Postfest X(Needfest 2009) The Dirty Dog Tavern in Rookroost
Date: Sat, May 02, 2009
Topic: Greyhawk Gazetteer


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, Rookroost’s premier establishment for successful adventurers, is where you should go.




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):

    3/day—blink, blur

    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):

    3/day—abrupt jaunt (see immediate magic below)

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

    0—all PHB cantrips

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

    3/day—darkness

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)

    At will—quickened detect evil

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

Dirty Dog

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.







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