Device DC 28. Failing the save bestows a -6 decrease to Dexterity. This can only be removed with a break enchantment, limited wish, wish, miracle, or remove curse. The warehouse is large and full of miscellaneous boxes. Behind the boxes is a staircase down. Players must take every third stair or trigger a pit trap: Pit trap CR2; mechanical location trigger, manual reset, DC 20 Reflex avoids; 40 ft deep (4d6 fall), Search DC 20, Disable Device DC 20. Glyph of Warding - Glowing runes around the door. Blast Glyph (3d8 acid damage) - Reflex save DC 14. Read magic or Spellcraft DC 13 identifies the Glyph. Monica is unconscious and chained to a wall. Opening the lock (DC 20), cutting the chain, or otherwise tampering with the chain/locks in any way triggers the next trap: Summon Monster III trap, CR 3: magic device; touch trigger; automatic reset; spell effect (summon monster III, 5th level cleric, Search DC 28 Disable Device DC 28. The trap summons a viper swarm. See appendix ATL 5: The players are sent to a large double door warehouse. The doors are locked and trapped. Locked Door DC 25 Break DC 23, Hardness DC 5, 20 hit points Bestow curse trap CR 5; magic device; touch trigger; automatic reset; spell effect (bestow curse, 8th level cleric, DC 16, Will negates); Search DC 28 Disable Device DC 28. Failing the save bestows a -6 decrease to Dexterity. This can only be removed with a

  • - 12 -

    break enchantment, limited wish, wish, miracle, or remove curse. The warehouse is large and full of miscellaneous boxes. Behind the boxes is a staircase down. Players must take every third stair or trigger a pit trap: Pit trap CR4; mechanical location trigger, manual reset, DC 20 Reflex avoids; 80 ft deep (8d6 fall), Search DC 20, Disable Device DC 20. Glyph of Warding - Glowing runes around the door. Blast Glyph (5d8 acid damage) - Reflex save DC 16. Read magic or Spellcraft DC 13 identifies the Glyph. Monica is unconscious and chained to a wall. Opening the lock (DC 25), cutting the chain, or otherwise tampering with the chain/locks in any way triggers the next trap: Summon Monster V trap, CR V: magic device; touch trigger; automatic reset; spell effect (summon monster V, 8th level cleric, Search DC 30 Disable Device DC 30. The trap summons a barbed devil. See MM pg 52. ATL 7: The players are sent to a large double door warehouse. The doors are locked and trapped. Locked Door DC 30. Break DC 28, Hardness DC 10, 60 hit points Bestow curse trap CR 7; magic device; touch trigger; automatic reset; spell effect (bestow curse, 11th level cleric, DC 19, Will negates); Search DC 28 Disable Device DC 28. Failing the save bestows a -6 decrease to Dexterity. This can only be removed with a break enchantment, limited wish, wish, miracle, or remove curse. The warehouse is large and full of miscellaneous boxes. Behind the boxes is a

    staircase down. The staircase is 10 feet wide by 20 feet down. This pit trap triggers when the first person touches the bottom basement step an affects all creatures on the staircase: Wide Mouth Pit trap CR 6; mechanical location trigger, manual reset, DC 25 Reflex avoids; 40 ft deep (4d6 fall), Search DC 26, Disable Device DC 25. Note that the staircase is 20x10. Greater Glyph of Warding - Glowing runes around the door. Blast Glyph (10d8 acid damage) - Reflex save DC 19. Read magic or Spellcraft DC 13 identifies the Glyph. Monica is unconscious and chained to a wall. Opening the lock (DC 25), cutting the chain, or otherwise tampering with the chain/locks in any way triggers the next trap: Summon Monster VI trap, CR V: magic device; touch trigger; automatic reset; spell effect (summon monster V, 8th level cleric, Search DC 31 Disable Device DC 31. The trap summons a chained devil. See MM pg 53. If the heroes make a Heal check (DC15) on Lady Monica, they’ll notice that she is severly fatigued as though she has been starved for a several days and because of this she ahs taken 38 points of subdual damage. Once the heroes use the proper first aid to make her conscious (such as goodberries, cure or heal spells, etc.) she will be almost in a state of panic. It will take a DC25 Diplomacy check to get her to come down. If the heroes ask Lady Monica about her ordeal, all she’ll be able to tell them is that those “Cultists” talked about a plan to free their “Mistress” from her “Prison”. She knows nothing else. Go to Finale B Stopping the theft: The doors to manor house are ajar. Low male moaning can be heard from immediately inside.

