The Dirty
Dog Tavern
in Rookroost
By Casey Brown
Original
Concept Creators: Thomas Brister, Britt Frey, Rob Little
(Living Greyhawk
Bandit Kingdoms Triad Members, 2003/593 CY)
Special Thanks
to all Living Greyhawk Bandit Kingdoms authors and Triad members who
ever helped to develop Rookroost during the Living Greyhawk campaign,
especially Thomas Brister, Patrick Brown,
Jason Covitz, Britt Frey, Austin “Theo” Judd,
Robert Little, and David “Keyoke” Polansky.
Deep in the
heart of Rookroost rests a tavern frequented by adventurers, mercenaries,
and other well-armed itinerants. The locals give it wide berth, for
while the regulars are known to be successful adventurers loaded with
coin, they are also known to be quick with a blade or spell when trouble
comes to find them. Still, if you need information about a noble far
to the south, or a seasoned merc to guard your caravan into the Fellreev,
or a bodyguard to keep the Rookroost Thieves Guild off your back, the
Dirty Dog is where you should go. This supplement uses 3.5 edition rules
and is set in the year 599 CY.
About the Author
Author of numerous
RPGA scenarios for the Living Greyhawk campaign (Bandit Kingdoms regional
scenarios and Iuz metaregionals), Casey served as a Living Greyhawk
Bandit Kingdoms Triad member from 595 CY to 598 CY (2005 to 2008). Areas
of special interest to him include the Fellreev Forest and the Rift
Canyon.
Living Greyhawk
Background
The Dirty Dog
Tavern was awarded to David Hansen’s Living Greyhawk PC, Braeger Crackhammer,
as a result of David winning 1st place during the 2003 MillenniumCon
Interactive (The Great Hunt) Costume Contest. The Dirty Dog Tavern was
later featured in many Living Greyhawk Bandit Kingdoms scenarios and
even became the default setting for the official Living Greyhawk Bandit
Kingdoms in-character message board.
A note about
the NPCs
The NPCs detailed
in this adventure are merely suggestions, although a few have been canonized
by the Living Greyhawk Bandit Kingdoms Triad. In 1st, 2nd,
and 3rd edition terms, Greyhawk is very much a world in which
9th level characters should be the local movers and shakers
in a large city, not 17th level+ or epic level NPCs. As such,
the NPCs’ class levels are inline with this philosophy. For instance,
by the end of the Living Greyhawk campaign, Mysta Gonagin was 16th
level, but here she is presented at 9th level so as to not
overpower the other denizens of Rookroost.
I
have given all NPCs of 9th level or higher the bonus feat
Leadership. In previous editions of the game, 9th level was
referred to as “name level”. In 3rd edition, this is
best represented by giving them Leadership as a bonus feat. It was also
my experience during the Living Greyhawk campaign that classed NPCs
were over CR’ed. Giving 9th+ level NPCs cohorts without
changing their CR helps to make them a more appropriate challenge for
their CR. This is purely a home rule of mine and it was not used in
the Living Greyhawk campaign.
Another
home rule at use in the stat blocks involves skills and the Intelligence
bonus. If a character raised their Int bonus via level bumps, such as
Mysta, then her skills were calculated with her final Int score modifier
for simplicity’s sake (as a dragon does).
Finally,
the 3.x rules on monster advancement omit SR calculations (for instance,
all demons in the Monster Manual
except the succubus have SR = 8 + CR, devils have SR = 12 + CR, and
dragons’ SR have no discoverable pattern. However, demons in Fiendish
Codex I: Hordes of the Abyss have SR = 11 + CR [coincidentally,
the same as the succubus]). I have found it useful to recalculate SR
for all creatures that have it naturally or that receive it via the
spell resistance spell in the following manner: 10 + ½ HD + Cha
bonus. While this formula does not produce identical results to the
numbers presented in creatures’ stat-blocks in the Monster Manual,
I believe it to be better than the arbitrary system apparently used
by the 3.X design team.
History of the
Dirty Dog Tavern
In 593 CY,
a powerful dwarven warrior named Braeger Crackhammer inherited a dive
of a tavern in Rookroost from a distant relative. Having recently returned
from a successful infiltration of the Ghost Tower of Inverness, Braeger,
his skin, hair, and clothing all now white due to the Tower’s magic,
had copious amounts of coin at his disposal. When he discovered that
he had inherited the tavern, he immediately began renovating the place
in the hopes of turning it into a private club for his adventuring friends
(and at the same time providing them a place to hide in case they angered
the Iuzians too much).
Since
then, the Dirty Dog has become a haven for adventurers, some quite powerful,
who seek good ale, spirits, and stories without having to deal with
the riff-raff that normally infests Rookroost’s taverns. Even the
RTG (Rookroost Thieves Guild) gives the place wide berth, at least when
it comes to larceny or trying to extort the owner for protection money.
During
the Iuzian occupation of Rookroost, (which ended in 598 CY when the
businessman Rhaedrick Avenfear and his force of mercenaries, adventurers,
and street thugs drove High Lord Tadurinal, who was discovered to really
be the shape shifting Baron Kerzinen of Demon Prince Graz’zt’s Argent
Court, and his Iuzian minions from the city), the Dirty Dog was often
under surveillance by the Iuzians. Many of the patrons became quite
skilled at disguising themselves during these years. Despite the bar’s
powerful patrons, no place in Rookroost was safe from the Iuzians during
the occupation, and from time to time the vampire Viola, herself a powerful
cleric of the Old One’s, would enter the tavern and use her powers
to force adventurers to do her bidding.
Since
the end of the occupation and Rhaedrick’s rise to Plar of Rookroost,
the Dirty Dog Tavern is flourishing as adventurers from all over the
northern Flanaess flock to it to trade rumors, make contacts, and broker
deals and items of power. Food and beverages from across the northern
Flanaess are available as well, to cater to the traveling clientele,
so the food and drink are of excellent quality and are priced accordingly.
Lately,
the topic of conversation on everyone’s lips has been That Which Slept’s
rise to power and how long it will be before the mysterious dark dragon
that destroyed Groucester attacks Rookroost.
Braeger
himself is rarely present, so he relies on his handpicked employees
to maintain the peace. To help keep paranoid adventurers from blasting
the place, there are two simple rules. 1) Spellcasting in the common
room is strictly forbidden. 2) The drawing of a weapon in anger is not
tolerated. Breaking either rule will lead to the foolish patron being
removed forcibly from the establishment., usually after a solid round
of thumping by Gummy and the other patrons. A sign hanging over the
bar, written in Common and Orcish, details the two rules. The rules
do not keep the tavern from being rowdy. In fact, the Dirty Dog sports
some of the cheapest wooden furniture in Rookroost because it is often
broken during bar fights.
1:
Rookroost
Rookroost is
home to over 18,000 humanoids at any given point in time, with the poorest
living outside the city’s walls in the Outwall Districts. If you need
the PCs to bump into a random NPC to start them off on an adventure,
there is no finer city on Oerth for them to do that than in the chaotic
and bustling Rookroost (as long as the NPC is not some shiny lawful-good
goody-two-shoes).
Rookroost
is home to virtually every sentient and semi-peaceful race found on
the surface of Oerth in the North. Elves from the Fellreev, dwarves
from Law’s Forge, orcs from the Empire of Iuz, and hin from all over
Oerth wander its streets. Below in the sewers hide members of the RTG,
kobolds, slaadi, demons, and other beings who prefer the darkness to
the light.
Gather Information:
- DC 5: The city’s
walls and gates are still patrolled by orcs and half-orcs, many of whom
were loyal (in theory) to the Iuzians. A particularly brutish fellow,
Grindell, commands the guard’s at the Funary Gate. He is only kept
in line by his fear of Grod (true).
- DC 5: In 598 CY,
Rhaedrick Avenfear, a powerful local businessman, with the help of adventurers
and local thugs, organized the overthrow of High Lord Tadurinal, Rookroost’s
ruler and ranking priest of Iuz. With the Iuzian’s driven from the
city, Rhaedrick was named Plar that very night by the city’s
most powerful citizens and he now rules the city, recreating the city’s
ancient trade connections while keeping an eye to the trouble brewing
to the north. (true)
- DC 10: The dominant
clan of hin in the city call themselves Gonagins. They are not actually
blood related, but rather are hin survived Iuzian atrocities. Many hail
from the now-dead town of Mercy’s Bluff (from which many Reyhu fled
during the war, leaving the halflings defenseless). They are led by
their matriarch, Mysta Gonagin (CG female halfling rog3/wiz5/arcane
trickster 1), owner of Gonagin House on Cheap Street (true).
- DC 15: The new Plar,
Rhaedrick, is allied with devils and minions of the Horned Society (unconfirmed).
- DC 20: The word
on the street is that true adventurers open the Dirty Dog Tavern’s
door with purpose and walk in like they own the place, whether or not
they have ever been there before (true).
- DC 25: Rumor has
it that there is a shape-shifting dragon living in the city, although
why such a creature would choose to live in the city remains anyone’s
guess (unconfirmed).
Creatures
Grindell,
Captain of the Funary Gate Guards: NE male half-orc Bbn4/Rog2/Menacing
Brute 3; Intimidate +22; see Appendix 1.
Narthrax
(Grindell’s cohort): NE male goblin Rog7; Hide +19, Move Silently
+19; see Appendix 1.
Pareena
(follower): CE female human Clr1 (Iuz); Disguise +12; see Appendix
1.
When the Iuzians
ruled, Grindell could operate with near impunity. Now, he must answer
to Rhaedrick and Grod. Rhaedrick knows that Grindell is a cutthroat,
card cheat, and all-around bastard, but he also knows that Grindell’s
mere presence at the city’s busiest gate, the Funary Gate, helps to
keep surly farmers, crazy hin, and mischievous urchins in line as they
wait to enter the city. He is always willing to play a game of cards
when he is not on duty.
Grindell
is almost always accompanied by Narthrax and Pareena. Narthrax, a member
of the Rookroost Thieves Guild, tends to stick to the shadows, always
ready to help his boss if a fight breaks out. Pareena is an 18-year-old
slip of a thing with a vicious streak as deep as the Nyr Dyv. A whore
(although she often uses her magic to send weak or foolish Johns running
home after they have left her their purses), she has recently latched
onto Grindell to help her rise from the muck. Due to her good looks
and youth, Grindell is pleased with her attentions. He knows that she
is a whore and a cleric of Iuz and he doesn’t care.
Possible plot hooks:
- A group of merchants
would like to hire the PCs to kill Grindell. However, it must be done
is such a way so that it looks like an accident to prevent the other
orcs and half-orcs in the city from rioting.
- The PCs, while frequenting
a tavern other than the Dirty Dog (Grindell will not go near the place,
as too many of the adventurers would kill him if they got the chance),
are challenged to a game of chance by a belligerent Grindell. He cheats
without remorse, hoping the PCs pick a fight.
- Pareena’s father,
who has been searching for her since she ran away from home, hires the
PCs to kidnap Pareena and return her to him. In reality, Pareena’s
“father” is a regular customer of Pareena’s, a slaver who has
decided that he wants to keep the girl when he leaves Rookroost.
Street Urchin
Leader: CN male pre-pubescent human Rog2; Bluff +7, Hide +15, Move
Silently +9, Sleight of Hand +11; see Appendix 1.
There are dozens,
if not hundreds, of poor children who live in the Outwall District and
who have snuck into Rookroost to roam the streets in gangs numbering
5-20 members (treat as unarmed and unarmored halfling warriors [MM 149],
replace Weapon Focus [longsword] with Skill Focus [Hide]). Most gangs
are loosely affiliated with a member of the RTG for protection and they
provide intelligence, run errands, and even assist during larger heists.
The smartest and fastest of these urchins, called snitches by the RTG,
are usually invited to join the RTG after they have survived puberty.
Possible plot hooks:
- The urchin accidentally
angered the wrong people and needs to get out of town, fast. He approaches
the PCs after it becomes clear that they are not locals and seeks their
aid, claiming a desire to become an adventurer. As he makes his pitch,
several goblins run up to capture him (NE male goblin Rog5; see DMG
123). Alternatively, the snitch could have angered Grindell.
- The urchin attempts
to pick the pockets of the dumbest-looking hero in broad daylight in
a brazen display to impress his friends and RTG contact (Ripley Wunderlich),
who is watching from the shadows nearby. Does he get away with the PC’s
gold?
Half-Farspawn
Amorphous Raging Ogre Bbn4: hp 114; see Appendix 1.
Possible plot hooks:
- As That Which Slept’s
impact on the Bluff Hills grows, more and more bizarre creatures are
moving south and sneaking into Rookroost. If you would like to freak
the PCs out on a cold, stormy night, have a half-farspawn amorphous
raging ogre bbn 4 climb out of a sewer grate near them and stalk them
through the city’s dark streets. As a minor incarnation of Tharizdun,
the half-farspawn exists solely to kill and destroy. Their presence
in the city would worry Rhaedrick greatly.
2: Common Room
Light
and laughter spill out into the rowdy Rookroost night from various doors
and windows as you approach a medium-sized tavern situated near The
Hill.
Instead
of the usual bar sign hanging over the door, you see a stuffed and mounted
mangy mongrel. Several wooden boards extend from the building’s wall,
high above the street, providing shelter for the tavern’s
“sign” and for patrons standing under it. Oddly enough, the mounted
mutt is securely chained to the building.