  • - 13 -

    Opening the door there is a swarm of vipers slithering over the body of a barely conscious Balthazar. Players may make a DC 15 Spot check to note that he has been bitten by multiple vipers and a DC 18 to notice that there is venom oozing from some of the wounds. Players must either: delay poison, neutralize poison, or treat with a heal check DC 11 within 6 rounds of entry or Balthazar dies from constitution loss (or any other action that will stop the constitution loss.) ATL 3: Viper swarm - See Appendix ATL 5 (EL5): Viper swarm - See Appendix Large Viper snake (2) See MM pg. 280 ATL 7 (EL7): Viper swarm (2) - See Appendix Huge Viper snake (2) See MM pg. 280 Upstairs are Serpent Assassins. The fake Monica has fled the coop using nondetection spells. As the heroes make it upstairs read or paraphrase the following: As your group makes their way up to the second floor, you all hear what sounds like scuffling sounds coming from the library. Upon busting the door down you notice a group of dark individuals getting ready to make their escape with their ill gotten treasure in hand, “The Tome Of Serpents”. “So!”, says one of them, “you fools finally figured it out??!! Too bad you will not be alive for long to stop us from freeing our MISTRESS!!” “ELIMINATE THEM!!” And as he says this all of them charge forward to attack!! ATL 3 (EL 6) Lead Assassin, Medium Human (Thonian); Rog3/Sor2, hp 20; see appendix 2. Serpent Assassins (2): Medium Human (Thonian); Rog1, hp 7; appendix 2. ATL 5 (EL 8)

    Lead Assassin, Medium Human (Thonian); Rog4/Sor3, hp 30; see appendix 2. Serpent Assassins (2): Medium Human (Thonian); Rog3, hp 15; appendix 2. ATL 7 (EL 10) Lead Assassin, Medium Human (Thonian); Rog5/Sor, hp 40; see appendix 2. Serpent Assassins (3): Medium Human (Thonian); Rog4, hp 20; appendix 2. Once the heroes defeat the “assassins”, Go to Finale A

    Finale A - If the players stop the theft of the Tome: This finale happens if the heroes stop the Tome of Serpents from being stolen Having had stopped the theft of the Tome of Serpents , Balthazar Ladengast gives you his thanks for foiling this plot. He also has some more good news… his sister has been found, a little worse for wear but alive. It looks like Ligmy kept true to his word and made sure that she was brought back alive. The next morning, while having breakfast at Brown Bottle Tavern and Inn, sitting there you wonder…… what is so special about this Tome? Who were those assassins who you fought? And did you do the right thing by letting the Wizards Cabal keep the Tome? Only time will tell…….. B - If the players rescued Lady Monica: This finale happens if the heroes went to rescue Lady Monica Ladengast. As you arrive at the Ladengast estate with the damsel you just rescued, you find that you are greeted by Balthazar himself with a squad of arcane warriors following his lead. It appears he has good news for you as well. A group of dark figures just tried to steal the Tome, but oddly enough they were all defeated before anyone knew that they were there.

  • - 14 -

    It looks like Ligmy was able to make do on his promise and did stop those “Cultists” from taking the Tome. The next morning, while having breakfast at Brown Bottle Tavern and Inn, sitting there you wonder…… what is so special about this Tome? Who were those assassins who you fought? And did you do the right thing by letting the Wizards Cabal keep the Tome? Only time will tell…….. C - If the heroes get arrested: This finale happens if they heroes do anything to get arrested. After spending two weeks in jail for assaulting a member of a noble house, you hear rumors that the real Lady Monica was found dead in an underground hideout, chained to the wall. Also that an artifact or some sort of relic was stolen from a member of the Wizards Cabal. Weeks after that, you hear people talk about evil dark figures that are beginning to gather on the outskirts of the Westwood… as if they we gathering there for a reason.…. What indeed is going on?? Only time will tell……. D – Leave me out of it!! This finale happens if the heroes chose not to get involved: The next morning, while having breakfast at Brown Bottle Tavern and Inn, sitting there you wonder…… if you passed up a good opportunity… a good adventure!! Weeks after that, you hear people talk about evil dark figures that are beginning to gather on the outskirts of the Westwood… as if they we gathering there for a reason.….What indeed is going on?? Only time will tell…….

    E – Total Party Failure!! This finale happens if the heroes failed to stop the theft or to rescue Lady Monica, please paraphrase accordingly: Having been unable to succeed at the task Ligmy gave you the night before, this morning, while having breakfast at Brown Bottle Tavern and Inn, sitting there you wonder…… what is so special about this Tome? Who were those assassins who you fought? And will you encounter them again?? Weeks after that, you hear people talk about evil dark figures that are beginning to gather on the outskirts of the Westwood… as if they we gathering there for a reason.….What in deed is going on?? Only time will tell……..

    Experience Points: Reward the player characters experience points for items completed below: Successful 550 xp Roleplaying Reward 200 xp Total: 750 xp ** If the heroes get arrested, they spend 2 TUs in jail and receive a penalty of -100xp

    Mementoes List by each chapter what the players may have to take away from this episode. Values provided are full market value. Items sold are redeemed at half value, while gems may be redeemed for full value. Maximum gold piece value for the episode (excluding certificate) is as follows: ATL 1: 500gp. ATL 3: 750gp ATL 5: 1,000gp The shops around town ALL ATLs Purchases from: Polished Paragons:

    • Elemental gem: earth (1) (value 2,250gp)

    Jewels and Geegaws: • Ring of Climbing (2,500gp) • Ring of Jumping (2,500gp)

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    • Ring of Swimming (2,500gp) • Ring +2 (8,000gp)

    The Thaumaturgy Potion of Aid (1) (value 300 gp) Potion of Remove fear (1) . (value 50 gp) +1 Sickle Mace (small sized) (1) (value 4,680 gp) Elixir of Hiding (1) (value 250 gp) Elixir of Sneaking (1) (value 250 gp) Potion of Delay Poison (1) (value 300 gp) Potion of Neutralize Poison (1) (value 750gp) Spellbinding Scripts Scroll from Table 7-23 and 7-24 in the DMG 3.5 up to 200gp. (limit 3) Tomes, Texts and Manuscripts.

    � Myths and Legends of the Dragons 500gp

    � The Realms of Blackmoor 500gp � Skandaharian Fairy Tales 25gp � Sea Creatures of Blackmoor 200gp

    Chapter 2: Rescue? Cloak of Elvenkind (1) (value 2,500gp) Boots of Elvenkind (1) (value 2,500gp) Brooch of Shielding (1) (value 1,500gp) Horn of Fog (1) (value 2,000gp) Salve of Slipperiness (value 1,000gp) Small Dagger +1 (value2,302gp) ATL 3 Small Returning Dagger +1 (value 8,302 gp) ATL 5 & 7 ATL 3: Whip Token (3) (value 500gp each)

    ATL 5: Vest of Escape (1) (value 5,200gp) OR

    Wand of Glibness 10 charges (2,250gp),

    Wand of alter self 20 charges (1,800gp),

    Hat of Disguise (1,800gp),

    Pearl of Power 2 (2,000gp),

    Dust of Tracelessness (250gp),

    Cloak of Charisma +2.

    FinFinale

    All ATLs Wrath of the Serpent Assassins (6) For foiling their plans, they have sworn an oath of eternal vengeance against you. Until further notice, you suffer a -2 morale penalty to Initiative checks when fighting the Serpent Assassins. Favor of the Vestfold Thieves Guild: (6) They will provide each player a favor in the future +10 to one Gather Information, Disguise, or Bluff check or one lock/trap disabled while in Vestfold for helping to clear their name. Mark this certificate as used once the favor has been redeemed.

  • - 16 -

    Appendix 1: Notable NPCs

    Monica Ladengast : Female High Thonian Expert 8 / Aristocrat 3; CR 9; Medium Humanoid; HD (8d6)+(3d8)+11; hp 58; Init +1 (+1 Dex, +0 Misc); Spd Walk 10'; AC 17 (flatfooted 16, touch 11); Base Atk +8/+3; Grp +7/+2; Vision: Normal; AL: CG; SV: Fort +4, Ref +4, Will +11; STR 9, DEX 13, CON 13, INT 16, WIS 14, CHA 18

    Skills and Feats: Appraise +13, Bluff +7, Craft (Alchemy) +9, Decipher Script +17, Diplomacy +9, Gather Information +8, Handle Animal +11, Intimidate +10, Knowledge (Arcana) +17, Knowledge (Geography) +6, Knowledge (History) +9, Knowledge (Local) +6, Knowledge (Nobility and Royalty) +5, Knowledge (The Planes) +6, Literacy +11, Perform (Dance) +5, Ride +8, Search +5, Sense Motive +7, Speak Language +6, Spellcraft +14, Spot +5, Use Magic Device +8, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Investigator, Martial Weapon Proficiency, Negotiator, Persuasive, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Spellcraft), Tower Shield Proficiency.

    Possessions: Amulet of Health +2; Bracers of Armor +6; Goggles of Minute Seeing; Ring of Mind Shielding; Ring of Spell Storing; Wand of Acid Arrow; Wand of Detect Magic; Wand of Hold Person; Clothing suitable to a noble lady but is at least three years out of style.