The
Dirty Dog Tavern sports a solid iron door mounted in the building’s
stout stone wall. A wall-mounted lantern sheds a small amount of light,
just enough for someone inside to see who waits outside when a viewing
slat, one set at human height and one at hin height, is pulled aside.
Reinforced
Iron Door: 2 in. thick; hardness 10; hp 60; AC 5; Break DC 40; Open
Lock DC 40.
The tavern
is considered open-for-business from one hour after dawn until one hour
after midnight. During this time, the front and back doors are unlocked
but closed (unless the weather is unusually warm, in which case the
doors will be propped open to allow air to circulate. However, this
is rare, as the patrons prefer their privacy). During other times, both
doors are locked and barred, although patrons are allowed to leave if
they must. Gummy the bouncer sleeps on a table near the front door so
as to be able to unlock and open the door for those who must come or
go during late night hours. He expects to be tipped well for having
his slumber so disturbed.
Those
who knock on either door during business hours will be greeted with
derisive laughter as Gummy opens the door for them. It is considered
the sign of an unseasoned adventurer to knock on the Dirty Dog Tavern’s
door during business hours.
As you
enter the tavern, you immediately notice the
dirty half-orc to your right who sits on a stool next to the door. The
bouncer is clothed in old monk’s robes that are covered in stains.
He looks you up and down before returning to watching the other patrons
in the tavern.
To
your right, the bar extends thirty feet past the half-orc. Patrons sitting
on stools eat and drink at the bar, sharing tales of daring, monsters,
far-flung wars, or just the day’s events.
Beyond them, a door separates the common room from the kitchen behind
the bar.
Solid
oak tables are scattered about the rest of the L-shaped common room,
seats open here and there as other patrons share meals with their friends.
A stunningly beautiful elf maiden, dressed in colorful blouses and skirts,
moves with a dancer’s grace between the tables, taking patrons food
and drink. Smiling and laughing with the patrons, it is clear that their
attempts to paw her are only half-hearted; somehow, she has earned a
level of respect unusual for a barmaid to achieve.
A
hearth in the corner beyond the bar provides light and warmth when the
weather warrants it and provides the fire necessary for the food preparations.
Dirty windows are scattered about and allow in enough light that the
tavern is not quite gloomy. A steel backdoor leads to the
stable yard and jakes. Near the backdoor, stairs lead up to the second
floor.
Behind
the bar stands a heavy-set, balding, middle-aged human male. He wears
a plain white apron that is surprising clean as he laconically cleans
mugs and serves food and drink to the patrons sitting at the bar. Hanging
on the wall behind him is a massive crossbow.
It is loaded.
The
back half of the tavern has a higher ceiling, and the stairs lead up
to a short hallway that looks down into the common room.
The Dirty Dog
Tavern is a favorite spot for many adventurers. Some are local to Rookroost
(such as Mysta Gonagin), while others roam the Combination as they follow
their own agendas (such as Breeanna H’west’riala). Elves from the
Fellreev often visit the tavern to trade news with Sylvia in the quiet
of the night, dwarves from Morakduum enjoy spending time here when in
the city trading due to the quality of the ale available, hin can often
be found gambling at a table, especially when Mysta is present, and
humans from all over the north come to eat good food and share tales
of their travels.
Creatures
On any given
night, the tavern will be 50% to 75% full. Usual occupants will range
in levels from 5th to 9th, with a few more powerful
personages occasionally stopping in, such as the Baron of Morannon Keep
(CN human male cleric 11 of Ralishaz), vassal to Prince Zeech of Redhand.
If you need a plot hook to send the PCs off on adventure, the Dirty
Dog is the perfect place for a meeting between NPCs and your heroes.
Mysta Gonagin:
CG female halfling Rog3/Wiz5/Arcane Trickster 1; Cha 10; Sleight of
Hand +10; see Appendix 1.
Nardo Gonagin
(Mysta’s cohort): N male halfling Clr7 (Brandobaris); Cha 13;
Knowledge (the planes) +11; see Appendix 1.
Ripley Wunderlich
(follower): CG female halfling Rog2; Cha 13; Perform (dance) +6;
see Appendix 1.
Mysta Gonagin
is the somewhat unwilling matron of the Gonagin clan of hin, especially
since Grandpa Gonagin passed away recently. Owning a former house of
ill repute on Cheap Street, Mysta and the rest of the Gonagins hole
up there when the city is in chaos. Mysta is loosely affiliated with
the Rookroost Thieves Guild as an artificer (she trades scrolls and
other minor magical bric-a-brac for information).
However,
since Rhaedrick’s rise to power, the halflings are beginning to once
again wander the city without fear. Mysta herself likes to spend time
in the Dirty Dog’s common room, especially when her friend Breeanna
is visiting. The two have adventured together often and are currently
planning an expedition to the Bluff Hills to search for That Which Slept’s
lair.
Mysta
travels with her cohort, Nardo, and her most loyal follower, Ripley,
most of the time. Ripley, an exuberant teen-ager and snitch for the
Rookroost Thieves Guild, continually finds trouble, even when trying
to behave. She is often “grounded” by Mysta to keep her out of trouble.
Nardo is almost as troublesome as Ripley, but being older, wiser, and
more importantly, more powerful, he can usually handled any trouble
that he finds or brings Mysta’s way.
Possible plot hooks:
- Mysta is looking
for experienced adventurers to investigate the outlying edges of the
Deadlands. She knows that anything entering the area will die if not
protected by death ward and the like.
- Mysta needs a small
but sentimentally valuable family heirloom recovered from Mercy’s
Bluff, but she cannot leave Rookroost at the moment. She asks the PCs
to find a wooden spoon and warns that it might be guarded by a ghost.
Gummy the
Bouncer: LN male half-orc Mnk6/Drunken Master 2; Cha 6; Profession
(bouncer) +12; see Appendix 1.
Gummy the Bouncer,
from parts unknown, was first discovered by adventurers in an inn near
Edge. After the adventurers caused enough trouble that he was forced
to flee to Rookroost, Gummy found a home at the Dirty Dog Tavern where
he earned his job and bed by besting the owner, the dwarven warrior
Braeger Crackhammer, in a drinking contest. In the years since,
Gummy has proven capable of handling belligerent drunks and is oddly
respected by most of the tavern’s bar flies, despite his heritage.
Gummy knows that he has a problem with alcohol, so he only allows himself
to drink on one day a week, on his day off (typically Godsday. On those
days, he is replaced as bouncer by an experienced off-duty soldier [N
male human ftr4]).
Possible plot hooks:
- On his day off,
Gummy has challenged a PC to a drinking contest. If the PC loses, he
has to cover a shift for Gummy in the near future. Of course, the PC
loses and has to cover a shift for Gummy during the next Godsday.
During
that shift, a small brawl will break out between two rival clerics and
it will be up to the PC to act as the bouncer (for two quick clerics,
see DMG 114).
Sylvia:
NG (undetectable alignment) female high-elf Rog5/Spy Master 1;
Cha 16; Bluff +20, Diplomacy +19, Intimidate +8, Sense Motive +10; see
Appendix 1.
Sylvia the
Barmaid, who pretends to be from Highfolk, is a actually from the Fellreev
Forest. Her real last name is Coreandor, and she is a member of the
Coreandor family of Clan Fanlareshen (the elves who are allied with
the Reyhu survivors in the Fellreev). Sylvia is no ordinary serving
girl; her role in the tavern is to gather intelligence and relay it
back to the Fanlareshen elders. The events in Rookroost often have a
drastic impact on the eastern forest. This was especially true when
the Iuzians were in charge and High Lady Xavendra (now Hierarch Xavendra
of the rebuilt Horned Society) was bent on driving the elves and Reyhu
from the forest in her search for Nerull’s Bane. Since Rhaedrick’s
rise to power, Sylvia now serves as the unofficial ambassador of Clan
Fanlareshen with the Plar, a role she keeps secret from everyone in
the tavern (Breeanna has figured this out on her own, but she hasn’t
mentioned it to anyone). Sylvia’s room is a small office in the stables.
Possible plot hooks:
- Sylvia needs a letter
and a small magic item delivered to her kin in the Fellreev, but she
will only entrust the letter to an elf (half-elves are not yet fully
trusted by Clan Fanlareshen). The heroes are to deliver the letter to
an elf named Osiric waiting in a small grove near where the Cold Run
and Artonsamay rivers meet in the southern Fellreev. The letter and
magic item both pertain to information Sylvia has gathered about That
Which Slept (perhaps detailing an encounter adventurers had with a half-far
spawn in the city).
2a: Stairs
Tucked
away in the corner of the common room, a set of sturdy but well-worn
stairs rise up to the second floor. They creak reassuringly as you move
up them.
All Move Silently
checks attempted on the stairs suffer a -5 Circumstance penalty.
The stairs
lead up to a short hallway. Peering over the
guardrail to your left, you can see down into the back of the common
room area.
To
your right are two doors, the first of which has
a dagger embossed on it while the second has a longsword carved into
it.
At
the far end of the short hallway are two more doors, each embossed with
a weapon. The door to the right bears a warhammer, the left
a massive axe.
3: Kitchen
Behind
the bar is a large open cooking area. Various tables, chests, and cutting
blocks are arranged neatly against the walls, giving the barkeep plenty
of room to maneuver about as he prepares food and drinks
for the customers.
To
the barkeep’s left as he faces the common room are the ale kegs, stacked
neatly on top of each other against the outer wall. Fancier spirits
are kept on the wall behind the bar, under the loaded crossbow and well
away from the hearth.
Wooden Door:
1 in. thick; hardness 5; hp 10; AC 5; Break DC 18.
The barkeep
NEVER leaves the kitchen or cellar unless something dire is going on
(except to oversee deliveries, he has private jakes down in the cellar
which feed directly into Rookroost’s sewers). From time to time, Sylvia
or Gummy will be summoned into the kitchen or cellar to help him move
large items or to give a second opinion on how a dish tastes.
In
the far corner of the kitchen is the trap door that leads down to the
cellar. It is always closed unless Barkeep opens it to move through
it.
Trap
Lock Covered
in Dragon Bile: CR 7; mechanical; touch trigger (attached); no reset;
poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search
DC 27; Disable Device DC 16; Open Lock DC 30.
Barkeep
avoids the trap by using a foot-long key made out of solid iron. The
key is hefty enough that once inserted into the lock and twisted, it
serves as a handle, allowing barkeep to push the door down and then
back up as he goes under it on the stairs (where it locks into place
by way of a simple latch mechanism built into the stair’s ceiling).
This means that barkeep can never be locked in the cellar as he can
just remove the hinges to escape.
The Cellar
The cellar
is left undetailed on the map as no one except for the barkeep ever
goes down there. Assume that it is the same square footage of the commons
and kitchen areas combined. Wooden supports rising from the foundation
form a latticework that supports the tavern’s weight.
The
cellar consists of several small rooms, used for storing food, ale,
and other supplies necessary for a tavern. One of the rooms is continually
at water freezing temperature due to a strange rock that Braeger found
in the Ghost Tower of Inverness (naturally it is in here where meat
and exceptionally fine spirits are stored). In addition, barkeep maintains
a small bedroom and jakes (plugged with a large wax ball when not in
use) in the cellars. Barkeep is considering having a dumbwaiter built
to help move larger items to and from the cellar.
The
cellars also connect to Rookroost’s sewers by way of a secret door.
So well is it hidden that not even the RTG knows of its existence at
this time (although Mysta Gonagin does, as she is the one who made it
for Braeger). The door is, of course, trapped. More important than any
damage the trap could cause an intruder is the fact that it is also
designed to make a huge racket so that barkeep knows if anyone has found
the secret door and entered his cellar (Listen DC 10 in the kitchen,
DC 15 in the Common Room, DC 20 upstairs hall, DC 25 upstairs rooms).
Strong Wooden
Secret Door: 2 in. thick; hardness 5; hp 20; AC 5; Search DC 30;
Open Lock DC 30; Break DC 25.
Trap
Wall Blade
Trap: CR 1; mechanical; touch trigger; automatic reset; hidden switch
bypass (Search DC 25); Atk +10 melee (2d4/x4, scythe); Search DC 22;
Disable Device DC 22.
Creatures
Barkeep:
N male human Ftr2/Exp4; Appraise +13, Intimidate +8, Profession (barkeep)
+13; see Appendix 1.
The human known
as Barkeep has no name, as far as anyone knows. Recalcitrant as a mute
ogre, Barkeep prefers to keep his thoughts to himself, communicating
with Sylvia and Gummy sparingly and often with grunts, nods, and hand
gestures, all of which they seem to understand after years of working
with him. To get him to talk requires making him Friendly via a successful
hurried Diplomacy check opposed by his Intimidate skill.
Few
have seen him angry, but those that have know that he is an expert shot
with the great crossbow he keeps loaded and mounted on the wall behind
the bar. Barkeep reportedly earned his job by impressing Braeger with
his cooking skills, knowledge of spirits, and ability to keep his mouth
shut.
Note:
Should you wish it, Barkeep is actually the Greyhawk Dragon that resides
in Rookroost. The cover of living as a barkeep provides him with all
the food he needs to sustain his real bulk plus he has access to the
city’s most powerful adventurers (who often have the best gossip!).