    Description: Synonymous with magic is the Ladengast name. For as long as there have been wizards there have been Ladengast who work and use the forces of magic. No one family knows more about the ways of magic than the Ladengasts, and even if a family member does not have the spark for magic, they still are a student of the history and ways of magic. The current head of the family is Balthazar Ladengast. Balthazar is one of Blackmoor premier scholars and his research into the development and creation of magic items has brought him much renown among members of the Cabal. Besides his research, Balthazar is known for his attitudes toward sorcery, and many sorceresses have met their end at his hands. It is Balthazar who encouraged his son Gerd, to trace and locate a family mystery, and it is Balthazar who is the brother to the fair lady Monica Ladengast. Monica Ladengast, no one posses the mixture of beauty and intelligence that she does. Though she is not blesses with the ability to work the forces of Arcana, she is a student of it, and through the years have accumulated a large private library devoted to the art. A student of history, Monica is known through out the social circles of Highpoint for being a master of conversation and many come to here seeking her advice and counsel. Though Monica, by all appearances, seems unconcerned with her lack of magical ability, she harbors a dark secret—she is jealous of her brother and his gifted children. She envies their ability to work magic, and she feels that if she were born with the ability, she would have long ago supplanted her brother in power and ability. Such is her desire to work magic, she has secretly amassed a collection of magic items in the vain hope she can pretend that she has the ability to work magic. Unknown to her brother, and family, Monica has squandered the bulk of her personal wealth in the accumulation of magical texts and items. Though she is rich in these material items, her land holdings have all been sold off to continue the funding of her collection. Gone is the vast winery she inherited from her father. Gone are the property holdings she had, all she is left with is the small, manor that is filled with numerous books, magical apparatus, and other items. It is only through the generosity of her brother that she can maintain the expenses that she has incurred. Now with her nephew’s discovery of a set of ruins that once belonged to a long forgotten family member, Monica’s jealously has grown greater. It angers her that her nephew Gerd, who lacks both the wits and the knowledge that she has, would have access to such a long forgotten trove of magical history and items. It is this jealously that has fueled her most recent actions to acquire the text the Tome of Serpents. Monica is a charming and engaging woman in her late 40’s. Her chestnut brown hair is just now showing a touch of gray, and her eyes are of the deepest violet. She is a beautiful woman who is capable of making men swoon, and room glare in jealously. Though beautiful, she is not vain, and often is seen walking her gardens in clothing only a commoner would wear. Such is her addiction to items of magic and knowledge; Monica often forgoes buying the necessities in life, such as the latest styles. Her clothing is always out of date, and though well kept, you can tell that her interest lie more to academia than in outward appearances. She is a devoted friend, and a bitter enemy, and often her desire to gain knowledge overrules her common sense.

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    Jovellanos: Male High Thonian Wiz5; CR 5; Medium Humanoid; Possessions: headband of mind shielding Description: Jovellanos is a self-centered opportunist who will lie and cheat to get what he wants. Ciaran: Male Human (High Thonian) Wiz 13; CR 13; Medium-size humanoid (human); HD 13d4+0; hp 40; Init +7; Spd 30 ft.; AC 18, touch 18, flat-footed 15; Base Atk +6/+1; Grp +6; Atk +8 Melee (1d4+2/19-20, Medium +2 dagger) or +11 Ranged; Full Atk +8/+3 Melee (1d4+2/19-20, Medium +2 dagger) or +11/+5 Ranged; SA --; AL LN; SV Fort +9, Ref +12, Will +14; Str 10, Dex 16, Con 11, Int 23, Wis 12, Cha 19. Skills and Feats: Concentration +14, Decipher Script +10, Diplomacy +11, Intimidate +11, Knowledge (arcane) +11, Knowledge (history) +9, Knowledge (religion) +9, Knowledge (the planes) +9, Sense Motive +8, Spellcraft +23, Spot +7, Improved Initiative, Improved Counterspell, Scribe Scroll, Skill Focus (Concentration), Spell Focus (Conjuration), Greater Spell Focus (Conjuration), Quicken Spell, Maximize Spell Spells: 4/6/5/5/5/4/2/1; Save DC 16+spell level (DC18+spell level for conjuration spells) Spells Prepared: 0-daze, detect magic, ghost sound, touch of fatigue 1-obscuring mist, ray of enfeeblement(x2), sleep(x2), protection from evil 2-ghoul touch, web, blindness/deafness(x2), glitterdust 3-deep slumber, hold person(x2), dispel magic, magic circle against evil 4-Greater Invisibility, Phatasmal Killer, Evard’s Black Tentacles, Otiluke’s resilient sphere, bestow curse 5-Cabal’s curse, baleful polymorph, greater dispel magic, mass bull’s strength 6-Mass Bull’s Strength, True Seeing 7-Greater Teleport Possessions: +2 Dagger, Brooch of Shielding, Bracers of Armor +3, cloak of resistance +5, boots of elvenkind, Headband of Intellect +4, Ring of Protection +2, Staff of Conjuration. Description: Ciaran is one of the most prestigious members of the Wizards Cabal. He’s a serious man in his late sixties, who will give those he pursues plenty of time to do what he feels is the right thing to do. He is a valued and trusted ally and a determined foe to be reckoned with. He is distrusting of anyone speaking ill or shows little respect for of the Wizards Cabal.

  • - 18 -

    Appendix 2: Opponents Fake Monica Ladengast:

    False Monica Ladengast : Female High Thonian Bard 10; CR 10; Medium Humanoid; HD (10d6)+20; hp 60; Init +1 (+1 Dex, +0 Misc); Spd 30; AC 17 (flatfooted 16, touch 11); Base Atk +8/+3; Grp +7/+2; Vision: Normal; AL: CN; SV: Fort +5, Ref +8, Will +8; STR 9, DEX 13, CON 13(15), INT 16, WIS 14, CHA 20 (22)

    Skills and Feats: Appraise +13, Bluff +21, Craft (Alchemy) +9, Decipher Script +17, Diplomacy +11, Disguise +23, Forgery +7, Gather Information +8, Handle Animal +11, Intimidate +12, Knowledge (Arcana) +17, Knowledge (Geography) +6, Knowledge (History) +9, Knowledge (Local) +6, 8, Search +5, Sense Motive +7, Speak Language +6, Spellcraft +14, Spot +5, Use Magic Device +8, Armor Proficiency (Light), Deceitful, Negotiator, Persuasive, Simple Weapon Proficiency, Skill Focus (Spellcraft).

    Spells Known (6/6/6/5/3); Spells per day 3/5/5/3/1; DC 16+spell level: 0- lullaby, mage hand, mending, message, read magic, 1st- charm person, disguise self, expeditious retreat, grease, hypnotism, unseen servant. 2nd- alter self, detect thoughts, glitterdust, hypnotic pattern, misdirection, suggestion, 3- charm monster, clairaudience/clairvoyance, dispel magic, glibness, phantom steed; 4- dimension door, dominate person, freedom of movement.

    Possessions belonging to the real Monica Ladengast: Amulet of Health +2; Bracers of Armor +6; Goggles of Minute Seeing; Ring of Mind Shielding; Ring of Spell Storing; Wand of Acid Arrow; Wand of Detect Magic; Wand of Hold Person; Clothing suitable to a noble lady but is at least three years out of style.

    Possessions belonging to the fake Monica Ladengast: masterwork disguise kit, Wand of Glibness 10 charges (2,250gp), Wand of alter self 20 charges (1,800gp), Hat of Disguise (1,800gp), Pearl of Power 2 (2,000gp), Dust of Tracelessness (250gp), Cloak of Charisma +2.

    Description: She appears and acts for all purposes to be an exact replica of Monica Ladengast. If totally found out, she attempts to flee the scene as quickly as possible. Otherwise aggressive actions will meet with law enforcement action, as others believe she is the real Monica Ladengast. Spot Monica's disguise: Take 20 Pin of Disguise 10 Masterwork kit +2 Disguise Check +23 Total: DC55 Players characters who have met Monica, have a +4 bonus to this roll to spot the disguise. Sense Motive Monica's words: Bluff +21 Charisma +5 Cloak +1 Glibness +30 Total 57 + d20 roll

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    Chapter Two – Rescue? ALL ATLs Serpent Assassins : Male Human (Thonian) Rog1; CR 1; Medium-size humanoid (human); HD 1d6+2; hp 7; Init +8; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +0; Grp +2; Atk +4 Melee (1d4+3/19-20, Medium +1 dagger) or +4 Ranged (1d4/19-20, Medium hand crossbow); Full Atk +5 Melee (1d4+3/19-20, Medium dagger) or +4 Ranged (1d4/19-20, Medium hand crossbow); SA sneak attack +1d6; SQ trapfinding; AL CE; SV Fort +2, Ref +6, Will -1; Str 14, Dex 18, Con 14, Int 14, Wis 8, Cha 10. Skills and Feats: Bluff +4, Climb +6, Disable Device +6, Disguise +4, Escape Artist +8, Hide +9, Listen +3, Move Silently +9, Open Lock +8, Spot +3, Tumble +8, Improved Initiative, Stealthy Possessions: dagger, hand crossbow. Description: These assassins are cold-blooded killers. They will attack the heroes without mercy and will only retreat if they feel that they cannot win. ATL 3 Serpent Lead Assassin Male halfling Rog3/Sor2; CR 5; small-size humanoid; HD 3d4+2d6+2; hp 20; Init +8; Spd 30 ft.; AC 19, touch 15, flat-footed 15; Base Atk +3; Grp +3; Atk +2 Melee (1d4+3/19-20, small dagger+1) or +7 Ranged (1d4/19-20, small hand crossbow); Full Atk +5 Melee (1d4+3/19-20, Medium dagger) or +4 Ranged (1d4/19-20, small hand crossbow); SA sneak attack +2d6; SQ evasion, trap sense +1, trapfinding; AL CE; SV Fort +3, Ref +7, Will +3; Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 18. Skills and Feats: Bluff +4, Climb +6, Concentration +10, Disguise +4, Escape Artist +12, Hide +18, Jump +5, Listen +3, Move Silently +18, Spellcraft +10 Spot +3, Tumble +12, Improved Initiative, Stealthy, Dodge Spells: 6/5; Save DC 14+spell level Spells Known: 0-daze, detect magic, ghost sound, light, touch of fatigue 1-obscuring mist, disguise self Possessions: dagger +1, cloak of elvenkind, boots of elvenkind, hand crossbow, Horn of Fog, salve of slipperiness.