While most Greyhawk Dragons love to talk, this one is experimenting
with a theory that the less one speaks, the more one learns. Of particular
interest to the dragon is news of That Which Slept’s return.
Possible plot hooks:
- As the PCs are sleeping,
they might hear a horrendous racket coming from the cellar (Listen DC
10 in the kitchen, DC 15 in the Common Room, DC 20 upstairs hall, DC
25 upstairs rooms). If they investigate and open the trap door to the
cellar, they will see Barkeep’s unconscious form draped on the stairs
below and a scary monster beyond ready to kill and eat the unconscious
man (slaad or demon recommended). Somehow the monster stumbled into
the cellar’s hidden door, broke it, set off the trap (and possibly
took damage from it), and attacked barkeep when he tried to flee.
- Barkeep hasn’t
heard from Braeger in a while and he’s beginning to get worried. Normally,
the two communicate once every three months or so, but he hasn’t heard
from the owner in nearly a year. Barkeep hires the PCs to discover if
something has happened to Braeger, who was thought to be visiting the
new dwarven city of Morakduum last year (near Hallorn, under the Tangles).
4:
Waraxe Room
The door
with the waraxe embossed on it opens to reveal a small but lush bedroom.
Twenty-five feet wide by twenty deep, the room contains a large bed,
small table, nightstand, several stools, and a large darkwood desk that
has several drawers in the side of it large enough to hold clothes.
An elegant elven chair faces the desk and in the far corner is a small
hearth.
Strong
Wooden Door: 2 in. thick; hardness 5; hp 20; AC 5; Break DC 25;
Open Lock DC 30.
Creatures
Breeanna
H’west’riala: NG female wood elf Bbn2/Ftr2/Rog2/Rgr2/Pious Templar
1 (Kelanen); Cha 12; see Appendix 1.
Garn (follower):
CN male half-orc Bbn2/Ftr1; Cha 6; see Appendix 1.
Currently staying
in the tavern’s largest room is one of the tavern’s more frequent
patrons and a sometime adventuring companion of Braeger’s, Breeanna
H’west’riala. Fond of chasing shots of frenzywater with elven ale,
she avoids getting drunk by sneaking out to the stables and having Brighthorn
use his neutralize poison ability on her. She also has a strange
fondness for mithral. Her prized possession is her mithral rapier, Tiri’lagil
(+1 human bane holy rapier).
A
member of Clan Fanlareshen, the elven warrioress, oddly dedicated to
Kelanen, takes a no-nonsense approach to adventuring, relying only on
her own speed with her blades, Brighthorn, and a few trusted friends
(such as Mysta) as she travels the Combination, fighting the Iuzians.
As far as she knows, she is the most powerful and dedicated follower
of Kelanen in the Northern Reaches. A known expert with the rapier,
few now dare to test her prowess.
In
594 CY, after the Battle of Hallorn, Breeanna founded a fencing school
dedicated to Kelanen in Hallorn with Guardian General Hok’s permission.
There, her students and followers train each other and Hallorn’s soldiers
in the arts of swordplay. Breeanna herself spends much of her time at
the school, personally instructing the most promising students.
Heavily
involved in the fighting against the Old One and his minions, Breeanna
is known throughout the Combination due to her vast network of friends,
former pupils, confidants, and people who owe her favors. Should an
Iuzian priest ever claim her skull, he would surely be promoted. Thus,
she often travels in disguise.
Breeanna’s
oddest student, Garn, is also her most dedicated follower. The pair
first met when Breeanna was imprisoned in the Garusk’ka silver mines,
which are near the Rift Canyon, by Iuzians. Garn, who despite his strength
is undersized for his race, was a mere scullery servant at the camp,
always tormented by the overseer’s henchmen. When Garn first saw Breeanna,
he thought she was the ugliest female he had ever seen, but he grew
to admire her quiet determination and faith. Within a month, Garn helped
her to escape and the pair have been traveling together ever since.
When in the Dirty Dog Tavern, Garn stays in Breeanna’s room, sleeping
on the floor under the window.
Garn
is a natural with the bastard sword and his grasp of Kelanen’s doctrines
grows daily. Breeanna is molding him to be a Pious Templar and perhaps
a future wielder of Replier. When in Hallorn, Garn works the
school’s smithy, learning the secrets of bending steel to his will.
In their free time, Breeanna struggles to teach him Elven, but it may
be a lost cause.
Garn
loves nothing more than to charge into battle, yelling at the top of
his lungs. If Breeanna points at something and tells him to kill it,
Garn doesn’t hesitate to follow her orders (he’s usually surprised
though to find that she has beaten him to the unfortunate creature,
slipping in behind it and setting up the flank, even though she was
standing beside him just a moment before).
Possible plot hooks:
- Breeanna needs someone
to run supplies to the Flan survivors, led by Oytens, Bard of
the Old Northern Lore (N female Flan human Brd12; Cha 20; Knowledge
[all] +8, Perform [sing] +21) at Sable Watch in the northern Fellreev.
Problem is, the only way to travel there by land is either through the
eastern Fellreev, which is now crawling with nabassu, bar-lgura and
the remnants of the Iuzian humanoid forces from Fort Skagund, or by
going through the Deadlands, an area of the Bluff Hills devastated by
That Which Slept.
The
Deadlands is an area that is “irradiated” with negative energy.
Only strange, alien creatures survive there now (see the BK map. Three
circles expand from a location in the Bluff Hills. In the outer most
band, all creatures not protected against negative energy accumulate
1 negative level per 24 hours spent unprotected in the area [no save].
In the middle band, the rate is 1 negative level per hour. In the inner
area, the rate is 1 negative level per minute). If the heroes reach
Groucester, they will discover that some sort of energy protected Groucester
from That Which Slept’s negative energy blast. Creatures inside the
city suffer no ill effects from the negative energy “radiation”.
- Breeanna has come
to Rookroost to recruit rangers and druids to help repair the Tangles
Forest as a favor for Bellamoh (N human Flan female druid 13), who is
one of the nine Druids of the Northern Circle. While Bellamoh repairs
the damage caused by Cranzer’s alchemical attacks on the forest, rangers
and druids are needed to search for fey rings (DMG 2) used by redcaps
and other evil fey to enter the forest from the Unseelie realm.
Breeanna
would like the recruits to first go to Fellreev’s southern border,
where a group of elves who are escorting forest creatures (unicorns,
etc.) will meet them. The recruits are to escort the creatures back
to the Tangles.
- Breeanna knows where
Replier, one of the Final Word swords, is located. In fact, she
discovered it while adventuring in Steelbone Meadows. Unfortunately,
their personalities clash (plus she prefers her rapier to the bastard
sword), so she has hidden Replier
deep in the Fellreev until such time as a powerful worshipper of Kelanen
has impressed her enough to earn her trust.
5: Warhammer
Room
The door
with the warhammer embossed upon it opens to reveal a barracks-like
room. Five cots and a wash stand fill this 20 by 25 foot room.
Good Wooden
Door: 1 1/2 in. thick; hardness 5; hp 15 AC 5; Break DC 18; Open
Lock DC 25.
Creatures
This room is
currently unoccupied. It is primarily rented by adventuring parties
who do not have quarters in the city.
6: Longsword
Room
The second
door on the right bears the carving of a fancy longsword. The door opens
to reveal room that is 20 feet long by 10 feet wide. A single bed is
pushed against the far wall under a
window. To your left is a small round table with two stools under it.
In the far corner rests a simple but sturdy desk.
Simple Wooden
Door: 1 in. thick; hardness 5; hp 10; AC 5; Break DC 15; Open Lock
DC 20.
Creatures
Viola:
CE female human vampire Clr9 of Iuz; Cha 20; Bluff +31, Diplomacy +10,
Disguise +25, Intimidate +10, Sense Motive +13; see Appendix 1.
S’leena:
CE elite advanced succubus; Cha 32; Bluff +23, Diplomacy +25 (+27 vs.
evil creatures), Disguise +33 (+35 acting), Intimidate +25 (+27 vs.
evil creatures); see Appendix 1.
Talen:
CE female half-fiend/half vampire (disguised as a human, DC 45 Spot)
Duskblade 1; Cha 12; Knowledge (undead) +8, Knowledge (the planes) +8;
see Appendix 1.
Viola is a
beautifully cruel, intelligent vampire dedicated to the Old One. Viola
was sired by Veth, (NE male elven vampire Clr12 [Nerull]), who is Hierarch
Xavendra’s (NE female human [secretly a vampire sired by Veth] Clr11
[Nerull]) lover. Xavendra, a former Iuzian priestess, ruled Groucester
until That Which Slept destroyed the city in 596 CY.
In
597 CY, Viola broke free of Veth’s control after Veth turned his attentions
and affections more fully to Xavendra. She has lived in Rookroost ever
since, having survived the purging of Iuzians initiated by Plar Avenfear.
She often disguises herself as a cleric of Kurell. As a result, she
has established some connections with the RTG. She is almost always
accompanied by S’leena and Talen.
If
Viola is beautiful, S’leena is stunningly so, especially when she
is polymorphed into a humanoid form. S’leena and Viola would
seem to make an odd couple, as Viola is immune to S’leena’s charms,
quite literarily. However, the two formed a strange bond soon after
meeting. Both live off the life essences of others, using dominate
and suggestion to force others to do their bidding. The pair
are like an evil set of twins, and they work well together despite their
alignments. Currently, S’leena is polymorphed
into a half-elf maiden form.
Few
cities on Oerth, if any other than Dorakaa, have as many demons living
in them as Rookroost, despite the Flight of Fiends and the uprising
against Iuz. During the years of occupation, a great many demons were
brought into the city to keep the population living in fear. Thus, S’leena
feels almost at home in Rookroost as she would in Dorakaa or the Abyss.
When
the pair are not out looking to cause trouble, S’leena operates as
the city’s highest priced prostitute. Naturally, her clients have
no idea that she is actually a demon because she refrains from using
her energy drain ability on them (she steals tiny amounts of
energy that leave the patrons slightly weakened, but not damaged. By
doing this to several clients per week, she stays “fed”, so to speak
and the clients confuse the weakness with post-bliss lethargy).
Despite
Viola and S’leena both being female, Talen is in fact their daughter.
She was conceived while S’leena was polymorphed into a male humanoid
form. The pairing occurred during a ritual sacrifice performed in Dorakaa
by the Bonehearts Althea and Halga, watched and blessed by Iuz himself.
For years, Iuz’s Bonehearts have experimented with creating undead
demons (called “demundead” by the Bonehearts), and Talen’s birth
is the greatest success to date. Due to her nature, Talen matured quickly
both mentally, emotionally, and physically and she is now an adult,
despite being only a year old.
Talen
is in the early stages of discovering her powers. Despite her parentage,
she leans towards a more martial lifestyle, one that mixes blade with
arcane spells. While charismatic in her own right, she lacks the personality
of her parents. However, she is the smartest of the three, and she knows
it. She is willing to take her time to examine problems to come up with
solutions, instead of just rushing in and relying on her abilities to
save her (as her parents are likely to do).
In
order to keep Talen’s true nature hidden from those that see her,
each evening, Viola and S’leena spend time adjusting her make-up,
clothing, etc. This is the equivalent of S’leena using her Disguise
skill to disguise Talen with Viola and Talen then successfully assisting.
Saleena keeps her wings, which can fold tightly to her back, well hidden
under a cloak.
Possible plot hooks:
- Viola, now disguised
as a cleric of Kurell, has once again visited the Dirty Dog Tavern to
recruit adventurers to do her will. She will attempt to Dominate
PCs as she talks to them. Once she has enough PCs dominated, she leads
them on a mission to recover a greatsword from Xavendra’s former mansion
in the now-dead city of Groucester. (naturally traveling only at night
to avoid being spotted by That Which Slept, or so she says). Along the
way, she actually protects and helps the heroes, ensuring that they
do not suffer the Deadland’s negative energy drain, but as soon as
she recovers the sword she turns on them, seeking to kill them all.
Viola
is aware that the greatsword is cursed, wieldable only by a divine spellcaster
dedicated to Iuz. What she doesn’t know is that the mansion’s ruins
are inhabited by a ghost left there by Veth to guard the ruins until
his return (NE female human ghost favored soul [Nerull] 7).
7: Dagger Room
The first
door to the right of the stairs has a simple dagger embossed on it.
As the door opens, you see that the room is 10 feet wide by 25 feet
long. A desk and two clean beds line the wall to the right.
Simple Wooden
Door: 1 in. thick; hardness 5; hp 10; AC 5; Break DC 15; Open Lock
DC 20.
Creatures
This room is
currently unoccupied.
8: Stables
Brighthorn
Longshanks (Breeanna’s cohort): CG male elite unicorn; Cha 29;
Disguise +19 (disguised as a large war horse via his hat of disguise,
Spot DC 32); see Appendix 1.
Brighthorn
met Breeanna when she was helping Bellamoh, Druid of the North, replant
trees in the Tangles after the Battle of Hallorn in 594 CY. Brighthorn
spent many hours talking with the strange elf before deciding to accompany
her outside the forest to see the larger world. He now understands her
dedication to fighting Iuz and would give his life to protect her (as
she would give hers to protect him). The pair were instrumental in helping
many of the forest creatures of the Tangles, including Brighthorn’s
kin, relocate safely to the Fellreev after Boneheart Cranzer’s attack
decimated the Tangles early in 596 CY.