    Description: This lead assassin is as ruthless as his minions. He’ll use his spells to throw the heroes of guard, along with weaken the front line fighter. ATL 5 Serpent Lead Assassin: Male halfling, Rog4/Sor3; CR 7; small-size humanoid, HD 4d4+3d6+2; hp 30; Init +8; Spd 30 ft.; AC 19, touch 15, flat-footed 15; Base Atk +4; Grp +3; Atk +3 Melee (1d4+3/19-20, small returning dagger +1) or +8 Ranged (1d4/19-20, small hand crossbow); Full Atk +4 Melee (1d4+3/19-20, small dagger) or +8 Ranged (1d4/19-20, Small hand crossbow); SA sneak attack +2d6; SQ evasion, trap sense +1, uncanny dodge, trapfinding; AL CE; SV Fort +4, Ref +9, Will +3; Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 18. Skills and Feats: Bluff +4, Climb +6, Concentration +10, Disguise +4, Escape Artist +14, Hide +20, Jump +5, Listen +3, Move Silently +20, Spellcraft +12, Spot +3, Tumble +14, Improved Initiative, Stealthy, Dodge, Mobility Spells: 6/6; Save DC 14+spell level Spells Known: 0-daze, detect magic, ghost sound, light, touch of fatigue 1-obscuring mist, disguise self, ray of enfeeblement 2-heroism, minor image Possessions: small returning dagger +1, cloak of elvenkind, boots of elvenkind, hand crossbow, Horn of Fog, 3 whip tokens

    Description: This lead assassin is as ruthless as his minions. He’ll use his spells to throw the heroes of guard, along with weaken the front line fighter.

  • - 20 -

    ATL 7 Serpent Lead Assassin: Male halfling Rog5/Sor4; CR 9; Small-size humanoid (halfling); HD 5d4+4d6+2; hp 40; Init +8; Spd 30 ft.; AC 18, touch 14, flat-footed 14; Base Atk +5; Grp +5; Atk +4 Melee (1d4+3/19-20, Small dagger) or +9 Ranged (1d4/19-20, Small hand crossbow); Full Atk +4 Melee (1d4+3/19-20, Small dagger) or +9 Ranged (1d4/19-20, Small hand crossbow); SA sneak attack +3d6; SQ evasion, trap sense +1, uncanny dodge, trapfinding; AL CE; SV Fort +4, Ref +10, Will +4; Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 19. Skills and Feats: Bluff +4, Climb +6, Concentration +10, Disguise +4, Escape Artist +16, Hide +22, Jump +5, Listen +3, Move Silently +22, Spellcraft +14, Spot +3, Tumble +16, Improved Initiative, Stealthy, Dodge, Mobility, Spring Attack Spells: 6/7/4; Save DC 14+spell level Spells Known: 0-daze, detect magic, ghost sound, light, touch of fatigue 1-obscuring mist, disguise self, ray of enfeeblement 2-ghoul touch Possessions: small returning dagger +1, cloak of elvenkind, boots of elvenkind, hand crossbow, Horn of Fog, 3 whip tokens, vest of escape

    Description: This lead assassin is as ruthless as his minions. He’ll use his spells to throw the heroes off their guard, along with weaken the front line fighter.

  • - 21 -

    Saving the Tome of Serpents: ALL ATLs Viper Swarm: Tiny Animal (Swarm); CR 3; HD 6d8; hp 27; Init +3; Spd 15ft., climb 15ft., swim 15ft.; AC 17, touch 15, flat-footed 14; Base Atk +4; Grp - ; Atk +4 swarm (2d6 plus poison); Full Atk +4 swarm (2d6 plus poison); Space 10ft., Reach 0ft.; SA poison; SQ half damage from slashing and piercing, scent, swarm traits,; AL N; SV Fort +5, Ref +8, Will +3; Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2 Skills and Feats: Balance +12, Climb +12, Hide +16, Listen +8, Spot +8, Swim +4, Ability Focus (poison), Alertness, Weapon Finesse Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d6 Con. The save is Constitution- based. Skills: Viper swarms have a +4 racial bonus on Hide, Listen and Spot checks and a +8 racial bonus on Balance and Climb checks. A viper swarm can always choose to take 10 on a climb check, even if rushed or threatened. Viper swarms use either Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A viper swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Description: This slithering and tangled mass of venomous serpents attacks and devours any creature foolish enough to stand in its way. Viper swarms are rare and deadly foes. Vipers usually come together to form swarms during mating season or in the colder fall and winter months, making them very territorial and aggressive. They attack by swarming around an intruder and biting it, injecting the creature with venom. ALL ATLs At ATL 3, each assassin's dagger has carrion crawle r brain juice Fort DC 13 or paralysis. At ATL 5 each assassin's dagger has black adder ven om Fort DC 11 (1d6 con/1d6 con) At ATL 7 each assassin's dagger has dragon bile For t DC 26 (3d6 strength) ATL 3 Serpent Lead Assassin Male Human (Thonian) Rog3/Sor2; CR 5; Medium-size humanoid (human); HD 3d4+2d6+2; hp 20; Init +8; Spd 30 ft.; AC 18, touch 14, flat-footed 14; Base Atk +3; Grp +3; Atk +2 Melee (1d4+3/19-20, Medium dagger) or +7 Ranged (1d4/19-20, Medium hand crossbow); Full Atk +5 Melee (1d4+3/19-20, Medium dagger) or +4 Ranged (1d4/19-20, Medium hand crossbow); SA sneak attack +2d6; SQ evasion, trap sense +1, trapfinding; AL CE; SV Fort +3, Ref +7, Will +3; Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 18. Skills and Feats: Bluff +4, Climb +6, Disable Device +6, Disguise +4, Escape Artist +12, Hide +18, Jump +5, Listen +3, Move Silently +18, Open Lock +8, Spellcraft +10 Spot +3, Tumble +12, Improved Initiative, Stealthy, Dodge Spells: 6/5; Save DC 14+spell level Spells Known: 0-daze, detect magic, ghost sound, light, touch of fatigue 1-obscuring mist, disguise self Possessions: dagger, hand crossbow,

    Description: This lead assassin is as ruthless as his minions. He’ll use his spells to throw the heroes of guard, along with weaken the front line fighter. Serpent Assassins : Male Human (Thonian) Rog1; CR 1; Medium-size humanoid (human); HD 1d6+2; hp 7; Init +8; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +0; Grp +2; Atk +4 Melee (1d4+3/19-20, Medium dagger) or +4 Ranged (1d4/19-20, Medium hand crossbow); Full Atk +5 Melee (1d4+3/19-20, Medium dagger) or +4 Ranged (1d4/19-20, Medium hand crossbow); SA sneak attack +1d6; SQ trapfinding; AL CE; SV Fort +2, Ref +6, Will -1; Str 14, Dex 18, Con 14, Int 14, Wis 8, Cha 10. Skills and Feats: Bluff +4, Climb +6, Disable Device +6, Disguise +4, Escape Artist +8, Hide +9, Listen +3, Move Silently +9, Open Lock +8, Spot +3, Tumble +8, Improved Initiative, Stealthy Possessions: dagger, hand crossbow.

  • - 22 -

    Description: These assassins are cold-blooded killers. They will attack the heroes without mercy and will only retreat if they feel that they cannot win. ATL 5 Serpent Lead Assassin: Male Human (Thonian) Rog4/Sor3; CR 7; Medium-size humanoid (human); HD 4d4+3d6+2; hp 30; Init +8; Spd 30 ft.; AC 18, touch 14, flat-footed 14; Base Atk +4; Grp +3; Atk +3 Melee (1d4+3/19-20, Medium dagger) or +8 Ranged (1d4/19-20, Medium hand crossbow); Full Atk +4 Melee (1d4+3/19-20, Medium dagger) or +8 Ranged (1d4/19-20, Medium hand crossbow); SA sneak attack +2d6; SQ evasion, trap sense +1, uncanny dodge, trapfinding; AL CE; SV Fort +4, Ref +9, Will +3; Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 18. Skills and Feats: Bluff +4, Climb +6, Disable Device +6, Disguise +4, Escape Artist +14, Hide +20, Jump +5, Listen +3, Move Silently +20, Open Lock +8, Spellcraft +12, Spot +3, Tumble +14, Improved Initiative, Stealthy, Dodge, Mobility Spells: 6/6; Save DC 14+spell level Spells Known: 0-daze, detect magic, ghost sound, light, touch of fatigue 1-obscuring mist, disguise self, ray of enfeeblement 2-heroism, minor image Possessions: dagger, hand crossbow,

    Description: This lead assassin is as ruthless as his minions. He’ll use his spells to throw the heroes of guard, along with weaken the front line fighter.

    Serpent Assassins : Male Human (Thonian) Rog3; CR 3; Medium-size humanoid (human); HD 3d6+2; hp 15; Init +8; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +2; Grp +4; Atk +6 Melee (1d4+3/19-20, Medium dagger) or +6 Ranged (1d4/19-20, Medium hand crossbow); Full Atk +7 Melee (1d4+3/19-20, Medium dagger) or +6 Ranged (1d4/19-20, Medium hand crossbow); SA evasion, sneak attack +2d6; SQ trapfinding, trap sense +1; AL CE; SV Fort +3, Ref +7, Will +0; Str 14, Dex 18, Con 14, Int 14, Wis 8, Cha 10. Skills and Feats: Bluff +6, Climb +8, Disable Device +8, Disguise +6, Escape Artist +10, Hide +11, Listen +5, Move Silently +11, Open Lock +8, Spot +5, Tumble +10, Dodge, Improved Initiative, Stealthy Possessions: dagger, hand crossbow. Description: These assassins are cold-blooded killers. They will attack the heroes without mercy and will only retreat if they feel that they cannot win.