A
creature of the forest, Brighthorn finds the urban chaos of Rookroost
to be very confusing and he is always glad to see the city behind him.
As a result, Breeanna tries to keep her visits to Rookroost brief. However,
he does enjoy Breeanna’s visits to her kin in the Fellreev, during
which times he spends his days mingling with the unicorns native to
the Fellreev.
Only
a select few (such as Mysta, Sylvia and Braeger) know that Brighthorn
is really a unicorn. Dani suspects something, but for now he thinks
Breeanna’s horse is merely the finest specimen of horseflesh he has
ever seen and just assumes that the elves of the Fellreev have bred
some remarkable horses for their warriors (she hasn’t told him that
it was the Reyhu who brought horses to the Fellreev). He does find it
odd though that the one time he asked Breeanna what Brighthorn’s stud
fee would be, Brighthorn, who was drinking from the trough at the time,
snorted water on him.
Brighthorn
is currently resting in the stables, disguised by his hat of disguise
to appear as a normal, albeit robust, warhorse. While resting, he enjoys
keeping an eye on Dani for he appreciates how the lad treats horses
with tender care.
Dani:
N male teenaged human Exp3; Diplomacy +10; Profession (horse trader)
+10; see Appendix 1.
Dani (short
for Danithor) the stable boy was rescued from the town of Zelosus by
adventurers after his family and the rest of the town were slaughtered
by a shortsword wielding lunatic (the shortsword was cursed and tied
to the plane of Limbo). The adventurers had no desire or ability to
care for a young lad so they deposited him at the Dirty Dog Tavern with
a handful of silver coins and wished him luck. Furious with them, Sylvia
took the boy in as the tavern had expanded enough to need the services
of a full time groom.
Dani
is quickly becoming a fine expert of horseflesh. He is often tipped
so well by adventurers that he is able to roam the city’s markets,
buying malnourished horses and ponies at bargain prices, feeding them
and guiding them to health, and then re-selling them for a profit to
adventurers who need a good mount in a hurry. Dani has amassed a small
fortune doing this (safely stored with Sylvia) and soon he plans to
build an extension to the stables to house his growing business. Unfortunately,
this wealth has not gone unnoticed by the street urchin gangs of Rookroost.
They are waiting for a time when he is not protected by Sylvia or Gummy
to make their move.
Dani
would do anything to protect Sylvia, whom he views as an older sister.
Dani sleeps in the loft of the barn.
Possible plot hooks:
- Dani is overdue
from a horse-trading meeting and Sylvia is growing worried. She asks
the heroes to look for him. If they are good investigators, the PCs
will discover that Dani has been snatched by a local street urchin gang.
It will be up to the PCs to discover the gang’s hideout and rescue
Dani or negotiate with the RTG sponsor who is checking in on the urchins.
Appendix
1: NPCs and Monsters
1: Rookroost
Grindell CR
8*
Male half-orc
Barbarian 4/Rogue 2/Menacing Brute 3
NE Medium humanoid
(orc)
Init
+2; Senses darkvision, trapfinding; Listen -1, Spot -1
Languages
Common, Orc
AC 17,
touch 12, flat-footed 17
(+2
Dex, +5 armor)
trap
sense +1
hp 83
(9 HD)
Resist
evasion, trap sense +1
Fort
+9, Ref +7, Will +3
Weakness
orc blood
Speed
40 ft. in light armor (8 squares)
Melee
+1 greataxe +13/+8 (1d12+7/x3)
Ranged
throwing axe +10 (1d6+4)
Space
5 ft.; Reach 5 ft.
Base Atk
+8; Grp +12
Atk Options
Power Attack, Cleave, reckless charge, sneak attack +2d6
Abilities
Str 18, Dex 14, Con 14, Int 8, Wis 8, Cha 11
SQ fast
movement, rage 2/day, uncanny dodge, trap sense +1, sneak attack +1d6,
trapfinding, evasion, reckless charge, demoralizing stare, resourceful
search
Feats
Power Attack, Cleave, Iron Will, Skill Focus (Intimidate), LeadershipB
Skills
Balance +3, Bluff +5, Climb +10, Diplomacy +5, Disguise +5, Forgery
+1, Gather Information +5, Handle Animal +3, Intimidate +22, Jump +12,
Knowledge (local: Bandit Kingdoms) +1, Perform (any) +3, Search +1,
Sense Motive +5, Tumble +9
Possessions
combat gear plus +1 glamered chain shirt,
circlet of persuasion, throwing axe, 10 gp.
Reckless
Charge (Su) At 2nd level, the half-orc barbarian gains
a +4 bonus on attack rolls when making a charge, but takes a -4 penalty
to AC. These values replace the normal bonus and penalty accorded to
a charging character.
This
benefit replaces the standard barbarian’s uncanny dodge ability.
Demoralizing
Stare (Ex) You gain a competence bonus on Intimidate checks equal
to your menacing brute level. In addition, when you successfully use
the Intimidate skill to demoralize an opponent, the target remains shaken
for an additional 1 round per class level.
Resourceful
Search (Ex) Once per day, may attempt a Search check in order to
find any nonmagical item of choice with a maximum market price of 200
gp, without paying for it. See Races of Destiny
page 123 for more information.
Leadership
Grindell’s Leadership scores are: Cohort 10 (+1 Special Power [resourceful
search]), Followers 10.
Network
of Informants Receives a +2 circumstance bonus to Bluff, Disguise,
Forgery, Gather Information, Intimidate, and Knowledge (local: Bandit
Kingdoms) checks made in the Free City of Rookroost (included in stats).
Size and
Appearance Grindell is a hulking brute of a half-orc, standing 6’8”
tall and weighing 264 lbs.
*
CR lowered by 1 due to having possessions fit only for a 7th
level NPC.
Raging Grindell CR 7*
AC 15,
touch 10, flat-footed 15
(+2
Dex, +5 armor, -2 rage)
trap
sense +1, uncanny dodge
hp 91
(8 HD)
Fort
+9, Ref +6, Will +4
Melee
+1 greataxe +14/+9 (1d12+10/x3)
Ranged
throwing axe +9 (1d6+6)
Base Atk
+7; Grp +13
Abilities
Str 22, Dex 14, Con 18, Int 8, Wis 8, Cha 11
Skills
Balance +2, Climb +14, Intimidate +11, Jump +14, Tumble (can’t use)
Narthrax CR --*
Male goblin
rogue 7
NE Small humanoid
(goblinoid)
Init
+4; Senses darkvision 60 ft.; Listen +11, Spot +11
Languages
Common, Goblin
AC 21,
touch 15, flat-footed 21
(+1
size, +4 Dex, +5 armor, +1 shield)
hp 37
(7 HD)
Resist
evasion, +2 dodge AC vs. traps
Fort
+5, Ref +12, Will +5
Speed
30 ft. (6 squares)
Melee
mwk small shortsword +7 (1d4+1/19-20)
Ranged
+1 small composite shortbow +11 (1d4+2/x3)
Space
5 ft.; Reach 5 ft.
Base Atk
+5; Grp +2
Atk Options
sneak attack +4d6, disruptive attack
Special
Actions Mounted Archery, Mounted Combat
Combat Gear
potion of cure serious wounds,
40 arrows, small dagger (2), potion of cure moderate wounds
Abilities
Str 12, Dex 18, Con 13, Int 8, Wis 8, Cha 12
SQ trapfinding,
trap sense +2, disruptive attack, worg mount
Feats
Mounted Combat, Mounted Archery, Iron Will
Skills
Balance +7, Bluff +3, Climb +2, Disguise +3, Forgery +3, Gather Information
+3, Handle Animal +6, Hide +19, Intimidate +3, Jump +5, Knowledge (local:
Bandit Kingdoms) +3, Listen +11, Move Silently +19, Ride +13 (+15 on
worg mount), Search +1, Spot +11, Tumble +13
Possessions
combat gear plus vest of resistance +2, +1 chainshirt, mwk buckler
Disruptive
Attack (Ex) Whenever you hit a target that is flat-footed to your
attack, or whenever you hit a target that you flank, you can choose
to sacrifice your sneak attack damage to apply a -5 penalty to that
creatures AC for 1 round. Multiple hits on the same target do not stack.
This ability works against creatures normally immune to sneak attack
damage.
Network
of Informants Receives a +2 circumstance bonus to Bluff, Disguise,
Forgery, Gather Information, Intimidate, and Knowledge (local: Bandit
Kingdoms) checks made in the Free City of Rookroost (included in stats).
Rookroost
Familiarity Receives a +2 circumstance bonus to Balance, Climb,
Hide, Jump, Listen, Move Silently, Search, Sleight of Hand and Spot
checks made in the Free City of Rookroost (included in stats).
Skills
+4 racial bonus on Move Silently and Ride checks (included above).
Size and
Appearance Narthrax is a fairly typical looking goblin, except he
bathes more often than most of his kind (once per week) because he knows
the importance of masking his scent when stalking prey.
* CR when encountered
alone is 7.
Narthax’s Worg Mount CR
2
NE Medium magical
beast (as MM 256, see below)
Languages
Goblin
AC 17,
touch 12, flat-footed 15
(+2
Dex, +3 armor, +2 natural)
Special
Actions Mounted Combat (see Narthax)
Possessions
mwk studded leather barding, mwk exotic military saddle.
Pareena CR --*
Female human
cleric 1 of Iuz
CE Medium humanoid
(human)
Init
-1; Senses Listen +2, Spot +2
Languages
Common
AC 9,
touch 9, flat-footed 9
(-1
Dex)
hp 7
(1 HD)
Fort
+4, Ref +0, Will +5
Speed
20 ft. in heavy armor (4 squares), base movement 30 ft.
Melee
mwk morningstar +2 (1d8+1/x2)
Ranged
dart -1 (1d4+1/x2)
Space
5 ft.; Reach 5 ft.
Base Atk
+0; Grp +1
Special
Actions rebuke undead
Combat Gear
4 darts, scrolls of comprehend languages, cure light wounds, inflict
light wounds
Cleric Spells
Prepared (CL 1st):
1st—D:
disguise self, cure light wounds
(DC 13), inflict light wounds
(DC 13)
0—detect
magic, guidance, resistance
D: Domain
spell. Deity: Iuz. Domains:
Trickery, Tyranny.
Abilities
Str 12, Dex 8, Con 13, Int 10, Wis 15, Cha 14
SQ rebuke
undead 5/day (1d20+2/2d6+3), spontaneous tyranny domain casting
Feats
Spell Focus (enchantment), Greater Spell Focus (enchantment)
Skills
Concentration +5, Disguise +12, Hide -5, Knowledge (religion) +4
Possessions
combat gear plus vest of resistance +1,
hat of disguise, holy symbol of Iuz (2)
Spontaneous
Tyranny Domain Casting Instead of being able to spontaneously convert
prepared spells into inflict
spells, Pareena can convert them into Tyranny domain spells (1st
level domain spell is command
[DC 16[). In addition, may also prepare inflict
spells in the domain spell slot.
Size and
Appearance Pareena is a willowy teen-age human female who has reached
her adult height of 5’3” She has long, straight, dark hair, dusky
skin, and brown eyes.
* CR when encountered
alone is 1.
Street Urchin Leader CR 1
Male pre-pubescent
human rogue 2
CN Small humanoid
(human)
Init
+3; Senses Listen +1, Spot +4
Languages
Common
AC 16,
touch 14, flat-footed 16
(+3
Dex, +2 armor, +1 size)
hp 10
(2 HD)
Resist
evasion
Fort
+0, Ref +6, Will +0
Speed
30 ft. in light armor (6 squares)
Melee
mwk small rapier +6 (1d4/18-20) or
Melee
small sap +5 (1d4 nonlethal) or
Melee
small dagger +5 (1d3/19-20)
Ranged
small dagger +5 (1d3/19-20) or
Ranged
tanglefoot bag +5 (entangle)
Base Atk
+1; Grp -3
Atk Options
sneak attack +1d6
Combat Gear
dagger (3), tanglefoot bags (2), potion of cure light wounds
Abilities
Str 10, Dex 17, Con 11, Int 10, Wis 10, Cha 12
SQ
sneak attack +1d6, trapfinding, evasion, network of informants
Feats
Acrobatic, Weapon FinesseB
Skills
Balance +8, Bluff +7, Climb +3, Diplomacy +4, Disguise +2 (+4 acting),
Escape Artist +8, Forgery +1, Gather Information +2, Hide +15, Intimidate
+4, Jump +10, Knowledge (local: Bandit Kingdoms) +1, Listen +1, Move
Silently +9, Ride +3, Search +1, Sleight of Hand +11, Spot +4, Swim
+0, Tumble +12, Use Magic Device +4, Use Rope +3
Possessions
combat gear plus leather armor, camouflage kit (included in stats)
Network
of Informants Receives a +1 circumstance bonus to Bluff, Disguise,
Forgery, Gather Information, Intimidate, and Knowledge (local: Bandit
Kingdoms) checks made in the Free City of Rookroost (included in stats).
Rookroost
Familiarity Receives a +1 circumstance bonus to Balance, Climb,
Hide, Jump, Listen, Move Silently, Search, Sleight of Hand and Spot
checks made in the Free City of Rookroost (included in stats).
*
CR lowered by 1 due to having possessions fit only for a 1st
level NPC.
Half-Farspawn Amorphous
Raging Ogre Bbn4 CR 9
CE Large Outsider
(native)
Init
+0; Senses Listen +13, Spot +9; blindsight 60 ft., darkvision
60 ft., low-light vision
Aura
see Change Shape (Su)
Languages
Giant
AC 16,
touch 8, flat-footed 16
(-1
size, +1 deflection, +8 natural, -2 rage)
hp 114
(8 HD); DR 5/magic
Immune
poison, negative energy
Resist
cold 10, electricity 10; SR 18
Fort
+17, Ref +3, Will +8
Speed
50 ft. (10 squares)
Melee
4 tentacles +18 (1d6+11)
Space
10 ft.; Reach 10 ft.
Base Atk
+7; Grp +20
Atk Options
Power Attack, True Strike (Su)
Combat Gear
ring of protection +1
Spell-Like
Abilities (CL 8th):
1/day—stinking cloud
(DC 11), touch of idiocy
Abilities
Str 32, Dex 13, Con 28, Int 8, Wis 14, Cha 6
SQ a
half-farspawn’s natural weapons are treated as magic weapons for the
purposes of overcoming damage reduction; Change Shape (Su); rage
2/day (already included in stats), trap sense +1
Feats
Iron Will, Power Attack, Weapon Focus (tentacle)
Skills
Concentration +12.5, Climb +22, Intimidate +1.5, Listen +13, Move Silently
+5.5, Spot +9, Tumble +5.5.
True Strike
(Su): Once per day, a half-farspawn can make a normal attack with
a +20 insight bonus on a single attack roll. The half-farspawn is not
affected by the miss chance that applies to attacks against a concealed
target.
Change Shape
(Su): As a standard action, a half-farspawn can take the form of
a grotesque, tentacled mass at will. While in this form, the creature
cannot be flanked and is not subject to extra damage from critical hits.
Creatures native to the Material Plane takes a -1 morale penalty on
attack rolls against the half-farspawn in its amorphous form.
*
The half-farspawn template was modified to make the creature immune
to negative energy so that it could survive in the Deadlands. This did
not impact the CR.
2: Common Room
Gummy the Bouncer CR 8
Male half-orc
monk 6/drunken master 2
LN medium humanoid
(orc)
Init
+2; Senses darkvision 60 feet.; Listen +1, Spot +1
Languages
Common, Orc
AC 17,
touch 15, flat-footed 15
(+2
Dex, +1 armor, +2 class, +1 deflection, +1 natural)
Deflect
ArrowsB, Dodge
hp 51
(8 HD)
Immune
natural diseases
Resist
evasion, still mind
Fort
+12, Ref +11, Will +7
Weakness
Orc blood
Speed
50 ft. (10 squares)
Melee tankard +7 (1d8+1d4+5)
or
Melee
unarmed strike +10 (1d8+5) or
Melee (flurry)
unarmed strike +9/+9 (1d8+5)
Ranged tankard (thrown)
+4 (1d8+1d4+5) or
Base
Atk +5; Grp +10
Atk
Options Improved TripB, Stunning FistB
Combat Gear
potion of cure light wounds (4), potion of enlarge person
Abilities
Str 20, Dex 14, Con 13, Int 8, Wis 12, Cha 6
SQ AC
Bonus, Armor Restriction, Drink Like a Demon, Fast Movement, Flurry
of Blows, Improvised Weapon, Ki Strike, Orc Blood, Purity of Body, Slow
Fall, Stagger
Feats
Deflect ArrowsB, Dodge, Great Fortitude, Improved TripB,
Improved Unarmed StrikeB, Stunning FistB, Weapon
Focus (Club)
Skills
Balance +4, Gather Information +0, Jump +26, Knowledge (local: Bandit
Kingdoms) +1, Profession (Bouncer) +12, Tumble +15
Possessions
combat gear plus amulet of natural armor +1, backpack (bedroll,
clay tankard [3], winter blanket, bottle of wine [5], flask [whisky],
iron pot, trail rations [5], waterskin [3]), belt pouch (potion of
cure light wounds [4], potion of enlarge person
[CL 1st], 5 gp), bracers of armor
+1, cloak of resistance +1, gauntlets of ogre power, monk's
outfit, ring of protection +1
Evasion
(Ex): On a successful Reflex save against a magical attack, you
take no damage.
Still Mind
(Ex): +2 to save against Enchantment spells and effects.
AC Bonus
(Ex): Add +2 AC; this bonus is not lost unless immobilized or helpless,
wearing armor, carrying a shield or carrying a medium/heavy load.
Flurry of
Blows (Ex): As a full attack, may make one extra attack(s) All attacks
made in the round suffer a -1 penalty.
Ki Strike
(Su): unarmed attacks are treated as magic weapons.
Slow Fall
(Ex): As long as a wall is within arm's reach, take damage from
a fall as if it were 30 feet shorter.
Purity of
Body (Ex): Immune to all diseases except supernatural and magical
diseases.
Drink Like
a Demon (Ex): drink a the equivalent of a large tankard of ale as
a move equivalent action. Each drink consumed during combat reduces
Int. & Wis by 2 points but increases Str or Con by 2 points (choice)
benefit from 2 drinks. The duration of the drink's effects is 5 rounds.
Improvised
Weapon (Ex): use nearby objects as improvised weapons. Improvised
weapon do the same damage as your unarmed strike plus an extra 1d4 points.
Whenever roll a natural 1 on an attack roll with an improvised weapon,
the weapon breaks apart and becomes useless.
Stagger
(Ex): By tripping, stumbling, and staggering make a charge attack
that surprises opponents. The charge need not be in a straight line,
even though move up to twice speed. When staggering, when make a DC
15 Tumble check before beginning a charge, movement through threatened
squares provokes no attacks of opportunity.
Hair 'o
the dog Gummy receives a +1 Circumstance bonus to Fort saves made
vs. Intoxication.
Rookroost
Familiarity Gummy receives a +2 Circumstance bonus to Gather Information
and Knowledge (local: Bandit Kingdoms) checks made when in Rookroost.
Size and
Appearance Gummy is fairly average looking half-orc. He is filthy
in appearance due to the many dried stains on his robes, but his clothes
and body are actually fairly clean. This is mostly because Barkeep forces
him to take a quick dunking in a horse trough every morning.
Sylvia CR 6
Female high-elf
Beguiler 5/Spy Master 1
NG (undetectable
alignment) Medium humanoid (elf)
Init
+6; Senses low-light vision; Listen +3, Spot +3
Languages
Common, Draconic, Elf, Flan
AC 14,
touch 12, flat-footed 12
(+2
Dex, +2 armor)
hp 20
(6 HD)
Immune
sleep
Resist
+2 vs. enchantment
Fort
+1, Ref +6, Will +6
Speed
30 ft. (6 squares)
Melee
mwk rapier +5 (1d6-1/18-20)
Ranged
dagger +4 (1d4-1/19-20)
Space
5 ft.; Reach 5 ft.
Base Atk
+2; Grp +1
Atk Options
cloaked casting
Combat Gear
daggers (2)
Beguiler
Spells Known (CL 6th):
2nd
(5/day, DC 14)—blinding color surge, blur, daze monster, detect
thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock,
minor image, mirror image, misdirection, see invisibility, silence,
spider climb, stay the hand, touch of idiocy, vertigo, whelming burst
1st
(7/day, DC 13)—charm person, color spray, comprehend languages,
detect secret doors, disguise self, expeditious retreat, hypnotism,
mage armor, obscuring mist, rouse, silent image, sleep, undetectable
alignment whelm, ventriloquism
0
(6/day, DC 12)—dancing lights, daze, detect magic, ghost sound,
message, open/close, read magic
Abilities
Str 8, Dex 15, Con 8, Int 14, Wis 12, Cha 16
SQ armored
mage, trapfinding, cloaked casting (+1 DC), surprise casting, advanced
learning (ventriloquism), cover identity, undetectable alignment
Feats
Improved Initiative, Skill Focus (Bluff), Silent SpellB,
Weapon Finesse
Skills
Bluff +20, Diplomacy +19, Disguise +19 (+22 acting), Forgery +11, Gather
Information +21, Handle Animal +6, Intimidate +8, Knowledge (local:
Bandit Kingdoms) +13, Listen +3, Perform (any) +6, Profession (barmaid)
+3, Search +13, Sense Motive +10, Spot +3
Possessions
combat gear plus mwk leather armor, circlet of persuasion,
+1 vest of resistance
Cloaked
Casting (Ex) Add +1 to a spell’s save DC when you cast a spell
that targets any foe who would be denied a Dexterity bonus to AC.
Surprise
Casting (Ex) When you use the Bluff skill to feint in combat, your
target is denied its Dexterity bonus to AC for the next melee attack
you make against it or the next spell you cast. You must remain in melee
with the target, and the attack must be made or the spell cast on or
before your next turn. The target is not considered flat-footed and
therefore can make attacks of opportunity against you if you do not
cast defensively.
Cover Identity
Sylvia’s cover identity is that of a simple barmaid at the Dirty Dog
Tavern. When operating in that identity, she gains a +4 circumstance
bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather
Information checks (already included in her stats).
Rookroost
Familiarity Sylvia receives a +2 Circumstance bonus to Gather Information
and Knowledge (local: Bandit Kingdoms) checks made when in Rookroost.
Skills
+2 racial bonus to Listen, Search, and Spot checks.
Size and
Appearance Sylvia is a tall (5’6”) and gorgeous high elf. She
favors colored skirts and silky blouses, but does not wear much jewelry.
Mysta Gonagin CR 10
Female halfling
Rogue 3/Conjurer 5/Arcane Trickster 1
CG Small humanoid
(halfling)
Init
+8; Senses Listen +4, Spot +2
Languages
Abyssal, Common, Draconic, Halfling
AC 21,
touch 15, flat-footed 21
(+1size,
+3 Dex, +5 armor, +1 deflection, +1 natural)
hp 50
(9 HD)
Resist
evasion, +2 morale bonus vs. fear, thief’s luck
Fort
+7, Ref +13, Will +10
Speed
20 ft. (4 squares)
Melee
+1 small shortsword +7 (1d4+2/19-20) or
Melee (Touch)
spell +6 (varies)
Ranged
mwk composite shortbow [+1 Str] +10 (1d4+1/x3) or
Ranged
small dagger +10 (1d3+1/19-20) or
Ranged
spell +9 (varies)
Space
5 ft.; Reach 5 ft.
Base Atk
+4; Grp +1
Atk Options
Point Blank Shot, melee sneak attack +1d6, ranged sneak attack +3d6
Combat Gear
small dagger (2), small silver dagger, scrolls of nondetection
(CL 9), knock (CL 3), see invisibility
(CL 9), spectral hand (CL 3), charm person
(CL 9), comprehend languages
(CL 9), mage armor (CL 9)
Wizard Spells
Prepared (CL 9th):
3rd—dispel
magic, fly, lightning bolt (DC 16)
2nd—glitterdust,
invisibility, melf’s acid arrow, scorching ray
1st—feather
fall, magic missile, ray of enfeeblement, shield
0—acid
splash, detect magic, read magic, ghost sound
Spell-like
Abilities (CL 6h):
Abilities
Str 12, Dex 18, Con 14, Int 16, Wis 10, Cha 10
SQ halfling
traits (included in stats), trap finding, conjuration specialist (restricted
schools: enchantment, necromancy), immediate magic, ranged legerdemain
1/day, thief’s luck 1/day
Feats
Improved Initiative, Point Blank Shot, Scribe ScrollB, Precise
Shot, Craft Wondrous ItemB, Practiced Spellcaster, LeadershipB
Skills
Balance +13, Bluff +9, Climb +5, Concentration +7, Decipher Script +11,
Diplomacy +2, Disable Device +13, Disguise +12 (+14 when acting), Escape
Artist +11, Forgery +5, Gather Information +4, Hide +22, Intimidate
+4, Jump +1, Knowledge (arcana) +8, Knowledge (local: Bandit Kingdoms)
+10, Listen +4, Move Silently +20, Open Lock +12, Search +11, Sleight
of Hand +10, Spellcraft +17 (+19 vs. conjuration), Spot +2, Tumble +12,
Use Rope +4 (+6 bindings)
Possessions
combat gear plus +1 glamered small mithral chain shirt, amulet of
natural armor +1, Boccob’s blessed spellbook,
boots of elvenkind, cloak of elvenkind, gloves of dexterity +2,
hat of disguise, ring of protection +1, vest of resistance +2,
masterwork thieves tools
Spellbook
3rd—dispel magic,
displacement, flame arrow, fly, lightning
bolt, nondetection, slow, stinking cloud
2nd—bear’s endurance,
bull’s strength, cat’s grace, glitterdust,
invisibility, knock, locate object,
melf’s acid arrow, minor image, scorching ray, see invisibility, spectral
hand, spider climb, ventriloquism
1st—alarm,
burning hands, comprehend languages, endure elements, enlarge person,
expeditious retreat, feather fall,
grease, hold portal, mage armor, magic missile, protection from evil,
ray of enfeeblement, shield, summon monster I
Immediate
Magic (Sp) Conjuration, abrupt jaunt, as an immediate action,
can teleport self plus gear up to 10 feet. See spell-like abilities.