    ATL 7 Serpent Lead Assassin: Male Human (Thonian) Rog5/Sor4; CR 9; Medium-size humanoid (human); HD 5d4+4d6+2; hp 40; Init +8; Spd 30 ft.; AC 18, touch 14, flat-footed 14; Base Atk +5; Grp +5; Atk +4 Melee (1d4+3/19-20, Medium dagger) or +9 Ranged (1d4/19-20, Medium hand crossbow); Full Atk +4 Melee (1d4+3/19-20, Medium dagger) or +9 Ranged (1d4/19-20, Medium hand crossbow); SA sneak attack +3d6; SQ evasion, trap sense +1, uncanny dodge, trapfinding; AL CE; SV Fort +4, Ref +10, Will +4; Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 19. Skills and Feats: Bluff +4, Climb +6, Disable Device +6, Disguise +4, Escape Artist +16, Hide +22, Jump +5, Listen +3, Move Silently +22, Open Lock +8, Spellcraft +14, Spot +3, Tumble +16, Improved Initiative, Stealthy, Dodge, Mobility, Spring Attack Spells: 6/7/4; Save DC 14+spell level Spells Known: 0-daze, detect magic, ghost sound, light, touch of fatigue 1-obscuring mist, disguise self, ray of enfeeblement 2-ghoul touch Possessions: dagger, hand crossbow

    Description: This lead assassin is as ruthless as his minions. He’ll use his spells to throw the heroes off their guard, along with weaken the front line fighter.

  • - 23 -

    Serpent Assassins : Male Human (Thonian) Rog4; CR 4; Medium-size humanoid (human); HD 4d6+2; hp 20; Init +8; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +3; Grp +5; Atk +7 Melee (1d4+3/19-20, Medium dagger) or +7 Ranged (1d4/19-20, Medium hand crossbow); Full Atk +8 Melee (1d4+3/19-20, Medium dagger) or +7 Ranged (1d4/19-20, Medium hand crossbow); SA evasion, sneak attack +2d6; SQ trapfinding, trap sense +1, uncanny dodge; AL CE; SV Fort +3, Ref +8, Will +0; Str 14, Dex 18, Con 14, Int 14, Wis 8, Cha 10. Skills and Feats: Bluff +7, Climb +9, Disable Device +9, Disguise +7, Escape Artist +11, Hide +12, Listen +6, Move Silently +11, Open Lock +8, Spot +6, Tumble +11, Dodge, Improved Initiative, Stealthy Possessions: dagger, hand crossbow. Description: These assassins are cold-blooded killers. They will attack the heroes without mercy and will only retreat if they feel that they cannot win.

  • - 24 -

    Player Handout: One

    Dear Friend,

    I understand that you are a friend of the

    Ladengast family.

    I have an important matter to discuss and your

    discretion is appreciated.

    Please meet me at noon at the Brown Bottle

    Tavern and Inn in Vestfold on the 11th of Hotien.

    Your friend,

    Balthazar Ladengast

  • - 25 -

    Player Handout: Two

    Adventurer,

    I have an important matter to discuss with a

    capable and willing adventurer. Your discretion

    is appreciated.

    Please meet me at noon at the Brown Bottle

    Tavern and Inn in Vestfold on the 11th of Hotien.

    Regards,

    Balthazar Ladengast

  • - 26 -

    Tale of Heroes: Episode Summary Make your results count!! Dave Arneson’s Blackmoor: The MMRPG wants to know what has occurred as this episode was played. We will use this information to shape the future story of campaign. Game master: Please fully complete this form and email it to [email protected] after completion of the event.

    Episode 40: In the Company of Rogues

    1. What ATL did the party play at? ATL 3 or ATL 5 or ATL 7 2. Did the party prevent the Tome from being stolen? Or rescue Lady Monica? 3. Did the party attend the Dinner Party? 4. Was the party able to determine the imposter was the fake Lady Monica Ladengast? If so, how did they handle this? 5. Was the party successful in stopping the theft or rescuing the real Lady Monica? 6. Was the party able to get the full background on the Tome of Serpents? 7. If no on #6, what did the party find out about the Tome of Serpents? Please tell us about any interesting or heroic events that occurred:

  • - 27 -

    OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;(b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as

    expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Dave Arneson’s Blackmoor: Episode Forty: In the Company of Rogues by Gerry Ruiz, Copyright 2006 Zeitgeist Games, Inc.