This is the equivalent of a 3rd-level spell. See PHB II 68.
Ranged Legerdemain:
An arcane trickster can perform one of the following class skills at
a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working
at a distance increases the normal skill check DC by 5, and an arcane
trickster cannot take 10 on this check. Any object to be manipulated
must weigh 5 pounds or less.
An
arcane trickster can use ranged legerdemain once per day initially,
twice per day upon attaining 5th level, and three times per day at 9th
level or higher. He can make only one ranged legerdemain skill check
each day, and only if he has at least 1 rank in the skill being used.
Thief’s
Luck (Ex) May reroll any Reflex save she has just rolled before
the result of the original save is known (thus, cannot reroll a 1 as
the result is automatically known). Must keep the result of the second
roll. Replaces trap sense.
Leadership
Mysta’s Leadership scores are: Cohort 12 (+2 Great Renown [for fighting
Iuzians], +1 Fairness and generosity [for helping the halflings of the
region have a place to live], +1 Special Power bonus [ranged legerdemain],
-1 cohort is a different alignment), Followers 14 (+2 Great Renown,
+1 Fairness and generosity, +1 Special Power, +2 stronghold [Gonagin
House], -1 moves around a lot).
Mysta’s
cohort is Nardo, the Gonagin’s ranking cleric. Nardo is like a little
brother to Mysta, but one that often exasperates her to no end. Mysta’s
followers, all except Ripley, stay at Gonagin House when she is traveling.
Skills
Halflings receive a +2 racial bonus on Climb, Jump, Listen, and Move
Silently checks.
Network
of Informants Receives a +2 circumstance bonus to Bluff, Disguise,
Forgery, Gather Information, Intimidate, and Knowledge (local: Bandit
Kingdoms) checks made in the Free City of Rookroost (included in stats).
Rookroost
Familiarity Receives a +2 circumstance bonus to Balance, Climb,
Hide, Jump, Listen, Move Silently, Search, Sleight of Hand and Spot
checks made in the Free City of Rookroost (included in stats).
*
CR raised by 1 due to having possessions fit for a 11th level
NPC.
Nardo Gonagin CR --*
Male halfling
cleric 7
N Small humanoid
(halfling)
Init
+3; Senses Listen +5, Spot +3
Languages
Celestial, Common, Halfling
AC 20,
touch 14, flat-footed 17
(+1
size, +3 Dex, +4 armor, +2 shield)
hp 38
(7 HD)
Resist
+2 morale vs. fear
Fort
+7, Ref +7, Will +10
Speed
20 ft. (4 squares)
Melee
mwk dagger +5 (1d3-2/19-20)
Ranged
dagger +10 (1d3-2/19-20)
Space
5 ft.; Reach 5 ft.
Base Atk
+5; Grp -1
Combat Gear
caster’s shield scroll of cure serious wounds,
scrolls of giant vermin, speak with dead, lesser restoration, detect
undead, dagger (2)
Class Spells
Prepared (CL 7th):
4th—D:
cure critical wounds, silent
meld into stone
3rd—D:
cure serious wounds, dispel magic, prayer, silent
enthrall (DC 15)
2nd—D:
invisibility, delay poison, remove paralysis, sound burst,
silent obscuring mist
1st—D:
disguise self, bless, command
(DC 14), hide from undead, remove fear,
silent purify food and drink
0—create
water, detect magic, light, mending, read magic, virtue
D: Domain
spell. Deity: Brandobaris. Domains:
Travel, Trickery
Abilities
Str 6, Dex 16, Con 10, Int 12, Wis 16, Cha 13
SQ halfling
traits, turn undead 4/day (+4/2d6+8)
Feats
Scribe Scroll, Silent Spell, Craft Magic Arms and Armor
Skills
Bluff +14, Climb +0, Diplomacy +6, Disguise +4 (+6 acting), Gather Information
+4, Handle Animal +4, Hide +22, Intimidate +6, Jump -6, Knowledge (the
planes) +11, Listen +5, Move Silently +5, Perform (all) +4
Possessions
combat gear plus circlet of persuasion, vest of resistance +1, +1
shadow studded leather, caster’s shield
(+1 light darkwood shield)
Spontaneous
Travel Domain Casting Instead of being able to spontaneously convert
prepared spells into cure spells, Nardo can convert them into
Travel domain spells (longstrider, locate object, fly, dimension
door). In addition, he may also prepare cure
spells in the domain spell slot.
Skills
Halflings receive a +2 racial bonus on Climb, Jump, Listen, and Move
Silently checks.
* CR when encountered
alone is 7.
Ripley Wunderlich
CR --*
Female halfling
Rogue 2
CG Small humanoid
(halfling)
Init
+3; Senses Listen +2, Spot +0
Languages
Common, Flan, Halfling, Orc
AC 18,
touch 14, flat-footed 15
(+1size,
+3 Dex, +3 armor, +1 shield)
Dodge
hp 10
(2 HD)
Resist
evasion, +2 morale vs. fear
Fort
+2, Ref +8, Will +1
Speed
20 ft. (4 squares)
Melee
mwk small rapier +3 (1d4/18-20)
Ranged
small dagger +6 (1d3/19-20)
Space
5 ft.; Reach 5 ft.
Base Atk
+1; Grp -2
Atk Options
melee sneak attack +0, ranged sneak attack +2d6
Combat Gear
potion of cure light wounds, small daggers (4), tanglefoot bags
(2), alchemist’s fire, flask of acid, vial of antitoxin, flask of
holy water, thunderstone
Abilities
Str 10, Dex 17, Con 10, Int 14, Wis 8, Cha 13
SQ halfling
traits, trap finding
Feats
Dodge
Skills
Balance +11, Climb +4, Disable Device +9, Escape Artist +8, Hide +13,
Jump +5, Listen +2, Move Silently +11, Open Lock +10, Perform (dance)
+6, Search +8, Spot +0, Tumble +12, Use Rope +3 (+5 vs. bindings)
Possessions
combat gear plus vest of resistance +1,
mwk studded leather armor, mwk tumbler’s gear, masterwork thieves’
tools
Skills
Halflings receive a +2 racial bonus on Climb, Jump, Listen, and Move
Silently checks.
Rookroost
Familiarity Receives a +1 circumstance bonus to Balance, Climb,
Hide, Jump, Listen, Move Silently, Search, Sleight of Hand and Spot
checks made in the Free City of Rookroost (included in stats).
Size and
Appearance Ripley is the epitome of a young adult halfling rogue:
short, slender, and quick. When she’s fighting for her life, her face
can look rather demonic. She prefers to wear dark clothing and sticks
to the shadows as much as possible.
* CR when encountered
alone is 2.
3: Kitchen
Barkeep CR 5
Male human
fighter 2/expert 4
N Medium humanoid
(human)
Init
+1; Senses Listen +10, Spot +1
Languages
Common, Dwarven, Elven
AC 14,
touch 11, flat-footed 13
(+1
Dex, +3 armor)
hp 56
(6 HD)
Fort
+6, Ref +2, Will +5
Speed
30 ft. in light armor
Melee
mwk battleaxe +8 (1d8+2/x3)
Ranged
+1 great crossbow +7 (1d12+1/19-20)
Space
5 ft.; Reach 5 ft.
Base Atk
+5; Grp +7
Atk Options
Point Blank Shot, Precise Shot
Special
Actions Rapid Reload
Combat Gear
tanglefoot bag (2), handaxe, dagger
Abilities
Str 15, Dex 12, Con 14, Int 12, Wis 12, Cha 8
Feats
Exotic Weapon Proficiency (great crossbow), Rapid Reload, Point Blank
Shot, Precise Shot, Skill Focus (Profession [innkeeper]), Skill Focus
(Appraise)
Skills
Appraise +13 (+15 vs. furniture), Craft (furniture) +10, Gather Information
+1, Intimidate +8, Knowledge (local: Bandit Kingdoms) +3, Listen +10,
Profession (innkeeper) +13, Speak Language (dwarven)
Possessions
combat gear plus +1 leather armor
Rookroost
Familiarity Barkeep receives a +2 Circumstance bonus to Gather Information
and Knowledge (local: Bandit Kingdoms) checks made when in Rookroost.
Size and
Appearance Barkeep looks like an aging fighter who is slowly getting
out of shape. He has thick arms and legs, a growing belly, and perpetually
scruffy facial hair.
4: Waraxe Room
Breeanna H’west’riala CR
11*
Female wood
elf barbarian 2/fighter 2/ranger 2/rogue 2/pious templar 2
NG Medium humanoid
(elf)
Init
+6; Senses low-light vision; Listen +12 (+14 vs. humans), Spot
+3 (+5 vs. humans)
Languages
Common, Celestial, Elven
AC 25,
touch 17, flat-footed 25
(+6
Dex, +6 armor, +2 shield, +1 deflection)
+1
dodge vs. traps
uncanny
dodge
hp 59
(10 HD)
Immune
sleep
Resist
+2 saves vs. enchantment, +1 Ref saves vs. traps, evasion, mettle, True
Believer
Fort
+13, Ref +13, Will +7
Speed
40 ft. (8 squares)
Melee
+1 mithral holy bane (humans) rapier +17/+12 (+19/+14 vs. humans)
(1d6+2 [+4 vs. humans]/15-20 plus 2d6 vs. evil plus 2d6 vs. humans)
or
Melee (Two-Weapon
Figthing) +1 mithral holy bane (humans) rapier +15/+10 (+17/+12
vs. humans) (1d6+2 [+4 vs. humans]/15-20 plus 2d6 vs. evil plus 2d6
vs. humans) and
mwk
dagger +13 (1d4 [+2 vs. humans]/19-20)
Ranged
mwk light crossbow +16 (1d8/19-20)
Base Atk
+9; Grp +10
Atk Options
Two-Weapon Fighting
Special
Atk favored enemy +2 (humanoid [humans]), sneak attack +1d6, smite
1/day (+4 to hit, +2 damage)
Combat Gear
wand of cure lesser vigor (5 charges), potions
of gaseous form, misdirection, scrolls of bless weapon, comprehend languages,
remove fear, detect poison, mwk dagger (2)
Pious Templar
Spells Prepared (CL 2nd):
1st—lesser
restoration, protection from evil
Deity:
Kelanen.
Abilities
Str 12, Dex 22, Con 10, Int 10, Wis 12, Cha 12
SQ elf
traits, fast movement, mettle, rage 1/day, smite 1/day, trap finding,
uncanny dodge, wild empathy +3
Feats
TrackB, Weapon Finesse, Two-Weapon FightingB,
Iron Will, True Believer (Kelanen), QuickdrawB, Weapon Focus
(rapier)B, Improved Critical (rapier), LeadershipB
Skills
Balance +10, Concentration +2, Disguise +11, Hide +12, Intimidate +2,
Jump +12, Knowledge (nature) +2, Knowledge (religion) +5, Listen +12,
Move Silently +12, Profession (fencing instructor) +7, Search +2, Spot
+3, Survival +8, Tumble +18
Possessions
combat gear plus hat of disguise, vest of resistance +1, gloves of
dexterity +2, ring of protection +1, +2 mithral shirt, +1
mithral buckler, pearl of power 1st,
quall feather token (tree), possum pouch,
mwk tumbler’s outfit, mwk silver rapier, mwk cold iron rapier, 100
pp
Mettle (Su)
If a pious templar makes a successful Will or Fortitude saving throw
that would normally reduce the spell’s effect, she suffers no effect
from the spell at all. Only those spells with a Saving Throw entry of
“Will partial” or “Fortitude half,” or similar entries can be
negated through this ability.
True Believer
1/day, +2 to any save.
Leadership
Beeanna’s Leadership scores are: Cohort 14 (+1 Charisma, +2 Great
Renown [for fighting Iuzians], +1 Fairness and generosity [for helping
the unicorns of the Tangles replant], +1 Special Power bonus [mettle],
-1 cohort is a different alignment), Followers 16 (+1 Charisma, +2 Great
Renown, +1 Fairness and generosity, +1 Special Power, +2 Stronghold
[fencing academy in Hallorn], -1 moves around a lot).
Breeanna’s
cohort is a unicorn she met in the Tangles Forest after the Battle of
Hallorn in 594 CY named Brighthorn Longshanks. Breeanna’s followers,
except for Garn, are all located at her fencing academy in Hallorn.
All are dedicated to Kelanen.
Skills
+2 racial bonus to Listen, Search, and Spot checks.
Blade Master
Receives a +2 Circumstance bonus to the following skills when wielding
a sword: Balance, Concentration, Intimidate, Perform (weapon drill)
and Tumble checks (already included in stats).
Fellreev
Familiarity Receives a +2 Circumstance bonus to the following skills
when in the Fellreev Forest: Balance, Climb Hide, Jump, Listen, Move
Silently, Spot, and Survival (NOT included in her stats).
Size and
Appearance Breeanna is built like a dancer. Lithe and quick, she
keeps her hair short in a warrior’s cut and tucked under her mithral
helm. When not in disguise, her mithral chain shirt and mithral buckler
are radiant, accentuating her natural good looks. However, under her
clothes one would fine a network of fine scars, reminders of battles
past. Very few have seen any of the scars, and none have seen them all.
*
CR raised by 1 due to having possessions fit for a 12th level
NPC.
Garn CR
--*
Male half-orc
barbarian 2/fighter 1
CN Medium humanoid
(orc)
Init
+1; Senses darkvision; Listen +2, Spot +2
Languages
Common, Orc
AC 17,
touch 11, flat-footed 16
(+1
Dex, +5 armor, +1 shield)
hp 32
(3 HD)
Fort
+7, Ref +1, Will +4
Speed
40 ft. in (8 squares)
Melee
+1 bastard sword +7 (1d10+7/19-20) or
Melee (one-handed)
+1 bastard sword +8 (1d10+5/19-20) or
Melee
dagger +7 (1d4+4/19-20)
Ranged
light crossbow +4 (1d8/19-20)
Space
5 ft.; Reach 5 ft.
Base Atk
+3; Grp +7
Atk Options
Power Attack, reckless charge
Combat Gear
dagger (2), potion of cure moderate wounds
Abilities
Str 18, Dex 12, Con 15, Int 6, Wis 14, Cha 6
SQ fast
movement, rage 1/day, reckless charge
Feats
Power Attack, Iron Will, Exotic Weapon Proficiency (bastard sword)B
Skills
Appraise -2 (+0 vs. weapons), Craft (weaponsmith) +3, Knowledge (religion)
+1
Possessions
combat gear plus +1 chain shirt,
mwk buckler
Reckless
Charge (Su) At 2nd level, the half-orc barbarian gains
a +4 bonus on attack rolls when making a charge, but takes a -4 penalty
to AC. These values replace the normal bonus and penalty accorded to
a charging character.
This
benefit replaces the standard barbarian’s uncanny dodge ability.
Size and
Appearance Garn is a wiry and short half-orc, an appearance which
belies his great strength and his robustness. Hideously ugly (which
doesn’t bother him), he is child-like in his exuberance for battle.
He’s not scared of death for in the silver mines he learned that death
was a welcome release from the cares of the mortal coil, so long as
one was not later animated by an Iuzian priest.
*
CR when encountered alone is 3.
Raging Garn CR --*
AC 14,
touch 9, flat-footed 14
(+1
Dex, +5 armor, +1 shield, -2 rage)
uncanny
dodge
hp 38
(3 HD)
Fort
+9, Ref +1, Will +6
Melee
+1 bastard sword +9 (1d10+10/19-20) or
Melee (one-handed)
+1 bastard sword +10 (1d10+7/19-20)
Ranged
light crossbow +4 (1d8/19-20)
Base Atk
+3; Grp +9
Abilities
Str 22, Dex 12, Con 19, Int 6, Wis 14, Cha 6
6: Warhammer Room
Viola CR 11
Female human
vampire Cleric 9
CE (undetectable
alignment) Medium undead (augmented humanoid [human])
Init
+7; Senses darkvision; Listen +15, Spot +15
Languages
Abyssal, Common
AC 30,
touch 13, flat-footed 27
(+3
Dex, +7 armor, +4 shield, +6 natural)
Divine
Shield +4 deflection
Dodge
hp 68
(9 HD); fast healing 5
DR 10/silver
and magic
Immune
undead immunities, heal (ring of counterspells)
Resist
cold 10, electricity 10, turn resistance +12
Fort
+8, Ref +10, Will +13
Weakness
vampire weaknesses
Speed
20 ft. in medium armor (4 squares); spider climb
Melee
+2 morningstar +13/+8 (1d8+7) and
slam
+6 (1d6+7 plus energy drain) or
Melee
slam +11 (1d6+7 plus energy drain)
Ranged
mwk light crossbow +10 (1d8/19-20)
Space
5 ft.; Reach 5 ft.
Base Atk
+6; Grp +11
Special
Actions Blood Drain, Dominate (DC 18)
Combat Gear
potion of haste, scrolls of
Class Spells
Prepared (CL 9th):
5th—D:
greater command (DC 22), true seeing,
silent freedom of movement
4th—D:
confusion (DC 21), dismissal,
greater magic weapon,
silent meld into stone
3rd—D:
nondetection, dispel magic, magic vestment,
magic vestment,
silent desecrate
2nd—D:
invisibility, death knell, eagle’s splendor, enthrall
(DC 18), undetectable alignment,
silent obscuring mist
1st—D:
command (DC 18), bane
(DC 18), comprehend languages, curse water, detect undead, sanctuary
(DC 16)
0—detect
magic, guidance, inflict minor wounds, mending, read magic, resistance
D:
Domain spell. Deity: Iuz. Domains: Trickery, Tyranny
Abilities
Str 20, Dex 16, Con --, Int 12, Wis 20, Cha 18
SQ undead
traits, rebuke undead 7/day (1d20+6/2d6+13)
Feats
Divine Shield, Silent Spell, Improved Turn Resistance, Spell Focus (Enchantment),
LeadershipB, AlertnessB, Combat ReflexesB,
DodgeB, Improved InitiativeB, Lightning ReflexesB
Skills
Bluff +27, Concentration +16, Diplomacy +9, Disguise +29 (+31 acting),
Hide +11, Intimidate +9, Knowledge (religion) +13, Listen +15, Move
Silently +11, Search +9, Sense Motive +13, Spot +15
Possessions
combat gear plus masterwork breastplate (+2
magic vestment), masterwork large steel shield (+2 magic vestment),
masterwork morningstar (+2 greater magic weapon), mwk light crossbow,
20 bolts, mwk dagger, iron holy symbol of Iuz (2), spell component pouch
(2), circlet of persuasion, vest of resistance +2, periapt
of wisdom +2, cloak of turn resistance +4, ring of counterspells
(heal), hat of disguise.
Blood Drain
(Ex): A vampire can suck blood from a living victim with
its fangs by making a successful grapple check. If it pins the foe,
it drains blood, dealing 1d4 points of Constitution drain each round
the pin is maintained. On each such successful attack, the vampire gains
5 temporary hit points.
Children
of the Night (Su): Vampires command the lesser creatures
of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1
bat swarms, or a pack of 3d6 wolves as a standard action. (If the base
creature is not terrestrial, this power might summon other creatures
of similar power.) These creatures arrive in 2d6 rounds and serve the
vampire for up to 1 hour.
Dominate
(Su): A vampire can crush an opponent’s will just by looking
onto his or her eyes. This is similar to a gaze attack, except that
the vampire must use a standard action, and those merely looking at
it are not affected. Anyone the vampire targets must succeed on a Will
save, DC 18, or fall instantly under the vampire’s influence as though
by a dominate person spell (caster level 9th). The ability has
a range of 30 feet.
Create Spawn
(Su): A humanoid or monstrous humanoid slain by a vampire’s
energy drain rises as a vampire spawn (see the Vampire Spawn entry)
1d4 days after burial. If the vampire instead drains the victim’s
Constitution to 0 or lower, the victim returns as a spawn if it had
4 or less HD and as a vampire if it had 5 or more HD. See MM for more
information.
Energy Drain
(Su): Living creatures hit by a vampire’s slam attack (or
any other natural weapon the vampire might possess) gain two negative
levels. For each negative level bestowed, the vampire gains 5 temporary
hit points. A vampire can use its energy drain ability once per round.
Alternate
Form (Su): A vampire can assume the shape of a bat, dire
bat, wolf, or dire wolf as a standard action. This ability is similar
to a polymorph spell cast by a 12th-level character, except that
the vampire does not regain hit points for changing form and must choose
from among the forms mentioned here. While in its alternate form, the
vampire loses its natural slam attack and dominate ability, but it gains
the natural weapons and extraordinary special attacks of its new form.
It can remain in that form until it assumes another or until the next
sunrise. (If the base creature is not terrestrial, this power might
allow other forms.)
Fast Healing
(Ex): A vampire heals 5 points of damage each round so long
as it has at least 1 hit point. If reduced to 0 hit points in combat,
it automatically assumes gaseous form and attempts to escape. It must
reach its coffin home within 2 hours or be utterly destroyed. (It can
travel up to nine miles in 2 hours.) Any additional damage dealt to
a vampire forced into gaseous form has no effect. Once at rest in its
coffin, a vampire is helpless. It regains 1 hit point after 1 hour,
then is no longer helpless and resumes healing at the rate of 5 hit
points per round.
Gaseous
Form (Su): As a standard action, a vampire can assume gaseous
form at will as the spell (caster level 5th), but it can remain gaseous
indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Turn Resistance
(Ex): A vampire has +4 turn resistance.
Leadership
Viola’s Leadership scores are: Cohort 22 (ECL 17 +4 Charisma, +1 Special
Power [vampire]), Followers 23 (ECL 17 +4 Charisma, +1 Special Power,
+2 stronghold, -1 caused the death of other followers). For Viola, her
followers reflect the various creatures she has either dominated or
turned into vampires or vampire spawn.
Viola’s
cohort is the succubus named S’leena. For two chaotic evil, willful
creatures, the pair get along remarkably, going so far as to call each
other “sister” while displaying a strange affection for each other.
In exchange for S’leena’s help in Rookroost, Viola plans to help
her rise to prominence in the Abyss.
Viola’s
most powerful follower is her daughter, Talen, conceived during a mating
with S’leena (thanks to polymorph).
Skills
+8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense
Motive, and Spot checks.
Size and
Appearance Standing five-and-a-half feet tall, Viola is slight of
build and very attractive. Her hair is black and her eyes are green
and mesmerizing, hinting at her Rover ancestry. Viola is a very old
and very wise vampire, A powerful cleric of Iuz in her own right, she
enjoys the debauchery of her un-life and was utterly devoted to Veth
until he scorned her for Xavendra. Viola now “lives” to make others
miserable and she is the last remaining Iuzian of any power left in
Rookroost. Her current favorite disguise is to play the role of a cleric
of Kurell.
S’leena CR
--*
Female elite
advanced succubus
CE Medium outsider
(Chaotic, Extraplanar, Evil, Tanar’ri)
Init
+2; Senses darkvision 60 ft.; Listen +18, Spot +18
Languages
Abyssal, Celestial, Draconic; telepathy 100 ft., tongues
AC 25,
touch 12, flat-footed 23
(+2
Dex, +4 armor, +9 natural)
Dodge, Mobility
hp 66
(9 HD)
DR
10/cold iron or 10/good and lawful
Immune
electricity, poison
Resist
acid 10, cold 10, fire 10; SR 25
Fort
+9, Ref +9, Will +11
Speed
30 ft. (6 squares), fly 50 ft. (10 squares, average)
Melee
2 claws +9 each (1d6)
Ranged
dagger +11 (1d4/19-20)
Space
5 ft.; Reach 5 ft.
Base Atk
+9; Grp +9
Atk Options
Energy Drain
Special
Actions summon tanar’ri
Combat Gear
daggers (2)
Spell-Like
Abilities (CL 12th):
At
will—charm monster (DC 25), detect good, detect thoughts
(DC 23), ethereal jaunt (self plus 50 pounds), polymorph
(humanoid form only, no limit on duration), suggestion
(DC 24), greater teleport (self plus 50 pounds only).
Abilities
Str 10, Dex 15, Con 14, Int 16, Wis 18, Cha 32
SQ tanar’ri
traits
Feats
Dodge, Mobility, Evil Brand, Thrall of Iuz
Skills
Bluff +23, Concentration +14, Diplomacy +25 (+27 vs. evil creatures),
Disguise +33 (+35 acting), Escape Artist +14, Hide +14, Intimidate +25
(+27 vs. evil creatures), Knowledge (the planes) +15, Listen +18, Move
Silently +14, Search +15, Spot +18, Survival +4 (+6 following tracks,
+6 on other planes, +8 following tracks on other planes), Use Rope +2
(+4 with bindings)
Possessions
combat gear plus +1 studded leather armor, vest of resistance +1,
potion of gaseous form
Energy Drain
(Su): A succubus drains energy from a mortal it lures into some
act of passion, or by simply planting a kiss on the victim. If the target
is not willing to be kissed, the succubus must start a grapple, which
provokes an attack of opportunity. The succubus’s kiss or embrace
bestows one negative level. The kiss also has the effect of a suggestion
spell, asking the victim to accept another kiss from the succubus. The
victim must succeed on a DC 25 Will save to negate the effect of the
suggestion. The DC is 25 for the Fortitude save to remove a negative
level. These save DCs are Charisma-based.
Summon
Tanar’ri (Sp): Once per day a succubus can attempt to summon
1 vrock with a 30% chance of success. This ability is the equivalent
of a 3rd-level spell.
Tongues
(Su): A succubus has a permanent tongues
ability (as the spell, caster level 12th). Succubi usually use verbal
communication with mortals.
Evil Brand
Gain a +2 circumstance bonus to Diplomacy and Intimidate checks made
against evil creatures who can see the brand.
Thrall to
Iuz 1/day, while performing an evil act, may call upon Iuz and gain
a +1 luck bonus on any one attack roll, saving throw, ability check,
skill check, or level check.
Skills:
Succubi have a +8 racial bonus on Listen and Spot checks.
Size and
Appearance Born of a race known for its demonic beauty, S’leena
stands out even amongst her peers with flawless skin and features so
elegant that it’s hard to believe she is a demon. When disguised as
a humanoid, she typically takes the role of a female courtesan of exceptional
beauty. She is currently enjoying a role as a young adult female
half-elf.
*
CR 9 when encountered alone.
Talen CR --*
Female half-fiend/half-vampire
Duskblade 1
CE Medium outsider
(native, augmented humanoid)
Init
+8; Senses darkvision 60 ft.; Listen +3, Spot +3
Languages
Common
AC 24,
touch 14, flat-footed 20
(+4
Dex, +5 armor, +2 shield, +3 natural)
hp 8
(1 HD); fast healing 1
DR 5/silver
and magic
Immune
poison
Resist
acid 10, cold 15, electricity 15, fire 10; SR 11
Fort
+4, Ref +3, Will +4
Speed
30 ft. in armor type (6 squares), fly 30 ft. (average)
Melee
+1 longsword +7 (1d8+5/19-20) and
bite
+1 (1d6+2)
Melee
2 claws +6 each (1d4+5) and
bite
+1 (1d6+2) or
Melee
slam +6 (1d6+7) and
bite
+1 (1d6+2) or
Ranged
dagger +5 (1d4+5/19-20)
Space
5 ft.; Reach 5 ft.
Base Atk
+1; Grp +6
Combat Gear
daggers (2), potion of inflict light wounds
Duskblade
Spells Known (CL 1st):
1st
(3/day)—color spray (DC 15), ray of enfeeblement
0
(3/day)—acid splash, disrupt undead, ray of frost, touch of fatigue
Spell-Like
Abilities (CL 1st):
7/day—dancing
lights, detect magic, flare, ghost sound, read
magic
Abilities
Str 20, Dex 19, Con 12, Int 19, Wis 12, Cha 12
SQ smite
good 1/day (+0/+1), charm gaze, armored mage (light)
Feats
Improved InitiativeB, Tomb Tainted Soul
Skills
Bluff +3, Concentration +5, Disguise +11, Hide +5, Knowledge (undead)
+8, Knowledge (the planes) +8, Listen +3, Move Silently +5, Sense Motive
+5, Spellcraft +8, Spot +3, Tumble +5
Possessions
combat gear plus +1 chain shirt, +1 light
steel shield, hat of disguise, vest of resistance +1
Smite Good
(Su) 1/day can make a normal melee attack to deal extra damage equal
to its HD against a good foe.
Charm Gaze
(Su) Similar to a gaze attack, this standard action allows the vampire
to target any creature it can lock eyes with with a charm monster
effect (Will DC 11). Any creature that successfully saves against a
half-vampire’s charm gaze cannot be affected by that half-vampire’s
charm gaze for 24 hours. This ability has a range of 30 feet and the
caster level equals the half-vampire’s HD.
Fast Healing
(Ex) A half-vampire heals 1 point of damage each round so long as
it has at least 1 hit point but less than half its full normal hit points.
Armored
Mage (Ex) No arcane spell failure chance due to light armor or light
shields.
Tomb Tainted
Soul You are healed by negative energy and harmed by positive energy
as if you were an undead creature.
Skills
Half-vampires have a +2 racial bonus on Bluff, Hide, Listen, Move Silently,
and Spot Checks.
Size and
Appearance Talen appears to be an attractive tiefling with large,
bat-like wings growing out of her back. Her eyes glow red when she is
angry, and there is a faint smell of death and brimstone around her.
*
CR 3 when encountered alone.
8: Stables
Brighthorn Longshanks CR
--*
Male elite
unicorn
CG Large magical
beast
Init
+3; Senses darkvision 60 ft., low-light vision, scent; Listen
+12, Spot +12
Aura
magic circle against evil 10’ radius
Languages
Common, Sylvan
AC 23,
touch 12, flat-footed 18
(-1
size, +3 Dex, +5 armor, +6 natural)
+2
deflection vs. evil
hp 54
(4 HD)
Immune
poison, charm, compulsion
Resist
+2 saves vs. evil
Fort
+10, Ref +7, Will +7
Speed
60 ft. (12 squares)
Melee
+3 horn +13 (1d8+10) and
+1
cold iron horseshoes +6 each (1d4+4)
Space
10 ft.; Reach 5 ft.
Base Atk
+4; Grp +15
Atk Options
Power Attack, Improved Overrun +15 (+17 when charging)
Spell-like
abilities (CL 4th):
1/day—cure
moderate wounds (DC 21, CL 5th), greater teleport
(in Tangles Forest only), neutralize poison
(DC 23, CL 8th)
3/day—cure
light wounds (DC 20, CL 5th)
Abilities
Str 24, Dex 16, Con 23, Int 8, Wis 22, Cha 29
SQ wild
empathy +15
Feats
Power Attack, Improved Overrun
Skills
Disguise +19, Jump +23, Listen +12, Move Silently +9, Spot +12, Survival
+9 (+12 within Tangles Forest)
Possessions
combat gear plus hat of disguise, +2 studded leather armor
Skills
+4 racial bonus on Move Silently checks.
Size and
Appearance Brighthorn is 18 hands tall and larger than the stoutest
heavy warhorse. With a gleaming white coat and golden horn, he clearly
is a unicorn when not disguised, despite the barding. In disguise, he
appears to be a normal heavy warhorse, albeit one with intelligent eyes.
* CR when encountered
alone is 6 (3 for being a unicorn, +1 for elite array, +2 for having
gear as an 8th level NPC).
Dani CR 2
Male human
expert 3
N Medium humanoid
(human)
Init
-1; Senses Listen +1, Spot +1
Languages
Common, Elven
AC 13,
touch 9, flat-footed 13
(-1
Dex, +4 armor)
hp 14
(3 HD)
Fort
+1 , Ref +0, Will +4
Speed
30 ft. in light armor
Melee
mwk whip +2 (1d3-1 nonlethal)
Space
5 ft.; Reach 15 ft.
Base Atk
+2; Grp +1
Abilities
Str 8, Dex 9, Con 10, Int 13, Wis 12, Cha 11
Feats
Skill Focus (Handle Animal), Skill Focus (Profession [horse trader]),
Exotic Weapon Proficiency (whip)
Skills
Appraise +7, Bluff +6, Diplomacy +10, Disguise +0 (+2 acting), Handle
Animal +9, Intimidate +2, Knowledge (nature) +7, Profession (horse trader)
+10, Ride +7, Sense Motive +7, Survival +1 (+3 above ground)
Possessions
combat gear plus +1 studded leather armor, quall’s feather
token (whip)
Size and
Appearance Dani is a typical adolescent lad, although a bit undersized
for his age. He has an honest and earnest face and like to ask questions
of strangers about their travels and the creatures they have seen. He
has an intense hatred and fear of Iuzians and undead.
Appendix
2: Dirty Dog Tavern Map
Appendix 3: Dirty Dog Tavern Menu
Appendix 4: Rookroost
This miniature
stat block below should be used to give an idea of the general atmosphere
for the city and generate ideas for encounters should they become necessary.
Rookroost
(Large City): Conventional; AL CN; 40,000 gp limit; Assets 36,600,000
gp; Population 18,300; Mixed (human 14,457, orc 1,647, half-orc 915,
halfling 549, goblin 367, other 365).
Authority
Figures: Plar Rhaedrick Avenfear (N male human Ftr4/Rog9, secretly
head of the Rookroost Thieves Guild).
Important
Characters: Cazamir (LN male human Clr9 of Zilchus, high priest
of the bankrupt church of Zilchus), Gaiyle Markhalla (N female human
Rog3/Wizard7), Grod (Rhaedrick’s cohort; N male ogre Bbn 5).
Plar
Rhaedrick Avenfear: This former merchant/thief was forced underground
in 593 CY after being on the losing end of a power struggle within the
RTG. His opponent was known only as “The Eye”. With Rhaedrick gone,
“The Eye” rose to prominence within the guild, eventually taking
it over in a bloodless coup.
Presumed
dead by many, he, along with the ever loyal Grod, who calls him “da
bossman”, made his reappearance in 596 CY when he helped adventurers
infiltrate and rescue prisoners from Lord Marshall Mortoth’s (who
was secretly the Baron Kerzinen, a shapeshifting cambion, of Grazz’t’s
Argent Court) palace during a grand ball.
Having
acquired the trust of several powerful adventurers, Rhaedrick then spent
two years planning the overthrow of High Lord Tadurinal, a middling
priest of Iuz who had managed to assassinate Mortoth during the ball
in 596 CY (secretly, Tadurinal was easily dispatched by Kerzinen, who
then assumed his form and faked Mortoth’s death).
In
598 CY, Rhaedrick, with Gaiyle Markhalla’s help succeeded in exposing
The Eye’s true identity while at the same time discovering that Kerzinen
had slain Pernevi, Mortoth and Tadurinal and assumed their identities.
Worse, it was discovered that Kerzinen was the cambion son of a powerful
balor who served Grazz’t, Iuz’s own father. Through a deal between
Iuz and Grazz’t, Kerzinen was on loan to Iuz to rule Rookroost in
his name (Iuz’s Bonehearts were too busy to rule the chaotic city
and there was no one else that Iuz could trust at the time to maintain
order in the city and Grazz’t wanted Kerzinen to look for a Theorpart.
Many attacks into Tenh by Iuzians were ordered by Kerzinen, not Iuz,
a fact that is no consolation for those who died in the battles).
The
Eye’s name was Elara Mornstar, the half-elven lover of Kerzinen and
the only person who knew that Kerzinen had assumed Mortoth’s and Tadurinal’s
identities. Kerzinen had consolidated his control over the city’s
biggest threat to his leadership, the RTG, literally by sleeping with
the enemy.
With
this information, Rhaedrick was able to rally the adventurers, mercenaries,
and street thugs he needed to his cause and a vicious assault was unleashed
upon the High Lord’s palace. During the battle, Iuzians were assassinated
throughout the city by RTG hit men while adventurers confronted demons
in the palace’s bowels. Elara herself died defending her half-fiend
offspring as they tried to flee.
However,
Kerzinen was too powerful to dispatch. Knowing that the Iuzians forces
throughout the city had been decimated, Kerzinen escaped via plane
shift. It is presumed that he returned to the Abyss.
Cazamir:
This aging priest of the Moneylender is a man of mixed descent with
strong Oeridian overtones. He is the former high priest of Rookroost’s
Church of Zilchus, however the church went bankrupt shortly after the
arrival of Iuz’s minions (who taxed it literally to death). Most of
the lesser clergy were killed for failure to repay debts or tax evasion
and he had to ally himself with the RTG to remain in hiding. He has
a close friendship with Rhaedrick Avenfear, whom he trusts with his
life. Now that Rhaedrick is the Plar, he is busy rebuilding the destroyed
“temple”.
Gaiyle
Markhalla: A former “fixer” with extensive connections, Gaiyle
now serves as Rhaedrick’s problem-solver and magical advisor (and
some rumor, his lover). For several years, Gaiyle made her name connecting
secret employers with adventurers. She was known to have worked for
the Fanlareshen Elves and Guardian General Hok, among others.
Early
in 594 CY, Gaiyle was captured by Lord Marshall Mortoth’s forces and
publicly executed for treason. Her body was locked in a cage and hung
outside Mortoth’s palace near the front door as a warning to all who
would try to fight Iuz.
In
596 CY, during the infiltration of the grand ball orchestrated by Rhaedrick,
an adventurer managed to recover a piece of Gaiyle’s body. Rhaedrick,
who knew Gaiyle only vaguely, knew that he would need a powerful arcanist
if he was to succeed in ridding the city of the Iuzians. He began plotting
her resurrection.
When
word reached Rhaedrick that Gaiyle might be owed a favor by Guardian
General Hok, Rhaedrick personally escorted Gaiyle’s remains (a finger
bone) to the Guardian General in Hallorn. Somehow, Rhaedrick convinced
the General to exert his influence with an unknown, but powerful spellcaster,
and Gaiyle was resurrected. Rumor has it that Gaiyle was resurrected
by a high priest of Nerull, a former member of the Horned Society whom
Hok was in communication with.
Upon
her rebirth, Gaiyle joined Rhaedrick in his mission of driving the Iuzians
out of Rookroost. The two worked well together and Gaiyle was instrumental
in organizing the adventurers who assisted with the coup in 598 CY.
The map below
is from a TSR product. Unfortunately, I have long forgotten from which
old product it was obtained. It was used in the Living Greyhawk module
BDK2-03 Body and Soul, written by Chris Gorsuch and approved by
RPGA HQ reviewers Christopher Lindsay and Stephen Radney-McFarland.
The
key that follows is from the same unknown source. Please note that the
bold entries were referred to in BDK2-03, not in this document.
Appendix 5: Regional Map of the Combination of Free Lords, Circa 598
CY
The
original version of this map, created by Eric Anondson, formerly of
the Living Greyhawk Shield Lands Triad, was previously uploaded to Canonfire.com
by Eric. Eric then gave the Bandit Kingdoms Triad permission to modify
his map for use in the Living Greyhawk campaign, which they did after
consulting with the County of Urnst Triad.
Now
that the campaign is over, I present the final iteration of the map,
as modified by the BK Triad during the last year of the campaign. As
you can see, with Eric’s help, we have been able to take an area of
the Flanaess that was barely detailed before and flesh it out so that
the vibrant lands that make up the Combination are detailed. We hope
that Eric’s works live on long after the Living Greyhawk campaign
has ended.
"